FallingBlockEntity
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.misc.FallingBlockEntity;
Description
Extends
FallingBlockEntity extends Entity
.
Implements
FallingBlockEntity
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces
SyncedDataHolder
,ScoreHolder
,IEntityExtension
,INBTSerializable<CompoundTag>
Members
// FallingBlockEntity.acceptsFailure as boolmyFallingBlockEntity.acceptsFailure
Return Type:
bool
// FallingBlockEntity.acceptsFailure() as bool;myFallingBlockEntity.acceptsFailure();
Return Type:
bool
// FallingBlockEntity.acceptsSuccess as boolmyFallingBlockEntity.acceptsSuccess
Return Type:
bool
// FallingBlockEntity.acceptsSuccess() as bool;myFallingBlockEntity.acceptsSuccess();
Return Type:
bool
// FallingBlockEntity.addTag(tagName as string) as bool;myFallingBlockEntity.addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// FallingBlockEntity.airSupply as intmyFallingBlockEntity.airSupply
Return Type:
int
// FallingBlockEntity.airSupply() as int;myFallingBlockEntity.airSupply();
Return Type:
int
// FallingBlockEntity.alwaysAccepts as boolmyFallingBlockEntity.alwaysAccepts
Return Type:
bool
// FallingBlockEntity.alwaysAccepts() as bool;myFallingBlockEntity.alwaysAccepts();
Return Type:
bool
// FallingBlockEntity.bbHeight as floatmyFallingBlockEntity.bbHeight
Return Type:
float
// FallingBlockEntity.bbHeight() as float;myFallingBlockEntity.bbHeight();
Return Type:
float
// FallingBlockEntity.bbWidth as floatmyFallingBlockEntity.bbWidth
Return Type:
float
// FallingBlockEntity.bbWidth() as float;myFallingBlockEntity.bbWidth();
Return Type:
float
// FallingBlockEntity.blockstate as BlockStatemyFallingBlockEntity.blockstate
Return Type:
BlockState
myFallingBlockEntity.blockstate = myBlockState;
Parameters:
state: BlockState
Type: BlockState
Returns: The BlockState of this falling entity
myFallingBlockEntity.blockstate();
Return Type:
BlockState
myFallingBlockEntity.blockstate(myBlockState);
Parameters:
state: BlockState
Type: BlockState
// FallingBlockEntity.blockX as intmyFallingBlockEntity.blockX
Return Type:
int
// FallingBlockEntity.blockX() as int;myFallingBlockEntity.blockX();
Return Type:
int
// FallingBlockEntity.blockY as intmyFallingBlockEntity.blockY
Return Type:
int
// FallingBlockEntity.blockY() as int;myFallingBlockEntity.blockY();
Return Type:
int
// FallingBlockEntity.blockZ as intmyFallingBlockEntity.blockZ
Return Type:
int
// FallingBlockEntity.blockZ() as int;myFallingBlockEntity.blockZ();
Return Type:
int
net.minecraft.world.level.block.Fallable
's onBrokenAfterFall
method using this entity.myFallingBlockEntity.callOnBrokenAfterFall(<block:minecraft:sand>, new BlockPos(1, 2, 3));
// FallingBlockEntity.canBeCollidedWith as boolmyFallingBlockEntity.canBeCollidedWith
Return Type:
bool
// FallingBlockEntity.canBeCollidedWith() as bool;myFallingBlockEntity.canBeCollidedWith();
Return Type:
bool
// FallingBlockEntity.canFreeze as boolmyFallingBlockEntity.canFreeze
Return Type:
bool
// FallingBlockEntity.canFreeze() as bool;myFallingBlockEntity.canFreeze();
Return Type:
bool
// FallingBlockEntity.clearFire();myFallingBlockEntity.clearFire();
// FallingBlockEntity.dampensVibrations as boolmyFallingBlockEntity.dampensVibrations
Return Type:
bool
// FallingBlockEntity.dampensVibrations() as bool;myFallingBlockEntity.dampensVibrations();
Return Type:
bool
// FallingBlockEntity.dimensionChangingDelay as intmyFallingBlockEntity.dimensionChangingDelay
Return Type:
int
// FallingBlockEntity.dimensionChangingDelay() as int;myFallingBlockEntity.dimensionChangingDelay();
Return Type:
int
// FallingBlockEntity.discard();myFallingBlockEntity.discard();
// FallingBlockEntity.dismountsUnderwater as boolmyFallingBlockEntity.dismountsUnderwater
Return Type:
bool
// FallingBlockEntity.distanceToSqr(x as double, y as double, z as double) as double;myFallingBlockEntity.distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// FallingBlockEntity.ejectPassengers();myFallingBlockEntity.ejectPassengers();
// FallingBlockEntity.eyeHeight as floatmyFallingBlockEntity.eyeHeight
Return Type:
float
// FallingBlockEntity.eyeHeight() as float;myFallingBlockEntity.eyeHeight();
Return Type:
float
// FallingBlockEntity.eyeY as doublemyFallingBlockEntity.eyeY
Return Type:
double
// FallingBlockEntity.eyeY() as double;myFallingBlockEntity.eyeY();
Return Type:
double
Returns: The entity that was spawned.
