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SheepEntity

Struct SheepEntity 

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pub struct SheepEntity {
    base: EntityBase,
    entity_type: EntityTypeRef,
    living_base: LivingEntityBase,
    mob_base: MobBase,
    ageable_base: AgeableMobBase,
    animal_base: AnimalBase,
    entity_data: SyncMutex<SheepEntityData>,
}
Expand description

Vanilla sheep entity.

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§base: EntityBase§entity_type: EntityTypeRef§living_base: LivingEntityBase§mob_base: MobBase§ageable_base: AgeableMobBase§animal_base: AnimalBase§entity_data: SyncMutex<SheepEntityData>

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impl SheepEntity

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pub fn new( entity_type: EntityTypeRef, id: i32, position: DVec3, world: Weak<World>, ) -> Self

Creates a new sheep entity.

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pub fn from_saved(entity_type: EntityTypeRef, load: EntityBaseLoad) -> Self

Creates a sheep entity from saved base data.

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fn new_with_base(base: EntityBase, entity_type: EntityTypeRef) -> Self

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fn update_dirty_mob_effect_entity_data(&self)

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pub fn is_food(item_stack: &ItemStack) -> bool

Returns whether the stack is vanilla sheep food.

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pub fn color(&self) -> DyeColor

Returns the current wool color (vanilla Sheep.getColor).

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pub fn set_color(&self, color: DyeColor)

Sets the wool color, preserving the sheared bit (vanilla Sheep.setColor).

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pub fn is_sheared(&self) -> bool

Returns whether this sheep has been sheared (vanilla Sheep.isSheared).

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pub fn set_sheared(&self, sheared: bool)

Sets the sheared state, preserving the color bits (vanilla Sheep.setSheared).

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pub fn ready_for_shearing(&self) -> bool

Returns vanilla Sheep.readyForShearing.

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pub fn shear(&self, world: &World, tool: &ItemStack)

Runs vanilla Sheep.shear: plays the shear sound, drops the shearing loot one item at a time with the vanilla jitter, and marks the sheep as sheared.

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fn spawn_shearing_drop(&self, drop: &ItemStack)

Drops one stack from shearing, spawning a count-1 item entity per count unit with the vanilla jitter (vanilla Sheep.shear’s spawn lambda).

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pub fn get_mixed_color(color1: DyeColor, color2: DyeColor) -> DyeColor

Returns the mixed offspring color for two parents, mirroring DyeColor.getMixedColor: a 2x1 crafting lookup over all dye items of both colors, falling back to a random parent when no mix recipe exists.

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fn find_color_mix_in_recipes( color1: DyeColor, color2: DyeColor, ) -> Option<DyeColor>

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pub fn random_sheep_color(biome: BiomeRef, random: &mut impl Random) -> DyeColor

Returns vanilla SheepColorSpawnRules.getSheepColor for the biome.

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fn pick_spawn_color( table: &[(DyeColor, i32)], random: &mut impl Random, ) -> DyeColor

Picks a color from a vanilla weighted table using WeightedList.get semantics.

Trait Implementations§

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impl AgeableMob for SheepEntity

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fn ageable_base(&self) -> &AgeableMobBase

Returns shared ageable runtime state.
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fn is_age_locked(&self) -> bool

Returns the synchronized vanilla age-lock flag.
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fn set_age_locked(&self, age_locked: bool)

Sets the synchronized vanilla age-lock flag.
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fn set_synced_baby(&self, baby: bool)

Sets the synchronized baby flag.
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fn age_boundary_changed(&self, _baby: bool)

Hook called after the baby/adult boundary changes.
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fn initialize_breed_offspring( &self, partner: &dyn AgeableMob, offspring: &dyn AgeableMob, )

Applies entity-specific state to freshly created breeding offspring.
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fn get_baby_start_age(&self) -> i32

Returns vanilla AgeableMob.getBabyStartAge.
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fn get_age(&self) -> i32

Returns vanilla AgeableMob.age.
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fn set_age(&self, age: i32)

Sets vanilla AgeableMob.age and updates synchronized baby state.
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fn is_baby(&self) -> bool

Returns whether this ageable mob is a baby.
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fn set_baby(&self, baby: bool)

Sets the vanilla baby state using the AgeableMob start age.
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fn forced_age(&self) -> i32

Returns vanilla AgeableMob.forcedAge.
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fn set_forced_age(&self, forced_age: i32)

Sets vanilla AgeableMob.forcedAge.
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fn forced_age_timer(&self) -> i32

Returns vanilla AgeableMob.forcedAgeTimer.
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fn set_forced_age_timer(&self, forced_age_timer: i32)

Sets vanilla AgeableMob.forcedAgeTimer.
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fn age_lock_particle_timer(&self) -> i32

Returns vanilla AgeableMob.ageLockParticleTimer.
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fn set_age_lock_particle_timer(&self, timer: i32)

Sets vanilla AgeableMob.ageLockParticleTimer.
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fn can_age_up(&self) -> bool

Returns whether this mob can naturally age toward adulthood this tick.
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fn get_speed_up_seconds_when_feeding(ticks_until_adult: i32) -> i32
where Self: Sized,

Returns vanilla AgeableMob.getSpeedUpSecondsWhenFeeding.
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fn age_up(&self, seconds: i32, forced: bool)

Applies vanilla AgeableMob.ageUp.
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fn finalize_spawn_ageable_mob( &self, world: &Arc<World>, spawn_reason: EntitySpawnReason, group_data: Option<SpawnGroupData>, ) -> Option<SpawnGroupData>

Runs vanilla AgeableMob.finalizeSpawn, then delegates to Mob.finalizeSpawn.
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fn mob_interact_ageable( &self, player: &Player, hand: InteractionHand, ) -> InteractionResult

Handles vanilla AgeableMob.mobInteract.
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fn create_breed_offspring(&self, world: &Arc<World>) -> Option<SharedEntity>

Creates a same-type offspring using the registered entity factory.
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fn get_breed_offspring( &self, world: &Arc<World>, partner: &dyn AgeableMob, ) -> Option<SharedEntity>

Creates this animal’s vanilla breeding offspring.
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fn breed_variant_key(&self) -> Option<&Identifier>

Returns this animal’s breedable variant key when offspring inherit it.
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fn set_breed_variant_key(&self, _key: &Identifier) -> bool

Applies a breedable variant key to offspring that inherit one.
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fn tick_ageable_mob(&self)

Ticks vanilla age progression.
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fn save_ageable_mob(&self, nbt: &mut NbtCompound)

Saves vanilla ageable mob fields.
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fn load_ageable_mob(&self, nbt: BorrowedNbtCompoundView<'_, '_>)

Loads vanilla ageable mob fields.
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impl Animal for SheepEntity

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fn animal_base(&self) -> &AnimalBase

Returns shared animal runtime state.
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fn is_food(&self, item_stack: &ItemStack) -> bool

Returns whether the stack is valid food for this animal.
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fn in_love_time(&self) -> i32

Returns vanilla Animal.inLove.
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fn set_in_love_time(&self, in_love: i32)

Sets vanilla Animal.inLove.
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fn love_cause_uuid(&self) -> Option<Uuid>

Returns vanilla Animal.loveCause as a persisted UUID.
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fn set_love_cause_uuid(&self, love_cause: Option<Uuid>)

Sets vanilla Animal.loveCause as a persisted UUID.
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fn is_in_love(&self) -> bool

Returns vanilla Animal.isInLove.
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fn can_fall_in_love(&self) -> bool

Returns vanilla Animal.canFallInLove.
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fn set_in_love(&self, player: Option<&Player>)

Sets vanilla love mode and records the player that caused it.
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fn reset_love(&self)

Resets vanilla love mode without clearing the stored love cause.
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fn can_mate(&self, partner: &dyn Animal) -> bool

Returns vanilla Animal.canMate.
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fn base_experience_reward_animal(&self) -> i32

Returns vanilla Animal.getBaseExperienceReward.
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fn ambient_sound_interval_animal(&self) -> i32

Returns vanilla Animal.getAmbientSoundInterval.
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fn animal_walk_target_value(&self, pos: BlockPos) -> f32

Returns vanilla Animal.getWalkTargetValue.
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fn is_bright_enough_to_spawn(level: &dyn LevelReader, pos: BlockPos) -> bool
where Self: Sized,

Returns vanilla Animal.isBrightEnoughToSpawn.
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fn check_animal_spawn_rules( level: &dyn LevelReader, spawn_reason: EntitySpawnReason, pos: BlockPos, ) -> bool
where Self: Sized,

Returns vanilla Animal.checkAnimalSpawnRules.
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fn play_eating_sound(&self)

Plays this animal’s vanilla eating sound.
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fn mob_interact_animal( &self, player: &Player, hand: InteractionHand, ) -> InteractionResult

Handles vanilla Animal.mobInteract.
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fn spawn_child_from_breeding(&self, world: &Arc<World>, partner: &dyn Animal)

Creates, initializes, and inserts vanilla breeding offspring.
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fn finalize_spawn_child_from_breeding( &self, world: &Arc<World>, partner: &dyn Animal, _offspring: Option<&dyn Animal>, )

Applies vanilla breeding side effects after offspring creation.
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fn tick_animal_love(&self)

Ticks vanilla animal love state.
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fn custom_server_ai_step_animal(&self)

Runs vanilla Animal.customServerAiStep.
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fn remove_when_far_away_animal(&self, _dist_sqr: f64) -> bool

Returns vanilla animal far-away despawn behavior.
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fn save_animal(&self, nbt: &mut NbtCompound)

Saves vanilla animal fields.
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fn load_animal(&self, nbt: BorrowedNbtCompoundView<'_, '_>)

Loads vanilla animal fields.
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impl DowncastType for SheepEntity

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const TYPE_KEY: DowncastTypeKey

The process-wide key for this concrete type.
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impl Entity for SheepEntity

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fn base(&self) -> &EntityBase

Returns a reference to the entity’s shared vanilla base fields.
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fn entity_type(&self) -> EntityTypeRef

Gets the entity type containing tracking range, dimensions, etc.
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fn apply_implicit_item_components(&self, item_stack: &ItemStack)

Applies entity-specific implicit components carried by an item stack. Read more
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fn base_tick(&self)

Runs vanilla Entity.baseTick pieces Steel currently implements. Read more
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fn dimensions_for_pose(&self, _pose: EntityPose) -> EntityDimensions

Returns vanilla dimensions for a physical pose.
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fn synced_data(&self) -> Option<&dyn EntitySyncedData>

Returns the synchronized entity-data container for entities with vanilla data accessors.
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fn update_data_before_sync(&self)

Updates synchronized entity data just before tracker sync. Read more
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fn play_step_sound(&self, _pos: BlockPos, _block_state: BlockStateId)

Plays the base vanilla step sound for a block.
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fn save_additional(&self, nbt: &mut NbtCompound)

Saves type-specific entity data to NBT. Read more
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fn load_additional(&self, nbt: BorrowedNbtCompoundView<'_, '_>)

Loads type-specific entity data from NBT. Read more
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fn is_always_ticking(&self) -> bool

Returns whether this entity ignores chunk ticking visibility. Read more
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fn broadcast_to_player(&self, _player: &Player) -> bool

Returns whether this entity should be broadcast to the given player. Read more
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fn id(&self) -> i32

Gets the entity’s unique network ID (session-local).
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fn generation(&self) -> EntityGeneration

Gets the generation counter of this runtime construction of the entity.
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fn uuid(&self) -> Uuid

Gets the UUID of the entity (persistent identifier).
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fn scoreboard_name(&self) -> String

Returns this entity’s vanilla scoreboard holder name. Read more
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fn name(&self) -> TextComponent

Returns this entity’s vanilla name component before team decoration.
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fn display_name(&self) -> TextComponent

Returns this entity’s vanilla display name.
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fn plain_text_name(&self) -> String

Returns this entity’s plain vanilla name. Read more
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fn nbt_for_data_compare(&self) -> NbtCompound

Returns the vanilla-shaped entity NBT used by command predicates. Read more
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fn nbt_for_passenger_save(&self) -> Option<NbtCompound>

Returns passenger-save NBT including the entity type id.
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fn position(&self) -> DVec3

Gets the entity’s current position.
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fn spawn_position(&self) -> DVec3

