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## net.minecraft.src
Class Entity

    java.lang.Object
      net.minecraft.src.Entity

Direct Known Subclasses:
  EntityArrow, EntityBoat, EntityDragonPart, EntityEnderCrystal, EntityEnderEye, EntityFallingSand, EntityFireball, EntityFishHook, EntityFX, EntityItem, EntityLiving, EntityMinecart, EntityPainting, EntityThrowable, EntityTNTPrimed, EntityWeatherEffect, EntityXPOrb

    public abstract class Entity

extends Object

Field Summary
`boolean` | `addedToChunk` Has this entity been added to the chunk its within
`AxisAlignedBB` | `boundingBox` Axis aligned bounding box.
`ArrayList<EntityItem>` | `capturedDrops`
`boolean` | `captureDrops`
`int` | `chunkCoordX`
`int` | `chunkCoordY`
`int` | `chunkCoordZ`
`String` | `cloakUrl`
`float` | `distanceWalkedModified` The distance walked multiplied by 0.6
`float` | `entityCollisionReduction` Reduces the velocity applied by entity collisions by the specified percent.
`int` | `entityId`
`float` | `fallDistance`
`boolean` | `field_70135_K`
`int` | `fireResistance` The amount of ticks you have to stand inside of fire before be set on fire
`float` | `height` How high this entity is considered to be
`int` | `hurtResistantTime` Remaining time an entity will be "immune" to further damage after being hurt.
`boolean` | `ignoreFrustumCheck` Render entity even if it is outside the camera frustum.
`boolean` | `isAirBorne`
`boolean` | `isCollided` True if after a move this entity has collided with something either vertically or horizontally
`boolean` | `isCollidedHorizontally` True if after a move this entity has collided with something on X- or Z-axis
`boolean` | `isCollidedVertically` True if after a move this entity has collided with something on Y-axis
`boolean` | `isDead` Gets set by setDead, so this must be the flag whether an Entity is dead (inactive may be better term)
`double` | `lastTickPosX` The entity's X coordinate at the previous tick, used to calculate position during rendering routines
`double` | `lastTickPosY` The entity's Y coordinate at the previous tick, used to calculate position during rendering routines
`double` | `lastTickPosZ` The entity's Z coordinate at the previous tick, used to calculate position during rendering routines
`double` | `motionX` Entity motion X
`double` | `motionY` Entity motion Y
`double` | `motionZ` Entity motion Z
`EnumEntitySize` | `myEntitySize`
`boolean` | `noClip` Whether this entity won't clip with collision or not (make note it won't disable gravity)
`boolean` | `onGround`
`double` | `posX` Entity position X
`double` | `posY` Entity position Y
`double` | `posZ` Entity position Z
`float` | `prevDistanceWalkedModified` The previous ticks distance walked multiplied by 0.6
`boolean` | `preventEntitySpawning` Blocks entities from spawning when they do their AABB check to make sure the spot is clear of entities that can prevent spawning.
`double` | `prevPosX`
`double` | `prevPosY`
`double` | `prevPosZ`
`float` | `prevRotationPitch`
`float` | `prevRotationYaw`
`double` | `renderDistanceWeight`
`Entity` | `riddenByEntity` The entity that is riding this entity
`Entity` | `ridingEntity` The entity we are currently riding
`float` | `rotationPitch` Entity rotation Pitch
`float` | `rotationYaw` Entity rotation Yaw
`int` | `serverPosX`
`int` | `serverPosY`
`int` | `serverPosZ`
`String` | `skinUrl`
`float` | `stepHeight` How high this entity can step up when running into a block to try to get over it (currently make note the entity will always step up this amount and not just the amount needed)
`int` | `ticksExisted` How many ticks has this entity had ran since being alive
`boolean` | `velocityChanged`
`float` | `width` How wide this entity is considered to be
`World` | `worldObj` Reference to the World object.
`float` | `yOffset`
`float` | `ySize`

