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.
import crafttweaker . api.entity.type.projectile . AbstractHurtingProjectile;
AbstractHurtingProjectile extends Projectile
.
AbstractHurtingProjectile
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,ICapabilityProviderImpl <ICapabilityProviderImpl >
,ICapabilityProvider
Undocumented Interfaces TraceableEntity
, IForgeEntity
// AbstractHurtingProjectile.acceptsFailure as bool
myAbstractHurtingProjectile . acceptsFailure
Return Type:
bool
// AbstractHurtingProjectile.acceptsFailure() as bool;
myAbstractHurtingProjectile . acceptsFailure();
Return Type:
bool
// AbstractHurtingProjectile.acceptsSuccess as bool
myAbstractHurtingProjectile . acceptsSuccess
Return Type:
bool
// AbstractHurtingProjectile.acceptsSuccess() as bool;
myAbstractHurtingProjectile . acceptsSuccess();
Return Type:
bool
// AbstractHurtingProjectile.addTag(tagName as string) as bool;
myAbstractHurtingProjectile . addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// AbstractHurtingProjectile.airSupply as int
myAbstractHurtingProjectile . airSupply
Return Type:
int
// AbstractHurtingProjectile.airSupply() as int;
myAbstractHurtingProjectile . airSupply();
Return Type:
int
// AbstractHurtingProjectile.allSlots as Iterable<ItemStack>
myAbstractHurtingProjectile . allSlots
Return Type:
Iterable <ItemStack >
// AbstractHurtingProjectile.allSlots() as Iterable<ItemStack>;
myAbstractHurtingProjectile . allSlots();
Return Type:
Iterable <ItemStack >
// AbstractHurtingProjectile.alwaysAccepts as bool
myAbstractHurtingProjectile . alwaysAccepts
Return Type:
bool
// AbstractHurtingProjectile.alwaysAccepts() as bool;
myAbstractHurtingProjectile . alwaysAccepts();
Return Type:
bool
// AbstractHurtingProjectile.armorSlots as Iterable<ItemStack>
myAbstractHurtingProjectile . armorSlots
Return Type:
Iterable <ItemStack >
// AbstractHurtingProjectile.armorSlots() as Iterable<ItemStack>;
myAbstractHurtingProjectile . armorSlots();
Return Type:
Iterable <ItemStack >
// AbstractHurtingProjectile.bbHeight as float
myAbstractHurtingProjectile . bbHeight
Return Type:
float
// AbstractHurtingProjectile.bbHeight() as float;
myAbstractHurtingProjectile . bbHeight();
Return Type:
float
// AbstractHurtingProjectile.bbWidth as float
myAbstractHurtingProjectile . bbWidth
Return Type:
float
// AbstractHurtingProjectile.bbWidth() as float;
myAbstractHurtingProjectile . bbWidth();
Return Type:
float
// AbstractHurtingProjectile.blockPosiion as BlockPos
myAbstractHurtingProjectile . blockPosiion
Return Type:
BlockPos
// AbstractHurtingProjectile.blockPosiion() as BlockPos;
myAbstractHurtingProjectile . blockPosiion();
Return Type:
BlockPos
// AbstractHurtingProjectile.blockPosition as BlockPos
myAbstractHurtingProjectile . blockPosition
Return Type:
BlockPos
// AbstractHurtingProjectile.blockPosition() as BlockPos;
myAbstractHurtingProjectile . blockPosition();
Return Type:
BlockPos
// AbstractHurtingProjectile.blockX as int
myAbstractHurtingProjectile . blockX
Return Type:
int
// AbstractHurtingProjectile.blockX() as int;
myAbstractHurtingProjectile . blockX();
Return Type:
int
// AbstractHurtingProjectile.blockY as int
myAbstractHurtingProjectile . blockY
Return Type:
int
// AbstractHurtingProjectile.blockY() as int;
myAbstractHurtingProjectile . blockY();
Return Type:
int
// AbstractHurtingProjectile.blockZ as int
myAbstractHurtingProjectile . blockZ
Return Type:
int
// AbstractHurtingProjectile.blockZ() as int;
myAbstractHurtingProjectile . blockZ();
Return Type:
int
// AbstractHurtingProjectile.boundingBox as AABB
myAbstractHurtingProjectile . boundingBox
Return Type:
AABB
// AbstractHurtingProjectile.boundingBox() as AABB;
myAbstractHurtingProjectile . boundingBox();
Return Type:
AABB
// AbstractHurtingProjectile.boundingBoxForCulling as AABB
myAbstractHurtingProjectile . boundingBoxForCulling
Return Type:
AABB
// AbstractHurtingProjectile.boundingBoxForCulling() as AABB;
myAbstractHurtingProjectile . boundingBoxForCulling();
Return Type:
AABB
// AbstractHurtingProjectile.canBeCollidedWith as bool
myAbstractHurtingProjectile . canBeCollidedWith
Return Type:
bool
// AbstractHurtingProjectile.canBeCollidedWith() as bool;
myAbstractHurtingProjectile . canBeCollidedWith();
Return Type:
bool
// AbstractHurtingProjectile.canCollideWith(other as Entity) as bool;
myAbstractHurtingProjectile . canCollideWith(myEntity);
Return Type:
bool
// AbstractHurtingProjectile.canFreeze as bool
myAbstractHurtingProjectile . canFreeze
Return Type:
bool
// AbstractHurtingProjectile.canFreeze() as bool;
myAbstractHurtingProjectile . canFreeze();
Return Type:
bool
// AbstractHurtingProjectile.clearFire();
myAbstractHurtingProjectile . clearFire();
// AbstractHurtingProjectile.closerThan(other as Entity, distance as double) as bool;
myAbstractHurtingProjectile . closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// AbstractHurtingProjectile.commandSenderWorld as Level
myAbstractHurtingProjectile . commandSenderWorld
Return Type:
Level
// AbstractHurtingProjectile.commandSenderWorld() as Level;
myAbstractHurtingProjectile . commandSenderWorld();
Return Type:
Level
// AbstractHurtingProjectile.controllingPassenger as Entity
myAbstractHurtingProjectile . controllingPassenger
Return Type:
Entity
// AbstractHurtingProjectile.controllingPassenger() as Entity;
myAbstractHurtingProjectile . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // AbstractHurtingProjectile.customData as MapData
myAbstractHurtingProjectile . customData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// AbstractHurtingProjectile.customData() as MapData;
