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;
ThrowableProjectile extends Projectile
.
ThrowableProjectile
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,ICapabilityProviderImpl <ICapabilityProviderImpl >
,ICapabilityProvider
Undocumented Interfaces TraceableEntity
, IForgeEntity
// ThrowableProjectile.acceptsFailure as bool
myThrowableProjectile . acceptsFailure
Return Type:
bool
// ThrowableProjectile.acceptsFailure() as bool;
myThrowableProjectile . acceptsFailure();
Return Type:
bool
// ThrowableProjectile.acceptsSuccess as bool
myThrowableProjectile . 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 int
myThrowableProjectile . airSupply
Return Type:
int
// ThrowableProjectile.airSupply() as int;
myThrowableProjectile . airSupply();
Return Type:
int
// ThrowableProjectile.allSlots as Iterable< ItemStack > myThrowableProjectile . allSlots
Return Type:
Iterable <ItemStack >
// ThrowableProjectile.allSlots() as Iterable< ItemStack >; myThrowableProjectile . allSlots();
Return Type:
Iterable <ItemStack >
// ThrowableProjectile.alwaysAccepts as bool
myThrowableProjectile . alwaysAccepts
Return Type:
bool
// ThrowableProjectile.alwaysAccepts() as bool;
myThrowableProjectile . alwaysAccepts();
Return Type:
bool
// ThrowableProjectile.armorSlots as Iterable< ItemStack > myThrowableProjectile . armorSlots
Return Type:
Iterable <ItemStack >
// ThrowableProjectile.armorSlots() as Iterable< ItemStack >; myThrowableProjectile . armorSlots();
Return Type:
Iterable <ItemStack >
// ThrowableProjectile.bbHeight as float
myThrowableProjectile . bbHeight
Return Type:
float
// ThrowableProjectile.bbHeight() as float;
myThrowableProjectile . bbHeight();
Return Type:
float
// ThrowableProjectile.bbWidth as float
myThrowableProjectile . bbWidth
Return Type:
float
// ThrowableProjectile.bbWidth() as float;
myThrowableProjectile . bbWidth();
Return Type:
float
// ThrowableProjectile.blockPosiion as BlockPos myThrowableProjectile . blockPosiion
Return Type:
BlockPos
// ThrowableProjectile.blockPosiion() as BlockPos ; myThrowableProjectile . blockPosiion();
Return Type:
BlockPos
// ThrowableProjectile.blockPosition as BlockPos myThrowableProjectile . blockPosition
Return Type:
BlockPos
// ThrowableProjectile.blockPosition() as BlockPos ; myThrowableProjectile . blockPosition();
Return Type:
BlockPos
// ThrowableProjectile.blockX as int
myThrowableProjectile . blockX
Return Type:
int
// ThrowableProjectile.blockX() as int;
myThrowableProjectile . blockX();
Return Type:
int
// ThrowableProjectile.blockY as int
myThrowableProjectile . blockY
Return Type:
int
// ThrowableProjectile.blockY() as int;
myThrowableProjectile . blockY();
Return Type:
int
// ThrowableProjectile.blockZ as int
myThrowableProjectile . blockZ
Return Type:
int
// ThrowableProjectile.blockZ() as int;
myThrowableProjectile . blockZ();
Return Type:
int
// ThrowableProjectile.boundingBox as AABB myThrowableProjectile . boundingBox
Return Type:
AABB
// ThrowableProjectile.boundingBox() as AABB ; myThrowableProjectile . boundingBox();
Return Type:
AABB
// ThrowableProjectile.boundingBoxForCulling as AABB myThrowableProjectile . boundingBoxForCulling
Return Type:
AABB
// ThrowableProjectile.boundingBoxForCulling() as AABB ; myThrowableProjectile . boundingBoxForCulling();
Return Type:
AABB
// ThrowableProjectile.canBeCollidedWith as bool
