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