myAbstractHurtingProjectile . customData();
Return Type:
MapData
// AbstractHurtingProjectile.customName as Component
myAbstractHurtingProjectile . customName
Return Type:
Component
// AbstractHurtingProjectile.customName as Component
myAbstractHurtingProjectile . customName
Return Type:
Component
// AbstractHurtingProjectile.customName() as Component;
myAbstractHurtingProjectile . customName();
Return Type:
Component
// AbstractHurtingProjectile.customName() as Component;
myAbstractHurtingProjectile . customName();
Return Type:
Component
// AbstractHurtingProjectile.dampensVibrations as bool
myAbstractHurtingProjectile . dampensVibrations
Return Type:
bool
// AbstractHurtingProjectile.dampensVibrations() as bool;
myAbstractHurtingProjectile . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity. // AbstractHurtingProjectile.data as MapData
myAbstractHurtingProjectile . data
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// AbstractHurtingProjectile.data() as MapData;
myAbstractHurtingProjectile . data();
Return Type:
MapData
// AbstractHurtingProjectile.deltaMovement as Vec3
myAbstractHurtingProjectile . deltaMovement
Return Type:
Vec3
// AbstractHurtingProjectile.deltaMovement = (deltaMovement as Vec3);
myAbstractHurtingProjectile . deltaMovement = myVec3;
// AbstractHurtingProjectile.deltaMovement() as Vec3;
myAbstractHurtingProjectile . deltaMovement();
Return Type:
Vec3
// AbstractHurtingProjectile.deltaMovement(deltaMovement as Vec3);
myAbstractHurtingProjectile . deltaMovement(myVec3);
// AbstractHurtingProjectile.dimensionChangingDelay as int
myAbstractHurtingProjectile . dimensionChangingDelay
Return Type:
int
// AbstractHurtingProjectile.dimensionChangingDelay() as int;
myAbstractHurtingProjectile . dimensionChangingDelay();
Return Type:
int
// AbstractHurtingProjectile.direction as Direction
myAbstractHurtingProjectile . direction
Return Type:
Direction
// AbstractHurtingProjectile.direction() as Direction;
myAbstractHurtingProjectile . direction();
Return Type:
Direction
// AbstractHurtingProjectile.discard();
myAbstractHurtingProjectile . discard();
// AbstractHurtingProjectile.dismountsUnderwater as bool
myAbstractHurtingProjectile . dismountsUnderwater
Return Type:
bool
// AbstractHurtingProjectile.displayName as Component
myAbstractHurtingProjectile . displayName
Return Type:
Component
// AbstractHurtingProjectile.displayName as Component
myAbstractHurtingProjectile . displayName
Return Type:
Component
// AbstractHurtingProjectile.displayName() as Component;
myAbstractHurtingProjectile . displayName();
Return Type:
Component
// AbstractHurtingProjectile.displayName() as Component;
myAbstractHurtingProjectile . displayName();
Return Type:
Component
// AbstractHurtingProjectile.distanceTo(entity as Entity) as float;
myAbstractHurtingProjectile . distanceTo(myEntity);
Return Type:
float
// AbstractHurtingProjectile.distanceToSqr(x as double, y as double, z as double) as double;
myAbstractHurtingProjectile . distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// AbstractHurtingProjectile.distanceToSqr(entity as Entity) as double;
myAbstractHurtingProjectile . distanceToSqr(myEntity);
Return Type:
double
// AbstractHurtingProjectile.distanceToSqr(vec as Vec3) as double;
myAbstractHurtingProjectile . distanceToSqr(myVec3);
Return Type:
double
// AbstractHurtingProjectile.effectSource as Entity
myAbstractHurtingProjectile . effectSource
Return Type:
Entity
// AbstractHurtingProjectile.effectSource() as Entity;
myAbstractHurtingProjectile . effectSource();
Return Type:
Entity
// AbstractHurtingProjectile.ejectPassengers();
myAbstractHurtingProjectile . ejectPassengers();
// AbstractHurtingProjectile.eyeHeight as float
myAbstractHurtingProjectile . eyeHeight
Return Type:
float
// AbstractHurtingProjectile.eyeHeight() as float;
myAbstractHurtingProjectile . eyeHeight();
Return Type:
float
// AbstractHurtingProjectile.eyePosition as Vec3
myAbstractHurtingProjectile . eyePosition
Return Type:
Vec3
// AbstractHurtingProjectile.eyePosition() as Vec3;
myAbstractHurtingProjectile . eyePosition();
Return Type:
Vec3
// AbstractHurtingProjectile.eyeY as double
myAbstractHurtingProjectile . eyeY
Return Type:
double
// AbstractHurtingProjectile.eyeY() as double;
myAbstractHurtingProjectile . eyeY();
Return Type:
double
// AbstractHurtingProjectile.feetBlockState as BlockState
myAbstractHurtingProjectile . feetBlockState
Return Type:
BlockState
// AbstractHurtingProjectile.feetBlockState() as BlockState;
myAbstractHurtingProjectile . feetBlockState();
Return Type:
BlockState
// AbstractHurtingProjectile.fireImmune as bool
myAbstractHurtingProjectile . fireImmune
Return Type:
bool
// AbstractHurtingProjectile.fireImmune() as bool;
myAbstractHurtingProjectile . fireImmune();
Return Type:
bool
// AbstractHurtingProjectile.firstPassenger as Entity
myAbstractHurtingProjectile . firstPassenger
Return Type:
Entity
// AbstractHurtingProjectile.firstPassenger() as Entity;
myAbstractHurtingProjectile . firstPassenger();
Return Type:
Entity
// AbstractHurtingProjectile.fluidJumpThreshold as double
myAbstractHurtingProjectile . fluidJumpThreshold
Return Type:
double
// AbstractHurtingProjectile.fluidJumpThreshold() as double;
myAbstractHurtingProjectile . fluidJumpThreshold();
Return Type:
double
// AbstractHurtingProjectile.forward as Vec3
myAbstractHurtingProjectile . forward
Return Type:
Vec3
// AbstractHurtingProjectile.forward() as Vec3;
myAbstractHurtingProjectile . forward();
Return Type:
Vec3
Gets the capability for the given side. Returns : The found capability or null.
