HitBoxEntityImpl

class HitBoxEntityImpl(source: ModelBoundingBox, bone: RenderedBone, listener: HitBoxListener, delegate: Entity, mountController: MountController) : AbstractArmorStand, HitBox

Constructors

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constructor(source: ModelBoundingBox, bone: RenderedBone, listener: HitBoxListener, delegate: Entity, mountController: MountController)

Properties

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open override val activeEffects: Collection<MobEffectInstance>
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open val activeEffectsMap: Map<Holder<MobEffect?>?, MobEffectInstance?>?
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open val activeItem: ItemStack?
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open val ageScale: Float
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open var airSupply: Int
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open var armorStandPose: ArmorStand.ArmorStandPose?
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open val armorValue: Int
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val attachments: EntityAttachments?
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open val attributes: AttributeMap?
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open val bedOrientation: @Nullable Direction?
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open val blockStateOn: BlockState?
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val blockX: Int
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val blockY: Int
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val blockZ: Int
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open var bodyPose: Rotations?
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var boundingBox: AABB?
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open val brain: Brain<out LivingEntity?>?
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open val combatTracker: CombatTracker?
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open val controlledVehicle: @Nullable Entity?
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open override val controllingPassenger: LivingEntity?
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var currentExplosionCause: @Nullable Entity?
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var currentImpulseImpactPos: @Nullable Vec3?
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open var customName: @Nullable Component?
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open var deltaMovement: Vec3?
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open val direction: Direction?
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open val dismountPoses: ImmutableList<Pose?>?
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open val displayName: Component?
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val elytraAnimationState: ElytraAnimationState?
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open val entityData: SynchedEntityData?
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val eyePosition: Vec3?
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open val eyeY: Double
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open val fallSounds: LivingEntity.Fallsounds?
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open val feedbackDisplayName: Component?
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open val firstPassenger: @Nullable Entity?
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open val fluidInteractionBox: @Nullable AABB?
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open val forward: Vec3?
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open val headLookAngle: Vec3?
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open var headPose: Rotations?
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open override var health: Float
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open val hurtDir: Float
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open var id: Int
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open val inBlockState: BlockState?
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open val indirectPassengers: Iterable<Entity?>?
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open val interpolation: InterpolationHandler?
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open val isAlive: Boolean
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open val isBaby: Boolean
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open override val isDeadOrDying: Boolean
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val Entity.isFlying: Boolean
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open val isInLava: Boolean
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open val isInWall: Boolean
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open val isInWater: Boolean
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open var isJumping: Boolean
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open var isMarker: Boolean
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open val isOnFire: Boolean
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open val isOnRails: Boolean
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open var isSilent: Boolean
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open var isSmall: Boolean
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open val isVehicle: Boolean
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val Entity.isWalking: Boolean
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open val itemBlockingWith: @Nullable ItemStack?
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open val killCredit: @Nullable LivingEntity?
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open val knownMovement: Vec3?
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open val knownSpeed: Vec3?
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open val lastAttacker: LivingEntity?
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open val lastClimbablePos: Optional<BlockPos?>?
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open val lastDamageSource: @Nullable DamageSource?
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open var lastHurtByMob: @Nullable LivingEntity?
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open val lastHurtByPlayer: @Nullable Player?
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open val lastHurtMob: @Nullable LivingEntity?
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open var leftArmPose: Rotations?
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open var leftLegPose: Rotations?
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open val liquidCollisionShape: VoxelShape?
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open val lookAngle: Vec3?
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open val lootTable: Optional<ResourceKey<LootTable?>?>?
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open val luck: Float
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open override val mainArm: HumanoidArm
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open val mainHandItem: ItemStack?
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open val maxAirSupply: Int
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var Entity.modelData: String?
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open val motionDirection: Direction?
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open val name: Component?
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open val nearestViewDirection: Direction?
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open var noActionTime: Int
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open val offhandItem: ItemStack?
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open val onPos: BlockPos?