Gets the position to send in this entity’s add-entity packet. Read more
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fn block_position(&self) -> BlockPos

Gets the entity’s current block position.
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fn in_block_state(&self, world: &World) -> BlockStateId

Returns vanilla Entity.getInBlockState.
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fn old_position(&self) -> DVec3

Gets the entity position used by vanilla movement traces.
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fn bounding_box(&self) -> WorldAabb

Gets the entity’s bounding box for collision queries.
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fn is_free(&self, delta: DVec3) -> bool

Returns vanilla Entity.isFree() for the current bounding box shifted by delta.
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fn blocks_building(&self) -> bool

Returns whether this entity obstructs block placement. Read more
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fn is_pickable(&self) -> bool

Returns whether this entity can be targeted by picking and interaction raycasts. Read more
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fn attackable(&self) -> bool

Returns whether this entity can be attacked. Read more
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fn skip_attack_interaction(&self, _source: &dyn Entity) -> bool

Returns whether this entity handles and consumes an attack before normal damage. Read more
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fn is_pushable(&self) -> bool

Returns whether this entity participates in vanilla push separation. Read more
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fn is_pushed_by_fluid(&self) -> bool

Returns whether vanilla fluid currents can push this entity.
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fn on_above_bubble_column(&self, drag_down: bool, pos: BlockPos)

Applies vanilla Entity.onAboveBubbleColumn.
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fn default_on_above_bubble_column(&self, drag_down: bool, pos: BlockPos)

Applies the base entity’s clamped bubble-column surface movement.
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fn on_inside_bubble_column(&self, drag_down: bool)

Applies vanilla Entity.onInsideBubbleColumn.
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fn default_on_inside_bubble_column(&self, drag_down: bool)

Applies the base entity’s clamped movement inside a bubble-column.
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fn is_spectator(&self) -> bool

Returns whether this entity is invisible to normal entity selectors. Read more
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fn is_ignoring_block_triggers(&self) -> bool

Returns whether this entity is excluded from pressure plates and tripwires. Read more
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fn piston_push_reaction(&self) -> PushReaction

Returns how vanilla lets this entity respond to piston movement.
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fn is_supported_by(&self, pos: BlockPos) -> bool

Returns whether this entity’s main supporting block is pos.
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fn can_interact_with_level(&self) -> bool

Returns whether vanilla lets this entity interact with its loaded level.
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fn is_invisible(&self) -> bool

Returns vanilla Entity.isInvisible().
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fn is_discrete(&self) -> bool

Returns vanilla Entity.isDiscrete().
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fn is_allied_to(&self, _other: &dyn Entity) -> bool

Returns whether this entity is allied to other.
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fn is_marker_armor_stand(&self) -> bool

Returns whether this entity is a marker armor stand.
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fn is_tame_owned_by(&self, _owner: &dyn LivingEntity) -> bool

Returns whether this entity is a tameable animal owned by owner.
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fn projectile_owner_uuid(&self) -> Option<Uuid>

Returns the vanilla Projectile owner UUID when this entity exposes one.
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fn projectile_owner(&self) -> Option<SharedEntity>

Returns the live vanilla Projectile owner when this entity exposes one.
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fn is_flying_player(&self) -> bool

Returns true for vanilla players whose abilities have flying set.
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fn can_be_collided_with(&self, _other: Option<&dyn Entity>) -> bool

Returns whether other can collide with this entity. Read more
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fn can_be_hit_by_projectile(&self) -> bool

Returns whether projectile collision may interact with this entity. Read more
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fn deflection(&self, _projectile: &dyn Projectile) -> ProjectileDeflection

Returns this entity’s Vanilla projectile deflection behavior.
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fn vehicle(&self) -> Option<SharedEntity>

Gets the vehicle this entity is riding, if present. Read more
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fn controlled_vehicle(&self) -> Option<SharedEntity>

Returns the vehicle this entity directly controls, if any. Read more
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fn is_passenger(&self) -> bool

Returns whether this entity is riding another entity. Read more
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fn can_ride(&self, _vehicle: &dyn Entity) -> bool

Returns whether vanilla allows this entity to start riding vehicle. Read more
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fn stop_riding(&self)

Stops riding the current vehicle, if any. Read more
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fn start_riding(&self, entity_to_ride: &SharedEntity) -> bool

Starts riding entity_to_ride if vanilla boarding rules allow it. Read more
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fn passengers(&self) -> Vec<SharedEntity> ⓘ

Gets this entity’s direct passengers. Read more
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fn count_player_passengers(&self) -> usize

Counts indirect player passengers. Read more
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fn has_exactly_one_player_passenger(&self) -> bool

Returns whether this entity has exactly one indirect player passenger. Read more
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fn first_passenger(&self) -> Option<SharedEntity>

Gets this entity’s first direct passenger. Read more
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fn controlling_passenger(&self) -> Option<SharedEntity>

Returns the living passenger currently controlling this entity, if any. Read more
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fn can_control_vehicle(&self) -> bool

Returns whether this entity can control a vehicle it is riding. Read more
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fn has_controlling_passenger(&self) -> bool

Returns whether this entity currently has a controlling passenger. Read more
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fn is_vehicle(&self) -> bool

Returns whether this entity has any direct passengers. Read more
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fn dismounts_underwater(&self) -> bool

Returns vanilla Entity.dismountsUnderwater.
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fn has_passenger(&self, passenger: &dyn Entity) -> bool

Returns whether passenger is a direct passenger of this entity. Read more
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fn can_add_passenger(&self, _passenger: &dyn Entity) -> bool

Returns whether this entity can accept passenger as a direct passenger. Read more
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fn could_accept_passenger(&self) -> bool

Returns whether this entity can accept any passenger. Read more
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fn passenger_index(&self, passenger: &dyn Entity) -> Option<usize>

Returns the current direct passenger index for attachment lookup.
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fn vehicle_attachment_point(&self, _vehicle: &dyn Entity) -> DVec3

Returns this passenger’s vehicle attachment point. Read more
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fn passenger_attachment_point(&self, passenger: &dyn Entity) -> DVec3

Returns this vehicle’s passenger attachment point. Read more
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fn passenger_riding_position(&self, passenger: &dyn Entity) -> DVec3

Returns the world position where passenger should ride this vehicle. Read more
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fn position_rider(&self, passenger: &dyn Entity)

Repositions a direct passenger from this vehicle’s attachment point. Read more
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fn root_vehicle_id(&self) -> i32

Returns this entity’s root vehicle ID, or this entity’s ID when it is not riding. Read more
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fn root_vehicle(&self) -> Option<SharedEntity>

Returns this entity’s root vehicle, if this entity is riding one. Read more
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fn is_passenger_of_same_vehicle(&self, other: &dyn Entity) -> bool

Returns whether this entity and other share the same root vehicle. Read more
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fn has_indirect_passenger(&self, entity: &dyn Entity) -> bool

Returns whether entity is an indirect passenger of this entity. Read more
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fn can_collide_with(&self, other: &dyn Entity) -> bool

Returns whether this entity can collide with other. Read more
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fn push_impulse(&self, impulse: DVec3)

Adds an impulse to this entity’s velocity and marks velocity for sync. Read more
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fn push_entity(&self, entity: &dyn Entity)

Applies vanilla entity-to-entity push separation. Read more
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fn make_bounding_box_at(&self, position: DVec3) -> WorldAabb

Builds this entity’s default bounding box at position.
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fn get_relative_portal_position( &self, axis: Axis, portal_area: FoundRectangle, ) -> DVec3

Returns vanilla Entity.getRelativePortalPosition.
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fn default_tick(&self)

Default vanilla Entity.tick() behavior. Read more
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fn tick(&self)

Called every game tick when the entity is in a ticked chunk. Read more
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fn ride_tick(&self)

Called every game tick while this entity is riding another entity. Read more
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fn default_ride_tick(&self)

The default implementation of Entity.rideTick when not overridden.
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fn handle_portal(&self)

Runs vanilla Entity.handlePortal behavior currently implemented by Steel.
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fn entity_base_tick(&self)

Runs only vanilla Entity.baseTick behavior. Read more
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fn check_below_world(&self)

Applies vanilla below-world handling.
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fn on_below_world(&self)

Runs entity-specific behavior after falling below the world.
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fn check_despawn(&self)

Runs vanilla pre-tick despawn checks.
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fn apply_inside_block_effect(&self, effect_type: InsideBlockEffectType)

Applies an inside-block effect queued by vanilla’s step-based collector.
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fn level(&self) -> Option<Arc<World>>

Gets the world this entity is in. Read more
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fn pack_dirty_entity_data(&self) -> Option<Vec<DataValue>>

Packs dirty entity data for network synchronization. Read more
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fn pack_all_entity_data(&self) -> Vec<DataValue>

Packs all non-default entity data for initial spawn. Read more
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fn is_removed(&self) -> bool

Returns true if the entity has been marked for removal.
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fn is_alive(&self) -> bool

Returns whether this entity is alive for vanilla generic entity checks.
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fn begin_pending_world_change(&self) -> Option<PendingWorldChangeToken>

Marks this entity as waiting for a prepared world change.
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fn finish_pending_world_change(&self, token: PendingWorldChangeToken) -> bool

Clears a pending world change if it still matches the provided token.
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fn is_world_change_pending(&self) -> bool

Returns true while this entity is waiting for a prepared world change.
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fn is_world_change_token_pending(&self, token: PendingWorldChangeToken) -> bool

Returns true if the given world-change token is still pending.
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fn can_use_portal(&self, ignore_passenger: bool) -> bool

Returns whether this entity may enter a portal. Read more
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fn dimension_changing_delay(&self) -> i32

Returns vanilla’s dimension-changing portal cooldown delay in ticks. Read more
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fn removal_reason(&self) -> Option<RemovalReason>

Returns why this entity was removed, if it has been removed.
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fn set_removed(&self, reason: RemovalReason)

Marks the entity as removed with the given reason.
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fn game_event_with_source_entity( &self, event: GameEventRef, source_entity: Option<&dyn Entity>, )

Emits a vanilla game event from this entity’s exact position with an explicit source entity.
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fn game_event(&self, event: GameEventRef)

Emits a vanilla game event from this entity’s exact position.
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fn kill(&self, world: &World)

Kills this entity using vanilla’s living/non-living class split. Read more
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fn restore_owner_reference(&self, _owner: &SharedEntity)

Caches a live owner reference after restoring persisted owner-linked entities. Most entities do not store owner references.
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fn set_level_callback(&self, callback: Arc<dyn EntityLevelCallback>)

Sets the level callback for lifecycle events (movement, removal).
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fn notify_leash_holder(&self, _leashable: &dyn Entity)

Called by leashables while this entity is their live leash holder.
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fn notify_leashee_removed(&self, _leashable: &dyn Entity)

Called when a leashable stops using this entity as its live leash holder.
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fn player_touch(self: Arc<Self>, _player: &Arc<Player>)

Called when a player touches this entity during nearby pickup processing.
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fn leashables_leashed_to(&self) -> Vec<SharedEntity> ⓘ

Finds leashable mobs in vanilla’s nearby leash scan whose holder is this entity.
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fn leashables_leashed_to_holder_in_area( &self, holder: &dyn Entity, ) -> Vec<SharedEntity> ⓘ

Finds leashable mobs in this entity’s nearby leash scan whose holder is holder.
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fn transfer_leashables_from_holder(&self, old_holder: &dyn Entity) -> bool

Transfers leashables currently held by old_holder to this entity.
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fn drop_all_leash_connections(&self, player: Option<&Player>) -> bool

Drops this entity’s leash and all leashables attached to it.
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fn shear_off_all_leash_connections(&self, player: Option<&Player>) -> bool

Shears off all leash connections reachable from this entity.
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fn attempt_to_shear_equipment( &self, player: &Player, hand: InteractionHand, ) -> bool

Runs vanilla Entity.attemptToShearEquipment.
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fn interact( &self, player: &Player, hand: InteractionHand, location: DVec3, ) -> InteractionResult

Handles vanilla entity right-click interaction.
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fn interact_entity( &self, player: &Player, hand: InteractionHand, _location: DVec3, ) -> InteractionResult

Handles shared vanilla Entity.interact behavior.
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fn is_living_entity(&self) -> bool

