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.misc . FallingBlockEntity;
FallingBlockEntity extends Entity
.
FallingBlockEntity
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces SyncedDataHolder
, ScoreHolder
, IEntityExtension
, INBTSerializable <CompoundTag >
// FallingBlockEntity.acceptsFailure as bool
myFallingBlockEntity . acceptsFailure
Return Type:
bool
// FallingBlockEntity.acceptsFailure() as bool;
myFallingBlockEntity . acceptsFailure();
Return Type:
bool
// FallingBlockEntity.acceptsSuccess as bool
myFallingBlockEntity . acceptsSuccess
Return Type:
bool
// FallingBlockEntity.acceptsSuccess() as bool;
myFallingBlockEntity . acceptsSuccess();
Return Type:
bool
// FallingBlockEntity.addTag(tagName as string) as bool;
myFallingBlockEntity . addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// FallingBlockEntity.airSupply as int
myFallingBlockEntity . airSupply
Return Type:
int
// FallingBlockEntity.airSupply() as int;
myFallingBlockEntity . airSupply();
Return Type:
int
// FallingBlockEntity.alwaysAccepts as bool
myFallingBlockEntity . alwaysAccepts
Return Type:
bool
// FallingBlockEntity.alwaysAccepts() as bool;
myFallingBlockEntity . alwaysAccepts();
Return Type:
bool
// FallingBlockEntity.bbHeight as float
myFallingBlockEntity . bbHeight
Return Type:
float
// FallingBlockEntity.bbHeight() as float;
myFallingBlockEntity . bbHeight();
Return Type:
float
// FallingBlockEntity.bbWidth as float
myFallingBlockEntity . bbWidth
Return Type:
float
// FallingBlockEntity.bbWidth() as float;
myFallingBlockEntity . bbWidth();
Return Type:
float
// FallingBlockEntity.blockPosiion as BlockPos
myFallingBlockEntity . blockPosiion
Return Type:
BlockPos
// FallingBlockEntity.blockPosiion() as BlockPos;
myFallingBlockEntity . blockPosiion();
Return Type:
BlockPos
// FallingBlockEntity.blockPosition as BlockPos
myFallingBlockEntity . blockPosition
Return Type:
BlockPos
// FallingBlockEntity.blockPosition() as BlockPos;
myFallingBlockEntity . blockPosition();
Return Type:
BlockPos
Gets the BlockState of this falling entity. // FallingBlockEntity.blockstate as BlockState
myFallingBlockEntity . blockstate
Return Type:
BlockState
Sets the BlockState of this falling entity. // FallingBlockEntity.blockstate = (state as BlockState);
myFallingBlockEntity . blockstate = myBlockState;
Gets the BlockState of this falling entity. Returns : The BlockState of this falling entity
// FallingBlockEntity.blockstate() as BlockState;
myFallingBlockEntity . blockstate();
Return Type:
BlockState
Sets the BlockState of this falling entity. // FallingBlockEntity.blockstate(state as BlockState);
myFallingBlockEntity . blockstate(myBlockState);
// FallingBlockEntity.blockX as int
myFallingBlockEntity . blockX
Return Type:
int
// FallingBlockEntity.blockX() as int;
myFallingBlockEntity . blockX();
Return Type:
int
// FallingBlockEntity.blockY as int
myFallingBlockEntity . blockY
Return Type:
int
// FallingBlockEntity.blockY() as int;
myFallingBlockEntity . blockY();
Return Type:
int
// FallingBlockEntity.blockZ as int
myFallingBlockEntity . blockZ
Return Type:
int
// FallingBlockEntity.blockZ() as int;
myFallingBlockEntity . blockZ();
Return Type:
int
// FallingBlockEntity.boundingBox as AABB
myFallingBlockEntity . boundingBox
Return Type:
AABB
// FallingBlockEntity.boundingBox() as AABB;
myFallingBlockEntity . boundingBox();
Return Type:
AABB
// FallingBlockEntity.boundingBoxForCulling as AABB
myFallingBlockEntity . boundingBoxForCulling
Return Type:
AABB
// FallingBlockEntity.boundingBoxForCulling() as AABB;
myFallingBlockEntity . boundingBoxForCulling();
Return Type:
AABB
Triggers the given net.minecraft.world.level.block.Fallable
's onBrokenAfterFall
method using this entity. // FallingBlockEntity.callOnBrokenAfterFall(fallableBlock as Block, position as BlockPos);
myFallingBlockEntity . callOnBrokenAfterFall( < block : minecraft:sand > , new BlockPos( 1 , 2 , 3 ));
Parameters:
fallableBlock: Block
Type: Block
- The fallable block. // FallingBlockEntity.canBeCollidedWith as bool
myFallingBlockEntity . canBeCollidedWith
Return Type:
bool
// FallingBlockEntity.canBeCollidedWith() as bool;
myFallingBlockEntity . canBeCollidedWith();
Return Type:
bool
// FallingBlockEntity.canCollideWith(other as Entity) as bool;
myFallingBlockEntity . canCollideWith(myEntity);
Return Type:
bool
// FallingBlockEntity.canFreeze as bool
myFallingBlockEntity . canFreeze
Return Type:
bool
// FallingBlockEntity.canFreeze() as bool;
myFallingBlockEntity . canFreeze();
Return Type:
bool
// FallingBlockEntity.clearFire();