myThrowableProjectile . canBeCollidedWith
Return Type:
bool
// ThrowableProjectile.canBeCollidedWith() as bool;
myThrowableProjectile . canBeCollidedWith();
Return Type:
bool
// ThrowableProjectile.canCollideWith(other as Entity ) as bool; myThrowableProjectile . canCollideWith(myEntity);
Return Type:
bool
// ThrowableProjectile.canFreeze as bool
myThrowableProjectile . canFreeze
Return Type:
bool
// ThrowableProjectile.canFreeze() as bool;
myThrowableProjectile . canFreeze();
Return Type:
bool
// ThrowableProjectile.clearFire();
myThrowableProjectile . clearFire();
// ThrowableProjectile.closerThan(other as Entity , distance as double) as bool; myThrowableProjectile . closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// ThrowableProjectile.commandSenderWorld as Level myThrowableProjectile . commandSenderWorld
Return Type:
Level
// ThrowableProjectile.commandSenderWorld() as Level ; myThrowableProjectile . commandSenderWorld();
Return Type:
Level
// ThrowableProjectile.controllingPassenger as Entity myThrowableProjectile . controllingPassenger
Return Type:
Entity
// ThrowableProjectile.controllingPassenger() as Entity ; myThrowableProjectile . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // ThrowableProjectile.customData as MapData myThrowableProjectile . customData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// ThrowableProjectile.customData() as MapData ; myThrowableProjectile . customData();
Return Type:
MapData
// ThrowableProjectile.customName as Component myThrowableProjectile . customName
Return Type:
Component
// ThrowableProjectile.customName as Component myThrowableProjectile . customName
Return Type:
Component
// ThrowableProjectile.customName() as Component ; myThrowableProjectile . customName();
Return Type:
Component
// ThrowableProjectile.customName() as Component ; myThrowableProjectile . customName();
Return Type:
Component
// ThrowableProjectile.dampensVibrations as bool
myThrowableProjectile . dampensVibrations
Return Type:
bool
// ThrowableProjectile.dampensVibrations() as bool;
myThrowableProjectile . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity. // ThrowableProjectile.data as MapData myThrowableProjectile . data
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// ThrowableProjectile.data() as MapData ; myThrowableProjectile . data();
Return Type:
MapData
// ThrowableProjectile.deltaMovement as Vec3 myThrowableProjectile . deltaMovement
Return Type:
Vec3
// ThrowableProjectile.deltaMovement = (deltaMovement as Vec3 ); myThrowableProjectile . deltaMovement = myVec3;
// ThrowableProjectile.deltaMovement() as Vec3 ; myThrowableProjectile . deltaMovement();
Return Type:
Vec3
// ThrowableProjectile.deltaMovement(deltaMovement as Vec3 ); myThrowableProjectile . deltaMovement(myVec3);
// ThrowableProjectile.dimensionChangingDelay as int
myThrowableProjectile . dimensionChangingDelay
Return Type:
int
// ThrowableProjectile.dimensionChangingDelay() as int;
myThrowableProjectile . dimensionChangingDelay();
Return Type:
int
// ThrowableProjectile.direction as Direction myThrowableProjectile . direction
Return Type:
Direction
// ThrowableProjectile.direction() as Direction ; myThrowableProjectile . direction();
Return Type:
Direction
// ThrowableProjectile.discard();
myThrowableProjectile . discard();