Constructor Summary
`Entity(World par1World)`

Method Summary
`boolean` | `addEntityID(NBTTagCompound par1NBTTagCompound)` adds the ID of this entity to the NBT given
`void` | `addToPlayerScore(Entity par1Entity, int par2)` Adds a value to the player score.
`void` | `addVelocity(double par1, double par3, double par5)` Adds to the current velocity of the entity.
`void` | `applyEntityCollision(Entity par1Entity)` Applies a velocity to each of the entities pushing them away from each other.
`boolean` | `attackEntityFrom(DamageSource par1DamageSource, int par2)` Called when the entity is attacked.
`boolean` | `canAttackWithItem()` If returns false, the item will not inflict any damage against entities.
`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.
`EntityItem` | `dropItem(int par1, int par2)` Drops an item stack at the entity's position.
`EntityItem` | `dropItemWithOffset(int par1, int par2, float par3)` Drops an item stack with a specified y offset.
`EntityItem` | `entityDropItem(ItemStack par1ItemStack, float par2)` Drops an item at the position of the entity.
`boolean` | `equals(Object par1Obj)`
`void` | `extinguish()` Removes fire from entity.
`void` | `func_70062_b(int par1, ItemStack par2ItemStack)`
`float` | `func_70079_am()`
`void` | `generatePersistentID()`
`int` | `getAir()`
`AxisAlignedBB` | `getBoundingBox()` returns the bounding box for this entity
`float` | `getBrightness(float par1)` Gets how bright this entity is.
`int` | `getBrightnessForRender(float par1)`
`float` | `getCollisionBorderSize()`
`AxisAlignedBB` | `getCollisionBox(Entity par1Entity)` Returns a boundingBox used to collide the entity with other entities and blocks.
`DataWatcher` | `getDataWatcher()`
`double` | `getDistance(double par1, double par3, double par5)` Gets the distance to the position.
`double` | `getDistanceSq(double par1, double par3, double par5)` Gets the squared distance to the position.
`double` | `getDistanceSqToEntity(Entity par1Entity)` Returns the squared distance to the entity.
`float` | `getDistanceToEntity(Entity par1Entity)` Returns the distance to the entity.
`NBTTagCompound` | `getEntityData()` Returns a NBTTagCompound that can be used to store custom data for this entity.
`String` | `getEntityName()` Gets the username of the entity.
`float` | `getEyeHeight()`
`ItemStack[]` | `getLastActiveItems()`
`Vec3` | `getLookVec()` returns a (normalized) vector of where this entity is looking
`double` | `getMountedYOffset()` Returns the Y offset from the entity's position for any entity riding this one.
`Entity[]` | `getParts()` Return the Entity parts making up this Entity (currently only for dragons)
`UUID` | `getPersistentID()`
`ItemStack` | `getPickedResult(MovingObjectPosition target)` Called when a user uses the creative pick block button on this entity.
`float` | `getShadowSize()`
`String` | `getTexture()`
`double` | `getYOffset()` Returns the Y Offset of this entity.
`void` | `handleHealthUpdate(byte par1)`
`boolean` | `handleLavaMovement()` Whether or not the current entity is in lava
`boolean` | `handleWaterMovement()` Returns if this entity is in water and will end up adding the waters velocity to the entity
`int` | `hashCode()`
`boolean` | `interact(EntityPlayer par1EntityPlayer)` Called when a player interacts with a mob.
`boolean` | `isBurning()` Returns true if the entity is on fire.
`boolean` | `isEating()`
`boolean` | `isEntityAlive()` Checks whether target entity is alive.
`boolean` | `isEntityEqual(Entity par1Entity)` Returns true if Entity argument is equal to this Entity
`boolean` | `isEntityInsideOpaqueBlock()` Checks if this entity is inside of an opaque block
`boolean` | `isImmuneToFire()`
`boolean` | `isInRangeToRenderDist(double par1)`
`boolean` | `isInRangeToRenderVec3D(Vec3 par1Vec3)`
`boolean` | `isInsideOfMaterial(Material par1Material)` Checks if the current block the entity is within of the specified material type
`boolean` | `isInWater()` Checks if this entity is inside water (if inWater field is true as a result of handleWaterMovement() returning true)
`boolean` | `isOffsetPositionInLiquid(double par1, double par3, double par5)` Checks if the offset position from the entity's current position is inside of liquid.
`boolean` | `isRiding()`
`boolean` | `isSneaking()` Returns if this entity is sneaking.
`boolean` | `isSprinting()` Get if the Entity is sprinting.
`boolean` | `isWet()` Checks if this entity is either in water or on an open air block in rain (used in wolves).
`void` | `mountEntity(Entity par1Entity)` Called when a player mounts an entity.
`void` | `moveEntity(double par1, double par3, double par5)` Tries to moves the entity by the passed in displacement.
`void` | `moveFlying(float par1, float par2, float par3)` Used in both water and by flying objects
`void` | `onCollideWithPlayer(EntityPlayer par1EntityPlayer)` Called by a player entity when they collide with an entity
`void` | `onEntityUpdate()` Gets called every tick from main Entity class
`void` | `onKillEntity(EntityLiving par1EntityLiving)` This method gets called when the entity kills another one.
`void` | `onStruckByLightning(EntityLightningBolt par1EntityLightningBolt)` Called when a lightning bolt hits the entity.
`void` | `onUpdate()` Called to update the entity's position/logic.
`void` | `performHurtAnimation()`
`void` | `readFromNBT(NBTTagCompound par1NBTTagCompound)` Reads the entity from NBT (calls an abstract helper method to read specialized data)
`void` | `setAir(int par1)`
`void` | `setAngles(float par1, float par2)`
`void` | `setDead()` Will get destroyed next tick.
`void` | `setEating(boolean par1)`
`void` | `setFire(int par1)` Sets entity to burn for x amount of seconds, cannot lower amount of existing fire.
`void` | `setHeadRotationYaw(float par1)`
`void` | `setInPortal()` Called by portal blocks when an entity is within it.
`void` | `setInWeb()` Sets the Entity inside a web block.
`void` | `setLocationAndAngles(double par1, double par3, double par5, float par7, float par8)` Sets the location and Yaw/Pitch of an entity in the world
`void` | `setPosition(double par1, double par3, double par5)` Sets the x,y,z of the entity from the given parameters.
`void` | `setPositionAndRotation(double par1, double par3, double par5, float par7, float par8)` Sets the entity's position and rotation.
`void` | `setPositionAndRotation2(double par1, double par3, double par5, float par7, float par8, int par9)`
`void` | `setSneaking(boolean par1)` Sets the sneaking flag.
`void` | `setSprinting(boolean par1)` Set sprinting switch for Entity.
`void` | `setVelocity(double par1, double par3, double par5)`
`void` | `setWorld(World par1World)` Sets the reference to the World object.
`boolean` | `shouldRiderSit()` Used in model rendering to determine if the entity riding this entity should be in the 'sitting' position.
`String` | `toString()`
`void` | `unmountEntity(Entity par1Entity)` Called when a player unounts an entity.
`void` | `updateCloak()`
`void` | `updateRidden()` Handles updating while being ridden by an entity
`void` | `updateRiderPosition()`
`void` | `writeToNBT(NBTTagCompound par1NBTTagCompound)` Save the entity to NBT (calls an abstract helper method to write extra data)

