/* * Minecraft Forge * Copyright (c) 2016. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation version 2.1 * of the License. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ package net.minecraftforge.event.entity.player; import net.minecraft.block.Block; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.Entity; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.math.BlockPos; import net.minecraft.world.IBlockAccess; import net.minecraftforge.fml.common.eventhandler.Event.HasResult; /** * This event is fired when game checks, if sleeping player should be still considered "in bed".<br> * Failing this check will cause player to wake up.<br> * * This event has a result. {@link HasResult}<br> * * setResult(ALLOW) informs game that player is still "in bed"<br> * setResult(DEFAULT) causes game to check {@link Block#isBed(IBlockState, IBlockAccess, BlockPos, Entity)} instead */ @HasResult public class SleepingLocationCheckEvent extends PlayerEvent { private final BlockPos sleepingLocation; public SleepingLocationCheckEvent(EntityPlayer player, BlockPos sleepingLocation) { super(player); this.sleepingLocation = sleepingLocation; } public BlockPos getSleepingLocation() { return sleepingLocation; } }