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Javadoc changes to Mod #532

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5 changes: 4 additions & 1 deletion src/main/java/cpw/mods/fml/common/Mod.java
Original file line number Diff line number Diff line change
Expand Up @@ -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;
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -232,6 +233,8 @@
* <ul>
* <li> {@link FMLFingerprintViolationEvent} : Sent just before {@link FMLPreInitializationEvent}
* if something is wrong with your mod signature</li>
* <li> {@link FMLModDisabledEvent} : Sent on mod deactivation if your {@link Mod#canBeDeactivated}, should be used to clean up
* resources and unregister event handlers</li>
* <li> {@link IMCEvent} : Sent just after {@link FMLInitializationEvent} if you have IMC messages waiting
* from other mods</li>
* </ul>
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