Methods inherited from class java.lang.Object
`getClass, notify, notifyAll, wait, wait, wait`

Field Detail

### entityId

    public int entityId

### renderDistanceWeight

    public double renderDistanceWeight

### preventEntitySpawning

    public boolean preventEntitySpawning

  Blocks entities from spawning when they do their AABB check to make sure the spot is clear of entities that can prevent spawning.

### riddenByEntity

    public Entity riddenByEntity

  The entity that is riding this entity

### ridingEntity

    public Entity ridingEntity

  The entity we are currently riding

### worldObj

    public World worldObj

  Reference to the World object.

### prevPosX

    public double prevPosX

### prevPosY

    public double prevPosY

### prevPosZ

    public double prevPosZ

### posX

    public double posX

  Entity position X

### posY

    public double posY

  Entity position Y

### posZ

    public double posZ

  Entity position Z

### motionX

    public double motionX

  Entity motion X

### motionY

    public double motionY

  Entity motion Y

### motionZ

    public double motionZ

  Entity motion Z

### rotationYaw

    public float rotationYaw

  Entity rotation Yaw

### rotationPitch

    public float rotationPitch

  Entity rotation Pitch

### prevRotationYaw

    public float prevRotationYaw

### prevRotationPitch

    public float prevRotationPitch

### boundingBox

    public final AxisAlignedBB boundingBox

  Axis aligned bounding box.

