MixinAbstractClientPlayer

abstract class MixinAbstractClientPlayer : Player

Constructors

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constructor(world: Level, gameProfile: GameProfile)

Properties

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val abilities: Abilities
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val LivingEntity.armorItems: Array<ItemStack>
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val DataComponentGetter.armorKnockbackResistance: Double
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val DataComponentGetter.armorToughness: Double
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val DataComponentGetter.armorValue: Double
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open var attackAnim: Float
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val attributes: AttributeMap
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val BASE_JUMP_POWER: Float = 0.42f
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val DataComponentGetter.blocksAttacksComponent: @Nullable BlocksAttacks?
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val Entity.box: AABB
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val combatTracker: CombatTracker
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open var containerMenu: AbstractContainerMenu
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val cooldowns: ItemCooldowns
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open var currentExplosionCause: @Nullable Entity
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open var currentImpulseImpactPos: @Nullable Vec3
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open var deathTime: Int
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val DEFAULT_MAIN_HAND: HumanoidArm
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open var deltaMovement: Vec3
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open var dimensions: EntityDimensions
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val elytraAnimationState: ElytraAnimationState
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val DataComponentGetter.equipmentSlot: EquipmentSlot?
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val DataComponentGetter.equippableComponent: @Nullable Equippable?
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open var fishing: @Nullable FishingHook
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open var fluidHeight: Object2DoubleMap<TagKey<Fluid>>
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val fluidOnEyes: Set<TagKey<Fluid>>
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open var flyDist: Float
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val DataComponentGetter.foodComponent: FoodProperties?
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val gameProfile: GameProfile
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val LivingEntity.handItems: Array<ItemStack>
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val HELD_ITEM_SLOT: Int = 499
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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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open val inBlockState: @Nullable BlockState
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val inventory: Inventory
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val inventoryMenu: InventoryMenu
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open var jumping: Boolean
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open val lastClimbablePos: Optional<BlockPos>
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open val lastDamageSource: @Nullable DamageSource
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open var lastDeathLocation: Optional<GlobalPos>
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open val lastHurtMob: @Nullable LivingEntity
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val Entity.lastPos: Vec3
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open var mainSupportingBlockPos: Optional<BlockPos>
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val MAX_HEALTH: Int = 20
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val MAX_RANGE: Int = 60000000
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open var moveDist: Float
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val NBT_ATTACHMENT_KEY: String = "fabric:attachments"
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open var needsSync: Boolean
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val Entity.netherPosition: Vec3
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open var noJumpDelay: Int
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open var noPhysics: Boolean
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open var oAttackAnim: Float
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val Player.ping: Int
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open var portalProcess: @Nullable PortalProcessor
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open val removalReason: Entity.RemovalReason
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val Entity.rotation: Rotation
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val SADDLE_OFFSET: Int = 106
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val SLEEP_DURATION: Int = 100
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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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val TAG_AIR: String = "Air"
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val TAG_ATTRIBUTES: String = "attributes"
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val TAG_BRAIN: String = "Brain"
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val TAG_CUSTOM_NAME: String = "CustomName"
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val TAG_DATA: String = "data"
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val TAG_DEATH_TIME: String = "DeathTime"
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val TAG_EQUIPMENT: String = "equipment"
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val TAG_FALL_DISTANCE: String = "fall_distance"
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val TAG_FALL_FLYING: String = "FallFlying"
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val TAG_FIRE: String = "Fire"
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val TAG_GLOWING: String = "Glowing"
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val TAG_HEALTH: String = "Health"
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val TAG_HURT_BY_TIMESTAMP: String = "HurtByTimestamp"
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val TAG_HURT_TIME: String = "HurtTime"
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val TAG_ID: String = "id"
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val TAG_INVULNERABLE: String = "Invulnerable"
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val TAG_MOTION: String = "Motion"
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val TAG_NO_GRAVITY: String = "NoGravity"
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val TAG_ON_GROUND: String = "OnGround"
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val TAG_PASSENGERS: String = "Passengers"
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val TAG_PORTAL_COOLDOWN: String = "PortalCooldown"
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val TAG_POS: String = "Pos"
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val TAG_ROTATION: String = "Rotation"
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val TAG_SILENT: String = "Silent"
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val TAG_SLEEPING_POS: String = "sleeping_pos"
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val TAG_UUID: String = "UUID"
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open var takeXpDelay: Int
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open var tickCount: Int
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val DataComponentGetter.toolComponent: Tool?
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val type: EntityType<out Any>
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open val vehicle: @Nullable Entity
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open var viewScale: Double
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val walkAnimation: WalkAnimationState
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val WILDCARD: ScoreHolder
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val LivingEntity.wouldBlockHit: Boolean
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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 addDeltaMovement(addend: Vec3)
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fun addEffect(effectInstance: MobEffectInstance): Boolean
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open fun addHideAttribute(properties: Item.Properties): Item.Properties
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open fun addItem(stack: ItemStack): 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 asLivingEntity(): @Nullable LivingEntity
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open fun attack(target: Entity)
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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 awardRecipes(recipes: Collection<RecipeHolder<out Any>>): Int
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open fun awardRecipesByKey(recipes: List<ResourceKey<Recipe<out Any>>>)
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open fun awardStat(statKey: Identifier)
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open fun baseTick()
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open fun blockActionRestricted(level: Level, pos: BlockPos, gameMode: GameType): Boolean
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fun LivingEntity.blockedByShield(source: DamageSource): Boolean
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open fun blockPosition(): BlockPos
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fun Entity.boxedDistanceTo(entity: Entity): Double

