AbstractHurtingProjectile
Importing the class
If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at the top of the file.
import crafttweaker.api.entity.type.projectile.AbstractHurtingProjectile;
Extends
AbstractHurtingProjectile extends Projectile
.
Implements
AbstractHurtingProjectile
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces
TraceableEntity
,SyncedDataHolder
,ScoreHolder
,IEntityExtension
,INBTSerializable<CompoundTag>
Members
// AbstractHurtingProjectile.acceptsFailure as boolmyAbstractHurtingProjectile.acceptsFailure
Return Type:
bool
// AbstractHurtingProjectile.acceptsFailure() as bool;myAbstractHurtingProjectile.acceptsFailure();
Return Type:
bool
// AbstractHurtingProjectile.acceptsSuccess as boolmyAbstractHurtingProjectile.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 intmyAbstractHurtingProjectile.airSupply
Return Type:
int
// AbstractHurtingProjectile.airSupply() as int;myAbstractHurtingProjectile.airSupply();
Return Type:
int
// AbstractHurtingProjectile.alwaysAccepts as boolmyAbstractHurtingProjectile.alwaysAccepts
Return Type:
bool
// AbstractHurtingProjectile.alwaysAccepts() as bool;myAbstractHurtingProjectile.alwaysAccepts();
Return Type:
bool
// AbstractHurtingProjectile.bbHeight as floatmyAbstractHurtingProjectile.bbHeight
Return Type:
float
// AbstractHurtingProjectile.bbHeight() as float;myAbstractHurtingProjectile.bbHeight();
Return Type:
float
// AbstractHurtingProjectile.bbWidth as floatmyAbstractHurtingProjectile.bbWidth
Return Type:
float
// AbstractHurtingProjectile.bbWidth() as float;myAbstractHurtingProjectile.bbWidth();
Return Type:
float
// AbstractHurtingProjectile.blockX as intmyAbstractHurtingProjectile.blockX
Return Type:
int
// AbstractHurtingProjectile.blockX() as int;myAbstractHurtingProjectile.blockX();
Return Type:
int
// AbstractHurtingProjectile.blockY as intmyAbstractHurtingProjectile.blockY
Return Type:
int
// AbstractHurtingProjectile.blockY() as int;myAbstractHurtingProjectile.blockY();
Return Type:
int
// AbstractHurtingProjectile.blockZ as intmyAbstractHurtingProjectile.blockZ
Return Type:
int
// AbstractHurtingProjectile.blockZ() as int;myAbstractHurtingProjectile.blockZ();
Return Type:
int
// AbstractHurtingProjectile.canBeCollidedWith as boolmyAbstractHurtingProjectile.canBeCollidedWith
Return Type:
bool
// AbstractHurtingProjectile.canBeCollidedWith() as bool;myAbstractHurtingProjectile.canBeCollidedWith();
Return Type:
bool
// AbstractHurtingProjectile.canFreeze as boolmyAbstractHurtingProjectile.canFreeze
Return Type:
bool
// AbstractHurtingProjectile.canFreeze() as bool;myAbstractHurtingProjectile.canFreeze();
Return Type:
bool
// AbstractHurtingProjectile.clearFire();myAbstractHurtingProjectile.clearFire();
// AbstractHurtingProjectile.dampensVibrations as boolmyAbstractHurtingProjectile.dampensVibrations
Return Type:
bool
// AbstractHurtingProjectile.dampensVibrations() as bool;myAbstractHurtingProjectile.dampensVibrations();
Return Type:
bool
// AbstractHurtingProjectile.dimensionChangingDelay as intmyAbstractHurtingProjectile.dimensionChangingDelay
Return Type:
int
// AbstractHurtingProjectile.dimensionChangingDelay() as int;myAbstractHurtingProjectile.dimensionChangingDelay();
Return Type:
int
// AbstractHurtingProjectile.discard();myAbstractHurtingProjectile.discard();
// AbstractHurtingProjectile.dismountsUnderwater as boolmyAbstractHurtingProjectile.dismountsUnderwater
Return Type:
bool
// 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.ejectPassengers();myAbstractHurtingProjectile.ejectPassengers();
// AbstractHurtingProjectile.eyeHeight as floatmyAbstractHurtingProjectile.eyeHeight
Return Type:
float
