ThrowableProjectile
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.projectile.ThrowableProjectile;
Extends
ThrowableProjectile extends Projectile
.
Implements
ThrowableProjectile
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces
TraceableEntity
,ScoreHolder
,IEntityExtension
,INBTSerializable<CompoundTag>
Members
// ThrowableProjectile.acceptsFailure as boolmyThrowableProjectile.acceptsFailure
Return Type:
bool
// ThrowableProjectile.acceptsFailure() as bool;myThrowableProjectile.acceptsFailure();
Return Type:
bool
// ThrowableProjectile.acceptsSuccess as boolmyThrowableProjectile.acceptsSuccess
Return Type:
bool
// ThrowableProjectile.acceptsSuccess() as bool;myThrowableProjectile.acceptsSuccess();
Return Type:
bool
// ThrowableProjectile.addTag(tagName as string) as bool;myThrowableProjectile.addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// ThrowableProjectile.airSupply as intmyThrowableProjectile.airSupply
Return Type:
int
// ThrowableProjectile.airSupply() as int;myThrowableProjectile.airSupply();
Return Type:
int
// ThrowableProjectile.alwaysAccepts as boolmyThrowableProjectile.alwaysAccepts
Return Type:
bool
// ThrowableProjectile.alwaysAccepts() as bool;myThrowableProjectile.alwaysAccepts();
Return Type:
bool
// ThrowableProjectile.bbHeight as floatmyThrowableProjectile.bbHeight
Return Type:
float
// ThrowableProjectile.bbHeight() as float;myThrowableProjectile.bbHeight();
Return Type:
float
// ThrowableProjectile.bbWidth as floatmyThrowableProjectile.bbWidth
Return Type:
float
// ThrowableProjectile.bbWidth() as float;myThrowableProjectile.bbWidth();
Return Type:
float
// ThrowableProjectile.blockX as intmyThrowableProjectile.blockX
Return Type:
int
// ThrowableProjectile.blockX() as int;myThrowableProjectile.blockX();
Return Type:
int
// ThrowableProjectile.blockY as intmyThrowableProjectile.blockY
Return Type:
int
// ThrowableProjectile.blockY() as int;myThrowableProjectile.blockY();
Return Type:
int
// ThrowableProjectile.blockZ as intmyThrowableProjectile.blockZ
Return Type:
int
// ThrowableProjectile.blockZ() as int;myThrowableProjectile.blockZ();
Return Type:
int
// ThrowableProjectile.canBeCollidedWith as boolmyThrowableProjectile.canBeCollidedWith
Return Type:
bool
// ThrowableProjectile.canBeCollidedWith() as bool;myThrowableProjectile.canBeCollidedWith();
Return Type:
bool
// ThrowableProjectile.canFreeze as boolmyThrowableProjectile.canFreeze
Return Type:
bool
// ThrowableProjectile.canFreeze() as bool;myThrowableProjectile.canFreeze();
Return Type:
bool
// ThrowableProjectile.clearFire();myThrowableProjectile.clearFire();
// ThrowableProjectile.dampensVibrations as boolmyThrowableProjectile.dampensVibrations
Return Type:
bool
// ThrowableProjectile.dampensVibrations() as bool;myThrowableProjectile.dampensVibrations();
Return Type:
bool
// ThrowableProjectile.dimensionChangingDelay as intmyThrowableProjectile.dimensionChangingDelay
Return Type:
int
// ThrowableProjectile.dimensionChangingDelay() as int;myThrowableProjectile.dimensionChangingDelay();
Return Type:
int
// ThrowableProjectile.discard();myThrowableProjectile.discard();
// ThrowableProjectile.dismountsUnderwater as boolmyThrowableProjectile.dismountsUnderwater
Return Type:
bool
// ThrowableProjectile.distanceToSqr(x as double, y as double, z as double) as double;myThrowableProjectile.distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// ThrowableProjectile.ejectPassengers();myThrowableProjectile.ejectPassengers();
// ThrowableProjectile.eyeHeight as floatmyThrowableProjectile.eyeHeight
Return Type:
float
// ThrowableProjectile.eyeHeight() as float;myThrowableProjectile.eyeHeight();
Return Type:
float