Allows to calculate the distance between the current entity and entity from the nearest corner of the bounding box

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open fun broadcastToPlayer(player: ServerPlayer): Boolean
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open fun calculateEntityAnimation(includeHeight: Boolean)
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open fun calculateFallDamage(fallDistance: Double, damageMultiplier: Float): Int
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fun calculateViewVector(xRot: Float, yRot: Float): Vec3
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open fun canAddPassenger(passenger: Entity): Boolean
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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 canBeCollidedWith(entity: @Nullable Entity): Boolean
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open fun canCollideWith(entity: Entity): Boolean
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open fun canDropItems(): Boolean
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open fun canEat(canAlwaysEat: Boolean): 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 canHarmPlayer(other: Player): Boolean
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open fun cannotAttackWithItem(stack: ItemStack, adjustTicks: Int): 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 causeExtraKnockback(entity: Entity, knockback: Float, deltaMovement: Vec3)
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open fun causeFallDamage(fallDistance: Double, damageMultiplier: Float, damageSource: DamageSource): Boolean
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open fun causeFoodExhaustion(exhaustion: Float)
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open fun checkBelowWorld()
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open fun checkDespawn()
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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 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 collidedWithFluid(fluid: FluidState, pos: BlockPos, from: Vec3, to: Vec3): Boolean
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open fun collidedWithShapeMovingFrom(from: Vec3, to: Vec3, boxes: List<AABB>): Boolean
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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 crit(entityHit: Entity)
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open fun damageSources(): DamageSources
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open fun debugInfo(): String
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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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open fun dismountTo(x: Double, y: Double, z: Double)
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open fun displayClientMessage(chatComponent: Component, actionBar: Boolean)
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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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fun Entity.doesCollideAt(pos: Vec3 = player.position()): Boolean

Check if the entity box collides with any block in the world at the given pos.

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fun Entity.doesNotCollideBelow(until: Double = -64.0): Boolean

Check if the entity collides with anything below his bounding box.

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open fun doesSourceIgnoreReceiver(entity: LivingEntity, player: ServerPlayer): Boolean
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open fun doHurtTarget(level: ServerLevel, source: Entity): Boolean
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open fun drop(itemStack: ItemStack, includeThrowerName: Boolean): @Nullable ItemEntity
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open fun dropAllLeashConnections(player: @Nullable Player): 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 ejectPassengers()
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open fun entityAttackRange(): AttackRange
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open fun equals(object: 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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fun Entity.findEntityInCrosshair(range: Double, rotation: Rotation, predicate: Predicate<Entity>? = null): EntityHitResult?
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open fun fireImmune(): Boolean
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open fun forceAddEffect(instance: MobEffectInstance, entity: @Nullable Entity)
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open fun forceSetRotation(yRot: Float, yRelative: Boolean, xRot: Float, xRelative: Boolean)
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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: @Nullable Entity)
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abstract fun gameMode(): @Nullable GameType
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open fun <T> get(component: DataComponentType<out T>): @Nullable 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 getActiveItem(): ItemStack
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fun LivingEntity.getActualHealth(fromScoreboard: Boolean = true): Float

Sometimes the server does not publish the actual entity health with its metadata. This function incorporates other sources to get the actual value.