// ThrowableProjectile.dismountsUnderwater as bool
myThrowableProjectile . dismountsUnderwater
Return Type:
bool
// ThrowableProjectile.displayName as Component myThrowableProjectile . displayName
Return Type:
Component
// ThrowableProjectile.displayName as Component myThrowableProjectile . displayName
Return Type:
Component
// ThrowableProjectile.displayName() as Component ; myThrowableProjectile . displayName();
Return Type:
Component
// ThrowableProjectile.displayName() as Component ; myThrowableProjectile . displayName();
Return Type:
Component
// ThrowableProjectile.distanceTo(entity as Entity ) as float; myThrowableProjectile . distanceTo(myEntity);
Return Type:
float
// 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.distanceToSqr(entity as Entity ) as double; myThrowableProjectile . distanceToSqr(myEntity);
Return Type:
double
// ThrowableProjectile.distanceToSqr(vec as Vec3 ) as double; myThrowableProjectile . distanceToSqr(myVec3);
Return Type:
double
// ThrowableProjectile.effectSource as Entity myThrowableProjectile . effectSource
Return Type:
Entity
// ThrowableProjectile.effectSource() as Entity ; myThrowableProjectile . effectSource();
Return Type:
Entity
// ThrowableProjectile.ejectPassengers();
myThrowableProjectile . ejectPassengers();
// ThrowableProjectile.eyeHeight as float
myThrowableProjectile . eyeHeight
Return Type:
float
// ThrowableProjectile.eyeHeight() as float;
myThrowableProjectile . eyeHeight();
Return Type:
float
// ThrowableProjectile.eyePosition as Vec3 myThrowableProjectile . eyePosition
Return Type:
Vec3
// ThrowableProjectile.eyePosition() as Vec3 ; myThrowableProjectile . eyePosition();
Return Type:
Vec3
// ThrowableProjectile.eyeY as double
myThrowableProjectile . eyeY
Return Type:
double
// ThrowableProjectile.eyeY() as double;
myThrowableProjectile . eyeY();
Return Type:
double
// ThrowableProjectile.feetBlockState as BlockState myThrowableProjectile . feetBlockState
Return Type:
BlockState
// ThrowableProjectile.feetBlockState() as BlockState ; myThrowableProjectile . feetBlockState();
Return Type:
BlockState
// ThrowableProjectile.fireImmune as bool
myThrowableProjectile . fireImmune
Return Type:
bool
// ThrowableProjectile.fireImmune() as bool;
myThrowableProjectile . fireImmune();
Return Type:
bool
// ThrowableProjectile.firstPassenger as Entity myThrowableProjectile . firstPassenger
Return Type:
Entity
// ThrowableProjectile.firstPassenger() as Entity ; myThrowableProjectile . firstPassenger();
Return Type:
Entity
// ThrowableProjectile.fluidJumpThreshold as double
myThrowableProjectile . fluidJumpThreshold
Return Type:
double
// ThrowableProjectile.fluidJumpThreshold() as double;
myThrowableProjectile . fluidJumpThreshold();
Return Type:
double
// ThrowableProjectile.forward as Vec3 myThrowableProjectile . forward
Return Type:
Vec3
// ThrowableProjectile.forward() as Vec3 ; myThrowableProjectile . forward();
Return Type:
Vec3
Gets the capability for the given side. Returns : The found capability or null.
myThrowableProjectile . getCapability < T>(Capabilities.ENERGY, <constant : minecraft:direction:north > );
Return Type:
T ?
Gets the capability. Returns : The found capability or null.
// ThrowableProjectile.getCapability<T>(cap as Capability <T>) as T?; myThrowableProjectile . getCapability < T>( Capabilities . ENERGY);
Return Type:
T ?