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open val onPosLegacy: BlockPos?
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val passengers: List<Entity?>?
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open val passengersAndSelf: Stream<Entity?>?
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open val pickRadius: Float
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open val pickResult: ItemStack?
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open val pistonPushReaction: PushReaction?
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var portalProcess: @Nullable PortalProcessor?
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open var pose: Pose?
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open val positionCodec: VecDeltaCodec?
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open val quadLeashHolderOffsets: Array<out Vec3?>?
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open val random: RandomSource?
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open val randomY: Double
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open override var remainingFireTicks: Int
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open val removalReason: @Nullable Entity.RemovalReason?
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open var rightArmPose: Rotations?
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open var rightLegPose: Rotations?
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open val rootVehicle: Entity?
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open val rotationVector: Vec2?
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val Entity.seenBy: Set<ServerPlayerConnection>
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open val selfAndPassengers: Stream<Entity?>?
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open val sleepingPos: Optional<BlockPos?>?
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open val soundSource: SoundSource?
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open var speed: Float
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open val stringUUID: String?
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var swingingArm: @Nullable InteractionHand?
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open val team: @Nullable PlayerTeam?
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open val teamColor: Int
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open var ticksFrozen: Int
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open val type: EntityType<*>?
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open val usedItemHand: InteractionHand?
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open val useItem: ItemStack?
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open var uuid: UUID?
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open val vehicle: @Nullable Entity?
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open val voicePitch: Float
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val walkAnimation: WalkAnimationState?
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open val weaponItem: ItemStack?
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val x: Double
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var xo: Double
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open var xRot: Float
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var xxa: Float
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val y: Double
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open var yHeadRot: Float
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var yo: Double
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open var yRot: Float
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var yya: Float
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val z: Double
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var zo: Double
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var zza: Float

Functions

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open fun absSnapRotationTo(yRot: Float, xRot: Float)
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open fun absSnapTo(x: Double, y: Double, z: Double)
open fun absSnapTo(x: Double, y: Double, z: Double, yRot: Float, xRot: Float)
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open fun activeLocationDependentEnchantments(slot: EquipmentSlot?): Map<Enchantment?, Set<EnchantmentLocationBasedEffect?>?>?
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open fun addDeltaMovement(momentum: Vec3?)
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open override fun addEffect(effectInstance: MobEffectInstance, entity: Entity?): Boolean
fun addEffect(newEffect: MobEffectInstance?): Boolean
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open fun addTag(tag: String?): Boolean
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open fun adjustSpawnLocation(level: ServerLevel?, spawnSuggestion: BlockPos?): BlockPos?
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open fun aiStep()
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open fun animateHurt(yaw: Float)
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fun applyComponentsFromItemStack(stack: ItemStack?)
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open fun applyEffectsFromBlocks(from: Vec3?, to: Vec3?)
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open fun applyItemBlocking(level: ServerLevel?, source: DamageSource?, damage: Float): Float
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@NotNull
open fun asHoverEvent(): @NotNull HoverEvent<HoverEvent.ShowEntity?>
@NotNull
open fun asHoverEvent(@NotNull op: @NotNull UnaryOperator<HoverEvent.ShowEntity?>): @NotNull HoverEvent<HoverEvent.ShowEntity?>
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open fun asLivingEntity(): @Nullable LivingEntity?
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open fun attackable(): Boolean
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open fun awardKillScore(victim: Entity?, killingBlow: DamageSource?)
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open fun baseTick()
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open fun belowNameDisplay(): @Nullable Component?
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open fun blockPosition(): BlockPos?
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open fun broadcastToPlayer(player: ServerPlayer?): Boolean
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fun calculateDimensions(): EntityDimensions
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fun calculateViewVector(xRot: Float, yRot: Float): Vec3?
