FakePlayer

class FakePlayer(server: MinecraftServer, level: ServerLevel, profile: GameProfile, val hasEvents: Boolean) : ServerPlayer

Constructors

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constructor(server: MinecraftServer, level: ServerLevel, profile: GameProfile, hasEvents: Boolean)

Properties

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open val abilities: Abilities?
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val activationType: ActivationType?
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open val activeEffects: Collection<MobEffectInstance?>?
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open val activeEffectsMap: Map<Holder<MobEffect?>?, MobEffectInstance?>?
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open val advancements: PlayerAdvancements?
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var adventure$displayName: Component?
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open val ageScale: Float
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open var airSupply: Int
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open val armorValue: Int
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val attachments: EntityAttachments?
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open val attributes: AttributeMap?
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@get:Nullable
open val bedOrientation: Direction?
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open val blockStateOn: BlockState?
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val blockX: Int
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val blockY: Int
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val blockZ: Int
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var boundingBox: AABB?
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open val brain: Brain<*>?
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open val bukkitEntity: CraftPlayer?
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@get:Nullable
open val bukkitEntityRaw: CraftEntity?
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open val bukkitLivingEntity: CraftLivingEntity?
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open val bukkitYaw: Float
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open var camera: Entity?
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@get:Nullable
open var chatSession: RemoteChatSession?
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open val chatVisibility: ChatVisiblity?
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open var chunkTrackingView: ChunkTrackingView?
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open val combatTracker: CombatTracker?
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var compassTarget: Location?
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var connection: ServerGamePacketListenerImpl?
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var containerMenu: AbstractContainerMenu?
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val containerSynchronizer: ContainerSynchronizer?
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@get:Nullable
open val controlledVehicle: Entity?
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@get:Nullable
open val controllingPassenger: LivingEntity?
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open val cooldowns: ItemCooldowns?
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val craftAttributes: CraftAttributeMap?
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@Nullable
var currentExplosionCause: Entity?
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@Nullable
var currentImpulseImpactPos: Vec3?
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@get:Nullable
open var customName: Component?
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open val deathSound: SoundEvent?
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open var deltaMovement: Vec3?
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open val direction: Direction?
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open val dismountPoses: ImmutableList<Pose>?
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open val displayName: Component?
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var drops: List<Entity.DefaultDrop?>?
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val elytraAnimationState: ElytraAnimationState?
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@get:Nullable
val encodeId: String?
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open val enderChestInventory: PlayerEnderChestContainer?
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open val enderPearls: Set<ThrownEnderpearl?>?
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open val entityData: SynchedEntityData?
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val eyePosition: Vec3?
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open val eyeY: Double
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open val fallSounds: LivingEntity.Fallsounds?
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open val feedbackDisplayName: Component?
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@get:Nullable
open val firstPassenger: Entity?
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@Nullable
var fishing: FishingHook?
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var flyingFallDamage: TriState?
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open val foodData: FoodData?
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open val forward: Vec3?
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var frictionState: TriState?
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val gameMode: ServerPlayerGameMode?
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open val gameProfile: GameProfile?
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open var health: Float
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open val hurtDir: Float
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open var id: Int
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open val inBlockState: BlockState?
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open val indirectPassengers: Iterable<Entity?>?
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open val interpolation: InterpolationHandler?
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open val inventory: Inventory?
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val inventoryMenu: InventoryMenu?
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open val ipAddress: String?
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open val isAlive: Boolean
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open val isBaby: Boolean
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open val isHurt: Boolean
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open val isInLava: Boolean
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open val isInRain: Boolean
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open val isInWall: Boolean
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open val isInWater: Boolean
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open var isJumping: Boolean
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open val isOnFire: Boolean
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open val isOnRails: Boolean
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open val isScoping: Boolean
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open var isSilent: Boolean
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open val isTicking: Boolean
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open val isVehicle: Boolean
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@get:Nullable
open val itemBlockingWith: ItemStack?
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@get:Nullable
open val killCredit: LivingEntity?
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open var knownMovement: Vec3?
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open val lastAttacker: LivingEntity?
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open var lastClientInput: Input?
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open val lastClientMoveIntent: Vec3?
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open val lastClimbablePos: Optional<BlockPos?>?
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@get:Nullable
open val lastDamageSource: DamageSource?
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open var lastDeathLocation: Optional<GlobalPos?>?
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@get:Nullable
open var lastHurtByMob: LivingEntity?
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@get:Nullable
open val lastHurtByPlayer: Player?
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@get:Nullable
open val lastHurtMob: LivingEntity?
