AbstractArmorStand

abstract class AbstractArmorStand : ArmorStand

Inheritors

Constructors

Link copied to clipboard
constructor(type: EntityType<out ArmorStand>, level: Level)

Properties

Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open var attackAnim: Float
Link copied to clipboard
val attributes: AttributeMap
Link copied to clipboard
val BASE_JUMP_POWER: Float = 0.42f
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
val combatTracker: CombatTracker
Link copied to clipboard
Link copied to clipboard
open var currentExplosionCause: @Nullable Entity
Link copied to clipboard
open var currentImpulseImpactPos: @Nullable Vec3
Link copied to clipboard
val DATA_BODY_POSE: EntityDataAccessor<Rotations>
Link copied to clipboard
val DATA_CLIENT_FLAGS: EntityDataAccessor<Byte>
Link copied to clipboard
val DATA_HEAD_POSE: EntityDataAccessor<Rotations>
Link copied to clipboard
val DATA_LEFT_ARM_POSE: EntityDataAccessor<Rotations>
Link copied to clipboard
val DATA_LEFT_LEG_POSE: EntityDataAccessor<Rotations>
Link copied to clipboard
val DATA_RIGHT_ARM_POSE: EntityDataAccessor<Rotations>
Link copied to clipboard
val DATA_RIGHT_LEG_POSE: EntityDataAccessor<Rotations>
Link copied to clipboard
Link copied to clipboard
open var deathTime: Int
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
val DEFAULT_BODY_POSE: Rotations
Link copied to clipboard
val DEFAULT_HEAD_POSE: Rotations
Link copied to clipboard
val DEFAULT_LEFT_ARM_POSE: Rotations
Link copied to clipboard
val DEFAULT_LEFT_LEG_POSE: Rotations
Link copied to clipboard
val DEFAULT_RIGHT_ARM_POSE: Rotations
Link copied to clipboard
val DEFAULT_RIGHT_LEG_POSE: Rotations
Link copied to clipboard
open var deltaMovement: Vec3
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
val elytraAnimationState: ElytraAnimationState
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open var flyDist: Float
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open var hurtDuration: Int
Link copied to clipboard
Link copied to clipboard
open var hurtTime: Int
Link copied to clipboard
open var id: Int
Link copied to clipboard
open val inBlockState: @Nullable BlockState
Link copied to clipboard
Link copied to clipboard
val Entity.isFlying: Boolean
Link copied to clipboard
Link copied to clipboard
val Entity.isWalking: Boolean
Link copied to clipboard
open val lastClimbablePos: Optional<BlockPos>
Link copied to clipboard
open val lastDamageSource: @Nullable DamageSource
Link copied to clipboard
open var lastHit: Long
Link copied to clipboard
Link copied to clipboard
open val lastHurtMob: @Nullable LivingEntity
Link copied to clipboard
Link copied to clipboard
open var mainSupportingBlockPos: Optional<BlockPos>
Link copied to clipboard
Link copied to clipboard
val MAX_RANGE: Int = 60000000
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
var Entity.modelData: String?
Link copied to clipboard
open var moveDist: Float
Link copied to clipboard
val NBT_ATTACHMENT_KEY: String = "fabric:attachments"
Link copied to clipboard
open var needsSync: Boolean
Link copied to clipboard
open var noPhysics: Boolean
Link copied to clipboard
open var oAttackAnim: Float
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open var portalProcess: @Nullable PortalProcessor
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open val removalReason: @Nullable Entity.RemovalReason
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
val SADDLE_OFFSET: Int = 106
Link copied to clipboard
val Entity.seenBy: Set<ServerPlayerConnection>
Link copied to clipboard
open var speed: Float
Link copied to clipboard
open var swinging: Boolean
Link copied to clipboard
open var swingingArm: @Nullable InteractionHand
Link copied to clipboard
open var swingTime: Int
Link copied to clipboard
val TAG_AIR: String = "Air"
Link copied to clipboard
val TAG_ATTRIBUTES: String = "attributes"
Link copied to clipboard
val TAG_BRAIN: String = "Brain"
Link copied to clipboard
val TAG_CUSTOM_NAME: String = "CustomName"
Link copied to clipboard
val TAG_DATA: String = "data"
Link copied to clipboard
val TAG_DEATH_TIME: String = "DeathTime"
Link copied to clipboard
val TAG_EQUIPMENT: String = "equipment"
Link copied to clipboard
val TAG_FALL_DISTANCE: String = "fall_distance"
Link copied to clipboard
val TAG_FALL_FLYING: String = "FallFlying"
Link copied to clipboard
val TAG_FIRE: String = "Fire"
Link copied to clipboard
val TAG_GLOWING: String = "Glowing"
Link copied to clipboard
val TAG_HEALTH: String = "Health"
Link copied to clipboard
val TAG_HURT_BY_TIMESTAMP: String = "HurtByTimestamp"
Link copied to clipboard
val TAG_HURT_TIME: String = "HurtTime"
Link copied to clipboard
val TAG_ID: String = "id"
Link copied to clipboard
val TAG_INVULNERABLE: String = "Invulnerable"
Link copied to clipboard
val TAG_MOTION: String = "Motion"
Link copied to clipboard
val TAG_NO_GRAVITY: String = "NoGravity"
Link copied to clipboard
val TAG_ON_GROUND: String = "OnGround"
Link copied to clipboard
val TAG_PASSENGERS: String = "Passengers"
Link copied to clipboard
val TAG_PORTAL_COOLDOWN: String = "PortalCooldown"
Link copied to clipboard
val TAG_POS: String = "Pos"
Link copied to clipboard
val TAG_ROTATION: String = "Rotation"
Link copied to clipboard
val TAG_SILENT: String = "Silent"
Link copied to clipboard
val TAG_SLEEPING_POS: String = "sleeping_pos"
Link copied to clipboard
