AbstractHurtingProjectile
Importing the class
If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at the top of the file.
import crafttweaker.api.entity.type.projectile.AbstractHurtingProjectile;
Extends
AbstractHurtingProjectile extends Projectile
.
Implements
AbstractHurtingProjectile
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces
TraceableEntity
,SyncedDataHolder
,ScoreHolder
,IEntityExtension
,INBTSerializable<CompoundTag>
Members
// AbstractHurtingProjectile.accelerationPower as doublemyAbstractHurtingProjectile.accelerationPower
Return Type:
double
// AbstractHurtingProjectile.accelerationPower = (accelerationPower as double);myAbstractHurtingProjectile.accelerationPower = myDouble;
Parameters:
accelerationPower: double
Type: double
- The accelerationPower of this projectile. // AbstractHurtingProjectile.accelerationPower(accelerationPower as double);myAbstractHurtingProjectile.accelerationPower(myDouble);
Parameters:
accelerationPower: double
Type: double
- The accelerationPower of this projectile. // AbstractHurtingProjectile.acceptsFailure as boolmyAbstractHurtingProjectile.acceptsFailure
Return Type:
bool
Returns: True if the commands from this source should return failure messages, false otherwise.
// AbstractHurtingProjectile.acceptsFailure() as bool;myAbstractHurtingProjectile.acceptsFailure();
Return Type:
bool
// AbstractHurtingProjectile.acceptsSuccess as boolmyAbstractHurtingProjectile.acceptsSuccess
Return Type:
bool
Returns: True if the commands from this source should return successful messages, false otherwise.
// AbstractHurtingProjectile.acceptsSuccess() as bool;myAbstractHurtingProjectile.acceptsSuccess();
Return Type:
bool
Returns: true if the tag was added.
// AbstractHurtingProjectile.addTag(tagName as string) as bool;myAbstractHurtingProjectile.addTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to add.
Return Type:
bool
// AbstractHurtingProjectile.airSupply as intmyAbstractHurtingProjectile.airSupply
Return Type:
int
Returns: The current air supply of the entity.
// AbstractHurtingProjectile.airSupply() as int;myAbstractHurtingProjectile.airSupply();
Return Type:
int
// AbstractHurtingProjectile.alwaysAccepts as boolmyAbstractHurtingProjectile.alwaysAccepts
Return Type:
bool
Returns: True if the command source always accepts, false otherwise.
// AbstractHurtingProjectile.alwaysAccepts() as bool;myAbstractHurtingProjectile.alwaysAccepts();
Return Type:
bool
// AbstractHurtingProjectile.bbHeight as floatmyAbstractHurtingProjectile.bbHeight
Return Type:
float
Returns: The height of the bounding box of the entity.
// AbstractHurtingProjectile.bbHeight() as float;myAbstractHurtingProjectile.bbHeight();
Return Type:
float
// AbstractHurtingProjectile.bbWidth as floatmyAbstractHurtingProjectile.bbWidth
Return Type:
float
Returns: The width of the bounding box of the entity.
// AbstractHurtingProjectile.bbWidth() as float;myAbstractHurtingProjectile.bbWidth();
Return Type:
float
// AbstractHurtingProjectile.blockX as intmyAbstractHurtingProjectile.blockX
Return Type:
int
Returns: The x coordinate of the entity.
// AbstractHurtingProjectile.blockX() as int;myAbstractHurtingProjectile.blockX();
Return Type:
int
// AbstractHurtingProjectile.blockY as intmyAbstractHurtingProjectile.blockY
Return Type:
int
Returns: The y coordinate of the entity.
// AbstractHurtingProjectile.blockY() as int;myAbstractHurtingProjectile.blockY();
Return Type:
int
// AbstractHurtingProjectile.blockZ as intmyAbstractHurtingProjectile.blockZ
Return Type:
int
Returns: The z coordinate of the entity.
// AbstractHurtingProjectile.blockZ() as int;myAbstractHurtingProjectile.blockZ();
Return Type:
int
// AbstractHurtingProjectile.canBeCollidedWith as boolmyAbstractHurtingProjectile.canBeCollidedWith
Return Type:
bool
Returns: true if the entity can be collided with.
// AbstractHurtingProjectile.canBeCollidedWith() as bool;myAbstractHurtingProjectile.canBeCollidedWith();
Return Type:
bool
Returns: true if the entity can collide with the given entity.
myAbstractHurtingProjectile.canCollideWith(myEntity);
Return Type:
bool
// AbstractHurtingProjectile.canFreeze as boolmyAbstractHurtingProjectile.canFreeze
Return Type:
bool
Returns: Whether the entity can freeze.
