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 boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).acceptsFailure
Return Type:
bool
Returns: True if the commands from this source should return failure messages, false otherwise.
// FallingBlockEntity.acceptsFailure() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).acceptsFailure();
Return Type:
bool
// FallingBlockEntity.acceptsSuccess as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).acceptsSuccess
Return Type:
bool
Returns: True if the commands from this source should return successful messages, false otherwise.
// FallingBlockEntity.acceptsSuccess() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).acceptsSuccess();
Return Type:
bool
Returns: true if the tag was added.
// FallingBlockEntity.addTag(tagName as string) as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).addTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to add.
Return Type:
bool
// FallingBlockEntity.airSupply as intFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).airSupply
Return Type:
int
Returns: The current air supply of the entity.
// FallingBlockEntity.airSupply() as int;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).airSupply();
Return Type:
int
// FallingBlockEntity.alwaysAccepts as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).alwaysAccepts
Return Type:
bool
Returns: True if the command source always accepts, false otherwise.
// FallingBlockEntity.alwaysAccepts() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).alwaysAccepts();
Return Type:
bool
// FallingBlockEntity.bbHeight as floatFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).bbHeight
Return Type:
float
Returns: The height of the bounding box of the entity.
// FallingBlockEntity.bbHeight() as float;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).bbHeight();
Return Type:
float
// FallingBlockEntity.bbWidth as floatFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).bbWidth
Return Type:
float
Returns: The width of the bounding box of the entity.
// FallingBlockEntity.bbWidth() as float;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).bbWidth();
Return Type:
float
// FallingBlockEntity.blockstate as BlockStateFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).blockstate
Return Type:
BlockState
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).blockstate = myBlockState;
Parameters:
state: BlockState
Type: BlockState
Returns: The BlockState of this falling entity
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).blockstate();
Return Type:
BlockState
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).blockstate(myBlockState);
Parameters:
state: BlockState
Type: BlockState
// FallingBlockEntity.blockX as intFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).blockX
Return Type:
int
Returns: The x coordinate of the entity.
// FallingBlockEntity.blockX() as int;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).blockX();
Return Type:
int
// FallingBlockEntity.blockY as intFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).blockY
Return Type:
int
Returns: The y coordinate of the entity.
// FallingBlockEntity.blockY() as int;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).blockY();
Return Type:
int
// FallingBlockEntity.blockZ as intFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).blockZ
Return Type:
int
Returns: The z coordinate of the entity.
// FallingBlockEntity.blockZ() as int;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).blockZ();
Return Type:
int
net.minecraft.world.level.block.Fallable
's onBrokenAfterFall
method using this entity.FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).callOnBrokenAfterFall(<block:minecraft:sand>, new BlockPos(1, 2, 3));
// FallingBlockEntity.canBeCollidedWith as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).canBeCollidedWith
Return Type:
bool
Returns: true if the entity can be collided with.
// FallingBlockEntity.canBeCollidedWith() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).canBeCollidedWith();
Return Type:
bool
Returns: true if the entity can collide with the given entity.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).canCollideWith(myEntity);
Return Type:
bool
// FallingBlockEntity.canFreeze as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).canFreeze
Return Type:
bool
Returns: Whether the entity can freeze.
// FallingBlockEntity.canFreeze() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).canFreeze();
Return Type:
bool
// FallingBlockEntity.clearFire();FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).clearFire();
Returns: true if the entity is closer than the given distance to the other entity.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).closerThan(myEntity, myDouble);
Parameters:
Return Type:
bool
net.minecraft.world.entity.item.ItemEntity
s who's item is in the dampens_vibrations item tag.// FallingBlockEntity.dampensVibrations as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).dampensVibrations
Return Type:
bool
net.minecraft.world.entity.item.ItemEntity
s who's item is in the dampens_vibrations item tag.Returns: true if the entity dampens vibrations.
