ServerPlayer
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.
import crafttweaker.api.entity.type.player.ServerPlayer;
Extends
ServerPlayer extends Player
.
Implements
ServerPlayer
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,ICapabilityProviderImpl<ICapabilityProviderImpl>
,ICapabilityProvider
Undocumented Interfaces
IPlayerExtension
,Attackable
,ILivingEntityExtension
,IEntityExtension
,ICapabilitySerializable<CompoundTag>
,INBTSerializable<Tag>
Members
// ServerPlayer.absorptionAmount as floatmyServerPlayer.absorptionAmount
Return Type:
float
// ServerPlayer.absorptionAmount() as float;myServerPlayer.absorptionAmount();
Return Type:
float
// ServerPlayer.acceptsFailure as boolmyServerPlayer.acceptsFailure
Return Type:
bool
// ServerPlayer.acceptsFailure() as bool;myServerPlayer.acceptsFailure();
Return Type:
bool
// ServerPlayer.acceptsSuccess as boolmyServerPlayer.acceptsSuccess
Return Type:
bool
// ServerPlayer.acceptsSuccess() as bool;myServerPlayer.acceptsSuccess();
Return Type:
bool
myServerPlayer.activeEffects
Return Type:
Collection<MobEffectInstance>
myServerPlayer.activeEFfectsMap
Return Type:
MobEffectInstance[MobEffect]
myServerPlayer.addEffect(myMobEffectInstance);
Parameters:
effectInstance: MobEffectInstance
Type: MobEffectInstance
Return Type:
bool
myServerPlayer.addEffect(myMobEffectInstance, myEntity);
Parameters:
effectInstance: MobEffectInstance
Type: MobEffectInstance
Return Type:
bool
// ServerPlayer.addTag(tagName as string) as bool;myServerPlayer.addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// ServerPlayer.airSupply as intmyServerPlayer.airSupply
Return Type:
int
// ServerPlayer.airSupply() as int;myServerPlayer.airSupply();
Return Type:
int
// ServerPlayer.alwaysAccepts as boolmyServerPlayer.alwaysAccepts
Return Type:
bool
// ServerPlayer.alwaysAccepts() as bool;myServerPlayer.alwaysAccepts();
Return Type:
bool
// ServerPlayer.armorCoverPercentage as floatmyServerPlayer.armorCoverPercentage
Return Type:
float
// ServerPlayer.armorCoverPercentage() as float;myServerPlayer.armorCoverPercentage();
Return Type:
float
// ServerPlayer.armorValue as intmyServerPlayer.armorValue
Return Type:
int
// ServerPlayer.armorValue() as int;myServerPlayer.armorValue();
Return Type:
int
// ServerPlayer.arrowCount as intmyServerPlayer.arrowCount
Return Type:
int
// ServerPlayer.arrowCount() as int;myServerPlayer.arrowCount();
Return Type:
int
// ServerPlayer.attackable as boolmyServerPlayer.attackable
Return Type:
bool
// ServerPlayer.attackable() as bool;myServerPlayer.attackable();
Return Type:
bool
myServerPlayer.awardStat(myResourceLocation);
Parameters:
stat: ResourceLocation
Type: ResourceLocation
myServerPlayer.awardStat(myResourceLocation, myInt);
Parameters:
stat: ResourceLocation
Type: ResourceLocation
amount: int
Type: int
// ServerPlayer.bbHeight as floatmyServerPlayer.bbHeight
Return Type:
float
// ServerPlayer.bbHeight() as float;myServerPlayer.bbHeight();
Return Type:
float
// ServerPlayer.bbWidth as floatmyServerPlayer.bbWidth
Return Type:
float
// ServerPlayer.bbWidth() as float;myServerPlayer.bbWidth();
Return Type:
float
// ServerPlayer.blockX as intmyServerPlayer.blockX
Return Type:
int
// ServerPlayer.blockX() as int;myServerPlayer.blockX();
Return Type:
int
// ServerPlayer.blockY as intmyServerPlayer.blockY
Return Type:
int
// ServerPlayer.blockY() as int;myServerPlayer.blockY();
Return Type:
int
// ServerPlayer.blockZ as intmyServerPlayer.blockZ
Return Type:
int
// ServerPlayer.blockZ() as int;myServerPlayer.blockZ();
Return Type:
int
myServerPlayer.canAttack(myLivingEntity);
Parameters:
target: LivingEntity
Type: LivingEntity
Return Type:
bool
myServerPlayer.canBeAffected(myMobEffectInstance);
Parameters:
effectInstance: MobEffectInstance
Type: MobEffectInstance
Return Type:
bool
// ServerPlayer.canBeCollidedWith as boolmyServerPlayer.canBeCollidedWith
Return Type:
bool
// ServerPlayer.canBeCollidedWith() as bool;myServerPlayer.canBeCollidedWith();
Return Type:
bool
// ServerPlayer.canBeSeenAsEnemy as boolmyServerPlayer.canBeSeenAsEnemy
Return Type:
bool
// ServerPlayer.canBeSeenAsEnemy() as bool;myServerPlayer.canBeSeenAsEnemy();
Return Type:
bool
// ServerPlayer.canBeSeenByAnyone as boolmyServerPlayer.canBeSeenByAnyone
Return Type:
bool
// ServerPlayer.canBeSeenByAnyone() as bool;myServerPlayer.canBeSeenByAnyone();
Return Type:
bool
// ServerPlayer.canBreatheUnderwater as boolmyServerPlayer.canBreatheUnderwater