// FallingBlockEntity.fall(level as Level, pos as BlockPos, state as BlockState) as FallingBlockEntity;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>);
Parameters:
Return Type:
FallingBlockEntity
// FallingBlockEntity.fireImmune as boolmyFallingBlockEntity.fireImmune
Return Type:
bool
// FallingBlockEntity.fireImmune() as bool;myFallingBlockEntity.fireImmune();
Return Type:
bool
// FallingBlockEntity.fireTicks as intmyFallingBlockEntity.fireTicks
Return Type:
int
// FallingBlockEntity.fireTicks = (ticks as int);myFallingBlockEntity.fireTicks = myInt;
Parameters:
ticks: int
Type: int
// FallingBlockEntity.fluidJumpThreshold as doublemyFallingBlockEntity.fluidJumpThreshold
Return Type:
double
// FallingBlockEntity.fluidJumpThreshold() as double;myFallingBlockEntity.fluidJumpThreshold();
Return Type:
double
myFallingBlockEntity.getAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
T
myFallingBlockEntity.getAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
T
// FallingBlockEntity.getX(scale as double) as double;myFallingBlockEntity.getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// FallingBlockEntity.getY(scale as double) as double;myFallingBlockEntity.getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// FallingBlockEntity.getZ(scale as double) as double;myFallingBlockEntity.getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
myFallingBlockEntity.hasAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
bool
myFallingBlockEntity.hasAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
bool
// FallingBlockEntity.hasCustomName as boolmyFallingBlockEntity.hasCustomName
Return Type:
bool
// FallingBlockEntity.hasCustomName as boolmyFallingBlockEntity.hasCustomName
Return Type:
bool
// FallingBlockEntity.hasCustomName() as bool;myFallingBlockEntity.hasCustomName();
Return Type:
bool
// FallingBlockEntity.hasCustomName() as bool;myFallingBlockEntity.hasCustomName();
Return Type:
bool
// FallingBlockEntity.hasExactlyOnePlayerPassenger as boolmyFallingBlockEntity.hasExactlyOnePlayerPassenger
Return Type:
bool
// FallingBlockEntity.hasExactlyOnePlayerPassenger() as bool;myFallingBlockEntity.hasExactlyOnePlayerPassenger();
Return Type:
bool
// FallingBlockEntity.hasGlowingTag as boolmyFallingBlockEntity.hasGlowingTag
Return Type:
bool
// FallingBlockEntity.hasGlowingTag() as bool;myFallingBlockEntity.hasGlowingTag();
Return Type:
bool
myFallingBlockEntity.hurt(myDamageSource, myFloat);
Parameters:
source: DamageSource
Type: DamageSource
amount: float
Type: float
Return Type:
bool
// FallingBlockEntity.id as intmyFallingBlockEntity.id
Return Type:
int
// FallingBlockEntity.id() as int;myFallingBlockEntity.id();
Return Type:
int
// FallingBlockEntity.inBlockState as BlockStatemyFallingBlockEntity.inBlockState
Return Type:
BlockState
// FallingBlockEntity.isAlive as boolmyFallingBlockEntity.isAlive
Return Type:
bool
// FallingBlockEntity.isAlive() as bool;myFallingBlockEntity.isAlive();
Return Type:
bool
// FallingBlockEntity.isAlwaysTicking as boolmyFallingBlockEntity.isAlwaysTicking
Return Type:
bool
// FallingBlockEntity.isAlwaysTicking() as bool;myFallingBlockEntity.isAlwaysTicking();
Return Type:
bool
// FallingBlockEntity.isAttackable as boolmyFallingBlockEntity.isAttackable
Return Type:
bool
// FallingBlockEntity.isAttackable() as bool;myFallingBlockEntity.isAttackable();
Return Type:
bool
myFallingBlockEntity.isColliding(myBlockPos, myBlockState);
Parameters:
state: BlockState
Type: BlockState
Return Type:
bool
// FallingBlockEntity.isCrouching as boolmyFallingBlockEntity.isCrouching
Return Type:
bool
// FallingBlockEntity.isCrouching() as bool;myFallingBlockEntity.isCrouching();