// FallingBlockEntity.dampensVibrations() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).dampensVibrations();
Return Type:
bool
// FallingBlockEntity.dimensionChangingDelay as intFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).dimensionChangingDelay
Return Type:
int
Returns: The dimension changing delay of the entity.
// FallingBlockEntity.dimensionChangingDelay() as int;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).dimensionChangingDelay();
Return Type:
int
// FallingBlockEntity.discard();FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).discard();
// FallingBlockEntity.dismountsUnderwater as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).dismountsUnderwater
Return Type:
bool
Returns: true if the entity dismounts underwater.
// FallingBlockEntity.dismountsUnderwater() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).dismountsUnderwater();
Return Type:
bool
Returns: The distance to the given entity.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).distanceTo(myEntity);
Return Type:
float
Returns: The squared distance to the given position.
// FallingBlockEntity.distanceToSqr(x as double, y as double, z as double) as double;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to get the squared distance to. y: double
Type: double
- The y position to get the squared distance to. z: double
Type: double
- The z position to get the squared distance to.
Return Type:
double
Returns: The squared distance to the given entity.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).distanceToSqr(myEntity);
Return Type:
double
Returns: The squared distance to the given vector.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).distanceToSqr(myVec3);
Return Type:
double
// FallingBlockEntity.ejectPassengers();FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).ejectPassengers();
// FallingBlockEntity.eyeHeight as floatFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).eyeHeight
Return Type:
float
Returns: The eye height of the entity.
// FallingBlockEntity.eyeHeight() as float;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).eyeHeight();
Return Type:
float
// FallingBlockEntity.eyeY as doubleFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).eyeY
Return Type:
double
Returns: The y coordinate of the entity's eyes.
// FallingBlockEntity.eyeY() as double;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).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 boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).fireImmune
Return Type:
bool
Returns: true if the entity is fire immune.
// FallingBlockEntity.fireImmune() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).fireImmune();
Return Type:
bool
// FallingBlockEntity.fireTicks as intFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).fireTicks
Return Type:
int
// FallingBlockEntity.fireTicks = (ticks as int);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).fireTicks = myInt;
Parameters:
ticks: int
Type: int
- The number of ticks to set the remaining fire ticks to. // FallingBlockEntity.fireTicks(ticks as int);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).fireTicks(myInt);
Parameters:
ticks: int
Type: int
- The number of ticks to set the remaining fire ticks to. Returns: The remaining fire ticks of the entity.
// FallingBlockEntity.fireTicks() as int;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).fireTicks();
Return Type:
int
// FallingBlockEntity.fluidJumpThreshold as doubleFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).fluidJumpThreshold
Return Type:
double
Returns: The fluid jump threshold of the entity.
// FallingBlockEntity.fluidJumpThreshold() as double;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).fluidJumpThreshold();
Return Type:
double
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).getAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
T
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).getAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
T
Returns: The eye position of the entity.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the eye position for.
Return Type:
Vec3
Returns: The position of the entity.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the position for.
Return Type:
Vec3
Returns: The up vector of the entity.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the up vector for.
Return Type:
Vec3
Returns: The view vector of the entity.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the view vector for.
Return Type:
Vec3
Returns: The x coordinate of the entity.
// FallingBlockEntity.getX(scale as double) as double;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).getX(myDouble);
Parameters:
scale: double
Type: double
- The scale to get the x coordinate of the entity.
Return Type:
double
Returns: The y coordinate of the entity.
// FallingBlockEntity.getY(scale as double) as double;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).getY(myDouble);
Parameters:
scale: double
Type: double
- The scale to get the y coordinate of the entity.
Return Type:
double
Returns: The z coordinate of the entity.
// FallingBlockEntity.getZ(scale as double) as double;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).getZ(myDouble);
Parameters:
scale: double
Type: double
- The scale to get the z coordinate of the entity.
Return Type:
double
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).hasAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
bool
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).hasAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
bool
// FallingBlockEntity.hasCustomName as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).hasCustomName
Return Type:
bool
// FallingBlockEntity.hasCustomName as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).hasCustomName
Return Type:
bool
Returns: true if the entity has a custom name.
