If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at
the top of the file.
import crafttweaker . api.entity.type.projectile . ThrowableProjectile;
ThrowableProjectile extends Projectile
.
ThrowableProjectile
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces TraceableEntity
, SyncedDataHolder
, ScoreHolder
, IEntityExtension
, INBTSerializable <CompoundTag >
Checks if the commands from this source should return failure messages // ThrowableProjectile.acceptsFailure as bool
myThrowableProjectile . acceptsFailure
Return Type:
bool
Checks if the commands from this source should return failure messages Returns : True if the commands from this source should return failure messages, false otherwise.
// ThrowableProjectile.acceptsFailure() as bool;
myThrowableProjectile . acceptsFailure();
Return Type:
bool
Checks if the commands from this source should return successful messages // ThrowableProjectile.acceptsSuccess as bool
myThrowableProjectile . acceptsSuccess
Return Type:
bool
Checks if the commands from this source should return successful messages Returns : True if the commands from this source should return successful messages, false otherwise.
// ThrowableProjectile.acceptsSuccess() as bool;
myThrowableProjectile . acceptsSuccess();
Return Type:
bool
Adds a tag to the entity, returning false if the entity has over 1024 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
Gets the current air supply of the entity. // ThrowableProjectile.airSupply as int
myThrowableProjectile . airSupply
Return Type:
int
Gets the current air supply of the entity. Returns : The current air supply of the entity.
// ThrowableProjectile.airSupply() as int;
myThrowableProjectile . airSupply();
Return Type:
int
Checks if the command source always accepts. // ThrowableProjectile.alwaysAccepts as bool
myThrowableProjectile . alwaysAccepts
Return Type:
bool
Checks if the command source always accepts. Returns : True if the command source always accepts, false otherwise.
// ThrowableProjectile.alwaysAccepts() as bool;
myThrowableProjectile . alwaysAccepts();
Return Type:
bool
Gets the height of the bounding box of the entity. // ThrowableProjectile.bbHeight as float
myThrowableProjectile . bbHeight
Return Type:
float
Gets the height of the bounding box of the entity. Returns : The height of the bounding box of the entity.
// ThrowableProjectile.bbHeight() as float;
myThrowableProjectile . bbHeight();
Return Type:
float
Gets the width of the bounding box of the entity. // ThrowableProjectile.bbWidth as float
myThrowableProjectile . bbWidth
Return Type:
float
Gets the width of the bounding box of the entity. Returns : The width of the bounding box of the entity.
// ThrowableProjectile.bbWidth() as float;
myThrowableProjectile . bbWidth();
Return Type:
float
Gets the BlockPos
of the entity. // ThrowableProjectile.blockPosiion as BlockPos myThrowableProjectile . blockPosiion
Return Type:
BlockPos
Gets the BlockPos
of the entity. Returns : The BlockPos
of the entity.
// ThrowableProjectile.blockPosiion() as BlockPos ; myThrowableProjectile . blockPosiion();
Return Type:
BlockPos
Gets the position
of the entity. // ThrowableProjectile.blockPosition as BlockPos myThrowableProjectile . blockPosition
Return Type:
BlockPos
Gets the position
of the entity. Returns : The block position of the entity.
// ThrowableProjectile.blockPosition() as BlockPos ; myThrowableProjectile . blockPosition();
Return Type:
BlockPos
Gets the x coordinate of the entity. // ThrowableProjectile.blockX as int
myThrowableProjectile . blockX
Return Type:
int
Gets the x coordinate of the entity. Returns : The x coordinate of the entity.
// ThrowableProjectile.blockX() as int;
myThrowableProjectile . blockX();
Return Type:
int
Gets the y coordinate of the entity. // ThrowableProjectile.blockY as int
myThrowableProjectile . blockY
Return Type:
int
Gets the y coordinate of the entity. Returns : The y coordinate of the entity.
// ThrowableProjectile.blockY() as int;
myThrowableProjectile . blockY();
Return Type:
int
Gets the z coordinate of the entity. // ThrowableProjectile.blockZ as int
myThrowableProjectile . blockZ
Return Type:
int
Gets the z coordinate of the entity. Returns : The z coordinate of the entity.
// ThrowableProjectile.blockZ() as int;
myThrowableProjectile . blockZ();
Return Type:
int
Gets the bounding box of the entity. // ThrowableProjectile.boundingBox as AABB myThrowableProjectile . boundingBox
Return Type:
AABB
Gets the bounding box of the entity. Returns : The bounding box of the entity.
// ThrowableProjectile.boundingBox() as AABB ; myThrowableProjectile . boundingBox();
Return Type:
AABB
Gets the bounding box for culling of the entity. // ThrowableProjectile.boundingBoxForCulling as AABB myThrowableProjectile . boundingBoxForCulling
Return Type:
AABB
Gets the bounding box for culling of the entity. Returns : The bounding box for culling of the entity.
// ThrowableProjectile.boundingBoxForCulling() as AABB ; myThrowableProjectile . boundingBoxForCulling();
Return Type:
AABB
Checks if the entity can be collided with. // ThrowableProjectile.canBeCollidedWith as bool
myThrowableProjectile . canBeCollidedWith
Return Type:
bool
Checks if the entity can be collided with. Returns : true if the entity can be collided with.
// ThrowableProjectile.canBeCollidedWith() as bool;
myThrowableProjectile . canBeCollidedWith();
Return Type:
bool
Checks if the entity can collide with the given entity. Returns : true if the entity can collide with the given entity.
// ThrowableProjectile.canCollideWith(other as Entity ) as bool; myThrowableProjectile . canCollideWith(myEntity);
Parameters:
other: Entity
Type: Entity
- The entity to check if the entity can collide with.
Return Type:
bool
Checks if the entity can freeze. // ThrowableProjectile.canFreeze as bool
myThrowableProjectile . canFreeze
Return Type:
bool
Checks if the entity can freeze. Returns : Whether the entity can freeze.
// ThrowableProjectile.canFreeze() as bool;
myThrowableProjectile . canFreeze();
Return Type:
bool
Clears the fire of the entity. // ThrowableProjectile.clearFire();
myThrowableProjectile . clearFire();
Checks if the entity is closer than the given distance to another entity. Returns : true if the entity is closer than the given distance to the other entity.
