// 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 ItemActor : public Actor { #define AFTER_EXTRA // Add Member There public: LIAPI ItemStack* getItemStack(); LIAPI int getDespawnTime(); LIAPI bool setDespawnTime(int); LIAPI int getLatestSpawnTime(); #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_ITEMACTOR public: class ItemActor& operator=(class ItemActor const &) = delete; ItemActor(class ItemActor const &) = delete; ItemActor() = delete; #endif public: /*1*/ virtual void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &); /*7*/ virtual ~ItemActor(); /*29*/ virtual bool isFireImmune() const; /*30*/ virtual void __unk_vfn_30(); /*38*/ virtual std::unique_ptr getAddPacket(); /*39*/ virtual void normalTick(); /*54*/ virtual void __unk_vfn_54(); /*61*/ virtual void __unk_vfn_61(); /*76*/ virtual void __unk_vfn_76(); /*81*/ virtual void __unk_vfn_81(); /*82*/ virtual void playerTouch(class Player &); /*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; /*132*/ virtual void handleEntityEvent(enum ActorEvent, int); /*161*/ virtual struct ActorUniqueID getSourceUniqueID() const; /*163*/ virtual class AABB getHandleWaterAABB() const; /*169*/ virtual void __unk_vfn_169(); /*182*/ virtual void __unk_vfn_182(); /*185*/ virtual bool canSynchronizeNewEntity() const; /*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(); #ifdef ENABLE_VIRTUAL_FAKESYMBOL_ITEMACTOR MCVAPI bool canMakeStepSound() const; #endif MCAPI ItemActor(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &); //private: MCAPI bool _merge(class ItemActor *); MCAPI void _validateItem(); private: };