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.player . ServerPlayer;
ServerPlayer extends Player
.
ServerPlayer
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces IPlayerExtension
, Attackable
, ILivingEntityExtension
, SyncedDataHolder
, ScoreHolder
, IEntityExtension
, INBTSerializable <CompoundTag >
myServerPlayer . abilities();
Return Type:
Abilities
// ServerPlayer.absorptionAmount as float
myServerPlayer . absorptionAmount
Return Type:
float
// ServerPlayer.absorptionAmount() as float;
myServerPlayer . absorptionAmount();
Return Type:
float
// ServerPlayer.acceptsFailure as bool
myServerPlayer . acceptsFailure
Return Type:
bool
// ServerPlayer.acceptsFailure() as bool;
myServerPlayer . acceptsFailure();
Return Type:
bool
// ServerPlayer.acceptsSuccess as bool
myServerPlayer . acceptsSuccess
Return Type:
bool
// ServerPlayer.acceptsSuccess() as bool;
myServerPlayer . acceptsSuccess();
Return Type:
bool
myServerPlayer . addEffect(myMobEffectInstance);
Return Type:
bool
myServerPlayer . addEffect(myMobEffectInstance, myEntity);
Return Type:
bool
// ServerPlayer.addItem(stack as ItemStack ) as bool; myServerPlayer . addItem(myItemStack);
Return Type:
bool
// ServerPlayer.addTag(tagName as string) as bool;
myServerPlayer . addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// ServerPlayer.airSupply as int
Return Type:
int
// ServerPlayer.airSupply() as int;
myServerPlayer . airSupply();
Return Type:
int
// ServerPlayer.allSlots() as Iterable< ItemStack >; myServerPlayer . allSlots();
Return Type:
Iterable <ItemStack >
// ServerPlayer.alwaysAccepts as bool
myServerPlayer . alwaysAccepts
Return Type:
bool
// ServerPlayer.alwaysAccepts() as bool;
myServerPlayer . alwaysAccepts();
Return Type:
bool
// ServerPlayer.armorCoverPercentage as float
myServerPlayer . armorCoverPercentage
Return Type:
float
// ServerPlayer.armorCoverPercentage() as float;
myServerPlayer . armorCoverPercentage();
Return Type:
float
// ServerPlayer.armorSlots as Iterable< ItemStack > myServerPlayer . armorSlots
Return Type:
Iterable <ItemStack >
// ServerPlayer.armorSlots() as Iterable< ItemStack >; myServerPlayer . armorSlots();
Return Type:
Iterable <ItemStack >
// ServerPlayer.armorValue as int
myServerPlayer . armorValue
Return Type:
int
// ServerPlayer.armorValue() as int;
myServerPlayer . armorValue();
Return Type:
int
// ServerPlayer.arrowCount as int
myServerPlayer . arrowCount
Return Type:
int
// ServerPlayer.arrowCount() as int;
myServerPlayer . arrowCount();
Return Type:
int
// ServerPlayer.attack(entity as Entity ); myServerPlayer . attack(myEntity);
// ServerPlayer.attackable as bool
myServerPlayer . attackable
Return Type:
bool
// ServerPlayer.attackable() as bool;
myServerPlayer . attackable();
Return Type:
bool
myServerPlayer . awardStat(myResourceLocation);
myServerPlayer . awardStat(myResourceLocation, myInt);
// ServerPlayer.bbHeight as float
Return Type:
float
// ServerPlayer.bbHeight() as float;
myServerPlayer . bbHeight();
Return Type:
float
// ServerPlayer.bbWidth as float
Return Type:
float
// ServerPlayer.bbWidth() as float;
myServerPlayer . bbWidth();
Return Type:
float
myServerPlayer . bedOrientation
Return Type:
Direction
// ServerPlayer.bedOrientation() as Direction ; myServerPlayer . bedOrientation();
Return Type:
Direction
// ServerPlayer.blockPosiion as BlockPos myServerPlayer . blockPosiion
Return Type:
BlockPos
// ServerPlayer.blockPosiion() as BlockPos ; myServerPlayer . blockPosiion();
Return Type:
BlockPos
// ServerPlayer.blockPosition as BlockPos myServerPlayer . blockPosition
Return Type:
BlockPos
// ServerPlayer.blockPosition() as BlockPos ; myServerPlayer . blockPosition();
Return Type:
BlockPos
// ServerPlayer.blockX as int
Return Type:
int
// ServerPlayer.blockX() as int;
Return Type:
int
// ServerPlayer.blockY as int
Return Type:
int
// ServerPlayer.blockY() as int;
Return Type:
int
// ServerPlayer.blockZ as int
Return Type:
int
// ServerPlayer.blockZ() as int;
Return Type:
int
// ServerPlayer.boundingBox as AABB myServerPlayer . boundingBox
Return Type:
AABB
// ServerPlayer.boundingBox() as AABB ; myServerPlayer . boundingBox();
Return Type:
AABB
// ServerPlayer.boundingBoxForCulling as AABB myServerPlayer . boundingBoxForCulling
Return Type:
AABB
// ServerPlayer.boundingBoxForCulling() as AABB ; myServerPlayer . boundingBoxForCulling();
Return Type:
AABB
myServerPlayer . canAttack(myLivingEntity);
Return Type:
bool
myServerPlayer . canBeAffected(myMobEffectInstance);
Return Type:
bool
// ServerPlayer.canBeCollidedWith as bool
myServerPlayer . canBeCollidedWith
Return Type:
bool
// ServerPlayer.canBeCollidedWith() as bool;
myServerPlayer . canBeCollidedWith();
Return Type:
bool
// ServerPlayer.canBeSeenAsEnemy as bool
myServerPlayer . canBeSeenAsEnemy
Return Type:
bool
// ServerPlayer.canBeSeenAsEnemy() as bool;
myServerPlayer . canBeSeenAsEnemy();
Return Type:
bool
// ServerPlayer.canBeSeenByAnyone as bool
myServerPlayer . canBeSeenByAnyone
Return Type:
bool
// ServerPlayer.canBeSeenByAnyone() as bool;
myServerPlayer . canBeSeenByAnyone();
Return Type:
bool
// ServerPlayer.canBreatheUnderwater as bool
myServerPlayer . canBreatheUnderwater
Return Type:
bool
// ServerPlayer.canBreatheUnderwater() as bool;
myServerPlayer . canBreatheUnderwater();
Return Type:
bool
// ServerPlayer.canCollideWith(other as Entity ) as bool; myServerPlayer . canCollideWith(myEntity);
Return Type:
bool
