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.

script.zs
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

Getter
Checks if the commands from this source should return failure messages
script.zs
// ThrowableProjectile.acceptsFailure as bool
myThrowableProjectile.acceptsFailure

Return Type: bool

acceptsFailure() as 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.

script.zs
// ThrowableProjectile.acceptsFailure() as bool;
myThrowableProjectile.acceptsFailure();

Return Type: bool

Getter
Checks if the commands from this source should return successful messages
script.zs
// ThrowableProjectile.acceptsSuccess as bool
myThrowableProjectile.acceptsSuccess

Return Type: bool

acceptsSuccess() as 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.

script.zs
// ThrowableProjectile.acceptsSuccess() as bool;
myThrowableProjectile.acceptsSuccess();

Return Type: bool

addTag(tagName as string) as bool
Adds a tag to the entity, returning false if the entity has over 1024

Returns: true if the tag was added.

script.zs
// ThrowableProjectile.addTag(tagName as string) as bool;
myThrowableProjectile.addTag(myString);

Parameters:

tagName Type: string - The name of the tag to add.

Return Type: bool

Getter
Gets the current air supply of the entity.
script.zs
// ThrowableProjectile.airSupply as int
myThrowableProjectile.airSupply

Return Type: int

airSupply() as int
Gets the current air supply of the entity.

Returns: The current air supply of the entity.

script.zs
// ThrowableProjectile.airSupply() as int;
myThrowableProjectile.airSupply();

Return Type: int

Getter
Checks if the command source always accepts.
script.zs
// ThrowableProjectile.alwaysAccepts as bool
myThrowableProjectile.alwaysAccepts

Return Type: bool

alwaysAccepts() as bool
Checks if the command source always accepts.

Returns: True if the command source always accepts, false otherwise.

script.zs
// ThrowableProjectile.alwaysAccepts() as bool;
myThrowableProjectile.alwaysAccepts();

Return Type: bool

Getter
Gets the height of the bounding box of the entity.
script.zs
// ThrowableProjectile.bbHeight as float
myThrowableProjectile.bbHeight

Return Type: float

bbHeight() as float
Gets the height of the bounding box of the entity.

Returns: The height of the bounding box of the entity.

script.zs
// ThrowableProjectile.bbHeight() as float;
myThrowableProjectile.bbHeight();

Return Type: float

Getter
Gets the width of the bounding box of the entity.
script.zs
// ThrowableProjectile.bbWidth as float
myThrowableProjectile.bbWidth

Return Type: float

bbWidth() as float
Gets the width of the bounding box of the entity.

Returns: The width of the bounding box of the entity.

script.zs
// ThrowableProjectile.bbWidth() as float;
myThrowableProjectile.bbWidth();

Return Type: float

Getter
Gets the BlockPos of the entity.
script.zs
// ThrowableProjectile.blockPosiion as BlockPos
myThrowableProjectile.blockPosiion

Return Type: BlockPos

blockPosiion() as BlockPos
Gets the BlockPos of the entity.

Returns: The BlockPos of the entity.

script.zs
// ThrowableProjectile.blockPosiion() as BlockPos;
myThrowableProjectile.blockPosiion();

Return Type: BlockPos

Getter
Gets the position of the entity.
script.zs
// ThrowableProjectile.blockPosition as BlockPos
myThrowableProjectile.blockPosition

Return Type: BlockPos

blockPosition() as BlockPos
Gets the position of the entity.

Returns: The block position of the entity.

script.zs
// ThrowableProjectile.blockPosition() as BlockPos;
myThrowableProjectile.blockPosition();

Return Type: BlockPos

Getter
Gets the x coordinate of the entity.
script.zs
// ThrowableProjectile.blockX as int
myThrowableProjectile.blockX

Return Type: int

blockX() as int
Gets the x coordinate of the entity.

Returns: The x coordinate of the entity.

script.zs
// ThrowableProjectile.blockX() as int;
myThrowableProjectile.blockX();

Return Type: int

Getter
Gets the y coordinate of the entity.
script.zs
// ThrowableProjectile.blockY as int
myThrowableProjectile.blockY

Return Type: int

blockY() as int
Gets the y coordinate of the entity.

Returns: The y coordinate of the entity.

script.zs
// ThrowableProjectile.blockY() as int;
myThrowableProjectile.blockY();

Return Type: int

Getter
Gets the z coordinate of the entity.
script.zs
// ThrowableProjectile.blockZ as int
myThrowableProjectile.blockZ

Return Type: int

blockZ() as int
Gets the z coordinate of the entity.

Returns: The z coordinate of the entity.

script.zs
// ThrowableProjectile.blockZ() as int;
myThrowableProjectile.blockZ();

Return Type: int

Getter
Gets the bounding box of the entity.
script.zs
// ThrowableProjectile.boundingBox as AABB
myThrowableProjectile.boundingBox

Return Type: AABB

boundingBox() as AABB
Gets the bounding box of the entity.

Returns: The bounding box of the entity.

script.zs
// ThrowableProjectile.boundingBox() as AABB;
myThrowableProjectile.boundingBox();

Return Type: AABB

Getter
Gets the bounding box for culling of the entity.
script.zs
// ThrowableProjectile.boundingBoxForCulling as AABB
myThrowableProjectile.boundingBoxForCulling

Return Type: AABB

boundingBoxForCulling() as AABB
Gets the bounding box for culling of the entity.

Returns: The bounding box for culling of the entity.

script.zs
// ThrowableProjectile.boundingBoxForCulling() as AABB;
myThrowableProjectile.boundingBoxForCulling();

Return Type: AABB

Getter
Checks if the entity can be collided with.
script.zs
// ThrowableProjectile.canBeCollidedWith as bool
myThrowableProjectile.canBeCollidedWith

Return Type: bool

canBeCollidedWith() as bool
Checks if the entity can be collided with.

Returns: true if the entity can be collided with.

script.zs
// ThrowableProjectile.canBeCollidedWith() as bool;
myThrowableProjectile.canBeCollidedWith();

Return Type: bool

canCollideWith(other as Entity) as bool
Checks if the entity can collide with the given entity.

Returns: true if the entity can collide with the given entity.

script.zs
// ThrowableProjectile.canCollideWith(other as Entity) as bool;
myThrowableProjectile.canCollideWith(myEntity);

Parameters:

other Type: Entity - The entity to check if the entity can collide with.

Return Type: bool

Getter
Checks if the entity can freeze.
script.zs
// ThrowableProjectile.canFreeze as bool
myThrowableProjectile.canFreeze

Return Type: bool

canFreeze() as bool
Checks if the entity can freeze.

Returns: Whether the entity can freeze.

script.zs
// ThrowableProjectile.canFreeze() as bool;
myThrowableProjectile.canFreeze();

Return Type: bool

clearFire()
Clears the fire of the entity.
script.zs
// ThrowableProjectile.clearFire();
myThrowableProjectile.clearFire();
closerThan(other as Entity, distance as double) as bool
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.

script.zs
// ThrowableProjectile.closerThan(other as Entity, distance as double) as bool;
myThrowableProjectile.closerThan(myEntity, myDouble);

Parameters:

other Type: Entity - The other entity to check the distance to.
distance Type: double - The distance to check.

Return Type: bool

Getter
Gets the Level used when sending commands as this entity.
script.zs
// ThrowableProjectile.commandSenderWorld as Level
myThrowableProjectile.commandSenderWorld

Return Type: Level

commandSenderWorld() as Level
Gets the Level used when sending commands as this entity.

Returns: The Level used when sending commands as this entity.

script.zs
// ThrowableProjectile.commandSenderWorld() as Level;
myThrowableProjectile.commandSenderWorld();

Return Type: Level

Getter
Gets the controlling passenger of the entity.
script.zs
// ThrowableProjectile.controllingPassenger as Entity
myThrowableProjectile.controllingPassenger

Return Type: Entity

controllingPassenger() as Entity
Gets the controlling passenger of the entity.

Returns: The controlling passenger of the entity.

script.zs
// ThrowableProjectile.controllingPassenger() as Entity;
myThrowableProjectile.controllingPassenger();

Return Type: Entity

Getter
Gets the custom NBT data for this Entity.
script.zs
// ThrowableProjectile.customData as MapData
myThrowableProjectile.customData

Return Type: MapData

customData() as MapData
Gets the custom NBT data for this Entity.

Returns: The custom data for this Entity.

script.zs
// ThrowableProjectile.customData() as MapData;
myThrowableProjectile.customData();

Return Type: MapData

Getter
Gets the custom name of the entity.
script.zs
// ThrowableProjectile.customName as Component
myThrowableProjectile.customName

Return Type: Component

Getter
script.zs
// ThrowableProjectile.customName as Component
myThrowableProjectile.customName

Return Type: Component

customName() as Component
Gets the custom name of the entity.