// AbstractHurtingProjectile.getCapability<T>(cap as Capability<T>, side as Direction) as T?;
myAbstractHurtingProjectile . getCapability < T>(Capabilities.ENERGY, <constant : minecraft:direction:north > );
Return Type:
T ?
Gets the capability. Returns : The found capability or null.
// AbstractHurtingProjectile.getCapability<T>(cap as Capability<T>) as T?;
myAbstractHurtingProjectile . getCapability < T>( Capabilities . ENERGY);
Return Type:
T ?
// AbstractHurtingProjectile.getEyePosition(partialTicks as float) as Vec3;
myAbstractHurtingProjectile . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// AbstractHurtingProjectile.getPosition(partialTicks as float) as Vec3;
myAbstractHurtingProjectile . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// AbstractHurtingProjectile.getUpVector(partialTicks as float) as Vec3;
myAbstractHurtingProjectile . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// AbstractHurtingProjectile.getViewVector(partialTicks as float) as Vec3;
myAbstractHurtingProjectile . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// AbstractHurtingProjectile.getX(scale as double) as double;
myAbstractHurtingProjectile . getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// AbstractHurtingProjectile.getY(scale as double) as double;
myAbstractHurtingProjectile . getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// AbstractHurtingProjectile.getZ(scale as double) as double;
myAbstractHurtingProjectile . getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// AbstractHurtingProjectile.handSlots as Iterable<ItemStack>
myAbstractHurtingProjectile . handSlots
Return Type:
Iterable <ItemStack >
// AbstractHurtingProjectile.handSlots() as Iterable<ItemStack>;
myAbstractHurtingProjectile . handSlots();
Return Type:
Iterable <ItemStack >
// AbstractHurtingProjectile.hasCustomName as bool
myAbstractHurtingProjectile . hasCustomName
Return Type:
bool
// AbstractHurtingProjectile.hasCustomName as bool
myAbstractHurtingProjectile . hasCustomName
Return Type:
bool
// AbstractHurtingProjectile.hasCustomName() as bool;
myAbstractHurtingProjectile . hasCustomName();
Return Type:
bool
// AbstractHurtingProjectile.hasCustomName() as bool;
myAbstractHurtingProjectile . hasCustomName();
Return Type:
bool
// AbstractHurtingProjectile.hasExactlyOnePlayerPassenger as bool
myAbstractHurtingProjectile . hasExactlyOnePlayerPassenger
Return Type:
bool
// AbstractHurtingProjectile.hasExactlyOnePlayerPassenger() as bool;
myAbstractHurtingProjectile . hasExactlyOnePlayerPassenger();
Return Type:
bool
// AbstractHurtingProjectile.hasGlowingTag as bool
myAbstractHurtingProjectile . hasGlowingTag
Return Type:
bool
// AbstractHurtingProjectile.hasGlowingTag() as bool;
myAbstractHurtingProjectile . hasGlowingTag();
Return Type:
bool
// AbstractHurtingProjectile.hasIndirectPassenger(entity as Entity) as bool;
myAbstractHurtingProjectile . hasIndirectPassenger(myEntity);
Return Type:
bool
// AbstractHurtingProjectile.hasPassenger(entity as Entity) as bool;
myAbstractHurtingProjectile . hasPassenger(myEntity);
Return Type:
bool
// AbstractHurtingProjectile.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myAbstractHurtingProjectile . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// AbstractHurtingProjectile.hurt(source as DamageSource, amount as float) as bool;
myAbstractHurtingProjectile . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// AbstractHurtingProjectile.id as int
myAbstractHurtingProjectile . id
Return Type:
int
// AbstractHurtingProjectile.id() as int;
myAbstractHurtingProjectile . id();
Return Type:
int
// AbstractHurtingProjectile.isAlive as bool
myAbstractHurtingProjectile . isAlive
Return Type:
bool
// AbstractHurtingProjectile.isAlive() as bool;
myAbstractHurtingProjectile . isAlive();
Return Type:
bool
// AbstractHurtingProjectile.isAlwaysTicking as bool
myAbstractHurtingProjectile . isAlwaysTicking
Return Type:
bool
// AbstractHurtingProjectile.isAlwaysTicking() as bool;
myAbstractHurtingProjectile . isAlwaysTicking();
Return Type:
bool
// AbstractHurtingProjectile.isAttackable as bool
myAbstractHurtingProjectile . isAttackable
Return Type:
bool
// AbstractHurtingProjectile.isAttackable() as bool;
myAbstractHurtingProjectile . isAttackable();
Return Type:
bool
// AbstractHurtingProjectile.isColliding(pos as BlockPos, state as BlockState) as bool;
myAbstractHurtingProjectile . isColliding(myBlockPos, myBlockState);
Return Type:
bool
// AbstractHurtingProjectile.isCrouching as bool
myAbstractHurtingProjectile . isCrouching
Return Type:
bool
// AbstractHurtingProjectile.isCrouching() as bool;
myAbstractHurtingProjectile . isCrouching();
Return Type:
bool
// AbstractHurtingProjectile.isCurrentlyGlowing as bool
myAbstractHurtingProjectile . isCurrentlyGlowing
Return Type:
