net.minecraft.entity
Class EntityLiving

java.lang.Object
  extended by net.minecraft.entity.Entity
      extended by net.minecraft.entity.EntityLiving
Direct Known Subclasses:
EntityAmbientCreature, EntityCreature, EntityDragon, EntityFlying, EntityPlayer, EntitySlime

public abstract class EntityLiving
extends Entity


Field Summary
 int arrowHitTimer
           
 float attackedAtYaw
          The yaw at which this entity was last attacked from.
 int attackTime
           
 float cameraPitch
           
 int carryoverDamage
          in each step in the damage calculations, this is set to the 'carryover' that would result if someone was damaged .25 hearts (for example), and added to the damage in the next step
 int deathTime
          The amount of time remaining this entity should act 'dead', i.e.
 int experienceValue
          The experience points the Entity gives.
 float field_70730_aX
           
 int field_70731_aW
           
 float field_70769_ao
           
 float field_70770_ap
           
 int hurtTime
          The amount of time remaining this entity should act 'hurt'.
 boolean isJumping
          used to check whether entity is jumping.
 boolean isSwingInProgress
          Whether an arm swing is currently in progress.
 float jumpMovementFactor
          A factor used to determine how far this entity will move each tick if it is jumping or falling.
 float landMovementFactor
          A factor used to determine how far this entity will move each tick if it is walking on land.
 float legSwing
          Only relevant when legYaw is not 0(the entity is moving).
 float legYaw
           
 int livingSoundTime
          Number of ticks since this EntityLiving last produced its sound
 int maxHurtResistantTime
           
 int maxHurtTime
          What the hurt time was max set to last.
static float[] pickUpLootProability
          Probability to pick up loot
 float prevCameraPitch
           
 int prevHealth
           
 float prevLegYaw
           
 float prevRenderYawOffset
           
 float prevRotationYawHead
          Entity head rotation yaw at previous tick
 float prevSwingProgress
           
 float renderYawOffset
           
 float rotationYawHead
          Entity head rotation yaw
 float swingProgress
           
 int swingProgressInt
           
 EntityAITasks tasks
           
 
Fields inherited from class net.minecraft.entity.Entity
addedToChunk, boundingBox, capturedDrops, captureDrops, chunkCoordX, chunkCoordY, chunkCoordZ, cloakUrl, dimension, distanceWalkedModified, entityCollisionReduction, entityId, fallDistance, field_70135_K, field_82151_R, fireResistance, height, hurtResistantTime, ignoreFrustumCheck, isAirBorne, isCollided, isCollidedHorizontally, isCollidedVertically, isDead, lastTickPosX, lastTickPosY, lastTickPosZ, motionX, motionY, motionZ, myEntitySize, noClip, onGround, posX, posY, posZ, prevDistanceWalkedModified, preventEntitySpawning, prevPosX, prevPosY, prevPosZ, prevRotationPitch, prevRotationYaw, renderDistanceWeight, riddenByEntity, ridingEntity, rotationPitch, rotationYaw, serverPosX, serverPosY, serverPosZ, skinUrl, stepHeight, ticksExisted, timeUntilPortal, velocityChanged, width, worldObj, yOffset, ySize
 
Constructor Summary
EntityLiving(World par1World)
           
 
Method Summary
 void addPotionEffect(PotionEffect par1PotionEffect)
          adds a PotionEffect to the entity
 boolean attackEntityAsMob(Entity par1Entity)
           
 boolean attackEntityFrom(DamageSource par1DamageSource, int par2)
          Called when the entity is attacked.
 boolean canAttackClass(Class par1Class)
          Returns true if this entity can attack entities of the specified class.
 boolean canBeCollidedWith()
          Returns true if other Entities should be prevented from moving through this Entity.
 boolean canBePushed()
          Returns true if this entity should push and be pushed by other entities when colliding.
 boolean canBeSteered()
          returns true if all the conditions for steering the entity are met.
 boolean canBreatheUnderwater()
           
 boolean canEntityBeSeen(Entity par1Entity)
          returns true if the entity provided in the argument can be seen.
 void clearActivePotions()
           
 void curePotionEffects(ItemStack curativeItem)
          Removes all potion effects that have curativeItem as a curative item for its effect
 void detachHome()
           
 void eatGrassBonus()
          This function applies the benefits of growing back wool and faster growing up to the acting entity.
 void faceEntity(Entity par1Entity, float par2, float par3)
          Changes pitch and yaw so that the entity calling the function is facing the entity provided as an argument.
 int func_82143_as()
           
static int func_82159_b(ItemStack par0ItemStack)
           