// ThrowableProjectile.getEyePosition(partialTicks as float) as Vec3 ; myThrowableProjectile . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// ThrowableProjectile.getPosition(partialTicks as float) as Vec3 ; myThrowableProjectile . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// ThrowableProjectile.getUpVector(partialTicks as float) as Vec3 ; myThrowableProjectile . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// ThrowableProjectile.getViewVector(partialTicks as float) as Vec3 ; myThrowableProjectile . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// 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
// ThrowableProjectile.handSlots as Iterable< ItemStack > myThrowableProjectile . handSlots
Return Type:
Iterable <ItemStack >
// ThrowableProjectile.handSlots() as Iterable< ItemStack >; myThrowableProjectile . handSlots();
Return Type:
Iterable <ItemStack >
// ThrowableProjectile.hasCustomName as bool
myThrowableProjectile . hasCustomName
Return Type:
bool
// ThrowableProjectile.hasCustomName as bool
myThrowableProjectile . 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 bool
myThrowableProjectile . hasExactlyOnePlayerPassenger
Return Type:
bool
// ThrowableProjectile.hasExactlyOnePlayerPassenger() as bool;
myThrowableProjectile . hasExactlyOnePlayerPassenger();
Return Type:
bool
// ThrowableProjectile.hasGlowingTag as bool
myThrowableProjectile . hasGlowingTag
Return Type:
bool
// ThrowableProjectile.hasGlowingTag() as bool;
myThrowableProjectile . hasGlowingTag();
Return Type:
bool
// ThrowableProjectile.hasIndirectPassenger(entity as Entity ) as bool; myThrowableProjectile . hasIndirectPassenger(myEntity);
Return Type:
bool
// ThrowableProjectile.hasPassenger(entity as Entity ) as bool; myThrowableProjectile . hasPassenger(myEntity);
Return Type:
bool
// ThrowableProjectile.hasPassenger(predicate as function(t as Entity ) as bool) as bool; myThrowableProjectile . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// ThrowableProjectile.hurt(source as DamageSource , amount as float) as bool; myThrowableProjectile . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// ThrowableProjectile.id as int
Return Type:
int
// ThrowableProjectile.id() as int;
myThrowableProjectile . id();
Return Type:
int
// ThrowableProjectile.isAlive as bool
myThrowableProjectile . isAlive
Return Type:
bool
// ThrowableProjectile.isAlive() as bool;
myThrowableProjectile . isAlive();
Return Type:
bool
// ThrowableProjectile.isAlwaysTicking as bool
myThrowableProjectile . isAlwaysTicking
Return Type:
bool
// ThrowableProjectile.isAlwaysTicking() as bool;
myThrowableProjectile . isAlwaysTicking();
Return Type:
bool
// ThrowableProjectile.isAttackable as bool
myThrowableProjectile . isAttackable
Return Type:
bool
// ThrowableProjectile.isAttackable() as bool;
myThrowableProjectile . isAttackable();
Return Type:
bool
myThrowableProjectile . isColliding(myBlockPos, myBlockState);
Return Type:
bool
// ThrowableProjectile.isCrouching as bool
myThrowableProjectile . isCrouching
Return Type:
bool
// ThrowableProjectile.isCrouching() as bool;
myThrowableProjectile . isCrouching();
Return Type:
bool
// ThrowableProjectile.isCurrentlyGlowing as bool
myThrowableProjectile . isCurrentlyGlowing
Return Type:
bool
// ThrowableProjectile.isCurrentlyGlowing() as bool;
myThrowableProjectile . isCurrentlyGlowing();
Return Type:
bool
// ThrowableProjectile.isCustomNameVisible as bool
myThrowableProjectile . isCustomNameVisible
Return Type:
bool
// ThrowableProjectile.isCustomNameVisible() as bool;
myThrowableProjectile . isCustomNameVisible();
Return Type:
bool
// ThrowableProjectile.isDescending as bool
myThrowableProjectile . isDescending
