FireGrenadeEntity

abstract class FireGrenadeEntity(entityType: EntityType<out FireGrenadeEntity>, level: Level, grenadeType: GrenadeType, fuseTime: Int) : ActivateByFuseGrenadeEntity

Inheritors

Constructors

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constructor(entityType: EntityType<out FireGrenadeEntity>, level: Level, grenadeType: GrenadeType, fuseTime: Int)

Properties

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open override val addEntityPacket: Packet<ClientGamePacketListener>
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open var airSupply: Int
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open val allSlots: Iterable<ItemStack?>?
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open val armorSlots: Iterable<ItemStack?>?
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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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var boundingBox: AABB?
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open val boundingBoxForCulling: AABB?
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var center: Vec3
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val centerOld: Vec3
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open val commandSenderWorld: Level?
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@get:Nullable
open val controlledVehicle: Entity?
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@get:Nullable
open val controllingPassenger: LivingEntity?
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@get:Nullable
open var customName: Component?
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open var deltaMovement: Vec3?
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open val direction: Direction?
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open val displayName: Component?
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@get:Nullable
val encodeId: String?
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open val entityData: SynchedEntityData?
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val eyeInFluidType: FluidType?
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val eyePosition: Vec3?
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open val eyeY: Double
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open val feetBlockState: BlockState?
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@get:Nullable
open val firstPassenger: Entity?
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open val forward: Vec3?
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open val handSlots: Iterable<ItemStack?>?
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open var id: Int
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open val indirectPassengers: Iterable<Entity?>?
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open val isAlive: 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 override val isOnFire: Boolean
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open val isOnRails: Boolean
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open var isSilent: Boolean
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open val isVehicle: Boolean
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open val lookAngle: Vec3?
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open val maxAirSupply: Int
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open val maxHeightFluidType: FluidType?
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open val motionDirection: Direction?
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open val name: Component?
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open val onPos: BlockPos?
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open val onPosLegacy: BlockPos?
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val owner: Player?
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lateinit var ownerUuid: UUID
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@get:Nullable
open val parts: Array<out @Nullable PartEntity<*>?>?
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val passengers: List<Entity?>?
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open val passengersAndSelf: Stream<Entity?>?
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open val persistentData: CompoundTag?
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open val pickRadius: Float
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@get:Nullable
open val pickResult: ItemStack?
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open val pistonPushReaction: PushReaction?
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open var pose: Pose?
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open val positionCodec: VecDeltaCodec?
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open val randomY: Double
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@get:Nullable
open val removalReason: Entity.RemovalReason?
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open val rootVehicle: Entity?
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open val rotationVector: Vec2?
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open val selfAndPassengers: Stream<Entity?>?
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@get:Nullable
open val server: MinecraftServer?
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open val soundSource: SoundSource?
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open val stepHeight: Float
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open val stringUUID: String?
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open val tags: Set<String?>?
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@get:Nullable
open val team: Team?
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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 var uuid: UUID?
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@get:Nullable
open val vehicle: Entity?
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val velocity: Vec3
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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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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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val z: Double
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var zo: Double
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Functions

