HitBoxImpl

class HitBoxImpl(name: String, boxHeight: Double, source: ModelBoundingBox, supplier: HitBoxSource, listener: HitBoxListener, delegate: LivingEntity, adapter: EntityAdapter) : LivingEntity, HitBox

Constructors

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constructor(name: String, boxHeight: Double, source: ModelBoundingBox, supplier: HitBoxSource, listener: HitBoxListener, delegate: LivingEntity, adapter: EntityAdapter)

Properties

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val activationType: ActivationRange.ActivationType
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val activeEffects: MutableMap<MobEffect, MobEffectInstance>
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var chunkStatus: FullChunkStatus
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var combatTracker: CombatTracker
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val craftAttributes: CraftAttributeMap
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var deltaMovement: Vec3
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var drops: ArrayList<ItemStack>
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var frictionState: TriState
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var id: Int
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val lastClimbablePos: Optional<BlockPos>
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@Nullable
@get:Nullable
val lastDamageSource: DamageSource?
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@Nullable
var lastHurtByMob: LivingEntity?
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@Nullable
var lastHurtByPlayer: Player?
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var lastLavaContact: BlockPos
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var lootableData: PaperLootableInventoryData
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val moveVector: Vec3
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@Nullable
@get:Nullable
val originWorld: UUID?
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var passengers: ImmutableList<Entity>
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var portalBlock: BlockPos
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var portalWorld: ServerLevel
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@Nullable
var projectileSource: ProjectileSource?
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@Nullable
@get:Nullable
val removalReason: Entity.RemovalReason?
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val rotA: Float
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var spawnReason: CreatureSpawnEvent.SpawnReason
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var swingingArm: InteractionHand
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@Nullable
var tracker: @Nullable ChunkMap.TrackedEntity?
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val type: EntityType<*>
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@Nullable
@get:Nullable
val vehicle: Entity?
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val walkAnimation: WalkAnimationState
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var xo: Double
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var xRot: Float
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var xxa: Float
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var yo: Double
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var yRot: Float
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var yya: Float
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var zo: Double
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var zza: Float

Functions

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open fun absMoveTo(p0: Double, p1: Double, p2: Double)
open fun absMoveTo(p0: Double, p1: Double, p2: Double, p3: Float, p4: Float)
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open override fun acceptsFailure(): Boolean
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open override fun acceptsSuccess(): Boolean
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open override fun addAdditionalSaveData(p0: CompoundTag)
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open fun addDeltaMovement(p0: Vec3)
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open override fun addEffect(effectInstance: MobEffectInstance, entity: Entity?): Boolean
open override fun addEffect(effectInstance: MobEffectInstance, cause: EntityPotionEffectEvent.Cause): Boolean
open override fun addEffect(effectInstance: MobEffectInstance, entity: Entity?, cause: EntityPotionEffectEvent.Cause): Boolean
fun addEffect(p0: MobEffectInstance): Boolean
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open override fun addPassenger(entity: Entity)
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open fun addTag(p0: String): Boolean
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open fun aiStep()
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open override fun animateHurt(p0: Float)
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open fun attackable(): Boolean
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open fun awardKillScore(p0: Entity, p1: Int, p2: DamageSource)
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open override fun baseTick()
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open override fun blockPosition(): BlockPos
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open fun broadcastBreakEvent(p0: InteractionHand)
open fun broadcastBreakEvent(p0: EquipmentSlot)
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open fun broadcastToPlayer(p0: ServerPlayer): Boolean
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@Nullable
open fun c(@Nullable p0: MobEffect?, p1: EntityPotionEffectEvent.Cause): MobEffectInstance?