Return Type:
bool
// ServerPlayer.canBreatheUnderwater as boolmyServerPlayer.canBreatheUnderwater
Return Type:
bool
// ServerPlayer.canBreatheUnderwater() as bool;myServerPlayer.canBreatheUnderwater();
Return Type:
bool
// ServerPlayer.canBreatheUnderwater() as bool;myServerPlayer.canBreatheUnderwater();
Return Type:
bool
// ServerPlayer.canEat(ignoreHunger as bool) as bool;myServerPlayer.canEat(myBool);
Parameters:
ignoreHunger: bool
Type: bool
Return Type:
bool
// ServerPlayer.canFreeze as boolmyServerPlayer.canFreeze
Return Type:
bool
// ServerPlayer.canFreeze() as bool;myServerPlayer.canFreeze();
Return Type:
bool
// ServerPlayer.canUseGameMasterBlocks as boolmyServerPlayer.canUseGameMasterBlocks
Return Type:
bool
// ServerPlayer.canUseGameMasterBlocks() as bool;myServerPlayer.canUseGameMasterBlocks();
Return Type:
bool
// ServerPlayer.causeFoodExhaustion(exhaustion as float);myServerPlayer.causeFoodExhaustion(myFloat);
Parameters:
exhaustion: float
Type: float
// ServerPlayer.clearFire();myServerPlayer.clearFire();
// ServerPlayer.clearSleepingPos();myServerPlayer.clearSleepingPos();
// ServerPlayer.cooldowns as ItemCooldownsmyServerPlayer.cooldowns
Return Type:
ItemCooldowns
// ServerPlayer.currentItemAttackStrengthDelay as floatmyServerPlayer.currentItemAttackStrengthDelay
Return Type:
float
// ServerPlayer.currentItemAttackStrengthDelay() as float;myServerPlayer.currentItemAttackStrengthDelay();
Return Type:
float
// ServerPlayer.dampensVibrations as boolmyServerPlayer.dampensVibrations
Return Type:
bool
// ServerPlayer.dampensVibrations() as bool;myServerPlayer.dampensVibrations();
Return Type:
bool
myServerPlayer.die(myDamageSource);
Parameters:
source: DamageSource
Type: DamageSource
// ServerPlayer.dimensionChangingDelay as intmyServerPlayer.dimensionChangingDelay
Return Type:
int
// ServerPlayer.dimensionChangingDelay() as int;myServerPlayer.dimensionChangingDelay();
Return Type:
int
// ServerPlayer.disableShield(usingAxe as bool);myServerPlayer.disableShield(myBool);
Parameters:
usingAxe: bool
Type: bool
// ServerPlayer.discard();myServerPlayer.discard();
// ServerPlayer.dismountsUnderwater as boolmyServerPlayer.dismountsUnderwater
Return Type:
bool
// ServerPlayer.distanceToSqr(x as double, y as double, z as double) as double;myServerPlayer.distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
myServerPlayer.drop(myItemStack, myBool);
Return Type:
ItemEntity
// ServerPlayer.ejectPassengers();myServerPlayer.ejectPassengers();
// ServerPlayer.enchantmentSeed as intmyServerPlayer.enchantmentSeed
Return Type:
int
// ServerPlayer.enchantmentSeed() as int;myServerPlayer.enchantmentSeed();
Return Type:
int
// ServerPlayer.experienceLevel as intmyServerPlayer.experienceLevel
Return Type:
int
// ServerPlayer.experienceLevel = (level as int);myServerPlayer.experienceLevel = myInt;
Parameters:
level: int
Type: int
// ServerPlayer.experienceLevel() as int;myServerPlayer.experienceLevel();
Return Type:
int
// ServerPlayer.experienceLevel(level as int);myServerPlayer.experienceLevel(myInt);
Parameters:
level: int
Type: int
// ServerPlayer.eyeHeight as floatmyServerPlayer.eyeHeight
Return Type:
float
// ServerPlayer.eyeHeight() as float;myServerPlayer.eyeHeight();
Return Type:
float
// ServerPlayer.eyeY as doublemyServerPlayer.eyeY
Return Type:
double
// ServerPlayer.eyeY() as double;myServerPlayer.eyeY();
Return Type:
double
// ServerPlayer.fallFlyingTicks as intmyServerPlayer.fallFlyingTicks
Return Type:
int
// ServerPlayer.fallFlyingTicks() as int;myServerPlayer.fallFlyingTicks();
Return Type:
int
// ServerPlayer.feetBlockState as BlockStatemyServerPlayer.feetBlockState
Return Type:
BlockState
// ServerPlayer.fireImmune as boolmyServerPlayer.fireImmune
Return Type:
bool
// ServerPlayer.fireImmune() as bool;myServerPlayer.fireImmune();
Return Type:
bool
// ServerPlayer.fluidJumpThreshold as doublemyServerPlayer.fluidJumpThreshold
Return Type:
double
// ServerPlayer.fluidJumpThreshold() as double;myServerPlayer.fluidJumpThreshold();
Return Type:
double
myServerPlayer.forceAddEffect(myMobEffectInstance, myEntity);
Parameters:
effectInstance: MobEffectInstance
Type: MobEffectInstance
myServerPlayer.getAttribute(myAttribute);
Return Type:
AttributeInstance
Returns: The found capability or null.
myServerPlayer.getCapability<T>(Capabilities.ENERGY, <constant:minecraft:direction:north>);
Parameters:
Return Type:
T?
