AbstractHurtingProjectile

Importing the class

If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at the top of the file.

script.zs
import crafttweaker.api.entity.type.projectile.AbstractHurtingProjectile;

Extends

AbstractHurtingProjectile extends Projectile.

Implements

AbstractHurtingProjectile implements the following interfaces:

Nameable,EntityAccess,CommandSource,ICapabilityProviderImpl<ICapabilityProviderImpl>,ICapabilityProvider

Undocumented Interfaces

TraceableEntity,IForgeEntity

Members

Getter
script.zs
// AbstractHurtingProjectile.acceptsFailure as bool
myAbstractHurtingProjectile.acceptsFailure

Return Type: bool

acceptsFailure() as bool
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// AbstractHurtingProjectile.acceptsFailure() as bool;
myAbstractHurtingProjectile.acceptsFailure();

Return Type: bool

Getter
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// AbstractHurtingProjectile.acceptsSuccess as bool
myAbstractHurtingProjectile.acceptsSuccess

Return Type: bool

acceptsSuccess() as bool
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// AbstractHurtingProjectile.acceptsSuccess() as bool;
myAbstractHurtingProjectile.acceptsSuccess();

Return Type: bool

addTag(tagName as string) as bool
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// AbstractHurtingProjectile.addTag(tagName as string) as bool;
myAbstractHurtingProjectile.addTag(myString);

Parameters:

tagName Type: string

Return Type: bool

Getter
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// AbstractHurtingProjectile.airSupply as int
myAbstractHurtingProjectile.airSupply

Return Type: int

airSupply() as int
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// AbstractHurtingProjectile.airSupply() as int;
myAbstractHurtingProjectile.airSupply();

Return Type: int

Getter
script.zs
// AbstractHurtingProjectile.allSlots as Iterable<ItemStack>
myAbstractHurtingProjectile.allSlots

Return Type: Iterable<ItemStack>

allSlots() as Iterable<ItemStack>
script.zs
// AbstractHurtingProjectile.allSlots() as Iterable<ItemStack>;
myAbstractHurtingProjectile.allSlots();

Return Type: Iterable<ItemStack>

Getter
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// AbstractHurtingProjectile.alwaysAccepts as bool
myAbstractHurtingProjectile.alwaysAccepts

Return Type: bool

alwaysAccepts() as bool
script.zs
// AbstractHurtingProjectile.alwaysAccepts() as bool;
myAbstractHurtingProjectile.alwaysAccepts();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.armorSlots as Iterable<ItemStack>
myAbstractHurtingProjectile.armorSlots

Return Type: Iterable<ItemStack>

armorSlots() as Iterable<ItemStack>
script.zs
// AbstractHurtingProjectile.armorSlots() as Iterable<ItemStack>;
myAbstractHurtingProjectile.armorSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// AbstractHurtingProjectile.bbHeight as float
myAbstractHurtingProjectile.bbHeight

Return Type: float

bbHeight() as float
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// AbstractHurtingProjectile.bbHeight() as float;
myAbstractHurtingProjectile.bbHeight();

Return Type: float

Getter
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// AbstractHurtingProjectile.bbWidth as float
myAbstractHurtingProjectile.bbWidth

Return Type: float

bbWidth() as float
script.zs
// AbstractHurtingProjectile.bbWidth() as float;
myAbstractHurtingProjectile.bbWidth();

Return Type: float

Getter
script.zs
// AbstractHurtingProjectile.blockPosiion as BlockPos
myAbstractHurtingProjectile.blockPosiion

Return Type: BlockPos

blockPosiion() as BlockPos
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// AbstractHurtingProjectile.blockPosiion() as BlockPos;
myAbstractHurtingProjectile.blockPosiion();

Return Type: BlockPos

Getter
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// AbstractHurtingProjectile.blockPosition as BlockPos
myAbstractHurtingProjectile.blockPosition

Return Type: BlockPos

blockPosition() as BlockPos
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// AbstractHurtingProjectile.blockPosition() as BlockPos;
myAbstractHurtingProjectile.blockPosition();

Return Type: BlockPos

Getter
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// AbstractHurtingProjectile.blockX as int
myAbstractHurtingProjectile.blockX

Return Type: int

blockX() as int
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// AbstractHurtingProjectile.blockX() as int;
myAbstractHurtingProjectile.blockX();

Return Type: int

Getter
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// AbstractHurtingProjectile.blockY as int
myAbstractHurtingProjectile.blockY

Return Type: int

blockY() as int
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// AbstractHurtingProjectile.blockY() as int;
myAbstractHurtingProjectile.blockY();

Return Type: int

Getter
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// AbstractHurtingProjectile.blockZ as int
myAbstractHurtingProjectile.blockZ

Return Type: int

blockZ() as int
script.zs
// AbstractHurtingProjectile.blockZ() as int;
myAbstractHurtingProjectile.blockZ();

Return Type: int

Getter
script.zs
// AbstractHurtingProjectile.boundingBox as AABB
myAbstractHurtingProjectile.boundingBox

Return Type: AABB

boundingBox() as AABB
script.zs
// AbstractHurtingProjectile.boundingBox() as AABB;
myAbstractHurtingProjectile.boundingBox();

Return Type: AABB

Getter
script.zs
// AbstractHurtingProjectile.boundingBoxForCulling as AABB
myAbstractHurtingProjectile.boundingBoxForCulling

Return Type: AABB

boundingBoxForCulling() as AABB
script.zs
// AbstractHurtingProjectile.boundingBoxForCulling() as AABB;
myAbstractHurtingProjectile.boundingBoxForCulling();

Return Type: AABB

Getter
script.zs
// AbstractHurtingProjectile.canBeCollidedWith as bool
myAbstractHurtingProjectile.canBeCollidedWith

Return Type: bool

canBeCollidedWith() as bool
script.zs
// AbstractHurtingProjectile.canBeCollidedWith() as bool;
myAbstractHurtingProjectile.canBeCollidedWith();

Return Type: bool

canCollideWith(other as Entity) as bool
script.zs
// AbstractHurtingProjectile.canCollideWith(other as Entity) as bool;
myAbstractHurtingProjectile.canCollideWith(myEntity);

Parameters:

other Type: Entity

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.canFreeze as bool
myAbstractHurtingProjectile.canFreeze

Return Type: bool

canFreeze() as bool
script.zs
// AbstractHurtingProjectile.canFreeze() as bool;
myAbstractHurtingProjectile.canFreeze();

Return Type: bool

clearFire()
script.zs
// AbstractHurtingProjectile.clearFire();
myAbstractHurtingProjectile.clearFire();
closerThan(other as Entity, distance as double) as bool
script.zs
// AbstractHurtingProjectile.closerThan(other as Entity, distance as double) as bool;
myAbstractHurtingProjectile.closerThan(myEntity, myDouble);

Parameters:

other Type: Entity
distance Type: double

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.commandSenderWorld as Level
myAbstractHurtingProjectile.commandSenderWorld

Return Type: Level

commandSenderWorld() as Level
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// AbstractHurtingProjectile.commandSenderWorld() as Level;
myAbstractHurtingProjectile.commandSenderWorld();

Return Type: Level

Getter
script.zs
// AbstractHurtingProjectile.controllingPassenger as Entity
myAbstractHurtingProjectile.controllingPassenger

Return Type: Entity

controllingPassenger() as Entity
script.zs
// AbstractHurtingProjectile.controllingPassenger() as Entity;
myAbstractHurtingProjectile.controllingPassenger();

Return Type: Entity

Getter
Gets the custom NBT data for this Entity.
script.zs
// AbstractHurtingProjectile.customData as MapData
myAbstractHurtingProjectile.customData

Return Type: MapData

customData() as MapData
Gets the custom NBT data for this Entity.