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open fun absMoveTo(pX: Double, pY: Double, pZ: Double)
open fun absMoveTo(pX: Double, pY: Double, pZ: Double, pYRot: Float, pXRot: Float)
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open fun activate()
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open fun addDeltaMovement(pAddend: Vec3?)
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open fun addTag(pTag: String?): Boolean
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open fun animateHurt(pYaw: Float)
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fun areCapsCompatible(@Nullable other: @Nullable CapabilityDispatcher?): Boolean
fun areCapsCompatible(other: CapabilityProvider<Entity?>?): Boolean
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open fun awardKillScore(pKilled: Entity?, pScoreValue: Int, pSource: DamageSource?)
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open fun baseTick()
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open fun blockPosition(): BlockPos?
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open fun broadcastToPlayer(pPlayer: ServerPlayer?): Boolean
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open fun canBeRiddenUnderFluidType(type: FluidType?, rider: Entity?): Boolean
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open fun canCollideWith(pEntity: Entity?): Boolean
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open fun canFluidExtinguish(type: FluidType?): Boolean
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open fun canFreeze(): Boolean
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open fun canHydrateInFluidType(type: FluidType?): Boolean
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open fun canSprint(): Boolean
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open fun canSwimInFluidType(type: FluidType?): Boolean
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open fun canTrample(state: BlockState?, pos: BlockPos?, fallDistance: Float): Boolean
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open fun canUpdate(): Boolean
open fun canUpdate(value: Boolean)
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open fun captureDrops(): Collection<ItemEntity?>??
open fun captureDrops(value: Collection<ItemEntity?>??): Collection<ItemEntity?>?
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open fun causeFallDamage(pFallDistance: Float, pMultiplier: Float, pSource: DamageSource?): Boolean
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@Nullable
open fun changeDimension(pDestination: ServerLevel?): Entity?
@Nullable
open fun changeDimension(p_20118_: ServerLevel?, teleporter: ITeleporter?): 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 closerThan(pEntity: Entity?, pDistance: Double): Boolean
open fun closerThan(pEntity: Entity?, pHorizontalDistance: Double, pVerticalDistance: Double): Boolean
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open fun copyPosition(pEntity: Entity?)
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open fun createCommandSourceStack(): CommandSourceStack?
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open fun damageSources(): DamageSources?
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open fun deserializeNBT(nbt: CompoundTag?)
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fun discard()
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open fun dismountTo(pX: Double, pY: Double, pZ: Double)
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open fun distanceTo(pEntity: Entity?): Float
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open fun distanceToSqr(pEntity: Entity?): Double
open fun distanceToSqr(pVec: Vec3?): Double
open fun distanceToSqr(pX: Double, pY: Double, pZ: Double): Double
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open fun doEnchantDamageEffects(pAttacker: LivingEntity?, pTarget: Entity?)
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open fun ejectPassengers()
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open fun extinguishFire()
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open fun fillCrashReportCategory(pCategory: CrashReportCategory?)
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open fun fireImmune(): Boolean
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open fun gameEvent(pEvent: GameEvent?)
open fun gameEvent(pEvent: GameEvent?, @Nullable pEntity: Entity?)
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open override fun getAddEntityPacket(): Packet<ClientGamePacketListener>
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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
open fun <T : Any?> getCapability(@NotNull cap: @NotNull Capability<T?>): @NotNull LazyOptional<T?>
@NotNull
open fun <T : Any?> getCapability(@NotNull cap: @NotNull Capability<T?>, @Nullable side: @Nullable Direction?): @NotNull LazyOptional<T?>
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open fun getClassification(forSpawnCount: Boolean): MobCategory?
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fun getDamageSource(entity: Entity, resourceKey: ResourceKey<DamageType>): DamageSource
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open fun getDimensions(pPose: Pose?): EntityDimensions?
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open fun getDimensionsForge(pose: Pose?): EntityDimensions?
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open fun getDismountLocationForPassenger(pPassenger: LivingEntity?): Vec3?
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open fun getEyeHeightAccess(pose: Pose?, size: EntityDimensions?): Float
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open fun getEyeHeightForge(pose: Pose?, size: EntityDimensions?): Float
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open fun getFluidFallDistanceModifier(type: FluidType?): Float
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open fun getFluidHeight(pFluidTag: TagKey<Fluid?>?): Double
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open fun getFluidMotionScale(type: FluidType?): Double
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fun getFluidTypeHeight(type: FluidType?): Double
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open fun getHandHoldingItemAngle(pItem: Item?): Vec3?
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open fun getLightProbePosition(pPartialTicks: Float): Vec3?
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open fun getPickedResult(target: HitResult?): ItemStack?