// ThrowableProjectile.eyeY as doublemyThrowableProjectile.eyeY
Return Type:
double
// ThrowableProjectile.eyeY() as double;myThrowableProjectile.eyeY();
Return Type:
double
// ThrowableProjectile.feetBlockState as BlockStatemyThrowableProjectile.feetBlockState
Return Type:
BlockState
// ThrowableProjectile.fireImmune as boolmyThrowableProjectile.fireImmune
Return Type:
bool
// ThrowableProjectile.fireImmune() as bool;myThrowableProjectile.fireImmune();
Return Type:
bool
// ThrowableProjectile.fluidJumpThreshold as doublemyThrowableProjectile.fluidJumpThreshold
Return Type:
double
// ThrowableProjectile.fluidJumpThreshold() as double;myThrowableProjectile.fluidJumpThreshold();
Return Type:
double
myThrowableProjectile.getAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
T
myThrowableProjectile.getAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
T
// ThrowableProjectile.getX(scale as double) as double;myThrowableProjectile.getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// ThrowableProjectile.getY(scale as double) as double;myThrowableProjectile.getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// ThrowableProjectile.getZ(scale as double) as double;myThrowableProjectile.getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
myThrowableProjectile.hasAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
bool
myThrowableProjectile.hasAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
bool
// ThrowableProjectile.hasCustomName as boolmyThrowableProjectile.hasCustomName
Return Type:
bool
// ThrowableProjectile.hasCustomName as boolmyThrowableProjectile.hasCustomName
Return Type:
bool
// ThrowableProjectile.hasCustomName() as bool;myThrowableProjectile.hasCustomName();
Return Type:
bool
// ThrowableProjectile.hasCustomName() as bool;myThrowableProjectile.hasCustomName();
Return Type:
bool
// ThrowableProjectile.hasExactlyOnePlayerPassenger as boolmyThrowableProjectile.hasExactlyOnePlayerPassenger
Return Type:
bool
// ThrowableProjectile.hasExactlyOnePlayerPassenger() as bool;myThrowableProjectile.hasExactlyOnePlayerPassenger();
Return Type:
bool
// ThrowableProjectile.hasGlowingTag as boolmyThrowableProjectile.hasGlowingTag
Return Type:
bool
// ThrowableProjectile.hasGlowingTag() as bool;myThrowableProjectile.hasGlowingTag();
Return Type:
bool
myThrowableProjectile.hurt(myDamageSource, myFloat);
Parameters:
source: DamageSource
Type: DamageSource
amount: float
Type: float
Return Type:
bool
// ThrowableProjectile.id as intmyThrowableProjectile.id
Return Type:
int
// ThrowableProjectile.id() as int;myThrowableProjectile.id();
Return Type:
int
// ThrowableProjectile.isAlive as boolmyThrowableProjectile.isAlive
Return Type:
bool
// ThrowableProjectile.isAlive() as bool;myThrowableProjectile.isAlive();
Return Type:
bool
// ThrowableProjectile.isAlwaysTicking as boolmyThrowableProjectile.isAlwaysTicking
Return Type:
bool
// ThrowableProjectile.isAlwaysTicking() as bool;myThrowableProjectile.isAlwaysTicking();
Return Type:
bool
// ThrowableProjectile.isAttackable as boolmyThrowableProjectile.isAttackable
Return Type:
bool
// ThrowableProjectile.isAttackable() as bool;myThrowableProjectile.isAttackable();
Return Type:
bool
myThrowableProjectile.isColliding(myBlockPos, myBlockState);
Parameters:
state: BlockState
Type: BlockState
Return Type:
bool
// ThrowableProjectile.isCrouching as boolmyThrowableProjectile.isCrouching
Return Type:
bool
// ThrowableProjectile.isCrouching() as bool;myThrowableProjectile.isCrouching();
Return Type:
bool
// ThrowableProjectile.isCurrentlyGlowing as boolmyThrowableProjectile.isCurrentlyGlowing
Return Type:
bool
// ThrowableProjectile.isCurrentlyGlowing() as bool;myThrowableProjectile.isCurrentlyGlowing();
Return Type:
bool