bool
// AbstractHurtingProjectile.isCurrentlyGlowing() as bool;
myAbstractHurtingProjectile . isCurrentlyGlowing();
Return Type:
bool
// AbstractHurtingProjectile.isCustomNameVisible as bool
myAbstractHurtingProjectile . isCustomNameVisible
Return Type:
bool
// AbstractHurtingProjectile.isCustomNameVisible() as bool;
myAbstractHurtingProjectile . isCustomNameVisible();
Return Type:
bool
// AbstractHurtingProjectile.isDescending as bool
myAbstractHurtingProjectile . isDescending
Return Type:
bool
// AbstractHurtingProjectile.isDescending() as bool;
myAbstractHurtingProjectile . isDescending();
Return Type:
bool
// AbstractHurtingProjectile.isDiscrete as bool
myAbstractHurtingProjectile . isDiscrete
Return Type:
bool
// AbstractHurtingProjectile.isDiscrete() as bool;
myAbstractHurtingProjectile . isDiscrete();
Return Type:
bool
// AbstractHurtingProjectile.isFree(x as double, y as double, z as double) as bool;
myAbstractHurtingProjectile . isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// AbstractHurtingProjectile.isFullyFrozen as bool
myAbstractHurtingProjectile . isFullyFrozen
Return Type:
bool
// AbstractHurtingProjectile.isFullyFrozen() as bool;
myAbstractHurtingProjectile . isFullyFrozen();
Return Type:
bool
// AbstractHurtingProjectile.isInLava as bool
myAbstractHurtingProjectile . isInLava
Return Type:
bool
// AbstractHurtingProjectile.isInLava() as bool;
myAbstractHurtingProjectile . isInLava();
Return Type:
bool
// AbstractHurtingProjectile.isInvisible as bool
myAbstractHurtingProjectile . isInvisible
Return Type:
bool
// AbstractHurtingProjectile.isInvisible() as bool;
myAbstractHurtingProjectile . isInvisible();
Return Type:
bool
// AbstractHurtingProjectile.isInvisibleTo(player as Player) as bool;
myAbstractHurtingProjectile . isInvisibleTo(myPlayer);
Return Type:
bool
// AbstractHurtingProjectile.isInvulnerable as bool
myAbstractHurtingProjectile . isInvulnerable
Return Type:
bool
// AbstractHurtingProjectile.isInvulnerable() as bool;
myAbstractHurtingProjectile . isInvulnerable();
Return Type:
bool
// AbstractHurtingProjectile.isInvulnerableTo(source as DamageSource) as bool;
myAbstractHurtingProjectile . isInvulnerableTo(myDamageSource);
Return Type:
bool
// AbstractHurtingProjectile.isInWall as bool
myAbstractHurtingProjectile . isInWall
Return Type:
bool
// AbstractHurtingProjectile.isInWall() as bool;
myAbstractHurtingProjectile . isInWall();
Return Type:
bool
// AbstractHurtingProjectile.isInWater as bool
myAbstractHurtingProjectile . isInWater
Return Type:
bool
// AbstractHurtingProjectile.isInWater() as bool;
myAbstractHurtingProjectile . isInWater();
Return Type:
bool
// AbstractHurtingProjectile.isInWaterOrBubble as bool
myAbstractHurtingProjectile . isInWaterOrBubble
Return Type:
bool
// AbstractHurtingProjectile.isInWaterOrBubble() as bool;
myAbstractHurtingProjectile . isInWaterOrBubble();
Return Type:
bool
// AbstractHurtingProjectile.isInWaterOrRain as bool
myAbstractHurtingProjectile . isInWaterOrRain
Return Type:
bool
// AbstractHurtingProjectile.isInWaterOrRain() as bool;
myAbstractHurtingProjectile . isInWaterOrRain();
Return Type:
bool
// AbstractHurtingProjectile.isInWaterRainOrBubble as bool
myAbstractHurtingProjectile . isInWaterRainOrBubble
Return Type:
bool
// AbstractHurtingProjectile.isInWaterRainOrBubble() as bool;
myAbstractHurtingProjectile . isInWaterRainOrBubble();
Return Type:
bool
// AbstractHurtingProjectile.isNoGravity as bool
myAbstractHurtingProjectile . isNoGravity
Return Type:
bool
// AbstractHurtingProjectile.isNoGravity() as bool;
myAbstractHurtingProjectile . isNoGravity();
Return Type:
bool
// AbstractHurtingProjectile.isOnFire as bool
myAbstractHurtingProjectile . isOnFire
Return Type:
bool
// AbstractHurtingProjectile.isOnFire() as bool;
myAbstractHurtingProjectile . isOnFire();
Return Type:
bool
// AbstractHurtingProjectile.isOnPortalCooldown as bool
myAbstractHurtingProjectile . isOnPortalCooldown
Return Type:
bool
// AbstractHurtingProjectile.isOnPortalCooldown() as bool;
myAbstractHurtingProjectile . isOnPortalCooldown();
Return Type:
bool
// AbstractHurtingProjectile.isPassenger as bool
myAbstractHurtingProjectile . isPassenger
Return Type:
bool
// AbstractHurtingProjectile.isPassenger() as bool;
myAbstractHurtingProjectile . isPassenger();
Return Type:
bool
// AbstractHurtingProjectile.isPassengerOfSameVehicle(entity as Entity) as bool;
myAbstractHurtingProjectile . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// AbstractHurtingProjectile.isPickable as bool
myAbstractHurtingProjectile . isPickable
Return Type:
bool
// AbstractHurtingProjectile.isPickable() as bool;
myAbstractHurtingProjectile . isPickable();
Return Type:
bool
// AbstractHurtingProjectile.isPushable as bool
myAbstractHurtingProjectile . isPushable
Return Type:
