AbstractHitBox

abstract class AbstractHitBox : ArmorStand, HitBox

Properties

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val activationType: ActivationType
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val activeEffects: Map<Holder<MobEffect>, MobEffectInstance>
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open var attackAnim: Float
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val attributes: AttributeMap
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val ATTRIBUTES_FIELD: String = "attributes"
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val BASE_JUMP_POWER: Float = 0.42f
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open var bodyPose: Rotations
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open val bukkitEntity: CraftEntity
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open var canMove: Boolean
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open var canTick: Boolean
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open var collides: Boolean
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open var combatTracker: CombatTracker
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val craftAttributes: CraftAttributeMap
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val DATA_ARROW_COUNT_ID: EntityDataAccessor<Integer>
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val DATA_BODY_POSE: EntityDataAccessor<Rotations>
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val DATA_CLIENT_FLAGS: EntityDataAccessor<Byte>
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val DATA_HEAD_POSE: EntityDataAccessor<Rotations>
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val DATA_HEALTH_ID: EntityDataAccessor<Float>
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val DATA_LEFT_ARM_POSE: EntityDataAccessor<Rotations>
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val DATA_LEFT_LEG_POSE: EntityDataAccessor<Rotations>
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val DATA_RIGHT_ARM_POSE: EntityDataAccessor<Rotations>
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val DATA_RIGHT_LEG_POSE: EntityDataAccessor<Rotations>
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open var deathTime: Int
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val DEFAULT_BODY_POSE: Rotations
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val DEFAULT_HEAD_POSE: Rotations
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val DEFAULT_LEFT_ARM_POSE: Rotations
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val DEFAULT_LEFT_LEG_POSE: Rotations
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val DEFAULT_RIGHT_ARM_POSE: Rotations
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val DEFAULT_RIGHT_LEG_POSE: Rotations
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open var deltaMovement: Vec3
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open var disabledSlots: Int
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open var drops: List<Entity.DefaultDrop>
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val elytraAnimationState: ElytraAnimationState
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open var expToDrop: Int
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open var fixedPose: Boolean
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open var flyDist: Float
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open var frictionState: TriState
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open var headPose: Rotations
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open var hurtDuration: Int
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open var hurtTime: Int
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open var id: Int
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val ID_TAG: String = "id"
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open val inBlockState: BlockState
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open var inWorld: Boolean
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open var jumping: Boolean
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open val lastClimbablePos: Optional<BlockPos>
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open val lastDamageSource: DamageSource
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open var lastHit: Long
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open var lastHurt: Float
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open var lastHurtByMob: EntityReference<LivingEntity>
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open var lastHurtByPlayer: EntityReference<Player>
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open val lastHurtMob: LivingEntity
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open var lastLavaContact: BlockPos
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open var leftArmPose: Rotations
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open var leftLegPose: Rotations
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open var mainSupportingBlockPos: Optional<BlockPos>
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open var maxAirTicks: Int
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open var moveDist: Float
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open var noPhysics: Boolean
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open var oAttackAnim: Float
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open var onGround: Boolean
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open var origin: Vec3
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open var originWorld: UUID
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open var passengers: ImmutableList<Entity>
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val PASSENGERS_TAG: String = "Passengers"
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open var persist: Boolean
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open var portalProcess: PortalProcessor
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open var projectileSource: ProjectileSource
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val random: RandomSource
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open val removalReason: Entity.RemovalReason
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open var rightArmPose: Rotations
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open var rightLegPose: Rotations
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val SADDLE_OFFSET: Int = 106
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open var SHARED_RANDOM: RandomSource
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open var spawnReason: CreatureSpawnEvent.SpawnReason
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open var speed: Float
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open var swinging: Boolean
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open var swingingArm: InteractionHand
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open var swingTime: Int
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open var tickCount: Int