Return Type:
bool
// FallingBlockEntity.isCurrentlyGlowing as boolmyFallingBlockEntity.isCurrentlyGlowing
Return Type:
bool
// FallingBlockEntity.isCurrentlyGlowing() as bool;myFallingBlockEntity.isCurrentlyGlowing();
Return Type:
bool
// FallingBlockEntity.isCustomNameVisible as boolmyFallingBlockEntity.isCustomNameVisible
Return Type:
bool
// FallingBlockEntity.isCustomNameVisible() as bool;myFallingBlockEntity.isCustomNameVisible();
Return Type:
bool
// FallingBlockEntity.isDescending as boolmyFallingBlockEntity.isDescending
Return Type:
bool
// FallingBlockEntity.isDescending() as bool;myFallingBlockEntity.isDescending();
Return Type:
bool
// FallingBlockEntity.isDiscrete as boolmyFallingBlockEntity.isDiscrete
Return Type:
bool
// FallingBlockEntity.isDiscrete() as bool;myFallingBlockEntity.isDiscrete();
Return Type:
bool
// FallingBlockEntity.isFree(x as double, y as double, z as double) as bool;myFallingBlockEntity.isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// FallingBlockEntity.isFullyFrozen as boolmyFallingBlockEntity.isFullyFrozen
Return Type:
bool
// FallingBlockEntity.isFullyFrozen() as bool;myFallingBlockEntity.isFullyFrozen();
Return Type:
bool
// FallingBlockEntity.isInLava as boolmyFallingBlockEntity.isInLava
Return Type:
bool
// FallingBlockEntity.isInLava() as bool;myFallingBlockEntity.isInLava();
Return Type:
bool
// FallingBlockEntity.isInvisible as boolmyFallingBlockEntity.isInvisible
Return Type:
bool
// FallingBlockEntity.isInvisible() as bool;myFallingBlockEntity.isInvisible();
Return Type:
bool
// FallingBlockEntity.isInvulnerable as boolmyFallingBlockEntity.isInvulnerable
Return Type:
bool
// FallingBlockEntity.isInvulnerable() as bool;myFallingBlockEntity.isInvulnerable();
Return Type:
bool
myFallingBlockEntity.isInvulnerableTo(myDamageSource);
Parameters:
source: DamageSource
Type: DamageSource
Return Type:
bool
// FallingBlockEntity.isInWall as boolmyFallingBlockEntity.isInWall
Return Type:
bool
// FallingBlockEntity.isInWall() as bool;myFallingBlockEntity.isInWall();
Return Type:
bool
// FallingBlockEntity.isInWater as boolmyFallingBlockEntity.isInWater
Return Type:
bool
// FallingBlockEntity.isInWater() as bool;myFallingBlockEntity.isInWater();
Return Type:
bool
// FallingBlockEntity.isInWaterOrBubble as boolmyFallingBlockEntity.isInWaterOrBubble
Return Type:
bool
// FallingBlockEntity.isInWaterOrBubble() as bool;myFallingBlockEntity.isInWaterOrBubble();
Return Type:
bool
// FallingBlockEntity.isInWaterOrRain as boolmyFallingBlockEntity.isInWaterOrRain
Return Type:
bool
// FallingBlockEntity.isInWaterOrRain() as bool;myFallingBlockEntity.isInWaterOrRain();
Return Type:
bool
// FallingBlockEntity.isInWaterRainOrBubble as boolmyFallingBlockEntity.isInWaterRainOrBubble
Return Type:
bool
// FallingBlockEntity.isInWaterRainOrBubble() as bool;myFallingBlockEntity.isInWaterRainOrBubble();
Return Type:
bool
// FallingBlockEntity.isNoGravity as boolmyFallingBlockEntity.isNoGravity
Return Type:
bool
// FallingBlockEntity.isNoGravity() as bool;myFallingBlockEntity.isNoGravity();
Return Type:
bool
// FallingBlockEntity.isOnFire as boolmyFallingBlockEntity.isOnFire
Return Type:
bool
// FallingBlockEntity.isOnFire() as bool;myFallingBlockEntity.isOnFire();
Return Type:
bool
// FallingBlockEntity.isOnPortalCooldown as boolmyFallingBlockEntity.isOnPortalCooldown
Return Type:
bool
// FallingBlockEntity.isOnPortalCooldown() as bool;myFallingBlockEntity.isOnPortalCooldown();
Return Type:
bool
// FallingBlockEntity.isPassenger as boolmyFallingBlockEntity.isPassenger
Return Type:
bool
// FallingBlockEntity.isPassenger() as bool;myFallingBlockEntity.isPassenger();