// ThrowableProjectile.closerThan(other as Entity , distance as double) as bool; myThrowableProjectile . closerThan(myEntity, myDouble);
Parameters:
other: Entity
Type: Entity
- The other entity to check the distance to. distance: double
Type: double
- The distance to check.
Return Type:
bool
Gets the Level
used when sending commands as this entity. // ThrowableProjectile.commandSenderWorld as Level myThrowableProjectile . commandSenderWorld
Return Type:
Level
Gets the Level
used when sending commands as this entity. Returns : The Level
used when sending commands as this entity.
// ThrowableProjectile.commandSenderWorld() as Level ; myThrowableProjectile . commandSenderWorld();
Return Type:
Level
Gets the controlling passenger of the entity. // ThrowableProjectile.controllingPassenger as Entity myThrowableProjectile . controllingPassenger
Return Type:
Entity
Gets the controlling passenger of the entity. Returns : The controlling passenger of the entity.
// ThrowableProjectile.controllingPassenger() as Entity ; myThrowableProjectile . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // ThrowableProjectile.customData as MapData myThrowableProjectile . customData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// ThrowableProjectile.customData() as MapData ; myThrowableProjectile . customData();
Return Type:
MapData
Gets the custom name of the entity. // ThrowableProjectile.customName as Component myThrowableProjectile . customName
Return Type:
Component
// ThrowableProjectile.customName as Component myThrowableProjectile . customName
Return Type:
Component
Gets the custom name of the entity. Returns : The custom name of the entity.
// ThrowableProjectile.customName() as Component ; myThrowableProjectile . customName();
Return Type:
Component
// ThrowableProjectile.customName() as Component ; myThrowableProjectile . customName();
Return Type:
Component
Checks if the entity dampens vibrations, such as net.minecraft.world.entity.item.ItemEntity
s who's item is in the dampens_vibrations item tag. // ThrowableProjectile.dampensVibrations as bool
myThrowableProjectile . dampensVibrations
Return Type:
bool
Checks if the entity dampens vibrations, such as 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
Gets the NBT data of this Entity. // ThrowableProjectile.data as MapData myThrowableProjectile . data
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// ThrowableProjectile.data() as MapData ; myThrowableProjectile . data();
Return Type:
MapData
Gets the delta movement of the entity. // ThrowableProjectile.deltaMovement as Vec3 myThrowableProjectile . deltaMovement
Return Type:
Vec3
Sets the delta movement of the entity. // ThrowableProjectile.deltaMovement = (deltaMovement as Vec3 ); myThrowableProjectile . deltaMovement = myVec3;
Parameters:
deltaMovement: Vec3
Type: Vec3
- The delta movement to set. Gets the delta movement of the entity. Returns : The delta movement of the entity.
// ThrowableProjectile.deltaMovement() as Vec3 ; myThrowableProjectile . deltaMovement();
Return Type:
Vec3
Sets the delta movement of the entity. // ThrowableProjectile.deltaMovement(deltaMovement as Vec3 ); myThrowableProjectile . deltaMovement(myVec3);
Parameters:
deltaMovement: Vec3
Type: Vec3
- The delta movement to set. Gets the dimension changing delay of the entity. // ThrowableProjectile.dimensionChangingDelay as int
myThrowableProjectile . dimensionChangingDelay
Return Type:
int
Gets the dimension changing delay of the entity. Returns : The dimension changing delay of the entity.
// ThrowableProjectile.dimensionChangingDelay() as int;
myThrowableProjectile . dimensionChangingDelay();
Return Type:
int
Gets the direction of the entity. // ThrowableProjectile.direction as Direction myThrowableProjectile . direction
Return Type:
Direction
Gets the direction of the entity. Returns : The direction of the entity.
// ThrowableProjectile.direction() as Direction ; myThrowableProjectile . direction();
Return Type:
Direction
Discards the entity. // ThrowableProjectile.discard();
myThrowableProjectile . discard();
Checks if the entity dismounts underwater. // ThrowableProjectile.dismountsUnderwater as bool
myThrowableProjectile . dismountsUnderwater
Return Type:
bool
Checks if the entity dismounts underwater. Returns : true if the entity dismounts underwater.
// ThrowableProjectile.dismountsUnderwater() as bool;
myThrowableProjectile . dismountsUnderwater();
Return Type:
bool
Gets the display name of the entity. // ThrowableProjectile.displayName as Component myThrowableProjectile . displayName
Return Type:
Component
// ThrowableProjectile.displayName as Component myThrowableProjectile . displayName
Return Type:
Component
Gets the display name of the entity. Returns : The display name of the entity.
// ThrowableProjectile.displayName() as Component ; myThrowableProjectile . displayName();
Return Type:
Component
// ThrowableProjectile.displayName() as Component ; myThrowableProjectile . displayName();
Return Type:
Component
Gets the distance to the given entity. Returns : The distance to the given entity.
// ThrowableProjectile.distanceTo(entity as Entity ) as float; myThrowableProjectile . distanceTo(myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity to get the distance to.
Return Type:
float
Gets the squared distance to the given position. 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
Gets the squared distance to the given entity. Returns : The squared distance to the given entity.
// ThrowableProjectile.distanceToSqr(entity as Entity ) as double; myThrowableProjectile . distanceToSqr(myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity to get the squared distance to.
Return Type:
double
Gets the squared distance to the given vector. Returns : The squared distance to the given vector.
// ThrowableProjectile.distanceToSqr(vec as Vec3 ) as double; myThrowableProjectile . distanceToSqr(myVec3);
Parameters:
vec: Vec3
Type: Vec3
- The vector to get the squared distance to.
Return Type:
double
Gets the effect source of the projectile. // ThrowableProjectile.effectSource as Entity myThrowableProjectile . effectSource
Return Type:
Entity
Gets the effect source of the projectile. Returns : The effect source of the projectile.
// ThrowableProjectile.effectSource() as Entity ; myThrowableProjectile . effectSource();
Return Type:
Entity
Ejects the passengers of the entity. // ThrowableProjectile.ejectPassengers();
myThrowableProjectile . ejectPassengers();
Gets the eye height of the entity. // ThrowableProjectile.eyeHeight as float
myThrowableProjectile . eyeHeight
Return Type:
float
Gets the eye height of the entity. Returns : The eye height of the entity.