val TAG_UUID: String = "UUID"
Link copied to clipboard
open var tickCount: Int
Link copied to clipboard
Link copied to clipboard
val type: EntityType<out Any>
Link copied to clipboard
open val vehicle: @Nullable Entity
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open var viewScale: Double
Link copied to clipboard
val walkAnimation: WalkAnimationState
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
val WILDCARD: ScoreHolder
Link copied to clipboard
Link copied to clipboard
val WOBBLE_TIME: Int = 5
Link copied to clipboard
open var xo: Double
Link copied to clipboard
open var xOld: Double
Link copied to clipboard
private open var xRot: Float
Link copied to clipboard
open var xRotO: Float
Link copied to clipboard
open var xxa: Float
Link copied to clipboard
open var yBodyRot: Float
Link copied to clipboard
open var yBodyRotO: Float
Link copied to clipboard
open var yHeadRot: Float
Link copied to clipboard
open var yHeadRotO: Float
Link copied to clipboard
open var yo: Double
Link copied to clipboard
open var yOld: Double
Link copied to clipboard
private open var yRot: Float
Link copied to clipboard
open var yRotO: Float
Link copied to clipboard
open var yya: Float
Link copied to clipboard
open var zo: Double
Link copied to clipboard
open var zOld: Double
Link copied to clipboard
open var zza: Float

Functions

Link copied to clipboard
open fun absSnapRotationTo(yRot: Float, xRot: Float)
Link copied to clipboard
open fun absSnapTo(x: Double, y: Double, z: Double, yRot: Float, xRot: Float)
Link copied to clipboard
open fun activeLocationDependentEnchantments(slot: EquipmentSlot): Map<Enchantment, Set<EnchantmentLocationBasedEffect>>
Link copied to clipboard
open fun addDeltaMovement(momentum: Vec3)
Link copied to clipboard
fun addEffect(newEffect: MobEffectInstance): Boolean
Link copied to clipboard
open fun addHideAttribute(properties: Item.Properties): Item.Properties
Link copied to clipboard
open fun addTag(tag: String): Boolean
Link copied to clipboard
open fun adjustSpawnLocation(level: ServerLevel, spawnSuggestion: BlockPos): BlockPos
Link copied to clipboard
open fun aiStep()
Link copied to clipboard
open fun animateHurt(yaw: Float)
Link copied to clipboard
fun applyComponentsFromItemStack(stack: ItemStack)
Link copied to clipboard
open fun applyItemBlocking(level: ServerLevel, source: DamageSource, damage: Float): Float
Link copied to clipboard
Link copied to clipboard
open fun areAllEffectsAmbient(effects: Collection<MobEffectInstance>): Boolean
Link copied to clipboard
open fun asHoverEvent(op: @NotNull UnaryOperator<HoverEvent.ShowEntity>): @NotNull HoverEvent<HoverEvent.ShowEntity>
open fun asHoverEvent(): @NotNull HoverEvent<V>
Link copied to clipboard
open fun asLivingEntity(): @Nullable LivingEntity
Link copied to clipboard
open fun attackable(): Boolean
Link copied to clipboard
open fun awardKillScore(victim: Entity, killingBlow: DamageSource)
Link copied to clipboard
open fun baseTick()
Link copied to clipboard
open fun belowNameDisplay(): @Nullable Component
Link copied to clipboard
open fun blockPosition(): BlockPos
Link copied to clipboard
open fun broadcastToPlayer(player: ServerPlayer): Boolean
Link copied to clipboard
Link copied to clipboard
fun calculateViewVector(xRot: Float, yRot: Float): Vec3
Link copied to clipboard
open fun canAttack(target: LivingEntity): Boolean
Link copied to clipboard
open fun canBeAffected(newEffect: MobEffectInstance): Boolean
Link copied to clipboard
open fun canBeCollidedWith(other: @Nullable Entity): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun canCollideWith(entity: Entity): Boolean
Link copied to clipboard
Link copied to clipboard
fun canEquipWithDispenser(itemStack: ItemStack): Boolean
Link copied to clipboard
open fun canFreeze(): Boolean
Link copied to clipboard
open fun canGlideUsing(itemStack: ItemStack, slot: EquipmentSlot): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun canSprint(): Boolean
Link copied to clipboard
open fun canStandOnFluid(fluid: FluidState): Boolean
Link copied to clipboard
open fun canTeleport(from: Level, to: Level): Boolean
Link copied to clipboard
open fun canUsePortal(ignorePassenger: Boolean): Boolean
Link copied to clipboard
open fun canUseSlot(slot: EquipmentSlot): Boolean
Link copied to clipboard
open fun causeExtraKnockback(target: Entity, knockback: Float, oldMovement: Vec3)
Link copied to clipboard
open fun causeFallDamage(fallDistance: Double, damageModifier: Float, damageSource: DamageSource): Boolean
Link copied to clipboard
open fun checkBelowWorld()
Link copied to clipboard
open fun checkDespawn()
Link copied to clipboard
Link copied to clipboard
open fun chunkPosition(): ChunkPos
Link copied to clipboard
open fun clearFire()
Link copied to clipboard
open fun clearFreeze()
Link copied to clipboard
open fun clearSleepingPos()
Link copied to clipboard
open fun closerThan(other: Entity, distance: Double): Boolean
Link copied to clipboard
open fun collectAllColliders(source: @Nullable Entity, level: Level, boundingBox: AABB): List<VoxelShape>
Link copied to clipboard
open fun collideBoundingBox(source: @Nullable Entity, movement: Vec3, boundingBox: AABB, level: Level, entityColliders: List<VoxelShape>): Vec3
Link copied to clipboard
open fun collidedWithFluid(fluidState: FluidState, blockPos: BlockPos, from: Vec3, to: Vec3): Boolean
Link copied to clipboard