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@Nullable
var lastKnownName: String?
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@Nullable
var lastLavaContact: BlockPos?
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open var lastSectionPos: SectionPos?
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@Nullable
var listName: Component?
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open val livingEntity: LivingEntity?
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open val lookAngle: Vec3?
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open val lootTable: Optional<ResourceKey<LootTable?>?>?
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open val luck: Float
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open var mainArm: HumanoidArm?
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open val mainHandItem: ItemStack?
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open val maxAirSupply: Int
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open val motionDirection: Direction?
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open val name: Component?
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open val nearestViewDirection: Direction?
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var newExp: Int
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open var noActionTime: Int
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@Nullable
val object: Any?
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open val offhandItem: ItemStack?
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open val onPos: BlockPos?
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open val onPosLegacy: BlockPos?
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@Nullable
var origin: Vec3?
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@Nullable
var originWorld: UUID?
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var particleStatus: ParticleStatus?
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val passengers: List<Entity?>?
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open val passengersAndSelf: Stream<Entity?>?
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open val pickRadius: Float
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@get:Nullable
open val pickResult: ItemStack?
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open val pistonPushReaction: PushReaction?
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@Nullable
var playerNaturallySpawnedEvent: PlayerNaturallySpawnCreaturesEvent?
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open val playerTime: Long
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@Nullable
var portalProcess: PortalProcessor?
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open var pose: Pose?
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open val positionCodec: VecDeltaCodec?
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val posLock: Any?
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@Nullable
var projectileSource: ProjectileSource?
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open val quadLeashHolderOffsets: Array<out Vec3?>?
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@Nullable
var queuedHealthUpdatePacket: ClientboundSetHealthPacket?
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@Nullable
var quitReason: PlayerQuitEvent.QuitReason?
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@get:Nullable
open var raidOmenPosition: BlockPos?
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open val random: RandomSource?
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open val randomY: Double
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open val recipeBook: ServerRecipeBook?
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@get:Nullable
open val removalReason: Entity.RemovalReason?
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@get:Nullable
open val respawnConfig: ServerPlayer.RespawnConfig?
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open val rootVehicle: Entity?
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open val rotationVector: Vec2?
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open var score: Int
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open val selfAndPassengers: Stream<Entity?>?
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open var shoulderEntityLeft: CompoundTag?
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open var shoulderEntityRight: CompoundTag?
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open var shoulderParrotLeft: Optional<Parrot.Variant?>?
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open var shoulderParrotRight: Optional<Parrot.Variant?>?
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open val sleepingPos: Optional<BlockPos?>?
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open val sleepTimer: Int
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open val soundSource: SoundSource?
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open val soundVolume: Float
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@Nullable
var spawnReason: CreatureSpawnEvent.SpawnReason?
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open var speed: Float
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open val stats: ServerStatsCounter?
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open val stringUUID: String?
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open val swimHighSpeedSplashSound: SoundEvent?
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open val swimSound: SoundEvent?
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open val swimSplashSound: SoundEvent?
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var swingingArm: InteractionHand?
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@get:Nullable
open val tabListDisplayName: Component?
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open val tabListOrder: Int
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open val tags: Set<String?>?
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@get:Nullable
open val team: PlayerTeam?
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open val teamColor: Int
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open val textFilter: TextFilter?
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open var ticksFrozen: Int
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open val type: EntityType<*>?
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open val usedItemHand: InteractionHand?
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open val useItem: ItemStack?
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open var uuid: UUID?
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@get:Nullable
open val vehicle: Entity?
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var visualFire: TriState?
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open val voicePitch: Float
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val walkAnimation: WalkAnimationState?
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open val wardenSpawnTracker: Optional<WardenSpawnTracker?>?
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@get:Nonnull
open val weaponItem: ItemStack
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@Nullable
var weatherType: WeatherType?
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val x: Double
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var xo: Double
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open var xRot: Float
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var xxa: Float
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val y: Double
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open var yHeadRot: Float
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var yo: Double
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open var yRot: Float
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var yya: Float
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val z: Double
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var zo: Double
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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)
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
open fun addEffect(effectInstance: MobEffectInstance?, @Nullable entity: Entity?): Boolean
open fun addEffect(effectInstance: MobEffectInstance?, cause: EntityPotionEffectEvent.Cause?): Boolean
open fun addEffect(effectInstance: MobEffectInstance?, @Nullable entity: Entity?, cause: EntityPotionEffectEvent.Cause?): Boolean
open fun addEffect(effectInstance: MobEffectInstance?, @Nullable entity: Entity?, cause: EntityPotionEffectEvent.Cause?, fireEvent: Boolean): Boolean
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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 applyEffectsFromBlocks(oldPosition: Vec3?, position: Vec3?)