Returns true for entities that implement vanilla living-entity behavior.
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fn is_abstract_arrow(&self) -> bool

Returns whether this entity belongs to vanilla’s AbstractArrow hierarchy.
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fn as_projectile(&self) -> Option<&dyn Projectile>

Returns this entity as a projectile when it has projectile behavior.
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fn as_living_entity(&self) -> Option<&dyn LivingEntity>

Returns this entity as a living entity when it has living behavior. Read more
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fn as_item_frame(&self) -> Option<&dyn ItemFrame>

Returns this entity as an item frame when it has item-frame behavior. Read more
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fn as_player(&self) -> Option<&Player>

Returns this entity as a player when it is the concrete server player.
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fn with_weapon_item(&self, visitor: &mut dyn FnMut(Option<&ItemStack>))

Visits vanilla Entity.getWeaponItem without copying inventory state.
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fn is_pathfinder_mob(&self) -> bool

Returns true for mobs with pathfinding navigation.
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fn as_pathfinder_mob(&self) -> Option<&dyn PathfinderMob>

Returns this entity as a pathfinder mob when it has pathfinding behavior. Read more
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fn is_mob(&self) -> bool

Returns true for entities that implement vanilla mob behavior.
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fn as_mob(&self) -> Option<&dyn Mob>

Returns this entity as a mob when it has mob behavior. Read more
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fn as_leashable(&self) -> Option<&dyn Leashable>

Returns this entity as a Leashable if it has Leashable behavior.
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fn is_animal(&self) -> bool

Returns true for entities that implement vanilla animal behavior.
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fn as_animal(&self) -> Option<&dyn Animal>

Returns this entity as an animal when it has animal behavior. Read more
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fn is_ageable_mob(&self) -> bool

Returns true for entities that implement vanilla ageable-mob behavior.
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fn as_ageable_mob(&self) -> Option<&dyn AgeableMob>

Returns this entity as an ageable mob when it has ageable behavior. Read more
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fn is_item_steerable(&self) -> bool

Returns true for entities that implement vanilla item-steered boosts.
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fn as_item_steerable(&self) -> Option<&dyn ItemSteerable>

Returns this entity as item steerable when it has item-steering behavior. Read more
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fn forces_fall_flying_velocity_sync(&self) -> bool

Returns true when vanilla ServerEntity should force velocity sync for fall flying.
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fn uses_client_movement_packets(&self) -> bool

Returns true when movement is driven by serverbound movement packets.
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fn is_server_driven_movement(&self) -> bool

Returns true when normal server ticks drive this entity’s movement.
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fn can_simulate_movement(&self) -> bool

Returns true when vanilla allows this side to apply movement simulation side effects.
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fn is_effective_ai(&self) -> bool

Returns true when vanilla allows this side to run entity AI/travel logic.
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fn is_suppressing_bounce(&self) -> bool

Returns true when vanilla landing bounce should be suppressed.
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fn is_stepping_carefully(&self) -> bool

Returns true when vanilla block step-on hooks should treat this entity as careful.
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fn is_descending(&self) -> bool

Returns true when vanilla collision context should treat the entity as descending.
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fn set_shared_shift_key_down(&self, shift_key_down: bool)

Sets the vanilla shift-key-down shared flag.
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fn set_shared_swimming(&self, swimming: bool)

Sets the vanilla swimming shared flag.
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fn update_swimming(&self)

Updates the vanilla swimming shared flag. Read more
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fn default_update_swimming(&self)

Shared body of vanilla Entity.updateSwimming for player overrides.
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fn set_shared_sprinting(&self, sprinting: bool)

Sets the vanilla sprinting shared flag.
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fn set_shared_fall_flying(&self, fall_flying: bool)

Sets the vanilla fall-flying shared flag.
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fn is_flying_vehicle(&self) -> bool

Returns whether vanilla excludes this vehicle from floating kicks.
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fn on_climbable(&self) -> bool

Returns true if vanilla rules consider this entity to be on a climbable block.
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fn known_movement(&self) -> DVec3

Returns the movement vector vanilla exposes for block-contact logic.
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fn known_speed(&self) -> DVec3

Returns the base-tick displacement vanilla exposes as getKnownSpeed.
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fn tick_count(&self) -> i32

Returns vanilla Entity.tickCount.
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fn is_first_tick(&self) -> bool

Returns whether this entity has not completed its first tick.
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fn set_first_tick(&self, first_tick: bool)

Sets whether this entity has not completed its first tick.
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fn advance_tick_count(&self)

Advances vanilla Entity.tickCount.
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fn fall_sounds(&self) -> (SoundEventRef, SoundEventRef)

Returns vanilla small and big fall sounds for this entity.
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fn rotation(&self) -> (f32, f32)

Gets the entity’s rotation as (yaw, pitch) in degrees. Read more
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fn set_rotation(&self, rotation: (f32, f32))

Sets the entity’s rotation as (yaw, pitch) in degrees.
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fn direction_yaw(&self) -> Direction

Gets the nearest horizontal direction to the entity’s yaw (horizontal rotation).
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fn look_at(&self, from_anchor: EntityAnchor, target: DVec3)

Rotates this entity to face a fixed position.
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fn look_at_entity( &self, from_anchor: EntityAnchor, target: &dyn Entity, target_anchor: EntityAnchor, )

Rotates this entity to follow an anchored point on another entity.
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fn head_yaw(&self) -> f32

Returns vanilla Entity.getYHeadRot.
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fn spawn_data(&self) -> i32

Extra spawn-packet data used by vanilla for entity-specific construction.
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fn get_eye_height(&self) -> f64

Gets the eye height for this entity. Read more
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fn get_fluid_jump_threshold(&self) -> f64

Returns vanilla Entity.getFluidJumpThreshold().
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fn get_eye_y(&self) -> f64

Gets the Y coordinate of the entity’s eyes. Read more
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fn is_in_wall(&self) -> bool

Mirrors vanilla Entity.isInWall.
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fn calculate_view_vector(&self, pitch_degrees: f32, yaw_degrees: f32) -> DVec3

Calculates vanilla Entity.calculateViewVector().
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fn look_angle(&self) -> DVec3

Returns vanilla Entity.getLookAngle().
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fn hand_holding_item_angle(&self, item: ItemRef) -> DVec3

Returns the vanilla offset for the hand holding item. Read more
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fn velocity(&self) -> DVec3

Gets the entity’s velocity in blocks per tick.
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fn set_velocity(&self, velocity: DVec3)

Sets the entity’s velocity.
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fn needs_velocity_sync(&self) -> bool

Returns true when vanilla ServerEntity should consider sending velocity.
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fn mark_velocity_sync(&self)

Marks velocity for vanilla ServerEntity synchronization.
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fn clear_velocity_sync(&self)

Clears the vanilla velocity sync marker after send processing.
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fn hurt_marked(&self) -> bool

Returns true when vanilla hurt-marked velocity sync is pending.
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fn mark_hurt(&self)

Marks this entity as hurt for vanilla self-inclusive motion sync.
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fn clear_hurt_mark(&self)

Clears the vanilla hurt-marked motion sync flag.
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fn fall_distance(&self) -> f64

Returns accumulated vanilla fall distance.
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fn is_in_powder_snow(&self) -> bool

Returns whether this entity is currently inside powder snow.
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fn was_in_powder_snow(&self) -> bool

Returns whether this entity was inside powder snow during the previous base tick.
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fn set_fall_distance(&self, fall_distance: f64)

Sets accumulated vanilla fall distance.
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fn reset_fall_distance(&self)

Resets accumulated vanilla fall distance.
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fn check_fall_distance_accumulation(&self)

Mirrors vanilla Entity.checkFallDistanceAccumulation().
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fn fire_freeze_state(&self) -> EntityFireFreezeState

Returns the current vanilla fire/freeze state.
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fn remaining_fire_ticks(&self) -> i32

Returns vanilla remainingFireTicks.
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fn set_remaining_fire_ticks(&self, remaining_fire_ticks: i32)

Sets vanilla remainingFireTicks.
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fn ticks_frozen(&self) -> i32

Returns synchronized vanilla TicksFrozen.
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fn set_ticks_frozen(&self, ticks_frozen: i32)

Sets synchronized vanilla TicksFrozen.
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fn fire_immune(&self) -> bool

Returns whether this entity is immune to fire effects and fire damage.
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fn fire_immune_ticks(&self) -> i32

Returns vanilla fire immunity cooldown ticks after not being ignited.
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fn should_play_lava_hurt_sound(&self) -> bool

Returns whether vanilla should play this entity’s lava hurt sound.
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fn lava_hurt(&self)

Applies vanilla lava-contact damage after lava ignition effects.
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fn remaining_fire_ticks_cap(&self) -> Option<i32>

Maximum vanilla remainingFireTicks this entity can store.
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fn fire_ignite_extra_ticks(&self) -> i32

Returns extra ticks added by fire-block ignition before 8-second ignition.
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fn is_on_fire(&self) -> bool

Returns whether the entity is on fire on the server.
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fn has_visual_fire(&self) -> bool

Returns vanilla hasVisualFire.
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fn is_freezing(&self) -> bool

Returns whether the entity has any frozen ticks.
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fn default_can_freeze(&self) -> bool

Returns vanilla Entity.canFreeze() without living-equipment overrides.
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fn can_freeze(&self) -> bool

Returns whether this entity may accumulate frozen ticks.
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fn ticks_required_to_freeze(&self) -> i32

Returns vanilla getTicksRequiredToFreeze.
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fn is_fully_frozen(&self) -> bool

Returns whether this entity has reached full-freeze duration.
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fn percent_frozen(&self) -> f32

Returns vanilla Entity.getPercentFrozen.
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fn clear_freeze(&self)

Clears accumulated freezing.
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fn clear_fire(&self)

Clears fire without resetting the vanilla fire immunity cooldown.
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fn ignite_for_ticks(&self, number_of_ticks: i32)

Ignites this entity for a vanilla tick duration.
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fn sync_base_fire_freeze_entity_data(&self)

Projects base fire/freeze state into generated synced entity data.
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fn sync_base_entity_data(&self)

Projects all base-owned synchronized fields into generated entity data.
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fn is_in_water(&self) -> bool

Returns true if this entity is currently touching water.
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fn is_in_lava(&self) -> bool

Returns true if this entity is currently touching lava.
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fn is_eye_in_water(&self) -> bool

Returns true if this entity’s eyes are currently inside water.
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fn is_eye_in_lava(&self) -> bool

Returns true if this entity’s eyes are currently inside lava.
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fn is_under_water(&self) -> bool

Returns vanilla underwater state.
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fn fluid_contact(&self) -> EntityFluidContact

Returns cached fluid contact from the last entity fluid refresh.
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fn refresh_fluid_contact(&self) -> EntityFluidContact

Refreshes cached fluid contact from this entity’s current bounding box.
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fn refresh_fluid_contact_for_base_tick(&self) -> EntityFluidContact

Refreshes cached fluid contact with vanilla base-tick eye-water history.
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fn scan_and_store_fluid_contact( &self, advance_eye_water_history: bool, ) -> EntityFluidContact

Scans current fluid contact and stores it on the entity base.
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fn apply_fluid_current_for_base_tick( &self, world: &Arc<World>, contact: EntityFluidContact, )

Applies vanilla water/lava current impulses from the base-tick fluid scan.
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fn apply_fluid_current_impulse(&self, impulse: DVec3)

Applies a non-zero fluid current impulse and marks velocity sync.
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fn is_fall_damage_immune(&self) -> bool

Returns true if this entity type ignores vanilla fall damage.
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fn propagate_fall_to_passengers( &self, fall_distance: f64, damage_modifier: f32, source: &DamageSource, )

Propagates vanilla fall-damage handling to passengers.
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fn cause_fall_damage( &self, fall_distance: f64, damage_modifier: f32, source: &DamageSource, ) -> bool

Applies vanilla fall damage. Read more
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fn on_ground(&self) -> bool

Returns true if the entity is on the ground.
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fn horizontal_collision(&self) -> bool

Returns true if the last movement was clipped horizontally.
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fn vertical_collision(&self) -> bool

Returns true if the last movement was clipped vertically.
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fn vertical_collision_below(&self) -> bool