// ThrowableProjectile.eyeHeight() as float;
myThrowableProjectile . eyeHeight();
Return Type:
float
Gets the eye position of the entity. // ThrowableProjectile.eyePosition as Vec3 myThrowableProjectile . eyePosition
Return Type:
Vec3
Gets the eye position of the entity. Returns : The eye position of the entity.
// ThrowableProjectile.eyePosition() as Vec3 ; myThrowableProjectile . eyePosition();
Return Type:
Vec3
Gets the y coordinate of the entity's eyes. // ThrowableProjectile.eyeY as double
myThrowableProjectile . eyeY
Return Type:
double
Gets the y coordinate of the entity's eyes. Returns : The y coordinate of the entity's eyes.
// ThrowableProjectile.eyeY() as double;
myThrowableProjectile . eyeY();
Return Type:
double
Checks if the entity is fire immune. // ThrowableProjectile.fireImmune as bool
myThrowableProjectile . fireImmune
Return Type:
bool
Checks if the entity is fire immune. Returns : true if the entity is fire immune.
// ThrowableProjectile.fireImmune() as bool;
myThrowableProjectile . fireImmune();
Return Type:
bool
Gets the remaining fire ticks of the entity. // ThrowableProjectile.fireTicks as int
myThrowableProjectile . fireTicks
Return Type:
int
Sets the remaining fire ticks of the entity. // ThrowableProjectile.fireTicks = (ticks as int);
myThrowableProjectile . fireTicks = myInt;
Parameters:
ticks: int
Type: int
- The number of ticks to set the remaining fire ticks to.
Sets the remaining fire ticks of the entity. // ThrowableProjectile.fireTicks(ticks as int);
myThrowableProjectile . fireTicks(myInt);
Parameters:
ticks: int
Type: int
- The number of ticks to set the remaining fire ticks to.
Gets the remaining fire ticks of the entity. Returns : The remaining fire ticks of the entity.
// ThrowableProjectile.fireTicks() as int;
myThrowableProjectile . fireTicks();
Return Type:
int
Gets the first passenger of the entity. // ThrowableProjectile.firstPassenger as Entity myThrowableProjectile . firstPassenger
Return Type:
Entity
Gets the first passenger of the entity. Returns : The first passenger of the entity.
// ThrowableProjectile.firstPassenger() as Entity ; myThrowableProjectile . firstPassenger();
Return Type:
Entity
Gets the fluid jump threshold of the entity. // ThrowableProjectile.fluidJumpThreshold as double
myThrowableProjectile . fluidJumpThreshold
Return Type:
double
Gets the fluid jump threshold of the entity. Returns : The fluid jump threshold of the entity.
// ThrowableProjectile.fluidJumpThreshold() as double;
myThrowableProjectile . fluidJumpThreshold();
Return Type:
double
Gets the forward vector of the entity. // ThrowableProjectile.forward as Vec3 myThrowableProjectile . forward
Return Type:
Vec3
Gets the forward vector of the entity. Returns : The forward vector of the entity.
// ThrowableProjectile.forward() as Vec3 ; myThrowableProjectile . forward();
Return Type:
Vec3
// ThrowableProjectile.getAttachmentData<T>(type as AttachmentType <T>) as T; myThrowableProjectile . getAttachmentData < T>(myAttachmentType);
Return Type:
T
// ThrowableProjectile.getAttachmentData<T>(type as Supplier< AttachmentType <T>>) as T; myThrowableProjectile . getAttachmentData < T>(mySupplier);
Return Type:
T
Gets the eye position of the entity. Returns : The eye position of the entity.
// ThrowableProjectile.getEyePosition(partialTicks as float) as Vec3 ; myThrowableProjectile . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the eye position for.
Return Type:
Vec3
Gets the position of the entity. Returns : The position of the entity.
// ThrowableProjectile.getPosition(partialTicks as float) as Vec3 ; myThrowableProjectile . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the position for.
Return Type:
Vec3
Gets the up vector of the entity. Returns : The up vector of the entity.
// ThrowableProjectile.getUpVector(partialTicks as float) as Vec3 ; myThrowableProjectile . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the up vector for.
Return Type:
Vec3
Gets the view vector of the entity. Returns : The view vector of the entity.
// ThrowableProjectile.getViewVector(partialTicks as float) as Vec3 ; myThrowableProjectile . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the view vector for.
Return Type:
Vec3
Gets the x coordinate of the entity with the given scale. 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
Gets the y coordinate of the entity with the given scale. 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
Gets the z coordinate of the entity with the given scale. 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
// ThrowableProjectile.hasAttachmentData<T>(type as AttachmentType <T>) as bool; myThrowableProjectile . hasAttachmentData < T>(myAttachmentType);
Return Type:
bool
// ThrowableProjectile.hasAttachmentData<T>(type as Supplier< AttachmentType <T>>) as bool; myThrowableProjectile . hasAttachmentData < T>(mySupplier);
Return Type:
bool
Checks 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
Checks if the entity has a custom name. 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
Checks if the entity has exactly one player passenger. // ThrowableProjectile.hasExactlyOnePlayerPassenger as bool
myThrowableProjectile . hasExactlyOnePlayerPassenger
Return Type:
bool
Checks if the entity has exactly one player passenger. Returns : true if the entity has exactly one player passenger.
// ThrowableProjectile.hasExactlyOnePlayerPassenger() as bool;
myThrowableProjectile . hasExactlyOnePlayerPassenger();
Return Type:
bool
Checks if the entity is currently glowing. // ThrowableProjectile.hasGlowingTag as bool
myThrowableProjectile . hasGlowingTag
Return Type:
bool
Checks if the entity is currently glowing. Returns : true if the entity is currently glowing.
// ThrowableProjectile.hasGlowingTag() as bool;
myThrowableProjectile . hasGlowingTag();
Return Type:
bool
Checks if the entity has an indirect passenger. Returns : true if the entity has an indirect passenger.
// ThrowableProjectile.hasIndirectPassenger(entity as Entity ) as bool; myThrowableProjectile . hasIndirectPassenger(myEntity);
Return Type:
bool
Checks if the entity has a passenger. Returns : true if the entity has the given passenger.