// ServerPlayer.canEat(ignoreHunger as bool) as bool;
myServerPlayer . canEat(myBool);
Parameters:
ignoreHunger: bool
Type: bool
Return Type:
bool
// ServerPlayer.canFreeze as bool
Return Type:
bool
// ServerPlayer.canFreeze() as bool;
myServerPlayer . canFreeze();
Return Type:
bool
// ServerPlayer.canHarmPlayer(player as Player ) as bool; myServerPlayer . canHarmPlayer(myPlayer);
Return Type:
bool
// ServerPlayer.canStandOnFluid(fluid as Fluid ) as bool; myServerPlayer . canStandOnFluid(myFluid);
Return Type:
bool
// ServerPlayer.canTakeItem(stack as ItemStack ) as bool; myServerPlayer . canTakeItem(myItemStack);
Return Type:
bool
// ServerPlayer.canUseGameMasterBlocks as bool
myServerPlayer . canUseGameMasterBlocks
Return Type:
bool
// ServerPlayer.canUseGameMasterBlocks() as bool;
myServerPlayer . canUseGameMasterBlocks();
Return Type:
bool
// ServerPlayer.causeFoodExhaustion(exhaustion as float);
myServerPlayer . causeFoodExhaustion(myFloat);
Parameters:
exhaustion: float
Type: float
// ServerPlayer.clearFire();
myServerPlayer . clearFire();
// ServerPlayer.clearSleepingPos();
myServerPlayer . clearSleepingPos();
// ServerPlayer.closerThan(other as Entity , distance as double) as bool; myServerPlayer . closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// ServerPlayer.commandSenderWorld as Level myServerPlayer . commandSenderWorld
Return Type:
Level
// ServerPlayer.commandSenderWorld() as Level ; myServerPlayer . commandSenderWorld();
Return Type:
Level
// ServerPlayer.controllingPassenger as Entity myServerPlayer . controllingPassenger
Return Type:
Entity
// ServerPlayer.controllingPassenger() as Entity ; myServerPlayer . controllingPassenger();
Return Type:
Entity
// ServerPlayer.crit(entity as Entity ); myServerPlayer . crit(myEntity);
// ServerPlayer.currentItemAttackStrengthDelay as float
myServerPlayer . currentItemAttackStrengthDelay
Return Type:
float
// ServerPlayer.currentItemAttackStrengthDelay() as float;
myServerPlayer . currentItemAttackStrengthDelay();
Return Type:
float
Gets the custom NBT data for this Entity. // ServerPlayer.customData as MapData myServerPlayer . customData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// ServerPlayer.customData() as MapData ; myServerPlayer . customData();
Return Type:
MapData
myServerPlayer . customName
Return Type:
Component
myServerPlayer . customName
Return Type:
Component
myServerPlayer . customName();
Return Type:
Component
myServerPlayer . customName();
Return Type:
Component
// ServerPlayer.dampensVibrations as bool
myServerPlayer . dampensVibrations
Return Type:
bool
// ServerPlayer.dampensVibrations() as bool;
myServerPlayer . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity.
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
Return Type:
MapData
// ServerPlayer.deltaMovement as Vec3 myServerPlayer . deltaMovement
Return Type:
Vec3
// ServerPlayer.deltaMovement = (deltaMovement as Vec3 ); myServerPlayer . deltaMovement = myVec3;
// ServerPlayer.deltaMovement() as Vec3 ; myServerPlayer . deltaMovement();
Return Type:
Vec3
// ServerPlayer.deltaMovement(deltaMovement as Vec3 ); myServerPlayer . deltaMovement(myVec3);
myServerPlayer . die(myDamageSource);
// ServerPlayer.dimensionChangingDelay as int
myServerPlayer . dimensionChangingDelay
Return Type:
int
// ServerPlayer.dimensionChangingDelay() as int;
myServerPlayer . dimensionChangingDelay();
Return Type:
int
myServerPlayer . direction();
Return Type:
Direction
// ServerPlayer.disableShield();
myServerPlayer . disableShield();
// ServerPlayer.discard();
myServerPlayer . discard();
// ServerPlayer.dismountsUnderwater as bool
myServerPlayer . dismountsUnderwater
Return Type:
bool
// ServerPlayer.displayClientMessage(component as Component , actionBar as bool); myServerPlayer . displayClientMessage(myComponent, myBool);
Parameters:
actionBar: bool
Type: bool
myServerPlayer . displayName
Return Type:
Component
myServerPlayer . displayName
Return Type:
Component
myServerPlayer . displayName();
Return Type:
Component
myServerPlayer . displayName();
Return Type:
Component
// ServerPlayer.distanceTo(entity as Entity ) as float; myServerPlayer . distanceTo(myEntity);
Return Type:
float
// ServerPlayer.distanceToSqr(x as double, y as double, z as double) as double;
myServerPlayer . distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// ServerPlayer.distanceToSqr(entity as Entity ) as double; myServerPlayer . distanceToSqr(myEntity);
Return Type:
double
// ServerPlayer.distanceToSqr(vec as Vec3 ) as double; myServerPlayer . distanceToSqr(myVec3);
Return Type:
double
// ServerPlayer.doHurtTarget(entity as Entity ) as bool; myServerPlayer . doHurtTarget(myEntity);
Return Type:
bool
myServerPlayer . drop(myItemStack, myBool);
Parameters:
traceItem: bool
Type: bool
Return Type:
ItemEntity
myServerPlayer . eat(myLevel, myItemStack);
Return Type:
ItemStack
// ServerPlayer.ejectPassengers();
myServerPlayer . ejectPassengers();
// ServerPlayer.enchantmentSeed as int
myServerPlayer . enchantmentSeed
Return Type:
int
// ServerPlayer.enchantmentSeed() as int;
myServerPlayer . enchantmentSeed();
Return Type:
int
// ServerPlayer.experienceLevel as int
myServerPlayer . experienceLevel
Return Type:
int
// ServerPlayer.experienceLevel = (level as int);
myServerPlayer . experienceLevel = myInt;
// ServerPlayer.experienceLevel() as int;
myServerPlayer . experienceLevel();
Return Type:
int
// ServerPlayer.experienceLevel(level as int);
