Table of Contents

Class Entity

Namespace
Vintagestory.API.Common.Entities
Assembly
VintagestoryAPI.dll

The basic class for all entities in the game

public abstract class Entity : RegistryObject
Inheritance
Entity
Derived
Inherited Members
Extension Methods

Constructors

Entity()

Creates a new instance of an entity

public Entity()

Entity(int)

Creates a minimally populated entity with configurable tracking range, no Stats, no AnimManager and no animations attribute. Currently used by EntityItem.

protected Entity(int trackingRange)

Parameters

trackingRange int

Fields

ActivityTimers

An uptime value running activities. Available on the game client and server. Not synchronized.

public Dictionary<string, long> ActivityTimers

Field Value

Dictionary<string, long>

AirBubbleParticleProps

public static AirBubbleParticles AirBubbleParticleProps

Field Value

AirBubbleParticles

Api

The api, if you need it. Available on the game client and server.

public ICoreAPI Api

Field Value

ICoreAPI

Attributes

Permanently stored entity attributes that are only client or only server side

public SyncedTreeAttribute Attributes

Field Value

SyncedTreeAttribute

ClimbingIntoFace

public BlockFacing ClimbingIntoFace

Field Value

BlockFacing

ClimbingOnCollBox

Set by the game client and server.

public Cuboidf ClimbingOnCollBox

Field Value

Cuboidf

ClimbingOnFace

The face the entity is climbing on. Null if the entity is not climbing. Set by the game client and server.

public BlockFacing ClimbingOnFace

Field Value

BlockFacing

CollidedHorizontally

True if the entity is in touch with something solid on both horizontal axes. Set by the game client and server.

public bool CollidedHorizontally

Field Value

bool

CollidedVertically

True if the entity is in touch with something solid on the vertical axis. Set by the game client and server.

public bool CollidedVertically

Field Value

bool

CollisionBox

The entities collision box. Offseted by the animation system when necessary. Set by the game client and server.

public Cuboidf CollisionBox

Field Value

Cuboidf

DebugAttributes

If entity debug mode is on, this info will be transitted to client and displayed above the entities head

public SyncedTreeAttribute DebugAttributes

Field Value

SyncedTreeAttribute

DespawnReason

public EntityDespawnData DespawnReason

Field Value

EntityDespawnData

EntityId

A unique identifier for this entity. Set by the game client and server.

public long EntityId

Field Value

long

FeetInLiquid

True if the bottom of the collisionbox is inside a liquid. Set by the game client and server.

public bool FeetInLiquid

Field Value

bool

FireParticleProps

public static AdvancedParticleProperties[] FireParticleProps

Field Value

AdvancedParticleProperties[]

FloatingSedimentParticles

public static FloatingSedimentParticles FloatingSedimentParticles

Field Value

FloatingSedimentParticles

InChunkIndex3d

public long InChunkIndex3d

Field Value

long

InLava

public bool InLava

Field Value

bool

InLavaBeginTotalMs

public long InLavaBeginTotalMs

Field Value

long

IsRendered

Set by the client renderer when the entity was rendered last frame

public bool IsRendered

Field Value

bool

IsShadowRendered

Set by the client renderer when the entity shadow was rendered last frame

public bool IsShadowRendered

Field Value

bool

IsTeleport

Used by the PhysicsManager to tell connected clients that the next entity position packet should not have its position change get interpolated. Gets set to false after the packet was sent

public bool IsTeleport

Field Value

bool

IsTracked

Used by PhysicsManager. Added here to increase performance 0 = not tracked, 1 = lowResTracked, 2 = fullyTracked

public byte IsTracked

Field Value

byte

OnFireBeginTotalMs

public long OnFireBeginTotalMs

Field Value

long

OnGround

True if this entity is in touch with the ground. Set by the game client and server.

public bool OnGround

Field Value

bool

OriginCollisionBox

The entities collision box. Not Offseted. Set by the game client and server.

