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