open fun collidedWithShapeMovingFrom(from: Vec3, to: Vec3, aabbs: List<AABB>): Boolean
Link copied to clipboard
open fun copyPosition(target: Entity)
Link copied to clipboard
Link copied to clipboard
open fun createAttributes(): AttributeSupplier.Builder
open fun createCommandSourceStackForNameResolution(level: ServerLevel): CommandSourceStack
Link copied to clipboard
open fun createLivingAttributes(): AttributeSupplier.Builder
Link copied to clipboard
open fun damageSources(): DamageSources
Link copied to clipboard
Link copied to clipboard
open fun deflection(projectile: Projectile): ProjectileDeflection
Link copied to clipboard
open fun die(source: DamageSource)
Link copied to clipboard
fun discard()
Link copied to clipboard
Link copied to clipboard
open fun dismountTo(x: Double, y: Double, z: Double)
Link copied to clipboard
Link copied to clipboard
open fun distanceTo(entity: Entity): Float
Link copied to clipboard
open fun distanceToSqr(x2: Double, y2: Double, z2: Double): Double
Link copied to clipboard
fun doCheckFallDamage(xa: Double, ya: Double, za: Double, onGround: Boolean)
Link copied to clipboard
open fun doesSourceIgnoreReceiver(source: LivingEntity, receiver: ServerPlayer): Boolean
Link copied to clipboard
open fun doHurtTarget(level: ServerLevel, target: Entity): Boolean
Link copied to clipboard
open fun drop(itemStack: ItemStack, randomly: Boolean, thrownFromHand: Boolean): @Nullable ItemEntity
Link copied to clipboard
open fun dropAllLeashConnections(player: @Nullable Player): Boolean
Link copied to clipboard
open fun dropFromEntityInteractLootTable(level: ServerLevel, key: ResourceKey<LootTable>, interactingEntity: @Nullable Entity, tool: ItemInstance, consumer: BiConsumer<ServerLevel, ItemStack>): Boolean
Link copied to clipboard
open fun dropFromGiftLootTable(level: ServerLevel, key: ResourceKey<LootTable>, consumer: BiConsumer<ServerLevel, ItemStack>): Boolean
Link copied to clipboard
open fun ejectPassengers()
Link copied to clipboard
open fun entityTags(): Set<String>
Link copied to clipboard
fun equals(@Nullable object: @Nullable Any): Boolean
Link copied to clipboard
open fun equipmentHasChanged(previous: ItemStack, current: ItemStack): Boolean
Link copied to clipboard
open fun extinguishFire()
Link copied to clipboard
open fun fillCrashReportCategory(category: CrashReportCategory)
Link copied to clipboard
open fun fireImmune(): Boolean
Link copied to clipboard
open fun forceAddEffect(newEffect: MobEffectInstance, source: @Nullable Entity)
Link copied to clipboard
open fun forceSetRotation(yRot: Float, relativeY: Boolean, xRot: Float, relativeX: Boolean)
Link copied to clipboard
open fun forNameOnly(name: String): ScoreHolder
Link copied to clipboard
open fun fromGameProfile(profile: GameProfile): ScoreHolder
Link copied to clipboard
open fun fudgePositionAfterSizeChange(previousDimensions: EntityDimensions): Boolean
Link copied to clipboard
open fun gameEvent(event: Holder<GameEvent>, sourceEntity: @Nullable Entity)
Link copied to clipboard
open fun <T> get(type: DataComponentType<out T>): @Nullable T
Link copied to clipboard
open fun getActiveEffects(): Collection<MobEffectInstance>
Link copied to clipboard
open fun getActiveEffectsMap(): Map<Holder<MobEffect>, MobEffectInstance>
Link copied to clipboard
open fun getActiveItem(): ItemStack
Link copied to clipboard
open fun getAddEntityPacket(serverEntity: ServerEntity): Packet<ClientGamePacketListener>
Link copied to clipboard
open fun getAgeScale(): Float
Link copied to clipboard
open fun getAirSupply(): Int
Link copied to clipboard
Link copied to clipboard
open fun getArmorStandPose(): ArmorStand.ArmorStandPose
Link copied to clipboard
open fun getArmorValue(): Int
Link copied to clipboard
Link copied to clipboard
open fun <A> getAttached(type: AttachmentType<A>): @Nullable A
Link copied to clipboard
open fun <A> getAttachedOrCreate(type: AttachmentType<A>, initializer: Supplier<A>): A
Link copied to clipboard
open fun <A> getAttachedOrElse(type: AttachmentType<A>, defaultValue: @Nullable A): A
Link copied to clipboard
open fun <A> getAttachedOrGet(type: AttachmentType<A>, defaultValue: Supplier<A>): A
Link copied to clipboard
open fun <A> getAttachedOrSet(type: AttachmentType<A>, defaultValue: A): A
Link copied to clipboard
open fun <A> getAttachedOrThrow(type: AttachmentType<A>): A
Link copied to clipboard
fun getAttachments(): EntityAttachments
Link copied to clipboard
open fun getAttackAnim(a: Float): Float
Link copied to clipboard
open fun getAttackRangeWith(weaponItem: ItemStack): AttackRange
Link copied to clipboard
open fun getAttribute(attribute: Holder<Attribute>): @Nullable AttributeInstance
Link copied to clipboard
open fun getAttributeBaseValue(attribute: Holder<Attribute>): Double
Link copied to clipboard
open fun getAttributeValue(attribute: Holder<Attribute>): Double
Link copied to clipboard
open fun getAvailableSpaceBelow(maxDistance: Double): Double
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun getBedOrientation(): @Nullable Direction
Link copied to clipboard
open fun getBlockExplosionResistance(explosion: Explosion, level: BlockGetter, pos: BlockPos, block: BlockState, fluid: FluidState, resistance: Float): Float
Link copied to clipboard
open fun getBlockStateOn(): BlockState
Link copied to clipboard
fun getBlockX(): Int
Link copied to clipboard