public Cuboidf OriginCollisionBox

Field Value

Cuboidf

OriginSelectionBox

The entities selection box. Not Offseted. Set by the game client and server.

public Cuboidf OriginSelectionBox

Field Value

Cuboidf

PhysicsUpdateWatcher

The vanilla physics systems will call this method if a physics behavior was assigned to it. The game client for example requires this to be called for the current player to properly render the player. Available on the game client and server.

public PhysicsTickDelegate PhysicsUpdateWatcher

Field Value

PhysicsTickDelegate

Pos

Client position

public EntityPos Pos

Field Value

EntityPos

PositionBeforeFalling

The position where the entity last had contact with the ground. Set by the game client and server.

public Vec3d PositionBeforeFalling

Field Value

Vec3d

PreviousServerPos

Server simulated position copy. Needed by Entities server system to send pos updatess only if ServerPos differs noticably from PreviousServerPos

public EntityPos PreviousServerPos

Field Value

EntityPos

SelectionBox

The entities selection box. Offseted by the animation system when necessary. Set by the game client and server.

public Cuboidf SelectionBox

Field Value

Cuboidf

ServerPos

Server simulated position. May not exactly match the client positon

public EntityPos ServerPos

Field Value

EntityPos

SimulationRange

The range in blocks the entity has to be to a client to do physics and AI. When outside range, then State will be set to inactive

public int SimulationRange

Field Value

int

SplashParticleProps

public static WaterSplashParticles SplashParticleProps

Field Value

WaterSplashParticles

State

The current entity state. NOT stored in WatchedAttributes in from/tobytes when sending to client as always set to Active on client-side Initialize(). Server-side if saved it would likely initially be Despawned when an entity is first loaded from the save due to entities being despawned during the UnloadChunks process, so let's make it always Despawned for consistent behavior (it will be set to Active/Inactive during Initialize() anyhow)

public EnumEntityState State

Field Value

EnumEntityState

Stats

public EntityStats Stats

Field Value

EntityStats

Swimming

True if the collisionbox is 2/3rds submerged in liquid. Set by the game client and server.

public bool Swimming

Field Value

bool

Teleporting

Used by the teleporter block

public bool Teleporting

Field Value

bool

WatchedAttributes

Permanently stored entity attributes that are sent to client everytime they have been changed

public SyncedTreeAttribute WatchedAttributes

Field Value

SyncedTreeAttribute

World

World where the entity is spawned in. Available on the game client and server.

public IWorldAccessor World

Field Value

IWorldAccessor

alive

protected bool alive

Field Value

bool

bioLumiNoise

public static NormalizedSimplexNoise bioLumiNoise

Field Value

NormalizedSimplexNoise

bioLumiParticles

public static SimpleParticleProperties bioLumiParticles

Field Value

SimpleParticleProperties

customRepulseBehavior

public bool customRepulseBehavior

Field Value

bool

fireDamageAccum

protected float fireDamageAccum

Field Value

float

hasRepulseBehavior

public bool hasRepulseBehavior

Field Value

bool

minHorRangeToClient

public float minHorRangeToClient

Field Value

float

ownPosRepulse

public Vec3d ownPosRepulse

Field Value

Vec3d

packet

Used for efficiency in multi-player servers, to avoid regenerating the packet again for each connected client

public object packet

Field Value

object

requirePosesOnServer

If true, will fully simulate animations on the server so one has access to the positions of all attachment points. If false, only root level attachment points will be available server side

public bool requirePosesOnServer

Field Value

bool

resetLightHsv

protected bool resetLightHsv

Field Value

bool

shapeFresh

protected bool shapeFresh

Field Value

bool

touchDistanceSq

public double touchDistanceSq

Field Value

double

trickleDownRayIntersects

If true, will call EntityBehavior.IntersectsRay. Default off to increase performance.

