Welcome to the Vintage St
This is just a reference doc
If you want to learn how to mod the game, check out the tutorials on the Official Vintage Story Wiki, this site merely acts as a reference documentation to look stuff up on
-Reference doc for game version 1.19.4
+Reference doc for game version 1.19.5-rc.1
diff --git a/docs/index.json b/docs/index.json
index 1d08f3cf..e95e0fdf 100644
--- a/docs/index.json
+++ b/docs/index.json
@@ -127,7 +127,7 @@
"api/Vintagestory.API.Client.CairoFont.html": {
"href": "api/Vintagestory.API.Client.CairoFont.html",
"title": "Class CairoFont | VintageStory API",
- "keywords": "Class CairoFont Namespace Vintagestory.API.Client Assembly VintagestoryAPI.dll Represent a font with sizing and styling for use in rendering text public class CairoFont : FontConfig, IDisposable Inheritance object FontConfig CairoFont Implements IDisposable Inherited Members FontConfig.UnscaledFontsize FontConfig.Fontname FontConfig.FontWeight FontConfig.Color FontConfig.StrokeColor FontConfig.StrokeWidth object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Constructors CairoFont() Creates an empty CairoFont instance. public CairoFont() CairoFont(double, string) Creates a CairoFont object. public CairoFont(double unscaledFontSize, string fontName) Parameters unscaledFontSize double The size of the font before scaling is applied. fontName string The name of the font. CairoFont(double, string, double[], double[]) Creates a CairoFont object public CairoFont(double unscaledFontSize, string fontName, double[] color, double[] strokeColor = null) Parameters unscaledFontSize double The size of the font before scaling is applied. fontName string The name of the font. color double[] The color of the font. strokeColor double[] The color for the stroke of the font. (Default: Null) CairoFont(FontConfig) Creates a pre-populated CairoFont instance. public CairoFont(FontConfig config) Parameters config FontConfig The configuration for the CairoFont Fields FontMeasuringContext The static Context for all Cairo Fonts. public static Context FontMeasuringContext Field Value Context LineHeightMultiplier public double LineHeightMultiplier Field Value double Orientation public EnumTextOrientation Orientation Field Value EnumTextOrientation RenderTwice Whether or not the font is rendered twice. public bool RenderTwice Field Value bool Slant public FontSlant Slant Field Value FontSlant Methods AutoBoxSize(string, ElementBounds, bool) Adjust the bounds so that it fits given text in one line public void AutoBoxSize(string text, ElementBounds bounds, bool onlyGrow = false) Parameters text string The text to adjust bounds ElementBounds The bounds to adjust the text to. onlyGrow bool If true, the box will not be made smaller AutoFontSize(string, ElementBounds, bool) Adjust font size so that it fits given bounds public void AutoFontSize(string text, ElementBounds bounds, bool onlyShrink = true) Parameters text string The text of the object. bounds ElementBounds The bounds of the element where the font is displayed. onlyShrink bool ButtonPressedText() Creates a text preset for when the button is pressed. public static CairoFont ButtonPressedText() Returns CairoFont The text preset for a pressed button. ButtonText() Creates a Button Text preset. public static CairoFont ButtonText() Returns CairoFont The button text preset. Clone() Clone function. Creates a duplicate of this Cairofont. public CairoFont Clone() Returns CairoFont The duplicate font. Dispose() Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources. public void Dispose() GetFontExtents() Gets the font's extents. public FontExtents GetFontExtents() Returns FontExtents The FontExtents for this particular font. GetTextExtents(string) Gets the extents of the text. public TextExtents GetTextExtents(string text) Parameters text string The text to extend. Returns TextExtents The Text extends for this font with this text. SetupContext(Context) Sets up the context. Must be executed in the main thread, as it is not thread safe. public void SetupContext(Context ctx) Parameters ctx Context The context to set up the CairoFont with. SmallTextInput() Creates a text oreset for smaller text input fields. public static CairoFont SmallTextInput() Returns CairoFont The smaller text input preset. TextInput() Creates a text preset for text input fields. public static CairoFont TextInput() Returns CairoFont The text field input preset. WhiteDetailText() Creates a white text for details. public static CairoFont WhiteDetailText() Returns CairoFont A white text for details. WhiteMediumText() Creates a white text for medium dialog. public static CairoFont WhiteMediumText() Returns CairoFont The white text for medium dialog. WhiteSmallText() Creates a white text for small dialogs. public static CairoFont WhiteSmallText() Returns CairoFont The white text for small dialogs WhiteSmallishText() Creates a white text for smallish dialogs. public static CairoFont WhiteSmallishText() Returns CairoFont The white text for small dialogs. WithColor(double[]) Sets the color of the CairoFont. public CairoFont WithColor(double[] color) Parameters color double[] The color to set. Returns CairoFont WithFont(string) public CairoFont WithFont(string fontname) Parameters fontname string Returns CairoFont WithFontSize(float) Sets the base size of the CairoFont. public CairoFont WithFontSize(float fontSize) Parameters fontSize float The new font size Returns CairoFont WithLineHeightMultiplier(double) public CairoFont WithLineHeightMultiplier(double lineHeightMul) Parameters lineHeightMul double Returns CairoFont WithOrientation(EnumTextOrientation) public CairoFont WithOrientation(EnumTextOrientation orientation) Parameters orientation EnumTextOrientation Returns CairoFont WithRenderTwice() Sets the font to render twice. public CairoFont WithRenderTwice() Returns CairoFont WithSlant(FontSlant) public CairoFont WithSlant(FontSlant slant) Parameters slant FontSlant Returns CairoFont WithStroke(double[], double) public CairoFont WithStroke(double[] color, double width) Parameters color double[] width double Returns CairoFont WithWeight(FontWeight) Adds a weight to the font. public CairoFont WithWeight(FontWeight weight) Parameters weight FontWeight The weight of the font. Returns CairoFont"
+ "keywords": "Class CairoFont Namespace Vintagestory.API.Client Assembly VintagestoryAPI.dll Represent a font with sizing and styling for use in rendering text public class CairoFont : FontConfig, IDisposable Inheritance object FontConfig CairoFont Implements IDisposable Inherited Members FontConfig.UnscaledFontsize FontConfig.Fontname FontConfig.FontWeight FontConfig.Color FontConfig.StrokeColor FontConfig.StrokeWidth object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Constructors CairoFont() Creates an empty CairoFont instance. public CairoFont() CairoFont(double, string) Creates a CairoFont object. public CairoFont(double unscaledFontSize, string fontName) Parameters unscaledFontSize double The size of the font before scaling is applied. fontName string The name of the font. CairoFont(double, string, double[], double[]) Creates a CairoFont object public CairoFont(double unscaledFontSize, string fontName, double[] color, double[] strokeColor = null) Parameters unscaledFontSize double The size of the font before scaling is applied. fontName string The name of the font. color double[] The color of the font. strokeColor double[] The color for the stroke of the font. (Default: Null) CairoFont(FontConfig) Creates a pre-populated CairoFont instance. public CairoFont(FontConfig config) Parameters config FontConfig The configuration for the CairoFont Fields FontMeasuringContext The static Context for all Cairo Fonts. public static Context FontMeasuringContext Field Value Context LineHeightMultiplier public double LineHeightMultiplier Field Value double Orientation public EnumTextOrientation Orientation Field Value EnumTextOrientation RenderTwice Whether or not the font is rendered twice. public bool RenderTwice Field Value bool Slant public FontSlant Slant Field Value FontSlant Methods AutoBoxSize(string, ElementBounds, bool) Adjust the bounds so that it fits given text in one line public void AutoBoxSize(string text, ElementBounds bounds, bool onlyGrow = false) Parameters text string The text to adjust bounds ElementBounds The bounds to adjust the text to. onlyGrow bool If true, the box will not be made smaller AutoFontSize(string, ElementBounds, bool) Adjust font size so that it fits given bounds public void AutoFontSize(string text, ElementBounds bounds, bool onlyShrink = true) Parameters text string The text of the object. bounds ElementBounds The bounds of the element where the font is displayed. onlyShrink bool ButtonPressedText() Creates a text preset for when the button is pressed. public static CairoFont ButtonPressedText() Returns CairoFont The text preset for a pressed button. ButtonText() Creates a Button Text preset. public static CairoFont ButtonText() Returns CairoFont The button text preset. Clone() Clone function. Creates a duplicate of this Cairofont. public CairoFont Clone() Returns CairoFont The duplicate font. Dispose() Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources. public void Dispose() GetFontExtents() Gets the font's extents. public FontExtents GetFontExtents() Returns FontExtents The FontExtents for this particular font. GetTextExtents(string) Gets the extents of the text. public TextExtents GetTextExtents(string text) Parameters text string The text to extend. Returns TextExtents The Text extends for this font with this text. SetupContext(Context) Sets up the context. Must be executed in the main thread, as it is not thread safe. public void SetupContext(Context ctx) Parameters ctx Context The context to set up the CairoFont with. SmallTextInput() Creates a text oreset for smaller text input fields. public static CairoFont SmallTextInput() Returns CairoFont The smaller text input preset. TextInput() Creates a text preset for text input fields. public static CairoFont TextInput() Returns CairoFont The text field input preset. WhiteDetailText() Creates a white text for details. public static CairoFont WhiteDetailText() Returns CairoFont A white text for details. WhiteMediumText() Creates a white text for medium dialog. public static CairoFont WhiteMediumText() Returns CairoFont The white text for medium dialog. WhiteSmallText() Creates a white text for small dialogs. public static CairoFont WhiteSmallText() Returns CairoFont The white text for small dialogs WhiteSmallishText() Creates a white text for smallish dialogs. public static CairoFont WhiteSmallishText() Returns CairoFont The white text for small dialogs. WhiteSmallishText(string) Creates a white text for smallish dialogs, using the specified base font public static CairoFont WhiteSmallishText(string baseFont) Parameters baseFont string Returns CairoFont WithColor(double[]) Sets the color of the CairoFont. public CairoFont WithColor(double[] color) Parameters color double[] The color to set. Returns CairoFont WithFont(string) public CairoFont WithFont(string fontname) Parameters fontname string Returns CairoFont WithFontSize(float) Sets the base size of the CairoFont. public CairoFont WithFontSize(float fontSize) Parameters fontSize float The new font size Returns CairoFont WithLineHeightMultiplier(double) public CairoFont WithLineHeightMultiplier(double lineHeightMul) Parameters lineHeightMul double Returns CairoFont WithOrientation(EnumTextOrientation) public CairoFont WithOrientation(EnumTextOrientation orientation) Parameters orientation EnumTextOrientation Returns CairoFont WithRenderTwice() Sets the font to render twice. public CairoFont WithRenderTwice() Returns CairoFont WithSlant(FontSlant) public CairoFont WithSlant(FontSlant slant) Parameters slant FontSlant Returns CairoFont WithStroke(double[], double) public CairoFont WithStroke(double[] color, double width) Parameters color double[] width double Returns CairoFont WithWeight(FontWeight) Adds a weight to the font. public CairoFont WithWeight(FontWeight weight) Parameters weight FontWeight The weight of the font. Returns CairoFont"
},
"api/Vintagestory.API.Client.CanClickSlotDelegate.html": {
"href": "api/Vintagestory.API.Client.CanClickSlotDelegate.html",
@@ -2067,7 +2067,7 @@
"api/Vintagestory.API.Common.Entities.Entity.html": {
"href": "api/Vintagestory.API.Common.Entities.Entity.html",
"title": "Class Entity | VintageStory API",
- "keywords": "Class Entity Namespace Vintagestory.API.Common.Entities Assembly VintagestoryAPI.dll The basic class for all entities in the game public abstract class Entity : RegistryObject Inheritance object RegistryObject Entity Derived EntityAgent EntityChunky EntityItem Inherited Members RegistryObject.Code RegistryObject.VariantStrict RegistryObject.Variant RegistryObject.Class RegistryObject.CodeWithPath(string) RegistryObject.CodeWithoutParts(int) RegistryObject.CodeEndWithoutParts(int) RegistryObject.CodeWithParts(params string[]) RegistryObject.CodeWithParts(string) RegistryObject.CodeWithVariant(string, string) RegistryObject.CodeWithVariants(Dictionary) RegistryObject.CodeWithVariants(string[], string[]) RegistryObject.CodeWithPart(string, int) RegistryObject.LastCodePart(int) RegistryObject.FirstCodePart(int) RegistryObject.WildCardMatch(AssetLocation[]) RegistryObject.WildCardMatch(AssetLocation) RegistryObject.WildCardMatch(string[]) RegistryObject.WildCardMatch(string) RegistryObject.FillPlaceHolder(AssetLocation, OrderedDictionary) RegistryObject.FillPlaceHolder(string, OrderedDictionary) RegistryObject.FillPlaceHolder(string, string, string) object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Constructors Entity() Creates a new instance of an entity public Entity() Entity(int) Creates a minimally populated entity with configurable tracking range, no Stats, no AnimManager and no animations attribute. Currently used by EntityItem. protected Entity(int trackingRange) Parameters trackingRange int Fields ActivityTimers An uptime value running activities. Available on the game client and server. Not synchronized. public Dictionary ActivityTimers Field Value Dictionary AirBubbleParticleProps public static AirBubbleParticles AirBubbleParticleProps Field Value AirBubbleParticles Api The api, if you need it. Available on the game client and server. public ICoreAPI Api Field Value ICoreAPI Attributes Permanently stored entity attributes that are only client or only server side public SyncedTreeAttribute Attributes Field Value SyncedTreeAttribute ClimbingIntoFace public BlockFacing ClimbingIntoFace Field Value BlockFacing ClimbingOnCollBox Set by the game client and server. public Cuboidf ClimbingOnCollBox Field Value Cuboidf ClimbingOnFace The face the entity is climbing on. Null if the entity is not climbing. Set by the game client and server. public BlockFacing ClimbingOnFace Field Value BlockFacing CollidedHorizontally True if the entity is in touch with something solid on both horizontal axes. Set by the game client and server. public bool CollidedHorizontally Field Value bool CollidedVertically True if the entity is in touch with something solid on the vertical axis. Set by the game client and server. public bool CollidedVertically Field Value bool CollisionBox The entities collision box. Offseted by the animation system when necessary. Set by the game client and server. public Cuboidf CollisionBox Field Value Cuboidf DebugAttributes If entity debug mode is on, this info will be transitted to client and displayed above the entities head public SyncedTreeAttribute DebugAttributes Field Value SyncedTreeAttribute DespawnReason public EntityDespawnData DespawnReason Field Value EntityDespawnData EntityId A unique identifier for this entity. Set by the game client and server. public long EntityId Field Value long FeetInLiquid True if the bottom of the collisionbox is inside a liquid. Set by the game client and server. public bool FeetInLiquid Field Value bool FireParticleProps public static AdvancedParticleProperties[] FireParticleProps Field Value AdvancedParticleProperties[] FloatingSedimentParticles public static FloatingSedimentParticles FloatingSedimentParticles Field Value FloatingSedimentParticles HurtColor Color used when the entity is being attacked protected int HurtColor Field Value int InChunkIndex3d public long InChunkIndex3d Field Value long InLava public bool InLava Field Value bool InLavaBeginTotalMs public long InLavaBeginTotalMs Field Value long IsRendered Set by the client renderer when the entity was rendered last frame public bool IsRendered Field Value bool IsShadowRendered Set by the client renderer when the entity shadow was rendered last frame public bool IsShadowRendered Field Value bool IsTeleport Used by the server to tell connected clients that the next entity position packet should not have its position change get interpolated. Gets set to false after the packet was sent public bool IsTeleport Field Value bool OnFireBeginTotalMs public long OnFireBeginTotalMs Field Value long OnGround True if this entity is in touch with the ground. Set by the game client and server. public bool OnGround Field Value bool OriginCollisionBox The entities collision box. Not Offseted. Set by the game client and server. public Cuboidf OriginCollisionBox Field Value Cuboidf OriginSelectionBox The entities selection box. Not Offseted. Set by the game client and server. public Cuboidf OriginSelectionBox Field Value Cuboidf PhysicsUpdateWatcher The vanilla physics systems will call this method if a physics behavior was assigned to it. The game client for example requires this to be called for the current player to properly render the player. Available on the game client and server. public PhysicsTickDelegate PhysicsUpdateWatcher Field Value PhysicsTickDelegate Pos Client position public EntityPos Pos Field Value EntityPos PositionBeforeFalling The position where the entity last had contact with the ground. Set by the game client and server. public Vec3d PositionBeforeFalling Field Value Vec3d PreviousServerPos Server simulated position copy. Needed by Entities server system to send pos updatess only if ServerPos differs noticably from PreviousServerPos public EntityPos PreviousServerPos Field Value EntityPos SelectionBox The entities selection box. Offseted by the animation system when necessary. Set by the game client and server. public Cuboidf SelectionBox Field Value Cuboidf ServerPos Server simulated position. May not exactly match the client positon public EntityPos ServerPos Field Value EntityPos SimulationRange The range in blocks the entity has to be to a client to do physics and AI. When outside range, then State will be set to inactive public int SimulationRange Field Value int SplashParticleProps public static WaterSplashParticles SplashParticleProps Field Value WaterSplashParticles State The current entity state. NOT stored in WatchedAttributes in from/tobytes when sending to client as always set to Active on client-side Initialize(). Server-side if saved it would likely initially be Despawned when an entity is first loaded from the save due to entities being despawned during the UnloadChunks process, so let's make it always Despawned for consistent behavior (it will be set to Active/Inactive during Initialize() anyhow) public EnumEntityState State Field Value EnumEntityState Stats public EntityStats Stats Field Value EntityStats Swimming True if the collisionbox is 2/3rds submerged in liquid. Set by the game client and server. public bool Swimming Field Value bool Teleporting Used by the teleporter block public bool Teleporting Field Value bool WatchedAttributes Permanently stored entity attributes that are sent to client everytime they have been changed public SyncedTreeAttribute WatchedAttributes Field Value SyncedTreeAttribute World World where the entity is spawned in. Available on the game client and server. public IWorldAccessor World Field Value IWorldAccessor alive protected bool alive Field Value bool bioLumiNoise public static NormalizedSimplexNoise bioLumiNoise Field Value NormalizedSimplexNoise bioLumiParticles public static SimpleParticleProperties bioLumiParticles Field Value SimpleParticleProperties hasRepulseBehavior public bool hasRepulseBehavior Field Value bool minRangeToClient public float minRangeToClient Field Value float ownPosRepulse public Vec3d ownPosRepulse Field Value Vec3d packet Used for efficiency in multi-player servers, to avoid regenerating the packet again for each connected client public object packet Field Value object resetLightHsv protected bool resetLightHsv Field Value bool touchDistanceSq public double touchDistanceSq Field Value double Properties Alive True if the entity is in state active or inactive, or generally not dead (for non-living entities, 'dead' means ready to despawn) public virtual bool Alive { get; set; } Property Value bool AlwaysActive Whether this entity should always stay in Active model, regardless on how far away other player are public virtual bool AlwaysActive { get; } Property Value bool AnimManager Server simulated animations. Only takes care of stopping animations once they're done Set and Called by the Entities ServerSystem public virtual IAnimationManager AnimManager { get; set; } Property Value IAnimationManager ApplyGravity If gravity should applied to this entity public virtual bool ApplyGravity { get; } Property Value bool Collided CollidedVertically || CollidedHorizontally public bool Collided { get; } Property Value bool IdleSoundChanceModifier public float IdleSoundChanceModifier { get; set; } Property Value float IsCreature Used by AItasks for perfomance. When searching for nearby entities we distinguish between (A) Creatures and (B) Inanimate entitie. Inanimate entities are items on the ground, projectiles, armor stands, rafts, falling blocks etc Note 1: Dead creatures / corpses count as a Creature. EntityPlayer is a Creature of course. Note 2: Straw Dummy we count as a Creature, because weapons can target it and bees can attack it. In contrast, Armor Stand we count as Inanimate, because nothing should ever attack or target it. public virtual bool IsCreature { get; } Property Value bool IsInteractable Should return true when this entity should be interactable by a player or other entities public virtual bool IsInteractable { get; } Property Value bool IsOnFire public bool IsOnFire { get; set; } Property Value bool LadderFixDelta A small offset used to prevent players from clipping through the blocks above ladders: relevant if the entity's collision box is sometimes adjusted by the game code public virtual double LadderFixDelta { get; } Property Value double LightHsv If set, the entity will emit dynamic light public virtual byte[] LightHsv { get; set; } Property Value byte[] LocalEyePos The height of the eyes for the given entity. public virtual Vec3d LocalEyePos { get; set; } Property Value Vec3d MaterialDensity Determines on whether an entity floats on liquids or not and how strongly items get pushed by water. Water has a density of 1000. A density below 1000 means the entity floats on top of water if has a physics simulation behavior attached to it. public virtual float MaterialDensity { get; } Property Value float Properties public EntityProperties Properties { get; protected set; } Property Value EntityProperties RenderColor Used by some renderers to apply an overal color tint on the entity public int RenderColor { get; } Property Value int ShouldDespawn If the entity should despawn next server tick. By default returns !Alive for non-creatures and creatures that don't have a Decay behavior public virtual bool ShouldDespawn { get; } Property Value bool SidedPos ServerPos on server, Pos on client public EntityPos SidedPos { get; } Property Value EntityPos SidedProperties public EntitySidedProperties SidedProperties { get; } Property Value EntitySidedProperties StoreWithChunk Players and whatever the player rides on will be stored seperatly public virtual bool StoreWithChunk { get; } Property Value bool SwimmingOffsetY Used for passive physics simulation, together with the MaterialDensity to check how deep in the water the entity should float public virtual double SwimmingOffsetY { get; } Property Value double Methods AddBehavior(EntityBehavior) Adds given behavior to the entities list of active behaviors public virtual void AddBehavior(EntityBehavior behavior) Parameters behavior EntityBehavior AfterInitialized(bool) public void AfterInitialized(bool onFirstSpawn) Parameters onFirstSpawn bool ApplyFireDamage(float) protected void ApplyFireDamage(float dt) Parameters dt float CanCollect(Entity) Should return true if this item can be picked up as an itemstack public virtual bool CanCollect(Entity byEntity) Parameters byEntity Entity Returns bool DidImportOrExport(BlockPos) This method is called by the BlockSchematic class a moment after a schematic containing this entity has been exported. Since a schematic can be placed anywhere in the world, this method has to make sure the entities position is set to the correct position in relation to the target position of the schematic to be imported. public virtual void DidImportOrExport(BlockPos startPos) Parameters startPos BlockPos Die(EnumDespawnReason, DamageSource) Makes the entity despawn. Entities only drop something on EnumDespawnReason.Death public virtual void Die(EnumDespawnReason reason = EnumDespawnReason.Death, DamageSource damageSourceForDeath = null) Parameters reason EnumDespawnReason damageSourceForDeath DamageSource DieInLava() protected void DieInLava() DoInitialActiveCheck(ICoreAPI) protected void DoInitialActiveCheck(ICoreAPI api) Parameters api ICoreAPI FromBytes(BinaryReader, bool) Loads the entity from a stored byte array from the SaveGame public virtual void FromBytes(BinaryReader reader, bool isSync) Parameters reader BinaryReader isSync bool True if this is a sync operation, not a chunk read operation FromBytes(BinaryReader, bool, Dictionary) In order to maintain legacy mod API compatibility of FromBytes(BinaryReader reader, bool isSync), we create an overload which server-side calling code will actually call, and store the remaps parameter in a field public virtual void FromBytes(BinaryReader reader, bool isSync, Dictionary serversideRemaps) Parameters reader BinaryReader isSync bool serversideRemaps Dictionary GetBehavior(string) Returns the behavior instance for given entity. Returns null if it doesn't exist. public virtual EntityBehavior GetBehavior(string name) Parameters name string Returns EntityBehavior GetBehavior() Returns the first behavior instance for given entity of given type. Returns null if it doesn't exist. public virtual T GetBehavior() where T : EntityBehavior Returns T Type Parameters T GetDrops(IWorldAccessor, BlockPos, IPlayer) Is called before the entity is killed, should return what items this entity should drop. Return null or empty array for no drops. public virtual ItemStack[] GetDrops(IWorldAccessor world, BlockPos pos, IPlayer byPlayer) Parameters world IWorldAccessor pos BlockPos byPlayer IPlayer Returns ItemStack[] GetHeadPositionFromWatchedAttributes() Relevant only for entities with heads, implemented in EntityAgent. Other sub-classes of Entity (if not EntityAgent) should similarly override this if the headYaw/headPitch are relevant to them protected virtual void GetHeadPositionFromWatchedAttributes() GetInfoText() gets the info text for the entity. public virtual string GetInfoText() Returns string GetInteractionHelp(IClientWorldAccessor, EntitySelection, IClientPlayer) Called when a player looks at the entity with interaction help enabled public virtual WorldInteraction[] GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player) Parameters world IClientWorldAccessor es EntitySelection player IClientPlayer Returns WorldInteraction[] GetName() Gets the name for this entity public virtual string GetName() Returns string HasBehavior(string) Returns true if the entity has given active behavior public virtual bool HasBehavior(string behaviorName) Parameters behaviorName string Returns bool HasBehavior() public virtual bool HasBehavior() where T : EntityBehavior Returns bool Type Parameters T Ignite() public virtual