// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #include "Actor.hpp" #include "Mob.hpp" #define BEFORE_EXTRA #undef BEFORE_EXTRA class Shulker : public Mob { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_SHULKER public: class Shulker& operator=(class Shulker const &) = delete; Shulker(class Shulker const &) = delete; Shulker() = delete; #endif public: /*1*/ virtual void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &); /*7*/ virtual ~Shulker(); /*12*/ virtual void setPos(class Vec3 const &); /*30*/ virtual void __unk_vfn_30(); /*39*/ virtual void normalTick(); /*51*/ virtual bool isInWall() const; /*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(); /*88*/ virtual void __unk_vfn_88(); /*90*/ virtual void __unk_vfn_90(); /*98*/ virtual void __unk_vfn_98(); /*100*/ virtual void __unk_vfn_100(); /*101*/ virtual bool canAttack(class Actor *, bool) const; /*121*/ virtual void __unk_vfn_121(); /*123*/ virtual bool shouldRender() const; /*124*/ virtual bool isInvulnerableTo(class ActorDamageSource const &) const; /*133*/ virtual float getPickRadius(); /*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(); /*235*/ virtual void updateEntitySpecificMolangVariables(class RenderParams &); /*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(); /*275*/ virtual void travel(float, float, float); /*278*/ virtual void aiStep(); /*290*/ virtual void __unk_vfn_290(); /*291*/ virtual float getMaxHeadXRot(); /*300*/ virtual void __unk_vfn_300(); /*305*/ virtual int getArmorValue(); /*332*/ virtual void __unk_vfn_332(); /*336*/ virtual std::unique_ptr initBodyControl(); #ifdef ENABLE_VIRTUAL_FAKESYMBOL_SHULKER MCVAPI bool isLeashableType(); MCVAPI bool useNewAi() const; #endif MCAPI void calculateBB(); MCAPI unsigned char getAttachFace() const; MCAPI bool getAttached() const; MCAPI bool isValidAttach(class BlockPos, unsigned char); MCAPI void setAttachFace(unsigned char); MCAPI void setPeekAmount(int); MCAPI void setShulkerAttachPos(class BlockPos); MCAPI static class std::shared_ptr COVERED_ARMOR_MODIFIER; MCAPI static class mce::UUID const COVERED_ARMOR_MODIFIER_UUID; //protected: MCAPI bool teleportSomewhere(); protected: };