myFallingBlockEntity . clearFire();
// FallingBlockEntity.closerThan(other as Entity, distance as double) as bool;
myFallingBlockEntity . closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// FallingBlockEntity.commandSenderWorld as Level
myFallingBlockEntity . commandSenderWorld
Return Type:
Level
// FallingBlockEntity.commandSenderWorld() as Level;
myFallingBlockEntity . commandSenderWorld();
Return Type:
Level
// FallingBlockEntity.controllingPassenger as Entity
myFallingBlockEntity . controllingPassenger
Return Type:
Entity
// FallingBlockEntity.controllingPassenger() as Entity;
myFallingBlockEntity . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // FallingBlockEntity.customData as MapData
myFallingBlockEntity . customData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// FallingBlockEntity.customData() as MapData;
myFallingBlockEntity . customData();
Return Type:
MapData
// FallingBlockEntity.customName as Component
myFallingBlockEntity . customName
Return Type:
Component
// FallingBlockEntity.customName as Component
myFallingBlockEntity . customName
Return Type:
Component
// FallingBlockEntity.customName() as Component;
myFallingBlockEntity . customName();
Return Type:
Component
// FallingBlockEntity.customName() as Component;
myFallingBlockEntity . customName();
Return Type:
Component
// FallingBlockEntity.dampensVibrations as bool
myFallingBlockEntity . dampensVibrations
Return Type:
bool
// FallingBlockEntity.dampensVibrations() as bool;
myFallingBlockEntity . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity. // FallingBlockEntity.data as MapData
myFallingBlockEntity . data
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// FallingBlockEntity.data() as MapData;
myFallingBlockEntity . data();
Return Type:
MapData
// FallingBlockEntity.deltaMovement as Vec3
myFallingBlockEntity . deltaMovement
Return Type:
Vec3
// FallingBlockEntity.deltaMovement = (deltaMovement as Vec3);
myFallingBlockEntity . deltaMovement = myVec3;
// FallingBlockEntity.deltaMovement() as Vec3;
myFallingBlockEntity . deltaMovement();
Return Type:
Vec3
// FallingBlockEntity.deltaMovement(deltaMovement as Vec3);
myFallingBlockEntity . deltaMovement(myVec3);
// FallingBlockEntity.dimensionChangingDelay as int
myFallingBlockEntity . dimensionChangingDelay
Return Type:
int
// FallingBlockEntity.dimensionChangingDelay() as int;
myFallingBlockEntity . dimensionChangingDelay();
Return Type:
int
// FallingBlockEntity.direction as Direction
myFallingBlockEntity . direction
Return Type:
Direction
// FallingBlockEntity.direction() as Direction;
myFallingBlockEntity . direction();
Return Type:
Direction
// FallingBlockEntity.discard();
myFallingBlockEntity . discard();
// FallingBlockEntity.dismountsUnderwater as bool
myFallingBlockEntity . dismountsUnderwater
Return Type:
bool
// FallingBlockEntity.displayName as Component
myFallingBlockEntity . displayName
Return Type:
Component
// FallingBlockEntity.displayName as Component
myFallingBlockEntity . displayName
Return Type:
Component
// FallingBlockEntity.displayName() as Component;
myFallingBlockEntity . displayName();
Return Type:
Component
// FallingBlockEntity.displayName() as Component;
myFallingBlockEntity . displayName();
Return Type:
Component
// FallingBlockEntity.distanceTo(entity as Entity) as float;
myFallingBlockEntity . distanceTo(myEntity);
Return Type:
float
// FallingBlockEntity.distanceToSqr(x as double, y as double, z as double) as double;
myFallingBlockEntity . distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// FallingBlockEntity.distanceToSqr(entity as Entity) as double;
myFallingBlockEntity . distanceToSqr(myEntity);
Return Type:
double
// FallingBlockEntity.distanceToSqr(vec as Vec3) as double;
myFallingBlockEntity . distanceToSqr(myVec3);
Return Type:
double
// FallingBlockEntity.ejectPassengers();
myFallingBlockEntity . ejectPassengers();
// FallingBlockEntity.eyeHeight as float
myFallingBlockEntity . eyeHeight
Return Type:
float
// FallingBlockEntity.eyeHeight() as float;
myFallingBlockEntity . eyeHeight();
Return Type:
float
// FallingBlockEntity.eyePosition as Vec3
myFallingBlockEntity . eyePosition
Return Type:
Vec3
// FallingBlockEntity.eyePosition() as Vec3;
myFallingBlockEntity . eyePosition();
Return Type:
Vec3
// FallingBlockEntity.eyeY as double
myFallingBlockEntity . eyeY
Return Type:
double
// FallingBlockEntity.eyeY() as double;
myFallingBlockEntity . eyeY();
Return Type:
double
Spawns a new falling block entity at the given position with the given blockstate. Returns : The entity that was spawned.
