JeevesEntity

class JeevesEntity(type: EntityType<out WanderingTrader>, level: Level) : WanderingTrader, PolymerEntity(source)

Jeeves NPC entity that follows players and persists across server restarts.

Constructors

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constructor(type: EntityType<out WanderingTrader>, level: Level)

Types

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object Companion

Constants for Jeeves behavior and skin rendering compatibility.

Properties

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open val activeEffects: Collection<MobEffectInstance>
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open val activeEffectsMap: Map<Holder<MobEffect>, MobEffectInstance>
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open val activeItem: ItemStack
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open var age: Int
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open val ageScale: Float
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Whether Jeeves AI chat participation is enabled for this companion.

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open var airSupply: Int
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open val armorValue: Int
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val attachments: EntityAttachments
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open val attributes: AttributeMap
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open val bedOrientation: @Nullable Direction?
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open val blockStateOn: BlockState
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val blockX: Int
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val blockY: Int
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val blockZ: Int
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open var bodyArmorItem: ItemStack
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var boundingBox: AABB
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open val brain: Brain<*>
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Whether Jeeves actively defends against hostile threats near his owner.

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open val combatTracker: CombatTracker
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open val controlledVehicle: @Nullable Entity?
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open val controllingPassenger: @Nullable LivingEntity?
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open var customName: @Nullable Component?
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open var deltaMovement: Vec3
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open var despawnDelay: Int
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open val direction: Direction
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open val dismountPoses: ImmutableList<Pose>
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open val displayName: Component
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open val dropChances: DropChances
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val elytraAnimationState: ElytraAnimationState
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open val entityData: SynchedEntityData
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val eyePosition: Vec3
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open val eyeY: Double
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open val fallSounds: LivingEntity.Fallsounds
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open val feedbackDisplayName: Component
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open val firstPassenger: @Nullable Entity?
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UUID of the player Jeeves should follow. Null means he should stay in place.

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open val forcedAge: Int
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open val forward: Vec3
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Whether Jeeves applies frost walker-like freezing while moving.

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open val headLookAngle: Vec3
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open override val headRotSpeed: Int
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open var health: Float
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open val homePosition: BlockPos
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open val homeRadius: Int
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open val hurtDir: Float
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open var id: Int
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open val inBlockState: BlockState
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open val indirectPassengers: Iterable<Entity>
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open val interpolation: InterpolationHandler
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open val inventory: SimpleContainer
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open val isAlive: Boolean
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open var isBaby: Boolean
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open val isInLava: Boolean
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open val isInWall: Boolean
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open val isInWater: Boolean
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open var isJumping: Boolean
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open val isLeashed: Boolean
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open var isNoAi: Boolean
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open val isOnFire: Boolean
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open val isOnRails: Boolean
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open val isSaddled: Boolean
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open var isSilent: Boolean
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open val isTrading: Boolean
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open val isVehicle: Boolean
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open val itemBlockingWith: @Nullable ItemStack?
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open val jumpControl: JumpControl
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open val killCredit: @Nullable LivingEntity?
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open val knownMovement: Vec3
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open val knownSpeed: Vec3
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open val lastAttacker: LivingEntity
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open val lastClimbablePos: Optional<BlockPos>
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open val lastDamageSource: @Nullable DamageSource?
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open var lastHurtByMob: @Nullable LivingEntity?
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open val lastHurtByPlayer: @Nullable Player?
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open val lastHurtMob: @Nullable LivingEntity?
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open var leashData: Leashable.LeashData
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open val leashHolder: @Nullable Entity?
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open val leashOffset: Vec3
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open val lookAngle: Vec3
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open val lookControl: LookControl
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val lootTable: Optional<ResourceKey<LootTable>>
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open val luck: Float
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open val mainArm: HumanoidArm
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open val mainHandItem: ItemStack
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open val maxAirSupply: Int
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open override val maxHeadXRot: Int
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open override val maxHeadYRot: Int
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open val motionDirection: Direction
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open val moveControl: MoveControl
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open val name: Component
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open val navigation: PathNavigation
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open val nearestViewDirection: Direction
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open var noActionTime: Int
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open val notifyTradeSound: SoundEvent
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open val offers: MerchantOffers
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open val offhandItem: ItemStack
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open val onPos: BlockPos
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open val onPosLegacy: BlockPos
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UUID of the player who owns this Jeeves instance.