// FallingBlockEntity.hasCustomName() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).hasCustomName();
Return Type:
bool
// FallingBlockEntity.hasCustomName() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).hasCustomName();
Return Type:
bool
// FallingBlockEntity.hasExactlyOnePlayerPassenger as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).hasExactlyOnePlayerPassenger
Return Type:
bool
Returns: true if the entity has exactly one player passenger.
// FallingBlockEntity.hasExactlyOnePlayerPassenger() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).hasExactlyOnePlayerPassenger();
Return Type:
bool
// FallingBlockEntity.hasGlowingTag as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).hasGlowingTag
Return Type:
bool
Returns: true if the entity is currently glowing.
// FallingBlockEntity.hasGlowingTag() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).hasGlowingTag();
Return Type:
bool
Returns: true if the entity has an indirect passenger.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).hasIndirectPassenger(myEntity);
Return Type:
bool
Returns: true if the entity has the given passenger.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).hasPassenger(myEntity);
Return Type:
bool
Returns: true if the entity has a passenger that matches the predicate.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).hasPassenger(myPredicate);
Parameters:
Return Type:
bool
DamageSource
and amount.Returns: true if the entity was hurt.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
- The amount of damage to deal.
Return Type:
bool
// FallingBlockEntity.id as intFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).id
Return Type:
int
Returns: The ID of the entity.
// FallingBlockEntity.id() as int;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).id();
Return Type:
int
BlockState
that this entity is currently inside.// FallingBlockEntity.inBlockState as BlockStateFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).inBlockState
Return Type:
BlockState
BlockState
that this entity is currently inside.Returns: The block state that this entity is currently inside
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).inBlockState();
Return Type:
BlockState
// FallingBlockEntity.isAlive as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isAlive
Return Type:
bool
Returns: true if the entity is alive.
// FallingBlockEntity.isAlive() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isAlive();
Return Type:
bool
// FallingBlockEntity.isAlwaysTicking as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isAlwaysTicking
Return Type:
bool
Returns: true if the entity is always ticking.
// FallingBlockEntity.isAlwaysTicking() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isAlwaysTicking();
Return Type:
bool
// FallingBlockEntity.isAttackable as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isAttackable
Return Type:
bool
Returns: true if the entity is attackable.
// FallingBlockEntity.isAttackable() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isAttackable();
Return Type:
bool
BlockState
at the given BlockPos
.Returns: true if the entity is colliding with the block.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isColliding(myBlockPos, myBlockState);
Parameters:
Return Type:
bool
// FallingBlockEntity.isCrouching as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isCrouching
Return Type:
bool
Returns: true if the entity is crouching.
// FallingBlockEntity.isCrouching() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isCrouching();
Return Type:
bool
// FallingBlockEntity.isCurrentlyGlowing as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isCurrentlyGlowing
Return Type:
bool
Returns: true if the entity is currently glowing.
// FallingBlockEntity.isCurrentlyGlowing() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isCurrentlyGlowing();
Return Type:
bool
// FallingBlockEntity.isCustomNameVisible as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isCustomNameVisible
Return Type:
bool
Returns: true if the custom name is visible.
// FallingBlockEntity.isCustomNameVisible() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isCustomNameVisible();
Return Type:
bool
// FallingBlockEntity.isDescending as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isDescending
Return Type:
bool
Returns: true if the entity is descending.
// FallingBlockEntity.isDescending() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isDescending();
Return Type:
bool
// FallingBlockEntity.isDiscrete as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isDiscrete
Return Type:
bool
Returns: true if the entity is being discrete.
// FallingBlockEntity.isDiscrete() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isDiscrete();
Return Type:
bool
Returns: true if the entity is free to move in the given position.
// FallingBlockEntity.isFree(x as double, y as double, z as double) as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to check. y: double
Type: double
- The y position to check. z: double
Type: double
- The z position to check.
