// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #include "Actor.hpp" #include "Mob.hpp" #define BEFORE_EXTRA #undef BEFORE_EXTRA class Agent : public Mob { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_AGENT public: class Agent& operator=(class Agent const &) = delete; Agent(class Agent const &) = delete; Agent() = delete; #endif public: /*3*/ virtual void initializeComponents(enum Actor::InitializationMethod, class VariantParameterList const &); /*7*/ virtual ~Agent(); /*30*/ virtual void __unk_vfn_30(); /*33*/ virtual void teleportTo(class Vec3 const &, bool, int, int, struct ActorUniqueID const &); /*39*/ virtual void normalTick(); /*52*/ virtual bool isInvisible() const; /*53*/ virtual bool canShowNameTag() const; /*54*/ virtual void __unk_vfn_54(); /*58*/ virtual std::string getFormattedNameTag() const; /*61*/ virtual void __unk_vfn_61(); /*76*/ virtual void __unk_vfn_76(); /*81*/ virtual void __unk_vfn_81(); /*87*/ virtual bool isPickable(); /*88*/ virtual void __unk_vfn_88(); /*90*/ virtual void __unk_vfn_90(); /*98*/ virtual void __unk_vfn_98(); /*100*/ virtual void __unk_vfn_100(); /*121*/ virtual void __unk_vfn_121(); /*132*/ virtual void handleEntityEvent(enum ActorEvent, int); /*151*/ virtual void setCarriedItem(class ItemStack const &); /*169*/ virtual void __unk_vfn_169(); /*180*/ virtual bool canBePulledIntoVehicle() const; /*182*/ virtual void __unk_vfn_182(); /*197*/ virtual bool canBeAffected(class MobEffectInstance const &) const; /*206*/ virtual void __unk_vfn_206(); /*207*/ virtual void __unk_vfn_207(); /*212*/ virtual bool isWorldBuilder(); /*214*/ virtual bool isAdventure() const; /*228*/ virtual void __unk_vfn_228(); /*231*/ virtual void __unk_vfn_231(); /*232*/ virtual void kill(); /*235*/ virtual void updateEntitySpecificMolangVariables(class RenderParams &); /*238*/ virtual void __unk_vfn_238(); /*240*/ virtual bool _hurt(class ActorDamageSource const &, int, bool, bool); /*246*/ virtual void __unk_vfn_246(); /*257*/ virtual void __unk_vfn_257(); /*258*/ virtual void knockback(class Actor *, int, float, float, float, float, float); /*275*/ virtual void travel(float, float, float); /*278*/ virtual void aiStep(); /*290*/ virtual void __unk_vfn_290(); /*300*/ virtual void __unk_vfn_300(); /*324*/ virtual bool createAIGoals(); /*331*/ virtual bool canExistWhenDisallowMob() const; /*332*/ virtual void __unk_vfn_332(); /*336*/ virtual std::unique_ptr initBodyControl(); /*348*/ virtual void __unk_vfn_348(); #ifdef ENABLE_VIRTUAL_FAKESYMBOL_AGENT MCVAPI bool breaksFallingBlocks() const; MCVAPI bool getAlwaysShowNameTag() const; MCVAPI bool interactPreventDefault(); MCVAPI bool isTargetable() const; #endif MCAPI Agent(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &); MCAPI void setNameTagFromOwner(class Player const &); MCAPI static class Vec3 roundTeleportPos(class Vec3 const &); };