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overrideval breakThreshold by c.setting("Break Threshold", 0.7f, 0.1f..1.0f, 0.02f, "The break amount at which the block is considered broken") { vis() }
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overrideval doubleBreak by c.setting("Double Break", true, "Allows breaking two blocks at once") { vis() }
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overrideval breakDelay by c.setting("Break Delay", 0, 0..5, 1, "The delay between breaking blocks", " ticks") { vis() }
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overrideval breakStageMask by c.setting("Break Stage Mask", setOf(*TickStage.entries.toTypedArray()), "The sub-tick timing at which break actions can be performed", vis)
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overrideval breakStageMask by c.setting("Break Stage Mask", setOf(TickEvent.Pre, TickEvent.Input.Pre, TickEvent.Player.Post), "The sub-tick timing at which break actions can be performed", vis)
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overrideval swing by c.setting("Swing Mode", SwingMode.Constant, "The times at which to swing the players hand") { vis() }
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overrideval swingType by c.setting("Break Swing Type", BuildConfig.SwingType.Vanilla, "The style of swing") { vis() && swing !=SwingMode.None }
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overrideval sounds by c.setting("Break Sounds", true, "Plays the breaking sounds") { vis() }
@@ -47,4 +48,4 @@ class BreakSettings(
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overrideval forceSilkTouch by c.setting("Force Silk Touch", false, "Force silk touch when breaking blocks") { vis() }
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overrideval forceFortunePickaxe by c.setting("Force Fortune Pickaxe", false, "Force fortune pickaxe when breaking blocks") { vis() }
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overrideval minFortuneLevel by c.setting("Min Fortune Level", 1, 1..3, 1, "The minimum fortune level to use") { vis() && forceFortunePickaxe }
overrideval swapDelay by c.setting("Swap Delay", 0, 0..3, 1, "The number of ticks delay before allowing another hotbar selection swap", " ticks", vis)
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overrideval swapsPerTick by c.setting("Swaps Per Tick", 3, 1..10, 1, "The number of hotbar selection swaps that can take place each tick") { swapDelay <=0&& vis() }
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overrideval swapPause by c.setting("Swap Pause", 0, 0..20, 1, "The delay in ticks to pause actions after switching to the slot", " ticks", vis)
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overrideval sequenceStageMask by c.setting("Hotbar Stage Mask", setOf(*TickStage.entries.toTypedArray()), "The sub-tick timing at which hotbar actions are performed", vis)
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}
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overrideval sequenceStageMask by c.setting("Hotbar Stage Mask", setOf(TickEvent.Pre, TickEvent.Input.Pre, TickEvent.Player.Post), "The sub-tick timing at which hotbar actions are performed", vis)
overrideval rotateForPlace by c.setting("Rotate For Place", true, "Rotate towards block while placing") { vis() }
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overrideval airPlace by c.setting("Air Place", AirPlaceMode.None, "Allows for placing blocks without adjacent faces") { vis() }
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overrideval axisRotateSetting by c.setting("Axis Rotate", true, "Overrides the Rotate For Place setting and rotates the player on each axis to air place rotational blocks") { vis() && airPlace.isEnabled() }
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overrideval placeStageMask by c.setting("Place Sequence Mode", setOf(*TickStage.entries.toTypedArray()), "The sub-tick timing at which break actions are performed") { vis() }
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overrideval placeStageMask by c.setting("Place Sequence Mode", setOf(TickEvent.Pre, TickEvent.Input.Pre, TickEvent.Player.Post), "The sub-tick timing at which break actions are performed") { vis() }
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overrideval placeConfirmationMode by c.setting("Place Confirmation", PlaceConfirmationMode.PlaceThenAwait, "Wait for block placement confirmation") { vis() }
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overrideval maxPendingPlacements by c.setting("Max Pending Placements", 5, 0..30, 1, "The maximum amount of pending placements") { vis() }
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overrideval placementsPerTick by c.setting("Places Per Tick", 1, 1..30, 1, "Maximum instant block places per tick") { vis() }
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overrideval swing by c.setting("Swing", true, "Swings the players hand when placing") { vis() }
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overrideval swingType by c.setting("Place Swing Type", BuildConfig.SwingType.Vanilla, "The style of swing") { vis() && swing }
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overrideval sounds by c.setting("Place Sounds", true, "Plays the placing sounds") { vis() }
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