myServerPlayer . experienceLevel(myInt);
// ServerPlayer.eyeHeight as float
Return Type:
float
// ServerPlayer.eyeHeight() as float;
myServerPlayer . eyeHeight();
Return Type:
float
// ServerPlayer.eyePosition as Vec3 myServerPlayer . eyePosition
Return Type:
Vec3
// ServerPlayer.eyePosition() as Vec3 ; myServerPlayer . eyePosition();
Return Type:
Vec3
// ServerPlayer.eyeY as double
Return Type:
double
// ServerPlayer.eyeY() as double;
Return Type:
double
// ServerPlayer.fallFlyingTicks as int
myServerPlayer . fallFlyingTicks
Return Type:
int
// ServerPlayer.fallFlyingTicks() as int;
myServerPlayer . fallFlyingTicks();
Return Type:
int
// ServerPlayer.fireImmune as bool
myServerPlayer . fireImmune
Return Type:
bool
// ServerPlayer.fireImmune() as bool;
myServerPlayer . fireImmune();
Return Type:
bool
// ServerPlayer.fireTicks as int
Return Type:
int
// ServerPlayer.fireTicks = (ticks as int);
myServerPlayer . fireTicks = myInt;
// ServerPlayer.firstPassenger as Entity myServerPlayer . firstPassenger
Return Type:
Entity
// ServerPlayer.firstPassenger() as Entity ; myServerPlayer . firstPassenger();
Return Type:
Entity
// ServerPlayer.fluidJumpThreshold as double
myServerPlayer . fluidJumpThreshold
Return Type:
double
// ServerPlayer.fluidJumpThreshold() as double;
myServerPlayer . fluidJumpThreshold();
Return Type:
double
myServerPlayer . foodData();
Return Type:
FoodData
myServerPlayer . forceAddEffect(myMobEffectInstance, myEntity);
// ServerPlayer.forward as Vec3
Return Type:
Vec3
// ServerPlayer.forward() as Vec3 ; myServerPlayer . forward();
Return Type:
Vec3
myServerPlayer . getAttachmentData < T>(myAttachmentType);
Return Type:
T
// ServerPlayer.getAttachmentData<T>(type as Supplier< AttachmentType <T>>) as T; myServerPlayer . getAttachmentData < T>(mySupplier);
Return Type:
T
// ServerPlayer.getAttributeBaseValue(attribute as Attribute ) as double; myServerPlayer . getAttributeBaseValue(myAttribute);
Return Type:
double
// ServerPlayer.getAttributeValue(attribute as Attribute ) as double; myServerPlayer . getAttributeValue(myAttribute);
Return Type:
double
// ServerPlayer.getDestroySpeed(state as BlockState ) as float; myServerPlayer . getDestroySpeed(myBlockState);
Return Type:
float
// ServerPlayer.getEyePosition(partialTicks as float) as Vec3 ; myServerPlayer . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
myServerPlayer . getItemBySlot(myEquipmentSlot);
Return Type:
ItemStack
myServerPlayer . getItemInHand(myInteractionHand);
Return Type:
ItemStack
// ServerPlayer.getPosition(partialTicks as float) as Vec3 ; myServerPlayer . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// ServerPlayer.getSwimAmount(partialTicks as float) as float;
myServerPlayer . getSwimAmount(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
float
// ServerPlayer.getUpVector(partialTicks as float) as Vec3 ; myServerPlayer . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// ServerPlayer.getViewVector(partialTicks as float) as Vec3 ; myServerPlayer . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// ServerPlayer.getVisibilityPercent(lookingEntity as Entity ) as double; myServerPlayer . getVisibilityPercent(myEntity);
Return Type:
double
// ServerPlayer.getX(scale as double) as double;
myServerPlayer . getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// ServerPlayer.getY(scale as double) as double;
myServerPlayer . getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// ServerPlayer.getZ(scale as double) as double;
myServerPlayer . getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// ServerPlayer.give(stack as IItemStack , slot as int = -1); myServerPlayer . give(myIItemStack, myInt);
Parameters:
slot: int
(optional) Type: int
Default Value: -1
// ServerPlayer.giveExperienceLevels(levels as int);
myServerPlayer . giveExperienceLevels(myInt);
// ServerPlayer.giveExperiencePoints(amount as int);
myServerPlayer . giveExperiencePoints(myInt);
// ServerPlayer.handSlots() as Iterable< ItemStack >; myServerPlayer . handSlots();
Return Type:
Iterable <ItemStack >
// ServerPlayer.hasAttachmentData<T>(type as AttachmentType <T>) as bool; myServerPlayer . hasAttachmentData < T>(myAttachmentType);
Return Type:
bool
// ServerPlayer.hasAttachmentData<T>(type as Supplier< AttachmentType <T>>) as bool; myServerPlayer . hasAttachmentData < T>(mySupplier);
Return Type:
bool
// ServerPlayer.hasCorrectToolForDrops(state as BlockState ) as bool; myServerPlayer . hasCorrectToolForDrops(myBlockState);
Return Type:
bool
// ServerPlayer.hasCustomName as bool
myServerPlayer . hasCustomName
Return Type:
bool
// ServerPlayer.hasCustomName as bool
myServerPlayer . hasCustomName
Return Type:
bool
// ServerPlayer.hasCustomName() as bool;
myServerPlayer . hasCustomName();
Return Type:
bool
// ServerPlayer.hasCustomName() as bool;
myServerPlayer . hasCustomName();
Return Type:
bool
// ServerPlayer.hasEffect(effect as MobEffect ) as bool; myServerPlayer . hasEffect(myMobEffect);
Return Type:
bool
// ServerPlayer.hasExactlyOnePlayerPassenger as bool
myServerPlayer . hasExactlyOnePlayerPassenger
Return Type:
bool
// ServerPlayer.hasExactlyOnePlayerPassenger() as bool;
myServerPlayer . hasExactlyOnePlayerPassenger();
Return Type:
bool
// ServerPlayer.hasGlowingTag as bool
myServerPlayer . hasGlowingTag
Return Type:
bool
// ServerPlayer.hasGlowingTag() as bool;
myServerPlayer . hasGlowingTag();
Return Type:
bool
