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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, EntityHanging, EntityItem, EntityLiving, EntityMinecart, 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`
`int` | `dimension` Which dimension the player is in (-1 = the Nether, 0 = normal world)
`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`
`float` | `field_82151_R`
`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
`int` | `timeUntilPortal`
`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.
`void` | `copyDataFrom(Entity par1Entity, boolean par2)` Copies important data from another entity to this entity.
`boolean` | `doesEntityNotTriggerPressurePlate()` Return whether this entity should NOT trigger a pressure plate or a tripwire.
`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.
`float` | `func_70079_am()`
`void` | `func_82142_c(boolean par1)`
`int` | `func_82143_as()`
`float` | `func_82146_a(Explosion par1Explosion, Block par2Block, int par3, int par4, int par5)`
`int` | `func_82148_at()`
`void` | `func_82149_j(Entity par1Entity)`
`boolean` | `func_82150_aj()`
`void` | `func_85029_a(CrashReportCategory par1CrashReportCategory)`
`boolean` | `func_85031_j(Entity par1Entity)`
`boolean` | `func_85032_ar()`
`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
`int` | `getMaxInPortalTime()` Return the amount of time this entity should stay in a portal before being transported.
`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.
`int` | `getPortalCooldown()` Return the amount of cooldown before this entity can use a portal again.
`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()` Returns true if the entity is riding another entity, used by render to rotate the legs to be in 'sit' position for players.
`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` | `setCurrentItemOrArmor(int par1, ItemStack par2ItemStack)` Sets the held item, or an armor slot.
`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` | `travelToDimension(int par1)` Teleports the entity to another dimension.
`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

### field_82151_R

    public float field_82151_R

### 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

### timeUntilPortal

    public int timeUntilPortal

### dimension

    public int dimension

  Which dimension the player is in (-1 = the Nether, 0 = normal world)

### 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

### getMaxInPortalTime

    public int getMaxInPortalTime()

  Return the amount of time this entity should stay in a portal before being transported.

### 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.

### getPortalCooldown

    public int getPortalCooldown()

  Return the amount of cooldown before this entity can use a portal again.

### 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()

### 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

### 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()

  Returns true if the entity is riding another entity, used by render to rotate the legs to be in 'sit' position for players.

### 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.

### func_82150_aj

    public boolean func_82150_aj()

### func_82142_c

    public void func_82142_c(boolean par1)

### 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.

### func_85031_j

    public boolean func_85031_j(Entity par1Entity)

### toString

    public String toString()

  Overrides:
    `toString` in class `Object`

### func_85032_ar

    public boolean func_85032_ar()

### func_82149_j

    public void func_82149_j(Entity par1Entity)

### copyDataFrom

    public void copyDataFrom(Entity par1Entity,
                             boolean par2)

  Copies important data from another entity to this entity. Used when teleporting entities between worlds, as this actually deletes the teleporting entity and re-creates it on the other side. Params: Entity to copy from, unused (always true)

### travelToDimension

    public void travelToDimension(int par1)

  Teleports the entity to another dimension. Params: Dimension number to teleport to

### func_82146_a

    public float func_82146_a(Explosion par1Explosion,
                              Block par2Block,
                              int par3,
                              int par4,
                              int par5)

### func_82143_as

    public int func_82143_as()

### func_82148_at

    public int func_82148_at()

### doesEntityNotTriggerPressurePlate

    public boolean doesEntityNotTriggerPressurePlate()

  Return whether this entity should NOT trigger a pressure plate or a tripwire.

### func_85029_a

    public void func_85029_a(CrashReportCategory par1CrashReportCategory)

### 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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