// ThrowableProjectile.isCustomNameVisible as boolmyThrowableProjectile.isCustomNameVisible
Return Type:
bool
// ThrowableProjectile.isCustomNameVisible() as bool;myThrowableProjectile.isCustomNameVisible();
Return Type:
bool
// ThrowableProjectile.isDescending as boolmyThrowableProjectile.isDescending
Return Type:
bool
// ThrowableProjectile.isDescending() as bool;myThrowableProjectile.isDescending();
Return Type:
bool
// ThrowableProjectile.isDiscrete as boolmyThrowableProjectile.isDiscrete
Return Type:
bool
// ThrowableProjectile.isDiscrete() as bool;myThrowableProjectile.isDiscrete();
Return Type:
bool
// ThrowableProjectile.isFree(x as double, y as double, z as double) as bool;myThrowableProjectile.isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// ThrowableProjectile.isFullyFrozen as boolmyThrowableProjectile.isFullyFrozen
Return Type:
bool
// ThrowableProjectile.isFullyFrozen() as bool;myThrowableProjectile.isFullyFrozen();
Return Type:
bool
// ThrowableProjectile.isInLava as boolmyThrowableProjectile.isInLava
Return Type:
bool
// ThrowableProjectile.isInLava() as bool;myThrowableProjectile.isInLava();
Return Type:
bool
// ThrowableProjectile.isInvisible as boolmyThrowableProjectile.isInvisible
Return Type:
bool
// ThrowableProjectile.isInvisible() as bool;myThrowableProjectile.isInvisible();
Return Type:
bool
// ThrowableProjectile.isInvulnerable as boolmyThrowableProjectile.isInvulnerable
Return Type:
bool
// ThrowableProjectile.isInvulnerable() as bool;myThrowableProjectile.isInvulnerable();
Return Type:
bool
myThrowableProjectile.isInvulnerableTo(myDamageSource);
Parameters:
source: DamageSource
Type: DamageSource
Return Type:
bool
// ThrowableProjectile.isInWall as boolmyThrowableProjectile.isInWall
Return Type:
bool
// ThrowableProjectile.isInWall() as bool;myThrowableProjectile.isInWall();
Return Type:
bool
// ThrowableProjectile.isInWater as boolmyThrowableProjectile.isInWater
Return Type:
bool
// ThrowableProjectile.isInWater() as bool;myThrowableProjectile.isInWater();
Return Type:
bool
// ThrowableProjectile.isInWaterOrBubble as boolmyThrowableProjectile.isInWaterOrBubble
Return Type:
bool
// ThrowableProjectile.isInWaterOrBubble() as bool;myThrowableProjectile.isInWaterOrBubble();
Return Type:
bool
// ThrowableProjectile.isInWaterOrRain as boolmyThrowableProjectile.isInWaterOrRain
Return Type:
bool
// ThrowableProjectile.isInWaterOrRain() as bool;myThrowableProjectile.isInWaterOrRain();
Return Type:
bool
// ThrowableProjectile.isInWaterRainOrBubble as boolmyThrowableProjectile.isInWaterRainOrBubble
Return Type:
bool
// ThrowableProjectile.isInWaterRainOrBubble() as bool;myThrowableProjectile.isInWaterRainOrBubble();
Return Type:
bool
// ThrowableProjectile.isNoGravity as boolmyThrowableProjectile.isNoGravity
Return Type:
bool
// ThrowableProjectile.isNoGravity() as bool;myThrowableProjectile.isNoGravity();
Return Type:
bool
// ThrowableProjectile.isOnFire as boolmyThrowableProjectile.isOnFire
Return Type:
bool
// ThrowableProjectile.isOnFire() as bool;myThrowableProjectile.isOnFire();
Return Type:
bool
// ThrowableProjectile.isOnPortalCooldown as boolmyThrowableProjectile.isOnPortalCooldown
Return Type:
bool
// ThrowableProjectile.isOnPortalCooldown() as bool;myThrowableProjectile.isOnPortalCooldown();
Return Type:
bool
// ThrowableProjectile.isPassenger as boolmyThrowableProjectile.isPassenger
Return Type:
bool
// ThrowableProjectile.isPassenger() as bool;myThrowableProjectile.isPassenger();
Return Type:
bool
// ThrowableProjectile.isPickable as boolmyThrowableProjectile.isPickable
Return Type:
bool
// ThrowableProjectile.isPickable() as bool;myThrowableProjectile.isPickable();
Return Type:
bool
