PlayerMixin_PeacefulDamage

abstract class PlayerMixin_PeacefulDamage : LivingEntity

Inherited functions

absMoveTo
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open fun absMoveTo(d: Double, e: Double, f: Double, g: Float, h: Float)
acceptsFailure
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open fun acceptsFailure(): Boolean
acceptsSuccess
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open fun acceptsSuccess(): Boolean
addAdditionalSaveData
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open fun addAdditionalSaveData(compoundTag: CompoundTag)
addDeltaMovement
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open fun addDeltaMovement(vec3: Vec3)
addEffect
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fun addEffect(mobEffectInstance: MobEffectInstance): Boolean
addTag
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open fun addTag(string: String): Boolean
aiStep
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open fun aiStep()
alwaysAccepts
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open fun alwaysAccepts(): Boolean
animateHurt
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open fun animateHurt(f: Float)
areAllEffectsAmbient
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open fun areAllEffectsAmbient(collection: Collection<MobEffectInstance>): Boolean
attackable
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open fun attackable(): Boolean
awardKillScore
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open fun awardKillScore(entity: Entity, i: Int, damageSource: DamageSource)
baseTick
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open fun baseTick()
blockPosition
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open fun blockPosition(): BlockPos
broadcastBreakEvent
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open fun broadcastBreakEvent(equipmentSlot: EquipmentSlot)
broadcastToPlayer
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open fun broadcastToPlayer(serverPlayer: ServerPlayer): Boolean
calculateEntityAnimation
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open fun calculateEntityAnimation(bl: Boolean)
canAttack
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open fun canAttack(livingEntity: LivingEntity): Boolean
canAttackType
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open fun canAttackType(entityType: EntityType<out Any>): Boolean
canBeAffected
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open fun canBeAffected(mobEffectInstance: MobEffectInstance): Boolean
canBeCollidedWith
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open fun canBeCollidedWith(): Boolean
canBeHitByProjectile
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open fun canBeHitByProjectile(): Boolean
canBeSeenAsEnemy
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open fun canBeSeenAsEnemy(): Boolean
canBeSeenByAnyone
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open fun canBeSeenByAnyone(): Boolean
canBreatheUnderwater
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open fun canBreatheUnderwater(): Boolean
canChangeDimensions
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open fun canChangeDimensions(): Boolean
canCollideWith
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open fun canCollideWith(entity: Entity): Boolean
canDisableShield
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open fun canDisableShield(): Boolean
canFreeze
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open fun canFreeze(): Boolean
canSpawnSoulSpeedParticle
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open fun canSpawnSoulSpeedParticle(): Boolean
canSpawnSprintParticle
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open fun canSpawnSprintParticle(): Boolean
canSprint
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open fun canSprint(): Boolean
canStandOnFluid
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open fun canStandOnFluid(fluidState: FluidState): Boolean
canTakeItem
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open fun canTakeItem(itemStack: ItemStack): Boolean
causeFallDamage
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open fun causeFallDamage(f: Float, g: Float, damageSource: DamageSource): Boolean
changeDimension
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open fun changeDimension(serverLevel: ServerLevel): Entity
checkBelowWorld
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open fun checkBelowWorld()
checkDespawn
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open fun checkDespawn()
checkSlowFallDistance
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open fun checkSlowFallDistance()
chunkPosition
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open fun chunkPosition(): ChunkPos
clearFire
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open fun clearFire()
clearSleepingPos
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open fun clearSleepingPos()
closerThan
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open fun closerThan(entity: Entity, d: Double): Boolean
collideBoundingBox
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open fun collideBoundingBox(entity: Entity, vec3: Vec3, aABB: AABB, level: Level, list: List<VoxelShape>): Vec3
copyPosition
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open fun copyPosition(entity: Entity)
createCommandSourceStack
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open fun createCommandSourceStack(): CommandSourceStack
createLivingAttributes
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open fun createLivingAttributes(): AttributeSupplier.Builder
damageSources
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open fun damageSources(): DamageSources
dampensVibrations
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open fun dampensVibrations(): Boolean
die
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open fun die(damageSource: DamageSource)
discard
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fun discard()
dismountsUnderwater
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open fun dismountsUnderwater(): Boolean
dismountTo
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open fun dismountTo(d: Double, e: Double, f: Double)
