/* * Minecraft Forge * Copyright (c) 2016-2018. * * 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.debug.fluid; import net.minecraft.init.Blocks; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.world.BlockEvent.CreateFluidSourceEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.event.FMLInitializationEvent; import net.minecraftforge.eventbus.api.Event.Result; import net.minecraftforge.eventbus.api.SubscribeEvent; @Mod(modid = "createfluidsourcetest", name = "CreateFluidSourceTest", version = "1.0", acceptableRemoteVersions = "*") public class CreateFluidSourceEventTest { public static final boolean ENABLE = false; @Mod.EventHandler public static void init(FMLInitializationEvent event) { if (ENABLE) { MinecraftForge.EVENT_BUS.register(CreateFluidSourceEventTest.class); } } @net.minecraftforge.eventbus.api.SubscribeEvent public static void onCreateFluidSource(CreateFluidSourceEvent event) { // make it work exactly the opposite of how it works by default if (event.getState().getBlock() == Blocks.FLOWING_WATER) { event.setResult(Result.DENY); } else { event.setResult(Result.ALLOW); } } }