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open fun canAttack(p0: LivingEntity): Boolean
open fun canAttack(p0: LivingEntity, p1: TargetingConditions): Boolean
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open fun canAttackType(p0: EntityType<*>): Boolean
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open fun canBeAffected(p0: MobEffectInstance): Boolean
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open override fun canChangeDimensions(): Boolean
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open override fun canCollideWith(entity: Entity): Boolean
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open override fun canCollideWithBukkit(entity: Entity): Boolean
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open override fun canFreeze(): Boolean
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open fun canSprint(): Boolean
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open fun canStandOnFluid(p0: FluidState): Boolean
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open fun canTakeItem(p0: ItemStack): Boolean
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open override fun causeFallDamage(p0: Float, p1: Float, p2: DamageSource): Boolean
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@Nullable
open fun changeDimension(p0: ServerLevel): Entity?
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open fun checkBelowWorld()
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open fun checkDespawn()
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open fun chunkPosition(): ChunkPos
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open fun clearFire()
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open fun clearSleepingPos()
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open fun closerThan(p0: Entity, p1: Double): Boolean
open fun closerThan(p0: Entity, p1: Double, p2: Double): Boolean
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open fun copyPosition(p0: Entity)
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open fun createCommandSourceStack(): CommandSourceStack
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open fun damageSources(): DamageSources
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open fun die(p0: DamageSource)
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fun discard()
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open fun dismountTo(p0: Double, p1: Double, p2: Double)
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open fun distanceTo(p0: Entity): Float
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open fun distanceToSqr(p0: Entity): Double
open fun distanceToSqr(p0: Vec3): Double
open fun distanceToSqr(p0: Double, p1: Double, p2: Double): Double
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open fun doEnchantDamageEffects(p0: LivingEntity, p1: Entity)
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open fun doHurtTarget(p0: Entity): Boolean
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open fun eat(p0: Level, p1: ItemStack): ItemStack
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open fun ejectPassengers()
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open operator override fun equals(other: Any?): Boolean
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open fun equipmentHasChanged(p0: ItemStack, p1: ItemStack): Boolean
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open fun extinguishFire()
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open fun fillCrashReportCategory(p0: CrashReportCategory)
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open fun fireImmune(): Boolean
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open fun forceAddEffect(p0: MobEffectInstance, @Nullable p1: Entity?)
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open fun gameEvent(p0: GameEvent)
open fun gameEvent(p0: GameEvent, @Nullable p1: Entity?)
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open override fun getActiveEffects(): Collection<MobEffectInstance?>
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open fun getActiveEffectsMap(): MutableMap<MobEffect, MobEffectInstance>
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open fun getAddEntityPacket(): Packet<ClientGamePacketListener>
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open fun getAirSupply(): Int
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open fun getAllSlots(): MutableIterable<ItemStack>
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open override fun getArmorSlots(): MutableIterable<ItemStack>
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open fun getArmorValue(): Int
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open fun getAttackAnim(p0: Float): Float
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@Nullable
open fun getAttribute(p0: Attribute): AttributeInstance?
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open fun getAttributeBaseValue(p0: Holder<Attribute>): Double
open fun getAttributeBaseValue(p0: Attribute): Double
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open override fun getAttributes(): AttributeMap
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open fun getAttributeValue(p0: Holder<Attribute>): Double
open fun getAttributeValue(p0: Attribute): Double
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@Nullable
open fun getBedOrientation(): Direction?
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open fun getBlockExplosionResistance(p0: Explosion, p1: BlockGetter, p2: BlockPos, p3: BlockState, p4: FluidState, p5: Float): Float
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open fun getBlockStateOn(): BlockState
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fun getBlockX(): Int
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fun getBlockY(): Int
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fun getBlockZ(): Int
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override fun getBoundingBox(): AABB
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fun getBoundingBoxAt(p0: Double, p1: Double, p2: Double): AABB
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open override fun getBoundingBoxForCulling(): AABB
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open fun getBrain(): Brain<*>
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open override fun getBukkitEntity(): CraftEntity
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open fun getBukkitEntityRaw(): CraftEntity
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open override fun getBukkitLivingEntity(): CraftLivingEntity
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open override fun getBukkitSender(p0: CommandSourceStack): CommandSender
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open override fun getBukkitYaw(): Float
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open fun getCombatTracker(): CombatTracker
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open fun getCommandSenderWorld(): Level
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@Nullable
open fun getControlledVehicle(): Entity?