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val passengers: List<Entity>
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open val passengersAndSelf: Stream<Entity>
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open val pickRadius: Float
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open val pickResult: @Nullable ItemStack?
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open val pistonPushReaction: PushReaction
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var portalProcess: @Nullable PortalProcessor?
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open var pose: Pose
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open val positionCodec: VecDeltaCodec
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open val preferredWeaponType: @Nullable TagKey<Item>?
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open val quadLeashHolderOffsets: Array<out Vec3>
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open val quadLeashOffsets: Array<out Vec3>
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open val random: RandomSource
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open val randomY: Double
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open val removalReason: Entity.RemovalReason
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open val rootVehicle: Entity
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open val rotationVector: Vec2
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open val selfAndPassengers: Stream<Entity>
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open val sensing: Sensing
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Index into JeevesSkin selected for this Jeeves instance.

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open val sleepingPos: Optional<BlockPos>
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Whether Jeeves keeps the slow falling effect active while following.

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open val soundSource: SoundSource
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open var speed: Float
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var storage: SimpleContainer

Jeeves's carried storage, persisted per owner.

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open val stringUUID: String
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var swingingArm: InteractionHand
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open val tags: Set<String>
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open var target: @Nullable LivingEntity?
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open val team: @Nullable PlayerTeam?
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open val teamColor: Int
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open var ticksFrozen: Int
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open var tradingPlayer: @Nullable Player?
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open val type: EntityType<*>
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open val usedItemHand: InteractionHand
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open val useItem: ItemStack
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open var uuid: UUID
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open val vehicle: @Nullable Entity?
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open val villagerXp: Int
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open val voicePitch: Float
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val walkAnimation: WalkAnimationState
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open var wanderTarget: @Nullable BlockPos?
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open val weaponItem: ItemStack
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val x: Double
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var xo: Double
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open var xRot: Float
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var xxa: Float
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val y: Double
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open var yHeadRot: Float
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var yo: Double
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open var yRot: Float
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var yya: Float
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val z: Double
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var zo: Double
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var zza: Float

Functions

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open fun absSnapRotationTo(f: Float, g: Float)
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open fun absSnapTo(d: Double, e: Double, f: Double)
open fun absSnapTo(d: Double, e: Double, f: Double, g: Float, h: Float)
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open fun activeLocationDependentEnchantments(equipmentSlot: EquipmentSlot): Map<Enchantment, Set<EnchantmentLocationBasedEffect>>
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open fun addDeltaMovement(vec3: Vec3)
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fun addEffect(mobEffectInstance: MobEffectInstance): Boolean
open fun addEffect(mobEffectInstance: MobEffectInstance, entity: @Nullable Entity?): Boolean
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open fun addTag(string: String): Boolean
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open fun adjustSpawnLocation(serverLevel: ServerLevel, blockPos: BlockPos): BlockPos
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open fun ageUp(i: Int)
open fun ageUp(i: Int, bl: Boolean)
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open override fun aiStep()
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open fun animateHurt(f: Float)
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fun applyComponentsFromItemStack(itemStack: ItemStack)
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open fun applyEffectsFromBlocks(vec3: Vec3, vec32: Vec3)
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open fun applyItemBlocking(serverLevel: ServerLevel, damageSource: DamageSource, f: Float): Float
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open fun asLivingEntity(): @Nullable LivingEntity?
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open fun ate()
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open fun attackable(): Boolean
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open fun awardKillScore(entity: Entity, damageSource: DamageSource)
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open fun baseTick()
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open fun beforeEntityTrackerTick(listeners: Set<ServerPlayerConnection?>?)
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open fun blockPosition(): BlockPos
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open fun broadcastToPlayer(serverPlayer: ServerPlayer): Boolean
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fun calculateViewVector(f: Float, g: Float): Vec3
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open fun canAttack(livingEntity: LivingEntity): Boolean
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open fun canAttackType(entityType: EntityType<*>): Boolean
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open fun canBeAffected(mobEffectInstance: MobEffectInstance): Boolean
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open fun canBeCollidedWith(entity: @Nullable Entity?): Boolean
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open fun canBeLeashed(): Boolean
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open fun canBreed(): Boolean
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open fun canCollideWith(entity: Entity): Boolean
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fun canEquipWithDispenser(itemStack: ItemStack): Boolean
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open fun canFreeze(): Boolean
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open fun canHaveALeashAttachedTo(entity: Entity): Boolean
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open fun canHoldItem(itemStack: ItemStack): Boolean
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open fun canReplaceEqualItem(itemStack: ItemStack, itemStack2: ItemStack): Boolean
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open fun canRestock(): Boolean
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open fun canSprint(): Boolean
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open fun canStandOnFluid(fluidState: FluidState): Boolean
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open fun canSynchronizeToPolymerClient(player: ServerPlayer?): Boolean
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open fun canTeleport(level: Level, level2: Level): Boolean
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open fun canUseNonMeleeWeapon(itemStack: ItemStack): Boolean
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open fun canUseSlot(equipmentSlot: EquipmentSlot): Boolean
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open fun causeExtraKnockback(entity: Entity, f: Float, vec3: Vec3)
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open fun causeFallDamage(d: Double, f: Float, damageSource: DamageSource): Boolean
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open fun checkBelowWorld()
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open fun checkDespawn()
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open fun checkElasticInteractions(entity: Entity, leashData: Leashable.LeashData): Boolean
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open fun checkSpawnObstruction(levelReader: LevelReader): Boolean
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open fun checkSpawnRules(levelAccessor: LevelAccessor, entitySpawnReason: EntitySpawnReason): Boolean
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open fun chunkPosition(): ChunkPos
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open fun clearFire()
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Makes Jeeves stay in place and stop following anyone.