// FallingBlockEntity.fall(level as Level, pos as BlockPos, state as BlockState) as FallingBlockEntity;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > );
Parameters:
level: Level
Type: Level
- The level to spawn the entity in.
Return Type:
FallingBlockEntity
// FallingBlockEntity.fireImmune as bool
myFallingBlockEntity . fireImmune
Return Type:
bool
// FallingBlockEntity.fireImmune() as bool;
myFallingBlockEntity . fireImmune();
Return Type:
bool
// FallingBlockEntity.fireTicks as int
myFallingBlockEntity . fireTicks
Return Type:
int
// FallingBlockEntity.fireTicks = (ticks as int);
myFallingBlockEntity . fireTicks = myInt;
// FallingBlockEntity.firstPassenger as Entity
myFallingBlockEntity . firstPassenger
Return Type:
Entity
// FallingBlockEntity.firstPassenger() as Entity;
myFallingBlockEntity . firstPassenger();
Return Type:
Entity
// FallingBlockEntity.fluidJumpThreshold as double
myFallingBlockEntity . fluidJumpThreshold
Return Type:
double
// FallingBlockEntity.fluidJumpThreshold() as double;
myFallingBlockEntity . fluidJumpThreshold();
Return Type:
double
// FallingBlockEntity.forward as Vec3
myFallingBlockEntity . forward
Return Type:
Vec3
// FallingBlockEntity.forward() as Vec3;
myFallingBlockEntity . forward();
Return Type:
Vec3
// FallingBlockEntity.getAttachmentData<T>(type as AttachmentType<T>) as T;
myFallingBlockEntity . getAttachmentData < T>(myAttachmentType);
Return Type:
T
// FallingBlockEntity.getAttachmentData<T>(type as Supplier<AttachmentType<T>>) as T;
myFallingBlockEntity . getAttachmentData < T>(mySupplier);
Return Type:
T
// FallingBlockEntity.getEyePosition(partialTicks as float) as Vec3;
myFallingBlockEntity . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// FallingBlockEntity.getPosition(partialTicks as float) as Vec3;
myFallingBlockEntity . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
Gets the position that this entity was spawned at. Returns : The position that the entity was spawned at.
// FallingBlockEntity.getStartPos() as BlockPos;
myFallingBlockEntity . getStartPos();
Return Type:
BlockPos
// FallingBlockEntity.getUpVector(partialTicks as float) as Vec3;
myFallingBlockEntity . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// FallingBlockEntity.getViewVector(partialTicks as float) as Vec3;
myFallingBlockEntity . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// FallingBlockEntity.getX(scale as double) as double;
myFallingBlockEntity . getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// FallingBlockEntity.getY(scale as double) as double;
myFallingBlockEntity . getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// FallingBlockEntity.getZ(scale as double) as double;
myFallingBlockEntity . getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// FallingBlockEntity.hasAttachmentData<T>(type as AttachmentType<T>) as bool;
myFallingBlockEntity . hasAttachmentData < T>(myAttachmentType);
Return Type:
bool
// FallingBlockEntity.hasAttachmentData<T>(type as Supplier<AttachmentType<T>>) as bool;
myFallingBlockEntity . hasAttachmentData < T>(mySupplier);
Return Type:
bool
// FallingBlockEntity.hasCustomName as bool
myFallingBlockEntity . hasCustomName
Return Type:
bool
// FallingBlockEntity.hasCustomName as bool
myFallingBlockEntity . hasCustomName
Return Type:
bool
// FallingBlockEntity.hasCustomName() as bool;
myFallingBlockEntity . hasCustomName();
Return Type:
bool
// FallingBlockEntity.hasCustomName() as bool;
myFallingBlockEntity . hasCustomName();
Return Type:
bool
// FallingBlockEntity.hasExactlyOnePlayerPassenger as bool
myFallingBlockEntity . hasExactlyOnePlayerPassenger
Return Type:
bool
// FallingBlockEntity.hasExactlyOnePlayerPassenger() as bool;
myFallingBlockEntity . hasExactlyOnePlayerPassenger();
Return Type:
bool
// FallingBlockEntity.hasGlowingTag as bool
myFallingBlockEntity . hasGlowingTag
Return Type:
bool
// FallingBlockEntity.hasGlowingTag() as bool;
myFallingBlockEntity . hasGlowingTag();
Return Type:
bool
// FallingBlockEntity.hasIndirectPassenger(entity as Entity) as bool;
myFallingBlockEntity . hasIndirectPassenger(myEntity);
Return Type:
bool