Returns true if the last vertical collision was below the entity.
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fn no_physics(&self) -> bool

Returns true when movement bypasses collision physics.
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fn is_affected_by_blocks(&self) -> bool

Returns true when vanilla block-contact effects may run for this entity.
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fn set_no_physics(&self, no_physics: bool)

Sets whether this entity bypasses collision physics.
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fn update_no_physics_from_current_collision(&self)

Updates item-style noPhysics from the entity’s current collision state.
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fn move_towards_closest_space(&self, x: f64, y: f64, z: f64)

Nudges velocity toward the closest non-full collision block.
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fn default_make_stuck_in_block( &self, _state: BlockStateId, speed_multiplier: DVec3, )

Default vanilla stuck-in-block movement for the next movement pass.
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fn make_stuck_in_block(&self, state: BlockStateId, speed_multiplier: DVec3)

Applies vanilla stuck-in-block movement for the next movement pass.
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fn apply_effects_from_blocks(&self)

Applies current block-contact effects to this entity. Read more
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fn apply_effects_from_blocks_between(&self, from: DVec3, to: DVec3)

Applies block-contact effects for one explicit movement segment. Read more
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fn apply_effects_from_blocks_for_last_movements(&self)

Replays the last finalized block-contact movement list.
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fn set_on_ground(&self, on_ground: bool)

Sets whether the entity is on the ground.
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fn set_on_ground_with_movement( &self, on_ground: bool, horizontal_collision: bool, movement: DVec3, )

Sets ground and horizontal collision flags from accepted movement.
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fn default_apply_accepted_client_movement( &self, world: &Arc<World>, accepted: AcceptedClientMovement, ) -> Result<AcceptedClientMovementOutcome, EntityMoveError>

Default final state application for accepted client-authored movement. Read more
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fn apply_accepted_client_movement( &self, world: &Arc<World>, accepted: AcceptedClientMovement, ) -> Result<AcceptedClientMovementOutcome, EntityMoveError>

Applies final state accepted from a client-authored movement packet.
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fn apply_accepted_client_vehicle_movement( &self, world: &Arc<World>, accepted: AcceptedClientMovement, ) -> Result<AcceptedClientMovementOutcome, EntityMoveError>

Applies final state accepted from a controlled-vehicle movement packet.
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fn try_set_position(&self, pos: DVec3) -> Result<(), EntityMoveError>

Attempts to set the entity’s position through world lifecycle validation.
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fn teleport_to(&self, pos: DVec3) -> Result<(), EntityMoveError>

Moves this entity to pos, keeping its current rotation. Mirrors vanilla Entity.teleportTo(x, y, z)
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fn set_old_position_to_current(&self)

Sets the vanilla movement-trace old position to the current position.
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fn set_old_position(&self, old_position: DVec3)

Sets the vanilla movement-trace old position explicitly.
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fn remove_latest_movement_recording(&self)

Removes the latest movement segment recorded this tick.
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fn on_pos(&self, offset: f32) -> Option<BlockPos>

Returns the block position this entity is standing on.
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fn block_pos_below_that_affects_movement(&self) -> Option<BlockPos>

Returns the block position used for movement-affecting block properties.
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fn on_pos_legacy(&self) -> Option<BlockPos>

Returns vanilla getOnPosLegacy(), used by fall/step block hooks.
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fn block_speed_factor(&self) -> f32

Returns the vanilla block speed factor applied after movement.
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fn block_jump_factor(&self) -> f32

Returns vanilla Entity.getBlockJumpFactor().
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fn pose(&self) -> EntityPose

Returns this entity’s physical pose.
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fn refresh_dimensions(&self)

Refreshes dimensions for the current physical pose.
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fn fudge_position_after_size_change( &self, previous_dimensions: EntityDimensions, ) -> bool

Vanilla Entity.fudgePositionAfterSizeChange. Read more
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fn set_pose(&self, pose: EntityPose)

Sets the physical pose and synchronized pose metadata.
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fn is_crouching(&self) -> bool

Returns whether vanilla currently considers this entity crouching.
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fn is_swimming(&self) -> bool

Returns whether vanilla currently considers this entity swimming.
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fn is_on_rails(&self) -> bool

Returns whether this entity is on rails.
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fn is_state_climbable(&self, state: BlockStateId) -> bool

Returns whether a block state is climbable for base movement effects.
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fn movement_emission(&self) -> EntityMovementEmission

Returns vanilla movement side effects emitted by this entity.
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fn may_interact(&self, _world: &World, _pos: BlockPos) -> bool

Returns whether this entity may modify the world at a position. Read more
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fn air_supply(&self) -> i32

Returns the synchronized vanilla Air value.
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fn set_air_supply(&self, air_supply: i32)

Sets the synchronized vanilla Air value.
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fn max_air_supply(&self) -> i32

Returns this entity’s maximum vanilla air supply.
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fn portal_cooldown(&self) -> i32

Returns the vanilla portal cooldown in ticks.
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fn set_portal_cooldown(&self, portal_cooldown: i32)

Sets the vanilla portal cooldown in ticks.
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fn is_on_portal_cooldown(&self) -> bool

Returns whether the entity is on vanilla portal cooldown.
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fn reset_portal_cooldown(&self)

Resets vanilla portal cooldown to this entity’s dimension-changing delay. Read more
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fn set_as_inside_portal(&self, portal: PortalKind, entry_position: BlockPos)

Marks this entity as inside a vanilla portal during the current tick. Read more
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fn custom_name(&self) -> Option<TextComponent>

Returns this entity’s optional vanilla custom name.
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fn set_custom_name(&self, custom_name: Option<TextComponent>)

Sets this entity’s optional vanilla custom name.
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fn is_custom_name_visible(&self) -> bool

Returns whether vanilla renders this entity’s custom name.
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fn set_custom_name_visible(&self, visible: bool)

Sets whether vanilla renders this entity’s custom name.
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fn has_glowing_tag(&self) -> bool

Returns whether this entity has the server-owned vanilla glowing tag.
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fn set_glowing_tag(&self, glowing: bool)

Sets this entity’s server-owned vanilla glowing tag.
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fn tags(&self) -> Vec<String>

Returns a snapshot of this entity’s vanilla scoreboard tags.
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fn add_tag(&self, tag: String) -> bool

Adds a vanilla scoreboard tag.
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fn remove_tag(&self, tag: &str) -> bool

Removes a vanilla scoreboard tag.
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fn custom_data(&self) -> NbtCompound

Returns a snapshot of this entity’s vanilla custom data.
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fn set_custom_data(&self, custom_data: NbtCompound)

Replaces this entity’s vanilla custom data.
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fn sound_source(&self) -> SoundSource

Returns this entity’s vanilla sound source category.
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fn swim_sound(&self) -> SoundEventRef

Returns this entity’s vanilla swim sound.
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fn is_silent(&self) -> bool

Returns whether sounds from this entity are suppressed.
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fn set_silent(&self, silent: bool)

Sets whether sounds from this entity are suppressed.
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fn broadcast_entity_event(&self, event: EntityStatus)

Broadcasts a vanilla entity event/status packet near this entity.
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fn play_sound(&self, sound: SoundEventRef, volume: f32, pitch: f32)

Plays an entity sound at the entity’s exact position.
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fn play_entity_on_fire_extinguished_sound(&self)

Plays vanilla’s extinguished-on-fire entity sound.
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fn play_block_step_sound(&self, block_state: BlockStateId)

Plays a vanilla block step sound at this entity’s current position.
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fn play_muffled_step_sound(&self, block_state: BlockStateId)

Plays vanilla’s muffled secondary step sound.
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fn play_combination_step_sounds( &self, primary_step_sound: BlockStateId, secondary_step_sound: BlockStateId, )

Plays vanilla’s combination primary and secondary step sounds.
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fn walking_step_sound(&self, pos: BlockPos, block_state: BlockStateId)

Plays vanilla walking step sounds, including amethyst chimes.
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fn play_amethyst_step_sound(&self)

Plays vanilla amethyst step chime when its cooldown permits it.
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fn water_swim_sound(&self)

Plays vanilla swim sound from movement emission.
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fn play_swim_sound(&self, volume: f32)

Plays this entity’s swim sound at the given volume.
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fn is_flapping(&self) -> bool

Returns whether the entity is currently flapping.
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fn on_flap(&self)

Runs entity-specific flap side effects.
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fn process_flapping_movement(&self)

Processes vanilla flap movement side effects.
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fn next_step(&self) -> f32

Returns the next step threshold after movement side effects are produced.
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fn apply_movement_emission_and_play_sound( &self, emission: EntityMovementEmission, clipped_movement: DVec3, effect_pos: BlockPos, effect_state: BlockStateId, )

Applies vanilla movement sounds and game events after a completed move.
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fn apply_movement_side_effects_after_move( &self, world: &World, actual_movement: DVec3, )

Applies movement side effects after vanilla collision and landing updates.
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fn vibration_and_sound_effects_from_block( &self, pos: BlockPos, block_state: BlockStateId, should_sound: bool, should_vibrate: bool, clipped_movement: DVec3, ) -> bool

Emits step side effects from a candidate movement-effect block.
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fn max_up_step(&self) -> f32

Maximum height this entity can step up during normal movement.
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fn backs_off_from_edge(&self) -> bool

Whether movement should apply player-style sneak edge prevention.
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fn get_default_gravity(&self) -> f64

Gets the default gravity for this entity type. Read more
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fn is_no_gravity(&self) -> bool

Returns true if gravity is disabled for this entity.
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fn set_no_gravity(&self, no_gravity: bool)

Sets the shared vanilla NoGravity flag.
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fn is_invulnerable(&self) -> bool

Returns the shared vanilla Invulnerable flag.
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fn set_invulnerable(&self, invulnerable: bool)

Sets the shared vanilla Invulnerable flag.
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fn get_gravity(&self) -> f64

Gets the current gravity value. Read more
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fn apply_gravity(&self)

Applies gravity to the entity’s velocity. Read more
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fn move_relative(&self, speed: f32, input: DVec3)

Applies vanilla Entity.moveRelative().
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fn move_without_physics(&self, delta: DVec3) -> Option<MoveResult>

Moves the entity without collision physics.
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fn move_entity(&self, mover_type: MoverType, delta: DVec3) -> Option<MoveResult>

Moves the entity with collision detection. Read more
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fn apply_fall_damage_after_move( &self, result: &MoveResult, world: &Arc<World>, ) -> bool

Applies vanilla fall-distance bookkeeping after accepted movement.
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fn reset_fall_distance_on_resetting_clip( &self, world: &Arc<World>, movement: DVec3, )

Resets fall distance when vanilla’s fall-damage-resetting clip hits.
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fn do_check_fall_damage( &self, movement: DVec3, on_ground: bool, world: &Arc<World>, ) -> bool

Mirrors vanilla Entity.doCheckFallDamage. Read more
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fn refresh_supporting_block_for_fall_damage( &self, movement: DVec3, on_ground: bool, )

Refreshes vanilla supporting-block state before fall-damage side effects.
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fn check_fall_damage( &self, vertical_movement: f64, on_ground: bool, on_state: BlockStateId, pos: BlockPos, world: &Arc<World>, )

Mirrors vanilla Entity.checkFallDamage.
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fn ground_contact_after_movement( &self, on_ground: bool, movement: Option<DVec3>, ) -> EntityGroundContact

Computes vanilla support state for an on-ground update.
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fn check_supporting_block( &self, on_ground: bool, movement: Option<DVec3>, world: &Arc<World>, ) -> EntityGroundContact

Mirrors vanilla Entity.checkSupportingBlock.
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fn spawn_at_location( &self, item: ItemStack, y_offset: f64, ) -> Option<Arc<ItemEntity>>

Spawns an item at this entity’s location. Read more
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fn spawn_at_location_with_offset( &self, item: ItemStack, offset: DVec3, ) -> Option<Arc<ItemEntity>>

Spawns an item at this entity’s location plus a vanilla attachment offset.
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fn apply_spawn_data(&self, nbt: BorrowedNbtCompoundView<'_, '_>)

Applies the merged entity data used by vanilla TypedEntityData.loadInto. Read more
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fn is_invulnerable_to_base(&self, source: &DamageSource) -> bool

Returns vanilla Entity.isInvulnerableToBase.
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fn source_is_creative_player(&self, source: &DamageSource) -> bool