displayFireAnimation
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open fun displayFireAnimation(): Boolean
distanceTo
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open fun distanceTo(entity: Entity): Float
distanceToSqr
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open fun distanceToSqr(d: Double, e: Double, f: Double): Double
doEnchantDamageEffects
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open fun doEnchantDamageEffects(livingEntity: LivingEntity, entity: Entity)
doHurtTarget
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open fun doHurtTarget(entity: Entity): Boolean
eat
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open fun eat(level: Level, itemStack: ItemStack): ItemStack
ejectPassengers
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open fun ejectPassengers()
equals
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open fun equals(object: Any): Boolean
equipmentHasChanged
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open fun equipmentHasChanged(itemStack: ItemStack, itemStack2: ItemStack): Boolean
extinguishFire
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open fun extinguishFire()
fillCrashReportCategory
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open fun fillCrashReportCategory(crashReportCategory: CrashReportCategory)
fireImmune
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open fun fireImmune(): Boolean
forceAddEffect
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open fun forceAddEffect(mobEffectInstance: MobEffectInstance, entity: Entity)
gameEvent
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open fun gameEvent(gameEvent: GameEvent, entity: Entity)
getAbsorptionAmount
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open fun getAbsorptionAmount(): Float
getActiveEffects
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open fun getActiveEffects(): Collection<MobEffectInstance>
getActiveEffectsMap
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open fun getActiveEffectsMap(): Map<MobEffect, MobEffectInstance>
getAddEntityPacket
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open fun getAddEntityPacket(): Packet<ClientGamePacketListener>
getAirSupply
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open fun getAirSupply(): Int
getAllSlots
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open fun getAllSlots(): Iterable<ItemStack>
getArmorCoverPercentage
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open fun getArmorCoverPercentage(): Float
getArmorSlots
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abstract fun getArmorSlots(): Iterable<ItemStack>
getArmorValue
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open fun getArmorValue(): Int
getArrowCount
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fun getArrowCount(): Int
getAttackAnim
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open fun getAttackAnim(f: Float): Float
getAttribute
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open fun getAttribute(attribute: Attribute): AttributeInstance
getAttributeBaseValue
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open fun getAttributeBaseValue(holder: Holder<Attribute>): Double
getAttributes
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open fun getAttributes(): AttributeMap
getAttributeValue
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open fun getAttributeValue(holder: Holder<Attribute>): Double
getBbHeight
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fun getBbHeight(): Float
getBbWidth
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fun getBbWidth(): Float
getBedOrientation
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open fun getBedOrientation(): Direction
getBlockExplosionResistance
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open fun getBlockExplosionResistance(explosion: Explosion, blockGetter: BlockGetter, blockPos: BlockPos, blockState: BlockState, fluidState: FluidState, f: Float): Float
getBlockStateOn
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open fun getBlockStateOn(): BlockState
getBlockX
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fun getBlockX(): Int
getBlockY
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fun getBlockY(): Int
getBlockZ
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fun getBlockZ(): Int
getBoundingBox
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fun getBoundingBox(): AABB
getBoundingBoxForCulling
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open fun getBoundingBoxForCulling(): AABB
getBrain
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open fun getBrain(): Brain<out Any>
getCombatTracker
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open fun getCombatTracker(): CombatTracker
getCommandSenderWorld
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open fun getCommandSenderWorld(): Level
getControlledVehicle
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open fun getControlledVehicle(): Entity
getControllingPassenger
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open fun getControllingPassenger(): LivingEntity
getCustomName
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open fun getCustomName(): Component
getDeltaMovement
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open fun getDeltaMovement(): Vec3
getDimensionChangingDelay
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open fun getDimensionChangingDelay(): Int
getDimensions
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open fun getDimensions(pose: Pose): EntityDimensions
getDirection
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open fun getDirection(): Direction
getDismountLocationForPassenger
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open fun getDismountLocationForPassenger(livingEntity: LivingEntity): Vec3
getDismountPoses
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open fun getDismountPoses(): ImmutableList<Pose>
getDisplayName
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open fun getDisplayName(): Component
getEatingSound
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open fun getEatingSound(itemStack: ItemStack): SoundEvent
getEffect
