// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "llapi/Global.h" #include "Actor.hpp" #define BEFORE_EXTRA #undef BEFORE_EXTRA class Mob : public Actor { #define AFTER_EXTRA // Add Member There public: struct JumpPreventionResult { JumpPreventionResult() = delete; JumpPreventionResult(JumpPreventionResult const&) = delete; JumpPreventionResult(JumpPreventionResult const&&) = delete; }; enum TravelType; public: LIAPI bool refreshInventory(); inline bool isGliding(){ return getStatusFlag(ActorFlags::GLIDING); } inline bool getDead(){ //mob::die Line83 return dAccess(this,ll::offset::MOB_getDead); }; #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_MOB public: class Mob& operator=(class Mob const &) = delete; Mob(class Mob const &) = delete; Mob() = delete; #endif public: /*0*/ virtual bool hasComponent(class HashedString const &) const; /*1*/ virtual void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &); /*2*/ virtual void reloadHardcodedClient(enum Actor::InitializationMethod, class VariantParameterList const &); /*3*/ virtual void initializeComponents(enum Actor::InitializationMethod, class VariantParameterList const &); /*6*/ virtual void _doInitialMove(); /*7*/ virtual ~Mob(); /*21*/ virtual float getInterpolatedBodyRot(float) const; /*22*/ virtual float getInterpolatedHeadRot(float) const; /*23*/ virtual float getInterpolatedBodyYaw(float) const; /*24*/ virtual float getYawSpeedInDegreesPerSecond() const; /*30*/ virtual void __unk_vfn_30(); /*31*/ virtual void blockedByShield(class ActorDamageSource const &, class Actor &); /*33*/ virtual void teleportTo(class Vec3 const &, bool, int, int, struct ActorUniqueID const &); /*36*/ virtual void lerpTo(class Vec3 const &, class Vec2 const &, int); /*39*/ virtual void normalTick(); /*40*/ virtual void baseTick(); /*41*/ virtual void rideTick(); /*44*/ virtual bool startRiding(class Actor &); /*45*/ virtual void addRider(class Actor &); /*54*/ virtual void __unk_vfn_54(); /*61*/ virtual void __unk_vfn_61(); /*76*/ virtual void __unk_vfn_76(); /*81*/ virtual void __unk_vfn_81(); /*85*/ virtual bool isImmobile() const; /*87*/ virtual bool isPickable(); /*88*/ virtual void __unk_vfn_88(); /*89*/ virtual bool isSleeping() const; /*90*/ virtual void __unk_vfn_90(); /*93*/ virtual bool isBlocking() const; /*95*/ virtual bool isAlive() const; /*98*/ virtual void __unk_vfn_98(); /*99*/ virtual bool isSurfaceMob() const; /*100*/ virtual void __unk_vfn_100(); /*102*/ virtual void setTarget(class Actor *); /*105*/ virtual bool attack(class Actor &); /*117*/ virtual bool canPowerJump() const; /*119*/ virtual bool isJumping() const; /*121*/ virtual void __unk_vfn_121(); /*125*/ virtual enum ActorDamageCause getBlockDamageCause(class Block const &) const; /*126*/ virtual void actuallyHurt(int, class ActorDamageSource const &, bool); /*127*/ virtual void animateHurt(); /*128*/ virtual bool doFireHurt(int); /*132*/ virtual void handleEntityEvent(enum ActorEvent, int); /*145*/ virtual enum ArmorMaterialType getArmorMaterialTypeInSlot(enum ArmorSlot) const; /*146*/ virtual enum ArmorTextureType getArmorMaterialTextureTypeInSlot(enum ArmorSlot) const; /*147*/ virtual float getArmorColorInSlot(enum ArmorSlot, int) const; /*148*/ virtual void setEquippedSlot(enum ArmorSlot, int, int); /*149*/ virtual void setEquippedSlot(enum ArmorSlot, class ItemStack const &); /*162*/ virtual void setOnFire(int); /*169*/ virtual void __unk_vfn_169(); /*173*/ virtual void causeFallDamage(float); /*180*/ virtual bool canBePulledIntoVehicle() const; /*181*/ virtual bool inCaravan() const; /*182*/ virtual void __unk_vfn_182(); /*186*/ virtual void