// AbstractHurtingProjectile.canFreeze() as bool;myAbstractHurtingProjectile.canFreeze();
Return Type:
bool
// AbstractHurtingProjectile.clearFire();myAbstractHurtingProjectile.clearFire();
Returns: true if the entity is closer than the given distance to the other entity.
myAbstractHurtingProjectile.closerThan(myEntity, myDouble);
Parameters:
Return Type:
bool
net.minecraft.world.entity.item.ItemEntity
s who's item is in the dampens_vibrations item tag.// AbstractHurtingProjectile.dampensVibrations as boolmyAbstractHurtingProjectile.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.
// AbstractHurtingProjectile.dampensVibrations() as bool;myAbstractHurtingProjectile.dampensVibrations();
Return Type:
bool
// AbstractHurtingProjectile.dimensionChangingDelay as intmyAbstractHurtingProjectile.dimensionChangingDelay
Return Type:
int
Returns: The dimension changing delay of the entity.
// AbstractHurtingProjectile.dimensionChangingDelay() as int;myAbstractHurtingProjectile.dimensionChangingDelay();
Return Type:
int
// AbstractHurtingProjectile.discard();myAbstractHurtingProjectile.discard();
// AbstractHurtingProjectile.dismountsUnderwater as boolmyAbstractHurtingProjectile.dismountsUnderwater
Return Type:
bool
Returns: true if the entity dismounts underwater.
// AbstractHurtingProjectile.dismountsUnderwater() as bool;myAbstractHurtingProjectile.dismountsUnderwater();
Return Type:
bool
Returns: The distance to the given entity.
myAbstractHurtingProjectile.distanceTo(myEntity);
Return Type:
float
Returns: The squared distance to the given position.
// AbstractHurtingProjectile.distanceToSqr(x as double, y as double, z as double) as double;myAbstractHurtingProjectile.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.
myAbstractHurtingProjectile.distanceToSqr(myEntity);
Return Type:
double
Returns: The squared distance to the given vector.
myAbstractHurtingProjectile.distanceToSqr(myVec3);
Return Type:
double
// AbstractHurtingProjectile.ejectPassengers();myAbstractHurtingProjectile.ejectPassengers();
// AbstractHurtingProjectile.eyeHeight as floatmyAbstractHurtingProjectile.eyeHeight
Return Type:
float
Returns: The eye height of the entity.
// AbstractHurtingProjectile.eyeHeight() as float;myAbstractHurtingProjectile.eyeHeight();
Return Type:
float
// AbstractHurtingProjectile.eyeY as doublemyAbstractHurtingProjectile.eyeY
Return Type:
double
Returns: The y coordinate of the entity's eyes.
// AbstractHurtingProjectile.eyeY() as double;myAbstractHurtingProjectile.eyeY();
Return Type:
double
// AbstractHurtingProjectile.fireImmune as boolmyAbstractHurtingProjectile.fireImmune
Return Type:
bool
Returns: true if the entity is fire immune.
// AbstractHurtingProjectile.fireImmune() as bool;myAbstractHurtingProjectile.fireImmune();
Return Type:
bool
// AbstractHurtingProjectile.fireTicks as intmyAbstractHurtingProjectile.fireTicks
Return Type:
int
// AbstractHurtingProjectile.fireTicks = (ticks as int);myAbstractHurtingProjectile.fireTicks = myInt;
Parameters:
ticks: int
Type: int
- The number of ticks to set the remaining fire ticks to. // AbstractHurtingProjectile.fireTicks(ticks as int);myAbstractHurtingProjectile.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.
// AbstractHurtingProjectile.fireTicks() as int;myAbstractHurtingProjectile.fireTicks();
Return Type:
int
// AbstractHurtingProjectile.fluidJumpThreshold as doublemyAbstractHurtingProjectile.fluidJumpThreshold
Return Type:
double
Returns: The fluid jump threshold of the entity.
// AbstractHurtingProjectile.fluidJumpThreshold() as double;myAbstractHurtingProjectile.fluidJumpThreshold();
Return Type:
double
myAbstractHurtingProjectile.getAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
T
myAbstractHurtingProjectile.getAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
T
Returns: The eye position of the entity.
myAbstractHurtingProjectile.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.
myAbstractHurtingProjectile.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.
myAbstractHurtingProjectile.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.
myAbstractHurtingProjectile.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.