void Ignite() Initialize(EntityProperties, ICoreAPI, long) Called when this entity got created or loaded public virtual void Initialize(EntityProperties properties, ICoreAPI api, long InChunkIndex3d) Parameters properties EntityProperties api ICoreAPI InChunkIndex3d long IsActivityRunning(string) Returns true if given activity is running public virtual bool IsActivityRunning(string key) Parameters key string Returns bool Notify(string, object) This method pings the Notify() method of all behaviors and ai tasks. Can be used to spread information to other creatures. public virtual void Notify(string key, object data) Parameters key string data object OnAsyncParticleTick(float, IAsyncParticleManager) public virtual void OnAsyncParticleTick(float dt, IAsyncParticleManager manager) Parameters dt float manager IAsyncParticleManager OnCollected(Entity) Called by BehaviorCollectEntities of nearby entities. Should return the itemstack that should be collected. If the item stack was fully picked up, BehaviorCollectEntities will kill this entity public virtual ItemStack OnCollected(Entity byEntity) Parameters byEntity Entity Returns ItemStack OnCollideWithLiquid() Called when the entity got in touch with a liquid public virtual void OnCollideWithLiquid() OnCollided() Called when the entity collided with something solid and Collided was false before public virtual void OnCollided() OnEntityDespawn(EntityDespawnData) Called when the entity despawns public virtual void OnEntityDespawn(EntityDespawnData despawn) Parameters despawn EntityDespawnData OnEntityLoaded() Called when after the got loaded from the savegame (not called during spawn) public virtual void OnEntityLoaded() OnEntitySpawn() Called when the entity spawns (not called when loaded from the savegame). public virtual void OnEntitySpawn() OnExitedLiquid() Called when the entity has left a liquid public virtual void OnExitedLiquid() OnFallToGround(double) Called when the entity collided vertically public virtual void OnFallToGround(double motionY) Parameters motionY double OnGameTick(float) Called every 1/75 second public virtual void OnGameTick(float dt) Parameters dt float OnHurt(DamageSource, float) Called when the entity got hurt. On the client side, dmgSource is null public virtual void OnHurt(DamageSource dmgSource, float damage) Parameters dmgSource DamageSource damage float OnInteract(EntityAgent, ItemSlot, Vec3d, EnumInteractMode) Called when an entity has interacted with this entity public virtual void OnInteract(EntityAgent byEntity, ItemSlot itemslot, Vec3d hitPosition, EnumInteractMode mode) Parameters byEntity EntityAgent itemslot ItemSlot If being interacted with a block/item, this should be the slot the item is being held in hitPosition Vec3d Relative position on the entites hitbox where the entity interacted at mode EnumInteractMode 0 = attack, 1 = interact OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int) Called by the blockschematic loader so that you may fix any blockid/itemid mappings against the mapping of the savegame, if you store any collectibles in this blockentity. Note: Some vanilla blocks resolve randomized contents in this method. Hint: Use itemstack.FixMapping() to do the job for you. [Obsolete(\"Use the variant with resolveImports parameter\")] public virtual void OnLoadCollectibleMappings(IWorldAccessor worldForNewMappings, Dictionary oldBlockIdMapping, Dictionary oldItemIdMapping, int schematicSeed) Parameters worldForNewMappings IWorldAccessor oldBlockIdMapping Dictionary oldItemIdMapping Dictionary schematicSeed int If you need some sort of randomness consistency accross an imported schematic, you can use this value OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int, bool) Called by the blockschematic loader so that you may fix any blockid/itemid mappings against the mapping of the savegame, if you store any collectibles in this blockentity. Note: Some vanilla blocks resolve randomized contents in this method. Hint: Use itemstack.FixMapping() to do the job for you. public virtual void OnLoadCollectibleMappings(IWorldAccessor worldForNewMappings, Dictionary oldBlockIdMapping, Dictionary oldItemIdMapping, int schematicSeed, bool resolveImports) Parameters worldForNewMappings IWorldAccessor oldBlockIdMapping Dictionary oldItemIdMapping Dictionary schematicSeed int If you need some sort of randomness consistency accross an imported schematic, you can use this value resolveImports bool Turn it off to spawn structures as they are. For example, in this mode, instead of traders, their meta spawners will spawn OnReceivedClientPacket(IServerPlayer, int, byte[]) Called when on the client side something called capi.Network.SendEntityPacket() public virtual void OnReceivedClientPacket(IServerPlayer player, int packetid, byte[] data) Parameters player IServerPlayer packetid int data byte[] OnReceivedServerAnimations(int[], int, float[]) public virtual void OnReceivedServerAnimations(int[] activeAnimations, int activeAnimationsCount, float[] activeAnimationSpeeds) Parameters activeAnimations int[] activeAnimationsCount int activeAnimationSpeeds float[] OnReceivedServerPacket(int, byte[]) Called when on the server side something called sapi.Network.SendEntityPacket() Packetid = 1 is used for teleporting Packetid = 2 is used for BehaviorHarvestable public virtual void OnReceivedServerPacket(int packetid, byte[] data) Parameters packetid int data byte[] OnReceivedServerPos(bool) Called by client when a new server pos arrived public virtual void OnReceivedServerPos(bool isTeleport) Parameters isTeleport bool OnStateChanged(EnumEntityState) Called on the server when the entity was changed from active to inactive state or vice versa public virtual void OnStateChanged(EnumEntityState beforeState) Parameters beforeState EnumEntityState OnStoreCollectibleMappings(Dictionary, Dictionary) Called by the worldedit schematic exporter so that it can also export the mappings of items/blocks stored inside blockentities public virtual void OnStoreCollectibleMappings(Dictionary blockIdMapping, Dictionary itemIdMapping) Parameters blockIdMapping Dictionary itemIdMapping Dictionary OnTesselation(ref Shape, string) Called by EntityShapeRenderer.cs before tesselating the entity shape public virtual void OnTesselation(ref Shape entityShape, string shapePathForLogging) Parameters entityShape Shape shapePathForLogging string PlayEntitySound(string, IPlayer, bool, float) Assumes that it is only called on the server public virtual void PlayEntitySound(string type, IPlayer dualCallByPlayer = null, bool randomizePitch = true, float range = 24) Parameters type string dualCallByPlayer IPlayer randomizePitch bool range float ReceiveDamage(DamageSource, float) Called when the entity should be receiving damage from given source public virtual bool ReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool True if the entity actually received damage RemainingActivityTime(string) Returns the remaining time on an activity in milliesconds public virtual int RemainingActivityTime(string key) Parameters key string Returns int RemoveBehavior(EntityBehavior) Removes given behavior to the entities list of active behaviors. Does nothing if the behavior has already been removed public virtual void RemoveBehavior(EntityBehavior behavior) Parameters behavior EntityBehavior Revive() Revives the entity and heals for 9999. public virtual void Revive() SetActivityRunning(string, int) Starts an activity for a given duration public virtual void SetActivityRunning(string key, int milliseconds) Parameters key string milliseconds int SetCollisionBox(float, float) Helper method to set the CollisionBox public virtual void SetCollisionBox(float length, float height) Parameters length float height float SetHeadPositionToWatchedAttributes() Relevant only for entities with heads, implemented in EntityAgent. Other sub-classes of Entity (if not EntityAgent) should similarly override this if the headYaw/headPitch are relevant to them protected virtual void SetHeadPositionToWatchedAttributes() SetSelectionBox(float, float) public virtual void SetSelectionBox(float length, float height) Parameters length float height float ShouldReceiveDamage(DamageSource, float) Should return true if the entity can get damaged by given damageSource. Is called by ReceiveDamage. public virtual bool ShouldReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool SpawnWaterMovementParticles(float, double, double, double) protected virtual void SpawnWaterMovementParticles(float quantityMul, double offx = 0, double offy = 0, double offz = 0) Parameters quantityMul float offx double offy double offz double StartAnimation(string) Starts the animation for the entity. public virtual void StartAnimation(string code) Parameters code string StopAnimation(string) stops the animation for the entity. public virtual void StopAnimation(string code) Parameters code string TeleportTo(int, int, int) Teleports the entity to given position public virtual void TeleportTo(int x, int y, int z) Parameters x int y int z int TeleportTo(EntityPos, Action) Teleports the entity to given position public virtual void TeleportTo(EntityPos position, Action onTeleported = null) Parameters position EntityPos onTeleported Action TeleportTo(BlockPos) Teleports the entity to given position public virtual void TeleportTo(BlockPos position) Parameters position BlockPos TeleportTo(Vec3d) Teleports the entity to given position public virtual void TeleportTo(Vec3d position) Parameters position Vec3d TeleportToDouble(double, double, double, Action) Teleports the entity to given position. Actual teleport is delayed until target chunk is loaded. public virtual void TeleportToDouble(double x, double y, double z, Action onTeleported = null) Parameters x double y double z double onTeleported Action ToBytes(BinaryWriter, bool) Serializes the slots contents to be stored in the SaveGame public virtual void ToBytes(BinaryWriter writer, bool forClient) Parameters writer BinaryWriter forClient bool True when being used to send an entity to the client TriggerOnInitialized() protected void TriggerOnInitialized() TryGiveItemStack(ItemStack) Called when something tries to given an itemstack to this entity public virtual bool TryGiveItemStack(ItemStack itemstack) Parameters itemstack ItemStack Returns bool UpdateDebugAttributes() Updates the DebugAttributes tree public virtual void UpdateDebugAttributes() WillExport(BlockPos) This method is called by the BlockSchematic class a moment before a schematic containing this entity is getting exported. Since a schematic can be placed anywhere in the world, this method has to make sure the entities position is set to a value relative of the schematic origin point defined by startPos Right after calling this method, the world edit system will call .ToBytes() to serialize the entity public virtual void WillExport(BlockPos startPos) Parameters startPos BlockPos updateColSelBoxes() protected void updateColSelBoxes() updateOnFire() protected void updateOnFire() Events OnInitialized public event Action OnInitialized Event Type Action"
+ "keywords": "Class Entity Namespace Vintagestory.API.Common.Entities Assembly VintagestoryAPI.dll The basic class for all entities in the game public abstract class Entity : RegistryObject Inheritance object RegistryObject Entity Derived EntityAgent EntityChunky EntityItem Inherited Members RegistryObject.Code RegistryObject.VariantStrict RegistryObject.Variant RegistryObject.Class RegistryObject.CodeWithPath(string) RegistryObject.CodeWithoutParts(int) RegistryObject.CodeEndWithoutParts(int) RegistryObject.CodeWithParts(params string[]) RegistryObject.CodeWithParts(string) RegistryObject.CodeWithVariant(string, string) RegistryObject.CodeWithVariants(Dictionary) RegistryObject.CodeWithVariants(string[], string[]) RegistryObject.CodeWithPart(string, int) RegistryObject.LastCodePart(int) RegistryObject.FirstCodePart(int) RegistryObject.WildCardMatch(AssetLocation[]) RegistryObject.WildCardMatch(AssetLocation) RegistryObject.WildCardMatch(string[]) RegistryObject.WildCardMatch(string) RegistryObject.FillPlaceHolder(AssetLocation, OrderedDictionary) RegistryObject.FillPlaceHolder(string, OrderedDictionary) RegistryObject.FillPlaceHolder(string, string, string) object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Constructors Entity() Creates a new instance of an entity public Entity() Entity(int) Creates a minimally populated entity with configurable tracking range, no Stats, no AnimManager and no animations attribute. Currently used by EntityItem. protected Entity(int trackingRange) Parameters trackingRange int Fields ActivityTimers An uptime value running activities. Available on the game client and server. Not synchronized. public Dictionary ActivityTimers Field Value Dictionary AirBubbleParticleProps public static AirBubbleParticles AirBubbleParticleProps Field Value AirBubbleParticles Api The api, if you need it. Available on the game client and server. public ICoreAPI Api Field Value ICoreAPI Attributes Permanently stored entity attributes that are only client or only server side public SyncedTreeAttribute Attributes Field Value SyncedTreeAttribute ClimbingIntoFace public BlockFacing ClimbingIntoFace Field Value BlockFacing ClimbingOnCollBox Set by the game client and server. public Cuboidf ClimbingOnCollBox Field Value Cuboidf ClimbingOnFace The face the entity is climbing on. Null if the entity is not climbing. Set by the game client and server. public BlockFacing ClimbingOnFace Field Value BlockFacing CollidedHorizontally True if the entity is in touch with something solid on both horizontal axes. Set by the game client and server. public bool CollidedHorizontally Field Value bool CollidedVertically True if the entity is in touch with something solid on the vertical axis. Set by the game client and server. public bool CollidedVertically Field Value bool CollisionBox The entities collision box. Offseted by the animation system when necessary. Set by the game client and server. public Cuboidf CollisionBox Field Value Cuboidf DebugAttributes If entity debug mode is on, this info will be transitted to client and displayed above the entities head public SyncedTreeAttribute DebugAttributes Field Value SyncedTreeAttribute DespawnReason public EntityDespawnData DespawnReason Field Value EntityDespawnData EntityId A unique identifier for this entity. Set by the game client and server. public long EntityId Field Value long FeetInLiquid True if the bottom of the collisionbox is inside a liquid. Set by the game client and server. public bool FeetInLiquid Field Value bool FireParticleProps public static AdvancedParticleProperties[] FireParticleProps Field Value AdvancedParticleProperties[] FloatingSedimentParticles public static FloatingSedimentParticles FloatingSedimentParticles Field Value FloatingSedimentParticles HurtColor Color used when the entity is being attacked protected int HurtColor Field Value int InChunkIndex3d public long InChunkIndex3d Field Value long InLava public bool InLava Field Value bool InLavaBeginTotalMs public long InLavaBeginTotalMs Field Value long IsRendered Set by the client renderer when the entity was rendered last frame public bool IsRendered Field Value bool IsShadowRendered Set by the client renderer when the entity shadow was rendered last frame public bool IsShadowRendered Field Value bool IsTeleport Used by the server to tell connected clients that the next entity position packet should not have its position change get interpolated. Gets set to false after the packet was sent public bool IsTeleport Field Value bool OnFireBeginTotalMs public long OnFireBeginTotalMs Field Value long OnGround True if this entity is in touch with the ground. Set by the game client and server. public bool OnGround Field Value bool OriginCollisionBox The entities collision box. Not Offseted. Set by the game client and server. public Cuboidf OriginCollisionBox Field Value Cuboidf OriginSelectionBox The entities selection box. Not Offseted. Set by the game client and server. public Cuboidf OriginSelectionBox Field Value Cuboidf PhysicsUpdateWatcher The vanilla physics systems will call this method if a physics behavior was assigned to it. The game client for example requires this to be called for the current player to properly render the player. Available on the game client and server. public PhysicsTickDelegate PhysicsUpdateWatcher Field Value PhysicsTickDelegate Pos Client position public EntityPos Pos Field Value EntityPos PositionBeforeFalling The position where the entity last had contact with the ground. Set by the game client and server. public Vec3d PositionBeforeFalling Field Value Vec3d PreviousServerPos Server simulated position copy. Needed by Entities server system to send pos updatess only if ServerPos differs noticably from PreviousServerPos public EntityPos PreviousServerPos Field Value EntityPos SelectionBox The entities selection box. Offseted by the animation system when necessary. Set by the game client and server. public Cuboidf SelectionBox Field Value Cuboidf ServerPos Server simulated position. May not exactly match the client positon public EntityPos ServerPos Field Value EntityPos SimulationRange The range in blocks the entity has to be to a client to do physics and AI. When outside range, then State will be set to inactive public int SimulationRange Field Value int SplashParticleProps public static WaterSplashParticles SplashParticleProps Field Value WaterSplashParticles State The current entity state. NOT stored in WatchedAttributes in from/tobytes when sending to client as always set to Active on client-side Initialize(). Server-side if saved it would likely initially be Despawned when an entity is first loaded from the save due to entities being despawned during the UnloadChunks process, so let's make it always Despawned for consistent behavior (it will be set to Active/Inactive during Initialize() anyhow) public EnumEntityState State Field Value EnumEntityState Stats public EntityStats Stats Field Value EntityStats Swimming True if the collisionbox is 2/3rds submerged in liquid. Set by the game client and server. public bool Swimming Field Value bool Teleporting Used by the teleporter block public bool Teleporting Field Value bool WatchedAttributes Permanently stored entity attributes that are sent to client everytime they have been changed public SyncedTreeAttribute WatchedAttributes Field Value SyncedTreeAttribute World World where the entity is spawned in. Available on the game client and server. public IWorldAccessor World Field Value IWorldAccessor alive protected bool alive Field Value bool bioLumiNoise public static NormalizedSimplexNoise bioLumiNoise Field Value NormalizedSimplexNoise bioLumiParticles public static SimpleParticleProperties bioLumiParticles Field Value SimpleParticleProperties hasRepulseBehavior public bool hasRepulseBehavior Field Value bool minRangeToClient public float minRangeToClient Field Value float ownPosRepulse public Vec3d ownPosRepulse Field Value Vec3d packet Used for efficiency in multi-player servers, to avoid regenerating the packet again for each connected client public object packet Field Value object resetLightHsv protected bool resetLightHsv Field Value bool touchDistanceSq public double touchDistanceSq Field Value double Properties Alive True if the entity is in state active or inactive, or generally not dead (for non-living entities, 'dead' means ready to despawn) public virtual bool Alive { get; set; } Property Value bool AlwaysActive Whether this entity should always stay in Active model, regardless on how far away other player are public virtual bool AlwaysActive { get; } Property Value bool AnimManager Server simulated animations. Only takes care of stopping animations once they're done Set and Called by the Entities ServerSystem public virtual IAnimationManager AnimManager { get; set; } Property Value IAnimationManager ApplyGravity If gravity should applied to this entity public virtual bool ApplyGravity { get; } Property Value bool Collided CollidedVertically || CollidedHorizontally public bool Collided { get; } Property Value bool IdleSoundChanceModifier public float IdleSoundChanceModifier { get; set; } Property Value float IsCreature Used by AItasks for perfomance. When searching for nearby entities we distinguish between (A) Creatures and (B) Inanimate entitie. Inanimate entities are items on the ground, projectiles, armor stands, rafts, falling blocks etc Note 1: Dead creatures / corpses count as a Creature. EntityPlayer is a Creature of course. Note 2: Straw Dummy we count as a Creature, because weapons can target it and bees can attack it. In contrast, Armor Stand we count as Inanimate, because nothing should ever attack or target it. public virtual bool IsCreature { get; } Property Value bool IsInteractable Should return true when this entity should be interactable by a player or other entities public virtual bool IsInteractable { get; } Property Value bool IsOnFire public bool IsOnFire { get; set; } Property Value bool LadderFixDelta A small offset used to prevent players from clipping through the blocks above ladders: relevant if the entity's collision box is sometimes adjusted by the game code public virtual double LadderFixDelta { get; } Property Value double LightHsv If set, the entity will emit dynamic light public virtual byte[] LightHsv { get; set; } Property Value byte[] LocalEyePos The height of the eyes for the given entity. public virtual Vec3d LocalEyePos { get; set; } Property Value Vec3d MaterialDensity Determines on whether an entity floats on liquids or not and how strongly items get pushed by water. Water has a density of 1000. A density below 1000 means the entity floats on top of water if has a physics simulation behavior attached to it. public virtual float MaterialDensity { get; } Property Value float Properties public EntityProperties Properties { get; protected set; } Property Value EntityProperties RenderColor Used by some renderers to apply an overal color tint on the entity public int RenderColor { get; } Property Value int ShouldDespawn If the entity should despawn next server tick. By default returns !Alive for non-creatures and creatures that don't have a Decay behavior public virtual bool ShouldDespawn { get; } Property Value bool SidedPos ServerPos on server, Pos on client public EntityPos SidedPos { get; } Property Value EntityPos SidedProperties public EntitySidedProperties SidedProperties { get; } Property Value EntitySidedProperties StoreWithChunk Players and whatever the player rides on will be stored seperatly public virtual bool StoreWithChunk { get; } Property Value bool SwimmingOffsetY Used for passive physics simulation, together with the MaterialDensity to check how deep in the water the entity should float public virtual double SwimmingOffsetY { get; } Property Value double Methods AddBehavior(EntityBehavior) Adds given behavior to the entities list of active behaviors public virtual void AddBehavior(EntityBehavior behavior) Parameters behavior EntityBehavior AfterInitialized(bool) public void AfterInitialized(bool onFirstSpawn) Parameters onFirstSpawn bool ApplyFireDamage(float) protected void ApplyFireDamage(float dt) Parameters dt float CanCollect(Entity) Should return true if this item can be picked up as an itemstack public virtual bool CanCollect(Entity byEntity) Parameters byEntity Entity Returns bool DidImportOrExport(BlockPos) This method is called by the BlockSchematic class a moment after a schematic containing this entity has been exported. Since a schematic can be placed anywhere in the world, this method has to make sure the entities position is set to the correct position in relation to the target position of the schematic to be imported. public virtual void DidImportOrExport(BlockPos startPos) Parameters startPos BlockPos Die(EnumDespawnReason, DamageSource) Makes the entity despawn. Entities only drop something on EnumDespawnReason.Death public virtual void Die(EnumDespawnReason reason = EnumDespawnReason.Death, DamageSource damageSourceForDeath = null) Parameters reason EnumDespawnReason damageSourceForDeath DamageSource DieInLava() protected void DieInLava() DoInitialActiveCheck(ICoreAPI) protected void DoInitialActiveCheck(ICoreAPI api) Parameters api ICoreAPI FromBytes(BinaryReader, bool) Loads the entity from a stored byte array from the SaveGame public virtual void FromBytes(BinaryReader reader, bool isSync) Parameters reader BinaryReader isSync bool True if this is a sync operation, not a chunk read operation FromBytes(BinaryReader, bool, Dictionary) In order to maintain legacy mod API compatibility of FromBytes(BinaryReader reader, bool isSync), we create an overload which server-side calling code will actually call, and store the remaps parameter in a field public virtual void FromBytes(BinaryReader reader, bool isSync, Dictionary serversideRemaps) Parameters reader BinaryReader isSync bool serversideRemaps Dictionary GetBehavior(string) Returns the behavior instance for given entity. Returns null if it doesn't exist. public virtual EntityBehavior GetBehavior(string name) Parameters name string Returns EntityBehavior GetBehavior() Returns the first behavior instance for given entity of given type. Returns null if it doesn't exist. public virtual T GetBehavior() where T : EntityBehavior Returns T Type Parameters T GetDrops(IWorldAccessor, BlockPos, IPlayer) Is called before the entity is killed, should return what items this entity should drop. Return null or empty array for no drops. public virtual ItemStack[] GetDrops(IWorldAccessor world, BlockPos pos, IPlayer byPlayer) Parameters world IWorldAccessor pos BlockPos byPlayer IPlayer Returns ItemStack[] GetHeadPositionFromWatchedAttributes() Relevant only for entities with heads, implemented in EntityAgent. Other sub-classes of Entity (if not EntityAgent) should similarly override this if the headYaw/headPitch are relevant to them protected virtual void GetHeadPositionFromWatchedAttributes() GetInfoText() gets the info text for the entity. public virtual string GetInfoText() Returns string GetInteractionHelp(IClientWorldAccessor, EntitySelection, IClientPlayer) Called when a player looks at the entity with interaction help enabled public virtual WorldInteraction[] GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player) Parameters world IClientWorldAccessor es EntitySelection player IClientPlayer Returns WorldInteraction[] GetName() Gets the name for this entity public virtual string GetName() Returns string HasBehavior(string) Returns true if the entity has given active behavior public virtual bool HasBehavior(string behaviorName) Parameters behaviorName string Returns bool HasBehavior() public virtual bool HasBehavior() where T : EntityBehavior Returns bool Type Parameters T Ignite() public virtual void Ignite() Initialize(EntityProperties, ICoreAPI, long) Called when this entity got created or loaded public virtual void Initialize(EntityProperties properties, ICoreAPI api, long InChunkIndex3d) Parameters properties EntityProperties api ICoreAPI InChunkIndex3d long IsActivityRunning(string) Returns true if given activity is running public virtual bool IsActivityRunning(string key) Parameters key string Returns bool Notify(string, object) This method pings the Notify() method of all behaviors and ai tasks. Can be used to spread information to other creatures. public virtual void Notify(string key, object data) Parameters key string data object OnAsyncParticleTick(float, IAsyncParticleManager) public virtual void OnAsyncParticleTick(float dt, IAsyncParticleManager manager) Parameters dt float manager IAsyncParticleManager OnCollected(Entity) Called by BehaviorCollectEntities of nearby entities. Should return the itemstack that should be collected. If the item stack was fully picked up, BehaviorCollectEntities will kill this entity public virtual ItemStack OnCollected(Entity byEntity) Parameters byEntity Entity Returns ItemStack OnCollideWithLiquid() Called when the entity got in touch with a liquid public virtual void OnCollideWithLiquid() OnCollided() Called when the entity collided with something solid and Collided was false before public virtual void