public bool trickleDownRayIntersects

Field Value

bool

Properties

Alive

True if the entity is in state active or inactive, or generally not dead (for non-living entities, 'dead' means ready to despawn)

public virtual bool Alive { get; set; }

Property Value

bool

AlwaysActive

Whether this entity should always stay in Active model, regardless on how far away other player are

public virtual bool AlwaysActive { get; set; }

Property Value

bool

AnimManager

Server simulated animations. Only takes care of stopping animations once they're done Set and Called by the Entities ServerSystem

public virtual IAnimationManager AnimManager { get; set; }

Property Value

IAnimationManager

ApplyGravity

If gravity should applied to this entity

public virtual bool ApplyGravity { get; }

Property Value

bool

Collided

CollidedVertically || CollidedHorizontally

public bool Collided { get; }

Property Value

bool

FrustumSphereRadius

public virtual double FrustumSphereRadius { get; }

Property Value

double

IdleSoundChanceModifier

public float IdleSoundChanceModifier { get; set; }

Property Value

float

IsCreature

Used by AItasks for perfomance. When searching for nearby entities we distinguish between (A) Creatures and (B) Inanimate entitie. Inanimate entities are items on the ground, projectiles, armor stands, rafts, falling blocks etc
Note 1: Dead creatures / corpses count as a Creature. EntityPlayer is a Creature of course.
Note 2: Straw Dummy we count as a Creature, because weapons can target it and bees can attack it. In contrast, Armor Stand we count as Inanimate, because nothing should ever attack or target it.

public virtual bool IsCreature { get; }

Property Value

bool

IsInteractable

Should return true when this entity should be interactable by a player or other entities

public virtual bool IsInteractable { get; }

Property Value

bool

IsOnFire

public bool IsOnFire { get; set; }

Property Value

bool

LadderFixDelta

A small offset used to prevent players from clipping through the blocks above ladders: relevant if the entity's collision box is sometimes adjusted by the game code

public virtual double LadderFixDelta { get; }

Property Value

double

LightHsv

If set, the entity will emit dynamic light

public virtual byte[] LightHsv { get; set; }

Property Value

byte[]

LocalEyePos

The height of the eyes for the given entity.

public virtual Vec3d LocalEyePos { get; set; }

Property Value

Vec3d

MaterialDensity

Determines on whether an entity floats on liquids or not and how strongly items get pushed by water. Water has a density of 1000. A density below 1000 means the entity floats on top of water if has a physics simulation behavior attached to it.

public virtual float MaterialDensity { get; }

Property Value

float

Properties

public EntityProperties Properties { get; protected set; }

Property Value

EntityProperties

RenderColor

Used by some renderers to apply an overal color tint on the entity

public int RenderColor { get; set; }

Property Value

int

ShapeFresh

public bool ShapeFresh { get; }

Property Value

bool

ShouldDespawn

If the entity should despawn next server tick. By default returns !Alive for non-creatures and creatures that don't have a Decay behavior

public virtual bool ShouldDespawn { get; }

Property Value

bool

SidedPos

ServerPos on server, Pos on client

public EntityPos SidedPos { get; }

Property Value

EntityPos

SidedProperties

public EntitySidedProperties SidedProperties { get; }

Property Value

EntitySidedProperties

StoreWithChunk

Players and whatever the player rides on will be stored seperatly

public virtual bool StoreWithChunk { get; }

Property Value

bool

SwimmingOffsetY

Used for passive physics simulation, together with the MaterialDensity to check how deep in the water the entity should float

public virtual double SwimmingOffsetY { get; }

Property Value

double

Methods

AddBehavior(EntityBehavior)

Adds given behavior to the entities list of active behaviors

public virtual void AddBehavior(EntityBehavior behavior)

Parameters

behavior EntityBehavior

AfterInitialized(bool)

public virtual void AfterInitialized(bool onFirstSpawn)

