// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #define BEFORE_EXTRA // Add include headers & pre-declares #include "MobEffectInstance.hpp" #include "Tick.hpp" #include "ActorDamageSource.hpp" class Actor; class Player; class NetworkIdentifier; class CompoundTag; class Vec2; class BlockInstance; class ItemStack; class BlockSource; enum class FaceID : char; #undef BEFORE_EXTRA class Actor { #define AFTER_EXTRA public: enum InitializationMethod; LIAPI std::string getTypeName() const; LIAPI Vec3 getFeetPosition() const; //LIAPI BlockSource* getBlockSource() const; LIAPI Vec2* getDirection() const; LIAPI ActorUniqueID getActorUniqueId() const; LIAPI Vec3 getCameraPos() const; LIAPI Tick* getLastTick() const; LIAPI std::vector getAllTags(); //LIAPI BlockInstance getBlockFromViewVector(bool includeLiquid = false, bool solidOnly = false, float maxDistance = 5.25f, bool ignoreBorderBlocks = true, bool fullOnly = false) const; //LIAPI BlockInstance getBlockFromViewVector(FaceID& face, bool includeLiquid = false, bool solidOnly = false, float maxDistance = 5.25f, bool ignoreBorderBlocks = true, bool fullOnly = false) const; //LIAPI UserEntityIdentifierComponent* getUserEntityIdentifierComponent() const; //LIAPI Actor* getActorFromViewVector(float maxDistance); LIAPI BlockPos getBlockPos(); LIAPI BlockInstance getBlockStandingOn() const; LIAPI bool isPlayer(bool allowSimulatedPlayer = true) const; LIAPI bool isItemActor() const; LIAPI bool isOnGround() const; //LIAPI bool setOnFire(int time, bool isEffect); //LIAPI bool stopFire(); LIAPI bool hasTag(const string& tag); //LIAPI bool hurtEntity(float damage, ActorDamageCause damageCause = ActorDamageCause::ActorDamageCause_Override); //LIAPI bool teleport(Vec3 to, int dimID, float x, float y); //LIAPI bool teleport(Vec3 pos,int dimid); //LIAPI ItemStack* getHandSlot(); LIAPI bool rename(const string& name); LIAPI std::unique_ptr getNbt(); LIAPI bool setNbt(CompoundTag* nbt); LIAPI bool refreshActorData(); LIAPI bool addEffect(MobEffect::EffectType type, int tick, int level, bool ambient = false, bool showParticles = true, bool showAnimation = false); LIAPI float quickEvalMolangScript(const string& expression); //LIAPI Json::Value quickEvalMolangScriptAsJson(const string& expression); inline Vec3 getPosition() { return getPos(); } inline Vec3 getPosPrev() { return getPosOld(); } #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_ACTOR public: class Actor& operator=(class Actor const &) = delete; Actor(class Actor const &) = delete; Actor() = delete; #endif public: /*0*/ virtual bool hasComponent(class HashedString const &) const; /*1*/ virtual void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &); /*2*/ virtual void reloadHardcodedClient(enum Actor::InitializationMethod, class VariantParameterList const &); /*3*/ virtual void initializeComponents(enum Actor::InitializationMethod, class VariantParameterList const &); /*4*/ virtual void reloadComponents(enum Actor::InitializationMethod, class VariantParameterList const &); /*5*/ virtual void _serverInitItemStackIds(); /*6*/ virtual void _doInitialMove(); /*7*/ virtual ~Actor(); /*8*/ virtual void reset(); /*9*/ virtual int getOnDeathExperience(); /*10*/ virtual enum ActorType getOwnerEntityType(); /*11*/ virtual void remove(); /*12*/ virtual void setPos(class Vec3 const &); /*13*/ virtual class