OnCollided() OnEntityDespawn(EntityDespawnData) Called when the entity despawns public virtual void OnEntityDespawn(EntityDespawnData despawn) Parameters despawn EntityDespawnData OnEntityLoaded() Called when after the got loaded from the savegame (not called during spawn) public virtual void OnEntityLoaded() OnEntitySpawn() Called when the entity spawns (not called when loaded from the savegame). public virtual void OnEntitySpawn() OnExitedLiquid() Called when the entity has left a liquid public virtual void OnExitedLiquid() OnFallToGround(double) Called when the entity collided vertically public virtual void OnFallToGround(double motionY) Parameters motionY double OnGameTick(float) Called every 1/75 second public virtual void OnGameTick(float dt) Parameters dt float OnHurt(DamageSource, float) Called when the entity got hurt. On the client side, dmgSource is null public virtual void OnHurt(DamageSource dmgSource, float damage) Parameters dmgSource DamageSource damage float OnInteract(EntityAgent, ItemSlot, Vec3d, EnumInteractMode) Called when an entity has interacted with this entity public virtual void OnInteract(EntityAgent byEntity, ItemSlot itemslot, Vec3d hitPosition, EnumInteractMode mode) Parameters byEntity EntityAgent itemslot ItemSlot If being interacted with a block/item, this should be the slot the item is being held in hitPosition Vec3d Relative position on the entites hitbox where the entity interacted at mode EnumInteractMode 0 = attack, 1 = interact OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int) Called by the blockschematic loader so that you may fix any blockid/itemid mappings against the mapping of the savegame, if you store any collectibles in this blockentity. Note: Some vanilla blocks resolve randomized contents in this method. Hint: Use itemstack.FixMapping() to do the job for you. [Obsolete(\"Use the variant with resolveImports parameter\")] public virtual void OnLoadCollectibleMappings(IWorldAccessor worldForNewMappings, Dictionary oldBlockIdMapping, Dictionary oldItemIdMapping, int schematicSeed) Parameters worldForNewMappings IWorldAccessor oldBlockIdMapping Dictionary oldItemIdMapping Dictionary schematicSeed int If you need some sort of randomness consistency accross an imported schematic, you can use this value OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int, bool) Called by the blockschematic loader so that you may fix any blockid/itemid mappings against the mapping of the savegame, if you store any collectibles in this blockentity. Note: Some vanilla blocks resolve randomized contents in this method. Hint: Use itemstack.FixMapping() to do the job for you. public virtual void OnLoadCollectibleMappings(IWorldAccessor worldForNewMappings, Dictionary oldBlockIdMapping, Dictionary oldItemIdMapping, int schematicSeed, bool resolveImports) Parameters worldForNewMappings IWorldAccessor oldBlockIdMapping Dictionary oldItemIdMapping Dictionary schematicSeed int If you need some sort of randomness consistency accross an imported schematic, you can use this value resolveImports bool Turn it off to spawn structures as they are. For example, in this mode, instead of traders, their meta spawners will spawn OnReceivedClientPacket(IServerPlayer, int, byte[]) Called when on the client side something called capi.Network.SendEntityPacket() public virtual void OnReceivedClientPacket(IServerPlayer player, int packetid, byte[] data) Parameters player IServerPlayer packetid int data byte[] OnReceivedServerAnimations(int[], int, float[]) public virtual void OnReceivedServerAnimations(int[] activeAnimations, int activeAnimationsCount, float[] activeAnimationSpeeds) Parameters activeAnimations int[] activeAnimationsCount int activeAnimationSpeeds float[] OnReceivedServerPacket(int, byte[]) Called when on the server side something called sapi.Network.SendEntityPacket() Packetid = 1 is used for teleporting Packetid = 2 is used for BehaviorHarvestable public virtual void OnReceivedServerPacket(int packetid, byte[] data) Parameters packetid int data byte[] OnReceivedServerPos(bool) Called by client when a new server pos arrived public virtual void OnReceivedServerPos(bool isTeleport) Parameters isTeleport bool OnStateChanged(EnumEntityState) Called on the server when the entity was changed from active to inactive state or vice versa public virtual void OnStateChanged(EnumEntityState beforeState) Parameters beforeState EnumEntityState OnStoreCollectibleMappings(Dictionary, Dictionary) Called by the worldedit schematic exporter so that it can also export the mappings of items/blocks stored inside blockentities public virtual void OnStoreCollectibleMappings(Dictionary blockIdMapping, Dictionary itemIdMapping) Parameters blockIdMapping Dictionary itemIdMapping Dictionary OnTesselation(ref Shape, string) Called by EntityShapeRenderer.cs before tesselating the entity shape public virtual void OnTesselation(ref Shape entityShape, string shapePathForLogging) Parameters entityShape Shape shapePathForLogging string PlayEntitySound(string, IPlayer, bool, float) Assumes that it is only called on the server public virtual void PlayEntitySound(string type, IPlayer dualCallByPlayer = null, bool randomizePitch = true, float range = 24) Parameters type string dualCallByPlayer IPlayer randomizePitch bool range float ReceiveDamage(DamageSource, float) Called when the entity should be receiving damage from given source public virtual bool ReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool True if the entity actually received damage RemainingActivityTime(string) Returns the remaining time on an activity in milliesconds public virtual int RemainingActivityTime(string key) Parameters key string Returns int RemoveBehavior(EntityBehavior) Removes given behavior to the entities list of active behaviors. Does nothing if the behavior has already been removed public virtual void RemoveBehavior(EntityBehavior behavior) Parameters behavior EntityBehavior Revive() Revives the entity and heals for 9999. public virtual void Revive() SetActivityRunning(string, int) Starts an activity for a given duration public virtual void SetActivityRunning(string key, int milliseconds) Parameters key string milliseconds int SetCollisionBox(float, float) Helper method to set the CollisionBox public virtual void SetCollisionBox(float length, float height) Parameters length float height float SetHeadPositionToWatchedAttributes() Relevant only for entities with heads, implemented in EntityAgent. Other sub-classes of Entity (if not EntityAgent) should similarly override this if the headYaw/headPitch are relevant to them protected virtual void SetHeadPositionToWatchedAttributes() SetSelectionBox(float, float) public virtual void SetSelectionBox(float length, float height) Parameters length float height float ShouldReceiveDamage(DamageSource, float) Should return true if the entity can get damaged by given damageSource. Is called by ReceiveDamage. public virtual bool ShouldReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool SpawnWaterMovementParticles(float, double, double, double) protected virtual void SpawnWaterMovementParticles(float quantityMul, double offx = 0, double offy = 0, double offz = 0) Parameters quantityMul float offx double offy double offz double StartAnimation(string) Starts the animation for the entity. public virtual void StartAnimation(string code) Parameters code string StopAnimation(string) stops the animation for the entity. public virtual void StopAnimation(string code) Parameters code string TeleportTo(int, int, int) Teleports the entity to given position public virtual void TeleportTo(int x, int y, int z) Parameters x int y int z int TeleportTo(EntityPos, Action) Teleports the entity to given position public virtual void TeleportTo(EntityPos position, Action onTeleported = null) Parameters position EntityPos onTeleported Action TeleportTo(BlockPos) Teleports the entity to given position public virtual void TeleportTo(BlockPos position) Parameters position BlockPos TeleportTo(Vec3d) Teleports the entity to given position public virtual void TeleportTo(Vec3d position) Parameters position Vec3d TeleportToDouble(double, double, double, Action) Teleports the entity to given position. Actual teleport is delayed until target chunk is loaded. public virtual void TeleportToDouble(double x, double y, double z, Action onTeleported = null) Parameters x double y double z double onTeleported Action ToBytes(BinaryWriter, bool) Serializes the slots contents to be stored in the SaveGame public virtual void ToBytes(BinaryWriter writer, bool forClient) Parameters writer BinaryWriter forClient bool True when being used to send an entity to the client TriggerOnInitialized() protected void TriggerOnInitialized() TryGiveItemStack(ItemStack) Called when something tries to given an itemstack to this entity public virtual bool TryGiveItemStack(ItemStack itemstack) Parameters itemstack ItemStack Returns bool UpdateAnimationDebugAttributes() protected virtual void UpdateAnimationDebugAttributes() UpdateDebugAttributes() Updates the DebugAttributes tree public virtual void UpdateDebugAttributes() WillExport(BlockPos) This method is called by the BlockSchematic class a moment before a schematic containing this entity is getting exported. Since a schematic can be placed anywhere in the world, this method has to make sure the entities position is set to a value relative of the schematic origin point defined by startPos Right after calling this method, the world edit system will call .ToBytes() to serialize the entity public virtual void WillExport(BlockPos startPos) Parameters startPos BlockPos updateColSelBoxes() protected void updateColSelBoxes() updateOnFire() protected void updateOnFire() Events OnInitialized public event Action OnInitialized Event Type Action"
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@@ -2182,7 +2182,7 @@
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"title": "Class EntityAgent | VintageStory API",
- "keywords": "Class EntityAgent Namespace Vintagestory.API.Common Assembly VintagestoryAPI.dll A goal-directed entity which observes and acts upon an environment public class EntityAgent : Entity Inheritance object RegistryObject Entity EntityAgent Derived EntityHumanoid Inherited Members Entity.SplashParticleProps Entity.FireParticleProps Entity.FloatingSedimentParticles Entity.AirBubbleParticleProps Entity.bioLumiParticles Entity.bioLumiNoise Entity.OnInitialized Entity.World Entity.Api Entity.PhysicsUpdateWatcher Entity.AnimManager Entity.ActivityTimers Entity.Pos Entity.ServerPos Entity.PreviousServerPos Entity.PositionBeforeFalling Entity.InChunkIndex3d Entity.CollisionBox Entity.OriginCollisionBox Entity.SelectionBox Entity.OriginSelectionBox Entity.Teleporting Entity.IsTeleport Entity.EntityId Entity.SimulationRange Entity.ClimbingOnFace Entity.ClimbingIntoFace Entity.ClimbingOnCollBox Entity.OnGround Entity.FeetInLiquid Entity.IsOnFire Entity.resetLightHsv Entity.InLava Entity.InLavaBeginTotalMs Entity.OnFireBeginTotalMs Entity.Swimming Entity.CollidedVertically Entity.CollidedHorizontally Entity.State Entity.DespawnReason Entity.WatchedAttributes Entity.DebugAttributes Entity.Attributes Entity.IsRendered Entity.IsShadowRendered Entity.HurtColor Entity.Stats Entity.touchDistanceSq Entity.ownPosRepulse Entity.hasRepulseBehavior Entity.packet Entity.Properties Entity.SidedProperties Entity.IsInteractable Entity.SwimmingOffsetY Entity.Collided Entity.SidedPos Entity.LocalEyePos Entity.ApplyGravity Entity.MaterialDensity Entity.LightHsv Entity.StoreWithChunk Entity.AlwaysActive Entity.Alive Entity.alive Entity.minRangeToClient Entity.IdleSoundChanceModifier Entity.RenderColor Entity.LadderFixDelta Entity.OnHurt(DamageSource, float) Entity.AfterInitialized(bool) Entity.TriggerOnInitialized() Entity.DoInitialActiveCheck(ICoreAPI) Entity.updateColSelBoxes() Entity.updateOnFire() Entity.GetDrops(IWorldAccessor, BlockPos, IPlayer) Entity.TeleportToDouble(double, double, double, Action) Entity.TeleportTo(int, int, int) Entity.TeleportTo(Vec3d) Entity.TeleportTo(BlockPos) Entity.TeleportTo(EntityPos, Action) Entity.ApplyFireDamage(float) Entity.DieInLava() Entity.OnAsyncParticleTick(float, IAsyncParticleManager) Entity.Ignite() Entity.OnFallToGround(double) Entity.OnCollided() Entity.OnCollideWithLiquid() Entity.SpawnWaterMovementParticles(float, double, double, double) Entity.OnEntityLoaded() Entity.OnEntitySpawn() Entity.OnEntityDespawn(EntityDespawnData) Entity.OnExitedLiquid() Entity.GetInteractionHelp(IClientWorldAccessor, EntitySelection, IClientPlayer) Entity.OnReceivedServerPos(bool) Entity.OnReceivedClientPacket(IServerPlayer, int, byte[]) Entity.OnReceivedServerPacket(int, byte[]) Entity.OnReceivedServerAnimations(int[], int, float[]) Entity.OnCollected(Entity) Entity.OnStateChanged(EnumEntityState) Entity.SetCollisionBox(float, float) Entity.SetSelectionBox(float, float) Entity.AddBehavior(EntityBehavior) Entity.RemoveBehavior(EntityBehavior) Entity.HasBehavior(string) Entity.HasBehavior() Entity.GetBehavior(string) Entity.GetBehavior() Entity.IsActivityRunning(string) Entity.RemainingActivityTime(string) Entity.SetActivityRunning(string, int) Entity.FromBytes(BinaryReader, bool, Dictionary) Entity.Revive() Entity.PlayEntitySound(string, IPlayer, bool, float) Entity.CanCollect(Entity) Entity.Notify(string, object) Entity.WillExport(BlockPos) Entity.DidImportOrExport(BlockPos) Entity.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int) Entity.GetName() Entity.GetInfoText() Entity.StartAnimation(string) Entity.StopAnimation(string) RegistryObject.Code RegistryObject.VariantStrict RegistryObject.Variant RegistryObject.Class RegistryObject.CodeWithPath(string) RegistryObject.CodeWithoutParts(int) RegistryObject.CodeEndWithoutParts(int) RegistryObject.CodeWithParts(params string[]) RegistryObject.CodeWithParts(string) RegistryObject.CodeWithVariant(string, string) RegistryObject.CodeWithVariants(Dictionary) RegistryObject.CodeWithVariants(string[], string[]) RegistryObject.CodeWithPart(string, int) RegistryObject.LastCodePart(int) RegistryObject.FirstCodePart(int) RegistryObject.WildCardMatch(AssetLocation[]) RegistryObject.WildCardMatch(AssetLocation) RegistryObject.WildCardMatch(string[]) RegistryObject.WildCardMatch(string) RegistryObject.FillPlaceHolder(AssetLocation, OrderedDictionary) RegistryObject.FillPlaceHolder(string, OrderedDictionary) RegistryObject.FillPlaceHolder(string, string, string) object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Constructors EntityAgent() public EntityAgent() Fields AllowDespawn Whether or not the entity is allowed to despawn (Default: true) public bool AllowDespawn Field Value bool CurrentControls public EnumEntityActivity CurrentControls Field Value EnumEntityActivity DeadNotify True if all clients have to be informed about this entities death. Set to false once all clients have been notified public bool DeadNotify Field Value bool controls protected EntityControls controls Field Value EntityControls hideClothing public bool hideClothing Field Value bool insideBlock updated by GetWalkSpeedMultiplier() protected Block insideBlock Field Value Block insidePos updated by GetWalkSpeedMultiplier() protected BlockPos insidePos Field Value BlockPos servercontrols protected EntityControls servercontrols Field Value EntityControls Properties ActiveHandItemSlot public virtual ItemSlot ActiveHandItemSlot { get; } Property Value ItemSlot BodyYaw The yaw of the agents body public virtual float BodyYaw { get; set; } Property Value float BodyYawServer The yaw of the agents body on the client, retrieved from the server (BehaviorInterpolatePosition lerps this value and sets BodyYaw) public virtual float BodyYawServer { get; set; } Property Value float Controls The controls for this entity. public EntityControls Controls { get; } Property Value EntityControls GearInventory The inventory of the entity agent. public virtual IInventory GearInventory { get; set; } Property Value IInventory HerdId Unique identifier for a herd public long HerdId { get; set; } Property Value long IsCreature Used by AItasks for perfomance. When searching for nearby entities we distinguish between (A) Creatures and (B) Inanimate entitie. Inanimate entities are items on the ground, projectiles, armor stands, rafts, falling blocks etc Note 1: Dead creatures / corpses count as a Creature. EntityPlayer is a Creature of course. Note 2: Straw Dummy we count as a Creature, because weapons can target it and bees can attack it. In contrast, Armor Stand we count as Inanimate, because nothing should ever attack or target it. public override bool IsCreature { get; } Property Value bool LeftHandItemSlot Item in the left hand slot of the entity agent. public virtual ItemSlot LeftHandItemSlot { get; set; } Property Value ItemSlot MountedOn public IMountable MountedOn { get; protected set; } Property Value IMountable RightHandItemSlot Item in the right hand slot of the entity agent. public virtual ItemSlot RightHandItemSlot { get; set; } Property Value ItemSlot ServerControls The server controls for this entity public EntityControls ServerControls { get; } Property Value EntityControls ShouldDespawn Whether or not the entity should despawn. public override bool ShouldDespawn { get; } Property Value bool Methods DidAttack(DamageSource, EntityAgent) public virtual void DidAttack(DamageSource source, EntityAgent targetEntity) Parameters source DamageSource targetEntity EntityAgent Die(EnumDespawnReason, DamageSource) Makes the entity despawn. Entities only drop something on EnumDespawnReason.Death public override void Die(EnumDespawnReason reason = EnumDespawnReason.Death, DamageSource damageSourceForDeath = null) Parameters reason EnumDespawnReason damageSourceForDeath DamageSource FromBytes(BinaryReader, bool) Loads the entity from a stored byte array from the SaveGame public override void FromBytes(BinaryReader reader, bool forClient) Parameters reader BinaryReader forClient bool GetHeadPositionFromWatchedAttributes() Relevant only for entities with heads, implemented in EntityAgent. Other sub-classes of Entity (if not EntityAgent) should similarly override this if the headYaw/headPitch are relevant to them protected override void GetHeadPositionFromWatchedAttributes() GetWalkSpeedMultiplier(double) Gets the walk speed multiplier. public virtual double GetWalkSpeedMultiplier(double groundDragFactor = 0.3) Parameters groundDragFactor double The amount of drag provided by the current ground. (Default: 0.3) Returns double HandleHandAnimations(float) protected virtual void HandleHandAnimations(float dt) Parameters dt float Initialize(EntityProperties, ICoreAPI, long) Called when this entity got created or loaded public override void Initialize(EntityProperties properties, ICoreAPI api, long InChunkIndex3d) Parameters properties EntityProperties api ICoreAPI InChunkIndex3d long IsEyesSubmerged() Are the eyes of this entity submerged in liquid? public bool IsEyesSubmerged() Returns bool OnGameTick(float) Called every 1/75 second public override void OnGameTick(float dt) Parameters dt float OnInteract(EntityAgent, ItemSlot, Vec3d, EnumInteractMode) Called when an entity has interacted with this entity public override void OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode) Parameters byEntity EntityAgent slot ItemSlot hitPosition Vec3d Relative position on the entites hitbox where the entity interacted at mode EnumInteractMode 0 = attack, 1 = interact OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int, bool) Called by the blockschematic loader so that you may fix any blockid/itemid mappings against the mapping of the savegame, if you store any collectibles in this blockentity. Note: Some vanilla blocks resolve randomized contents in this method. Hint: Use itemstack.FixMapping() to do the job for you. public override void OnLoadCollectibleMappings(IWorldAccessor worldForResolve, Dictionary oldBlockIdMapping, Dictionary oldItemIdMapping, int schematicSeed, bool resolveImports) Parameters worldForResolve IWorldAccessor oldBlockIdMapping Dictionary oldItemIdMapping Dictionary schematicSeed int If you need some sort of randomness consistency accross an imported schematic, you can use this value resolveImports bool Turn it off to spawn structures as they are. For example, in this mode, instead of traders, their meta spawners will spawn OnNoPath(Vec3d) Called when the path finder does not find a path to given target public void OnNoPath(Vec3d target) Parameters target Vec3d OnStoreCollectibleMappings(Dictionary, Dictionary) Called by the worldedit schematic exporter so that it can also export the mappings of items/blocks stored inside blockentities public override void OnStoreCollectibleMappings(Dictionary blockIdMapping, Dictionary itemIdMapping) Parameters blockIdMapping Dictionary itemIdMapping Dictionary OnTesselation(ref Shape, string) Called by EntityShapeRenderer.cs before tesselating the entity shape public override void OnTesselation(ref Shape entityShape, string shapePathForLogging) Parameters entityShape Shape shapePathForLogging string ReceiveDamage(DamageSource, float) Called when the entity should be receiving damage from given source public override bool ReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool True if the entity actually received damage ReceiveSaturation(float, EnumFoodCategory, float, float) Recieves the saturation from a food source. public virtual void ReceiveSaturation(float saturation, EnumFoodCategory foodCat = EnumFoodCategory.Unknown, float saturationLossDelay = 10, float nutritionGainMultiplier = 1) Parameters saturation float The amount of saturation recieved. foodCat EnumFoodCategory The cat of food... err Category of food. saturationLossDelay float The delay before the loss of saturation nutritionGainMultiplier float SetHeadPositionToWatchedAttributes() Relevant only for entities with heads, implemented in EntityAgent. Other sub-classes of Entity (if not EntityAgent) should similarly override this if the headYaw/headPitch are relevant to them protected override void SetHeadPositionToWatchedAttributes() ShouldReceiveDamage(DamageSource, float) Should return true if the entity can get damaged by given damageSource. Is called by ReceiveDamage. public override bool ShouldReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool ShouldReceiveSaturation(float, EnumFoodCategory, float, float) Whether or not the target should recieve saturation. public virtual bool ShouldReceiveSaturation(float saturation, EnumFoodCategory foodCat = EnumFoodCategory.Unknown, float saturationLossDelay = 10, float nutritionGainMultiplier = 1) Parameters saturation float The amount of saturation recieved. foodCat EnumFoodCategory The cat of food... err Category of food. saturationLossDelay float The delay before the loss of saturation nutritionGainMultiplier float Returns bool SpawnFloatingSediment(IAsyncParticleManager) protected virtual void SpawnFloatingSediment(IAsyncParticleManager manager) Parameters manager IAsyncParticleManager SpawnSnowStepParticles() protected virtual void SpawnSnowStepParticles() StopHandAnims() public virtual void StopHandAnims() ToBytes(BinaryWriter, bool) Serializes the slots contents to be stored in the SaveGame public override void ToBytes(BinaryWriter writer, bool forClient) Parameters writer BinaryWriter forClient bool TryGiveItemStack(ItemStack) Called when something tries to given an itemstack to this entity public override bool TryGiveItemStack(ItemStack itemstack) Parameters itemstack ItemStack Returns bool TryMount(IMountable) Attempts to mount the player on a target. public virtual bool TryMount(IMountable onmount) Parameters onmount IMountable The mount to mount Returns bool Whether it was mounted or not. TryStopHandAction(bool, EnumItemUseCancelReason) Attempts to stop the hand action. public virtual bool TryStopHandAction(bool isCancel, EnumItemUseCancelReason cancelReason = EnumItemUseCancelReason.ReleasedMouse) Parameters isCancel bool Whether or not the action is cancelled or stopped. cancelReason EnumItemUseCancelReason The reason for stopping the action. Returns bool Whether the stop was cancelled or not. TryUnmount() Attempts to un-mount the player. public bool TryUnmount() Returns bool Whether or not unmounting was successful UpdateDebugAttributes() Updates the DebugAttributes tree public override void UpdateDebugAttributes() WalkInventory(OnInventorySlot) This walks the inventory for the entity agent. public virtual void WalkInventory(OnInventorySlot handler) Parameters handler OnInventorySlot the event to fire while walking the inventory. addGearToShape(ItemSlot, Shape, string) protected virtual Shape addGearToShape(ItemSlot slot, Shape entityShape, string shapePathForLogging) Parameters slot ItemSlot entityShape Shape shapePathForLogging string Returns Shape addGearToShape(ref Shape, string) protected Shape addGearToShape(ref Shape entityShape, string shapePathForLogging) Parameters entityShape Shape shapePathForLogging string Returns Shape doMount(IMountable) protected virtual void doMount(IMountable mountable) Parameters mountable IMountable onAnimControls(AnimationMetaData, bool, bool) protected virtual bool onAnimControls(AnimationMetaData anim, bool wasActive, bool nowActive) Parameters anim AnimationMetaData wasActive bool nowActive bool Returns bool updateMountedState() protected virtual void updateMountedState()"