 PotionEffect getActivePotionEffect(Potion par1Potion)
          returns the PotionEffect for the supplied Potion if it is active, null otherwise.
 Collection getActivePotionEffects()
           
 int getAge()
           
 float getAIMoveSpeed()
          the movespeed used for the new AI system
 EntityLiving getAITarget()
           
static Item getArmorItemForSlot(int par0, int par1)
          Params: Armor slot, Item tier
 int getArrowCountInEntity()
          counts the amount of arrows stuck in the entity.
 EntityLiving getAttackTarget()
          Gets the active target the Task system uses for tracking
 boolean getCanSpawnHere()
          Checks if the entity's current position is a valid location to spawn this entity.
 EnumCreatureAttribute getCreatureAttribute()
          Get this Entity's EnumCreatureAttribute
 ItemStack getCurrentArmor(int par1)
           
 ItemStack getCurrentItemOrArmor(int par1)
          0 = item, 1-n is armor
 EntitySenses getEntitySenses()
          returns the EntitySenses Object for the EntityLiving
 float getEyeHeight()
           
 int getHealth()
           
 ItemStack getHeldItem()
          Returns the item that this EntityLiving is holding, if any.
 ChunkCoordinates getHomePosition()
           
 int getItemIcon(ItemStack par1ItemStack, int par2)
           
 EntityJumpHelper getJumpHelper()
           
 ItemStack[] getLastActiveItems()
           
 EntityLiving getLastAttackingEntity()
           
 Vec3 getLook(float par1)
          interpolated look vector
 EntityLookHelper getLookHelper()
           
 Vec3 getLookVec()
          returns a (normalized) vector of where this entity is looking
abstract  int getMaxHealth()
           
 float getMaximumHomeDistance()
           
 int getMaxSpawnedInChunk()
          Will return how many at most can spawn in a chunk at once.
 EntityMoveHelper getMoveHelper()
           
 PathNavigate getNavigator()
           
 Vec3 getPosition(float par1)
           
 float getRenderSizeModifier()
           
 Random getRNG()
           
 float getSpeedModifier()
          This method returns a value to be applied directly to entity speed, this factor is less than 1 when a slowdown potion effect is applied, more than 1 when a haste potion effect is applied and 2 for fleeing entities.
 float getSwingProgress(float par1)
           
 int getTalkInterval()
          Get number of ticks, at least during which the living entity will be silent.
 String getTexture()
           
 int getTotalArmorValue()
          Returns the current armor value as determined by a call to InventoryPlayer.getTotalArmorValue
 int getVerticalFaceSpeed()
          The speed it takes to move the entityliving's rotationPitch through the faceEntity method.
 void handleHealthUpdate(byte par1)
           
 boolean hasHome()
           
 void heal(int par1)
          Heal living entity (param: amount of half-hearts)
 void initCreature()
          Initialize this creature.
 boolean isBlocking()
           
 boolean isChild()
          If Animal, checks if the age timer is negative
 boolean isEntityAlive()
          Checks whether target entity is alive.
 boolean isEntityUndead()
          Returns true if this entity is undead.
 boolean isOnLadder()
          returns true if this entity is by a ladder, false otherwise
 boolean isPlayerSleeping()
          Returns whether player is sleeping or not
 boolean isPotionActive(int par1)
           
 boolean isPotionActive(Potion par1Potion)
           
 boolean isPotionApplicable(PotionEffect par1PotionEffect)
           
 boolean isWithinHomeDistance(int par1, int par2, int par3)
           
 boolean isWithinHomeDistanceCurrentPosition()
          Returns true if entity is within home distance from current position
 void knockBack(Entity par1Entity, int par2, double par3, double par5)
          knocks back this entity
 void moveEntityWithHeading(float par1, float par2)
          Moves the entity based on the specified heading.
 void onDeath(DamageSource par1DamageSource)
          Called when the mob's health reaches 0.
 void onEntityUpdate()
          Gets called every tick from main Entity class
 void onItemPickup(Entity par1Entity, int par2)
          Called whenever an item is picked up from walking over it.
 void onLivingUpdate()
          Called frequently so the entity can update its state every tick as required.
 void onUpdate()
          Called to update the entity's position/logic.
 void performHurtAnimation()
           