// FallingBlockEntity.hasPassenger(entity as Entity) as bool;
myFallingBlockEntity . hasPassenger(myEntity);
Return Type:
bool
// FallingBlockEntity.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myFallingBlockEntity . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// FallingBlockEntity.hurt(source as DamageSource, amount as float) as bool;
myFallingBlockEntity . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// FallingBlockEntity.id as int
Return Type:
int
// FallingBlockEntity.id() as int;
myFallingBlockEntity . id();
Return Type:
int
// FallingBlockEntity.inBlockState as BlockState
myFallingBlockEntity . inBlockState
Return Type:
BlockState
// FallingBlockEntity.isAlive as bool
myFallingBlockEntity . isAlive
Return Type:
bool
// FallingBlockEntity.isAlive() as bool;
myFallingBlockEntity . isAlive();
Return Type:
bool
// FallingBlockEntity.isAlwaysTicking as bool
myFallingBlockEntity . isAlwaysTicking
Return Type:
bool
// FallingBlockEntity.isAlwaysTicking() as bool;
myFallingBlockEntity . isAlwaysTicking();
Return Type:
bool
// FallingBlockEntity.isAttackable as bool
myFallingBlockEntity . isAttackable
Return Type:
bool
// FallingBlockEntity.isAttackable() as bool;
myFallingBlockEntity . isAttackable();
Return Type:
bool
// FallingBlockEntity.isColliding(pos as BlockPos, state as BlockState) as bool;
myFallingBlockEntity . isColliding(myBlockPos, myBlockState);
Return Type:
bool
// FallingBlockEntity.isCrouching as bool
myFallingBlockEntity . isCrouching
Return Type:
bool
// FallingBlockEntity.isCrouching() as bool;
myFallingBlockEntity . isCrouching();
Return Type:
bool
// FallingBlockEntity.isCurrentlyGlowing as bool
myFallingBlockEntity . isCurrentlyGlowing
Return Type:
bool
// FallingBlockEntity.isCurrentlyGlowing() as bool;
myFallingBlockEntity . isCurrentlyGlowing();
Return Type:
bool
// FallingBlockEntity.isCustomNameVisible as bool
myFallingBlockEntity . isCustomNameVisible
Return Type:
bool
// FallingBlockEntity.isCustomNameVisible() as bool;
myFallingBlockEntity . isCustomNameVisible();
Return Type:
bool
// FallingBlockEntity.isDescending as bool
myFallingBlockEntity . isDescending
Return Type:
bool
// FallingBlockEntity.isDescending() as bool;
myFallingBlockEntity . isDescending();
Return Type:
bool
// FallingBlockEntity.isDiscrete as bool
myFallingBlockEntity . isDiscrete
Return Type:
bool
// FallingBlockEntity.isDiscrete() as bool;
myFallingBlockEntity . isDiscrete();
Return Type:
bool
// FallingBlockEntity.isFree(x as double, y as double, z as double) as bool;
myFallingBlockEntity . isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// FallingBlockEntity.isFullyFrozen as bool
myFallingBlockEntity . isFullyFrozen
Return Type:
bool
// FallingBlockEntity.isFullyFrozen() as bool;
myFallingBlockEntity . isFullyFrozen();
Return Type:
bool
// FallingBlockEntity.isInLava as bool
myFallingBlockEntity . isInLava
Return Type:
bool
// FallingBlockEntity.isInLava() as bool;
myFallingBlockEntity . isInLava();
Return Type:
bool
// FallingBlockEntity.isInvisible as bool
myFallingBlockEntity . isInvisible
Return Type:
bool
// FallingBlockEntity.isInvisible() as bool;
myFallingBlockEntity . isInvisible();
Return Type:
bool
// FallingBlockEntity.isInvisibleTo(player as Player) as bool;
myFallingBlockEntity . isInvisibleTo(myPlayer);
Return Type:
bool
// FallingBlockEntity.isInvulnerable as bool
myFallingBlockEntity . isInvulnerable
Return Type:
bool
// FallingBlockEntity.isInvulnerable() as bool;
myFallingBlockEntity . isInvulnerable();
Return Type:
bool
// FallingBlockEntity.isInvulnerableTo(source as DamageSource) as bool;
myFallingBlockEntity . isInvulnerableTo(myDamageSource);
Return Type:
bool
// FallingBlockEntity.isInWall as bool
myFallingBlockEntity . isInWall
Return Type:
bool
// FallingBlockEntity.isInWall() as bool;
myFallingBlockEntity . isInWall();
Return Type:
bool
// FallingBlockEntity.isInWater as bool
myFallingBlockEntity . isInWater
Return Type:
bool
// FallingBlockEntity.isInWater() as bool;
myFallingBlockEntity . isInWater();
Return Type:
bool
// FallingBlockEntity.isInWaterOrBubble as bool
myFallingBlockEntity . isInWaterOrBubble
Return Type:
bool
// FallingBlockEntity.isInWaterOrBubble() as bool;
myFallingBlockEntity . isInWaterOrBubble();
Return Type:
bool
// FallingBlockEntity.isInWaterOrRain as bool
myFallingBlockEntity . isInWaterOrRain
Return Type:
bool
// FallingBlockEntity.isInWaterOrRain() as bool;
myFallingBlockEntity . isInWaterOrRain();
Return Type:
bool
// FallingBlockEntity.isInWaterRainOrBubble as bool
myFallingBlockEntity . isInWaterRainOrBubble
Return Type:
bool
// FallingBlockEntity.isInWaterRainOrBubble() as bool;
myFallingBlockEntity . isInWaterRainOrBubble();
Return Type:
bool
// FallingBlockEntity.isNoGravity as bool
myFallingBlockEntity . isNoGravity
Return Type:
bool
// FallingBlockEntity.isNoGravity() as bool;
myFallingBlockEntity . isNoGravity();
Return Type:
bool
// FallingBlockEntity.isOnFire as bool
myFallingBlockEntity . isOnFire
Return Type:
bool
// FallingBlockEntity.isOnFire() as bool;
myFallingBlockEntity . isOnFire();
Return Type:
bool
// FallingBlockEntity.isOnPortalCooldown as bool
myFallingBlockEntity . isOnPortalCooldown
Return Type:
bool
// FallingBlockEntity.isOnPortalCooldown() as bool;
myFallingBlockEntity . isOnPortalCooldown();
Return Type:
bool
// FallingBlockEntity.isPassenger as bool
myFallingBlockEntity . isPassenger
Return Type:
bool
// FallingBlockEntity.isPassenger() as bool;
myFallingBlockEntity . isPassenger();
Return Type:
bool
// FallingBlockEntity.isPassengerOfSameVehicle(entity as Entity) as bool;
myFallingBlockEntity . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// FallingBlockEntity.isPickable as bool
myFallingBlockEntity . isPickable
Return Type:
bool
// FallingBlockEntity.isPickable() as bool;
myFallingBlockEntity . isPickable();
Return Type:
bool
// FallingBlockEntity.isPushable as bool
myFallingBlockEntity . isPushable
Return Type:
bool
// FallingBlockEntity.isPushable() as bool;
myFallingBlockEntity . isPushable();
Return Type:
bool
// FallingBlockEntity.isPushedByFluid as bool
myFallingBlockEntity . isPushedByFluid
Return Type:
bool
// FallingBlockEntity.isPushedByFluid() as bool;
myFallingBlockEntity . isPushedByFluid();
Return Type:
bool
// FallingBlockEntity.isRemoved as bool
myFallingBlockEntity . isRemoved
Return Type:
bool
// FallingBlockEntity.isRemoved() as bool;
myFallingBlockEntity . isRemoved();
Return Type:
bool
// FallingBlockEntity.isShiftKeyDown as bool
myFallingBlockEntity . isShiftKeyDown
Return Type:
bool
// FallingBlockEntity.isShiftKeyDown() as bool;
myFallingBlockEntity . isShiftKeyDown();
Return Type:
bool
// FallingBlockEntity.isSilent as bool
myFallingBlockEntity . isSilent
Return Type:
bool
// FallingBlockEntity.isSilent() as bool;
myFallingBlockEntity . isSilent();
Return Type:
bool
// FallingBlockEntity.isSpectator as bool
myFallingBlockEntity . isSpectator
Return Type:
bool
// FallingBlockEntity.isSpectator() as bool;
myFallingBlockEntity . isSpectator();
Return Type:
bool
// FallingBlockEntity.isSprinting as bool
myFallingBlockEntity . isSprinting
Return Type:
bool
// FallingBlockEntity.isSprinting() as bool;
myFallingBlockEntity . isSprinting();
Return Type:
bool
// FallingBlockEntity.isSteppingCarefully as bool
myFallingBlockEntity . isSteppingCarefully
Return Type:
bool
// FallingBlockEntity.isSteppingCarefully() as bool;
myFallingBlockEntity . isSteppingCarefully();
Return Type:
bool
// FallingBlockEntity.isSuppressingBounce as bool
myFallingBlockEntity . isSuppressingBounce
Return Type:
bool
// FallingBlockEntity.isSuppressingBounce() as bool;
myFallingBlockEntity . isSuppressingBounce();
Return Type:
bool
// FallingBlockEntity.isSwimming as bool
myFallingBlockEntity . isSwimming
Return Type:
bool
// FallingBlockEntity.isSwimming() as bool;
myFallingBlockEntity . isSwimming();
Return Type:
bool
// FallingBlockEntity.isUnderWater as bool
myFallingBlockEntity . isUnderWater
Return Type:
bool
// FallingBlockEntity.isUnderWater() as bool;
myFallingBlockEntity . isUnderWater();
Return Type:
bool
// FallingBlockEntity.isVehicle as bool
myFallingBlockEntity . isVehicle
Return Type:
bool
// FallingBlockEntity.isVehicle() as bool;
myFallingBlockEntity . isVehicle();
Return Type:
bool