+ "keywords": "Class EntityAgent Namespace Vintagestory.API.Common Assembly VintagestoryAPI.dll A goal-directed entity which observes and acts upon an environment public class EntityAgent : Entity Inheritance object RegistryObject Entity EntityAgent Derived EntityHumanoid Inherited Members Entity.SplashParticleProps Entity.FireParticleProps Entity.FloatingSedimentParticles Entity.AirBubbleParticleProps Entity.bioLumiParticles Entity.bioLumiNoise Entity.OnInitialized Entity.World Entity.Api Entity.PhysicsUpdateWatcher Entity.AnimManager Entity.ActivityTimers Entity.Pos Entity.ServerPos Entity.PreviousServerPos Entity.PositionBeforeFalling Entity.InChunkIndex3d Entity.CollisionBox Entity.OriginCollisionBox Entity.SelectionBox Entity.OriginSelectionBox Entity.Teleporting Entity.IsTeleport Entity.EntityId Entity.SimulationRange Entity.ClimbingOnFace Entity.ClimbingIntoFace Entity.ClimbingOnCollBox Entity.OnGround Entity.FeetInLiquid Entity.IsOnFire Entity.resetLightHsv Entity.InLava Entity.InLavaBeginTotalMs Entity.OnFireBeginTotalMs Entity.Swimming Entity.CollidedVertically Entity.CollidedHorizontally Entity.State Entity.DespawnReason Entity.WatchedAttributes Entity.DebugAttributes Entity.Attributes Entity.IsRendered Entity.IsShadowRendered Entity.HurtColor Entity.Stats Entity.touchDistanceSq Entity.ownPosRepulse Entity.hasRepulseBehavior Entity.packet Entity.Properties Entity.SidedProperties Entity.IsInteractable Entity.SwimmingOffsetY Entity.Collided Entity.SidedPos Entity.LocalEyePos Entity.ApplyGravity Entity.MaterialDensity Entity.LightHsv Entity.StoreWithChunk Entity.AlwaysActive Entity.Alive Entity.alive Entity.minRangeToClient Entity.IdleSoundChanceModifier Entity.RenderColor Entity.LadderFixDelta Entity.OnHurt(DamageSource, float) Entity.AfterInitialized(bool) Entity.TriggerOnInitialized() Entity.DoInitialActiveCheck(ICoreAPI) Entity.updateColSelBoxes() Entity.updateOnFire() Entity.GetDrops(IWorldAccessor, BlockPos, IPlayer) Entity.TeleportToDouble(double, double, double, Action) Entity.TeleportTo(int, int, int) Entity.TeleportTo(Vec3d) Entity.TeleportTo(BlockPos) Entity.TeleportTo(EntityPos, Action) Entity.ApplyFireDamage(float) Entity.DieInLava() Entity.OnAsyncParticleTick(float, IAsyncParticleManager) Entity.Ignite() Entity.OnFallToGround(double) Entity.OnCollided() Entity.OnCollideWithLiquid() Entity.SpawnWaterMovementParticles(float, double, double, double) Entity.OnEntityLoaded() Entity.OnEntitySpawn() Entity.OnEntityDespawn(EntityDespawnData) Entity.OnExitedLiquid() Entity.GetInteractionHelp(IClientWorldAccessor, EntitySelection, IClientPlayer) Entity.OnReceivedServerPos(bool) Entity.OnReceivedClientPacket(IServerPlayer, int, byte[]) Entity.OnReceivedServerPacket(int, byte[]) Entity.OnReceivedServerAnimations(int[], int, float[]) Entity.OnCollected(Entity) Entity.OnStateChanged(EnumEntityState) Entity.SetCollisionBox(float, float) Entity.SetSelectionBox(float, float) Entity.AddBehavior(EntityBehavior) Entity.RemoveBehavior(EntityBehavior) Entity.HasBehavior(string) Entity.HasBehavior() Entity.GetBehavior(string) Entity.GetBehavior() Entity.IsActivityRunning(string) Entity.RemainingActivityTime(string) Entity.SetActivityRunning(string, int) Entity.UpdateAnimationDebugAttributes() Entity.FromBytes(BinaryReader, bool, Dictionary) Entity.Revive() Entity.PlayEntitySound(string, IPlayer, bool, float) Entity.CanCollect(Entity) Entity.Notify(string, object) Entity.WillExport(BlockPos) Entity.DidImportOrExport(BlockPos) Entity.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int) Entity.GetName() Entity.GetInfoText() Entity.StartAnimation(string) Entity.StopAnimation(string) RegistryObject.Code RegistryObject.VariantStrict RegistryObject.Variant RegistryObject.Class RegistryObject.CodeWithPath(string) RegistryObject.CodeWithoutParts(int) RegistryObject.CodeEndWithoutParts(int) RegistryObject.CodeWithParts(params string[]) RegistryObject.CodeWithParts(string) RegistryObject.CodeWithVariant(string, string) RegistryObject.CodeWithVariants(Dictionary) RegistryObject.CodeWithVariants(string[], string[]) RegistryObject.CodeWithPart(string, int) RegistryObject.LastCodePart(int) RegistryObject.FirstCodePart(int) RegistryObject.WildCardMatch(AssetLocation[]) RegistryObject.WildCardMatch(AssetLocation) RegistryObject.WildCardMatch(string[]) RegistryObject.WildCardMatch(string) RegistryObject.FillPlaceHolder(AssetLocation, OrderedDictionary) RegistryObject.FillPlaceHolder(string, OrderedDictionary) RegistryObject.FillPlaceHolder(string, string, string) object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Constructors EntityAgent() public EntityAgent() Fields AllowDespawn Whether or not the entity is allowed to despawn (Default: true) public bool AllowDespawn Field Value bool CurrentControls public EnumEntityActivity CurrentControls Field Value EnumEntityActivity DeadNotify True if all clients have to be informed about this entities death. Set to false once all clients have been notified public bool DeadNotify Field Value bool controls protected EntityControls controls Field Value EntityControls hideClothing public bool hideClothing Field Value bool insideBlock updated by GetWalkSpeedMultiplier() protected Block insideBlock Field Value Block insidePos updated by GetWalkSpeedMultiplier() protected BlockPos insidePos Field Value BlockPos servercontrols protected EntityControls servercontrols Field Value EntityControls Properties ActiveHandItemSlot public virtual ItemSlot ActiveHandItemSlot { get; } Property Value ItemSlot BodyYaw The yaw of the agents body public virtual float BodyYaw { get; set; } Property Value float BodyYawServer The yaw of the agents body on the client, retrieved from the server (BehaviorInterpolatePosition lerps this value and sets BodyYaw) public virtual float BodyYawServer { get; set; } Property Value float Controls The controls for this entity. public EntityControls Controls { get; } Property Value EntityControls GearInventory The inventory of the entity agent. public virtual IInventory GearInventory { get; set; } Property Value IInventory HerdId Unique identifier for a herd public long HerdId { get; set; } Property Value long IsCreature Used by AItasks for perfomance. When searching for nearby entities we distinguish between (A) Creatures and (B) Inanimate entitie. Inanimate entities are items on the ground, projectiles, armor stands, rafts, falling blocks etc Note 1: Dead creatures / corpses count as a Creature. EntityPlayer is a Creature of course. Note 2: Straw Dummy we count as a Creature, because weapons can target it and bees can attack it. In contrast, Armor Stand we count as Inanimate, because nothing should ever attack or target it. public override bool IsCreature { get; } Property Value bool LeftHandItemSlot Item in the left hand slot of the entity agent. public virtual ItemSlot LeftHandItemSlot { get; set; } Property Value ItemSlot MountedOn public IMountable MountedOn { get; protected set; } Property Value IMountable RightHandItemSlot Item in the right hand slot of the entity agent. public virtual ItemSlot RightHandItemSlot { get; set; } Property Value ItemSlot ServerControls The server controls for this entity public EntityControls ServerControls { get; } Property Value EntityControls ShouldDespawn Whether or not the entity should despawn. public override bool ShouldDespawn { get; } Property Value bool Methods DidAttack(DamageSource, EntityAgent) public virtual void DidAttack(DamageSource source, EntityAgent targetEntity) Parameters source DamageSource targetEntity EntityAgent Die(EnumDespawnReason, DamageSource) Makes the entity despawn. Entities only drop something on EnumDespawnReason.Death public override void Die(EnumDespawnReason reason = EnumDespawnReason.Death, DamageSource damageSourceForDeath = null) Parameters reason EnumDespawnReason damageSourceForDeath DamageSource FromBytes(BinaryReader, bool) Loads the entity from a stored byte array from the SaveGame public override void FromBytes(BinaryReader reader, bool forClient) Parameters reader BinaryReader forClient bool GetHeadPositionFromWatchedAttributes() Relevant only for entities with heads, implemented in EntityAgent. Other sub-classes of Entity (if not EntityAgent) should similarly override this if the headYaw/headPitch are relevant to them protected override void GetHeadPositionFromWatchedAttributes() GetWalkSpeedMultiplier(double) Gets the walk speed multiplier. public virtual double GetWalkSpeedMultiplier(double groundDragFactor = 0.3) Parameters groundDragFactor double The amount of drag provided by the current ground. (Default: 0.3) Returns double HandleHandAnimations(float) protected virtual void HandleHandAnimations(float dt) Parameters dt float Initialize(EntityProperties, ICoreAPI, long) Called when this entity got created or loaded public override void Initialize(EntityProperties properties, ICoreAPI api, long InChunkIndex3d) Parameters properties EntityProperties api ICoreAPI InChunkIndex3d long IsEyesSubmerged() Are the eyes of this entity submerged in liquid? public bool IsEyesSubmerged() Returns bool OnGameTick(float) Called every 1/75 second public override void OnGameTick(float dt) Parameters dt float OnInteract(EntityAgent, ItemSlot, Vec3d, EnumInteractMode) Called when an entity has interacted with this entity public override void OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode) Parameters byEntity EntityAgent slot ItemSlot hitPosition Vec3d Relative position on the entites hitbox where the entity interacted at mode EnumInteractMode 0 = attack, 1 = interact OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int, bool) Called by the blockschematic loader so that you may fix any blockid/itemid mappings against the mapping of the savegame, if you store any collectibles in this blockentity. Note: Some vanilla blocks resolve randomized contents in this method. Hint: Use itemstack.FixMapping() to do the job for you. public override void OnLoadCollectibleMappings(IWorldAccessor worldForResolve, Dictionary oldBlockIdMapping, Dictionary oldItemIdMapping, int schematicSeed, bool resolveImports) Parameters worldForResolve IWorldAccessor oldBlockIdMapping Dictionary oldItemIdMapping Dictionary schematicSeed int If you need some sort of randomness consistency accross an imported schematic, you can use this value resolveImports bool Turn it off to spawn structures as they are. For example, in this mode, instead of traders, their meta spawners will spawn OnNoPath(Vec3d) Called when the path finder does not find a path to given target public void OnNoPath(Vec3d target) Parameters target Vec3d OnStoreCollectibleMappings(Dictionary, Dictionary) Called by the worldedit schematic exporter so that it can also export the mappings of items/blocks stored inside blockentities public override void OnStoreCollectibleMappings(Dictionary blockIdMapping, Dictionary itemIdMapping) Parameters blockIdMapping Dictionary itemIdMapping Dictionary OnTesselation(ref Shape, string) Called by EntityShapeRenderer.cs before tesselating the entity shape public override void OnTesselation(ref Shape entityShape, string shapePathForLogging) Parameters entityShape Shape shapePathForLogging string ReceiveDamage(DamageSource, float) Called when the entity should be receiving damage from given source public override bool ReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool True if the entity actually received damage ReceiveSaturation(float, EnumFoodCategory, float, float) Recieves the saturation from a food source. public virtual void ReceiveSaturation(float saturation, EnumFoodCategory foodCat = EnumFoodCategory.Unknown, float saturationLossDelay = 10, float nutritionGainMultiplier = 1) Parameters saturation float The amount of saturation recieved. foodCat EnumFoodCategory The cat of food... err Category of food. saturationLossDelay float The delay before the loss of saturation nutritionGainMultiplier float SetHeadPositionToWatchedAttributes() Relevant only for entities with heads, implemented in EntityAgent. Other sub-classes of Entity (if not EntityAgent) should similarly override this if the headYaw/headPitch are relevant to them protected override void SetHeadPositionToWatchedAttributes() ShouldReceiveDamage(DamageSource, float) Should return true if the entity can get damaged by given damageSource. Is called by ReceiveDamage. public override bool ShouldReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool ShouldReceiveSaturation(float, EnumFoodCategory, float, float) Whether or not the target should recieve saturation. public virtual bool ShouldReceiveSaturation(float saturation, EnumFoodCategory foodCat = EnumFoodCategory.Unknown, float saturationLossDelay = 10, float nutritionGainMultiplier = 1) Parameters saturation float The amount of saturation recieved. foodCat EnumFoodCategory The cat of food... err Category of food. saturationLossDelay float The delay before the loss of saturation nutritionGainMultiplier float Returns bool SpawnFloatingSediment(IAsyncParticleManager) protected virtual void SpawnFloatingSediment(IAsyncParticleManager manager) Parameters manager IAsyncParticleManager SpawnSnowStepParticles() protected virtual void SpawnSnowStepParticles() ToBytes(BinaryWriter, bool) Serializes the slots contents to be stored in the SaveGame public override void ToBytes(BinaryWriter writer, bool forClient) Parameters writer BinaryWriter forClient bool TryGiveItemStack(ItemStack) Called when something tries to given an itemstack to this entity public override bool TryGiveItemStack(ItemStack itemstack) Parameters itemstack ItemStack Returns bool TryMount(IMountable) Attempts to mount the player on a target. public virtual bool TryMount(IMountable onmount) Parameters onmount IMountable The mount to mount Returns bool Whether it was mounted or not. TryStopHandAction(bool, EnumItemUseCancelReason) Attempts to stop the hand action. public virtual bool TryStopHandAction(bool isCancel, EnumItemUseCancelReason cancelReason = EnumItemUseCancelReason.ReleasedMouse) Parameters isCancel bool Whether or not the action is cancelled or stopped. cancelReason EnumItemUseCancelReason The reason for stopping the action. Returns bool Whether the stop was cancelled or not. TryUnmount() Attempts to un-mount the player. public bool TryUnmount() Returns bool Whether or not unmounting was successful UpdateDebugAttributes() Updates the DebugAttributes tree public override void UpdateDebugAttributes() WalkInventory(OnInventorySlot) This walks the inventory for the entity agent. public virtual void WalkInventory(OnInventorySlot handler) Parameters handler OnInventorySlot the event to fire while walking the inventory. addGearToShape(ItemSlot, Shape, string) protected virtual Shape addGearToShape(ItemSlot slot, Shape entityShape, string shapePathForLogging) Parameters slot ItemSlot entityShape Shape shapePathForLogging string Returns Shape addGearToShape(ref Shape, string) protected Shape addGearToShape(ref Shape entityShape, string shapePathForLogging) Parameters entityShape Shape shapePathForLogging string Returns Shape doMount(IMountable) protected virtual void doMount(IMountable mountable) Parameters mountable IMountable onAnimControls(AnimationMetaData, bool, bool) protected virtual bool onAnimControls(AnimationMetaData anim, bool wasActive, bool nowActive) Parameters anim AnimationMetaData wasActive bool nowActive bool Returns bool updateMountedState() protected virtual void updateMountedState()"
},
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"href": "api/Vintagestory.API.Common.EntityBehaviorNameTag.html",
@@ -2197,7 +2197,7 @@
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"href": "api/Vintagestory.API.Common.EntityChunky.html",
"title": "Class EntityChunky | VintageStory API",
- "keywords": "Class EntityChunky Namespace Vintagestory.API.Common Assembly VintagestoryAPI.dll public class EntityChunky : Entity Inheritance object RegistryObject Entity EntityChunky Inherited Members Entity.SplashParticleProps Entity.FireParticleProps Entity.FloatingSedimentParticles Entity.AirBubbleParticleProps Entity.bioLumiParticles Entity.bioLumiNoise Entity.OnInitialized Entity.World Entity.Api Entity.IsCreature Entity.PhysicsUpdateWatcher Entity.AnimManager Entity.ActivityTimers Entity.Pos Entity.ServerPos Entity.PreviousServerPos Entity.PositionBeforeFalling Entity.InChunkIndex3d Entity.CollisionBox Entity.OriginCollisionBox Entity.SelectionBox Entity.OriginSelectionBox Entity.Teleporting Entity.IsTeleport Entity.EntityId Entity.SimulationRange Entity.ClimbingOnFace Entity.ClimbingIntoFace Entity.ClimbingOnCollBox Entity.OnGround Entity.FeetInLiquid Entity.IsOnFire Entity.resetLightHsv Entity.InLava Entity.InLavaBeginTotalMs Entity.OnFireBeginTotalMs Entity.Swimming Entity.CollidedVertically Entity.CollidedHorizontally Entity.State Entity.DespawnReason Entity.WatchedAttributes Entity.DebugAttributes Entity.Attributes Entity.IsRendered Entity.IsShadowRendered Entity.HurtColor Entity.Stats Entity.touchDistanceSq Entity.ownPosRepulse Entity.hasRepulseBehavior Entity.packet Entity.Properties Entity.SidedProperties Entity.Collided Entity.SidedPos Entity.LocalEyePos Entity.MaterialDensity Entity.LightHsv Entity.ShouldDespawn Entity.StoreWithChunk Entity.AlwaysActive Entity.Alive Entity.alive Entity.minRangeToClient Entity.IdleSoundChanceModifier Entity.RenderColor Entity.LadderFixDelta Entity.OnHurt(DamageSource, float) Entity.AfterInitialized(bool) Entity.TriggerOnInitialized() Entity.DoInitialActiveCheck(ICoreAPI) Entity.updateColSelBoxes() Entity.updateOnFire() Entity.TryGiveItemStack(ItemStack) Entity.GetDrops(IWorldAccessor, BlockPos, IPlayer) Entity.TeleportToDouble(double, double, double, Action) Entity.TeleportTo(int, int, int) Entity.TeleportTo(Vec3d) Entity.TeleportTo(BlockPos) Entity.TeleportTo(EntityPos, Action) Entity.ApplyFireDamage(float) Entity.DieInLava() Entity.OnAsyncParticleTick(float, IAsyncParticleManager) Entity.Ignite() Entity.OnTesselation(ref Shape, string) Entity.OnFallToGround(double) Entity.OnCollided() Entity.SpawnWaterMovementParticles(float, double, double, double) Entity.OnEntityLoaded() Entity.OnEntitySpawn() Entity.OnExitedLiquid() Entity.OnInteract(EntityAgent, ItemSlot, Vec3d, EnumInteractMode) Entity.GetInteractionHelp(IClientWorldAccessor, EntitySelection, IClientPlayer) Entity.OnReceivedClientPacket(IServerPlayer, int, byte[]) Entity.OnReceivedServerPacket(int, byte[]) Entity.OnCollected(Entity) Entity.OnStateChanged(EnumEntityState) Entity.SetCollisionBox(float, float) Entity.SetSelectionBox(float, float) Entity.AddBehavior(EntityBehavior) Entity.RemoveBehavior(EntityBehavior) Entity.HasBehavior(string) Entity.HasBehavior() Entity.GetBehavior(string) Entity.GetBehavior() Entity.IsActivityRunning(string) Entity.RemainingActivityTime(string) Entity.SetActivityRunning(string, int) Entity.FromBytes(BinaryReader, bool, Dictionary) Entity.ToBytes(BinaryWriter, bool) Entity.SetHeadPositionToWatchedAttributes() Entity.GetHeadPositionFromWatchedAttributes() Entity.Revive() Entity.PlayEntitySound(string, IPlayer, bool, float) Entity.CanCollect(Entity) Entity.Notify(string, object) Entity.WillExport(BlockPos) Entity.DidImportOrExport(BlockPos) Entity.OnStoreCollectibleMappings(Dictionary, Dictionary) Entity.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int) Entity.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int, bool) Entity.GetName() Entity.GetInfoText() RegistryObject.Code RegistryObject.VariantStrict RegistryObject.Variant RegistryObject.Class RegistryObject.CodeWithPath(string) RegistryObject.CodeWithoutParts(int) RegistryObject.CodeEndWithoutParts(int) RegistryObject.CodeWithParts(params string[]) RegistryObject.CodeWithParts(string) RegistryObject.CodeWithVariant(string, string) RegistryObject.CodeWithVariants(Dictionary) RegistryObject.CodeWithVariants(string[], string[]) RegistryObject.CodeWithPart(string, int) RegistryObject.LastCodePart(int) RegistryObject.FirstCodePart(int) RegistryObject.WildCardMatch(AssetLocation[]) RegistryObject.WildCardMatch(AssetLocation) RegistryObject.WildCardMatch(string[]) RegistryObject.WildCardMatch(string) RegistryObject.FillPlaceHolder(AssetLocation, OrderedDictionary) RegistryObject.FillPlaceHolder(string, OrderedDictionary) RegistryObject.FillPlaceHolder(string, string, string) object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Constructors EntityChunky() public EntityChunky() Fields blocks protected IMiniDimension blocks Field Value IMiniDimension subDimensionIndex Used to map chunks from load/save game and server-client packets to this specific entity. The position of saved chunks will include a reference to this index protected int subDimensionIndex Field Value int Properties ApplyGravity If gravity should applied to this entity public override bool ApplyGravity { get; } Property Value bool IsInteractable Whether or not the EntityChunky is interactable. public override bool IsInteractable { get; } Property Value bool SwimmingOffsetY Used for passive physics simulation, together with the MaterialDensity to check how deep in the water the entity should float public override double SwimmingOffsetY { get; } Property Value double Methods AssociateWithDimension(IMiniDimension) public void AssociateWithDimension(IMiniDimension blocks) Parameters blocks IMiniDimension CreateAndLinkWithDimension(ICoreServerAPI, IMiniDimension) public static EntityChunky CreateAndLinkWithDimension(ICoreServerAPI sapi, IMiniDimension dimension) Parameters sapi ICoreServerAPI dimension IMiniDimension Returns EntityChunky Die(EnumDespawnReason, DamageSource) Makes the entity despawn. Entities only drop something on EnumDespawnReason.Death public override void Die(EnumDespawnReason reason = EnumDespawnReason.Death, DamageSource damageSourceForDeath = null) Parameters reason EnumDespawnReason damageSourceForDeath DamageSource FromBytes(BinaryReader, bool) Loads the entity from a stored byte array from the SaveGame public override void FromBytes(BinaryReader reader, bool forClient) Parameters reader BinaryReader forClient bool Initialize(EntityProperties, ICoreAPI, long) Called when this entity got created or loaded public override void Initialize(EntityProperties properties, ICoreAPI api, long chunkindex3d) Parameters properties EntityProperties api ICoreAPI chunkindex3d long OnCollideWithLiquid() Called when the entity got in touch with a liquid public override void OnCollideWithLiquid() OnEntityDespawn(EntityDespawnData) Called when the entity despawns public override void OnEntityDespawn(EntityDespawnData despawn) Parameters despawn EntityDespawnData OnGameTick(float) Called every 1/75 second public override void OnGameTick(float dt) Parameters dt float OnReceivedServerAnimations(int[], int, float[]) public override void OnReceivedServerAnimations(int[] activeAnimations, int activeAnimationsCount, float[] activeAnimationSpeeds) Parameters activeAnimations int[] activeAnimationsCount int activeAnimationSpeeds float[] OnReceivedServerPos(bool) Called by client when a new server pos arrived public override void OnReceivedServerPos(bool isTeleport) Parameters isTeleport bool ReceiveDamage(DamageSource, float) Called when the entity should be receiving damage from given source public override bool ReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool True if the entity actually received damage ShouldReceiveDamage(DamageSource, float) Should return true if the entity can get damaged by given damageSource. Is called by ReceiveDamage. public override bool ShouldReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool StartAnimation(string) Starts the animation for the entity. public override void StartAnimation(string code) Parameters code string StopAnimation(string) stops the animation for the entity. public override void StopAnimation(string code) Parameters code string UpdateDebugAttributes() Updates the DebugAttributes tree public override void UpdateDebugAttributes()"
+ "keywords": "Class EntityChunky Namespace Vintagestory.API.Common Assembly VintagestoryAPI.dll public class EntityChunky : Entity Inheritance object RegistryObject Entity EntityChunky Inherited Members Entity.SplashParticleProps Entity.FireParticleProps Entity.FloatingSedimentParticles Entity.AirBubbleParticleProps Entity.bioLumiParticles Entity.bioLumiNoise Entity.OnInitialized Entity.World Entity.Api Entity.IsCreature Entity.PhysicsUpdateWatcher Entity.AnimManager Entity.ActivityTimers Entity.Pos Entity.ServerPos Entity.PreviousServerPos Entity.PositionBeforeFalling Entity.InChunkIndex3d Entity.CollisionBox Entity.OriginCollisionBox Entity.SelectionBox Entity.OriginSelectionBox Entity.Teleporting Entity.IsTeleport Entity.EntityId Entity.SimulationRange Entity.ClimbingOnFace Entity.ClimbingIntoFace Entity.ClimbingOnCollBox Entity.OnGround Entity.FeetInLiquid Entity.IsOnFire Entity.resetLightHsv Entity.InLava Entity.InLavaBeginTotalMs Entity.OnFireBeginTotalMs Entity.Swimming Entity.CollidedVertically Entity.CollidedHorizontally Entity.State Entity.DespawnReason Entity.WatchedAttributes Entity.DebugAttributes Entity.Attributes Entity.IsRendered Entity.IsShadowRendered Entity.HurtColor Entity.Stats Entity.touchDistanceSq Entity.ownPosRepulse Entity.hasRepulseBehavior Entity.packet Entity.Properties Entity.SidedProperties Entity.Collided Entity.SidedPos Entity.LocalEyePos Entity.MaterialDensity Entity.LightHsv Entity.ShouldDespawn Entity.StoreWithChunk Entity.AlwaysActive Entity.Alive Entity.alive Entity.minRangeToClient Entity.IdleSoundChanceModifier Entity.RenderColor Entity.LadderFixDelta Entity.OnHurt(DamageSource, float) Entity.AfterInitialized(bool) Entity.TriggerOnInitialized() Entity.DoInitialActiveCheck(ICoreAPI) Entity.updateColSelBoxes() Entity.updateOnFire() Entity.TryGiveItemStack(ItemStack) Entity.GetDrops(IWorldAccessor, BlockPos, IPlayer) Entity.TeleportToDouble(double, double, double, Action) Entity.TeleportTo(int, int, int) Entity.TeleportTo(Vec3d) Entity.TeleportTo(BlockPos) Entity.TeleportTo(EntityPos, Action) Entity.ApplyFireDamage(float) Entity.DieInLava() Entity.OnAsyncParticleTick(float, IAsyncParticleManager) Entity.Ignite() Entity.OnTesselation(ref Shape, string) Entity.OnFallToGround(double) Entity.OnCollided() Entity.SpawnWaterMovementParticles(float, double, double, double) Entity.OnEntityLoaded() Entity.OnEntitySpawn() Entity.OnExitedLiquid() Entity.OnInteract(EntityAgent, ItemSlot, Vec3d, EnumInteractMode) Entity.GetInteractionHelp(IClientWorldAccessor, EntitySelection, IClientPlayer) Entity.OnReceivedClientPacket(IServerPlayer, int, byte[]) Entity.OnReceivedServerPacket(int, byte[]) Entity.OnCollected(Entity) Entity.OnStateChanged(EnumEntityState) Entity.SetCollisionBox(float, float) Entity.SetSelectionBox(float, float) Entity.AddBehavior(EntityBehavior) Entity.RemoveBehavior(EntityBehavior) Entity.HasBehavior(string) Entity.HasBehavior() Entity.GetBehavior(string) Entity.GetBehavior() Entity.IsActivityRunning(string) Entity.RemainingActivityTime(string) Entity.SetActivityRunning(string, int) Entity.UpdateAnimationDebugAttributes() Entity.FromBytes(BinaryReader, bool, Dictionary) Entity.ToBytes(BinaryWriter, bool) Entity.SetHeadPositionToWatchedAttributes() Entity.GetHeadPositionFromWatchedAttributes() Entity.Revive() Entity.PlayEntitySound(string, IPlayer, bool, float) Entity.CanCollect(Entity) Entity.Notify(string, object) Entity.WillExport(BlockPos) Entity.DidImportOrExport(BlockPos) Entity.OnStoreCollectibleMappings(Dictionary, Dictionary) Entity.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int) Entity.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int, bool) Entity.GetName() Entity.GetInfoText() RegistryObject.Code RegistryObject.VariantStrict RegistryObject.Variant RegistryObject.Class RegistryObject.CodeWithPath(string) RegistryObject.CodeWithoutParts(int) RegistryObject.CodeEndWithoutParts(int) RegistryObject.CodeWithParts(params string[]) RegistryObject.CodeWithParts(string) RegistryObject.CodeWithVariant(string, string) RegistryObject.CodeWithVariants(Dictionary) RegistryObject.CodeWithVariants(string[], string[]) RegistryObject.CodeWithPart(string, int) RegistryObject.LastCodePart(int) RegistryObject.FirstCodePart(int) RegistryObject.WildCardMatch(AssetLocation[]) RegistryObject.WildCardMatch(AssetLocation) RegistryObject.WildCardMatch(string[]) RegistryObject.WildCardMatch(string) RegistryObject.FillPlaceHolder(AssetLocation, OrderedDictionary) RegistryObject.FillPlaceHolder(string, OrderedDictionary) RegistryObject.FillPlaceHolder(string, string, string) object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Constructors EntityChunky() public EntityChunky() Fields blocks protected IMiniDimension blocks Field Value IMiniDimension subDimensionIndex Used to map chunks from load/save game and server-client packets to this specific entity. The position of saved chunks will include a reference to this index protected int subDimensionIndex Field Value int Properties ApplyGravity If gravity should applied to this entity public override bool ApplyGravity { get; } Property Value bool IsInteractable Whether or not the EntityChunky is interactable. public override bool IsInteractable { get; } Property Value bool SwimmingOffsetY Used for passive physics simulation, together with the MaterialDensity to check how deep in the water the entity should float public override double SwimmingOffsetY { get; } Property Value double Methods AssociateWithDimension(IMiniDimension) public void AssociateWithDimension(IMiniDimension blocks) Parameters blocks IMiniDimension CreateAndLinkWithDimension(ICoreServerAPI, IMiniDimension) public static EntityChunky CreateAndLinkWithDimension(ICoreServerAPI sapi, IMiniDimension dimension) Parameters sapi ICoreServerAPI dimension IMiniDimension Returns EntityChunky Die(EnumDespawnReason, DamageSource) Makes the entity despawn. Entities only drop something on EnumDespawnReason.Death public override void Die(EnumDespawnReason reason = EnumDespawnReason.Death, DamageSource damageSourceForDeath = null) Parameters reason EnumDespawnReason damageSourceForDeath DamageSource FromBytes(BinaryReader, bool) Loads the entity from a stored byte array from the SaveGame public override void FromBytes(BinaryReader reader, bool forClient) Parameters reader BinaryReader forClient bool Initialize(EntityProperties, ICoreAPI, long) Called when this entity got created or loaded public override void Initialize(EntityProperties properties, ICoreAPI api, long chunkindex3d) Parameters properties EntityProperties api ICoreAPI chunkindex3d long OnCollideWithLiquid() Called when the entity got in touch with a liquid public override void OnCollideWithLiquid() OnEntityDespawn(EntityDespawnData) Called when the entity despawns public override void OnEntityDespawn(EntityDespawnData despawn) Parameters despawn EntityDespawnData OnGameTick(float) Called every 1/75 second public override void OnGameTick(float dt) Parameters dt float OnReceivedServerAnimations(int[], int, float[]) public override void OnReceivedServerAnimations(int[] activeAnimations, int activeAnimationsCount, float[] activeAnimationSpeeds) Parameters activeAnimations int[] activeAnimationsCount int activeAnimationSpeeds float[] OnReceivedServerPos(bool) Called by client when a new server pos arrived public override void OnReceivedServerPos(bool isTeleport) Parameters isTeleport bool ReceiveDamage(DamageSource, float) Called when the entity should be receiving damage from given source public override bool ReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool True if the entity actually received damage ShouldReceiveDamage(DamageSource, float) Should return true if the entity can get damaged by given damageSource. Is called by ReceiveDamage. public override bool ShouldReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool StartAnimation(string) Starts the animation for the entity. public override void StartAnimation(string code) Parameters code string StopAnimation(string) stops the animation for the entity. public override void StopAnimation(string code) Parameters code string UpdateDebugAttributes() Updates the DebugAttributes tree public override void UpdateDebugAttributes()"
