予纾

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maybe adding full-wide keys (not only full-wide touch area) is a better solution for osu!mania?

个人认为一个插件理应不可以从底层影响另一个插件 否则等着*冲突*吧xwx

像`mc.newItem`建议做成`new mc.Item` 事件改成类似`mc.Player.events.join.subscribe((arg: mc.Events.PlayerJoinEvent) => void)`(类型事件)和`pl.events.died.subscribe((arg: mc.Events.PlayerDeathEvent) => void)`(实例事件) 这种更OOP的样子🤔

~新语法不应该是`execute as xxx run xxx`吗(~ 哦这是实验性玩法((

> 这个和#547 可能有一定关联 他好像说的是放置失败时还会触发onPlaceBlock

```c++ /////////////////// PlayerPlaceBlock /////////////////// #include TInstanceHook(__int64, "?onBlockPlacedByPlayer@VanillaServerGameplayEventListener@@UEAA?AW4EventResult@@AEAVPlayer@@AEBVBlock@@AEBVBlockPos@@_N@Z", Player, Player* pPlayer, Block* pBlk, BlockPos* pBlkpos) { IF_LISTENED(PlayerPlaceBlockEvent) { auto pl = pPlayer; PlayerPlaceBlockEvent ev{}; ev.mPlayer = pl; ev.mBlockInstance = Level::getBlockInstance(pBlkpos, Level::getBlockSource(pl));...

> 未来的新API会加上这个,并且回抛到脚本中进行处理,include APIHelp之前加上#define NEW_DEFINES即可 > > 鉴于回抛可能会导致脚本报废,而CHECK_ARG_TYPE传index需要改的地方太多,对旧API暂时不改动 但其实现在的解决方案容易导致行为不可预测,希望还是尽快完善异常处理吧

#305 #335 #394 #466 #486 #514 #547 #564 #565