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open fun applyItemBlocking(level: ServerLevel?, damageSource: DamageSource?, damageAmount: Float): Float
open fun applyItemBlocking(level: ServerLevel?, damageSource: DamageSource?, damageAmount: Float, dryRun: Boolean): Float
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@Nullable
open fun asLivingEntity(): 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<*>?>?): Int
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open fun awardRecipesByKey(recipes: List<ResourceKey<Recipe<*>?>?>?)
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open fun awardStat(statKey: ResourceLocation?)
open fun awardStat(stat: Stat<*>?)
open fun awardStat(stat: ResourceLocation?, increment: Int)
open fun awardStat(stat: Stat<*>?, amount: Int)
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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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open fun blockingItemEffects(level: ServerLevel?, damageSource: DamageSource?, f: Float)
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open fun blockPosition(): BlockPos?
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open fun broadcastToPlayer(player: ServerPlayer?): Boolean
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open fun calculateEntityAnimation(includeHeight: Boolean)
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fun calculateViewVector(xRot: Float, yRot: Float): Vec3?
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open fun canAttack(target: LivingEntity?): Boolean
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open fun canAttackType(entityType: EntityType<*>?): Boolean
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open fun canBeAffected(effectInstance: MobEffectInstance?): Boolean
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open fun canBeCollidedWith(@Nullable entity: Entity?): Boolean
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open fun canBlockAttack(damageSource: DamageSource?, damageAmount: Float): Boolean
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open fun canCollideWith(entity: Entity?): Boolean
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open fun canCollideWithBukkit(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 canHarmPlayer(other: Player?): Boolean
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open fun canInteractWithBlock(pos: BlockPos?, distance: Double): Boolean
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open fun canInteractWithEntity(entity: Entity?, distance: Double): Boolean
open fun canInteractWithEntity(boundingBox: AABB?, distance: Double): 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 causeFallDamage(fallDistance: Double, damageMultiplier: Float, damageSource: DamageSource?): Boolean
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open fun causeFoodExhaustion(exhaustion: Float)
open fun causeFoodExhaustion(exhaustion: Float, reason: EntityExhaustionEvent.ExhaustionReason?)
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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 clientInformation(): ClientInformation?
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open fun closeContainer()
open fun closeContainer(reason: InventoryCloseEvent.Reason?)
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open fun closerThan(entity: Entity?, distance: Double): Boolean
open fun closerThan(entity: Entity?, horizontalDistance: Double, verticalDistance: Double): Boolean
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open fun closeUnloadedInventory(reason: InventoryCloseEvent.Reason?)
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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 commandSource(): CommandSource?
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open fun copyPosition(entity: Entity?)
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open fun copyRespawnPosition(player: ServerPlayer?)
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open fun createCommandSourceStack(): CommandSourceStack?
open fun createCommandSourceStackForNameResolution(level: ServerLevel?): CommandSourceStack?
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open fun createCommonSpawnInfo(level: ServerLevel?): CommonPlayerSpawnInfo?
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open fun crit(target: Entity?)
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open fun damageSources(): DamageSources?
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open fun debugInfo(): String?
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open fun debugSubscriptions(): Set<DebugSubscription<*>?>?
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open fun deflection(projectile: Projectile?): ProjectileDeflection?
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open fun deregisterEnderPearl(enderPearl: ThrownEnderpearl?)
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open fun die(damageSource: DamageSource?)
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fun discard()
fun discard(@Nullable cause: EntityRemoveEvent.Cause?)
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open fun disconnect()
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open fun dismountTo(x: Double, y: Double, z: Double)
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open fun displayClientMessage(message: Component?, overlay: Boolean)
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open fun distanceTo(entity: Entity?): Float
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open fun distanceToSqr(entity: Entity?): Double
open fun distanceToSqr(pos: Vec3?): Double
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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open fun doCloseContainer()
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open fun doHurtTarget(level: ServerLevel?, target: Entity?): Boolean
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open fun doTick()
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open fun drop(dropStack: Boolean): Boolean
@Nullable
fun drop(stack: ItemStack?, randomizeMotion: Boolean, includeThrower: Boolean): ItemEntity?
open fun drop(droppedItem: ItemStack?, dropAround: Boolean, traceItem: Boolean, callEvent: Boolean, @Nullable entityOperation: Consumer<Item?>?): ItemEntity?
@Nullable
open fun drop(stack: ItemStack?, includeThrowerName: Boolean): ItemEntity?