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open fun clearFreeze()
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open fun clearHome()
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open fun clearSleepingPos()
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open fun closeRangeLeashBehaviour(entity: Entity)
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open fun closerThan(entity: Entity, d: Double): Boolean
open fun closerThan(entity: Entity, d: Double, e: Double): Boolean
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open fun collidedWithFluid(fluidState: FluidState, blockPos: BlockPos, vec3: Vec3, vec32: Vec3): Boolean
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open fun collidedWithShapeMovingFrom(vec3: Vec3, vec32: Vec3, list: List<AABB>): Boolean
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open fun <T : Mob> convertTo(entityType: EntityType<T>, conversionParams: ConversionParams, afterConversion: ConversionParams.AfterConversion<T>): @Nullable T?
open fun <T : Mob> convertTo(entityType: EntityType<T>, conversionParams: ConversionParams, entitySpawnReason: EntitySpawnReason, afterConversion: ConversionParams.AfterConversion<T>): @Nullable T?
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open fun copyPosition(entity: Entity)
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open fun createCommandSourceStackForNameResolution(serverLevel: ServerLevel): CommandSourceStack
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open fun createEquipmentSlotContainer(equipmentSlot: EquipmentSlot): Container
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open fun damageSources(): DamageSources
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open fun deflection(projectile: Projectile): ProjectileDeflection
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open fun die(damageSource: DamageSource)
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fun discard()
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open fun dismountTo(d: Double, e: Double, f: Double)
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open fun distanceTo(entity: Entity): Float
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open fun distanceToSqr(entity: Entity): Double
open fun distanceToSqr(vec3: Vec3): Double
open fun distanceToSqr(d: Double, e: Double, f: Double): Double
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open fun doHurtTarget(serverLevel: ServerLevel, entity: Entity): Boolean
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open fun drop(itemStack: ItemStack, bl: Boolean, bl2: Boolean): @Nullable ItemEntity?
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open fun dropAllLeashConnections(player: @Nullable Player?): Boolean
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open fun dropFromEntityInteractLootTable(serverLevel: ServerLevel, resourceKey: ResourceKey<LootTable>, entity: @Nullable Entity?, itemStack: ItemStack, biConsumer: BiConsumer<ServerLevel, ItemStack>): Boolean
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open fun dropFromGiftLootTable(serverLevel: ServerLevel, resourceKey: ResourceKey<LootTable>, biConsumer: BiConsumer<ServerLevel, ItemStack>): Boolean
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open fun dropFromLootTable(serverLevel: ServerLevel, damageSource: DamageSource, bl: Boolean, resourceKey: ResourceKey<LootTable>)
open fun dropFromLootTable(serverLevel: ServerLevel, damageSource: DamageSource, bl: Boolean, resourceKey: ResourceKey<LootTable>, consumer: Consumer<ItemStack>)
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open fun dropLeash()
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open fun dropPreservedEquipment(serverLevel: ServerLevel)
open fun dropPreservedEquipment(serverLevel: ServerLevel, predicate: Predicate<ItemStack>): Set<EquipmentSlot>
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open fun ejectPassengers()
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open fun entityAttackRange(): AttackRange
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open fun equip(equipmentTable: EquipmentTable, lootParams: LootParams)
open fun equip(resourceKey: ResourceKey<LootTable>, lootParams: LootParams, map: Map<EquipmentSlot, Float>)
open fun equip(resourceKey: ResourceKey<LootTable>, lootParams: LootParams, l: Long, map: Map<EquipmentSlot, Float>)
open fun equip(equipmentTable: EquipmentTable)
open fun equip(resourceKey: ResourceKey<LootTable>, map: Map<EquipmentSlot, Float>)
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open fun equipItemIfPossible(serverLevel: ServerLevel, itemStack: ItemStack): ItemStack
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open fun equipmentHasChanged(itemStack: ItemStack, itemStack2: ItemStack): Boolean
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open fun extinguishFire()
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open fun fillCrashReportCategory(crashReportCategory: CrashReportCategory)
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open fun finalizeSpawn(serverLevelAccessor: ServerLevelAccessor, difficultyInstance: DifficultyInstance, entitySpawnReason: EntitySpawnReason, spawnGroupData: @Nullable SpawnGroupData?): @Nullable SpawnGroupData?
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open fun fireImmune(): Boolean
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open fun forceAddEffect(mobEffectInstance: MobEffectInstance, entity: @Nullable Entity?)