Return Type:
bool
// FallingBlockEntity.isFullyFrozen as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isFullyFrozen
Return Type:
bool
Returns: true if the entity is fully frozen.
// FallingBlockEntity.isFullyFrozen() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isFullyFrozen();
Return Type:
bool
// FallingBlockEntity.isInLava as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInLava
Return Type:
bool
Returns: true if the entity is in lava.
// FallingBlockEntity.isInLava() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInLava();
Return Type:
bool
// FallingBlockEntity.isInvisible as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInvisible
Return Type:
bool
Returns: true if the entity is invisible.
// FallingBlockEntity.isInvisible() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInvisible();
Return Type:
bool
Player
.Returns: true if the entity is invisible to the player.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInvisibleTo(myPlayer);
Return Type:
bool
// FallingBlockEntity.isInvulnerable as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInvulnerable
Return Type:
bool
Returns: true if the entity is invulnerable.
// FallingBlockEntity.isInvulnerable() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInvulnerable();
Return Type:
bool
DamageSource
.Returns: true if the entity is invulnerable to the damage source.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInvulnerableTo(myDamageSource);
Parameters:
Return Type:
bool
// FallingBlockEntity.isInWall as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInWall
Return Type:
bool
Returns: true if the entity is in a wall.
// FallingBlockEntity.isInWall() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInWall();
Return Type:
bool
// FallingBlockEntity.isInWater as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInWater
Return Type:
bool
Returns: true if the entity is in water.
// FallingBlockEntity.isInWater() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInWater();
Return Type:
bool
// FallingBlockEntity.isInWaterOrBubble as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInWaterOrBubble
Return Type:
bool
Returns: true if the entity is in water or a bubble column.
// FallingBlockEntity.isInWaterOrBubble() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInWaterOrBubble();
Return Type:
bool
// FallingBlockEntity.isInWaterOrRain as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInWaterOrRain
Return Type:
bool
Returns: true if the entity is in water or rain.
// FallingBlockEntity.isInWaterOrRain() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInWaterOrRain();
Return Type:
bool
// FallingBlockEntity.isInWaterRainOrBubble as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInWaterRainOrBubble
Return Type:
bool
Returns: true if the entity is in water or rain or a bubble column.
// FallingBlockEntity.isInWaterRainOrBubble() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isInWaterRainOrBubble();
Return Type:
bool
// FallingBlockEntity.isNoGravity as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isNoGravity
Return Type:
bool
Returns: true if the entity has no gravity.
// FallingBlockEntity.isNoGravity() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isNoGravity();
Return Type:
bool
// FallingBlockEntity.isOnFire as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isOnFire
Return Type:
bool
Returns: true if the entity is on fire.
// FallingBlockEntity.isOnFire() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isOnFire();
Return Type:
bool
// FallingBlockEntity.isOnPortalCooldown as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isOnPortalCooldown
Return Type:
bool
Returns: true if the entity is on portal cooldown.
// FallingBlockEntity.isOnPortalCooldown() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isOnPortalCooldown();
Return Type:
bool
// FallingBlockEntity.isPassenger as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isPassenger
Return Type:
bool
Returns: true if the entity is a passenger.
// FallingBlockEntity.isPassenger() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isPassenger();
Return Type:
bool
Returns: true if the entity is a passenger of the same vehicle.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// FallingBlockEntity.isPickable as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isPickable
Return Type:
bool
Returns: true if the entity is pickable.
// FallingBlockEntity.isPickable() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isPickable();
Return Type:
bool
// FallingBlockEntity.isPushable as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isPushable
Return Type:
bool
Returns: true if the entity is pushable.
// FallingBlockEntity.isPushable() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isPushable();
Return Type:
bool
// FallingBlockEntity.isPushedByFluid as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isPushedByFluid
Return Type:
bool
Returns: true if the entity is pushed by fluid.