Returns: The custom name of the entity.

script.zs
// ThrowableProjectile.customName() as Component;
myThrowableProjectile.customName();

Return Type: Component

customName() as Component
script.zs
// ThrowableProjectile.customName() as Component;
myThrowableProjectile.customName();

Return Type: Component

Getter
Checks if the entity dampens vibrations, such as net.minecraft.world.entity.item.ItemEntitys who's item is in the dampens_vibrations item tag.
script.zs
// ThrowableProjectile.dampensVibrations as bool
myThrowableProjectile.dampensVibrations

Return Type: bool

dampensVibrations() as bool
Checks if the entity dampens vibrations, such as net.minecraft.world.entity.item.ItemEntitys who's item is in the dampens_vibrations item tag.

Returns: true if the entity dampens vibrations.

script.zs
// ThrowableProjectile.dampensVibrations() as bool;
myThrowableProjectile.dampensVibrations();

Return Type: bool

Getter
Gets the NBT data of this Entity.
script.zs
// ThrowableProjectile.data as MapData
myThrowableProjectile.data

Return Type: MapData

data() as MapData
Gets the NBT data of this Entity.

Returns: The NBT data of this Entity.

script.zs
// ThrowableProjectile.data() as MapData;
myThrowableProjectile.data();

Return Type: MapData

Getter
Gets the delta movement of the entity.
script.zs
// ThrowableProjectile.deltaMovement as Vec3
myThrowableProjectile.deltaMovement

Return Type: Vec3

Setter
Sets the delta movement of the entity.
script.zs
// ThrowableProjectile.deltaMovement = (deltaMovement as Vec3);
myThrowableProjectile.deltaMovement = myVec3;

Parameters:

deltaMovement Type: Vec3 - The delta movement to set.
deltaMovement() as Vec3
Gets the delta movement of the entity.

Returns: The delta movement of the entity.

script.zs
// ThrowableProjectile.deltaMovement() as Vec3;
myThrowableProjectile.deltaMovement();

Return Type: Vec3

deltaMovement(deltaMovement as Vec3)
Sets the delta movement of the entity.
script.zs
// ThrowableProjectile.deltaMovement(deltaMovement as Vec3);
myThrowableProjectile.deltaMovement(myVec3);

Parameters:

deltaMovement Type: Vec3 - The delta movement to set.
Getter
Gets the dimension changing delay of the entity.
script.zs
// ThrowableProjectile.dimensionChangingDelay as int
myThrowableProjectile.dimensionChangingDelay

Return Type: int

dimensionChangingDelay() as int
Gets the dimension changing delay of the entity.

Returns: The dimension changing delay of the entity.

script.zs
// ThrowableProjectile.dimensionChangingDelay() as int;
myThrowableProjectile.dimensionChangingDelay();

Return Type: int

Getter
Gets the direction of the entity.
script.zs
// ThrowableProjectile.direction as Direction
myThrowableProjectile.direction

Return Type: Direction

direction() as Direction
Gets the direction of the entity.

Returns: The direction of the entity.

script.zs
// ThrowableProjectile.direction() as Direction;
myThrowableProjectile.direction();

Return Type: Direction

discard()
Discards the entity.
script.zs
// ThrowableProjectile.discard();
myThrowableProjectile.discard();
Getter
Checks if the entity dismounts underwater.
script.zs
// ThrowableProjectile.dismountsUnderwater as bool
myThrowableProjectile.dismountsUnderwater

Return Type: bool

dismountsUnderwater() as bool
Checks if the entity dismounts underwater.

Returns: true if the entity dismounts underwater.

script.zs
// ThrowableProjectile.dismountsUnderwater() as bool;
myThrowableProjectile.dismountsUnderwater();

Return Type: bool

Getter
Gets the display name of the entity.
script.zs
// ThrowableProjectile.displayName as Component
myThrowableProjectile.displayName

Return Type: Component

Getter
script.zs
// ThrowableProjectile.displayName as Component
myThrowableProjectile.displayName

Return Type: Component

displayName() as Component
Gets the display name of the entity.

Returns: The display name of the entity.

script.zs
// ThrowableProjectile.displayName() as Component;
myThrowableProjectile.displayName();

Return Type: Component

displayName() as Component
script.zs
// ThrowableProjectile.displayName() as Component;
myThrowableProjectile.displayName();

Return Type: Component

distanceTo(entity as Entity) as float
Gets the distance to the given entity.

Returns: The distance to the given entity.

script.zs
// ThrowableProjectile.distanceTo(entity as Entity) as float;
myThrowableProjectile.distanceTo(myEntity);

Parameters:

entity Type: Entity - The entity to get the distance to.

Return Type: float

distanceToSqr(x as double, y as double, z as double) as double
Gets the squared distance to the given position.

Returns: The squared distance to the given position.

script.zs
// ThrowableProjectile.distanceToSqr(x as double, y as double, z as double) as double;
myThrowableProjectile.distanceToSqr(myDouble, myDouble, myDouble);

Parameters:

x Type: double - The x position to get the squared distance to.
y Type: double - The y position to get the squared distance to.
z Type: double - The z position to get the squared distance to.

Return Type: double

distanceToSqr(entity as Entity) as double
Gets the squared distance to the given entity.

Returns: The squared distance to the given entity.

script.zs
// ThrowableProjectile.distanceToSqr(entity as Entity) as double;
myThrowableProjectile.distanceToSqr(myEntity);

Parameters:

entity Type: Entity - The entity to get the squared distance to.

Return Type: double

distanceToSqr(vec as Vec3) as double
Gets the squared distance to the given vector.

Returns: The squared distance to the given vector.

script.zs
// ThrowableProjectile.distanceToSqr(vec as Vec3) as double;
myThrowableProjectile.distanceToSqr(myVec3);

Parameters:

vec Type: Vec3 - The vector to get the squared distance to.

Return Type: double

Getter
Gets the effect source of the projectile.
script.zs
// ThrowableProjectile.effectSource as Entity
myThrowableProjectile.effectSource

Return Type: Entity

effectSource() as Entity
Gets the effect source of the projectile.

Returns: The effect source of the projectile.

script.zs
// ThrowableProjectile.effectSource() as Entity;
myThrowableProjectile.effectSource();

Return Type: Entity

ejectPassengers()
Ejects the passengers of the entity.
script.zs
// ThrowableProjectile.ejectPassengers();
myThrowableProjectile.ejectPassengers();
Getter
Gets the eye height of the entity.
script.zs
// ThrowableProjectile.eyeHeight as float
myThrowableProjectile.eyeHeight

Return Type: float

eyeHeight() as float
Gets the eye height of the entity.

Returns: The eye height of the entity.

script.zs
// ThrowableProjectile.eyeHeight() as float;
myThrowableProjectile.eyeHeight();

Return Type: float

Getter
Gets the eye position of the entity.
script.zs
// ThrowableProjectile.eyePosition as Vec3
myThrowableProjectile.eyePosition

Return Type: Vec3

eyePosition() as Vec3
Gets the eye position of the entity.

Returns: The eye position of the entity.

script.zs
// ThrowableProjectile.eyePosition() as Vec3;
myThrowableProjectile.eyePosition();

Return Type: Vec3

Getter
Gets the y coordinate of the entity's eyes.
script.zs
// ThrowableProjectile.eyeY as double
myThrowableProjectile.eyeY

Return Type: double

eyeY() as double
Gets the y coordinate of the entity's eyes.

Returns: The y coordinate of the entity's eyes.

script.zs
// ThrowableProjectile.eyeY() as double;
myThrowableProjectile.eyeY();

Return Type: double

Getter
Checks if the entity is fire immune.
script.zs
// ThrowableProjectile.fireImmune as bool
myThrowableProjectile.fireImmune

Return Type: bool

fireImmune() as bool
Checks if the entity is fire immune.

Returns: true if the entity is fire immune.

script.zs
// ThrowableProjectile.fireImmune() as bool;
myThrowableProjectile.fireImmune();

Return Type: bool

Getter
Gets the remaining fire ticks of the entity.
script.zs
// ThrowableProjectile.fireTicks as int
myThrowableProjectile.fireTicks

Return Type: int

Setter
Sets the remaining fire ticks of the entity.
script.zs
// ThrowableProjectile.fireTicks = (ticks as int);
myThrowableProjectile.fireTicks = myInt;

Parameters:

ticks Type: int - The number of ticks to set the remaining fire ticks to.
fireTicks(ticks as int)
Sets the remaining fire ticks of the entity.
script.zs
// ThrowableProjectile.fireTicks(ticks as int);
myThrowableProjectile.fireTicks(myInt);

Parameters:

ticks Type: int - The number of ticks to set the remaining fire ticks to.
fireTicks() as int
Gets the remaining fire ticks of the entity.

