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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Functions
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open fun activeLocationDependentEnchantments(slot: EquipmentSlot?): Map<Enchantment?, Set<EnchantmentLocationBasedEffect?>?>?
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@NotNull
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open fun causeFallDamage(fallDistance: Double, damageModifier: Float, damageSource: DamageSource?): Boolean
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open fun collidedWithFluid(fluidState: FluidState?, blockPos: BlockPos?, from: Vec3?, to: Vec3?): Boolean
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open fun dropFromEntityInteractLootTable(level: ServerLevel?, key: ResourceKey<LootTable?>?, interactingEntity: @Nullable Entity?, tool: ItemInstance?, consumer: BiConsumer<ServerLevel?, ItemStack?>?): Boolean
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open fun dropFromGiftLootTable(level: ServerLevel?, key: ResourceKey<LootTable?>?, consumer: BiConsumer<ServerLevel?, ItemStack?>?): Boolean
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open fun 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 getBlockExplosionResistance(explosion: Explosion?, level: BlockGetter?, pos: BlockPos?, block: BlockState?, fluid: FluidState?, resistance: Float): Float
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open fun getFluidFallingAdjustedMovement(baseGravity: Double, isFalling: Boolean, movement: Vec3?): Vec3?
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open fun getRelativePortalPosition(axis: Direction.Axis?, portalArea: BlockUtil.FoundRectangle?): Vec3?
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open fun hasLineOfSight(target: Entity?, blockCollidingContext: ClipContext.Block?, fluidCollidingContext: ClipContext.Fluid?, eyeHeight: Double): Boolean
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open fun listener(@NotNull function: @NotNull Function<HitBoxListener.Builder?, HitBoxListener.Builder?>)
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open fun makeWaypointConnectionWith(player: ServerPlayer?): Optional<WaypointTransmitter.Connection?>?
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open fun <A : Any?> modifyAttached(type: AttachmentType<A?>?, modifier: UnaryOperator<A?>?): @Nullable A?
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open fun <A : Any?> onAttachedSet(type: AttachmentType<A?>?): Event<AttachmentTarget.OnAttachedSet<A?>?>?
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open fun setIgnoreFallDamageFromCurrentImpulse(ignoreFallDamage: Boolean, newImpulseImpactPos: Vec3?)
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open fun shouldBlockExplode(explosion: Explosion?, level: BlockGetter?, pos: BlockPos?, state: BlockState?, power: Float): Boolean
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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 teleportSetPosition(currentValues: PositionMoveRotation?, destination: PositionMoveRotation?, relatives: Set<Relative?>?)
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inline fun LivingEntity.toEquipmentPacket(mapper: (EquipmentSlot) -> ItemStack? = { getItemBySlot(it).takeUnless { item -> item.isEmpty } }): ClientboundSetEquipmentPacket?
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open fun updateDynamicGameEventListener(action: BiConsumer<DynamicGameEventListener<*>?, ServerLevel?>?)
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