Returns: The custom data for this Entity.

script.zs
// AbstractHurtingProjectile.customData() as MapData;
myAbstractHurtingProjectile.customData();

Return Type: MapData

Getter
script.zs
// AbstractHurtingProjectile.customName as Component
myAbstractHurtingProjectile.customName

Return Type: Component

Getter
script.zs
// AbstractHurtingProjectile.customName as Component
myAbstractHurtingProjectile.customName

Return Type: Component

customName() as Component
script.zs
// AbstractHurtingProjectile.customName() as Component;
myAbstractHurtingProjectile.customName();

Return Type: Component

customName() as Component
script.zs
// AbstractHurtingProjectile.customName() as Component;
myAbstractHurtingProjectile.customName();

Return Type: Component

Getter
script.zs
// AbstractHurtingProjectile.dampensVibrations as bool
myAbstractHurtingProjectile.dampensVibrations

Return Type: bool

dampensVibrations() as bool
script.zs
// AbstractHurtingProjectile.dampensVibrations() as bool;
myAbstractHurtingProjectile.dampensVibrations();

Return Type: bool

Getter
Gets the NBT data of this Entity.
script.zs
// AbstractHurtingProjectile.data as MapData
myAbstractHurtingProjectile.data

Return Type: MapData

data() as MapData
Gets the NBT data of this Entity.

Returns: The NBT data of this Entity.

script.zs
// AbstractHurtingProjectile.data() as MapData;
myAbstractHurtingProjectile.data();

Return Type: MapData

Getter
script.zs
// AbstractHurtingProjectile.deltaMovement as Vec3
myAbstractHurtingProjectile.deltaMovement

Return Type: Vec3

Setter
script.zs
// AbstractHurtingProjectile.deltaMovement = (deltaMovement as Vec3);
myAbstractHurtingProjectile.deltaMovement = myVec3;

Parameters:

deltaMovement Type: Vec3
deltaMovement() as Vec3
script.zs
// AbstractHurtingProjectile.deltaMovement() as Vec3;
myAbstractHurtingProjectile.deltaMovement();

Return Type: Vec3

deltaMovement(deltaMovement as Vec3)
script.zs
// AbstractHurtingProjectile.deltaMovement(deltaMovement as Vec3);
myAbstractHurtingProjectile.deltaMovement(myVec3);

Parameters:

deltaMovement Type: Vec3
Getter
script.zs
// AbstractHurtingProjectile.dimensionChangingDelay as int
myAbstractHurtingProjectile.dimensionChangingDelay

Return Type: int

dimensionChangingDelay() as int
script.zs
// AbstractHurtingProjectile.dimensionChangingDelay() as int;
myAbstractHurtingProjectile.dimensionChangingDelay();

Return Type: int

Getter
script.zs
// AbstractHurtingProjectile.direction as Direction
myAbstractHurtingProjectile.direction

Return Type: Direction

direction() as Direction
script.zs
// AbstractHurtingProjectile.direction() as Direction;
myAbstractHurtingProjectile.direction();

Return Type: Direction

discard()
script.zs
// AbstractHurtingProjectile.discard();
myAbstractHurtingProjectile.discard();
Getter
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// AbstractHurtingProjectile.dismountsUnderwater as bool
myAbstractHurtingProjectile.dismountsUnderwater

Return Type: bool

Getter
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// AbstractHurtingProjectile.displayName as Component
myAbstractHurtingProjectile.displayName

Return Type: Component

Getter
script.zs
// AbstractHurtingProjectile.displayName as Component
myAbstractHurtingProjectile.displayName

Return Type: Component

displayName() as Component
script.zs
// AbstractHurtingProjectile.displayName() as Component;
myAbstractHurtingProjectile.displayName();

Return Type: Component

displayName() as Component
script.zs
// AbstractHurtingProjectile.displayName() as Component;
myAbstractHurtingProjectile.displayName();

Return Type: Component

distanceTo(entity as Entity) as float
script.zs
// AbstractHurtingProjectile.distanceTo(entity as Entity) as float;
myAbstractHurtingProjectile.distanceTo(myEntity);

Parameters:

entity Type: Entity

Return Type: float

distanceToSqr(x as double, y as double, z as double) as double
script.zs
// AbstractHurtingProjectile.distanceToSqr(x as double, y as double, z as double) as double;
myAbstractHurtingProjectile.distanceToSqr(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double

Return Type: double

distanceToSqr(entity as Entity) as double
script.zs
// AbstractHurtingProjectile.distanceToSqr(entity as Entity) as double;
myAbstractHurtingProjectile.distanceToSqr(myEntity);

Parameters:

entity Type: Entity

Return Type: double

distanceToSqr(vec as Vec3) as double
script.zs
// AbstractHurtingProjectile.distanceToSqr(vec as Vec3) as double;
myAbstractHurtingProjectile.distanceToSqr(myVec3);

Parameters:

vec Type: Vec3

Return Type: double

Getter
script.zs
// AbstractHurtingProjectile.effectSource as Entity
myAbstractHurtingProjectile.effectSource

Return Type: Entity

effectSource() as Entity
script.zs
// AbstractHurtingProjectile.effectSource() as Entity;
myAbstractHurtingProjectile.effectSource();

Return Type: Entity

ejectPassengers()
script.zs
// AbstractHurtingProjectile.ejectPassengers();
myAbstractHurtingProjectile.ejectPassengers();
Getter
script.zs
// AbstractHurtingProjectile.eyeHeight as float
myAbstractHurtingProjectile.eyeHeight

Return Type: float

eyeHeight() as float
script.zs
// AbstractHurtingProjectile.eyeHeight() as float;
myAbstractHurtingProjectile.eyeHeight();

Return Type: float

Getter
script.zs
// AbstractHurtingProjectile.eyePosition as Vec3
myAbstractHurtingProjectile.eyePosition

Return Type: Vec3

eyePosition() as Vec3
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// AbstractHurtingProjectile.eyePosition() as Vec3;
myAbstractHurtingProjectile.eyePosition();

Return Type: Vec3

Getter
script.zs
// AbstractHurtingProjectile.eyeY as double
myAbstractHurtingProjectile.eyeY

