FakePlayer
class FakePlayer(server: MinecraftServer, level: ServerLevel, profile: GameProfile, val hasEvents: Boolean) : ServerPlayer
Properties
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Functions
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open fun activeLocationDependentEnchantments(slot: EquipmentSlot?): Map<Enchantment?, Set<EnchantmentLocationBasedEffect?>?>?
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open fun applyItemBlocking(level: ServerLevel?, source: DamageSource?, damage: Float, dryRun: Boolean): Float
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open fun causeFallDamage(fallDistance: Double, damageModifier: Float, damageSource: DamageSource?): Boolean
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open fun collidedWithFluid(fluidState: FluidState?, blockPos: BlockPos?, from: Vec3?, to: Vec3?): Boolean
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open fun dropAllLeashConnections(player: @Nullable Player?, hand: @Nullable InteractionHand?): Boolean
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open fun dropFromEntityInteractLootTable(level: ServerLevel?, key: ResourceKey<LootTable?>?, interactingEntity: @Nullable Entity?, tool: ItemInstance?, consumer: BiConsumer<ServerLevel?, ItemStack?>?): Boolean
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open fun dropFromGiftLootTable(level: ServerLevel?, key: ResourceKey<LootTable?>?, consumer: BiConsumer<ServerLevel?, ItemStack?>?): Boolean
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open fun dropFromLootTable(level: ServerLevel?, source: DamageSource?, playerKilled: Boolean, lootTable: ResourceKey<LootTable?>?)
open fun dropFromLootTable(level: ServerLevel?, source: DamageSource?, playerKilled: Boolean, lootTable: ResourceKey<LootTable?>?, itemStackConsumer: Consumer<ItemStack?>?)
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open fun findRespawnPositionAndUseSpawnBlock(consumeSpawnBlock: Boolean, postTeleportTransition: TeleportTransition.PostTeleportTransition?, respawnReason: PlayerRespawnEvent.RespawnReason?): @Nullable TeleportTransition?
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open fun findRespawnPositionAndUseSpawnBlock0(consumeSpawnBlock: Boolean, postTeleportTransition: TeleportTransition.PostTeleportTransition?, respawnReason: PlayerRespawnEvent.RespawnReason?): @Nullable ServerPlayer.RespawnResult?
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open fun getBlockExplosionResistance(explosion: Explosion?, level: BlockGetter?, pos: BlockPos?, block: BlockState?, fluid: FluidState?, resistance: Float): Float
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open fun getFluidFallingAdjustedMovement(baseGravity: Double, isFalling: Boolean, movement: Vec3?): Vec3?
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open fun getRelativePortalPosition(axis: Direction.Axis?, portalArea: BlockUtil.FoundRectangle?): Vec3?
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open fun hasLineOfSight(target: Entity?, blockCollidingContext: ClipContext.Block?, fluidCollidingContext: ClipContext.Fluid?, eyeHeight: Double): Boolean
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open fun makeWaypointConnectionWith(player: ServerPlayer?): Optional<WaypointTransmitter.Connection?>?
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open fun onEquipItem(slot: EquipmentSlot?, oldStack: ItemStack?, stack: ItemStack?, silent: Boolean)
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open fun removeEffectNoUpdate(effect: Holder<MobEffect?>?, cause: EntityPotionEffectEvent.Cause?): @Nullable MobEffectInstance?
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open fun resendPossiblyDesyncedDataValues(accessors: List<EntityDataAccessor<*>?>?, to: ServerPlayer?)
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open fun saveAsPassenger(output: ValueOutput?, includeAll: Boolean, includeNonSaveable: Boolean, forceSerialization: Boolean): Boolean
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open fun saveWithoutId(output: ValueOutput?, includeAll: Boolean, includeNonSaveable: Boolean, forceSerialization: Boolean)
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open fun sendChatMessage(message: OutgoingChatMessage?, filtered: Boolean, chatType: ChatType.Bound?)
open fun sendChatMessage(message: OutgoingChatMessage?, filtered: Boolean, chatType: ChatType.Bound?, unsigned: @Nullable Component?)
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open fun setGameMode(mode: GameType?, cause: PlayerGameModeChangeEvent.Cause?, message: @Nullable Component?): @Nullable PlayerGameModeChangeEvent?
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open fun setIgnoreFallDamageFromCurrentImpulse(ignoreFallDamage: Boolean, newImpulseImpactPos: Vec3?)
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open fun setRespawnPosition(respawnConfig: @Nullable ServerPlayer.RespawnConfig?, showMessage: Boolean)
open fun setRespawnPosition(respawnConfig: @Nullable ServerPlayer.RespawnConfig?, showMessage: Boolean, cause: PlayerSetSpawnEvent.Cause?): Boolean
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open fun shearOffAllLeashConnections(player: @Nullable Player?, hand: @Nullable InteractionHand?): Boolean
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open fun shouldBlockExplode(explosion: Explosion?, level: BlockGetter?, pos: BlockPos?, state: BlockState?, power: Float): Boolean
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open fun spawnAtLocation(level: ServerLevel?, itemStack: ItemStack?, offset: Float): @Nullable ItemEntity?
open fun spawnAtLocation(level: ServerLevel?, itemStack: ItemStack?, offset: Vec3?): @Nullable ItemEntity?
open fun spawnAtLocation(level: ServerLevel?, itemStack: ItemStack?, offset: Vec3?, delayedAddConsumer: @Nullable Consumer<in ItemEntity?>?): @Nullable ItemEntity?
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open fun startSleepInBed(pos: BlockPos?, force: Boolean): Either<Player.BedSleepingProblem?, Unit?>?
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open fun teleportSetPosition(currentValues: PositionMoveRotation?, destination: PositionMoveRotation?, relatives: Set<Relative?>?)
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open fun updateDynamicGameEventListener(action: BiConsumer<DynamicGameEventListener<*>?, ServerLevel?>?)
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open fun updateTutorialInventoryAction(itemCarried: ItemStack?, itemInSlot: ItemStack?, clickAction: ClickAction?)
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