Parameters

onFirstSpawn bool

ApplyFireDamage(float)

protected void ApplyFireDamage(float dt)

Parameters

dt float

CanCollect(Entity)

Should return true if this item can be picked up as an itemstack

public virtual bool CanCollect(Entity byEntity)

Parameters

byEntity Entity

Returns

bool

DidImportOrExport(BlockPos)

This method is called by the BlockSchematic class a moment after a schematic containing this entity has been exported. Since a schematic can be placed anywhere in the world, this method has to make sure the entities position is set to the correct position in relation to the target position of the schematic to be imported.

public virtual void DidImportOrExport(BlockPos startPos)

Parameters

startPos BlockPos

Die(EnumDespawnReason, DamageSource)

Makes the entity despawn. Entities only drop something on EnumDespawnReason.Death

public virtual void Die(EnumDespawnReason reason = EnumDespawnReason.Death, DamageSource damageSourceForDeath = null)

Parameters

reason EnumDespawnReason
damageSourceForDeath DamageSource

DieInLava()

protected void DieInLava()

DoInitialActiveCheck(ICoreAPI)

protected void DoInitialActiveCheck(ICoreAPI api)

Parameters

api ICoreAPI

FromBytes(BinaryReader, bool)

Loads the entity from a stored byte array from the SaveGame

public virtual void FromBytes(BinaryReader reader, bool isSync)

Parameters

reader BinaryReader
isSync bool

True if this is a sync operation, not a chunk read operation

FromBytes(BinaryReader, bool, Dictionary<string, string>)

In order to maintain legacy mod API compatibility of FromBytes(BinaryReader reader, bool isSync), we create an overload which server-side calling code will actually call, and store the remaps parameter in a field

public virtual void FromBytes(BinaryReader reader, bool isSync, Dictionary<string, string> serversideRemaps)

Parameters

reader BinaryReader
isSync bool
serversideRemaps Dictionary<string, string>

GetBehavior(string)

Returns the behavior instance for given entity. Returns null if it doesn't exist.

public virtual EntityBehavior GetBehavior(string name)

Parameters

name string

Returns

EntityBehavior

GetBehavior<T>()

Returns the first behavior instance for given entity of given type. Returns null if it doesn't exist.

public virtual T GetBehavior<T>() where T : EntityBehavior

Returns

T

Type Parameters

T

GetDrops(IWorldAccessor, BlockPos, IPlayer)

Is called before the entity is killed, should return what items this entity should drop. Return null or empty array for no drops.

public virtual ItemStack[] GetDrops(IWorldAccessor world, BlockPos pos, IPlayer byPlayer)

Parameters

world IWorldAccessor
pos BlockPos
byPlayer IPlayer

Returns

ItemStack[]

GetHeadPositionFromWatchedAttributes()

Relevant only for entities with heads, implemented in EntityAgent. Other sub-classes of Entity (if not EntityAgent) should similarly override this if the headYaw/headPitch are relevant to them

protected virtual void GetHeadPositionFromWatchedAttributes()

GetInfoText()

gets the info text for the entity.

public virtual string GetInfoText()

Returns

string

GetInteractionHelp(IClientWorldAccessor, EntitySelection, IClientPlayer)

Called when a player looks at the entity with interaction help enabled

public virtual WorldInteraction[] GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player)

Parameters

world IClientWorldAccessor
es EntitySelection
player IClientPlayer

Returns

WorldInteraction[]

GetInterface<T>()

Returns itself or the first behavior that implements the interface T

public virtual T GetInterface<T>() where T : class

Returns

T

Type Parameters

T

GetName()

Gets the name for this entity

public virtual string GetName()

Returns

string

GetTextureSource()

public virtual ITexPositionSource GetTextureSource()

Returns

ITexPositionSource

GetTouchDistance()

public virtual double GetTouchDistance()

Returns

double

HasBehavior(string)