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open fun canAttack(target: LivingEntity?): Boolean
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open fun canBeAffected(newEffect: MobEffectInstance?): Boolean
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open fun canBeCollidedWith(other: @Nullable Entity?): Boolean
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open override fun canCollideWith(entity: Entity): Boolean
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fun canEquipWithDispenser(itemStack: ItemStack?): Boolean
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open fun canFreeze(): Boolean
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open fun canSprint(): Boolean
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open fun canStandOnFluid(fluid: FluidState?): Boolean
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open fun canTeleport(from: Level?, to: Level?): Boolean
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open fun canUsePortal(ignorePassenger: Boolean): Boolean
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open fun canUseSlot(slot: EquipmentSlot?): Boolean
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open fun causeExtraKnockback(target: Entity?, knockback: Float, oldMovement: Vec3?)
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open fun causeFallDamage(fallDistance: Double, damageModifier: Float, damageSource: DamageSource?): Boolean
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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 clearFreeze()
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open fun clearSleepingPos()
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open fun closerThan(other: Entity?, distance: Double): Boolean
open fun closerThan(other: Entity?, distanceXZ: Double, distanceY: Double): Boolean
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open fun collidedWithFluid(fluidState: FluidState?, blockPos: BlockPos?, from: Vec3?, to: Vec3?): Boolean
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open fun collidedWithShapeMovingFrom(from: Vec3?, to: Vec3?, aabbs: List<AABB?>?): Boolean
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open fun copyPosition(target: Entity?)
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open fun createCommandSourceStackForNameResolution(level: ServerLevel?): CommandSourceStack?
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open fun damageSources(): DamageSources?
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open override fun deflection(projectile: Projectile): ProjectileDeflection
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open fun die(source: DamageSource?)
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fun discard()
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open override fun dismount(entity: PlatformEntity)
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open override fun dismountAll()
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open fun dismountTo(x: Double, y: Double, z: Double)
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open fun distanceTo(entity: Entity?): Float
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open fun distanceToSqr(entity: Entity?): Double
open fun distanceToSqr(pos: Vec3?): Double
open fun distanceToSqr(x2: Double, y2: Double, z2: Double): Double
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fun doCheckFallDamage(xa: Double, ya: Double, za: Double, onGround: Boolean)
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open fun doHurtTarget(level: ServerLevel?, target: Entity?): Boolean
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open fun drop(itemStack: ItemStack?, randomly: Boolean, thrownFromHand: Boolean): @Nullable ItemEntity?
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open fun dropAllLeashConnections(player: @Nullable Player?): 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 dropFromLootTable(level: ServerLevel?, source: DamageSource?, playerKilled: Boolean, lootTable: ResourceKey<LootTable?>?)
open fun dropFromLootTable(level: ServerLevel?, source: DamageSource?, playerKilled: Boolean, lootTable: ResourceKey<LootTable?>?, itemStackConsumer: Consumer<ItemStack?>?)
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open fun ejectPassengers()
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open fun entityTags(): Set<String?>?
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open fun equipmentHasChanged(previous: ItemStack?, current: ItemStack?): Boolean
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open fun extinguishFire()
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open fun fillCrashReportCategory(category: CrashReportCategory?)
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open fun fireImmune(): Boolean
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open fun forceAddEffect(newEffect: MobEffectInstance?, source: @Nullable Entity?)
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open override fun forceDismount(): Boolean
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open fun forceSetRotation(yRot: Float, relativeY: Boolean, xRot: Float, relativeX: Boolean)
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open fun fudgePositionAfterSizeChange(previousDimensions: EntityDimensions?): Boolean
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open fun gameEvent(event: Holder<GameEvent?>?)
open fun gameEvent(event: Holder<GameEvent?>?, sourceEntity: @Nullable Entity?)
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open operator fun <T : Any?> get(type: DataComponentType<out T?>?): @Nullable T?
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open override fun getActiveEffects(): Collection<MobEffectInstance>
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open fun getAddEntityPacket(serverEntity: ServerEntity?): Packet<ClientGamePacketListener?>?
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open fun <A : Any?> getAttached(type: AttachmentType<A?>?): @Nullable A?
