Throwable
extends Projectile
in package
Table of Contents
- MOTION_THRESHOLD = 1.0E-5
- STEP_CLIP_MULTIPLIER = 0.4
- $boundingBox : AxisAlignedBB
- $canCollide : bool
- $fallDistance : float
- $isCollided : bool
- $isCollidedHorizontally : bool
- $isCollidedVertically : bool
- $keepMovement : bool
- $lastUpdate : int
- $noDamageTicks : int
- $onGround : bool
- $size : EntitySizeInfo
- $ticksLived : int
- $alwaysShowNameTag : bool
- $attributeMap : AttributeMap
- $blockHit : Block|null
- $blocksAround : array<string|int, Block>|null
- $canClimb : bool
- $canClimbWalls : bool
- $closed : bool
- $damage : float
- $drag : mixed
- $fireTicks : int
- $forceMovementUpdate : bool
- $gravity : mixed
- $gravityEnabled : bool
- $hasSpawned : array<string|int, Player>
- $id : int
- $immobile : bool
- $invisible : bool
- $isStatic : bool
- $justCreated : bool
- $lastDamageCause : EntityDamageEvent|null
- $lastLocation : Location
- $lastMotion : Vector3
- $location : Location
- $motion : Vector3
- $nameTag : string
- $nameTagVisible : bool
- $networkPropertiesDirty : bool
- $ownerId : int|null
- $scale : float
- $scoreTag : string
- $server : Server
- $silent : bool
- $stepHeight : float
- $targetId : int|null
- $timings : TimingsHandler
- $ySize : float
- $closeInFlight : bool
- $entityCount : int
- $health : float
- $maxHealth : int
- $needsDespawn : bool
- $networkProperties : EntityMetadataCollection
- $savedWithChunk : bool
- __construct() : mixed
- __destruct() : mixed
- __toString() : mixed
- addMotion() : void
- Adds the given values to the entity's motion vector.
- attack() : void
- broadcastAnimation() : void
- broadcastSound() : void
- Broadcasts a sound caused by the entity. If the entity is considered "silent", the sound will be dropped.
- canBeCollidedWith() : bool
- canBeMovedByCurrents() : bool
- Returns whether this entity can be moved by currents in liquids.
- canClimb() : bool
- Returns whether the entity is able to climb blocks such as ladders or vines.
- canClimbWalls() : bool
- Returns whether this entity is climbing a block. By default this is only true if the entity is climbing a ladder or vine or similar block.
- canCollideWith() : bool
- canSaveWithChunk() : bool
- Returns whether this entity will be saved when its chunk is unloaded.
- close() : void
- Closes the entity and frees attached references.
- despawnFrom() : void
- despawnFromAll() : void
- extinguish() : void
- flagForDespawn() : void
- Flags the entity to be removed from the world on the next tick.
- getAttributeMap() : AttributeMap
- getBaseDamage() : float
- Returns the base damage applied on collision. This is multiplied by the projectile's speed to give a result damage.
- getBoundingBox() : AxisAlignedBB
- getDirectionPlane() : Vector2
- getDirectionVector() : Vector3
- getEyeHeight() : float
- getEyePos() : Vector3
- getFallDistance() : float
- getFireTicks() : int
- getHealth() : float
- getHorizontalFacing() : int
- getId() : int
- getLastDamageCause() : EntityDamageEvent|null
- getLocation() : Location
- getMaxHealth() : int
- getMotion() : Vector3
- getNameTag() : string
- getNetworkProperties() : EntityMetadataCollection
- getNetworkTypeId() : string
- getOffsetPosition() : Vector3
- getOwningEntity() : Entity|null
- Returns the owning entity, or null if the entity was not found.
- getOwningEntityId() : int|null
- Returns the entity ID of the owning entity, or null if the entity doesn't have an owner.
- getPosition() : Position
- getResultDamage() : int
- Returns the amount of damage this projectile will deal to the entity it hits.
- getScale() : float
- getScoreTag() : string|null
- getTargetEntity() : Entity|null
- Returns the entity's target entity, or null if not found.
- getTargetEntityId() : int|null
- Returns the entity ID of the entity's target, or null if it doesn't have a target.