Return Type:
bool
// ThrowableProjectile.isDescending() as bool;
myThrowableProjectile . isDescending();
Return Type:
bool
// ThrowableProjectile.isDiscrete as bool
myThrowableProjectile . 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 bool
myThrowableProjectile . isFullyFrozen
Return Type:
bool
// ThrowableProjectile.isFullyFrozen() as bool;
myThrowableProjectile . isFullyFrozen();
Return Type:
bool
// ThrowableProjectile.isInLava as bool
myThrowableProjectile . isInLava
Return Type:
bool
// ThrowableProjectile.isInLava() as bool;
myThrowableProjectile . isInLava();
Return Type:
bool
// ThrowableProjectile.isInvisible as bool
myThrowableProjectile . isInvisible
Return Type:
bool
// ThrowableProjectile.isInvisible() as bool;
myThrowableProjectile . isInvisible();
Return Type:
bool
// ThrowableProjectile.isInvisibleTo(player as Player ) as bool; myThrowableProjectile . isInvisibleTo(myPlayer);
Return Type:
bool
// ThrowableProjectile.isInvulnerable as bool
myThrowableProjectile . isInvulnerable
Return Type:
bool
// ThrowableProjectile.isInvulnerable() as bool;
myThrowableProjectile . isInvulnerable();
Return Type:
bool
// ThrowableProjectile.isInvulnerableTo(source as DamageSource ) as bool; myThrowableProjectile . isInvulnerableTo(myDamageSource);
Return Type:
bool
// ThrowableProjectile.isInWall as bool
myThrowableProjectile . isInWall
Return Type:
bool
// ThrowableProjectile.isInWall() as bool;
myThrowableProjectile . isInWall();
Return Type:
bool
// ThrowableProjectile.isInWater as bool
myThrowableProjectile . isInWater
Return Type:
bool
// ThrowableProjectile.isInWater() as bool;
myThrowableProjectile . isInWater();
Return Type:
bool
// ThrowableProjectile.isInWaterOrBubble as bool
myThrowableProjectile . isInWaterOrBubble
Return Type:
bool
// ThrowableProjectile.isInWaterOrBubble() as bool;
myThrowableProjectile . isInWaterOrBubble();
Return Type:
bool
// ThrowableProjectile.isInWaterOrRain as bool
myThrowableProjectile . isInWaterOrRain
Return Type:
bool
// ThrowableProjectile.isInWaterOrRain() as bool;
myThrowableProjectile . isInWaterOrRain();
Return Type:
bool
// ThrowableProjectile.isInWaterRainOrBubble as bool
myThrowableProjectile . isInWaterRainOrBubble
Return Type:
bool
// ThrowableProjectile.isInWaterRainOrBubble() as bool;
myThrowableProjectile . isInWaterRainOrBubble();
Return Type:
bool
// ThrowableProjectile.isNoGravity as bool
myThrowableProjectile . isNoGravity
Return Type:
bool
// ThrowableProjectile.isNoGravity() as bool;
myThrowableProjectile . isNoGravity();
Return Type:
bool
// ThrowableProjectile.isOnFire as bool
myThrowableProjectile . isOnFire
Return Type:
bool
// ThrowableProjectile.isOnFire() as bool;
myThrowableProjectile . isOnFire();
Return Type:
bool
// ThrowableProjectile.isOnPortalCooldown as bool
myThrowableProjectile . isOnPortalCooldown
Return Type:
bool
// ThrowableProjectile.isOnPortalCooldown() as bool;
myThrowableProjectile . isOnPortalCooldown();
Return Type:
bool
// ThrowableProjectile.isPassenger as bool
myThrowableProjectile . isPassenger
Return Type:
bool
// ThrowableProjectile.isPassenger() as bool;
myThrowableProjectile . isPassenger();
Return Type:
bool
// ThrowableProjectile.isPassengerOfSameVehicle(entity as Entity ) as bool; myThrowableProjectile . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// ThrowableProjectile.isPickable as bool
myThrowableProjectile . isPickable
Return Type:
bool
// ThrowableProjectile.isPickable() as bool;
myThrowableProjectile . isPickable();
Return Type:
bool
// ThrowableProjectile.isPushable as bool
myThrowableProjectile . isPushable
Return Type:
bool
// ThrowableProjectile.isPushable() as bool;
myThrowableProjectile . isPushable();