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open fun <A : Any?> getAttachedOrCreate(type: AttachmentType<A?>?): A?
open fun <A : Any?> getAttachedOrCreate(type: AttachmentType<A?>?, initializer: Supplier<A?>?): A?
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@Contract(value = "_, !null -> !null")
open fun <A : Any?> getAttachedOrElse(type: AttachmentType<A?>?, defaultValue: @Nullable A?): A?
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open fun <A : Any?> getAttachedOrGet(type: AttachmentType<A?>?, defaultValue: Supplier<A?>?): A?
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open fun <A : Any?> getAttachedOrSet(type: AttachmentType<A?>?, defaultValue: A?): A?
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open fun <A : Any?> getAttachedOrThrow(type: AttachmentType<A?>?): A?
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open fun getAttackAnim(a: Float): Float
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open fun getAttackRangeWith(weaponItem: ItemStack?): AttackRange?
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open fun getAttribute(attribute: Holder<Attribute?>?): @Nullable AttributeInstance?
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open fun getAttributeBaseValue(attribute: Holder<Attribute?>?): Double
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open fun getAttributeValue(attribute: Holder<Attribute?>?): Double
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open fun getAvailableSpaceBelow(maxDistance: Double): Double
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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 override fun getControllingPassenger(): LivingEntity?
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open override fun getDefaultDimensions(pose: Pose): EntityDimensions
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fun getDimensions(pose: Pose?): EntityDimensions?
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open fun getDismountLocationForPassenger(passenger: LivingEntity?): Vec3?
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open fun getEffect(effect: Holder<MobEffect?>?): @Nullable MobEffectInstance?
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open fun getEffectBlendFactor(effect: Holder<MobEffect?>?, partialTicks: Float): Float
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fun getEquipmentSlotForItem(itemStack: ItemStack?): EquipmentSlot?
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fun getExperienceReward(level: ServerLevel?, killer: @Nullable Entity?): Int
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open fun getFluidFallingAdjustedMovement(baseGravity: Double, isFalling: Boolean, movement: Vec3?): Vec3?
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open fun getFluidHeight(type: TagKey<Fluid?>?): Double
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open fun getHandHoldingItemAngle(item: Item?): Vec3?
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open override fun getHealth(): Float
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open override fun getItemBySlot(slot: EquipmentSlot): ItemStack
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open fun getItemHeldByArm(arm: HumanoidArm?): ItemStack?
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open fun getItemInHand(hand: InteractionHand?): ItemStack?
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open fun getLightProbePosition(partialTickTime: Float): Vec3?
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open fun getLocalBoundsForPose(pose: Pose?): AABB?
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open override fun getMainArm(): HumanoidArm
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open fun <T : Any?> getOrDefault(type: DataComponentType<out T?>?, defaultValue: T?): T?
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open fun getPassengerRidingPosition(passenger: Entity?): Vec3?
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fun getPosition(partialTickTime: Float): Vec3?
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open fun getPreciseBodyRotation(partial: Float): Float
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open fun getProjectile(heldWeapon: ItemStack?): ItemStack?
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open fun getRandomX(spread: Double): Double
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open fun getRandomZ(spread: Double): Double
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open fun getRelativePortalPosition(axis: Direction.Axis?, portalArea: BlockUtil.FoundRectangle?): Vec3?
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open override fun getRemainingFireTicks(): Int
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open fun getRopeHoldPosition(partialTickTime: Float): Vec3?
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open fun getSlot(slot: Int): @Nullable SlotAccess?
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open fun getSlotsFromRange(slots: IntList?): SlotCollection?
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open fun getSwimAmount(a: Float): Float
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open fun <T : Any?> getTyped(type: DataComponentType<T?>?): @Nullable TypedDataComponent<T?>?
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fun getUpVector(a: Float): Vec3?
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open fun getVehicleAttachmentPoint(vehicle: Entity?): Vec3?
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fun getViewVector(a: Float): Vec3?