- getViewers() : array<string|int, Player>
- getWorld() : World
- hasGravity() : bool
- hasMovementUpdate() : bool
- Returns whether the entity needs a movement update on the next tick.
- heal() : void
- isAlive() : bool
- isClosed() : bool
- Returns whether the entity has been "closed".
- isFireProof() : bool
- isFlaggedForDespawn() : bool
- isImmobile() : bool
- isInsideOfSolid() : bool
- isInvisible() : bool
- isNameTagAlwaysVisible() : bool
- isNameTagVisible() : bool
- isOnFire() : bool
- isOnGround() : bool
- isSilent() : bool
- isUnderwater() : bool
- kill() : void
- nextRuntimeId() : int
- Returns a new runtime entity ID for a new entity.
- onCollideWithPlayer() : void
- onInteract() : bool
- Called when interacted or tapped by a Player. Returns whether something happened as a result of the interaction.
- onNearbyBlockChange() : void
- onRandomUpdate() : void
- Called when a random update is performed on the chunk the entity is in. This happens when the chunk is within the ticking chunk range of a player (or chunk loader).
- onUpdate() : bool
- resetFallDistance() : void
- respawnToAll() : void
- saveNBT() : CompoundTag
- scheduleUpdate() : void
- sendData() : void
- setBaseDamage() : void
- Sets the base amount of damage applied by the projectile.
- setCanClimb() : void
- Sets whether the entity is able to climb climbable blocks.
- setCanClimbWalls() : void
- Sets whether the entity is climbing a block. If true, the entity can climb anything.
- setCanSaveWithChunk() : void
- Sets whether this entity will be saved when its chunk is unloaded. This can be used to prevent the entity being saved to disk.
- setFallDistance() : void
- setFireTicks() : void
- setForceMovementUpdate() : void
- Flags the entity as needing a movement update on the next tick. Setting this forces a movement update even if the entity's motion is zero. Used to trigger movement updates when blocks change near entities.
- setHasGravity() : void
- setHealth() : void
- Sets the health of the Entity. This won't send any update to the players
- setImmobile() : void
- setInvisible() : void
- setLastDamageCause() : void
- setMaxHealth() : void
- setMotion() : bool
- setNameTag() : void
- setNameTagAlwaysVisible() : void
- setNameTagVisible() : void
- setOnFire() : void
- setOwningEntity() : void
- Sets the owner of the entity. Passing null will remove the current owner.
- setRotation() : void
- setScale() : void
- setScoreTag() : void
- setSilent() : void
- setTargetEntity() : void
- Sets the entity's target entity. Passing null will remove the current target.
- spawnTo() : void
- spawnToAll() : void
- teleport() : bool
- addAttributes() : void
- applyDragBeforeGravity() : bool
- broadcastMotion() : void
- broadcastMovement() : void
- calculateInterceptWithBlock() : RayTraceResult|null
- Called by move() when raytracing blocks to discover whether the block should be considered as a point of impact.
- checkBlockIntersections() : void
- checkGroundState() : void
- checkObstruction() : bool
- dealFireDamage() : void
- Called to deal damage to entities when they are on fire.
- destroyCycles() : void
- Called when the entity is disposed, after all events have been fired. This should be used to perform destructive circular object references and things which could impact memory usage.
- doOnFireTick() : bool
- entityBaseTick() : bool
- getAllNetworkData() : array<string|int, MetadataProperty>
- getBlocksAroundWithEntityInsideActions() : array<string|int, Block>
- getDirtyNetworkData() : array<string|int, MetadataProperty>
- getInitialSizeInfo() : EntitySizeInfo
- initEntity() : void
- move() : void
- onDeath() : void
- Override this to do actions on death.
- onDeathUpdate() : bool
- Called to tick entities while dead. Returns whether the entity should be flagged for despawn yet.
- onDispose() : void
- Called when the entity is disposed to clean up things like viewers. This SHOULD NOT destroy internal state, because it may be needed by descendent classes.
- onHit() : void
- Called when the projectile hits something. Override this to perform non-target-specific effects when the projectile hits something.
- onHitBlock() : void
- Called when the projectile collides with a Block.
- onHitEntity() : void
- Called when the projectile collides with an Entity.
- onHitGround() : float|null
- Called when a falling entity hits the ground.
