A Snapshot Of Forever Subtitle Download

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Avis Whitelow

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Jan 21, 2024, 1:55:57 AM1/21/24
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Note that this name will not be displayed in game, only in chat andplaces defined by plugins.Returns:the friendly name

  • setDisplayNamevoid setDisplayName(@NullableString name)Sets the "friendly" name to display of this player. This may includecolor.Note that this name will not be displayed in game, only in chat andplaces defined by plugins.Parameters:name - The new display name.
  • getPlayerListName@NotNullString getPlayerListName()Gets the name that is shown on the player list.Returns:the player list name
  • setPlayerListNamevoid setPlayerListName(@NullableString name)Sets the name that is shown on the in-game player list.If the value is null, the name will be identical to getName().Parameters:name - new player list name
  • getPlayerListHeader@NullableString getPlayerListHeader()Gets the currently displayed player list header for this player.Returns:player list header or null
  • getPlayerListFooter@NullableString getPlayerListFooter()Gets the currently displayed player list footer for this player.Returns:player list header or null
  • setPlayerListHeadervoid setPlayerListHeader(@NullableString header)Sets the currently displayed player list header for this player.Parameters:header - player list header, null for empty
  • setPlayerListFootervoid setPlayerListFooter(@NullableString footer)Sets the currently displayed player list footer for this player.Parameters:footer - player list footer, null for empty
  • setPlayerListHeaderFootervoid setPlayerListHeaderFooter(@NullableString header,@NullableString footer)Sets the currently displayed player list header and footer for thisplayer.Parameters:header - player list header, null for emptyfooter - player list footer, null for empty
  • setCompassTargetvoid setCompassTarget(@NotNullLocation loc)Set the target of the player's compass.Parameters:loc - Location to point to
  • getCompassTarget@NotNullLocation getCompassTarget()Get the previously set compass target.Returns:location of the target
  • getAddress@NullableInetSocketAddress getAddress()Gets the socket address of this playerReturns:the player's address
  • sendRawMessagevoid sendRawMessage(@NotNullString message)Sends this sender a message rawSpecified by:sendRawMessage in interface ConversableParameters:message - Message to be displayed
  • kickPlayervoid kickPlayer(@NullableString message)Kicks player with custom kick message.Parameters:message - kick message
  • ban@NullableBanEntry ban(@NullableString reason,@NullableDate expires,@NullableString source,boolean kickPlayer)Adds this user to the ProfileBanList. If a previous ban exists, this willupdate the entry.Parameters:reason - reason for the ban, null indicates implementation defaultexpires - date for the ban's expiration (unban), or null to implyforeversource - source of the ban, null indicates implementation defaultkickPlayer - if the player need to be kickReturns:the entry for the newly created ban, or the entry for the(updated) previous ban
  • ban@NullableBanEntry ban(@NullableString reason,@NullableInstant expires,@NullableString source,boolean kickPlayer)Adds this user to the ProfileBanList. If a previous ban exists, this willupdate the entry.Parameters:reason - reason for the ban, null indicates implementation defaultexpires - date for the ban's expiration (unban), or null to implyforeversource - source of the ban, null indicates implementation defaultkickPlayer - if the player need to be kickReturns:the entry for the newly created ban, or the entry for the(updated) previous ban
  • ban@NullableBanEntry ban(@NullableString reason,@NullableDuration duration,@NullableString source,boolean kickPlayer)Adds this user to the ProfileBanList. If a previous ban exists, this willupdate the entry.Parameters:reason - reason for the ban, null indicates implementation defaultduration - the duration how long the ban lasts, or null to implyforeversource - source of the ban, null indicates implementation defaultkickPlayer - if the player need to be kickReturns:the entry for the newly created ban, or the entry for the(updated) previous ban
  • banIp@NullableBanEntry banIp(@NullableString reason,@NullableDate expires,@NullableString source,boolean kickPlayer)Adds this user's current IP address to the IpBanList. If a previous ban exists, this willupdate the entry. If getAddress() is null this method will throw an exception.Parameters:reason - reason for the ban, null indicates implementation defaultexpires - date for the ban's expiration (unban), or null to implyforeversource - source of the ban, null indicates implementation defaultkickPlayer - if the player need to be kickReturns:the entry for the newly created ban, or the entry for the(updated) previous ban