Returns true if the entity has given active behavior

public virtual bool HasBehavior(string behaviorName)

Parameters

behaviorName string

Returns

bool

HasBehavior<T>()

public virtual bool HasBehavior<T>() where T : EntityBehavior

Returns

bool

Type Parameters

T

Ignite()

public virtual void Ignite()

Initialize(EntityProperties, ICoreAPI, long)

Called when this entity got created or loaded

public virtual void Initialize(EntityProperties properties, ICoreAPI api, long InChunkIndex3d)

Parameters

properties EntityProperties
api ICoreAPI
InChunkIndex3d long

IntersectsRay(Ray, AABBIntersectionTest, out double, ref int)

To test for player->entity selection.

public virtual bool IntersectsRay(Ray ray, AABBIntersectionTest interesectionTester, out double intersectionDistance, ref int selectionBoxIndex)

Parameters

ray Ray
interesectionTester AABBIntersectionTest

Is already preloaded with the ray

intersectionDistance double
selectionBoxIndex int

Returns

bool

IsActivityRunning(string)

Returns true if given activity is running

public virtual bool IsActivityRunning(string key)

Parameters

key string

Returns

bool

MarkShapeModified()

public virtual void MarkShapeModified()

Notify(string, object)

This method pings the Notify() method of all behaviors and ai tasks. Can be used to spread information to other creatures.

public virtual void Notify(string key, object data)

Parameters

key string
data object

OnAsyncParticleTick(float, IAsyncParticleManager)

public virtual void OnAsyncParticleTick(float dt, IAsyncParticleManager manager)

Parameters

dt float
manager IAsyncParticleManager

OnCollected(Entity)

Called by BehaviorCollectEntities of nearby entities. Should return the itemstack that should be collected. If the item stack was fully picked up, BehaviorCollectEntities will kill this entity

public virtual ItemStack OnCollected(Entity byEntity)

Parameters

byEntity Entity

Returns

ItemStack

OnCollideWithLiquid()

Called when the entity got in touch with a liquid

public virtual void OnCollideWithLiquid()

OnCollided()

Called when the entity collided with something solid and Collided was false before

public virtual void OnCollided()

OnEntityDespawn(EntityDespawnData)

Called when the entity despawns

public virtual void OnEntityDespawn(EntityDespawnData despawn)

Parameters

despawn EntityDespawnData

OnEntityLoaded()

Called when after the got loaded from the savegame (not called during spawn)

public virtual void OnEntityLoaded()

OnEntitySpawn()

Called when the entity spawns (not called when loaded from the savegame).

public virtual void OnEntitySpawn()

OnExitedLiquid()

Called when the entity has left a liquid

public virtual void OnExitedLiquid()

OnFallToGround(double)

Called when the entity collided vertically

public virtual void OnFallToGround(double motionY)

Parameters

motionY double

OnGameTick(float)

Called every 1/75 second

public virtual void OnGameTick(float dt)

Parameters

dt float

OnHurt(DamageSource, float)

Called when the entity got hurt. On the client side, dmgSource is null

public virtual void OnHurt(DamageSource dmgSource, float damage)

Parameters

dmgSource DamageSource
damage float

OnInteract(EntityAgent, ItemSlot, Vec3d, EnumInteractMode)

Called when an entity has interacted with this entity

public virtual void OnInteract(EntityAgent byEntity, ItemSlot itemslot, Vec3d hitPosition, EnumInteractMode mode)

Parameters

byEntity EntityAgent
itemslot ItemSlot

If being interacted with a block/item, this should be the slot the item is being held in

hitPosition Vec3d

Relative position on the entites hitbox where the entity interacted at

mode EnumInteractMode

0 = attack, 1 = interact

OnLoadCollectibleMappings(IWorldAccessor, Dictionary<int, AssetLocation>, Dictionary<int, AssetLocation>, int, bool)