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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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open fun <A> getAttached(type: AttachmentType<A>): @Nullable A
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open fun <A> getAttachedOrCreate(type: AttachmentType<A>, initializer: Supplier<A>): A
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open fun <A> getAttachedOrElse(type: AttachmentType<A>, defaultValue: @Nullable A): A
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open fun <A> getAttachedOrGet(type: AttachmentType<A>, defaultValue: Supplier<A>): A
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open fun <A> getAttachedOrSet(type: AttachmentType<A>, defaultValue: A): A
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open fun <A> getAttachedOrThrow(type: AttachmentType<A>): A
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fun getAttachments(): EntityAttachments
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open fun getAttackAnim(partialTick: Float): Float
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open fun getAttackStrengthScale(adjustTicks: Float): Float
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open fun getAttribute(attribute: Holder<Attribute>): @Nullable 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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fun DataComponentGetter.getAttributeValue(attribute: Holder<Attribute>, slot: EquipmentSlot? = null, baseValue: Double = attribute.value().defaultValue): Double
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open fun getAvailableSpaceBelow(distance: Double): Double
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open fun getBedOrientation(): @Nullable 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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fun getBoundingBox(): AABB
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fun Entity.getBoundingBoxAt(pos: Vec3): AABB
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open fun getBrain(): Brain<out Any>
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open fun getControlledVehicle(): @Nullable Entity
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open fun getControllingPassenger(): @Nullable LivingEntity
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open fun getCustomName(): @Nullable Component
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open fun getDamageAfterArmorAbsorb(damageSource: DamageSource, damageAmount: Float): Float
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open fun getDamageAfterMagicAbsorb(damageSource: DamageSource, damageAmount: Float): Float
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fun LivingEntity.getDamageFromExplosion(pos: Vec3, power: Float = 6.0f, explosionRange: Float = power * 2f, damageDistance: Float = explosionRange * explosionRange, exclude: Array<BlockPos>? = null, include: BlockPos? = null, maxBlastResistance: Float? = null, entityBoundingBox: AABB? = null): Float

See ExplosionDamageCalculator.getEntityDamageAmount.

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open fun getDefaultDimensions(pose: Pose): EntityDimensions
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open fun getDestroySpeed(state: BlockState): Float
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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>): @Nullable MobEffectInstance
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open fun getEffectBlendFactor(effect: Holder<MobEffect>, partialTick: Float): Float
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fun LivingEntity.getEffectiveDamage(source: DamageSource, damage: Float, ignoreShield: Boolean = false): Float

Applies armor, enchantments, effects, etc. to the damage and returns the damage that is actually applied. This function is so damn ugly that I turned off code smell analysis for it.

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open fun getEnchantedDamage(entity: Entity, damage: Float, damageSource: DamageSource): Float
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open fun getEnderChestInventory(): PlayerEnderChestContainer
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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: @Nullable Entity): Int
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fun LivingEntity.getExplosionDamageFromEntity(entity: Entity): Float
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fun LivingEntity.getExposureToExplosion(source: Vec3, exclude: Array<BlockPos>?, include: BlockPos?, maxBlastResistance: Float?, entityBoundingBox: AABB?): Float

Basically ServerExplosion.getSeenPercent but this method allows us to exclude blocks using exclude.