bool
// AbstractHurtingProjectile.isPushable() as bool;
myAbstractHurtingProjectile . isPushable();
Return Type:
bool
// AbstractHurtingProjectile.isPushedByFluid as bool
myAbstractHurtingProjectile . isPushedByFluid
Return Type:
bool
// AbstractHurtingProjectile.isPushedByFluid() as bool;
myAbstractHurtingProjectile . isPushedByFluid();
Return Type:
bool
// AbstractHurtingProjectile.isRemoved as bool
myAbstractHurtingProjectile . isRemoved
Return Type:
bool
// AbstractHurtingProjectile.isRemoved() as bool;
myAbstractHurtingProjectile . isRemoved();
Return Type:
bool
// AbstractHurtingProjectile.isShiftKeyDown as bool
myAbstractHurtingProjectile . isShiftKeyDown
Return Type:
bool
// AbstractHurtingProjectile.isShiftKeyDown() as bool;
myAbstractHurtingProjectile . isShiftKeyDown();
Return Type:
bool
// AbstractHurtingProjectile.isSilent as bool
myAbstractHurtingProjectile . isSilent
Return Type:
bool
// AbstractHurtingProjectile.isSilent() as bool;
myAbstractHurtingProjectile . isSilent();
Return Type:
bool
// AbstractHurtingProjectile.isSpectator as bool
myAbstractHurtingProjectile . isSpectator
Return Type:
bool
// AbstractHurtingProjectile.isSpectator() as bool;
myAbstractHurtingProjectile . isSpectator();
Return Type:
bool
// AbstractHurtingProjectile.isSprinting as bool
myAbstractHurtingProjectile . isSprinting
Return Type:
bool
// AbstractHurtingProjectile.isSprinting() as bool;
myAbstractHurtingProjectile . isSprinting();
Return Type:
bool
// AbstractHurtingProjectile.isSteppingCarefully as bool
myAbstractHurtingProjectile . isSteppingCarefully
Return Type:
bool
// AbstractHurtingProjectile.isSteppingCarefully() as bool;
myAbstractHurtingProjectile . isSteppingCarefully();
Return Type:
bool
// AbstractHurtingProjectile.isSuppressingBounce as bool
myAbstractHurtingProjectile . isSuppressingBounce
Return Type:
bool
// AbstractHurtingProjectile.isSuppressingBounce() as bool;
myAbstractHurtingProjectile . isSuppressingBounce();
Return Type:
bool
// AbstractHurtingProjectile.isSwimming as bool
myAbstractHurtingProjectile . isSwimming
Return Type:
bool
// AbstractHurtingProjectile.isSwimming() as bool;
myAbstractHurtingProjectile . isSwimming();
Return Type:
bool
// AbstractHurtingProjectile.isUnderWater as bool
myAbstractHurtingProjectile . isUnderWater
Return Type:
bool
// AbstractHurtingProjectile.isUnderWater() as bool;
myAbstractHurtingProjectile . isUnderWater();
Return Type:
bool
// AbstractHurtingProjectile.isVehicle as bool
myAbstractHurtingProjectile . isVehicle
Return Type:
bool
// AbstractHurtingProjectile.isVehicle() as bool;
myAbstractHurtingProjectile . isVehicle();
Return Type:
bool
// AbstractHurtingProjectile.isVisuallyCrawling as bool
myAbstractHurtingProjectile . isVisuallyCrawling
Return Type:
bool
// AbstractHurtingProjectile.isVisuallyCrawling() as bool;
myAbstractHurtingProjectile . isVisuallyCrawling();
Return Type:
bool
// AbstractHurtingProjectile.isVisuallySwimming as bool
myAbstractHurtingProjectile . isVisuallySwimming
Return Type:
bool
// AbstractHurtingProjectile.isVisuallySwimming() as bool;
myAbstractHurtingProjectile . isVisuallySwimming();
Return Type:
bool
// AbstractHurtingProjectile.kill();
myAbstractHurtingProjectile . kill();
// AbstractHurtingProjectile.lavaHurt();
myAbstractHurtingProjectile . lavaHurt();
// AbstractHurtingProjectile.level as Level
myAbstractHurtingProjectile . level
Return Type:
Level
// AbstractHurtingProjectile.lookAngle as Vec3
myAbstractHurtingProjectile . lookAngle
Return Type:
Vec3
// AbstractHurtingProjectile.lookAngle() as Vec3;
myAbstractHurtingProjectile . lookAngle();
Return Type:
Vec3
// AbstractHurtingProjectile.maxAirSupply as int
myAbstractHurtingProjectile . maxAirSupply
Return Type:
int
// AbstractHurtingProjectile.maxAirSupply() as int;
myAbstractHurtingProjectile . maxAirSupply();
Return Type:
int
// AbstractHurtingProjectile.maxFallDistance as int
myAbstractHurtingProjectile . maxFallDistance
Return Type:
int
// AbstractHurtingProjectile.maxFallDistance() as int;
myAbstractHurtingProjectile . maxFallDistance();
Return Type:
int
// AbstractHurtingProjectile.motionDirection as Direction
myAbstractHurtingProjectile . motionDirection
Return Type:
Direction
// AbstractHurtingProjectile.motionDirection() as Direction;
myAbstractHurtingProjectile . motionDirection();
Return Type:
Direction
// AbstractHurtingProjectile.moveRelative(amount as float, relative as Vec3);
myAbstractHurtingProjectile . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// AbstractHurtingProjectile.moveTo(vec as Vec3);
myAbstractHurtingProjectile . moveTo(myVec3);
// AbstractHurtingProjectile.moveTo(x as double, y as double, z as double);
myAbstractHurtingProjectile . moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// AbstractHurtingProjectile.moveTo(pos as BlockPos, yaw as float, pitch as float);