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open override fun getControllingPassenger(): LivingEntity?
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@Nullable
open override fun getCustomName(): Component?
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@Nullable
open fun getDeathSound(): SoundEvent?
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open fun getDeathSound0(): SoundEvent
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open override fun getDimensions(pose: Pose): EntityDimensions
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open fun getDirection(): Direction
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open override fun getDismountLocationForPassenger(passenger: LivingEntity): Vec3
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open fun getDismountPoses(): ImmutableList<Pose>
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open override fun getDisplayName(): Component
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open fun getDrinkingSound0(p0: ItemStack): SoundEvent
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open fun getEatingSound(p0: ItemStack): SoundEvent
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open fun getEatingSound0(p0: ItemStack): SoundEvent
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@Nullable
open fun getEffect(p0: MobEffect): MobEffectInstance?
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@Nullable
fun getEncodeId(): String?
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open fun getEntityData(): SynchedEntityData
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open fun getExpReward(): Int
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open fun getEyeHeight(p0: Pose): Float
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fun getEyePosition(): Vec3
fun getEyePosition(p0: Float): Vec3
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open fun getEyeY(): Double
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open fun getFallDamageSound0(p0: Int): SoundEvent
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open fun getFallSounds(): LivingEntity.Fallsounds
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open fun getFeetBlockState(): BlockState
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@Nullable
open fun getFirstPassenger(): Entity?
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open fun getFluidFallingAdjustedMovement(p0: Double, p1: Boolean, p2: Vec3): Vec3
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open fun getFluidHeight(p0: TagKey<Fluid>): Double
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open fun getForward(): Vec3
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open fun getHandHoldingItemAngle(p0: Item): Vec3
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open fun getHandSlots(): MutableIterable<ItemStack>
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open fun getHealth(): Float
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open fun getHurtDir(): Float
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open fun getHurtSound0(p0: DamageSource): SoundEvent
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open override fun getItemBySlot(slot: EquipmentSlot): ItemStack
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open fun getItemInHand(p0: InteractionHand): ItemStack
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@Nullable
open fun getKillCredit(): LivingEntity?
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open override fun getLastAttacker(): LivingEntity?
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@Nullable
open fun getLastHurtByMob(): LivingEntity?
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@Nullable
open fun getLastHurtMob(): LivingEntity?
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open fun getLeashOffset(p0: Float): Vec3
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open fun getLightProbePosition(p0: Float): Vec3
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open fun getLocalBoundsForPose(p0: Pose): AABB
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open fun getLookAngle(): Vec3
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open fun getLootTable(): ResourceLocation
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open override fun getMainArm(): HumanoidArm
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open fun getMainHandItem(): ItemStack
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open fun getMaxAirSupply(): Int
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open fun getMobType(): MobType
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open fun getMotionDirection(): Direction
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open override fun getName(): Component
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open fun getNoActionTime(): Int
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open fun getOffhandItem(): ItemStack
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open fun getOnPos(): BlockPos
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open fun getOnPosLegacy(): BlockPos
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@Nullable
open fun getOriginVector(): Vector?
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fun getPassengers(): MutableList<Entity>
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open override fun getPassengersAndSelf(): Stream<Entity>
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open fun getPickRadius(): Float
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@Nullable
open fun getPickResult(): ItemStack?