Called by the blockschematic loader so that you may fix any blockid/itemid mappings against the mapping of the savegame, if you store any collectibles in this blockentity. Note: Some vanilla blocks resolve randomized contents in this method. Hint: Use itemstack.FixMapping() to do the job for you.

public virtual void OnLoadCollectibleMappings(IWorldAccessor worldForNewMappings, Dictionary<int, AssetLocation> oldBlockIdMapping, Dictionary<int, AssetLocation> oldItemIdMapping, int schematicSeed, bool resolveImports)

Parameters

worldForNewMappings IWorldAccessor
oldBlockIdMapping Dictionary<int, AssetLocation>
oldItemIdMapping Dictionary<int, AssetLocation>
schematicSeed int

If you need some sort of randomness consistency accross an imported schematic, you can use this value

resolveImports bool

Turn it off to spawn structures as they are. For example, in this mode, instead of traders, their meta spawners will spawn

OnReceivedClientPacket(IServerPlayer, int, byte[])

Called when on the client side something called capi.Network.SendEntityPacket()

public virtual void OnReceivedClientPacket(IServerPlayer player, int packetid, byte[] data)

Parameters

player IServerPlayer
packetid int
data byte[]

OnReceivedServerAnimations(int[], int, float[])

public virtual void OnReceivedServerAnimations(int[] activeAnimations, int activeAnimationsCount, float[] activeAnimationSpeeds)

Parameters

activeAnimations int[]
activeAnimationsCount int
activeAnimationSpeeds float[]

OnReceivedServerPacket(int, byte[])

Called when on the server side something called sapi.Network.SendEntityPacket() Packetid = 1 is used for teleporting Packetid = 2 is used for BehaviorHarvestable

public virtual void OnReceivedServerPacket(int packetid, byte[] data)

Parameters

packetid int
data byte[]

OnReceivedServerPos(bool)

Called by client when a new server pos arrived

public virtual void OnReceivedServerPos(bool isTeleport)

Parameters

isTeleport bool

OnStateChanged(EnumEntityState)

Called on the server when the entity was changed from active to inactive state or vice versa

public virtual void OnStateChanged(EnumEntityState beforeState)

Parameters

beforeState EnumEntityState

OnStoreCollectibleMappings(Dictionary<int, AssetLocation>, Dictionary<int, AssetLocation>)

Called by the worldedit schematic exporter so that it can also export the mappings of items/blocks stored inside blockentities

public virtual void OnStoreCollectibleMappings(Dictionary<int, AssetLocation> blockIdMapping, Dictionary<int, AssetLocation> itemIdMapping)

Parameters

blockIdMapping Dictionary<int, AssetLocation>
itemIdMapping Dictionary<int, AssetLocation>

OnTesselated()

public virtual void OnTesselated()

OnTesselation(ref Shape, string)

Called by EntityShapeRenderer.cs before tesselating the entity shape

public virtual void OnTesselation(ref Shape entityShape, string shapePathForLogging)

Parameters

entityShape Shape
shapePathForLogging string

PlayEntitySound(string, IPlayer, bool, float)

Assumes that it is only called on the server

public virtual void PlayEntitySound(string type, IPlayer dualCallByPlayer = null, bool randomizePitch = true, float range = 24)

Parameters

type string
dualCallByPlayer IPlayer
randomizePitch bool
range float

ReceiveDamage(DamageSource, float)

Called when the entity should be receiving damage from given source

public virtual bool ReceiveDamage(DamageSource damageSource, float damage)

Parameters

damageSource DamageSource
damage float

Returns

bool

True if the entity actually received damage

RemainingActivityTime(string)

Returns the remaining time on an activity in milliesconds

public virtual int RemainingActivityTime(string key)

Parameters

key string

Returns

int

RemoveBehavior(EntityBehavior)

Removes given behavior to the entities list of active behaviors. Does nothing if the behavior has already been removed

public virtual void RemoveBehavior(EntityBehavior behavior)