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open fun getViewXRot(a: Float): Float
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open fun getViewYRot(a: Float): Float
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open fun getVisibilityPercent(targetingEntity: @Nullable Entity?): Double
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@NotNull
open fun groupName(): @NotNull BoneName
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open fun handleDamageEvent(source: DamageSource?)
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open fun handleEntityEvent(id: Byte)
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open fun handleExtraItemsCreatedOnUse(extraCreatedRemainder: ItemStack?)
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open fun hasAttached(type: AttachmentType<*>?): Boolean
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open fun hasEffect(effect: Holder<MobEffect?>?): Boolean
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open fun hasIndirectPassenger(entity: Entity?): Boolean
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open fun hasItemInSlot(slot: EquipmentSlot?): Boolean
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open fun hasLineOfSight(target: Entity?): Boolean
open fun hasLineOfSight(target: Entity?, blockCollidingContext: ClipContext.Block?, fluidCollidingContext: ClipContext.Fluid?, eyeHeight: Double): Boolean
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open override fun hasMountDriver(): Boolean
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open fun hasPassenger(test: Predicate<Entity?>?): Boolean
open fun hasPassenger(entity: Entity?): Boolean
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open fun hasPose(pose: Pose?): Boolean
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open fun heal(heal: Float)
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open override fun hide(player: PlatformPlayer)
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fun hurt(source: DamageSource?, damage: Float)
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open fun hurtArmor(damageSource: DamageSource?, damage: Float)
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open fun hurtClient(source: DamageSource?): Boolean
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open fun hurtHelmet(damageSource: DamageSource?, damage: Float)
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fun hurtOrSimulate(source: DamageSource?, damage: Float): Boolean
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open override fun hurtServer(world: ServerLevel, source: DamageSource, amount: Float): Boolean
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open override fun id(): Int
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fun igniteForSeconds(numberOfSeconds: Float)
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open fun igniteForTicks(numberOfTicks: Int)
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open fun ignoreExplosion(explosion: Explosion?): Boolean
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open fun indicateDamage(xd: Double, zd: Double)
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open override fun interact(player: Player, hand: InteractionHand, vec: Vec3): InteractionResult
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open fun is(rawType: EntityType<*>?): Boolean
open fun is(set: HolderSet<EntityType<*>?>?): Boolean
open fun is(type: Holder<EntityType<*>?>?): Boolean
open fun is(type: ResourceKey<EntityType<*>?>?): Boolean
open fun is(tag: TagKey<EntityType<*>?>?): Boolean
open fun is(other: Entity?): Boolean
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fun isAlliedTo(other: @Nullable Entity?): Boolean
open fun isAlliedTo(other: @Nullable Team?): Boolean
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open fun isColliding(pos: BlockPos?, state: BlockState?): Boolean
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open override fun isDeadOrDying(): Boolean
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fun isEquippableInSlot(itemStack: ItemStack?, slot: EquipmentSlot?): Boolean
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open fun isEyeInFluid(type: TagKey<Fluid?>?): Boolean
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open fun isFree(xa: Double, ya: Double, za: Double): Boolean
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open fun isHolding(itemPredicate: Predicate<ItemStack?>?): Boolean
open fun isHolding(item: Item?): Boolean
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open fun isInvisibleTo(player: Player?): Boolean
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open fun isInvulnerableTo(level: ServerLevel?, source: DamageSource?): Boolean
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open fun isLookingAtMe(target: LivingEntity?, coneSize: Double, adjustForDistance: Boolean, seeThroughTransparentBlocks: Boolean, vararg gazeHeights: Double): Boolean
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open fun isPassengerOfSameVehicle(other: Entity?): Boolean
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open fun isSupportedBy(pos: BlockPos?): Boolean
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open fun jumpFromGround()
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open fun kill(level: ServerLevel?)
