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LivingEntityData
A LivingEntityData usually has all of the properties of EntityData, and:
isSwingInProgress: BooleanarrowHitTimer: IntegerhurtTime: IntegermaxHurtTime: IntegerswingProgressInt: IntegerattackedAtYaw: NumberdeathTime: IntegerprevSwingProgress: NumberswingProgress: NumberprevLimbSwingAmount: NumberlimbSwingAmount: NumberlimbSwing: NumbermaxHurtResistantTime: IntegerprevCameraPitch: NumbercameraPitch: NumberrenderYawOffset: NumberprevRenderYawOffset: NumberrotationYawHead: NumberprevRotationYawHead: NumberjumpMovementFactor: NumberrecentlyHit: Integerdead: BooleanentityAge: IntegeronGroundSpeedFactor: NumberprevOnGroundSpeedFactor: NumbermovedDistance: NumberprevMovedDistance: NumberscoreValue: IntegermovedDistance: NumberisJumping: BooleanmoveForward: NumbermoveStrafing: NumberrandomYawVelocity: NumbernewPosRotationIncrements: IntegernewPosX: NumbernewPosY: NumbernewPosZ: NumbernewRotationPitch: NumbernewRotationYaw: NumberrevengeTimer: IntegerlastAttackerTime: IntegerlandMovementFactor: NumberjumpTicks: IntegerabsorptionAmount: Number
It has the following methods:
getPreviousEquipment() : ItemStackData[]getAttackingPlayer() : PlayerDatagetLastAttacker() : LivingEntityDatagetEntityLivingToAttack() : LivingEntityDatasetEntityLivingToAttack({entity: EntityRef}) : voidcanBreatheUnderwater() : BooleanisChild() : BooleancanDropLoot() : BooleandecreaseAirSupply({parInt1: Integer}) : IntegerisPlayer() : BooleangetAITarget() : LivingEntityDatagetRevengeTimer() : IntegergetLastAttackerTime() : IntegergetAge() : IntegerclearActivePotions() : voidisPotionActive({potionId: Integer}) : BooleanisEntityUndead() : BooleanremovePotionEffectClient({potionId: Integer}) : voidremovePotionEffect({potionId: Integer}) : voidheal({f: Number}) : voidgetHealth() : NumbersetHealth({health: Number}) : voidgetHurtSound() : StringgetDeathSound() : StringaddRandomDrop() : voidisOnLadder() : BooleanisEntityAlive() : Booleanfall({f: Number, f1: Number}) : voidgetFallSoundString({damageValue: Integer}) : StringperformHurtAnimation() : voidgetTotalArmorValue() : IntegerdamageArmor({parFloat1: Number}) : voidgetMaxHealth() : NumbergetArrowCountInEntity() : IntegersetArrowCountInEntity({count: Integer}) : voidswingItem() : voidkill() : voidsetSprinting({flag: Boolean}) : voidgetSoundVolume() : NumbergetSoundPitch() : NumberisMovementBlocked() : BooleangetJumpUpwardsMotion() : Numberjump() : voidupdateAITick() : voidhandleJumpLava() : voidgetAIMoveSpeed() : NumbersetAIMoveSpeed({speedIn: Number}) : voidcollideWithNearbyEntities() : voidsetJumping({parFlag: Boolean}) : voidcanBeCollidedWith() : BooleancanBePushed() : BooleansetBeenAttacked() : voidgetRotationYawHead() : NumbersetRotationYawHead({f: Number}) : voidgetAbsorptionAmount() : NumbersetAbsorptionAmount({amount: Number}) : voidmarkPotionsDirty() : void