// ThrowableProjectile.hasPassenger(entity as Entity ) as bool; myThrowableProjectile . hasPassenger(myEntity);
Return Type:
bool
Checks if the entity has a passenger that matches the given predicate. Returns : true if the entity has a passenger that matches the predicate.
// ThrowableProjectile.hasPassenger(predicate as function(t as Entity ) as bool) as bool; myThrowableProjectile . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
- The predicate to check.
Return Type:
bool
Hurts the entity with the given DamageSource
and amount. Returns : true if the entity was hurt.
// ThrowableProjectile.hurt(source as DamageSource , amount as float) as bool; myThrowableProjectile . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
- The amount of damage to deal.
Return Type:
bool
Gets the ID of the entity. // ThrowableProjectile.id as int
Return Type:
int
Gets the ID of the entity. Returns : The ID of the entity.
// ThrowableProjectile.id() as int;
myThrowableProjectile . id();
Return Type:
int
Gets the BlockState
that this entity is currently inside. myThrowableProjectile . inBlockState
Return Type:
BlockState
Gets the BlockState
that this entity is currently inside. Returns : The block state that this entity is currently inside
// ThrowableProjectile.inBlockState() as BlockState ; myThrowableProjectile . inBlockState();
Return Type:
BlockState
Checks if the entity is alive. // ThrowableProjectile.isAlive as bool
myThrowableProjectile . isAlive
Return Type:
bool
Checks if the entity is alive. Returns : true if the entity is alive.
// ThrowableProjectile.isAlive() as bool;
myThrowableProjectile . isAlive();
Return Type:
bool
Checks if the entity is always ticking. // ThrowableProjectile.isAlwaysTicking as bool
myThrowableProjectile . isAlwaysTicking
Return Type:
bool
Checks if the entity is always ticking. Returns : true if the entity is always ticking.
// ThrowableProjectile.isAlwaysTicking() as bool;
myThrowableProjectile . isAlwaysTicking();
Return Type:
bool
Checks if the entity is attackable. // ThrowableProjectile.isAttackable as bool
myThrowableProjectile . isAttackable
Return Type:
bool
Checks if the entity is attackable. Returns : true if the entity is attackable.
// ThrowableProjectile.isAttackable() as bool;
myThrowableProjectile . isAttackable();
Return Type:
bool
Checks if this entity is colliding with the given BlockState
at the given BlockPos
. Returns : true if the entity is colliding with the block.
myThrowableProjectile . isColliding(myBlockPos, myBlockState);
Return Type:
bool
Checks if the entity is crouching. // ThrowableProjectile.isCrouching as bool
myThrowableProjectile . isCrouching
Return Type:
bool
Checks if the entity is crouching. Returns : true if the entity is crouching.
// ThrowableProjectile.isCrouching() as bool;
myThrowableProjectile . isCrouching();
Return Type:
bool
Checks if the entity is currently glowing. // ThrowableProjectile.isCurrentlyGlowing as bool
myThrowableProjectile . isCurrentlyGlowing
Return Type:
bool
Checks if the entity is currently glowing. Returns : true if the entity is currently glowing.
// ThrowableProjectile.isCurrentlyGlowing() as bool;
myThrowableProjectile . isCurrentlyGlowing();
Return Type:
bool
Checks if the custom name of the entity is visible. // ThrowableProjectile.isCustomNameVisible as bool
myThrowableProjectile . isCustomNameVisible
Return Type:
bool
Checks if the custom name of the entity is visible. Returns : true if the custom name is visible.
// ThrowableProjectile.isCustomNameVisible() as bool;
myThrowableProjectile . isCustomNameVisible();
Return Type:
bool
Checks if the entity is descending. // ThrowableProjectile.isDescending as bool
myThrowableProjectile . isDescending
Return Type:
bool
Checks if the entity is descending. Returns : true if the entity is descending.
// ThrowableProjectile.isDescending() as bool;
myThrowableProjectile . isDescending();
Return Type:
bool
Checks if the entity is being discrete. // ThrowableProjectile.isDiscrete as bool
myThrowableProjectile . isDiscrete
Return Type:
bool
Checks if the entity is being discrete. Returns : true if the entity is being discrete.
// ThrowableProjectile.isDiscrete() as bool;
myThrowableProjectile . isDiscrete();
Return Type:
bool
Checks if the offset position from the entity's current position has a collision with a block or a liquid. 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
Checks if the entity is fully frozen. // ThrowableProjectile.isFullyFrozen as bool
myThrowableProjectile . isFullyFrozen
Return Type:
bool
Checks if the entity is fully frozen. Returns : true if the entity is fully frozen.
// ThrowableProjectile.isFullyFrozen() as bool;
myThrowableProjectile . isFullyFrozen();
Return Type:
bool
Checks if the entity is in lava. // ThrowableProjectile.isInLava as bool
myThrowableProjectile . isInLava
Return Type:
bool
Checks if the entity is in lava. Returns : true if the entity is in lava.
// ThrowableProjectile.isInLava() as bool;
myThrowableProjectile . isInLava();
Return Type:
bool
Checks if the entity is invisible. // ThrowableProjectile.isInvisible as bool
myThrowableProjectile . isInvisible
Return Type:
bool
Checks if the entity is invisible. Returns : true if the entity is invisible.
// ThrowableProjectile.isInvisible() as bool;
myThrowableProjectile . isInvisible();
Return Type:
bool
Checks if the entity is invisible to the given Player
. Returns : true if the entity is invisible to the player.
// ThrowableProjectile.isInvisibleTo(player as Player ) as bool; myThrowableProjectile . isInvisibleTo(myPlayer);
Return Type:
bool
Checks if the entity is invulnerable. // ThrowableProjectile.isInvulnerable as bool
myThrowableProjectile . isInvulnerable
Return Type:
bool
Checks if the entity is invulnerable. Returns : true if the entity is invulnerable.
// ThrowableProjectile.isInvulnerable() as bool;
myThrowableProjectile . isInvulnerable();
Return Type:
bool
Checks if the entity is invulnerable to the given DamageSource
. Returns : true if the entity is invulnerable to the damage source.