  • banIp@NullableBanEntry banIp(@NullableString reason,@NullableInstant expires,@NullableString source,boolean kickPlayer)Adds this user's current IP address to the IpBanList. If a previous ban exists, this willupdate the entry. If getAddress() is null this method will throw an exception.Parameters:reason - reason for the ban, null indicates implementation defaultexpires - date for the ban's expiration (unban), or null to implyforeversource - source of the ban, null indicates implementation defaultkickPlayer - if the player need to be kickReturns:the entry for the newly created ban, or the entry for the(updated) previous ban
  • banIp@NullableBanEntry banIp(@NullableString reason,@NullableDuration duration,@NullableString source,boolean kickPlayer)Adds this user's current IP address to the IpBanList. If a previous ban exists, this willupdate the entry. If getAddress() is null this method will throw an exception.Parameters:reason - reason for the ban, null indicates implementation defaultduration - the duration how long the ban lasts, or null to implyforeversource - source of the ban, null indicates implementation defaultkickPlayer - if the player need to be kickReturns:the entry for the newly created ban, or the entry for the(updated) previous ban
  • chatvoid chat(@NotNullString msg)Says a message (or runs a command).Parameters:msg - message to print
  • performCommandboolean performCommand(@NotNullString command)Makes the player perform the given commandParameters:command - Command to performReturns:true if the command was successful, otherwise false
  • isOnGround@Deprecatedboolean isOnGround()Deprecated.This value is controlled only by the client and is thereforeunreliable and vulnerable to spoofing and/or desync depending on thecontext/time which it is accessedReturns true if the entity is supported by a block.This value is a state updated by the client after each movement.Specified by:isOnGround in interface EntityReturns:True if entity is on ground.See Also:
  • isOnGround()
  • isSneakingboolean isSneaking()Returns if the player is in sneak modeReturns:true if player is in sneak mode
  • setSneakingvoid setSneaking(boolean sneak)Sets the sneak mode the playerParameters:sneak - true if player should appear sneaking
  • isSprintingboolean isSprinting()Gets whether the player is sprinting or not.Returns:true if player is sprinting.
  • setSprintingvoid setSprinting(boolean sprinting)Sets whether the player is sprinting or not.Parameters:sprinting - true if the player should be sprinting
  • saveDatavoid saveData()Saves the players current location, health, inventory, motion, andother information into the username.dat file, in the world/playerfolder
  • loadDatavoid loadData()Loads the players current location, health, inventory, motion, andother information from the username.dat file, in the world/playerfolder.Note: This will overwrite the players current inventory, health,motion, etc, with the state from the saved dat file.
  • setSleepingIgnoredvoid setSleepingIgnored(boolean isSleeping)Sets whether the player is ignored as not sleeping. If everyone iseither sleeping or has this flag set, then time will advance to thenext day. If everyone has this flag set but no one is actually in bed,then nothing will happen.Parameters:isSleeping - Whether to ignore.
  • isSleepingIgnoredboolean isSleepingIgnored()Returns whether the player is sleeping ignored.Returns:Whether player is ignoring sleep.
  • getBedSpawnLocation@NullableLocation getBedSpawnLocation()Gets the Location where the player will spawn at their bed, null ifthey have not slept in one or their current bed spawn is invalid.Specified by:getBedSpawnLocation in interface OfflinePlayerReturns:Bed Spawn Location if bed exists, otherwise null.
  • setBedSpawnLocationvoid setBedSpawnLocation(@NullableLocation location)Sets the Location where the player will spawn at their bed.Parameters:location - where to set the respawn location
  • setBedSpawnLocationvoid setBedSpawnLocation(@NullableLocation location,boolean force)Sets the Location where the player will spawn at their bed.Parameters:location - where to set the respawn locationforce - whether to forcefully set the respawn location even if avalid bed is not present
  • playNote@Deprecatedvoid playNote(@NotNullLocation loc,byte instrument,byte note)Deprecated.Magic valuePlay a note for the player at a location.
    This will work with cake.Parameters:loc - The location to play the noteinstrument - The instrument ID.note - The note ID.
  • playNotevoid playNote(@NotNullLocation loc,@NotNullInstrument instrument,@NotNullNote note)Play a note for the player at a location.