// FallingBlockEntity.isVisuallyCrawling as bool
myFallingBlockEntity . isVisuallyCrawling
Return Type:
bool
// FallingBlockEntity.isVisuallyCrawling() as bool;
myFallingBlockEntity . isVisuallyCrawling();
Return Type:
bool
// FallingBlockEntity.isVisuallySwimming as bool
myFallingBlockEntity . isVisuallySwimming
Return Type:
bool
// FallingBlockEntity.isVisuallySwimming() as bool;
myFallingBlockEntity . isVisuallySwimming();
Return Type:
bool
// FallingBlockEntity.kill();
myFallingBlockEntity . kill();
// FallingBlockEntity.lavaHurt();
myFallingBlockEntity . lavaHurt();
// FallingBlockEntity.level as Level
myFallingBlockEntity . level
Return Type:
Level
// FallingBlockEntity.lookAngle as Vec3
myFallingBlockEntity . lookAngle
Return Type:
Vec3
// FallingBlockEntity.lookAngle() as Vec3;
myFallingBlockEntity . lookAngle();
Return Type:
Vec3
// FallingBlockEntity.maxAirSupply as int
myFallingBlockEntity . maxAirSupply
Return Type:
int
// FallingBlockEntity.maxAirSupply() as int;
myFallingBlockEntity . maxAirSupply();
Return Type:
int
// FallingBlockEntity.maxFallDistance as int
myFallingBlockEntity . maxFallDistance
Return Type:
int
// FallingBlockEntity.maxFallDistance() as int;
myFallingBlockEntity . maxFallDistance();
Return Type:
int
// FallingBlockEntity.motionDirection as Direction
myFallingBlockEntity . motionDirection
Return Type:
Direction
// FallingBlockEntity.motionDirection() as Direction;
myFallingBlockEntity . motionDirection();
Return Type:
Direction
// FallingBlockEntity.moveRelative(amount as float, relative as Vec3);
myFallingBlockEntity . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// FallingBlockEntity.moveTo(vec as Vec3);
myFallingBlockEntity . moveTo(myVec3);
// FallingBlockEntity.moveTo(x as double, y as double, z as double);
myFallingBlockEntity . moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// FallingBlockEntity.moveTo(pos as BlockPos, yaw as float, pitch as float);
myFallingBlockEntity . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// FallingBlockEntity.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myFallingBlockEntity . moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
yaw: float
Type: float
pitch: float
Type: float
// FallingBlockEntity.name as Component
myFallingBlockEntity . name
Return Type:
Component
// FallingBlockEntity.name as Component
myFallingBlockEntity . name
Return Type:
Component
// FallingBlockEntity.name() as Component;
myFallingBlockEntity . name();
Return Type:
Component
// FallingBlockEntity.name() as Component;
myFallingBlockEntity . name();
Return Type:
Component
// FallingBlockEntity.onGround as bool
myFallingBlockEntity . onGround
Return Type:
bool
// FallingBlockEntity.onPos as BlockPos
myFallingBlockEntity . onPos
Return Type:
BlockPos
// FallingBlockEntity.onPos() as BlockPos;
myFallingBlockEntity . onPos();
Return Type:
BlockPos
// FallingBlockEntity.passengers as List<Entity>
myFallingBlockEntity . passengers
Return Type:
List <Entity >
// FallingBlockEntity.passengers() as List<Entity>;
myFallingBlockEntity . passengers();
Return Type:
List <Entity >
// FallingBlockEntity.percentFrozen as float
myFallingBlockEntity . percentFrozen
Return Type:
float
// FallingBlockEntity.percentFrozen() as float;
myFallingBlockEntity . percentFrozen();
Return Type:
float
// FallingBlockEntity.pistonPushReaction as PushReaction
myFallingBlockEntity . pistonPushReaction
Return Type:
PushReaction
// FallingBlockEntity.pistonPushReaction() as PushReaction;
myFallingBlockEntity . pistonPushReaction();
Return Type:
PushReaction
// FallingBlockEntity.playSound(sound as SoundEvent, volume as float, pitch as float);
myFallingBlockEntity . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// FallingBlockEntity.position as Vec3
myFallingBlockEntity . position
Return Type:
Vec3
// FallingBlockEntity.position() as Vec3;
myFallingBlockEntity . position();
Return Type:
Vec3
// FallingBlockEntity.positionRider(entity as Entity);
myFallingBlockEntity . positionRider(myEntity);
// FallingBlockEntity.registryName as ResourceLocation
myFallingBlockEntity . registryName
Return Type:
ResourceLocation