Return Type: double

eyeY() as double
script.zs
// AbstractHurtingProjectile.eyeY() as double;
myAbstractHurtingProjectile.eyeY();

Return Type: double

Getter
script.zs
// AbstractHurtingProjectile.feetBlockState as BlockState
myAbstractHurtingProjectile.feetBlockState

Return Type: BlockState

feetBlockState() as BlockState
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// AbstractHurtingProjectile.feetBlockState() as BlockState;
myAbstractHurtingProjectile.feetBlockState();

Return Type: BlockState

Getter
script.zs
// AbstractHurtingProjectile.fireImmune as bool
myAbstractHurtingProjectile.fireImmune

Return Type: bool

fireImmune() as bool
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// AbstractHurtingProjectile.fireImmune() as bool;
myAbstractHurtingProjectile.fireImmune();

Return Type: bool

Getter
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// AbstractHurtingProjectile.firstPassenger as Entity
myAbstractHurtingProjectile.firstPassenger

Return Type: Entity

firstPassenger() as Entity
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// AbstractHurtingProjectile.firstPassenger() as Entity;
myAbstractHurtingProjectile.firstPassenger();

Return Type: Entity

Getter
script.zs
// AbstractHurtingProjectile.fluidJumpThreshold as double
myAbstractHurtingProjectile.fluidJumpThreshold

Return Type: double

fluidJumpThreshold() as double
script.zs
// AbstractHurtingProjectile.fluidJumpThreshold() as double;
myAbstractHurtingProjectile.fluidJumpThreshold();

Return Type: double

Getter
script.zs
// AbstractHurtingProjectile.forward as Vec3
myAbstractHurtingProjectile.forward

Return Type: Vec3

forward() as Vec3
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// AbstractHurtingProjectile.forward() as Vec3;
myAbstractHurtingProjectile.forward();

Return Type: Vec3

getCapability(cap as Capability<T>, side as Direction) as T?
Gets the capability for the given side.

Returns: The found capability or null.

script.zs
// AbstractHurtingProjectile.getCapability<T>(cap as Capability<T>, side as Direction) as T?;
myAbstractHurtingProjectile.getCapability<T>(Capabilities.ENERGY, <constant:minecraft:direction:north>);

Parameters:

cap Type: Capability<T> - The capability to get.
side Type: Direction - The side to get the capability from, can be null.

Return Type: T?

getCapability(cap as Capability<T>) as T?
Gets the capability.

Returns: The found capability or null.

script.zs
// AbstractHurtingProjectile.getCapability<T>(cap as Capability<T>) as T?;
myAbstractHurtingProjectile.getCapability<T>(Capabilities.ENERGY);

Parameters:

cap Type: Capability<T> - The capability to get.

Return Type: T?

getEyePosition(partialTicks as float) as Vec3
script.zs
// AbstractHurtingProjectile.getEyePosition(partialTicks as float) as Vec3;
myAbstractHurtingProjectile.getEyePosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getPosition(partialTicks as float) as Vec3
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// AbstractHurtingProjectile.getPosition(partialTicks as float) as Vec3;
myAbstractHurtingProjectile.getPosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getUpVector(partialTicks as float) as Vec3
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// AbstractHurtingProjectile.getUpVector(partialTicks as float) as Vec3;
myAbstractHurtingProjectile.getUpVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getViewVector(partialTicks as float) as Vec3
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// AbstractHurtingProjectile.getViewVector(partialTicks as float) as Vec3;
myAbstractHurtingProjectile.getViewVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getX(scale as double) as double
script.zs
// AbstractHurtingProjectile.getX(scale as double) as double;
myAbstractHurtingProjectile.getX(myDouble);

Parameters:

scale Type: double

Return Type: double

getY(scale as double) as double
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// AbstractHurtingProjectile.getY(scale as double) as double;
myAbstractHurtingProjectile.getY(myDouble);

Parameters:

scale Type: double

Return Type: double

getZ(scale as double) as double
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// AbstractHurtingProjectile.getZ(scale as double) as double;
myAbstractHurtingProjectile.getZ(myDouble);

Parameters:

scale Type: double

Return Type: double

Getter
script.zs
// AbstractHurtingProjectile.handSlots as Iterable<ItemStack>
myAbstractHurtingProjectile.handSlots

Return Type: Iterable<ItemStack>

handSlots() as Iterable<ItemStack>
script.zs
// AbstractHurtingProjectile.handSlots() as Iterable<ItemStack>;
myAbstractHurtingProjectile.handSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// AbstractHurtingProjectile.hasCustomName as bool
myAbstractHurtingProjectile.hasCustomName

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.hasCustomName as bool
myAbstractHurtingProjectile.hasCustomName

Return Type: bool

hasCustomName() as bool
script.zs
// AbstractHurtingProjectile.hasCustomName() as bool;
myAbstractHurtingProjectile.hasCustomName();

Return Type: bool

hasCustomName() as bool
script.zs
// AbstractHurtingProjectile.hasCustomName() as bool;
myAbstractHurtingProjectile.hasCustomName();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.hasExactlyOnePlayerPassenger as bool
myAbstractHurtingProjectile.hasExactlyOnePlayerPassenger

Return Type: bool

hasExactlyOnePlayerPassenger() as bool
script.zs
// AbstractHurtingProjectile.hasExactlyOnePlayerPassenger() as bool;
myAbstractHurtingProjectile.hasExactlyOnePlayerPassenger();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.hasGlowingTag as bool
myAbstractHurtingProjectile.hasGlowingTag

Return Type: bool

hasGlowingTag() as bool
script.zs
// AbstractHurtingProjectile.hasGlowingTag() as bool;
myAbstractHurtingProjectile.hasGlowingTag();

Return Type: bool

hasIndirectPassenger(entity as Entity) as bool
script.zs
// AbstractHurtingProjectile.hasIndirectPassenger(entity as Entity) as bool;
myAbstractHurtingProjectile.hasIndirectPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(entity as Entity) as bool
script.zs
// AbstractHurtingProjectile.hasPassenger(entity as Entity) as bool;
myAbstractHurtingProjectile.hasPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(predicate as function(t as Entity) as bool) as bool
script.zs
// AbstractHurtingProjectile.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myAbstractHurtingProjectile.hasPassenger(myPredicate);

Parameters:

predicate Type: function(t as Entity) as bool

Return Type: bool

hurt(source as DamageSource, amount as float) as bool
script.zs
// AbstractHurtingProjectile.hurt(source as DamageSource, amount as float) as bool;
myAbstractHurtingProjectile.hurt(myDamageSource, myFloat);

Parameters:

source Type: DamageSource
amount Type: float

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.id as int
myAbstractHurtingProjectile.id

Return Type: int

id() as int
script.zs
// AbstractHurtingProjectile.id() as int;
myAbstractHurtingProjectile.id();