    This will work with cake.This method will fail silently when called with Instrument.CUSTOM_HEAD.Parameters:loc - The location to play the noteinstrument - The instrumentnote - The note
  • playSoundvoid playSound(@NotNullLocation location,@NotNullSound sound,float volume,float pitch)Play a sound for a player at the location.This function will fail silently if Location or Sound are null.Parameters:location - The location to play the soundsound - The sound to playvolume - The volume of the soundpitch - The pitch of the sound
  • playSoundvoid playSound(@NotNullLocation location,@NotNullString sound,float volume,float pitch)Play a sound for a player at the location.This function will fail silently if Location or Sound are null. Nosound will be heard by the player if their client does not have therespective sound for the value passed.Parameters:location - The location to play the soundsound - The internal sound name to playvolume - The volume of the soundpitch - The pitch of the sound
  • playSoundvoid playSound(@NotNullLocation location,@NotNullSound sound,@NotNullSoundCategory category,float volume,float pitch)Play a sound for a player at the location.This function will fail silently if Location or Sound are null.Parameters:location - The location to play the soundsound - The sound to playcategory - The category of the soundvolume - The volume of the soundpitch - The pitch of the sound
  • playSoundvoid playSound(@NotNullLocation location,@NotNullString sound,@NotNullSoundCategory category,float volume,float pitch)Play a sound for a player at the location.This function will fail silently if Location or Sound are null. No soundwill be heard by the player if their client does not have the respectivesound for the value passed.Parameters:location - The location to play the soundsound - The internal sound name to playcategory - The category of the soundvolume - The volume of the soundpitch - The pitch of the sound
  • playSoundvoid playSound(@NotNullLocation location,@NotNullSound sound,@NotNullSoundCategory category,float volume,float pitch,long seed)Play a sound for a player at the location. For sounds with multiplevariations passing the same seed will always play the same variation.This function will fail silently if Location or Sound are null.Parameters:location - The location to play the soundsound - The sound to playcategory - The category of the soundvolume - The volume of the soundpitch - The pitch of the soundseed - The seed for the sound
  • playSoundvoid playSound(@NotNullLocation location,@NotNullString sound,@NotNullSoundCategory category,float volume,float pitch,long seed)Play a sound for a player at the location. For sounds with multiplevariations passing the same seed will always play the same variation.This function will fail silently if Location or Sound are null. No soundwill be heard by the player if their client does not have the respectivesound for the value passed.Parameters:location - The location to play the soundsound - The internal sound name to playcategory - The category of the soundvolume - The volume of the soundpitch - The pitch of the soundseed - The seed for the sound
  • playSoundvoid playSound(@NotNullEntity entity,@NotNullSound sound,float volume,float pitch)Play a sound for a player at the location of the entity.This function will fail silently if Entity or Sound are null.Parameters:entity - The entity to play the soundsound - The sound to playvolume - The volume of the soundpitch - The pitch of the sound
  • playSoundvoid playSound(@NotNullEntity entity,@NotNullString sound,float volume,float pitch)Play a sound for a player at the location of the entity.This function will fail silently if Entity or Sound are null.Parameters:entity - The entity to play the soundsound - The sound to playvolume - The volume of the soundpitch - The pitch of the sound
  • playSoundvoid playSound(@NotNullEntity entity,@NotNullSound sound,@NotNullSoundCategory category,float volume,float pitch)Play a sound for a player at the location of the entity.This function will fail silently if Entity or Sound are null.Parameters:entity - The entity to play the soundsound - The sound to playcategory - The category of the soundvolume - The volume of the soundpitch - The pitch of the sound
  • playSoundvoid playSound(@NotNullEntity entity,@NotNullString sound,@NotNullSoundCategory category,float volume,float pitch)Play a sound for a player at the location of the entity.This function will fail silently if Entity or Sound are null.Parameters:entity - The entity to play the soundsound - The sound to playcategory - The category of the soundvolume - The volume of the soundpitch - The pitch of the sound
  • playSoundvoid playSound(@NotNullEntity entity,@NotNullSound sound,@NotNullSoundCategory category,float volume,float pitch,long seed)Play a sound for a player at the location of the entity. For sounds withmultiple variations passing the same seed will always play the same variation.This function will fail silently if Entity or Sound are null.Parameters:entity - The entity to play the soundsound - The sound to playcategory - The category of the soundvolume - The volume of the soundpitch - The pitch of the soundseed - The seed for the sound
  • playSoundvoid playSound(@NotNullEntity entity,@NotNullString sound,@NotNullSoundCategory category,float volume,float pitch,long seed)Play a sound for a player at the location of the entity. For sounds withmultiple variations passing the same seed will always play the same variation.This function will fail silently if Entity or Sound are null.Parameters:entity - The entity to play the soundsound - The sound to playcategory - The category of the soundvolume - The volume of the soundpitch - The pitch of the soundseed - The seed for the sound
  • stopSoundvoid stopSound(@NotNullSound sound)Stop the specified sound from playing.Parameters:sound - the sound to stop
  • stopSoundvoid stopSound(@NotNullString sound)Stop the specified sound from playing.Parameters:sound - the sound to stop
  • stopSoundvoid stopSound(@NotNullSound sound,@NullableSoundCategory category)Stop the specified sound from playing.Parameters:sound - the sound to stopcategory - the category of the sound
  • stopSoundvoid stopSound(@NotNullString sound,@NullableSoundCategory category)Stop the specified sound from playing.Parameters:sound - the sound to stopcategory - the category of the sound
  • stopSoundvoid stopSound(@NotNullSoundCategory category)Stop the specified sound category from playing.Parameters:category - the sound category to stop
  • stopAllSoundsvoid stopAllSounds()Stop all sounds from playing.