myAbstractHurtingProjectile . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// 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: double
Type: double
y: double
Type: double
z: double
Type: double
yaw: float
Type: float
pitch: float
Type: float
// AbstractHurtingProjectile.name as Component
myAbstractHurtingProjectile . name
Return Type:
Component
// AbstractHurtingProjectile.name as Component
myAbstractHurtingProjectile . name
Return Type:
Component
// AbstractHurtingProjectile.name() as Component;
myAbstractHurtingProjectile . name();
Return Type:
Component
// AbstractHurtingProjectile.name() as Component;
myAbstractHurtingProjectile . name();
Return Type:
Component
// AbstractHurtingProjectile.onGround as bool
myAbstractHurtingProjectile . onGround
Return Type:
bool
// AbstractHurtingProjectile.onPos as BlockPos
myAbstractHurtingProjectile . onPos
Return Type:
BlockPos
// AbstractHurtingProjectile.onPos() as BlockPos;
myAbstractHurtingProjectile . onPos();
Return Type:
BlockPos
// AbstractHurtingProjectile.owner as Entity
myAbstractHurtingProjectile . owner
Return Type:
Entity
// AbstractHurtingProjectile.owner = (entity as Entity);
myAbstractHurtingProjectile . owner = myEntity;
// AbstractHurtingProjectile.owner(entity as Entity);
myAbstractHurtingProjectile . owner(myEntity);
// AbstractHurtingProjectile.owner() as Entity;
myAbstractHurtingProjectile . owner();
Return Type:
Entity
// AbstractHurtingProjectile.passengers as List<Entity>
myAbstractHurtingProjectile . passengers
Return Type:
List <Entity >
// AbstractHurtingProjectile.passengers() as List<Entity>;
myAbstractHurtingProjectile . passengers();
Return Type:
List <Entity >
// AbstractHurtingProjectile.percentFrozen as float
myAbstractHurtingProjectile . percentFrozen
Return Type:
float
// AbstractHurtingProjectile.percentFrozen() as float;
myAbstractHurtingProjectile . percentFrozen();
Return Type:
float
// AbstractHurtingProjectile.pistonPushReaction as PushReaction
myAbstractHurtingProjectile . pistonPushReaction
Return Type:
PushReaction
// AbstractHurtingProjectile.pistonPushReaction() as PushReaction;
myAbstractHurtingProjectile . pistonPushReaction();
Return Type:
PushReaction
// AbstractHurtingProjectile.playSound(sound as SoundEvent, volume as float, pitch as float);
myAbstractHurtingProjectile . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// AbstractHurtingProjectile.portalWaitTime as int
myAbstractHurtingProjectile . portalWaitTime
Return Type:
int
// AbstractHurtingProjectile.portalWaitTime() as int;
myAbstractHurtingProjectile . portalWaitTime();
Return Type:
int
// AbstractHurtingProjectile.position as Vec3
myAbstractHurtingProjectile . position
Return Type:
Vec3
// AbstractHurtingProjectile.position() as Vec3;
myAbstractHurtingProjectile . position();
Return Type:
Vec3
// AbstractHurtingProjectile.positionRider(entity as Entity);
myAbstractHurtingProjectile . positionRider(myEntity);
// AbstractHurtingProjectile.registryName as ResourceLocation
myAbstractHurtingProjectile . registryName
Return Type:
ResourceLocation
// AbstractHurtingProjectile.registryName() as ResourceLocation;
myAbstractHurtingProjectile . registryName();
Return Type:
ResourceLocation
// AbstractHurtingProjectile.remainingFireTicks as int
myAbstractHurtingProjectile . remainingFireTicks
Return Type:
int
// AbstractHurtingProjectile.remainingFireTicks() as int;
myAbstractHurtingProjectile . remainingFireTicks();
Return Type:
int
// AbstractHurtingProjectile.removeTag(tagName as string) as bool;
myAbstractHurtingProjectile . removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// AbstractHurtingProjectile.removeVehicle();
myAbstractHurtingProjectile . removeVehicle();
// AbstractHurtingProjectile.rootVehicle as Entity
myAbstractHurtingProjectile . rootVehicle
Return Type:
Entity
// AbstractHurtingProjectile.rootVehicle() as Entity;
myAbstractHurtingProjectile . rootVehicle();
Return Type:
Entity
// AbstractHurtingProjectile.sendMessage(component as Component);
myAbstractHurtingProjectile . sendMessage(myComponent);
// AbstractHurtingProjectile.setAirSupply(air as int);
myAbstractHurtingProjectile . setAirSupply(myInt);
// AbstractHurtingProjectile.setCustomName(name as Component);
myAbstractHurtingProjectile . setCustomName(myComponent);
// AbstractHurtingProjectile.setCustomNameVisible(visible as bool);
myAbstractHurtingProjectile . setCustomNameVisible(myBool);
// AbstractHurtingProjectile.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myAbstractHurtingProjectile . setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// AbstractHurtingProjectile.setGlowingTag(glowing as bool);
myAbstractHurtingProjectile . setGlowingTag(myBool);
// AbstractHurtingProjectile.setInvisible(invisible as bool);
