net.minecraft.entity

## Class EntityLiving

- java.lang.Object
- - net.minecraft.entity.Entity
  - - net.minecraft.entity.EntityLiving

- Direct Known Subclasses:
    EntityAmbientCreature, EntityCreature, EntityDragon, EntityFlying, EntityPlayer, EntitySlime

      public abstract class EntityLiving
      extends Entity

- - ### Field Summary

    Fields
    Modifier and Type | Field and Description
    --- | ---
    `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

    Constructors
    Constructor and Description
    `EntityLiving(World par1World)`

  - ### Method Summary

    Methods
    Modifier and Type | Method and Description
    --- | ---
    `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, resetEntityId, setAir, setAngles, setDead, setEating, setFire, setHasActivePotion, setInPortal, setInWeb, setLocationAndAngles, setPosition, setPositionAndRotation, setSneaking, setSprinting, setVelocity, setWorld, shouldRenderInPass, 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.