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open fun dropAllLeashConnections(@Nullable player: Player?): Boolean
open fun dropAllLeashConnections(@Nullable player: Player?, @Nullable interactionHand: InteractionHand?): Boolean
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open fun dropFromEntityInteractLootTable(level: ServerLevel?, lootTable: ResourceKey<LootTable?>?, @Nullable entity: Entity?, tool: ItemStack?, dropConsumer: BiConsumer<ServerLevel?, ItemStack?>?): Boolean
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open fun dropFromGiftLootTable(level: ServerLevel?, lootTable: ResourceKey<LootTable?>?, dropConsumer: BiConsumer<ServerLevel?, ItemStack?>?): Boolean
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open fun dropFromLootTable(level: ServerLevel?, damageSource: DamageSource?, playerKill: Boolean, lootTable: ResourceKey<LootTable?>?)
open fun dropFromLootTable(level: ServerLevel?, damageSource: DamageSource?, playerKill: Boolean, lootTable: ResourceKey<LootTable?>?, dropConsumer: Consumer<ItemStack?>?)
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open fun ejectPassengers()
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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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@Nullable
open fun findRespawnPositionAndUseSpawnBlock(useCharge: Boolean, postTeleportTransition: TeleportTransition.PostTeleportTransition?, respawnReason: PlayerRespawnEvent.RespawnReason?): TeleportTransition?
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@Nullable
open fun findRespawnPositionAndUseSpawnBlock0(useCharge: Boolean, postTeleportTransition: TeleportTransition.PostTeleportTransition?, respawnReason: PlayerRespawnEvent.RespawnReason?): ServerPlayer.RespawnResult?
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open fun fireImmune(): Boolean
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open fun forceAddEffect(effectInstance: MobEffectInstance?, @Nullable entity: Entity?)
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open fun forceSetRotation(yRot: Float, yRelative: Boolean, xRot: Float, xRelative: Boolean)
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open fun fudgePositionAfterSizeChange(dimensions: EntityDimensions?): Boolean
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open fun gameEvent(gameEvent: Holder<GameEvent?>?)
open fun gameEvent(gameEvent: Holder<GameEvent?>?, @Nullable entity: Entity?)
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@Nonnull
open fun gameMode(): GameType
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@Nullable
open operator fun <T : Any?> get(component: DataComponentType<out T?>?): T?
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open fun getAddEntityPacket(entity: ServerEntity?): Packet<ClientGamePacketListener?>?
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open fun getAttackAnim(partialTick: Float): Float
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open fun getAttackStrengthScale(adjustTicks: Float): Float
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@Nullable
open fun getAttribute(attribute: Holder<Attribute?>?): 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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open fun getAvailableSpaceBelow(distance: Double): Double
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open fun getBlockExplosionResistance(explosion: Explosion?, level: BlockGetter?, pos: BlockPos?, state: BlockState?, fluidState: FluidState?, explosionPower: Float): Float
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fun getBoundingBoxAt(x: Double, y: Double, z: Double): AABB?
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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 getDismountLocationForPassenger(passenger: LivingEntity?): Vec3?
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@Nullable
open fun getEffect(effect: Holder<MobEffect?>?): MobEffectInstance?
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open fun getEffectBlendFactor(effect: Holder<MobEffect?>?, partialTick: Float): Float
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fun getEquipmentSlotForItem(stack: ItemStack?): EquipmentSlot?
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fun getExperienceReward(level: ServerLevel?, @Nullable killer: Entity?): Int
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open fun getExpReward(level: ServerLevel?, @Nullable entity: Entity?): Int
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open fun getFallDamageSound(height: Int): SoundEvent?
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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 getHandHoldingItemAngle(item: Item?): Vec3?
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open fun getHurtSound(damageSource: DamageSource?): SoundEvent?
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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 getLightProbePosition(partialTick: Float): Vec3?
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open fun getLocalBoundsForPose(pose: Pose?): AABB?
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open fun <T : Any?> getOrDefault(component: DataComponentType<out T?>?, defaultValue: T?): T?
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open fun getPassengerRidingPosition(entity: Entity?): Vec3?
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fun getPosition(partialTick: Float): Vec3?
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open fun getPreciseBodyRotation(partialTick: Float): Float
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open fun getProjectile(shootable: ItemStack?): ItemStack?
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open fun getRandomX(scale: Double): Double
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open fun getRandomZ(scale: Double): Double
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open fun getRayTrace(maxDistance: Int, fluidCollisionOption: ClipContext.Fluid?): HitResult?
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open fun getRelativePortalPosition(axis: Direction.Axis?, portal: BlockUtil.FoundRectangle?): Vec3?