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open fun forceSetRotation(f: Float, bl: Boolean, g: Float, bl2: Boolean)
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open fun fudgePositionAfterSizeChange(entityDimensions: EntityDimensions): Boolean
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open fun gameEvent(holder: Holder<GameEvent>)
open fun gameEvent(holder: Holder<GameEvent>, entity: @Nullable Entity?)
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open operator fun <T : Any> get(dataComponentType: DataComponentType<out T>): @Nullable T?
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open fun getAddEntityPacket(serverEntity: ServerEntity): Packet<ClientGamePacketListener>
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open fun <A : Any> getAttached(type: AttachmentType<A>): @Nullable A?
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open fun <A : Any> getAttachedOrCreate(type: AttachmentType<A>): A
open fun <A : Any> getAttachedOrCreate(type: AttachmentType<A>, initializer: Supplier<A>): A
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@Contract(value = "_, !null -> !null")
open fun <A : Any> getAttachedOrElse(type: AttachmentType<A>, defaultValue: @Nullable A?): A
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open fun <A : Any> getAttachedOrGet(type: AttachmentType<A>, defaultValue: Supplier<A>): A
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open fun <A : Any> getAttachedOrSet(type: AttachmentType<A>, defaultValue: A): A
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open fun <A : Any> getAttachedOrThrow(type: AttachmentType<A>): A
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open fun getAttackAnim(f: Float): Float
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open fun getAttribute(holder: Holder<Attribute>): @Nullable AttributeInstance?
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open fun getAttributeBaseValue(holder: Holder<Attribute>): Double
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open fun getAttributeValue(holder: Holder<Attribute>): Double
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open fun getBlockExplosionResistance(explosion: Explosion, blockGetter: BlockGetter, blockPos: BlockPos, blockState: BlockState, fluidState: FluidState, f: Float): Float
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open fun getBreedOffspring(serverLevel: ServerLevel, ageableMob: AgeableMob): @Nullable AgeableMob?
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open fun getConsumeSound(itemStack: ItemStack): SoundEvent
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fun getDimensions(pose: Pose): EntityDimensions
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open fun getDismountLocationForPassenger(livingEntity: LivingEntity): Vec3
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open fun getEffect(holder: Holder<MobEffect>): @Nullable MobEffectInstance?
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open fun getEffectBlendFactor(holder: Holder<MobEffect>, f: Float): Float
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fun getEquipmentSlotForItem(itemStack: ItemStack): EquipmentSlot
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fun getExperienceReward(serverLevel: ServerLevel, entity: @Nullable Entity?): Int
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open fun getFluidFallingAdjustedMovement(d: Double, bl: Boolean, vec3: Vec3): Vec3
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open fun getFluidHeight(tagKey: TagKey<Fluid>): Double
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open fun getHandHoldingItemAngle(item: Item): Vec3
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open override fun getHeadRotSpeed(): Int
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open fun getItemBySlot(equipmentSlot: EquipmentSlot): ItemStack
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open fun getItemHeldByArm(humanoidArm: HumanoidArm): ItemStack
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open fun getItemInHand(interactionHand: InteractionHand): ItemStack
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open fun getLightProbePosition(f: Float): Vec3
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open fun getLocalBoundsForPose(pose: Pose): AABB
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open override fun getMaxHeadXRot(): Int
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open override fun getMaxHeadYRot(): Int
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open fun <T : Any> getOrDefault(dataComponentType: DataComponentType<out T>, object: T): T
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open fun getPassengerRidingPosition(entity: Entity): Vec3
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open fun getPathfindingMalus(pathType: PathType): Float
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open override fun getPolymerEntityType(context: PacketContext): EntityType<*>
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open fun getPolymerVisibleEquipment(items: List<Pair<EquipmentSlot?, ItemStack?>?>?, player: ServerPlayer?): List<Pair<EquipmentSlot?, ItemStack?>?>?
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fun getPosition(f: Float): Vec3
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open fun getProjectile(itemStack: ItemStack): ItemStack
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open fun getRandomX(d: Double): Double
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open fun getRandomZ(d: Double): Double