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val type: EntityType<out Any>
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val UUID_TAG: String = "UUID"
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open var valid: Boolean
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open val vehicle: Entity
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open var viewScale: Double
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open var visualFire: TriState
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val walkAnimation: WalkAnimationState
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val WILDCARD: ScoreHolder
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val WOBBLE_TIME: Int = 5
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open var xo: Double
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open var xOld: Double
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private open var xRot: Float
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open var xRotO: Float
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open var xxa: Float
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open var yBodyRot: Float
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open var yBodyRotO: Float
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open var yHeadRot: Float
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open var yHeadRotO: Float
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open var yo: Double
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open var yOld: Double
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private open var yRot: Float
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open var yRotO: Float
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open var yya: Float
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open var zo: Double
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open var zOld: Double
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open var zza: Float

Functions

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open fun absSnapRotationTo(yRot: Float, xRot: Float)
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open fun absSnapTo(x: Double, y: Double, z: Double, yRot: Float, xRot: Float)
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open fun activeLocationDependentEnchantments(slot: EquipmentSlot): Map<Enchantment, Set<EnchantmentLocationBasedEffect>>
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open fun addAdditionalSaveData(compound: CompoundTag)
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open fun addDeltaMovement(addend: Vec3)
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fun addEffect(effectInstance: MobEffectInstance): Boolean
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open fun addTag(tag: String): Boolean
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open fun adjustSpawnLocation(level: ServerLevel, pos: BlockPos): BlockPos
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open fun aiStep()
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open fun animateHurt(yaw: Float)
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fun applyComponentsFromItemStack(stack: ItemStack)
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open fun applyItemBlocking(level: ServerLevel, damageSource: DamageSource, damageAmount: Float): Float
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open fun areAllEffectsAmbient(potionEffects: Collection<MobEffectInstance>): Boolean
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open fun attackable(): Boolean
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open fun awardKillScore(entity: Entity, damageSource: DamageSource)
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open fun baseTick()
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open fun blockingItemEffects(level: ServerLevel, damageSource: DamageSource, f: Float)
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open fun blockPosition(): BlockPos
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open fun broadcastToPlayer(player: ServerPlayer): Boolean
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open fun calculateEntityAnimation(includeHeight: Boolean)
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fun calculateViewVector(xRot: Float, yRot: Float): Vec3
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open fun callPortalEvent(entity: Entity, exit: Location, cause: PlayerTeleportEvent.TeleportCause, searchRadius: Int, creationRadius: Int): CraftPortalEvent
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open fun canAttack(target: LivingEntity): Boolean
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open fun canAttackType(entityType: EntityType<out Any>): Boolean
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open fun canBeAffected(effectInstance: MobEffectInstance): Boolean
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open fun canBlockAttack(damageSource: DamageSource, damageAmount: Float): Boolean
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open fun canCollideWith(entity: Entity): Boolean
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open fun canCollideWithBukkit(entity: Entity): Boolean
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fun canEquipWithDispenser(stack: ItemStack): Boolean
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open fun canFreeze(): Boolean
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open fun canGlideUsing(stack: ItemStack, slot: EquipmentSlot): Boolean
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open fun canSprint(): Boolean
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open fun canStandOnFluid(fluidState: FluidState): Boolean
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open fun canTeleport(fromLevel: Level, toLevel: Level): Boolean
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open fun canUsePortal(allowPassengers: Boolean): Boolean
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open fun canUseSlot(slot: EquipmentSlot): Boolean
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open fun causeFallDamage(fallDistance: Double, damageMultiplier: Float, damageSource: DamageSource): Boolean
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open fun checkBelowWorld()
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open fun checkDespawn()
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open fun checkPosition(entity: Entity, newX: Double, newY: Double, newZ: Double): Boolean
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open fun chunkPosition(): ChunkPos
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open fun clearFire()
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open fun clearFreeze()
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open fun clearSleepingPos()
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open fun closerThan(entity: Entity, distance: Double): Boolean
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open fun collideBoundingBox(entity: Entity, vec: Vec3, collisionBox: AABB, level: Level, potentialHits: List<VoxelShape>): Vec3