Returns: The found capability or null.
myServerPlayer.getCapability<T>(Capabilities.ENERGY);
Parameters:
Return Type:
T?
myServerPlayer.getDestroySpeed(myBlockState);
Parameters:
state: BlockState
Type: BlockState
Return Type:
float
myServerPlayer.getEffect(myMobEffect);
Return Type:
MobEffectInstance
myServerPlayer.getItemBySlot(myEquipmentSlot);
Parameters:
slot: EquipmentSlot
Type: EquipmentSlot
Return Type:
ItemStack
myServerPlayer.getItemInHand(myInteractionHand);
Parameters:
hand: InteractionHand
Type: InteractionHand
Return Type:
ItemStack
// ServerPlayer.getSwimAmount(partialTicks as float) as float;myServerPlayer.getSwimAmount(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
float
// ServerPlayer.getX(scale as double) as double;myServerPlayer.getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// ServerPlayer.getY(scale as double) as double;myServerPlayer.getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// ServerPlayer.getZ(scale as double) as double;myServerPlayer.getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
myServerPlayer.give(myIItemStack, myInt);
Parameters:
stack: IItemStack
Type: IItemStack
slot: int
(optional) Type: int
Default Value: -1
// ServerPlayer.giveExperienceLevels(levels as int);myServerPlayer.giveExperienceLevels(myInt);
Parameters:
levels: int
Type: int
// ServerPlayer.giveExperiencePoints(amount as int);myServerPlayer.giveExperiencePoints(myInt);
Parameters:
amount: int
Type: int
myServerPlayer.hasCorrectToolForDrops(myBlockState);
Parameters:
state: BlockState
Type: BlockState
Return Type:
bool
// ServerPlayer.hasCustomName as boolmyServerPlayer.hasCustomName
Return Type:
bool
// ServerPlayer.hasCustomName as boolmyServerPlayer.hasCustomName
Return Type:
bool
// ServerPlayer.hasCustomName() as bool;myServerPlayer.hasCustomName();
Return Type:
bool
// ServerPlayer.hasCustomName() as bool;myServerPlayer.hasCustomName();
Return Type:
bool
// ServerPlayer.hasExactlyOnePlayerPassenger as boolmyServerPlayer.hasExactlyOnePlayerPassenger
Return Type:
bool
// ServerPlayer.hasExactlyOnePlayerPassenger() as bool;myServerPlayer.hasExactlyOnePlayerPassenger();
Return Type:
bool
// ServerPlayer.hasGlowingTag as boolmyServerPlayer.hasGlowingTag
Return Type:
bool
// ServerPlayer.hasGlowingTag() as bool;myServerPlayer.hasGlowingTag();
Return Type:
bool
myServerPlayer.hasItemInSlot(myEquipmentSlot);
Parameters:
slot: EquipmentSlot
Type: EquipmentSlot
Return Type:
bool
// ServerPlayer.heal(amount as float);myServerPlayer.heal(myFloat);
Parameters:
amount: float
Type: float
// ServerPlayer.health as floatmyServerPlayer.health
Return Type:
float
// ServerPlayer.health() as float;myServerPlayer.health();
Return Type:
float
myServerPlayer.hurt(myDamageSource, myFloat);
Parameters:
source: DamageSource
Type: DamageSource
amount: float
Type: float
Return Type:
bool
// ServerPlayer.id as intmyServerPlayer.id
Return Type:
int
// ServerPlayer.id() as int;myServerPlayer.id();
Return Type:
int
// ServerPlayer.increaseScore(score as int);myServerPlayer.increaseScore(myInt);
Parameters:
score: int
Type: int
// ServerPlayer.isAffectedByPotions as boolmyServerPlayer.isAffectedByPotions
Return Type:
bool
// ServerPlayer.isAffectedByPotions() as bool;myServerPlayer.isAffectedByPotions();
Return Type:
bool
// ServerPlayer.isAlive as boolmyServerPlayer.isAlive
Return Type:
bool
// ServerPlayer.isAlive() as bool;myServerPlayer.isAlive();
Return Type:
bool
// ServerPlayer.isAlwaysTicking as boolmyServerPlayer.isAlwaysTicking
Return Type:
bool
// ServerPlayer.isAlwaysTicking() as bool;myServerPlayer.isAlwaysTicking();
Return Type:
bool
// ServerPlayer.isAttackable as boolmyServerPlayer.isAttackable
Return Type:
bool
// ServerPlayer.isAttackable() as bool;myServerPlayer.isAttackable();
Return Type:
bool
// ServerPlayer.isAutoSpinAttack as boolmyServerPlayer.isAutoSpinAttack
Return Type:
bool
// ServerPlayer.isAutoSpinAttack() as bool;myServerPlayer.isAutoSpinAttack();
Return Type:
bool
// ServerPlayer.isBaby as boolmyServerPlayer.isBaby
Return Type:
bool
// ServerPlayer.isBaby() as bool;myServerPlayer.isBaby();
Return Type:
bool
// ServerPlayer.isBlocking as boolmyServerPlayer.isBlocking
Return Type:
bool
// ServerPlayer.isBlocking() as bool;myServerPlayer.isBlocking();
Return Type:
bool
myServerPlayer.isColliding(myBlockPos, myBlockState);
Parameters:
state: BlockState
Type: BlockState
Return Type:
bool
// ServerPlayer.isCreative as boolmyServerPlayer.isCreative
Return Type:
bool
// ServerPlayer.isCreative() as bool;myServerPlayer.isCreative();
Return Type:
bool