Returns vanilla DamageSource.isCreativePlayer: whether the damage’s causing entity is a player with infinite materials.
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fn hurt(&self, world: &World, source: &DamageSource, amount: f32) -> bool

Applies damage to this entity.
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fn distance_to_sqr(&self, pos: DVec3) -> f64

Calculates the squared Euclidean distance from this entity’s position to the given position.
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fn snap_to(&self, position: DVec3, yaw: f32, pitch: f32)

Sets position and rotation, matching vanilla Entity.snapTo. Read more
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fn killed_entity( &self, _world: &World, _entity: &dyn LivingEntity, _source: &DamageSource, ) -> bool

Runs when this entity causes another entity to die. The entity provided is the entity who was killed.
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fn award_kill_score(&self, _victim: &dyn Entity, _killing_blow: &DamageSource)

Runs when this entity kills another entity.
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impl LivingEntity for SheepEntity

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fn living_base(&self) -> &LivingEntityBase

Returns a reference to the shared LivingEntityBase that holds living runtime state such as attributes, cached movement speed, damage cooldown, and death animation counters.
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fn get_health(&self) -> f32

Gets the current health of the entity.
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fn set_health(&self, health: f32)

Sets the health of the entity, clamped between 0 and max health.
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fn sound_volume(&self) -> f32

Returns vanilla LivingEntity.getSoundVolume.
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fn hurt_sound(&self, _source: &DamageSource) -> Option<SoundEventRef>

Returns vanilla LivingEntity.getHurtSound.
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fn death_sound(&self) -> Option<SoundEventRef>

Returns vanilla LivingEntity.getDeathSound.
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fn sheep_loot_state(&self) -> Option<(DyeColor, bool)>

Returns the vanilla sheep loot predicate state (minecraft:components.sheep/color together with minecraft:type_specific/sheep.sheared), when this entity is a sheep. Read more
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fn server_ai_step(&self)

Server AI hook called from vanilla LivingEntity.aiStep().
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fn ai_step(&self) -> Option<MoveResult>

Mirrors vanilla LivingEntity.aiStep().
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fn living_rotation_state(&self) -> LivingRotationState

Returns vanilla living body/head rotation state.
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fn y_body_rot(&self) -> f32

Returns vanilla LivingEntity.yBodyRot.
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fn set_y_body_rot(&self, y_body_rot: f32)

Sets vanilla LivingEntity.yBodyRot.
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fn y_head_rot(&self) -> f32

Returns vanilla LivingEntity.yHeadRot.
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fn set_y_head_rot(&self, y_head_rot: f32)

Sets vanilla LivingEntity.yHeadRot.
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fn advance_living_rotation_for_base_tick(&self)

Copies current living body/head rotations to vanilla old-rotation state.
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fn advance_attack_animation_for_base_tick(&self)

Copies current attack animation to vanilla old attack-animation state.
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fn base_tick_living_entity(&self)

Runs vanilla LivingEntity.baseTick.
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fn living_swing_state(&self) -> LivingSwingState

Returns vanilla arm-swing animation state.
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fn current_swing_duration(&self) -> i32

Returns vanilla LivingEntity.getCurrentSwingDuration.
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fn swing(&self, hand: InteractionHand, update_self: bool)

Runs vanilla LivingEntity.swing.
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fn update_swing_time(&self)

Runs vanilla LivingEntity.updateSwingTime.
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fn attributes(&self) -> &SyncMutex<AttributeMap>

Returns a reference to this entity’s attribute map.
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fn get_luck(&self) -> f32

Vanilla LivingEntity.getLuck - non-players contribute no luck to loot.
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fn pack_syncable_attributes(&self) -> Vec<AttributeSnapshot>

Packs syncable attributes for initial spawn pairing. Read more
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fn drain_dirty_syncable_attributes(&self) -> Vec<AttributeSnapshot>

Drains syncable dirty attributes for per-tick tracking updates. Read more
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fn drain_dirty_mob_effects(&self) -> Vec<MobEffectSyncChange>

Drains dirty mob-effect packet changes for vanilla recipients.
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fn pack_all_equipment(&self) -> Vec<EquipmentSlotItem>

Packs non-empty equipment slots for initial spawn pairing.
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fn drain_dirty_equipment(&self) -> Vec<EquipmentSlotItem>

Drains equipment slots that changed since the last tracker sync.
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fn save_equipment(&self, nbt: &mut NbtCompound)

Saves equipment slots to NBT.
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fn load_equipment(&self, nbt: BorrowedNbtCompoundView<'_, '_>)

Loads equipment slots from NBT.
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fn save_command_nbt(&self, nbt: &mut NbtCompound)

Appends vanilla-shaped living state used by command NBT predicates.
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fn get_max_health(&self) -> f32

Gets the maximum health from the attribute system.
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fn no_action_time(&self) -> i32

Returns vanilla LivingEntity.noActionTime.
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fn set_no_action_time(&self, no_action_time: i32)

Sets vanilla LivingEntity.noActionTime.
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fn increment_no_action_time(&self)

Increments vanilla LivingEntity.noActionTime.
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fn heal(&self, amount: f32)

Heals the entity by the specified amount.
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fn is_dead_or_dying(&self) -> bool

Returns true if the entity is dead or dying (health <= 0).
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fn is_baby(&self) -> bool

Returns vanilla LivingEntity.isBaby().
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fn chicken_loot_variant(&self) -> Option<&Identifier>

Returns this entity’s minecraft:components.chicken/variant key for the entity loot context, when it is a chicken. Read more
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fn voice_pitch(&self) -> f32

Returns vanilla LivingEntity.getVoicePitch.
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fn make_sound(&self, sound: Option<SoundEventRef>)

Runs vanilla LivingEntity.makeSound.
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fn play_hurt_sound(&self, source: &DamageSource)

Runs vanilla LivingEntity.playHurtSound.
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fn play_death_sound(&self)

Plays vanilla’s death sound for this living entity.
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fn get_age_scale(&self) -> f32

Returns vanilla LivingEntity.getAgeScale().
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fn get_scale(&self) -> f32

Returns vanilla LivingEntity.getScale().
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fn is_alive(&self) -> bool

Returns true if the entity is alive (health > 0).
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fn get_armor_cover_percentage(&self) -> f32

Returns vanilla LivingEntity.getArmorCoverPercentage().
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fn get_visibility_percent(&self, targeting_entity: Option<&dyn Entity>) -> f64

Returns vanilla LivingEntity.getVisibilityPercent().
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fn disguise_head_matches_targeting_entity( &self, targeting_entity: Option<&dyn Entity>, ) -> bool

Returns whether the equipped head item reduces visibility to targeting_entity.
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fn can_be_seen_by_anyone(&self) -> bool

Returns vanilla LivingEntity.canBeSeenByAnyone().
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fn can_be_seen_as_enemy(&self) -> bool

Returns vanilla LivingEntity.canBeSeenAsEnemy().
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fn can_attack(&self, target: &dyn LivingEntity) -> bool

Returns vanilla LivingEntity.canAttack().
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fn last_damage_source(&self) -> Option<DamageSource>

Returns vanilla LivingEntity.getLastDamageSource().
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fn set_last_hurt_by_player(&self, player_uuid: Uuid, time_to_remember: i32)

Sets vanilla LivingEntity.lastHurtByPlayer.
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fn last_hurt_by_player_memory_time(&self) -> i32

Returns vanilla LivingEntity.lastHurtByPlayerMemoryTime.
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fn last_hurt_by_player_uuid(&self) -> Option<Uuid>

Returns vanilla LivingEntity.lastHurtByPlayer, if still remembered.
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fn last_hurt_by_mob(&self) -> Option<SharedEntity>

Returns vanilla LivingEntity.lastHurtByMob.
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fn last_hurt_by_mob_timestamp(&self) -> i32

Returns vanilla LivingEntity.lastHurtByMobTimestamp.
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fn set_last_hurt_by_mob(&self, target: Option<&SharedEntity>)

Sets vanilla LivingEntity.lastHurtByMob.
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fn last_hurt_mob(&self) -> Option<SharedEntity>

Returns vanilla LivingEntity.lastHurtMob.
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fn last_hurt_mob_timestamp(&self) -> i32

Returns vanilla LivingEntity.lastHurtMobTimestamp.
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fn set_last_hurt_mob(&self, target: Option<&SharedEntity>)

Sets vanilla LivingEntity.lastHurtMob.
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fn resolve_mob_responsible_for_damage( &self, world: &World, source: &DamageSource, )

Resolves vanilla LivingEntity.resolveMobResponsibleForDamage.
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fn resolve_player_responsible_for_damage( &self, world: &World, source: &DamageSource, )

Resolves vanilla LivingEntity.resolvePlayerResponsibleForDamage.
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fn has_line_of_sight(&self, target: &dyn Entity) -> bool

Returns vanilla LivingEntity.hasLineOfSight().
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fn has_line_of_sight_with( &self, target: &dyn Entity, block_shape: ClipBlockShape, fluid: ClipFluid, target_eye_y: f64, ) -> bool

Returns vanilla line-of-sight with explicit clip options.
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fn default_is_invulnerable_to(&self, source: &DamageSource) -> bool

Returns vanilla base living-entity invulnerability.
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fn is_invulnerable_to(&self, world: &World, source: &DamageSource) -> bool

Returns whether this living entity ignores a damage source.
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fn hurt_server(&self, world: &World, source: &DamageSource, amount: f32) -> bool

Main vanilla living-entity damage entry point. Read more
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fn before_actually_hurt(&self, _source: &DamageSource, _amount: f32)

Hook before applying damage after vanilla reductions.
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fn hurt_armor(&self, _source: &DamageSource, _damage: f32)

Damages equipment that participates in vanilla armor absorption.
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fn do_hurt_equipment( &self, source: &DamageSource, damage: f32, slots: &[EquipmentSlot], )

Mirrors vanilla LivingEntity.doHurtEquipment.
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fn get_damage_after_armor_absorb( &self, source: &DamageSource, damage: f32, ) -> f32

Mirrors vanilla LivingEntity.getDamageAfterArmorAbsorb.
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fn get_damage_after_magic_absorb( &self, source: &DamageSource, damage: f32, ) -> f32

Mirrors vanilla LivingEntity.getDamageAfterMagicAbsorb.
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fn actually_hurt(&self, world: &World, source: &DamageSource, amount: f32)

Applies damage after vanilla reductions.
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fn apply_damage_knockback(&self, source: &DamageSource)

Applies vanilla hurt knockback for a damage source.
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fn damage_knockback_direction(&self, source: &DamageSource) -> (f64, f64)

Returns the horizontal direction used by vanilla damage knockback.
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fn knockback(&self, power: f64, xd: f64, zd: f64)

Applies vanilla LivingEntity.knockback.
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fn knockback_resistance(&self) -> f64

Returns vanilla knockback resistance.
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fn indicate_damage(&self, _xd: f64, _zd: f64)

Mirrors vanilla LivingEntity.indicateDamage.
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fn hurt_broadcast_chunk(&self) -> ChunkPos

Returns the chunk used for vanilla nearby hurt broadcasts.
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fn broadcast_damage_event(&self, world: &World, source: &DamageSource)

Broadcasts vanilla damage-event metadata near this entity.
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fn broadcast_hurt_animation(&self, world: &World)

Broadcasts vanilla hurt animation near this entity.
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fn die(&self, source: &DamageSource)

Processes vanilla living death side effects.
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fn should_drop_loot(&self, world: &World) -> bool

Returns vanilla LivingEntity.shouldDropLoot.
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fn should_drop_experience(&self) -> bool

Returns vanilla LivingEntity.shouldDropExperience.
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fn is_always_experience_dropper(&self) -> bool

Returns vanilla LivingEntity.isAlwaysExperienceDropper.
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fn skip_drop_experience(&self)

Runs vanilla LivingEntity.skipDropExperience.
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fn was_experience_consumed(&self) -> bool

Returns vanilla LivingEntity.wasExperienceConsumed.
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fn base_experience_reward(&self) -> i32

Returns vanilla LivingEntity.getBaseExperienceReward.
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fn experience_reward( &self, _world: &World, _killer_entity_id: Option<i32>, ) -> i32

