From aeb19165783bf417dbe0b0197317938c48a34b90 Mon Sep 17 00:00:00 2001 From: Qowyn Date: Fri, 3 Oct 2014 16:04:41 +0200 Subject: [PATCH] Javadoc changes Corrected name and linked to event fired on mod deactivation Added FMLModDisabledEvent to list of potential EventHandler events --- src/main/java/cpw/mods/fml/common/Mod.java | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/src/main/java/cpw/mods/fml/common/Mod.java b/src/main/java/cpw/mods/fml/common/Mod.java index 1e25d03d9..c1d1da3ce 100644 --- a/src/main/java/cpw/mods/fml/common/Mod.java +++ b/src/main/java/cpw/mods/fml/common/Mod.java @@ -23,6 +23,7 @@ import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.event.FMLInterModComms; import cpw.mods.fml.common.event.FMLInterModComms.IMCEvent; +import cpw.mods.fml.common.event.FMLModDisabledEvent; import cpw.mods.fml.common.event.FMLPostInitializationEvent; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.event.FMLServerAboutToStartEvent; @@ -156,7 +157,7 @@ /** * If your mod doesn't have a runtime persistent effect on the state of the game, and can be disabled without side effects - * (minimap mods, graphical tweak mods) then you can set true here and receive the FMLDeactivationEvent to perform deactivation + * (minimap mods, graphical tweak mods) then you can set true here and receive the {@link FMLModDisabledEvent} to perform deactivation * tasks. * This does not affect administrative disabling through the system property fml.modStates or the config file fmlModState.properties. * The mod will only be deactivated outside of a running game world - FML will never allow mod deactivation whilst a game server @@ -232,6 +233,8 @@ *