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Copy file name to clipboardExpand all lines: common/src/main/kotlin/com/lambda/config/groups/BreakSettings.kt
+18-17Lines changed: 18 additions & 17 deletions
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@@ -29,26 +29,27 @@ class BreakSettings(
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vis: () ->Boolean = { true }
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) : BreakConfig(priority) {
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overrideval breakMode by c.setting("Break Mode", BreakMode.Packet) { vis() }
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overrideval reBreak by c.setting("ReBreak", true, "Re-breaks blocks after they've been broken once", vis)
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overrideval unsafeCancels by c.setting("Unsafe Cancels", true, "Allows cancelling block breaking even if the server might continue breaking sever side, potentially causing unexpected state changes") { vis() }
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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 reBreak by c.setting("ReBreak", true, "Re-breaks blocks after they've been broken once", visibility =vis)
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overrideval unsafeCancels by c.setting("Unsafe Cancels", true, "Allows cancelling block breaking even if the server might continue breaking sever side, potentially causing unexpected state changes", visibility =vis)
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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", visibility =vis)
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overrideval doubleBreak by c.setting("Double Break", true, "Allows breaking two blocks at once", visibility =vis)
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overrideval doubleBreakFudgeFactor by c.setting("Double Break Fudge Factor", 3, 0..3, 1, "The amount of ticks to give double, aka secondary breaks extra for the server to recognise the break") { doubleBreak && vis() }
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overrideval breakDelay by c.setting("Break Delay", 0, 0..6, 1, "The delay between breaking blocks", " ticks") { vis() }
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overrideval breakStageMask by c.setting("Break Stage Mask", setOf(TickEvent.Pre, TickEvent.Input.Pre, TickEvent.Input.Post, 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 breakDelay by c.setting("Break Delay", 0, 0..6, 1, "The delay between breaking blocks", " ticks", visibility =vis)
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overrideval breakStageMask by c.setting("Break Stage Mask", setOf(TickEvent.Pre, TickEvent.Input.Pre, TickEvent.Input.Post, TickEvent.Player.Post), "The sub-tick timing at which break actions can be performed", visibility =vis)
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overrideval swing by c.setting("Swing Mode", SwingMode.Constant, "The times at which to swing the players hand", visibility =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() }
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overrideval particles by c.setting("Particles", true, "Renders the breaking particles") { vis() }
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overrideval breakingTexture by c.setting("Breaking Overlay", true, "Overlays the breaking texture at its different stages") { vis() }
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overrideval rotateForBreak by c.setting("Rotate For Break", false, "Rotate towards block while breaking") { vis() }
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overrideval ignoredBlocks by c.setting("Ignored Blocks", allSigns, "Blocks that wont be broken") { vis() }
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overrideval breakConfirmation by c.setting("Break Confirmation", BreakConfirmationMode.BreakThenAwait, "The style of confirmation used when breaking") { vis() }
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overrideval maxPendingBreaks by c.setting("Max Pending Breaks", 15, 1..30, 1, "The maximum amount of pending breaks") { vis() }
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overrideval breaksPerTick by c.setting("Breaks Per Tick", 5, 1..30, 1, "Maximum instant block breaks per tick") { vis() }
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overrideval sounds by c.setting("Break Sounds", true, "Plays the breaking sounds", visibility =vis)
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overrideval particles by c.setting("Particles", true, "Renders the breaking particles", visibility =vis)
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overrideval breakingTexture by c.setting("Breaking Overlay", true, "Overlays the breaking texture at its different stages", visibility =vis)
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overrideval rotateForBreak by c.setting("Rotate For Break", false, "Rotate towards block while breaking", visibility =vis)
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overrideval ignoredBlocks by c.setting("Ignored Blocks", allSigns, "Blocks that wont be broken", visibility =vis)
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overrideval breakConfirmation by c.setting("Break Confirmation", BreakConfirmationMode.BreakThenAwait, "The style of confirmation used when breaking", visibility =vis)
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overrideval maxPendingBreaks by c.setting("Max Pending Breaks", 15, 1..30, 1, "The maximum amount of pending breaks", visibility =vis)
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overrideval breaksPerTick by c.setting("Breaks Per Tick", 5, 1..30, 1, "Maximum instant block breaks per tick", visibility =vis)
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overrideval suitableToolsOnly by c.setting("Suitable Tools Only", false, "Places a restriction to only use tools suitable for the given block", visibility = vis)
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overrideval avoidLiquids by c.setting("Avoid Liquids", true, "Avoids breaking blocks that would cause liquid to spill", visibility = vis)
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overrideval breakWeakBlocks by c.setting("Break Weak Blocks", false, "Break blocks that dont have structural integrity (e.g: grass)") { vis() }
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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 forceSilkTouch by c.setting("Force Silk Touch", false, "Force silk touch when breaking blocks", visibility =vis)
