// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #include "Actor.hpp" #include "Monster.hpp" #define BEFORE_EXTRA #undef BEFORE_EXTRA class Guardian : public Monster { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_GUARDIAN public: class Guardian& operator=(class Guardian const &) = delete; Guardian(class Guardian const &) = delete; Guardian() = delete; #endif public: /*1*/ virtual void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &); /*2*/ virtual void reloadHardcodedClient(enum Actor::InitializationMethod, class VariantParameterList const &); /*7*/ virtual ~Guardian(); /*30*/ virtual void __unk_vfn_30(); /*54*/ virtual void __unk_vfn_54(); /*61*/ virtual void __unk_vfn_61(); /*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(); /*102*/ virtual void setTarget(class Actor *); /*121*/ virtual void __unk_vfn_121(); /*169*/ virtual void __unk_vfn_169(); /*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(); /*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(); /*256*/ virtual void _onSizeUpdated(); /*257*/ virtual void __unk_vfn_257(); /*266*/ virtual int getAmbientSoundPostponeTicks(); /*278*/ virtual void aiStep(); /*282*/ virtual bool checkSpawnRules(bool); /*290*/ virtual void __unk_vfn_290(); /*291*/ virtual float getMaxHeadXRot(); /*300*/ virtual void __unk_vfn_300(); /*332*/ virtual void __unk_vfn_332(); /*348*/ virtual void __unk_vfn_348(); /*349*/ virtual bool isDarkEnoughToSpawn() const; #ifdef ENABLE_VIRTUAL_FAKESYMBOL_GUARDIAN MCVAPI bool canSeeInvisible() const; #endif MCAPI float getAttackAnimationScale(float); MCAPI int getAttackDuration(); MCAPI class Vec3 getMoveEyeVector(); MCAPI void setElder(bool); //protected: MCAPI void registerLoopingSounds(); protected: };