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open fun getEffect(mobEffect: MobEffect): MobEffectInstance
getEntityData
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open fun getEntityData(): SynchedEntityData
getEquipmentSlotForItem
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open fun getEquipmentSlotForItem(itemStack: ItemStack): EquipmentSlot
getExperienceReward
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open fun getExperienceReward(): Int
getEyePosition
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fun getEyePosition(): Vec3
getEyeY
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open fun getEyeY(): Double
getFallFlyingTicks
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open fun getFallFlyingTicks(): Int
getFallSounds
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open fun getFallSounds(): LivingEntity.Fallsounds
getFeetBlockState
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open fun getFeetBlockState(): BlockState
getFirstPassenger
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open fun getFirstPassenger(): Entity
getFluidFallingAdjustedMovement
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open fun getFluidFallingAdjustedMovement(d: Double, bl: Boolean, vec3: Vec3): Vec3
getFluidHeight
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open fun getFluidHeight(tagKey: TagKey<Fluid>): Double
getFluidJumpThreshold
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open fun getFluidJumpThreshold(): Double
getForward
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open fun getForward(): Vec3
getHandHoldingItemAngle
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open fun getHandHoldingItemAngle(item: Item): Vec3
getHandSlots
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open fun getHandSlots(): Iterable<ItemStack>
getHealth
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open fun getHealth(): Float
getHurtDir
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open fun getHurtDir(): Float
getId
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open fun getId(): Int
getIndirectPassengers
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open fun getIndirectPassengers(): Iterable<Entity>
getItemBySlot
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abstract fun getItemBySlot(equipmentSlot: EquipmentSlot): ItemStack
getItemInHand
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open fun getItemInHand(interactionHand: InteractionHand): ItemStack
getJumpBoostPower
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open fun getJumpBoostPower(): Float
getKillCredit
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open fun getKillCredit(): LivingEntity
getLastAttacker
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open fun getLastAttacker(): LivingEntity
getLastClimbablePos
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open fun getLastClimbablePos(): Optional<BlockPos>
getLastDamageSource
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open fun getLastDamageSource(): DamageSource
getLastHurtByMob
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open fun getLastHurtByMob(): LivingEntity
getLastHurtByMobTimestamp
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open fun getLastHurtByMobTimestamp(): Int
getLastHurtMob
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open fun getLastHurtMob(): LivingEntity
getLastHurtMobTimestamp
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open fun getLastHurtMobTimestamp(): Int
getLeashOffset
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open fun getLeashOffset(f: Float): Vec3
getLightLevelDependentMagicValue
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open fun getLightLevelDependentMagicValue(): Float
getLightProbePosition
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open fun getLightProbePosition(f: Float): Vec3
getLocalBoundsForPose
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open fun getLocalBoundsForPose(pose: Pose): AABB
getLookAngle
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open fun getLookAngle(): Vec3
getLootTable
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open fun getLootTable(): ResourceLocation
getLootTableSeed
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open fun getLootTableSeed(): Long
getMainArm
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abstract fun getMainArm(): HumanoidArm
getMainHandItem
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open fun getMainHandItem(): ItemStack
getMaxAirSupply
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open fun getMaxAirSupply(): Int
getMaxFallDistance
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open fun getMaxFallDistance(): Int
getMaxHealth
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fun getMaxHealth(): Float
getMobType
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open fun getMobType(): MobType
getMotionDirection
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open fun getMotionDirection(): Direction
getMyRidingOffset
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open fun getMyRidingOffset(): Double
getName
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open fun getName(): Component
getNameTagOffsetY
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open fun getNameTagOffsetY(): Float
getNoActionTime
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open fun getNoActionTime(): Int
getOffhandItem
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open fun getOffhandItem(): ItemStack
getOnPos
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open fun getOnPos(): BlockPos
getOnPosLegacy
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open fun getOnPosLegacy(): BlockPos
getPassengers
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fun getPassengers(): List<Entity>
getPassengersAndSelf
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open fun getPassengersAndSelf(): Stream<Entity>
abstract fun getPassengersAndSelf(): Stream<out EntityAccess>
getPassengersRidingOffset
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open fun getPassengersRidingOffset(): Double
getPercentFrozen
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open fun getPercentFrozen(): Float
getPickRadius