// AbstractHurtingProjectile.getX(scale as double) as double;myAbstractHurtingProjectile.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.
// AbstractHurtingProjectile.getY(scale as double) as double;myAbstractHurtingProjectile.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.
// AbstractHurtingProjectile.getZ(scale as double) as double;myAbstractHurtingProjectile.getZ(myDouble);
Parameters:
scale: double
Type: double
- The scale to get the z coordinate of the entity.
Return Type:
double
myAbstractHurtingProjectile.hasAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
bool
myAbstractHurtingProjectile.hasAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
bool
// AbstractHurtingProjectile.hasCustomName as boolmyAbstractHurtingProjectile.hasCustomName
Return Type:
bool
// AbstractHurtingProjectile.hasCustomName as boolmyAbstractHurtingProjectile.hasCustomName
Return Type:
bool
Returns: true if the entity has a custom name.
// AbstractHurtingProjectile.hasCustomName() as bool;myAbstractHurtingProjectile.hasCustomName();
Return Type:
bool
// AbstractHurtingProjectile.hasCustomName() as bool;myAbstractHurtingProjectile.hasCustomName();
Return Type:
bool
// AbstractHurtingProjectile.hasExactlyOnePlayerPassenger as boolmyAbstractHurtingProjectile.hasExactlyOnePlayerPassenger
Return Type:
bool
Returns: true if the entity has exactly one player passenger.
// AbstractHurtingProjectile.hasExactlyOnePlayerPassenger() as bool;myAbstractHurtingProjectile.hasExactlyOnePlayerPassenger();
Return Type:
bool
// AbstractHurtingProjectile.hasGlowingTag as boolmyAbstractHurtingProjectile.hasGlowingTag
Return Type:
bool
Returns: true if the entity is currently glowing.
// AbstractHurtingProjectile.hasGlowingTag() as bool;myAbstractHurtingProjectile.hasGlowingTag();
Return Type:
bool
Returns: true if the entity has an indirect passenger.
myAbstractHurtingProjectile.hasIndirectPassenger(myEntity);
Return Type:
bool
Returns: true if the entity has a passenger that matches the predicate.
myAbstractHurtingProjectile.hasPassenger(myPredicate);
Parameters:
Return Type:
bool
DamageSource
and amount.Returns: true if the entity was hurt.
myAbstractHurtingProjectile.hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
- The amount of damage to deal.
Return Type:
bool
// AbstractHurtingProjectile.id as intmyAbstractHurtingProjectile.id
Return Type:
int
Returns: The ID of the entity.
// AbstractHurtingProjectile.id() as int;myAbstractHurtingProjectile.id();
Return Type:
int
BlockState
that this entity is currently inside.// AbstractHurtingProjectile.inBlockState as BlockStatemyAbstractHurtingProjectile.inBlockState
Return Type:
BlockState
BlockState
that this entity is currently inside.Returns: The block state that this entity is currently inside
myAbstractHurtingProjectile.inBlockState();
Return Type:
BlockState
// AbstractHurtingProjectile.isAlive as boolmyAbstractHurtingProjectile.isAlive
Return Type:
bool
Returns: true if the entity is alive.
// AbstractHurtingProjectile.isAlive() as bool;myAbstractHurtingProjectile.isAlive();
Return Type:
bool
// AbstractHurtingProjectile.isAlwaysTicking as boolmyAbstractHurtingProjectile.isAlwaysTicking
Return Type:
bool
Returns: true if the entity is always ticking.
// AbstractHurtingProjectile.isAlwaysTicking() as bool;myAbstractHurtingProjectile.isAlwaysTicking();
Return Type:
bool
// AbstractHurtingProjectile.isAttackable as boolmyAbstractHurtingProjectile.isAttackable
Return Type:
bool
Returns: true if the entity is attackable.
// AbstractHurtingProjectile.isAttackable() as bool;myAbstractHurtingProjectile.isAttackable();
Return Type:
bool
BlockState
at the given BlockPos
.Returns: true if the entity is colliding with the block.
myAbstractHurtingProjectile.isColliding(myBlockPos, myBlockState);
Parameters:
Return Type:
bool
// AbstractHurtingProjectile.isCrouching as boolmyAbstractHurtingProjectile.isCrouching
Return Type:
bool
Returns: true if the entity is crouching.