// ThrowableProjectile.isInvulnerableTo(source as DamageSource ) as bool; myThrowableProjectile . isInvulnerableTo(myDamageSource);
Return Type:
bool
Checks if the entity is in a wall. // ThrowableProjectile.isInWall as bool
myThrowableProjectile . isInWall
Return Type:
bool
Checks if the entity is in a wall. Returns : true if the entity is in a wall.
// ThrowableProjectile.isInWall() as bool;
myThrowableProjectile . isInWall();
Return Type:
bool
Checks if the entity is in water. // ThrowableProjectile.isInWater as bool
myThrowableProjectile . isInWater
Return Type:
bool
Checks if the entity is in water. Returns : true if the entity is in water.
// ThrowableProjectile.isInWater() as bool;
myThrowableProjectile . isInWater();
Return Type:
bool
Checks if the entity is in water or a bubble column. // ThrowableProjectile.isInWaterOrBubble as bool
myThrowableProjectile . isInWaterOrBubble
Return Type:
bool
Checks if the entity is in water or a bubble column. Returns : true if the entity is in water or a bubble column.
// ThrowableProjectile.isInWaterOrBubble() as bool;
myThrowableProjectile . isInWaterOrBubble();
Return Type:
bool
Checks if the entity is in water or rain. // ThrowableProjectile.isInWaterOrRain as bool
myThrowableProjectile . isInWaterOrRain
Return Type:
bool
Checks if the entity is in water or rain. Returns : true if the entity is in water or rain.
// ThrowableProjectile.isInWaterOrRain() as bool;
myThrowableProjectile . isInWaterOrRain();
Return Type:
bool
Checks if the entity is in water or rain or a bubble column. // ThrowableProjectile.isInWaterRainOrBubble as bool
myThrowableProjectile . isInWaterRainOrBubble
Return Type:
bool
Checks if the entity is in water or rain or a bubble column. Returns : true if the entity is in water or rain or a bubble column.
// ThrowableProjectile.isInWaterRainOrBubble() as bool;
myThrowableProjectile . isInWaterRainOrBubble();
Return Type:
bool
Checks if the entity has no gravity. // ThrowableProjectile.isNoGravity as bool
myThrowableProjectile . isNoGravity
Return Type:
bool
Checks if the entity has no gravity. Returns : true if the entity has no gravity.
// ThrowableProjectile.isNoGravity() as bool;
myThrowableProjectile . isNoGravity();
Return Type:
bool
Checks if the entity is on fire. // ThrowableProjectile.isOnFire as bool
myThrowableProjectile . isOnFire
Return Type:
bool
Checks if the entity is on fire. Returns : true if the entity is on fire.
// ThrowableProjectile.isOnFire() as bool;
myThrowableProjectile . isOnFire();
Return Type:
bool
Checks if the entity is on portal cooldown. // ThrowableProjectile.isOnPortalCooldown as bool
myThrowableProjectile . isOnPortalCooldown
Return Type:
bool
Checks if the entity is on portal cooldown. Returns : true if the entity is on portal cooldown.
// ThrowableProjectile.isOnPortalCooldown() as bool;
myThrowableProjectile . isOnPortalCooldown();
Return Type:
bool
Checks if the entity is a passenger. // ThrowableProjectile.isPassenger as bool
myThrowableProjectile . isPassenger
Return Type:
bool
Checks if the entity is a passenger. Returns : true if the entity is a passenger.
// ThrowableProjectile.isPassenger() as bool;
myThrowableProjectile . isPassenger();
Return Type:
bool
Checks if the entity is a passenger of the same vehicle. Returns : true if the entity is a passenger of the same vehicle.
// ThrowableProjectile.isPassengerOfSameVehicle(entity as Entity ) as bool; myThrowableProjectile . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
Checks if the entity is pickable. // ThrowableProjectile.isPickable as bool
myThrowableProjectile . isPickable
Return Type:
bool
Checks if the entity is pickable. Returns : true if the entity is pickable.
// ThrowableProjectile.isPickable() as bool;
myThrowableProjectile . isPickable();
Return Type:
bool
Checks if the entity is pushable. // ThrowableProjectile.isPushable as bool
myThrowableProjectile . isPushable
Return Type:
bool
Checks if the entity is pushable. Returns : true if the entity is pushable.
// ThrowableProjectile.isPushable() as bool;
myThrowableProjectile . isPushable();
Return Type:
bool
Checks if the entity is pushed by fluid. // ThrowableProjectile.isPushedByFluid as bool
myThrowableProjectile . isPushedByFluid
Return Type:
bool
Checks if the entity is pushed by fluid. Returns : true if the entity is pushed by fluid.
// ThrowableProjectile.isPushedByFluid() as bool;
myThrowableProjectile . isPushedByFluid();
Return Type:
bool
Checks if the entity has been removed. // ThrowableProjectile.isRemoved as bool
myThrowableProjectile . isRemoved
Return Type:
bool
Checks if the entity has been removed. Returns : Whether the entity has been removed.
// ThrowableProjectile.isRemoved() as bool;
myThrowableProjectile . isRemoved();
Return Type:
bool
Checks if the shift key is down. // ThrowableProjectile.isShiftKeyDown as bool
myThrowableProjectile . isShiftKeyDown
Return Type:
bool
Checks if the shift key is down. Returns : true if the shift key is down.
// ThrowableProjectile.isShiftKeyDown() as bool;
myThrowableProjectile . isShiftKeyDown();
Return Type:
bool
Checks if the entity is silent, meaning it won't play any sounds. // ThrowableProjectile.isSilent as bool
myThrowableProjectile . isSilent
Return Type:
bool
Checks if the entity is silent, meaning it won't play any sounds. Returns : true if the entity is silent.
// ThrowableProjectile.isSilent() as bool;
myThrowableProjectile . isSilent();
Return Type:
bool
Checks if the entity is a spectator. // ThrowableProjectile.isSpectator as bool
myThrowableProjectile . isSpectator
Return Type:
bool
Checks if the entity is a spectator. Returns : true if the entity is a spectator.
// ThrowableProjectile.isSpectator() as bool;
myThrowableProjectile . isSpectator();
Return Type:
bool
Checks if the entity is sprinting. // ThrowableProjectile.isSprinting as bool
myThrowableProjectile . isSprinting
Return Type:
bool
Checks if the entity is sprinting. Returns : true if the entity is sprinting.
