content: package me.earth.earthhack.impl.modules.render.holeesp;
  
  import me.earth.earthhack.api.module.data.DefaultData;
  
  final class HoleESPData extends DefaultData<HoleESP>
  {
      public HoleESPData(HoleESP module)
      {
          super(module);
          register(module.mode, """
                  - Polling : Recalculates holes around you every tick.
                  - Invalidation : Experimental way of calculating holes: Calculates all holes in a chunk first,
                  then recalculates small areas around every block that's being modified. Probably more
                  performant than Polling, but can't solve the bottleneck of rendering many holes.
                  Note that changing this Setting's value will require you to rejoin the server.""");
          register(module.range, "Range that holes should be rendered in." +
                  " High ranges (30+) mean more workload for the CPU and might" +
                  " slow down modules like HoleFiller.");
          register(module.holes, "Amount of normal holes to render.");
          register(module.safeHole, "Amount of safe holes" +
                  " (bedrock only) to render.");
          register(module.wide, "Amount of 2x1 holes to render.");
          register(module.big, "Amount of 2x2 holes to render.");
          register(module.fov, "Only renders Holes inside your fov.");
          register(module.own, "Render the hole you are currently standing in.");
          register(module.height, "Height of the ESP for safe holes." +
                  " A value of 0 means a flat square will be rendered" +
                  " at the bottom of the hole.");
          register(module.unsafeHeight, "Height of the ESP for unsafe holes." +
                  " A value of 0 means a flat square will be rendered" +
                  " at the bottom of the hole.");
          register(module.wideHeight, "Height of the ESP for 2x1 holes." +
                  " A value of 0 means a flat square will be rendered" +
                  " at the bottom of the hole.");
          register(module.bigHeight, "Height of the ESP for 2x2 holes." +
                  " A value of 0 means a flat square will be rendered" +
                  " at the bottom of the hole.");
          register(module.unsafeColor,
                  "The color unsafe holes should be rendered in.");
          register(module.safeColor,
                  "The color safe holes should be rendered in.");
          register(module.wideColor,
                  "The color 2x1 holes should be rendered in.");
          register(module.bigColor,
                  "The color 2x2 holes should be rendered in.");
          register(module.async, "When mode is Invalidation, holes in chunks can be calculated on another thread.");
          register(module.limit, "Limits the amount of threads Async is able to spawn.");
          register(module.chunk_height, "For Invalidation: On some practice servers you probably don't need to calculate"
                  + " holes above a certain y coordinate.");
          register(module.sort_time, "How often (ms) mode Invalidation should sort holes by distance.");
          register(module.remove_time, "How often (ms) mode Invalidation should garbage collect invalidated holes.");
      }
  
      @Override
      public String getDescription()
      {
          return "Highlights Holes around you.";
      }
  
  }
  