// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #include "Actor.hpp" #include "Animal.hpp" #define BEFORE_EXTRA #undef BEFORE_EXTRA class Horse : public Animal { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_HORSE public: class Horse& operator=(class Horse const &) = delete; Horse(class Horse const &) = delete; Horse() = delete; #endif public: /*1*/ virtual void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &); /*7*/ virtual ~Horse(); /*26*/ virtual class Vec3 getInterpolatedRidingOffset(float) const; /*30*/ virtual void __unk_vfn_30(); /*39*/ virtual void normalTick(); /*42*/ virtual void positionRider(class Actor &, float); /*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(); /*85*/ virtual bool isImmobile() const; /*88*/ virtual void __unk_vfn_88(); /*90*/ virtual void __unk_vfn_90(); /*98*/ virtual void __unk_vfn_98(); /*100*/ virtual void __unk_vfn_100(); /*112*/ virtual void onFailedTame(); /*116*/ virtual void setStanding(bool); /*121*/ virtual void __unk_vfn_121(); /*131*/ virtual void feed(int); /*132*/ virtual void handleEntityEvent(enum ActorEvent, int); /*169*/ virtual void __unk_vfn_169(); /*171*/ virtual struct ActorUniqueID getControllingPlayer() const; /*173*/ virtual void causeFallDamage(float); /*174*/ virtual void handleFallDistanceOnServer(float, bool); /*182*/ virtual void __unk_vfn_182(); /*203*/ virtual void openContainerComponent(class Player &); /*206*/ virtual void __unk_vfn_206(); /*207*/ virtual void __unk_vfn_207(); /*228*/ virtual void __unk_vfn_228(); /*231*/ virtual void __unk_vfn_231(); /*233*/ virtual void die(class ActorDamageSource const &); /*238*/ virtual void __unk_vfn_238(); /*240*/ virtual bool _hurt(class ActorDamageSource const &, int, bool, bool); /*244*/ virtual void _playStepSound(class BlockPos const &, class Block const &); /*246*/ virtual void __unk_vfn_246(); /*257*/ virtual void __unk_vfn_257(); /*266*/ virtual int getAmbientSoundPostponeTicks(); /*275*/ virtual void travel(float, float, float); /*278*/ virtual void aiStep(); /*290*/ virtual void __unk_vfn_290(); /*300*/ virtual void __unk_vfn_300(); /*305*/ virtual int getArmorValue(); /*332*/ virtual void __unk_vfn_332(); /*348*/ virtual void __unk_vfn_348(); /*349*/ virtual void setType(int); /*350*/ virtual int getType() const; /*351*/ virtual void setHorseEating(bool); /*352*/ virtual float getEatAnim(float); /*353*/ virtual float getStandAnim(float) const; /*354*/ virtual float getMouthAnim(float); /*355*/ virtual bool canWearArmor() const; /*356*/ virtual bool getHasReproduced() const; /*357*/ virtual void setBred(bool); /*358*/ virtual void setReproduced(bool); /*359*/ virtual bool isAmuletHorse(); /*360*/ virtual bool isUndead() const; /*361*/ virtual bool isSterile() const; /*362*/ virtual bool isAdult() const; /*363*/ virtual bool isHorseEating() const; /*364*/ virtual bool isBred() const; /*365*/ virtual void makeMad(); /*366*/ virtual int nameYOffset(); /*367*/ virtual bool tameToPlayer(class Player &, bool); /*368*/ virtual std::string getMadSound(); #ifdef ENABLE_VIRTUAL_FAKESYMBOL_HORSE MCVAPI bool useNewAi() const; #endif MCAPI static int const DONKEY_CHEST_COUNT; //private: MCAPI void openMouth(); MCAPI void setHorseFlag(enum HorseFlags, bool); private: };