// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #include "Actor.hpp" #include "AbstractArrow.hpp" #define BEFORE_EXTRA #undef BEFORE_EXTRA class ThrownTrident : public AbstractArrow { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_THROWNTRIDENT public: class ThrownTrident& operator=(class ThrownTrident const &) = delete; ThrownTrident(class ThrownTrident const &) = delete; ThrownTrident() = delete; #endif public: /*1*/ virtual void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &); /*7*/ virtual ~ThrownTrident(); /*30*/ virtual void __unk_vfn_30(); /*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(); /*120*/ virtual bool isEnchanted() const; /*121*/ virtual void __unk_vfn_121(); /*140*/ virtual void despawn(); /*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(); /*239*/ virtual void outOfWorld(); /*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(); /*257*/ virtual void __unk_vfn_257(); /*258*/ virtual void shoot(class Vec3 const &, float, float, class Vec3 const &); /*260*/ virtual class ItemStack _getPickupItem() const; #ifdef ENABLE_VIRTUAL_FAKESYMBOL_THROWNTRIDENT #endif MCAPI void returnWithLoyalty(int); };