

Whether it's in the air, hit the ground, etc.ĭetermines the time before the EntityLightningBolt is destroyed. Used to create the rotation animation when rendering the crystal.ĭeclares which state the lightning bolt is in. The dragon entity this dragon part belongs to The amount of knockback an arrow applies when it hits a mob. Seems to be some sort of timer for animating an arrow. 'y' location the eye should float towards. 'x' location the eye should float towards. 'z' location the eye should float towards. The damage value of the thrown potion that this EntityPotion represents.

The entity that threw this throwable item. Has this entity been added to the chunk its within The amount of ticks you have to stand inside of fire before be set on fire How many ticks has this entity had ran since being alive Remaining time an entity will be "immune" to further damage after being hurt. Whether this entity is currently inside of water (if it handles water movement that is) Used in RenderGlobal: render if ignoreFrustumCheck or in frustum.


Render entity even if it is outside the camera frustum. The distance that has to be exceeded in order to triger a new step sound and an onEntityWalking event on a blockīlocks entities from spawning when they do their AABB check to make sure the spot is clear of entities that can prevent spawning. Whether this entity won't clip with collision or not (make note it won't disable gravity) Reduces the velocity applied by entity collisions by the specified percent. The entity's X coordinate at the previous tick, used to calculate position during rendering routines The previous ticks distance walked multiplied by 0.6 How high this entity can step up when running into a block to try to get over it (currently make note the entity will always step up this amount and not just the amount needed) The entity's Y coordinate at the previous tick, used to calculate position during rendering routines The entity's Z coordinate at the previous tick, used to calculate position during rendering routines True if after a move this entity has collided with something either vertically or horizontally Gets set by setDead, so this must be the flag whether an Entity is dead (inactive may be better term) True if after a move this entity has collided with something on Y-axis True if after a move this entity has collided with something on X- or Z-axis