Returns vanilla LivingEntity.getExperienceReward.
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fn drop_all_death_loot(&self, source: &DamageSource)

Runs the currently implemented subset of vanilla LivingEntity.dropAllDeathLoot.
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fn drop_experience(&self, world: &Arc<World>, killer_entity_id: Option<i32>)

Runs vanilla LivingEntity.dropExperience.
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fn death_loot_table(&self) -> Option<LootTableRef>

Resolves the loot table used by vanilla LivingEntity.dropFromLootTable.
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fn death_loot_table_seed(&self) -> i64

Returns vanilla Entity.getLootTableSeed for death loot.
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fn drop_from_loot_table(&self, source: &DamageSource, killed_by_player: bool)

Runs vanilla LivingEntity.dropFromLootTable.
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fn drop_custom_death_loot( &self, _source: &DamageSource, _killed_by_player: bool, )

Hook for non-mob custom death loot.
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fn tick_death(&self)

Ticks the vanilla living death animation and removes the entity at completion.
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fn get_absorption_amount(&self) -> f32

Gets the absorption amount (extra health from effects like absorption).
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fn set_absorption_amount(&self, amount: f32)

Sets the absorption amount.
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fn fall_damage_sound(&self, damage: i32) -> SoundEventRef

Returns vanilla LivingEntity.getFallDamageSound().
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fn play_block_fall_sound(&self)

Plays vanilla LivingEntity.playBlockFallSound().
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fn cause_living_fall_damage( &self, fall_distance: f64, damage_modifier: f32, source: &DamageSource, ) -> bool

Mirrors vanilla LivingEntity.causeFallDamage.
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fn get_armor_value(&self) -> i32

Gets the entity’s armor value from the attribute system.
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fn get_attribute_gravity(&self) -> f64

Gets the gravity value from the attribute system.
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fn get_effective_gravity(&self) -> f64

Returns vanilla LivingEntity.getEffectiveGravity().
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fn is_affected_by_potions(&self) -> bool

Checks if the entity can be affected by potions.
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fn is_inverted_heal_and_harm(&self) -> bool

Returns vanilla LivingEntity.isInvertedHealAndHarm().
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fn default_can_be_affected(&self, effect: &MobEffectInstance) -> bool

Returns vanilla base LivingEntity.canBeAffected eligibility.
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fn can_be_affected(&self, effect: &MobEffectInstance) -> bool

Returns whether this entity accepts a mob-effect instance. Read more
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fn has_mob_effect(&self, effect: MobEffectRef) -> bool

Returns vanilla LivingEntity.hasEffect().
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fn mob_effect(&self, effect: MobEffectRef) -> Option<ActiveMobEffect>

Returns vanilla LivingEntity.getEffect().
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fn active_mob_effects(&self) -> Vec<ActiveMobEffect> ⓘ

Returns all active vanilla mob effects.
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fn set_mob_effect(&self, effect: MobEffectRef, amplifier: i32)

Sets active vanilla mob-effect state.
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fn add_mob_effect(&self, effect: MobEffectInstance) -> bool

Adds or updates active vanilla mob-effect state.
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fn set_mob_effect_active(&self, effect: MobEffectRef, active: bool)

Sets the presence of a vanilla mob effect.
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fn remove_mob_effect(&self, effect: MobEffectRef) -> bool

Removes active vanilla mob-effect state.
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fn tick_mob_effects(&self)

Ticks vanilla server-side mob-effect behavior and durations.
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fn has_water_breathing(&self) -> bool

Returns whether vanilla effects keep this entity from drowning.
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fn should_effects_refill_air_supply(&self) -> bool

Returns whether active vanilla effects refill this entity’s air supply.
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fn can_breathe_underwater(&self) -> bool

Returns vanilla LivingEntity.canBreatheUnderwater.
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fn can_drown_in_water(&self) -> bool

Returns whether this entity can lose air and take drowning damage.
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fn is_eye_in_bubble_column(&self) -> bool

Returns whether the entity’s eye block is a bubble column.
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fn decrease_air_supply(&self, current_supply: i32) -> i32

Mirrors vanilla LivingEntity.decreaseAirSupply.
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fn increase_air_supply(&self, current_supply: i32) -> i32

Mirrors vanilla LivingEntity.increaseAirSupply.
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fn should_take_drowning_damage(&self) -> bool

Mirrors vanilla LivingEntity.shouldTakeDrowningDamage.
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fn tick_living_air_supply(&self)

Ticks vanilla living air-supply and drowning behavior from baseTick.
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fn is_in_wall(&self) -> bool

Mirrors vanilla LivingEntity.isInWall.
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fn tick_in_wall_damage(&self)

Applies vanilla living in-wall damage from baseTick.
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fn tick_living_environmental_damage(&self)

Applies vanilla living environmental damage in LivingEntity.baseTick order.
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fn is_affected_by_fluids(&self) -> bool

Returns vanilla LivingEntity.isAffectedByFluids().
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fn can_stand_on_fluid(&self, _fluid_state: FluidState) -> bool

Returns vanilla LivingEntity.canStandOnFluid().
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fn is_using_item(&self) -> bool

Checks if the entity is currently using an item.
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fn is_blocking(&self) -> bool

Checks if the entity is blocking with a shield or similar item.
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fn is_fall_flying(&self) -> bool

Checks if the entity is fall flying (using elytra).
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fn set_fall_flying(&self, fall_flying: bool)

Sets whether this entity is fall flying.
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fn fall_flying_ticks(&self) -> i32

Returns vanilla LivingEntity.getFallFlyingTicks().
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fn with_equipment_slot( &self, slot: EquipmentSlot, visitor: &mut dyn FnMut(&ItemStack), )

Visits the item in a vanilla living-entity equipment slot.
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fn is_holding(&self, predicate: &mut dyn FnMut(&ItemStack) -> bool) -> bool

Returns vanilla LivingEntity.isHolding.
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fn with_equipment_slot_mut( &self, slot: EquipmentSlot, visitor: &mut dyn FnMut(&mut ItemStack), )

Mutates the item in a vanilla living-entity equipment slot.
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fn has_item_in_slot(&self, slot: EquipmentSlot) -> bool

Returns whether this entity currently has an item in slot.
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fn can_use_slot(&self, _slot: EquipmentSlot) -> bool

Returns whether vanilla allows this entity to use slot.
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fn can_dispenser_equip_into_slot(&self, _slot: EquipmentSlot) -> bool

Returns the effective vanilla dispenser slot gate for living entities and mobs.
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fn can_equip_with_dispenser(&self, item_stack: &ItemStack) -> bool

Returns vanilla LivingEntity.canEquipWithDispenser.
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fn is_equippable_in_slot( &self, item_stack: &ItemStack, slot: EquipmentSlot, ) -> bool

Returns vanilla LivingEntity.isEquippableInSlot.
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fn equip_sound( &self, slot: EquipmentSlot, stack: &ItemStack, ) -> Option<SoundEventRef>

Returns the equip sound Steel can currently resolve for this entity.
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fn interact_living_entity_with_equippable( &self, player: &Player, hand: InteractionHand, ) -> InteractionResult

Runs vanilla’s equippable ItemStack.interactLivingEntity branch.
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fn refresh_equipment_attribute_modifiers(&self, slot: EquipmentSlot)

Refreshes transient item attribute modifiers for one equipment slot.
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fn detect_equipment_updates(&self)

Detects and applies Vanilla living-equipment changes once per tick.
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fn pack_living_equipment(&self) -> Vec<EquipmentSlotItem>

Packs non-empty living equipment slots for initial spawn pairing.
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fn drain_dirty_living_equipment(&self) -> Vec<EquipmentSlotItem>

Drains dirty living equipment slots for tracker sync.
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fn has_infinite_materials(&self) -> bool

Returns whether equipment durability should be skipped for this entity.
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fn handle_extra_items_created_on_use(&self, _extra: ItemStack)

Mirrors vanilla LivingEntity.handleExtraItemsCreatedOnUse, which is a no-op for non-player mobs.
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fn on_equipped_item_broken(&self, _item: ItemRef, slot: EquipmentSlot)

Called after an equipped item breaks.
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fn default_living_can_freeze(&self) -> bool

Returns vanilla LivingEntity.canFreeze() after concrete entity exemptions. Read more
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fn is_on_non_air_block_for_frost(&self) -> bool

Returns whether vanilla tryAddFrost sees a non-air block below.
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fn remove_frost(&self)

Mirrors vanilla LivingEntity.removeFrost.
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fn try_add_frost(&self)

Mirrors vanilla LivingEntity.tryAddFrost.
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fn tick_freezing(&self)

Ticks vanilla LivingEntity.aiStep freezing effects.
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fn tick_living_entity(&self)

Runs vanilla LivingEntity.tick. Read more
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fn tick_living_state(&self)

Ticks living-entity counters after movement.
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fn can_glide_using(&self, item_stack: &ItemStack, slot: EquipmentSlot) -> bool

Mirrors vanilla LivingEntity.canGlideUsing().
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fn can_glide_using_equipment_slot(&self, slot: EquipmentSlot) -> bool

Returns whether the item in slot can be used for vanilla gliding.
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fn damage_random_glider(&self)

Damages one random equipped glider like vanilla LivingEntity.updateFallFlying().
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fn default_can_glide(&self) -> bool

Default vanilla LivingEntity.canGlide() implementation for overrides.
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fn can_glide(&self) -> bool

Mirrors vanilla LivingEntity.canGlide().
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fn start_fall_flying(&self)

Mirrors vanilla Player.startFallFlying().
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fn try_to_start_fall_flying(&self) -> bool

Mirrors vanilla Player.tryToStartFallFlying().
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fn last_climbable_pos(&self) -> Option<BlockPos>

Returns the last climbable block position this living entity touched.
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fn set_last_climbable_pos(&self, pos: BlockPos)

Records the last climbable block position this living entity touched.
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fn default_living_on_climbable(&self) -> bool

Returns vanilla LivingEntity.onClimbable() behavior.
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fn should_discard_friction(&self) -> bool

Returns whether vanilla living travel should skip friction damping.
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fn set_discard_friction(&self, discard_friction: bool)

Sets whether vanilla living travel should skip friction damping.
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fn is_jumping(&self) -> bool

Returns whether this living entity is currently applying jump input.
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fn set_jumping(&self, jumping: bool)

Sets whether this living entity is currently applying jump input.
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fn travel_input(&self) -> LivingTravelInput

Returns vanilla living travel input.
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fn set_travel_input(&self, input: LivingTravelInput)

Sets vanilla living travel input.
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fn apply_input(&self)

Applies vanilla LivingEntity.applyInput() damping.
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fn no_jump_delay(&self) -> i32

Returns vanilla jump cooldown ticks.
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fn set_no_jump_delay(&self, ticks: i32)

Sets vanilla jump cooldown ticks.
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fn tick_no_jump_delay(&self)

Decrements vanilla jump cooldown once per living AI step.
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fn default_is_immobile(&self) -> bool

Returns vanilla LivingEntity.isImmobile().
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fn is_immobile(&self) -> bool

Returns vanilla LivingEntity.isImmobile().
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fn apply_living_velocity_thresholds(&self)

Applies vanilla LivingEntity.aiStep() velocity thresholds.
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fn get_jump_boost_power(&self) -> f32

Returns vanilla LivingEntity.getJumpBoostPower().
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fn get_jump_power_with_multiplier(&self, multiplier: f32) -> f32

Returns vanilla LivingEntity.getJumpPower(float).
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fn get_jump_power(&self) -> f32

Returns vanilla LivingEntity.getJumpPower().
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fn default_jump_from_ground(&self)

Default vanilla LivingEntity.jumpFromGround() implementation for overrides.
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fn jump_from_ground(&self)

Mirrors vanilla LivingEntity.jumpFromGround().
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fn go_down_in_water(&self)

Mirrors vanilla LivingEntity.goDownInWater().
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fn jump_in_liquid(&self, _fluid_tag: &Identifier)

Mirrors vanilla LivingEntity.jumpInLiquid().
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fn handle_living_jump(&self)

Applies vanilla LivingEntity.aiStep() jump handling.
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fn tick_ridden(&self, _controller: &Player, _ridden_input: DVec3)