Vec3 const & getPos() const; /*14*/ virtual class Vec3 const & getPosOld() const; /*15*/ virtual class Vec3 const getPosExtrapolated(float) const; /*16*/ virtual class Vec3 getAttachPos(enum ActorLocation, float) const; /*17*/ virtual class Vec3 getFiringPos() const; /*18*/ virtual void setRot(class Vec2 const &); /*19*/ virtual void move(class Vec3 const &); /*20*/ virtual class Vec3 getInterpolatedRidingPosition(float) const; /*21*/ virtual float getInterpolatedBodyRot(float) const; /*22*/ virtual float getInterpolatedHeadRot(float) const; /*23*/ virtual float getInterpolatedBodyYaw(float) const; /*24*/ virtual float getYawSpeedInDegreesPerSecond() const; /*25*/ virtual float getInterpolatedWalkAnimSpeed(float) const; /*26*/ virtual class Vec3 getInterpolatedRidingOffset(float) const; /*27*/ virtual void checkBlockCollisions(class AABB const &); /*28*/ virtual void checkBlockCollisions(); /*29*/ virtual bool isFireImmune() const; /*30*/ virtual void __unk_vfn_30(); /*31*/ virtual void blockedByShield(class ActorDamageSource const &, class Actor &); /*32*/ virtual void moveRelative(float, float, float, float); /*33*/ virtual void teleportTo(class Vec3 const &, bool, int, int, struct ActorUniqueID const &); /*34*/ virtual bool tryTeleportTo(class Vec3 const &, bool, bool, int, int); /*35*/ virtual void chorusFruitTeleport(class Vec3 &); /*36*/ virtual void lerpTo(class Vec3 const &, class Vec2 const &, int); /*37*/ virtual void lerpMotion(class Vec3 const &); /*38*/ virtual std::unique_ptr getAddPacket(); /*39*/ virtual void normalTick(); /*40*/ virtual void baseTick(); /*41*/ virtual void rideTick(); /*42*/ virtual void positionRider(class Actor &, float); /*43*/ virtual float getRidingHeight(); /*44*/ virtual bool startRiding(class Actor &); /*45*/ virtual void addRider(class Actor &); /*46*/ virtual void flagRiderToRemove(class Actor &); /*47*/ virtual std::string getExitTip(std::string const &, enum InputMode) const; /*48*/ virtual bool intersects(class Vec3 const &, class Vec3 const &) const; /*49*/ virtual bool isFree(class Vec3 const &, float); /*50*/ virtual bool isFree(class Vec3 const &); /*51*/ virtual bool isInWall() const; /*52*/ virtual bool isInvisible() const; /*53*/ virtual bool canShowNameTag() const; /*54*/ virtual void __unk_vfn_54(); /*55*/ virtual void setNameTagVisible(bool); /*56*/ virtual std::string const & getNameTag() const; /*57*/ virtual unsigned __int64 getNameTagAsHash() const; /*58*/ virtual std::string getFormattedNameTag() const; /*59*/ virtual void filterFormattedNameTag(class UIProfanityContext const &); /*60*/ virtual void setNameTag(std::string const &); /*61*/ virtual void __unk_vfn_61(); /*62*/ virtual void setScoreTag(std::string const &); /*63*/ virtual std::string const & getScoreTag() const; /*64*/ virtual bool isInWater() const; /*65*/ virtual bool hasEnteredWater() const; /*66*/ virtual bool isImmersedInWater() const; /*67*/ virtual bool isInWaterOrRain() const; /*68*/ virtual bool isInLava() const; /*69*/ virtual bool isUnderLiquid(enum MaterialType) const; /*70*/ virtual bool isOverWater() const; /*71*/ virtual void makeStuckInBlock(float); /*72*/ virtual float getCameraOffset() const; /*73*/ virtual float getShadowHeightOffs(); /*74*/ virtual float getShadowRadius() const; /*75*/ virtual class Vec3 getHeadLookVector(float); /*76*/ virtual void __unk_vfn_76(); /*77*/ virtual bool canSee(class Actor const &) const; /*78*/ virtual bool canSee(class Vec3 const &) const; /*79*/ virtual bool isSkyLit(float); /*80*/ virtual float getBrightness(float) const; /*81*/ virtual void __unk_vfn_81(); /*82*/ virtual void playerTouch(class Player &); /*83*/ virtual void onAboveBubbleColumn(bool); /*84*/ virtual void onInsideBubbleColumn(bool); /*85*/ virtual bool isImmobile() const; /*86*/ virtual bool isSilent(); /*87*/ virtual bool isPickable(); /*88*/ virtual void __unk_vfn_88(); /*89*/ virtual bool isSleeping() const; /*90*/ virtual void __unk_vfn_90(); /*91*/ virtual bool isSneaking() const; /*92*/ virtual void setSneaking(bool); /*93*/ virtual bool isBlocking() const; /*94*/ virtual bool isDamageBlocked(class ActorDamageSource const &) const; /*95*/ virtual bool isAlive() const; /*96*/ virtual bool isOnFire() const; /*97*/ virtual bool isOnHotBlock() const; /*98*/ virtual void __unk_vfn_98(); /*99*/ virtual bool isSurfaceMob() const; /*100*/ virtual void __unk_vfn_100(); /*101*/ virtual bool canAttack(class Actor *, bool) const; /*102*/ virtual void setTarget(class Actor *); /*103*/ virtual class Actor * findAttackTarget(); /*104*/ virtual bool isValidTarget(class Actor *) const; /*105*/ virtual bool attack(class Actor &); /*106*/ virtual void performRangedAttack(class Actor &, float); /*107*/ virtual void adjustDamageAmount(int &) const; /*108*/ virtual int getEquipmentCount() const; /*109*/ virtual void setOwner(struct ActorUniqueID); /*110*/ virtual void setSitting(bool); /*111*/ virtual void onTame(); /*112*/ virtual void onFailedTame(); /*113*/ virtual int getInventorySize() const; /*114*/ virtual int getEquipSlots() const; /*115*/ virtual int getChestSlots() const; /*116*/ virtual void setStanding(bool); /*117*/ virtual bool canPowerJump() const; /*118*/ virtual void setCanPowerJump(bool); /*119*/ virtual bool isJumping() const; /*120*/ virtual bool isEnchanted() const; /*121*/ virtual void __unk_vfn_121(); /*122*/ virtual void rideLanded(class Vec3 const &, class Vec3 const &); /*123*/ virtual bool shouldRender() const; /*124*/ virtual bool isInvulnerableTo(class ActorDamageSource const &) const; /*125*/ virtual enum ActorDamageCause getBlockDamageCause(class Block const &) const; /*126*/ virtual void actuallyHurt(int, class ActorDamageSource const &, bool); /*127*/ virtual void animateHurt(); /*128*/ virtual bool doFireHurt(int); /*129*/ virtual void onLightningHit(); /*130*/ virtual void onBounceStarted(class BlockPos const &, class Block const &); /*131*/ virtual void feed(int); /*132*/ virtual void handleEntityEvent(enum ActorEvent, int); /*133*/ virtual float getPickRadius(); /*134*/ virtual class HashedString const & getActorRendererId() const; /*135*/ virtual class ItemActor * spawnAtLocation(int, int); /*136*/ virtual class ItemActor * spawnAtLocation(int, int, float); /*137*/ virtual class ItemActor * spawnAtLocation(class Block const &, int); /*138*/ virtual class ItemActor * spawnAtLocation(class Block const &, int, float); /*139*/ virtual class ItemActor * spawnAtLocation(class ItemStack const &, float); /*140*/ virtual void despawn(); /*141*/ virtual void killed(class Actor &); /*142*/ virtual void awardKillScore(class Actor &, int); /*143*/ virtual void setArmor(enum ArmorSlot, class ItemStack const &); /*144*/ virtual