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fun getPosition(pPartialTicks: Float): Vec3?
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open fun getRandomX(pScale: Double): Double
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open fun getRandomZ(pScale: Double): Double
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open fun getRopeHoldPosition(pPartialTicks: Float): Vec3?
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open fun getSlot(pSlot: Int): SlotAccess?
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@Nullable
open fun getSoundFromFluidType(type: FluidType?, action: SoundAction?): @Nullable SoundEvent?
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fun getUpVector(pPartialTicks: Float): Vec3?
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fun getViewVector(pPartialTicks: Float): Vec3?
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open fun getViewXRot(pPartialTicks: Float): Float
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open fun getViewYRot(pPartialTick: Float): Float
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open fun handleDamageEvent(pDamageSource: DamageSource?)
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open fun handleEntityEvent(pId: Byte)
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open fun handleInsidePortal(pPos: BlockPos?)
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open fun hasCustomOutlineRendering(player: Player?): Boolean
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open fun hasIndirectPassenger(pEntity: Entity?): Boolean
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open fun hasPassenger(pPredicate: Predicate<Entity?>?): Boolean
open fun hasPassenger(pEntity: Entity?): Boolean
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open fun hasPermissions(pLevel: Int): Boolean
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open fun hasPose(pPose: Pose?): Boolean
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open fun hurt(pSource: DamageSource?, pAmount: Float): Boolean
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fun initialize(ownerUuid: UUID, position: Vec3, velocity: Vec3)
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fun initializeMovementState(position: Vec3, velocity: Vec3)
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open fun interact(pPlayer: Player?, pHand: InteractionHand?): InteractionResult?
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open fun interactAt(pPlayer: Player?, pVec: Vec3?, pHand: InteractionHand?): InteractionResult?
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open fun invalidateCaps()
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open fun is(pEntity: Entity?): Boolean
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open fun isAlliedTo(pEntity: Entity?): Boolean
open fun isAlliedTo(pTeam: Team?): Boolean
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open fun isColliding(pPos: BlockPos?, pState: BlockState?): Boolean
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open fun isEyeInFluid(pFluidTag: TagKey<Fluid?>?): Boolean
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open fun isEyeInFluidType(type: FluidType?): Boolean
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open fun isFree(pX: Double, pY: Double, pZ: Double): Boolean
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open fun isInFluidType(predicate: BiPredicate<FluidType?, Double?>?): Boolean
open fun isInFluidType(state: FluidState?): Boolean
open fun isInFluidType(type: FluidType?): Boolean
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open fun isInvisibleTo(pPlayer: Player?): Boolean
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open fun isInvulnerableTo(pSource: DamageSource?): Boolean
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open override fun isOnFire(): Boolean
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open fun isPassengerOfSameVehicle(pEntity: Entity?): Boolean
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open fun isPushedByFluid(type: FluidType?): Boolean
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open fun isSupportedBy(pPos: BlockPos?): Boolean
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open fun kill()
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open fun killedEntity(pLevel: ServerLevel?, pEntity: LivingEntity?): Boolean
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open fun lavaHurt()
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open fun lerpHeadTo(pYaw: Float, pPitch: Int)
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open fun lerpMotion(pX: Double, pY: Double, pZ: Double)
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open fun lerpTo(pX: Double, pY: Double, pZ: Double, pYRot: Float, pXRot: Float, pLerpSteps: Int, pTeleport: Boolean)
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open fun level(): Level?
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open fun load(pCompound: CompoundTag?)
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open fun lookAt(pAnchor: EntityAnchorArgument.Anchor?, pTarget: Vec3?)
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open fun makeStuckInBlock(pState: BlockState?, pMotionMultiplier: Vec3?)
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open fun maxUpStep(): Float
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open fun mayInteract(pLevel: Level?, pPos: BlockPos?): Boolean
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open fun mirror(pTransformMirror: Mirror?): Float
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open fun move(pType: MoverType?, pPos: Vec3?)
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open fun moveRelative(pAmount: Float, pRelative: Vec3?)
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open fun moveTo(pVec: Vec3?)
open fun moveTo(p_20105_: Double, p_20106_: Double, p_20107_: Double)
open fun moveTo(pPos: BlockPos?, pYRot: Float, pXRot: Float)
open fun moveTo(pX: Double, pY: Double, pZ: Double, pYRot: Float, pXRot: Float)
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open fun onAboveBubbleCol(pDownwards: Boolean)
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open override fun onAddedToWorld()
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open fun onClientRemoval()
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open fun onGround(): Boolean
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open override fun onHitBlock(data: SubtickNode.BlockBounceData)