// ServerPlayer.isCrouching as boolmyServerPlayer.isCrouching
Return Type:
bool
// ServerPlayer.isCrouching() as bool;myServerPlayer.isCrouching();
Return Type:
bool
// ServerPlayer.isCurrentlyGlowing as boolmyServerPlayer.isCurrentlyGlowing
Return Type:
bool
// ServerPlayer.isCurrentlyGlowing as boolmyServerPlayer.isCurrentlyGlowing
Return Type:
bool
// ServerPlayer.isCurrentlyGlowing() as bool;myServerPlayer.isCurrentlyGlowing();
Return Type:
bool
// ServerPlayer.isCurrentlyGlowing() as bool;myServerPlayer.isCurrentlyGlowing();
Return Type:
bool
// ServerPlayer.isCustomNameVisible as boolmyServerPlayer.isCustomNameVisible
Return Type:
bool
// ServerPlayer.isCustomNameVisible() as bool;myServerPlayer.isCustomNameVisible();
Return Type:
bool
myServerPlayer.isDamageSourceBlocked(myDamageSource);
Parameters:
source: DamageSource
Type: DamageSource
Return Type:
bool
// ServerPlayer.isDeadOrDying as boolmyServerPlayer.isDeadOrDying
Return Type:
bool
// ServerPlayer.isDeadOrDying() as bool;myServerPlayer.isDeadOrDying();
Return Type:
bool
// ServerPlayer.isDescending as boolmyServerPlayer.isDescending
Return Type:
bool
// ServerPlayer.isDescending() as bool;myServerPlayer.isDescending();
Return Type:
bool
// ServerPlayer.isDiscrete as boolmyServerPlayer.isDiscrete
Return Type:
bool
// ServerPlayer.isDiscrete() as bool;myServerPlayer.isDiscrete();
Return Type:
bool
// ServerPlayer.isFakePlayer as boolmyServerPlayer.isFakePlayer
Return Type:
bool
// ServerPlayer.isFallFlying as boolmyServerPlayer.isFallFlying
Return Type:
bool
// ServerPlayer.isFallFlying() as bool;myServerPlayer.isFallFlying();
Return Type:
bool
// ServerPlayer.isFree(x as double, y as double, z as double) as bool;myServerPlayer.isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// ServerPlayer.isFullyFrozen as boolmyServerPlayer.isFullyFrozen
Return Type:
bool
// ServerPlayer.isFullyFrozen() as bool;myServerPlayer.isFullyFrozen();
Return Type:
bool
myServerPlayer.isHolding(myItem);
Parameters:
item: ItemDefinition
Type: ItemDefinition
Return Type:
bool
// ServerPlayer.isHurt as boolmyServerPlayer.isHurt
Return Type:
bool
// ServerPlayer.isHurt() as bool;myServerPlayer.isHurt();
Return Type:
bool
// ServerPlayer.isInLava as boolmyServerPlayer.isInLava
Return Type:
bool
// ServerPlayer.isInLava() as bool;myServerPlayer.isInLava();
Return Type:
bool
// ServerPlayer.isInvertedHealAndHarm as boolmyServerPlayer.isInvertedHealAndHarm
Return Type:
bool
// ServerPlayer.isInvertedHealAndHarm() as bool;myServerPlayer.isInvertedHealAndHarm();
Return Type:
bool
// ServerPlayer.isInvisible as boolmyServerPlayer.isInvisible
Return Type:
bool
// ServerPlayer.isInvisible() as bool;myServerPlayer.isInvisible();
Return Type:
bool
// ServerPlayer.isInvulnerable as boolmyServerPlayer.isInvulnerable
Return Type:
bool
// ServerPlayer.isInvulnerable() as bool;myServerPlayer.isInvulnerable();
Return Type:
bool
myServerPlayer.isInvulnerableTo(myDamageSource);
Parameters:
source: DamageSource
Type: DamageSource
Return Type:
bool
// ServerPlayer.isInWall as boolmyServerPlayer.isInWall
Return Type:
bool
// ServerPlayer.isInWall() as bool;myServerPlayer.isInWall();
Return Type:
bool
// ServerPlayer.isInWater as boolmyServerPlayer.isInWater
Return Type:
bool
// ServerPlayer.isInWater() as bool;myServerPlayer.isInWater();
Return Type:
bool
// ServerPlayer.isInWaterOrBubble as boolmyServerPlayer.isInWaterOrBubble
Return Type:
bool
// ServerPlayer.isInWaterOrBubble() as bool;myServerPlayer.isInWaterOrBubble();
Return Type:
bool
// ServerPlayer.isInWaterOrRain as boolmyServerPlayer.isInWaterOrRain
Return Type:
bool
// ServerPlayer.isInWaterOrRain() as bool;myServerPlayer.isInWaterOrRain();
Return Type:
bool
// ServerPlayer.isInWaterRainOrBubble as boolmyServerPlayer.isInWaterRainOrBubble
Return Type:
bool
// ServerPlayer.isInWaterRainOrBubble() as bool;myServerPlayer.isInWaterRainOrBubble();
Return Type:
bool
// ServerPlayer.isLocalPlayer as boolmyServerPlayer.isLocalPlayer
Return Type:
bool
// ServerPlayer.isLocalPlayer() as bool;myServerPlayer.isLocalPlayer();
Return Type:
bool
// ServerPlayer.isNoGravity as boolmyServerPlayer.isNoGravity
Return Type:
bool
// ServerPlayer.isNoGravity() as bool;myServerPlayer.isNoGravity();
Return Type:
bool
// ServerPlayer.isOnFire as boolmyServerPlayer.isOnFire
Return Type:
bool
// ServerPlayer.isOnFire() as bool;myServerPlayer.isOnFire();
Return Type:
bool
// ServerPlayer.isOnPortalCooldown as boolmyServerPlayer.isOnPortalCooldown
Return Type:
bool
// ServerPlayer.isOnPortalCooldown() as bool;myServerPlayer.isOnPortalCooldown();