Returns: The remaining fire ticks of the entity.

script.zs
// ThrowableProjectile.fireTicks() as int;
myThrowableProjectile.fireTicks();

Return Type: int

Getter
Gets the first passenger of the entity.
script.zs
// ThrowableProjectile.firstPassenger as Entity
myThrowableProjectile.firstPassenger

Return Type: Entity

firstPassenger() as Entity
Gets the first passenger of the entity.

Returns: The first passenger of the entity.

script.zs
// ThrowableProjectile.firstPassenger() as Entity;
myThrowableProjectile.firstPassenger();

Return Type: Entity

Getter
Gets the fluid jump threshold of the entity.
script.zs
// ThrowableProjectile.fluidJumpThreshold as double
myThrowableProjectile.fluidJumpThreshold

Return Type: double

fluidJumpThreshold() as double
Gets the fluid jump threshold of the entity.

Returns: The fluid jump threshold of the entity.

script.zs
// ThrowableProjectile.fluidJumpThreshold() as double;
myThrowableProjectile.fluidJumpThreshold();

Return Type: double

Getter
Gets the forward vector of the entity.
script.zs
// ThrowableProjectile.forward as Vec3
myThrowableProjectile.forward

Return Type: Vec3

forward() as Vec3
Gets the forward vector of the entity.

Returns: The forward vector of the entity.

script.zs
// ThrowableProjectile.forward() as Vec3;
myThrowableProjectile.forward();

Return Type: Vec3

getAttachmentData(type as AttachmentType<T>) as T
script.zs
// ThrowableProjectile.getAttachmentData<T>(type as AttachmentType<T>) as T;
myThrowableProjectile.getAttachmentData<T>(myAttachmentType);

Parameters:

type Type: AttachmentType<T>

Return Type: T

getAttachmentData(type as Supplier<AttachmentType<T>>) as T
script.zs
// ThrowableProjectile.getAttachmentData<T>(type as Supplier<AttachmentType<T>>) as T;
myThrowableProjectile.getAttachmentData<T>(mySupplier);

Parameters:

type Type: Supplier<AttachmentType<T>>

Return Type: T

getEyePosition(partialTicks as float) as Vec3
Gets the eye position of the entity.

Returns: The eye position of the entity.

script.zs
// ThrowableProjectile.getEyePosition(partialTicks as float) as Vec3;
myThrowableProjectile.getEyePosition(myFloat);

Parameters:

partialTicks Type: float - The partial ticks to get the eye position for.

Return Type: Vec3

getPosition(partialTicks as float) as Vec3
Gets the position of the entity.

Returns: The position of the entity.

script.zs
// ThrowableProjectile.getPosition(partialTicks as float) as Vec3;
myThrowableProjectile.getPosition(myFloat);

Parameters:

partialTicks Type: float - The partial ticks to get the position for.

Return Type: Vec3

getUpVector(partialTicks as float) as Vec3
Gets the up vector of the entity.

Returns: The up vector of the entity.

script.zs
// ThrowableProjectile.getUpVector(partialTicks as float) as Vec3;
myThrowableProjectile.getUpVector(myFloat);

Parameters:

partialTicks Type: float - The partial ticks to get the up vector for.

Return Type: Vec3

getViewVector(partialTicks as float) as Vec3
Gets the view vector of the entity.

Returns: The view vector of the entity.

script.zs
// ThrowableProjectile.getViewVector(partialTicks as float) as Vec3;
myThrowableProjectile.getViewVector(myFloat);

Parameters:

partialTicks Type: float - The partial ticks to get the view vector for.

Return Type: Vec3

getX(scale as double) as double
Gets the x coordinate of the entity with the given scale.

Returns: The x coordinate of the entity.

script.zs
// ThrowableProjectile.getX(scale as double) as double;
myThrowableProjectile.getX(myDouble);

Parameters:

scale Type: double - The scale to get the x coordinate of the entity.

Return Type: double

getY(scale as double) as double
Gets the y coordinate of the entity with the given scale.

Returns: The y coordinate of the entity.

script.zs
// ThrowableProjectile.getY(scale as double) as double;
myThrowableProjectile.getY(myDouble);

Parameters:

scale Type: double - The scale to get the y coordinate of the entity.

Return Type: double

getZ(scale as double) as double
Gets the z coordinate of the entity with the given scale.

Returns: The z coordinate of the entity.

script.zs
// ThrowableProjectile.getZ(scale as double) as double;
myThrowableProjectile.getZ(myDouble);

Parameters:

scale Type: double - The scale to get the z coordinate of the entity.

Return Type: double

hasAttachmentData(type as AttachmentType<T>) as bool
script.zs
// ThrowableProjectile.hasAttachmentData<T>(type as AttachmentType<T>) as bool;
myThrowableProjectile.hasAttachmentData<T>(myAttachmentType);

Parameters:

type Type: AttachmentType<T>

Return Type: bool

hasAttachmentData(type as Supplier<AttachmentType<T>>) as bool
script.zs
// ThrowableProjectile.hasAttachmentData<T>(type as Supplier<AttachmentType<T>>) as bool;
myThrowableProjectile.hasAttachmentData<T>(mySupplier);

Parameters:

type Type: Supplier<AttachmentType<T>>

Return Type: bool

Getter
Checks if the entity has a custom name.
script.zs
// ThrowableProjectile.hasCustomName as bool
myThrowableProjectile.hasCustomName

Return Type: bool

Getter
script.zs
// ThrowableProjectile.hasCustomName as bool
myThrowableProjectile.hasCustomName

Return Type: bool

hasCustomName() as bool
Checks if the entity has a custom name.

Returns: true if the entity has a custom name.

script.zs
// ThrowableProjectile.hasCustomName() as bool;
myThrowableProjectile.hasCustomName();

Return Type: bool

hasCustomName() as bool
script.zs
// ThrowableProjectile.hasCustomName() as bool;
myThrowableProjectile.hasCustomName();

Return Type: bool

Getter
Checks if the entity has exactly one player passenger.
script.zs
// ThrowableProjectile.hasExactlyOnePlayerPassenger as bool
myThrowableProjectile.hasExactlyOnePlayerPassenger

Return Type: bool

hasExactlyOnePlayerPassenger() as bool
Checks if the entity has exactly one player passenger.

Returns: true if the entity has exactly one player passenger.

script.zs
// ThrowableProjectile.hasExactlyOnePlayerPassenger() as bool;
myThrowableProjectile.hasExactlyOnePlayerPassenger();

Return Type: bool

Getter
Checks if the entity is currently glowing.
script.zs
// ThrowableProjectile.hasGlowingTag as bool
myThrowableProjectile.hasGlowingTag

Return Type: bool

hasGlowingTag() as bool
Checks if the entity is currently glowing.

Returns: true if the entity is currently glowing.

script.zs
// ThrowableProjectile.hasGlowingTag() as bool;
myThrowableProjectile.hasGlowingTag();

Return Type: bool

hasIndirectPassenger(entity as Entity) as bool
Checks if the entity has an indirect passenger.

Returns: true if the entity has an indirect passenger.

script.zs
// ThrowableProjectile.hasIndirectPassenger(entity as Entity) as bool;
myThrowableProjectile.hasIndirectPassenger(myEntity);

Parameters:

entity Type: Entity - The entity to check.

Return Type: bool

hasPassenger(entity as Entity) as bool
Checks if the entity has a passenger.

Returns: true if the entity has the given passenger.

script.zs
// ThrowableProjectile.hasPassenger(entity as Entity) as bool;
myThrowableProjectile.hasPassenger(myEntity);

Parameters:

entity Type: Entity - The entity to check.

Return Type: bool

hasPassenger(predicate as function(t as Entity) as bool) as 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.

script.zs
// ThrowableProjectile.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myThrowableProjectile.hasPassenger(myPredicate);

Parameters:

predicate Type: function(t as Entity) as bool - The predicate to check.

Return Type: bool

hurt(source as DamageSource, amount as float) as bool
Hurts the entity with the given DamageSource and amount.

Returns: true if the entity was hurt.

script.zs
// ThrowableProjectile.hurt(source as DamageSource, amount as float) as bool;
myThrowableProjectile.hurt(myDamageSource, myFloat);

Parameters:

source Type: DamageSource - The DamageSource to hurt the entity with.
amount Type: float - The amount of damage to deal.