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open fun killedEntity(level: ServerLevel?, entity: LivingEntity?, source: DamageSource?): Boolean
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open override fun knockback(d: Double, e: Double, f: Double)
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open fun lavaHurt()
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open fun lavaIgnite()
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open fun lerpHeadTo(yRot: Float, steps: Int)
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open fun lerpMotion(movement: Vec3?)
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open fun level(): Level?
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open fun listener(@NotNull function: @NotNull Function<HitBoxListener.Builder?, HitBoxListener.Builder?>)
open override fun listener(): HitBoxListener
open override fun listener(listener: HitBoxListener)
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open fun load(input: ValueInput?)
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open fun lookAt(anchor: EntityAnchorArgument.Anchor?, pos: Vec3?)
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open fun makeSound(sound: @Nullable SoundEvent?)
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open fun makeStuckInBlock(blockState: BlockState?, speedMultiplier: Vec3?)
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open fun makeWaypointConnectionWith(player: ServerPlayer?): Optional<WaypointTransmitter.Connection?>?
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open fun maxUpStep(): Float
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open fun mayInteract(level: ServerLevel?, pos: BlockPos?): Boolean
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open fun mirror(mirror: Mirror?): Float
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open fun <A : Any?> modifyAttached(type: AttachmentType<A?>?, modifier: UnaryOperator<A?>?): @Nullable A?
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open override fun mount(entity: PlatformEntity)
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open override fun mountController(): MountController
open override fun mountController(controller: MountController)
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open fun move(moverType: MoverType?, delta: Vec3?)
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fun moveOrInterpolateTo(position: Vec3?)
fun moveOrInterpolateTo(yRot: Float, xRot: Float)
fun moveOrInterpolateTo(position: Optional<Vec3?>?, yRot: Optional<Float?>?, xRot: Optional<Float?>?)
fun moveOrInterpolateTo(position: Vec3?, yRot: Float, xRot: Float)
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open fun moveRelative(speed: Float, input: Vec3?)
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open fun notifyLeasheeRemoved(entity: Leashable?)
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open fun notifyLeashHolder(entity: Leashable?)
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fun oldPosition(): Vec3?
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open fun onAboveBubbleColumn(dragDown: Boolean, pos: BlockPos?)
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open fun <A : Any?> onAttachedSet(type: AttachmentType<A?>?): Event<AttachmentTarget.OnAttachedSet<A?>?>?
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open fun onAttack()
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open fun onClientRemoval()
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open fun onClimbable(): Boolean
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open fun onEnterCombat()
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open fun onEquipItem(slot: EquipmentSlot?, oldStack: ItemStack?, stack: ItemStack?)
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open fun onEquippedItemBroken(brokenItem: Item?, inSlot: EquipmentSlot?)
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open fun onExplosionHit(explosionCausedBy: @Nullable Entity?)
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open fun onGround(): Boolean
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open fun onInsideBubbleColumn(dragDown: Boolean)
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open fun onItemPickup(entity: ItemEntity?)
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open fun onLeaveCombat()
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open fun onPassengerTurned(passenger: Entity?)
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open fun onRemoval(reason: Entity.RemovalReason?)
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open fun onSyncedDataUpdated(updatedItems: List<SynchedEntityData.DataValue<*>?>?)
open fun onSyncedDataUpdated(accessor: EntityDataAccessor<*>?)
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open override fun onWalk(): Boolean
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fun Entity.passengerPosition(dest: Vector3f): Vector3f
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open fun pick(range: Double, a: Float, withLiquids: Boolean): HitResult?
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open fun placePortalTicket(ticketPosition: BlockPos?)
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open fun playerTouch(player: Player?)
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open fun playSound(sound: SoundEvent?)
open fun playSound(sound: SoundEvent?, volume: Float, pitch: Float)
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open fun position(): Vec3?
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fun positionRider(passenger: Entity?)
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open override fun positionSource(): RenderedBone
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open fun problemPath(): ProblemReporter.PathElement?
