declare namespace org { namespace bukkit { namespace event { namespace block { // @ts-ignore class BlockPlaceEvent implements org.bukkit.event.Cancellable { constructor(placedBlock: org.bukkit.block.Block, replacedBlockState: org.bukkit.block.BlockState, placedAgainst: org.bukkit.block.Block, itemInHand: org.bukkit.inventory.ItemStack, thePlayer: org.bukkit.entity.Player, canBuild: boolean) constructor(placedBlock: org.bukkit.block.Block, replacedBlockState: org.bukkit.block.BlockState, placedAgainst: org.bukkit.block.Block, itemInHand: org.bukkit.inventory.ItemStack, thePlayer: org.bukkit.entity.Player, canBuild: boolean, hand: org.bukkit.inventory.EquipmentSlot) protected cancel: boolean; protected placedAgainst: org.bukkit.block.Block; protected replacedBlockState: org.bukkit.block.BlockState; protected itemInHand: org.bukkit.inventory.ItemStack; protected player: org.bukkit.entity.Player; protected hand: org.bukkit.inventory.EquipmentSlot; public isCancelled(): boolean; public setCancelled(cancel: boolean): void; /** * Gets the player who placed the block involved in this event. */ public getPlayer(): org.bukkit.entity.Player; /** * Clarity method for getting the placed block. Not really needed except * for reasons of clarity. */ public getBlockPlaced(): org.bukkit.block.Block; /** * Gets the BlockState for the block which was replaced. Material type air * mostly. */ public getBlockReplacedState(): org.bukkit.block.BlockState; /** * Gets the block that this block was placed against */ public getBlockAgainst(): org.bukkit.block.Block; /** * Gets the item in the player's hand when they placed the block. */ public getItemInHand(): org.bukkit.inventory.ItemStack; /** * Gets the hand which placed the block */ public getHand(): org.bukkit.inventory.EquipmentSlot; /** * Gets the value whether the player would be allowed to build here. * Defaults to spawn if the server was going to stop them (such as, the * player is in Spawn). Note that this is an entirely different check * than BLOCK_CANBUILD, as this refers to a player, not universe-physics * rule like cactus on dirt. */ public canBuild(): boolean; /** * Sets the canBuild state of this event. Set to true if you want the * player to be able to build. */ public setBuild(canBuild: boolean): void; public getHandlers(): org.bukkit.event.HandlerList; public static getHandlerList(): org.bukkit.event.HandlerList; } } } } }