Return Type:
bool
// ServerPlayer.isPassenger as boolmyServerPlayer.isPassenger
Return Type:
bool
// ServerPlayer.isPassenger() as bool;myServerPlayer.isPassenger();
Return Type:
bool
// ServerPlayer.isPickable as boolmyServerPlayer.isPickable
Return Type:
bool
// ServerPlayer.isPickable() as bool;myServerPlayer.isPickable();
Return Type:
bool
// ServerPlayer.isPushable as boolmyServerPlayer.isPushable
Return Type:
bool
// ServerPlayer.isPushable() as bool;myServerPlayer.isPushable();
Return Type:
bool
// ServerPlayer.isPushedByFluid as boolmyServerPlayer.isPushedByFluid
Return Type:
bool
// ServerPlayer.isPushedByFluid() as bool;myServerPlayer.isPushedByFluid();
Return Type:
bool
// ServerPlayer.isReducedDebugInfo as boolmyServerPlayer.isReducedDebugInfo
Return Type:
bool
// ServerPlayer.isReducedDebugInfo() as bool;myServerPlayer.isReducedDebugInfo();
Return Type:
bool
// ServerPlayer.isRemoved as boolmyServerPlayer.isRemoved
Return Type:
bool
// ServerPlayer.isRemoved() as bool;myServerPlayer.isRemoved();
Return Type:
bool
// ServerPlayer.isScoping as boolmyServerPlayer.isScoping
Return Type:
bool
// ServerPlayer.isScoping() as bool;myServerPlayer.isScoping();
Return Type:
bool
// ServerPlayer.isSecondaryUseActive as boolmyServerPlayer.isSecondaryUseActive
Return Type:
bool
// ServerPlayer.isSecondaryUseActive() as bool;myServerPlayer.isSecondaryUseActive();
Return Type:
bool
// ServerPlayer.isSensitiveToWater as boolmyServerPlayer.isSensitiveToWater
Return Type:
bool
// ServerPlayer.isSensitiveToWater() as bool;myServerPlayer.isSensitiveToWater();
Return Type:
bool
// ServerPlayer.isShiftKeyDown as boolmyServerPlayer.isShiftKeyDown
Return Type:
bool
// ServerPlayer.isShiftKeyDown() as bool;myServerPlayer.isShiftKeyDown();
Return Type:
bool
// ServerPlayer.isSilent as boolmyServerPlayer.isSilent
Return Type:
bool
// ServerPlayer.isSilent() as bool;myServerPlayer.isSilent();
Return Type:
bool
// ServerPlayer.isSleeping as boolmyServerPlayer.isSleeping
Return Type:
bool
// ServerPlayer.isSleeping() as bool;myServerPlayer.isSleeping();
Return Type:
bool
// ServerPlayer.isSleepingLongEnough as boolmyServerPlayer.isSleepingLongEnough
Return Type:
bool
// ServerPlayer.isSleepingLongEnough() as bool;myServerPlayer.isSleepingLongEnough();
Return Type:
bool
// ServerPlayer.isSpectator as boolmyServerPlayer.isSpectator
Return Type:
bool
// ServerPlayer.isSpectator() as bool;myServerPlayer.isSpectator();
Return Type:
bool
// ServerPlayer.isSprinting as boolmyServerPlayer.isSprinting
Return Type:
bool
// ServerPlayer.isSprinting() as bool;myServerPlayer.isSprinting();
Return Type:
bool
// ServerPlayer.isSteppingCarefully as boolmyServerPlayer.isSteppingCarefully
Return Type:
bool
// ServerPlayer.isSteppingCarefully() as bool;myServerPlayer.isSteppingCarefully();
Return Type:
bool
// ServerPlayer.isSuppressingBounce as boolmyServerPlayer.isSuppressingBounce
Return Type:
bool
// ServerPlayer.isSuppressingBounce() as bool;myServerPlayer.isSuppressingBounce();
Return Type:
bool
// ServerPlayer.isSuppressingSlidingDownLadder as boolmyServerPlayer.isSuppressingSlidingDownLadder
Return Type:
bool
// ServerPlayer.isSuppressingSlidingDownLadder() as bool;myServerPlayer.isSuppressingSlidingDownLadder();
Return Type:
bool
// ServerPlayer.isSwimming as boolmyServerPlayer.isSwimming
Return Type:
bool
// ServerPlayer.isSwimming() as bool;myServerPlayer.isSwimming();
Return Type:
bool
// ServerPlayer.isUnderWater as boolmyServerPlayer.isUnderWater
Return Type:
bool
// ServerPlayer.isUnderWater() as bool;myServerPlayer.isUnderWater();
Return Type:
bool
// ServerPlayer.isUsingItem as boolmyServerPlayer.isUsingItem
Return Type:
bool
// ServerPlayer.isUsingItem() as bool;myServerPlayer.isUsingItem();
Return Type:
bool
// ServerPlayer.isVehicle as boolmyServerPlayer.isVehicle
Return Type:
bool
// ServerPlayer.isVehicle() as bool;myServerPlayer.isVehicle();
Return Type:
bool
// ServerPlayer.isVisuallyCrawling as boolmyServerPlayer.isVisuallyCrawling
Return Type:
bool
// ServerPlayer.isVisuallyCrawling() as bool;myServerPlayer.isVisuallyCrawling();
Return Type:
bool
// ServerPlayer.isVisuallySwimming as boolmyServerPlayer.isVisuallySwimming
Return Type:
bool
// ServerPlayer.isVisuallySwimming as boolmyServerPlayer.isVisuallySwimming
Return Type:
bool
// ServerPlayer.isVisuallySwimming() as bool;myServerPlayer.isVisuallySwimming();
Return Type:
bool
// ServerPlayer.isVisuallySwimming() as bool;myServerPlayer.isVisuallySwimming();
Return Type:
bool
// ServerPlayer.jumpBoostPower as doublemyServerPlayer.jumpBoostPower