myAbstractHurtingProjectile . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// AbstractHurtingProjectile.setInvulnerable(invulnerable as bool);
myAbstractHurtingProjectile . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// AbstractHurtingProjectile.setIsInPowderSnow(inPowderSnow as bool);
myAbstractHurtingProjectile . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
// AbstractHurtingProjectile.setItemSlot(slot as EquipmentSlot, stack as ItemStack);
myAbstractHurtingProjectile . setItemSlot(myEquipmentSlot, myItemStack);
// AbstractHurtingProjectile.setNoGravity(noGravity as bool);
myAbstractHurtingProjectile . setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// AbstractHurtingProjectile.setOldPosAndRot();
myAbstractHurtingProjectile . setOldPosAndRot();
// AbstractHurtingProjectile.setOnGround(onGround as bool);
myAbstractHurtingProjectile . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// AbstractHurtingProjectile.setPortalCooldown();
myAbstractHurtingProjectile . setPortalCooldown();
// AbstractHurtingProjectile.setPos(position as Vec3);
myAbstractHurtingProjectile . setPos(myVec3);
// AbstractHurtingProjectile.setPos(x as double, y as double, z as double);
myAbstractHurtingProjectile . setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// AbstractHurtingProjectile.setPosRaw(x as double, y as double, z as double);
myAbstractHurtingProjectile . setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// AbstractHurtingProjectile.setRemainingFireTicks(ticks as int);
myAbstractHurtingProjectile . setRemainingFireTicks(myInt);
// AbstractHurtingProjectile.setRemoved(var1 as RemovalReason);
myAbstractHurtingProjectile . setRemoved(myRemovalReason);
// AbstractHurtingProjectile.setSecondsOnFire(seconds as int);
myAbstractHurtingProjectile . setSecondsOnFire(myInt);
// AbstractHurtingProjectile.setShiftKeyDown(keyDown as bool);
myAbstractHurtingProjectile . setShiftKeyDown(myBool);
// AbstractHurtingProjectile.setSilent(silent as bool);
myAbstractHurtingProjectile . setSilent(myBool);
// AbstractHurtingProjectile.setSprinting(sprinting as bool);
myAbstractHurtingProjectile . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// AbstractHurtingProjectile.setSwimming(swimming as bool);
myAbstractHurtingProjectile . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// AbstractHurtingProjectile.setTicksFrozen(ticks as int);
myAbstractHurtingProjectile . setTicksFrozen(myInt);
// AbstractHurtingProjectile.shouldBeSaved as bool
myAbstractHurtingProjectile . shouldBeSaved
Return Type:
bool
// AbstractHurtingProjectile.shouldBeSaved() as bool;
myAbstractHurtingProjectile . shouldBeSaved();
Return Type:
bool
// AbstractHurtingProjectile.shouldInformAdmins as bool
myAbstractHurtingProjectile . shouldInformAdmins
Return Type:
bool
// AbstractHurtingProjectile.shouldInformAdmins() as bool;
myAbstractHurtingProjectile . shouldInformAdmins();
Return Type:
bool
// AbstractHurtingProjectile.shouldShowName as bool
myAbstractHurtingProjectile . shouldShowName
Return Type:
bool
// AbstractHurtingProjectile.shouldShowName() as bool;
myAbstractHurtingProjectile . shouldShowName();
Return Type:
bool
// AbstractHurtingProjectile.showVehicleHealth as bool
myAbstractHurtingProjectile . showVehicleHealth
Return Type:
bool
// AbstractHurtingProjectile.showVehicleHealth() as bool;
myAbstractHurtingProjectile . showVehicleHealth();
Return Type:
bool
// AbstractHurtingProjectile.soundSource as SoundSource
myAbstractHurtingProjectile . soundSource
Return Type:
SoundSource
// AbstractHurtingProjectile.soundSource() as SoundSource;
myAbstractHurtingProjectile . soundSource();
Return Type:
SoundSource
// AbstractHurtingProjectile.startRiding(entity as Entity) as bool;
myAbstractHurtingProjectile . startRiding(myEntity);
Return Type:
bool
// AbstractHurtingProjectile.startRiding(entity as Entity, force as bool) as bool;
myAbstractHurtingProjectile . startRiding(myEntity, myBool);
Return Type:
bool
// AbstractHurtingProjectile.stopRiding();
myAbstractHurtingProjectile . stopRiding();
// AbstractHurtingProjectile.stringUUID as string
myAbstractHurtingProjectile . stringUUID
Return Type:
string
// AbstractHurtingProjectile.stringUUID() as string;
myAbstractHurtingProjectile . stringUUID();
Return Type:
string
// AbstractHurtingProjectile.tags as Set<string>
myAbstractHurtingProjectile . tags
Return Type:
Set <string >
// AbstractHurtingProjectile.tags() as Set<string>;
myAbstractHurtingProjectile . tags();
Return Type:
Set <string >
// AbstractHurtingProjectile.teamColor as int
myAbstractHurtingProjectile . teamColor
Return Type:
int
// AbstractHurtingProjectile.teamColor() as int;
myAbstractHurtingProjectile . teamColor();
Return Type:
int
// AbstractHurtingProjectile.teleportTo(x as double, y as double, z as double);