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open fun getPistonPushReaction(): PushReaction
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fun getPlayersInTrackRange(): PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<ServerPlayer>
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open fun getPose(): Pose
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fun getPosition(p0: Float): Vec3
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open fun getPositionCodec(): VecDeltaCodec
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open fun getProjectile(p0: ItemStack): ItemStack
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open fun getRandom(): RandomSource
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open fun getRandomX(p0: Double): Double
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open fun getRandomY(): Double
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open fun getRandomZ(p0: Double): Double
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open fun getRayTrace(p0: Int, p1: ClipContext.Fluid): HitResult
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open fun getRootVehicle(): Entity
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open fun getRopeHoldPosition(p0: Float): Vec3
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open fun getRotationVector(): Vec2
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open fun getScale(): Float
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open override fun getSelfAndPassengers(): Stream<Entity>
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@Nullable
open fun getServer(): MinecraftServer?
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open fun getSharedFlag(p0: Int): Boolean
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open fun getSleepingPos(): Optional<BlockPos>
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open override fun getSlot(p0: Int): SlotAccess
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open fun getSoundSource(): SoundSource
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open fun getSoundVolume(): Float
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open fun getStringUUID(): String
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open fun getSwimAmount(p0: Float): Float
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open fun getSwimHighSpeedSplashSound0(): SoundEvent
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open fun getSwimSound0(): SoundEvent
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open fun getSwimSplashSound0(): SoundEvent
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@Nullable
open fun getTargetEntity(p0: Int): EntityHitResult?
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@Nullable
open fun getTeam(): Team?
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open fun getTeamColor(): Int
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open fun getTicksFrozen(): Int
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fun getUpVector(p0: Float): Vec3
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open fun getUsedItemHand(): InteractionHand
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open fun getUseItem(): ItemStack
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open override fun getUUID(): UUID
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fun getViewVector(p0: Float): Vec3
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open fun getViewXRot(p0: Float): Float
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open override fun getViewYRot(p0: Float): Float
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open fun getVisibilityPercent(@Nullable p0: Entity?): Double
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open override fun getVisualRotationYInDegrees(): Float
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open fun getVoicePitch(): Float
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fun getX(): Double
open fun getX(p0: Double): Double
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fun getY(): Double
open fun getY(p0: Double): Double
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open override fun getYHeadRot(): Float
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fun getZ(): Double
open fun getZ(p0: Double): Double
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open override fun handleDamageEvent(p0: DamageSource)
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open override fun handleEntityEvent(p0: Byte)
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open fun handleInsidePortal(p0: BlockPos)
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open override fun hasCustomName(): Boolean
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open fun hasEffect(p0: MobEffect): Boolean
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open override fun hashCode(): Int
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open fun hasIndirectPassenger(p0: Entity): Boolean
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open fun hasItemInSlot(p0: EquipmentSlot): Boolean
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open fun hasLineOfSight(p0: Entity): Boolean
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open fun hasPassenger(p0: Predicate<Entity>): Boolean
open fun hasPassenger(p0: Entity): Boolean
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open fun hasPermissions(p0: Int): Boolean
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open fun hasPose(p0: Pose): Boolean
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open fun heal(p0: Float)
open fun heal(p0: Float, p1: EntityRegainHealthEvent.RegainReason)
open fun heal(p0: Float, p1: EntityRegainHealthEvent.RegainReason, p2: Boolean)
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open override fun hurt(source: DamageSource, amount: Float): Boolean
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open override fun id(): Int
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open override fun inactiveTick()
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open fun indicateDamage(p0: Double, p1: Double)
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open override fun interact(player: Player, hand: InteractionHand): InteractionResult
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open fun interactAt(p0: Player, p1: Vec3, p2: InteractionHand): InteractionResult
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open fun is(p0: Entity): Boolean
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open override fun isAlive(): Boolean
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open fun isAlliedTo(p0: Entity): Boolean
open fun isAlliedTo(p0: Team): Boolean
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open override fun isAlwaysTicking(): Boolean
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open fun isAttackable(): Boolean
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open fun isBaby(): Boolean
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open fun isBlocking(): Boolean
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open override fun isCollidable(p0: Boolean): Boolean
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open fun isColliding(p0: BlockPos, p1: BlockState): Boolean