Return Type: int

Getter
script.zs
// AbstractHurtingProjectile.isAlive as bool
myAbstractHurtingProjectile.isAlive

Return Type: bool

isAlive() as bool
script.zs
// AbstractHurtingProjectile.isAlive() as bool;
myAbstractHurtingProjectile.isAlive();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isAlwaysTicking as bool
myAbstractHurtingProjectile.isAlwaysTicking

Return Type: bool

isAlwaysTicking() as bool
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// AbstractHurtingProjectile.isAlwaysTicking() as bool;
myAbstractHurtingProjectile.isAlwaysTicking();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isAttackable as bool
myAbstractHurtingProjectile.isAttackable

Return Type: bool

isAttackable() as bool
script.zs
// AbstractHurtingProjectile.isAttackable() as bool;
myAbstractHurtingProjectile.isAttackable();

Return Type: bool

isColliding(pos as BlockPos, state as BlockState) as bool
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// AbstractHurtingProjectile.isColliding(pos as BlockPos, state as BlockState) as bool;
myAbstractHurtingProjectile.isColliding(myBlockPos, myBlockState);

Parameters:

pos Type: BlockPos
state Type: BlockState

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isCrouching as bool
myAbstractHurtingProjectile.isCrouching

Return Type: bool

isCrouching() as bool
script.zs
// AbstractHurtingProjectile.isCrouching() as bool;
myAbstractHurtingProjectile.isCrouching();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isCurrentlyGlowing as bool
myAbstractHurtingProjectile.isCurrentlyGlowing

Return Type: bool

isCurrentlyGlowing() as bool
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// AbstractHurtingProjectile.isCurrentlyGlowing() as bool;
myAbstractHurtingProjectile.isCurrentlyGlowing();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isCustomNameVisible as bool
myAbstractHurtingProjectile.isCustomNameVisible

Return Type: bool

isCustomNameVisible() as bool
script.zs
// AbstractHurtingProjectile.isCustomNameVisible() as bool;
myAbstractHurtingProjectile.isCustomNameVisible();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isDescending as bool
myAbstractHurtingProjectile.isDescending

Return Type: bool

isDescending() as bool
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// AbstractHurtingProjectile.isDescending() as bool;
myAbstractHurtingProjectile.isDescending();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isDiscrete as bool
myAbstractHurtingProjectile.isDiscrete

Return Type: bool

isDiscrete() as bool
script.zs
// AbstractHurtingProjectile.isDiscrete() as bool;
myAbstractHurtingProjectile.isDiscrete();

Return Type: bool

isFree(x as double, y as double, z as double) as bool
script.zs
// AbstractHurtingProjectile.isFree(x as double, y as double, z as double) as bool;
myAbstractHurtingProjectile.isFree(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isFullyFrozen as bool
myAbstractHurtingProjectile.isFullyFrozen

Return Type: bool

isFullyFrozen() as bool
script.zs
// AbstractHurtingProjectile.isFullyFrozen() as bool;
myAbstractHurtingProjectile.isFullyFrozen();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isInLava as bool
myAbstractHurtingProjectile.isInLava

Return Type: bool

isInLava() as bool
script.zs
// AbstractHurtingProjectile.isInLava() as bool;
myAbstractHurtingProjectile.isInLava();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isInvisible as bool
myAbstractHurtingProjectile.isInvisible

Return Type: bool

isInvisible() as bool
script.zs
// AbstractHurtingProjectile.isInvisible() as bool;
myAbstractHurtingProjectile.isInvisible();

Return Type: bool

isInvisibleTo(player as Player) as bool
script.zs
// AbstractHurtingProjectile.isInvisibleTo(player as Player) as bool;
myAbstractHurtingProjectile.isInvisibleTo(myPlayer);

Parameters:

player Type: Player

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isInvulnerable as bool
myAbstractHurtingProjectile.isInvulnerable

Return Type: bool

isInvulnerable() as bool
script.zs
// AbstractHurtingProjectile.isInvulnerable() as bool;
myAbstractHurtingProjectile.isInvulnerable();

Return Type: bool

isInvulnerableTo(source as DamageSource) as bool
script.zs
// AbstractHurtingProjectile.isInvulnerableTo(source as DamageSource) as bool;
myAbstractHurtingProjectile.isInvulnerableTo(myDamageSource);

Parameters:

source Type: DamageSource

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isInWall as bool
myAbstractHurtingProjectile.isInWall

Return Type: bool

isInWall() as bool
script.zs
// AbstractHurtingProjectile.isInWall() as bool;
myAbstractHurtingProjectile.isInWall();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isInWater as bool
myAbstractHurtingProjectile.isInWater

Return Type: bool

isInWater() as bool
script.zs
// AbstractHurtingProjectile.isInWater() as bool;
myAbstractHurtingProjectile.isInWater();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isInWaterOrBubble as bool
myAbstractHurtingProjectile.isInWaterOrBubble

Return Type: bool

isInWaterOrBubble() as bool
script.zs
// AbstractHurtingProjectile.isInWaterOrBubble() as bool;
myAbstractHurtingProjectile.isInWaterOrBubble();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isInWaterOrRain as bool
myAbstractHurtingProjectile.isInWaterOrRain

Return Type: bool

isInWaterOrRain() as bool
script.zs
// AbstractHurtingProjectile.isInWaterOrRain() as bool;
myAbstractHurtingProjectile.isInWaterOrRain();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isInWaterRainOrBubble as bool
myAbstractHurtingProjectile.isInWaterRainOrBubble

Return Type: bool

isInWaterRainOrBubble() as bool
script.zs
// AbstractHurtingProjectile.isInWaterRainOrBubble() as bool;
myAbstractHurtingProjectile.isInWaterRainOrBubble();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isNoGravity as bool
myAbstractHurtingProjectile.isNoGravity

Return Type: bool

isNoGravity() as bool
script.zs
// AbstractHurtingProjectile.isNoGravity() as bool;
myAbstractHurtingProjectile.isNoGravity();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isOnFire as bool
myAbstractHurtingProjectile.isOnFire

Return Type: bool

isOnFire() as bool
script.zs
// AbstractHurtingProjectile.isOnFire() as bool;
myAbstractHurtingProjectile.isOnFire();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isOnPortalCooldown as bool
myAbstractHurtingProjectile.isOnPortalCooldown

Return Type: bool

isOnPortalCooldown() as bool
script.zs
// AbstractHurtingProjectile.isOnPortalCooldown() as bool;
myAbstractHurtingProjectile.isOnPortalCooldown();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isPassenger as bool
myAbstractHurtingProjectile.isPassenger

Return Type: bool

isPassenger() as bool
script.zs
// AbstractHurtingProjectile.isPassenger() as bool;
myAbstractHurtingProjectile.isPassenger();

Return Type: bool

isPassengerOfSameVehicle(entity as Entity) as bool
script.zs
// AbstractHurtingProjectile.isPassengerOfSameVehicle(entity as Entity) as bool;
myAbstractHurtingProjectile.isPassengerOfSameVehicle(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isPickable as bool
myAbstractHurtingProjectile.isPickable