Return Type:
bool
// ThrowableProjectile.isPushedByFluid as bool
myThrowableProjectile . isPushedByFluid
Return Type:
bool
// ThrowableProjectile.isPushedByFluid() as bool;
myThrowableProjectile . isPushedByFluid();
Return Type:
bool
// ThrowableProjectile.isRemoved as bool
myThrowableProjectile . isRemoved
Return Type:
bool
// ThrowableProjectile.isRemoved() as bool;
myThrowableProjectile . isRemoved();
Return Type:
bool
// ThrowableProjectile.isShiftKeyDown as bool
myThrowableProjectile . isShiftKeyDown
Return Type:
bool
// ThrowableProjectile.isShiftKeyDown() as bool;
myThrowableProjectile . isShiftKeyDown();
Return Type:
bool
// ThrowableProjectile.isSilent as bool
myThrowableProjectile . isSilent
Return Type:
bool
// ThrowableProjectile.isSilent() as bool;
myThrowableProjectile . isSilent();
Return Type:
bool
// ThrowableProjectile.isSpectator as bool
myThrowableProjectile . isSpectator
Return Type:
bool
// ThrowableProjectile.isSpectator() as bool;
myThrowableProjectile . isSpectator();
Return Type:
bool
// ThrowableProjectile.isSprinting as bool
myThrowableProjectile . isSprinting
Return Type:
bool
// ThrowableProjectile.isSprinting() as bool;
myThrowableProjectile . isSprinting();
Return Type:
bool
// ThrowableProjectile.isSteppingCarefully as bool
myThrowableProjectile . isSteppingCarefully
Return Type:
bool
// ThrowableProjectile.isSteppingCarefully() as bool;
myThrowableProjectile . isSteppingCarefully();
Return Type:
bool
// ThrowableProjectile.isSuppressingBounce as bool
myThrowableProjectile . isSuppressingBounce
Return Type:
bool
// ThrowableProjectile.isSuppressingBounce() as bool;
myThrowableProjectile . isSuppressingBounce();
Return Type:
bool
// ThrowableProjectile.isSwimming as bool
myThrowableProjectile . isSwimming
Return Type:
bool
// ThrowableProjectile.isSwimming() as bool;
myThrowableProjectile . isSwimming();
Return Type:
bool
// ThrowableProjectile.isUnderWater as bool
myThrowableProjectile . isUnderWater
Return Type:
bool
// ThrowableProjectile.isUnderWater() as bool;
myThrowableProjectile . isUnderWater();
Return Type:
bool
// ThrowableProjectile.isVehicle as bool
myThrowableProjectile . isVehicle
Return Type:
bool
// ThrowableProjectile.isVehicle() as bool;
myThrowableProjectile . isVehicle();
Return Type:
bool
// ThrowableProjectile.isVisuallyCrawling as bool
myThrowableProjectile . isVisuallyCrawling
Return Type:
bool
// ThrowableProjectile.isVisuallyCrawling() as bool;
myThrowableProjectile . isVisuallyCrawling();
Return Type:
bool
// ThrowableProjectile.isVisuallySwimming as bool
myThrowableProjectile . isVisuallySwimming
Return Type:
bool
// ThrowableProjectile.isVisuallySwimming() as bool;
myThrowableProjectile . isVisuallySwimming();
Return Type:
bool
// ThrowableProjectile.kill();
myThrowableProjectile . kill();
// ThrowableProjectile.lavaHurt();
myThrowableProjectile . lavaHurt();
// ThrowableProjectile.level as Level myThrowableProjectile . level
Return Type:
Level
// ThrowableProjectile.lookAngle as Vec3 myThrowableProjectile . lookAngle
Return Type:
Vec3
// ThrowableProjectile.lookAngle() as Vec3 ; myThrowableProjectile . lookAngle();
Return Type:
Vec3
// ThrowableProjectile.maxAirSupply as int
myThrowableProjectile . maxAirSupply
Return Type:
int
// ThrowableProjectile.maxAirSupply() as int;
myThrowableProjectile . maxAirSupply();
Return Type:
int
// ThrowableProjectile.maxFallDistance as int
myThrowableProjectile . maxFallDistance
Return Type:
int
// ThrowableProjectile.maxFallDistance() as int;
myThrowableProjectile . maxFallDistance();
Return Type:
int
// ThrowableProjectile.motionDirection as Direction myThrowableProjectile . motionDirection
Return Type:
Direction