stopRiding(bool, bool, bool); /*189*/ virtual void buildDebugInfo(std::string &) const; /*193*/ virtual int getDeathTime() const; /*204*/ virtual void swing(); /*206*/ virtual void __unk_vfn_206(); /*207*/ virtual void __unk_vfn_207(); /*211*/ virtual float getYHeadRot() const; /*228*/ virtual void __unk_vfn_228(); /*231*/ virtual void __unk_vfn_231(); /*232*/ virtual void kill(); /*233*/ virtual void die(class ActorDamageSource const &); /*235*/ virtual void updateEntitySpecificMolangVariables(class RenderParams &); /*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 &); /*244*/ virtual void _playStepSound(class BlockPos const &, class Block const &); /*246*/ virtual void __unk_vfn_246(); /*255*/ virtual void _removeRider(struct ActorUniqueID const &, bool, bool, bool); /*256*/ virtual void _onSizeUpdated(); /*257*/ virtual void __unk_vfn_257(); /*258*/ virtual void knockback(class Actor *, int, float, float, float, float, float); /*259*/ virtual void resolveDeathLoot(int, class ActorDamageSource const &); /*260*/ virtual void spawnAnim(); /*261*/ virtual void setSleeping(bool); /*262*/ virtual bool isSprinting() const; /*263*/ virtual void setSprinting(bool); /*264*/ virtual void playAmbientSound(); /*265*/ virtual enum LevelSoundEvent getAmbientSound(); /*266*/ virtual int getAmbientSoundPostponeTicks(); /*267*/ virtual int getAmbientSoundPostponeTicksRange(); /*268*/ virtual struct TextureUVCoordinateSet const * getItemInHandIcon(class ItemStack const &, int); /*269*/ virtual float getSpeed() const; /*270*/ virtual void setSpeed(float); /*271*/ virtual float getJumpPower() const; /*272*/ virtual bool hurtEffects(class ActorDamageSource const &, int, bool, bool); /*273*/ virtual int getMeleeWeaponDamageBonus(class Mob *); /*274*/ virtual int getMeleeKnockbackBonus(); /*275*/ virtual void travel(float, float, float); /*276*/ virtual void applyFinalFriction(float, bool); /*277*/ virtual void updateWalkAnim(); /*278*/ virtual void aiStep(); /*279*/ virtual void pushActors(); /*280*/ virtual void lookAt(class Actor *, float, float); /*281*/ virtual bool isLookingAtAnEntity(); /*282*/ virtual bool checkSpawnRules(bool); /*283*/ virtual bool checkSpawnObstruction() const; /*284*/ virtual float getAttackAnim(float); /*285*/ virtual int getItemUseDuration(); /*286*/ virtual float getItemUseStartupProgress(); /*287*/ virtual float getItemUseIntervalProgress(); /*288*/ virtual int getItemuseIntervalAxis(); /*289*/ virtual int getTimeAlongSwing(); /*290*/ virtual void __unk_vfn_290(); /*291*/ virtual float getMaxHeadXRot(); /*292*/ virtual class Mob * getLastHurtByMob(); /*293*/ virtual void setLastHurtByMob(class Mob *); /*294*/ virtual class Player * getLastHurtByPlayer(); /*295*/ virtual void setLastHurtByPlayer(class Player *); /*296*/ virtual class Mob * getLastHurtMob(); /*297*/ virtual void setLastHurtMob(class Actor *); /*298*/ virtual bool isAlliedTo(class Mob *); /*299*/ virtual bool doHurtTarget(class Actor *); /*300*/ virtual void __unk_vfn_300(); /*301*/ virtual void leaveCaravan(); /*302*/ virtual void joinCaravan(class Mob *); /*303*/ virtual bool hasCaravanTail() const; /*304*/ virtual struct ActorUniqueID getCaravanHead() const; /*305*/ virtual int getArmorValue(); /*306*/ virtual float getArmorCoverPercentage() const; /*307*/ virtual void hurtArmor(class ActorDamageSource const &, int); /*308*/ virtual void setDamagedArmor(enum ArmorSlot, class ItemStack const &); /*309*/ virtual void sendArmorDamage(class std::bitset<4> const &); /*310*/ virtual void sendArmor(class std::bitset<4> const &); /*311*/ virtual void containerChanged(int); /*312*/ virtual void