// AbstractHurtingProjectile.eyeHeight() as float;myAbstractHurtingProjectile.eyeHeight();
Return Type:
float
// AbstractHurtingProjectile.eyeY as doublemyAbstractHurtingProjectile.eyeY
Return Type:
double
// AbstractHurtingProjectile.eyeY() as double;myAbstractHurtingProjectile.eyeY();
Return Type:
double
// AbstractHurtingProjectile.fireImmune as boolmyAbstractHurtingProjectile.fireImmune
Return Type:
bool
// AbstractHurtingProjectile.fireImmune() as bool;myAbstractHurtingProjectile.fireImmune();
Return Type:
bool
// AbstractHurtingProjectile.fireTicks as intmyAbstractHurtingProjectile.fireTicks
Return Type:
int
// AbstractHurtingProjectile.fireTicks = (ticks as int);myAbstractHurtingProjectile.fireTicks = myInt;
Parameters:
ticks: int
Type: int
// AbstractHurtingProjectile.fluidJumpThreshold as doublemyAbstractHurtingProjectile.fluidJumpThreshold
Return Type:
double
// AbstractHurtingProjectile.fluidJumpThreshold() as double;myAbstractHurtingProjectile.fluidJumpThreshold();
Return Type:
double
myAbstractHurtingProjectile.getAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
T
myAbstractHurtingProjectile.getAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
T
// 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
myAbstractHurtingProjectile.hasAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
bool
myAbstractHurtingProjectile.hasAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
bool
// AbstractHurtingProjectile.hasCustomName as boolmyAbstractHurtingProjectile.hasCustomName
Return Type:
bool
// AbstractHurtingProjectile.hasCustomName as boolmyAbstractHurtingProjectile.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 boolmyAbstractHurtingProjectile.hasExactlyOnePlayerPassenger
Return Type:
bool
// AbstractHurtingProjectile.hasExactlyOnePlayerPassenger() as bool;myAbstractHurtingProjectile.hasExactlyOnePlayerPassenger();
Return Type:
bool
// AbstractHurtingProjectile.hasGlowingTag as boolmyAbstractHurtingProjectile.hasGlowingTag
Return Type:
bool
// AbstractHurtingProjectile.hasGlowingTag() as bool;myAbstractHurtingProjectile.hasGlowingTag();
Return Type:
bool
myAbstractHurtingProjectile.hurt(myDamageSource, myFloat);
Parameters:
source: DamageSource
Type: DamageSource
amount: float
Type: float
Return Type:
bool
// AbstractHurtingProjectile.id as intmyAbstractHurtingProjectile.id
Return Type:
int
// AbstractHurtingProjectile.id() as int;myAbstractHurtingProjectile.id();
Return Type:
int
// AbstractHurtingProjectile.inBlockState as BlockStatemyAbstractHurtingProjectile.inBlockState
Return Type:
BlockState
// AbstractHurtingProjectile.isAlive as boolmyAbstractHurtingProjectile.isAlive
Return Type:
bool
// AbstractHurtingProjectile.isAlive() as bool;myAbstractHurtingProjectile.isAlive();
Return Type:
bool
// AbstractHurtingProjectile.isAlwaysTicking as boolmyAbstractHurtingProjectile.isAlwaysTicking
Return Type:
bool
// AbstractHurtingProjectile.isAlwaysTicking() as bool;myAbstractHurtingProjectile.isAlwaysTicking();
Return Type:
bool
// AbstractHurtingProjectile.isAttackable as boolmyAbstractHurtingProjectile.isAttackable
Return Type:
bool
// AbstractHurtingProjectile.isAttackable() as bool;myAbstractHurtingProjectile.isAttackable();
Return Type:
bool
myAbstractHurtingProjectile.isColliding(myBlockPos, myBlockState);
Parameters:
state: BlockState
Type: BlockState
Return Type:
bool
// AbstractHurtingProjectile.isCrouching as boolmyAbstractHurtingProjectile.isCrouching
Return Type:
bool
// AbstractHurtingProjectile.isCrouching() as bool;myAbstractHurtingProjectile.isCrouching();
Return Type:
bool
// AbstractHurtingProjectile.isCurrentlyGlowing as boolmyAbstractHurtingProjectile.isCurrentlyGlowing
Return Type:
bool