 void playLivingSound()
          Plays living's sound at its position
 MovingObjectPosition rayTrace(double par1, float par3)
           
 void readEntityFromNBT(NBTTagCompound par1NBTTagCompound)
          (abstract) Protected helper method to read subclass entity data from NBT.
 void removePotionEffect(int par1)
          Remove the specified potion effect from this entity.
 void removePotionEffectClient(int par1)
          Remove the speified potion effect from this entity.
 void renderBrokenItemStack(ItemStack par1ItemStack)
          Renders broken item particles using the given ItemStack
 void setAIMoveSpeed(float par1)
          set the movespeed used for the new AI system
 void setArrowCountInEntity(int par1)
          sets the amount of arrows stuck in the entity.
 void setAttackTarget(EntityLiving par1EntityLiving)
          Sets the active target the Task system uses for tracking
 void setCurrentItemOrArmor(int par1, ItemStack par2ItemStack)
          Sets the held item, or an armor slot.
 void setEntityHealth(int par1)
           
 void setHeadRotationYaw(float par1)
           
 void setHomeArea(int par1, int par2, int par3, int par4)
           
 void setJumping(boolean par1)
           
 void setLastAttackingEntity(Entity par1Entity)
           
 void setMoveForward(float par1)
           
 void setPositionAndRotation2(double par1, double par3, double par5, float par7, float par8, int par9)
           
 void setPositionAndUpdate(double par1, double par3, double par5)
          Move the entity to the coordinates informed, but keep yaw/pitch values.
 void setRevengeTarget(EntityLiving par1EntityLiving)
           
 float setRotationYawHead()
           
 boolean shouldRiderFaceForward(EntityPlayer player)
          Returns true if the entity's rider (EntityPlayer) should face forward when mounted.
 void spawnExplosionParticle()
          Spawns an explosion particle around the Entity's location
 void swingItem()
          Swings the item the player is holding.
 void updateRidden()
          Handles updating while being ridden by an entity
 void writeEntityToNBT(NBTTagCompound par1NBTTagCompound)
          (abstract) Protected helper method to write subclass entity data to NBT.
 
Methods inherited from class net.minecraft.entity.Entity
addEntityID, addToPlayerScore, addVelocity, applyEntityCollision, canAttackWithItem, canRenderOnFire, copyDataFrom, doesEntityNotTriggerPressurePlate, dropItem, dropItemWithOffset, entityDropItem, equals, extinguish, func_82146_a, func_82148_at, func_82149_j, func_85029_a, func_85031_j, generatePersistentID, getAir, getBoundingBox, getBrightness, getBrightnessForRender, getCollisionBorderSize, getCollisionBox, getDataWatcher, getDistance, getDistanceSq, getDistanceSqToEntity, getDistanceToEntity, getEntityData, getEntityName, getHasActivePotion, getMaxInPortalTime, getMountedYOffset, getParts, getPersistentID, getPickedResult, getPortalCooldown, getShadowSize, getYOffset, handleLavaMovement, handleWaterMovement, hashCode, interact, isBurning, isEating, isEntityEqual, isEntityInsideOpaqueBlock, isEntityInvulnerable, isImmuneToFire, isInRangeToRenderDist, isInRangeToRenderVec3D, isInsideOfMaterial, isInWater, isOffsetPositionInLiquid, isRiding, isSneaking, isSprinting, isWet, mountEntity, moveEntity, moveFlying, onCollideWithPlayer, onKillEntity, onStruckByLightning, playSound, readFromNBT, setAir, setAngles, setDead, setEating, setFire, setHasActivePotion, setInPortal, setInWeb, setLocationAndAngles, setPosition, setPositionAndRotation, setSneaking, setSprinting, setVelocity, setWorld, shouldRiderSit, toString, travelToDimension, unmountEntity, updateCloak, updateRiderPosition, writeToNBT
 
Methods inherited from class java.lang.Object
getClass, notify, notifyAll, wait, wait, wait
 

Field Detail

pickUpLootProability

public static final float[] pickUpLootProability
Probability to pick up loot


maxHurtResistantTime

public int maxHurtResistantTime

field_70769_ao

public float field_70769_ao

field_70770_ap

public float field_70770_ap

renderYawOffset

public float renderYawOffset

prevRenderYawOffset

public float prevRenderYawOffset

rotationYawHead

public float rotationYawHead
Entity head rotation yaw


prevRotationYawHead

public float prevRotationYawHead
Entity head rotation yaw at previous tick


landMovementFactor

public float landMovementFactor
A factor used to determine how far this entity will move each tick if it is walking on land. Adjusted by speed, and slipperiness of the current block.