  • playEffect@Deprecatedvoid playEffect(@NotNullLocation loc,@NotNullEffect effect,int data)Deprecated.Magic valuePlays an effect to just this player.Parameters:loc - the location to play the effect ateffect - the Effectdata - a data bit needed for some effects
  • playEffect void playEffect(@NotNullLocation loc,@NotNullEffect effect,@NullableT data)Plays an effect to just this player.Type Parameters:T - the data based based on the type of the effectParameters:loc - the location to play the effect ateffect - the Effectdata - a data bit needed for some effects
  • breakBlockboolean breakBlock(@NotNullBlock block)Force this player to break a Block using the item in their main hand.This method will respect enchantments, handle item durability (ifapplicable) and drop experience and the correct items according to thetool/item in the player's hand.Note that this method will call a BlockBreakEvent, meaning thatthis method may not be successful in breaking the block if the event wascancelled by a third party plugin. Care should be taken if running thismethod in a BlockBreakEvent listener as recursion may be possible if itis invoked on the same Block being broken in the event.Additionally, a BlockDropItemEvent is called for the itemsdropped by this method (if successful).The block must be in the same world as the player.Parameters:block - the block to breakReturns:true if the block was broken, false if the break failed
  • sendBlockChange@Deprecatedvoid sendBlockChange(@NotNullLocation loc,@NotNullMaterial material,byte data)Deprecated.Magic valueSend a block change. This fakes a block change packet for a user at acertain location. This will not actually change the world in any way.Parameters:loc - The location of the changed blockmaterial - The new blockdata - The block data
  • sendBlockChangevoid sendBlockChange(@NotNullLocation loc,@NotNullBlockData block)Send a block change. This fakes a block change packet for a user at acertain location. This will not actually change the world in any way.Parameters:loc - The location of the changed blockblock - The new block
  • sendBlockChangesvoid sendBlockChanges(@NotNullCollection blocks)Send a multi-block change. This fakes a block change packet for a userat multiple locations. This will not actually change the world in anyway.This method may send multiple packets to the client depending on theblocks in the collection. A packet must be sent for each chunk sectionmodified, meaning one packet for each 16x16x16 block area. Even if onlyone block is changed in two different chunk sections, two packets willbe sent.Additionally, this method cannot guarantee the functionality of changesbeing sent to the player in chunks not loaded by the client. It is theresponsibility of the caller to ensure that the client is within rangeof the changed blocks or to handle any side effects caused as a result.Parameters:blocks - the block states to send to the player
  • sendBlockChanges@Deprecatedvoid sendBlockChanges(@NotNullCollection blocks,boolean suppressLightUpdates)Deprecated.suppressLightUpdates is not functional in versions greaterthan 1.19.4Send a multi-block change. This fakes a block change packet for a userat multiple locations. This will not actually change the world in anyway.This method may send multiple packets to the client depending on theblocks in the collection. A packet must be sent for each chunk sectionmodified, meaning one packet for each 16x16x16 block area. Even if onlyone block is changed in two different chunk sections, two packets willbe sent.Additionally, this method cannot guarantee the functionality of changesbeing sent to the player in chunks not loaded by the client. It is theresponsibility of the caller to ensure that the client is within rangeof the changed blocks or to handle any side effects caused as a result.Parameters:blocks - the block states to send to the playersuppressLightUpdates - whether or not light updates should besuppressed when updating the blocks on the client
  • sendBlockDamagevoid sendBlockDamage(@NotNullLocation loc,float progress)Send block damage. This fakes block break progress at a certain locationsourced by this player. This will not actually change the block's breakprogress in any way.Parameters:loc - the location of the damaged blockprogress - the progress from 0.0 - 1.0 where 0 is no damage and1.0 is the most damaged
