// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "llapi/Global.h" #include "LevelChunk.hpp" #define BEFORE_EXTRA // Add include headers & pre-declares class Mob; class ItemActor; class ItemStack; class LevelChunk; #undef BEFORE_EXTRA class Spawner { #define AFTER_EXTRA // Add new members to class public: LIAPI Mob* spawnMob(Vec3& ,int, std::string ); LIAPI ItemActor* spawnItem(Vec3&, int, ItemStack*); #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_SPAWNER public: class Spawner& operator=(class Spawner const &) = delete; Spawner(class Spawner const &) = delete; Spawner() = delete; #endif public: #ifdef ENABLE_VIRTUAL_FAKESYMBOL_SPAWNER #endif MCAPI void postProcessSpawnMobs(class BlockSource &, int, int, class Random &); MCAPI class ItemActor * spawnItem(class BlockSource &, class ItemStack const &, class Actor *, class Vec3 const &, int); MCAPI class Mob * spawnMob(class BlockSource &, struct ActorDefinitionIdentifier const &, class Actor *, class Vec3 const &, bool, bool, bool); MCAPI class std::unordered_set<struct ActorUniqueID, struct std::hash<struct ActorUniqueID>, struct std::equal_to<struct ActorUniqueID>, class std::allocator<struct ActorUniqueID>> spawnMobGroup(class BlockSource &, std::string const &, class Vec3 const &, bool, class std::function<void (class Mob &)> &&); MCAPI class Actor * spawnProjectile(class BlockSource &, struct ActorDefinitionIdentifier const &, class Actor *, class Vec3 const &, class Vec3 const &); MCAPI void tick(class BlockSource &, class LevelChunk const &); MCAPI static bool findNextSpawnBlockUnder(class BlockSource const &, class BlockPos &, enum MaterialType, enum SpawnBlockRequirements); //protected: MCAPI void _tickSpawnMobClusters(class BlockSource &, class LevelChunk const &, class BlockPos, class std::function<void (class BlockPos const &, class SpawnConditions &)> const &); MCAPI void _tickSpawnStructureMobs(class BlockSource &, class LevelChunk const &, class BlockPos, class std::function<void (class BlockPos const &, struct LevelChunk::HardcodedSpawningArea const &, class SpawnConditions const &)> const &, class std::function<class gsl::span<struct LevelChunk::HardcodedSpawningArea const, -1> (class LevelChunk const &)> const &); //private: MCAPI int _handlePopulationCap(class MobSpawnerData const *, class SpawnConditions const &, int); MCAPI bool _isSpawnPositionOk(class MobSpawnRules const &, class BlockSource &, class BlockPos const &); MCAPI void _permuteId(struct ActorDefinitionIdentifier &, class MobSpawnRules const &, class Random &) const; MCAPI bool _popCapAllows(class Dimension const &, class MobSpawnerData const &, bool, bool) const; MCAPI void _sendHerdEvents(struct MobSpawnHerdInfo const &, std::vector<class Mob *> &) const; MCAPI void _spawnMobCluster(class BlockSource &, class BlockPos const &, class SpawnConditions &); MCAPI void _spawnMobInCluster(class BlockSource &, struct ActorDefinitionIdentifier, class BlockPos const &, class SpawnConditions const &, std::vector<class Mob *> &); MCAPI void _spawnStructureMob(class BlockSource &, class BlockPos const &, struct LevelChunk::HardcodedSpawningArea const &, class SpawnConditions const &); MCAPI void _updateBaseTypeCount(class BlockSource &, class ChunkPos const &); MCAPI void _updateGroupPersistence(class MobSpawnRules const &, std::vector<class Mob *> const &); MCAPI void _updateMobCounts(class BlockSource &, struct ActorDefinitionIdentifier const &, class SpawnConditions const &); protected: private: MCAPI static class std::unordered_set<class ChunkPos, struct std::hash<class ChunkPos>, struct std::equal_to<class ChunkPos>, class std::allocator<class ChunkPos>> const SPAWN_RING_OFFSETS; };