### onGround

    public boolean onGround

### isCollidedHorizontally

    public boolean isCollidedHorizontally

  True if after a move this entity has collided with something on X- or Z-axis

### isCollidedVertically

    public boolean isCollidedVertically

  True if after a move this entity has collided with something on Y-axis

### isCollided

    public boolean isCollided

  True if after a move this entity has collided with something either vertically or horizontally

### velocityChanged

    public boolean velocityChanged

### field_70135_K

    public boolean field_70135_K

### isDead

    public boolean isDead

  Gets set by setDead, so this must be the flag whether an Entity is dead (inactive may be better term)

### yOffset

    public float yOffset

### width

    public float width

  How wide this entity is considered to be

### height

    public float height

  How high this entity is considered to be

### prevDistanceWalkedModified

    public float prevDistanceWalkedModified

  The previous ticks distance walked multiplied by 0.6

### distanceWalkedModified

    public float distanceWalkedModified

  The distance walked multiplied by 0.6

### fallDistance

    public float fallDistance

### lastTickPosX

    public double lastTickPosX

  The entity's X coordinate at the previous tick, used to calculate position during rendering routines

### lastTickPosY

    public double lastTickPosY

  The entity's Y coordinate at the previous tick, used to calculate position during rendering routines

### lastTickPosZ

    public double lastTickPosZ

  The entity's Z coordinate at the previous tick, used to calculate position during rendering routines

### ySize

    public float ySize

### stepHeight

    public float stepHeight

  How high this entity can step up when running into a block to try to get over it (currently make note the entity will always step up this amount and not just the amount needed)

### noClip

    public boolean noClip

  Whether this entity won't clip with collision or not (make note it won't disable gravity)

### entityCollisionReduction

    public float entityCollisionReduction

  Reduces the velocity applied by entity collisions by the specified percent.

### ticksExisted

    public int ticksExisted

  How many ticks has this entity had ran since being alive

### fireResistance

    public int fireResistance

  The amount of ticks you have to stand inside of fire before be set on fire

### hurtResistantTime

    public int hurtResistantTime

  Remaining time an entity will be "immune" to further damage after being hurt.

### skinUrl

    public String skinUrl

### cloakUrl

    public String cloakUrl

### addedToChunk

    public boolean addedToChunk

  Has this entity been added to the chunk its within

### chunkCoordX

    public int chunkCoordX

### chunkCoordY

    public int chunkCoordY

### chunkCoordZ

    public int chunkCoordZ

### serverPosX

    public int serverPosX

### serverPosY

    public int serverPosY

### serverPosZ

    public int serverPosZ

### ignoreFrustumCheck

    public boolean ignoreFrustumCheck

  Render entity even if it is outside the camera frustum. Only true in EntityFish for now. Used in RenderGlobal: render if ignoreFrustumCheck or in frustum.

### isAirBorne

    public boolean isAirBorne

### myEntitySize

    public EnumEntitySize myEntitySize

### captureDrops

    public boolean captureDrops

### capturedDrops

    public ArrayList<EntityItem> capturedDrops

Constructor Detail

### Entity

    public Entity(World par1World)

Method Detail

### getDataWatcher

    public DataWatcher getDataWatcher()

### equals

    public boolean equals(Object par1Obj)

  Overrides:
    `equals` in class `Object`

### hashCode

    public int hashCode()

  Overrides:
    `hashCode` in class `Object`

### setDead

    public void setDead()

  Will get destroyed next tick.

### setPosition

    public void setPosition(double par1,
                            double par3,
                            double par5)

  Sets the x,y,z of the entity from the given parameters. Also seems to set up a bounding box.

### setAngles

    public void setAngles(float par1,
                          float par2)

### onUpdate

    public void onUpdate()

  Called to update the entity's position/logic.

### onEntityUpdate

    public void onEntityUpdate()

  Gets called every tick from main Entity class

### setFire

    public void setFire(int par1)

  Sets entity to burn for x amount of seconds, cannot lower amount of existing fire.

### extinguish

    public void extinguish()

  Removes fire from entity.

### isOffsetPositionInLiquid

    public boolean isOffsetPositionInLiquid(double par1,
                                            double par3,
                                            double par5)

  Checks if the offset position from the entity's current position is inside of liquid. Args: x, y, z

### moveEntity

    public void moveEntity(double par1,
                           double par3,
                           double par5)

  Tries to moves the entity by the passed in displacement. Args: x, y, z

### getBoundingBox

    public AxisAlignedBB getBoundingBox()

  returns the bounding box for this entity

### isImmuneToFire

    public final boolean isImmuneToFire()

### isWet

    public boolean isWet()

  Checks if this entity is either in water or on an open air block in rain (used in wolves).