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open fun getRelativePortalPosition(axis: Direction.Axis, foundRectangle: BlockUtil.FoundRectangle): Vec3
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open fun getRopeHoldPosition(f: Float): Vec3
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open fun getSlot(i: Int): @Nullable SlotAccess?
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open fun getSlotsFromRange(intList: IntList): SlotCollection
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open fun getSwimAmount(f: Float): Float
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open fun <T : Any> getTyped(dataComponentType: DataComponentType<T>): @Nullable TypedDataComponent<T>?
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fun getUpVector(f: Float): Vec3
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open fun getVehicleAttachmentPoint(entity: Entity): Vec3
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fun getViewVector(f: Float): Vec3
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open fun getViewXRot(f: Float): Float
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open fun getViewYRot(f: Float): Float
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open fun getVisibilityPercent(entity: @Nullable Entity?): Double
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open fun getWalkTargetValue(blockPos: BlockPos): Float
open fun getWalkTargetValue(blockPos: BlockPos, levelReader: LevelReader): Float
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open fun handleDamageEvent(damageSource: DamageSource)
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open fun handleEntityEvent(b: Byte)
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open fun handleExtraItemsCreatedOnUse(itemStack: ItemStack)
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open fun hasAttached(type: AttachmentType<*>): Boolean
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open fun hasEffect(holder: Holder<MobEffect>): Boolean
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open fun hasHome(): Boolean
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open fun hasIndirectPassenger(entity: Entity): Boolean
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open fun hasItemInSlot(equipmentSlot: EquipmentSlot): Boolean
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open fun hasLineOfSight(entity: Entity): Boolean
open fun hasLineOfSight(entity: Entity, block: ClipContext.Block, fluid: ClipContext.Fluid, d: Double): Boolean
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open fun hasPassenger(predicate: Predicate<Entity>): Boolean
open fun hasPassenger(entity: Entity): Boolean
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open fun hasPose(pose: Pose): Boolean
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open fun heal(f: Float)
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fun hurt(damageSource: DamageSource, f: Float)
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open fun hurtArmor(damageSource: DamageSource, f: Float)
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open fun hurtClient(damageSource: DamageSource): Boolean
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open fun hurtHelmet(damageSource: DamageSource, f: Float)
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fun hurtOrSimulate(damageSource: DamageSource, f: Float): Boolean
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open fun hurtServer(serverLevel: ServerLevel, damageSource: DamageSource, f: Float): Boolean
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open fun igniteForTicks(i: Int)
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open fun ignoreExplosion(explosion: Explosion): Boolean
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open fun indicateDamage(d: Double, e: Double)
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open fun interact(player: Player, interactionHand: InteractionHand): InteractionResult
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open fun interactAt(player: Player, vec3: Vec3, interactionHand: InteractionHand): InteractionResult
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open fun is(entity: Entity): Boolean
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fun isAlliedTo(entity: @Nullable Entity?): Boolean
open fun isAlliedTo(team: @Nullable Team?): Boolean
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open fun isColliding(blockPos: BlockPos, blockState: BlockState): Boolean
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fun isEquippableInSlot(itemStack: ItemStack, equipmentSlot: EquipmentSlot): Boolean
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open fun isEyeInFluid(tagKey: TagKey<Fluid>): Boolean
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open fun isFree(d: Double, e: Double, f: Double): Boolean
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open fun isHolding(predicate: Predicate<ItemStack>): Boolean
open fun isHolding(item: Item): Boolean
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open fun isInvisibleTo(player: Player): Boolean
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open fun isInvulnerableTo(serverLevel: ServerLevel, damageSource: DamageSource): Boolean
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open fun isLookingAtMe(livingEntity: LivingEntity, d: Double, bl: Boolean, bl2: Boolean, vararg ds: Double): Boolean
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fun isOwnedBy(ownerId: UUID): Boolean

