AbstractArmorStand
Properties
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Functions
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open fun activeLocationDependentEnchantments(slot: EquipmentSlot): Map<Enchantment, Set<EnchantmentLocationBasedEffect>>
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open fun applyItemBlocking(level: ServerLevel, damageSource: DamageSource, damageAmount: Float): Float
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open fun asHoverEvent(op: @NotNull UnaryOperator<HoverEvent.ShowEntity>): @NotNull HoverEvent<HoverEvent.ShowEntity>
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open fun causeFallDamage(fallDistance: Double, damageMultiplier: Float, damageSource: DamageSource): Boolean
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open fun collectAllColliders(entity: @Nullable Entity, level: Level, boundingBox: AABB): List<VoxelShape>
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open fun collideBoundingBox(entity: @Nullable Entity, vec: Vec3, collisionBox: AABB, level: Level, potentialHits: List<VoxelShape>): Vec3
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open fun dropFromEntityInteractLootTable(level: ServerLevel, lootTable: ResourceKey<LootTable>, entity: @Nullable Entity, tool: ItemStack, dropConsumer: BiConsumer<ServerLevel, ItemStack>): Boolean
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open fun dropFromGiftLootTable(level: ServerLevel, lootTable: ResourceKey<LootTable>, dropConsumer: BiConsumer<ServerLevel, ItemStack>): Boolean
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open fun getBlockExplosionResistance(explosion: Explosion, level: BlockGetter, pos: BlockPos, state: BlockState, fluidState: FluidState, explosionPower: Float): Float
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open fun getFluidFallingAdjustedMovement(gravity: Double, isFalling: Boolean, deltaMovement: Vec3): Vec3
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open fun killedEntity(level: ServerLevel, entity: LivingEntity, damageSource: DamageSource): Boolean
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open fun shouldBlockExplode(explosion: Explosion, level: BlockGetter, pos: BlockPos, state: BlockState, explosionPower: Float): Boolean
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open fun teleportSetPosition(positionMovementRotation: PositionMoveRotation, relatives: Set<Relative>)
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inline fun LivingEntity.toEquipmentPacket(mapper: (EquipmentSlot) -> ItemStack? = { if (hasItemInSlot(it)) getItemBySlot(it) else null }): ClientboundSetEquipmentPacket?
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open fun updateDynamicGameEventListener(listenerConsumer: BiConsumer<DynamicGameEventListener<out Any>, ServerLevel>)
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