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open fun copyPosition(entity: Entity)
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open fun createAttributes(): AttributeSupplier.Builder
open fun createCommandSourceStackForNameResolution(level: ServerLevel): CommandSourceStack
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open fun createLivingAttributes(): AttributeSupplier.Builder
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open fun damageSources(): DamageSources
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open fun deflection(projectile: Projectile): ProjectileDeflection
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open fun die(damageSource: DamageSource)
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fun discard()
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abstract fun dismount(p: @NotNull PlatformEntity)
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abstract fun dismountAll()
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open fun dismountTo(x: Double, y: Double, z: Double)
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open fun distanceTo(entity: Entity): Float
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open fun distanceToSqr(x: Double, y: Double, z: Double): Double
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fun doCheckFallDamage(x: Double, y: Double, z: Double, onGround: Boolean)
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open fun doHurtTarget(level: ServerLevel, source: Entity): Boolean
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fun drop(stack: ItemStack, randomizeMotion: Boolean, includeThrower: Boolean): ItemEntity
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open fun dropFromGiftLootTable(level: ServerLevel, lootTable: ResourceKey<LootTable>, dropConsumer: BiConsumer<ServerLevel, ItemStack>): Boolean
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open fun ejectPassengers()
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open fun entityEventForEquipmentBreak(slot: EquipmentSlot): Byte
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fun equals(@Nullable other: @Nullable Any): Boolean
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open fun equipmentHasChanged(oldItem: ItemStack, newItem: ItemStack): Boolean
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open fun extinguishFire()
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open fun fillCrashReportCategory(category: CrashReportCategory)
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open fun fireImmune(): Boolean
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open fun forceAddEffect(instance: MobEffectInstance, entity: Entity)
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abstract fun forceDismount(): Boolean
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open fun forceSetRotation(yRot: Float, xRot: Float)
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open fun forNameOnly(name: String): ScoreHolder
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open fun fromGameProfile(gameProfile: GameProfile): ScoreHolder
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open fun fudgePositionAfterSizeChange(dimensions: EntityDimensions): Boolean
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open fun gameEvent(gameEvent: Holder<GameEvent>, entity: Entity)
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open fun <T> get(component: DataComponentType<out T>): T
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open fun getActiveEffects(): Collection<MobEffectInstance>
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open fun getActiveEffectsMap(): Map<Holder<MobEffect>, MobEffectInstance>
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open fun getAddEntityPacket(entity: ServerEntity): Packet<ClientGamePacketListener>
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open fun getAgeScale(): Float
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open fun getAirSupply(): Int
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open fun getArmorValue(): Int
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fun getAttachments(): EntityAttachments
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open fun getAttackAnim(partialTick: Float): Float
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open fun getAttribute(attribute: Holder<Attribute>): AttributeInstance
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open fun getAttributeBaseValue(attribute: Holder<Attribute>): Double
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open fun getAttributeValue(attribute: Holder<Attribute>): Double
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open fun getBedOrientation(): Direction
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open fun getBlockExplosionResistance(explosion: Explosion, level: BlockGetter, pos: BlockPos, blockState: BlockState, fluidState: FluidState, explosionPower: Float): Float
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open fun getBlockStateOn(): BlockState
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fun getBlockX(): Int
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fun getBlockY(): Int
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fun getBlockZ(): Int
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open fun getBodyPose(): Rotations
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fun getBoundingBox(): AABB
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fun getBoundingBoxAt(x: Double, y: Double, z: Double): AABB
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open fun getBrain(): Brain<out Any>
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open fun getBukkitEntityRaw(): CraftEntity
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open fun getBukkitLivingEntity(): CraftLivingEntity
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open fun getBukkitYaw(): Float
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open fun getCombatTracker(): CombatTracker
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open fun getCommandSenderWorld(): Level
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open fun getControlledVehicle(): Entity
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open fun getControllingPassenger(): LivingEntity
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open fun getCustomName(): Component
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open fun getDeathSound(): SoundEvent
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open fun getDefaultDimensions(pose: Pose): EntityDimensions
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fun getDimensions(pose: Pose): EntityDimensions
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open fun getDirection(): Direction
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open fun getDismountLocationForPassenger(passenger: LivingEntity): Vec3
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open fun getDismountPoses(): ImmutableList<Pose>
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open fun getDisplayName(): Component