fun getBlockY(): Int
Link copied to clipboard
fun getBlockZ(): Int
Link copied to clipboard
open fun getBodyPose(): Rotations
Link copied to clipboard
fun getBoundingBox(): AABB
Link copied to clipboard
open fun getBrain(): Brain<out LivingEntity>
Link copied to clipboard
open fun getControlledVehicle(): @Nullable Entity
Link copied to clipboard
open fun getControllingPassenger(): @Nullable LivingEntity
Link copied to clipboard
open fun getCustomName(): @Nullable Component
Link copied to clipboard
open fun getDefaultDimensions(pose: Pose): EntityDimensions
Link copied to clipboard
Link copied to clipboard
fun getDimensions(pose: Pose): EntityDimensions
Link copied to clipboard
open fun getDirection(): Direction
Link copied to clipboard
open fun getDismountLocationForPassenger(passenger: LivingEntity): Vec3
Link copied to clipboard
open fun getDismountPoses(): ImmutableList<Pose>
Link copied to clipboard
open fun getDisplayName(): Component
Link copied to clipboard
open fun getEffect(effect: Holder<MobEffect>): @Nullable MobEffectInstance
Link copied to clipboard
open fun getEffectBlendFactor(effect: Holder<MobEffect>, partialTicks: Float): Float
Link copied to clipboard
open fun getEntityData(): SynchedEntityData
Link copied to clipboard
fun getEquipmentSlotForItem(itemStack: ItemStack): EquipmentSlot
Link copied to clipboard
fun getExperienceReward(level: ServerLevel, killer: @Nullable Entity): Int
Link copied to clipboard
fun getEyeHeight(pose: Pose): Float
Link copied to clipboard
fun getEyePosition(): Vec3
Link copied to clipboard
open fun getEyeY(): Double
Link copied to clipboard
Link copied to clipboard
open fun getFallSounds(): LivingEntity.Fallsounds
Link copied to clipboard
open fun getFeedbackDisplayName(): Component
Link copied to clipboard
open fun getFirstPassenger(): @Nullable Entity
Link copied to clipboard
open fun getFluidFallingAdjustedMovement(baseGravity: Double, isFalling: Boolean, movement: Vec3): Vec3
Link copied to clipboard
open fun getFluidHeight(type: TagKey<Fluid>): Double
Link copied to clipboard
open fun getFluidInteractionBox(): @Nullable AABB
Link copied to clipboard
Link copied to clipboard
open fun getForward(): Vec3
Link copied to clipboard
Link copied to clipboard
open fun getHandHoldingItemAngle(item: Item): Vec3
Link copied to clipboard
open fun getHeadLookAngle(): Vec3
Link copied to clipboard
open fun getHeadPose(): Rotations
Link copied to clipboard
open fun getHealth(): Float
Link copied to clipboard
open fun getHurtDir(): Float
Link copied to clipboard
open fun getIndirectPassengers(): Iterable<Entity>
Link copied to clipboard
open fun getInterpolation(): InterpolationHandler
Link copied to clipboard
open fun getItemBlockingWith(): @Nullable ItemStack
Link copied to clipboard
open fun getItemBySlot(slot: EquipmentSlot): ItemStack
Link copied to clipboard
open fun getItemHeldByArm(arm: HumanoidArm): ItemStack
Link copied to clipboard
open fun getItemInHand(hand: InteractionHand): ItemStack
Link copied to clipboard
Link copied to clipboard
open fun getKillCredit(): @Nullable LivingEntity
Link copied to clipboard
open fun getKnownMovement(): Vec3
Link copied to clipboard
open fun getKnownSpeed(): Vec3
Link copied to clipboard
open fun getLastAttacker(): LivingEntity
Link copied to clipboard
open fun getLastHurtByMob(): @Nullable LivingEntity
Link copied to clipboard
open fun getLastHurtByPlayer(): @Nullable Player
Link copied to clipboard
Link copied to clipboard
open fun getLeftArmPose(): Rotations
Link copied to clipboard
open fun getLeftLegPose(): Rotations
Link copied to clipboard
open fun getLightProbePosition(partialTickTime: Float): Vec3
Link copied to clipboard
open fun getLiquidCollisionShape(): VoxelShape
Link copied to clipboard
open fun getLocalBoundsForPose(pose: Pose): AABB
Link copied to clipboard
open fun getLookAngle(): Vec3
Link copied to clipboard
open fun getLootTable(): Optional<ResourceKey<LootTable>>
Link copied to clipboard
Link copied to clipboard
open fun getLuck(): Float
Link copied to clipboard
open fun getMainArm(): HumanoidArm
Link copied to clipboard
open fun getMainHandItem(): ItemStack
Link copied to clipboard
Link copied to clipboard
open fun getMaxAirSupply(): Int
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun getMotionDirection(): Direction
Link copied to clipboard
open fun getName(): Component
Link copied to clipboard
open fun getNearestViewDirection(): Direction
Link copied to clipboard
open fun getNoActionTime(): Int
Link copied to clipboard
open fun getOffhandItem(): ItemStack
Link copied to clipboard
open fun getOnPos(): BlockPos
Link copied to clipboard
open fun getOnPosLegacy(): BlockPos
Link copied to clipboard
open fun <T> getOrDefault(type: DataComponentType<out T>, defaultValue: T): T
Link copied to clipboard
open fun getPassengerRidingPosition(passenger: Entity): Vec3
Link copied to clipboard
fun getPassengers(): List<Entity>
Link copied to clipboard
open fun getPassengersAndSelf(): Stream<Entity>
abstract fun getPassengersAndSelf(): Stream<out EntityAccess>
Link copied to clipboard
Link copied to clipboard
open fun getPickRadius(): Float
Link copied to clipboard
open fun getPickResult(): ItemStack
Link copied to clipboard
open fun getPistonPushReaction(): PushReaction
Link copied to clipboard
Link copied to clipboard
open fun getPose(): Pose
Link copied to clipboard