Returns true if this Jeeves belongs to the provided owner UUID.

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open fun isPassengerOfSameVehicle(entity: Entity): Boolean
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open fun isPolymerEntityInteraction(player: ServerPlayer?, hand: InteractionHand?, stack: ItemStack?, world: ServerLevel?, actionResult: InteractionResult?): Boolean
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open fun isSupportedBy(blockPos: BlockPos): Boolean
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fun isToolEnabled(toolName: String): Boolean

Returns true when the named AI tool is enabled for this Jeeves companion.

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Supports migration from legacy Jeeves that only tracked follow target.

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open fun isWithinMeleeAttackRange(livingEntity: LivingEntity): Boolean
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open fun jumpFromGround()
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open fun kill(serverLevel: ServerLevel)
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open fun killedEntity(serverLevel: ServerLevel, livingEntity: LivingEntity, damageSource: DamageSource): Boolean
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open fun knockback(d: Double, e: Double, f: Double)
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open fun lavaHurt()
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open fun lavaIgnite()
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open fun leashDistanceTo(entity: Entity): Double
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open fun lerpHeadTo(f: Float, i: Int)
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open fun lerpMotion(vec3: Vec3)
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open fun level(): Level
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open fun load(valueInput: ValueInput)
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open fun lookAt(anchor: EntityAnchorArgument.Anchor, vec3: Vec3)
open fun lookAt(entity: Entity, f: Float, g: Float)
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open fun makeSound(soundEvent: @Nullable SoundEvent?)
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open fun makeStuckInBlock(blockState: BlockState, vec3: Vec3)
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open fun makeWaypointConnectionWith(serverPlayer: ServerPlayer): Optional<WaypointTransmitter.Connection>
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open fun maxUpStep(): Float
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open fun mayBeLeashed(): Boolean
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open fun mayInteract(serverLevel: ServerLevel, blockPos: BlockPos): Boolean
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open fun mirror(mirror: Mirror): Float
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open override fun mobInteract(player: Player, hand: InteractionHand): InteractionResult
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open fun <A : Any> modifyAttached(type: AttachmentType<A>, modifier: UnaryOperator<A>): @Nullable A?
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open fun modifyRawEntityAttributeData(data: List<ClientboundUpdateAttributesPacket.AttributeSnapshot?>?, player: ServerPlayer?, initial: Boolean)
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open override fun modifyRawTrackedData(data: MutableList<SynchedEntityData.DataValue<*>>, player: ServerPlayer, initial: Boolean)
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open fun move(moverType: MoverType, vec3: Vec3)
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fun moveOrInterpolateTo(vec3: Vec3)
fun moveOrInterpolateTo(optional: Optional<Vec3>, optional2: Optional<Float>, optional3: Optional<Float>)
fun moveOrInterpolateTo(vec3: Vec3, f: Float, g: Float)
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open fun moveRelative(f: Float, vec3: Vec3)
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Returns the next skin index after the currently active one.

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open fun notifyLeasheeRemoved(leashable: Leashable)
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open fun notifyLeashHolder(leashable: Leashable)
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open fun notifyTrade(merchantOffer: MerchantOffer)
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open fun notifyTradeUpdated(itemStack: ItemStack)
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fun oldPosition(): Vec3
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open fun onAboveBubbleColumn(bl: Boolean, blockPos: BlockPos)
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open fun <A : Any> onAttachedSet(type: AttachmentType<A>): Event<AttachmentTarget.OnAttachedSet<A>>
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open fun onAttack()
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open override fun onBeforeSpawnPacket(player: ServerPlayer, packetConsumer: Consumer<Packet<*>>)
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open fun onClientRemoval()
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open fun onClimbable(): Boolean
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open fun onEnterCombat()
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open fun onEntityPacketSent(consumer: Consumer<Packet<*>?>?, packet: Packet<*>?)
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open fun onEntityTrackerTick(listeners: Set<ServerPlayerConnection?>?)
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open fun onEquipItem(equipmentSlot: EquipmentSlot, itemStack: ItemStack, itemStack2: ItemStack)
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open fun onEquippedItemBroken(item: Item, equipmentSlot: EquipmentSlot)
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open fun onExplosionHit(entity: @Nullable Entity?)
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open fun onGround(): Boolean
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open fun onItemPickup(itemEntity: ItemEntity)
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open fun onLeashRemoved()
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open fun onLeaveCombat()
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open fun onPassengerTurned(entity: Entity)
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open fun onRemoval(removalReason: Entity.RemovalReason)
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open fun onSyncedDataUpdated(list: List<SynchedEntityData.DataValue<*>>)
open fun onSyncedDataUpdated(entityDataAccessor: EntityDataAccessor<*>)
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open fun openTradingScreen(player: Player, component: Component, i: Int)
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open fun overrideOffers(merchantOffers: @Nullable MerchantOffers?)
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open fun overrideXp(i: Int)
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Flushes the current Jeeves loadout to persistent companion storage immediately.