// ServerPlayer.hasIndirectPassenger(entity as Entity ) as bool; myServerPlayer . hasIndirectPassenger(myEntity);
Return Type:
bool
myServerPlayer . hasItemInSlot(myEquipmentSlot);
Return Type:
bool
// ServerPlayer.hasLineOfSight(entity as Entity ) as bool; myServerPlayer . hasLineOfSight(myEntity);
Return Type:
bool
// ServerPlayer.hasPassenger(entity as Entity ) as bool; myServerPlayer . hasPassenger(myEntity);
Return Type:
bool
// ServerPlayer.hasPassenger(predicate as function(t as Entity ) as bool) as bool; myServerPlayer . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// ServerPlayer.heal(amount as float);
myServerPlayer . heal(myFloat);
Parameters:
amount: float
Type: float
// ServerPlayer.health as float
Return Type:
float
// ServerPlayer.health() as float;
Return Type:
float
// ServerPlayer.hurt(source as DamageSource , amount as float) as bool; myServerPlayer . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// ServerPlayer.id as int
Return Type:
int
// ServerPlayer.id() as int;
Return Type:
int
myServerPlayer . inBlockState
Return Type:
BlockState
// ServerPlayer.increaseScore(score as int);
myServerPlayer . increaseScore(myInt);
myServerPlayer . inventory();
Return Type:
Inventory
// ServerPlayer.isAffectedByPotions as bool
myServerPlayer . isAffectedByPotions
Return Type:
bool
// ServerPlayer.isAffectedByPotions() as bool;
myServerPlayer . isAffectedByPotions();
Return Type:
bool
// ServerPlayer.isAlive as bool
Return Type:
bool
// ServerPlayer.isAlive() as bool;
myServerPlayer . isAlive();
Return Type:
bool
// ServerPlayer.isAlwaysTicking as bool
myServerPlayer . isAlwaysTicking
Return Type:
bool
// ServerPlayer.isAlwaysTicking() as bool;
myServerPlayer . isAlwaysTicking();
Return Type:
bool
// ServerPlayer.isAttackable as bool
myServerPlayer . isAttackable
Return Type:
bool
// ServerPlayer.isAttackable() as bool;
myServerPlayer . isAttackable();
Return Type:
bool
// ServerPlayer.isAutoSpinAttack as bool
myServerPlayer . isAutoSpinAttack
Return Type:
bool
// ServerPlayer.isAutoSpinAttack() as bool;
myServerPlayer . isAutoSpinAttack();
Return Type:
bool
// ServerPlayer.isBaby as bool
Return Type:
bool
// ServerPlayer.isBaby() as bool;
Return Type:
bool
// ServerPlayer.isBlocking as bool
myServerPlayer . isBlocking
Return Type:
bool
// ServerPlayer.isBlocking() as bool;
myServerPlayer . isBlocking();
Return Type:
bool
myServerPlayer . isColliding(myBlockPos, myBlockState);
Return Type:
bool
// ServerPlayer.isCreative as bool
myServerPlayer . isCreative
Return Type:
bool
// ServerPlayer.isCreative() as bool;
myServerPlayer . isCreative();
Return Type:
bool
// ServerPlayer.isCrouching as bool
myServerPlayer . isCrouching
Return Type:
bool
// ServerPlayer.isCrouching() as bool;
myServerPlayer . isCrouching();
Return Type:
bool
// ServerPlayer.isCurrentlyGlowing as bool
myServerPlayer . isCurrentlyGlowing
Return Type:
bool
// ServerPlayer.isCurrentlyGlowing as bool
myServerPlayer . isCurrentlyGlowing
Return Type:
bool
// ServerPlayer.isCurrentlyGlowing() as bool;
myServerPlayer . isCurrentlyGlowing();
Return Type:
bool
// ServerPlayer.isCurrentlyGlowing() as bool;
myServerPlayer . isCurrentlyGlowing();
Return Type:
bool
// ServerPlayer.isCustomNameVisible as bool
myServerPlayer . isCustomNameVisible
Return Type:
bool
// ServerPlayer.isCustomNameVisible() as bool;
myServerPlayer . isCustomNameVisible();
Return Type:
bool
// ServerPlayer.isDamageSourceBlocked(source as DamageSource ) as bool; myServerPlayer . isDamageSourceBlocked(myDamageSource);
Return Type:
bool
// ServerPlayer.isDeadOrDying as bool
myServerPlayer . isDeadOrDying
Return Type:
bool
// ServerPlayer.isDeadOrDying() as bool;
myServerPlayer . isDeadOrDying();
Return Type:
bool
// ServerPlayer.isDescending as bool
myServerPlayer . isDescending
Return Type:
bool
// ServerPlayer.isDescending() as bool;
myServerPlayer . isDescending();
Return Type:
bool
// ServerPlayer.isDiscrete as bool
myServerPlayer . isDiscrete
Return Type:
bool
// ServerPlayer.isDiscrete() as bool;
myServerPlayer . isDiscrete();
Return Type:
bool
Checks if this player is a fake player, mainly used for machines. // ServerPlayer.isFakePlayer as bool
myServerPlayer . isFakePlayer
Return Type:
bool
// ServerPlayer.isFallFlying as bool
myServerPlayer . isFallFlying
Return Type:
bool
// ServerPlayer.isFallFlying() as bool;
myServerPlayer . isFallFlying();
Return Type:
bool
// ServerPlayer.isFree(x as double, y as double, z as double) as bool;
myServerPlayer . isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// ServerPlayer.isFullyFrozen as bool
myServerPlayer . isFullyFrozen
Return Type:
bool
// ServerPlayer.isFullyFrozen() as bool;
myServerPlayer . isFullyFrozen();
Return Type:
bool
myServerPlayer . isHolding(myItem);
Return Type:
bool
// ServerPlayer.isHolding(predicate as function(t as ItemStack ) as bool) as bool; myServerPlayer . isHolding(myPredicate);
Return Type:
bool
// ServerPlayer.isHurt as bool
Return Type:
bool
// ServerPlayer.isHurt() as bool;
Return Type:
bool
// ServerPlayer.isInLava as bool
Return Type:
bool
// ServerPlayer.isInLava() as bool;
myServerPlayer . isInLava();
Return Type:
bool
// ServerPlayer.isInvertedHealAndHarm as bool
myServerPlayer . isInvertedHealAndHarm
Return Type:
bool
// ServerPlayer.isInvertedHealAndHarm() as bool;
myServerPlayer . isInvertedHealAndHarm();
Return Type:
bool
// ServerPlayer.isInvisible as bool
myServerPlayer . isInvisible
Return Type:
bool
// ServerPlayer.isInvisible() as bool;