},
"api/Vintagestory.API.Common.EntityControls.html": {
"href": "api/Vintagestory.API.Common.EntityControls.html",
@@ -2237,12 +2237,12 @@
"api/Vintagestory.API.Common.EntityHumanoid.html": {
"href": "api/Vintagestory.API.Common.EntityHumanoid.html",
"title": "Class EntityHumanoid | VintageStory API",
- "keywords": "Class EntityHumanoid Namespace Vintagestory.API.Common Assembly VintagestoryAPI.dll public class EntityHumanoid : EntityAgent Inheritance object RegistryObject Entity EntityAgent EntityHumanoid Derived EntityPlayer Inherited Members EntityAgent.IsCreature EntityAgent.BodyYaw EntityAgent.BodyYawServer EntityAgent.DeadNotify EntityAgent.HerdId EntityAgent.controls EntityAgent.servercontrols EntityAgent.MountedOn EntityAgent.CurrentControls EntityAgent.LeftHandItemSlot EntityAgent.RightHandItemSlot EntityAgent.ActiveHandItemSlot EntityAgent.GearInventory EntityAgent.ShouldDespawn EntityAgent.AllowDespawn EntityAgent.Initialize(EntityProperties, ICoreAPI, long) EntityAgent.Controls EntityAgent.ServerControls EntityAgent.IsEyesSubmerged() EntityAgent.TryMount(IMountable) EntityAgent.updateMountedState() EntityAgent.doMount(IMountable) EntityAgent.TryUnmount() EntityAgent.Die(EnumDespawnReason, DamageSource) EntityAgent.OnNoPath(Vec3d) EntityAgent.OnInteract(EntityAgent, ItemSlot, Vec3d, EnumInteractMode) EntityAgent.DidAttack(DamageSource, EntityAgent) EntityAgent.ShouldReceiveDamage(DamageSource, float) EntityAgent.ReceiveDamage(DamageSource, float) EntityAgent.ReceiveSaturation(float, EnumFoodCategory, float, float) EntityAgent.ShouldReceiveSaturation(float, EnumFoodCategory, float, float) EntityAgent.OnGameTick(float) EntityAgent.SpawnSnowStepParticles() EntityAgent.SpawnFloatingSediment(IAsyncParticleManager) EntityAgent.onAnimControls(AnimationMetaData, bool, bool) EntityAgent.HandleHandAnimations(float) EntityAgent.StopHandAnims() EntityAgent.insideBlock EntityAgent.insidePos EntityAgent.GetWalkSpeedMultiplier(double) EntityAgent.ToBytes(BinaryWriter, bool) EntityAgent.FromBytes(BinaryReader, bool) EntityAgent.SetHeadPositionToWatchedAttributes() EntityAgent.GetHeadPositionFromWatchedAttributes() EntityAgent.TryStopHandAction(bool, EnumItemUseCancelReason) EntityAgent.WalkInventory(OnInventorySlot) EntityAgent.UpdateDebugAttributes() EntityAgent.OnTesselation(ref Shape, string) EntityAgent.hideClothing EntityAgent.addGearToShape(ref Shape, string) EntityAgent.addGearToShape(ItemSlot, Shape, string) EntityAgent.TryGiveItemStack(ItemStack) EntityAgent.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int, bool) EntityAgent.OnStoreCollectibleMappings(Dictionary, Dictionary) Entity.SplashParticleProps Entity.FireParticleProps Entity.FloatingSedimentParticles Entity.AirBubbleParticleProps Entity.bioLumiParticles Entity.bioLumiNoise Entity.OnInitialized Entity.World Entity.Api Entity.PhysicsUpdateWatcher Entity.AnimManager Entity.ActivityTimers Entity.Pos Entity.ServerPos Entity.PreviousServerPos Entity.PositionBeforeFalling Entity.InChunkIndex3d Entity.CollisionBox Entity.OriginCollisionBox Entity.SelectionBox Entity.OriginSelectionBox Entity.Teleporting Entity.IsTeleport Entity.EntityId Entity.SimulationRange Entity.ClimbingOnFace Entity.ClimbingIntoFace Entity.ClimbingOnCollBox Entity.OnGround Entity.FeetInLiquid Entity.IsOnFire Entity.resetLightHsv Entity.InLava Entity.InLavaBeginTotalMs Entity.OnFireBeginTotalMs Entity.Swimming Entity.CollidedVertically Entity.CollidedHorizontally Entity.State Entity.DespawnReason Entity.WatchedAttributes Entity.DebugAttributes Entity.Attributes Entity.IsRendered Entity.IsShadowRendered Entity.HurtColor Entity.Stats Entity.touchDistanceSq Entity.ownPosRepulse Entity.hasRepulseBehavior Entity.packet Entity.Properties Entity.SidedProperties Entity.IsInteractable Entity.SwimmingOffsetY Entity.Collided Entity.SidedPos Entity.LocalEyePos Entity.ApplyGravity Entity.MaterialDensity Entity.LightHsv Entity.StoreWithChunk Entity.AlwaysActive Entity.Alive Entity.alive Entity.minRangeToClient Entity.IdleSoundChanceModifier Entity.RenderColor Entity.LadderFixDelta Entity.OnHurt(DamageSource, float) Entity.AfterInitialized(bool) Entity.TriggerOnInitialized() Entity.DoInitialActiveCheck(ICoreAPI) Entity.updateColSelBoxes() Entity.updateOnFire() Entity.GetDrops(IWorldAccessor, BlockPos, IPlayer) Entity.TeleportToDouble(double, double, double, Action) Entity.TeleportTo(int, int, int) Entity.TeleportTo(Vec3d) Entity.TeleportTo(BlockPos) Entity.TeleportTo(EntityPos, Action) Entity.ApplyFireDamage(float) Entity.DieInLava() Entity.OnAsyncParticleTick(float, IAsyncParticleManager) Entity.Ignite() Entity.OnFallToGround(double) Entity.OnCollided() Entity.OnCollideWithLiquid() Entity.SpawnWaterMovementParticles(float, double, double, double) Entity.OnEntityLoaded() Entity.OnEntitySpawn() Entity.OnEntityDespawn(EntityDespawnData) Entity.OnExitedLiquid() Entity.GetInteractionHelp(IClientWorldAccessor, EntitySelection, IClientPlayer) Entity.OnReceivedServerPos(bool) Entity.OnReceivedClientPacket(IServerPlayer, int, byte[]) Entity.OnReceivedServerPacket(int, byte[]) Entity.OnReceivedServerAnimations(int[], int, float[]) Entity.OnCollected(Entity) Entity.OnStateChanged(EnumEntityState) Entity.SetCollisionBox(float, float) Entity.SetSelectionBox(float, float) Entity.AddBehavior(EntityBehavior) Entity.RemoveBehavior(EntityBehavior) Entity.HasBehavior(string) Entity.HasBehavior() Entity.GetBehavior(string) Entity.GetBehavior() Entity.IsActivityRunning(string) Entity.RemainingActivityTime(string) Entity.SetActivityRunning(string, int) Entity.FromBytes(BinaryReader, bool, Dictionary) Entity.Revive() Entity.PlayEntitySound(string, IPlayer, bool, float) Entity.CanCollect(Entity) Entity.Notify(string, object) Entity.WillExport(BlockPos) Entity.DidImportOrExport(BlockPos) Entity.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int) Entity.GetName() Entity.GetInfoText() Entity.StartAnimation(string) Entity.StopAnimation(string) RegistryObject.Code RegistryObject.VariantStrict RegistryObject.Variant RegistryObject.Class RegistryObject.CodeWithPath(string) RegistryObject.CodeWithoutParts(int) RegistryObject.CodeEndWithoutParts(int) RegistryObject.CodeWithParts(params string[]) RegistryObject.CodeWithParts(string) RegistryObject.CodeWithVariant(string, string) RegistryObject.CodeWithVariants(Dictionary) RegistryObject.CodeWithVariants(string[], string[]) RegistryObject.CodeWithPart(string, int) RegistryObject.LastCodePart(int) RegistryObject.FirstCodePart(int) RegistryObject.WildCardMatch(AssetLocation[]) RegistryObject.WildCardMatch(AssetLocation) RegistryObject.WildCardMatch(string[]) RegistryObject.WildCardMatch(string) RegistryObject.FillPlaceHolder(AssetLocation, OrderedDictionary) RegistryObject.FillPlaceHolder(string, OrderedDictionary) RegistryObject.FillPlaceHolder(string, string, string) object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString()"
+ "keywords": "Class EntityHumanoid Namespace Vintagestory.API.Common Assembly VintagestoryAPI.dll public class EntityHumanoid : EntityAgent Inheritance object RegistryObject Entity EntityAgent EntityHumanoid Derived EntityPlayer Inherited Members EntityAgent.IsCreature EntityAgent.BodyYaw EntityAgent.BodyYawServer EntityAgent.DeadNotify EntityAgent.HerdId EntityAgent.controls EntityAgent.servercontrols EntityAgent.MountedOn EntityAgent.CurrentControls EntityAgent.LeftHandItemSlot EntityAgent.RightHandItemSlot EntityAgent.ActiveHandItemSlot EntityAgent.GearInventory EntityAgent.ShouldDespawn EntityAgent.AllowDespawn EntityAgent.Initialize(EntityProperties, ICoreAPI, long) EntityAgent.Controls EntityAgent.ServerControls EntityAgent.IsEyesSubmerged() EntityAgent.TryMount(IMountable) EntityAgent.updateMountedState() EntityAgent.doMount(IMountable) EntityAgent.TryUnmount() EntityAgent.Die(EnumDespawnReason, DamageSource) EntityAgent.OnNoPath(Vec3d) EntityAgent.OnInteract(EntityAgent, ItemSlot, Vec3d, EnumInteractMode) EntityAgent.DidAttack(DamageSource, EntityAgent) EntityAgent.ShouldReceiveDamage(DamageSource, float) EntityAgent.ReceiveDamage(DamageSource, float) EntityAgent.ReceiveSaturation(float, EnumFoodCategory, float, float) EntityAgent.ShouldReceiveSaturation(float, EnumFoodCategory, float, float) EntityAgent.OnGameTick(float) EntityAgent.SpawnSnowStepParticles() EntityAgent.SpawnFloatingSediment(IAsyncParticleManager) EntityAgent.onAnimControls(AnimationMetaData, bool, bool) EntityAgent.HandleHandAnimations(float) EntityAgent.insideBlock EntityAgent.insidePos EntityAgent.GetWalkSpeedMultiplier(double) EntityAgent.ToBytes(BinaryWriter, bool) EntityAgent.FromBytes(BinaryReader, bool) EntityAgent.SetHeadPositionToWatchedAttributes() EntityAgent.GetHeadPositionFromWatchedAttributes() EntityAgent.TryStopHandAction(bool, EnumItemUseCancelReason) EntityAgent.WalkInventory(OnInventorySlot) EntityAgent.UpdateDebugAttributes() EntityAgent.OnTesselation(ref Shape, string) EntityAgent.hideClothing EntityAgent.addGearToShape(ref Shape, string) EntityAgent.addGearToShape(ItemSlot, Shape, string) EntityAgent.TryGiveItemStack(ItemStack) EntityAgent.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int, bool) EntityAgent.OnStoreCollectibleMappings(Dictionary, Dictionary) Entity.SplashParticleProps Entity.FireParticleProps Entity.FloatingSedimentParticles Entity.AirBubbleParticleProps Entity.bioLumiParticles Entity.bioLumiNoise Entity.OnInitialized Entity.World Entity.Api Entity.PhysicsUpdateWatcher Entity.AnimManager Entity.ActivityTimers Entity.Pos Entity.ServerPos Entity.PreviousServerPos Entity.PositionBeforeFalling Entity.InChunkIndex3d Entity.CollisionBox Entity.OriginCollisionBox Entity.SelectionBox Entity.OriginSelectionBox Entity.Teleporting Entity.IsTeleport Entity.EntityId Entity.SimulationRange Entity.ClimbingOnFace Entity.ClimbingIntoFace Entity.ClimbingOnCollBox Entity.OnGround Entity.FeetInLiquid Entity.IsOnFire Entity.resetLightHsv Entity.InLava Entity.InLavaBeginTotalMs Entity.OnFireBeginTotalMs Entity.Swimming Entity.CollidedVertically Entity.CollidedHorizontally Entity.State Entity.DespawnReason Entity.WatchedAttributes Entity.DebugAttributes Entity.Attributes Entity.IsRendered Entity.IsShadowRendered Entity.HurtColor Entity.Stats Entity.touchDistanceSq Entity.ownPosRepulse Entity.hasRepulseBehavior Entity.packet Entity.Properties Entity.SidedProperties Entity.IsInteractable Entity.SwimmingOffsetY Entity.Collided Entity.SidedPos Entity.LocalEyePos Entity.ApplyGravity Entity.MaterialDensity Entity.LightHsv Entity.StoreWithChunk Entity.AlwaysActive Entity.Alive Entity.alive Entity.minRangeToClient Entity.IdleSoundChanceModifier Entity.RenderColor Entity.LadderFixDelta Entity.OnHurt(DamageSource, float) Entity.AfterInitialized(bool) Entity.TriggerOnInitialized() Entity.DoInitialActiveCheck(ICoreAPI) Entity.updateColSelBoxes() Entity.updateOnFire() Entity.GetDrops(IWorldAccessor, BlockPos, IPlayer) Entity.TeleportToDouble(double, double, double, Action) Entity.TeleportTo(int, int, int) Entity.TeleportTo(Vec3d) Entity.TeleportTo(BlockPos) Entity.TeleportTo(EntityPos, Action) Entity.ApplyFireDamage(float) Entity.DieInLava() Entity.OnAsyncParticleTick(float, IAsyncParticleManager) Entity.Ignite() Entity.OnFallToGround(double) Entity.OnCollided() Entity.OnCollideWithLiquid() Entity.SpawnWaterMovementParticles(float, double, double, double) Entity.OnEntityLoaded() Entity.OnEntitySpawn() Entity.OnEntityDespawn(EntityDespawnData) Entity.OnExitedLiquid() Entity.GetInteractionHelp(IClientWorldAccessor, EntitySelection, IClientPlayer) Entity.OnReceivedServerPos(bool) Entity.OnReceivedClientPacket(IServerPlayer, int, byte[]) Entity.OnReceivedServerPacket(int, byte[]) Entity.OnReceivedServerAnimations(int[], int, float[]) Entity.OnCollected(Entity) Entity.OnStateChanged(EnumEntityState) Entity.SetCollisionBox(float, float) Entity.SetSelectionBox(float, float) Entity.AddBehavior(EntityBehavior) Entity.RemoveBehavior(EntityBehavior) Entity.HasBehavior(string) Entity.HasBehavior() Entity.GetBehavior(string) Entity.GetBehavior() Entity.IsActivityRunning(string) Entity.RemainingActivityTime(string) Entity.SetActivityRunning(string, int) Entity.UpdateAnimationDebugAttributes() Entity.FromBytes(BinaryReader, bool, Dictionary) Entity.Revive() Entity.PlayEntitySound(string, IPlayer, bool, float) Entity.CanCollect(Entity) Entity.Notify(string, object) Entity.WillExport(BlockPos) Entity.DidImportOrExport(BlockPos) Entity.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int) Entity.GetName() Entity.GetInfoText() Entity.StartAnimation(string) Entity.StopAnimation(string) RegistryObject.Code RegistryObject.VariantStrict RegistryObject.Variant RegistryObject.Class RegistryObject.CodeWithPath(string) RegistryObject.CodeWithoutParts(int) RegistryObject.CodeEndWithoutParts(int) RegistryObject.CodeWithParts(params string[]) RegistryObject.CodeWithParts(string) RegistryObject.CodeWithVariant(string, string) RegistryObject.CodeWithVariants(Dictionary) RegistryObject.CodeWithVariants(string[], string[]) RegistryObject.CodeWithPart(string, int) RegistryObject.LastCodePart(int) RegistryObject.FirstCodePart(int) RegistryObject.WildCardMatch(AssetLocation[]) RegistryObject.WildCardMatch(AssetLocation) RegistryObject.WildCardMatch(string[]) RegistryObject.WildCardMatch(string) RegistryObject.FillPlaceHolder(AssetLocation, OrderedDictionary) RegistryObject.FillPlaceHolder(string, OrderedDictionary) RegistryObject.FillPlaceHolder(string, string, string) object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString()"
},
"api/Vintagestory.API.Common.EntityItem.html": {
"href": "api/Vintagestory.API.Common.EntityItem.html",
"title": "Class EntityItem | VintageStory API",
- "keywords": "Class EntityItem Namespace Vintagestory.API.Common Assembly VintagestoryAPI.dll public class EntityItem : Entity Inheritance object RegistryObject Entity EntityItem Inherited Members Entity.SplashParticleProps Entity.FireParticleProps Entity.FloatingSedimentParticles Entity.AirBubbleParticleProps Entity.bioLumiParticles Entity.bioLumiNoise Entity.OnInitialized Entity.World Entity.Api Entity.IsCreature Entity.PhysicsUpdateWatcher Entity.AnimManager Entity.ActivityTimers Entity.Pos Entity.ServerPos Entity.PreviousServerPos Entity.PositionBeforeFalling Entity.InChunkIndex3d Entity.CollisionBox Entity.OriginCollisionBox Entity.SelectionBox Entity.OriginSelectionBox Entity.Teleporting Entity.IsTeleport Entity.EntityId Entity.SimulationRange Entity.ClimbingOnFace Entity.ClimbingIntoFace Entity.ClimbingOnCollBox Entity.OnGround Entity.FeetInLiquid Entity.IsOnFire Entity.resetLightHsv Entity.InLava Entity.InLavaBeginTotalMs Entity.OnFireBeginTotalMs Entity.Swimming Entity.CollidedVertically Entity.CollidedHorizontally Entity.State Entity.DespawnReason Entity.WatchedAttributes Entity.DebugAttributes Entity.Attributes Entity.IsRendered Entity.IsShadowRendered Entity.HurtColor Entity.Stats Entity.touchDistanceSq Entity.ownPosRepulse Entity.hasRepulseBehavior Entity.packet Entity.Properties Entity.SidedProperties Entity.Collided Entity.SidedPos Entity.LocalEyePos Entity.ApplyGravity Entity.ShouldDespawn Entity.StoreWithChunk Entity.AlwaysActive Entity.Alive Entity.alive Entity.minRangeToClient Entity.IdleSoundChanceModifier Entity.RenderColor Entity.LadderFixDelta Entity.OnHurt(DamageSource, float) Entity.AfterInitialized(bool) Entity.TriggerOnInitialized() Entity.DoInitialActiveCheck(ICoreAPI) Entity.updateColSelBoxes() Entity.updateOnFire() Entity.TryGiveItemStack(ItemStack) Entity.GetDrops(IWorldAccessor, BlockPos, IPlayer) Entity.TeleportToDouble(double, double, double, Action) Entity.TeleportTo(int, int, int) Entity.TeleportTo(Vec3d) Entity.TeleportTo(BlockPos) Entity.TeleportTo(EntityPos, Action) Entity.ApplyFireDamage(float) Entity.DieInLava() Entity.OnAsyncParticleTick(float, IAsyncParticleManager) Entity.Ignite() Entity.OnTesselation(ref Shape, string) Entity.OnFallToGround(double) Entity.OnCollided() Entity.SpawnWaterMovementParticles(float, double, double, double) Entity.OnEntityLoaded() Entity.OnEntitySpawn() Entity.OnExitedLiquid() Entity.OnInteract(EntityAgent, ItemSlot, Vec3d, EnumInteractMode) Entity.GetInteractionHelp(IClientWorldAccessor, EntitySelection, IClientPlayer) Entity.OnReceivedServerPos(bool) Entity.OnReceivedClientPacket(IServerPlayer, int, byte[]) Entity.OnReceivedServerPacket(int, byte[]) Entity.OnStateChanged(EnumEntityState) Entity.SetCollisionBox(float, float) Entity.SetSelectionBox(float, float) Entity.AddBehavior(EntityBehavior) Entity.RemoveBehavior(EntityBehavior) Entity.HasBehavior(string) Entity.HasBehavior() Entity.GetBehavior(string) Entity.GetBehavior() Entity.IsActivityRunning(string) Entity.RemainingActivityTime(string) Entity.SetActivityRunning(string, int) Entity.FromBytes(BinaryReader, bool, Dictionary) Entity.ToBytes(BinaryWriter, bool) Entity.SetHeadPositionToWatchedAttributes() Entity.GetHeadPositionFromWatchedAttributes() Entity.Revive() Entity.PlayEntitySound(string, IPlayer, bool, float) Entity.Notify(string, object) Entity.WillExport(BlockPos) Entity.DidImportOrExport(BlockPos) Entity.OnStoreCollectibleMappings(Dictionary, Dictionary) Entity.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int) Entity.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int, bool) Entity.GetName() Entity.GetInfoText() RegistryObject.Code RegistryObject.VariantStrict RegistryObject.Variant RegistryObject.Class RegistryObject.CodeWithPath(string) RegistryObject.CodeWithoutParts(int) RegistryObject.CodeEndWithoutParts(int) RegistryObject.CodeWithParts(params string[]) RegistryObject.CodeWithParts(string) RegistryObject.CodeWithVariant(string, string) RegistryObject.CodeWithVariants(Dictionary) RegistryObject.CodeWithVariants(string[], string[]) RegistryObject.CodeWithPart(string, int) RegistryObject.LastCodePart(int) RegistryObject.FirstCodePart(int) RegistryObject.WildCardMatch(AssetLocation[]) RegistryObject.WildCardMatch(AssetLocation) RegistryObject.WildCardMatch(string[]) RegistryObject.WildCardMatch(string) RegistryObject.FillPlaceHolder(AssetLocation, OrderedDictionary) RegistryObject.FillPlaceHolder(string, OrderedDictionary) RegistryObject.FillPlaceHolder(string, string, string) object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Constructors EntityItem() public EntityItem() Fields Slot public EntityItemSlot Slot Field Value EntityItemSlot itemSpawnedMilliseconds public long itemSpawnedMilliseconds Field Value long Properties ByPlayerUid The UID of the player that dropped this itemstack. public string ByPlayerUid { get; set; } Property Value string IsInteractable Whether or not the EntityItem is interactable. public override bool IsInteractable { get; } Property Value bool Itemstack The itemstack attached to this Item Entity. public ItemStack Itemstack { get; set; } Property Value ItemStack LightHsv Get the HSV colors for the lighting. public override byte[] LightHsv { get; } Property Value byte[] MaterialDensity Returns the material density of the item. public override float MaterialDensity { get; } Property Value float SwimmingOffsetY Used for passive physics simulation, together with the MaterialDensity to check how deep in the water the entity should float public override double SwimmingOffsetY { get; } Property Value double Methods CanCollect(Entity) Should return true if this item can be picked up as an itemstack public override bool CanCollect(Entity byEntity) Parameters byEntity Entity Returns bool Die(EnumDespawnReason, DamageSource) Makes the entity despawn. Entities only drop something on EnumDespawnReason.Death public override void Die(EnumDespawnReason reason = EnumDespawnReason.Death, DamageSource damageSourceForDeath = null) Parameters reason EnumDespawnReason damageSourceForDeath DamageSource FromBytes(BinaryReader, bool) Loads the entity from a stored byte array from the SaveGame public override void FromBytes(BinaryReader reader, bool forClient) Parameters reader BinaryReader forClient bool FromItemstack(ItemStack, Vec3d, Vec3d, IWorldAccessor) Builds and spawns an EntityItem from a provided ItemStack. public static EntityItem FromItemstack(ItemStack itemstack, Vec3d position, Vec3d velocity, IWorldAccessor world) Parameters itemstack ItemStack The contents of the EntityItem position Vec3d The position of the EntityItem velocity Vec3d The velocity of the EntityItem world IWorldAccessor The world the EntityItems preside in. Returns EntityItem A freshly baked EntityItem to introduce to the world. Initialize(EntityProperties, ICoreAPI, long) Called when this entity got created or loaded public override void Initialize(EntityProperties properties, ICoreAPI api, long chunkindex3d) Parameters properties EntityProperties api ICoreAPI chunkindex3d long OnCollected(Entity) Called by BehaviorCollectEntities of nearby entities. Should return the itemstack that should be collected. If the item stack was fully picked up, BehaviorCollectEntities will kill this entity public override ItemStack OnCollected(Entity byEntity) Parameters byEntity Entity Returns ItemStack OnCollideWithLiquid() Called when the entity got in touch with a liquid public override void OnCollideWithLiquid() OnEntityDespawn(EntityDespawnData) Called when the entity despawns public override void OnEntityDespawn(EntityDespawnData despawn) Parameters despawn EntityDespawnData OnGameTick(float) Called every 1/75 second public override void OnGameTick(float dt) Parameters dt float OnReceivedServerAnimations(int[], int, float[]) public override void OnReceivedServerAnimations(int[] activeAnimations, int activeAnimationsCount, float[] activeAnimationSpeeds) Parameters activeAnimations int[] activeAnimationsCount int activeAnimationSpeeds float[] ReceiveDamage(DamageSource, float) Called when the entity should be receiving damage from given source public override bool ReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool True if the entity actually received damage ShouldReceiveDamage(DamageSource, float) Should return true if the entity can get damaged by given damageSource. Is called by ReceiveDamage. public override bool ShouldReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool StartAnimation(string) Starts the animation for the entity. public override void StartAnimation(string code) Parameters code string StopAnimation(string) stops the animation for the entity. public override void StopAnimation(string code) Parameters code string UpdateDebugAttributes() Updates the DebugAttributes tree public override void UpdateDebugAttributes()"
+ "keywords": "Class EntityItem Namespace Vintagestory.API.Common Assembly VintagestoryAPI.dll public class EntityItem : Entity Inheritance object RegistryObject Entity EntityItem Inherited Members Entity.SplashParticleProps Entity.FireParticleProps Entity.FloatingSedimentParticles Entity.AirBubbleParticleProps Entity.bioLumiParticles Entity.bioLumiNoise Entity.OnInitialized Entity.World Entity.Api Entity.IsCreature Entity.PhysicsUpdateWatcher Entity.AnimManager Entity.ActivityTimers Entity.Pos Entity.ServerPos Entity.PreviousServerPos Entity.PositionBeforeFalling Entity.InChunkIndex3d Entity.CollisionBox Entity.OriginCollisionBox Entity.SelectionBox Entity.OriginSelectionBox Entity.Teleporting Entity.IsTeleport Entity.EntityId Entity.SimulationRange Entity.ClimbingOnFace Entity.ClimbingIntoFace Entity.ClimbingOnCollBox Entity.OnGround Entity.FeetInLiquid Entity.IsOnFire Entity.resetLightHsv Entity.InLava Entity.InLavaBeginTotalMs Entity.OnFireBeginTotalMs Entity.Swimming Entity.CollidedVertically Entity.CollidedHorizontally Entity.State Entity.DespawnReason Entity.WatchedAttributes Entity.DebugAttributes Entity.Attributes Entity.IsRendered Entity.IsShadowRendered Entity.HurtColor Entity.Stats Entity.touchDistanceSq Entity.ownPosRepulse Entity.hasRepulseBehavior Entity.packet Entity.Properties Entity.SidedProperties Entity.Collided Entity.SidedPos Entity.LocalEyePos Entity.ApplyGravity Entity.ShouldDespawn Entity.StoreWithChunk Entity.AlwaysActive Entity.Alive Entity.alive Entity.minRangeToClient Entity.IdleSoundChanceModifier Entity.RenderColor Entity.LadderFixDelta Entity.OnHurt(DamageSource, float) Entity.AfterInitialized(bool) Entity.TriggerOnInitialized() Entity.DoInitialActiveCheck(ICoreAPI) Entity.updateColSelBoxes() Entity.updateOnFire() Entity.TryGiveItemStack(ItemStack) Entity.GetDrops(IWorldAccessor, BlockPos, IPlayer) Entity.TeleportToDouble(double, double, double, Action) Entity.TeleportTo(int, int, int) Entity.TeleportTo(Vec3d) Entity.TeleportTo(BlockPos) Entity.TeleportTo(EntityPos, Action) Entity.ApplyFireDamage(float) Entity.DieInLava() Entity.OnAsyncParticleTick(float, IAsyncParticleManager) Entity.Ignite() Entity.OnTesselation(ref Shape, string) Entity.OnFallToGround(double) Entity.OnCollided() Entity.SpawnWaterMovementParticles(float, double, double, double) Entity.OnEntityLoaded() Entity.OnEntitySpawn() Entity.OnExitedLiquid() Entity.OnInteract(EntityAgent, ItemSlot, Vec3d, EnumInteractMode) Entity.GetInteractionHelp(IClientWorldAccessor, EntitySelection, IClientPlayer) Entity.OnReceivedServerPos(bool) Entity.OnReceivedClientPacket(IServerPlayer, int, byte[]) Entity.OnReceivedServerPacket(int, byte[]) Entity.OnStateChanged(EnumEntityState) Entity.SetCollisionBox(float, float) Entity.SetSelectionBox(float, float) Entity.AddBehavior(EntityBehavior) Entity.RemoveBehavior(EntityBehavior) Entity.HasBehavior(string) Entity.HasBehavior() Entity.GetBehavior(string) Entity.GetBehavior() Entity.IsActivityRunning(string) Entity.RemainingActivityTime(string) Entity.SetActivityRunning(string, int) Entity.UpdateAnimationDebugAttributes() Entity.FromBytes(BinaryReader, bool, Dictionary) Entity.ToBytes(BinaryWriter, bool) Entity.SetHeadPositionToWatchedAttributes() Entity.GetHeadPositionFromWatchedAttributes() Entity.Revive() Entity.PlayEntitySound(string, IPlayer, bool, float) Entity.Notify(string, object) Entity.WillExport(BlockPos) Entity.DidImportOrExport(BlockPos) Entity.OnStoreCollectibleMappings(Dictionary, Dictionary) Entity.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int) Entity.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int, bool) Entity.GetName() Entity.GetInfoText() RegistryObject.Code RegistryObject.VariantStrict RegistryObject.Variant RegistryObject.Class RegistryObject.CodeWithPath(string) RegistryObject.CodeWithoutParts(int) RegistryObject.CodeEndWithoutParts(int) RegistryObject.CodeWithParts(params string[]) RegistryObject.CodeWithParts(string) RegistryObject.CodeWithVariant(string, string) RegistryObject.CodeWithVariants(Dictionary) RegistryObject.CodeWithVariants(string[], string[]) RegistryObject.CodeWithPart(string, int) RegistryObject.LastCodePart(int) RegistryObject.FirstCodePart(int) RegistryObject.WildCardMatch(AssetLocation[]) RegistryObject.WildCardMatch(AssetLocation) RegistryObject.WildCardMatch(string[]) RegistryObject.WildCardMatch(string) RegistryObject.FillPlaceHolder(AssetLocation, OrderedDictionary) RegistryObject.FillPlaceHolder(string, OrderedDictionary) RegistryObject.FillPlaceHolder(string, string, string) object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Constructors EntityItem() public EntityItem() Fields Slot public EntityItemSlot Slot Field Value EntityItemSlot itemSpawnedMilliseconds public long itemSpawnedMilliseconds Field Value long Properties ByPlayerUid The UID of the player that dropped this itemstack. public string ByPlayerUid { get; set; } Property Value string IsInteractable Whether or not the EntityItem is interactable. public override bool IsInteractable { get; } Property Value bool Itemstack The itemstack attached to this Item Entity. public ItemStack Itemstack { get; set; } Property Value ItemStack LightHsv Get the HSV colors for the lighting. public override byte[] LightHsv { get; } Property Value byte[] MaterialDensity Returns the material density of the item. public override float MaterialDensity { get; } Property Value float SwimmingOffsetY Used for passive physics simulation, together with the MaterialDensity to check how deep in the water the entity should float public override double SwimmingOffsetY { get; } Property Value double Methods CanCollect(Entity) Should return true if this item can be picked up as an itemstack public override bool CanCollect(Entity byEntity) Parameters byEntity Entity Returns bool Die(EnumDespawnReason, DamageSource) Makes the entity despawn. Entities only drop something on EnumDespawnReason.Death public override void Die(EnumDespawnReason reason = EnumDespawnReason.Death, DamageSource damageSourceForDeath = null) Parameters reason EnumDespawnReason damageSourceForDeath DamageSource FromBytes(BinaryReader, bool) Loads the entity from a stored byte array from the SaveGame public override void FromBytes(BinaryReader reader, bool forClient) Parameters reader BinaryReader forClient bool FromItemstack(ItemStack, Vec3d, Vec3d, IWorldAccessor) Builds and spawns an EntityItem from a provided ItemStack. public static EntityItem FromItemstack(ItemStack itemstack, Vec3d position, Vec3d velocity, IWorldAccessor world) Parameters itemstack ItemStack The contents of the EntityItem position Vec3d The position of the EntityItem velocity Vec3d The velocity of the EntityItem world IWorldAccessor The world the EntityItems preside in. Returns EntityItem A freshly baked EntityItem to introduce to the world. Initialize(EntityProperties, ICoreAPI, long) Called when this entity got created or loaded public override void Initialize(EntityProperties properties, ICoreAPI api, long chunkindex3d) Parameters properties EntityProperties api ICoreAPI chunkindex3d long OnCollected(Entity) Called by BehaviorCollectEntities of nearby entities. Should return the itemstack that should be collected. If the item stack was fully picked up, BehaviorCollectEntities will kill this entity public override ItemStack OnCollected(Entity byEntity) Parameters byEntity Entity Returns ItemStack OnCollideWithLiquid() Called when the entity got in touch with a liquid public override void OnCollideWithLiquid() OnEntityDespawn(EntityDespawnData) Called when the entity despawns public override void OnEntityDespawn(EntityDespawnData despawn) Parameters despawn EntityDespawnData OnGameTick(float) Called every 1/75 second public override void OnGameTick(float dt) Parameters dt float OnReceivedServerAnimations(int[], int, float[]) public override void OnReceivedServerAnimations(int[] activeAnimations, int activeAnimationsCount, float[] activeAnimationSpeeds) Parameters activeAnimations int[] activeAnimationsCount int activeAnimationSpeeds float[] ReceiveDamage(DamageSource, float) Called when the entity should be receiving damage from given source public override bool ReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool True if the entity actually received damage ShouldReceiveDamage(DamageSource, float) Should return true if the entity can get damaged by given damageSource. Is called by ReceiveDamage. public override bool ShouldReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool StartAnimation(string) Starts the animation for the entity. public override void StartAnimation(string code) Parameters code string StopAnimation(string) stops the animation for the entity. public override void StopAnimation(string code) Parameters code string UpdateDebugAttributes() Updates the DebugAttributes tree public override void UpdateDebugAttributes()"