Return Type:
double
// ServerPlayer.jumpBoostPower() as double;myServerPlayer.jumpBoostPower();
Return Type:
double
// ServerPlayer.jumpFromGround();myServerPlayer.jumpFromGround();
// ServerPlayer.kill();myServerPlayer.kill();
// ServerPlayer.killCredit as LivingEntitymyServerPlayer.killCredit
Return Type:
LivingEntity
// ServerPlayer.knockback(x as double, y as double, z as double);myServerPlayer.knockback(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ServerPlayer.lastDamageSource as DamageSourcemyServerPlayer.lastDamageSource
Return Type:
DamageSource
// ServerPlayer.lastHurtByMob as LivingEntitymyServerPlayer.lastHurtByMob
Return Type:
LivingEntity
// ServerPlayer.lastHurtByMobTimestamp as intmyServerPlayer.lastHurtByMobTimestamp
Return Type:
int
// ServerPlayer.lastHurtByMobTimestamp() as int;myServerPlayer.lastHurtByMobTimestamp();
Return Type:
int
// ServerPlayer.lastHurtMob as LivingEntitymyServerPlayer.lastHurtMob
Return Type:
LivingEntity
// ServerPlayer.lastHurtMobTimestamp as intmyServerPlayer.lastHurtMobTimestamp
Return Type:
int
// ServerPlayer.lastHurtMobTimestamp() as int;myServerPlayer.lastHurtMobTimestamp();
Return Type:
int
// ServerPlayer.lavaHurt();myServerPlayer.lavaHurt();
// ServerPlayer.lootTable as ResourceLocationmyServerPlayer.lootTable
Return Type:
ResourceLocation
// ServerPlayer.luck as floatmyServerPlayer.luck
Return Type:
float
// ServerPlayer.luck() as float;myServerPlayer.luck();
Return Type:
float
// ServerPlayer.mainArm as HumanoidArmmyServerPlayer.mainArm
Return Type:
HumanoidArm
// ServerPlayer.mainArm as HumanoidArmmyServerPlayer.mainArm
Return Type:
HumanoidArm
// ServerPlayer.maxAirSupply as intmyServerPlayer.maxAirSupply
Return Type:
int
// ServerPlayer.maxAirSupply() as int;myServerPlayer.maxAirSupply();
Return Type:
int
// ServerPlayer.maxFallDistance as intmyServerPlayer.maxFallDistance
Return Type:
int
// ServerPlayer.maxFallDistance() as int;myServerPlayer.maxFallDistance();
Return Type:
int
// ServerPlayer.maxHealth as floatmyServerPlayer.maxHealth
Return Type:
float
// ServerPlayer.maxHealth() as float;myServerPlayer.maxHealth();
Return Type:
float
// ServerPlayer.mayBuild as boolmyServerPlayer.mayBuild
Return Type:
bool
// ServerPlayer.mayBuild() as bool;myServerPlayer.mayBuild();
Return Type:
bool
// ServerPlayer.moveTo(x as double, y as double, z as double);myServerPlayer.moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ServerPlayer.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);myServerPlayer.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
// ServerPlayer.noActionTime as intmyServerPlayer.noActionTime
Return Type:
int
// ServerPlayer.noActionTime() as int;myServerPlayer.noActionTime();
Return Type:
int
// ServerPlayer.onGround as boolmyServerPlayer.onGround
Return Type:
bool
// ServerPlayer.percentFrozen as floatmyServerPlayer.percentFrozen
Return Type:
float
// ServerPlayer.percentFrozen() as float;myServerPlayer.percentFrozen();
Return Type:
float
// ServerPlayer.pistonPushReaction as PushReactionmyServerPlayer.pistonPushReaction
Return Type:
PushReaction
// ServerPlayer.playNotifySound(event as SoundEvent, source as SoundSource, volume as float, pitch as float);myServerPlayer.playNotifySound(mySoundEvent, mySoundSource, myFloat, myFloat);
Parameters:
event: SoundEvent
Type: SoundEvent
source: SoundSource
Type: SoundSource
volume: float
Type: float
pitch: float
Type: float
myServerPlayer.playSound(mySoundEvent, myFloat, myFloat);
Parameters:
// ServerPlayer.portalWaitTime as intmyServerPlayer.portalWaitTime
Return Type:
int
// ServerPlayer.portalWaitTime() as int;myServerPlayer.portalWaitTime();
Return Type:
int
// ServerPlayer.random as RandomSourcemyServerPlayer.random
Return Type:
RandomSource
// ServerPlayer.registryName as ResourceLocationmyServerPlayer.registryName
Return Type:
ResourceLocation
// ServerPlayer.releaseUsingItem();myServerPlayer.releaseUsingItem();
// ServerPlayer.remainingFireTicks as intmyServerPlayer.remainingFireTicks
Return Type:
int
// ServerPlayer.remainingFireTicks() as int;myServerPlayer.remainingFireTicks();
Return Type:
int
// ServerPlayer.removeAllEffects() as bool;myServerPlayer.removeAllEffects();
Return Type:
bool
myServerPlayer.removeEffectNoUpdate(myMobEffect);
Return Type:
MobEffectInstance
// ServerPlayer.removeTag(tagName as string) as bool;myServerPlayer.removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// ServerPlayer.removeVehicle();myServerPlayer.removeVehicle();
// ServerPlayer.respawn();myServerPlayer.respawn();