- recalculateBoundingBox() : void
- resetLastMovements() : void
- sendSpawnPacket() : void
- Called by spawnTo() to send whatever packets needed to spawn the entity to the client.
- setPosition() : bool
- setPositionAndRotation() : bool
- syncNetworkData() : void
- tryChangeMovement() : void
- updateFallState() : float|null
- updateMovement() : void
Constants
MOTION_THRESHOLD
public
mixed
MOTION_THRESHOLD
= 1.0E-5
STEP_CLIP_MULTIPLIER
protected
mixed
STEP_CLIP_MULTIPLIER
= 0.4
Properties
$boundingBox
public
AxisAlignedBB
$boundingBox
$canCollide
public
bool
$canCollide
= true
$fallDistance
public
float
$fallDistance
= 0.0
$isCollided
public
bool
$isCollided
= false
$isCollidedHorizontally
public
bool
$isCollidedHorizontally
= false
$isCollidedVertically
public
bool
$isCollidedVertically
= false
$keepMovement
public
bool
$keepMovement
= false
$lastUpdate
public
int
$lastUpdate
$noDamageTicks
public
int
$noDamageTicks
= 0
$onGround
public
bool
$onGround
= false
$size
public
EntitySizeInfo
$size
$ticksLived
public
int
$ticksLived
= 0
$alwaysShowNameTag
protected
bool
$alwaysShowNameTag
= false
$attributeMap
protected
AttributeMap
$attributeMap
$blockHit
protected
Block|null
$blockHit
$blocksAround
protected
array<string|int, Block>|null
$blocksAround
$canClimb
protected
bool
$canClimb
= false
$canClimbWalls
protected
bool
$canClimbWalls
= false
$closed
protected
bool
$closed
= false
$damage
protected
float
$damage
= 0.0
$drag
protected
mixed
$drag
= 0.01
$fireTicks
protected
int
$fireTicks
= 0
$forceMovementUpdate
protected
bool
$forceMovementUpdate
= false
$gravity
protected
mixed
$gravity
= 0.03
$gravityEnabled
protected
bool
$gravityEnabled
= true
$hasSpawned
protected
array<string|int, Player>
$hasSpawned
= []
$id
protected
int
$id
$immobile
protected
bool
$immobile
= false
$invisible
protected
bool
$invisible
= false
$isStatic
protected
bool
$isStatic
= false
$justCreated
protected
bool
$justCreated
= true
$lastDamageCause
protected
EntityDamageEvent|null
$lastDamageCause
= null
$lastLocation
protected
Location
$lastLocation
$lastMotion
protected
Vector3
$lastMotion
$location
protected
Location
$location
$motion
protected
Vector3
$motion
$nameTag
protected
string
$nameTag
= ""
$nameTagVisible
protected
bool
$nameTagVisible
= true
$networkPropertiesDirty
protected
bool
$networkPropertiesDirty
= false
$ownerId
protected
int|null
$ownerId
= null
$scale
protected
float
$scale
= 1.0
$scoreTag
protected
string
$scoreTag
= ""
$server
protected
Server
$server
$silent
protected
bool
$silent
= false
$stepHeight
protected
float
$stepHeight
= 0.0
$targetId
protected
int|null
$targetId
= null
$timings
protected
TimingsHandler
$timings
$ySize
protected
float
$ySize
= 0.0
$closeInFlight
private
bool
$closeInFlight
= false
$entityCount
private
static int
$entityCount
= 1
$health
private
float
$health
= 20.0
$maxHealth
private
int
$maxHealth
= 20
$needsDespawn
private
bool
$needsDespawn
= false
$networkProperties
private
EntityMetadataCollection
$networkProperties
$savedWithChunk
private
bool
$savedWithChunk
= true
Methods
__construct()
public
__construct(Location $location[, CompoundTag|null $nbt = null ]) : mixed
Parameters
- $location : Location
- $nbt : CompoundTag|null = null
Return values
mixed —__destruct()
public
__destruct() : mixed
Return values
mixed —__toString()
public
__toString() : mixed
Return values
mixed —addMotion()
Adds the given values to the entity's motion vector.