jumpMovementFactor

public float jumpMovementFactor
A factor used to determine how far this entity will move each tick if it is jumping or falling.


prevSwingProgress

public float prevSwingProgress

swingProgress

public float swingProgress

prevHealth

public int prevHealth

carryoverDamage

public int carryoverDamage
in each step in the damage calculations, this is set to the 'carryover' that would result if someone was damaged .25 hearts (for example), and added to the damage in the next step


livingSoundTime

public int livingSoundTime
Number of ticks since this EntityLiving last produced its sound


hurtTime

public int hurtTime
The amount of time remaining this entity should act 'hurt'. (Visual appearance of red tint)


maxHurtTime

public int maxHurtTime
What the hurt time was max set to last.


attackedAtYaw

public float attackedAtYaw
The yaw at which this entity was last attacked from.


deathTime

public int deathTime
The amount of time remaining this entity should act 'dead', i.e. have a corpse in the world.


attackTime

public int attackTime

prevCameraPitch

public float prevCameraPitch

cameraPitch

public float cameraPitch

experienceValue

public int experienceValue
The experience points the Entity gives.


field_70731_aW

public int field_70731_aW

field_70730_aX

public float field_70730_aX

prevLegYaw

public float prevLegYaw

legYaw

public float legYaw

legSwing

public float legSwing
Only relevant when legYaw is not 0(the entity is moving). Influences where in its swing legs and arms currently are.


arrowHitTimer

public int arrowHitTimer

tasks

public final EntityAITasks tasks

isSwingInProgress

public boolean isSwingInProgress
Whether an arm swing is currently in progress.


swingProgressInt

public int swingProgressInt

isJumping

public boolean isJumping
used to check whether entity is jumping.

Constructor Detail

EntityLiving

public EntityLiving(World par1World)
Method Detail

getLookHelper

public EntityLookHelper getLookHelper()

getMoveHelper

public EntityMoveHelper getMoveHelper()

getJumpHelper

public EntityJumpHelper getJumpHelper()

getNavigator

public PathNavigate getNavigator()

getEntitySenses

public EntitySenses getEntitySenses()
returns the EntitySenses Object for the EntityLiving


getRNG

public Random getRNG()

getAITarget

public EntityLiving getAITarget()

getLastAttackingEntity

public EntityLiving getLastAttackingEntity()

setLastAttackingEntity

public void setLastAttackingEntity(Entity par1Entity)

getAge

public int getAge()

setRotationYawHead

public float setRotationYawHead()
Overrides:
setRotationYawHead in class Entity

setHeadRotationYaw

public void setHeadRotationYaw(float par1)
Overrides:
setHeadRotationYaw in class Entity

getAIMoveSpeed

public float getAIMoveSpeed()
the movespeed used for the new AI system


setAIMoveSpeed

public void setAIMoveSpeed(float par1)
set the movespeed used for the new AI system


attackEntityAsMob

public boolean attackEntityAsMob(Entity par1Entity)

getAttackTarget

public EntityLiving getAttackTarget()
Gets the active target the Task system uses for tracking


setAttackTarget

public void setAttackTarget(EntityLiving par1EntityLiving)
Sets the active target the Task system uses for tracking


canAttackClass

public boolean canAttackClass(Class par1Class)
Returns true if this entity can attack entities of the specified class.


eatGrassBonus

public void eatGrassBonus()
This function applies the benefits of growing back wool and faster growing up to the acting entity. (This function is used in the AIEatGrass)


isWithinHomeDistanceCurrentPosition

public boolean isWithinHomeDistanceCurrentPosition()
Returns true if entity is within home distance from current position


isWithinHomeDistance

public boolean isWithinHomeDistance(int par1,
                                    int par2,
                                    int par3)

setHomeArea

public void setHomeArea(int par1,
                        int par2,
                        int par3,
                        int par4)

getHomePosition

public ChunkCoordinates getHomePosition()

getMaximumHomeDistance

public float getMaximumHomeDistance()

detachHome

public void detachHome()

hasHome

public boolean hasHome()

setRevengeTarget

public void setRevengeTarget(EntityLiving par1EntityLiving)

canEntityBeSeen

public boolean canEntityBeSeen(Entity par1Entity)
returns true if the entity provided in the argument can be seen. (Raytrace)


getTexture

public String getTexture()
Overrides:
getTexture in class Entity

canBeCollidedWith

public boolean canBeCollidedWith()
Returns true if other Entities should be prevented from moving through this Entity.