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open fun getRopeHoldPosition(partialTick: Float): Vec3?
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open fun getSharedFlag(flag: Int): Boolean
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open fun getSlot(slot: Int): SlotAccess?
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open fun getSwimAmount(partialTick: Float): Float
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@Nullable
open fun getTargetEntity(maxDistance: Int): EntityHitResult?
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@Nullable
open fun <T : Any?> getTyped(component: DataComponentType<T?>?): TypedDataComponent<T?>?
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fun getUpVector(partialTick: Float): Vec3?
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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(@Nullable lookingEntity: Entity?): 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 hasContainerOpen(openersCounter: ContainerOpenersCounter?, pos: BlockPos?): 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 hasIndirectPassenger(entity: Entity?): Boolean
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open fun hasItemInSlot(slot: EquipmentSlot?): Boolean
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open fun hasLineOfSight(entity: Entity?): Boolean
open fun hasLineOfSight(entity: Entity?, block: ClipContext.Block?, fluid: ClipContext.Fluid?, y: Double): Boolean
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open fun hasPassenger(predicate: Predicate<Entity?>?): Boolean
open fun hasPassenger(entity: Entity?): Boolean
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open fun hasPermissions(permissionLevel: Int): Boolean
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open fun hasPose(pose: Pose?): Boolean
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open fun heal(amount: Float)
open fun heal(amount: Float, regainReason: EntityRegainHealthEvent.RegainReason?)
open fun heal(amount: Float, regainReason: EntityRegainHealthEvent.RegainReason?, isFastRegen: Boolean)
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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)
fun igniteForSeconds(seconds: Float, callEvent: Boolean)
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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 inactiveTick()
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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 initMenu(menu: AbstractContainerMenu?)
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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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open fun is(entity: Entity?): Boolean
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fun isAlliedTo(@Nullable entity: Entity?): Boolean
open fun isAlliedTo(@Nullable team: Team?): Boolean
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open fun isCollidable(ignoreClimbing: Boolean): Boolean
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open fun isColliding(pos: BlockPos?, state: BlockState?): 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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open fun isFree(x: Double, y: Double, z: Double): Boolean
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open fun isHolding(predicate: Predicate<ItemStack?>?): Boolean
open fun isHolding(item: Item?): 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 isLookingAtMe(entity: LivingEntity?, tolerance: Double, scaleByDistance: Boolean, visual: Boolean, vararg yValues: Double): Boolean
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open fun isModelPartShown(modelPart: PlayerModelPart?): Boolean
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open fun isPassengerOfSameVehicle(entity: Entity?): Boolean
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open fun isSupportedBy(pos: BlockPos?): 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)
open fun knockback(strength: Double, x: Double, z: Double, @Nullable attacker: Entity?, eventCause: EntityKnockbackEvent.Cause?)
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open fun lavaHurt()
open fun lavaHurt(@Nullable pos: BlockPos?)
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open fun lavaIgnite()
open fun lavaIgnite(@Nullable pos: BlockPos?)
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open fun lerpHeadTo(yRot: Float, steps: Int)
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open fun lerpMotion(movement: Vec3?)
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open fun level(): ServerLevel?
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open fun load(input: ValueInput?)
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open fun loadAndSpawnEnderPearls(input: ValueInput?)
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open fun loadAndSpawnParentVehicle(input: ValueInput?)
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open fun lookAt(fromAnchor: EntityAnchorArgument.Anchor?, entity: Entity?, toAnchor: EntityAnchorArgument.Anchor?)
open fun lookAt(anchor: EntityAnchorArgument.Anchor?, target: Vec3?)
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open fun magicCrit(target: Entity?)
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open fun makeSound(@Nullable sound: 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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fun moonrise$getChunkData(): ChunkData?
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fun moonrise$getChunkLoader(): RegionizedPlayerChunkLoader.PlayerChunkLoaderData?
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fun moonrise$getChunkStatus(): FullChunkStatus?
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fun moonrise$getTrackedEntity(): ChunkMap.TrackedEntity?
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fun moonrise$getViewDistanceHolder(): RegionizedPlayerChunkLoader.ViewDistanceHolder?
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fun moonrise$setChunkData(chunkData: ChunkData?)
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fun moonrise$setChunkLoader(loader: RegionizedPlayerChunkLoader.PlayerChunkLoaderData?)
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fun moonrise$setChunkStatus(status: FullChunkStatus?)
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fun moonrise$setTrackedEntity(trackedEntity: ChunkMap.TrackedEntity?)
