AbstractArmorStand
Properties
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Functions
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open fun activeLocationDependentEnchantments(slot: EquipmentSlot): Map<Enchantment, Set<EnchantmentLocationBasedEffect>>
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open fun asHoverEvent(op: @NotNull UnaryOperator<HoverEvent.ShowEntity>): @NotNull HoverEvent<HoverEvent.ShowEntity>
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open fun causeFallDamage(fallDistance: Double, damageModifier: Float, damageSource: DamageSource): Boolean
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open fun collectAllColliders(source: @Nullable Entity, level: Level, boundingBox: AABB): List<VoxelShape>
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open fun collideBoundingBox(source: @Nullable Entity, movement: Vec3, boundingBox: AABB, level: Level, entityColliders: List<VoxelShape>): Vec3
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open fun collidedWithFluid(fluidState: FluidState, blockPos: BlockPos, from: Vec3, to: Vec3): Boolean
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open fun dropFromEntityInteractLootTable(level: ServerLevel, key: ResourceKey<LootTable>, interactingEntity: @Nullable Entity, tool: ItemInstance, consumer: BiConsumer<ServerLevel, ItemStack>): Boolean
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open fun dropFromGiftLootTable(level: ServerLevel, key: ResourceKey<LootTable>, consumer: BiConsumer<ServerLevel, ItemStack>): Boolean
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open fun getBlockExplosionResistance(explosion: Explosion, level: BlockGetter, pos: BlockPos, block: BlockState, fluid: FluidState, resistance: Float): Float
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open fun getFluidFallingAdjustedMovement(baseGravity: Double, isFalling: Boolean, movement: Vec3): Vec3
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open fun getRelativePortalPosition(axis: Direction.Axis, portalArea: BlockUtil.FoundRectangle): Vec3
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open fun setIgnoreFallDamageFromCurrentImpulse(ignoreFallDamage: Boolean, newImpulseImpactPos: Vec3)
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open fun shouldBlockExplode(explosion: Explosion, level: BlockGetter, pos: BlockPos, state: BlockState, power: Float): Boolean
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inline fun LivingEntity.toEquipmentPacket(mapper: (EquipmentSlot) -> ItemStack? = { getItemBySlot(it).takeUnless { item -> item.isEmpty } }): ClientboundSetEquipmentPacket?
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open fun updateDynamicGameEventListener(action: BiConsumer<DynamicGameEventListener<out Any>, ServerLevel>)
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