public PlayerDamageEvent(Player player, API.Server server, int damage, float knockback, HorizontalDirection direction, bool crit) : base(player, server) { Damage = damage; Knockback = knockback; Direction = direction; Critical = crit; }
public PlayerDisconnectEvent(Player player, API.Server server) : base(player, server) { }
public PluginEnabledEvent(Plugin plugin, API.Server server) : base(plugin, server) { }
public WorldEvent(API.Server server, Worlds.World world) : base(server) { World = world; }
public PlayerUpdateInventoryEvent(Player player, API.Server server) : base(player, server) { }
public PlayerDamageByPlayerEvent(Player player, Player attacker, API.Server server, int damage, float knockback, HorizontalDirection direction, bool crit) : base(player, server, damage, knockback, direction, crit) { Attacker = attacker; }
public PlayerConnectEvent(Player player, byte slot, API.Server server) : base(player, server) { Slot = slot; }
public PlayerKickEvent(Player player, API.Server server) : base(player, server) { }
public ChestUpdateItemEvent(Player player, Chest chest, API.Server server) : base(chest, server) { Player = player; }
public PlayerTeleportEvent(Player player, API.Server server) : base(player, server) { }
protected PlayerEvent(Player player, API.Server server) : base(server) { Player = player; }
public PlayerUpdateCharacterEvent(Player player, API.Server server) : base(player, server) { }
public PlayerPingMinimapEvent(Player player, API.Server server) : base(player, server) { }
public PlayerPermissionEvent(API.Server server, Player player, string permission) : base(player, server) { Permission = permission; }
public PluginDisableEvent(Plugin plugin, API.Server server) : base(plugin, server) { }
public TileDamageEvent(Player player, byte damage, Tile tile, Worlds.World world, API.Server server) : base(tile, world, server) { Player = player; Damage = damage; }
protected NPCDamageEvent(NPC npc, int damage, float knockback, HorizontalDirection direction, bool crit, API.Server server) : base(npc, server) { Damage = damage; Knockback = knockback; Direction = direction; Critical = crit; }
public PluginLoadedEvent(Plugin plugin, API.Server server) : base(plugin, server) { }
public ProjectileModifyByPlayerEvent(Player player, Projectile projectile, ProjectileData new_data, API.Server server) : base(projectile, server) { Player = player; NewData = new_data; }
public EntitySpawnEvent(Entity ent, API.Server server) : base(ent, server) { }
public ServerUpdateEvent(API.Server server) : base(server) { }
public WorldWireOperationEvent(Vector2D <int> start, Vector2D <int> end, WireToolMode mode, Player player, API.Server server, Worlds.World world) : base(server, world) { Start = start; End = end; Mode = mode; Source = player; }
public EntityEvent(Entity ent, API.Server server) : base(server) { Entity = ent; }
public ChestOpenEvent(Player player, Chest chest, API.Server server) : base(chest, server) { Player = player; }
public ServerChatEvent(Player player, string message, string format, Color color, List <Player> audience, API.Server server) : base(server) { Player = player; Message = message; Format = format; Color = color; Recipients = audience; }
public NPCDamageByPlayerEvent(NPC npc, Player attacker, int damage, float knockback, HorizontalDirection direction, bool crit, API.Server server) : base(npc, damage, knockback, direction, crit, server) { Attacker = attacker; }
public PlayerJoinEvent(Player player, API.Server server) : base(player, server) { }
protected ProjectileEvent(Projectile projectile, API.Server server) : base(server) { Projectile = projectile; }
public ServerWatchdogEvent(API.Server server) : base(server) { }
public PluginEvent(Plugin plugin, API.Server server) : base(server) { Plugin = plugin; }