},
"api/Vintagestory.API.Common.EntityItemSlot.html": {
"href": "api/Vintagestory.API.Common.EntityItemSlot.html",
@@ -2252,7 +2252,7 @@
"api/Vintagestory.API.Common.EntityPlayer.html": {
"href": "api/Vintagestory.API.Common.EntityPlayer.html",
"title": "Class EntityPlayer | VintageStory API",
- "keywords": "Class EntityPlayer Namespace Vintagestory.API.Common Assembly VintagestoryAPI.dll public class EntityPlayer : EntityHumanoid Inheritance object RegistryObject Entity EntityAgent EntityHumanoid EntityPlayer Inherited Members EntityAgent.IsCreature EntityAgent.BodyYawServer EntityAgent.DeadNotify EntityAgent.HerdId EntityAgent.controls EntityAgent.servercontrols EntityAgent.MountedOn EntityAgent.CurrentControls EntityAgent.ActiveHandItemSlot EntityAgent.AllowDespawn EntityAgent.Controls EntityAgent.ServerControls EntityAgent.IsEyesSubmerged() EntityAgent.updateMountedState() EntityAgent.doMount(IMountable) EntityAgent.TryUnmount() EntityAgent.OnNoPath(Vec3d) EntityAgent.OnInteract(EntityAgent, ItemSlot, Vec3d, EnumInteractMode) EntityAgent.DidAttack(DamageSource, EntityAgent) EntityAgent.ReceiveDamage(DamageSource, float) EntityAgent.ReceiveSaturation(float, EnumFoodCategory, float, float) EntityAgent.ShouldReceiveSaturation(float, EnumFoodCategory, float, float) EntityAgent.SpawnSnowStepParticles() EntityAgent.SpawnFloatingSediment(IAsyncParticleManager) EntityAgent.StopHandAnims() EntityAgent.insideBlock EntityAgent.insidePos EntityAgent.ToBytes(BinaryWriter, bool) EntityAgent.SetHeadPositionToWatchedAttributes() EntityAgent.GetHeadPositionFromWatchedAttributes() EntityAgent.hideClothing EntityAgent.addGearToShape(ref Shape, string) EntityAgent.addGearToShape(ItemSlot, Shape, string) EntityAgent.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int, bool) EntityAgent.OnStoreCollectibleMappings(Dictionary, Dictionary) Entity.SplashParticleProps Entity.FireParticleProps Entity.FloatingSedimentParticles Entity.AirBubbleParticleProps Entity.bioLumiParticles Entity.bioLumiNoise Entity.OnInitialized Entity.World Entity.Api Entity.PhysicsUpdateWatcher Entity.ActivityTimers Entity.Pos Entity.ServerPos Entity.PreviousServerPos Entity.PositionBeforeFalling Entity.InChunkIndex3d Entity.CollisionBox Entity.OriginCollisionBox Entity.SelectionBox Entity.OriginSelectionBox Entity.Teleporting Entity.IsTeleport Entity.EntityId Entity.SimulationRange Entity.ClimbingOnFace Entity.ClimbingIntoFace Entity.ClimbingOnCollBox Entity.OnGround Entity.FeetInLiquid Entity.IsOnFire Entity.resetLightHsv Entity.InLava Entity.InLavaBeginTotalMs Entity.OnFireBeginTotalMs Entity.Swimming Entity.CollidedVertically Entity.CollidedHorizontally Entity.State Entity.DespawnReason Entity.WatchedAttributes Entity.DebugAttributes Entity.Attributes Entity.IsRendered Entity.IsShadowRendered Entity.HurtColor Entity.Stats Entity.touchDistanceSq Entity.ownPosRepulse Entity.hasRepulseBehavior Entity.packet Entity.Properties Entity.SidedProperties Entity.SwimmingOffsetY Entity.Collided Entity.SidedPos Entity.LocalEyePos Entity.ApplyGravity Entity.MaterialDensity Entity.Alive Entity.alive Entity.minRangeToClient Entity.IdleSoundChanceModifier Entity.RenderColor Entity.AfterInitialized(bool) Entity.TriggerOnInitialized() Entity.DoInitialActiveCheck(ICoreAPI) Entity.updateColSelBoxes() Entity.updateOnFire() Entity.GetDrops(IWorldAccessor, BlockPos, IPlayer) Entity.TeleportTo(int, int, int) Entity.TeleportTo(Vec3d) Entity.TeleportTo(BlockPos) Entity.TeleportTo(EntityPos, Action) Entity.ApplyFireDamage(float) Entity.DieInLava() Entity.OnCollided() Entity.SpawnWaterMovementParticles(float, double, double, double) Entity.OnEntityLoaded() Entity.OnEntitySpawn() Entity.OnEntityDespawn(EntityDespawnData) Entity.OnExitedLiquid() Entity.GetInteractionHelp(IClientWorldAccessor, EntitySelection, IClientPlayer) Entity.OnReceivedServerPos(bool) Entity.OnReceivedServerAnimations(int[], int, float[]) Entity.OnCollected(Entity) Entity.OnStateChanged(EnumEntityState) Entity.SetCollisionBox(float, float) Entity.SetSelectionBox(float, float) Entity.AddBehavior(EntityBehavior) Entity.RemoveBehavior(EntityBehavior) Entity.HasBehavior(string) Entity.HasBehavior() Entity.GetBehavior(string) Entity.GetBehavior() Entity.IsActivityRunning(string) Entity.RemainingActivityTime(string) Entity.SetActivityRunning(string, int) Entity.FromBytes(BinaryReader, bool, Dictionary) Entity.CanCollect(Entity) Entity.Notify(string, object) Entity.WillExport(BlockPos) Entity.DidImportOrExport(BlockPos) Entity.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int) Entity.StartAnimation(string) Entity.StopAnimation(string) RegistryObject.Code RegistryObject.VariantStrict RegistryObject.Variant RegistryObject.Class RegistryObject.CodeWithPath(string) RegistryObject.CodeWithoutParts(int) RegistryObject.CodeEndWithoutParts(int) RegistryObject.CodeWithParts(params string[]) RegistryObject.CodeWithParts(string) RegistryObject.CodeWithVariant(string, string) RegistryObject.CodeWithVariants(Dictionary) RegistryObject.CodeWithVariants(string[], string[]) RegistryObject.CodeWithPart(string, int) RegistryObject.LastCodePart(int) RegistryObject.FirstCodePart(int) RegistryObject.WildCardMatch(AssetLocation[]) RegistryObject.WildCardMatch(AssetLocation) RegistryObject.WildCardMatch(string[]) RegistryObject.WildCardMatch(string) RegistryObject.FillPlaceHolder(AssetLocation, OrderedDictionary) RegistryObject.FillPlaceHolder(string, OrderedDictionary) RegistryObject.FillPlaceHolder(string, string, string) object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Constructors EntityPlayer() public EntityPlayer() Fields BlockSelection The block or blocks currently selected by the player public BlockSelection BlockSelection Field Value BlockSelection BodyYawLimits public Vec2f BodyYawLimits Field Value Vec2f CameraPos The camera position of the player's view. Set only by the game client. public Vec3d CameraPos Field Value Vec3d DeathReason The reason the player died (if the player did die). Set only by the game server. public DamageSource DeathReason Field Value DamageSource EntitySelection The entity or entities selected by the player public EntitySelection EntitySelection Field Value EntitySelection HeadYawLimits public Vec2f HeadYawLimits Field Value Vec2f OnCanSpawnNearby Called whenever the game wants to spawn new creatures around the player. Called only by the game server. public CanSpawnNearbyDelegate OnCanSpawnNearby Field Value CanSpawnNearbyDelegate PrevFrameCanStandUp public bool PrevFrameCanStandUp Field Value bool PreviousBlockSelection The block position previously selected by the player public BlockPos PreviousBlockSelection Field Value BlockPos WalkPitch The pitch the player currently wants to move to. Only relevant while swimming. Value set by the PlayerPhysics system. Set by the game client and server. public float WalkPitch Field Value float WalkYaw The yaw the player currently wants to walk towards to. Value set by the PlayerPhysics system. Set by the game client and server. public float WalkYaw Field Value float entityListForPartitioning Used to assist if this EntityPlayer needs to be repartitioned public List entityListForPartitioning Field Value List selfClimateCond public ClimateCondition selfClimateCond Field Value ClimateCondition selfNowShadowPass public bool selfNowShadowPass Field Value bool sidewaysSwivelAngle public float sidewaysSwivelAngle Field Value float talkTypeByAnimation protected static Dictionary talkTypeByAnimation Field Value Dictionary talkUtil public EntityTalkUtil talkUtil Field Value EntityTalkUtil walkSpeed This is not walkspeed per se, it is the walkspeed modifier as a result of armor and other gear. It corresponds to Stats.GetBlended(\"walkspeed\") and gets updated every tick public float walkSpeed Field Value float Properties AlwaysActive Whether this entity should always stay in Active model, regardless on how far away other player are public override bool AlwaysActive { get; } Property Value bool AnimManager Server simulated animations. Only takes care of stopping animations once they're done Set and Called by the Entities ServerSystem public override IAnimationManager AnimManager { get; set; } Property Value IAnimationManager BodyYaw The yaw of the agents body public override float BodyYaw { get; set; } Property Value float GearInventory The players wearables. Available on the client and the server. public override IInventory GearInventory { get; } Property Value IInventory IsInteractable Should return true when this entity should be interactable by a player or other entities public override bool IsInteractable { get; } Property Value bool LadderFixDelta A small offset used to prevent players from clipping through the blocks above ladders: relevant if the entity's collision box is sometimes adjusted by the game code public override double LadderFixDelta { get; } Property Value double LastReviveTotalHours public double LastReviveTotalHours { get; set; } Property Value double LeftHandItemSlot The playres left hand contents. Available on the client and the server. public override ItemSlot LeftHandItemSlot { get; } Property Value ItemSlot LightHsv If set, the entity will emit dynamic light public override byte[] LightHsv { get; } Property Value byte[] OtherAnimManager public IAnimationManager OtherAnimManager { get; } Property Value IAnimationManager Player The base player attached to this EntityPlayer. public IPlayer Player { get; } Property Value IPlayer PlayerUID The player's internal Universal ID. Available on the client and the server. public string PlayerUID { get; } Property Value string RightHandItemSlot The players right hand contents. Available on the client and the server. public override ItemSlot RightHandItemSlot { get; } Property Value ItemSlot ShouldDespawn Whether or not the entity should despawn. public override bool ShouldDespawn { get; } Property Value bool StoreWithChunk Players and whatever the player rides on will be stored seperatly public override bool StoreWithChunk { get; } Property Value bool TpAnimManager public IAnimationManager TpAnimManager { get; } Property Value IAnimationManager Methods CanSpawnNearby(EntityProperties, Vec3d, RuntimeSpawnConditions) public virtual bool CanSpawnNearby(EntityProperties type, Vec3d spawnPosition, RuntimeSpawnConditions sc) Parameters type EntityProperties spawnPosition Vec3d sc RuntimeSpawnConditions Returns bool Die(EnumDespawnReason, DamageSource) Makes the entity despawn. Entities only drop something on EnumDespawnReason.Death public override void Die(EnumDespawnReason reason = EnumDespawnReason.Death, DamageSource damageSourceForDeath = null) Parameters reason EnumDespawnReason damageSourceForDeath DamageSource FromBytes(BinaryReader, bool) Loads the entity from a stored byte array from the SaveGame public override void FromBytes(BinaryReader reader, bool forClient) Parameters reader BinaryReader forClient bool GetInfoText() gets the info text for the entity. public override string GetInfoText() Returns string GetInsideLegsBlockSoundSource(BlockPos) public virtual Block GetInsideLegsBlockSoundSource(BlockPos tmpPos) Parameters tmpPos BlockPos Returns Block GetInsideTorsoBlockSoundSource(BlockPos) public virtual Block GetInsideTorsoBlockSoundSource(BlockPos tmpPos) Parameters tmpPos BlockPos Returns Block GetName() Gets the name for this entity public override string GetName() Returns string GetNearestBlockSoundSource(BlockPos, double, int, bool) Returns null if there is no nearby sound source public Block GetNearestBlockSoundSource(BlockPos tmpPos, double yOffset, int blockLayer, bool usecollisionboxes) Parameters tmpPos BlockPos Might get intentionally modified if the nearest sound source the player is intersecting with is in an adjacent block yOffset double blockLayer int usecollisionboxes bool Returns Block GetWalkSpeedMultiplier(double) Gets the walk speed multiplier. public override double GetWalkSpeedMultiplier(double groundDragFactor = 0.3) Parameters groundDragFactor double The amount of drag provided by the current ground. (Default: 0.3) Returns double HandleHandAnimations(float) protected override void HandleHandAnimations(float dt) Parameters dt float Ignite() public override void Ignite() Initialize(EntityProperties, ICoreAPI, long) Called when this entity got created or loaded public override void Initialize(EntityProperties properties, ICoreAPI api, long chunkindex3d) Parameters properties EntityProperties api ICoreAPI chunkindex3d long OnAsyncParticleTick(float, IAsyncParticleManager) public override void OnAsyncParticleTick(float dt, IAsyncParticleManager manager) Parameters dt float manager IAsyncParticleManager OnCollideWithLiquid() Called when the entity got in touch with a liquid public override void OnCollideWithLiquid() OnFallToGround(double) Called when the entity collided vertically public override void OnFallToGround(double motionY) Parameters motionY double OnGameTick(float) Called every 1/75 second public override void OnGameTick(float dt) Parameters dt float OnHurt(DamageSource, float) Called when the entity got hurt. On the client side, dmgSource is null public override void OnHurt(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float OnReceivedClientPacket(IServerPlayer, int, byte[]) Called when on the client side something called capi.Network.SendEntityPacket() public override void OnReceivedClientPacket(IServerPlayer player, int packetid, byte[] data) Parameters player IServerPlayer packetid int data byte[] OnReceivedServerPacket(int, byte[]) Called when on the server side something called sapi.Network.SendEntityPacket() Packetid = 1 is used for teleporting Packetid = 2 is used for BehaviorHarvestable public override void OnReceivedServerPacket(int packetid, byte[] data) Parameters packetid int data byte[] OnSelfBeforeRender(float) public void OnSelfBeforeRender(float dt) Parameters dt float OnTesselation(ref Shape, string) Called by EntityShapeRenderer.cs before tesselating the entity shape public override void OnTesselation(ref Shape entityShape, string shapePathForLogging) Parameters entityShape Shape shapePathForLogging string PlayEntitySound(string, IPlayer, bool, float) Assumes that it is only called on the server public override void PlayEntitySound(string type, IPlayer dualCallByPlayer = null, bool randomizePitch = true, float range = 24) Parameters type string dualCallByPlayer IPlayer randomizePitch bool range float PlayInsideSound(IPlayer) public virtual bool PlayInsideSound(IPlayer player) Parameters player IPlayer Returns bool PlayStepSound(IPlayer, bool) public virtual void PlayStepSound(IPlayer player, bool playingInsideSound) Parameters player IPlayer playingInsideSound bool Revive() Revives the entity and heals for 9999. public override void Revive() SetCurrentlyControlledPlayer() Sets the current player. public void SetCurrentlyControlledPlayer() ShouldReceiveDamage(DamageSource, float) Should return true if the entity can get damaged by given damageSource. Is called by ReceiveDamage. public override bool ShouldReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool TeleportToDouble(double, double, double, Action) Teleports the entity to given position. Actual teleport is delayed until target chunk is loaded. public override void TeleportToDouble(double x, double y, double z, Action onTeleported = null) Parameters x double y double z double onTeleported Action TryGiveItemStack(ItemStack) Called when something tries to given an itemstack to this entity public override bool TryGiveItemStack(ItemStack itemstack) Parameters itemstack ItemStack Returns bool TryMount(IMountable) Attempts to mount the player on a target. public override bool TryMount(IMountable onmount) Parameters onmount IMountable The mount to mount Returns bool Whether it was mounted or not. TryStopHandAction(bool, EnumItemUseCancelReason) Attempts to stop the hand action. public override bool TryStopHandAction(bool forceStop, EnumItemUseCancelReason cancelReason = EnumItemUseCancelReason.ReleasedMouse) Parameters forceStop bool cancelReason EnumItemUseCancelReason The reason for stopping the action. Returns bool Whether the stop was cancelled or not. UpdateDebugAttributes() Updates the DebugAttributes tree public override void UpdateDebugAttributes() UpdatePartitioning() public void UpdatePartitioning() WalkInventory(OnInventorySlot) This walks the inventory for the entity agent. public override void WalkInventory(OnInventorySlot handler) Parameters handler OnInventorySlot the event to fire while walking the inventory. canPlayEdgeSitAnim() protected bool canPlayEdgeSitAnim() Returns bool getSoundSourceBlockAt(Cuboidd, BlockPos, int, bool) protected Block getSoundSourceBlockAt(Cuboidd entityBox, BlockPos tmpPos, int blockLayer, bool usecollisionboxes) Parameters entityBox Cuboidd tmpPos BlockPos blockLayer int usecollisionboxes bool Returns Block onAnimControls(AnimationMetaData, bool, bool) protected override bool onAnimControls(AnimationMetaData anim, bool wasActive, bool nowActive) Parameters anim AnimationMetaData wasActive bool nowActive bool Returns bool protectEyesFromWind(float) protected void protectEyesFromWind(float dt) Parameters dt float Events OnFootStep Set this to hook into the foot step sound creator thingy. Currently used by the armor system to create armor step sounds. Called by the game client and server. public event Action OnFootStep Event Type Action OnImpact Called when the player falls onto the ground. Called by the game client and server. public event Action OnImpact Event Type Action"
+ "keywords": "Class EntityPlayer Namespace Vintagestory.API.Common Assembly VintagestoryAPI.dll public class EntityPlayer : EntityHumanoid Inheritance object RegistryObject Entity EntityAgent EntityHumanoid EntityPlayer Inherited Members EntityAgent.IsCreature EntityAgent.BodyYawServer EntityAgent.DeadNotify EntityAgent.HerdId EntityAgent.controls EntityAgent.servercontrols EntityAgent.MountedOn EntityAgent.CurrentControls EntityAgent.ActiveHandItemSlot EntityAgent.AllowDespawn EntityAgent.Controls EntityAgent.ServerControls EntityAgent.IsEyesSubmerged() EntityAgent.updateMountedState() EntityAgent.doMount(IMountable) EntityAgent.TryUnmount() EntityAgent.OnNoPath(Vec3d) EntityAgent.OnInteract(EntityAgent, ItemSlot, Vec3d, EnumInteractMode) EntityAgent.DidAttack(DamageSource, EntityAgent) EntityAgent.ReceiveDamage(DamageSource, float) EntityAgent.ReceiveSaturation(float, EnumFoodCategory, float, float) EntityAgent.ShouldReceiveSaturation(float, EnumFoodCategory, float, float) EntityAgent.SpawnSnowStepParticles() EntityAgent.SpawnFloatingSediment(IAsyncParticleManager) EntityAgent.HandleHandAnimations(float) EntityAgent.insideBlock EntityAgent.insidePos EntityAgent.ToBytes(BinaryWriter, bool) EntityAgent.SetHeadPositionToWatchedAttributes() EntityAgent.GetHeadPositionFromWatchedAttributes() EntityAgent.hideClothing EntityAgent.addGearToShape(ref Shape, string) EntityAgent.addGearToShape(ItemSlot, Shape, string) EntityAgent.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int, bool) EntityAgent.OnStoreCollectibleMappings(Dictionary, Dictionary) Entity.SplashParticleProps Entity.FireParticleProps Entity.FloatingSedimentParticles Entity.AirBubbleParticleProps Entity.bioLumiParticles Entity.bioLumiNoise Entity.OnInitialized Entity.World Entity.Api Entity.PhysicsUpdateWatcher Entity.ActivityTimers Entity.Pos Entity.ServerPos Entity.PreviousServerPos Entity.PositionBeforeFalling Entity.InChunkIndex3d Entity.CollisionBox Entity.OriginCollisionBox Entity.SelectionBox Entity.OriginSelectionBox Entity.Teleporting Entity.IsTeleport Entity.EntityId Entity.SimulationRange Entity.ClimbingOnFace Entity.ClimbingIntoFace Entity.ClimbingOnCollBox Entity.OnGround Entity.FeetInLiquid Entity.IsOnFire Entity.resetLightHsv Entity.InLava Entity.InLavaBeginTotalMs Entity.OnFireBeginTotalMs Entity.Swimming Entity.CollidedVertically Entity.CollidedHorizontally Entity.State Entity.DespawnReason Entity.WatchedAttributes Entity.DebugAttributes Entity.Attributes Entity.IsRendered Entity.IsShadowRendered Entity.HurtColor Entity.Stats Entity.touchDistanceSq Entity.ownPosRepulse Entity.hasRepulseBehavior Entity.packet Entity.Properties Entity.SidedProperties Entity.SwimmingOffsetY Entity.Collided Entity.SidedPos Entity.LocalEyePos Entity.ApplyGravity Entity.MaterialDensity Entity.Alive Entity.alive Entity.minRangeToClient Entity.IdleSoundChanceModifier Entity.RenderColor Entity.AfterInitialized(bool) Entity.TriggerOnInitialized() Entity.DoInitialActiveCheck(ICoreAPI) Entity.updateColSelBoxes() Entity.updateOnFire() Entity.GetDrops(IWorldAccessor, BlockPos, IPlayer) Entity.TeleportTo(int, int, int) Entity.TeleportTo(Vec3d) Entity.TeleportTo(BlockPos) Entity.TeleportTo(EntityPos, Action) Entity.ApplyFireDamage(float) Entity.DieInLava() Entity.OnCollided() Entity.SpawnWaterMovementParticles(float, double, double, double) Entity.OnEntityLoaded() Entity.OnEntitySpawn() Entity.OnEntityDespawn(EntityDespawnData) Entity.OnExitedLiquid() Entity.GetInteractionHelp(IClientWorldAccessor, EntitySelection, IClientPlayer) Entity.OnReceivedServerPos(bool) Entity.OnReceivedServerAnimations(int[], int, float[]) Entity.OnCollected(Entity) Entity.OnStateChanged(EnumEntityState) Entity.SetCollisionBox(float, float) Entity.SetSelectionBox(float, float) Entity.AddBehavior(EntityBehavior) Entity.RemoveBehavior(EntityBehavior) Entity.HasBehavior(string) Entity.HasBehavior() Entity.GetBehavior(string) Entity.GetBehavior() Entity.IsActivityRunning(string) Entity.RemainingActivityTime(string) Entity.SetActivityRunning(string, int) Entity.UpdateAnimationDebugAttributes() Entity.FromBytes(BinaryReader, bool, Dictionary) Entity.CanCollect(Entity) Entity.Notify(string, object) Entity.WillExport(BlockPos) Entity.DidImportOrExport(BlockPos) Entity.OnLoadCollectibleMappings(IWorldAccessor, Dictionary, Dictionary, int) Entity.StartAnimation(string) Entity.StopAnimation(string) RegistryObject.Code RegistryObject.VariantStrict RegistryObject.Variant RegistryObject.Class RegistryObject.CodeWithPath(string) RegistryObject.CodeWithoutParts(int) RegistryObject.CodeEndWithoutParts(int) RegistryObject.CodeWithParts(params string[]) RegistryObject.CodeWithParts(string) RegistryObject.CodeWithVariant(string, string) RegistryObject.CodeWithVariants(Dictionary) RegistryObject.CodeWithVariants(string[], string[]) RegistryObject.CodeWithPart(string, int) RegistryObject.LastCodePart(int) RegistryObject.FirstCodePart(int) RegistryObject.WildCardMatch(AssetLocation[]) RegistryObject.WildCardMatch(AssetLocation) RegistryObject.WildCardMatch(string[]) RegistryObject.WildCardMatch(string) RegistryObject.FillPlaceHolder(AssetLocation, OrderedDictionary) RegistryObject.FillPlaceHolder(string, OrderedDictionary) RegistryObject.FillPlaceHolder(string, string, string) object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Constructors EntityPlayer() public EntityPlayer() Fields BlockSelection The block or blocks currently selected by the player public BlockSelection BlockSelection Field Value BlockSelection BodyYawLimits public Vec2f BodyYawLimits Field Value Vec2f CameraPos The camera position of the player's view. Set only by the game client. public Vec3d CameraPos Field Value Vec3d DeathReason The reason the player died (if the player did die). Set only by the game server. public DamageSource DeathReason Field Value DamageSource EntitySelection The entity or entities selected by the player public EntitySelection EntitySelection Field Value EntitySelection HeadYawLimits public Vec2f HeadYawLimits Field Value Vec2f OnCanSpawnNearby Called whenever the game wants to spawn new creatures around the player. Called only by the game server. public CanSpawnNearbyDelegate OnCanSpawnNearby Field Value CanSpawnNearbyDelegate PrevFrameCanStandUp public bool PrevFrameCanStandUp Field Value bool PreviousBlockSelection The block position previously selected by the player public BlockPos PreviousBlockSelection Field Value BlockPos WalkPitch The pitch the player currently wants to move to. Only relevant while swimming. Value set by the PlayerPhysics system. Set by the game client and server. public float WalkPitch