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open fun move(type: MoverType?, movement: Vec3?)
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fun moveOrInterpolateTo(pos: Vec3?)
fun moveOrInterpolateTo(yRot: Float, xRot: Float)
fun moveOrInterpolateTo(pos: Optional<Vec3?>?, yRot: Optional<Float?>?, xRot: Optional<Float?>?)
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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fun oldPosition(): Vec3?
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open fun onAboveBubbleColumn(downwards: Boolean, pos: BlockPos?)
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open fun onClientRemoval()
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open fun onClimbable(): Boolean
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open fun onEnchantmentPerformed(enchantedItem: ItemStack?, cost: Int)
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open fun onEnterCombat()
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open fun onEquipItem(slot: EquipmentSlot?, oldItem: ItemStack?, newItem: ItemStack?)
open fun onEquipItem(slot: EquipmentSlot?, oldItem: ItemStack?, newItem: ItemStack?, silent: Boolean)
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open fun onEquippedItemBroken(item: Item?, slot: EquipmentSlot?)
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open fun onExplosionHit(@Nullable entity: Entity?)
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open fun onGround(): Boolean
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open fun onInsideBlock(state: BlockState?)
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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(dataValues: List<SynchedEntityData.DataValue<*>?>?)
open fun onSyncedDataUpdated(key: EntityDataAccessor<*>?)
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open fun openCommandBlock(commandBlock: 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(@Nullable menu: MenuProvider?): OptionalInt?
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open fun openMinecartCommandBlock(commandEntity: BaseCommandBlock?)
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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 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 playNotifySound(sound: SoundEvent?, source: SoundSource?, volume: Float, pitch: Float)
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open fun playSecondaryHurtSound(damageSource: DamageSource?)
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open fun playSound(sound: SoundEvent?)
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 postTick()
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open fun problemPath(): ProblemReporter.PathElement?
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open fun push(entity: Entity?)
open fun push(vector: Vec3?)
open fun push(x: Double, y: Double, z: Double)
open fun push(x: Double, y: Double, z: Double, @Nullable pushingEntity: Entity?)
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open fun randomTeleport(x: Double, y: Double, z: Double, broadcastTeleport: Boolean): Boolean
open fun randomTeleport(x: Double, y: Double, z: Double, broadcastTeleport: Boolean, cause: PlayerTeleportEvent.TeleportCause?): Optional<Boolean?>?
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open fun recreateFromPacket(packet: ClientboundAddEntityPacket?)
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open fun refreshEntityData(to: ServerPlayer?)
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open fun registerAndUpdateEnderPearlTicket(enderPearl: ThrownEnderpearl?): Long
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open fun registerDebugValues(level: ServerLevel?, registrar: DebugValueSource.Registration?)
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open fun registerEnderPearl(enderPearl: ThrownEnderpearl?)
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open fun registryAccess(): RegistryAccess?
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open fun releaseLeftShoulderEntity(): Entity?
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open fun releaseRightShoulderEntity(): Entity?
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open fun releaseUsingItem()
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open fun remove(reason: Entity.RemovalReason?)
open fun remove(reason: Entity.RemovalReason?, @Nullable eventCause: EntityRemoveEvent.Cause?)
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open fun removeAllEffects(cause: EntityPotionEffectEvent.Cause?): Boolean
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open fun removeEffect(effect: Holder<MobEffect?>?): Boolean
open fun removeEffect(effect: Holder<MobEffect?>?, cause: EntityPotionEffectEvent.Cause?): Boolean
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@Nullable
fun removeEffectNoUpdate(effect: Holder<MobEffect?>?): MobEffectInstance?
@Nullable
open fun removeEffectNoUpdate(effect: Holder<MobEffect?>?, cause: EntityPotionEffectEvent.Cause?): MobEffectInstance?
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open fun removeTag(tag: String?): Boolean
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open fun removeVehicle()
open fun removeVehicle(suppressCancellation: Boolean)
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open fun requestDebugSubscriptions(subscriptions: Set<DebugSubscription<*>?>?)
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open fun resendPossiblyDesyncedDataValues(keys: List<EntityDataAccessor<*>?>?, to: ServerPlayer?)
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open fun resendPossiblyDesyncedEntityData(player: ServerPlayer?)
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open fun reset()
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open fun resetRecipes(recipes: Collection<RecipeHolder<*>?>?): Int
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open fun resetSentInfo()
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open fun resetStat(stat: Stat<*>?)
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open fun resolveBlockedDamage(damageSource: DamageSource?, damageAmount: Float): Float
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open fun respawn()
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open fun restoreFrom(that: ServerPlayer?, keepEverything: Boolean)
open fun restoreFrom(entity: Entity?)