public
addMotion(float $x, float $y, float $z) : void
Parameters
- $x : float
- $y : float
- $z : float
Return values
void —attack()
public
attack(EntityDamageEvent $source) : void
Parameters
- $source : EntityDamageEvent
Return values
void —broadcastAnimation()
public
broadcastAnimation(Animation $animation[, array<string|int, Player>|null $targets = null ]) : void
Parameters
Return values
void —broadcastSound()
Broadcasts a sound caused by the entity. If the entity is considered "silent", the sound will be dropped.
public
broadcastSound(Sound $sound[, array<string|int, Player>|null $targets = null ]) : void
Parameters
Return values
void —canBeCollidedWith()
public
canBeCollidedWith() : bool
Return values
bool —canBeMovedByCurrents()
Returns whether this entity can be moved by currents in liquids.
public
canBeMovedByCurrents() : bool
Return values
bool —canClimb()
Returns whether the entity is able to climb blocks such as ladders or vines.
public
canClimb() : bool
Return values
bool —canClimbWalls()
Returns whether this entity is climbing a block. By default this is only true if the entity is climbing a ladder or vine or similar block.
public
canClimbWalls() : bool
Return values
bool —canCollideWith()
public
canCollideWith(Entity $entity) : bool
Parameters
- $entity : Entity
Return values
bool —canSaveWithChunk()
Returns whether this entity will be saved when its chunk is unloaded.
public
canSaveWithChunk() : bool
Return values
bool —close()
Closes the entity and frees attached references.
public
final close() : void
WARNING: Entities are unusable after this has been executed!
Return values
void —despawnFrom()
public
despawnFrom(Player $player[, bool $send = true ]) : void
Parameters
- $player : Player
- $send : bool = true
Tags
Return values
void —despawnFromAll()
public
despawnFromAll() : void
Tags
Return values
void —extinguish()
public
extinguish() : void
Return values
void —flagForDespawn()
Flags the entity to be removed from the world on the next tick.
public
flagForDespawn() : void
Return values
void —getAttributeMap()
public
getAttributeMap() : AttributeMap
Return values
AttributeMap —getBaseDamage()
Returns the base damage applied on collision. This is multiplied by the projectile's speed to give a result damage.
public
getBaseDamage() : float
Return values
float —getBoundingBox()
public
getBoundingBox() : AxisAlignedBB
Return values
AxisAlignedBB —getDirectionPlane()
public
getDirectionPlane() : Vector2
Return values
Vector2 —getDirectionVector()
public
getDirectionVector() : Vector3
Return values
Vector3 —getEyeHeight()
public
getEyeHeight() : float
Return values
float —getEyePos()
public
getEyePos() : Vector3
Return values
Vector3 —getFallDistance()
public
getFallDistance() : float
Return values
float —getFireTicks()
public
getFireTicks() : int
Return values
int —getHealth()
public
getHealth() : float
Return values
float —getHorizontalFacing()
public
getHorizontalFacing() : int
Return values
int —getId()
public
getId() : int
Return values
int —getLastDamageCause()
public
getLastDamageCause() : EntityDamageEvent|null
Return values
EntityDamageEvent|null —getLocation()
public
getLocation() : Location
Return values
Location —getMaxHealth()
public
getMaxHealth() : int
Return values
int —getMotion()
public
getMotion() : Vector3
Return values
Vector3 —getNameTag()
public
getNameTag() : string
Return values
string —getNetworkProperties()
public
getNetworkProperties() : EntityMetadataCollection
Return values
EntityMetadataCollection —getNetworkTypeId()
public
abstract static getNetworkTypeId() : string
Return values
string —getOffsetPosition()
public
getOffsetPosition(Vector3 $vector3) : Vector3
Parameters
- $vector3 : Vector3
Return values
Vector3 —getOwningEntity()
Returns the owning entity, or null if the entity was not found.
public
getOwningEntity() : Entity|null
Return values
Entity|null —getOwningEntityId()
Returns the entity ID of the owning entity, or null if the entity doesn't have an owner.
public
getOwningEntityId() : int|null
Return values
int|null —getPosition()
public
getPosition() : Position
Return values
Position —getResultDamage()
Returns the amount of damage this projectile will deal to the entity it hits.
public
getResultDamage() : int
Return values
int —getScale()
public
getScale() : float
Return values
float —getScoreTag()
public
getScoreTag() : string|null
Return values
string|null —getTargetEntity()
Returns the entity's target entity, or null if not found.
public
getTargetEntity() : Entity|null
This is used for things like hostile mobs attacking entities, and for fishing rods reeling hit entities in.