Return Type: bool

isPickable() as bool
script.zs
// AbstractHurtingProjectile.isPickable() as bool;
myAbstractHurtingProjectile.isPickable();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isPushable as bool
myAbstractHurtingProjectile.isPushable

Return Type: bool

isPushable() as bool
script.zs
// AbstractHurtingProjectile.isPushable() as bool;
myAbstractHurtingProjectile.isPushable();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isPushedByFluid as bool
myAbstractHurtingProjectile.isPushedByFluid

Return Type: bool

isPushedByFluid() as bool
script.zs
// AbstractHurtingProjectile.isPushedByFluid() as bool;
myAbstractHurtingProjectile.isPushedByFluid();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isRemoved as bool
myAbstractHurtingProjectile.isRemoved

Return Type: bool

isRemoved() as bool
script.zs
// AbstractHurtingProjectile.isRemoved() as bool;
myAbstractHurtingProjectile.isRemoved();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isShiftKeyDown as bool
myAbstractHurtingProjectile.isShiftKeyDown

Return Type: bool

isShiftKeyDown() as bool
script.zs
// AbstractHurtingProjectile.isShiftKeyDown() as bool;
myAbstractHurtingProjectile.isShiftKeyDown();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isSilent as bool
myAbstractHurtingProjectile.isSilent

Return Type: bool

isSilent() as bool
script.zs
// AbstractHurtingProjectile.isSilent() as bool;
myAbstractHurtingProjectile.isSilent();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isSpectator as bool
myAbstractHurtingProjectile.isSpectator

Return Type: bool

isSpectator() as bool
script.zs
// AbstractHurtingProjectile.isSpectator() as bool;
myAbstractHurtingProjectile.isSpectator();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isSprinting as bool
myAbstractHurtingProjectile.isSprinting

Return Type: bool

isSprinting() as bool
script.zs
// AbstractHurtingProjectile.isSprinting() as bool;
myAbstractHurtingProjectile.isSprinting();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isSteppingCarefully as bool
myAbstractHurtingProjectile.isSteppingCarefully

Return Type: bool

isSteppingCarefully() as bool
script.zs
// AbstractHurtingProjectile.isSteppingCarefully() as bool;
myAbstractHurtingProjectile.isSteppingCarefully();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isSuppressingBounce as bool
myAbstractHurtingProjectile.isSuppressingBounce

Return Type: bool

isSuppressingBounce() as bool
script.zs
// AbstractHurtingProjectile.isSuppressingBounce() as bool;
myAbstractHurtingProjectile.isSuppressingBounce();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isSwimming as bool
myAbstractHurtingProjectile.isSwimming

Return Type: bool

isSwimming() as bool
script.zs
// AbstractHurtingProjectile.isSwimming() as bool;
myAbstractHurtingProjectile.isSwimming();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isUnderWater as bool
myAbstractHurtingProjectile.isUnderWater

Return Type: bool

isUnderWater() as bool
script.zs
// AbstractHurtingProjectile.isUnderWater() as bool;
myAbstractHurtingProjectile.isUnderWater();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isVehicle as bool
myAbstractHurtingProjectile.isVehicle

Return Type: bool

isVehicle() as bool
script.zs
// AbstractHurtingProjectile.isVehicle() as bool;
myAbstractHurtingProjectile.isVehicle();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isVisuallyCrawling as bool
myAbstractHurtingProjectile.isVisuallyCrawling

Return Type: bool

isVisuallyCrawling() as bool
script.zs
// AbstractHurtingProjectile.isVisuallyCrawling() as bool;
myAbstractHurtingProjectile.isVisuallyCrawling();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.isVisuallySwimming as bool
myAbstractHurtingProjectile.isVisuallySwimming

Return Type: bool

isVisuallySwimming() as bool
script.zs
// AbstractHurtingProjectile.isVisuallySwimming() as bool;
myAbstractHurtingProjectile.isVisuallySwimming();

Return Type: bool

kill()
script.zs
// AbstractHurtingProjectile.kill();
myAbstractHurtingProjectile.kill();
lavaHurt()
script.zs
// AbstractHurtingProjectile.lavaHurt();
myAbstractHurtingProjectile.lavaHurt();
Getter
script.zs
// AbstractHurtingProjectile.level as Level
myAbstractHurtingProjectile.level

Return Type: Level

Getter
script.zs
// AbstractHurtingProjectile.lookAngle as Vec3
myAbstractHurtingProjectile.lookAngle

Return Type: Vec3

lookAngle() as Vec3
script.zs
// AbstractHurtingProjectile.lookAngle() as Vec3;
myAbstractHurtingProjectile.lookAngle();

Return Type: Vec3

Getter
script.zs
// AbstractHurtingProjectile.maxAirSupply as int
myAbstractHurtingProjectile.maxAirSupply

Return Type: int

maxAirSupply() as int
script.zs
// AbstractHurtingProjectile.maxAirSupply() as int;
myAbstractHurtingProjectile.maxAirSupply();

Return Type: int

Getter
script.zs
// AbstractHurtingProjectile.maxFallDistance as int
myAbstractHurtingProjectile.maxFallDistance

Return Type: int

maxFallDistance() as int
script.zs
// AbstractHurtingProjectile.maxFallDistance() as int;
myAbstractHurtingProjectile.maxFallDistance();

Return Type: int

Getter
script.zs
// AbstractHurtingProjectile.motionDirection as Direction
myAbstractHurtingProjectile.motionDirection

Return Type: Direction

motionDirection() as Direction
script.zs
// AbstractHurtingProjectile.motionDirection() as Direction;
myAbstractHurtingProjectile.motionDirection();

Return Type: Direction

moveRelative(amount as float, relative as Vec3)
script.zs
// AbstractHurtingProjectile.moveRelative(amount as float, relative as Vec3);
myAbstractHurtingProjectile.moveRelative(myFloat, myVec3);

Parameters:

amount Type: float
relative Type: Vec3
moveTo(vec as Vec3)
script.zs
// AbstractHurtingProjectile.moveTo(vec as Vec3);
myAbstractHurtingProjectile.moveTo(myVec3);

Parameters:

vec Type: Vec3
moveTo(x as double, y as double, z as double)
script.zs
// AbstractHurtingProjectile.moveTo(x as double, y as double, z as double);
myAbstractHurtingProjectile.moveTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
moveTo(pos as BlockPos, yaw as float, pitch as float)
script.zs
// AbstractHurtingProjectile.moveTo(pos as BlockPos, yaw as float, pitch as float);
myAbstractHurtingProjectile.moveTo(myBlockPos, myFloat, myFloat);

Parameters:

pos Type: BlockPos
yaw Type: float
pitch Type: float
moveTo(x as double, y as double, z as double, yaw as float, pitch as float)
script.zs
// AbstractHurtingProjectile.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myAbstractHurtingProjectile.moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);