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open fun pick(d: Double, f: Float, bl: Boolean): HitResult
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open fun placePortalTicket(blockPos: BlockPos)
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open fun playAmbientSound()
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open fun playerTouch(player: Player)
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open fun playSound(soundEvent: SoundEvent)
open fun playSound(soundEvent: SoundEvent, f: Float, g: Float)
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open fun position(): Vec3
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fun positionRider(entity: Entity)
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open fun problemPath(): ProblemReporter.PathElement
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open fun push(entity: Entity)
open fun push(vec3: Vec3)
open fun push(d: Double, e: Double, f: Double)
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open fun randomTeleport(d: Double, e: Double, f: Double, bl: Boolean): Boolean
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open fun readInventoryFromTag(valueInput: ValueInput)
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open fun readLeashData(valueInput: ValueInput)
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open fun recreateFromPacket(clientboundAddEntityPacket: ClientboundAddEntityPacket)
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open fun registerDebugValues(serverLevel: ServerLevel, registration: DebugValueSource.Registration)
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open fun registryAccess(): RegistryAccess
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open fun releaseUsingItem()
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open fun rememberStabbedEntity(entity: Entity)
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open fun remove(removalReason: Entity.RemovalReason)
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open fun removeAllGoals(predicate: Predicate<Goal>)
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open fun <A : Any> removeAttached(type: AttachmentType<A>): @Nullable A?
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open fun removeEffect(holder: Holder<MobEffect>): Boolean
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fun removeEffectNoUpdate(holder: Holder<MobEffect>): @Nullable MobEffectInstance?
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open fun removeFreeWill()
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open fun removeLeash()
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open fun removeTag(string: String): Boolean
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open fun removeVehicle()
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open fun resolveSlot(itemStack: ItemStack, list: List<EquipmentSlot>): @Nullable EquipmentSlot?
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open fun restoreFrom(entity: Entity)
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open fun rideTick()
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open fun rotate(rotation: Rotation): Float
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open fun save(valueOutput: ValueOutput): Boolean
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open fun saveAsPassenger(valueOutput: ValueOutput): Boolean
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open fun saveWithoutId(valueOutput: ValueOutput)
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open fun sendEffectToPassengers(mobEffectInstance: MobEffectInstance)
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open fun sendEmptyTrackerUpdates(player: ServerPlayer?): Boolean
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open fun sendPacketsTo(player: ServerPlayer?): Boolean
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Enables or disables Jeeves AI chat participation.

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open fun setAsInsidePortal(portal: Portal, blockPos: BlockPos)
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open fun <A : Any> setAttached(type: AttachmentType<A>, value: @Nullable A?): @Nullable A?
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Enables or disables Jeeves combat behavior while following.

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open fun <T : Any> setComponent(dataComponentType: DataComponentType<T>, object: T)
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open fun setDropChance(equipmentSlot: EquipmentSlot, f: Float)
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fun setFollowTarget(player: ServerPlayer, awardRightHandBot: Boolean = true)

Sets the player for Jeeves to follow.

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Enables or disables frost-walker style freezing under Jeeves.

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open fun setGuaranteedDrop(equipmentSlot: EquipmentSlot)
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open fun setHomeTo(blockPos: BlockPos, i: Int)
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open fun setItemInHand(interactionHand: InteractionHand, itemStack: ItemStack)
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open fun setItemSlot(equipmentSlot: EquipmentSlot, itemStack: ItemStack)
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open fun setLastHurtByPlayer(uUID: UUID, i: Int)
open fun setLastHurtByPlayer(player: Player, i: Int)
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open fun setLastHurtMob(entity: Entity)
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open fun setLeashedTo(entity: Entity, bl: Boolean)
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open fun setLevelCallback(entityInLevelCallback: EntityInLevelCallback)
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fun setOldPosAndRot(vec3: Vec3, f: Float, g: Float)
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open fun setOldRot()
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open fun setOnGround(bl: Boolean)
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open fun setOnGroundWithMovement(bl: Boolean, vec3: Vec3)
open fun setOnGroundWithMovement(bl: Boolean, bl2: Boolean, vec3: Vec3)
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fun setOwner(ownerId: UUID)

Assigns ownership of this Jeeves instance to a UUID.

fun setOwner(player: ServerPlayer)

Assigns ownership of this Jeeves instance to a player.

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open fun setPathfindingMalus(pathType: PathType, f: Float)
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fun setPos(vec3: Vec3)
open fun setPos(d: Double, e: Double, f: Double)
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fun setPosRaw(d: Double, e: Double, f: Double)
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open fun setRecordPlayingNearby(blockPos: BlockPos, bl: Boolean)
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fun setRemoved(removalReason: Entity.RemovalReason)
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fun setSkinIndex(index: Int)

Sets a specific skin index, wrapping out-of-range values safely.

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open fun setSleepingPos(blockPos: BlockPos)
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Enables or disables the passive slow falling effect.