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open fun getPickRadius(): Float
getPickResult
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open fun getPickResult(): ItemStack
getPistonPushReaction
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open fun getPistonPushReaction(): PushReaction
getPortalCooldown
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open fun getPortalCooldown(): Int
getPortalWaitTime
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open fun getPortalWaitTime(): Int
getPose
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open fun getPose(): Pose
getPosition
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fun getPosition(f: Float): Vec3
getPositionCodec
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open fun getPositionCodec(): VecDeltaCodec
getProjectile
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open fun getProjectile(itemStack: ItemStack): ItemStack
getRandom
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open fun getRandom(): RandomSource
getRandomX
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open fun getRandomX(d: Double): Double
getRandomY
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open fun getRandomY(): Double
getRandomZ
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open fun getRandomZ(d: Double): Double
getRemainingFireTicks
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open fun getRemainingFireTicks(): Int
getRemovalReason
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open fun getRemovalReason(): Entity.RemovalReason
getRootVehicle
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open fun getRootVehicle(): Entity
getRopeHoldPosition
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open fun getRopeHoldPosition(f: Float): Vec3
getRotationVector
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open fun getRotationVector(): Vec2
getScale
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open fun getScale(): Float
getScoreboardName
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open fun getScoreboardName(): String
getSelfAndPassengers
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open fun getSelfAndPassengers(): Stream<Entity>
abstract fun getSelfAndPassengers(): Stream<out EntityAccess>
getServer
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open fun getServer(): MinecraftServer
getSleepingPos
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open fun getSleepingPos(): Optional<BlockPos>
getSlot
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open fun getSlot(i: Int): SlotAccess
getSoundSource
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open fun getSoundSource(): SoundSource
getSpeed
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open fun getSpeed(): Float
getStingerCount
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fun getStingerCount(): Int
getStringUUID
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open fun getStringUUID(): String
getSwimAmount
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open fun getSwimAmount(f: Float): Float
getTags
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open fun getTags(): Set<String>
getTeam
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open fun getTeam(): Team
getTeamColor
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open fun getTeamColor(): Int
getTicksFrozen
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open fun getTicksFrozen(): Int
getTicksRequiredToFreeze
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open fun getTicksRequiredToFreeze(): Int
getTicksUsingItem
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open fun getTicksUsingItem(): Int
getType
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open fun getType(): EntityType<out Any>
getUpVector
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fun getUpVector(f: Float): Vec3
getUsedItemHand
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open fun getUsedItemHand(): InteractionHand
getUseItem
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open fun getUseItem(): ItemStack
getUseItemRemainingTicks
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open fun getUseItemRemainingTicks(): Int
getUUID
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open fun getUUID(): UUID
getVehicle
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open fun getVehicle(): Entity
getViewScale
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open fun getViewScale(): Double
getViewVector
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fun getViewVector(f: Float): Vec3
getViewXRot
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open fun getViewXRot(f: Float): Float
getViewYRot
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open fun getViewYRot(f: Float): Float
getVisibilityPercent
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open fun getVisibilityPercent(entity: Entity): Double
getVisualRotationYInDegrees
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open fun getVisualRotationYInDegrees(): Float
getVoicePitch
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open fun getVoicePitch(): Float
getX
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fun getX(): Double
getXRot
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open fun getXRot(): Float
getY
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fun getY(): Double
getYHeadRot
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open fun getYHeadRot(): Float
getYRot
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open fun getYRot(): Float
getZ
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fun getZ(): Double
handleDamageEvent
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open fun handleDamageEvent(damageSource: DamageSource)
handleEntityEvent
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open fun handleEntityEvent(b: Byte)
handleInsidePortal
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open fun handleInsidePortal(blockPos: BlockPos)
open fun handleRelativeFrictionAndCalculateMovement(vec3: Vec3, f: Float): Vec3
hasControllingPassenger
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fun hasControllingPassenger(): Boolean
hasCustomName