Return Type: bool

Getter
Gets the ID of the entity.
script.zs
// ThrowableProjectile.id as int
myThrowableProjectile.id

Return Type: int

id() as int
Gets the ID of the entity.

Returns: The ID of the entity.

script.zs
// ThrowableProjectile.id() as int;
myThrowableProjectile.id();

Return Type: int

Getter
Gets the BlockState that this entity is currently inside.
script.zs
// ThrowableProjectile.inBlockState as BlockState
myThrowableProjectile.inBlockState

Return Type: BlockState

inBlockState() as BlockState
Gets the BlockState that this entity is currently inside.

Returns: The block state that this entity is currently inside

script.zs
// ThrowableProjectile.inBlockState() as BlockState;
myThrowableProjectile.inBlockState();

Return Type: BlockState

Getter
Checks if the entity is alive.
script.zs
// ThrowableProjectile.isAlive as bool
myThrowableProjectile.isAlive

Return Type: bool

isAlive() as bool
Checks if the entity is alive.

Returns: true if the entity is alive.

script.zs
// ThrowableProjectile.isAlive() as bool;
myThrowableProjectile.isAlive();

Return Type: bool

Getter
Checks if the entity is always ticking.
script.zs
// ThrowableProjectile.isAlwaysTicking as bool
myThrowableProjectile.isAlwaysTicking

Return Type: bool

isAlwaysTicking() as bool
Checks if the entity is always ticking.

Returns: true if the entity is always ticking.

script.zs
// ThrowableProjectile.isAlwaysTicking() as bool;
myThrowableProjectile.isAlwaysTicking();

Return Type: bool

Getter
Checks if the entity is attackable.
script.zs
// ThrowableProjectile.isAttackable as bool
myThrowableProjectile.isAttackable

Return Type: bool

isAttackable() as bool
Checks if the entity is attackable.

Returns: true if the entity is attackable.

script.zs
// ThrowableProjectile.isAttackable() as bool;
myThrowableProjectile.isAttackable();

Return Type: bool

isColliding(pos as BlockPos, state as BlockState) as 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.

script.zs
// ThrowableProjectile.isColliding(pos as BlockPos, state as BlockState) as bool;
myThrowableProjectile.isColliding(myBlockPos, myBlockState);

Parameters:

pos Type: BlockPos - The position of the block to check.
state Type: BlockState - The state of the block to check.

Return Type: bool

Getter
Checks if the entity is crouching.
script.zs
// ThrowableProjectile.isCrouching as bool
myThrowableProjectile.isCrouching

Return Type: bool

isCrouching() as bool
Checks if the entity is crouching.

Returns: true if the entity is crouching.

script.zs
// ThrowableProjectile.isCrouching() as bool;
myThrowableProjectile.isCrouching();

Return Type: bool

Getter
Checks if the entity is currently glowing.
script.zs
// ThrowableProjectile.isCurrentlyGlowing as bool
myThrowableProjectile.isCurrentlyGlowing

Return Type: bool

isCurrentlyGlowing() as bool
Checks if the entity is currently glowing.

Returns: true if the entity is currently glowing.

script.zs
// ThrowableProjectile.isCurrentlyGlowing() as bool;
myThrowableProjectile.isCurrentlyGlowing();

Return Type: bool

Getter
Checks if the custom name of the entity is visible.
script.zs
// ThrowableProjectile.isCustomNameVisible as bool
myThrowableProjectile.isCustomNameVisible

Return Type: bool

isCustomNameVisible() as bool
Checks if the custom name of the entity is visible.

Returns: true if the custom name is visible.

script.zs
// ThrowableProjectile.isCustomNameVisible() as bool;
myThrowableProjectile.isCustomNameVisible();

Return Type: bool

Getter
Checks if the entity is descending.
script.zs
// ThrowableProjectile.isDescending as bool
myThrowableProjectile.isDescending

Return Type: bool

isDescending() as bool
Checks if the entity is descending.

Returns: true if the entity is descending.

script.zs
// ThrowableProjectile.isDescending() as bool;
myThrowableProjectile.isDescending();

Return Type: bool

Getter
Checks if the entity is being discrete.
script.zs
// ThrowableProjectile.isDiscrete as bool
myThrowableProjectile.isDiscrete

Return Type: bool

isDiscrete() as bool
Checks if the entity is being discrete.

Returns: true if the entity is being discrete.

script.zs
// ThrowableProjectile.isDiscrete() as bool;
myThrowableProjectile.isDiscrete();

Return Type: bool

isFree(x as double, y as double, z as double) as 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.

script.zs
// ThrowableProjectile.isFree(x as double, y as double, z as double) as bool;
myThrowableProjectile.isFree(myDouble, myDouble, myDouble);

Parameters:

x Type: double - The x position to check.
y Type: double - The y position to check.
z Type: double - The z position to check.

Return Type: bool

Getter
Checks if the entity is fully frozen.
script.zs
// ThrowableProjectile.isFullyFrozen as bool
myThrowableProjectile.isFullyFrozen

Return Type: bool

isFullyFrozen() as bool
Checks if the entity is fully frozen.

Returns: true if the entity is fully frozen.

script.zs
// ThrowableProjectile.isFullyFrozen() as bool;
myThrowableProjectile.isFullyFrozen();

Return Type: bool

Getter
Checks if the entity is in lava.
script.zs
// ThrowableProjectile.isInLava as bool
myThrowableProjectile.isInLava

Return Type: bool

isInLava() as bool
Checks if the entity is in lava.

Returns: true if the entity is in lava.

script.zs
// ThrowableProjectile.isInLava() as bool;
myThrowableProjectile.isInLava();

Return Type: bool

Getter
Checks if the entity is invisible.
script.zs
// ThrowableProjectile.isInvisible as bool
myThrowableProjectile.isInvisible

Return Type: bool

isInvisible() as bool
Checks if the entity is invisible.

Returns: true if the entity is invisible.

script.zs
// ThrowableProjectile.isInvisible() as bool;
myThrowableProjectile.isInvisible();

Return Type: bool

isInvisibleTo(player as Player) as bool
Checks if the entity is invisible to the given Player.

Returns: true if the entity is invisible to the player.

script.zs
// ThrowableProjectile.isInvisibleTo(player as Player) as bool;
myThrowableProjectile.isInvisibleTo(myPlayer);

Parameters:

player Type: Player - The player to check.

Return Type: bool

Getter
Checks if the entity is invulnerable.
script.zs
// ThrowableProjectile.isInvulnerable as bool
myThrowableProjectile.isInvulnerable

Return Type: bool

isInvulnerable() as bool
Checks if the entity is invulnerable.

Returns: true if the entity is invulnerable.

script.zs
// ThrowableProjectile.isInvulnerable() as bool;
myThrowableProjectile.isInvulnerable();

Return Type: bool

isInvulnerableTo(source as DamageSource) as bool
Checks if the entity is invulnerable to the given DamageSource.

Returns: true if the entity is invulnerable to the damage source.

script.zs
// ThrowableProjectile.isInvulnerableTo(source as DamageSource) as bool;
myThrowableProjectile.isInvulnerableTo(myDamageSource);

Parameters:

source Type: DamageSource - The damage source to check.

Return Type: bool

Getter
Checks if the entity is in a wall.
script.zs
// ThrowableProjectile.isInWall as bool
myThrowableProjectile.isInWall

Return Type: bool

isInWall() as bool
Checks if the entity is in a wall.

Returns: true if the entity is in a wall.

script.zs
// ThrowableProjectile.isInWall() as bool;
myThrowableProjectile.isInWall();

Return Type: bool

Getter
Checks if the entity is in water.
script.zs
// ThrowableProjectile.isInWater as bool
myThrowableProjectile.isInWater

Return Type: bool

isInWater() as bool
Checks if the entity is in water.

Returns: true if the entity is in water.

script.zs
// ThrowableProjectile.isInWater() as bool;
myThrowableProjectile.isInWater();

Return Type: bool

Getter
Checks if the entity is in water or a bubble column.
script.zs
// ThrowableProjectile.isInWaterOrBubble as bool
myThrowableProjectile.isInWaterOrBubble

Return Type: bool

isInWaterOrBubble() as bool
Checks if the entity is in water or a bubble column.

Returns: true if the entity is in water or a bubble column.

script.zs
// ThrowableProjectile.isInWaterOrBubble() as bool;
myThrowableProjectile.isInWaterOrBubble();

Return Type: bool

Getter
Checks if the entity is in water or rain.
script.zs
// ThrowableProjectile.isInWaterOrRain as bool
myThrowableProjectile.isInWaterOrRain

Return Type: bool

isInWaterOrRain() as bool
Checks if the entity is in water or rain.