Return Type:
bool
// FallingBlockEntity.isPickable as boolmyFallingBlockEntity.isPickable
Return Type:
bool
// FallingBlockEntity.isPickable() as bool;myFallingBlockEntity.isPickable();
Return Type:
bool
// FallingBlockEntity.isPushable as boolmyFallingBlockEntity.isPushable
Return Type:
bool
// FallingBlockEntity.isPushable() as bool;myFallingBlockEntity.isPushable();
Return Type:
bool
// FallingBlockEntity.isPushedByFluid as boolmyFallingBlockEntity.isPushedByFluid
Return Type:
bool
// FallingBlockEntity.isPushedByFluid() as bool;myFallingBlockEntity.isPushedByFluid();
Return Type:
bool
// FallingBlockEntity.isRemoved as boolmyFallingBlockEntity.isRemoved
Return Type:
bool
// FallingBlockEntity.isRemoved() as bool;myFallingBlockEntity.isRemoved();
Return Type:
bool
// FallingBlockEntity.isShiftKeyDown as boolmyFallingBlockEntity.isShiftKeyDown
Return Type:
bool
// FallingBlockEntity.isShiftKeyDown() as bool;myFallingBlockEntity.isShiftKeyDown();
Return Type:
bool
// FallingBlockEntity.isSilent as boolmyFallingBlockEntity.isSilent
Return Type:
bool
// FallingBlockEntity.isSilent() as bool;myFallingBlockEntity.isSilent();
Return Type:
bool
// FallingBlockEntity.isSpectator as boolmyFallingBlockEntity.isSpectator
Return Type:
bool
// FallingBlockEntity.isSpectator() as bool;myFallingBlockEntity.isSpectator();
Return Type:
bool
// FallingBlockEntity.isSprinting as boolmyFallingBlockEntity.isSprinting
Return Type:
bool
// FallingBlockEntity.isSprinting() as bool;myFallingBlockEntity.isSprinting();
Return Type:
bool
// FallingBlockEntity.isSteppingCarefully as boolmyFallingBlockEntity.isSteppingCarefully
Return Type:
bool
// FallingBlockEntity.isSteppingCarefully() as bool;myFallingBlockEntity.isSteppingCarefully();
Return Type:
bool
// FallingBlockEntity.isSuppressingBounce as boolmyFallingBlockEntity.isSuppressingBounce
Return Type:
bool
// FallingBlockEntity.isSuppressingBounce() as bool;myFallingBlockEntity.isSuppressingBounce();
Return Type:
bool
// FallingBlockEntity.isSwimming as boolmyFallingBlockEntity.isSwimming
Return Type:
bool
// FallingBlockEntity.isSwimming() as bool;myFallingBlockEntity.isSwimming();
Return Type:
bool
// FallingBlockEntity.isUnderWater as boolmyFallingBlockEntity.isUnderWater
Return Type:
bool
// FallingBlockEntity.isUnderWater() as bool;myFallingBlockEntity.isUnderWater();
Return Type:
bool
// FallingBlockEntity.isVehicle as boolmyFallingBlockEntity.isVehicle
Return Type:
bool
// FallingBlockEntity.isVehicle() as bool;myFallingBlockEntity.isVehicle();
Return Type:
bool
// FallingBlockEntity.isVisuallyCrawling as boolmyFallingBlockEntity.isVisuallyCrawling
Return Type:
bool
// FallingBlockEntity.isVisuallyCrawling() as bool;myFallingBlockEntity.isVisuallyCrawling();
Return Type:
bool
// FallingBlockEntity.isVisuallySwimming as boolmyFallingBlockEntity.isVisuallySwimming
Return Type:
bool
// FallingBlockEntity.isVisuallySwimming() as bool;myFallingBlockEntity.isVisuallySwimming();
Return Type:
bool
// FallingBlockEntity.kill();myFallingBlockEntity.kill();
// FallingBlockEntity.lavaHurt();myFallingBlockEntity.lavaHurt();
// FallingBlockEntity.maxAirSupply as intmyFallingBlockEntity.maxAirSupply
Return Type:
int
// FallingBlockEntity.maxAirSupply() as int;myFallingBlockEntity.maxAirSupply();
Return Type:
int
// FallingBlockEntity.maxFallDistance as intmyFallingBlockEntity.maxFallDistance
Return Type:
int
// FallingBlockEntity.maxFallDistance() as int;myFallingBlockEntity.maxFallDistance();
Return Type:
int
// FallingBlockEntity.moveTo(x as double, y as double, z as double);myFallingBlockEntity.moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// FallingBlockEntity.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);myFallingBlockEntity.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