myServerPlayer . isInvisible();
Return Type:
bool
// ServerPlayer.isInvisibleTo(player as Player ) as bool; myServerPlayer . isInvisibleTo(myPlayer);
Return Type:
bool
// ServerPlayer.isInvulnerable as bool
myServerPlayer . isInvulnerable
Return Type:
bool
// ServerPlayer.isInvulnerable() as bool;
myServerPlayer . isInvulnerable();
Return Type:
bool
// ServerPlayer.isInvulnerableTo(source as DamageSource ) as bool; myServerPlayer . isInvulnerableTo(myDamageSource);
Return Type:
bool
// ServerPlayer.isInWall as bool
Return Type:
bool
// ServerPlayer.isInWall() as bool;
myServerPlayer . isInWall();
Return Type:
bool
// ServerPlayer.isInWater as bool
Return Type:
bool
// ServerPlayer.isInWater() as bool;
myServerPlayer . isInWater();
Return Type:
bool
// ServerPlayer.isInWaterOrBubble as bool
myServerPlayer . isInWaterOrBubble
Return Type:
bool
// ServerPlayer.isInWaterOrBubble() as bool;
myServerPlayer . isInWaterOrBubble();
Return Type:
bool
// ServerPlayer.isInWaterOrRain as bool
myServerPlayer . isInWaterOrRain
Return Type:
bool
// ServerPlayer.isInWaterOrRain() as bool;
myServerPlayer . isInWaterOrRain();
Return Type:
bool
// ServerPlayer.isInWaterRainOrBubble as bool
myServerPlayer . isInWaterRainOrBubble
Return Type:
bool
// ServerPlayer.isInWaterRainOrBubble() as bool;
myServerPlayer . isInWaterRainOrBubble();
Return Type:
bool
// ServerPlayer.isLocalPlayer as bool
myServerPlayer . isLocalPlayer
Return Type:
bool
// ServerPlayer.isLocalPlayer() as bool;
myServerPlayer . isLocalPlayer();
Return Type:
bool
// ServerPlayer.isNoGravity as bool
myServerPlayer . isNoGravity
Return Type:
bool
// ServerPlayer.isNoGravity() as bool;
myServerPlayer . isNoGravity();
Return Type:
bool
// ServerPlayer.isOnFire as bool
Return Type:
bool
// ServerPlayer.isOnFire() as bool;
myServerPlayer . isOnFire();
Return Type:
bool
// ServerPlayer.isOnPortalCooldown as bool
myServerPlayer . isOnPortalCooldown
Return Type:
bool
// ServerPlayer.isOnPortalCooldown() as bool;
myServerPlayer . isOnPortalCooldown();
Return Type:
bool
// ServerPlayer.isPassenger as bool
myServerPlayer . isPassenger
Return Type:
bool
// ServerPlayer.isPassenger() as bool;
myServerPlayer . isPassenger();
Return Type:
bool
// ServerPlayer.isPassengerOfSameVehicle(entity as Entity ) as bool; myServerPlayer . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// ServerPlayer.isPickable as bool
myServerPlayer . isPickable
Return Type:
bool
// ServerPlayer.isPickable() as bool;
myServerPlayer . isPickable();
Return Type:
bool
// ServerPlayer.isPushable as bool
myServerPlayer . isPushable
Return Type:
bool
// ServerPlayer.isPushable() as bool;
myServerPlayer . isPushable();
Return Type:
bool
// ServerPlayer.isPushedByFluid as bool
myServerPlayer . isPushedByFluid
Return Type:
bool
// ServerPlayer.isPushedByFluid() as bool;
myServerPlayer . isPushedByFluid();
Return Type:
bool
// ServerPlayer.isReducedDebugInfo as bool
myServerPlayer . isReducedDebugInfo
Return Type:
bool
// ServerPlayer.isReducedDebugInfo() as bool;
myServerPlayer . isReducedDebugInfo();
Return Type:
bool
// ServerPlayer.isRemoved as bool
Return Type:
bool
// ServerPlayer.isRemoved() as bool;
myServerPlayer . isRemoved();
Return Type:
bool
// ServerPlayer.isScoping as bool
Return Type:
bool
// ServerPlayer.isScoping() as bool;
myServerPlayer . isScoping();
Return Type:
bool
// ServerPlayer.isSecondaryUseActive as bool
myServerPlayer . isSecondaryUseActive
Return Type:
bool
// ServerPlayer.isSecondaryUseActive() as bool;
myServerPlayer . isSecondaryUseActive();
Return Type:
bool
// ServerPlayer.isSensitiveToWater as bool
myServerPlayer . isSensitiveToWater
Return Type:
bool
// ServerPlayer.isSensitiveToWater() as bool;
myServerPlayer . isSensitiveToWater();
Return Type:
bool
// ServerPlayer.isShiftKeyDown as bool
myServerPlayer . isShiftKeyDown
Return Type:
bool
// ServerPlayer.isShiftKeyDown() as bool;
myServerPlayer . isShiftKeyDown();
Return Type:
bool
// ServerPlayer.isSilent as bool
Return Type:
bool
// ServerPlayer.isSilent() as bool;
myServerPlayer . isSilent();
Return Type:
bool
// ServerPlayer.isSleeping as bool
myServerPlayer . isSleeping
Return Type:
bool
// ServerPlayer.isSleeping() as bool;
myServerPlayer . isSleeping();
Return Type:
bool
// ServerPlayer.isSleepingLongEnough as bool
myServerPlayer . isSleepingLongEnough
Return Type:
bool
// ServerPlayer.isSleepingLongEnough() as bool;
myServerPlayer . isSleepingLongEnough();
Return Type:
bool
// ServerPlayer.isSpectator as bool
myServerPlayer . isSpectator
Return Type:
bool
// ServerPlayer.isSpectator() as bool;
myServerPlayer . isSpectator();
Return Type:
bool
// ServerPlayer.isSprinting as bool
myServerPlayer . isSprinting
Return Type:
bool
// ServerPlayer.isSprinting() as bool;
myServerPlayer . isSprinting();
Return Type:
bool
// ServerPlayer.isSteppingCarefully as bool
myServerPlayer . isSteppingCarefully
Return Type:
bool
// ServerPlayer.isSteppingCarefully() as bool;
myServerPlayer . isSteppingCarefully();
Return Type:
bool
// ServerPlayer.isSuppressingBounce as bool
myServerPlayer . isSuppressingBounce
Return Type:
bool
// ServerPlayer.isSuppressingBounce() as bool;
myServerPlayer . isSuppressingBounce();
Return Type:
bool
// ServerPlayer.isSuppressingSlidingDownLadder as bool
myServerPlayer . isSuppressingSlidingDownLadder
Return Type:
bool
// ServerPlayer.isSuppressingSlidingDownLadder() as bool;
myServerPlayer . isSuppressingSlidingDownLadder();
Return Type:
bool
// ServerPlayer.isSwimming as bool
myServerPlayer . isSwimming
Return Type:
bool
// ServerPlayer.isSwimming() as bool;
myServerPlayer . isSwimming();
Return Type:
bool
// ServerPlayer.isUnderWater as bool
myServerPlayer . isUnderWater
Return Type:
bool
// ServerPlayer.isUnderWater() as bool;
myServerPlayer . isUnderWater();
Return Type:
bool
// ServerPlayer.isUsingItem as bool
myServerPlayer . isUsingItem
Return Type:
bool
// ServerPlayer.isUsingItem() as bool;
myServerPlayer . isUsingItem();
Return Type:
bool
// ServerPlayer.isVehicle as bool
Return Type:
bool
// ServerPlayer.isVehicle() as bool;
myServerPlayer . isVehicle();
Return Type:
bool
// ServerPlayer.isVisuallyCrawling as bool
myServerPlayer . isVisuallyCrawling
Return Type:
bool
// ServerPlayer.isVisuallyCrawling() as bool;
myServerPlayer . isVisuallyCrawling();
Return Type:
bool
// ServerPlayer.isVisuallySwimming as bool
myServerPlayer . isVisuallySwimming
Return Type:
bool
// ServerPlayer.isVisuallySwimming as bool
myServerPlayer . isVisuallySwimming
Return Type:
bool
// ServerPlayer.isVisuallySwimming() as bool;
myServerPlayer . isVisuallySwimming();
Return Type:
bool
// ServerPlayer.isVisuallySwimming() as bool;
myServerPlayer . isVisuallySwimming();
Return Type:
bool
// ServerPlayer.jumpBoostPower as double
myServerPlayer . jumpBoostPower
Return Type:
double
// ServerPlayer.jumpBoostPower() as double;
myServerPlayer . jumpBoostPower();
Return Type:
double
// ServerPlayer.jumpFromGround();
myServerPlayer . jumpFromGround();
// ServerPlayer.knockback(x as double, y as double, z as double);
myServerPlayer . knockback(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ServerPlayer.lastClimbablePos as BlockPos myServerPlayer . lastClimbablePos
Return Type:
BlockPos
// ServerPlayer.lastClimbablePos() as BlockPos ; myServerPlayer . lastClimbablePos();
Return Type:
BlockPos
myServerPlayer . lastDamageSource();
Return Type:
DamageSource
// ServerPlayer.lastHurtByMobTimestamp as int
myServerPlayer . lastHurtByMobTimestamp
Return Type:
int
// ServerPlayer.lastHurtByMobTimestamp() as int;
myServerPlayer . lastHurtByMobTimestamp();
Return Type:
int
// ServerPlayer.lastHurtMobTimestamp as int
myServerPlayer . lastHurtMobTimestamp
Return Type:
int
// ServerPlayer.lastHurtMobTimestamp() as int;
myServerPlayer . lastHurtMobTimestamp();
Return Type:
int
// ServerPlayer.lavaHurt();
myServerPlayer . lavaHurt();
// ServerPlayer.lookAngle as Vec3
Return Type:
Vec3
// ServerPlayer.lookAngle() as Vec3 ; myServerPlayer . lookAngle();
Return Type:
Vec3
Gets the seed used when generating loot from this entity. // ServerPlayer.lootTableSeed as long
myServerPlayer . lootTableSeed
Return Type:
long
// ServerPlayer.luck as float
Return Type:
float
// ServerPlayer.luck() as float;
Return Type:
float
// ServerPlayer.magicCrit(entity as Entity ); myServerPlayer . magicCrit(myEntity);
myServerPlayer . mainHandItem
Return Type:
ItemStack
myServerPlayer . mainHandItem();
Return Type:
ItemStack
// ServerPlayer.maxAirSupply as int
myServerPlayer . maxAirSupply
Return Type:
int
// ServerPlayer.maxAirSupply() as int;
myServerPlayer . maxAirSupply();
Return Type:
int
// ServerPlayer.maxFallDistance as int
myServerPlayer . maxFallDistance
Return Type:
int
// ServerPlayer.maxFallDistance() as int;
myServerPlayer . maxFallDistance();
Return Type:
int
// ServerPlayer.maxHealth as float
Return Type:
float
// ServerPlayer.maxHealth() as float;
myServerPlayer . maxHealth();
Return Type:
float
// ServerPlayer.mayBuild as bool
Return Type:
bool
// ServerPlayer.mayBuild() as bool;
myServerPlayer . mayBuild();
Return Type:
bool
myServerPlayer . motionDirection
Return Type:
Direction
// ServerPlayer.motionDirection() as Direction ; myServerPlayer . motionDirection();
Return Type:
Direction
// ServerPlayer.moveRelative(amount as float, relative as Vec3 ); myServerPlayer . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// ServerPlayer.moveTo(vec as Vec3 ); myServerPlayer . moveTo(myVec3);
// ServerPlayer.moveTo(x as double, y as double, z as double);
myServerPlayer . moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ServerPlayer.moveTo(pos as BlockPos , yaw as float, pitch as float); myServerPlayer . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// ServerPlayer.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myServerPlayer . 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
// ServerPlayer.noActionTime as int
myServerPlayer . noActionTime
Return Type:
int
// ServerPlayer.noActionTime() as int;
myServerPlayer . noActionTime();
Return Type:
int
myServerPlayer . offHandItem
Return Type:
ItemStack
myServerPlayer . offHandItem();
Return Type:
ItemStack
// ServerPlayer.onGround as bool
Return Type:
bool
// ServerPlayer.passengers as List< Entity > myServerPlayer . passengers
Return Type:
List <Entity >
// ServerPlayer.passengers() as List< Entity >; myServerPlayer . passengers();
Return Type:
List <Entity >
// ServerPlayer.percentFrozen as float
myServerPlayer . percentFrozen
Return Type:
float
// ServerPlayer.percentFrozen() as float;
myServerPlayer . percentFrozen();
Return Type:
float
Gets the persistent NBT data for this player. Persistent data is kept through deaths
// ServerPlayer.persistentData as MapData myServerPlayer . persistentData
Return Type:
MapData
Gets the persistent NBT data for this player. Persistent data is kept through deaths
Returns : The persistent data for this Entity.