// FallingBlockEntity.registryName() as ResourceLocation;
myFallingBlockEntity . registryName();
Return Type:
ResourceLocation
// FallingBlockEntity.removeTag(tagName as string) as bool;
myFallingBlockEntity . removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// FallingBlockEntity.removeVehicle();
myFallingBlockEntity . removeVehicle();
// FallingBlockEntity.rootVehicle as Entity
myFallingBlockEntity . rootVehicle
Return Type:
Entity
// FallingBlockEntity.rootVehicle() as Entity;
myFallingBlockEntity . rootVehicle();
Return Type:
Entity
// FallingBlockEntity.sendMessage(component as Component);
myFallingBlockEntity . sendMessage(myComponent);
// FallingBlockEntity.setAirSupply(air as int);
myFallingBlockEntity . setAirSupply(myInt);
// FallingBlockEntity.setAttachmentData<T>(type as AttachmentType<T>, data as T) as T?;
myFallingBlockEntity . setAttachmentData < T>(myAttachmentType, myT);
Return Type:
T ?
// FallingBlockEntity.setAttachmentData<T>(type as Supplier<AttachmentType<T>>, data as T) as T?;
myFallingBlockEntity . setAttachmentData < T>(mySupplier, myT);
Return Type:
T ?
// FallingBlockEntity.setCustomName(name as Component);
myFallingBlockEntity . setCustomName(myComponent);
// FallingBlockEntity.setCustomNameVisible(visible as bool);
myFallingBlockEntity . setCustomNameVisible(myBool);
// FallingBlockEntity.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myFallingBlockEntity . setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// FallingBlockEntity.setGlowingTag(glowing as bool);
myFallingBlockEntity . setGlowingTag(myBool);
Sets that entities should be hurt by this block, as well as setting how much damage is done. // FallingBlockEntity.setHurtsEntities(damagePerDistance as float, maxDamage as int);
myFallingBlockEntity . setHurtsEntities( 0.5 , 5 );
Parameters:
damagePerDistance: float
Type: float
- The damage done per distance fell.
maxDamage: int
Type: int
- The max amount of damage that can be caused by this entity.
// FallingBlockEntity.setInvisible(invisible as bool);
myFallingBlockEntity . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// FallingBlockEntity.setInvulnerable(invulnerable as bool);
myFallingBlockEntity . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// FallingBlockEntity.setIsInPowderSnow(inPowderSnow as bool);
myFallingBlockEntity . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
// FallingBlockEntity.setNoGravity(noGravity as bool);
myFallingBlockEntity . setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// FallingBlockEntity.setOldPosAndRot();
myFallingBlockEntity . setOldPosAndRot();
// FallingBlockEntity.setOnGround(onGround as bool);
myFallingBlockEntity . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// FallingBlockEntity.setPortalCooldown();
myFallingBlockEntity . setPortalCooldown();
// FallingBlockEntity.setPos(position as Vec3);
myFallingBlockEntity . setPos(myVec3);
// FallingBlockEntity.setPos(x as double, y as double, z as double);
myFallingBlockEntity . setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// FallingBlockEntity.setPosRaw(x as double, y as double, z as double);
myFallingBlockEntity . setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// FallingBlockEntity.setRemoved(var1 as RemovalReason);
myFallingBlockEntity . setRemoved(myRemovalReason);
// FallingBlockEntity.setShiftKeyDown(keyDown as bool);
myFallingBlockEntity . setShiftKeyDown(myBool);
// FallingBlockEntity.setSilent(silent as bool);
myFallingBlockEntity . setSilent(myBool);
// FallingBlockEntity.setSprinting(sprinting as bool);
myFallingBlockEntity . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
Sets the position that this entity was spawned at. this is mainly used for the rendering of the entity
// FallingBlockEntity.setStartPos(pos as BlockPos);
myFallingBlockEntity . setStartPos( new BlockPos( 1 , 2 , 3 ));
// FallingBlockEntity.setSwimming(swimming as bool);
myFallingBlockEntity . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// FallingBlockEntity.setTicksFrozen(ticks as int);
myFallingBlockEntity . setTicksFrozen(myInt);
// FallingBlockEntity.shouldBeSaved as bool
myFallingBlockEntity . shouldBeSaved
