HitBoxInteraction

class HitBoxInteraction(val delegate: HitBoxImpl) : Interaction

Constructors

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constructor(delegate: HitBoxImpl)

Properties

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val activationType: ActivationRange.ActivationType
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@Nullable
var attack: Interaction.PlayerAction?
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val bukkitEntity: CraftEntity
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var chunkStatus: FullChunkStatus
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var deltaMovement: Vec3
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var id: Int
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@Nullable
var interaction: Interaction.PlayerAction?
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val Entity.isFlying: Boolean
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var lastLavaContact: BlockPos
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var lootableData: PaperLootableInventoryData
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val moveVector: Vec3
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@Nullable
@get:Nullable
val originWorld: UUID?
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var passengers: ImmutableList<Entity>
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var portalBlock: BlockPos
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var portalWorld: ServerLevel
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@Nullable
var projectileSource: ProjectileSource?
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val random: RandomSource
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@Nullable
@get:Nullable
val removalReason: Entity.RemovalReason?
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var spawnReason: CreatureSpawnEvent.SpawnReason
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@Nullable
var tracker: @Nullable ChunkMap.TrackedEntity?
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val type: EntityType<*>
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@Nullable
@get:Nullable
val vehicle: Entity?
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var xo: Double
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var xRot: Float
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var yo: Double
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var yRot: Float
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var zo: Double
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Functions

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open fun absMoveTo(p0: Double, p1: Double, p2: Double)
open fun absMoveTo(p0: Double, p1: Double, p2: Double, p3: Float, p4: Float)
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open override fun acceptsFailure(): Boolean
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open override fun acceptsSuccess(): Boolean
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open fun addDeltaMovement(p0: Vec3)
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open fun addTag(p0: String): Boolean
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open fun animateHurt(p0: Float)
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open fun awardKillScore(p0: Entity, p1: Int, p2: DamageSource)
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open fun baseTick()
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open override fun blockPosition(): BlockPos
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open fun broadcastToPlayer(p0: ServerPlayer): Boolean
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open override fun canBeHitByProjectile(): Boolean
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open fun canCollideWith(p0: Entity): Boolean
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open fun canCollideWithBukkit(p0: Entity): Boolean
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open fun canFreeze(): Boolean
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open fun canSprint(): Boolean
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open fun causeFallDamage(p0: Float, p1: Float, p2: DamageSource): Boolean
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@Nullable
open fun changeDimension(p0: ServerLevel): Entity?
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open fun checkBelowWorld()
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open fun checkDespawn()
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open fun chunkPosition(): ChunkPos
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open fun clearFire()
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open fun closerThan(p0: Entity, p1: Double): Boolean
open fun closerThan(p0: Entity, p1: Double, p2: Double): Boolean
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open fun copyPosition(p0: Entity)
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open fun createCommandSourceStack(): CommandSourceStack
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open fun damageSources(): DamageSources
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fun discard()
fun discard(p0: EntityRemoveEvent.Cause)
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open fun dismountTo(p0: Double, p1: Double, p2: Double)
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open fun distanceTo(p0: Entity): Float
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open fun distanceToSqr(p0: Entity): Double
open fun distanceToSqr(p0: Vec3): Double
open fun distanceToSqr(p0: Double, p1: Double, p2: Double): Double
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open fun doEnchantDamageEffects(p0: LivingEntity, p1: Entity)
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open fun ejectPassengers()
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open operator override fun equals(other: Any?): Boolean
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open fun extinguishFire()
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open fun fillCrashReportCategory(p0: CrashReportCategory)
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open fun fireImmune(): Boolean
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open fun gameEvent(p0: GameEvent)
open fun gameEvent(p0: GameEvent, @Nullable p1: Entity?)
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open fun getAddEntityPacket(): Packet<ClientGamePacketListener>
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open fun getAirSupply(): Int
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open fun getAllSlots(): MutableIterable<ItemStack>
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open fun getArmorSlots(): MutableIterable<ItemStack>
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open fun getBlockExplosionResistance(p0: Explosion, p1: BlockGetter, p2: BlockPos, p3: BlockState, p4: FluidState, p5: Float): Float
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open fun getBlockStateOn(): BlockState
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fun getBlockX(): Int
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fun getBlockY(): Int
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fun getBlockZ(): Int
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override fun getBoundingBox(): AABB
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fun getBoundingBoxAt(p0: Double, p1: Double, p2: Double): AABB
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open fun getBoundingBoxForCulling(): AABB
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open fun getBukkitEntityRaw(): CraftEntity
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open override fun getBukkitSender(p0: CommandSourceStack): CommandSender
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open fun getBukkitYaw(): Float
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open fun getCommandSenderWorld(): Level
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@Nullable
open fun getControlledVehicle(): Entity?
