Activate After Landing Grenade Entity
abstract class ActivateAfterLandingGrenadeEntity(pEntityType: EntityType<out ActivateAfterLandingGrenadeEntity>, pLevel: Level, grenadeType: GrenadeType, val delay: Int) : CounterStrikeGrenadeEntity
Abstract class for Smoke and Decoy These only activate after landing
Parameters
delay
Grenade will activate after this amount of delay (in tick)
Inheritors
Constructors
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constructor(pEntityType: EntityType<out ActivateAfterLandingGrenadeEntity>, pLevel: Level, grenadeType: GrenadeType, delay: Int)
Properties
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Functions
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open fun closerThan(pEntity: Entity?, pHorizontalDistance: Double, pVerticalDistance: Double): Boolean
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open fun getBlockExplosionResistance(pExplosion: Explosion?, pLevel: BlockGetter?, pPos: BlockPos?, pBlockState: BlockState?, pFluidState: FluidState?, pExplosionPower: Float): Float
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@NotNull
@NotNull
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@Nullable
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Provide basic hook for playing sound events
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open fun shouldBlockExplode(pExplosion: Explosion?, pLevel: BlockGetter?, pPos: BlockPos?, pBlockState: BlockState?, pExplosionPower: Float): Boolean
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open fun updateDynamicGameEventListener(pListenerConsumer: BiConsumer<DynamicGameEventListener<*>?, ServerLevel?>?)
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open fun updateFluidHeightAndDoFluidPushing(pFluidTag: TagKey<Fluid?>?, pMotionScale: Double): Boolean
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