Returns: true if the entity is in water or rain.

script.zs
// ThrowableProjectile.isInWaterOrRain() as bool;
myThrowableProjectile.isInWaterOrRain();

Return Type: bool

Getter
Checks if the entity is in water or rain or a bubble column.
script.zs
// ThrowableProjectile.isInWaterRainOrBubble as bool
myThrowableProjectile.isInWaterRainOrBubble

Return Type: bool

isInWaterRainOrBubble() as 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.

script.zs
// ThrowableProjectile.isInWaterRainOrBubble() as bool;
myThrowableProjectile.isInWaterRainOrBubble();

Return Type: bool

Getter
Checks if the entity has no gravity.
script.zs
// ThrowableProjectile.isNoGravity as bool
myThrowableProjectile.isNoGravity

Return Type: bool

isNoGravity() as bool
Checks if the entity has no gravity.

Returns: true if the entity has no gravity.

script.zs
// ThrowableProjectile.isNoGravity() as bool;
myThrowableProjectile.isNoGravity();

Return Type: bool

Getter
Checks if the entity is on fire.
script.zs
// ThrowableProjectile.isOnFire as bool
myThrowableProjectile.isOnFire

Return Type: bool

isOnFire() as bool
Checks if the entity is on fire.

Returns: true if the entity is on fire.

script.zs
// ThrowableProjectile.isOnFire() as bool;
myThrowableProjectile.isOnFire();

Return Type: bool

Getter
Checks if the entity is on portal cooldown.
script.zs
// ThrowableProjectile.isOnPortalCooldown as bool
myThrowableProjectile.isOnPortalCooldown

Return Type: bool

isOnPortalCooldown() as bool
Checks if the entity is on portal cooldown.

Returns: true if the entity is on portal cooldown.

script.zs
// ThrowableProjectile.isOnPortalCooldown() as bool;
myThrowableProjectile.isOnPortalCooldown();

Return Type: bool

Getter
Checks if the entity is a passenger.
script.zs
// ThrowableProjectile.isPassenger as bool
myThrowableProjectile.isPassenger

Return Type: bool

isPassenger() as bool
Checks if the entity is a passenger.

Returns: true if the entity is a passenger.

script.zs
// ThrowableProjectile.isPassenger() as bool;
myThrowableProjectile.isPassenger();

Return Type: bool

isPassengerOfSameVehicle(entity as Entity) as bool
Checks if the entity is a passenger of the same vehicle.

Returns: true if the entity is a passenger of the same vehicle.

script.zs
// ThrowableProjectile.isPassengerOfSameVehicle(entity as Entity) as bool;
myThrowableProjectile.isPassengerOfSameVehicle(myEntity);

Parameters:

entity Type: Entity - The entity to check.

Return Type: bool

Getter
Checks if the entity is pickable.
script.zs
// ThrowableProjectile.isPickable as bool
myThrowableProjectile.isPickable

Return Type: bool

isPickable() as bool
Checks if the entity is pickable.

Returns: true if the entity is pickable.

script.zs
// ThrowableProjectile.isPickable() as bool;
myThrowableProjectile.isPickable();

Return Type: bool

Getter
Checks if the entity is pushable.
script.zs
// ThrowableProjectile.isPushable as bool
myThrowableProjectile.isPushable

Return Type: bool

isPushable() as bool
Checks if the entity is pushable.

Returns: true if the entity is pushable.

script.zs
// ThrowableProjectile.isPushable() as bool;
myThrowableProjectile.isPushable();

Return Type: bool

Getter
Checks if the entity is pushed by fluid.
script.zs
// ThrowableProjectile.isPushedByFluid as bool
myThrowableProjectile.isPushedByFluid

Return Type: bool

isPushedByFluid() as bool
Checks if the entity is pushed by fluid.

Returns: true if the entity is pushed by fluid.

script.zs
// ThrowableProjectile.isPushedByFluid() as bool;
myThrowableProjectile.isPushedByFluid();

Return Type: bool

Getter
Checks if the entity has been removed.
script.zs
// ThrowableProjectile.isRemoved as bool
myThrowableProjectile.isRemoved

Return Type: bool

isRemoved() as bool
Checks if the entity has been removed.

Returns: Whether the entity has been removed.

script.zs
// ThrowableProjectile.isRemoved() as bool;
myThrowableProjectile.isRemoved();

Return Type: bool

Getter
Checks if the shift key is down.
script.zs
// ThrowableProjectile.isShiftKeyDown as bool
myThrowableProjectile.isShiftKeyDown

Return Type: bool

isShiftKeyDown() as bool
Checks if the shift key is down.

Returns: true if the shift key is down.

script.zs
// ThrowableProjectile.isShiftKeyDown() as bool;
myThrowableProjectile.isShiftKeyDown();

Return Type: bool

Getter
Checks if the entity is silent, meaning it won't play any sounds.
script.zs
// ThrowableProjectile.isSilent as bool
myThrowableProjectile.isSilent

Return Type: bool

isSilent() as bool
Checks if the entity is silent, meaning it won't play any sounds.

Returns: true if the entity is silent.

script.zs
// ThrowableProjectile.isSilent() as bool;
myThrowableProjectile.isSilent();

Return Type: bool

Getter
Checks if the entity is a spectator.
script.zs
// ThrowableProjectile.isSpectator as bool
myThrowableProjectile.isSpectator

Return Type: bool

isSpectator() as bool
Checks if the entity is a spectator.

Returns: true if the entity is a spectator.

script.zs
// ThrowableProjectile.isSpectator() as bool;
myThrowableProjectile.isSpectator();

Return Type: bool

Getter
Checks if the entity is sprinting.
script.zs
// ThrowableProjectile.isSprinting as bool
myThrowableProjectile.isSprinting

Return Type: bool

isSprinting() as bool
Checks if the entity is sprinting.

Returns: true if the entity is sprinting.

script.zs
// ThrowableProjectile.isSprinting() as bool;
myThrowableProjectile.isSprinting();

Return Type: bool

Getter
Checks if the entity is stepping carefully.
script.zs
// ThrowableProjectile.isSteppingCarefully as bool
myThrowableProjectile.isSteppingCarefully

Return Type: bool

isSteppingCarefully() as bool
Checks if the entity is stepping carefully.

Returns: true if the entity is stepping carefully.

script.zs
// ThrowableProjectile.isSteppingCarefully() as bool;
myThrowableProjectile.isSteppingCarefully();

Return Type: bool

Getter
Checks if the entity is suppressing bounce.
script.zs
// ThrowableProjectile.isSuppressingBounce as bool
myThrowableProjectile.isSuppressingBounce

Return Type: bool

isSuppressingBounce() as bool
Checks if the entity is suppressing bounce.

Returns: true if the entity is suppressing bounce.

script.zs
// ThrowableProjectile.isSuppressingBounce() as bool;
myThrowableProjectile.isSuppressingBounce();

Return Type: bool

Getter
Checks if the entity is swimming.
script.zs
// ThrowableProjectile.isSwimming as bool
myThrowableProjectile.isSwimming

Return Type: bool

isSwimming() as bool
Checks if the entity is swimming.

Returns: true if the entity is swimming.

script.zs
// ThrowableProjectile.isSwimming() as bool;
myThrowableProjectile.isSwimming();

Return Type: bool

Getter
Checks if the entity is underwater.
script.zs
// ThrowableProjectile.isUnderWater as bool
myThrowableProjectile.isUnderWater

Return Type: bool

isUnderWater() as bool
Checks if the entity is underwater.

Returns: true if the entity is underwater.

script.zs
// ThrowableProjectile.isUnderWater() as bool;
myThrowableProjectile.isUnderWater();

Return Type: bool

Getter
Checks if the entity is a vehicle.
script.zs
// ThrowableProjectile.isVehicle as bool
myThrowableProjectile.isVehicle

Return Type: bool

isVehicle() as bool
Checks if the entity is a vehicle.

Returns: true if the entity is a vehicle.

script.zs
// ThrowableProjectile.isVehicle() as bool;
myThrowableProjectile.isVehicle();

Return Type: bool

Getter
Checks if the entity is visually crawling.
script.zs
// ThrowableProjectile.isVisuallyCrawling as bool
myThrowableProjectile.isVisuallyCrawling

Return Type: bool

isVisuallyCrawling() as bool
Checks if the entity is visually crawling.