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open override fun push(pushingEntity: Entity)
open fun push(impulse: Vec3?)
open fun push(xa: Double, ya: Double, za: Double)
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open fun randomTeleport(xx: Double, yy: Double, zz: Double, showParticles: Boolean): Boolean
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open fun recreateFromPacket(packet: ClientboundAddEntityPacket?)
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open fun registerDebugValues(level: ServerLevel?, registration: DebugValueSource.Registration?)
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@NotNull
open fun registry(): @NotNull Optional<EntityTrackerRegistry?>
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open fun registryAccess(): RegistryAccess?
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open override fun relativePosition(): Vector3f
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open fun releaseUsingItem()
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open fun rememberStabbedEntity(target: Entity?)
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open override fun remove(reason: Entity.RemovalReason)
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open fun <A : Any?> removeAttached(type: AttachmentType<A?>?): @Nullable A?
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open fun removeEffect(effect: Holder<MobEffect?>?): Boolean
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fun removeEffectNoUpdate(effect: Holder<MobEffect?>?): @Nullable MobEffectInstance?
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open override fun removeHitBox()
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open fun removeTag(tag: String?): Boolean
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open fun removeVehicle()
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open fun restoreFrom(oldEntity: Entity?)
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open fun rideTick()
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open fun rotate(rotation: Rotation?): Float
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open fun save(output: ValueOutput?): Boolean
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open fun saveAsPassenger(output: ValueOutput?): Boolean
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open fun saveWithoutId(output: ValueOutput?)
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open fun sendEffectToPassengers(effect: MobEffectInstance?)
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open fun setAsInsidePortal(portal: Portal?, pos: BlockPos?)
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open fun <A : Any?> setAttached(type: AttachmentType<A?>?, value: @Nullable A?): @Nullable A?
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open fun <T : Any?> setComponent(type: DataComponentType<T?>?, value: T?)
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open fun setDiscardFriction(discardFriction: Boolean)
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open fun setIgnoreFallDamageFromCurrentImpulse(ignoreFallDamage: Boolean, newImpulseImpactPos: Vec3?)
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open fun setIsInPowderSnow(isInPowderSnow: Boolean)
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open fun setItemInHand(hand: InteractionHand?, itemStack: ItemStack?)
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open override fun setItemSlot(slot: EquipmentSlot, stack: ItemStack)
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open fun setLastHurtByPlayer(player: UUID?, timeToRemember: Int)
open fun setLastHurtByPlayer(player: Player?, timeToRemember: Int)
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open fun setLastHurtMob(target: Entity?)
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open fun setLevelCallback(levelCallback: EntityInLevelCallback?)
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open fun setNoBasePlate(value: Boolean)
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fun setOldPosAndRot(position: Vec3?, yRot: Float, xRot: Float)
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open fun setOldRot()
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open fun setOnGround(onGround: Boolean)
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open fun setOnGroundWithMovement(onGround: Boolean, movement: Vec3?)
open fun setOnGroundWithMovement(onGround: Boolean, horizontalCollision: Boolean, movement: Vec3?)
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fun setPos(pos: Vec3?)
open fun setPos(x: Double, y: Double, z: Double)
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fun setPosRaw(x: Double, y: Double, z: Double)
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open fun setRecordPlayingNearby(jukebox: BlockPos?, isPlaying: Boolean)
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open override fun setRemainingFireTicks(remainingFireTicks: Int)
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fun setRemoved(reason: Entity.RemovalReason?)
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open fun setSharedFlagOnFire(value: Boolean)
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open fun setShowArms(value: Boolean)
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open fun setSleepingPos(bedPosition: BlockPos?)