updateEquipment(); /*313*/ virtual int clearEquipment(); /*314*/ virtual std::vector getAllArmor() const; /*315*/ virtual std::vector getAllArmorID() const; /*316*/ virtual std::vector getAllHand() const; /*317*/ virtual std::vector getAllEquipment() const; /*318*/ virtual int getArmorTypeHash(); /*319*/ virtual void dropEquipment(class ActorDamageSource const &, int); /*320*/ virtual void dropEquipment(); /*321*/ virtual void clearVanishEnchantedItems(); /*322*/ virtual void sendInventory(bool); /*323*/ virtual int getDamageAfterMagicAbsorb(class ActorDamageSource const &, int); /*324*/ virtual bool createAIGoals(); /*325*/ virtual void onBorn(class Actor &, class Actor &); /*326*/ virtual bool setItemSlot(enum EquipmentSlot, class ItemStack const &); /*327*/ virtual void setTransitioningSitting(bool); /*328*/ virtual void attackAnimation(class Actor *, float); /*329*/ virtual int getAttackTime(); /*330*/ virtual float _getWalkTargetValue(class BlockPos const &); /*331*/ virtual bool canExistWhenDisallowMob() const; /*332*/ virtual void __unk_vfn_332(); /*333*/ virtual void ascendLadder(); /*334*/ virtual void ascendScaffolding(); /*335*/ virtual void descendScaffolding(); /*336*/ virtual std::unique_ptr initBodyControl(); /*337*/ virtual void jumpFromGround(); /*338*/ virtual void updateAi(); /*339*/ virtual void newServerAiStep(); /*340*/ virtual void _serverAiMobStep(); /*341*/ virtual int getDamageAfterEnchantReduction(class ActorDamageSource const &, int); /*342*/ virtual int getDamageAfterArmorAbsorb(class ActorDamageSource const &, int); /*343*/ virtual void dropBags(); /*344*/ virtual void dropContainer(); /*345*/ virtual void tickDeath(); /*346*/ virtual void _endJump(); /*347*/ virtual void updateGliding(); /*348*/ virtual void __unk_vfn_348(); /*349*/ virtual bool isDarkEnoughToSpawn() const; #ifdef ENABLE_VIRTUAL_FAKESYMBOL_MOB MCVAPI bool _allowAscendingScaffolding() const; MCVAPI void ate(); MCVAPI bool canBeControlledByRider(); MCVAPI bool isShootable(); MCVAPI void renderDebugServerState(class Options const &); MCVAPI bool useNewAi() const; #endif MCAPI Mob(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &); MCAPI Mob(class Level &); MCAPI void _updateMobTravel(); MCAPI float calcMoveRelativeSpeed(enum Mob::TravelType); MCAPI bool checkTotemDeathProtection(class ActorDamageSource const &); MCAPI void emitJumpPreventedEvent(class BlockPos const &); MCAPI void frostWalk(); MCAPI int getCaravanSize() const; MCAPI class Mob * getFirstCaravanHead(); MCAPI class ItemStack const & getItemSlot(enum EquipmentSlot) const; MCAPI float getJumpMultiplier(); MCAPI struct Mob::JumpPreventionResult getJumpPrevention(); MCAPI enum Mob::TravelType getTravelType(); MCAPI void resetAttributes(); MCAPI void sendArmorSlot(enum ArmorSlot); MCAPI void setEatCounter(int); MCAPI void setIsPregnant(bool); MCAPI bool shouldApplyWaterGravity(); MCAPI static float const PLAYER_SWIMMING_SURFACE_OFFSET; MCAPI static int const TOTAL_ROLL_STEPS; //protected: MCAPI void _applyRidingRotationLimits(); MCAPI void _doSoulSpeedParticleEffect(); MCAPI void _doSprintParticleEffect(); MCAPI void _registerMobAttributes(); MCAPI void calculateAmbientSoundTime(int); MCAPI int getCurrentSwingDuration(); MCAPI void processSoulSpeed(); MCAPI std::unique_ptr saveOffhand() const; MCAPI void tickEffects(); MCAPI void updateAttackAnim(); MCAPI bool updateGlidingDurability(); //private: MCAPI bool _initHardCodedComponents(); MCAPI bool _isHeadInWater(); MCAPI void _loadArmor(class ListTag const *); MCAPI bool _tryApplyingLevitation(class Vec3 &) const; MCAPI void _verifyAttributes(); protected: private: };