// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #define BEFORE_EXTRA #undef BEFORE_EXTRA class DefaultEmptyActorAnimationPlayer { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_DEFAULTEMPTYACTORANIMATIONPLAYER public: class DefaultEmptyActorAnimationPlayer& operator=(class DefaultEmptyActorAnimationPlayer const &) = delete; DefaultEmptyActorAnimationPlayer(class DefaultEmptyActorAnimationPlayer const &) = delete; #endif public: /*0*/ virtual ~DefaultEmptyActorAnimationPlayer(); /*1*/ virtual void __unk_vfn_1(); /*2*/ virtual void __unk_vfn_2(); /*3*/ virtual void __unk_vfn_3(); /*4*/ virtual void __unk_vfn_4(); /*5*/ virtual void __unk_vfn_5(); /*6*/ virtual bool hasAnimationFinished() const; /*7*/ virtual class ActorAnimationPlayer * findAnimation(class HashedString const &); /*8*/ virtual enum ActorAnimationType getAnimationType() const; #ifdef ENABLE_VIRTUAL_FAKESYMBOL_DEFAULTEMPTYACTORANIMATIONPLAYER MCVAPI void applyToPose(class RenderParams &, class std::unordered_map<enum SkeletalHierarchyIndex, std::vector<class BoneOrientation>, struct std::hash<enum SkeletalHierarchyIndex>, struct std::equal_to<enum SkeletalHierarchyIndex>, class std::allocator<struct std::pair<enum SkeletalHierarchyIndex const, std::vector<class BoneOrientation>>>> &, float); MCVAPI void resetAnimation(); #endif MCAPI DefaultEmptyActorAnimationPlayer(); };