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privatefinalSetting<Double> targetRange = sgGeneral.add(newDoubleSetting.Builder().name("target-range").description("The radius in which players get targeted.").defaultValue(5.5).min(0).sliderMax(7).build());
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privatefinalSetting<SortPriority> priority = sgGeneral.add(newEnumSetting.Builder<SortPriority>().name("target-priority").description("How to filter targets within range.").defaultValue(SortPriority.LowestDistance).build());
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privatefinalSetting<Integer> delay = sgGeneral.add(newIntSetting.Builder().name("place-delay").description("How many ticks between block placements.").defaultValue(1).build());
privatefinalSetting<Boolean> rotate = sgGeneral.add(newBoolSetting.Builder().name("rotate").description("Automatically rotates you towards the city block.").defaultValue(true).build());
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/*render*/
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privatefinalSetting<Boolean> swingHand = sgRender.add(newBoolSetting.Builder().name("swing-hand").description("Whether to render your hand swinging.").defaultValue(false).build());
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privatefinalSetting<Boolean> renderBlock = sgRender.add(newBoolSetting.Builder().name("render-block").description("Whether to render the block being broken.").defaultValue(true).build());
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privatefinalSetting<ShapeMode> shapeMode = sgRender.add(newEnumSetting.Builder<ShapeMode>().name("shape-mode").description("How the shapes are rendered.").defaultValue(ShapeMode.Both).visible(renderBlock::get).build());
.description("Whether to render your hand swinging.")
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.defaultValue(false)
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.build()
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);
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privatefinalSetting<Double> targetRange = sgGeneral.add(newDoubleSetting.Builder().name("target-range").description("The radius in which players get targeted.").defaultValue(5.5).min(0).sliderMax(7).build());
privatefinalSetting<Boolean> rotate = sgGeneral.add(newBoolSetting.Builder().name("rotate").description("Automatically rotates you towards the city block.").build());
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privatefinalSetting<Boolean> swing = sgGeneral.add(newBoolSetting.Builder().name("swing-hand").description("Whether to render your hand swinging.").defaultValue(false).build());
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