// ThrowableProjectile.isPushable as boolmyThrowableProjectile.isPushable
Return Type:
bool
// ThrowableProjectile.isPushable() as bool;myThrowableProjectile.isPushable();
Return Type:
bool
// ThrowableProjectile.isPushedByFluid as boolmyThrowableProjectile.isPushedByFluid
Return Type:
bool
// ThrowableProjectile.isPushedByFluid() as bool;myThrowableProjectile.isPushedByFluid();
Return Type:
bool
// ThrowableProjectile.isRemoved as boolmyThrowableProjectile.isRemoved
Return Type:
bool
// ThrowableProjectile.isRemoved() as bool;myThrowableProjectile.isRemoved();
Return Type:
bool
// ThrowableProjectile.isShiftKeyDown as boolmyThrowableProjectile.isShiftKeyDown
Return Type:
bool
// ThrowableProjectile.isShiftKeyDown() as bool;myThrowableProjectile.isShiftKeyDown();
Return Type:
bool
// ThrowableProjectile.isSilent as boolmyThrowableProjectile.isSilent
Return Type:
bool
// ThrowableProjectile.isSilent() as bool;myThrowableProjectile.isSilent();
Return Type:
bool
// ThrowableProjectile.isSpectator as boolmyThrowableProjectile.isSpectator
Return Type:
bool
// ThrowableProjectile.isSpectator() as bool;myThrowableProjectile.isSpectator();
Return Type:
bool
// ThrowableProjectile.isSprinting as boolmyThrowableProjectile.isSprinting
Return Type:
bool
// ThrowableProjectile.isSprinting() as bool;myThrowableProjectile.isSprinting();
Return Type:
bool
// ThrowableProjectile.isSteppingCarefully as boolmyThrowableProjectile.isSteppingCarefully
Return Type:
bool
// ThrowableProjectile.isSteppingCarefully() as bool;myThrowableProjectile.isSteppingCarefully();
Return Type:
bool
// ThrowableProjectile.isSuppressingBounce as boolmyThrowableProjectile.isSuppressingBounce
Return Type:
bool
// ThrowableProjectile.isSuppressingBounce() as bool;myThrowableProjectile.isSuppressingBounce();
Return Type:
bool
// ThrowableProjectile.isSwimming as boolmyThrowableProjectile.isSwimming
Return Type:
bool
// ThrowableProjectile.isSwimming() as bool;myThrowableProjectile.isSwimming();
Return Type:
bool
// ThrowableProjectile.isUnderWater as boolmyThrowableProjectile.isUnderWater
Return Type:
bool
// ThrowableProjectile.isUnderWater() as bool;myThrowableProjectile.isUnderWater();
Return Type:
bool
// ThrowableProjectile.isVehicle as boolmyThrowableProjectile.isVehicle
Return Type:
bool
// ThrowableProjectile.isVehicle() as bool;myThrowableProjectile.isVehicle();
Return Type:
bool
// ThrowableProjectile.isVisuallyCrawling as boolmyThrowableProjectile.isVisuallyCrawling
Return Type:
bool
// ThrowableProjectile.isVisuallyCrawling() as bool;myThrowableProjectile.isVisuallyCrawling();
Return Type:
bool
// ThrowableProjectile.isVisuallySwimming as boolmyThrowableProjectile.isVisuallySwimming
Return Type:
bool
// ThrowableProjectile.isVisuallySwimming() as bool;myThrowableProjectile.isVisuallySwimming();
Return Type:
bool
// ThrowableProjectile.kill();myThrowableProjectile.kill();
// ThrowableProjectile.lavaHurt();myThrowableProjectile.lavaHurt();
// ThrowableProjectile.maxAirSupply as intmyThrowableProjectile.maxAirSupply
Return Type:
int
// ThrowableProjectile.maxAirSupply() as int;myThrowableProjectile.maxAirSupply();
Return Type:
int
// ThrowableProjectile.maxFallDistance as intmyThrowableProjectile.maxFallDistance
Return Type:
int
// ThrowableProjectile.maxFallDistance() as int;myThrowableProjectile.maxFallDistance();
Return Type:
int
// ThrowableProjectile.moveTo(x as double, y as double, z as double);myThrowableProjectile.moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ThrowableProjectile.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);myThrowableProjectile.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
// ThrowableProjectile.onGround as boolmyThrowableProjectile.onGround