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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 getFallSounds(): LivingEntity.Fallsounds
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open fun getFeedbackDisplayName(): Component
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open fun getFirstPassenger(): @Nullable 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 getFoodData(): FoodData
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open fun getForward(): Vec3
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open fun getHandHoldingItemAngle(item: Item): Vec3
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open fun getHeadLookAngle(): Vec3
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open fun getHealth(): Float
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open fun getHurtDir(): Float
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open fun getIndirectPassengers(): Iterable<Entity>
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open fun getInputVector(relative: Vec3, motionScaler: Float, facing: Float): Vec3
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open fun getInterpolation(): InterpolationHandler
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open fun getItemBlockingWith(): @Nullable 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 getItemSwapScale(adjustTicks: Float): Float
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open fun getJumpPower(): Float
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open fun getKillCredit(): @Nullable LivingEntity
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open fun getKnownMovement(): Vec3
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open fun getKnownSpeed(): Vec3
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open fun getLastAttacker(): LivingEntity
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open fun getLastHurtByMob(): @Nullable LivingEntity
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open fun getLastHurtByPlayer(): @Nullable Player
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open fun getLightProbePosition(partialTick: Float): Vec3
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open fun getLivingEntity(): LivingEntity
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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(): @Nullable ItemStack
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open fun getPistonPushReaction(): PushReaction
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open fun getPose(): Pose
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fun getPosition(partialTick: 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 getRelativePortalPosition(axis: Direction.Axis, rectangle: BlockUtil.FoundRectangle): Vec3
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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 getScore(): Int
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open fun getSelfAndPassengers(): Stream<Entity>
abstract fun getSelfAndPassengers(): Stream<out EntityAccess>
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open fun getShoulderParrotLeft(): Optional<Parrot.Variant>
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open fun getShoulderParrotRight(): Optional<Parrot.Variant>
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open fun getSleepingPos(): Optional<BlockPos>
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open fun getSleepTimer(): Int
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open fun getSlot(index: Int): @Nullable SlotAccess
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open fun getSlotsFromRange(range: IntList): SlotCollection
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open fun getSoundSource(): SoundSource
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open fun getStringUUID(): String
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open fun getSwimAmount(partialTicks: Float): Float
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open fun getTeam(): @Nullable PlayerTeam
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open fun getTeamColor(): Int
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open fun getTicksFrozen(): Int
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open fun getTicksUsingItem(partialTick: Float): Float
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open fun <T> getTyped(component: DataComponentType<T>): @Nullable 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(partialTick: Float): Vec3
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open fun getViewXRot(partialTick: Float): Float
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open fun getViewYRot(partialTick: Float): Float
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open fun getVisibilityPercent(lookingEntity: @Nullable Entity): Double
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open fun getVoicePitch(): Float
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open fun getWardenSpawnTracker(): Optional<WardenSpawnTracker>
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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 giveExperienceLevels(levels: Int)
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open fun giveExperiencePoints(xpPoints: Int)
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open fun handleCreativeModeItemDrop(stack: ItemStack)
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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 hasAttached(type: AttachmentType<out Any>): Boolean
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open fun hasCorrectToolForDrops(state: BlockState): Boolean
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open fun hasEffect(effect: Holder<MobEffect>): Boolean
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open fun hashCode(): Int
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fun LivingEntity.hasHealthScoreboard(): Boolean
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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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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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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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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 increaseScore(score: Int)
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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 interactOn(entityToInteractOn: Entity, hand: InteractionHand): InteractionResult
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fun Entity.interpolateCurrentPosition(tickDelta: Float): Vec3
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fun Entity.interpolateCurrentRotation(tickDelta: Float): Rotation
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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: @Nullable 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 isChunkVisible(pos: ChunkPos, player: ServerPlayer): Boolean
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open fun isColliding(pos: BlockPos, state: BlockState): Boolean
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open fun isCreative(): Boolean
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open fun isCrouching(): Boolean
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open fun isDescending(): 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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fun Entity.isFacingBlock(eyes: Vec3 = this.eyePosition, targetPoint: Vec3, blockPos: BlockPos, expectedSide: Direction? = null, expectedMaxRange: Double? = null): Boolean

