HitBoxEntityImpl
class HitBoxEntityImpl(source: ModelBoundingBox, bone: RenderedBone, listener: HitBoxListener, delegate: Entity, mountController: MountController) : AbstractArmorStand, HitBox
Constructors
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constructor(source: ModelBoundingBox, bone: RenderedBone, listener: HitBoxListener, delegate: Entity, mountController: MountController)
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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@NotNull
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open fun causeFallDamage(fallDistance: Double, damageMultiplier: Float, damageSource: DamageSource): Boolean
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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 dropFromLootTable(level: ServerLevel, damageSource: DamageSource, playerKill: Boolean, lootTable: ResourceKey<LootTable>)
open fun dropFromLootTable(level: ServerLevel, damageSource: DamageSource, playerKill: Boolean, lootTable: ResourceKey<LootTable>, dropConsumer: Consumer<ItemStack>)
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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 hasLineOfSight(entity: Entity, block: ClipContext.Block, fluid: ClipContext.Fluid, y: Double): Boolean
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open fun killedEntity(level: ServerLevel, entity: LivingEntity, damageSource: DamageSource): Boolean
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open fun <A : Any> modifyAttached(type: AttachmentType<A>, modifier: UnaryOperator<A>): @Nullable A?
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open fun shouldBlockExplode(explosion: Explosion, level: BlockGetter, pos: BlockPos, state: BlockState, explosionPower: Float): Boolean
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open fun spawnAtLocation(level: ServerLevel, stack: ItemStack, yOffset: Float): @Nullable ItemEntity?
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open fun teleportSetPosition(positionMovementRotation: PositionMoveRotation, relatives: Set<Relative>)
open fun teleportSetPosition(currentPos: PositionMoveRotation, afterPos: 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 override fun triggerInteractAt(player: PlatformPlayer, hand: ModelInteractionHand, position: Vector3f)
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open fun updateDynamicGameEventListener(listenerConsumer: BiConsumer<DynamicGameEventListener<*>, ServerLevel>)
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