Return values
Entity|null —getTargetEntityId()
Returns the entity ID of the entity's target, or null if it doesn't have a target.
public
getTargetEntityId() : int|null
Return values
int|null —getViewers()
public
getViewers() : array<string|int, Player>
Return values
array<string|int, Player> —getWorld()
public
getWorld() : World
Return values
World —hasGravity()
public
hasGravity() : bool
Return values
bool —hasMovementUpdate()
Returns whether the entity needs a movement update on the next tick.
public
hasMovementUpdate() : bool
Return values
bool —heal()
public
heal(EntityRegainHealthEvent $source) : void
Parameters
- $source : EntityRegainHealthEvent
Return values
void —isAlive()
public
isAlive() : bool
Return values
bool —isClosed()
Returns whether the entity has been "closed".
public
isClosed() : bool
Return values
bool —isFireProof()
public
isFireProof() : bool
Return values
bool —isFlaggedForDespawn()
public
isFlaggedForDespawn() : bool
Return values
bool —isImmobile()
public
isImmobile() : bool
Return values
bool —isInsideOfSolid()
public
isInsideOfSolid() : bool
Return values
bool —isInvisible()
public
isInvisible() : bool
Return values
bool —isNameTagAlwaysVisible()
public
isNameTagAlwaysVisible() : bool
Return values
bool —isNameTagVisible()
public
isNameTagVisible() : bool
Return values
bool —isOnFire()
public
isOnFire() : bool
Return values
bool —isOnGround()
public
isOnGround() : bool
Return values
bool —isSilent()
public
isSilent() : bool
Return values
bool —isUnderwater()
public
isUnderwater() : bool
Return values
bool —kill()
public
kill() : void
Return values
void —nextRuntimeId()
Returns a new runtime entity ID for a new entity.
public
static nextRuntimeId() : int
Return values
int —onCollideWithPlayer()
public
onCollideWithPlayer(Player $player) : void
Parameters
- $player : Player
Return values
void —onInteract()
Called when interacted or tapped by a Player. Returns whether something happened as a result of the interaction.
public
onInteract(Player $player, Vector3 $clickPos) : bool
Parameters
Return values
bool —onNearbyBlockChange()
public
onNearbyBlockChange() : void
Return values
void —onRandomUpdate()
Called when a random update is performed on the chunk the entity is in. This happens when the chunk is within the ticking chunk range of a player (or chunk loader).
public
onRandomUpdate() : void
Return values
void —onUpdate()
public
onUpdate(int $currentTick) : bool
Parameters
- $currentTick : int
Return values
bool —resetFallDistance()
public
resetFallDistance() : void
Return values
void —respawnToAll()
public
respawnToAll() : void
Return values
void —saveNBT()
public
saveNBT() : CompoundTag
Return values
CompoundTag —scheduleUpdate()
public
final scheduleUpdate() : void
Return values
void —sendData()
public
sendData(array<string|int, Player>|null $targets[, array<string|int, MetadataProperty> $data = null ]) : void
Parameters
- $targets : array<string|int, Player>|null
- $data : array<string|int, MetadataProperty> = null
-
Properly formatted entity data, defaults to everything
Tags
Return values
void —setBaseDamage()
Sets the base amount of damage applied by the projectile.
public
setBaseDamage(float $damage) : void
Parameters
- $damage : float
Return values
void —setCanClimb()
Sets whether the entity is able to climb climbable blocks.
public
setCanClimb([bool $value = true ]) : void
Parameters
- $value : bool = true
Return values
void —setCanClimbWalls()
Sets whether the entity is climbing a block. If true, the entity can climb anything.
public
setCanClimbWalls([bool $value = true ]) : void
Parameters
- $value : bool = true
Return values
void —setCanSaveWithChunk()
Sets whether this entity will be saved when its chunk is unloaded. This can be used to prevent the entity being saved to disk.