Return Type:
bool
// ThrowableProjectile.percentFrozen as floatmyThrowableProjectile.percentFrozen
Return Type:
float
// ThrowableProjectile.percentFrozen() as float;myThrowableProjectile.percentFrozen();
Return Type:
float
// ThrowableProjectile.pistonPushReaction as PushReactionmyThrowableProjectile.pistonPushReaction
Return Type:
PushReaction
myThrowableProjectile.playSound(mySoundEvent, myFloat, myFloat);
Parameters:
// ThrowableProjectile.portalWaitTime as intmyThrowableProjectile.portalWaitTime
Return Type:
int
// ThrowableProjectile.portalWaitTime() as int;myThrowableProjectile.portalWaitTime();
Return Type:
int
// ThrowableProjectile.registryName as ResourceLocationmyThrowableProjectile.registryName
Return Type:
ResourceLocation
// ThrowableProjectile.remainingFireTicks as intmyThrowableProjectile.remainingFireTicks
Return Type:
int
// ThrowableProjectile.remainingFireTicks() as int;myThrowableProjectile.remainingFireTicks();
Return Type:
int
// ThrowableProjectile.removeTag(tagName as string) as bool;myThrowableProjectile.removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// ThrowableProjectile.removeVehicle();myThrowableProjectile.removeVehicle();
// ThrowableProjectile.setAirSupply(air as int);myThrowableProjectile.setAirSupply(myInt);
Parameters:
air: int
Type: int
myThrowableProjectile.setAttachmentData<T>(myAttachmentType, myT);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
data: T
Type: T
Return Type:
T?
myThrowableProjectile.setAttachmentData<T>(mySupplier, myT);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
data: T
Type: T
Return Type:
T?
// ThrowableProjectile.setCustomNameVisible(visible as bool);myThrowableProjectile.setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
// ThrowableProjectile.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);myThrowableProjectile.setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// ThrowableProjectile.setGlowingTag(glowing as bool);myThrowableProjectile.setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
// ThrowableProjectile.setInvisible(invisible as bool);myThrowableProjectile.setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// ThrowableProjectile.setInvulnerable(invulnerable as bool);myThrowableProjectile.setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// ThrowableProjectile.setIsInPowderSnow(inPowderSnow as bool);myThrowableProjectile.setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
myThrowableProjectile.setItemSlot(myEquipmentSlot, myItemStack);
Parameters:
slot: EquipmentSlot
Type: EquipmentSlot
// ThrowableProjectile.setNoGravity(noGravity as bool);myThrowableProjectile.setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// ThrowableProjectile.setOldPosAndRot();myThrowableProjectile.setOldPosAndRot();
// ThrowableProjectile.setOnGround(onGround as bool);myThrowableProjectile.setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// ThrowableProjectile.setPortalCooldown();myThrowableProjectile.setPortalCooldown();
// ThrowableProjectile.setPos(x as double, y as double, z as double);myThrowableProjectile.setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ThrowableProjectile.setPosRaw(x as double, y as double, z as double);myThrowableProjectile.setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ThrowableProjectile.setRemainingFireTicks(ticks as int);myThrowableProjectile.setRemainingFireTicks(myInt);
Parameters:
ticks: int
Type: int
myThrowableProjectile.setRemoved(myRemovalReason);
Parameters:
var1: RemovalReason
Type: RemovalReason
// ThrowableProjectile.setSecondsOnFire(seconds as int);myThrowableProjectile.setSecondsOnFire(myInt);
Parameters:
seconds: int
Type: int
