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PigEntity

Struct PigEntity 

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

Vanilla pig entity.

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

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impl PigEntity

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

Creates a new pig entity.

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

Creates a pig entity from saved base data.

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

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pub fn set_variant(&self, variant: PigVariantRef)

Sets the current pig variant by registry entry.

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pub fn variant(&self) -> PigVariantRef

Returns the current pig variant.

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pub fn set_sound_variant(&self, sound_variant: PigSoundVariantRef)

Sets the current pig sound variant by registry entry.

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pub fn sound_variant(&self) -> PigSoundVariantRef

Returns the current pig sound variant.

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fn set_variant_by_key(&self, key: &Identifier) -> bool

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fn set_sound_variant_by_key(&self, key: &Identifier)

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fn current_sound_set(&self) -> &'static PigAge

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fn set_ridden_rotation(&self, controller_yaw: f32, controller_pitch: f32)

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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 pig food.

Trait Implementations§

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impl AgeableMob for PigEntity

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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 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 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 PigEntity

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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 play_eating_sound(&self)

Plays this animal’s vanilla eating sound.
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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 initialize_breed_offspring( &self, partner: &dyn Animal, offspring: &dyn Animal, )

Applies entity-specific state to freshly created breeding offspring.
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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 mob_interact_animal( &self, player: &Player, hand: InteractionHand, ) -> InteractionResult

Handles vanilla Animal.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 Animal, ) -> Option<SharedEntity>

Creates this animal’s vanilla breeding offspring.
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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 PigEntity

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const TYPE_KEY: DowncastTypeKey

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

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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 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 controlling_passenger(&self) -> Option<SharedEntity>

Returns the living passenger currently controlling this entity, if any. Read more
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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 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 on_inside_bubble_column(&self, drag_down: bool)

Applies vanilla Entity.onInsideBubbleColumn.
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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 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 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(&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 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 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 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 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 hurt(&self, world: &World, source: &DamageSource, amount: f32) -> bool

Applies damage to this entity.
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impl ItemSteerable for PigEntity

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fn item_based_steering(&self) -> &SyncMutex<ItemBasedSteering>

Returns the shared runtime steering state.
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fn boost_time_total(&self) -> i32

Returns the synced vanilla boostTimeTotal.
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fn set_boost_time_total(&self, boost_time_total: i32)

Sets the synced vanilla boostTimeTotal.
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fn boost(&self) -> bool

Attempts to start an item-steering boost.
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fn tick_boost(&self)

Advances the active item-steering boost.
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fn boost_factor(&self) -> f32

Returns vanilla ItemBasedSteering.boostFactor.
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impl LivingEntity for PigEntity

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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 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 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 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 server_ai_step(&self)

Server AI hook called from vanilla LivingEntity.aiStep().
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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 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 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_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 sound_volume(&self) -> f32

Returns vanilla LivingEntity.getSoundVolume.
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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 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_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 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 on_equipped_item_broken(&self, 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 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 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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impl Mob for PigEntity

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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 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 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 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 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_leashed(&self) -> bool

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fn may_be_leashed(&self) -> bool

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

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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 can_be_leashed(&self) -> bool

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

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fn leash_snap_distance(&self) -> f64

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fn leash_elastic_distance(&self) -> f64

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fn when_leashed_to(&self, holder: &dyn Entity)

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fn leash_too_far_behaviour(&self)

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fn on_elastic_leash_pull(&self)

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fn close_range_leash_behaviour(&self, _holder: &dyn Entity)

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fn check_elastic_interactions(&self, holder: &dyn Entity) -> bool

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fn apply_leash_angular_momentum(&self) -> bool

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fn rotate_by_leash_angular_momentum(&self, angular_momentum: f64)

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

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fn leash_angular_friction(&self) -> f64

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fn can_have_a_leash_attached_to(&self, holder: &dyn Entity) -> bool

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fn set_leashed_to(&self, holder: &SharedEntity) -> bool

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fn tick_leash(&self)

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fn drop_leash(&self)

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fn remove_leash(&self)

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

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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 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 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 PigEntity

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

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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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where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

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

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where T: DowncastType,

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where T: DowncastType,

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

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Calls U::from(self).

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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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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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type Init = T

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

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unsafe fn deref<'a>(ptr: usize) -> &'a T

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