// FallingBlockEntity.isPushedByFluid() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isPushedByFluid();
Return Type:
bool
// FallingBlockEntity.isRemoved as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isRemoved
Return Type:
bool
Returns: Whether the entity has been removed.
// FallingBlockEntity.isRemoved() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isRemoved();
Return Type:
bool
// FallingBlockEntity.isShiftKeyDown as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isShiftKeyDown
Return Type:
bool
Returns: true if the shift key is down.
// FallingBlockEntity.isShiftKeyDown() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isShiftKeyDown();
Return Type:
bool
// FallingBlockEntity.isSilent as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isSilent
Return Type:
bool
Returns: true if the entity is silent.
// FallingBlockEntity.isSilent() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isSilent();
Return Type:
bool
// FallingBlockEntity.isSpectator as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isSpectator
Return Type:
bool
Returns: true if the entity is a spectator.
// FallingBlockEntity.isSpectator() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isSpectator();
Return Type:
bool
// FallingBlockEntity.isSprinting as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isSprinting
Return Type:
bool
Returns: true if the entity is sprinting.
// FallingBlockEntity.isSprinting() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isSprinting();
Return Type:
bool
// FallingBlockEntity.isSteppingCarefully as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isSteppingCarefully
Return Type:
bool
Returns: true if the entity is stepping carefully.
// FallingBlockEntity.isSteppingCarefully() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isSteppingCarefully();
Return Type:
bool
// FallingBlockEntity.isSuppressingBounce as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isSuppressingBounce
Return Type:
bool
Returns: true if the entity is suppressing bounce.
// FallingBlockEntity.isSuppressingBounce() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isSuppressingBounce();
Return Type:
bool
// FallingBlockEntity.isSwimming as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isSwimming
Return Type:
bool
Returns: true if the entity is swimming.
// FallingBlockEntity.isSwimming() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isSwimming();
Return Type:
bool
// FallingBlockEntity.isUnderWater as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isUnderWater
Return Type:
bool
Returns: true if the entity is underwater.
// FallingBlockEntity.isUnderWater() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isUnderWater();
Return Type:
bool
// FallingBlockEntity.isVehicle as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isVehicle
Return Type:
bool
Returns: true if the entity is a vehicle.
// FallingBlockEntity.isVehicle() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isVehicle();
Return Type:
bool
// FallingBlockEntity.isVisuallyCrawling as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isVisuallyCrawling
Return Type:
bool
Returns: true if the entity is visually crawling.
// FallingBlockEntity.isVisuallyCrawling() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isVisuallyCrawling();
Return Type:
bool
// FallingBlockEntity.isVisuallySwimming as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isVisuallySwimming
Return Type:
bool
Returns: true if the entity is visually swimming.
// FallingBlockEntity.isVisuallySwimming() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).isVisuallySwimming();
Return Type:
bool
// FallingBlockEntity.kill();FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).kill();
// FallingBlockEntity.lavaHurt();FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).lavaHurt();
// FallingBlockEntity.maxAirSupply as intFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).maxAirSupply
Return Type:
int
Returns: The maximum air supply of the entity.
// FallingBlockEntity.maxAirSupply() as int;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).maxAirSupply();
Return Type:
int
// FallingBlockEntity.maxFallDistance as intFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).maxFallDistance
Return Type:
int
Returns: The maximum fall distance of the entity.
// FallingBlockEntity.maxFallDistance() as int;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).maxFallDistance();
Return Type:
int
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).moveRelative(myFloat, myVec3);
// FallingBlockEntity.moveTo(x as double, y as double, z as double);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to move the entity to. y: double
Type: double
- The y position to move the entity to. z: double
Type: double
- The z position to move the entity to. FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).moveTo(myBlockPos, myFloat, myFloat);
// FallingBlockEntity.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);
Parameters:
x: double
Type: double
- The x position to move the entity to. y: double
Type: double
- The y position to move the entity to. z: double
Type: double
- The z position to move the entity to. yaw: float
Type: float
- The yaw to move the entity to. pitch: float
Type: float
- The pitch to move the entity to. // FallingBlockEntity.onGround as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).onGround
Return Type:
bool
// FallingBlockEntity.percentFrozen as floatFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).percentFrozen
Return Type:
float
Returns: The percent the entity is frozen.