class ItemStack const & getArmor(enum ArmorSlot) const; /*145*/ virtual enum ArmorMaterialType getArmorMaterialTypeInSlot(enum ArmorSlot) const; /*146*/ virtual enum ArmorTextureType getArmorMaterialTextureTypeInSlot(enum ArmorSlot) const; /*147*/ virtual float getArmorColorInSlot(enum ArmorSlot, int) const; /*148*/ virtual void setEquippedSlot(enum ArmorSlot, int, int); /*149*/ virtual void setEquippedSlot(enum ArmorSlot, class ItemStack const &); /*150*/ virtual class ItemStack const & getCarriedItem() const; /*151*/ virtual void setCarriedItem(class ItemStack const &); /*152*/ virtual void setOffhandSlot(class ItemStack const &); /*153*/ virtual class ItemStack const & getEquippedTotem() const; /*154*/ virtual bool consumeTotem(); /*155*/ virtual bool save(class CompoundTag &); /*156*/ virtual void saveWithoutId(class CompoundTag &); /*157*/ virtual bool load(class CompoundTag const &, class DataLoadHelper &); /*158*/ virtual void loadLinks(class CompoundTag const &, std::vector &, class DataLoadHelper &); /*159*/ virtual enum ActorType getEntityTypeId() const; /*160*/ virtual class HashedString const & queryEntityRenderer() const; /*161*/ virtual struct ActorUniqueID getSourceUniqueID() const; /*162*/ virtual void setOnFire(int); /*163*/ virtual class AABB getHandleWaterAABB() const; /*164*/ virtual void handleInsidePortal(class BlockPos const &); /*165*/ virtual int getPortalCooldown() const; /*166*/ virtual int getPortalWaitTime() const; /*167*/ virtual class AutomaticID getDimensionId() const; /*168*/ virtual bool canChangeDimensions() const; /*169*/ virtual void __unk_vfn_169(); /*170*/ virtual void changeDimension(class AutomaticID, bool); /*171*/ virtual struct ActorUniqueID getControllingPlayer() const; /*172*/ virtual void checkFallDamage(float, bool); /*173*/ virtual void causeFallDamage(float); /*174*/ virtual void handleFallDistanceOnServer(float, bool); /*175*/ virtual void playSynchronizedSound(enum LevelSoundEvent, class Vec3 const &, class Block const &, bool); /*176*/ virtual void playSynchronizedSound(enum LevelSoundEvent, class Vec3 const &, int, bool); /*177*/ virtual void onSynchedDataUpdate(int); /*178*/ virtual bool canAddRider(class Actor &) const; /*179*/ virtual bool canPickupItem(class ItemStack const &) const; /*180*/ virtual bool canBePulledIntoVehicle() const; /*181*/ virtual bool inCaravan() const; /*182*/ virtual void __unk_vfn_182(); /*183*/ virtual void tickLeash(); /*184*/ virtual void sendMotionPacketIfNeeded(); /*185*/ virtual bool canSynchronizeNewEntity() const; /*186*/ virtual void stopRiding(bool, bool, bool); /*187*/ virtual void startSwimming(); /*188*/ virtual void stopSwimming(); /*189*/ virtual void buildDebugInfo(std::string &) const; /*190*/ virtual enum CommandPermissionLevel getCommandPermissionLevel() const; /*191*/ virtual class AttributeInstance * getMutableAttribute(class Attribute const &); /*192*/ virtual class AttributeInstance const & getAttribute(class Attribute const &) const; /*193*/ virtual int getDeathTime() const; /*194*/ virtual void heal(int); /*195*/ virtual bool isInvertedHealAndHarm() const; /*196*/ virtual bool canBeAffected(int) const; /*197*/ virtual bool canBeAffected(class MobEffectInstance const &) const; /*198*/ virtual bool canBeAffectedByArrow(class MobEffectInstance const &) const; /*199*/ virtual void onEffectAdded(class