// AbstractHurtingProjectile.isCrouching() as bool;myAbstractHurtingProjectile.isCrouching();
Return Type:
bool
// AbstractHurtingProjectile.isCurrentlyGlowing as boolmyAbstractHurtingProjectile.isCurrentlyGlowing
Return Type:
bool
Returns: true if the entity is currently glowing.
// AbstractHurtingProjectile.isCurrentlyGlowing() as bool;myAbstractHurtingProjectile.isCurrentlyGlowing();
Return Type:
bool
// AbstractHurtingProjectile.isCustomNameVisible as boolmyAbstractHurtingProjectile.isCustomNameVisible
Return Type:
bool
Returns: true if the custom name is visible.
// AbstractHurtingProjectile.isCustomNameVisible() as bool;myAbstractHurtingProjectile.isCustomNameVisible();
Return Type:
bool
// AbstractHurtingProjectile.isDescending as boolmyAbstractHurtingProjectile.isDescending
Return Type:
bool
Returns: true if the entity is descending.
// AbstractHurtingProjectile.isDescending() as bool;myAbstractHurtingProjectile.isDescending();
Return Type:
bool
// AbstractHurtingProjectile.isDiscrete as boolmyAbstractHurtingProjectile.isDiscrete
Return Type:
bool
Returns: true if the entity is being discrete.
// AbstractHurtingProjectile.isDiscrete() as bool;myAbstractHurtingProjectile.isDiscrete();
Return Type:
bool
Returns: true if the entity is free to move in the given position.
// AbstractHurtingProjectile.isFree(x as double, y as double, z as double) as bool;myAbstractHurtingProjectile.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
// AbstractHurtingProjectile.isFullyFrozen as boolmyAbstractHurtingProjectile.isFullyFrozen
Return Type:
bool
Returns: true if the entity is fully frozen.
// AbstractHurtingProjectile.isFullyFrozen() as bool;myAbstractHurtingProjectile.isFullyFrozen();
Return Type:
bool
// AbstractHurtingProjectile.isInLava as boolmyAbstractHurtingProjectile.isInLava
Return Type:
bool
Returns: true if the entity is in lava.
// AbstractHurtingProjectile.isInLava() as bool;myAbstractHurtingProjectile.isInLava();
Return Type:
bool
// AbstractHurtingProjectile.isInvisible as boolmyAbstractHurtingProjectile.isInvisible
Return Type:
bool
Returns: true if the entity is invisible.
// AbstractHurtingProjectile.isInvisible() as bool;myAbstractHurtingProjectile.isInvisible();
Return Type:
bool
Player
.Returns: true if the entity is invisible to the player.
myAbstractHurtingProjectile.isInvisibleTo(myPlayer);
Return Type:
bool
// AbstractHurtingProjectile.isInvulnerable as boolmyAbstractHurtingProjectile.isInvulnerable
Return Type:
bool
Returns: true if the entity is invulnerable.
// AbstractHurtingProjectile.isInvulnerable() as bool;myAbstractHurtingProjectile.isInvulnerable();
Return Type:
bool
DamageSource
.Returns: true if the entity is invulnerable to the damage source.
myAbstractHurtingProjectile.isInvulnerableTo(myDamageSource);
Parameters:
Return Type:
bool
// AbstractHurtingProjectile.isInWall as boolmyAbstractHurtingProjectile.isInWall
Return Type:
bool
Returns: true if the entity is in a wall.
// AbstractHurtingProjectile.isInWall() as bool;myAbstractHurtingProjectile.isInWall();
Return Type:
bool
// AbstractHurtingProjectile.isInWater as boolmyAbstractHurtingProjectile.isInWater
Return Type:
bool
Returns: true if the entity is in water.
// AbstractHurtingProjectile.isInWater() as bool;myAbstractHurtingProjectile.isInWater();
Return Type:
bool
// AbstractHurtingProjectile.isInWaterOrBubble as boolmyAbstractHurtingProjectile.isInWaterOrBubble
Return Type:
bool
Returns: true if the entity is in water or a bubble column.
// AbstractHurtingProjectile.isInWaterOrBubble() as bool;myAbstractHurtingProjectile.isInWaterOrBubble();
Return Type:
bool
// AbstractHurtingProjectile.isInWaterOrRain as boolmyAbstractHurtingProjectile.isInWaterOrRain
Return Type:
bool
Returns: true if the entity is in water or rain.