fun getPosition(partialTickTime: Float): Vec3
Link copied to clipboard
open fun getPositionCodec(): VecDeltaCodec
Link copied to clipboard
open fun getPreciseBodyRotation(partial: Float): Float
Link copied to clipboard
open fun getProjectile(heldWeapon: ItemStack): ItemStack
Link copied to clipboard
Link copied to clipboard
open fun getRandom(): RandomSource
Link copied to clipboard
open fun getRandomX(spread: Double): Double
Link copied to clipboard
open fun getRandomY(spread: Double): Double
Link copied to clipboard
open fun getRandomZ(spread: Double): Double
Link copied to clipboard
open fun getRelativePortalPosition(axis: Direction.Axis, portalArea: BlockUtil.FoundRectangle): Vec3
Link copied to clipboard
open fun getRightArmPose(): Rotations
Link copied to clipboard
open fun getRightLegPose(): Rotations
Link copied to clipboard
open fun getRootVehicle(): Entity
Link copied to clipboard
open fun getRopeHoldPosition(partialTickTime: Float): Vec3
Link copied to clipboard
open fun getRotationVector(): Vec2
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun getSelfAndPassengers(): Stream<Entity>
abstract fun getSelfAndPassengers(): Stream<out EntityAccess>
Link copied to clipboard
open fun getSleepingPos(): Optional<BlockPos>
Link copied to clipboard
open fun getSlot(slot: Int): @Nullable SlotAccess
Link copied to clipboard
open fun getSlotsFromRange(slots: IntList): SlotCollection
Link copied to clipboard
open fun getSoundSource(): SoundSource
Link copied to clipboard
Link copied to clipboard
open fun getStringUUID(): String
Link copied to clipboard
open fun getSwimAmount(a: Float): Float
Link copied to clipboard
open fun getTeam(): @Nullable PlayerTeam
Link copied to clipboard
open fun getTeamColor(): Int
Link copied to clipboard
open fun getTicksFrozen(): Int
Link copied to clipboard
Link copied to clipboard
open fun getTicksUsingItem(partialTicks: Float): Float
Link copied to clipboard
open fun <T> getTyped(type: DataComponentType<T>): @Nullable TypedDataComponent<T>
Link copied to clipboard
Link copied to clipboard
fun getUpVector(a: Float): Vec3
Link copied to clipboard
open fun getUsedItemHand(): InteractionHand
Link copied to clipboard
open fun getUseItem(): ItemStack
Link copied to clipboard
Link copied to clipboard
open fun getUUID(): UUID
Link copied to clipboard
open fun getVehicleAttachmentPoint(vehicle: Entity): Vec3
Link copied to clipboard
fun getViewVector(a: Float): Vec3
Link copied to clipboard
open fun getViewXRot(a: Float): Float
Link copied to clipboard
open fun getViewYRot(a: Float): Float
Link copied to clipboard
open fun getVisibilityPercent(targetingEntity: @Nullable Entity): Double
Link copied to clipboard
Link copied to clipboard
open fun getVoicePitch(): Float
Link copied to clipboard
open fun getWeaponItem(): ItemStack
Link copied to clipboard
fun getX(): Double
Link copied to clipboard
fun getY(): Double
Link copied to clipboard
open fun getYHeadRot(): Float
Link copied to clipboard
fun getZ(): Double
Link copied to clipboard
open fun handleDamageEvent(source: DamageSource)
Link copied to clipboard
open fun handleEntityEvent(id: Byte)
Link copied to clipboard
open fun handleExtraItemsCreatedOnUse(extraCreatedRemainder: ItemStack)
Link copied to clipboard
open fun hasAttached(type: AttachmentType<out Any>): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun hasEffect(effect: Holder<MobEffect>): Boolean
Link copied to clipboard
Link copied to clipboard
fun hashCode(): Int
Link copied to clipboard
open fun hasIndirectPassenger(entity: Entity): Boolean
Link copied to clipboard
Link copied to clipboard
open fun hasItemInSlot(slot: EquipmentSlot): Boolean
Link copied to clipboard
Link copied to clipboard
open fun hasLineOfSight(target: Entity): Boolean
Link copied to clipboard
open fun hasPassenger(entity: Entity): Boolean
Link copied to clipboard
open fun hasPose(pose: Pose): Boolean
Link copied to clipboard
open fun heal(heal: Float)
Link copied to clipboard
fun hurt(source: DamageSource, damage: Float)
Link copied to clipboard
open fun hurtArmor(damageSource: DamageSource, damage: Float)
Link copied to clipboard
open fun hurtClient(source: DamageSource): Boolean
Link copied to clipboard
open fun hurtHelmet(damageSource: DamageSource, damage: Float)
Link copied to clipboard
fun hurtOrSimulate(source: DamageSource, damage: Float): Boolean
Link copied to clipboard
open fun hurtServer(level: ServerLevel, source: DamageSource, damage: Float): Boolean
Link copied to clipboard
fun igniteForSeconds(numberOfSeconds: Float)
Link copied to clipboard
open fun igniteForTicks(numberOfTicks: Int)
Link copied to clipboard
open fun ignoreExplosion(explosion: Explosion): Boolean
Link copied to clipboard
open fun indicateDamage(xd: Double, zd: Double)
Link copied to clipboard
open fun interact(player: Player, hand: InteractionHand, location: Vec3): InteractionResult
Link copied to clipboard
open fun is(other: Entity): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun isAlive(): Boolean
Link copied to clipboard
fun isAlliedTo(other: @Nullable Entity): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isAttackable(): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isBaby(): Boolean
Link copied to clipboard
open fun isBlocking(): Boolean
Link copied to clipboard