MobEffectInstance &); /*200*/ virtual void onEffectUpdated(class MobEffectInstance const &); /*201*/ virtual void onEffectRemoved(class MobEffectInstance &); /*202*/ virtual class AnimationComponent & getAnimationComponent(); /*203*/ virtual void openContainerComponent(class Player &); /*204*/ virtual void swing(); /*205*/ virtual void useItem(class ItemStack &, enum ItemUseMethod, bool); /*206*/ virtual void __unk_vfn_206(); /*207*/ virtual void __unk_vfn_207(); /*208*/ virtual void getDebugText(std::vector &); /*209*/ virtual float getMapDecorationRotation() const; /*210*/ virtual float getRiderYRotation(class Actor const &) const; /*211*/ virtual float getYHeadRot() const; /*212*/ virtual bool isWorldBuilder(); /*213*/ virtual bool isCreative() const; /*214*/ virtual bool isAdventure() const; /*215*/ virtual bool add(class ItemStack &); /*216*/ virtual bool drop(class ItemStack const &, bool); /*217*/ virtual bool getInteraction(class Player &, class ActorInteraction &, class Vec3 const &); /*218*/ virtual bool canDestroyBlock(class Block const &) const; /*219*/ virtual void setAuxValue(int); /*220*/ virtual void setSize(float, float); /*221*/ virtual int getLifeSpan() const; /*222*/ virtual void onOrphan(); /*223*/ virtual void wobble(); /*224*/ virtual bool wasHurt(); /*225*/ virtual void startSpinAttack(); /*226*/ virtual void stopSpinAttack(); /*227*/ virtual void setDamageNearbyMobs(bool); /*228*/ virtual void __unk_vfn_228(); /*229*/ virtual void reloadLootTable(); /*230*/ virtual void reloadLootTable(struct EquipmentTableDescription const *); /*231*/ virtual void __unk_vfn_231(); /*232*/ virtual void kill(); /*233*/ virtual void die(class ActorDamageSource const &); /*234*/ virtual bool shouldTick() const; /*235*/ virtual void updateEntitySpecificMolangVariables(class RenderParams &); /*236*/ virtual bool shouldTryMakeStepSound(); /*237*/ virtual float getNextStep(float); /*238*/ virtual void __unk_vfn_238(); /*239*/ virtual void outOfWorld(); /*240*/ virtual bool _hurt(class ActorDamageSource const &, int, bool, bool); /*241*/ virtual void markHurt(); /*242*/ virtual void readAdditionalSaveData(class CompoundTag const &, class DataLoadHelper &); /*243*/ virtual void addAdditionalSaveData(class CompoundTag &); /*244*/ virtual void _playStepSound(class BlockPos const &, class Block const &); /*245*/ virtual void _playFlySound(class BlockPos const &, class Block const &); /*246*/ virtual void __unk_vfn_246(); /*247*/ virtual void checkInsideBlocks(float); /*248*/ virtual void pushOutOfBlocks(class Vec3 const &); /*249*/ virtual bool updateWaterState(); /*250*/ virtual void doWaterSplashEffect(); /*251*/ virtual void spawnTrailBubbles(); /*252*/ virtual void updateInsideBlock(); /*253*/ virtual class LootTable * getLootTable(); /*254*/ virtual class LootTable * getDefaultLootTable(); /*255*/ virtual void _removeRider(struct ActorUniqueID const &, bool, bool, bool); /*256*/ virtual void _onSizeUpdated(); #ifdef ENABLE_VIRTUAL_FAKESYMBOL_ACTOR MCVAPI void _doAutoAttackOnTouch(class Actor &); MCVAPI bool _makeFlySound() const; MCVAPI bool breaksFallingBlocks() const; MCVAPI bool canExistInPeaceful() const; MCVAPI bool canMakeStepSound() const; MCVAPI bool canSeeInvisible() const; MCVAPI bool canSynchronizeNewEntity() const; MCVAPI void changeDimension(class ChangeDimensionPacket