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/*
 * This file is part of SpongeAPI, licensed under the MIT License (MIT).
 *
 * Copyright (c) SpongePowered 
 * Copyright (c) contributors
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 * furnished to do so, subject to the following conditions:
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 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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package org.spongepowered.api.event.entity;

import org.spongepowered.api.entity.Entity;
import org.spongepowered.api.entity.living.Living;
import org.spongepowered.api.event.Cancellable;
import org.spongepowered.api.event.message.AudienceMessageEvent;
import org.spongepowered.api.event.message.MessageCancellable;
import org.spongepowered.api.util.annotation.eventgen.GenerateFactoryMethod;
import org.spongepowered.api.world.gamerule.GameRules;

/**
 * An event where the {@link Entity} is being either removed usually due to
 * the {@link Entity} being marked as "dead". Happens before
 * {@link HarvestEntityEvent}.
 */
@GenerateFactoryMethod
public interface DestructEntityEvent extends AudienceMessageEvent, MessageCancellable {

    /**
     * Gets the {@link Entity}.
     *
     * @return The entity
     */
    Entity entity();

    /**
     * A derivative of {@link DestructEntityEvent} where the removal of the
     * {@link Living}, the {@link DestructEntityEvent#entity()},
     * is due to it losing its health.
     *
     * 

Note that cancelling this event will have the implication that the * entity will have restored health and not enter a "death" state to * play a dying animation, drop items, and drop experience. It is highly * encouraged to keep the cancellation of this event at a mimium as in modded * environments, cancelling this event may have other implications that mods * may not consider and cause bugs.

*/ interface Death extends DestructEntityEvent, Cancellable { @Override Living entity(); /** * Applies the {@link GameRules#KEEP_INVENTORY} gamerule to this * entity alone. * *

This only works for players

* * @param keepInventory Whether to keep the inventory on death */ void setKeepInventory(boolean keepInventory); /** * Returns whether the inventory is kept after death. * *

By default this is the same as the * {@link GameRules#KEEP_INVENTORY} gamerule.

* * @return Whether the inventory is kept after death. */ boolean keepInventory(); } }




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