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open fun resyncUsingItem(serverPlayer: ServerPlayer?)
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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
open fun saveAsPassenger(output: ValueOutput?, includeAll: Boolean, includeNonSaveable: Boolean, forceSerialization: Boolean): Boolean
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open fun saveWithoutId(output: ValueOutput?)
open fun saveWithoutId(output: ValueOutput?, includeAll: Boolean, includeNonSaveable: Boolean, forceSerialization: Boolean)
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open fun sendChatMessage(message: OutgoingChatMessage?, filtered: Boolean, boundChatType: ChatType.Bound?)
open fun sendChatMessage(message: OutgoingChatMessage?, filtered: Boolean, boundChatType: ChatType.Bound?, @Nullable unsigned: Component?)
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open fun sendEffectToPassengers(effectInstance: MobEffectInstance?)
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open fun sendMerchantOffers(containerId: Int, offers: MerchantOffers?, level: Int, xp: Int, showProgress: Boolean, canRestock: Boolean)
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open fun sendServerStatus(serverStatus: ServerStatus?)
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open fun sendSystemMessage(message: Component?)
open fun sendSystemMessage(message: Component?, overlay: Boolean)
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open fun setAsInsidePortal(portal: Portal?, pos: BlockPos?)
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open fun setClientLoaded(clientLoaded: Boolean)
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open fun <T : Any?> setComponent(component: DataComponentType<T?>?, value: T?)
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open fun setDiscardFriction(discardFriction: Boolean)
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open fun setEntityOnShoulder(tag: CompoundTag?): Boolean
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open fun setExperienceLevels(level: Int)
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open fun setExperiencePoints(experiencePoints: Int)
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open fun setGameMode(gameMode: GameType?): Boolean
@Nullable
open fun setGameMode(gameMode: GameType?, cause: PlayerGameModeChangeEvent.Cause?, @Nullable message: Component?): PlayerGameModeChangeEvent?
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fun setGlowingTag(hasGlowingTag: Boolean)
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open fun setIgnoreFallDamageFromCurrentImpulse(ignoreFallDamageFromCurrentImpulse: 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?)
open fun setItemSlot(slot: EquipmentSlot?, stack: ItemStack?, silent: Boolean)
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open fun setLastHurtByPlayer(uuid: UUID?, memoryTime: Int)
open fun setLastHurtByPlayer(player: Player?, memoryTime: Int)
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open fun setLastHurtMob(entity: Entity?)
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open fun setLevel(level: Level?)
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open fun setLevelCallback(levelCallback: EntityInLevelCallback?)
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open fun setLivingEntityFlag(key: Int, value: Boolean)
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fun setOldPosAndRot(pos: Vec3?, yRot: Float, xRot: Float)
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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?)
open fun setOnGroundWithMovement(onGround: Boolean, horizontalCollision: Boolean, movement: Vec3?)
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open fun setPlayerWeather(type: WeatherType?, plugin: Boolean)
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fun setPos(pos: Vec3?)
open fun setPos(x: Double, y: Double, z: Double)
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fun setPosRaw(x: Double, y: Double, z: Double)
fun setPosRaw(x: Double, y: Double, z: Double, forceBoundingBoxUpdate: Boolean)
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open fun setRecordPlayingNearby(jukebox: BlockPos?, partyParrot: Boolean)
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open fun setRemoved(removalReason: Entity.RemovalReason?)
fun setRemoved(removalReason: Entity.RemovalReason?, @Nullable cause: EntityRemoveEvent.Cause?)
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open fun setRespawnPosition(@Nullable respawnConfig: ServerPlayer.RespawnConfig?, displayInChat: Boolean)
open fun setRespawnPosition(@Nullable respawnConfig: ServerPlayer.RespawnConfig?, displayInChat: Boolean, cause: PlayerSetSpawnEvent.Cause?): Boolean
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open fun setRot(yRot: Float, xRot: Float)
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open fun setServerLevel(level: ServerLevel?)
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open fun setSharedFlag(flag: Int, set: Boolean)
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open fun setSharedFlagOnFire(isOnFire: Boolean)
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open fun setSleepingPos(pos: BlockPos?)