Field Value float WalkYaw The yaw the player currently wants to walk towards to. Value set by the PlayerPhysics system. Set by the game client and server. public float WalkYaw Field Value float entityListForPartitioning Used to assist if this EntityPlayer needs to be repartitioned public List entityListForPartitioning Field Value List selfClimateCond public ClimateCondition selfClimateCond Field Value ClimateCondition selfNowShadowPass public bool selfNowShadowPass Field Value bool sidewaysSwivelAngle public float sidewaysSwivelAngle Field Value float talkTypeByAnimation protected static Dictionary talkTypeByAnimation Field Value Dictionary talkUtil public EntityTalkUtil talkUtil Field Value EntityTalkUtil walkSpeed This is not walkspeed per se, it is the walkspeed modifier as a result of armor and other gear. It corresponds to Stats.GetBlended(\"walkspeed\") and gets updated every tick public float walkSpeed Field Value float Properties AlwaysActive Whether this entity should always stay in Active model, regardless on how far away other player are public override bool AlwaysActive { get; } Property Value bool AnimManager Server simulated animations. Only takes care of stopping animations once they're done Set and Called by the Entities ServerSystem public override IAnimationManager AnimManager { get; set; } Property Value IAnimationManager BodyYaw The yaw of the agents body public override float BodyYaw { get; set; } Property Value float GearInventory The players wearables. Available on the client and the server. public override IInventory GearInventory { get; } Property Value IInventory IsInteractable Should return true when this entity should be interactable by a player or other entities public override bool IsInteractable { get; } Property Value bool LadderFixDelta A small offset used to prevent players from clipping through the blocks above ladders: relevant if the entity's collision box is sometimes adjusted by the game code public override double LadderFixDelta { get; } Property Value double LastReviveTotalHours public double LastReviveTotalHours { get; set; } Property Value double LeftHandItemSlot The playres left hand contents. Available on the client and the server. public override ItemSlot LeftHandItemSlot { get; } Property Value ItemSlot LightHsv If set, the entity will emit dynamic light public override byte[] LightHsv { get; } Property Value byte[] OtherAnimManager public IAnimationManager OtherAnimManager { get; } Property Value IAnimationManager Player The base player attached to this EntityPlayer. public IPlayer Player { get; } Property Value IPlayer PlayerUID The player's internal Universal ID. Available on the client and the server. public string PlayerUID { get; } Property Value string RightHandItemSlot The players right hand contents. Available on the client and the server. public override ItemSlot RightHandItemSlot { get; } Property Value ItemSlot ShouldDespawn Whether or not the entity should despawn. public override bool ShouldDespawn { get; } Property Value bool StoreWithChunk Players and whatever the player rides on will be stored seperatly public override bool StoreWithChunk { get; } Property Value bool TpAnimManager public IAnimationManager TpAnimManager { get; } Property Value IAnimationManager Methods CanSpawnNearby(EntityProperties, Vec3d, RuntimeSpawnConditions) public virtual bool CanSpawnNearby(EntityProperties type, Vec3d spawnPosition, RuntimeSpawnConditions sc) Parameters type EntityProperties spawnPosition Vec3d sc RuntimeSpawnConditions Returns bool Die(EnumDespawnReason, DamageSource) Makes the entity despawn. Entities only drop something on EnumDespawnReason.Death public override void Die(EnumDespawnReason reason = EnumDespawnReason.Death, DamageSource damageSourceForDeath = null) Parameters reason EnumDespawnReason damageSourceForDeath DamageSource FromBytes(BinaryReader, bool) Loads the entity from a stored byte array from the SaveGame public override void FromBytes(BinaryReader reader, bool forClient) Parameters reader BinaryReader forClient bool GetInfoText() gets the info text for the entity. public override string GetInfoText() Returns string GetInsideLegsBlockSoundSource(BlockPos) public virtual Block GetInsideLegsBlockSoundSource(BlockPos tmpPos) Parameters tmpPos BlockPos Returns Block GetInsideTorsoBlockSoundSource(BlockPos) public virtual Block GetInsideTorsoBlockSoundSource(BlockPos tmpPos) Parameters tmpPos BlockPos Returns Block GetName() Gets the name for this entity public override string GetName() Returns string GetNearestBlockSoundSource(BlockPos, double, int, bool) Returns null if there is no nearby sound source public Block GetNearestBlockSoundSource(BlockPos tmpPos, double yOffset, int blockLayer, bool usecollisionboxes) Parameters tmpPos BlockPos Might get intentionally modified if the nearest sound source the player is intersecting with is in an adjacent block yOffset double blockLayer int usecollisionboxes bool Returns Block GetWalkSpeedMultiplier(double) Gets the walk speed multiplier. public override double GetWalkSpeedMultiplier(double groundDragFactor = 0.3) Parameters groundDragFactor double The amount of drag provided by the current ground. (Default: 0.3) Returns double HandleSeraphHandAnimations(float) public void HandleSeraphHandAnimations(float dt) Parameters dt float Ignite() public override void Ignite() Initialize(EntityProperties, ICoreAPI, long) Called when this entity got created or loaded public override void Initialize(EntityProperties properties, ICoreAPI api, long chunkindex3d) Parameters properties EntityProperties api ICoreAPI chunkindex3d long OnAsyncParticleTick(float, IAsyncParticleManager) public override void OnAsyncParticleTick(float dt, IAsyncParticleManager manager) Parameters dt float manager IAsyncParticleManager OnCollideWithLiquid() Called when the entity got in touch with a liquid public override void OnCollideWithLiquid() OnFallToGround(double) Called when the entity collided vertically public override void OnFallToGround(double motionY) Parameters motionY double OnGameTick(float) Called every 1/75 second public override void OnGameTick(float dt) Parameters dt float OnHurt(DamageSource, float) Called when the entity got hurt. On the client side, dmgSource is null public override void OnHurt(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float OnReceivedClientPacket(IServerPlayer, int, byte[]) Called when on the client side something called capi.Network.SendEntityPacket() public override void OnReceivedClientPacket(IServerPlayer player, int packetid, byte[] data) Parameters player IServerPlayer packetid int data byte[] OnReceivedServerPacket(int, byte[]) Called when on the server side something called sapi.Network.SendEntityPacket() Packetid = 1 is used for teleporting Packetid = 2 is used for BehaviorHarvestable public override void OnReceivedServerPacket(int packetid, byte[] data) Parameters packetid int data byte[] OnSelfBeforeRender(float) public void OnSelfBeforeRender(float dt) Parameters dt float OnTesselation(ref Shape, string) Called by EntityShapeRenderer.cs before tesselating the entity shape public override void OnTesselation(ref Shape entityShape, string shapePathForLogging) Parameters entityShape Shape shapePathForLogging string PlayEntitySound(string, IPlayer, bool, float) Assumes that it is only called on the server public override void PlayEntitySound(string type, IPlayer dualCallByPlayer = null, bool randomizePitch = true, float range = 24) Parameters type string dualCallByPlayer IPlayer randomizePitch bool range float PlayInsideSound(IPlayer) public virtual bool PlayInsideSound(IPlayer player) Parameters player IPlayer Returns bool PlayStepSound(IPlayer, bool) public virtual void PlayStepSound(IPlayer player, bool playingInsideSound) Parameters player IPlayer playingInsideSound bool Revive() Revives the entity and heals for 9999. public override void Revive() SetCurrentlyControlledPlayer() Sets the current player. public void SetCurrentlyControlledPlayer() ShouldReceiveDamage(DamageSource, float) Should return true if the entity can get damaged by given damageSource. Is called by ReceiveDamage. public override bool ShouldReceiveDamage(DamageSource damageSource, float damage) Parameters damageSource DamageSource damage float Returns bool TeleportToDouble(double, double, double, Action) Teleports the entity to given position. Actual teleport is delayed until target chunk is loaded. public override void TeleportToDouble(double x, double y, double z, Action onTeleported = null) Parameters x double y double z double onTeleported Action TryGiveItemStack(ItemStack) Called when something tries to given an itemstack to this entity public override bool TryGiveItemStack(ItemStack itemstack) Parameters itemstack ItemStack Returns bool TryMount(IMountable) Attempts to mount the player on a target. public override bool TryMount(IMountable onmount) Parameters onmount IMountable The mount to mount Returns bool Whether it was mounted or not. TryStopHandAction(bool, EnumItemUseCancelReason) Attempts to stop the hand action. public override bool TryStopHandAction(bool forceStop, EnumItemUseCancelReason cancelReason = EnumItemUseCancelReason.ReleasedMouse) Parameters forceStop bool cancelReason EnumItemUseCancelReason The reason for stopping the action. Returns bool Whether the stop was cancelled or not. UpdateDebugAttributes() Updates the DebugAttributes tree public override void UpdateDebugAttributes() UpdatePartitioning() public void UpdatePartitioning() WalkInventory(OnInventorySlot) This walks the inventory for the entity agent. public override void WalkInventory(OnInventorySlot handler) Parameters handler OnInventorySlot the event to fire while walking the inventory. canPlayEdgeSitAnim() protected bool canPlayEdgeSitAnim() Returns bool getSoundSourceBlockAt(Cuboidd, BlockPos, int, bool) protected Block getSoundSourceBlockAt(Cuboidd entityBox, BlockPos tmpPos, int blockLayer, bool usecollisionboxes) Parameters entityBox Cuboidd tmpPos BlockPos blockLayer int usecollisionboxes bool Returns Block onAnimControls(AnimationMetaData, bool, bool) protected override bool onAnimControls(AnimationMetaData anim, bool wasActive, bool nowActive) Parameters anim AnimationMetaData wasActive bool nowActive bool Returns bool protectEyesFromWind(float) protected void protectEyesFromWind(float dt) Parameters dt float Events OnFootStep Set this to hook into the foot step sound creator thingy. Currently used by the armor system to create armor step sounds. Called by the game client and server. public event Action OnFootStep Event Type Action OnImpact Called when the player falls onto the ground. Called by the game client and server. public event Action OnImpact Event Type Action"
},
"api/Vintagestory.API.Common.EntitySelection.html": {
"href": "api/Vintagestory.API.Common.EntitySelection.html",
@@ -3427,7 +3427,7 @@
"api/Vintagestory.API.Common.PlayerAnimationManager.html": {
"href": "api/Vintagestory.API.Common.PlayerAnimationManager.html",
"title": "Class PlayerAnimationManager | VintageStory API",
- "keywords": "Class PlayerAnimationManager Namespace Vintagestory.API.Common Assembly VintagestoryAPI.dll public class PlayerAnimationManager : AnimationManager, IAnimationManager, IDisposable Inheritance object AnimationManager PlayerAnimationManager Implements IAnimationManager IDisposable Inherited Members AnimationManager.api AnimationManager.capi AnimationManager.AnimationsDirty AnimationManager.Animator AnimationManager.HeadController AnimationManager.ActiveAnimationsByAnimCode AnimationManager.Triggers AnimationManager.entity AnimationManager.OnServerTick(float) AnimationManager.Dispose() AnimationManager.OnAnimationStopped(string) object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Fields UseFpAnmations public bool UseFpAnmations Field Value bool lastActiveHeldHitAnimation protected string lastActiveHeldHitAnimation Field Value string lastActiveHeldReadyAnimation protected string lastActiveHeldReadyAnimation Field Value string lastActiveHeldUseAnimation protected string lastActiveHeldUseAnimation Field Value string lastActiveLeftHeldIdleAnimation protected string lastActiveLeftHeldIdleAnimation Field Value string lastActiveRightHeldIdleAnimation protected string lastActiveRightHeldIdleAnimation Field Value string lastRunningHeldHitAnimation public string lastRunningHeldHitAnimation Field Value string lastRunningHeldUseAnimation public string lastRunningHeldUseAnimation Field Value string Methods FromAttributes(ITreeAttribute, string) Loads the entity from a stored byte array from the SaveGame public override void FromAttributes(ITreeAttribute tree, string version) Parameters tree ITreeAttribute version string HeldHitAnimChanged(string) public bool HeldHitAnimChanged(string nowHeldRightHitAnim) Parameters nowHeldRightHitAnim string Returns bool HeldRightReadyAnimChanged(string) public bool HeldRightReadyAnimChanged(string nowHeldRightReadyAnim) Parameters nowHeldRightReadyAnim string Returns bool HeldUseAnimChanged(string) public bool HeldUseAnimChanged(string nowHeldRightUseAnim) Parameters nowHeldRightUseAnim string Returns bool Init(ICoreAPI, Entity) Initializes the Animation Manager. public override void Init(ICoreAPI api, Entity entity) Parameters api ICoreAPI The Core API. entity Entity The entity this manager is attached to. IsAnimationActive(params string[]) public override bool IsAnimationActive(params string[] anims) Parameters anims string[] Returns bool IsAnimationActiveOrRunning(string) public bool IsAnimationActiveOrRunning(string anim) Parameters anim string Returns bool IsAnimationMostlyRunning(string) protected bool IsAnimationMostlyRunning(string anim) Parameters anim string Returns bool IsHeldHitActive() public bool IsHeldHitActive() Returns bool IsHeldHitAuthorative() public bool IsHeldHitAuthorative() Returns bool IsHeldUseActive() public bool IsHeldUseActive() Returns bool IsLeftHeldActive() public bool IsLeftHeldActive() Returns bool IsRightHeldActive() public bool IsRightHeldActive() Returns bool IsRightHeldReadyActive() public bool IsRightHeldReadyActive() Returns bool LeftHeldIdleChanged(string) public bool LeftHeldIdleChanged(string nowHeldLeftIdleAnim) Parameters nowHeldLeftIdleAnim string Returns bool OnActiveSlotChanged(ItemSlot) public void OnActiveSlotChanged(ItemSlot slot) Parameters slot ItemSlot OnClientFrame(float) The event fired each time the client ticks. public override void OnClientFrame(float dt) Parameters dt float OnReceivedServerAnimations(int[], int, float[]) The event fired when the manager recieves the server animations. public override void OnReceivedServerAnimations(int[] activeAnimations, int activeAnimationsCount, float[] activeAnimationSpeeds) Parameters activeAnimations int[] activeAnimationsCount int activeAnimationSpeeds float[] RegisterFrameCallback(AnimFrameCallback) public override void RegisterFrameCallback(AnimFrameCallback trigger) Parameters trigger AnimFrameCallback ResetAnimation(string) If given animation is running, will set its progress to the first animation frame public override void ResetAnimation(string animCode) Parameters animCode string RightHeldIdleChanged(string) public bool RightHeldIdleChanged(string nowHeldRightIdleAnim) Parameters nowHeldRightIdleAnim string Returns bool StartAnimation(string) Start a new animation defined in the entity config file. If it's not defined, it won't play. Use StartAnimation(AnimationMetaData animdata) to circumvent the entity config anim data. public override bool StartAnimation(string configCode) Parameters configCode string Anim config code, not the animation code! Returns bool StartAnimation(AnimationMetaData) Client: Starts given animation Server: Sends all active anims to all connected clients then purges the ActiveAnimationsByAnimCode list public override bool StartAnimation(AnimationMetaData animdata) Parameters animdata AnimationMetaData Returns bool StartHeldHitAnim(string) public void StartHeldHitAnim(string animCode) Parameters animCode string StartHeldReadyAnim(string, bool) public void StartHeldReadyAnim(string heldReadyAnim, bool force = false) Parameters heldReadyAnim string force bool StartHeldUseAnim(string) public void StartHeldUseAnim(string animCode) Parameters animCode string StartLeftHeldIdleAnim(string) public void StartLeftHeldIdleAnim(string animCode) Parameters animCode string StartRightHeldIdleAnim(string) public void StartRightHeldIdleAnim(string animCode) Parameters animCode string StopAnimation(string) Stops given animation public override void StopAnimation(string code) Parameters code string StopHeldAttackAnim() public void StopHeldAttackAnim() StopHeldReadyAnim() public void StopHeldReadyAnim() StopHeldUseAnim() public void StopHeldUseAnim() StopLeftHeldIdleAnim() public void StopLeftHeldIdleAnim() StopRightHeldIdleAnim() public void StopRightHeldIdleAnim() StopSelfAnimation(string) public void StopSelfAnimation(string code) Parameters code string ToAttributes(ITreeAttribute, bool) Serializes the slots contents to be stored in the SaveGame public override void ToAttributes(ITreeAttribute tree, bool forClient) Parameters tree ITreeAttribute forClient bool onReceivedServerAnimation(AnimationMetaData) protected override void onReceivedServerAnimation(AnimationMetaData animmetadata) Parameters animmetadata AnimationMetaData"
+ "keywords": "Class PlayerAnimationManager Namespace Vintagestory.API.Common Assembly VintagestoryAPI.dll public class PlayerAnimationManager : AnimationManager, IAnimationManager, IDisposable Inheritance object AnimationManager PlayerAnimationManager Implements IAnimationManager IDisposable Inherited Members AnimationManager.api AnimationManager.capi AnimationManager.AnimationsDirty AnimationManager.Animator AnimationManager.HeadController AnimationManager.ActiveAnimationsByAnimCode AnimationManager.Triggers AnimationManager.entity AnimationManager.OnServerTick(float) AnimationManager.Dispose() AnimationManager.OnAnimationStopped(string) object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Fields UseFpAnmations public bool UseFpAnmations Field Value bool lastActiveHeldHitAnimation protected string lastActiveHeldHitAnimation Field Value string lastActiveHeldReadyAnimation protected string lastActiveHeldReadyAnimation Field Value string lastActiveHeldUseAnimation protected string lastActiveHeldUseAnimation Field Value string lastActiveLeftHeldIdleAnimation protected string lastActiveLeftHeldIdleAnimation Field Value string lastActiveRightHeldIdleAnimation protected string lastActiveRightHeldIdleAnimation Field Value string lastRunningHeldHitAnimation public string lastRunningHeldHitAnimation Field Value string lastRunningHeldUseAnimation public string lastRunningHeldUseAnimation Field Value string Methods FromAttributes(ITreeAttribute, string) Loads the entity from a stored byte array from the SaveGame public override void FromAttributes(ITreeAttribute tree, string version) Parameters tree ITreeAttribute version string HeldHitAnimChanged(string) public bool HeldHitAnimChanged(string nowHeldRightHitAnim) Parameters nowHeldRightHitAnim string Returns bool HeldRightReadyAnimChanged(string) public bool HeldRightReadyAnimChanged(string nowHeldRightReadyAnim) Parameters nowHeldRightReadyAnim string Returns bool HeldUseAnimChanged(string) public bool HeldUseAnimChanged(string nowHeldRightUseAnim) Parameters nowHeldRightUseAnim string Returns bool Init(ICoreAPI, Entity) Initializes the Animation Manager. public override void Init(ICoreAPI api, Entity entity) Parameters api ICoreAPI The Core API. entity Entity The entity this manager is attached to. IsAnimationActive(params string[]) public override bool IsAnimationActive(params string[] anims) Parameters anims string[] Returns bool IsAnimationActiveOrRunning(string, float) public bool IsAnimationActiveOrRunning(string anim, float untilProgress = 0.95) Parameters anim string untilProgress float Returns bool IsAnimationMostlyRunning(string, float) protected bool IsAnimationMostlyRunning(string anim, float untilProgress = 0.95) Parameters anim string untilProgress float Returns bool IsHeldHitActive(float) public bool IsHeldHitActive(float untilProgress = 0.95) Parameters untilProgress float Returns bool IsHeldHitAuthorative() public bool IsHeldHitAuthorative() Returns bool IsHeldUseActive() public bool IsHeldUseActive() Returns bool IsLeftHeldActive() public bool IsLeftHeldActive() Returns bool IsRightHeldActive() public bool IsRightHeldActive() Returns bool IsRightHeldReadyActive() public bool IsRightHeldReadyActive() Returns bool LeftHeldIdleChanged(string) public bool LeftHeldIdleChanged(string nowHeldLeftIdleAnim) Parameters nowHeldLeftIdleAnim string Returns bool OnActiveSlotChanged(ItemSlot) public void OnActiveSlotChanged(ItemSlot slot) Parameters slot ItemSlot OnClientFrame(float) The event fired each time the client ticks. public override void OnClientFrame(float dt) Parameters dt float OnReceivedServerAnimations(int[], int, float[]) The event fired when the manager recieves the server animations. public override void OnReceivedServerAnimations(int[] activeAnimations, int activeAnimationsCount, float[] activeAnimationSpeeds) Parameters activeAnimations int[] activeAnimationsCount int activeAnimationSpeeds float[] RegisterFrameCallback(AnimFrameCallback) public override void RegisterFrameCallback(AnimFrameCallback trigger) Parameters trigger AnimFrameCallback ResetAnimation(string) If given animation is running, will set its progress to the first animation frame public override void ResetAnimation(string animCode) Parameters animCode string RightHeldIdleChanged(string) public bool RightHeldIdleChanged(string nowHeldRightIdleAnim) Parameters nowHeldRightIdleAnim string Returns bool StartAnimation(string) Start a new animation defined in the entity config file. If it's not defined, it won't play. Use StartAnimation(AnimationMetaData animdata) to circumvent the entity config anim data. public override bool StartAnimation(string configCode) Parameters configCode string Anim config code, not the animation code! Returns bool StartAnimation(AnimationMetaData) Client: Starts given animation Server: Sends all active anims to all connected clients then purges the ActiveAnimationsByAnimCode list public override bool StartAnimation(AnimationMetaData animdata) Parameters animdata AnimationMetaData Returns bool StartHeldHitAnim(string) public void StartHeldHitAnim(string animCode) Parameters animCode string StartHeldReadyAnim(string, bool) public void StartHeldReadyAnim(string heldReadyAnim, bool force = false) Parameters heldReadyAnim string force bool StartHeldUseAnim(string) public void StartHeldUseAnim(string animCode) Parameters animCode string StartLeftHeldIdleAnim(string) public void StartLeftHeldIdleAnim(string animCode) Parameters animCode string StartRightHeldIdleAnim(string) public void StartRightHeldIdleAnim(string animCode) Parameters animCode string StopAnimation(string) Stops given animation public override void StopAnimation(string code) Parameters code string StopHeldAttackAnim() public void StopHeldAttackAnim() StopHeldReadyAnim() public void StopHeldReadyAnim() StopHeldUseAnim() public void StopHeldUseAnim() StopLeftHeldIdleAnim() public void StopLeftHeldIdleAnim() StopRightHeldIdleAnim() public void StopRightHeldIdleAnim() StopSelfAnimation(string) public void StopSelfAnimation(string code) Parameters code string ToAttributes(ITreeAttribute, bool) Serializes the slots contents to be stored in the SaveGame public override void ToAttributes(ITreeAttribute tree, bool forClient) Parameters tree ITreeAttribute forClient bool onReceivedServerAnimation(AnimationMetaData) protected override void onReceivedServerAnimation(AnimationMetaData animmetadata) Parameters animmetadata AnimationMetaData"
},
"api/Vintagestory.API.Common.PlayerChatDelegate.html": {
"href": "api/Vintagestory.API.Common.PlayerChatDelegate.html",
@@ -3827,7 +3827,7 @@
"api/Vintagestory.API.Config.GameVersion.html": {
"href": "api/Vintagestory.API.Config.GameVersion.html",
"title": "Class GameVersion | VintageStory API",
- "keywords": "Class GameVersion Namespace Vintagestory.API.Config Assembly VintagestoryAPI.dll The games current version public static class GameVersion Inheritance object GameVersion Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Fields APIVersion Version of the Mod API public const string APIVersion = \"1.19.0\" Field Value string AssemblyVersion Assembly Info Version number in the format: major.minor.revision public const string AssemblyVersion = \"1.0.0.0\" Field Value string BlockItemMappingVersion \"Version\" of the block and item mapping. This number gets increased by 1 when remappings are needed public static int BlockItemMappingVersion Field Value int Branch Whether this is a stable or unstable version public const EnumGameBranch Branch = Stable Field Value EnumGameBranch ChunkdataVersion Version of the chunkdata compression for individual WorldChunks (0 is Deflate; 1 is ZSTD and palettised) Also affects compression of network packets sent public const int ChunkdataVersion = 2 Field Value int CopyRight Copyright notice public const string CopyRight = \"Copyright © 2016-2024 Anego Studios\" Field Value string DatabaseVersion Version of the savegame database public static int DatabaseVersion Field Value int LongGameVersion Version number in the format: major.minor.revision [release title] public static string LongGameVersion Field Value string NetworkVersion Version of the Network Protocol public const string NetworkVersion = \"1.19.7\" Field Value string OverallVersion Assembly Info Version number in the format: major.minor.revision public const string OverallVersion = \"1.19.4\" Field Value string ShortGameVersion Version number in the format: major.minor.revision[appendix] public const string ShortGameVersion = \"1.19.4\" Field Value string WorldGenVersion Version of the world generator - a change in version will insert a smoothed chunk between old and new version public const int WorldGenVersion = 2 Field Value int Properties ReleaseType public static EnumReleaseType ReleaseType { get; } Property Value EnumReleaseType Methods EnsureEqualVersionOrKillExecutable(ICoreAPI, string, string, string) public static void EnsureEqualVersionOrKillExecutable(ICoreAPI api, string version, string reference, string modName) Parameters api ICoreAPI version string reference string modName string GetReleaseType(string) public static EnumReleaseType GetReleaseType(string version) Parameters version string Returns EnumReleaseType IsAtLeastVersion(string) Returns true if supplied version is the same or higher as the current version public static bool IsAtLeastVersion(string version) Parameters version string Returns bool IsAtLeastVersion(string, string) Returns true if supplied version is the same or higher as the reference version public static bool IsAtLeastVersion(string version, string reference) Parameters version string reference string Returns bool IsCompatibleApiVersion(string) Returns true if given version has the same major and minor version. Ignores revision. public static bool IsCompatibleApiVersion(string version) Parameters version string Returns bool IsCompatibleNetworkVersion(string) Returns true if given version has the same major and minor version. Ignores revision. public static bool IsCompatibleNetworkVersion(string version) Parameters version string Returns bool IsLowerVersionThan(string, string) public static bool IsLowerVersionThan(string version, string reference) Parameters version string reference string Returns bool IsNewerVersionThan(string, string) Returns true if supplied version is the higher as the reference version public static bool IsNewerVersionThan(string version, string reference) Parameters version string reference string Returns bool SplitVersionString(string) public static int[] SplitVersionString(string version) Parameters version string Returns int[]"