// FallingBlockEntity.percentFrozen() as float;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).percentFrozen();
Return Type:
float
// FallingBlockEntity.pistonPushReaction as PushReactionFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).pistonPushReaction
Return Type:
PushReaction
Returns: The piston push reaction of the entity.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).pistonPushReaction();
Return Type:
PushReaction
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
- The volume of the sound. pitch: float
Type: float
- The pitch of the sound. // FallingBlockEntity.registryName as ResourceLocationFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).registryName
Return Type:
ResourceLocation
Returns: The registry name of the entity.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).registryName();
Return Type:
ResourceLocation
Returns: true if the tag was removed.
// FallingBlockEntity.removeTag(tagName as string) as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).removeTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to remove.
Return Type:
bool
// FallingBlockEntity.removeVehicle();FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).removeVehicle();
// FallingBlockEntity.setAirSupply(air as int);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setAirSupply(myInt);
Parameters:
air: int
Type: int
- The new air supply of the entity. FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setAttachmentData<T>(myAttachmentType, myT);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
data: T
Type: T
Return Type:
T?
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).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);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
- true if the custom name should be visible. // FallingBlockEntity.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
- The x delta movement to set. yDelta: double
Type: double
- The y delta movement to set. zDelta: double
Type: double
- The z delta movement to set. // FallingBlockEntity.setGlowingTag(glowing as bool);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
- true if the entity should be glowing. // FallingBlockEntity.setHurtsEntities(damagePerDistance as float, maxDamage as int);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).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);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
- true if the entity should be invisible. // FallingBlockEntity.setInvulnerable(invulnerable as bool);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
- true if the entity should be invulnerable. // FallingBlockEntity.setIsInPowderSnow(inPowderSnow as bool);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
- Whether the entity is in powder snow. // FallingBlockEntity.setNoGravity(noGravity as bool);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
- The no gravity state to set the entity to. // FallingBlockEntity.setOldPosAndRot();FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setOldPosAndRot();
// FallingBlockEntity.setOnGround(onGround as bool);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
- The on ground state to set the entity to. // FallingBlockEntity.setPortalCooldown();FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setPortalCooldown();
// FallingBlockEntity.setPos(x as double, y as double, z as double);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to set the entity to. y: double
Type: double
- The y position to set the entity to. z: double
Type: double
- The z position to set the entity to. // FallingBlockEntity.setPosRaw(x as double, y as double, z as double);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x coordinate to set the position to. y: double
Type: double
- The y coordinate to set the position to. z: double
Type: double
- The z coordinate to set the position to. FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setRemoved(myRemovalReason);
Parameters:
// FallingBlockEntity.setShiftKeyDown(keyDown as bool);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
- true if the shift key is down. // FallingBlockEntity.setSilent(silent as bool);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setSilent(myBool);
Parameters:
silent: bool
Type: bool
- The silent state to set the entity to. // FallingBlockEntity.setSprinting(sprinting as bool);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
- true if the entity should be sprinting. this is mainly used for the rendering of the entity
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setStartPos(new BlockPos(1, 2, 3));
// FallingBlockEntity.setSwimming(swimming as bool);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
- true if the entity should be swimming. // FallingBlockEntity.setTicksFrozen(ticks as int);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
- The new number of ticks the entity has been frozen. // FallingBlockEntity.shouldBeSaved as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).shouldBeSaved
Return Type:
bool
Returns: true if the entity should be saved.
// FallingBlockEntity.shouldBeSaved() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).shouldBeSaved();
Return Type:
bool
// FallingBlockEntity.shouldInformAdmins as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).shouldInformAdmins
Return Type:
bool
Returns: True if the commands from this source should inform admins, false otherwise.