// AbstractHurtingProjectile.isCurrentlyGlowing() as bool;myAbstractHurtingProjectile.isCurrentlyGlowing();
Return Type:
bool
// AbstractHurtingProjectile.isCustomNameVisible as boolmyAbstractHurtingProjectile.isCustomNameVisible
Return Type:
bool
// AbstractHurtingProjectile.isCustomNameVisible() as bool;myAbstractHurtingProjectile.isCustomNameVisible();
Return Type:
bool
// AbstractHurtingProjectile.isDescending as boolmyAbstractHurtingProjectile.isDescending
Return Type:
bool
// AbstractHurtingProjectile.isDescending() as bool;myAbstractHurtingProjectile.isDescending();
Return Type:
bool
// AbstractHurtingProjectile.isDiscrete as boolmyAbstractHurtingProjectile.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 boolmyAbstractHurtingProjectile.isFullyFrozen
Return Type:
bool
// AbstractHurtingProjectile.isFullyFrozen() as bool;myAbstractHurtingProjectile.isFullyFrozen();
Return Type:
bool
// AbstractHurtingProjectile.isInLava as boolmyAbstractHurtingProjectile.isInLava
Return Type:
bool
// AbstractHurtingProjectile.isInLava() as bool;myAbstractHurtingProjectile.isInLava();
Return Type:
bool
// AbstractHurtingProjectile.isInvisible as boolmyAbstractHurtingProjectile.isInvisible
Return Type:
bool
// AbstractHurtingProjectile.isInvisible() as bool;myAbstractHurtingProjectile.isInvisible();
Return Type:
bool
// AbstractHurtingProjectile.isInvulnerable as boolmyAbstractHurtingProjectile.isInvulnerable
Return Type:
bool
// AbstractHurtingProjectile.isInvulnerable() as bool;myAbstractHurtingProjectile.isInvulnerable();
Return Type:
bool
myAbstractHurtingProjectile.isInvulnerableTo(myDamageSource);
Parameters:
source: DamageSource
Type: DamageSource
Return Type:
bool
// AbstractHurtingProjectile.isInWall as boolmyAbstractHurtingProjectile.isInWall
Return Type:
bool
// AbstractHurtingProjectile.isInWall() as bool;myAbstractHurtingProjectile.isInWall();
Return Type:
bool
// AbstractHurtingProjectile.isInWater as boolmyAbstractHurtingProjectile.isInWater
Return Type:
bool
// AbstractHurtingProjectile.isInWater() as bool;myAbstractHurtingProjectile.isInWater();
Return Type:
bool
// AbstractHurtingProjectile.isInWaterOrBubble as boolmyAbstractHurtingProjectile.isInWaterOrBubble
Return Type:
bool
// AbstractHurtingProjectile.isInWaterOrBubble() as bool;myAbstractHurtingProjectile.isInWaterOrBubble();
Return Type:
bool
// AbstractHurtingProjectile.isInWaterOrRain as boolmyAbstractHurtingProjectile.isInWaterOrRain
Return Type:
bool
// AbstractHurtingProjectile.isInWaterOrRain() as bool;myAbstractHurtingProjectile.isInWaterOrRain();
Return Type:
bool
// AbstractHurtingProjectile.isInWaterRainOrBubble as boolmyAbstractHurtingProjectile.isInWaterRainOrBubble
Return Type:
bool
// AbstractHurtingProjectile.isInWaterRainOrBubble() as bool;myAbstractHurtingProjectile.isInWaterRainOrBubble();
Return Type:
bool
// AbstractHurtingProjectile.isNoGravity as boolmyAbstractHurtingProjectile.isNoGravity
Return Type:
bool
// AbstractHurtingProjectile.isNoGravity() as bool;myAbstractHurtingProjectile.isNoGravity();
Return Type:
bool
// AbstractHurtingProjectile.isOnFire as boolmyAbstractHurtingProjectile.isOnFire
Return Type:
bool
// AbstractHurtingProjectile.isOnFire() as bool;myAbstractHurtingProjectile.isOnFire();
Return Type:
bool
// AbstractHurtingProjectile.isOnPortalCooldown as boolmyAbstractHurtingProjectile.isOnPortalCooldown
Return Type:
bool
// AbstractHurtingProjectile.isOnPortalCooldown() as bool;myAbstractHurtingProjectile.isOnPortalCooldown();
Return Type:
bool
// AbstractHurtingProjectile.isPassenger as boolmyAbstractHurtingProjectile.isPassenger
Return Type:
bool
// AbstractHurtingProjectile.isPassenger() as bool;myAbstractHurtingProjectile.isPassenger();