// ThrowableProjectile.motionDirection() as Direction ; myThrowableProjectile . motionDirection();
Return Type:
Direction
// ThrowableProjectile.moveRelative(amount as float, relative as Vec3 ); myThrowableProjectile . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// ThrowableProjectile.moveTo(vec as Vec3 ); myThrowableProjectile . moveTo(myVec3);
// 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(pos as BlockPos , yaw as float, pitch as float); myThrowableProjectile . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// 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
myThrowableProjectile . name
Return Type:
Component
myThrowableProjectile . name
Return Type:
Component
myThrowableProjectile . name();
Return Type:
Component
myThrowableProjectile . name();
Return Type:
Component
// ThrowableProjectile.onGround as bool
myThrowableProjectile . onGround
Return Type:
bool
// ThrowableProjectile.onPos as BlockPos myThrowableProjectile . onPos
Return Type:
BlockPos
// ThrowableProjectile.onPos() as BlockPos ; myThrowableProjectile . onPos();
Return Type:
BlockPos
// ThrowableProjectile.owner as Entity myThrowableProjectile . owner
Return Type:
Entity
// ThrowableProjectile.owner = (entity as Entity ); myThrowableProjectile . owner = myEntity;
// ThrowableProjectile.owner(entity as Entity ); myThrowableProjectile . owner(myEntity);
// ThrowableProjectile.owner() as Entity ; myThrowableProjectile . owner();
Return Type:
Entity
// ThrowableProjectile.passengers as List< Entity > myThrowableProjectile . passengers
Return Type:
List <Entity >
// ThrowableProjectile.passengers() as List< Entity >; myThrowableProjectile . passengers();
Return Type:
List <Entity >
// ThrowableProjectile.percentFrozen as float
myThrowableProjectile . percentFrozen
Return Type:
float
// ThrowableProjectile.percentFrozen() as float;
myThrowableProjectile . percentFrozen();
Return Type:
float
myThrowableProjectile . pistonPushReaction
Return Type:
PushReaction
// ThrowableProjectile.pistonPushReaction() as PushReaction ; myThrowableProjectile . pistonPushReaction();
Return Type:
PushReaction
// ThrowableProjectile.playSound(sound as SoundEvent , volume as float, pitch as float); myThrowableProjectile . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// ThrowableProjectile.portalWaitTime as int
myThrowableProjectile . portalWaitTime
Return Type:
int
// ThrowableProjectile.portalWaitTime() as int;
myThrowableProjectile . portalWaitTime();
Return Type:
int
// ThrowableProjectile.position as Vec3 myThrowableProjectile . position
Return Type:
Vec3
// ThrowableProjectile.position() as Vec3 ; myThrowableProjectile . position();
Return Type:
Vec3
// ThrowableProjectile.positionRider(entity as Entity ); myThrowableProjectile . positionRider(myEntity);
// ThrowableProjectile.remainingFireTicks as int
myThrowableProjectile . 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.rootVehicle as Entity myThrowableProjectile . rootVehicle
Return Type:
Entity
// ThrowableProjectile.rootVehicle() as Entity ; myThrowableProjectile . rootVehicle();
Return Type:
Entity
// ThrowableProjectile.sendMessage(component as Component ); myThrowableProjectile . sendMessage(myComponent);
// ThrowableProjectile.setAirSupply(air as int);
myThrowableProjectile . setAirSupply(myInt);
// ThrowableProjectile.setCustomName(name as Component ); myThrowableProjectile . setCustomName(myComponent);
// ThrowableProjectile.setCustomNameVisible(visible as bool);
myThrowableProjectile . setCustomNameVisible(myBool);
// 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);
// 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);