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open fun hasCustomName(): Boolean
hasEffect
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open fun hasEffect(mobEffect: MobEffect): Boolean
hasExactlyOnePlayerPassenger
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open fun hasExactlyOnePlayerPassenger(): Boolean
hasGlowingTag
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fun hasGlowingTag(): Boolean
hashCode
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open fun hashCode(): Int
hasIndirectPassenger
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open fun hasIndirectPassenger(entity: Entity): Boolean
hasItemInSlot
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open fun hasItemInSlot(equipmentSlot: EquipmentSlot): Boolean
hasLineOfSight
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open fun hasLineOfSight(entity: Entity): Boolean
hasPassenger
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open fun hasPassenger(entity: Entity): Boolean
hasPermissions
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open fun hasPermissions(i: Int): Boolean
hasPose
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open fun hasPose(pose: Pose): Boolean
heal
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open fun heal(f: Float)
hurt
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open fun hurt(damageSource: DamageSource, f: Float): Boolean
hurtArmor
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open fun hurtArmor(damageSource: DamageSource, f: Float)
hurtCurrentlyUsedShield
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open fun hurtCurrentlyUsedShield(f: Float)
hurtHelmet
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open fun hurtHelmet(damageSource: DamageSource, f: Float)
ignoreExplosion
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open fun ignoreExplosion(): Boolean
indicateDamage
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open fun indicateDamage(d: Double, e: Double)
interact
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open fun interact(player: Player, interactionHand: InteractionHand): InteractionResult
interactAt
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open fun interactAt(player: Player, vec3: Vec3, interactionHand: InteractionHand): InteractionResult
is
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open fun is(entity: Entity): Boolean
isAffectedByPotions
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open fun isAffectedByPotions(): Boolean
isAlive
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open fun isAlive(): Boolean
isAlliedTo
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open fun isAlliedTo(entity: Entity): Boolean
isAlwaysTicking
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open fun isAlwaysTicking(): Boolean
isAttackable
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open fun isAttackable(): Boolean
isAutoSpinAttack
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open fun isAutoSpinAttack(): Boolean
isBaby
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open fun isBaby(): Boolean
isBlocking
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open fun isBlocking(): Boolean
isColliding
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open fun isColliding(blockPos: BlockPos, blockState: BlockState): Boolean
isControlledByLocalInstance
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open fun isControlledByLocalInstance(): Boolean
isCrouching
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open fun isCrouching(): Boolean
isCurrentlyGlowing
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open fun isCurrentlyGlowing(): Boolean
isCustomNameVisible
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open fun isCustomNameVisible(): Boolean
isDamageSourceBlocked
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open fun isDamageSourceBlocked(damageSource: DamageSource): Boolean
isDeadOrDying
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open fun isDeadOrDying(): Boolean
isDescending
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open fun isDescending(): Boolean
isDiscrete
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open fun isDiscrete(): Boolean
isEffectiveAi
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open fun isEffectiveAi(): Boolean
isEyeInFluid
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open fun isEyeInFluid(tagKey: TagKey<Fluid>): Boolean
isFallFlying
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open fun isFallFlying(): Boolean
isFree
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open fun isFree(d: Double, e: Double, f: Double): Boolean
isFreezing
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open fun isFreezing(): Boolean
isFullyFrozen
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open fun isFullyFrozen(): Boolean
isHolding
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open fun isHolding(item: Item): Boolean
isIgnoringBlockTriggers
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open fun isIgnoringBlockTriggers(): Boolean
isInLava
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open fun isInLava(): Boolean
isInvertedHealAndHarm
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open fun isInvertedHealAndHarm(): Boolean
isInvisible
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open fun isInvisible(): Boolean
isInvisibleTo
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open fun isInvisibleTo(player: Player): Boolean
isInvulnerable
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open fun isInvulnerable(): Boolean
isInvulnerableTo
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open fun isInvulnerableTo(damageSource: DamageSource): Boolean
isInWall
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open fun isInWall(): Boolean
isInWater
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open fun isInWater(): Boolean
isInWaterOrBubble
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open fun isInWaterOrBubble(): Boolean
isInWaterOrRain
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open fun isInWaterOrRain(): Boolean
isInWaterRainOrBubble
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open fun isInWaterRainOrBubble(): Boolean
isNoGravity
