// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #define BEFORE_EXTRA #undef BEFORE_EXTRA class HangingActor { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_HANGINGACTOR public: class HangingActor& operator=(class HangingActor const &) = delete; HangingActor(class HangingActor const &) = delete; HangingActor() = delete; #endif public: #ifdef ENABLE_VIRTUAL_FAKESYMBOL_HANGINGACTOR MCVAPI bool _hurt(class ActorDamageSource const &, int, bool, bool); MCVAPI float getBrightness(float) const; MCVAPI bool isInvulnerableTo(class ActorDamageSource const &) const; MCVAPI void move(class Vec3 const &); MCVAPI void normalTick(); MCVAPI bool placeHangingEntity(class BlockSource &, int); MCVAPI void readAdditionalSaveData(class CompoundTag const &, class DataLoadHelper &); MCVAPI void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &); MCVAPI void reloadHardcodedClient(enum Actor::InitializationMethod, class VariantParameterList const &); MCVAPI void setDir(int); MCVAPI void setSize(float, float); MCVAPI bool wouldSurvive(class BlockSource &); #endif //protected: MCAPI void _calculateAABB(); MCAPI void _calculateActorPositionFromPlacementPosition(class BlockPos const &); MCAPI bool _wouldSurvive(class BlockSource &, class BlockPos const &, bool); //private: MCAPI bool _canSurviveOnBlock(class BlockSource const &, class BlockPos const &, bool) const; protected: private: };