### isInWater

    public boolean isInWater()

  Checks if this entity is inside water (if inWater field is true as a result of handleWaterMovement() returning true)

### handleWaterMovement

    public boolean handleWaterMovement()

  Returns if this entity is in water and will end up adding the waters velocity to the entity

### isInsideOfMaterial

    public boolean isInsideOfMaterial(Material par1Material)

  Checks if the current block the entity is within of the specified material type

### getEyeHeight

    public float getEyeHeight()

### handleLavaMovement

    public boolean handleLavaMovement()

  Whether or not the current entity is in lava

### moveFlying

    public void moveFlying(float par1,
                           float par2,
                           float par3)

  Used in both water and by flying objects

### getBrightnessForRender

    public int getBrightnessForRender(float par1)

### getBrightness

    public float getBrightness(float par1)

  Gets how bright this entity is.

### setWorld

    public void setWorld(World par1World)

  Sets the reference to the World object.

### setPositionAndRotation

    public void setPositionAndRotation(double par1,
                                       double par3,
                                       double par5,
                                       float par7,
                                       float par8)

  Sets the entity's position and rotation. Args: posX, posY, posZ, yaw, pitch

### setLocationAndAngles

    public void setLocationAndAngles(double par1,
                                     double par3,
                                     double par5,
                                     float par7,
                                     float par8)

  Sets the location and Yaw/Pitch of an entity in the world

### getDistanceToEntity

    public float getDistanceToEntity(Entity par1Entity)

  Returns the distance to the entity. Args: entity

### getDistanceSq

    public double getDistanceSq(double par1,
                                double par3,
                                double par5)

  Gets the squared distance to the position. Args: x, y, z

### getDistance

    public double getDistance(double par1,
                              double par3,
                              double par5)

  Gets the distance to the position. Args: x, y, z

### getDistanceSqToEntity

    public double getDistanceSqToEntity(Entity par1Entity)

  Returns the squared distance to the entity. Args: entity

### onCollideWithPlayer

    public void onCollideWithPlayer(EntityPlayer par1EntityPlayer)

  Called by a player entity when they collide with an entity

### applyEntityCollision

    public void applyEntityCollision(Entity par1Entity)

  Applies a velocity to each of the entities pushing them away from each other. Args: entity

### addVelocity

    public void addVelocity(double par1,
                            double par3,
                            double par5)

  Adds to the current velocity of the entity. Args: x, y, z

### attackEntityFrom

    public boolean attackEntityFrom(DamageSource par1DamageSource,
                                    int par2)

  Called when the entity is attacked.

### canBeCollidedWith

    public boolean canBeCollidedWith()

  Returns true if other Entities should be prevented from moving through this Entity.

### canBePushed

    public boolean canBePushed()

  Returns true if this entity should push and be pushed by other entities when colliding.

### addToPlayerScore

    public void addToPlayerScore(Entity par1Entity,
                                 int par2)

  Adds a value to the player score. Currently not actually used and the entity passed in does nothing. Args: entity, scoreToAdd

### addEntityID

    public boolean addEntityID(NBTTagCompound par1NBTTagCompound)

  adds the ID of this entity to the NBT given

### isInRangeToRenderVec3D

    public boolean isInRangeToRenderVec3D(Vec3 par1Vec3)

### isInRangeToRenderDist

    public boolean isInRangeToRenderDist(double par1)

### getTexture

    public String getTexture()

### writeToNBT

    public void writeToNBT(NBTTagCompound par1NBTTagCompound)

  Save the entity to NBT (calls an abstract helper method to write extra data)

### readFromNBT

    public void readFromNBT(NBTTagCompound par1NBTTagCompound)

  Reads the entity from NBT (calls an abstract helper method to read specialized data)

### getShadowSize

    public float getShadowSize()

### dropItem

    public EntityItem dropItem(int par1,
                               int par2)

  Drops an item stack at the entity's position. Args: itemID, count

### dropItemWithOffset

    public EntityItem dropItemWithOffset(int par1,
                                         int par2,
                                         float par3)

  Drops an item stack with a specified y offset. Args: itemID, count, yOffset

### entityDropItem

    public EntityItem entityDropItem(ItemStack par1ItemStack,
                                     float par2)

  Drops an item at the position of the entity.

### isEntityAlive

    public boolean isEntityAlive()

  Checks whether target entity is alive.