// ServerPlayer.persistentData() as MapData ; myServerPlayer . persistentData();
Return Type:
MapData
myServerPlayer . pistonPushReaction();
Return Type:
PushReaction
// ServerPlayer.playNotifySound(event as SoundEvent , source as SoundSource , volume as float, pitch as float); myServerPlayer . playNotifySound(mySoundEvent, mySoundSource, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// ServerPlayer.playSound(sound as SoundEvent , volume as float, pitch as float); myServerPlayer . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// ServerPlayer.position as Vec3
Return Type:
Vec3
// ServerPlayer.position() as Vec3 ; myServerPlayer . position();
Return Type:
Vec3
// ServerPlayer.positionRider(entity as Entity ); myServerPlayer . positionRider(myEntity);
// ServerPlayer.releaseUsingItem();
myServerPlayer . releaseUsingItem();
// ServerPlayer.removeAllEffects() as bool;
myServerPlayer . removeAllEffects();
Return Type:
bool
// ServerPlayer.removeEffect(effect as MobEffect ) as bool; myServerPlayer . removeEffect(myMobEffect);
Return Type:
bool
// ServerPlayer.removeTag(tagName as string) as bool;
myServerPlayer . removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// ServerPlayer.removeVehicle();
myServerPlayer . removeVehicle();
// ServerPlayer.respawn();
myServerPlayer . respawn();
// ServerPlayer.rootVehicle as Entity myServerPlayer . rootVehicle
Return Type:
Entity
// ServerPlayer.rootVehicle() as Entity ; myServerPlayer . rootVehicle();
Return Type:
Entity
// ServerPlayer.scale as float
Return Type:
float
// ServerPlayer.scale() as float;
Return Type:
float
// ServerPlayer.score as int
Return Type:
int
// ServerPlayer.score() as int;
Return Type:
int
// ServerPlayer.sendMessage(text as Component ); myServerPlayer . sendMessage(myComponent);
// ServerPlayer.sendMessage(component as Component ); myServerPlayer . sendMessage(myComponent);
// ServerPlayer.setAbsorptionAmount(absorption as float);
myServerPlayer . setAbsorptionAmount(myFloat);
Parameters:
absorption: float
Type: float
// ServerPlayer.setAirSupply(air as int);
myServerPlayer . setAirSupply(myInt);
// ServerPlayer.setArrowCount(count as int);
myServerPlayer . setArrowCount(myInt);
// ServerPlayer.setAttachmentData<T>(type as AttachmentType <T>, data as T) as T?; myServerPlayer . setAttachmentData < T>(myAttachmentType, myT);
Return Type:
T ?
// ServerPlayer.setAttachmentData<T>(type as Supplier< AttachmentType <T>>, data as T) as T?; myServerPlayer . setAttachmentData < T>(mySupplier, myT);
Return Type:
T ?
// ServerPlayer.setCustomName(name as Component ); myServerPlayer . setCustomName(myComponent);
// ServerPlayer.setCustomNameVisible(visible as bool);
myServerPlayer . setCustomNameVisible(myBool);
// ServerPlayer.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myServerPlayer . setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// ServerPlayer.setDiscardFriction(discardFriction as bool);
myServerPlayer . setDiscardFriction(myBool);
Parameters:
discardFriction: bool
Type: bool
// ServerPlayer.setEntityOnShoulder(entityData as MapData ) as bool; myServerPlayer . setEntityOnShoulder(myMapData);
Return Type:
bool
// ServerPlayer.setGlowingTag(glowing as bool);
myServerPlayer . setGlowingTag(myBool);
// ServerPlayer.setHealth(health as float);
myServerPlayer . setHealth(myFloat);
Parameters:
health: float
Type: float
// ServerPlayer.setInvisible(invisible as bool);
myServerPlayer . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// ServerPlayer.setInvulnerable(invulnerable as bool);
myServerPlayer . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// ServerPlayer.setIsInPowderSnow(inPowderSnow as bool);
myServerPlayer . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
myServerPlayer . setItemInHand(myInteractionHand, myItemStack);
myServerPlayer . setItemSlot(myEquipmentSlot, myItemStack);
// ServerPlayer.setJumping(jumping as bool);
myServerPlayer . setJumping(myBool);
myServerPlayer . setLastHurtByMob(myLivingEntity);
// ServerPlayer.setLastHurtByPlayer(player as Player ); myServerPlayer . setLastHurtByPlayer(myPlayer);
// ServerPlayer.setLastHurtMob(entity as Entity ); myServerPlayer . setLastHurtMob(myEntity);
myServerPlayer . setMainArm(myHumanoidArm);
// ServerPlayer.setNoActionTime(idleTime as int);
myServerPlayer . setNoActionTime(myInt);
// ServerPlayer.setNoGravity(noGravity as bool);
myServerPlayer . setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// ServerPlayer.setOldPosAndRot();
myServerPlayer . setOldPosAndRot();
// ServerPlayer.setOnGround(onGround as bool);
myServerPlayer . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// ServerPlayer.setPortalCooldown();
myServerPlayer . setPortalCooldown();
// ServerPlayer.setPos(position as Vec3 ); myServerPlayer . setPos(myVec3);
// ServerPlayer.setPos(x as double, y as double, z as double);
myServerPlayer . setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ServerPlayer.setPosRaw(x as double, y as double, z as double);
myServerPlayer . setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ServerPlayer.setReducedDebugInfo(reducedDebugInfo as bool);
myServerPlayer . setReducedDebugInfo(myBool);
Parameters:
reducedDebugInfo: bool
Type: bool
myServerPlayer . setRemoved(myRemovalReason);
// ServerPlayer.setScore(score as int);
myServerPlayer . setScore(myInt);
// ServerPlayer.setShiftKeyDown(keyDown as bool);
myServerPlayer . setShiftKeyDown(myBool);
// ServerPlayer.setSilent(silent as bool);
myServerPlayer . setSilent(myBool);
// ServerPlayer.setSleepingPos(pos as BlockPos ); myServerPlayer . setSleepingPos(myBlockPos);
// ServerPlayer.setSpeed(speed as float);
myServerPlayer . setSpeed(myFloat);
// ServerPlayer.setSprinting(sprinting as bool);
myServerPlayer . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// ServerPlayer.setStingerCount(count as int);
myServerPlayer . setStingerCount(myInt);
// ServerPlayer.setSwimming(swimming as bool);