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open fun setYBodyRot(yBodyRot: Float)
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open fun shearOffAllLeashConnections(player: @Nullable Player?): Boolean
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open fun shouldBlockExplode(explosion: Explosion?, level: BlockGetter?, pos: BlockPos?, state: BlockState?, power: Float): Boolean
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open fun shouldRender(camX: Double, camY: Double, camZ: Double): Boolean
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open override fun show(player: PlatformPlayer)
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open fun showArms(): Boolean
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open fun skipAttackInteraction(source: Entity?): Boolean
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open fun snapTo(pos: Vec3?)
open fun snapTo(x: Double, y: Double, z: Double)
open fun snapTo(spawnPos: BlockPos?, yRot: Float, xRot: Float)
open fun snapTo(spawnPos: Vec3?, yRot: Float, xRot: Float)
open fun snapTo(x: Double, y: Double, z: Double, yRot: Float, xRot: Float)
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open override fun source(): PlatformEntity
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open fun spawnAtLocation(level: ServerLevel?, itemStack: ItemStack?): @Nullable ItemEntity?
open fun spawnAtLocation(level: ServerLevel?, resource: ItemLike?): @Nullable ItemEntity?
open fun spawnAtLocation(level: ServerLevel?, itemStack: ItemStack?, offset: Float): @Nullable ItemEntity?
open fun spawnAtLocation(level: ServerLevel?, itemStack: ItemStack?, offset: Vec3?): @Nullable ItemEntity?
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open fun spawnItemParticles(itemStack: ItemStack?, count: Int)
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open fun spawnReason(): @Nullable EntitySpawnReason?
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open fun stabAttack(weaponSlot: EquipmentSlot?, target: Entity?, baseDamage: Float, dealsDamage: Boolean, dealsKnockback: Boolean, dismounts: Boolean): Boolean
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open fun stabbedEntities(filter: Predicate<Entity?>?): Int
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fun startRiding(entity: Entity?): Boolean
open fun startRiding(entityToRide: Entity?, force: Boolean, sendEventAndTriggers: Boolean): Boolean
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open fun startSeenByPlayer(player: ServerPlayer?)
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open fun startSleeping(bedPosition: BlockPos?)
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open fun startUsingItem(hand: InteractionHand?)
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open fun stopFallFlying()
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open fun stopRiding()
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open fun stopSeenByPlayer(player: ServerPlayer?)
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open fun stopSleeping()
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open fun stopUsingItem()
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open fun swing(hand: InteractionHand?)
open fun swing(hand: InteractionHand?, sendToSwingingEntity: Boolean)
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open fun tags(): Stream<TagKey<EntityType<*>?>?>?
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open fun take(entity: Entity?, orgCount: Int)
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open fun teleport(transition: TeleportTransition?): @Nullable Entity?
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open fun teleportRelative(dx: Double, dy: Double, dz: Double)
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open fun teleportSetPosition(destination: PositionMoveRotation?, relatives: Set<Relative?>?)
open fun teleportSetPosition(currentValues: PositionMoveRotation?, destination: PositionMoveRotation?, relatives: Set<Relative?>?)
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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
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open fun thunderHit(level: ServerLevel?, lightningBolt: LightningBolt?)
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open override fun tick()
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fun LivingEntity.toEmptyEquipmentPacket(): ClientboundSetEquipmentPacket?
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inline fun LivingEntity.toEquipmentPacket(mapper: (EquipmentSlot) -> ItemStack? = { getItemBySlot(it).takeUnless { item -> item.isEmpty } }): ClientboundSetEquipmentPacket?
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fun Entity.toRegistry(): @Nullable EntityTrackerRegistry?
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fun Entity.toTracker(model: String?): @Nullable EntityTracker?
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open fun trackingPosition(): Vec3?
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open fun travel(input: Vec3?)
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open fun turn(xo: Double, yo: Double)
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open fun typeHolder(): Holder<EntityType<*>?>?
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fun unRide()
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open fun updateDynamicGameEventListener(action: BiConsumer<DynamicGameEventListener<*>?, ServerLevel?>?)
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open fun updateSwimming()
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open override fun uuid(): UUID
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open fun wasRecentlyStabbed(target: Entity?, allowedTime: Int): Boolean
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open fun waypointIcon(): Waypoint.Icon?
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fun Entity.wrap(): @NotNull PlatformEntity
fun LivingEntity.wrap(): @NotNull PlatformLivingEntity