Package-level declarations

Functions

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inline fun BlockGetter.clip(from: Vec3, to: Vec3, block: ClipContext.Block, fluid: ClipContext.Fluid, entity: Entity): BlockHitResult
inline fun BlockGetter.clip(from: Vec3, to: Vec3, block: ClipContext.Block, fluid: ClipContext.Fluid, collisionContext: CollisionContext): BlockHitResult
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fun findEntityInCrosshair(range: Double, rotation: Rotation, predicate: Predicate<Entity>? = null): EntityHitResult?
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fun Entity.findEntityInCrosshair(range: Double, rotation: Rotation, predicate: Predicate<Entity>? = null): EntityHitResult?
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fun hasLineOfSight(eyes: Vec3, vec3: Vec3, entity: Entity = player): Boolean

Allows you to check if a point is behind a wall

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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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fun isLookingAtEntity(toEntity: Entity, range: Double, rotation: Rotation): EntityHitResult?

Ray-traces from the current camera entity and returns a hit result when the traced entity equals toEntity.

fun isLookingAtEntity(fromEntity: Entity = mc.cameraEntity!!, toEntity: Entity, rotation: Rotation, range: Double, throughWallsRange: Double): EntityHitResult?

Ray-traces from fromEntity and validates whether toEntity is hit with the given rotation.

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fun raytraceBlock(range: Double, rotation: Rotation = RotationManager.currentRotation ?: player.rotation, pos: BlockPos, state: BlockState): BlockHitResult?
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fun rayTraceCollidingBlocks(start: Vec3, end: Vec3): BlockHitResult?
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fun traceFromPlayer(rotation: Rotation = RotationManager.currentRotation ?: player.rotation, range: Double = max(player.blockInteractionRange(), player.entityInteractionRange()), block: ClipContext.Block = ClipContext.Block.OUTLINE, includeFluids: Boolean = false, tickDelta: Float = 1.0f): BlockHitResult
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fun traceFromPoint(range: Double = max(player.blockInteractionRange(), player.entityInteractionRange()), block: ClipContext.Block = ClipContext.Block.OUTLINE, includeFluids: Boolean = false, start: Vec3, direction: Vec3, entity: Entity = mc.cameraEntity!!): BlockHitResult