myServerPlayer . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// ServerPlayer.setTicksFrozen(ticks as int);
myServerPlayer . setTicksFrozen(myInt);
// ServerPlayer.shouldBeSaved as bool
myServerPlayer . shouldBeSaved
Return Type:
bool
// ServerPlayer.shouldBeSaved() as bool;
myServerPlayer . shouldBeSaved();
Return Type:
bool
// ServerPlayer.shouldDiscardFriction as bool
myServerPlayer . shouldDiscardFriction
Return Type:
bool
// ServerPlayer.shouldDiscardFriction() as bool;
myServerPlayer . shouldDiscardFriction();
Return Type:
bool
// ServerPlayer.shoulderEntityLeft as MapData myServerPlayer . shoulderEntityLeft
Return Type:
MapData
// ServerPlayer.shoulderEntityLeft() as MapData ; myServerPlayer . shoulderEntityLeft();
Return Type:
MapData
// ServerPlayer.shoulderEntityRight as MapData myServerPlayer . shoulderEntityRight
Return Type:
MapData
// ServerPlayer.shoulderEntityRight() as MapData ; myServerPlayer . shoulderEntityRight();
Return Type:
MapData
// ServerPlayer.shouldInformAdmins as bool
myServerPlayer . shouldInformAdmins
Return Type:
bool
// ServerPlayer.shouldInformAdmins() as bool;
myServerPlayer . shouldInformAdmins();
Return Type:
bool
// ServerPlayer.shouldShowName as bool
myServerPlayer . shouldShowName
Return Type:
bool
// ServerPlayer.shouldShowName() as bool;
myServerPlayer . shouldShowName();
Return Type:
bool
// ServerPlayer.showVehicleHealth as bool
myServerPlayer . showVehicleHealth
Return Type:
bool
// ServerPlayer.showVehicleHealth() as bool;
myServerPlayer . showVehicleHealth();
Return Type:
bool
myServerPlayer . sleepingPos
Return Type:
BlockPos
// ServerPlayer.sleepingPos() as BlockPos ; myServerPlayer . sleepingPos();
Return Type:
BlockPos
// ServerPlayer.sleepTimer as int
myServerPlayer . sleepTimer
Return Type:
int
// ServerPlayer.sleepTimer() as int;
myServerPlayer . sleepTimer();
Return Type:
int
// ServerPlayer.speed as float
Return Type:
float
// ServerPlayer.speed() as float;
Return Type:
float
// ServerPlayer.startRiding(entity as Entity ) as bool; myServerPlayer . startRiding(myEntity);
Return Type:
bool
// ServerPlayer.startRiding(entity as Entity , force as bool) as bool; myServerPlayer . startRiding(myEntity, myBool);
Return Type:
bool
// ServerPlayer.startSleeping(pos as BlockPos ); myServerPlayer . startSleeping(myBlockPos);
myServerPlayer . startUsingItem(myInteractionHand);
// ServerPlayer.stingerCount as int
myServerPlayer . stingerCount
Return Type:
int
// ServerPlayer.stingerCount() as int;
myServerPlayer . stingerCount();
Return Type:
int
// ServerPlayer.stopRiding();
myServerPlayer . stopRiding();
// ServerPlayer.stopSleeping();
myServerPlayer . stopSleeping();
// ServerPlayer.stopSleeping();
myServerPlayer . stopSleeping();
// ServerPlayer.stopUsingItem();
myServerPlayer . stopUsingItem();
// ServerPlayer.stringUUID as string
myServerPlayer . stringUUID
Return Type:
string
// ServerPlayer.stringUUID() as string;
myServerPlayer . stringUUID();
Return Type:
string
// ServerPlayer.sweepAttack();
myServerPlayer . sweepAttack();
myServerPlayer . swing(myInteractionHand);
myServerPlayer . swing(myInteractionHand, myBool);
Parameters:
updateSelf: bool
Type: bool
// ServerPlayer.tags as Set<string>
Return Type:
Set <string >
// ServerPlayer.tags() as Set<string>;
Return Type:
Set <string >
// ServerPlayer.teamColor as int
Return Type:
int
// ServerPlayer.teamColor() as int;
myServerPlayer . teamColor();
Return Type:
int
// ServerPlayer.teleportTo(x as double, y as double, z as double);
myServerPlayer . teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ServerPlayer.ticksFrozen as int
myServerPlayer . ticksFrozen
Return Type:
int
// ServerPlayer.ticksFrozen() as int;
myServerPlayer . ticksFrozen();
Return Type:
int
// ServerPlayer.ticksRequiredToFreeze as int
myServerPlayer . ticksRequiredToFreeze
Return Type:
int
// ServerPlayer.ticksRequiredToFreeze() as int;
myServerPlayer . ticksRequiredToFreeze();
Return Type:
int
// ServerPlayer.ticksUsingItem as int
myServerPlayer . ticksUsingItem
Return Type:
int
// ServerPlayer.ticksUsingItem() as int;
myServerPlayer . ticksUsingItem();
Return Type:
int
// ServerPlayer.travel(vec as Vec3 ); myServerPlayer . travel(myVec3);
// ServerPlayer.turn(yaw as double, pitch as double);
myServerPlayer . turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
// ServerPlayer.unRide();
Updates the custom NBT data for this Entity. // ServerPlayer.updateCustomData(data as MapData ); myServerPlayer . updateCustomData({custom: "data" });
myServerPlayer . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // ServerPlayer.updateData(data as MapData ); myServerPlayer . updateData({key: "value" });
Updates the persistent NBT data for this player. Persistent data is kept through deaths
// ServerPlayer.updatePersistentData(data as MapData ); myServerPlayer . updatePersistentData({custom: "data" });
myServerPlayer . useItem();
Return Type:
ItemStack
// ServerPlayer.useItemRemainingTicks as int
myServerPlayer . useItemRemainingTicks
Return Type:
int
// ServerPlayer.useItemRemainingTicks() as int;
myServerPlayer . useItemRemainingTicks();
Return Type:
int
// ServerPlayer.uuid as UUID
Return Type:
UUID
// ServerPlayer.uuid() as UUID;
Return Type:
UUID
// ServerPlayer.vehicle() as Entity ; myServerPlayer . vehicle();
Return Type:
Entity
// ServerPlayer.voicePitch as float
myServerPlayer . voicePitch
Return Type:
float
// ServerPlayer.voicePitch() as float;
myServerPlayer . voicePitch();
Return Type:
float
// ServerPlayer.x as double
Return Type:
double
// ServerPlayer.x() as double;
Return Type:
double
// ServerPlayer.xpNeededForNextLevel as int
myServerPlayer . xpNeededForNextLevel
Return Type:
int
// ServerPlayer.xpNeededForNextLevel() as int;
myServerPlayer . xpNeededForNextLevel();
Return Type:
int
// ServerPlayer.y as double
Return Type:
double
// ServerPlayer.y() as double;
Return Type:
double
// ServerPlayer.z as double
Return Type:
double
// ServerPlayer.z() as double;
Return Type:
double