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open fun isCrouching(): Boolean
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open override fun isCurrentlyGlowing(): Boolean
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open fun isDamageSourceBlocked(p0: DamageSource): Boolean
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open override fun isDeadOrDying(): Boolean
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open fun isDescending(): Boolean
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open fun isDiscrete(): Boolean
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open fun isEyeInFluid(p0: TagKey<Fluid>): Boolean
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open fun isFallFlying(): Boolean
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open fun isFree(p0: Double, p1: Double, p2: Double): Boolean
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open fun isFreezing(): Boolean
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open fun isHolding(p0: Predicate<ItemStack>): Boolean
open fun isHolding(p0: Item): Boolean
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open fun isInLava(): Boolean
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open fun isInRain(): Boolean
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open fun isInvisible(): Boolean
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open fun isInvisibleTo(p0: Player): Boolean
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open fun isInvulnerableTo(p0: DamageSource): Boolean
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open override fun isInWall(): Boolean
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open fun isInWater(): Boolean
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open fun isNoGravity(): Boolean
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open fun isOnFire(): Boolean
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open fun isOnRails(): Boolean
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open fun isPassenger(): Boolean
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open fun isPassengerOfSameVehicle(p0: Entity): Boolean
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open override fun isPickable(): Boolean
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open override fun isPushable(): Boolean
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open fun isSilent(): Boolean
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open fun isSleeping(): Boolean
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open fun isSpectator(): Boolean
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open fun isSprinting(): Boolean
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open fun isSupportedBy(p0: BlockPos): Boolean
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open fun isSwimming(): Boolean
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open fun isTicking(): Boolean
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open fun isUnderWater(): Boolean
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open fun isUsingItem(): Boolean
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open fun isVehicle(): Boolean
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open override fun isVisuallySwimming(): Boolean
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fun Entity.isWalking(): Boolean
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fun LivingEntity.jumpFactor(): Float
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fun LivingEntity.jumpFromGround()
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open override fun kill()
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open fun killedEntity(p0: ServerLevel, p1: LivingEntity): Boolean
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open override fun knockback(strength: Double, x: Double, z: Double)
open fun knockback(p0: Double, p1: Double, p2: Double, p3: Entity)
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open fun lavaHurt()
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open override fun lerpHeadTo(p0: Float, p1: Int)
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open fun lerpMotion(p0: Double, p1: Double, p2: Double)
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open override fun lerpTo(p0: Double, p1: Double, p2: Double, p3: Float, p4: Float, p5: Int, p6: Boolean)
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open fun level(): Level
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open override fun listener(): HitBoxListener
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open fun load(p0: CompoundTag)
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open override fun lookAt(p0: EntityAnchorArgument.Anchor, p1: Vec3)
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open fun makeStuckInBlock(p0: BlockState, p1: Vec3)
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open override fun maxUpStep(): Float
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open fun mayInteract(p0: Level, p1: BlockPos): Boolean
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open fun mirror(p0: Mirror): Float
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open fun move(p0: MoverType, p1: Vec3)
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open fun moveRelative(p0: Float, p1: Vec3)
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open fun moveTo(p0: Vec3)
open fun moveTo(p0: Double, p1: Double, p2: Double)
open fun moveTo(p0: BlockPos, p1: Float, p2: Float)
open fun moveTo(p0: Double, p1: Double, p2: Double, p3: Float, p4: Float)
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open override fun name(): String
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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(p0: EquipmentSlot, p1: ItemStack, p2: ItemStack)
open fun onEquipItem(p0: EquipmentSlot, p1: ItemStack, p2: ItemStack, p3: Boolean)
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open fun onGround(): Boolean
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open fun onItemPickup(p0: ItemEntity)
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open fun onLeaveCombat()
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open fun onPassengerTurned(p0: Entity)
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open fun onSyncedDataUpdated(p0: MutableList<SynchedEntityData.DataValue<*>>)
open override fun onSyncedDataUpdated(p0: EntityDataAccessor<*>)
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open override fun onWalk(): Boolean
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fun Entity.passengerPosition(scale: Double): Vector3f
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open fun pick(p0: Double, p1: Float, p2: Boolean): HitResult
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open fun playerTouch(p0: Player)
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open fun playSound(p0: SoundEvent)
open fun playSound(p0: SoundEvent, p1: Float, p2: Float)
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open fun position(): Vec3
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fun positionRider(p0: Entity)
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open fun postTick()
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open override fun push(x: Double, y: Double, z: Double, pushingEntity: Entity?)