Return Type:
bool
// AbstractHurtingProjectile.isPickable as boolmyAbstractHurtingProjectile.isPickable
Return Type:
bool
// AbstractHurtingProjectile.isPickable() as bool;myAbstractHurtingProjectile.isPickable();
Return Type:
bool
// AbstractHurtingProjectile.isPushable as boolmyAbstractHurtingProjectile.isPushable
Return Type:
bool
// AbstractHurtingProjectile.isPushable() as bool;myAbstractHurtingProjectile.isPushable();
Return Type:
bool
// AbstractHurtingProjectile.isPushedByFluid as boolmyAbstractHurtingProjectile.isPushedByFluid
Return Type:
bool
// AbstractHurtingProjectile.isPushedByFluid() as bool;myAbstractHurtingProjectile.isPushedByFluid();
Return Type:
bool
// AbstractHurtingProjectile.isRemoved as boolmyAbstractHurtingProjectile.isRemoved
Return Type:
bool
// AbstractHurtingProjectile.isRemoved() as bool;myAbstractHurtingProjectile.isRemoved();
Return Type:
bool
// AbstractHurtingProjectile.isShiftKeyDown as boolmyAbstractHurtingProjectile.isShiftKeyDown
Return Type:
bool
// AbstractHurtingProjectile.isShiftKeyDown() as bool;myAbstractHurtingProjectile.isShiftKeyDown();
Return Type:
bool
// AbstractHurtingProjectile.isSilent as boolmyAbstractHurtingProjectile.isSilent
Return Type:
bool
// AbstractHurtingProjectile.isSilent() as bool;myAbstractHurtingProjectile.isSilent();
Return Type:
bool
// AbstractHurtingProjectile.isSpectator as boolmyAbstractHurtingProjectile.isSpectator
Return Type:
bool
// AbstractHurtingProjectile.isSpectator() as bool;myAbstractHurtingProjectile.isSpectator();
Return Type:
bool
// AbstractHurtingProjectile.isSprinting as boolmyAbstractHurtingProjectile.isSprinting
Return Type:
bool
// AbstractHurtingProjectile.isSprinting() as bool;myAbstractHurtingProjectile.isSprinting();
Return Type:
bool
// AbstractHurtingProjectile.isSteppingCarefully as boolmyAbstractHurtingProjectile.isSteppingCarefully
Return Type:
bool
// AbstractHurtingProjectile.isSteppingCarefully() as bool;myAbstractHurtingProjectile.isSteppingCarefully();
Return Type:
bool
// AbstractHurtingProjectile.isSuppressingBounce as boolmyAbstractHurtingProjectile.isSuppressingBounce
Return Type:
bool
// AbstractHurtingProjectile.isSuppressingBounce() as bool;myAbstractHurtingProjectile.isSuppressingBounce();
Return Type:
bool
// AbstractHurtingProjectile.isSwimming as boolmyAbstractHurtingProjectile.isSwimming
Return Type:
bool
// AbstractHurtingProjectile.isSwimming() as bool;myAbstractHurtingProjectile.isSwimming();
Return Type:
bool
// AbstractHurtingProjectile.isUnderWater as boolmyAbstractHurtingProjectile.isUnderWater
Return Type:
bool
// AbstractHurtingProjectile.isUnderWater() as bool;myAbstractHurtingProjectile.isUnderWater();
Return Type:
bool
// AbstractHurtingProjectile.isVehicle as boolmyAbstractHurtingProjectile.isVehicle
Return Type:
bool
// AbstractHurtingProjectile.isVehicle() as bool;myAbstractHurtingProjectile.isVehicle();
Return Type:
bool
// AbstractHurtingProjectile.isVisuallyCrawling as boolmyAbstractHurtingProjectile.isVisuallyCrawling
Return Type:
bool
// AbstractHurtingProjectile.isVisuallyCrawling() as bool;myAbstractHurtingProjectile.isVisuallyCrawling();
Return Type:
bool
// AbstractHurtingProjectile.isVisuallySwimming as boolmyAbstractHurtingProjectile.isVisuallySwimming
Return Type:
bool
// AbstractHurtingProjectile.isVisuallySwimming() as bool;myAbstractHurtingProjectile.isVisuallySwimming();
Return Type:
bool
// AbstractHurtingProjectile.kill();myAbstractHurtingProjectile.kill();
// AbstractHurtingProjectile.lavaHurt();myAbstractHurtingProjectile.lavaHurt();
// AbstractHurtingProjectile.maxAirSupply as intmyAbstractHurtingProjectile.maxAirSupply
Return Type:
int
// AbstractHurtingProjectile.maxAirSupply() as int;myAbstractHurtingProjectile.maxAirSupply();
Return Type:
int
// AbstractHurtingProjectile.maxFallDistance as intmyAbstractHurtingProjectile.maxFallDistance
Return Type:
int
// AbstractHurtingProjectile.maxFallDistance() as int;myAbstractHurtingProjectile.maxFallDistance();
Return Type:
int
// 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(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.onGround as boolmyAbstractHurtingProjectile.onGround
Return Type:
bool
// AbstractHurtingProjectile.percentFrozen as floatmyAbstractHurtingProjectile.percentFrozen
Return Type:
float
// AbstractHurtingProjectile.percentFrozen() as float;myAbstractHurtingProjectile.percentFrozen();
Return Type:
float
// AbstractHurtingProjectile.pistonPushReaction as PushReactionmyAbstractHurtingProjectile.pistonPushReaction
Return Type:
PushReaction
myAbstractHurtingProjectile.playSound(mySoundEvent, myFloat, myFloat);
Parameters:
// AbstractHurtingProjectile.portalWaitTime as intmyAbstractHurtingProjectile.portalWaitTime
Return Type:
int
// AbstractHurtingProjectile.portalWaitTime() as int;myAbstractHurtingProjectile.portalWaitTime();
Return Type:
int
// AbstractHurtingProjectile.registryName as ResourceLocationmyAbstractHurtingProjectile.registryName
Return Type:
ResourceLocation
// AbstractHurtingProjectile.removeTag(tagName as string) as bool;myAbstractHurtingProjectile.removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// AbstractHurtingProjectile.removeVehicle();myAbstractHurtingProjectile.removeVehicle();
// AbstractHurtingProjectile.setAirSupply(air as int);myAbstractHurtingProjectile.setAirSupply(myInt);
Parameters:
air: int
Type: int
myAbstractHurtingProjectile.setAttachmentData<T>(myAttachmentType, myT);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
data: T
Type: T
Return Type:
T?
// AbstractHurtingProjectile.setAttachmentData<T>(type as Supplier<AttachmentType<T>>, data as T) as T?;myAbstractHurtingProjectile.setAttachmentData<T>(mySupplier, myT);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
data: T
Type: T
Return Type:
T?
// AbstractHurtingProjectile.setCustomNameVisible(visible as bool);myAbstractHurtingProjectile.setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
// 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);
Parameters:
glowing: bool
Type: bool
// 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.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(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
myAbstractHurtingProjectile.setRemoved(myRemovalReason);
Parameters:
var1: RemovalReason
Type: RemovalReason
// AbstractHurtingProjectile.setShiftKeyDown(keyDown as bool);myAbstractHurtingProjectile.setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
// AbstractHurtingProjectile.setSilent(silent as bool);myAbstractHurtingProjectile.setSilent(myBool);
Parameters:
silent: bool
Type: bool
// 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);
Parameters:
ticks: int
Type: int
// AbstractHurtingProjectile.shouldBeSaved as boolmyAbstractHurtingProjectile.shouldBeSaved
Return Type:
bool
// AbstractHurtingProjectile.shouldBeSaved() as bool;myAbstractHurtingProjectile.shouldBeSaved();
Return Type:
bool
// AbstractHurtingProjectile.shouldInformAdmins as boolmyAbstractHurtingProjectile.shouldInformAdmins
Return Type:
bool
// AbstractHurtingProjectile.shouldInformAdmins() as bool;myAbstractHurtingProjectile.shouldInformAdmins();
Return Type:
bool
// AbstractHurtingProjectile.shouldShowName as boolmyAbstractHurtingProjectile.shouldShowName
Return Type:
bool
// AbstractHurtingProjectile.shouldShowName() as bool;myAbstractHurtingProjectile.shouldShowName();