// AbstractHurtingProjectile.isInWaterOrRain() as bool;myAbstractHurtingProjectile.isInWaterOrRain();
Return Type:
bool
// AbstractHurtingProjectile.isInWaterRainOrBubble as boolmyAbstractHurtingProjectile.isInWaterRainOrBubble
Return Type:
bool
Returns: true if the entity is in water or rain or a bubble column.
// AbstractHurtingProjectile.isInWaterRainOrBubble() as bool;myAbstractHurtingProjectile.isInWaterRainOrBubble();
Return Type:
bool
// AbstractHurtingProjectile.isNoGravity as boolmyAbstractHurtingProjectile.isNoGravity
Return Type:
bool
Returns: true if the entity has no gravity.
// AbstractHurtingProjectile.isNoGravity() as bool;myAbstractHurtingProjectile.isNoGravity();
Return Type:
bool
// AbstractHurtingProjectile.isOnFire as boolmyAbstractHurtingProjectile.isOnFire
Return Type:
bool
Returns: true if the entity is on fire.
// AbstractHurtingProjectile.isOnFire() as bool;myAbstractHurtingProjectile.isOnFire();
Return Type:
bool
// AbstractHurtingProjectile.isOnPortalCooldown as boolmyAbstractHurtingProjectile.isOnPortalCooldown
Return Type:
bool
Returns: true if the entity is on portal cooldown.
// AbstractHurtingProjectile.isOnPortalCooldown() as bool;myAbstractHurtingProjectile.isOnPortalCooldown();
Return Type:
bool
// AbstractHurtingProjectile.isPassenger as boolmyAbstractHurtingProjectile.isPassenger
Return Type:
bool
Returns: true if the entity is a passenger.
// AbstractHurtingProjectile.isPassenger() as bool;myAbstractHurtingProjectile.isPassenger();
Return Type:
bool
Returns: true if the entity is a passenger of the same vehicle.
myAbstractHurtingProjectile.isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// AbstractHurtingProjectile.isPickable as boolmyAbstractHurtingProjectile.isPickable
Return Type:
bool
Returns: true if the entity is pickable.
// AbstractHurtingProjectile.isPickable() as bool;myAbstractHurtingProjectile.isPickable();
Return Type:
bool
// AbstractHurtingProjectile.isPushable as boolmyAbstractHurtingProjectile.isPushable
Return Type:
bool
Returns: true if the entity is pushable.
// AbstractHurtingProjectile.isPushable() as bool;myAbstractHurtingProjectile.isPushable();
Return Type:
bool
// AbstractHurtingProjectile.isPushedByFluid as boolmyAbstractHurtingProjectile.isPushedByFluid
Return Type:
bool
Returns: true if the entity is pushed by fluid.
// AbstractHurtingProjectile.isPushedByFluid() as bool;myAbstractHurtingProjectile.isPushedByFluid();
Return Type:
bool
// AbstractHurtingProjectile.isRemoved as boolmyAbstractHurtingProjectile.isRemoved
Return Type:
bool
Returns: Whether the entity has been removed.
// AbstractHurtingProjectile.isRemoved() as bool;myAbstractHurtingProjectile.isRemoved();
Return Type:
bool
// AbstractHurtingProjectile.isShiftKeyDown as boolmyAbstractHurtingProjectile.isShiftKeyDown
Return Type:
bool
Returns: true if the shift key is down.
// AbstractHurtingProjectile.isShiftKeyDown() as bool;myAbstractHurtingProjectile.isShiftKeyDown();
Return Type:
bool
// AbstractHurtingProjectile.isSilent as boolmyAbstractHurtingProjectile.isSilent
Return Type:
bool
Returns: true if the entity is silent.
// AbstractHurtingProjectile.isSilent() as bool;myAbstractHurtingProjectile.isSilent();
Return Type:
bool
// AbstractHurtingProjectile.isSpectator as boolmyAbstractHurtingProjectile.isSpectator
Return Type:
bool
Returns: true if the entity is a spectator.
// AbstractHurtingProjectile.isSpectator() as bool;myAbstractHurtingProjectile.isSpectator();
Return Type:
bool
// AbstractHurtingProjectile.isSprinting as boolmyAbstractHurtingProjectile.isSprinting
Return Type:
bool
Returns: true if the entity is sprinting.
// AbstractHurtingProjectile.isSprinting() as bool;myAbstractHurtingProjectile.isSprinting();
Return Type:
bool
// AbstractHurtingProjectile.isSteppingCarefully as boolmyAbstractHurtingProjectile.isSteppingCarefully
Return Type:
bool
Returns: true if the entity is stepping carefully.