Mirrors vanilla LivingEntity.tickRidden().
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fn ridden_input(&self, _controller: &Player, self_input: DVec3) -> DVec3

Mirrors vanilla LivingEntity.getRiddenInput().
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fn ridden_speed(&self, _controller: &Player) -> f32

Mirrors vanilla LivingEntity.getRiddenSpeed().
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fn travel_ridden( &self, controller: &Player, self_input: DVec3, ) -> Option<MoveResult>

Mirrors vanilla LivingEntity.travelRidden().
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fn default_ai_step(&self) -> Option<MoveResult>

Default vanilla-shaped LivingEntity.aiStep() movement foundation for overrides. Read more
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fn push_entities(&self)

Mirrors vanilla LivingEntity.pushEntities().
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fn apply_entity_cramming_damage( &self, world: &World, pushable_entities: &[SharedEntity], )

Applies vanilla max entity cramming damage from LivingEntity.pushEntities().
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fn is_suppressing_sliding_down_ladder(&self) -> bool

Returns vanilla LivingEntity.isSuppressingSlidingDownLadder().
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fn levitation_travel_y_delta(&self, movement_y: f64) -> Option<f64>

Returns a levitation velocity adjustment for travelInAir.
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fn should_travel_in_fluid(&self, fluid_state: FluidState) -> bool

Returns whether vanilla LivingEntity.travel() should use fluid movement.
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fn get_water_slow_down(&self) -> f32

Returns vanilla LivingEntity.getWaterSlowDown().
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fn water_movement_efficiency(&self) -> f32

Returns the water movement efficiency attribute used by fluid travel.
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fn has_dolphins_grace(&self) -> bool

Returns whether dolphin’s grace should apply to water travel.
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fn get_flying_speed(&self) -> f32

Returns vanilla LivingEntity.getFlyingSpeed().
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fn get_friction_influenced_speed(&self, block_friction: f32) -> f32

Returns vanilla LivingEntity.getFrictionInfluencedSpeed().
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fn air_travel_vertical_friction(&self, _horizontal_friction: f32) -> f32

Returns the vertical friction used by travelInAir.
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fn handle_on_climbable(&self, movement: DVec3) -> DVec3

Applies vanilla LivingEntity.handleOnClimbable().
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fn apply_living_travel_gravity(&self)

Applies gravity using vanilla living-entity effective gravity.
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fn handle_relative_friction_and_calculate_movement( &self, input: DVec3, block_friction: f32, ) -> Option<(DVec3, MoveResult)>

Mirrors vanilla LivingEntity.handleRelativeFrictionAndCalculateMovement().
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fn travel_in_air(&self, input: DVec3) -> Option<MoveResult>

Mirrors vanilla LivingEntity.travelInAir().
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fn get_fluid_falling_adjusted_movement( &self, base_gravity: f64, is_falling: bool, movement: DVec3, ) -> DVec3

Mirrors vanilla LivingEntity.getFluidFallingAdjustedMovement().
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fn jump_out_of_fluid(&self, old_y: f64)

Mirrors vanilla LivingEntity.jumpOutOfFluid().
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fn float_in_water_while_ridden(&self)

Mirrors vanilla LivingEntity.floatInWaterWhileRidden().
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fn travel_in_water( &self, input: DVec3, base_gravity: f64, is_falling: bool, old_y: f64, ) -> Option<MoveResult>

Mirrors vanilla LivingEntity.travelInWater().
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fn travel_in_lava( &self, input: DVec3, base_gravity: f64, is_falling: bool, old_y: f64, ) -> Option<MoveResult>

Mirrors vanilla LivingEntity.travelInLava().
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fn travel_in_fluid(&self, input: DVec3) -> Option<MoveResult>

Mirrors vanilla LivingEntity.travelInFluid().
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fn update_fall_flying(&self)

Mirrors the validation part of vanilla LivingEntity.updateFallFlying().
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fn update_fall_flying_movement(&self, movement: DVec3) -> DVec3

Mirrors vanilla LivingEntity.updateFallFlyingMovement().
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fn stop_fall_flying(&self)

Mirrors vanilla LivingEntity.stopFallFlying().
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fn handle_fall_flying_collisions( &self, previous_horizontal_speed: f64, new_horizontal_speed: f64, )

Mirrors vanilla LivingEntity.handleFallFlyingCollisions().
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fn travel_fall_flying(&self, input: DVec3) -> Option<MoveResult>

Mirrors vanilla LivingEntity.travelFallFlying().
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fn default_travel(&self, input: DVec3) -> Option<MoveResult>

Default vanilla LivingEntity.travel() implementation for overrides.
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fn travel(&self, input: DVec3) -> Option<MoveResult>

Mirrors vanilla LivingEntity.travel().
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fn sleeping_pos(&self) -> Option<BlockPos>

Returns the bed position that makes this living entity sleeping.
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fn set_sleeping_pos(&self, bed_position: BlockPos)

Sets the vanilla living-entity sleeping position.
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fn clear_sleeping_pos(&self)

Clears the vanilla living-entity sleeping position.
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fn is_sleeping(&self) -> bool

Checks if the entity is sleeping.
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fn living_synced_data(&self) -> Option<&dyn LivingEntitySyncedData>

Returns synchronized data declared by vanilla LivingEntity.
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fn start_sleeping(&self, bed_position: BlockPos) -> Result<(), EntityMoveError>

Starts sleeping at the given bed position.
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fn default_stop_sleeping(&self)

Shared body for overrides that need vanilla super.stopSleeping().
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fn stop_sleeping(&self)

Stops the entity from sleeping.
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fn is_sprinting(&self) -> bool

Checks if the entity is sprinting.
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fn set_sprinting(&self, sprinting: bool)

Sets whether the entity is sprinting.
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fn get_speed(&self) -> f32

Gets the entity’s cached movement speed.
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fn set_speed(&self, speed: f32)

Sets the entity’s cached movement speed.
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fn apply_post_impulse_grace_time(&self, ticks: i32)

Applies vanilla post-impulse movement validation grace.
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fn set_ignore_fall_damage_from_current_impulse( &self, ignore_fall_damage: bool, new_impulse_impact_pos: DVec3, )

Mirrors vanilla LivingEntity.setIgnoreFallDamageFromCurrentImpulse.
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fn is_ignoring_fall_damage_from_current_impulse(&self) -> bool

Returns vanilla LivingEntity.isIgnoringFallDamageFromCurrentImpulse.
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fn current_impulse_impact_pos(&self) -> Option<DVec3>

Returns vanilla LivingEntity.currentImpulseImpactPos.
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fn try_reset_current_impulse_context(&self)

Mirrors vanilla LivingEntity.tryResetCurrentImpulseContext.
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fn reset_current_impulse_context(&self)

Mirrors vanilla LivingEntity.resetCurrentImpulseContext.
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fn is_in_post_impulse_grace_time(&self) -> bool

Returns whether movement validation is inside post-impulse grace.
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fn tick_post_impulse_grace_time(&self)

Decrements post-impulse grace once per living-entity tick.
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fn refresh_dirty_attributes(&self)

Drains dirty attributes and applies server-side effects.
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fn random_teleport( &self, world: &Arc<World>, x: f64, y: f64, z: f64, broadcast: bool, ) -> bool

Mirrors vanilla Entity.randomTeleport. Returns true and commits the move on success, or false and leaves the entity untouched on failure.
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impl Mob for SheepEntity

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fn mob_base(&self) -> &MobBase

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fn tick_goal_selectors(&self)

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fn tick_path_navigation(&self)

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fn custom_server_ai_step(&self)

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fn ambient_sound(&self) -> Option<SoundEventRef>

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fn ate(&self)

Runs vanilla Mob.ate, invoked after an eating goal resolves a block.
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fn finalize_spawn( &self, world: &Arc<World>, spawn_reason: EntitySpawnReason, group_data: Option<SpawnGroupData>, ) -> Option<SpawnGroupData>

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fn mob_interact( &self, player: &Player, hand: InteractionHand, ) -> InteractionResult

Handles vanilla Mob.mobInteract.
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fn mob_flags(&self) -> i8

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fn set_mob_flags(&self, flags: i8)

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fn is_saddled(&self) -> bool

Returns vanilla Mob.isSaddled.
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fn xp_reward(&self) -> i32

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fn set_xp_reward(&self, xp_reward: i32)

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fn target(&self) -> Option<SharedEntity>

Returns vanilla Mob.getTarget.
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fn set_target(&self, target: Option<&SharedEntity>) -> bool

Sets vanilla Mob.target. Read more
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fn is_valid_target(&self, target: &dyn LivingEntity) -> bool

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fn can_attack(&self, target: &dyn LivingEntity) -> bool

Returns vanilla Mob.canAttack.
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fn base_experience_reward_mob(&self) -> i32

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fn ambient_sound_interval(&self) -> i32

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fn play_ambient_sound(&self)

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fn reset_ambient_sound_time(&self)

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fn base_tick_mob(&self)

Runs vanilla Mob.baseTick.
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fn mob_base_tick(&self)

Runs the mob-owned portion of vanilla Mob.baseTick.
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fn finalize_spawn_mob_base( &self, _world: &Arc<World>, _spawn_reason: EntitySpawnReason, group_data: Option<SpawnGroupData>, ) -> Option<SpawnGroupData>

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fn interact_mob( &self, player: &Player, hand: InteractionHand, location: DVec3, ) -> InteractionResult

Handles vanilla Mob.interact.
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fn check_and_handle_important_interactions( &self, player: &Player, hand: InteractionHand, ) -> InteractionResult

Handles vanilla Mob.checkAndHandleImportantInteractions.
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fn can_shear_equipment(&self, _player: &Player) -> bool

Returns vanilla Mob.canShearEquipment.
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fn use_player_item(&self, player: &Player, hand: InteractionHand)

Applies vanilla Mob.usePlayerItem.
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fn remove_when_far_away(&self, dist_sqr: f64) -> bool

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fn requires_custom_persistence(&self) -> bool

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fn is_persistence_required(&self) -> bool

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fn set_persistence_required(&self)

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fn mob_can_be_leashed(&self) -> bool

Returns whether this mob can be leashed, before its leash state is considered.
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fn can_pick_up_loot(&self) -> bool

Returns vanilla Mob.canPickUpLoot.
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fn set_can_pick_up_loot(&self, can_pick_up_loot: bool)

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fn equipment_drop_chance(&self, slot: EquipmentSlot) -> f32

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fn is_equipment_drop_preserved(&self, slot: EquipmentSlot) -> bool

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fn set_guaranteed_drop(&self, slot: EquipmentSlot)

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fn get_pickup_reach(&self) -> DVec3

Vanilla Mob.getPickupReach: the per-axis distance the item-pickup search box is inflated by. Overridable so mobs with a longer reach can widen it.
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fn wants_to_pick_up(&self, item_stack: &ItemStack) -> bool

Vanilla Mob.wantsToPickUp: whether this mob wants to collect the item it just walked over. Defaults to whatever the mob is willing to hold.
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fn can_hold_item(&self, _item_stack: &ItemStack) -> bool

Vanilla Mob.canHoldItem: whether this mob is willing to hold the item. The base mob holds anything; specific mobs narrow this down.
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fn pick_up_item(&self, world: &Arc<World>, item_entity: &ItemEntity)

Vanilla Mob.pickUpItem: take a dropped item into this mob’s equipment. Read more
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fn equip_item_if_possible(&self, item_stack: ItemStack) -> ItemStack

Vanilla Mob.equipItemIfPossible: route item_stack to the slot its equippable component asks for (main hand otherwise), swap up when the target slot already holds worse gear, and drop the replaced piece by its drop chance. Returns the stack that was equipped, or empty when nothing was taken.
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fn get_equipment_slot_for_item(&self, item_stack: &ItemStack) -> EquipmentSlot

Vanilla LivingEntity.getEquipmentSlotForItem: the slot an item wants to occupy, falling back to the main hand when it is not equippable or the mob cannot use that slot.
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fn equipment_in_slot(&self, slot: EquipmentSlot) -> ItemStack

Returns a copy of whatever this mob currently holds in slot.
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fn can_replace_current_item( &self, new_item_stack: &ItemStack, current_item_stack: &ItemStack, slot: EquipmentSlot, ) -> bool