Parameters

behavior EntityBehavior

Revive()

Revives the entity and heals for 9999.

public virtual void Revive()

SetActivityRunning(string, int)

Starts an activity for a given duration

public virtual void SetActivityRunning(string key, int milliseconds)

Parameters

key string
milliseconds int

SetCollisionBox(float, float)

Helper method to set the CollisionBox

public virtual void SetCollisionBox(float length, float height)

Parameters

length float
height float

SetHeadPositionToWatchedAttributes()

Relevant only for entities with heads, implemented in EntityAgent. Other sub-classes of Entity (if not EntityAgent) should similarly override this if the headYaw/headPitch are relevant to them

protected virtual void SetHeadPositionToWatchedAttributes()

SetSelectionBox(float, float)

public virtual void SetSelectionBox(float length, float height)

Parameters

length float
height float

ShouldReceiveDamage(DamageSource, float)

Should return true if the entity can get damaged by given damageSource. Is called by ReceiveDamage.

public virtual bool ShouldReceiveDamage(DamageSource damageSource, float damage)

Parameters

damageSource DamageSource
damage float

Returns

bool

SpawnWaterMovementParticles(float, double, double, double)

protected virtual void SpawnWaterMovementParticles(float quantityMul, double offx = 0, double offy = 0, double offz = 0)

Parameters

quantityMul float
offx double
offy double
offz double

StartAnimation(string)

Starts the animation for the entity.

public virtual void StartAnimation(string code)

Parameters

code string

StopAnimation(string)

stops the animation for the entity.

public virtual void StopAnimation(string code)

Parameters

code string

TeleportTo(int, int, int)

Teleports the entity to given position

public virtual void TeleportTo(int x, int y, int z)

Parameters

x int
y int
z int

TeleportTo(EntityPos, Action)

Teleports the entity to given position

public virtual void TeleportTo(EntityPos position, Action onTeleported = null)

Parameters

position EntityPos
onTeleported Action

TeleportTo(BlockPos)

Teleports the entity to given position

public virtual void TeleportTo(BlockPos position)

Parameters

position BlockPos

TeleportTo(Vec3d)

Teleports the entity to given position

public virtual void TeleportTo(Vec3d position)

Parameters

position Vec3d

TeleportToDouble(double, double, double, Action)

Teleports the entity to given position. Actual teleport is delayed until target chunk is loaded.

public virtual void TeleportToDouble(double x, double y, double z, Action onTeleported = null)

Parameters

x double
y double
z double
onTeleported Action

ToBytes(BinaryWriter, bool)

Serializes the slots contents to be stored in the SaveGame

public virtual void ToBytes(BinaryWriter writer, bool forClient)

Parameters

writer BinaryWriter
forClient bool

True when being used to send an entity to the client

TriggerOnInitialized()

protected void TriggerOnInitialized()

TryGiveItemStack(ItemStack)

Called when something tries to given an itemstack to this entity

public virtual bool TryGiveItemStack(ItemStack itemstack)

Parameters

itemstack ItemStack

Returns

bool

UpdateAnimationDebugAttributes()

protected virtual void UpdateAnimationDebugAttributes()

UpdateDebugAttributes()

Updates the DebugAttributes tree

public virtual void UpdateDebugAttributes()

WillExport(BlockPos)

This method is called by the BlockSchematic class a moment before a schematic containing this entity is getting exported. Since a schematic can be placed anywhere in the world, this method has to make sure the entities position is set to a value relative of the schematic origin point defined by startPos Right after calling this method, the world edit system will call .ToBytes() to serialize the entity

public virtual void WillExport(BlockPos startPos)

Parameters

startPos BlockPos

updateColSelBoxes()

protected void updateColSelBoxes()

updateOnFire()

protected void updateOnFire()

Events

OnInitialized

public event Action OnInitialized

Event Type

Action