Allows you to check if a point is behind a wall

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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 isHurt(): Boolean
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open fun isInClouds(): Boolean
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open fun isInLava(): Boolean
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open fun isInLiquid(): 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 isJumping(): 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 isModelPartShown(part: PlayerModelPart): 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 isReallyFar(entity: LivingEntity, player: ServerPlayer): Boolean
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open fun isScoping(): Boolean
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open fun isSilent(): Boolean
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open fun isSleeping(): 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 isUnderWater(): Boolean
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open fun isUsingItem(): Boolean
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open fun isVehicle(): Boolean
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open fun isWithinAttackRange(box: AABB, range: Double): Boolean
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open fun isWithinBlockInteractionRange(pos: BlockPos, range: Double): Boolean
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open fun isWithinEntityInteractionRange(entity: Entity, range: Double): 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, damageSource: DamageSource): Boolean
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open fun knockback(strength: Double, x: Double, z: Double)
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fun Entity.lastRenderPos(): Vec3
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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(deltaMovement: Vec3)
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open fun level(): Level
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open fun load(input: ValueInput)
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open fun lookAt(anchor: EntityAnchorArgument.Anchor, target: Vec3)
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open fun magicCrit(entityHit: Entity)
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open fun makeSound(sound: @Nullable SoundEvent)
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open fun makeStuckInBlock(state: BlockState, motionMultiplier: Vec3)
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open fun makeWaypointConnectionWith(player: ServerPlayer): Optional<WaypointTransmitter.Connection>
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open fun maxUpStep(): Float
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open fun mayBuild(): Boolean
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open fun mayInteract(level: ServerLevel, pos: BlockPos): Boolean
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open fun mayUseItemAt(pos: BlockPos, facing: Direction, stack: ItemStack): Boolean
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open fun mirror(transformMirror: Mirror): Float
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open fun <A> modifyAttached(type: AttachmentType<A>, modifier: UnaryOperator<A>): @Nullable A
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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 nameAndId(): NameAndId
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open fun notifyLeasheeRemoved(leashHolder: Leashable)
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open fun notifyLeashHolder(leashHolder: Leashable)
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open fun offsetFromOwner(owner: ItemOwner, offset: Vec3): ItemOwner
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fun oldPosition(): Vec3
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open fun onAboveBubbleColumn(downwards: Boolean, pos: BlockPos)
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open fun <A> onAttachedSet(type: AttachmentType<A>): Event<AttachmentTarget.OnAttachedSet<A>>
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open fun onAttack()
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open fun onClientRemoval()
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open fun onClimbable(): Boolean
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open fun onEnchantmentPerformed(enchantedItem: ItemStack, levelCost: Int)
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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: @Nullable 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(dataAccessor: EntityDataAccessor<out Any>)
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open fun openCommandBlock(commandBlockEntity: CommandBlockEntity)
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open fun openDialog(dialog: Holder<Dialog>)
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open fun openHorseInventory(horse: AbstractHorse, inventory: Container)
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open fun openItemGui(stack: ItemStack, hand: InteractionHand)
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open fun openJigsawBlock(jigsawBlockEntity: JigsawBlockEntity)
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open fun openMenu(menu: @Nullable MenuProvider): OptionalInt
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open fun openMinecartCommandBlock(commandBlock: MinecartCommandBlock)
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open fun openNautilusInventory(nautilus: AbstractNautilus, inventory: Container)
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open fun openStructureBlock(structureEntity: StructureBlockEntity)
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open fun openTestBlock(testBlockEntity: TestBlockEntity)
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open fun openTestInstanceBlock(testInstanceBlockEntity: TestInstanceBlockEntity)
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open fun openTextEdit(signEntity: SignBlockEntity, isFrontText: Boolean)
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open fun permissions(): PermissionSet
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open fun pick(hitDistance: Double, partialTick: 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 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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open fun problemPath(): ProblemReporter.PathElement
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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
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open fun recreateFromPacket(packet: ClientboundAddEntityPacket)
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open fun registerDebugValues(level: ServerLevel, registration: DebugValueSource.Registration)
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open fun registryAccess(): RegistryAccess
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open fun releaseUsingItem()
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open fun rememberStabbedEntity(entity: Entity)
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open fun remove(reason: Entity.RemovalReason)
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open fun <A> removeAttached(type: AttachmentType<A>): @Nullable A
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open fun removeEffect(effect: Holder<MobEffect>): Boolean