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open fun isNoGravity(): Boolean
isOnFire
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open fun isOnFire(): Boolean
isOnPortalCooldown
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open fun isOnPortalCooldown(): Boolean
isOnRails
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open fun isOnRails(): Boolean
isPassenger
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open fun isPassenger(): Boolean
isPassengerOfSameVehicle
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open fun isPassengerOfSameVehicle(entity: Entity): Boolean
isPickable
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open fun isPickable(): Boolean
isPushable
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open fun isPushable(): Boolean
isPushedByFluid
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open fun isPushedByFluid(): Boolean
isRemoved
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fun isRemoved(): Boolean
isSensitiveToWater
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open fun isSensitiveToWater(): Boolean
isShiftKeyDown
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open fun isShiftKeyDown(): Boolean
isSilent
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open fun isSilent(): Boolean
isSleeping
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open fun isSleeping(): Boolean
isSpectator
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open fun isSpectator(): Boolean
isSprinting
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open fun isSprinting(): Boolean
isSteppingCarefully
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open fun isSteppingCarefully(): Boolean
isSupportedBy
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open fun isSupportedBy(blockPos: BlockPos): Boolean
isSuppressingBounce
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open fun isSuppressingBounce(): Boolean
isSuppressingSlidingDownLadder
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open fun isSuppressingSlidingDownLadder(): Boolean
isSwimming
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open fun isSwimming(): Boolean
isUnderWater
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open fun isUnderWater(): Boolean
isUsingItem
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open fun isUsingItem(): Boolean
isVehicle
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open fun isVehicle(): Boolean
isVisuallyCrawling
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open fun isVisuallyCrawling(): Boolean
isVisuallySwimming
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open fun isVisuallySwimming(): Boolean
kill
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open fun kill()
killedEntity
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open fun killedEntity(serverLevel: ServerLevel, livingEntity: LivingEntity): Boolean
knockback
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open fun knockback(d: Double, e: Double, f: Double)
lavaHurt
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open fun lavaHurt()
lerpHeadTo
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open fun lerpHeadTo(f: Float, i: Int)
lerpMotion
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open fun lerpMotion(d: Double, e: Double, f: Double)
lerpTo
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open fun lerpTo(d: Double, e: Double, f: Double, g: Float, h: Float, i: Int, bl: Boolean)
level
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open fun level(): Level
load
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open fun load(compoundTag: CompoundTag)
lookAt
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open fun lookAt(anchor: EntityAnchorArgument.Anchor, vec3: Vec3)
makeStuckInBlock
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open fun makeStuckInBlock(blockState: BlockState, vec3: Vec3)
maxUpStep
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open fun maxUpStep(): Float
mayInteract
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open fun mayInteract(level: Level, blockPos: BlockPos): Boolean
mirror
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open fun mirror(mirror: Mirror): Float
move
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open fun move(moverType: MoverType, vec3: Vec3)
moveRelative
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open fun moveRelative(f: Float, vec3: Vec3)
moveTo
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open fun moveTo(vec3: Vec3)
onAboveBubbleCol
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open fun onAboveBubbleCol(bl: Boolean)
onClientRemoval
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open fun onClientRemoval()
onClimbable
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open fun onClimbable(): Boolean
onEnterCombat
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open fun onEnterCombat()
onEquipItem
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open fun onEquipItem(equipmentSlot: EquipmentSlot, itemStack: ItemStack, itemStack2: ItemStack)
onGround
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open fun onGround(): Boolean
onInsideBubbleColumn
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open fun onInsideBubbleColumn(bl: Boolean)
onItemPickup
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open fun onItemPickup(itemEntity: ItemEntity)
onLeaveCombat
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open fun onLeaveCombat()
onlyOpCanSetNbt
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open fun onlyOpCanSetNbt(): Boolean
onPassengerTurned
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open fun onPassengerTurned(entity: Entity)
onSyncedDataUpdated
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open fun onSyncedDataUpdated(entityDataAccessor: EntityDataAccessor<out Any>)
pick
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open fun pick(d: Double, f: Float, bl: Boolean): HitResult
playerTouch
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open fun playerTouch(player: Player)
playSound
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open fun playSound(soundEvent: SoundEvent, f: Float, g: Float)
position
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open fun position(): Vec3