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open fun getEffect(effect: Holder<MobEffect>): MobEffectInstance
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open fun getEffectBlendFactor(effect: Holder<MobEffect>, partialTick: Float): Float
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open fun getEntityData(): SynchedEntityData
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fun getEquipmentSlotForItem(stack: ItemStack): EquipmentSlot
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fun getExperienceReward(level: ServerLevel, killer: Entity): Int
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open fun getExpReward(level: ServerLevel, entity: Entity): Int
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fun getEyeHeight(pose: Pose): Float
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fun getEyePosition(): Vec3
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open fun getEyeY(): Double
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open fun getFallDamageSound(height: Int): SoundEvent
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open fun getFallSounds(): LivingEntity.Fallsounds
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open fun getFeedbackDisplayName(): Component
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open fun getFirstPassenger(): Entity
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open fun getFluidFallingAdjustedMovement(gravity: Double, isFalling: Boolean, deltaMovement: Vec3): Vec3
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open fun getFluidHeight(fluidTag: TagKey<Fluid>): Double
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open fun getForward(): Vec3
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open fun getHandHoldingItemAngle(item: Item): Vec3
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open fun getHeadPose(): Rotations
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open fun getHealth(): Float
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open fun getHurtDir(): Float
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open fun getHurtSound(damageSource: DamageSource): SoundEvent
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open fun getIndirectPassengers(): Iterable<Entity>
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open fun getInterpolation(): InterpolationHandler
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open fun getItemBlockingWith(): ItemStack
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open fun getItemBySlot(slot: EquipmentSlot): ItemStack
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open fun getItemHeldByArm(arm: HumanoidArm): ItemStack
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open fun getItemInHand(hand: InteractionHand): ItemStack
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open fun getKillCredit(): LivingEntity
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open fun getKnownMovement(): Vec3
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open fun getLastAttacker(): LivingEntity
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open fun getLastHurtByMob(): LivingEntity
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open fun getLastHurtByPlayer(): Player
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open fun getLeashOffset(partialTick: Float): Vec3
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open fun getLeftArmPose(): Rotations
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open fun getLeftLegPose(): Rotations
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open fun getLightProbePosition(partialTicks: Float): Vec3
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open fun getLocalBoundsForPose(pose: Pose): AABB
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open fun getLookAngle(): Vec3
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open fun getLootTable(): Optional<ResourceKey<LootTable>>
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open fun getLuck(): Float
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open fun getMainArm(): HumanoidArm
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open fun getMainHandItem(): ItemStack
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open fun getMaxAirSupply(): Int
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open fun getMotionDirection(): Direction
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open fun getName(): Component
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open fun getNearestViewDirection(): Direction
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open fun getNoActionTime(): Int
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open fun getOffhandItem(): ItemStack
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open fun getOnPos(): BlockPos
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open fun getOnPosLegacy(): BlockPos
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open fun <T> getOrDefault(component: DataComponentType<out T>, defaultValue: T): T
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open fun getPassengerRidingPosition(entity: Entity): Vec3
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fun getPassengers(): List<Entity>
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open fun getPassengersAndSelf(): Stream<Entity>
abstract fun getPassengersAndSelf(): Stream<out EntityAccess>
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open fun getPickRadius(): Float
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open fun getPickResult(): ItemStack
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open fun getPistonPushReaction(): PushReaction
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open fun getPose(): Pose
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fun getPosition(partialTicks: Float): Vec3
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open fun getPositionCodec(): VecDeltaCodec
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open fun getPreciseBodyRotation(partialTick: Float): Float
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open fun getProjectile(weaponStack: ItemStack): ItemStack
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open fun getRandom(): RandomSource
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open fun getRandomX(scale: Double): Double
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open fun getRandomY(): Double
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open fun getRandomZ(scale: Double): Double
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open fun getRayTrace(maxDistance: Int, fluidCollisionOption: ClipContext.Fluid): HitResult
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open fun getRelativePortalPosition(axis: Direction.Axis, portal: BlockUtil.FoundRectangle): Vec3
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open fun getRightArmPose(): Rotations
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open fun getRightLegPose(): Rotations
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open fun getRootVehicle(): Entity