myAbstractHurtingProjectile . teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// AbstractHurtingProjectile.ticksFrozen as int
myAbstractHurtingProjectile . ticksFrozen
Return Type:
int
// AbstractHurtingProjectile.ticksFrozen() as int;
myAbstractHurtingProjectile . ticksFrozen();
Return Type:
int
// AbstractHurtingProjectile.ticksRequiredToFreeze as int
myAbstractHurtingProjectile . ticksRequiredToFreeze
Return Type:
int
// AbstractHurtingProjectile.ticksRequiredToFreeze() as int;
myAbstractHurtingProjectile . ticksRequiredToFreeze();
Return Type:
int
// AbstractHurtingProjectile.turn(yaw as double, pitch as double);
myAbstractHurtingProjectile . turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
// AbstractHurtingProjectile.type as EntityType<Entity>
myAbstractHurtingProjectile . type
Return Type:
EntityType <Entity >
// AbstractHurtingProjectile.type() as EntityType<Entity>;
myAbstractHurtingProjectile . type();
Return Type:
EntityType <Entity >
// AbstractHurtingProjectile.unRide();
myAbstractHurtingProjectile . unRide();
Updates the custom NBT data for this Entity. // AbstractHurtingProjectile.updateCustomData(data as MapData);
myAbstractHurtingProjectile . updateCustomData({custom: "data" });
// AbstractHurtingProjectile.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myAbstractHurtingProjectile . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // AbstractHurtingProjectile.updateData(data as MapData);
myAbstractHurtingProjectile . updateData({key: "value" });
// AbstractHurtingProjectile.uuid as UUID
myAbstractHurtingProjectile . uuid
Return Type:
UUID
// AbstractHurtingProjectile.uuid() as UUID;
myAbstractHurtingProjectile . uuid();
Return Type:
UUID
// AbstractHurtingProjectile.vehicle as Entity
myAbstractHurtingProjectile . vehicle
Return Type:
Entity
// AbstractHurtingProjectile.vehicle() as Entity;
myAbstractHurtingProjectile . vehicle();
Return Type:
Entity
// AbstractHurtingProjectile.x as double
myAbstractHurtingProjectile . x
Return Type:
double
// AbstractHurtingProjectile.x() as double;
myAbstractHurtingProjectile . x();
Return Type:
double
Gets the x power of this projectile. // AbstractHurtingProjectile.xPower as double
myAbstractHurtingProjectile . xPower
Return Type:
double
Sets the x power of this projectile. // AbstractHurtingProjectile.xPower = (xPower as double);
myAbstractHurtingProjectile . xPower = myDouble;
Parameters:
xPower: double
Type: double
- The x power of this projectile.
Gets the x power of this projectile. Returns : The x power of this projectile.
// AbstractHurtingProjectile.xPower() as double;
myAbstractHurtingProjectile . xPower();
Return Type:
double
Sets the x power of this projectile. // AbstractHurtingProjectile.xPower(xPower as double);
myAbstractHurtingProjectile . xPower( 4 );
Parameters:
xPower: double
Type: double
- The x power of this projectile.
// AbstractHurtingProjectile.y as double
myAbstractHurtingProjectile . y
Return Type:
double
// AbstractHurtingProjectile.y() as double;
myAbstractHurtingProjectile . y();
Return Type:
double
Gets the y power of this projectile. // AbstractHurtingProjectile.yPower as double
myAbstractHurtingProjectile . yPower
Return Type:
double
Sets the y power of this projectile. // AbstractHurtingProjectile.yPower = (yPower as double);
myAbstractHurtingProjectile . yPower = myDouble;
Parameters:
yPower: double
Type: double
- The y power of this projectile.
Gets the y power of this projectile. Returns : The y power of this projectile.
// AbstractHurtingProjectile.yPower() as double;
myAbstractHurtingProjectile . yPower();
Return Type:
double
Sets the y power of this projectile. // AbstractHurtingProjectile.yPower(yPower as double);
myAbstractHurtingProjectile . yPower( 4 );
Parameters:
yPower: double
Type: double
- The y power of this projectile.
// AbstractHurtingProjectile.z as double
myAbstractHurtingProjectile . z
Return Type:
double
// AbstractHurtingProjectile.z() as double;
myAbstractHurtingProjectile . z();
Return Type:
double
Gets the z power of this projectile. // AbstractHurtingProjectile.zPower as double
myAbstractHurtingProjectile . zPower
Return Type:
double
Sets the z power of this projectile. // AbstractHurtingProjectile.zPower = (zPower as double);
myAbstractHurtingProjectile . zPower = myDouble;
Parameters:
zPower: double
Type: double
- The z power of this projectile.
Gets the z power of this projectile. Returns : The z power of this projectile.
// AbstractHurtingProjectile.zPower() as double;
myAbstractHurtingProjectile . zPower();
Return Type:
double
Sets the z power of this projectile. // AbstractHurtingProjectile.zPower(zPower as double);
myAbstractHurtingProjectile . zPower( 4 );
Parameters:
zPower: double
Type: double
- The z power of this projectile.