positionRider
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fun positionRider(entity: Entity)
push
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open fun push(entity: Entity)
randomTeleport
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open fun randomTeleport(d: Double, e: Double, f: Double, bl: Boolean): Boolean
readAdditionalSaveData
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open fun readAdditionalSaveData(compoundTag: CompoundTag)
recreateFromPacket
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open fun recreateFromPacket(clientboundAddEntityPacket: ClientboundAddEntityPacket)
refreshDimensions
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open fun refreshDimensions()
releaseUsingItem
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open fun releaseUsingItem()
remove
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open fun remove(removalReason: Entity.RemovalReason)
removeAllEffects
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open fun removeAllEffects(): Boolean
removeEffect
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open fun removeEffect(mobEffect: MobEffect): Boolean
removeEffectNoUpdate
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open fun removeEffectNoUpdate(mobEffect: MobEffect): MobEffectInstance
removeTag
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open fun removeTag(string: String): Boolean
removeVehicle
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open fun removeVehicle()
resetFallDistance
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open fun resetFallDistance()
open fun resetForwardDirectionOfRelativePortalPosition(vec3: Vec3): Vec3
restoreFrom
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open fun restoreFrom(entity: Entity)
rideTick
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open fun rideTick()
rotate
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open fun rotate(rotation: Rotation): Float
save
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open fun save(compoundTag: CompoundTag): Boolean
saveAsPassenger
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open fun saveAsPassenger(compoundTag: CompoundTag): Boolean
saveWithoutId
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open fun saveWithoutId(compoundTag: CompoundTag): CompoundTag
sendEffectToPassengers
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open fun sendEffectToPassengers(mobEffectInstance: MobEffectInstance)
sendSystemMessage
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open fun sendSystemMessage(component: Component)
setAbsorptionAmount
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open fun setAbsorptionAmount(f: Float)
setAirSupply
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open fun setAirSupply(i: Int)
setArrowCount
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fun setArrowCount(i: Int)
setBoundingBox
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fun setBoundingBox(aABB: AABB)
setCustomName
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open fun setCustomName(component: Component)
setCustomNameVisible
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open fun setCustomNameVisible(bl: Boolean)
setDeltaMovement
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open fun setDeltaMovement(vec3: Vec3)
setDiscardFriction
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open fun setDiscardFriction(bl: Boolean)
setGlowingTag
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fun setGlowingTag(bl: Boolean)
setHealth
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open fun setHealth(f: Float)
setId
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open fun setId(i: Int)
setInvisible
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open fun setInvisible(bl: Boolean)
setInvulnerable
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open fun setInvulnerable(bl: Boolean)
setIsInPowderSnow
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open fun setIsInPowderSnow(bl: Boolean)
setItemInHand
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open fun setItemInHand(interactionHand: InteractionHand, itemStack: ItemStack)
setItemSlot
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abstract fun setItemSlot(equipmentSlot: EquipmentSlot, itemStack: ItemStack)
setJumping
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open fun setJumping(bl: Boolean)
setLastHurtByMob
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open fun setLastHurtByMob(livingEntity: LivingEntity)
setLastHurtByPlayer
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open fun setLastHurtByPlayer(player: Player)
setLastHurtMob
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open fun setLastHurtMob(entity: Entity)
setLevelCallback
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open fun setLevelCallback(entityInLevelCallback: EntityInLevelCallback)
setMaxUpStep
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open fun setMaxUpStep(f: Float)
setNoActionTime
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open fun setNoActionTime(i: Int)
setNoGravity
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open fun setNoGravity(bl: Boolean)
setOldPosAndRot
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fun setOldPosAndRot()
setOnGround
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open fun setOnGround(bl: Boolean)
setOnGroundWithKnownMovement
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open fun setOnGroundWithKnownMovement(bl: Boolean, vec3: Vec3)
setPortalCooldown
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open fun setPortalCooldown()
setPos
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fun setPos(vec3: Vec3)
setPose
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open fun setPose(pose: Pose)
setPosRaw
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fun setPosRaw(d: Double, e: Double, f: Double)
setRecordPlayingNearby
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open fun setRecordPlayingNearby(blockPos: BlockPos, bl: Boolean)
setRemainingFireTicks
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open fun setRemainingFireTicks(i: Int)
setRemoved
