Activate By Fuse Grenade Entity
abstract class ActivateByFuseGrenadeEntity(pEntityType: EntityType<out ActivateByFuseGrenadeEntity>, pLevel: Level, grenadeType: GrenadeType, val fuseTime: Int) : CounterStrikeGrenadeEntity
Abstract class for HE Grenade and Fire Grenade These grenades activate after certain amount of time
Parameters
fuse Time
Grenade will activate after this amount of delay (in tick)
Inheritors
Constructors
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constructor(pEntityType: EntityType<out ActivateByFuseGrenadeEntity>, pLevel: Level, grenadeType: GrenadeType, fuseTime: 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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