open fun isChunkVisible(chunkPos: ChunkPos, receiver: ServerPlayer): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isColliding(pos: BlockPos, state: BlockState): Boolean
Link copied to clipboard
open fun isCrouching(): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun isDescending(): Boolean
Link copied to clipboard
open fun isDiscrete(): Boolean
Link copied to clipboard
Link copied to clipboard
fun isEquippableInSlot(itemStack: ItemStack, slot: EquipmentSlot): Boolean
Link copied to clipboard
open fun isEyeInFluid(type: TagKey<Fluid>): Boolean
Link copied to clipboard
open fun isFallFlying(): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isFree(xa: Double, ya: Double, za: Double): Boolean
Link copied to clipboard
open fun isFreezing(): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isHolding(item: Item): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isInClouds(): Boolean
Link copied to clipboard
open fun isInLava(): Boolean
Link copied to clipboard
open fun isInLiquid(): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun isInvisible(): Boolean
Link copied to clipboard
open fun isInvisibleTo(player: Player): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isInvulnerableTo(level: ServerLevel, source: DamageSource): Boolean
Link copied to clipboard
open fun isInWall(): Boolean
Link copied to clipboard
open fun isInWater(): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isJumping(): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isLookingAtMe(target: LivingEntity, coneSize: Double, adjustForDistance: Boolean, seeThroughTransparentBlocks: Boolean, gazeHeights: Array<Double>): Boolean
Link copied to clipboard
open fun isMarker(): Boolean
Link copied to clipboard
open fun isNoGravity(): Boolean
Link copied to clipboard
open fun isOnFire(): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isOnRails(): Boolean
Link copied to clipboard
open fun isPassenger(): Boolean
Link copied to clipboard
open fun isPassengerOfSameVehicle(other: Entity): Boolean
Link copied to clipboard
open fun isPickable(): Boolean
Link copied to clipboard
open fun isPushable(): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isReallyFar(source: LivingEntity, receiver: ServerPlayer): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun isSilent(): Boolean
Link copied to clipboard
open fun isSleeping(): Boolean
Link copied to clipboard
open fun isSmall(): Boolean
Link copied to clipboard
open fun isSpectator(): Boolean
Link copied to clipboard
open fun isSprinting(): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isSupportedBy(pos: BlockPos): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isSwimming(): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isUnderWater(): Boolean
Link copied to clipboard
open fun isUsingItem(): Boolean
Link copied to clipboard
open fun isVehicle(): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun jumpFromGround()
Link copied to clipboard
open fun kill(level: ServerLevel)
Link copied to clipboard
open fun killedEntity(level: ServerLevel, entity: LivingEntity, source: DamageSource): Boolean
Link copied to clipboard
open fun knockback(power: Double, xd: Double, zd: Double)
Link copied to clipboard
open fun lavaHurt()
Link copied to clipboard
open fun lavaIgnite()
Link copied to clipboard
open fun lerpHeadTo(yRot: Float, steps: Int)
Link copied to clipboard
open fun lerpMotion(movement: Vec3)
Link copied to clipboard
open fun level(): Level
Link copied to clipboard
open fun load(input: ValueInput)
Link copied to clipboard
open fun lookAt(anchor: EntityAnchorArgument.Anchor, pos: Vec3)
Link copied to clipboard
Link copied to clipboard
open fun makeSound(sound: @Nullable SoundEvent)
Link copied to clipboard
open fun makeStuckInBlock(blockState: BlockState, speedMultiplier: Vec3)
Link copied to clipboard
open fun makeWaypointConnectionWith(player: ServerPlayer): Optional<WaypointTransmitter.Connection>
Link copied to clipboard
open fun maxUpStep(): Float
Link copied to clipboard
open fun mayInteract(level: ServerLevel, pos: BlockPos): Boolean
Link copied to clipboard
open fun mirror(mirror: Mirror): Float
Link copied to clipboard
open fun <A> modifyAttached(type: AttachmentType<A>, modifier: UnaryOperator<A>): @Nullable A
Link copied to clipboard
open fun move(moverType: MoverType, delta: Vec3)
Link copied to clipboard
fun moveOrInterpolateTo(position: Vec3, yRot: Float, xRot: Float)
Link copied to clipboard
open fun moveRelative(speed: Float, input: Vec3)
Link copied to clipboard
open fun notifyLeasheeRemoved(entity: Leashable)
Link copied to clipboard
open fun notifyLeashHolder(entity: Leashable)
Link copied to clipboard
open fun offsetFromOwner(owner: ItemOwner, offset: Vec3): ItemOwner
Link copied to clipboard
fun oldPosition(): Vec3
Link copied to clipboard
open fun onAboveBubbleColumn(dragDown: Boolean, pos: BlockPos)
Link copied to clipboard
open fun <A> onAttachedSet(type: AttachmentType<A>): Event<AttachmentTarget.OnAttachedSet<A>>
Link copied to clipboard
open fun onAttack()
Link copied to clipboard
open fun onClientRemoval()
Link copied to clipboard
open fun onClimbable(): Boolean
Link copied to clipboard
open fun onEnterCombat()
Link copied to clipboard
open fun onEquipItem(slot: EquipmentSlot, oldStack: ItemStack, stack: ItemStack)
Link copied to clipboard
open fun onEquippedItemBroken(brokenItem: Item, inSlot: EquipmentSlot)
Link copied to clipboard