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fun setToolEnabled(toolName: String, enabled: Boolean)

Enables or disables a specific AI tool for this Jeeves companion.

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open fun setXxa(f: Float)
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open fun setYBodyRot(f: Float)
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open fun setYya(f: Float)
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open fun setZza(f: Float)
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open fun shearOffAllLeashConnections(player: @Nullable Player?): Boolean
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open fun shouldBlockExplode(explosion: Explosion, blockGetter: BlockGetter, blockPos: BlockPos, blockState: BlockState, f: Float): Boolean
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open fun shouldRender(d: Double, e: Double, f: Double): Boolean
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open fun skipAttackInteraction(entity: Entity): Boolean
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open fun snapTo(vec3: Vec3)
open fun snapTo(d: Double, e: Double, f: Double)
open fun snapTo(blockPos: BlockPos, f: Float, g: Float)
open fun snapTo(vec3: Vec3, f: Float, g: Float)
open fun snapTo(d: Double, e: Double, f: Double, g: Float, h: Float)
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open fun spawnAnim()
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open fun spawnAtLocation(serverLevel: ServerLevel, itemStack: ItemStack): @Nullable ItemEntity?
open fun spawnAtLocation(serverLevel: ServerLevel, itemLike: ItemLike): @Nullable ItemEntity?
open fun spawnAtLocation(serverLevel: ServerLevel, itemStack: ItemStack, f: Float): @Nullable ItemEntity?
open fun spawnAtLocation(serverLevel: ServerLevel, itemStack: ItemStack, vec3: Vec3): @Nullable ItemEntity?
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open fun spawnItemParticles(itemStack: ItemStack, i: Int)
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open fun stabAttack(equipmentSlot: EquipmentSlot, entity: Entity, f: Float, bl: Boolean, bl2: Boolean, bl3: Boolean): Boolean
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open fun stabbedEntities(predicate: Predicate<Entity>): Int
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fun startRiding(entity: Entity): Boolean
open fun startRiding(entity: Entity, bl: Boolean, bl2: Boolean): Boolean
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open fun startSeenByPlayer(serverPlayer: ServerPlayer)
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open fun startSleeping(blockPos: BlockPos)
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open fun startUsingItem(interactionHand: InteractionHand)
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open fun stillValid(player: Player): Boolean
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open fun stopFallFlying()
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open fun stopInPlace()
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open fun stopRiding()
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open fun stopSeenByPlayer(serverPlayer: ServerPlayer)
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open fun stopSleeping()
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open fun stopUsingItem()
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open fun swing(interactionHand: InteractionHand)
open fun swing(interactionHand: InteractionHand, bl: Boolean)
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open fun take(entity: Entity, i: Int)
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open fun teleport(teleportTransition: TeleportTransition): @Nullable Entity?
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open fun teleportRelative(d: Double, e: Double, f: Double)
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open fun teleportSetPosition(positionMoveRotation: PositionMoveRotation, set: Set<Relative>)
open fun teleportSetPosition(positionMoveRotation: PositionMoveRotation, positionMoveRotation2: PositionMoveRotation, set: Set<Relative>)
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open fun teleportTo(d: Double, e: Double, f: Double)
open fun teleportTo(serverLevel: ServerLevel, d: Double, e: Double, f: Double, set: Set<Relative>, g: Float, h: Float, bl: Boolean): Boolean
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open fun thunderHit(serverLevel: ServerLevel, lightningBolt: LightningBolt)
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open fun tick()
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Toggles Jeeves AI chat participation.

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Toggles Jeeves combat behavior while following.

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Toggles frost-walker style freezing under Jeeves.

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Toggles the passive slow falling effect.

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Toggles and returns the enabled state of a specific AI tool.

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open fun trackingPosition(): Vec3
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open fun travel(vec3: Vec3)
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open fun turn(d: Double, e: Double)
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fun unRide()
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open fun updateDynamicGameEventListener(biConsumer: BiConsumer<DynamicGameEventListener<*>, ServerLevel>)
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open fun updateFluidHeightAndDoFluidPushing(tagKey: TagKey<Fluid>, d: Double): Boolean
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open fun updateSwimming()
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open fun wantsToPickUp(serverLevel: ServerLevel, itemStack: ItemStack): Boolean
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open fun wasRecentlyStabbed(entity: Entity, i: Int): Boolean
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open fun waypointIcon(): Waypoint.Icon
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open fun whenLeashedTo(entity: Entity)
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open fun writeInventoryToTag(valueOutput: ValueOutput)
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open fun writeLeashData(valueOutput: ValueOutput, leashData: Leashable.LeashData)