open fun push(p0: Double, p1: Double, p2: Double)
open override fun push(p0: Entity)
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open fun randomTeleport(p0: Double, p1: Double, p2: Double, p3: Boolean): Boolean
open fun randomTeleport(p0: Double, p1: Double, p2: Double, p3: Boolean, p4: PlayerTeleportEvent.TeleportCause): Optional<Boolean>
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open override fun readAdditionalSaveData(p0: CompoundTag)
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open override fun recreateFromPacket(p0: ClientboundAddEntityPacket)
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open override fun relativePosition(): Vector3f
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open fun releaseUsingItem()
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open override fun remove()
open override fun remove(reason: Entity.RemovalReason)
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open fun removeAllEffects(p0: EntityPotionEffectEvent.Cause): Boolean
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open fun removeEffect(p0: MobEffect): Boolean
open fun removeEffect(p0: MobEffect, p1: EntityPotionEffectEvent.Cause): Boolean
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@Nullable
open fun removeEffectNoUpdate(@Nullable p0: MobEffect?): MobEffectInstance?
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open fun removeTag(p0: String): Boolean
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open fun removeVehicle()
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open fun restoreFrom(p0: Entity)
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open fun resyncUsingItem(p0: ServerPlayer)
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open override fun rideTick()
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open fun rotate(p0: Rotation): Float
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open fun save(p0: CompoundTag): Boolean
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open fun saveAsPassenger(p0: CompoundTag): Boolean
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open fun saveWithoutId(p0: CompoundTag): CompoundTag
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open fun sendEffectToPassengers(p0: MobEffectInstance)
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open override fun sendSystemMessage(p0: Component)
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open fun serializeEntity(p0: CompoundTag): Boolean
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open fun setAirSupply(p0: Int)
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fun setArrowCount(p0: Int, p1: Boolean)
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fun setBoundingBox(p0: AABB)
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open fun setCustomName(@Nullable p0: Component?)
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open fun setDeltaMovement(p0: Double, p1: Double, p2: Double)
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open fun setHealth(p0: Float)
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open fun setInvisible(p0: Boolean)
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open fun setItemInHand(p0: InteractionHand, p1: ItemStack)
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open override fun setItemSlot(slot: EquipmentSlot, stack: ItemStack)
open fun setItemSlot(p0: EquipmentSlot, p1: ItemStack, p2: Boolean)
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open fun setJumping(p0: Boolean)
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open fun setLastHurtByMob(@Nullable p0: LivingEntity?)
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open fun setLastHurtByPlayer(@Nullable p0: Player?)
