import * as iue from "../ESS/ItemUseEvent";
import * as se from "../ESS/ScriptEvent";
import * as phe from "../ESS/projectileHitEvent";
import * as pjle from "../ESS/PlayerJoinLeaveEvent";
import * as ede from "../ESS/EntityDieEvent";
import * as ese from "../ESS/EntitySpawnEvent";
import * as pse from "../ESS/PlayerSpawnEvent";
import * as ehe from "../ESS/EntityHitEvent";
import * as ele from "../ESS/EntityLoadEvent";
import * as hce from "../ESS/HealthChangeEvent";
import * as why from "../ESS/WorldInitEvent";
import * as vee from "../ESS/VanillaEntityEvent";
export default class EventManager {
    gameplayLogger(message, status) {
        if (status !== undefined && status > 0) {
            message = "SUCCESS: " + message;
        }
        else if (status !== undefined && status < 0) {
            message = "FAIL: " + message;
        }
    }
    constructor() {
        this.gameplayLogger = this.gameplayLogger.bind(this);
        iue.runItemUseAfterEvent(this.gameplayLogger);
        iue.runItemUseBeforeEvent(this.gameplayLogger);
        se.runScriptEventAfterEvent(this.gameplayLogger);
        phe.runProjectileHitEventAfterEvent(this.gameplayLogger);
        pjle.runPlayerJoinEvent(this.gameplayLogger);
        pjle.runPlayerLeaveAfterEvent(this.gameplayLogger);
        pjle.runPlayerLeaveBeforeEvent(this.gameplayLogger);
        ede.runEntityDieAfterEvent(this.gameplayLogger);
        ese.runEntitySpawnAfterEvent(this.gameplayLogger);
        pse.runPlayerSpawnEvent(this.gameplayLogger);
        ehe.runEntityHitAfterEvent(this.gameplayLogger);
        ele.runEntityLoadAfterEvent(this.gameplayLogger);
        hce.runEntityHealthChangedAfterEvent(this.gameplayLogger);
        why.runWorldInitEventBeforeEvent(this.gameplayLogger);
        vee.runVanillaEntityEvent(this.gameplayLogger);
    }
}

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