// ThrowableProjectile.isSprinting() as bool;
myThrowableProjectile . isSprinting();
Return Type:
bool
Checks if the entity is stepping carefully. // ThrowableProjectile.isSteppingCarefully as bool
myThrowableProjectile . isSteppingCarefully
Return Type:
bool
Checks if the entity is stepping carefully. Returns : true if the entity is stepping carefully.
// ThrowableProjectile.isSteppingCarefully() as bool;
myThrowableProjectile . isSteppingCarefully();
Return Type:
bool
Checks if the entity is suppressing bounce. // ThrowableProjectile.isSuppressingBounce as bool
myThrowableProjectile . isSuppressingBounce
Return Type:
bool
Checks if the entity is suppressing bounce. Returns : true if the entity is suppressing bounce.
// ThrowableProjectile.isSuppressingBounce() as bool;
myThrowableProjectile . isSuppressingBounce();
Return Type:
bool
Checks if the entity is swimming. // ThrowableProjectile.isSwimming as bool
myThrowableProjectile . isSwimming
Return Type:
bool
Checks if the entity is swimming. Returns : true if the entity is swimming.
// ThrowableProjectile.isSwimming() as bool;
myThrowableProjectile . isSwimming();
Return Type:
bool
Checks if the entity is underwater. // ThrowableProjectile.isUnderWater as bool
myThrowableProjectile . isUnderWater
Return Type:
bool
Checks if the entity is underwater. Returns : true if the entity is underwater.
// ThrowableProjectile.isUnderWater() as bool;
myThrowableProjectile . isUnderWater();
Return Type:
bool
Checks if the entity is a vehicle. // ThrowableProjectile.isVehicle as bool
myThrowableProjectile . isVehicle
Return Type:
bool
Checks if the entity is a vehicle. Returns : true if the entity is a vehicle.
// ThrowableProjectile.isVehicle() as bool;
myThrowableProjectile . isVehicle();
Return Type:
bool
Checks if the entity is visually crawling. // ThrowableProjectile.isVisuallyCrawling as bool
myThrowableProjectile . isVisuallyCrawling
Return Type:
bool
Checks if the entity is visually crawling. Returns : true if the entity is visually crawling.
// ThrowableProjectile.isVisuallyCrawling() as bool;
myThrowableProjectile . isVisuallyCrawling();
Return Type:
bool
Checks if the entity is visually swimming. // ThrowableProjectile.isVisuallySwimming as bool
myThrowableProjectile . isVisuallySwimming
Return Type:
bool
Checks if the entity is visually swimming. Returns : true if the entity is visually swimming.
// ThrowableProjectile.isVisuallySwimming() as bool;
myThrowableProjectile . isVisuallySwimming();
Return Type:
bool
Kills the entity. // ThrowableProjectile.kill();
myThrowableProjectile . kill();
Causes the entity to take damage from lava. // ThrowableProjectile.lavaHurt();
myThrowableProjectile . lavaHurt();
Gets the Level
of the entity. // ThrowableProjectile.level as Level myThrowableProjectile . level
Return Type:
Level
Gets the look angle of the entity. // ThrowableProjectile.lookAngle as Vec3 myThrowableProjectile . lookAngle
Return Type:
Vec3
Gets the look angle of the entity. Returns : The look angle of the entity.
// ThrowableProjectile.lookAngle() as Vec3 ; myThrowableProjectile . lookAngle();
Return Type:
Vec3
Gets the maximum air supply of the entity. // ThrowableProjectile.maxAirSupply as int
myThrowableProjectile . maxAirSupply
Return Type:
int
Gets the maximum air supply of the entity. Returns : The maximum air supply of the entity.
// ThrowableProjectile.maxAirSupply() as int;
myThrowableProjectile . maxAirSupply();
Return Type:
int
Gets the maximum fall distance of the entity. // ThrowableProjectile.maxFallDistance as int
myThrowableProjectile . maxFallDistance
Return Type:
int
Gets the maximum fall distance of the entity. Returns : The maximum fall distance of the entity.
// ThrowableProjectile.maxFallDistance() as int;
myThrowableProjectile . maxFallDistance();
Return Type:
int
Gets the motion direction of the entity. // ThrowableProjectile.motionDirection as Direction myThrowableProjectile . motionDirection
Return Type:
Direction
Gets the motion direction of the entity. Returns : The motion direction of the entity.
// ThrowableProjectile.motionDirection() as Direction ; myThrowableProjectile . motionDirection();
Return Type:
Direction
Moves the entity relative to its current position. // ThrowableProjectile.moveRelative(amount as float, relative as Vec3 ); myThrowableProjectile . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
- The amount to move the entity by.
relative: Vec3
Type: Vec3
- The relative position to move the entity by. Moves the entity to the given position. // ThrowableProjectile.moveTo(vec as Vec3 ); myThrowableProjectile . moveTo(myVec3);
Parameters:
vec: Vec3
Type: Vec3
- The position to move the entity to. Moves the entity to the given position. // 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.
Moves the entity to the given position. // ThrowableProjectile.moveTo(pos as BlockPos , yaw as float, pitch as float); myThrowableProjectile . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
- The yaw to move the entity to.
pitch: float
Type: float
- The pitch to move the entity to.
Moves the entity to the given position. // 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.
Gets the name of the entity. myThrowableProjectile . name
Return Type:
Component
myThrowableProjectile . name
Return Type:
Component
Gets the name of the entity. Returns : The name of the entity.
myThrowableProjectile . name();
Return Type:
Component
myThrowableProjectile . name();
Return Type:
Component
Checks if the entity is on the ground. // ThrowableProjectile.onGround as bool
myThrowableProjectile . onGround
Return Type:
bool
Gets the position of the entity on the ground. // ThrowableProjectile.onPos as BlockPos myThrowableProjectile . onPos
Return Type:
BlockPos
Gets the position of the entity on the ground. Returns : The position of the entity on the ground.
