// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #include "Item.hpp" #define BEFORE_EXTRA #undef BEFORE_EXTRA class ArmorItem : public Item { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_ARMORITEM public: class ArmorItem& operator=(class ArmorItem const &) = delete; ArmorItem(class ArmorItem const &) = delete; ArmorItem() = delete; #endif public: /*0*/ virtual ~ArmorItem(); /*5*/ virtual void __unk_vfn_5(); /*26*/ virtual void __unk_vfn_26(); /*27*/ virtual void __unk_vfn_27(); /*31*/ virtual void __unk_vfn_31(); /*32*/ virtual void __unk_vfn_32(); /*34*/ virtual void __unk_vfn_34(); /*37*/ virtual void __unk_vfn_37(); /*38*/ virtual void appendFormattedHovertext(class ItemStackBase const &, class Level &, std::string &, bool) const; /*39*/ virtual bool isValidRepairItem(class ItemStackBase const &, class ItemStackBase const &) const; /*40*/ virtual int getEnchantSlot() const; /*41*/ virtual int getEnchantValue() const; /*42*/ virtual int getArmorValue() const; /*43*/ virtual void __unk_vfn_43(); /*45*/ virtual int getDamageChance(int) const; /*46*/ virtual void __unk_vfn_46(); /*47*/ virtual void __unk_vfn_47(); /*48*/ virtual class Color getColor(class CompoundTag const *, class ItemDescriptor const &) const; /*49*/ virtual void __unk_vfn_49(); /*50*/ virtual void __unk_vfn_50(); /*53*/ virtual bool isTintable() const; /*54*/ virtual int buildIdAux(short, class CompoundTag const *) const; /*55*/ virtual class ItemDescriptor buildDescriptor(short, class CompoundTag const *) const; /*56*/ virtual class ItemStack & use(class ItemStack &, class Player &) const; /*57*/ virtual bool dispense(class BlockSource &, class Container &, int, class Vec3 const &, unsigned char) const; /*62*/ virtual void hurtEnemy(class ItemStack &, class Mob *, class Mob *) const; /*64*/ virtual bool mineBlock(class ItemStack &, class Block const &, int, int, int, class Actor *) const; /*79*/ virtual void __unk_vfn_79(); /*80*/ virtual void __unk_vfn_80(); /*85*/ virtual struct TextureUVCoordinateSet const & getIcon(class ItemStackBase const &, int, bool) const; /*87*/ virtual class Item & setIcon(std::string const &, int); /*90*/ virtual void __unk_vfn_90(); /*97*/ virtual void __unk_vfn_97(); /*100*/ virtual float getArmorKnockbackResistance() const; #ifdef ENABLE_VIRTUAL_FAKESYMBOL_ARMORITEM MCVAPI bool isArmor() const; #endif MCAPI ArmorItem(std::string const &, int, class ArmorItem::ArmorMaterial const &, int, enum ArmorSlot); MCAPI bool hasCustomColor(class CompoundTag const *) const; MCAPI void playEquipSound(class BlockSource &, enum ArmorSlot, class Player &) const; MCAPI void setColor(class ItemStackBase &, class Color const &) const; MCAPI static class ArmorItem::ArmorMaterial const CHAIN; MCAPI static class ArmorItem::ArmorMaterial const DIAMOND; MCAPI static class ArmorItem::ArmorMaterial const ELYTRA; MCAPI static class ArmorItem::ArmorMaterial const GOLD; MCAPI static class ArmorItem::ArmorMaterial const IRON; MCAPI static class ArmorItem::ArmorMaterial const LEATHER; MCAPI static class ArmorItem::ArmorMaterial const NETHERITE; MCAPI static class ArmorItem::ArmorMaterial const TURTLE; MCAPI static bool dispenseArmor(class BlockSource &, class Container &, int, class Vec3 const &, unsigned char, enum ArmorSlot); MCAPI static enum ArmorSlot getSlotForItem(class ItemStackBase const &); MCAPI static bool isFlyEnabled(class ItemInstance const &); MCAPI static int const mHealthPerSlot[]; };