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@Nullable
open fun getControllingPassenger(): LivingEntity?
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@Nullable
open override fun getCustomName(): Component?
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open override fun getDimensions(p0: Pose): EntityDimensions
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open fun getDirection(): Direction
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open fun getDismountLocationForPassenger(p0: LivingEntity): Vec3
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open override fun getDisplayName(): Component?
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@Nullable
fun getEncodeId(): String?
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open fun getEntityData(): SynchedEntityData
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open fun getEyeHeight(p0: Pose): Float
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fun getEyePosition(): Vec3
fun getEyePosition(p0: Float): Vec3
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open fun getEyeY(): Double
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open fun getFeedbackDisplayName(): Component
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open fun getFeetBlockState(): BlockState
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@Nullable
open fun getFirstPassenger(): Entity?
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open fun getFluidHeight(p0: TagKey<Fluid>): Double
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open fun getForward(): Vec3
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open fun getHandHoldingItemAngle(p0: Item): Vec3
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open fun getHandSlots(): MutableIterable<ItemStack>
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open fun getHeight(): Float
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@Nullable
open override fun getLastAttacker(): LivingEntity?
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open fun getLeashOffset(p0: Float): Vec3
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open fun getLightProbePosition(p0: Float): Vec3
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open fun getLookAngle(): Vec3
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open fun getMaxAirSupply(): Int
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open fun getMotionDirection(): Direction
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open fun getMyRidingOffset(p0: Entity): Float
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open override fun getName(): Component
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open fun getOnPos(): BlockPos
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open fun getOnPosLegacy(): BlockPos
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@Nullable
open fun getOriginVector(): Vector?
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open fun getPassengerRidingPosition(p0: Entity): Vec3
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fun getPassengers(): MutableList<Entity>
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open override fun getPassengersAndSelf(): Stream<Entity>
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open fun getPickRadius(): Float
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@Nullable
open fun getPickResult(): ItemStack?
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open override fun getPistonPushReaction(): PushReaction
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fun getPlayersInTrackRange(): PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<ServerPlayer>
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open fun getPose(): Pose
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fun getPosition(p0: Float): Vec3
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open fun getPositionCodec(): VecDeltaCodec
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open fun getRandomX(p0: Double): Double
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open fun getRandomY(): Double
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open fun getRandomZ(p0: Double): Double
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open fun getResponse(): Boolean
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open fun getRootVehicle(): Entity
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open fun getRopeHoldPosition(p0: Float): Vec3
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open fun getRotationVector(): Vec2
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open override fun getScoreboardName(): String
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open override fun getSelfAndPassengers(): Stream<Entity>
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@Nullable
open fun getServer(): MinecraftServer?
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open fun getSharedFlag(p0: Int): Boolean
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open fun getSlot(p0: Int): SlotAccess
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open fun getSoundSource(): SoundSource
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open fun getStringUUID(): String
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open fun getSwimHighSpeedSplashSound0(): SoundEvent
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open fun getSwimSound0(): SoundEvent
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open fun getSwimSplashSound0(): SoundEvent
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@Nullable
open override fun getTarget(): LivingEntity?
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@Nullable
open fun getTeam(): PlayerTeam?
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open fun getTeamColor(): Int
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open fun getTicksFrozen(): Int
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fun getUpVector(p0: Float): Vec3
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open override fun getUUID(): UUID
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fun getViewVector(p0: Float): Vec3
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open fun getViewXRot(p0: Float): Float
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open fun getViewYRot(p0: Float): Float
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open fun getWidth(): Float
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fun getX(): Double
open fun getX(p0: Double): Double
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fun getY(): Double
open fun getY(p0: Double): Double
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open fun getYHeadRot(): Float
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fun getZ(): Double
open fun getZ(p0: Double): Double
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open fun handleDamageEvent(p0: DamageSource)
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open fun handleEntityEvent(p0: Byte)
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open fun handleInsidePortal(p0: BlockPos)
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open override fun hasCustomName(): Boolean
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open override fun hashCode(): Int
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open fun hasIndirectPassenger(p0: Entity): Boolean
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open fun hasPassenger(p0: Predicate<Entity>): Boolean
open fun hasPassenger(p0: Entity): Boolean
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open fun hasPermissions(p0: Int): Boolean
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open fun hasPose(p0: Pose): Boolean
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open fun hurt(p0: DamageSource, p1: Float): Boolean
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open fun ignoreExplosion(p0: Explosion): Boolean
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open fun inactiveTick()
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open override fun interact(player: Player, hand: InteractionHand): InteractionResult
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open override fun interactAt(player: Player, vec: Vec3, hand: InteractionHand): InteractionResult
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open fun is(p0: Entity): Boolean