Overrides:
canBeCollidedWith in class Entity

canBePushed

public boolean canBePushed()
Returns true if this entity should push and be pushed by other entities when colliding.

Overrides:
canBePushed in class Entity

getEyeHeight

public float getEyeHeight()
Overrides:
getEyeHeight in class Entity

getTalkInterval

public int getTalkInterval()
Get number of ticks, at least during which the living entity will be silent.


playLivingSound

public void playLivingSound()
Plays living's sound at its position


onEntityUpdate

public void onEntityUpdate()
Gets called every tick from main Entity class

Overrides:
onEntityUpdate in class Entity

spawnExplosionParticle

public void spawnExplosionParticle()
Spawns an explosion particle around the Entity's location


updateRidden

public void updateRidden()
Handles updating while being ridden by an entity

Overrides:
updateRidden in class Entity

setPositionAndRotation2

public void setPositionAndRotation2(double par1,
                                    double par3,
                                    double par5,
                                    float par7,
                                    float par8,
                                    int par9)
Overrides:
setPositionAndRotation2 in class Entity

onUpdate

public void onUpdate()
Called to update the entity's position/logic.

Overrides:
onUpdate in class Entity

heal

public void heal(int par1)
Heal living entity (param: amount of half-hearts)


getMaxHealth

public abstract int getMaxHealth()

getHealth

public int getHealth()

setEntityHealth

public void setEntityHealth(int par1)

attackEntityFrom

public boolean attackEntityFrom(DamageSource par1DamageSource,
                                int par2)
Called when the entity is attacked.

Overrides:
attackEntityFrom in class Entity

performHurtAnimation

public void performHurtAnimation()
Overrides:
performHurtAnimation in class Entity

getTotalArmorValue

public int getTotalArmorValue()
Returns the current armor value as determined by a call to InventoryPlayer.getTotalArmorValue


knockBack

public void knockBack(Entity par1Entity,
                      int par2,
                      double par3,
                      double par5)
knocks back this entity


onDeath

public void onDeath(DamageSource par1DamageSource)
Called when the mob's health reaches 0.


moveEntityWithHeading

public void moveEntityWithHeading(float par1,
                                  float par2)
Moves the entity based on the specified heading. Args: strafe, forward


isOnLadder

public boolean isOnLadder()
returns true if this entity is by a ladder, false otherwise


writeEntityToNBT

public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound)
(abstract) Protected helper method to write subclass entity data to NBT.


readEntityFromNBT

public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound)
(abstract) Protected helper method to read subclass entity data from NBT.


isEntityAlive

public boolean isEntityAlive()
Checks whether target entity is alive.

Overrides:
isEntityAlive in class Entity

canBreatheUnderwater

public boolean canBreatheUnderwater()

setMoveForward

public void setMoveForward(float par1)

setJumping

public void setJumping(boolean par1)

onLivingUpdate

public void onLivingUpdate()
Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons use this to react to sunlight and start to burn.


isBlocking

public boolean isBlocking()

getVerticalFaceSpeed

public int getVerticalFaceSpeed()
The speed it takes to move the entityliving's rotationPitch through the faceEntity method. This is only currently use in wolves.


faceEntity

public void faceEntity(Entity par1Entity,
                       float par2,
                       float par3)
Changes pitch and yaw so that the entity calling the function is facing the entity provided as an argument.


getCanSpawnHere

public boolean getCanSpawnHere()
Checks if the entity's current position is a valid location to spawn this entity.


getSwingProgress

public float getSwingProgress(float par1)

getPosition

public Vec3 getPosition(float par1)

getLookVec

public Vec3 getLookVec()
returns a (normalized) vector of where this entity is looking

Overrides:
getLookVec in class Entity

getLook

public Vec3 getLook(float par1)
interpolated look vector


getRenderSizeModifier

public float getRenderSizeModifier()

rayTrace

public MovingObjectPosition rayTrace(double par1,
                                     float par3)

getMaxSpawnedInChunk

public int getMaxSpawnedInChunk()
Will return how many at most can spawn in a chunk at once.


