// 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 ArmorStand : public Mob { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_ARMORSTAND public: class ArmorStand& operator=(class ArmorStand const &) = delete; ArmorStand(class ArmorStand const &) = delete; ArmorStand() = delete; #endif public: /*7*/ virtual ~ArmorStand(); /*30*/ virtual void __unk_vfn_30(); /*33*/ virtual void teleportTo(class Vec3 const &, bool, int, int, struct ActorUniqueID const &); /*39*/ virtual void normalTick(); /*54*/ virtual void __unk_vfn_54(); /*61*/ virtual void __unk_vfn_61(); /*74*/ virtual float getShadowRadius() const; /*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(); /*124*/ virtual bool isInvulnerableTo(class ActorDamageSource const &) const; /*169*/ virtual void __unk_vfn_169(); /*182*/ virtual void __unk_vfn_182(); /*206*/ virtual void __unk_vfn_206(); /*207*/ virtual void __unk_vfn_207(); /*217*/ virtual bool getInteraction(class Player &, class ActorInteraction &, class Vec3 const &); /*228*/ virtual void __unk_vfn_228(); /*231*/ virtual void __unk_vfn_231(); /*235*/ virtual void updateEntitySpecificMolangVariables(class RenderParams &); /*238*/ virtual void __unk_vfn_238(); /*240*/ virtual bool _hurt(class ActorDamageSource const &, int, bool, bool); /*242*/ virtual void readAdditionalSaveData(class CompoundTag const &, class DataLoadHelper &); /*243*/ virtual void addAdditionalSaveData(class CompoundTag &); /*246*/ virtual void __unk_vfn_246(); /*257*/ virtual void __unk_vfn_257(); /*279*/ virtual void pushActors(); /*290*/ virtual void __unk_vfn_290(); /*300*/ virtual void __unk_vfn_300(); /*332*/ virtual void __unk_vfn_332(); /*348*/ virtual void __unk_vfn_348(); #ifdef ENABLE_VIRTUAL_FAKESYMBOL_ARMORSTAND MCVAPI bool interactPreventDefault(); #endif MCAPI int getNumSlotsFilled() const; MCAPI void setPoseIndex(int); //private: MCAPI void _causeDamage(float); MCAPI void _destroyWithEffects(class Vec3 const &); MCAPI void _dropHeldItems(); MCAPI void _dropHeldItemsAndResource(); MCAPI void _dropItem(class ItemStack const &); MCAPI void _readPose(class CompoundTag const *); MCAPI bool _trySwapItem(class Player &, enum EquipmentSlot); private: MCAPI static struct ArmorStand::Pose const POSE_ATHENA; MCAPI static struct ArmorStand::Pose const POSE_BRANDISH; MCAPI static struct ArmorStand::Pose const POSE_CANCAN_A; MCAPI static struct ArmorStand::Pose const POSE_CANCAN_B; MCAPI static struct ArmorStand::Pose const POSE_DEFAULT; MCAPI static struct ArmorStand::Pose const POSE_ENTERTAIN; MCAPI static struct ArmorStand::Pose const POSE_HERO; MCAPI static struct ArmorStand::Pose const POSE_HONOR; MCAPI static struct ArmorStand::Pose const POSE_RIPOSTE; MCAPI static struct ArmorStand::Pose const POSE_SALUTE; MCAPI static struct ArmorStand::Pose const POSE_SOLEMN; MCAPI static struct ArmorStand::Pose const POSE_ZERO_ROTATION; MCAPI static struct ArmorStand::Pose const POSE_ZOMBIE; };