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open fun getRopeHoldPosition(partialTicks: Float): Vec3
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open fun getRotationVector(): Vec2
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open fun getSelfAndPassengers(): Stream<Entity>
abstract fun getSelfAndPassengers(): Stream<out EntityAccess>
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open fun getServer(): MinecraftServer
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open fun getSharedFlag(flag: Int): Boolean
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open fun getSleepingPos(): Optional<BlockPos>
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open fun getSlot(slot: Int): SlotAccess
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open fun getSlotForHand(hand: InteractionHand): EquipmentSlot
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open fun getSoundSource(): SoundSource
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open fun getSoundVolume(): Float
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open fun getStringUUID(): String
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open fun getSwimAmount(partialTicks: Float): Float
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open fun getSwimHighSpeedSplashSound(): SoundEvent
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open fun getSwimSound(): SoundEvent
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open fun getSwimSplashSound(): SoundEvent
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open fun getTargetEntity(maxDistance: Int): EntityHitResult
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open fun getTeam(): PlayerTeam
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open fun getTeamColor(): Int
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open fun getTicksFrozen(): Int
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open fun <T> getTyped(component: DataComponentType<T>): TypedDataComponent<T>
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fun getUpVector(partialTick: Float): Vec3
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open fun getUsedItemHand(): InteractionHand
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open fun getUseItem(): ItemStack
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open fun getUUID(): UUID
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open fun getVehicleAttachmentPoint(entity: Entity): Vec3
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fun getViewVector(partialTicks: Float): Vec3
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open fun getViewXRot(partialTicks: Float): Float
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open fun getViewYRot(partialTicks: Float): Float
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open fun getVisibilityPercent(lookingEntity: Entity): Double
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open fun getVoicePitch(): Float
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open fun getWeaponItem(): ItemStack
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fun getX(): Double
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fun getY(): Double
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open fun getYHeadRot(): Float
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fun getZ(): Double
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open fun groupName(): @NotNull BoneName
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open fun handleDamageEvent(damageSource: DamageSource)
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open fun handleEntityEvent(id: Byte)
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open fun handleExtraItemsCreatedOnUse(stack: ItemStack)
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open fun hasEffect(effect: Holder<MobEffect>): Boolean
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fun hashCode(): Int
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open fun hasIndirectPassenger(entity: Entity): Boolean
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open fun hasItemInSlot(slot: EquipmentSlot): Boolean
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open fun hasLineOfSight(entity: Entity): Boolean
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abstract fun hasMountDriver(): Boolean
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open fun hasPassenger(entity: Entity): Boolean
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open fun hasPose(pose: Pose): Boolean
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open fun heal(healAmount: Float)
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abstract fun hide(p: @NotNull PlatformPlayer)
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fun hurt(damageSource: DamageSource, amount: Float)
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open fun hurtClient(damageSource: DamageSource): Boolean
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fun hurtOrSimulate(damageSource: DamageSource, amount: Float): Boolean
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open fun hurtServer(level: ServerLevel, damageSource: DamageSource, amount: Float): Boolean
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abstract fun id(): Int
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fun igniteForSeconds(seconds: Float)
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open fun igniteForTicks(ticks: Int)
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open fun ignoreExplosion(explosion: Explosion): Boolean
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open fun inactiveTick()
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open fun indicateDamage(xDistance: Double, zDistance: Double)
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open fun interact(player: Player, hand: InteractionHand): InteractionResult
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open fun interactAt(player: Player, vec: Vec3, hand: InteractionHand): InteractionResult
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open fun is(entity: Entity): Boolean
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open fun isAlive(): Boolean
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fun isAlliedTo(entity: Entity): Boolean
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open fun isAttackable(): Boolean
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open fun isBaby(): Boolean
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open fun isBlocking(): Boolean
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open fun isCollidable(ignoreClimbing: Boolean): Boolean
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open fun isColliding(pos: BlockPos, state: BlockState): Boolean
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open fun isCrouching(): Boolean
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open fun isDescending(): Boolean
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open fun isDisabled(slot: EquipmentSlot): Boolean
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open fun isDiscrete(): Boolean