  • sendBlockDamagevoid sendBlockDamage(@NotNullLocation loc,float progress,@NotNullEntity source)Send block damage. This fakes block break progress at a certain locationsourced by the provided entity. This will not actually change the block'sbreak progress in any way.At the same location for each unique damage source sent to the player, aseparate damage overlay will be displayed with the given progress. This allowsfor block damage at different progress from multiple entities at once.Parameters:loc - the location of the damaged blockprogress - the progress from 0.0 - 1.0 where 0 is no damage and1.0 is the most damagedsource - the entity to which the damage belongs
  • sendBlockDamagevoid sendBlockDamage(@NotNullLocation loc,float progress,int sourceId)Send block damage. This fakes block break progress at a certain locationsourced by the provided entity id. This will not actually change the block'sbreak progress in any way.At the same location for each unique damage source sent to the player, aseparate damage overlay will be displayed with the given progress. This allowsfor block damage at different progress from multiple entities at once.Parameters:loc - the location of the damaged blockprogress - the progress from 0.0 - 1.0 where 0 is no damage and1.0 is the most damagedsourceId - the entity id of the entity to which the damage belongs.Can be an id that does not associate directly with an existing or loaded entity.
  • sendEquipmentChangevoid sendEquipmentChange(@NotNullLivingEntity entity,@NotNullEquipmentSlot slot,@NullableItemStack item)Send an equipment change for the target entity. This will notactually change the entity's equipment in any way.Parameters:entity - the entity whose equipment to changeslot - the slot to changeitem - the item to which the slot should be changed, or null to setit to air
  • sendEquipmentChangevoid sendEquipmentChange(@NotNullLivingEntity entity,@NotNullMap items)Send multiple equipment changes for the target entity. This will notactually change the entity's equipment in any way.Parameters:entity - the entity whose equipment to changeitems - the slots to change, where the values are the items to whichthe slot should be changed. null values will set the slot to air
  • sendSignChangevoid sendSignChange(@NotNullLocation loc,@NullableString[] lines)throws IllegalArgumentExceptionSend a sign change. This fakes a sign change packet for a user ata certain location. This will not actually change the world in any way.This method will use a sign at the location's block or a faked signsent viasendBlockChange(org.bukkit.Location, org.bukkit.block.data.BlockData).If the client does not have a sign at the given location it willdisplay an error message to the user.To change all attributes of a sign, including the back Side, usesendBlockUpdate(org.bukkit.Location, org.bukkit.block.TileState).Parameters:loc - the location of the signlines - the new text on the sign or null to clear itThrows:IllegalArgumentException - if location is nullIllegalArgumentException - if lines is non-null and has a length less than 4
  • sendSignChangevoid sendSignChange(@NotNullLocation loc,@NullableString[] lines,@NotNullDyeColor dyeColor)throws IllegalArgumentExceptionSend a sign change. This fakes a sign change packet for a user ata certain location. This will not actually change the world in any way.This method will use a sign at the location's block or a faked signsent viasendBlockChange(org.bukkit.Location, org.bukkit.block.data.BlockData).If the client does not have a sign at the given location it willdisplay an error message to the user.To change all attributes of a sign, including the back Side, usesendBlockUpdate(org.bukkit.Location, org.bukkit.block.TileState).Parameters:loc - the location of the signlines - the new text on the sign or null to clear itdyeColor - the color of the signThrows:IllegalArgumentException - if location is nullIllegalArgumentException - if dyeColor is nullIllegalArgumentException - if lines is non-null and has a length less than 4
  • sendSignChangevoid sendSignChange(@NotNullLocation loc,@NullableString[] lines,@NotNullDyeColor dyeColor,boolean hasGlowingText)throws IllegalArgumentExceptionSend a sign change. This fakes a sign change packet for a user ata certain location. This will not actually change the world in any way.This method will use a sign at the location's block or a faked signsent viasendBlockChange(org.bukkit.Location, org.bukkit.block.data.BlockData).If the client does not have a sign at the given location it willdisplay an error message to the user.To change all attributes of a sign, including the back Side, usesendBlockUpdate(org.bukkit.Location, org.bukkit.block.TileState).Parameters:loc - the location of the signlines - the new text on the sign or null to clear itdyeColor - the color of the signhasGlowingText - if the sign's text should be glowingThrows:IllegalArgumentException - if location is nullIllegalArgumentException - if dyeColor is nullIllegalArgumentException - if lines is non-null and has a length less than 4