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open fun setLastHurtMob(p0: Entity)
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open fun setLevel(p0: Level)
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open override fun setLevelCallback(p0: EntityInLevelCallback)
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open fun setMaxUpStep(p0: Float)
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open fun setNoActionTime(p0: Int)
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open fun setNoGravity(p0: Boolean)
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open fun setOnGround(p0: Boolean)
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open fun setOnGroundWithKnownMovement(p0: Boolean, p1: Vec3)
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open fun setOrigin(@Nonnull p0: Location)
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open fun setPortalCooldown(p0: Int)
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fun setPos(p0: Vec3)
open fun setPos(p0: Double, p1: Double, p2: Double)
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open fun setPose(p0: Pose)
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fun setPosRaw(p0: Double, p1: Double, p2: Double)
fun setPosRaw(p0: Double, p1: Double, p2: Double, p3: Boolean)
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open fun setRecordPlayingNearby(p0: BlockPos, p1: Boolean)
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open override fun setRemainingFireTicks(remainingFireTicks: Int)
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override fun setRemoved(p0: Entity.RemovalReason)
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open fun setRot(p0: Float, p1: Float)
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open fun setSecondsOnFire(p0: Int)
open fun setSecondsOnFire(p0: Int, p1: Boolean)
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open fun setSharedFlag(p0: Int, p1: Boolean)
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open fun setShiftKeyDown(p0: Boolean)
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open fun setSilent(p0: Boolean)
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open fun setSleepingPos(p0: BlockPos)
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open override fun setSprinting(p0: Boolean)
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open fun setSwimming(p0: Boolean)
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open fun setTicksFrozen(p0: Int)
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open fun setUUID(p0: UUID)
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open override fun setYBodyRot(p0: Float)
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open override fun setYHeadRot(p0: Float)
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open override fun shouldBeSaved(): Boolean
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open fun shouldBlockExplode(p0: Explosion, p1: BlockGetter, p2: BlockPos, p3: BlockState, p4: Float): Boolean
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open override fun shouldInformAdmins(): Boolean
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open fun shouldRender(p0: Double, p1: Double, p2: Double): Boolean
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open override fun shouldShowName(): Boolean
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open fun skipAttackInteraction(p0: Entity): Boolean
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open override fun source(): Entity
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@Nullable
open fun spawnAtLocation(p0: ItemEntity): ItemEntity?
@Nullable
open fun spawnAtLocation(p0: ItemStack): ItemEntity?
@Nullable
open fun spawnAtLocation(p0: ItemLike): ItemEntity?
@Nullable
open fun spawnAtLocation(p0: ItemStack, p1: Float): ItemEntity?
@Nullable
open fun spawnAtLocation(p0: ItemLike, p1: Int): ItemEntity?
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open fun startRiding(p0: Entity): Boolean
open fun startRiding(p0: Entity, p1: Boolean): Boolean
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open fun startSeenByPlayer(p0: ServerPlayer)
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open fun startSleeping(p0: BlockPos)
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open fun startUsingItem(p0: InteractionHand)
open fun startUsingItem(p0: InteractionHand, p1: Boolean)
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open override fun stopRiding()
open override fun stopRiding(p0: Boolean)
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open fun stopSeenByPlayer(p0: ServerPlayer)
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open fun stopSleeping()
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open fun stopUsingItem()
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open fun stripMeta(p0: ItemStack, p1: Boolean): ItemStack
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open fun swing(p0: InteractionHand)
open fun swing(p0: InteractionHand, p1: Boolean)
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open fun take(p0: Entity, p1: Int)
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open fun teleportRelative(p0: Double, p1: Double, p2: Double)
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@Nullable
open fun teleportTo(p0: ServerLevel, p1: PositionImpl): Entity?
open fun teleportTo(p0: Double, p1: Double, p2: Double)
open fun teleportTo(p0: ServerLevel, p1: Double, p2: Double, p3: Double, p4: MutableSet<RelativeMovement>, p5: Float, p6: Float): Boolean
open fun teleportTo(p0: ServerLevel, p1: Double, p2: Double, p3: Double, p4: MutableSet<RelativeMovement>, p5: Float, p6: Float, p7: PlayerTeleportEvent.TeleportCause): Boolean
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open fun thunderHit(p0: ServerLevel, p1: LightningBolt)
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open override fun tick()
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open fun tickEndPortal()
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open override fun toString(): String
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open fun trackingPosition(): Vec3
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open fun travel(p0: Vec3)
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open fun turn(p0: Double, p1: Double)
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fun unRide()
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open fun unsetRemoved()
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open fun updateDynamicGameEventListener(p0: BiConsumer<DynamicGameEventListener<*>, ServerLevel>)
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open fun updateFluidHeightAndDoFluidPushing(p0: TagKey<Fluid>, p1: Double): Boolean
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open fun updateSwimming()
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