// 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(position as Vec3 ); myThrowableProjectile . setPos(myVec3);
// 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);
myThrowableProjectile . setRemoved(myRemovalReason);
// ThrowableProjectile.setSecondsOnFire(seconds as int);
myThrowableProjectile . setSecondsOnFire(myInt);
// ThrowableProjectile.setShiftKeyDown(keyDown as bool);
myThrowableProjectile . setShiftKeyDown(myBool);
// ThrowableProjectile.setSilent(silent as bool);
myThrowableProjectile . setSilent(myBool);
// 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);
// ThrowableProjectile.shouldBeSaved as bool
myThrowableProjectile . shouldBeSaved
Return Type:
bool
// ThrowableProjectile.shouldBeSaved() as bool;
myThrowableProjectile . shouldBeSaved();
Return Type:
bool
// ThrowableProjectile.shouldInformAdmins as bool
myThrowableProjectile . shouldInformAdmins
Return Type:
bool
// ThrowableProjectile.shouldInformAdmins() as bool;
myThrowableProjectile . shouldInformAdmins();
Return Type:
bool
// ThrowableProjectile.shouldShowName as bool
myThrowableProjectile . shouldShowName
Return Type:
bool
// ThrowableProjectile.shouldShowName() as bool;
myThrowableProjectile . shouldShowName();
Return Type:
bool
// ThrowableProjectile.showVehicleHealth as bool
myThrowableProjectile . showVehicleHealth
Return Type:
bool
// ThrowableProjectile.showVehicleHealth() as bool;
myThrowableProjectile . showVehicleHealth();
Return Type:
bool
myThrowableProjectile . soundSource
Return Type:
SoundSource
myThrowableProjectile . soundSource();
Return Type:
SoundSource
// ThrowableProjectile.startRiding(entity as Entity ) as bool; myThrowableProjectile . startRiding(myEntity);
Return Type:
bool
// ThrowableProjectile.startRiding(entity as Entity , force as bool) as bool; myThrowableProjectile . startRiding(myEntity, myBool);
Return Type:
bool
// ThrowableProjectile.stopRiding();
myThrowableProjectile . stopRiding();
// ThrowableProjectile.stringUUID as string
myThrowableProjectile . 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 int
myThrowableProjectile . 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 int
myThrowableProjectile . ticksFrozen
Return Type:
int
// ThrowableProjectile.ticksFrozen() as int;
myThrowableProjectile . ticksFrozen();
Return Type:
int
// ThrowableProjectile.ticksRequiredToFreeze as int
myThrowableProjectile . 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
// ThrowableProjectile.unRide();
myThrowableProjectile . unRide();
Updates the custom NBT data for this Entity. // ThrowableProjectile.updateCustomData(data as MapData ); myThrowableProjectile . updateCustomData({custom: "data" });
// ThrowableProjectile.updateCustomEntityTag(level as Level , player as Player , data as MapData ); myThrowableProjectile . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // ThrowableProjectile.updateData(data as MapData ); myThrowableProjectile . updateData({key: "value" });
// ThrowableProjectile.uuid as UUID
myThrowableProjectile . uuid
Return Type:
UUID
// ThrowableProjectile.uuid() as UUID;
myThrowableProjectile . uuid();
Return Type:
UUID
// ThrowableProjectile.vehicle as Entity myThrowableProjectile . vehicle
Return Type:
Entity
// ThrowableProjectile.vehicle() as Entity ; myThrowableProjectile . vehicle();
Return Type:
Entity
// ThrowableProjectile.x as double
Return Type:
double
// ThrowableProjectile.x() as double;
myThrowableProjectile . x();
Return Type:
double
// ThrowableProjectile.y as double
Return Type:
double
// ThrowableProjectile.y() as double;
myThrowableProjectile . y();
Return Type:
double
// ThrowableProjectile.z as double
Return Type:
double
// ThrowableProjectile.z() as double;
myThrowableProjectile . z();
Return Type:
double