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fun isEquippableInSlot(stack: ItemStack, slot: EquipmentSlot): Boolean
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open fun isEyeInFluid(fluidTag: TagKey<Fluid>): Boolean
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open fun isFallFlying(): Boolean
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open fun isFree(x: Double, y: Double, z: Double): Boolean
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open fun isFreezing(): Boolean
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open fun isHolding(item: Item): Boolean
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open fun isInLava(): Boolean
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open fun isInLiquid(): Boolean
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open fun isInRain(): Boolean
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open fun isInvisible(): Boolean
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open fun isInvisibleTo(player: Player): Boolean
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open fun isInvulnerableTo(level: ServerLevel, damageSource: DamageSource): Boolean
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fun isInvulnerableToBase(damageSource: DamageSource): Boolean
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open fun isInWall(): Boolean
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open fun isInWater(): Boolean
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open fun isLookingAtMe(entity: LivingEntity, tolerance: Double, scaleByDistance: Boolean, visual: Boolean, yValues: Array<Double>): Boolean
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open fun isMarker(): Boolean
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open fun isNoGravity(): Boolean
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open fun isOnFire(): Boolean
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open fun isOnRails(): Boolean
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open fun isPassenger(): Boolean
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open fun isPassengerOfSameVehicle(entity: Entity): Boolean
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open fun isPickable(): Boolean
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open fun isPushable(): Boolean
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open fun isSilent(): Boolean
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open fun isSleeping(): Boolean
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open fun isSmall(): Boolean
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open fun isSpectator(): Boolean
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open fun isSprinting(): Boolean
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open fun isSupportedBy(pos: BlockPos): Boolean
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open fun isSwimming(): Boolean
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open fun isTicking(): Boolean
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open fun isUnderWater(): Boolean
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open fun isUsingItem(): Boolean
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open fun isVehicle(): Boolean
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open fun jumpFromGround()
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open fun kill(level: ServerLevel)
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open fun killedEntity(level: ServerLevel, entity: LivingEntity): Boolean
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open fun knockback(strength: Double, x: Double, z: Double)
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open fun lavaHurt()
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open fun lavaIgnite()
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open fun lerpHeadTo(yaw: Float, pitch: Int)
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open fun lerpMotion(x: Double, y: Double, z: Double)
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open fun level(): Level
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abstract fun listener(): @NotNull HitBoxListener
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open fun load(compound: CompoundTag)
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open fun lookAt(anchor: EntityAnchorArgument.Anchor, target: Vec3)
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open fun makeSound(sound: SoundEvent)
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open fun makeStuckInBlock(state: BlockState, motionMultiplier: Vec3)
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open fun maxUpStep(): Float
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open fun mayInteract(level: ServerLevel, pos: BlockPos): Boolean
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open fun mirror(transformMirror: Mirror): Float
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fun moonrise$getChunkData(): ChunkData
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fun moonrise$getChunkStatus(): FullChunkStatus
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fun moonrise$getTrackedEntity(): ChunkMap.TrackedEntity
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fun moonrise$setChunkData(chunkData: ChunkData)
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fun moonrise$setChunkStatus(status: FullChunkStatus)
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fun moonrise$setTrackedEntity(trackedEntity: ChunkMap.TrackedEntity)
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abstract fun mount(p: @NotNull PlatformEntity)
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abstract fun mountController(): @NotNull MountController
abstract fun mountController(p: @NotNull MountController)
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open fun move(type: MoverType, movement: Vec3)
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fun moveOrInterpolateTo(pos: Vec3, yRot: Float, xRot: Float)
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open fun moveRelative(amount: Float, relative: Vec3)
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open fun nextEntityId(): Int
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fun oldPosition(): Vec3
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open fun onAboveBubbleColumn(downwards: Boolean, pos: BlockPos)
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open fun onClientRemoval()
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open fun onClimbable(): Boolean
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open fun onEnterCombat()
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open fun onEquipItem(slot: EquipmentSlot, oldItem: ItemStack, newItem: ItemStack)
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open fun onEquippedItemBroken(item: Item, slot: EquipmentSlot)
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open fun onExplosionHit(entity: Entity)
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open fun onGround(): Boolean
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open fun onInsideBubbleColumn(downwards: Boolean)