public
setCanSaveWithChunk(bool $value) : void
Parameters
- $value : bool
Return values
void —setFallDistance()
public
setFallDistance(float $fallDistance) : void
Parameters
- $fallDistance : float
Return values
void —setFireTicks()
public
setFireTicks(int $fireTicks) : void
Parameters
- $fireTicks : int
Tags
Return values
void —setForceMovementUpdate()
Flags the entity as needing a movement update on the next tick. Setting this forces a movement update even if the entity's motion is zero. Used to trigger movement updates when blocks change near entities.
public
final setForceMovementUpdate([bool $value = true ]) : void
Parameters
- $value : bool = true
Return values
void —setHasGravity()
public
setHasGravity([bool $v = true ]) : void
Parameters
- $v : bool = true
Return values
void —setHealth()
Sets the health of the Entity. This won't send any update to the players
public
setHealth(float $amount) : void
Parameters
- $amount : float
Return values
void —setImmobile()
public
setImmobile([bool $value = true ]) : void
Parameters
- $value : bool = true
Return values
void —setInvisible()
public
setInvisible([bool $value = true ]) : void
Parameters
- $value : bool = true
Return values
void —setLastDamageCause()
public
setLastDamageCause(EntityDamageEvent $type) : void
Parameters
- $type : EntityDamageEvent
Return values
void —setMaxHealth()
public
setMaxHealth(int $amount) : void
Parameters
- $amount : int
Return values
void —setMotion()
public
setMotion(Vector3 $motion) : bool
Parameters
- $motion : Vector3
Return values
bool —setNameTag()
public
setNameTag(string $name) : void
Parameters
- $name : string
Return values
void —setNameTagAlwaysVisible()
public
setNameTagAlwaysVisible([bool $value = true ]) : void
Parameters
- $value : bool = true
Return values
void —setNameTagVisible()
public
setNameTagVisible([bool $value = true ]) : void
Parameters
- $value : bool = true
Return values
void —setOnFire()
public
setOnFire(int $seconds) : void
Parameters
- $seconds : int
Return values
void —setOwningEntity()
Sets the owner of the entity. Passing null will remove the current owner.
public
setOwningEntity(Entity|null $owner) : void
Parameters
- $owner : Entity|null
Tags
Return values
void —setRotation()
public
setRotation(float $yaw, float $pitch) : void
Parameters
- $yaw : float
- $pitch : float
Return values
void —setScale()
public
setScale(float $value) : void
Parameters
- $value : float
Return values
void —setScoreTag()
public
setScoreTag(string $score) : void
Parameters
- $score : string
Return values
void —setSilent()
public
setSilent([bool $value = true ]) : void
Parameters
- $value : bool = true
Return values
void —setTargetEntity()
Sets the entity's target entity. Passing null will remove the current target.
public
setTargetEntity(Entity|null $target) : void
Parameters
- $target : Entity|null
Tags
Return values
void —spawnTo()
public
spawnTo(Player $player) : void
Parameters
- $player : Player
Return values
void —spawnToAll()
public
spawnToAll() : void
Return values
void —teleport()
public
teleport(Vector3|Position|Location $pos[, float|null $yaw = null ][, float|null $pitch = null ]) : bool
Parameters
Return values
bool —addAttributes()
protected
addAttributes() : void
Return values
void —applyDragBeforeGravity()
protected
applyDragBeforeGravity() : bool
Return values
bool —broadcastMotion()
protected
broadcastMotion() : void
Return values
void —broadcastMovement()
protected
broadcastMovement([bool $teleport = false ]) : void
Parameters
- $teleport : bool = false
Return values
void —calculateInterceptWithBlock()
Called by move() when raytracing blocks to discover whether the block should be considered as a point of impact.
protected
calculateInterceptWithBlock(Block $block, Vector3 $start, Vector3 $end) : RayTraceResult|null
This can be overridden by other projectiles to allow altering the blocks which are collided with (for example some projectiles collide with any non-air block).
Parameters
Return values
RayTraceResult|null —the result of the ray trace if successful, or null if no interception is found.
checkBlockIntersections()
protected
checkBlockIntersections() : void
Return values
void —checkGroundState()
protected
checkGroundState(float $wantedX, float $wantedY, float $wantedZ, float $dx, float $dy, float $dz) : void
Parameters
- $wantedX : float
- $wantedY : float
- $wantedZ : float
- $dx : float
- $dy : float
- $dz : float
Return values
void —checkObstruction()
protected
checkObstruction(float $x, float $y, float $z) : bool
Parameters
- $x : float
- $y : float
- $z : float
Return values
bool —dealFireDamage()
Called to deal damage to entities when they are on fire.
protected
dealFireDamage() : void
Return values
void —destroyCycles()
Called when the entity is disposed, after all events have been fired. This should be used to perform destructive circular object references and things which could impact memory usage.
protected
destroyCycles() : void
It is expected that the object is unusable after this is called.
