equality issues and docs
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@@ -1542,9 +1542,9 @@ public class CarpetExpression
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* that corresponds to the path. For specification of <code>path</code> attribute, consult
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* vanilla <code>/data get entity</code> command.</p>
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* <p>Note that calls to <code>nbt</code> are considerably more expensive comparing to other
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* calls in Minecraft API, and should only be used when there is no other option.A returned value is of type <code>nbt</code>,
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* calls in Minecraft API, and should only be used when there is no other option. Returned value is of type <code>nbt</code>,
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* which can be further manipulated with nbt type objects via <code>get, put, has, delete</code>, so try to use API calls
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* first</p>
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* first for that.</p>
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* <h2>Entity Modification</h2>
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* <p>Like with entity querying, entity modifications happen through one function. Most position and movements
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* modifications don't work currently on players as their position is controlled by clients.</p>
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@@ -3080,22 +3080,25 @@ public class CarpetExpression
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* <h2></h2>
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* <h3>Event list</h3>
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* <p>Here is a list of events that can be handled by scarpet. This list includes prefixes required by modules to
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* autoload them, but you can add any function to any event if it had required parameters:</p>
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* autoload them, but you can add any function to any event if it accepts required number of parameters:</p>
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* <pre>
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* __on_tick() // can access blocks and entities in the overworld
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* __on_tick_nether() // can access blocks and entities in the nether
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* __on_tick_ender() // can access blocks and entities in the end
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*
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* // player specific callbacks
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* __on_player_uses_item(player, item_tuple, hand) // right click action
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* __on_player_releases_item(player, item_tuple, hand) // client action (e.g. bow)
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* __on_player_finishes_using_item(player, item_tuple, hand)) // server action (e.g. food), called item is from before it is used.
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* __on_player_clicks_block(player, block, face) // left click attack on a block
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* __on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec)
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* __on_player_breaks_block(player, block) // called after block is broken (the caller receives previous blockstate)
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* __on_player_interacts_with_entity(player, entity, hand)
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* __on_player_attacks_entity(player, entity)
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* __on_player_rides(player, forward, strafe, jumping, sneaking)
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* __on_player_jumps(player)
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* __on_player_deploys_elytra(player)
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* __on_player_wakes_up(player)
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* __on_player_rides(player, forward, strafe, jumping, sneaking)
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* __on_player_uses_item(player, item_tuple, hand)
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* __on_player_clicks_block(player, block, face)
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* __on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec)
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* __on_player_breaks_block(player, block)
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* __on_player_interacts_with_entity(player, entity, hand)
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* __on_player_attacks_entity(player, entity)
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* __on_player_starts_sneaking(player)
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* __on_player_stops_sneaking(player)
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* __on_player_starts_sprinting(player)
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@@ -3103,7 +3106,10 @@ public class CarpetExpression
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* </pre>
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* <h3><code>/script event</code> command</h3>
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* <p>used to display current events and bounded functions. use <code>add_to</code> ro register new event, or <code>remove_from</code>
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* to unbind a specific function from an event.</p>
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* to unbind a specific function from an event. Function to be bounded to an event needs to have the same
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* number of parameters as the action is attempting to bind to (see list above). All calls in modules
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* loaded via <code>/script load</code> that have functions listed above will be automatically bounded and unbounded when
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* script is unloaded.</p>
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* </div>
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*/
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public void gameEventsSystem()
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