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open fun onItemPickup(itemEntity: ItemEntity)
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open fun onLeaveCombat()
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open fun onPassengerTurned(entityToUpdate: Entity)
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open fun onRemoval(reason: Entity.RemovalReason)
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open fun onSyncedDataUpdated(key: EntityDataAccessor<out Any>)
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abstract fun onWalk(): Boolean
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open fun pick(hitDistance: Double, partialTicks: Float, hitFluids: Boolean): HitResult
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open fun placePortalTicket(pos: BlockPos)
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open fun playerTouch(player: Player)
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open fun playSecondaryHurtSound(damageSource: DamageSource)
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open fun playSound(sound: SoundEvent, volume: Float, pitch: Float)
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open fun position(): Vec3
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fun positionRider(passenger: Entity)
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abstract fun positionSource(): @NotNull RenderedBone
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open fun postTick()
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open fun push(entity: Entity)
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open fun randomTeleport(x: Double, y: Double, z: Double, broadcastTeleport: Boolean): Boolean
open fun randomTeleport(x: Double, y: Double, z: Double, broadcastTeleport: Boolean, cause: PlayerTeleportEvent.TeleportCause): Optional<Boolean>
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open fun readAdditionalSaveData(compound: CompoundTag)
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open fun recreateFromPacket(packet: ClientboundAddEntityPacket)
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open fun refreshEntityData(to: ServerPlayer)
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open fun registry(): @NotNull Optional<EntityTrackerRegistry>
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open fun registryAccess(): RegistryAccess
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abstract fun relativePosition(): @NotNull Vector3f
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open fun releaseUsingItem()
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open fun remove(reason: Entity.RemovalReason, eventCause: EntityRemoveEvent.Cause)
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open fun removeEffect(effect: Holder<MobEffect>): Boolean
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fun removeEffectNoUpdate(effect: Holder<MobEffect>): MobEffectInstance
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abstract fun removeHitBox()
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open fun removeTag(tag: String): Boolean
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open fun removeVehicle()
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open fun resendPossiblyDesyncedDataValues(keys: List<EntityDataAccessor<out Any>>, to: ServerPlayer)
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open fun resendPossiblyDesyncedEntityData(player: ServerPlayer)
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open fun resetForwardDirectionOfRelativePortalPosition(relativePortalPosition: Vec3): Vec3
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open fun resolveBlockedDamage(damageSource: DamageSource, damageAmount: Float): Float
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open fun restoreFrom(entity: Entity)
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open fun resyncUsingItem(serverPlayer: ServerPlayer)
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open fun rideTick()
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open fun rotate(transformRotation: Rotation): Float
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open fun save(compound: CompoundTag): Boolean
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open fun saveAsPassenger(compound: CompoundTag): Boolean
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open fun saveWithoutId(compound: CompoundTag): CompoundTag
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open fun sendEffectToPassengers(effectInstance: MobEffectInstance)
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open fun setAirSupply(air: Int)
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fun setArrowCount(count: Int)
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open fun setAsInsidePortal(portal: Portal, pos: BlockPos)
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open fun setBodyPose(bodyPose: Rotations)
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fun setBoundingBox(bb: AABB)
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open fun <T> setComponent(component: DataComponentType<T>, value: T)
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open fun setCustomName(name: Component)
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open fun setCustomNameVisible(alwaysRenderNameTag: Boolean)
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open fun setDiscardFriction(discardFriction: Boolean)
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fun setGlowingTag(hasGlowingTag: Boolean)
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open fun setHeadPose(headPose: Rotations)
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open fun setHealth(health: Float)
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open fun setInvisible(invisible: Boolean)
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open fun setInvulnerable(isInvulnerable: Boolean)
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open fun setIsInPowderSnow(isInPowderSnow: Boolean)
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open fun setItemInHand(hand: InteractionHand, stack: ItemStack)
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open fun setItemSlot(slot: EquipmentSlot, stack: ItemStack, silent: Boolean)
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open fun setJumping(jumping: Boolean)
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open fun setLastHurtByMob(livingEntity: LivingEntity)
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open fun setLastHurtByPlayer(player: Player, memoryTime: Int)
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open fun setLastHurtMob(entity: Entity)
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open fun setLeftArmPose(leftArmPose: Rotations)
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open fun setLeftLegPose(leftLegPose: Rotations)
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open fun setLevel(level: Level)
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open fun setLevelCallback(levelCallback: EntityInLevelCallback)