Returns: true if the entity is visually crawling.

script.zs
// ThrowableProjectile.isVisuallyCrawling() as bool;
myThrowableProjectile.isVisuallyCrawling();

Return Type: bool

Getter
Checks if the entity is visually swimming.
script.zs
// ThrowableProjectile.isVisuallySwimming as bool
myThrowableProjectile.isVisuallySwimming

Return Type: bool

isVisuallySwimming() as bool
Checks if the entity is visually swimming.

Returns: true if the entity is visually swimming.

script.zs
// ThrowableProjectile.isVisuallySwimming() as bool;
myThrowableProjectile.isVisuallySwimming();

Return Type: bool

kill()
Kills the entity.
script.zs
// ThrowableProjectile.kill();
myThrowableProjectile.kill();
lavaHurt()
Causes the entity to take damage from lava.
script.zs
// ThrowableProjectile.lavaHurt();
myThrowableProjectile.lavaHurt();
Getter
Gets the Level of the entity.
script.zs
// ThrowableProjectile.level as Level
myThrowableProjectile.level

Return Type: Level

Getter
Gets the look angle of the entity.
script.zs
// ThrowableProjectile.lookAngle as Vec3
myThrowableProjectile.lookAngle

Return Type: Vec3

lookAngle() as Vec3
Gets the look angle of the entity.

Returns: The look angle of the entity.

script.zs
// ThrowableProjectile.lookAngle() as Vec3;
myThrowableProjectile.lookAngle();

Return Type: Vec3

Getter
Gets the maximum air supply of the entity.
script.zs
// ThrowableProjectile.maxAirSupply as int
myThrowableProjectile.maxAirSupply

Return Type: int

maxAirSupply() as int
Gets the maximum air supply of the entity.

Returns: The maximum air supply of the entity.

script.zs
// ThrowableProjectile.maxAirSupply() as int;
myThrowableProjectile.maxAirSupply();

Return Type: int

Getter
Gets the maximum fall distance of the entity.
script.zs
// ThrowableProjectile.maxFallDistance as int
myThrowableProjectile.maxFallDistance

Return Type: int

maxFallDistance() as int
Gets the maximum fall distance of the entity.

Returns: The maximum fall distance of the entity.

script.zs
// ThrowableProjectile.maxFallDistance() as int;
myThrowableProjectile.maxFallDistance();

Return Type: int

Getter
Gets the motion direction of the entity.
script.zs
// ThrowableProjectile.motionDirection as Direction
myThrowableProjectile.motionDirection

Return Type: Direction

motionDirection() as Direction
Gets the motion direction of the entity.

Returns: The motion direction of the entity.

script.zs
// ThrowableProjectile.motionDirection() as Direction;
myThrowableProjectile.motionDirection();

Return Type: Direction

moveRelative(amount as float, relative as Vec3)
Moves the entity relative to its current position.
script.zs
// ThrowableProjectile.moveRelative(amount as float, relative as Vec3);
myThrowableProjectile.moveRelative(myFloat, myVec3);

Parameters:

amount Type: float - The amount to move the entity by.
relative Type: Vec3 - The relative position to move the entity by.
moveTo(vec as Vec3)
Moves the entity to the given position.
script.zs
// ThrowableProjectile.moveTo(vec as Vec3);
myThrowableProjectile.moveTo(myVec3);

Parameters:

vec Type: Vec3 - The position to move the entity to.
moveTo(x as double, y as double, z as double)
Moves the entity to the given position.
script.zs
// ThrowableProjectile.moveTo(x as double, y as double, z as double);
myThrowableProjectile.moveTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double - The x position to move the entity to.
y Type: double - The y position to move the entity to.
z Type: double - The z position to move the entity to.
moveTo(pos as BlockPos, yaw as float, pitch as float)
Moves the entity to the given position.
script.zs
// ThrowableProjectile.moveTo(pos as BlockPos, yaw as float, pitch as float);
myThrowableProjectile.moveTo(myBlockPos, myFloat, myFloat);

Parameters:

pos Type: BlockPos - The position to move the entity to.
yaw Type: float - The yaw to move the entity to.
pitch Type: float - The pitch to move the entity to.
moveTo(x as double, y as double, z as double, yaw as float, pitch as float)
Moves the entity to the given position.
script.zs
// 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 Type: double - The x position to move the entity to.
y Type: double - The y position to move the entity to.
z Type: double - The z position to move the entity to.
yaw Type: float - The yaw to move the entity to.
pitch Type: float - The pitch to move the entity to.
Getter
Gets the name of the entity.
script.zs
// ThrowableProjectile.name as Component
myThrowableProjectile.name

Return Type: Component

Getter
script.zs
// ThrowableProjectile.name as Component
myThrowableProjectile.name

Return Type: Component

name() as Component
Gets the name of the entity.

Returns: The name of the entity.

script.zs
// ThrowableProjectile.name() as Component;
myThrowableProjectile.name();

Return Type: Component

name() as Component
script.zs
// ThrowableProjectile.name() as Component;
myThrowableProjectile.name();

Return Type: Component

Getter
Checks if the entity is on the ground.
script.zs
// ThrowableProjectile.onGround as bool
myThrowableProjectile.onGround

Return Type: bool

Getter
Gets the position of the entity on the ground.
script.zs
// ThrowableProjectile.onPos as BlockPos
myThrowableProjectile.onPos

Return Type: BlockPos

onPos() as BlockPos
Gets the position of the entity on the ground.

Returns: The position of the entity on the ground.

script.zs
// ThrowableProjectile.onPos() as BlockPos;
myThrowableProjectile.onPos();

Return Type: BlockPos

Getter
Gets the owner of the projectile.
script.zs
// ThrowableProjectile.owner as Entity
myThrowableProjectile.owner

Return Type: Entity

Setter
Sets the owner of the projectile.
script.zs
// ThrowableProjectile.owner = (entity as Entity);
myThrowableProjectile.owner = myEntity;

Parameters:

entity Type: Entity - The entity to set as the owner.
owner(entity as Entity)
Sets the owner of the projectile.
script.zs
// ThrowableProjectile.owner(entity as Entity);
myThrowableProjectile.owner(myEntity);

Parameters:

entity Type: Entity - The entity to set as the owner.
owner() as Entity
Gets the owner of the projectile.

Returns: The owner of the projectile.

script.zs
// ThrowableProjectile.owner() as Entity;
myThrowableProjectile.owner();

Return Type: Entity

Getter
Gets the passengers of the entity.
script.zs
// ThrowableProjectile.passengers as List<Entity>
myThrowableProjectile.passengers

Return Type: List<Entity>

passengers() as List<Entity>
Gets the passengers of the entity.

Returns: The passengers of the entity.

script.zs
// ThrowableProjectile.passengers() as List<Entity>;
myThrowableProjectile.passengers();

Return Type: List<Entity>

Getter
Gets the percent the entity is frozen.
script.zs
// ThrowableProjectile.percentFrozen as float
myThrowableProjectile.percentFrozen

Return Type: float

percentFrozen() as float
Gets the percent the entity is frozen.

Returns: The percent the entity is frozen.

script.zs
// ThrowableProjectile.percentFrozen() as float;
myThrowableProjectile.percentFrozen();

Return Type: float

Getter
Gets the piston push reaction of the entity.
script.zs
// ThrowableProjectile.pistonPushReaction as PushReaction
myThrowableProjectile.pistonPushReaction

Return Type: PushReaction

pistonPushReaction() as PushReaction
Gets the piston push reaction of the entity.

Returns: The piston push reaction of the entity.

script.zs
// ThrowableProjectile.pistonPushReaction() as PushReaction;
myThrowableProjectile.pistonPushReaction();

Return Type: PushReaction

playSound(sound as SoundEvent, volume as float, pitch as float)
Plays a sound at the entity's location.
script.zs
// ThrowableProjectile.playSound(sound as SoundEvent, volume as float, pitch as float);
myThrowableProjectile.playSound(mySoundEvent, myFloat, myFloat);

Parameters:

sound Type: SoundEvent - The sound to play.
volume Type: float - The volume of the sound.
pitch Type: float - The pitch of the sound.
Getter
Gets the position of the entity.
script.zs
// ThrowableProjectile.position as Vec3
myThrowableProjectile.position

Return Type: Vec3

position() as Vec3
Gets the position of the entity.