// AbstractHurtingProjectile.isSteppingCarefully() as bool;myAbstractHurtingProjectile.isSteppingCarefully();
Return Type:
bool
// AbstractHurtingProjectile.isSuppressingBounce as boolmyAbstractHurtingProjectile.isSuppressingBounce
Return Type:
bool
Returns: true if the entity is suppressing bounce.
// AbstractHurtingProjectile.isSuppressingBounce() as bool;myAbstractHurtingProjectile.isSuppressingBounce();
Return Type:
bool
// AbstractHurtingProjectile.isSwimming as boolmyAbstractHurtingProjectile.isSwimming
Return Type:
bool
Returns: true if the entity is swimming.
// AbstractHurtingProjectile.isSwimming() as bool;myAbstractHurtingProjectile.isSwimming();
Return Type:
bool
// AbstractHurtingProjectile.isUnderWater as boolmyAbstractHurtingProjectile.isUnderWater
Return Type:
bool
Returns: true if the entity is underwater.
// AbstractHurtingProjectile.isUnderWater() as bool;myAbstractHurtingProjectile.isUnderWater();
Return Type:
bool
// AbstractHurtingProjectile.isVehicle as boolmyAbstractHurtingProjectile.isVehicle
Return Type:
bool
Returns: true if the entity is a vehicle.
// AbstractHurtingProjectile.isVehicle() as bool;myAbstractHurtingProjectile.isVehicle();
Return Type:
bool
// AbstractHurtingProjectile.isVisuallyCrawling as boolmyAbstractHurtingProjectile.isVisuallyCrawling
Return Type:
bool
Returns: true if the entity is visually crawling.
// AbstractHurtingProjectile.isVisuallyCrawling() as bool;myAbstractHurtingProjectile.isVisuallyCrawling();
Return Type:
bool
// AbstractHurtingProjectile.isVisuallySwimming as boolmyAbstractHurtingProjectile.isVisuallySwimming
Return Type:
bool
Returns: true if the entity is visually swimming.
// AbstractHurtingProjectile.isVisuallySwimming() as bool;myAbstractHurtingProjectile.isVisuallySwimming();
Return Type:
bool
// AbstractHurtingProjectile.kill();myAbstractHurtingProjectile.kill();
// AbstractHurtingProjectile.lavaHurt();myAbstractHurtingProjectile.lavaHurt();
// AbstractHurtingProjectile.maxAirSupply as intmyAbstractHurtingProjectile.maxAirSupply
Return Type:
int
Returns: The maximum air supply of the entity.
// AbstractHurtingProjectile.maxAirSupply() as int;myAbstractHurtingProjectile.maxAirSupply();
Return Type:
int
// AbstractHurtingProjectile.maxFallDistance as intmyAbstractHurtingProjectile.maxFallDistance
Return Type:
int
Returns: The maximum fall distance of the entity.
// AbstractHurtingProjectile.maxFallDistance() as int;myAbstractHurtingProjectile.maxFallDistance();
Return Type:
int
myAbstractHurtingProjectile.moveRelative(myFloat, myVec3);
// AbstractHurtingProjectile.moveTo(x as double, y as double, z as double);myAbstractHurtingProjectile.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. myAbstractHurtingProjectile.moveTo(myBlockPos, myFloat, myFloat);
// AbstractHurtingProjectile.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);myAbstractHurtingProjectile.moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);
Parameters:
x: double
Type: double
- 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. // AbstractHurtingProjectile.onGround as boolmyAbstractHurtingProjectile.onGround
Return Type:
bool
// AbstractHurtingProjectile.percentFrozen as floatmyAbstractHurtingProjectile.percentFrozen
Return Type:
float
Returns: The percent the entity is frozen.
// AbstractHurtingProjectile.percentFrozen() as float;myAbstractHurtingProjectile.percentFrozen();
Return Type:
float
// AbstractHurtingProjectile.pistonPushReaction as PushReactionmyAbstractHurtingProjectile.pistonPushReaction
Return Type:
PushReaction
Returns: The piston push reaction of the entity.
myAbstractHurtingProjectile.pistonPushReaction();
Return Type:
PushReaction
myAbstractHurtingProjectile.playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
- The volume of the sound. pitch: float
Type: float
- The pitch of the sound. // AbstractHurtingProjectile.registryName as ResourceLocationmyAbstractHurtingProjectile.registryName
Return Type:
ResourceLocation
Returns: The registry name of the entity.
myAbstractHurtingProjectile.registryName();
Return Type:
ResourceLocation
Returns: true if the tag was removed.