Return Type:
bool
// AbstractHurtingProjectile.showVehicleHealth as boolmyAbstractHurtingProjectile.showVehicleHealth
Return Type:
bool
// AbstractHurtingProjectile.showVehicleHealth() as bool;myAbstractHurtingProjectile.showVehicleHealth();
Return Type:
bool
// AbstractHurtingProjectile.soundSource as SoundSourcemyAbstractHurtingProjectile.soundSource
Return Type:
SoundSource
// AbstractHurtingProjectile.stopRiding();myAbstractHurtingProjectile.stopRiding();
// AbstractHurtingProjectile.stringUUID as stringmyAbstractHurtingProjectile.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 intmyAbstractHurtingProjectile.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 intmyAbstractHurtingProjectile.ticksFrozen
Return Type:
int
// AbstractHurtingProjectile.ticksFrozen() as int;myAbstractHurtingProjectile.ticksFrozen();
Return Type:
int
// AbstractHurtingProjectile.ticksRequiredToFreeze as intmyAbstractHurtingProjectile.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
myAbstractHurtingProjectile.type
Return Type:
EntityType<Entity>
// AbstractHurtingProjectile.unRide();myAbstractHurtingProjectile.unRide();
// AbstractHurtingProjectile.uuid as UUIDmyAbstractHurtingProjectile.uuid
Return Type:
UUID
// AbstractHurtingProjectile.uuid() as UUID;myAbstractHurtingProjectile.uuid();
Return Type:
UUID
// AbstractHurtingProjectile.x as doublemyAbstractHurtingProjectile.x
Return Type:
double
// AbstractHurtingProjectile.x() as double;myAbstractHurtingProjectile.x();
Return Type:
double
// AbstractHurtingProjectile.xPower as doublemyAbstractHurtingProjectile.xPower
Return Type:
double
// AbstractHurtingProjectile.xPower = (xPower as double);myAbstractHurtingProjectile.xPower = myDouble;
Parameters:
xPower: double
Type: double
- The x power of this projectile. Returns: The x power of this projectile.
// AbstractHurtingProjectile.xPower() as double;myAbstractHurtingProjectile.xPower();
Return Type:
double
// AbstractHurtingProjectile.xPower(xPower as double);myAbstractHurtingProjectile.xPower(4);
Parameters:
xPower: double
Type: double
- The x power of this projectile. // AbstractHurtingProjectile.y as doublemyAbstractHurtingProjectile.y
Return Type:
double
// AbstractHurtingProjectile.y() as double;myAbstractHurtingProjectile.y();
Return Type:
double
// AbstractHurtingProjectile.yPower as doublemyAbstractHurtingProjectile.yPower
Return Type:
double
// AbstractHurtingProjectile.yPower = (yPower as double);myAbstractHurtingProjectile.yPower = myDouble;
Parameters:
yPower: double
Type: double
- The y power of this projectile. Returns: The y power of this projectile.
// AbstractHurtingProjectile.yPower() as double;myAbstractHurtingProjectile.yPower();
Return Type:
double
// AbstractHurtingProjectile.yPower(yPower as double);myAbstractHurtingProjectile.yPower(4);
Parameters:
yPower: double
Type: double
- The y power of this projectile. // AbstractHurtingProjectile.z as doublemyAbstractHurtingProjectile.z
Return Type:
double
// AbstractHurtingProjectile.z() as double;myAbstractHurtingProjectile.z();
Return Type:
double
// AbstractHurtingProjectile.zPower as doublemyAbstractHurtingProjectile.zPower
Return Type:
double
// AbstractHurtingProjectile.zPower = (zPower as double);myAbstractHurtingProjectile.zPower = myDouble;
Parameters:
zPower: double
Type: double
- The z power of this projectile. Returns: The z power of this projectile.
// AbstractHurtingProjectile.zPower() as double;myAbstractHurtingProjectile.zPower();
Return Type:
double
// AbstractHurtingProjectile.zPower(zPower as double);myAbstractHurtingProjectile.zPower(4);
Parameters:
zPower: double
Type: double
- The z power of this projectile.