### isEntityInsideOpaqueBlock

    public boolean isEntityInsideOpaqueBlock()

  Checks if this entity is inside of an opaque block

### interact

    public boolean interact(EntityPlayer par1EntityPlayer)

  Called when a player interacts with a mob. e.g. gets milk from a cow, gets into the saddle on a pig.

### getCollisionBox

    public AxisAlignedBB getCollisionBox(Entity par1Entity)

  Returns a boundingBox used to collide the entity with other entities and blocks. This enables the entity to be pushable on contact, like boats or minecarts.

### updateRidden

    public void updateRidden()

  Handles updating while being ridden by an entity

### updateRiderPosition

    public void updateRiderPosition()

### getYOffset

    public double getYOffset()

  Returns the Y Offset of this entity.

### getMountedYOffset

    public double getMountedYOffset()

  Returns the Y offset from the entity's position for any entity riding this one.

### mountEntity

    public void mountEntity(Entity par1Entity)

  Called when a player mounts an entity. e.g. mounts a pig, mounts a boat.

### unmountEntity

    public void unmountEntity(Entity par1Entity)

  Called when a player unounts an entity.

### setPositionAndRotation2

    public void setPositionAndRotation2(double par1,
                                        double par3,
                                        double par5,
                                        float par7,
                                        float par8,
                                        int par9)

### getCollisionBorderSize

    public float getCollisionBorderSize()

### getLookVec

    public Vec3 getLookVec()

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

### setInPortal

    public void setInPortal()

  Called by portal blocks when an entity is within it.

### setVelocity

    public void setVelocity(double par1,
                            double par3,
                            double par5)

### handleHealthUpdate

    public void handleHealthUpdate(byte par1)

### performHurtAnimation

    public void performHurtAnimation()

### updateCloak

    public void updateCloak()

### getLastActiveItems

    public ItemStack[] getLastActiveItems()

### func_70062_b

    public void func_70062_b(int par1,
                             ItemStack par2ItemStack)

### isBurning

    public boolean isBurning()

  Returns true if the entity is on fire. Used by render to add the fire effect on rendering.

### isRiding

    public boolean isRiding()

### isSneaking

    public boolean isSneaking()

  Returns if this entity is sneaking.

### setSneaking

    public void setSneaking(boolean par1)

  Sets the sneaking flag.

### isSprinting

    public boolean isSprinting()

  Get if the Entity is sprinting.

### setSprinting

    public void setSprinting(boolean par1)

  Set sprinting switch for Entity.

### isEating

    public boolean isEating()

### setEating

    public void setEating(boolean par1)

### getAir

    public int getAir()

### setAir

    public void setAir(int par1)

### onStruckByLightning

    public void onStruckByLightning(EntityLightningBolt par1EntityLightningBolt)

  Called when a lightning bolt hits the entity.

### onKillEntity

    public void onKillEntity(EntityLiving par1EntityLiving)

  This method gets called when the entity kills another one.

### setInWeb

    public void setInWeb()

  Sets the Entity inside a web block.

### getEntityName

    public String getEntityName()

  Gets the username of the entity.

### getParts

    public Entity[] getParts()

  Return the Entity parts making up this Entity (currently only for dragons)

### isEntityEqual

    public boolean isEntityEqual(Entity par1Entity)

  Returns true if Entity argument is equal to this Entity

### func_70079_am

    public float func_70079_am()

### setHeadRotationYaw

    public void setHeadRotationYaw(float par1)

### canAttackWithItem

    public boolean canAttackWithItem()

  If returns false, the item will not inflict any damage against entities.

### toString

    public String toString()

  Overrides:
    `toString` in class `Object`

### getEntityData

    public NBTTagCompound getEntityData()

  Returns a NBTTagCompound that can be used to store custom data for this entity. It will be written, and read from disc, so it persists over world saves.

  Returns:
    A NBTTagCompound

### shouldRiderSit

    public boolean shouldRiderSit()

  Used in model rendering to determine if the entity riding this entity should be in the 'sitting' position.

  Returns:
    false to prevent an entity that is mounted to this entity from displaying the 'sitting' animation.

### getPickedResult

    public ItemStack getPickedResult(MovingObjectPosition target)

  Called when a user uses the creative pick block button on this entity.

  Parameters:
    `target` - The full target the player is looking at
  Returns:
    A ItemStack to add to the player's inventory, Null if nothing should be added.

### getPersistentID

    public UUID getPersistentID()

### generatePersistentID

    public void generatePersistentID()

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