// ThrowableProjectile.setShiftKeyDown(keyDown as bool);myThrowableProjectile.setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
// ThrowableProjectile.setSilent(silent as bool);myThrowableProjectile.setSilent(myBool);
Parameters:
silent: bool
Type: bool
// ThrowableProjectile.setSprinting(sprinting as bool);myThrowableProjectile.setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// ThrowableProjectile.setSwimming(swimming as bool);myThrowableProjectile.setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// ThrowableProjectile.setTicksFrozen(ticks as int);myThrowableProjectile.setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
// ThrowableProjectile.shouldBeSaved as boolmyThrowableProjectile.shouldBeSaved
Return Type:
bool
// ThrowableProjectile.shouldBeSaved() as bool;myThrowableProjectile.shouldBeSaved();
Return Type:
bool
// ThrowableProjectile.shouldInformAdmins as boolmyThrowableProjectile.shouldInformAdmins
Return Type:
bool
// ThrowableProjectile.shouldInformAdmins() as bool;myThrowableProjectile.shouldInformAdmins();
Return Type:
bool
// ThrowableProjectile.shouldShowName as boolmyThrowableProjectile.shouldShowName
Return Type:
bool
// ThrowableProjectile.shouldShowName() as bool;myThrowableProjectile.shouldShowName();
Return Type:
bool
// ThrowableProjectile.showVehicleHealth as boolmyThrowableProjectile.showVehicleHealth
Return Type:
bool
// ThrowableProjectile.showVehicleHealth() as bool;myThrowableProjectile.showVehicleHealth();
Return Type:
bool
// ThrowableProjectile.soundSource as SoundSourcemyThrowableProjectile.soundSource
Return Type:
SoundSource
// ThrowableProjectile.stopRiding();myThrowableProjectile.stopRiding();
// ThrowableProjectile.stringUUID as stringmyThrowableProjectile.stringUUID
Return Type:
string
// ThrowableProjectile.stringUUID() as string;myThrowableProjectile.stringUUID();
Return Type:
string
// ThrowableProjectile.tags as Set<string>myThrowableProjectile.tags
Return Type:
Set<string>
// ThrowableProjectile.tags() as Set<string>;myThrowableProjectile.tags();
Return Type:
Set<string>
// ThrowableProjectile.teamColor as intmyThrowableProjectile.teamColor
Return Type:
int
// ThrowableProjectile.teamColor() as int;myThrowableProjectile.teamColor();
Return Type:
int
// ThrowableProjectile.teleportTo(x as double, y as double, z as double);myThrowableProjectile.teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ThrowableProjectile.ticksFrozen as intmyThrowableProjectile.ticksFrozen
Return Type:
int
// ThrowableProjectile.ticksFrozen() as int;myThrowableProjectile.ticksFrozen();
Return Type:
int
// ThrowableProjectile.ticksRequiredToFreeze as intmyThrowableProjectile.ticksRequiredToFreeze
Return Type:
int
// ThrowableProjectile.ticksRequiredToFreeze() as int;myThrowableProjectile.ticksRequiredToFreeze();
Return Type:
int
// ThrowableProjectile.turn(yaw as double, pitch as double);myThrowableProjectile.turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
myThrowableProjectile.type
Return Type:
EntityType<Entity>
// ThrowableProjectile.unRide();myThrowableProjectile.unRide();
// ThrowableProjectile.uuid as UUIDmyThrowableProjectile.uuid
Return Type:
UUID
// ThrowableProjectile.uuid() as UUID;myThrowableProjectile.uuid();
Return Type:
UUID
// ThrowableProjectile.x as doublemyThrowableProjectile.x
Return Type:
double
// ThrowableProjectile.x() as double;myThrowableProjectile.x();
Return Type:
double
// ThrowableProjectile.y as doublemyThrowableProjectile.y
Return Type:
double
// ThrowableProjectile.y() as double;myThrowableProjectile.y();
Return Type:
double
// ThrowableProjectile.z as doublemyThrowableProjectile.z
Return Type:
double
// ThrowableProjectile.z() as double;myThrowableProjectile.z();
Return Type:
double