handleHealthUpdate

public void handleHealthUpdate(byte par1)
Overrides:
handleHealthUpdate in class Entity

isPlayerSleeping

public boolean isPlayerSleeping()
Returns whether player is sleeping or not


getItemIcon

public int getItemIcon(ItemStack par1ItemStack,
                       int par2)

clearActivePotions

public void clearActivePotions()

getActivePotionEffects

public Collection getActivePotionEffects()

isPotionActive

public boolean isPotionActive(int par1)

isPotionActive

public boolean isPotionActive(Potion par1Potion)

getActivePotionEffect

public PotionEffect getActivePotionEffect(Potion par1Potion)
returns the PotionEffect for the supplied Potion if it is active, null otherwise.


addPotionEffect

public void addPotionEffect(PotionEffect par1PotionEffect)
adds a PotionEffect to the entity


isPotionApplicable

public boolean isPotionApplicable(PotionEffect par1PotionEffect)

isEntityUndead

public boolean isEntityUndead()
Returns true if this entity is undead.


removePotionEffectClient

public void removePotionEffectClient(int par1)
Remove the speified potion effect from this entity.


removePotionEffect

public void removePotionEffect(int par1)
Remove the specified potion effect from this entity.


getSpeedModifier

public float getSpeedModifier()
This method returns a value to be applied directly to entity speed, this factor is less than 1 when a slowdown potion effect is applied, more than 1 when a haste potion effect is applied and 2 for fleeing entities.


setPositionAndUpdate

public void setPositionAndUpdate(double par1,
                                 double par3,
                                 double par5)
Move the entity to the coordinates informed, but keep yaw/pitch values.


isChild

public boolean isChild()
If Animal, checks if the age timer is negative


getCreatureAttribute

public EnumCreatureAttribute getCreatureAttribute()
Get this Entity's EnumCreatureAttribute


renderBrokenItemStack

public void renderBrokenItemStack(ItemStack par1ItemStack)
Renders broken item particles using the given ItemStack


func_82143_as

public int func_82143_as()
Overrides:
func_82143_as in class Entity

getHeldItem

public ItemStack getHeldItem()
Returns the item that this EntityLiving is holding, if any.


getCurrentItemOrArmor

public ItemStack getCurrentItemOrArmor(int par1)
0 = item, 1-n is armor


getCurrentArmor

public ItemStack getCurrentArmor(int par1)

setCurrentItemOrArmor

public void setCurrentItemOrArmor(int par1,
                                  ItemStack par2ItemStack)
Sets the held item, or an armor slot. Slot 0 is held item. Slot 1-4 is armor. Params: Item, slot

Overrides:
setCurrentItemOrArmor in class Entity

getLastActiveItems

public ItemStack[] getLastActiveItems()
Overrides:
getLastActiveItems in class Entity

onItemPickup

public void onItemPickup(Entity par1Entity,
                         int par2)
Called whenever an item is picked up from walking over it. Args: pickedUpEntity, stackSize


func_82159_b

public static int func_82159_b(ItemStack par0ItemStack)

getArmorItemForSlot

public static Item getArmorItemForSlot(int par0,
                                       int par1)
Params: Armor slot, Item tier


initCreature

public void initCreature()
Initialize this creature.


swingItem

public void swingItem()
Swings the item the player is holding.


canBeSteered

public boolean canBeSteered()
returns true if all the conditions for steering the entity are met. For pigs, this is true if it is being ridden by a player and the player is holding a carrot-on-a-stick


getArrowCountInEntity

public final int getArrowCountInEntity()
counts the amount of arrows stuck in the entity. getting hit by arrows increases this, used in rendering


setArrowCountInEntity

public final void setArrowCountInEntity(int par1)
sets the amount of arrows stuck in the entity. used for rendering those


curePotionEffects

public void curePotionEffects(ItemStack curativeItem)
Removes all potion effects that have curativeItem as a curative item for its effect

Parameters:
curativeItem - The itemstack we are using to cure potion effects

shouldRiderFaceForward

public boolean shouldRiderFaceForward(EntityPlayer player)
Returns true if the entity's rider (EntityPlayer) should face forward when mounted. currently only used in vanilla code by pigs.

Parameters:
player - The player who is riding the entity.
Returns:
If the player should orient the same direction as this entity.