// AbstractHurtingProjectile.removeTag(tagName as string) as bool;myAbstractHurtingProjectile.removeTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to remove.
Return Type:
bool
// AbstractHurtingProjectile.removeVehicle();myAbstractHurtingProjectile.removeVehicle();
// AbstractHurtingProjectile.setAirSupply(air as int);myAbstractHurtingProjectile.setAirSupply(myInt);
Parameters:
air: int
Type: int
- The new air supply of the entity. myAbstractHurtingProjectile.setAttachmentData<T>(myAttachmentType, myT);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
data: T
Type: T
Return Type:
T?
// AbstractHurtingProjectile.setAttachmentData<T>(type as Supplier<AttachmentType<T>>, data as T) as T?;myAbstractHurtingProjectile.setAttachmentData<T>(mySupplier, myT);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
data: T
Type: T
Return Type:
T?
// AbstractHurtingProjectile.setCustomNameVisible(visible as bool);myAbstractHurtingProjectile.setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
- true if the custom name should be visible. // AbstractHurtingProjectile.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);myAbstractHurtingProjectile.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. // AbstractHurtingProjectile.setGlowingTag(glowing as bool);myAbstractHurtingProjectile.setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
- true if the entity should be glowing. // AbstractHurtingProjectile.setInvisible(invisible as bool);myAbstractHurtingProjectile.setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
- true if the entity should be invisible. // AbstractHurtingProjectile.setInvulnerable(invulnerable as bool);myAbstractHurtingProjectile.setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
- true if the entity should be invulnerable. // AbstractHurtingProjectile.setIsInPowderSnow(inPowderSnow as bool);myAbstractHurtingProjectile.setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
- Whether the entity is in powder snow. // AbstractHurtingProjectile.setNoGravity(noGravity as bool);myAbstractHurtingProjectile.setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
- The no gravity state to set the entity to. // AbstractHurtingProjectile.setOldPosAndRot();myAbstractHurtingProjectile.setOldPosAndRot();
// AbstractHurtingProjectile.setOnGround(onGround as bool);myAbstractHurtingProjectile.setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
- The on ground state to set the entity to. // AbstractHurtingProjectile.setPortalCooldown();myAbstractHurtingProjectile.setPortalCooldown();
// AbstractHurtingProjectile.setPos(x as double, y as double, z as double);myAbstractHurtingProjectile.setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- 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. // AbstractHurtingProjectile.setPosRaw(x as double, y as double, z as double);myAbstractHurtingProjectile.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. myAbstractHurtingProjectile.setRemoved(myRemovalReason);
Parameters:
// AbstractHurtingProjectile.setShiftKeyDown(keyDown as bool);myAbstractHurtingProjectile.setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
- true if the shift key is down. // AbstractHurtingProjectile.setSilent(silent as bool);myAbstractHurtingProjectile.setSilent(myBool);
Parameters:
silent: bool
Type: bool
- The silent state to set the entity to. // AbstractHurtingProjectile.setSprinting(sprinting as bool);myAbstractHurtingProjectile.setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
- true if the entity should be sprinting. // AbstractHurtingProjectile.setSwimming(swimming as bool);myAbstractHurtingProjectile.setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
- true if the entity should be swimming. // AbstractHurtingProjectile.setTicksFrozen(ticks as int);myAbstractHurtingProjectile.setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
- The new number of ticks the entity has been frozen. // AbstractHurtingProjectile.shouldBeSaved as boolmyAbstractHurtingProjectile.shouldBeSaved
Return Type:
bool
Returns: true if the entity should be saved.
// AbstractHurtingProjectile.shouldBeSaved() as bool;myAbstractHurtingProjectile.shouldBeSaved();
Return Type:
bool
// AbstractHurtingProjectile.shouldInformAdmins as boolmyAbstractHurtingProjectile.shouldInformAdmins
Return Type:
bool
Returns: True if the commands from this source should inform admins, false otherwise.
// AbstractHurtingProjectile.shouldInformAdmins() as bool;myAbstractHurtingProjectile.shouldInformAdmins();
Return Type:
bool
// AbstractHurtingProjectile.shouldShowName as boolmyAbstractHurtingProjectile.shouldShowName
Return Type:
bool
Returns: true if the entity should show its name.