open fun onExplosionHit(explosionCausedBy: @Nullable Entity)
Link copied to clipboard
open fun onGround(): Boolean
Link copied to clipboard
open fun onInsideBubbleColumn(dragDown: Boolean)
Link copied to clipboard
open fun onItemPickup(entity: ItemEntity)
Link copied to clipboard
open fun onLeaveCombat()
Link copied to clipboard
open fun onPassengerTurned(passenger: Entity)
Link copied to clipboard
open fun onRemoval(reason: Entity.RemovalReason)
Link copied to clipboard
open fun onSyncedDataUpdated(accessor: EntityDataAccessor<out Any>)
Link copied to clipboard
fun Entity.passengerPosition(dest: Vector3f): Vector3f
Link copied to clipboard
open fun pick(range: Double, a: Float, withLiquids: Boolean): HitResult
Link copied to clipboard
open fun placePortalTicket(ticketPosition: BlockPos)
Link copied to clipboard
open fun playerTouch(player: Player)
Link copied to clipboard
open fun playSound(sound: SoundEvent, volume: Float, pitch: Float)
Link copied to clipboard
open fun position(): Vec3
Link copied to clipboard
fun positionRider(passenger: Entity)
Link copied to clipboard
Link copied to clipboard
open fun problemPath(): ProblemReporter.PathElement
Link copied to clipboard
open fun push(entity: Entity)
Link copied to clipboard
open fun randomTeleport(xx: Double, yy: Double, zz: Double, showParticles: Boolean): Boolean
Link copied to clipboard
open fun recreateFromPacket(packet: ClientboundAddEntityPacket)
Link copied to clipboard
Link copied to clipboard
open fun registerDebugValues(level: ServerLevel, registration: DebugValueSource.Registration)
Link copied to clipboard
open fun registryAccess(): RegistryAccess
Link copied to clipboard
open fun releaseUsingItem()
Link copied to clipboard
open fun rememberStabbedEntity(target: Entity)
Link copied to clipboard
open fun remove(reason: Entity.RemovalReason)
Link copied to clipboard
Link copied to clipboard
open fun <A> removeAttached(type: AttachmentType<A>): @Nullable A
Link copied to clipboard
open fun removeEffect(effect: Holder<MobEffect>): Boolean
Link copied to clipboard
fun removeEffectNoUpdate(effect: Holder<MobEffect>): @Nullable MobEffectInstance
Link copied to clipboard
Link copied to clipboard
open fun removeTag(tag: String): Boolean
Link copied to clipboard
open fun removeVehicle()
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun restoreFrom(oldEntity: Entity)
Link copied to clipboard
open fun rideTick()
Link copied to clipboard
open fun rotate(rotation: Rotation): Float
Link copied to clipboard
open fun save(output: ValueOutput): Boolean
Link copied to clipboard
open fun saveAsPassenger(output: ValueOutput): Boolean
Link copied to clipboard
open fun saveWithoutId(output: ValueOutput)
Link copied to clipboard
open fun self(): @NotNull Sound.Emitter
Link copied to clipboard
open fun sendEffectToPassengers(effect: MobEffectInstance)
Link copied to clipboard
open fun setAirSupply(supply: Int)
Link copied to clipboard
open fun setArmorStandPose(pose: ArmorStand.ArmorStandPose)
Link copied to clipboard
fun setArrowCount(count: Int)
Link copied to clipboard
open fun setAsInsidePortal(portal: Portal, pos: BlockPos)
Link copied to clipboard
open fun <A> setAttached(type: AttachmentType<A>, value: @Nullable A): @Nullable A
Link copied to clipboard
open fun setBodyPose(bodyPose: Rotations)
Link copied to clipboard
fun setBoundingBox(bb: AABB)
Link copied to clipboard
open fun <T> setComponent(type: DataComponentType<T>, value: T)
Link copied to clipboard
open fun setCustomName(name: @Nullable Component)
Link copied to clipboard
open fun setCustomNameVisible(visible: Boolean)
Link copied to clipboard
open fun setDiscardFriction(discardFriction: Boolean)
Link copied to clipboard
Link copied to clipboard
open fun setHeadPose(headPose: Rotations)
Link copied to clipboard
open fun setHealth(health: Float)
Link copied to clipboard
open fun setIgnoreFallDamageFromCurrentImpulse(ignoreFallDamage: Boolean, newImpulseImpactPos: Vec3)
Link copied to clipboard
open fun setInvisible(invisible: Boolean)
Link copied to clipboard
open fun setInvulnerable(invulnerable: Boolean)
Link copied to clipboard
open fun setIsInPowderSnow(isInPowderSnow: Boolean)
Link copied to clipboard
open fun setItemInHand(hand: InteractionHand, itemStack: ItemStack)
Link copied to clipboard
open fun setItemSlot(slot: EquipmentSlot, itemStack: ItemStack)
Link copied to clipboard
open fun setJumping(jump: Boolean)
Link copied to clipboard
open fun setLastHurtByMob(hurtBy: @Nullable LivingEntity)
Link copied to clipboard
open fun setLastHurtByPlayer(player: Player, timeToRemember: Int)
Link copied to clipboard
open fun setLastHurtMob(target: Entity)
Link copied to clipboard
open fun setLeftArmPose(leftArmPose: Rotations)
Link copied to clipboard
open fun setLeftLegPose(leftLegPose: Rotations)
Link copied to clipboard
open fun setLevelCallback(levelCallback: EntityInLevelCallback)
Link copied to clipboard
open fun setNoActionTime(noActionTime: Int)
Link copied to clipboard
open fun setNoBasePlate(value: Boolean)
Link copied to clipboard
open fun setNoGravity(noGravity: Boolean)
Link copied to clipboard
Link copied to clipboard
open fun setOldRot()
Link copied to clipboard
open fun setOnGround(onGround: Boolean)
Link copied to clipboard
open fun setOnGroundWithMovement(onGround: Boolean, movement: Vec3)
Link copied to clipboard
Link copied to clipboard
fun setPos(pos: Vec3)