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fun setRemoved(removalReason: Entity.RemovalReason)
setSecondsOnFire
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open fun setSecondsOnFire(i: Int)
setSharedFlagOnFire
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open fun setSharedFlagOnFire(bl: Boolean)
setShiftKeyDown
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open fun setShiftKeyDown(bl: Boolean)
setSilent
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open fun setSilent(bl: Boolean)
setSleepingPos
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open fun setSleepingPos(blockPos: BlockPos)
setSpeed
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open fun setSpeed(f: Float)
setSprinting
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open fun setSprinting(bl: Boolean)
setStingerCount
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fun setStingerCount(i: Int)
setSwimming
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open fun setSwimming(bl: Boolean)
setTicksFrozen
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open fun setTicksFrozen(i: Int)
setUUID
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open fun setUUID(uUID: UUID)
setViewScale
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open fun setViewScale(d: Double)
setXRot
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open fun setXRot(f: Float)
setYBodyRot
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open fun setYBodyRot(f: Float)
setYHeadRot
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open fun setYHeadRot(f: Float)
setYRot
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open fun setYRot(f: Float)
shouldBeSaved
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open fun shouldBeSaved(): Boolean
shouldBlockExplode
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open fun shouldBlockExplode(explosion: Explosion, blockGetter: BlockGetter, blockPos: BlockPos, blockState: BlockState, f: Float): Boolean
shouldDiscardFriction
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open fun shouldDiscardFriction(): Boolean
shouldDropExperience
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open fun shouldDropExperience(): Boolean
shouldInformAdmins
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open fun shouldInformAdmins(): Boolean
shouldRender
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open fun shouldRender(d: Double, e: Double, f: Double): Boolean
shouldRenderAtSqrDistance
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open fun shouldRenderAtSqrDistance(d: Double): Boolean
shouldShowName
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open fun shouldShowName(): Boolean
showVehicleHealth
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open fun showVehicleHealth(): Boolean
skipAttackInteraction
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open fun skipAttackInteraction(entity: Entity): Boolean
skipDropExperience
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open fun skipDropExperience()
spawnAtLocation
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open fun spawnAtLocation(itemLike: ItemLike): ItemEntity
startRiding
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open fun startRiding(entity: Entity): Boolean
startSeenByPlayer
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open fun startSeenByPlayer(serverPlayer: ServerPlayer)
startSleeping
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open fun startSleeping(blockPos: BlockPos)
startUsingItem
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open fun startUsingItem(interactionHand: InteractionHand)
stopRiding
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open fun stopRiding()
stopSeenByPlayer
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open fun stopSeenByPlayer(serverPlayer: ServerPlayer)
stopSleeping
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open fun stopSleeping()
stopUsingItem
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open fun stopUsingItem()
swing
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open fun swing(interactionHand: InteractionHand)
syncPacketPositionCodec
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open fun syncPacketPositionCodec(d: Double, e: Double, f: Double)
take
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open fun take(entity: Entity, i: Int)
teleportRelative
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open fun teleportRelative(d: Double, e: Double, f: Double)
teleportTo
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open fun teleportTo(d: Double, e: Double, f: Double)
open fun teleportTo(serverLevel: ServerLevel, d: Double, e: Double, f: Double, set: Set<RelativeMovement>, g: Float, h: Float): Boolean
teleportToWithTicket
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fun teleportToWithTicket(d: Double, e: Double, f: Double)
thunderHit
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open fun thunderHit(serverLevel: ServerLevel, lightningBolt: LightningBolt)
tick
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open fun tick()
toString
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open fun toString(): String
touchingUnloadedChunk
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open fun touchingUnloadedChunk(): Boolean
trackingPosition
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open fun trackingPosition(): Vec3
travel
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open fun travel(vec3: Vec3)
turn
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open fun turn(d: Double, e: Double)
unRide
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fun unRide()
updateDynamicGameEventListener
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open fun updateDynamicGameEventListener(biConsumer: BiConsumer<DynamicGameEventListener<out Any>, ServerLevel>)
updateFluidHeightAndDoFluidPushing
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open fun updateFluidHeightAndDoFluidPushing(tagKey: TagKey<Fluid>, d: Double): Boolean
updateSwimming
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open fun updateSwimming()
wasExperienceConsumed
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open fun wasExperienceConsumed(): Boolean