Return Type:
bool
// FallingBlockEntity.shouldBeSaved() as bool;
myFallingBlockEntity . shouldBeSaved();
Return Type:
bool
// FallingBlockEntity.shouldInformAdmins as bool
myFallingBlockEntity . shouldInformAdmins
Return Type:
bool
// FallingBlockEntity.shouldInformAdmins() as bool;
myFallingBlockEntity . shouldInformAdmins();
Return Type:
bool
// FallingBlockEntity.shouldShowName as bool
myFallingBlockEntity . shouldShowName
Return Type:
bool
// FallingBlockEntity.shouldShowName() as bool;
myFallingBlockEntity . shouldShowName();
Return Type:
bool
// FallingBlockEntity.showVehicleHealth as bool
myFallingBlockEntity . showVehicleHealth
Return Type:
bool
// FallingBlockEntity.showVehicleHealth() as bool;
myFallingBlockEntity . showVehicleHealth();
Return Type:
bool
// FallingBlockEntity.soundSource as SoundSource
myFallingBlockEntity . soundSource
Return Type:
SoundSource
// FallingBlockEntity.soundSource() as SoundSource;
myFallingBlockEntity . soundSource();
Return Type:
SoundSource
// FallingBlockEntity.startRiding(entity as Entity) as bool;
myFallingBlockEntity . startRiding(myEntity);
Return Type:
bool
// FallingBlockEntity.startRiding(entity as Entity, force as bool) as bool;
myFallingBlockEntity . startRiding(myEntity, myBool);
Return Type:
bool
// FallingBlockEntity.stopRiding();
myFallingBlockEntity . stopRiding();
// FallingBlockEntity.stringUUID as string
myFallingBlockEntity . stringUUID
Return Type:
string
// FallingBlockEntity.stringUUID() as string;
myFallingBlockEntity . stringUUID();
Return Type:
string
// FallingBlockEntity.tags as Set<string>
myFallingBlockEntity . tags
Return Type:
Set <string >
// FallingBlockEntity.tags() as Set<string>;
myFallingBlockEntity . tags();
Return Type:
Set <string >
// FallingBlockEntity.teamColor as int
myFallingBlockEntity . teamColor
Return Type:
int
// FallingBlockEntity.teamColor() as int;
myFallingBlockEntity . teamColor();
Return Type:
int
// FallingBlockEntity.teleportTo(x as double, y as double, z as double);
myFallingBlockEntity . teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// FallingBlockEntity.ticksFrozen as int
myFallingBlockEntity . ticksFrozen
Return Type:
int
// FallingBlockEntity.ticksFrozen() as int;
myFallingBlockEntity . ticksFrozen();
Return Type:
int
// FallingBlockEntity.ticksRequiredToFreeze as int
myFallingBlockEntity . ticksRequiredToFreeze
Return Type:
int
// FallingBlockEntity.ticksRequiredToFreeze() as int;
myFallingBlockEntity . ticksRequiredToFreeze();
Return Type:
int
// FallingBlockEntity.turn(yaw as double, pitch as double);
myFallingBlockEntity . turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
// FallingBlockEntity.type as EntityType<Entity>
myFallingBlockEntity . type
Return Type:
EntityType <Entity >
// FallingBlockEntity.type() as EntityType<Entity>;
myFallingBlockEntity . type();
Return Type:
EntityType <Entity >
// FallingBlockEntity.unRide();
myFallingBlockEntity . unRide();
Updates the custom NBT data for this Entity. // FallingBlockEntity.updateCustomData(data as MapData);
myFallingBlockEntity . updateCustomData({custom: "data" });
// FallingBlockEntity.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myFallingBlockEntity . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // FallingBlockEntity.updateData(data as MapData);
myFallingBlockEntity . updateData({key: "value" });
// FallingBlockEntity.uuid as UUID
myFallingBlockEntity . uuid
Return Type:
UUID
// FallingBlockEntity.uuid() as UUID;
myFallingBlockEntity . uuid();
Return Type:
UUID
// FallingBlockEntity.vehicle as Entity
myFallingBlockEntity . vehicle
Return Type:
Entity
// FallingBlockEntity.vehicle() as Entity;
myFallingBlockEntity . vehicle();
Return Type:
Entity
// FallingBlockEntity.x as double
Return Type:
double
// FallingBlockEntity.x() as double;
myFallingBlockEntity . x();
Return Type:
double
// FallingBlockEntity.y as double
Return Type:
double
// FallingBlockEntity.y() as double;
myFallingBlockEntity . y();
Return Type:
double
// FallingBlockEntity.z as double
Return Type:
double
// FallingBlockEntity.z() as double;
myFallingBlockEntity . z();
Return Type:
double