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overrideval forceFortunePickaxe by c.setting("Force Fortune Pickaxe", false, "Force fortune pickaxe when breaking blocks", visibility =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 }
Copy file name to clipboardExpand all lines: common/src/main/kotlin/com/lambda/config/groups/HotbarSettings.kt
+4-4Lines changed: 4 additions & 4 deletions
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@@ -27,9 +27,9 @@ class HotbarSettings(
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priority:Priority = 0,
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vis: () ->Boolean = { true }
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) : HotbarConfig(priority) {
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overrideval keepTicks by c.setting("Keep Ticks", 3, 0..20, 1, "The number of ticks to keep the current hotbar selection active", " ticks", vis)
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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 keepTicks by c.setting("Keep Ticks", 3, 0..20, 1, "The number of ticks to keep the current hotbar selection active", " ticks", visibility =vis)
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overrideval swapDelay by c.setting("Swap Delay", 0, 0..3, 1, "The number of ticks delay before allowing another hotbar selection swap", " ticks", visibility =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(TickEvent.Input.Pre, TickEvent.Input.Post), "The sub-tick timing at which hotbar actions are performed", 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", visibility =vis)
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overrideval sequenceStageMask by c.setting("Hotbar Stage Mask", setOf(TickEvent.Input.Pre, TickEvent.Input.Post), "The sub-tick timing at which hotbar actions are performed", visibility =vis)
Copy file name to clipboardExpand all lines: common/src/main/kotlin/com/lambda/config/groups/PlaceSettings.kt
+8-8Lines changed: 8 additions & 8 deletions
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@@ -27,14 +27,14 @@ class PlaceSettings(
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priority:Priority = 0,
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vis: () ->Boolean = { true }
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) : PlaceConfig(priority) {
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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 rotateForPlace by c.setting("Rotate For Place", true, "Rotate towards block while placing", visibility =vis)
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overrideval airPlace by c.setting("Air Place", AirPlaceMode.None, "Allows for placing blocks without adjacent faces", visibility =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(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 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", visibility =vis)
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overrideval placeConfirmationMode by c.setting("Place Confirmation", PlaceConfirmationMode.PlaceThenAwait, "Wait for block placement confirmation", visibility =vis)
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overrideval maxPendingPlacements by c.setting("Max Pending Placements", 5, 0..30, 1, "The maximum amount of pending placements", visibility =vis)
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overrideval placementsPerTick by c.setting("Places Per Tick", 1, 1..30, 1, "Maximum instant block places per tick", visibility =vis)
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overrideval swing by c.setting("Swing", true, "Swings the players hand when placing", visibility =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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overrideval sounds by c.setting("Place Sounds", true, "Plays the placing sounds", visibility =vis)
/** How many ticks to keep the rotation before resetting */
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overrideval keepTicks by c.setting("Keep Rotation", 1, 1..10, 1, "Ticks to keep rotation", " ticks") { rotate && vis() }
@@ -45,7 +45,7 @@ class RotationSettings(
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/**
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* At what sub-tick stages rotations can be performed
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*/
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overrideval rotationStageMask by c.setting("Rotation Stage Mask", setOf(TickEvent.Pre, TickEvent.Input.Pre, TickEvent.Player.Post), "The sub-tick stages at which rotations can be performed", vis)
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overrideval rotationStageMask by c.setting("Rotation Stage Mask", setOf(TickEvent.Pre, TickEvent.Input.Pre, TickEvent.Player.Post), "The sub-tick stages at which rotations can be performed", visibility =vis)
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/** Whether the rotation is instant */
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var instant by c.setting("Instant Rotation", true, "Instantly rotate") { rotate && vis() }
Copy file name to clipboardExpand all lines: common/src/main/kotlin/com/lambda/module/modules/player/PacketMine.kt
+1-1Lines changed: 1 addition & 1 deletion
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@@ -58,7 +58,7 @@ object PacketMine : Module(
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privateval reBreakMode by setting("ReBreak Mode", ReBreakMode.Manual, "The method used to re-break blocks after they've been broken once") { breakConfig.reBreak }
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privateval breakRadius by setting("Break Radius", 0, 0..5, 1, "Selects and breaks all blocks within the break radius of the selected block")
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privateval flatten by setting("Flatten", false, "Wont allow breaking extra blocks under your players position") { breakRadius >0 }
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privateval flatten by setting("Flatten", true, "Wont allow breaking extra blocks under your players position") { breakRadius >0 }
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privateval queue by setting("Queue", false, "Queues blocks to break so you can select multiple at once")
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.onValueChange { _, to ->if (!to) queuePositions.clear() }
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privateval queueOrder by setting("Queue Order", QueueOrder.Standard, "Which end of the queue to break blocks from") { queue }
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