Vanilla Mob.canReplaceCurrentItem: whether the freshly picked-up item should displace what is already in slot.
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fn compare_armor( &self, new_item_stack: &ItemStack, current_item_stack: &ItemStack, slot: EquipmentSlot, ) -> bool

Vanilla Mob.compareArmor: prefer the piece granting more armor, then more toughness, then the equal-item tiebreak, unless the worn piece is protected against removal.
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fn get_preferred_weapon_type(&self) -> Option<Identifier>

Vanilla Mob.getPreferredWeaponType: the item tag a mob favors for its main hand regardless of raw damage (a skeleton keeps its bow over a stronger sword). The base mob has no preference; specific mobs override it.
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fn compare_weapons( &self, new_item_stack: &ItemStack, current_item_stack: &ItemStack, slot: EquipmentSlot, ) -> bool

Vanilla Mob.compareWeapons: keep a piece of the mob’s preferred weapon type over one that is not, otherwise prefer more attack damage, then the equal-item tiebreak.
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fn approximate_attribute_with( &self, item_stack: &ItemStack, attribute: AttributeRef, slot: EquipmentSlot, ) -> f64

Vanilla Mob.getApproximateAttributeWith: the value of attribute this mob would have in slot while wearing item_stack, taking the mob’s base value (zero when it lacks the attribute) and folding in the item’s attribute modifiers.
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fn can_replace_equal_item( &self, new_item_stack: &ItemStack, current_item_stack: &ItemStack, ) -> bool

Vanilla Mob.canReplaceEqualItem: the tiebreak when two pieces grade out equally, favoring more enchantments, then less damage, then a custom name.
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fn tick_looting(&self)

Vanilla Mob.aiStep looting loop: while this mob may pick up loot and the mobGriefing game rule allows it, collect nearby dropped items in reach.
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fn drop_custom_death_loot_mob( &self, _source: &DamageSource, killed_by_player: bool, )

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fn save_mob(&self, nbt: &mut NbtCompound)

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fn load_mob(&self, nbt: BorrowedNbtCompoundView<'_, '_>)

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fn set_death_loot_table(&self, loot_table: Option<Identifier>)

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fn set_death_loot_table_seed(&self, seed: i64)

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fn custom_death_loot_table(&self) -> Option<LootTableRef>

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fn has_custom_death_loot_table(&self) -> bool

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fn death_loot_table_seed(&self) -> i64

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fn clear_custom_death_loot_table(&self)

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fn is_within_home(&self) -> bool

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fn is_within_home_pos(&self, pos: BlockPos) -> bool

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fn is_within_home_vec(&self, pos: DVec3) -> bool

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fn set_home_to(&self, position: BlockPos, radius: i32)

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fn home_position(&self) -> BlockPos

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fn home_radius(&self) -> i32

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fn clear_home(&self)

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fn has_home(&self) -> bool

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fn check_mob_despawn(&self)

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fn nearest_player_distance_sqr(&self) -> Option<f64>

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fn controlling_passenger_mob(&self) -> Option<SharedEntity>

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fn get_pathfinding_malus(&self, path_type: PathType) -> f32

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fn max_fall_distance(&self) -> i32

Vanilla Entity.getMaxFallDistance baseline.
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fn set_pathfinding_malus(&self, path_type: PathType, malus: f32)

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fn is_no_ai(&self) -> bool

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fn set_no_ai(&self, no_ai: bool)

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fn is_left_handed(&self) -> bool

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fn set_left_handed(&self, left_handed: bool)

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fn is_aggressive(&self) -> bool

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fn has_line_of_sight_cached(&self, target: &dyn Entity) -> bool

Whether this mob can see target.
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fn max_head_x_rot(&self) -> f32

Returns vanilla Mob.getMaxHeadXRot.
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fn max_head_y_rot(&self) -> f32

Returns vanilla Mob.getMaxHeadYRot.
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fn do_hurt_target(&self, world: &World, target: &SharedEntity) -> bool

Handles vanilla Mob.doHurtTarget.
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fn mob_attack_damage_source( &self, weapon_item: &ItemStack, attacker: &dyn LivingEntity, ) -> DamageSource

Returns the damage source used by vanilla ItemStack.getDamageSource.
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fn get_attack_knockback( &self, target: &dyn Entity, weapon_item: &ItemStack, damage_source: &DamageSource, ) -> f64

Returns vanilla LivingEntity.getKnockback for mob attacks.
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fn cause_extra_knockback( &self, target: &dyn Entity, knockback_amount: f64, _old_movement: DVec3, )

Applies vanilla LivingEntity.causeExtraKnockback.
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fn play_attack_sound(&self)

Plays vanilla LivingEntity.playAttackSound.
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fn is_within_melee_attack_range(&self, target: &dyn LivingEntity) -> bool

Returns vanilla Mob.isWithinMeleeAttackRange.
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fn attack_bounding_box(&self, horizontal_expansion: f64) -> WorldAabb

Returns vanilla Mob.getAttackBoundingBox.
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fn set_aggressive(&self, aggressive: bool)

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fn set_mob_flag(&self, flag: i8, enabled: bool)

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fn controlled_mob_vehicle(&self) -> Option<SharedEntity>

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fn set_wanted_position(&self, position: DVec3, speed_modifier: f64)

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fn jump_control_jump(&self)

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fn set_mob_speed(&self, speed: f32)

Mirrors vanilla Mob.setSpeed: update cached speed and forward AI input.
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fn mob_server_ai_step(&self)

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fn mob_ai_step(&self) -> Option<MoveResult>

Vanilla Mob.aiStep: the LivingEntity.aiStep movement foundation followed by the item-pickup looting loop. Read more
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fn tick_move_control(&self)

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fn tick_move_to_control(&self, wanted_position: DVec3, speed_modifier: f64)

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fn tick_strafe_control(&self, forward: f32, right: f32)

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fn is_strafe_walkable(&self, dx: f32, dz: f32) -> bool

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fn tick_jumping_control(&self, speed_modifier: f64)

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fn tick_look_control(&self)

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fn clamp_head_rotation_to_body_when_pathing(&self)

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fn tick_jump_control(&self)

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fn update_control_flags(&self)

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fn tick_body_rotation_control(&self)

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impl PathfinderMob for SheepEntity

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fn controlled_pathfinder_vehicle(&self) -> Option<SharedEntity>

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fn get_walk_target_value(&self, pos: BlockPos) -> f32

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fn can_update_path(&self) -> bool

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fn can_path_to_targets_below_surface(&self) -> bool

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fn can_reach_living_target(&self, target: &dyn LivingEntity) -> bool

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fn tick_pathfinder_path_navigation(&self)

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fn tick_pathfinder_goal_selectors(&self)
where Self: Sized,

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fn is_stable_destination(&self, pos: BlockPos) -> bool

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fn create_path_to(&self, target: BlockPos, reach_range: i32) -> Option<Path>

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fn recompute_path(&self, request: NavigationRecomputeRequest)

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fn move_to_pos(&self, target: DVec3, speed_modifier: f64) -> bool

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fn move_to_pos_with_reach( &self, target: DVec3, reach_range: i32, speed_modifier: f64, ) -> bool

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fn move_to_path(&self, path: Option<Path>, speed_modifier: f64) -> bool

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fn is_path_finding(&self) -> bool

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fn is_panicking(&self) -> bool

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fn create_path_to_targets( &self, world: &Arc<World>, targets: &[BlockPos], reach_range: i32, ) -> Option<Path>

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast for T
where T: ErasedType + ?Sized,

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fn is<T>(&self) -> bool
where T: DowncastType,

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fn downcast_ref<T>(&self) -> Option<&T>
where T: DowncastType,

Returns the erased value as T when its key matches.
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fn downcast_mut<T>(&mut self) -> Option<&mut T>
where T: DowncastType,

Returns the erased value as mutable T when its key matches.
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impl<T> EntityEventSource for T
where T: Entity,

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fn as_entity_event_source(&self) -> &(dyn Entity + 'static)

Returns this entity as a game-event source.
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impl<T> ErasedType for T
where T: DowncastType,

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self> ⓘ

Instruments this type with the provided [Span], returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self> ⓘ

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<T> IntoShared for T

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fn into_shared(self) -> Arc<Mutex<RawMutex, Self>> ⓘ

Wraps this value in an Arc<SyncMutex<>>
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impl<T> Leashable for T
where T: Mob,

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fn leash_data(&self) -> &Mutex<RawMutex, Option<LeashData>>

Returns the shared leash data (if any).
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fn can_be_leashed(&self) -> bool

Returns whether this entity can be leashed with respect to the entity’s type or classification. Read more
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fn is_leashed(&self) -> bool

Returns whether this entity is leashed.
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fn may_be_leashed(&self) -> bool

Returns whether this entity can be leashed with respect to its leash state. Read more
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fn leash_holder(&self) -> Option<SharedEntity>

Returns the entity holding this entity with a leash, if any.
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fn leash_attachment(&self) -> Option<LeashAttachment>

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fn set_delayed_leash_attachment(&self, attachment: LeashAttachment)

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fn leash_distance_to(&self, holder: &dyn Entity) -> f64

Returns the distance between the bounding box’s center of the entity and that of holder. Read more
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fn leash_snap_distance(&self) -> f64

Returns the minimum leash distance for which a leash will snap.
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fn leash_elastic_distance(&self) -> f64

Returns the minimum leash distance for which a leash behaves elastically (it pulls the leashed entity towards the holder).
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fn when_leashed_to(&self, holder: &dyn Entity)

Called when this entity is leashed to holder.
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fn leash_too_far_behaviour(&self)

Called every tick this entity’s leash is stretched too far (this entity is too far from its holder).
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fn on_elastic_leash_pull(&self)

Called every tick this entity’s leash starts acting elastic (it pulls the leashed entity towards the holder).
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fn close_range_leash_behaviour(&self, _holder: &dyn Entity)

Called every tick this leash is not elastic (pulling) or snappable.
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fn check_elastic_interactions(&self, holder: &dyn Entity) -> bool

Performs the calculations to pull this entity towards its leash holder and applies velocity to it.
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fn apply_leash_angular_momentum(&self) -> bool

Applies some angular momentum by the leash for rotation purposes.
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fn rotate_by_leash_angular_momentum(&self, angular_momentum: f64)

Rotates this entity with the provided angular momentum value.
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fn leash_angular_momentum(&self) -> Option<f64>

Returns the angular momentum experienced by this entity (if it is leashed).
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fn leash_angular_friction(&self) -> f64

Returns the friction multiplier for calculating the angular momentum of a leash. Read more
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fn can_have_a_leash_attached_to(&self, holder: &dyn Entity) -> bool

Returns whether this entity can have a leash attached to another. Mirrors Vanilla’s Leashable.canHaveALeashAttachedTo.
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fn set_leashed_to(&self, holder: &SharedEntity) -> bool

Sets this entity to be leashed to a holder, removing the old holder’s connection, if any.
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fn restore_leash_from_save(&self)

Updates the delayed leash info to use the entity’s current context to resolve the entity’s actual leash connection (whether it be an external entity or a fence knot).
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fn tick_leash(&self)

Ticks the leash holding this entity. Mirrors Vanilla’s Leashable.tickLeash.
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fn drop_leash(&self)

Breaks the leash and drops a lead item. Mirrors Vanilla’s Leashable.dropLeash.
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fn remove_leash(&self)

Removes the leash without dropping a lead item. Mirrors Vanilla’s Leashable.removeLeash.
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fn remove_leash_state(&self) -> Option<SharedEntity>

Removes the leash state of this entity, returning its holder before the leash’s removal, if any.
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impl<T> Pointable for T

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const ALIGN: usize

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type Init = T

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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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fn and<P, B, E>(self, other: P) -> And<T, P>
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Create a new Policy that returns [Action::Follow] only if self and other return Action::Follow. Read more
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fn or<P, B, E>(self, other: P) -> Or<T, P>
where T: Sized + Policy<B, E>, P: Policy<B, E>,

Create a new Policy that returns [Action::Follow] if either self or other returns Action::Follow. Read more
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<T, U> TryFrom<U> for T
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type Error = Infallible

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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
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type Error = <U as TryFrom<T>>::Error

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Performs the conversion.
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impl<T> WithSubscriber for T

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where S: Into<Dispatch>,

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