const &); MCVAPI bool getAlwaysShowNameTag() const; MCVAPI float getDeletionDelayTimeSeconds() const; MCVAPI int getOutputSignal() const; MCVAPI bool hasOutputSignal(unsigned char) const; MCVAPI bool interactPreventDefault(); MCVAPI bool isCreativeModeAllowed(); MCVAPI bool isFishable() const; MCVAPI bool isLeashableType(); MCVAPI bool isShootable(); MCVAPI bool isTargetable() const; MCVAPI void renderDebugServerState(class Options const &); MCVAPI void rideJumped(); #endif MCAPI Actor(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &); MCAPI Actor(class Level &); MCAPI class Vec3 _randomHeartPos(); MCAPI void _sendDirtyActorData(); MCAPI bool _tryPlaceAt(class Vec3 const &); MCAPI void addEffect(class MobEffectInstance const &); MCAPI bool addTag(std::string const &); MCAPI int calculateAttackDamage(class Actor &); MCAPI bool canBeginOrContinueClimbingLadder() const; MCAPI bool canCurrentlySwim() const; MCAPI void celebrateHunt(int, bool); MCAPI void dropLeash(bool, bool); MCAPI void dropTowards(class ItemStack const &, class Vec3); MCAPI std::vector fetchNearbyActorsSorted(class Vec3 const &, enum ActorType); MCAPI void forEachLeashedActor(class std::function)>); MCAPI class BlockPos getBlockPosCurrentlyStandingOn(class Actor *) const; MCAPI enum PaletteColor getColor() const; MCAPI enum PaletteColor getColor2() const; MCAPI int getControllingSeat(); MCAPI class MobEffectInstance const * getEffect(class MobEffect const &) const; MCAPI std::vector getLinks() const; MCAPI int getMarkVariant() const; MCAPI class ItemStack const & getOffhandSlot() const; MCAPI class Mob * getOwner() const; MCAPI struct ActorUniqueID const getOwnerId() const; MCAPI std::unique_ptr getPersistingTradeOffers(); MCAPI class Player * getPlayerOwner() const; MCAPI class Random & getRandom() const; MCAPI class Actor * getRideRoot() const; MCAPI int getRiderIndex(class Actor &) const; MCAPI class ActorRuntimeID getRuntimeID() const; MCAPI int getSkinID() const; MCAPI bool getStatusFlag(enum ActorFlags) const; MCAPI int getStrength() const; MCAPI int getStructuralIntegrity() const; MCAPI class Actor * getTarget() const; MCAPI class ITickingArea * getTickingArea(); MCAPI class MerchantRecipeList * getTradeOffers(); MCAPI class Player * getTradingPlayer() const; MCAPI struct ActorUniqueID const & getUniqueID() const; MCAPI int getVariant() const; MCAPI class Vec3 getViewVector(float) const; MCAPI bool hasEffect(class MobEffect const &) const; MCAPI bool hasFamily(class HashedString const &) const; MCAPI bool hasPlayerRider() const; MCAPI bool hasRestriction() const; MCAPI bool hasTag(std::string const &) const; MCAPI bool hasTags() const; MCAPI bool hasTickingArea() const; MCAPI bool hurt(class ActorDamageSource const &, int, bool, bool); MCAPI void initEntity(class EntityRegistryOwned &); MCAPI bool isControlledByLocalInstance() const; MCAPI bool isInRain() const; MCAPI bool isInsideBorderBlock(float) const; MCAPI bool isPacified() const; MCAPI bool isRider(class Actor const &) const; MCAPI bool isRiding() const; MCAPI bool isUnderWaterfall() const; MCAPI bool isWithinRestriction(class BlockPos const &) const; MCAPI void loadEntityFlags(class CompoundTag const &, class DataLoadHelper &); MCAPI void moveBBs(class Vec3 const &); MCAPI void moveTo(class Vec3 const &, class Vec2 const &); MCAPI bool onLadder() const; MCAPI