// 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 Throwable : public Actor { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_THROWABLE public: class Throwable& operator=(class Throwable const &) = delete; Throwable(class Throwable const &) = delete; Throwable() = delete; #endif public: /*3*/ virtual void initializeComponents(enum Actor::InitializationMethod, class VariantParameterList const &); /*7*/ virtual ~Throwable(); /*30*/ virtual void __unk_vfn_30(); /*36*/ virtual void lerpTo(class Vec3 const &, class Vec2 const &, int); /*37*/ virtual void lerpMotion(class Vec3 const &); /*39*/ virtual void normalTick(); /*54*/ virtual void __unk_vfn_54(); /*61*/ virtual void __unk_vfn_61(); /*73*/ virtual float getShadowHeightOffs(); /*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(); /*121*/ virtual void __unk_vfn_121(); /*161*/ virtual struct ActorUniqueID getSourceUniqueID() const; /*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(); /*238*/ virtual void __unk_vfn_238(); /*242*/ virtual void readAdditionalSaveData(class CompoundTag const &, class DataLoadHelper &); /*243*/ virtual void addAdditionalSaveData(class CompoundTag &); /*246*/ virtual void __unk_vfn_246(); /*257*/ virtual void __unk_vfn_257(); /*258*/ virtual float getThrowPower(); /*259*/ virtual void __unk_vfn_259(); /*260*/ virtual float getThrowUpAngleOffset(); /*261*/ virtual float getGravity(); /*262*/ virtual enum ParticleType getParticleType(); #ifdef ENABLE_VIRTUAL_FAKESYMBOL_THROWABLE MCVAPI bool canMakeStepSound() const; MCVAPI void onHit(class HitResult const &); MCVAPI bool stopUponGroundCollision() const; #endif MCAPI Throwable(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &); MCAPI void shoot(class Mob &); MCAPI void shoot(class Vec3 const &, float, float, class Vec3 const &); };