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open fun isAlive(): Boolean
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open fun isAlliedTo(p0: Entity): Boolean
open fun isAlliedTo(p0: Team): Boolean
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open override fun isAlwaysTicking(): Boolean
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open fun isAttackable(): Boolean
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open fun isColliding(p0: BlockPos, p1: BlockState): Boolean
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open fun isCrouching(): Boolean
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open fun isDescending(): Boolean
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open fun isDiscrete(): Boolean
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open fun isEyeInFluid(p0: TagKey<Fluid>): Boolean
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open fun isFree(p0: Double, p1: Double, p2: Double): Boolean
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open fun isFreezing(): Boolean
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open override fun isIgnoringBlockTriggers(): Boolean
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open fun isInLava(): Boolean
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open fun isInLiquid(): Boolean
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open fun isInRain(): Boolean
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open fun isInvisible(): Boolean
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open fun isInvisibleTo(p0: Player): Boolean
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open fun isInvulnerableTo(p0: DamageSource): Boolean
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open fun isInWall(): Boolean
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open fun isInWater(): Boolean
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open fun isNoGravity(): Boolean
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open fun isOnFire(): Boolean
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open fun isOnRails(): Boolean
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open fun isPassenger(): Boolean
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open fun isPassengerOfSameVehicle(p0: Entity): Boolean
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open override fun isPickable(): Boolean
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open fun isPushable(): Boolean
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open fun isSilent(): Boolean
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open fun isSpectator(): Boolean
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open fun isSprinting(): Boolean
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open fun isSupportedBy(p0: BlockPos): Boolean
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open fun isSwimming(): Boolean
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open fun isTicking(): Boolean
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open fun isUnderWater(): Boolean
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open fun isVehicle(): Boolean
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fun Entity.isWalking(): Boolean
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open fun kill()
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open fun killedEntity(p0: ServerLevel, p1: LivingEntity): Boolean
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open fun lavaHurt()
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open fun lerpHeadTo(p0: Float, p1: Int)
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open fun lerpMotion(p0: Double, p1: Double, p2: Double)
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open fun lerpTargetX(): Double
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open fun lerpTargetXRot(): Float
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open fun lerpTargetY(): Double
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open fun lerpTargetYRot(): Float
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open fun lerpTargetZ(): Double
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open fun lerpTo(p0: Double, p1: Double, p2: Double, p3: Float, p4: Float, p5: Int)
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open fun level(): Level
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open fun load(p0: CompoundTag)
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open fun lookAt(p0: EntityAnchorArgument.Anchor, p1: Vec3)
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open fun makeStuckInBlock(p0: BlockState, p1: Vec3)
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open fun maxUpStep(): Float
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open fun mayInteract(p0: Level, p1: BlockPos): Boolean
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open fun mirror(p0: Mirror): Float
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open fun move(p0: MoverType, p1: Vec3)
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open fun moveRelative(p0: Float, p1: Vec3)
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open fun moveTo(p0: Vec3)
open fun moveTo(p0: Double, p1: Double, p2: Double)
open fun moveTo(p0: BlockPos, p1: Float, p2: Float)
open fun moveTo(p0: Double, p1: Double, p2: Double, p3: Float, p4: Float)
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open fun onClientRemoval()
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open fun onGround(): Boolean
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open fun onPassengerTurned(p0: Entity)
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open fun onSyncedDataUpdated(p0: MutableList<SynchedEntityData.DataValue<*>>)
open override fun onSyncedDataUpdated(p0: EntityDataAccessor<*>)
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fun Entity.passengerPosition(): Vector3f
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open fun pick(p0: Double, p1: Float, p2: Boolean): HitResult
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open fun playerTouch(p0: Player)
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open fun playSound(p0: SoundEvent)
open fun playSound(p0: SoundEvent, p1: Float, p2: Float)
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open fun position(): Vec3
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fun positionRider(p0: Entity)
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open fun postTick()
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open fun push(p0: Entity)
fun push(p0: Double, p1: Double, p2: Double)
open fun push(p0: Double, p1: Double, p2: Double, @Nullable p3: @Nullable Entity?)
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open fun recreateFromPacket(p0: ClientboundAddEntityPacket)
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open fun remove(p0: Entity.RemovalReason)
open fun remove(p0: Entity.RemovalReason, p1: EntityRemoveEvent.Cause)
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open fun removeTag(p0: String): Boolean
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open fun removeVehicle()
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open fun restoreFrom(p0: Entity)
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open fun rideTick()
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open fun rotate(p0: Rotation): Float
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open fun save(p0: CompoundTag): Boolean
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open fun saveAsPassenger(p0: CompoundTag): Boolean
open fun saveAsPassenger(p0: CompoundTag, p1: Boolean): Boolean
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open fun saveWithoutId(p0: CompoundTag): CompoundTag
open fun saveWithoutId(p0: CompoundTag, p1: Boolean): CompoundTag
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open override fun sendSystemMessage(p0: Component)
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open fun serializeEntity(p0: CompoundTag): Boolean
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open fun setAirSupply(p0: Int)
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fun setBoundingBox(p0: AABB)
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open fun setCustomName(@Nullable p0: Component?)
