// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #define BEFORE_EXTRA #undef BEFORE_EXTRA class ActorAnimationControllerPlayer { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_ACTORANIMATIONCONTROLLERPLAYER public: class ActorAnimationControllerPlayer& operator=(class ActorAnimationControllerPlayer const &) = delete; ActorAnimationControllerPlayer(class ActorAnimationControllerPlayer const &) = delete; ActorAnimationControllerPlayer() = delete; #endif public: /*0*/ virtual ~ActorAnimationControllerPlayer(); /*1*/ virtual void applyToPose(class RenderParams &, class std::unordered_map, struct std::hash, struct std::equal_to, class std::allocator>>> &, float); /*2*/ virtual void resetAnimation(); /*3*/ virtual void __unk_vfn_3(); /*4*/ virtual void bindParticleEffects(class std::unordered_map, struct std::equal_to, class std::allocator>> const &); /*5*/ virtual void bindSoundEffects(class std::unordered_map, struct std::equal_to, class std::allocator>> const &); /*6*/ virtual bool hasAnimationFinished() const; /*7*/ virtual class ActorAnimationPlayer * findAnimation(class HashedString const &); /*8*/ virtual enum ActorAnimationType getAnimationType() const; #ifdef ENABLE_VIRTUAL_FAKESYMBOL_ACTORANIMATIONCONTROLLERPLAYER #endif MCAPI ActorAnimationControllerPlayer(class HashedString const &, class ActorAnimationControllerPtr const &, class AnimationComponent &, class ExpressionNode const &); MCAPI void applyStateAnimationToPose(class RenderParams &, class std::unordered_map, struct std::hash, struct std::equal_to, class std::allocator>>> &, float); MCAPI void blendViaShortestPath(class std::unordered_map, struct std::hash, struct std::equal_to, class std::allocator>>> &, class std::unordered_map, struct std::hash, struct std::equal_to, class std::allocator>>> &, class std::unordered_map, struct std::hash, struct std::equal_to, class std::allocator>>> &, float, float); };