Return values
void —doOnFireTick()
protected
doOnFireTick([int $tickDiff = 1 ]) : bool
Parameters
- $tickDiff : int = 1
Return values
bool —entityBaseTick()
protected
entityBaseTick([int $tickDiff = 1 ]) : bool
Parameters
- $tickDiff : int = 1
Return values
bool —getAllNetworkData()
protected
final getAllNetworkData() : array<string|int, MetadataProperty>
Tags
Return values
array<string|int, MetadataProperty> —getBlocksAroundWithEntityInsideActions()
protected
getBlocksAroundWithEntityInsideActions() : array<string|int, Block>
Return values
array<string|int, Block> —getDirtyNetworkData()
protected
final getDirtyNetworkData() : array<string|int, MetadataProperty>
Tags
Return values
array<string|int, MetadataProperty> —getInitialSizeInfo()
protected
getInitialSizeInfo() : EntitySizeInfo
Return values
EntitySizeInfo —initEntity()
protected
initEntity(CompoundTag $nbt) : void
Parameters
- $nbt : CompoundTag
Return values
void —move()
protected
move(float $dx, float $dy, float $dz) : void
Parameters
- $dx : float
- $dy : float
- $dz : float
Return values
void —onDeath()
Override this to do actions on death.
protected
onDeath() : void
Return values
void —onDeathUpdate()
Called to tick entities while dead. Returns whether the entity should be flagged for despawn yet.
protected
onDeathUpdate(int $tickDiff) : bool
Parameters
- $tickDiff : int
Return values
bool —onDispose()
Called when the entity is disposed to clean up things like viewers. This SHOULD NOT destroy internal state, because it may be needed by descendent classes.
protected
onDispose() : void
Return values
void —onHit()
Called when the projectile hits something. Override this to perform non-target-specific effects when the projectile hits something.
protected
onHit(ProjectileHitEvent $event) : void
Parameters
- $event : ProjectileHitEvent
Return values
void —onHitBlock()
Called when the projectile collides with a Block.
protected
onHitBlock(Block $blockHit, RayTraceResult $hitResult) : void
Parameters
- $blockHit : Block
- $hitResult : RayTraceResult
Return values
void —onHitEntity()
Called when the projectile collides with an Entity.
protected
onHitEntity(Entity $entityHit, RayTraceResult $hitResult) : void
Parameters
- $entityHit : Entity
- $hitResult : RayTraceResult
Return values
void —onHitGround()
Called when a falling entity hits the ground.
protected
onHitGround() : float|null
Return values
float|null —recalculateBoundingBox()
protected
recalculateBoundingBox() : void
Return values
void —resetLastMovements()
protected
resetLastMovements() : void
Return values
void —sendSpawnPacket()
Called by spawnTo() to send whatever packets needed to spawn the entity to the client.
protected
sendSpawnPacket(Player $player) : void
Parameters
- $player : Player
Return values
void —setPosition()
protected
setPosition(Vector3 $pos) : bool
Parameters
- $pos : Vector3
Return values
bool —setPositionAndRotation()
protected
setPositionAndRotation(Vector3 $pos, float $yaw, float $pitch) : bool
Parameters
- $pos : Vector3
- $yaw : float
- $pitch : float
Return values
bool —syncNetworkData()
protected
syncNetworkData(EntityMetadataCollection $properties) : void
Parameters
- $properties : EntityMetadataCollection
Return values
void —tryChangeMovement()
protected
tryChangeMovement() : void
Return values
void —updateFallState()
protected
updateFallState(float $distanceThisTick, bool $onGround) : float|null
Parameters
- $distanceThisTick : float
- $onGround : bool
Return values
float|null —updateMovement()
protected
updateMovement([bool $teleport = false ]) : void
Parameters
- $teleport : bool = false