// AbstractHurtingProjectile.shouldShowName() as bool;myAbstractHurtingProjectile.shouldShowName();
Return Type:
bool
// AbstractHurtingProjectile.showVehicleHealth as boolmyAbstractHurtingProjectile.showVehicleHealth
Return Type:
bool
Returns: true if the entity should show vehicle health.
// AbstractHurtingProjectile.showVehicleHealth() as bool;myAbstractHurtingProjectile.showVehicleHealth();
Return Type:
bool
SoundSource
of the entity.// AbstractHurtingProjectile.soundSource as SoundSourcemyAbstractHurtingProjectile.soundSource
Return Type:
SoundSource
SoundSource
of the entity.Returns: The sound source of the entity.
myAbstractHurtingProjectile.soundSource();
Return Type:
SoundSource
Returns: true if the entity started riding.
myAbstractHurtingProjectile.startRiding(myEntity, myBool);
Parameters:
Return Type:
bool
// AbstractHurtingProjectile.stopRiding();myAbstractHurtingProjectile.stopRiding();
// AbstractHurtingProjectile.stringUUID as stringmyAbstractHurtingProjectile.stringUUID
Return Type:
string
Returns: The UUID of the entity as a string.
// AbstractHurtingProjectile.stringUUID() as string;myAbstractHurtingProjectile.stringUUID();
Return Type:
string
These tags are arbitrary strings that can be attached to an entity. A single entity is limited to 1024.
// AbstractHurtingProjectile.tags as Set<string>myAbstractHurtingProjectile.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.
// AbstractHurtingProjectile.tags() as Set<string>;myAbstractHurtingProjectile.tags();
Return Type:
Set<string>
// AbstractHurtingProjectile.teamColor as intmyAbstractHurtingProjectile.teamColor
Return Type:
int
Returns: The team color of the entity.
// AbstractHurtingProjectile.teamColor() as int;myAbstractHurtingProjectile.teamColor();
Return Type:
int
// AbstractHurtingProjectile.teleportTo(x as double, y as double, z as double);myAbstractHurtingProjectile.teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- 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. // AbstractHurtingProjectile.ticksFrozen as intmyAbstractHurtingProjectile.ticksFrozen
Return Type:
int
Returns: The number of ticks the entity has been frozen.
// AbstractHurtingProjectile.ticksFrozen() as int;myAbstractHurtingProjectile.ticksFrozen();
Return Type:
int
// AbstractHurtingProjectile.ticksRequiredToFreeze as intmyAbstractHurtingProjectile.ticksRequiredToFreeze
Return Type:
int
Returns: The number of ticks required to freeze the entity.
// AbstractHurtingProjectile.ticksRequiredToFreeze() as int;myAbstractHurtingProjectile.ticksRequiredToFreeze();
Return Type:
int
// AbstractHurtingProjectile.turn(yaw as double, pitch as double);myAbstractHurtingProjectile.turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
- The yaw to turn the entity to. pitch: double
Type: double
- The pitch to turn the entity to. EntityType
of the entity.myAbstractHurtingProjectile.type
Return Type:
EntityType<Entity>
EntityType
of the entity.Returns: The EntityType
of the entity.
myAbstractHurtingProjectile.type();
Return Type:
EntityType<Entity>
// AbstractHurtingProjectile.unRide();myAbstractHurtingProjectile.unRide();
// AbstractHurtingProjectile.uuid as UUIDmyAbstractHurtingProjectile.uuid
Return Type:
UUID
Returns: The UUID of the entity.
// AbstractHurtingProjectile.uuid() as UUID;myAbstractHurtingProjectile.uuid();
Return Type:
UUID
// AbstractHurtingProjectile.x as doublemyAbstractHurtingProjectile.x
Return Type:
double
Returns: The x coordinate of the entity.
// AbstractHurtingProjectile.x() as double;myAbstractHurtingProjectile.x();
Return Type:
double
// AbstractHurtingProjectile.y as doublemyAbstractHurtingProjectile.y
Return Type:
double
Returns: The y coordinate of the entity.
// AbstractHurtingProjectile.y() as double;myAbstractHurtingProjectile.y();
Return Type:
double
// AbstractHurtingProjectile.z as doublemyAbstractHurtingProjectile.z
Return Type:
double
Returns: The z coordinate of the entity.
// AbstractHurtingProjectile.z() as double;myAbstractHurtingProjectile.z();
Return Type:
double