// FallingBlockEntity.onGround as boolmyFallingBlockEntity.onGround
Return Type:
bool
// FallingBlockEntity.percentFrozen as floatmyFallingBlockEntity.percentFrozen
Return Type:
float
// FallingBlockEntity.percentFrozen() as float;myFallingBlockEntity.percentFrozen();
Return Type:
float
// FallingBlockEntity.pistonPushReaction as PushReactionmyFallingBlockEntity.pistonPushReaction
Return Type:
PushReaction
myFallingBlockEntity.playSound(mySoundEvent, myFloat, myFloat);
Parameters:
// FallingBlockEntity.portalWaitTime as intmyFallingBlockEntity.portalWaitTime
Return Type:
int
// FallingBlockEntity.portalWaitTime() as int;myFallingBlockEntity.portalWaitTime();
Return Type:
int
// FallingBlockEntity.registryName as ResourceLocationmyFallingBlockEntity.registryName
Return Type:
ResourceLocation
// FallingBlockEntity.removeTag(tagName as string) as bool;myFallingBlockEntity.removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// FallingBlockEntity.removeVehicle();myFallingBlockEntity.removeVehicle();
// FallingBlockEntity.setAirSupply(air as int);myFallingBlockEntity.setAirSupply(myInt);
Parameters:
air: int
Type: int
myFallingBlockEntity.setAttachmentData<T>(myAttachmentType, myT);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
data: T
Type: T
Return Type:
T?
myFallingBlockEntity.setAttachmentData<T>(mySupplier, myT);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
data: T
Type: T
Return Type:
T?
// FallingBlockEntity.setCustomNameVisible(visible as bool);myFallingBlockEntity.setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
// FallingBlockEntity.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);myFallingBlockEntity.setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// FallingBlockEntity.setGlowingTag(glowing as bool);myFallingBlockEntity.setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
// FallingBlockEntity.setHurtsEntities(damagePerDistance as float, maxDamage as int);myFallingBlockEntity.setHurtsEntities(0.5, 5);
Parameters:
damagePerDistance: float
Type: float
- The damage done per distance fell. maxDamage: int
Type: int
- The max amount of damage that can be caused by this entity. // FallingBlockEntity.setInvisible(invisible as bool);myFallingBlockEntity.setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// FallingBlockEntity.setInvulnerable(invulnerable as bool);myFallingBlockEntity.setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// FallingBlockEntity.setIsInPowderSnow(inPowderSnow as bool);myFallingBlockEntity.setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
// FallingBlockEntity.setNoGravity(noGravity as bool);myFallingBlockEntity.setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// FallingBlockEntity.setOldPosAndRot();myFallingBlockEntity.setOldPosAndRot();
// FallingBlockEntity.setOnGround(onGround as bool);myFallingBlockEntity.setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// FallingBlockEntity.setPortalCooldown();myFallingBlockEntity.setPortalCooldown();
// FallingBlockEntity.setPos(x as double, y as double, z as double);myFallingBlockEntity.setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// FallingBlockEntity.setPosRaw(x as double, y as double, z as double);myFallingBlockEntity.setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
myFallingBlockEntity.setRemoved(myRemovalReason);
Parameters:
var1: RemovalReason
Type: RemovalReason
// FallingBlockEntity.setShiftKeyDown(keyDown as bool);myFallingBlockEntity.setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