// FallingBlockEntity.shouldInformAdmins() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).shouldInformAdmins();
Return Type:
bool
// FallingBlockEntity.shouldShowName as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).shouldShowName
Return Type:
bool
Returns: true if the entity should show its name.
// FallingBlockEntity.shouldShowName() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).shouldShowName();
Return Type:
bool
// FallingBlockEntity.showVehicleHealth as boolFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).showVehicleHealth
Return Type:
bool
Returns: true if the entity should show vehicle health.
// FallingBlockEntity.showVehicleHealth() as bool;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).showVehicleHealth();
Return Type:
bool
SoundSource
of the entity.// FallingBlockEntity.soundSource as SoundSourceFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).soundSource
Return Type:
SoundSource
SoundSource
of the entity.Returns: The sound source of the entity.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).soundSource();
Return Type:
SoundSource
Returns: true if the entity started riding.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).startRiding(myEntity);
Return Type:
bool
Returns: true if the entity started riding.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).startRiding(myEntity, myBool);
Parameters:
Return Type:
bool
// FallingBlockEntity.stopRiding();FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).stopRiding();
// FallingBlockEntity.stringUUID as stringFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).stringUUID
Return Type:
string
Returns: The UUID of the entity as a string.
// FallingBlockEntity.stringUUID() as string;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).stringUUID();
Return Type:
string
These tags are arbitrary strings that can be attached to an entity. A single entity is limited to 1024.
// FallingBlockEntity.tags as Set<string>FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).tags
Return Type:
Set<string>
These tags are arbitrary strings that can be attached to an entity. A single entity is limited to 1024.
Returns: The tags of the entity.
// FallingBlockEntity.tags() as Set<string>;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).tags();
Return Type:
Set<string>
// FallingBlockEntity.teamColor as intFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).teamColor
Return Type:
int
Returns: The team color of the entity.
// FallingBlockEntity.teamColor() as int;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).teamColor();
Return Type:
int
// FallingBlockEntity.teleportTo(x as double, y as double, z as double);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x coordinate to teleport to. y: double
Type: double
- The y coordinate to teleport to. z: double
Type: double
- The z coordinate to teleport to. // FallingBlockEntity.ticksFrozen as intFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).ticksFrozen
Return Type:
int
Returns: The number of ticks the entity has been frozen.
// FallingBlockEntity.ticksFrozen() as int;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).ticksFrozen();
Return Type:
int
// FallingBlockEntity.ticksRequiredToFreeze as intFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).ticksRequiredToFreeze
Return Type:
int
Returns: The number of ticks required to freeze the entity.
// FallingBlockEntity.ticksRequiredToFreeze() as int;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).ticksRequiredToFreeze();
Return Type:
int
// FallingBlockEntity.turn(yaw as double, pitch as double);FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
- The yaw to turn the entity to. pitch: double
Type: double
- The pitch to turn the entity to. EntityType
of the entity.FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).type
Return Type:
EntityType<Entity>
EntityType
of the entity.Returns: The EntityType
of the entity.
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).type();
Return Type:
EntityType<Entity>
// FallingBlockEntity.unRide();FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).unRide();
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).updateCustomEntityTag(myLevel, myPlayer, myMapData);
// FallingBlockEntity.uuid as UUIDFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).uuid
Return Type:
UUID
Returns: The UUID of the entity.
// FallingBlockEntity.uuid() as UUID;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).uuid();
Return Type:
UUID
// FallingBlockEntity.x as doubleFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).x
Return Type:
double
Returns: The x coordinate of the entity.
// FallingBlockEntity.x() as double;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).x();
Return Type:
double
// FallingBlockEntity.y as doubleFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).y
Return Type:
double
Returns: The y coordinate of the entity.
// FallingBlockEntity.y() as double;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).y();
Return Type:
double
// FallingBlockEntity.z as doubleFallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).z
Return Type:
double
Returns: The z coordinate of the entity.
// FallingBlockEntity.z() as double;FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>).z();
Return Type:
double