// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #define BEFORE_EXTRA #undef BEFORE_EXTRA class ProjectileComponent { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_PROJECTILECOMPONENT public: class ProjectileComponent& operator=(class ProjectileComponent const &) = delete; #endif public: #ifdef ENABLE_VIRTUAL_FAKESYMBOL_PROJECTILECOMPONENT #endif MCAPI ProjectileComponent(); MCAPI ProjectileComponent(class ProjectileComponent &&); MCAPI ProjectileComponent(class ProjectileComponent const &); MCAPI void addAdditionalSaveData(class CompoundTag &); MCAPI class Vec3 getShooterAngle(class Actor &) const; MCAPI void handleMovementGravity(class Actor &); MCAPI void handleMovementHoming(class Actor &); MCAPI void hurt(class Actor &, class ActorDamageSource const &); MCAPI void initFromDefinition(class Actor &); MCAPI void lerpMotion(class Actor &, class Vec3 const &); MCAPI void onHit(class Actor &, class HitResult const &); MCAPI class ProjectileComponent & operator=(class ProjectileComponent &&); MCAPI void readAdditionalSaveData(class Actor &, class CompoundTag const &, class DataLoadHelper &); MCAPI void setHitResult(class HitResult); MCAPI void shoot(class Actor &, class Actor &); MCAPI void shoot(class Actor &, class Vec3 const &, float, float, class Vec3 const &, class Actor *); MCAPI ~ProjectileComponent(); MCAPI static unsigned int const DELAY_ON_HIT; //private: MCAPI void _handleLightningOnHit(class Actor &); MCAPI bool _isLoyaltyTrident(class Actor const &) const; MCAPI void _selectNextMoveDirection(class Actor &, enum ProjectileComponent::EAxis); private: };