Parameters:

x Type: double
y Type: double
z Type: double
yaw Type: float
pitch Type: float
Getter
script.zs
// AbstractHurtingProjectile.name as Component
myAbstractHurtingProjectile.name

Return Type: Component

Getter
script.zs
// AbstractHurtingProjectile.name as Component
myAbstractHurtingProjectile.name

Return Type: Component

name() as Component
script.zs
// AbstractHurtingProjectile.name() as Component;
myAbstractHurtingProjectile.name();

Return Type: Component

name() as Component
script.zs
// AbstractHurtingProjectile.name() as Component;
myAbstractHurtingProjectile.name();

Return Type: Component

Getter
script.zs
// AbstractHurtingProjectile.onGround as bool
myAbstractHurtingProjectile.onGround

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.onPos as BlockPos
myAbstractHurtingProjectile.onPos

Return Type: BlockPos

onPos() as BlockPos
script.zs
// AbstractHurtingProjectile.onPos() as BlockPos;
myAbstractHurtingProjectile.onPos();

Return Type: BlockPos

Getter
script.zs
// AbstractHurtingProjectile.owner as Entity
myAbstractHurtingProjectile.owner

Return Type: Entity

Setter
script.zs
// AbstractHurtingProjectile.owner = (entity as Entity);
myAbstractHurtingProjectile.owner = myEntity;

Parameters:

entity Type: Entity
owner(entity as Entity)
script.zs
// AbstractHurtingProjectile.owner(entity as Entity);
myAbstractHurtingProjectile.owner(myEntity);

Parameters:

entity Type: Entity
owner() as Entity
script.zs
// AbstractHurtingProjectile.owner() as Entity;
myAbstractHurtingProjectile.owner();

Return Type: Entity

Getter
script.zs
// AbstractHurtingProjectile.passengers as List<Entity>
myAbstractHurtingProjectile.passengers

Return Type: List<Entity>

passengers() as List<Entity>
script.zs
// AbstractHurtingProjectile.passengers() as List<Entity>;
myAbstractHurtingProjectile.passengers();

Return Type: List<Entity>

Getter
script.zs
// AbstractHurtingProjectile.percentFrozen as float
myAbstractHurtingProjectile.percentFrozen

Return Type: float

percentFrozen() as float
script.zs
// AbstractHurtingProjectile.percentFrozen() as float;
myAbstractHurtingProjectile.percentFrozen();

Return Type: float

Getter
script.zs
// AbstractHurtingProjectile.pistonPushReaction as PushReaction
myAbstractHurtingProjectile.pistonPushReaction

Return Type: PushReaction

pistonPushReaction() as PushReaction
script.zs
// AbstractHurtingProjectile.pistonPushReaction() as PushReaction;
myAbstractHurtingProjectile.pistonPushReaction();

Return Type: PushReaction

playSound(sound as SoundEvent, volume as float, pitch as float)
script.zs
// AbstractHurtingProjectile.playSound(sound as SoundEvent, volume as float, pitch as float);
myAbstractHurtingProjectile.playSound(mySoundEvent, myFloat, myFloat);

Parameters:

sound Type: SoundEvent
volume Type: float
pitch Type: float
Getter
script.zs
// AbstractHurtingProjectile.portalWaitTime as int
myAbstractHurtingProjectile.portalWaitTime

Return Type: int

portalWaitTime() as int
script.zs
// AbstractHurtingProjectile.portalWaitTime() as int;
myAbstractHurtingProjectile.portalWaitTime();

Return Type: int

Getter
script.zs
// AbstractHurtingProjectile.position as Vec3
myAbstractHurtingProjectile.position

Return Type: Vec3

position() as Vec3
script.zs
// AbstractHurtingProjectile.position() as Vec3;
myAbstractHurtingProjectile.position();

Return Type: Vec3

positionRider(entity as Entity)
script.zs
// AbstractHurtingProjectile.positionRider(entity as Entity);
myAbstractHurtingProjectile.positionRider(myEntity);

Parameters:

entity Type: Entity
Getter
script.zs
// AbstractHurtingProjectile.registryName as ResourceLocation
myAbstractHurtingProjectile.registryName

Return Type: ResourceLocation

registryName() as ResourceLocation
script.zs
// AbstractHurtingProjectile.registryName() as ResourceLocation;
myAbstractHurtingProjectile.registryName();

Return Type: ResourceLocation

Getter
script.zs
// AbstractHurtingProjectile.remainingFireTicks as int
myAbstractHurtingProjectile.remainingFireTicks

Return Type: int

remainingFireTicks() as int
script.zs
// AbstractHurtingProjectile.remainingFireTicks() as int;
myAbstractHurtingProjectile.remainingFireTicks();

Return Type: int

removeTag(tagName as string) as bool
script.zs
// AbstractHurtingProjectile.removeTag(tagName as string) as bool;
myAbstractHurtingProjectile.removeTag(myString);

Parameters:

tagName Type: string

Return Type: bool

removeVehicle()
script.zs
// AbstractHurtingProjectile.removeVehicle();
myAbstractHurtingProjectile.removeVehicle();
Getter
script.zs
// AbstractHurtingProjectile.rootVehicle as Entity
myAbstractHurtingProjectile.rootVehicle

Return Type: Entity

rootVehicle() as Entity
script.zs
// AbstractHurtingProjectile.rootVehicle() as Entity;
myAbstractHurtingProjectile.rootVehicle();

Return Type: Entity

sendMessage(component as Component)
script.zs
// AbstractHurtingProjectile.sendMessage(component as Component);
myAbstractHurtingProjectile.sendMessage(myComponent);

Parameters:

component Type: Component
setAirSupply(air as int)
script.zs
// AbstractHurtingProjectile.setAirSupply(air as int);
myAbstractHurtingProjectile.setAirSupply(myInt);

Parameters:

air Type: int
setCustomName(name as Component)
script.zs
// AbstractHurtingProjectile.setCustomName(name as Component);
myAbstractHurtingProjectile.setCustomName(myComponent);

Parameters:

name Type: Component
setCustomNameVisible(visible as bool)
script.zs
// AbstractHurtingProjectile.setCustomNameVisible(visible as bool);
myAbstractHurtingProjectile.setCustomNameVisible(myBool);

Parameters:

visible Type: bool
setDeltaMovement(xDelta as double, yDelta as double, zDelta as double)
script.zs
// AbstractHurtingProjectile.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myAbstractHurtingProjectile.setDeltaMovement(myDouble, myDouble, myDouble);

Parameters:

xDelta Type: double
yDelta Type: double
zDelta Type: double
setGlowingTag(glowing as bool)
script.zs
// AbstractHurtingProjectile.setGlowingTag(glowing as bool);
myAbstractHurtingProjectile.setGlowingTag(myBool);

