Lorekeeper Soldier Entity
class LorekeeperSoldierEntity(type: EntityType<out Zombie>, level: Level) : Zombie, PolymerEntity(source)
Permanent HQ guard entity.
Behaves as a strong combatant while rendering as a player model so armor is visible to clients.
Properties
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Functions
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open fun activeLocationDependentEnchantments(equipmentSlot: EquipmentSlot): Map<Enchantment, Set<EnchantmentLocationBasedEffect>>
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open fun checkSpawnRules(levelAccessor: LevelAccessor, entitySpawnReason: EntitySpawnReason): Boolean
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open fun collidedWithFluid(fluidState: FluidState, blockPos: BlockPos, vec3: Vec3, vec32: Vec3): 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 dropPreservedEquipment(serverLevel: ServerLevel, predicate: Predicate<ItemStack>): Set<EquipmentSlot>
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open fun finalizeSpawn(serverLevelAccessor: ServerLevelAccessor, difficultyInstance: DifficultyInstance, entitySpawnReason: EntitySpawnReason, spawnGroupData: @Nullable SpawnGroupData?): @Nullable SpawnGroupData?
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open fun getBlockExplosionResistance(explosion: Explosion, blockGetter: BlockGetter, blockPos: BlockPos, blockState: BlockState, fluidState: FluidState, f: Float): Float
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Renders this combat entity as a player model for clients.
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open fun getPolymerVisibleEquipment(items: List<Pair<EquipmentSlot?, ItemStack?>?>?, player: ServerPlayer?): List<Pair<EquipmentSlot?, ItemStack?>?>?
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open fun getRelativePortalPosition(axis: Direction.Axis, foundRectangle: BlockUtil.FoundRectangle): Vec3
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open fun hasLineOfSight(entity: Entity, block: ClipContext.Block, fluid: ClipContext.Fluid, d: Double): Boolean
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open fun interactAt(player: Player, vec3: Vec3, interactionHand: InteractionHand): InteractionResult
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open fun isPolymerEntityInteraction(player: ServerPlayer?, hand: InteractionHand?, stack: ItemStack?, world: ServerLevel?, actionResult: InteractionResult?): Boolean
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open fun killedEntity(serverLevel: ServerLevel, livingEntity: LivingEntity, damageSource: DamageSource): Boolean
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open fun makeWaypointConnectionWith(serverPlayer: ServerPlayer): Optional<WaypointTransmitter.Connection>
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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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Sends player-list info before spawn so clients instantiate a player render context.
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open fun shouldBlockExplode(explosion: Explosion, blockGetter: BlockGetter, blockPos: BlockPos, blockState: BlockState, f: Float): Boolean
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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 teleportSetPosition(positionMoveRotation: PositionMoveRotation, positionMoveRotation2: PositionMoveRotation, set: Set<Relative>)
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open fun updateDynamicGameEventListener(biConsumer: BiConsumer<DynamicGameEventListener<*>, ServerLevel>)
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