Link copied to clipboard
open fun setPose(pose: Pose)
Link copied to clipboard
fun setPosRaw(x: Double, y: Double, z: Double)
Link copied to clipboard
open fun setRecordPlayingNearby(jukebox: BlockPos, isPlaying: Boolean)
Link copied to clipboard
fun setRemoved(reason: Entity.RemovalReason)
Link copied to clipboard
open fun setRightArmPose(rightArmPose: Rotations)
Link copied to clipboard
open fun setRightLegPose(rightLegPose: Rotations)
Link copied to clipboard
open fun setSharedFlagOnFire(value: Boolean)
Link copied to clipboard
open fun setShiftKeyDown(shiftKeyDown: Boolean)
Link copied to clipboard
open fun setShowArms(value: Boolean)
Link copied to clipboard
open fun setSilent(silent: Boolean)
Link copied to clipboard
open fun setSleepingPos(bedPosition: BlockPos)
Link copied to clipboard
open fun setSprinting(isSprinting: Boolean)
Link copied to clipboard
fun setStingerCount(count: Int)
Link copied to clipboard
open fun setSwimming(swimming: Boolean)
Link copied to clipboard
open fun setTicksFrozen(ticks: Int)
Link copied to clipboard
open fun setUUID(uuid: UUID)
Link copied to clipboard
open fun setYBodyRot(yBodyRot: Float)
Link copied to clipboard
open fun setYHeadRot(yHeadRot: Float)
Link copied to clipboard
open fun shearOffAllLeashConnections(player: @Nullable Player): Boolean
Link copied to clipboard
Link copied to clipboard
open fun shouldBlockExplode(explosion: Explosion, level: BlockGetter, pos: BlockPos, state: BlockState, power: Float): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun shouldRender(camX: Double, camY: Double, camZ: Double): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun showArms(): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun skipAttackInteraction(source: Entity): Boolean
Link copied to clipboard
Link copied to clipboard
open fun snapTo(pos: Vec3)
Link copied to clipboard
open fun spawnAtLocation(level: ServerLevel, resource: ItemLike): @Nullable ItemEntity
Link copied to clipboard
open fun spawnItemParticles(itemStack: ItemStack, count: Int)
Link copied to clipboard
open fun spawnReason(): @Nullable EntitySpawnReason
Link copied to clipboard
open fun stabAttack(weaponSlot: EquipmentSlot, target: Entity, baseDamage: Float, dealsDamage: Boolean, dealsKnockback: Boolean, dismounts: Boolean): Boolean
Link copied to clipboard
open fun stabbedEntities(filter: Predicate<Entity>): Int
Link copied to clipboard
fun startRiding(entity: Entity): Boolean
Link copied to clipboard
open fun startSeenByPlayer(player: ServerPlayer)
Link copied to clipboard
open fun startSleeping(bedPosition: BlockPos)
Link copied to clipboard
open fun startUsingItem(hand: InteractionHand)
Link copied to clipboard
open fun stopFallFlying()
Link copied to clipboard
open fun stopRiding()
Link copied to clipboard
open fun stopSeenByPlayer(player: ServerPlayer)
Link copied to clipboard
open fun stopSleeping()
Link copied to clipboard
open fun stopUsingItem()
Link copied to clipboard
Link copied to clipboard
open fun swing(hand: InteractionHand)
Link copied to clipboard
Link copied to clipboard
open fun tags(): Stream<TagKey<T>>
Link copied to clipboard
open fun take(entity: Entity, orgCount: Int)
Link copied to clipboard
open fun teleport(transition: TeleportTransition): @Nullable Entity
Link copied to clipboard
open fun teleportRelative(dx: Double, dy: Double, dz: Double)
Link copied to clipboard
open fun teleportSetPosition(destination: PositionMoveRotation, relatives: Set<Relative>)
Link copied to clipboard
open fun teleportTo(x: Double, y: Double, z: Double)
open fun teleportTo(level: ServerLevel, x: Double, y: Double, z: Double, relatives: Set<Relative>, newYRot: Float, newXRot: Float, resetCamera: Boolean): Boolean
Link copied to clipboard
open fun thunderHit(level: ServerLevel, lightningBolt: LightningBolt)
Link copied to clipboard
open fun tick()
Link copied to clipboard
fun LivingEntity.toEmptyEquipmentPacket(): ClientboundSetEquipmentPacket?
Link copied to clipboard
inline fun LivingEntity.toEquipmentPacket(mapper: (EquipmentSlot) -> ItemStack? = { getItemBySlot(it).takeUnless { item -> item.isEmpty } }): ClientboundSetEquipmentPacket?
Link copied to clipboard
fun Entity.toRegistry(): @Nullable EntityTrackerRegistry?
Link copied to clipboard
open fun toString(): String
Link copied to clipboard
fun Entity.toTracker(model: String?): @Nullable EntityTracker?
Link copied to clipboard
Link copied to clipboard
open fun trackingPosition(): Vec3
Link copied to clipboard
open fun travel(input: Vec3)
Link copied to clipboard
Link copied to clipboard
open fun turn(xo: Double, yo: Double)
Link copied to clipboard
abstract fun typeHolder(): Holder<T>
open fun typeHolder(): Holder<EntityType<out Any>>
Link copied to clipboard
open fun <V> unbox(source: @Nullable HoverEventSource<V>): @Nullable HoverEvent<V>
Link copied to clipboard
fun unRide()
Link copied to clipboard
Link copied to clipboard
open fun updateDynamicGameEventListener(action: BiConsumer<DynamicGameEventListener<out Any>, ServerLevel>)
Link copied to clipboard
open fun updateSwimming()
Link copied to clipboard
Link copied to clipboard
open fun wasRecentlyStabbed(target: Entity, allowedTime: Int): Boolean
Link copied to clipboard
open fun waypointIcon(): Waypoint.Icon
Link copied to clipboard
fun Entity.wrap(): @NotNull PlatformEntity
fun LivingEntity.wrap(): @NotNull PlatformLivingEntity