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open fun setLivingEntityFlag(key: Int, value: Boolean)
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open fun setMarker(marker: Boolean)
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open fun setNoActionTime(idleTime: Int)
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open fun setNoBasePlate(noBasePlate: Boolean)
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open fun setNoGravity(noGravity: Boolean)
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open fun setOldRot()
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open fun setOnGround(onGround: Boolean)
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open fun setOnGroundWithMovement(onGround: Boolean, movement: Vec3)
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fun setPos(pos: Vec3)
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open fun setPose(pose: Pose)
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fun setPosRaw(x: Double, y: Double, z: Double)
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open fun setRecordPlayingNearby(jukebox: BlockPos, partyParrot: Boolean)
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fun setRemoved(removalReason: Entity.RemovalReason, cause: EntityRemoveEvent.Cause)
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open fun setRightArmPose(rightArmPose: Rotations)
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open fun setRightLegPose(rightLegPose: Rotations)
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open fun setRot(yRot: Float, xRot: Float)
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open fun setSharedFlag(flag: Int, set: Boolean)
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open fun setSharedFlagOnFire(isOnFire: Boolean)
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open fun setShiftKeyDown(keyDown: Boolean)
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open fun setShowArms(showArms: Boolean)
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open fun setSilent(isSilent: Boolean)
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open fun setSleepingPos(pos: BlockPos)
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open fun setSmall(small: Boolean)
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open fun setSprinting(sprinting: Boolean)
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fun setStingerCount(stingerCount: Int)
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open fun setSwimming(swimming: Boolean)
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open fun setTicksFrozen(ticksFrozen: Int)
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open fun setUUID(uniqueId: UUID)
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open fun setYBodyRot(offset: Float)
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open fun setYHeadRot(rotation: Float)
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open fun shouldBlockExplode(explosion: Explosion, level: BlockGetter, pos: BlockPos, blockState: BlockState, explosionPower: Float): Boolean
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open fun shouldRender(x: Double, y: Double, z: Double): Boolean
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abstract fun show(p: @NotNull PlatformPlayer)
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open fun showArms(): Boolean
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open fun skipAttackInteraction(entity: Entity): Boolean
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open fun snapTo(pos: Vec3)
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abstract fun source(): @NotNull PlatformEntity
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open fun spawnAtLocation(level: ServerLevel, item: ItemLike): ItemEntity
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open fun spawnItemParticles(stack: ItemStack, amount: Int)
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open fun startRiding(vehicle: Entity): Boolean
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open fun startSeenByPlayer(serverPlayer: ServerPlayer)
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open fun startSleeping(pos: BlockPos)
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open fun startUsingItem(hand: InteractionHand)
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open fun stopFallFlying()
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open fun stopRiding()
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open fun stopSeenByPlayer(serverPlayer: ServerPlayer)
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open fun stopSleeping()
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open fun stopUsingItem()
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open fun swing(hand: InteractionHand)
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open fun take(entity: Entity, amount: Int)
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open fun teleport(teleportTransition: TeleportTransition): Entity
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open fun teleportRelative(dx: Double, dy: Double, dz: Double)
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open fun teleportSetPosition(positionMovementRotation: PositionMoveRotation, relatives: Set<Relative>)
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open fun teleportTo(x: Double, y: Double, z: Double)
fun teleportTo(level: ServerLevel, x: Double, y: Double, z: Double, relativeMovements: Set<Relative>, yaw: Float, pitch: Float, setCamera: Boolean): Boolean
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open fun thunderHit(level: ServerLevel, lightning: LightningBolt)
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open fun tick()
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open fun toString(): String
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open fun trackingPosition(): Vec3
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open fun travel(travelVector: Vec3)
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abstract fun triggerInteract(p: @NotNull PlatformPlayer, p1: @NotNull ModelInteractionHand)
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abstract fun triggerInteractAt(p: @NotNull PlatformPlayer, p1: @NotNull ModelInteractionHand, p2: @NotNull Vector3f)
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open fun turn(yRot: Double, xRot: Double)
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fun unRide()
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open fun unsetRemoved()
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open fun updateDynamicGameEventListener(listenerConsumer: BiConsumer<DynamicGameEventListener<out Any>, ServerLevel>)
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open fun updateFluidHeightAndDoFluidPushing(fluid: TagKey<Fluid>, flowScale: Double): Boolean
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open fun updatePose()
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open fun updateSwimming()
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abstract fun uuid(): @NotNull UUID
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