Update javadocs on the implications of cancelling death events.
/**
* An event where the {@link Entity} is being either removed usually due to
- * the {@link Entity} being marked as "dead". Happens before {@link HarvestEntityEvent}.
+ * the {@link Entity} being marked as "dead". Happens before
+ * {@link HarvestEntityEvent}.
*/
@GenerateFactoryMethod
public interface DestructEntityEvent extends TargetEntityEvent, MessageChannelEvent {
/**
- * A derivative of {@link DestructEntityEvent} where the removal of the {@link Living}, the {@link TargetLivingEvent#getTargetEntity()},
+ * A derivative of {@link DestructEntityEvent} where the removal of the
+ * {@link Living}, the {@link TargetLivingEvent#getTargetEntity()},
* is due to it losing its health.
+ *
+ * <p>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.</p>
*/
interface Death extends DestructEntityEvent, TargetLivingEvent, Cancellable {
/**
- * Applies the {@link DefaultGameRules#KEEP_INVENTORY} gamerule to this entity alone.
+ * Applies the {@link DefaultGameRules#KEEP_INVENTORY} gamerule to this
+ * entity alone.
*
* <p>This only works for players</p>
*
/**
* Returns whether the inventory is kept after death.
*
- * <p>By default this is the same as the {@link DefaultGameRules#KEEP_INVENTORY} gamerule</p>
+ * <p>By default this is the same as the
+ * {@link DefaultGameRules#KEEP_INVENTORY} gamerule.</p>
*
* @return Whether the inventory is kept after death.
*/
