// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #define BEFORE_EXTRA #undef BEFORE_EXTRA class ActorFactory { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_ACTORFACTORY public: class ActorFactory& operator=(class ActorFactory const &) = delete; ActorFactory(class ActorFactory const &) = delete; ActorFactory() = delete; #endif public: #ifdef ENABLE_VIRTUAL_FAKESYMBOL_ACTORFACTORY #endif MCAPI ActorFactory(class Level &); MCAPI std::unique_ptr createBornEntity(struct ActorDefinitionIdentifier const &, class Actor *); MCAPI std::unique_ptr createBornEntity(struct ActorDefinitionIdentifier const &, class BlockPos const &); MCAPI std::unique_ptr createEntity(std::string const &, struct ActorDefinitionIdentifier const &, class Actor *, class Vec3 const &, class Vec2 const &); MCAPI std::unique_ptr createSpawnedEntity(struct ActorDefinitionIdentifier const &, class Actor *, class Vec3 const &, class Vec2 const &); MCAPI std::unique_ptr createSummonedEntity(struct ActorDefinitionIdentifier const &, class Actor *, class Vec3 const &); MCAPI std::unique_ptr createTransformedEntity(struct ActorDefinitionIdentifier const &, class Actor *); MCAPI std::unique_ptr loadEntity(class CompoundTag *, class DataLoadHelper &, class LevelChunk const *); MCAPI ~ActorFactory(); MCAPI static std::vector> buildSummonEntityTypeEnum(bool); MCAPI static class Actor * fixLegacyEntity(class BlockSource &, class CompoundTag const *); MCAPI static enum ActorType lookupEntityType(struct ActorDefinitionIdentifier const &); MCAPI static void registerEntityMapping(enum ActorType const &, bool, std::unique_ptr ( *const &)(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &), bool); //private: MCAPI std::unique_ptr _constructActor(struct ActorDefinitionIdentifier const &, class Vec3 const &, class Vec2 const &); MCAPI void _loadDefinitionGroups(class ActorDefinitionGroup *); private: MCAPI static std::vector builtinEntityMappings; };