// ServerPlayer.scale as floatmyServerPlayer.scale
Return Type:
float
// ServerPlayer.scale() as float;myServerPlayer.scale();
Return Type:
float
// ServerPlayer.score as intmyServerPlayer.score
Return Type:
int
// ServerPlayer.score() as int;myServerPlayer.score();
Return Type:
int
// ServerPlayer.setAbsorptionAmount(absorption as float);myServerPlayer.setAbsorptionAmount(myFloat);
Parameters:
absorption: float
Type: float
// ServerPlayer.setAirSupply(air as int);myServerPlayer.setAirSupply(myInt);
Parameters:
air: int
Type: int
// ServerPlayer.setArrowCount(count as int);myServerPlayer.setArrowCount(myInt);
Parameters:
count: int
Type: int
// ServerPlayer.setCustomNameVisible(visible as bool);myServerPlayer.setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
// ServerPlayer.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);myServerPlayer.setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// ServerPlayer.setDiscardFriction(discardFriction as bool);myServerPlayer.setDiscardFriction(myBool);
Parameters:
discardFriction: bool
Type: bool
// ServerPlayer.setGlowingTag(glowing as bool);myServerPlayer.setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
// ServerPlayer.setHealth(health as float);myServerPlayer.setHealth(myFloat);
Parameters:
health: float
Type: float
// ServerPlayer.setInvisible(invisible as bool);myServerPlayer.setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// ServerPlayer.setInvulnerable(invulnerable as bool);myServerPlayer.setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// ServerPlayer.setIsInPowderSnow(inPowderSnow as bool);myServerPlayer.setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
myServerPlayer.setItemInHand(myInteractionHand, myItemStack);
Parameters:
hand: InteractionHand
Type: InteractionHand
myServerPlayer.setItemSlot(myEquipmentSlot, myItemStack);
Parameters:
slot: EquipmentSlot
Type: EquipmentSlot
// ServerPlayer.setJumping(jumping as bool);myServerPlayer.setJumping(myBool);
Parameters:
jumping: bool
Type: bool
myServerPlayer.setLastHurtByMob(myLivingEntity);
Parameters:
entity: LivingEntity
Type: LivingEntity
myServerPlayer.setMainArm(myHumanoidArm);
Parameters:
arm: HumanoidArm
Type: HumanoidArm
// ServerPlayer.setNoActionTime(idleTime as int);myServerPlayer.setNoActionTime(myInt);
Parameters:
idleTime: int
Type: int
// ServerPlayer.setNoGravity(noGravity as bool);myServerPlayer.setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// ServerPlayer.setOldPosAndRot();myServerPlayer.setOldPosAndRot();
// ServerPlayer.setOnGround(onGround as bool);myServerPlayer.setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// ServerPlayer.setPortalCooldown();myServerPlayer.setPortalCooldown();
// ServerPlayer.setPos(x as double, y as double, z as double);myServerPlayer.setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ServerPlayer.setPosRaw(x as double, y as double, z as double);myServerPlayer.setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ServerPlayer.setReducedDebugInfo(reducedDebugInfo as bool);myServerPlayer.setReducedDebugInfo(myBool);
Parameters:
reducedDebugInfo: bool
Type: bool
// ServerPlayer.setRemainingFireTicks(ticks as int);myServerPlayer.setRemainingFireTicks(myInt);
Parameters:
ticks: int
Type: int
myServerPlayer.setRemoved(myRemovalReason);
Parameters:
var1: RemovalReason
Type: RemovalReason
// ServerPlayer.setScore(score as int);myServerPlayer.setScore(myInt);
Parameters:
score: int
Type: int
// ServerPlayer.setSecondsOnFire(seconds as int);myServerPlayer.setSecondsOnFire(myInt);
Parameters:
seconds: int
Type: int
// ServerPlayer.setShiftKeyDown(keyDown as bool);myServerPlayer.setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
// ServerPlayer.setSilent(silent as bool);myServerPlayer.setSilent(myBool);
Parameters:
silent: bool
Type: bool
// ServerPlayer.setSpeed(speed as float);myServerPlayer.setSpeed(myFloat);
Parameters:
speed: float
Type: float
// ServerPlayer.setSprinting(sprinting as bool);myServerPlayer.setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// ServerPlayer.setStingerCount(count as int);myServerPlayer.setStingerCount(myInt);
Parameters:
count: int
Type: int
// ServerPlayer.setSwimming(swimming as bool);myServerPlayer.setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// ServerPlayer.setTicksFrozen(ticks as int);myServerPlayer.setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
// ServerPlayer.shouldBeSaved as boolmyServerPlayer.shouldBeSaved
Return Type:
bool
// ServerPlayer.shouldBeSaved() as bool;myServerPlayer.shouldBeSaved();
Return Type:
bool