Parameters:

glowing Type: bool
setInvisible(invisible as bool)
script.zs
// AbstractHurtingProjectile.setInvisible(invisible as bool);
myAbstractHurtingProjectile.setInvisible(myBool);

Parameters:

invisible Type: bool
setInvulnerable(invulnerable as bool)
script.zs
// AbstractHurtingProjectile.setInvulnerable(invulnerable as bool);
myAbstractHurtingProjectile.setInvulnerable(myBool);

Parameters:

invulnerable Type: bool
setIsInPowderSnow(inPowderSnow as bool)
script.zs
// AbstractHurtingProjectile.setIsInPowderSnow(inPowderSnow as bool);
myAbstractHurtingProjectile.setIsInPowderSnow(myBool);

Parameters:

inPowderSnow Type: bool
setItemSlot(slot as EquipmentSlot, stack as ItemStack)
script.zs
// AbstractHurtingProjectile.setItemSlot(slot as EquipmentSlot, stack as ItemStack);
myAbstractHurtingProjectile.setItemSlot(myEquipmentSlot, myItemStack);

Parameters:

stack Type: ItemStack
setNoGravity(noGravity as bool)
script.zs
// AbstractHurtingProjectile.setNoGravity(noGravity as bool);
myAbstractHurtingProjectile.setNoGravity(myBool);

Parameters:

noGravity Type: bool
setOldPosAndRot()
script.zs
// AbstractHurtingProjectile.setOldPosAndRot();
myAbstractHurtingProjectile.setOldPosAndRot();
setOnGround(onGround as bool)
script.zs
// AbstractHurtingProjectile.setOnGround(onGround as bool);
myAbstractHurtingProjectile.setOnGround(myBool);

Parameters:

onGround Type: bool
setPortalCooldown()
script.zs
// AbstractHurtingProjectile.setPortalCooldown();
myAbstractHurtingProjectile.setPortalCooldown();
setPos(position as Vec3)
script.zs
// AbstractHurtingProjectile.setPos(position as Vec3);
myAbstractHurtingProjectile.setPos(myVec3);

Parameters:

position Type: Vec3
setPos(x as double, y as double, z as double)
script.zs
// AbstractHurtingProjectile.setPos(x as double, y as double, z as double);
myAbstractHurtingProjectile.setPos(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
setPosRaw(x as double, y as double, z as double)
script.zs
// AbstractHurtingProjectile.setPosRaw(x as double, y as double, z as double);
myAbstractHurtingProjectile.setPosRaw(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
setRemainingFireTicks(ticks as int)
script.zs
// AbstractHurtingProjectile.setRemainingFireTicks(ticks as int);
myAbstractHurtingProjectile.setRemainingFireTicks(myInt);

Parameters:

ticks Type: int
setRemoved(var1 as RemovalReason)
script.zs
// AbstractHurtingProjectile.setRemoved(var1 as RemovalReason);
myAbstractHurtingProjectile.setRemoved(myRemovalReason);

Parameters:

setSecondsOnFire(seconds as int)
script.zs
// AbstractHurtingProjectile.setSecondsOnFire(seconds as int);
myAbstractHurtingProjectile.setSecondsOnFire(myInt);

Parameters:

seconds Type: int
setShiftKeyDown(keyDown as bool)
script.zs
// AbstractHurtingProjectile.setShiftKeyDown(keyDown as bool);
myAbstractHurtingProjectile.setShiftKeyDown(myBool);

Parameters:

keyDown Type: bool
setSilent(silent as bool)
script.zs
// AbstractHurtingProjectile.setSilent(silent as bool);
myAbstractHurtingProjectile.setSilent(myBool);

Parameters:

silent Type: bool
setSprinting(sprinting as bool)
script.zs
// AbstractHurtingProjectile.setSprinting(sprinting as bool);
myAbstractHurtingProjectile.setSprinting(myBool);

Parameters:

sprinting Type: bool
setSwimming(swimming as bool)
script.zs
// AbstractHurtingProjectile.setSwimming(swimming as bool);
myAbstractHurtingProjectile.setSwimming(myBool);

Parameters:

swimming Type: bool
setTicksFrozen(ticks as int)
script.zs
// AbstractHurtingProjectile.setTicksFrozen(ticks as int);
myAbstractHurtingProjectile.setTicksFrozen(myInt);

Parameters:

ticks Type: int
Getter
script.zs
// AbstractHurtingProjectile.shouldBeSaved as bool
myAbstractHurtingProjectile.shouldBeSaved

Return Type: bool

shouldBeSaved() as bool
script.zs
// AbstractHurtingProjectile.shouldBeSaved() as bool;
myAbstractHurtingProjectile.shouldBeSaved();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.shouldInformAdmins as bool
myAbstractHurtingProjectile.shouldInformAdmins

Return Type: bool

shouldInformAdmins() as bool
script.zs
// AbstractHurtingProjectile.shouldInformAdmins() as bool;
myAbstractHurtingProjectile.shouldInformAdmins();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.shouldShowName as bool
myAbstractHurtingProjectile.shouldShowName

Return Type: bool

shouldShowName() as bool
script.zs
// AbstractHurtingProjectile.shouldShowName() as bool;
myAbstractHurtingProjectile.shouldShowName();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.showVehicleHealth as bool
myAbstractHurtingProjectile.showVehicleHealth

Return Type: bool

showVehicleHealth() as bool
script.zs
// AbstractHurtingProjectile.showVehicleHealth() as bool;
myAbstractHurtingProjectile.showVehicleHealth();

Return Type: bool

Getter
script.zs
// AbstractHurtingProjectile.soundSource as SoundSource
myAbstractHurtingProjectile.soundSource

Return Type: SoundSource

soundSource() as SoundSource
script.zs
// AbstractHurtingProjectile.soundSource() as SoundSource;
myAbstractHurtingProjectile.soundSource();

Return Type: SoundSource

startRiding(entity as Entity) as bool
script.zs
// AbstractHurtingProjectile.startRiding(entity as Entity) as bool;
myAbstractHurtingProjectile.startRiding(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

startRiding(entity as Entity, force as bool) as bool
script.zs
// AbstractHurtingProjectile.startRiding(entity as Entity, force as bool) as bool;
myAbstractHurtingProjectile.startRiding(myEntity, myBool);

Parameters:

entity Type: Entity
force Type: bool

Return Type: bool

stopRiding()
script.zs
// AbstractHurtingProjectile.stopRiding();
myAbstractHurtingProjectile.stopRiding();
Getter
script.zs
// AbstractHurtingProjectile.stringUUID as string
myAbstractHurtingProjectile.stringUUID

Return Type: string

stringUUID() as string
script.zs
// AbstractHurtingProjectile.stringUUID() as string;
myAbstractHurtingProjectile.stringUUID();

Return Type: string

Getter
script.zs
// AbstractHurtingProjectile.tags as Set<string>
myAbstractHurtingProjectile.tags

Return Type: Set<string>

tags() as Set<string>
script.zs
// AbstractHurtingProjectile.tags() as Set<string>;
myAbstractHurtingProjectile.tags();