Returns: The position of the entity.

script.zs
// ThrowableProjectile.position() as Vec3;
myThrowableProjectile.position();

Return Type: Vec3

positionRider(entity as Entity)
Positions the rider of the entity.
script.zs
// ThrowableProjectile.positionRider(entity as Entity);
myThrowableProjectile.positionRider(myEntity);

Parameters:

entity Type: Entity - The entity to position the rider of.
Getter
Gets the registry name of the entity.
script.zs
// ThrowableProjectile.registryName as ResourceLocation
myThrowableProjectile.registryName

Return Type: ResourceLocation

registryName() as ResourceLocation
Gets the registry name of the entity.

Returns: The registry name of the entity.

script.zs
// ThrowableProjectile.registryName() as ResourceLocation;
myThrowableProjectile.registryName();

Return Type: ResourceLocation

removeTag(tagName as string) as bool
Removes a tag from the entity.

Returns: true if the tag was removed.

script.zs
// ThrowableProjectile.removeTag(tagName as string) as bool;
myThrowableProjectile.removeTag(myString);

Parameters:

tagName Type: string - The name of the tag to remove.

Return Type: bool

removeVehicle()
Removes the vehicle of the entity.
script.zs
// ThrowableProjectile.removeVehicle();
myThrowableProjectile.removeVehicle();
Getter
Gets the root vehicle of the entity.
script.zs
// ThrowableProjectile.rootVehicle as Entity
myThrowableProjectile.rootVehicle

Return Type: Entity

rootVehicle() as Entity
Gets the root vehicle of the entity.

Returns: The root vehicle of the entity.

script.zs
// ThrowableProjectile.rootVehicle() as Entity;
myThrowableProjectile.rootVehicle();

Return Type: Entity

sendMessage(component as Component)
Sends a message to the command source.
script.zs
// ThrowableProjectile.sendMessage(component as Component);
myThrowableProjectile.sendMessage(myComponent);

Parameters:

component Type: Component - The message to send.
setAirSupply(air as int)
Sets the air supply of the entity.
script.zs
// ThrowableProjectile.setAirSupply(air as int);
myThrowableProjectile.setAirSupply(myInt);

Parameters:

air Type: int - The new air supply of the entity.
setAttachmentData(type as AttachmentType<T>, data as T) as T?
script.zs
// ThrowableProjectile.setAttachmentData<T>(type as AttachmentType<T>, data as T) as T?;
myThrowableProjectile.setAttachmentData<T>(myAttachmentType, myT);

Parameters:

type Type: AttachmentType<T>
data Type: T

Return Type: T?

setAttachmentData(type as Supplier<AttachmentType<T>>, data as T) as T?
script.zs
// ThrowableProjectile.setAttachmentData<T>(type as Supplier<AttachmentType<T>>, data as T) as T?;
myThrowableProjectile.setAttachmentData<T>(mySupplier, myT);

Parameters:

type Type: Supplier<AttachmentType<T>>
data Type: T

Return Type: T?

setCustomName(name as Component)
Sets the custom name of the entity.
script.zs
// ThrowableProjectile.setCustomName(name as Component);
myThrowableProjectile.setCustomName(myComponent);

Parameters:

name Type: Component - The new custom name of the entity.
setCustomNameVisible(visible as bool)
Sets the custom name visible state of the entity.
script.zs
// ThrowableProjectile.setCustomNameVisible(visible as bool);
myThrowableProjectile.setCustomNameVisible(myBool);

Parameters:

visible Type: bool - true if the custom name should be visible.
setDeltaMovement(xDelta as double, yDelta as double, zDelta as double)
Sets the delta movement of the entity.
script.zs
// ThrowableProjectile.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myThrowableProjectile.setDeltaMovement(myDouble, myDouble, myDouble);

Parameters:

xDelta Type: double - The x delta movement to set.
yDelta Type: double - The y delta movement to set.
zDelta Type: double - The z delta movement to set.
setGlowingTag(glowing as bool)
Makes the entity glow.
script.zs
// ThrowableProjectile.setGlowingTag(glowing as bool);
myThrowableProjectile.setGlowingTag(myBool);

Parameters:

glowing Type: bool - true if the entity should be glowing.
setInvisible(invisible as bool)
Sets the invisible state of the entity.
script.zs
// ThrowableProjectile.setInvisible(invisible as bool);
myThrowableProjectile.setInvisible(myBool);

Parameters:

invisible Type: bool - true if the entity should be invisible.
setInvulnerable(invulnerable as bool)
Sets the invulnerable state of the entity.
script.zs
// ThrowableProjectile.setInvulnerable(invulnerable as bool);
myThrowableProjectile.setInvulnerable(myBool);

Parameters:

invulnerable Type: bool - true if the entity should be invulnerable.
setIsInPowderSnow(inPowderSnow as bool)
Sets whether the entity is in powder snow.
script.zs
// ThrowableProjectile.setIsInPowderSnow(inPowderSnow as bool);
myThrowableProjectile.setIsInPowderSnow(myBool);

Parameters:

inPowderSnow Type: bool - Whether the entity is in powder snow.
setNoGravity(noGravity as bool)
Sets if the entity has no gravity.
script.zs
// ThrowableProjectile.setNoGravity(noGravity as bool);
myThrowableProjectile.setNoGravity(myBool);

Parameters:

noGravity Type: bool - The no gravity state to set the entity to.
setOldPosAndRot()
Sets the old position and rotation of the entity.
script.zs
// ThrowableProjectile.setOldPosAndRot();
myThrowableProjectile.setOldPosAndRot();
setOnGround(onGround as bool)
Sets if the entity is on the ground.
script.zs
// ThrowableProjectile.setOnGround(onGround as bool);
myThrowableProjectile.setOnGround(myBool);

Parameters:

onGround Type: bool - The on ground state to set the entity to.
setPortalCooldown()
Sets the portal cooldown of the entity.
script.zs
// ThrowableProjectile.setPortalCooldown();
myThrowableProjectile.setPortalCooldown();
setPos(position as Vec3)
Sets the position of the entity.
script.zs
// ThrowableProjectile.setPos(position as Vec3);
myThrowableProjectile.setPos(myVec3);

Parameters:

position Type: Vec3 - The position to set the entity to.
setPos(x as double, y as double, z as double)
Sets the position of the entity.
script.zs
// ThrowableProjectile.setPos(x as double, y as double, z as double);
myThrowableProjectile.setPos(myDouble, myDouble, myDouble);

Parameters:

x Type: double - The x position to set the entity to.
y Type: double - The y position to set the entity to.
z Type: double - The z position to set the entity to.
setPosRaw(x as double, y as double, z as double)
Sets the position of the entity to the given coordinates.
script.zs
// ThrowableProjectile.setPosRaw(x as double, y as double, z as double);
myThrowableProjectile.setPosRaw(myDouble, myDouble, myDouble);

Parameters:

x Type: double - The x coordinate to set the position to.
y Type: double - The y coordinate to set the position to.
z Type: double - The z coordinate to set the position to.
setRemoved(var1 as RemovalReason)
Removes this entity with the given removal reason.
script.zs
// ThrowableProjectile.setRemoved(var1 as RemovalReason);
myThrowableProjectile.setRemoved(myRemovalReason);

Parameters:

var1 Type: RemovalReason - The removal reason to set.
setShiftKeyDown(keyDown as bool)
Sets the shift key down state of the entity.
script.zs
// ThrowableProjectile.setShiftKeyDown(keyDown as bool);
myThrowableProjectile.setShiftKeyDown(myBool);

Parameters:

keyDown Type: bool - true if the shift key is down.
setSilent(silent as bool)
Sets if the entity is silent.
script.zs
// ThrowableProjectile.setSilent(silent as bool);
myThrowableProjectile.setSilent(myBool);

Parameters:

silent Type: bool - The silent state to set the entity to.
setSprinting(sprinting as bool)
Sets the sprinting state of the entity.
script.zs
// ThrowableProjectile.setSprinting(sprinting as bool);
myThrowableProjectile.setSprinting(myBool);

Parameters:

sprinting Type: bool - true if the entity should be sprinting.
setSwimming(swimming as bool)
Sets the swimming state of the entity.
script.zs
// ThrowableProjectile.setSwimming(swimming as bool);
myThrowableProjectile.setSwimming(myBool);

Parameters:

swimming Type: bool - true if the entity should be swimming.
setTicksFrozen(ticks as int)
Sets the number of ticks the entity has been frozen.
script.zs
// ThrowableProjectile.setTicksFrozen(ticks as int);
myThrowableProjectile.setTicksFrozen(myInt);

Parameters:

ticks Type: int - The new number of ticks the entity has been frozen.
Getter
Checks if the entity should be saved.
script.zs
// ThrowableProjectile.shouldBeSaved as bool
myThrowableProjectile.shouldBeSaved

Return Type: bool

shouldBeSaved() as bool
Checks if the entity should be saved.