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open fun setSpawnExtraParticlesOnFall(spawnExtraParticlesOnFall: Boolean)
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open fun setYBodyRot(offset: Float)
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open fun shearOffAllLeashConnections(@Nullable player: Player?): Boolean
open fun shearOffAllLeashConnections(@Nullable player: Player?, @Nullable interactionHand: InteractionHand?): Boolean
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open fun shouldBlockExplode(explosion: Explosion?, level: BlockGetter?, pos: BlockPos?, state: BlockState?, explosionPower: Float): Boolean
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open fun shouldFilterMessageTo(player: ServerPlayer?): Boolean
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open fun shouldRender(x: Double, y: Double, z: Double): Boolean
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open fun showEndCredits()
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open fun skipAttackInteraction(entity: Entity?): Boolean
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open fun snapTo(pos: Vec3?)
open fun snapTo(x: Double, y: Double, z: Double)
open fun snapTo(pos: BlockPos?, yRot: Float, xRot: Float)
open fun snapTo(pos: Vec3?, yRot: Float, xRot: Float)
open fun snapTo(x: Double, y: Double, z: Double, yRot: Float, xRot: Float)
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@Nullable
open fun spawnAtLocation(level: ServerLevel?, itemEntity: ItemEntity?): ItemEntity?
@Nullable
open fun spawnAtLocation(level: ServerLevel?, stack: ItemStack?): ItemEntity?
@Nullable
open fun spawnAtLocation(level: ServerLevel?, item: ItemLike?): ItemEntity?
@Nullable
open fun spawnAtLocation(level: ServerLevel?, stack: ItemStack?, yOffset: Float): ItemEntity?
@Nullable
open fun spawnAtLocation(level: ServerLevel?, stack: ItemStack?, offset: Vec3?): ItemEntity?
@Nullable
open fun spawnAtLocation(level: ServerLevel?, stack: ItemStack?, offset: Vec3?, @Nullable delayedAddConsumer: Consumer<in ItemEntity?>?): ItemEntity?
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open fun spawnIn(level: ServerLevel?)
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open fun spawnItemParticles(stack: ItemStack?, amount: Int)
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open fun startAutoSpinAttack(ticks: Int, damageAmount: Float, stack: ItemStack?)
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open fun startFallFlying()
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fun startRiding(entity: Entity?): Boolean
open fun startRiding(entity: Entity?, force: Boolean, triggerEvents: Boolean): Boolean
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open fun startSeenByPlayer(player: ServerPlayer?)
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open fun startSleepInBed(bedPos: BlockPos?): Either<Player.BedSleepingProblem?, Unit?>?
open fun startSleepInBed(bedPos: BlockPos?, force: Boolean): Either<Player.BedSleepingProblem?, Unit?>?
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open fun startSleeping(pos: BlockPos?)
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open fun startUsingItem(hand: InteractionHand?)
open fun startUsingItem(hand: InteractionHand?, forceUpdate: Boolean)
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open fun stopFallFlying()
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open fun stopRiding()
open fun stopRiding(suppressCancellation: Boolean)
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open fun stopSeenByPlayer(player: 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 sweepAttack()
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open fun swing(hand: InteractionHand?)
open fun swing(hand: InteractionHand?, updateSelf: Boolean)
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open fun take(entity: Entity?, quantity: Int)
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@Nullable
open fun teleport(teleportTransition: TeleportTransition?): ServerPlayer?
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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?>?)
open fun teleportSetPosition(currentPos: PositionMoveRotation?, afterPos: PositionMoveRotation?, relatives: Set<Relative?>?)
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open fun teleportTo(x: Double, y: Double, z: Double, cause: PlayerTeleportEvent.TeleportCause?)
open fun teleportTo(x: Double, y: Double, z: Double)
fun teleportTo(level: ServerLevel?, x: Double, y: Double, z: Double, relativeMovements: Set<Relative?>?, yaw: Float, pitch: Float, setCamera: Boolean): Boolean
open fun teleportTo(level: ServerLevel?, x: Double, y: Double, z: Double, relativeMovements: Set<Relative?>?, yaw: Float, pitch: Float, setCamera: Boolean, cause: PlayerTeleportEvent.TeleportCause?): 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 tickWeather()
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open fun trackingPosition(): Vec3?
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open fun travel(travelVector: Vec3?)
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open fun triggerDimensionChangeTriggers(level: ServerLevel?)
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open fun triggerRecipeCrafted(recipe: RecipeHolder<*>?, 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<*>?, ServerLevel?>?)
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open fun updateFluidHeightAndDoFluidPushing(fluid: TagKey<Fluid?>?, flowScale: Double): Boolean
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open fun updateOptions(clientInformation: ClientInformation?)
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open fun updateOptionsNoEvents(clientInformation: ClientInformation?)
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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 updateWeather(oldRain: Float, newRain: Float, oldThunder: Float, newThunder: Float)
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open fun waypointIcon(): Waypoint.Icon?