Return Type: Set<string>

Getter
script.zs
// AbstractHurtingProjectile.teamColor as int
myAbstractHurtingProjectile.teamColor

Return Type: int

teamColor() as int
script.zs
// AbstractHurtingProjectile.teamColor() as int;
myAbstractHurtingProjectile.teamColor();

Return Type: int

teleportTo(x as double, y as double, z as double)
script.zs
// AbstractHurtingProjectile.teleportTo(x as double, y as double, z as double);
myAbstractHurtingProjectile.teleportTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
Getter
script.zs
// AbstractHurtingProjectile.ticksFrozen as int
myAbstractHurtingProjectile.ticksFrozen

Return Type: int

ticksFrozen() as int
script.zs
// AbstractHurtingProjectile.ticksFrozen() as int;
myAbstractHurtingProjectile.ticksFrozen();

Return Type: int

Getter
script.zs
// AbstractHurtingProjectile.ticksRequiredToFreeze as int
myAbstractHurtingProjectile.ticksRequiredToFreeze

Return Type: int

ticksRequiredToFreeze() as int
script.zs
// AbstractHurtingProjectile.ticksRequiredToFreeze() as int;
myAbstractHurtingProjectile.ticksRequiredToFreeze();

Return Type: int

turn(yaw as double, pitch as double)
script.zs
// AbstractHurtingProjectile.turn(yaw as double, pitch as double);
myAbstractHurtingProjectile.turn(myDouble, myDouble);

Parameters:

yaw Type: double
pitch Type: double
Getter
script.zs
// AbstractHurtingProjectile.type as EntityType<Entity>
myAbstractHurtingProjectile.type

Return Type: EntityType<Entity>

type() as EntityType<Entity>
script.zs
// AbstractHurtingProjectile.type() as EntityType<Entity>;
myAbstractHurtingProjectile.type();

Return Type: EntityType<Entity>

unRide()
script.zs
// AbstractHurtingProjectile.unRide();
myAbstractHurtingProjectile.unRide();
updateCustomData(data as MapData)
Updates the custom NBT data for this Entity.
script.zs
// AbstractHurtingProjectile.updateCustomData(data as MapData);
myAbstractHurtingProjectile.updateCustomData({custom: "data"});

Parameters:

data Type: MapData - The custom data to store.
updateCustomEntityTag(level as Level, player as Player, data as MapData)
script.zs
// AbstractHurtingProjectile.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myAbstractHurtingProjectile.updateCustomEntityTag(myLevel, myPlayer, myMapData);

Parameters:

level Type: Level
player Type: Player
data Type: MapData
updateData(data as MapData)
Updates the NBT data of this Entity.
script.zs
// AbstractHurtingProjectile.updateData(data as MapData);
myAbstractHurtingProjectile.updateData({key: "value"});

Parameters:

data Type: MapData - The new Data for this Entity
Getter
script.zs
// AbstractHurtingProjectile.uuid as UUID
myAbstractHurtingProjectile.uuid

Return Type: UUID

uuid() as UUID
script.zs
// AbstractHurtingProjectile.uuid() as UUID;
myAbstractHurtingProjectile.uuid();

Return Type: UUID

Getter
script.zs
// AbstractHurtingProjectile.vehicle as Entity
myAbstractHurtingProjectile.vehicle

Return Type: Entity

vehicle() as Entity
script.zs
// AbstractHurtingProjectile.vehicle() as Entity;
myAbstractHurtingProjectile.vehicle();

Return Type: Entity

Getter
script.zs
// AbstractHurtingProjectile.x as double
myAbstractHurtingProjectile.x

Return Type: double

x() as double
script.zs
// AbstractHurtingProjectile.x() as double;
myAbstractHurtingProjectile.x();

Return Type: double

Getter
Gets the x power of this projectile.
script.zs
// AbstractHurtingProjectile.xPower as double
myAbstractHurtingProjectile.xPower

Return Type: double

Setter
Sets the x power of this projectile.
script.zs
// AbstractHurtingProjectile.xPower = (xPower as double);
myAbstractHurtingProjectile.xPower = myDouble;

Parameters:

xPower Type: double - The x power of this projectile.
xPower() as double
Gets the x power of this projectile.

Returns: The x power of this projectile.

script.zs
// AbstractHurtingProjectile.xPower() as double;
myAbstractHurtingProjectile.xPower();

Return Type: double

xPower(xPower as double)
Sets the x power of this projectile.
script.zs
// AbstractHurtingProjectile.xPower(xPower as double);
myAbstractHurtingProjectile.xPower(4);

Parameters:

xPower Type: double - The x power of this projectile.
Getter
script.zs
// AbstractHurtingProjectile.y as double
myAbstractHurtingProjectile.y

Return Type: double

y() as double
script.zs
// AbstractHurtingProjectile.y() as double;
myAbstractHurtingProjectile.y();

Return Type: double

Getter
Gets the y power of this projectile.
script.zs
// AbstractHurtingProjectile.yPower as double
myAbstractHurtingProjectile.yPower

Return Type: double

Setter
Sets the y power of this projectile.
script.zs
// AbstractHurtingProjectile.yPower = (yPower as double);
myAbstractHurtingProjectile.yPower = myDouble;

Parameters:

yPower Type: double - The y power of this projectile.
yPower() as double
Gets the y power of this projectile.

Returns: The y power of this projectile.

script.zs
// AbstractHurtingProjectile.yPower() as double;
myAbstractHurtingProjectile.yPower();

Return Type: double

yPower(yPower as double)
Sets the y power of this projectile.
script.zs
// AbstractHurtingProjectile.yPower(yPower as double);
myAbstractHurtingProjectile.yPower(4);

Parameters:

yPower Type: double - The y power of this projectile.
Getter
script.zs
// AbstractHurtingProjectile.z as double
myAbstractHurtingProjectile.z

Return Type: double

z() as double
script.zs
// AbstractHurtingProjectile.z() as double;
myAbstractHurtingProjectile.z();

Return Type: double

Getter
Gets the z power of this projectile.
script.zs
// AbstractHurtingProjectile.zPower as double
myAbstractHurtingProjectile.zPower

Return Type: double

Setter
Sets the z power of this projectile.
script.zs
// AbstractHurtingProjectile.zPower = (zPower as double);
myAbstractHurtingProjectile.zPower = myDouble;

Parameters:

zPower Type: double - The z power of this projectile.
zPower() as double
Gets the z power of this projectile.

Returns: The z power of this projectile.

script.zs
// AbstractHurtingProjectile.zPower() as double;
myAbstractHurtingProjectile.zPower();

Return Type: double

zPower(zPower as double)
Sets the z power of this projectile.
script.zs
// AbstractHurtingProjectile.zPower(zPower as double);
myAbstractHurtingProjectile.zPower(4);

Parameters:

zPower Type: double - The z power of this projectile.