// FallingBlockEntity.setSilent(silent as bool);myFallingBlockEntity.setSilent(myBool);
Parameters:
silent: bool
Type: bool
// FallingBlockEntity.setSprinting(sprinting as bool);myFallingBlockEntity.setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
this is mainly used for the rendering of the entity
myFallingBlockEntity.setStartPos(new BlockPos(1, 2, 3));
// FallingBlockEntity.setSwimming(swimming as bool);myFallingBlockEntity.setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// FallingBlockEntity.setTicksFrozen(ticks as int);myFallingBlockEntity.setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
// FallingBlockEntity.shouldBeSaved as boolmyFallingBlockEntity.shouldBeSaved
Return Type:
bool
// FallingBlockEntity.shouldBeSaved() as bool;myFallingBlockEntity.shouldBeSaved();
Return Type:
bool
// FallingBlockEntity.shouldInformAdmins as boolmyFallingBlockEntity.shouldInformAdmins
Return Type:
bool
// FallingBlockEntity.shouldInformAdmins() as bool;myFallingBlockEntity.shouldInformAdmins();
Return Type:
bool
// FallingBlockEntity.shouldShowName as boolmyFallingBlockEntity.shouldShowName
Return Type:
bool
// FallingBlockEntity.shouldShowName() as bool;myFallingBlockEntity.shouldShowName();
Return Type:
bool
// FallingBlockEntity.showVehicleHealth as boolmyFallingBlockEntity.showVehicleHealth
Return Type:
bool
// FallingBlockEntity.showVehicleHealth() as bool;myFallingBlockEntity.showVehicleHealth();
Return Type:
bool
// FallingBlockEntity.soundSource as SoundSourcemyFallingBlockEntity.soundSource
Return Type:
SoundSource
// FallingBlockEntity.stopRiding();myFallingBlockEntity.stopRiding();
// FallingBlockEntity.stringUUID as stringmyFallingBlockEntity.stringUUID
Return Type:
string
// FallingBlockEntity.stringUUID() as string;myFallingBlockEntity.stringUUID();
Return Type:
string
// FallingBlockEntity.tags as Set<string>myFallingBlockEntity.tags
Return Type:
Set<string>
// FallingBlockEntity.tags() as Set<string>;myFallingBlockEntity.tags();
Return Type:
Set<string>
// FallingBlockEntity.teamColor as intmyFallingBlockEntity.teamColor
Return Type:
int
// FallingBlockEntity.teamColor() as int;myFallingBlockEntity.teamColor();
Return Type:
int
// FallingBlockEntity.teleportTo(x as double, y as double, z as double);myFallingBlockEntity.teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// FallingBlockEntity.ticksFrozen as intmyFallingBlockEntity.ticksFrozen
Return Type:
int
// FallingBlockEntity.ticksFrozen() as int;myFallingBlockEntity.ticksFrozen();
Return Type:
int
// FallingBlockEntity.ticksRequiredToFreeze as intmyFallingBlockEntity.ticksRequiredToFreeze
Return Type:
int
// FallingBlockEntity.ticksRequiredToFreeze() as int;myFallingBlockEntity.ticksRequiredToFreeze();
Return Type:
int
// FallingBlockEntity.turn(yaw as double, pitch as double);myFallingBlockEntity.turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
myFallingBlockEntity.type
Return Type:
EntityType<Entity>
// FallingBlockEntity.unRide();myFallingBlockEntity.unRide();
// FallingBlockEntity.uuid as UUIDmyFallingBlockEntity.uuid
Return Type:
UUID
// FallingBlockEntity.uuid() as UUID;myFallingBlockEntity.uuid();
Return Type:
UUID
// FallingBlockEntity.x as doublemyFallingBlockEntity.x
Return Type:
double
// FallingBlockEntity.x() as double;myFallingBlockEntity.x();
Return Type:
double
// FallingBlockEntity.y as doublemyFallingBlockEntity.y
Return Type:
double
// FallingBlockEntity.y() as double;myFallingBlockEntity.y();
Return Type:
double
// FallingBlockEntity.z as doublemyFallingBlockEntity.z
Return Type:
double
// FallingBlockEntity.z() as double;myFallingBlockEntity.z();
Return Type:
double