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fun removeEffectNoUpdate(effect: Holder<MobEffect>): @Nullable MobEffectInstance
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open fun removeTag(tag: String): Boolean
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open fun removeVehicle()
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open fun resetForwardDirectionOfRelativePortalPosition(relativePortalPosition: Vec3): Vec3
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open fun resetRecipes(recipes: Collection<RecipeHolder<out Any>>): Int
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open fun resetStat(stat: Stat<out Any>)
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open fun restoreFrom(entity: Entity)
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open fun rideTick()
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open fun rotate(transformRotation: Rotation): Float
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open fun save(output: ValueOutput): Boolean
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open fun saveAsPassenger(output: ValueOutput): Boolean
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open fun saveWithoutId(output: ValueOutput)
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open fun sendEffectToPassengers(effectInstance: MobEffectInstance)
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open fun sendMerchantOffers(containerId: Int, offers: MerchantOffers, villagerLevel: Int, villagerXp: Int, showProgress: Boolean, canRestock: Boolean)
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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 <A> setAttached(type: AttachmentType<A>, value: @Nullable A): @Nullable A
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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: @Nullable 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 setHealth(health: Float)
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open fun setIgnoreFallDamageFromCurrentImpulse(ignoreFallDamageFromCurrentImpulse: Boolean)
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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)
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open fun setJumping(jumping: Boolean)
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open fun setLastHurtByMob(livingEntity: @Nullable 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 setLevelCallback(levelCallback: EntityInLevelCallback)
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open fun setMainArm(arm: HumanoidArm)
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open fun setNoActionTime(idleTime: Int)
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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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open fun setReducedDebugInfo(reducedDebugInfo: Boolean)
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fun setRemoved(removalReason: Entity.RemovalReason)
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open fun setScore(score: Int)
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open fun setSharedFlagOnFire(isOnFire: Boolean)
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open fun setShiftKeyDown(keyDown: Boolean)
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open fun setShoulderParrotLeft(variant: Optional<Parrot.Variant>)
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open fun setShoulderParrotRight(variant: Optional<Parrot.Variant>)
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open fun setSilent(isSilent: Boolean)
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open fun setSleepingPos(pos: BlockPos)
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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(yBodyRot: Float)
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open fun setYHeadRot(yHeadRot: Float)
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open fun shearOffAllLeashConnections(player: @Nullable Player): Boolean
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fun Entity?.shouldBeAttacked(enemyConf: Set<Targets> = GlobalSettingsTarget.combat): Boolean
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fun Entity.shouldBeShown(enemyConf: Set<Targets> = GlobalSettingsTarget.visual): Boolean
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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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open fun skipAttackInteraction(entity: Entity): Boolean
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open fun snapTo(pos: Vec3)
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open fun spawnAtLocation(level: ServerLevel, item: ItemLike): @Nullable ItemEntity
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open fun spawnItemParticles(stack: ItemStack, amount: Int)
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fun Entity.squareBoxedDistanceTo(entity: Entity, offsetPos: Vec3): Double
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fun Entity.squaredBoxedDistanceTo(entity: Entity): Double
fun Entity.squaredBoxedDistanceTo(otherPos: Vec3): Double
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open fun stabAttack(slot: EquipmentSlot, entity: Entity, damageAmount: Float, damage: Boolean, knockback: Boolean, dismount: Boolean): Boolean
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open fun stabbedEntities(predicate: Predicate<Entity>): Int
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open fun startAutoSpinAttack(ticks: Int, damage: Float, itemStack: ItemStack)
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open fun startFallFlying()
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fun startRiding(vehicle: Entity): Boolean
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open fun startSeenByPlayer(serverPlayer: ServerPlayer)
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open fun startSleepInBed(bedPos: BlockPos): Either<Player.BedSleepingProblem, Unit>
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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 stopSleepInBed(wakeImmediately: Boolean, updateLevelForSleepingPlayers: Boolean)
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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): @Nullable 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)
open 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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open fun triggerRecipeCrafted(recipe: RecipeHolder<out Any>, items: List<ItemStack>)
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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(fluidTag: TagKey<Fluid>, motionScale: Double): Boolean
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open fun updateSwimming()
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open fun updateTutorialInventoryAction(carried: ItemStack, clicked: ItemStack, action: ClickAction)
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open fun wasRecentlyStabbed(entity: Entity, contactCooldownTicks: Int): Boolean
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open fun waypointIcon(): Waypoint.Icon
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fun Player.wouldBeCloseToFallOff(position: Vec3): Boolean
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fun Entity.wouldFallIntoVoid(pos: Vec3, voidLevel: Double = -64.0, safetyExpand: Double = 0.0): Boolean

Check if the entity is likely falling to the void based on the given position and bounding box.