  • sendBlockUpdate@Experimentalvoid sendBlockUpdate(@NotNullLocation loc,@NotNullTileState tileState)throws IllegalArgumentExceptionSend a TileState change. This fakes a TileState change for a user atthe given location. This will not actually change the world in any way.This method will use a TileState at the location's block or a faked TileStatesent viasendBlockChange(org.bukkit.Location, org.bukkit.block.data.BlockData).If the client does not have an appropriate tile at the given location itmay display an error message to the user.BlockData.createBlockState() can be used to create a BlockState.Parameters:loc - the location of the signtileState - the tile stateThrows:IllegalArgumentException - if location is nullIllegalArgumentException - if tileState is null
  • sendMapvoid sendMap(@NotNullMapView map)Render a map and send it to the player in its entirety. This may beused when streaming the map in the normal manner is not desirable.Parameters:map - The map to be sent
  • sendHurtAnimationvoid sendHurtAnimation(float yaw)Send a hurt animation. This fakes incoming damage towards the player fromthe given yaw relative to the player's direction.Parameters:yaw - the yaw in degrees relative to the player's direction where 0is in front of the player, 90 is to the right, 180 is behind, and 270 isto the left
  • addCustomChatCompletionsvoid addCustomChatCompletions(@NotNullCollection completions)Add custom chat completion suggestions shown to the player while typing amessage.Parameters:completions - the completions to send
  • removeCustomChatCompletionsvoid removeCustomChatCompletions(@NotNullCollection completions)Remove custom chat completion suggestions shown to the player whiletyping a message.Online player names cannot be removed with this method. This will affectonly custom completions added by addCustomChatCompletions(Collection)or setCustomChatCompletions(Collection).Parameters:completions - the completions to remove
  • setCustomChatCompletionsvoid setCustomChatCompletions(@NotNullCollection completions)Set the list of chat completion suggestions shown to the player whiletyping a message.If completions were set previously, this method will remove them all andreplace them with the provided completions.Parameters:completions - the completions to set
  • updateInventory@Internalvoid updateInventory()Forces an update of the player's entire inventory.API Note:It should not be necessary for plugins to use this method. If itis required for some reason, it is probably a bug.
  • getPreviousGameMode@NullableGameMode getPreviousGameMode()Gets this player's previous GameModeReturns:Previous game mode or null
  • setPlayerTimevoid setPlayerTime(long time,boolean relative)Sets the current time on the player's client. When relative is true theplayer's time will be kept synchronized to its world time with thespecified offset.When using non relative time the player's time will stay fixed at thespecified time parameter. It's up to the caller to continue updatingthe player's time. To restore player time to normal useresetPlayerTime().Parameters:time - The current player's perceived time or the player's timeoffset from the server time.relative - When true the player time is kept relative to its worldtime.
  • getPlayerTimelong getPlayerTime()Returns the player's current timestamp.Returns:The player's time
  • getPlayerTimeOffsetlong getPlayerTimeOffset()Returns the player's current time offset relative to server time, orthe current player's fixed time if the player's time is absolute.Returns:The player's time
  • isPlayerTimeRelativeboolean isPlayerTimeRelative()Returns true if the player's time is relative to the server time,otherwise the player's time is absolute and will not change its currenttime unless done so with setPlayerTime().Returns:true if the player's time is relative to the server time.
  • resetPlayerTimevoid resetPlayerTime()Restores the normal condition where the player's time is synchronizedwith the server time.Equivalent to calling setPlayerTime(0, true).
  • setPlayerWeathervoid setPlayerWeather(@NotNullWeatherType type)Sets the type of weather the player will see. When used, the weatherstatus of the player is locked until re

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