void pickUpItem(class ItemActor &, int); MCAPI void playSound(enum LevelSoundEvent, class Vec3 const &, int); MCAPI void positionAllRiders(); MCAPI bool pullInEntity(class Actor &); MCAPI void pushBackActionEventToActionQueue(class ActionEvent); MCAPI void reload(); MCAPI void removeAllEffects(); MCAPI void removeAllRiders(bool, bool); MCAPI void removeEffect(int); MCAPI void removeEffectParticles(); MCAPI void saveEntityFlags(class CompoundTag &); MCAPI std::unique_ptr saveLinks() const; MCAPI void savePersistingTrade(std::unique_ptr, int); MCAPI void sendActorDefinitionEventTriggered(std::string const &); MCAPI void sendMotionToServer(); MCAPI void setBaseDefinition(struct ActorDefinitionIdentifier const &, bool, bool); MCAPI void setCanClimb(bool); MCAPI void setCanFly(bool); MCAPI void setColor(enum PaletteColor); MCAPI void setColor2(enum PaletteColor); MCAPI void setHurtDir(int); MCAPI void setHurtTime(int); MCAPI void setInLove(class Actor *); MCAPI void setInvisible(bool); MCAPI void setJumpDuration(int); MCAPI void setLeashHolder(struct ActorUniqueID); MCAPI void setLimitedLife(int); MCAPI void setMarkVariant(int); MCAPI void setPersistent(); MCAPI void setPreviousPosRot(class Vec3 const &, class Vec2 const &); MCAPI void setSeatDescription(class Vec3 const &, struct SeatDescription const &); MCAPI void setSkinID(int); MCAPI bool setStatusFlag(enum ActorFlags, bool); MCAPI void setStrength(int); MCAPI void setStrengthMax(int); MCAPI void setStructuralIntegrity(int); MCAPI void setTradingPlayer(class Player *); MCAPI void setVariant(int); MCAPI bool shouldOrphan(class BlockSource &); MCAPI void spawnBalloonPopParticles(); MCAPI void spawnDeathParticles(); MCAPI void spawnDustParticles(int); MCAPI void spawnEatParticles(class ItemStack const &, int); MCAPI void spawnTamingParticles(bool); MCAPI void teleportRidersTo(class Vec3 const &, int, int); MCAPI void testForCollidableMobs(class BlockSource &, class AABB const &, std::vector &); MCAPI bool tick(class BlockSource &); MCAPI void transferTickingArea(class Dimension &); MCAPI void updateBBFromDescription(); MCAPI void updateDescription(); MCAPI void updateInBubbleColumnState(); MCAPI void updateInvisibilityStatus(); MCAPI void updateTickingData(); MCAPI static float const DEFAULT_AMBIENT_SOUND_INTERVAL; MCAPI static float const DEFAULT_AMBIENT_SOUND_INTERVAL_RANGE; MCAPI static int const MAX_BYTE_CHARGE_AMOUNT; MCAPI static std::string const RIDING_TAG; MCAPI static void checkEntityOnewayCollision(class BlockSource &, class BlockPos const &); //protected: MCAPI bool _damageSensorComponentHurt(int &, int, class ActorDamageSource const &); MCAPI class Block const & _getBlockWhenClimbing() const; MCAPI void _playMovementSound(bool); MCAPI void _refreshAABB(); MCAPI void _setNetherPortalData(class AutomaticID, class AutomaticID, int); //private: MCAPI void _exitRide(class Actor const &, float); MCAPI void _initializeLeashRopeSystem(); MCAPI void _manageRiders(class BlockSource &); MCAPI void _moveHitboxTo(class Vec3 const &); MCAPI void _sendLinkPacket(struct ActorLink const &) const; MCAPI void _serializeComponents(class CompoundTag &); MCAPI void _spawnPukeParticles(); MCAPI void _spawnTreasureHuntingParticles(); MCAPI void _tryPlantWitherRose(); MCAPI void _updateComposition(bool); MCAPI void _updateOwnerChunk(); protected: private: };