// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #include "Actor.hpp" #define BEFORE_EXTRA #undef BEFORE_EXTRA class FireworksRocketActor : public Actor { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_FIREWORKSROCKETACTOR public: class FireworksRocketActor& operator=(class FireworksRocketActor const &) = delete; FireworksRocketActor(class FireworksRocketActor const &) = delete; FireworksRocketActor() = delete; #endif public: /*7*/ virtual ~FireworksRocketActor(); /*30*/ virtual void __unk_vfn_30(); /*37*/ virtual void lerpMotion(class Vec3 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(); /*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); /*169*/ virtual void __unk_vfn_169(); /*177*/ virtual void onSynchedDataUpdate(int); /*182*/ virtual void __unk_vfn_182(); /*206*/ virtual void __unk_vfn_206(); /*207*/ virtual void __unk_vfn_207(); /*228*/ virtual void __unk_vfn_228(); /*231*/ virtual void __unk_vfn_231(); /*238*/ virtual void __unk_vfn_238(); /*242*/ virtual void readAdditionalSaveData(class CompoundTag const &, class DataLoadHelper &); /*243*/ virtual void addAdditionalSaveData(class CompoundTag &); /*246*/ virtual void __unk_vfn_246(); #ifdef ENABLE_VIRTUAL_FAKESYMBOL_FIREWORKSROCKETACTOR #endif MCAPI FireworksRocketActor(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &); MCAPI void init(class Level &, class Vec3 const &, class CompoundTag const &, class Vec3 const &, struct ActorUniqueID, bool); //private: MCAPI void checkAchievement() const; MCAPI void dealExplosionDamage(); MCAPI void initTagData(class Random &); private: };