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open fun setDeltaMovement(p0: Double, p1: Double, p2: Double)
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open fun setHeight(p0: Float)
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open fun setInvisible(p0: Boolean)
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open fun setItemSlot(p0: EquipmentSlot, p1: ItemStack)
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open fun setLevel(p0: Level)
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open override fun setLevelCallback(p0: EntityInLevelCallback)
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open fun setMaxUpStep(p0: Float)
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open fun setNoGravity(p0: Boolean)
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open fun setOnGround(p0: Boolean)
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open fun setOnGroundWithKnownMovement(p0: Boolean, p1: Vec3)
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open fun setOrigin(@Nonnull p0: Location)
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open fun setPortalCooldown(p0: Int)
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fun setPos(p0: Vec3)
open fun setPos(p0: Double, p1: Double, p2: Double)
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open fun setPose(p0: Pose)
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fun setPosRaw(p0: Double, p1: Double, p2: Double)
fun setPosRaw(p0: Double, p1: Double, p2: Double, p3: Boolean)
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override fun setRemoved(p0: Entity.RemovalReason)
override fun setRemoved(p0: Entity.RemovalReason, p1: EntityRemoveEvent.Cause)
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open fun setResponse(p0: Boolean)
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open fun setRot(p0: Float, p1: Float)
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open fun setSecondsOnFire(p0: Int)
open fun setSecondsOnFire(p0: Int, p1: Boolean)
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open fun setSharedFlag(p0: Int, p1: Boolean)
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open fun setShiftKeyDown(p0: Boolean)
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open fun setSilent(p0: Boolean)
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open fun setSprinting(p0: Boolean)
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open fun setSwimming(p0: Boolean)
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open fun setTicksFrozen(p0: Int)
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open fun setUUID(p0: UUID)
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open fun setWidth(p0: Float)
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open fun setYBodyRot(p0: Float)
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open fun setYHeadRot(p0: Float)
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open override fun shouldBeSaved(): Boolean
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open fun shouldBlockExplode(p0: Explosion, p1: BlockGetter, p2: BlockPos, p3: BlockState, p4: Float): Boolean
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open override fun shouldInformAdmins(): Boolean
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open fun shouldRender(p0: Double, p1: Double, p2: Double): Boolean
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open override fun skipAttackInteraction(entity: Entity): Boolean
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@Nullable
open fun spawnAtLocation(p0: ItemEntity): ItemEntity?
@Nullable
open fun spawnAtLocation(p0: ItemStack): ItemEntity?
@Nullable
open fun spawnAtLocation(p0: ItemLike): ItemEntity?
@Nullable
open fun spawnAtLocation(p0: ItemStack, p1: Float): ItemEntity?
@Nullable
open fun spawnAtLocation(p0: ItemLike, p1: Int): ItemEntity?
@Nullable
open fun spawnAtLocation(p0: ItemStack, p1: Float, @Nullable p2: Consumer<in ItemEntity>?): ItemEntity?
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open fun startRiding(p0: Entity): Boolean
open fun startRiding(p0: Entity, p1: Boolean): Boolean
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open fun startSeenByPlayer(p0: ServerPlayer)
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open fun stopRiding()
open fun stopRiding(p0: Boolean)
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open fun stopSeenByPlayer(p0: ServerPlayer)
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open fun teleportRelative(p0: Double, p1: Double, p2: Double)
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@Nullable
open fun teleportTo(p0: ServerLevel, p1: Vec3): Entity?
open fun teleportTo(p0: Double, p1: Double, p2: Double)
open fun teleportTo(p0: ServerLevel, p1: Double, p2: Double, p3: Double, p4: MutableSet<RelativeMovement>, p5: Float, p6: Float): Boolean
open fun teleportTo(p0: ServerLevel, p1: Double, p2: Double, p3: Double, p4: MutableSet<RelativeMovement>, p5: Float, p6: Float, p7: PlayerTeleportEvent.TeleportCause): Boolean
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open fun thunderHit(p0: ServerLevel, p1: LightningBolt)
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open override fun tick()
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open fun tickEndPortal()
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open override fun toString(): String
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open fun trackingPosition(): Vec3
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open fun turn(p0: Double, p1: Double)
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fun unRide()
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open fun unsetRemoved()
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open fun updateDynamicGameEventListener(p0: BiConsumer<DynamicGameEventListener<*>, ServerLevel>)
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open fun updateFluidHeightAndDoFluidPushing(p0: TagKey<Fluid>, p1: Double): Boolean
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open fun updateSwimming()