// 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 Boat : public Actor { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_BOAT public: class Boat& operator=(class Boat const &) = delete; Boat(class Boat const &) = delete; Boat() = delete; #endif public: /*1*/ virtual void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &); /*2*/ virtual void reloadHardcodedClient(enum Actor::InitializationMethod, class VariantParameterList const &); /*7*/ virtual ~Boat(); /*11*/ virtual void remove(); /*30*/ virtual void __unk_vfn_30(); /*39*/ virtual void normalTick(); /*45*/ virtual void addRider(class Actor &); /*47*/ virtual std::string getExitTip(std::string const &, enum InputMode) const; /*54*/ virtual void __unk_vfn_54(); /*61*/ virtual void __unk_vfn_61(); /*73*/ virtual float getShadowHeightOffs(); /*74*/ virtual float getShadowRadius() const; /*76*/ virtual void __unk_vfn_76(); /*81*/ virtual void __unk_vfn_81(); /*83*/ virtual void onAboveBubbleColumn(bool); /*87*/ virtual bool isPickable(); /*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(); /*124*/ virtual bool isInvulnerableTo(class ActorDamageSource const &) const; /*169*/ virtual void __unk_vfn_169(); /*171*/ virtual struct ActorUniqueID getControllingPlayer() const; /*178*/ virtual bool canAddRider(class Actor &) const; /*182*/ virtual void __unk_vfn_182(); /*206*/ virtual void __unk_vfn_206(); /*207*/ virtual void __unk_vfn_207(); /*210*/ virtual float getRiderYRotation(class Actor const &) const; /*228*/ virtual void __unk_vfn_228(); /*231*/ virtual void __unk_vfn_231(); /*238*/ virtual void __unk_vfn_238(); /*240*/ virtual bool _hurt(class ActorDamageSource const &, int, bool, bool); /*246*/ virtual void __unk_vfn_246(); #ifdef ENABLE_VIRTUAL_FAKESYMBOL_BOAT #endif MCAPI Boat(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &); MCAPI void computePaddleForcesBasedOnGaze(class Vec3 &, float &, float &, float, float); MCAPI void destroy(class Actor *); MCAPI float getRowingTime(enum Side) const; MCAPI void setRowingTime(enum Side, float); //protected: MCAPI void setBubbleTime(int); MCAPI void tickBubbleColumn(); //private: MCAPI void _computePaddleForce(float &, float &, float, float); MCAPI void _control(); MCAPI void _float(); MCAPI void _paddleControl(enum Side, class Vec3 &, class Vec3 &); protected: private: };