+ "keywords": "Class GameVersion Namespace Vintagestory.API.Config Assembly VintagestoryAPI.dll The games current version public static class GameVersion Inheritance object GameVersion Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Fields APIVersion Version of the Mod API public const string APIVersion = \"1.19.0\" Field Value string AssemblyVersion Assembly Info Version number in the format: major.minor.revision public const string AssemblyVersion = \"1.0.0.0\" Field Value string BlockItemMappingVersion \"Version\" of the block and item mapping. This number gets increased by 1 when remappings are needed public static int BlockItemMappingVersion Field Value int Branch Whether this is a stable or unstable version public const EnumGameBranch Branch = Unstable Field Value EnumGameBranch ChunkdataVersion Version of the chunkdata compression for individual WorldChunks (0 is Deflate; 1 is ZSTD and palettised) Also affects compression of network packets sent public const int ChunkdataVersion = 2 Field Value int CopyRight Copyright notice public const string CopyRight = \"Copyright © 2016-2024 Anego Studios\" Field Value string DatabaseVersion Version of the savegame database public static int DatabaseVersion Field Value int LongGameVersion Version number in the format: major.minor.revision [release title] public static string LongGameVersion Field Value string NetworkVersion Version of the Network Protocol public const string NetworkVersion = \"1.19.7\" Field Value string OverallVersion Assembly Info Version number in the format: major.minor.revision public const string OverallVersion = \"1.19.5\" Field Value string ShortGameVersion Version number in the format: major.minor.revision[appendix] public const string ShortGameVersion = \"1.19.5-rc.1\" Field Value string WorldGenVersion Version of the world generator - a change in version will insert a smoothed chunk between old and new version public const int WorldGenVersion = 2 Field Value int Properties ReleaseType public static EnumReleaseType ReleaseType { get; } Property Value EnumReleaseType Methods EnsureEqualVersionOrKillExecutable(ICoreAPI, string, string, string) public static void EnsureEqualVersionOrKillExecutable(ICoreAPI api, string version, string reference, string modName) Parameters api ICoreAPI version string reference string modName string GetReleaseType(string) public static EnumReleaseType GetReleaseType(string version) Parameters version string Returns EnumReleaseType IsAtLeastVersion(string) Returns true if supplied version is the same or higher as the current version public static bool IsAtLeastVersion(string version) Parameters version string Returns bool IsAtLeastVersion(string, string) Returns true if supplied version is the same or higher as the reference version public static bool IsAtLeastVersion(string version, string reference) Parameters version string reference string Returns bool IsCompatibleApiVersion(string) Returns true if given version has the same major and minor version. Ignores revision. public static bool IsCompatibleApiVersion(string version) Parameters version string Returns bool IsCompatibleNetworkVersion(string) Returns true if given version has the same major and minor version. Ignores revision. public static bool IsCompatibleNetworkVersion(string version) Parameters version string Returns bool IsLowerVersionThan(string, string) public static bool IsLowerVersionThan(string version, string reference) Parameters version string reference string Returns bool IsNewerVersionThan(string, string) Returns true if supplied version is the higher as the reference version public static bool IsNewerVersionThan(string version, string reference) Parameters version string reference string Returns bool SplitVersionString(string) public static int[] SplitVersionString(string version) Parameters version string Returns int[]"
},
"api/Vintagestory.API.Config.GlobalConstants.html": {
"href": "api/Vintagestory.API.Config.GlobalConstants.html",
@@ -4957,7 +4957,7 @@
"api/Vintagestory.API.Util.StringUtil.html": {
"href": "api/Vintagestory.API.Util.StringUtil.html",
"title": "Class StringUtil | VintageStory API",
- "keywords": "Class StringUtil Namespace Vintagestory.API.Util Assembly VintagestoryAPI.dll public static class StringUtil Inheritance object StringUtil Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Methods CompareOrdinal(string, string) This should be used for every string comparison when ordering strings (except possibly in localised output to the user) in order to avoid any culture specific string comparison issues in certain languages (worst in the Thai language which has no spaces and treats punctuation marks as invisible) See also: https://learn.microsoft.com/en-us/dotnet/standard/base-types/best-practices-strings public static int CompareOrdinal(this string a, string b) Parameters a string b string Returns int ContainsFast(string, char) public static bool ContainsFast(this string value, char reference) Parameters value string reference char Returns bool ContainsFast(string, string) public static bool ContainsFast(this string value, string reference) Parameters value string reference string Returns bool CountChars(string, char) public static int CountChars(this string text, char c) Parameters text string c char Returns int EndsWithOrdinal(string, string) IMPORTANT! This method should be used for every EndsWith operation in our code (except possibly in localised output to the user). This is important in order to avoid any culture-specific different results even when examining strings in English, when the user machine's current culture is a different language (Known issue in the Thai language which has no spaces and treats punctuation marks as invisible, see https://github.com/dotnet/runtime/issues/59120) See also: https://learn.microsoft.com/en-us/dotnet/standard/base-types/best-practices-strings public static bool EndsWithOrdinal(this string a, string b) Parameters a string b string Returns bool EqualsFast(string, string) public static bool EqualsFast(this string value, string reference) Parameters value string reference string Returns bool FastStartsWith(string, string, int) public static bool FastStartsWith(string value, string reference, int len) Parameters value string reference string len int Returns bool IndexOfOrdinal(string, string) IMPORTANT! This method should be used for every IndexOf operation in our code (except possibly in localised output to the user). This is important in order to avoid any culture-specific different results even when indexing GLSL shader code or other code strings, etc., or other strings in English, when the current culture is a different language (Known issue in the Thai language which has no spaces and treats punctuation marks as invisible, see https://github.com/dotnet/runtime/issues/59120) See also: https://learn.microsoft.com/en-us/dotnet/standard/base-types/best-practices-strings public static int IndexOfOrdinal(this string a, string b) Parameters a string b string Returns int RemoveDiacritics(string) public static string RemoveDiacritics(this string stIn) Parameters stIn string Returns string RemoveFileEnding(string) public static string RemoveFileEnding(this string text) Parameters text string Returns string StartsWithFast(string, string) public static bool StartsWithFast(this string value, string reference) Parameters value string reference string Returns bool StartsWithFast(string, string, int) public static bool StartsWithFast(this string value, string reference, int offset) Parameters value string reference string offset int Returns bool StartsWithOrdinal(string, string) IMPORTANT! This method should be used for every StartsWith operation in our code (except possibly in localised output to the user). This is important in order to avoid any culture-specific different results even when examining strings in English, when the user machine's current culture is a different language (Known issue in the Thai language which has no spaces and treats punctuation marks as invisible, see https://github.com/dotnet/runtime/issues/59120) See also: https://learn.microsoft.com/en-us/dotnet/standard/base-types/best-practices-strings public static bool StartsWithOrdinal(this string a, string b) Parameters a string b string Returns bool ToBool(string, bool) public static bool ToBool(this string text, bool defaultValue = false) Parameters text string defaultValue bool Returns bool ToDouble(string, double) public static double ToDouble(this string text, double defaultValue = 0) Parameters text string defaultValue double Returns double ToDoubleOrNull(string, double?) public static double? ToDoubleOrNull(this string text, double? defaultValue = 0) Parameters text string defaultValue double? Returns double? ToFloat(string, float) public static float ToFloat(this string text, float defaultValue = 0) Parameters text string defaultValue float Returns float ToFloatOrNull(string, float?) public static float? ToFloatOrNull(this string text, float? defaultValue = 0) Parameters text string defaultValue float? Returns float? ToInt(string, int) public static int ToInt(this string text, int defaultValue = 0) Parameters text string defaultValue int Returns int ToLong(string, long) public static long ToLong(this string text, long defaultValue = 0) Parameters text string defaultValue long Returns long UcFirst(string) Convert the first character to an uppercase one public static string UcFirst(this string text) Parameters text string Returns string"
+ "keywords": "Class StringUtil Namespace Vintagestory.API.Util Assembly VintagestoryAPI.dll public static class StringUtil Inheritance object StringUtil Inherited Members object.Equals(object) object.Equals(object, object) object.GetHashCode() object.GetType() object.MemberwiseClone() object.ReferenceEquals(object, object) object.ToString() Methods CompareOrdinal(string, string) This should be used for every string comparison when ordering strings (except possibly in localised output to the user) in order to avoid any culture specific string comparison issues in certain languages (worst in the Thai language which has no spaces and treats punctuation marks as invisible) See also: https://learn.microsoft.com/en-us/dotnet/standard/base-types/best-practices-strings public static int CompareOrdinal(this string a, string b) Parameters a string b string Returns int ContainsFast(string, char) public static bool ContainsFast(this string value, char reference) Parameters value string reference char Returns bool ContainsFast(string, string) public static bool ContainsFast(this string value, string reference) Parameters value string reference string Returns bool CountChars(string, char) public static int CountChars(this string text, char c) Parameters text string c char Returns int EndsWithOrdinal(string, string) IMPORTANT! This method should be used for every EndsWith operation in our code (except possibly in localised output to the user). This is important in order to avoid any culture-specific different results even when examining strings in English, when the user machine's current culture is a different language (Known issue in the Thai language which has no spaces and treats punctuation marks as invisible, see https://github.com/dotnet/runtime/issues/59120) See also: https://learn.microsoft.com/en-us/dotnet/standard/base-types/best-practices-strings public static bool EndsWithOrdinal(this string a, string b) Parameters a string b string Returns bool EqualsFast(string, string) public static bool EqualsFast(this string value, string reference) Parameters value string reference string Returns bool FastStartsWith(string, string, int) public static bool FastStartsWith(string value, string reference, int len) Parameters value string reference string len int Returns bool GetNonRandomizedHashCode(string) public static int GetNonRandomizedHashCode(this string str) Parameters str string Returns int IndexOfOrdinal(string, string) IMPORTANT! This method should be used for every IndexOf operation in our code (except possibly in localised output to the user). This is important in order to avoid any culture-specific different results even when indexing GLSL shader code or other code strings, etc., or other strings in English, when the current culture is a different language (Known issue in the Thai language which has no spaces and treats punctuation marks as invisible, see https://github.com/dotnet/runtime/issues/59120) See also: https://learn.microsoft.com/en-us/dotnet/standard/base-types/best-practices-strings public static int IndexOfOrdinal(this string a, string b) Parameters a string b string Returns int RemoveDiacritics(string) public static string RemoveDiacritics(this string stIn) Parameters stIn string Returns string RemoveFileEnding(string) public static string RemoveFileEnding(this string text) Parameters text string Returns string StartsWithFast(string, string) public static bool StartsWithFast(this string value, string reference) Parameters value string reference string Returns bool StartsWithFast(string, string, int) public static bool StartsWithFast(this string value, string reference, int offset) Parameters value string reference string offset int Returns bool StartsWithOrdinal(string, string) IMPORTANT! This method should be used for every StartsWith operation in our code (except possibly in localised output to the user). This is important in order to avoid any culture-specific different results even when examining strings in English, when the user machine's current culture is a different language (Known issue in the Thai language which has no spaces and treats punctuation marks as invisible, see https://github.com/dotnet/runtime/issues/59120) See also: https://learn.microsoft.com/en-us/dotnet/standard/base-types/best-practices-strings public static bool StartsWithOrdinal(this string a, string b) Parameters a string b string Returns bool ToBool(string, bool) public static bool ToBool(this string text, bool defaultValue = false) Parameters text string defaultValue bool Returns bool ToDouble(string, double) public static double ToDouble(this string text, double defaultValue = 0) Parameters text string defaultValue double Returns double ToDoubleOrNull(string, double?) public static double? ToDoubleOrNull(this string text, double? defaultValue = 0) Parameters text string defaultValue double? Returns double? ToFloat(string, float) public static float ToFloat(this string text, float defaultValue = 0) Parameters text string defaultValue float Returns float ToFloatOrNull(string, float?) public static float? ToFloatOrNull(this string text, float? defaultValue = 0) Parameters text string defaultValue float? Returns float? ToInt(string, int) public static int ToInt(this string text, int defaultValue = 0) Parameters text string defaultValue int Returns int ToLong(string, long) public static long ToLong(this string text, long defaultValue = 0) Parameters text string defaultValue long Returns long UcFirst(string) Convert the first character to an uppercase one public static string UcFirst(this string text) Parameters text string Returns string"
},
"api/Vintagestory.API.Util.ThreadSafeRandom.html": {
"href": "api/Vintagestory.API.Util.ThreadSafeRandom.html",
diff --git a/docs/xrefmap.yml b/docs/xrefmap.yml
index c6546dd4..699d764d 100644
--- a/docs/xrefmap.yml
+++ b/docs/xrefmap.yml
@@ -4596,6 +4596,15 @@ references:
commentId: M:Vintagestory.API.Client.CairoFont.WhiteSmallishText
fullName: Vintagestory.API.Client.CairoFont.WhiteSmallishText()
nameWithType: CairoFont.WhiteSmallishText()
+- uid: Vintagestory.API.Client.CairoFont.WhiteSmallishText(System.String)
+ name: WhiteSmallishText(string)
+ href: api/Vintagestory.API.Client.CairoFont.html#Vintagestory_API_Client_CairoFont_WhiteSmallishText_System_String_
+ commentId: M:Vintagestory.API.Client.CairoFont.WhiteSmallishText(System.String)
+ name.vb: WhiteSmallishText(String)
+ fullName: Vintagestory.API.Client.CairoFont.WhiteSmallishText(string)
+ fullName.vb: Vintagestory.API.Client.CairoFont.WhiteSmallishText(String)
+ nameWithType: CairoFont.WhiteSmallishText(string)
+ nameWithType.vb: CairoFont.WhiteSmallishText(String)
- uid: Vintagestory.API.Client.CairoFont.WhiteSmallishText*
name: WhiteSmallishText
href: api/Vintagestory.API.Client.CairoFont.html#Vintagestory_API_Client_CairoFont_WhiteSmallishText_
@@ -58270,6 +58279,19 @@ references:
isSpec: "True"
fullName: Vintagestory.API.Common.Entities.Entity.TryGiveItemStack
nameWithType: Entity.TryGiveItemStack
+- uid: Vintagestory.API.Common.Entities.Entity.UpdateAnimationDebugAttributes
+ name: UpdateAnimationDebugAttributes()
+ href: api/Vintagestory.API.Common.Entities.Entity.html#Vintagestory_API_Common_Entities_Entity_UpdateAnimationDebugAttributes
+ commentId: M:Vintagestory.API.Common.Entities.Entity.UpdateAnimationDebugAttributes
+ fullName: Vintagestory.API.Common.Entities.Entity.UpdateAnimationDebugAttributes()
+ nameWithType: Entity.UpdateAnimationDebugAttributes()
+- uid: Vintagestory.API.Common.Entities.Entity.UpdateAnimationDebugAttributes*
+ name: UpdateAnimationDebugAttributes
+ href: api/Vintagestory.API.Common.Entities.Entity.html#Vintagestory_API_Common_Entities_Entity_UpdateAnimationDebugAttributes_
+ commentId: Overload:Vintagestory.API.Common.Entities.Entity.UpdateAnimationDebugAttributes
+ isSpec: "True"
+ fullName: Vintagestory.API.Common.Entities.Entity.UpdateAnimationDebugAttributes
+ nameWithType: Entity.UpdateAnimationDebugAttributes
- uid: Vintagestory.API.Common.Entities.Entity.UpdateDebugAttributes
name: UpdateDebugAttributes()
href: api/Vintagestory.API.Common.Entities.Entity.html#Vintagestory_API_Common_Entities_Entity_UpdateDebugAttributes
@@ -61625,19 +61647,6 @@ references:
isSpec: "True"
fullName: Vintagestory.API.Common.EntityAgent.SpawnSnowStepParticles
nameWithType: EntityAgent.SpawnSnowStepParticles
-- uid: Vintagestory.API.Common.EntityAgent.StopHandAnims
- name: StopHandAnims()
- href: api/Vintagestory.API.Common.EntityAgent.html#Vintagestory_API_Common_EntityAgent_StopHandAnims
- commentId: M:Vintagestory.API.Common.EntityAgent.StopHandAnims
- fullName: Vintagestory.API.Common.EntityAgent.StopHandAnims()
- nameWithType: EntityAgent.StopHandAnims()
-- uid: Vintagestory.API.Common.EntityAgent.StopHandAnims*
- name: StopHandAnims
- href: api/Vintagestory.API.Common.EntityAgent.html#Vintagestory_API_Common_EntityAgent_StopHandAnims_
- commentId: Overload:Vintagestory.API.Common.EntityAgent.StopHandAnims
- isSpec: "True"
- fullName: Vintagestory.API.Common.EntityAgent.StopHandAnims
- nameWithType: EntityAgent.StopHandAnims
- uid: Vintagestory.API.Common.EntityAgent.ToBytes(System.IO.BinaryWriter,System.Boolean)
name: ToBytes(BinaryWriter, bool)
href: api/Vintagestory.API.Common.EntityAgent.html#Vintagestory_API_Common_EntityAgent_ToBytes_System_IO_BinaryWriter_System_Boolean_
@@ -64017,22 +64026,22 @@ references:
isSpec: "True"
fullName: Vintagestory.API.Common.EntityPlayer.GetWalkSpeedMultiplier
nameWithType: EntityPlayer.GetWalkSpeedMultiplier
-- uid: Vintagestory.API.Common.EntityPlayer.HandleHandAnimations(System.Single)
- name: HandleHandAnimations(float)
- href: api/Vintagestory.API.Common.EntityPlayer.html#Vintagestory_API_Common_EntityPlayer_HandleHandAnimations_System_Single_
- commentId: M:Vintagestory.API.Common.EntityPlayer.HandleHandAnimations(System.Single)
- name.vb: HandleHandAnimations(Single)
- fullName: Vintagestory.API.Common.EntityPlayer.HandleHandAnimations(float)
- fullName.vb: Vintagestory.API.Common.EntityPlayer.HandleHandAnimations(Single)
- nameWithType: EntityPlayer.HandleHandAnimations(float)
- nameWithType.vb: EntityPlayer.HandleHandAnimations(Single)
-- uid: Vintagestory.API.Common.EntityPlayer.HandleHandAnimations*
- name: HandleHandAnimations
- href: api/Vintagestory.API.Common.EntityPlayer.html#Vintagestory_API_Common_EntityPlayer_HandleHandAnimations_
- commentId: Overload:Vintagestory.API.Common.EntityPlayer.HandleHandAnimations
- isSpec: "True"
- fullName: Vintagestory.API.Common.EntityPlayer.HandleHandAnimations
- nameWithType: EntityPlayer.HandleHandAnimations
+- uid: Vintagestory.API.Common.EntityPlayer.HandleSeraphHandAnimations(System.Single)
+ name: HandleSeraphHandAnimations(float)
+ href: api/Vintagestory.API.Common.EntityPlayer.html#Vintagestory_API_Common_EntityPlayer_HandleSeraphHandAnimations_System_Single_
+ commentId: M:Vintagestory.API.Common.EntityPlayer.HandleSeraphHandAnimations(System.Single)
+ name.vb: HandleSeraphHandAnimations(Single)
+ fullName: Vintagestory.API.Common.EntityPlayer.HandleSeraphHandAnimations(float)
+ fullName.vb: Vintagestory.API.Common.EntityPlayer.HandleSeraphHandAnimations(Single)
+ nameWithType: EntityPlayer.HandleSeraphHandAnimations(float)
+ nameWithType.vb: EntityPlayer.HandleSeraphHandAnimations(Single)
+- uid: Vintagestory.API.Common.EntityPlayer.HandleSeraphHandAnimations*
+ name: HandleSeraphHandAnimations
+ href: api/Vintagestory.API.Common.EntityPlayer.html#Vintagestory_API_Common_EntityPlayer_HandleSeraphHandAnimations_
+ commentId: Overload:Vintagestory.API.Common.EntityPlayer.HandleSeraphHandAnimations
+ isSpec: "True"
+ fullName: Vintagestory.API.Common.EntityPlayer.HandleSeraphHandAnimations
+ nameWithType: EntityPlayer.HandleSeraphHandAnimations
- uid: Vintagestory.API.Common.EntityPlayer.HeadYawLimits
name: HeadYawLimits
href: api/Vintagestory.API.Common.EntityPlayer.html#Vintagestory_API_Common_EntityPlayer_HeadYawLimits
@@ -88927,15 +88936,15 @@ references:
isSpec: "True"
fullName: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationActive
nameWithType: PlayerAnimationManager.IsAnimationActive
-- uid: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationActiveOrRunning(System.String)
- name: IsAnimationActiveOrRunning(string)
- href: api/Vintagestory.API.Common.PlayerAnimationManager.html#Vintagestory_API_Common_PlayerAnimationManager_IsAnimationActiveOrRunning_System_String_
- commentId: M:Vintagestory.API.Common.PlayerAnimationManager.IsAnimationActiveOrRunning(System.String)
- name.vb: IsAnimationActiveOrRunning(String)
- fullName: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationActiveOrRunning(string)
- fullName.vb: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationActiveOrRunning(String)
- nameWithType: PlayerAnimationManager.IsAnimationActiveOrRunning(string)
- nameWithType.vb: PlayerAnimationManager.IsAnimationActiveOrRunning(String)
+- uid: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationActiveOrRunning(System.String,System.Single)
+ name: IsAnimationActiveOrRunning(string, float)
+ href: api/Vintagestory.API.Common.PlayerAnimationManager.html#Vintagestory_API_Common_PlayerAnimationManager_IsAnimationActiveOrRunning_System_String_System_Single_
+ commentId: M:Vintagestory.API.Common.PlayerAnimationManager.IsAnimationActiveOrRunning(System.String,System.Single)
+ name.vb: IsAnimationActiveOrRunning(String, Single)
+ fullName: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationActiveOrRunning(string, float)
+ fullName.vb: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationActiveOrRunning(String, Single)
+ nameWithType: PlayerAnimationManager.IsAnimationActiveOrRunning(string, float)
+ nameWithType.vb: PlayerAnimationManager.IsAnimationActiveOrRunning(String, Single)
- uid: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationActiveOrRunning*
name: IsAnimationActiveOrRunning
href: api/Vintagestory.API.Common.PlayerAnimationManager.html#Vintagestory_API_Common_PlayerAnimationManager_IsAnimationActiveOrRunning_
@@ -88943,15 +88952,15 @@ references:
isSpec: "True"
fullName: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationActiveOrRunning
nameWithType: PlayerAnimationManager.IsAnimationActiveOrRunning
-- uid: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationMostlyRunning(System.String)
- name: IsAnimationMostlyRunning(string)
- href: api/Vintagestory.API.Common.PlayerAnimationManager.html#Vintagestory_API_Common_PlayerAnimationManager_IsAnimationMostlyRunning_System_String_
- commentId: M:Vintagestory.API.Common.PlayerAnimationManager.IsAnimationMostlyRunning(System.String)
- name.vb: IsAnimationMostlyRunning(String)
- fullName: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationMostlyRunning(string)
- fullName.vb: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationMostlyRunning(String)
- nameWithType: PlayerAnimationManager.IsAnimationMostlyRunning(string)
- nameWithType.vb: PlayerAnimationManager.IsAnimationMostlyRunning(String)
+- uid: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationMostlyRunning(System.String,System.Single)
+ name: IsAnimationMostlyRunning(string, float)
+ href: api/Vintagestory.API.Common.PlayerAnimationManager.html#Vintagestory_API_Common_PlayerAnimationManager_IsAnimationMostlyRunning_System_String_System_Single_
+ commentId: M:Vintagestory.API.Common.PlayerAnimationManager.IsAnimationMostlyRunning(System.String,System.Single)
+ name.vb: IsAnimationMostlyRunning(String, Single)
+ fullName: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationMostlyRunning(string, float)
+ fullName.vb: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationMostlyRunning(String, Single)
+ nameWithType: PlayerAnimationManager.IsAnimationMostlyRunning(string, float)
+ nameWithType.vb: PlayerAnimationManager.IsAnimationMostlyRunning(String, Single)
- uid: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationMostlyRunning*
name: IsAnimationMostlyRunning
href: api/Vintagestory.API.Common.PlayerAnimationManager.html#Vintagestory_API_Common_PlayerAnimationManager_IsAnimationMostlyRunning_
@@ -88959,12 +88968,15 @@ references:
isSpec: "True"
fullName: Vintagestory.API.Common.PlayerAnimationManager.IsAnimationMostlyRunning
nameWithType: PlayerAnimationManager.IsAnimationMostlyRunning
-- uid: Vintagestory.API.Common.PlayerAnimationManager.IsHeldHitActive
- name: IsHeldHitActive()
- href: api/Vintagestory.API.Common.PlayerAnimationManager.html#Vintagestory_API_Common_PlayerAnimationManager_IsHeldHitActive
- commentId: M:Vintagestory.API.Common.PlayerAnimationManager.IsHeldHitActive
- fullName: Vintagestory.API.Common.PlayerAnimationManager.IsHeldHitActive()
- nameWithType: PlayerAnimationManager.IsHeldHitActive()
+- uid: Vintagestory.API.Common.PlayerAnimationManager.IsHeldHitActive(System.Single)
+ name: IsHeldHitActive(float)
+ href: api/Vintagestory.API.Common.PlayerAnimationManager.html#Vintagestory_API_Common_PlayerAnimationManager_IsHeldHitActive_System_Single_
+ commentId: M:Vintagestory.API.Common.PlayerAnimationManager.IsHeldHitActive(System.Single)
+ name.vb: IsHeldHitActive(Single)
+ fullName: Vintagestory.API.Common.PlayerAnimationManager.IsHeldHitActive(float)
+ fullName.vb: Vintagestory.API.Common.PlayerAnimationManager.IsHeldHitActive(Single)
+ nameWithType: PlayerAnimationManager.IsHeldHitActive(float)
+ nameWithType.vb: PlayerAnimationManager.IsHeldHitActive(Single)
- uid: Vintagestory.API.Common.PlayerAnimationManager.IsHeldHitActive*
name: IsHeldHitActive
href: api/Vintagestory.API.Common.PlayerAnimationManager.html#Vintagestory_API_Common_PlayerAnimationManager_IsHeldHitActive_
@@ -132866,6 +132878,22 @@ references:
isSpec: "True"
fullName: Vintagestory.API.Util.StringUtil.FastStartsWith
nameWithType: StringUtil.FastStartsWith
+- uid: Vintagestory.API.Util.StringUtil.GetNonRandomizedHashCode(System.String)
+ name: GetNonRandomizedHashCode(string)
+ href: api/Vintagestory.API.Util.StringUtil.html#Vintagestory_API_Util_StringUtil_GetNonRandomizedHashCode_System_String_
+ commentId: M:Vintagestory.API.Util.StringUtil.GetNonRandomizedHashCode(System.String)
+ name.vb: GetNonRandomizedHashCode(String)
+ fullName: Vintagestory.API.Util.StringUtil.GetNonRandomizedHashCode(string)
+ fullName.vb: Vintagestory.API.Util.StringUtil.GetNonRandomizedHashCode(String)
+ nameWithType: StringUtil.GetNonRandomizedHashCode(string)
+ nameWithType.vb: StringUtil.GetNonRandomizedHashCode(String)
+- uid: Vintagestory.API.Util.StringUtil.GetNonRandomizedHashCode*
+ name: GetNonRandomizedHashCode
+ href: api/Vintagestory.API.Util.StringUtil.html#Vintagestory_API_Util_StringUtil_GetNonRandomizedHashCode_
+ commentId: Overload:Vintagestory.API.Util.StringUtil.GetNonRandomizedHashCode
+ isSpec: "True"
+ fullName: Vintagestory.API.Util.StringUtil.GetNonRandomizedHashCode
+ nameWithType: StringUtil.GetNonRandomizedHashCode
- uid: Vintagestory.API.Util.StringUtil.IndexOfOrdinal(System.String,System.String)
name: IndexOfOrdinal(string, string)
href: api/Vintagestory.API.Util.StringUtil.html#Vintagestory_API_Util_StringUtil_IndexOfOrdinal_System_String_System_String_