Returns: true if the entity should be saved.

script.zs
// ThrowableProjectile.shouldBeSaved() as bool;
myThrowableProjectile.shouldBeSaved();

Return Type: bool

Getter
Checks if the commands from this source should inform admins.
script.zs
// ThrowableProjectile.shouldInformAdmins as bool
myThrowableProjectile.shouldInformAdmins

Return Type: bool

shouldInformAdmins() as bool
Checks if the commands from this source should inform admins.

Returns: True if the commands from this source should inform admins, false otherwise.

script.zs
// ThrowableProjectile.shouldInformAdmins() as bool;
myThrowableProjectile.shouldInformAdmins();

Return Type: bool

Getter
Checks if the entity should show its name.
script.zs
// ThrowableProjectile.shouldShowName as bool
myThrowableProjectile.shouldShowName

Return Type: bool

shouldShowName() as bool
Checks if the entity should show its name.

Returns: true if the entity should show its name.

script.zs
// ThrowableProjectile.shouldShowName() as bool;
myThrowableProjectile.shouldShowName();

Return Type: bool

Getter
Checks if the entity should show vehicle health.
script.zs
// ThrowableProjectile.showVehicleHealth as bool
myThrowableProjectile.showVehicleHealth

Return Type: bool

showVehicleHealth() as bool
Checks if the entity should show vehicle health.

Returns: true if the entity should show vehicle health.

script.zs
// ThrowableProjectile.showVehicleHealth() as bool;
myThrowableProjectile.showVehicleHealth();

Return Type: bool

Getter
Gets the SoundSource of the entity.
script.zs
// ThrowableProjectile.soundSource as SoundSource
myThrowableProjectile.soundSource

Return Type: SoundSource

soundSource() as SoundSource
Gets the SoundSource of the entity.

Returns: The sound source of the entity.

script.zs
// ThrowableProjectile.soundSource() as SoundSource;
myThrowableProjectile.soundSource();

Return Type: SoundSource

startRiding(entity as Entity) as bool
Starts riding the given entity.

Returns: true if the entity started riding.

script.zs
// ThrowableProjectile.startRiding(entity as Entity) as bool;
myThrowableProjectile.startRiding(myEntity);

Parameters:

entity Type: Entity - The entity to start riding.

Return Type: bool

startRiding(entity as Entity, force as bool) as bool
Starts riding the given entity.

Returns: true if the entity started riding.

script.zs
// ThrowableProjectile.startRiding(entity as Entity, force as bool) as bool;
myThrowableProjectile.startRiding(myEntity, myBool);

Parameters:

entity Type: Entity - The entity to start riding.
force Type: bool - true if the entity should be forced to start riding.

Return Type: bool

stopRiding()
Stops riding the entity.
script.zs
// ThrowableProjectile.stopRiding();
myThrowableProjectile.stopRiding();
Getter
Gets the UUID of the entity as a string.
script.zs
// ThrowableProjectile.stringUUID as string
myThrowableProjectile.stringUUID

Return Type: string

stringUUID() as string
Gets the UUID of the entity as a string.

Returns: The UUID of the entity as a string.

script.zs
// ThrowableProjectile.stringUUID() as string;
myThrowableProjectile.stringUUID();

Return Type: string

Getter
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.
script.zs
// ThrowableProjectile.tags as Set<string>
myThrowableProjectile.tags

Return Type: Set<string>

tags() as 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.

script.zs
// ThrowableProjectile.tags() as Set<string>;
myThrowableProjectile.tags();

Return Type: Set<string>

Getter
Gets the team color of the entity.
script.zs
// ThrowableProjectile.teamColor as int
myThrowableProjectile.teamColor

Return Type: int

teamColor() as int
Gets the team color of the entity.

Returns: The team color of the entity.

script.zs
// ThrowableProjectile.teamColor() as int;
myThrowableProjectile.teamColor();

Return Type: int

teleportTo(x as double, y as double, z as double)
Teleports the entity to the given position.
script.zs
// ThrowableProjectile.teleportTo(x as double, y as double, z as double);
myThrowableProjectile.teleportTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double - The x coordinate to teleport to.
y Type: double - The y coordinate to teleport to.
z Type: double - The z coordinate to teleport to.
Getter
Gets the number of ticks the entity has been frozen.
script.zs
// ThrowableProjectile.ticksFrozen as int
myThrowableProjectile.ticksFrozen

Return Type: int

ticksFrozen() as int
Gets the number of ticks the entity has been frozen.

Returns: The number of ticks the entity has been frozen.

script.zs
// ThrowableProjectile.ticksFrozen() as int;
myThrowableProjectile.ticksFrozen();

Return Type: int

Getter
Gets the number of ticks required to freeze the entity.
script.zs
// ThrowableProjectile.ticksRequiredToFreeze as int
myThrowableProjectile.ticksRequiredToFreeze

Return Type: int

ticksRequiredToFreeze() as int
Gets the number of ticks required to freeze the entity.

Returns: The number of ticks required to freeze the entity.

script.zs
// ThrowableProjectile.ticksRequiredToFreeze() as int;
myThrowableProjectile.ticksRequiredToFreeze();

Return Type: int

turn(yaw as double, pitch as double)
Turns the entity.
script.zs
// ThrowableProjectile.turn(yaw as double, pitch as double);
myThrowableProjectile.turn(myDouble, myDouble);

Parameters:

yaw Type: double - The yaw to turn the entity to.
pitch Type: double - The pitch to turn the entity to.
Getter
Gets the EntityType of the entity.
script.zs
// ThrowableProjectile.type as EntityType<Entity>
myThrowableProjectile.type

Return Type: EntityType<Entity>

type() as EntityType<Entity>
Gets the EntityType of the entity.

Returns: The EntityType of the entity.

script.zs
// ThrowableProjectile.type() as EntityType<Entity>;
myThrowableProjectile.type();

Return Type: EntityType<Entity>

unRide()
Removes any passengers and stops riding the current entity.
script.zs
// ThrowableProjectile.unRide();
myThrowableProjectile.unRide();
updateCustomData(data as MapData)
Updates the custom NBT data for this Entity.
script.zs
// ThrowableProjectile.updateCustomData(data as MapData);
myThrowableProjectile.updateCustomData({custom: "data"});

Parameters:

data Type: MapData - The custom data to store.
updateCustomEntityTag(level as Level, player as Player, data as MapData)
script.zs
// ThrowableProjectile.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myThrowableProjectile.updateCustomEntityTag(myLevel, myPlayer, myMapData);

Parameters:

level Type: Level
player Type: Player
data Type: MapData
updateData(data as MapData)
Updates the NBT data of this Entity.
script.zs
// ThrowableProjectile.updateData(data as MapData);
myThrowableProjectile.updateData({key: "value"});

Parameters:

data Type: MapData - The new Data for this Entity
Getter
Gets the UUID of the entity.
script.zs
// ThrowableProjectile.uuid as UUID
myThrowableProjectile.uuid

Return Type: UUID

uuid() as UUID
Gets the UUID of the entity.

Returns: The UUID of the entity.

script.zs
// ThrowableProjectile.uuid() as UUID;
myThrowableProjectile.uuid();

Return Type: UUID

Getter
Gets the vehicle of the entity.
script.zs
// ThrowableProjectile.vehicle as Entity
myThrowableProjectile.vehicle

Return Type: Entity

vehicle() as Entity
Gets the vehicle of the entity.

Returns: The vehicle of the entity.

script.zs
// ThrowableProjectile.vehicle() as Entity;
myThrowableProjectile.vehicle();

Return Type: Entity

Getter
Gets the x coordinate of the entity.
script.zs
// ThrowableProjectile.x as double
myThrowableProjectile.x

Return Type: double

x() as double
Gets the x coordinate of the entity.

Returns: The x coordinate of the entity.

script.zs
// ThrowableProjectile.x() as double;
myThrowableProjectile.x();

Return Type: double

Getter
Gets the y coordinate of the entity.
script.zs
// ThrowableProjectile.y as double
myThrowableProjectile.y

Return Type: double

y() as double
Gets the y coordinate of the entity.

Returns: The y coordinate of the entity.

script.zs
// ThrowableProjectile.y() as double;
myThrowableProjectile.y();

Return Type: double

Getter
Gets the z coordinate of the entity.
script.zs
// ThrowableProjectile.z as double
myThrowableProjectile.z

Return Type: double

z() as double
Gets the z coordinate of the entity.

Returns: The z coordinate of the entity.

script.zs
// ThrowableProjectile.z() as double;
myThrowableProjectile.z();

Return Type: double