// ServerPlayer.shouldDiscardFriction as boolmyServerPlayer.shouldDiscardFriction
Return Type:
bool
// ServerPlayer.shouldDiscardFriction() as bool;myServerPlayer.shouldDiscardFriction();
Return Type:
bool
// ServerPlayer.shouldInformAdmins as boolmyServerPlayer.shouldInformAdmins
Return Type:
bool
// ServerPlayer.shouldInformAdmins() as bool;myServerPlayer.shouldInformAdmins();
Return Type:
bool
// ServerPlayer.shouldShowName as boolmyServerPlayer.shouldShowName
Return Type:
bool
// ServerPlayer.shouldShowName() as bool;myServerPlayer.shouldShowName();
Return Type:
bool
// ServerPlayer.showVehicleHealth as boolmyServerPlayer.showVehicleHealth
Return Type:
bool
// ServerPlayer.showVehicleHealth() as bool;myServerPlayer.showVehicleHealth();
Return Type:
bool
// ServerPlayer.sleepTimer as intmyServerPlayer.sleepTimer
Return Type:
int
// ServerPlayer.sleepTimer() as int;myServerPlayer.sleepTimer();
Return Type:
int
// ServerPlayer.soundSource as SoundSourcemyServerPlayer.soundSource
Return Type:
SoundSource
// ServerPlayer.speed as floatmyServerPlayer.speed
Return Type:
float
// ServerPlayer.speed() as float;myServerPlayer.speed();
Return Type:
float
myServerPlayer.startUsingItem(myInteractionHand);
Parameters:
param0: InteractionHand
Type: InteractionHand
// ServerPlayer.stingerCount as intmyServerPlayer.stingerCount
Return Type:
int
// ServerPlayer.stingerCount() as int;myServerPlayer.stingerCount();
Return Type:
int
// ServerPlayer.stopRiding();myServerPlayer.stopRiding();
// ServerPlayer.stopSleeping();myServerPlayer.stopSleeping();
// ServerPlayer.stopSleeping();myServerPlayer.stopSleeping();
// ServerPlayer.stopUsingItem();myServerPlayer.stopUsingItem();
// ServerPlayer.stringUUID as stringmyServerPlayer.stringUUID
Return Type:
string
// ServerPlayer.stringUUID() as string;myServerPlayer.stringUUID();
Return Type:
string
// ServerPlayer.sweepAttack();myServerPlayer.sweepAttack();
myServerPlayer.swing(myInteractionHand);
Parameters:
hand: InteractionHand
Type: InteractionHand
myServerPlayer.swing(myInteractionHand, myBool);
Parameters:
hand: InteractionHand
Type: InteractionHand
updateSelf: bool
Type: bool
// ServerPlayer.tags as Set<string>myServerPlayer.tags
Return Type:
Set<string>
// ServerPlayer.tags() as Set<string>;myServerPlayer.tags();
Return Type:
Set<string>
// ServerPlayer.teamColor as intmyServerPlayer.teamColor
Return Type:
int
// ServerPlayer.teamColor() as int;myServerPlayer.teamColor();
Return Type:
int
// ServerPlayer.teleportTo(x as double, y as double, z as double);myServerPlayer.teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ServerPlayer.ticksFrozen as intmyServerPlayer.ticksFrozen
Return Type:
int
// ServerPlayer.ticksFrozen() as int;myServerPlayer.ticksFrozen();
Return Type:
int
// ServerPlayer.ticksRequiredToFreeze as intmyServerPlayer.ticksRequiredToFreeze
Return Type:
int
// ServerPlayer.ticksRequiredToFreeze() as int;myServerPlayer.ticksRequiredToFreeze();
Return Type:
int
// ServerPlayer.ticksUsingItem as intmyServerPlayer.ticksUsingItem
Return Type:
int
// ServerPlayer.ticksUsingItem() as int;myServerPlayer.ticksUsingItem();
Return Type:
int
// ServerPlayer.turn(yaw as double, pitch as double);myServerPlayer.turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
myServerPlayer.type
Return Type:
EntityType<Entity>
// ServerPlayer.unRide();myServerPlayer.unRide();
// ServerPlayer.usedItemHand as InteractionHandmyServerPlayer.usedItemHand
Return Type:
InteractionHand
// ServerPlayer.useItemRemainingTicks as intmyServerPlayer.useItemRemainingTicks
Return Type:
int
// ServerPlayer.useItemRemainingTicks() as int;myServerPlayer.useItemRemainingTicks();
Return Type:
int
// ServerPlayer.uuid as UUIDmyServerPlayer.uuid
Return Type:
UUID
// ServerPlayer.uuid() as UUID;myServerPlayer.uuid();
Return Type:
UUID
// ServerPlayer.voicePitch as floatmyServerPlayer.voicePitch
Return Type:
float
// ServerPlayer.voicePitch() as float;myServerPlayer.voicePitch();
Return Type:
float
// ServerPlayer.x as doublemyServerPlayer.x
Return Type:
double
// ServerPlayer.x() as double;myServerPlayer.x();
Return Type:
double
// ServerPlayer.xpNeededForNextLevel as intmyServerPlayer.xpNeededForNextLevel
Return Type:
int
// ServerPlayer.xpNeededForNextLevel() as int;myServerPlayer.xpNeededForNextLevel();
Return Type:
int
// ServerPlayer.y as doublemyServerPlayer.y
Return Type:
double
// ServerPlayer.y() as double;myServerPlayer.y();
Return Type:
double
// ServerPlayer.z as doublemyServerPlayer.z
Return Type:
double
// ServerPlayer.z() as double;myServerPlayer.z();
Return Type:
double