// ThrowableProjectile.onPos() as BlockPos ; myThrowableProjectile . onPos();
Return Type:
BlockPos
Gets the owner of the projectile. // ThrowableProjectile.owner as Entity myThrowableProjectile . owner
Return Type:
Entity
Sets the owner of the projectile. // ThrowableProjectile.owner = (entity as Entity ); myThrowableProjectile . owner = myEntity;
Parameters:
entity: Entity
Type: Entity
- The entity to set as the owner. Sets the owner of the projectile. // ThrowableProjectile.owner(entity as Entity ); myThrowableProjectile . owner(myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity to set as the owner. Gets the owner of the projectile. Returns : The owner of the projectile.
// ThrowableProjectile.owner() as Entity ; myThrowableProjectile . owner();
Return Type:
Entity
Gets the passengers of the entity. // ThrowableProjectile.passengers as List< Entity > myThrowableProjectile . passengers
Return Type:
List <Entity >
Gets the passengers of the entity. Returns : The passengers of the entity.
// ThrowableProjectile.passengers() as List< Entity >; myThrowableProjectile . passengers();
Return Type:
List <Entity >
Gets the percent the entity is frozen. // ThrowableProjectile.percentFrozen as float
myThrowableProjectile . percentFrozen
Return Type:
float
Gets the percent the entity is frozen. Returns : The percent the entity is frozen.
// ThrowableProjectile.percentFrozen() as float;
myThrowableProjectile . percentFrozen();
Return Type:
float
Gets the piston push reaction of the entity. myThrowableProjectile . pistonPushReaction
Return Type:
PushReaction
Gets the piston push reaction of the entity. Returns : The piston push reaction of the entity.
// ThrowableProjectile.pistonPushReaction() as PushReaction ; myThrowableProjectile . pistonPushReaction();
Return Type:
PushReaction
Plays a sound at the entity's location. // ThrowableProjectile.playSound(sound as SoundEvent , volume as float, pitch as float); myThrowableProjectile . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
- The volume of the sound.
pitch: float
Type: float
- The pitch of the sound.
Gets the position of the entity. // ThrowableProjectile.position as Vec3 myThrowableProjectile . position
Return Type:
Vec3
Gets the position of the entity. Returns : The position of the entity.
// ThrowableProjectile.position() as Vec3 ; myThrowableProjectile . position();
Return Type:
Vec3
Positions the rider of the entity. // ThrowableProjectile.positionRider(entity as Entity ); myThrowableProjectile . positionRider(myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity to position the rider of. Gets the registry name of the entity. myThrowableProjectile . registryName
Return Type:
ResourceLocation
Gets the registry name of the entity. Returns : The registry name of the entity.
myThrowableProjectile . registryName();
Return Type:
ResourceLocation
Removes a tag from the entity. 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
Removes the vehicle of the entity. // ThrowableProjectile.removeVehicle();
myThrowableProjectile . removeVehicle();
Gets the root vehicle of the entity. // ThrowableProjectile.rootVehicle as Entity myThrowableProjectile . rootVehicle
Return Type:
Entity
Gets the root vehicle of the entity. Returns : The root vehicle of the entity.
// ThrowableProjectile.rootVehicle() as Entity ; myThrowableProjectile . rootVehicle();
Return Type:
Entity
Sends a message to the command source. // ThrowableProjectile.sendMessage(component as Component ); myThrowableProjectile . sendMessage(myComponent);
Sets the air supply of the entity. // ThrowableProjectile.setAirSupply(air as int);
myThrowableProjectile . setAirSupply(myInt);
Parameters:
air: int
Type: int
- The new air supply of the entity.
// ThrowableProjectile.setAttachmentData<T>(type as AttachmentType <T>, data as T) as T?; myThrowableProjectile . setAttachmentData < T>(myAttachmentType, myT);
Return Type:
T ?
// ThrowableProjectile.setAttachmentData<T>(type as Supplier< AttachmentType <T>>, data as T) as T?; myThrowableProjectile . setAttachmentData < T>(mySupplier, myT);
Return Type:
T ?
Sets the custom name of the entity. // ThrowableProjectile.setCustomName(name as Component ); myThrowableProjectile . setCustomName(myComponent);
Sets the custom name visible state of the entity. // ThrowableProjectile.setCustomNameVisible(visible as bool);
myThrowableProjectile . setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
- true if the custom name should be visible.
Sets the delta movement of the entity. // 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.
Makes the entity glow. // ThrowableProjectile.setGlowingTag(glowing as bool);
myThrowableProjectile . setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
- true if the entity should be glowing.
Sets the invisible state of the entity. // ThrowableProjectile.setInvisible(invisible as bool);
myThrowableProjectile . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
- true if the entity should be invisible.
Sets the invulnerable state of the entity. // ThrowableProjectile.setInvulnerable(invulnerable as bool);
myThrowableProjectile . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
- true if the entity should be invulnerable.
Sets whether the entity is in powder snow. // ThrowableProjectile.setIsInPowderSnow(inPowderSnow as bool);
myThrowableProjectile . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
- Whether the entity is in powder snow.
Sets if the entity has no gravity. // ThrowableProjectile.setNoGravity(noGravity as bool);
myThrowableProjectile . setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
- The no gravity state to set the entity to.
Sets the old position and rotation of the entity. // ThrowableProjectile.setOldPosAndRot();
myThrowableProjectile . setOldPosAndRot();
Sets if the entity is on the ground. // ThrowableProjectile.setOnGround(onGround as bool);
myThrowableProjectile . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
- The on ground state to set the entity to.
Sets the portal cooldown of the entity. // ThrowableProjectile.setPortalCooldown();
myThrowableProjectile . setPortalCooldown();
Sets the position of the entity. // ThrowableProjectile.setPos(position as Vec3 ); myThrowableProjectile . setPos(myVec3);
Parameters:
position: Vec3
Type: Vec3
- The position to set the entity to. Sets the position of the entity. // 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.
Sets the position of the entity to the given coordinates. // 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.
Removes this entity with the given removal reason . myThrowableProjectile . setRemoved(myRemovalReason);
Sets the shift key down state of the entity. // ThrowableProjectile.setShiftKeyDown(keyDown as bool);
myThrowableProjectile . setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
- true if the shift key is down.
Sets if the entity is silent. // ThrowableProjectile.setSilent(silent as bool);
myThrowableProjectile . setSilent(myBool);
Parameters:
silent: bool
Type: bool
- The silent state to set the entity to.
Sets the sprinting state of the entity. // ThrowableProjectile.setSprinting(sprinting as bool);
myThrowableProjectile . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
- true if the entity should be sprinting.