Provide basic hook for playing sound events

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open override fun onHitEntity(data: SubtickNode.EntityBounceData)
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open fun onInsideBubbleColumn(pDownwards: Boolean)
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open fun onPassengerTurned(pEntityToUpdate: Entity?)
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open override fun onRemovedFromWorld()
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open fun onSyncedDataUpdated(pDataValues: List<SynchedEntityData.DataValue<*>?>?)
open fun onSyncedDataUpdated(pKey: EntityDataAccessor<*>?)
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open fun pick(pHitDistance: Double, pPartialTicks: Float, pHitFluids: Boolean): HitResult?
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open fun playerTouch(pPlayer: Player?)
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open fun playSound(pSound: SoundEvent?)
open fun playSound(pSound: SoundEvent?, pVolume: Float, pPitch: Float)
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open fun position(): Vec3?
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fun positionRider(pPassenger: Entity?)
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open fun push(pEntity: Entity?)
open fun push(pX: Double, pY: Double, pZ: Double)
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open override fun readSpawnData(additionalData: FriendlyByteBuf)
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open fun recreateFromPacket(pPacket: ClientboundAddEntityPacket?)
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open fun remove(pReason: Entity.RemovalReason?)
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open fun removeTag(pTag: String?): Boolean
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open fun removeVehicle()
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open fun restoreFrom(pEntity: Entity?)
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open fun revive()
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open fun reviveCaps()
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open fun rideTick()
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open fun rotate(pTransformRotation: Rotation?): Float
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open fun save(pCompound: CompoundTag?): Boolean
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open fun saveAsPassenger(pCompound: CompoundTag?): Boolean
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open fun saveWithoutId(pCompound: CompoundTag?): CompoundTag?
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open fun sendSystemMessage(pComponent: Component?)
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open fun serializeNBT(): CompoundTag?
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fun setGlowingTag(pHasGlowingTag: Boolean)
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open fun setIsInPowderSnow(pIsInPowderSnow: Boolean)
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open fun setItemSlot(pSlot: EquipmentSlot?, pStack: ItemStack?)
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open fun setLevelCallback(pLevelCallback: EntityInLevelCallback?)
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open fun setMaxUpStep(pMaxUpStep: Float)
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open fun setOnGround(pOnGround: Boolean)
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open fun setOnGroundWithKnownMovement(pOnGround: Boolean, pMovement: Vec3?)
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fun setPos(pPos: Vec3?)
open fun setPos(p_20210_: Double, p_20211_: Double, p_20212_: Double)
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fun setPosRaw(pX: Double, pY: Double, pZ: Double)
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fun setRemoved(pRemovalReason: Entity.RemovalReason?)
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open fun setSecondsOnFire(pSeconds: Int)
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open fun setSharedFlagOnFire(pIsOnFire: Boolean)
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open fun setYBodyRot(pYBodyRot: Float)
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open override fun shouldBeSaved(): Boolean
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open fun shouldBlockExplode(pExplosion: Explosion?, pLevel: BlockGetter?, pPos: BlockPos?, pBlockState: BlockState?, pExplosionPower: Float): Boolean
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open fun shouldRender(pX: Double, pY: Double, pZ: Double): Boolean
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open override fun shouldRenderAtSqrDistance(distance: Double): Boolean
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open fun shouldUpdateFluidWhileBoating(state: FluidState?, boat: Boat?): Boolean
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open fun skipAttackInteraction(pEntity: Entity?): Boolean
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@Nullable
open fun spawnAtLocation(pStack: ItemStack?): ItemEntity?
@Nullable
open fun spawnAtLocation(pItem: ItemLike?): ItemEntity?
@Nullable
open fun spawnAtLocation(pStack: ItemStack?, pOffsetY: Float): ItemEntity?
@Nullable
open fun spawnAtLocation(pItem: ItemLike?, pOffsetY: Int): ItemEntity?
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open fun startRiding(pVehicle: Entity?): Boolean
open fun startRiding(pVehicle: Entity?, pForce: Boolean): Boolean
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open fun startSeenByPlayer(pServerPlayer: ServerPlayer?)
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open fun stopRiding()
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open fun stopSeenByPlayer(pServerPlayer: ServerPlayer?)
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open fun teleportRelative(pDx: Double, pDy: Double, pDz: Double)
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open fun teleportTo(pX: Double, pY: Double, pZ: Double)
open fun teleportTo(pLevel: ServerLevel?, pX: Double, pY: Double, pZ: Double, pRelativeMovements: Set<RelativeMovement?>?, pYRot: Float, pXRot: Float): Boolean
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open fun thunderHit(pLevel: ServerLevel?, pLightning: LightningBolt?)
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open override fun tick()
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open fun trackingPosition(): Vec3?
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open fun turn(pYRot: Double, pXRot: Double)
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fun unRide()
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open fun updateDynamicGameEventListener(pListenerConsumer: BiConsumer<DynamicGameEventListener<*>?, ServerLevel?>?)
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open fun updateFluidHeightAndDoFluidPushing(shouldUpdate: Predicate<FluidState?>?)
open fun updateFluidHeightAndDoFluidPushing(pFluidTag: TagKey<Fluid?>?, pMotionScale: Double): Boolean
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open fun updateSwimming()
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open override fun writeSpawnData(buffer: FriendlyByteBuf)