Sets the swimming state of the entity. // ThrowableProjectile.setSwimming(swimming as bool);
myThrowableProjectile . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
- true if the entity should be swimming.
Sets the number of ticks the entity has been frozen. // ThrowableProjectile.setTicksFrozen(ticks as int);
myThrowableProjectile . setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
- The new number of ticks the entity has been frozen.
Checks if the entity should be saved. // ThrowableProjectile.shouldBeSaved as bool
myThrowableProjectile . shouldBeSaved
Return Type:
bool
Checks if the entity should be saved. Returns : true if the entity should be saved.
// ThrowableProjectile.shouldBeSaved() as bool;
myThrowableProjectile . shouldBeSaved();
Return Type:
bool
Checks if the commands from this source should inform admins. // ThrowableProjectile.shouldInformAdmins as bool
myThrowableProjectile . shouldInformAdmins
Return Type:
bool
Checks if the commands from this source should inform admins. Returns : True if the commands from this source should inform admins, false otherwise.
// ThrowableProjectile.shouldInformAdmins() as bool;
myThrowableProjectile . shouldInformAdmins();
Return Type:
bool
Checks if the entity should show its name. // ThrowableProjectile.shouldShowName as bool
myThrowableProjectile . shouldShowName
Return Type:
bool
Checks if the entity should show its name. Returns : true if the entity should show its name.
// ThrowableProjectile.shouldShowName() as bool;
myThrowableProjectile . shouldShowName();
Return Type:
bool
Checks if the entity should show vehicle health. // ThrowableProjectile.showVehicleHealth as bool
myThrowableProjectile . showVehicleHealth
Return Type:
bool
Checks if the entity should show vehicle health. Returns : true if the entity should show vehicle health.
// ThrowableProjectile.showVehicleHealth() as bool;
myThrowableProjectile . showVehicleHealth();
Return Type:
bool
Gets the SoundSource
of the entity. Returns : The sound source of the entity.
myThrowableProjectile . soundSource();
Return Type:
SoundSource
Starts riding the given entity. Returns : true if the entity started riding.
// ThrowableProjectile.startRiding(entity as Entity ) as bool; myThrowableProjectile . startRiding(myEntity);
Return Type:
bool
Starts riding the given entity. Returns : true if the entity started riding.
// ThrowableProjectile.startRiding(entity as Entity , force as bool) as bool; myThrowableProjectile . startRiding(myEntity, myBool);
Parameters:
force: bool
Type: bool
- true if the entity should be forced to start riding.
Return Type:
bool
Stops riding the entity. // ThrowableProjectile.stopRiding();
myThrowableProjectile . stopRiding();
Gets the UUID of the entity as a string. // ThrowableProjectile.stringUUID as string
myThrowableProjectile . stringUUID
Return Type:
string
Gets the UUID of the entity as a string. Returns : The UUID of the entity as a string.
// ThrowableProjectile.stringUUID() as string;
myThrowableProjectile . stringUUID();
Return Type:
string
Gets the tags of the entity. 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 >
Gets the tags of the entity. 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 >
Gets the team color of the entity. // ThrowableProjectile.teamColor as int
myThrowableProjectile . teamColor
Return Type:
int
Gets the team color of the entity. Returns : The team color of the entity.
// ThrowableProjectile.teamColor() as int;
myThrowableProjectile . teamColor();
Return Type:
int
Teleports the entity to the given position. // 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.
Gets the number of ticks the entity has been frozen. // ThrowableProjectile.ticksFrozen as int
myThrowableProjectile . ticksFrozen
Return Type:
int
Gets the number of ticks the entity has been frozen. Returns : The number of ticks the entity has been frozen.
// ThrowableProjectile.ticksFrozen() as int;
myThrowableProjectile . ticksFrozen();
Return Type:
int
Gets the number of ticks required to freeze the entity. // ThrowableProjectile.ticksRequiredToFreeze as int
myThrowableProjectile . ticksRequiredToFreeze
Return Type:
int
Gets the number of ticks required to freeze the entity. Returns : The number of ticks required to freeze the entity.
// ThrowableProjectile.ticksRequiredToFreeze() as int;
myThrowableProjectile . ticksRequiredToFreeze();
Return Type:
int
Turns the entity. // 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.
Removes any passengers and stops riding the current entity. // ThrowableProjectile.unRide();
myThrowableProjectile . unRide();
Updates the custom NBT data for this Entity. // ThrowableProjectile.updateCustomData(data as MapData ); myThrowableProjectile . updateCustomData({custom: "data" });
// ThrowableProjectile.updateCustomEntityTag(level as Level , player as Player , data as MapData ); myThrowableProjectile . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // ThrowableProjectile.updateData(data as MapData ); myThrowableProjectile . updateData({key: "value" });
Gets the UUID of the entity. // ThrowableProjectile.uuid as UUID
myThrowableProjectile . uuid
Return Type:
UUID
Gets the UUID of the entity. Returns : The UUID of the entity.
// ThrowableProjectile.uuid() as UUID;
myThrowableProjectile . uuid();
Return Type:
UUID
Gets the vehicle of the entity. // ThrowableProjectile.vehicle as Entity myThrowableProjectile . vehicle
Return Type:
Entity
Gets the vehicle of the entity. Returns : The vehicle of the entity.
// ThrowableProjectile.vehicle() as Entity ; myThrowableProjectile . vehicle();
Return Type:
Entity
Gets the x coordinate of the entity. // ThrowableProjectile.x as double
Return Type:
double
Gets the x coordinate of the entity. Returns : The x coordinate of the entity.
// ThrowableProjectile.x() as double;
myThrowableProjectile . x();
Return Type:
double
Gets the y coordinate of the entity. // ThrowableProjectile.y as double
Return Type:
double
Gets the y coordinate of the entity. Returns : The y coordinate of the entity.
// ThrowableProjectile.y() as double;
myThrowableProjectile . y();
Return Type:
double
Gets the z coordinate of the entity. // ThrowableProjectile.z as double
Return Type:
double
Gets the z coordinate of the entity. Returns : The z coordinate of the entity.
// ThrowableProjectile.z() as double;
myThrowableProjectile . z();
Return Type:
double