// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "llapi/Global.h" #include "Core.hpp" #define BEFORE_EXTRA #undef BEFORE_EXTRA namespace PlayerDataSystem { #define AFTER_EXTRA #undef AFTER_EXTRA MCAPI void forEachIdByPrecedence(struct PlayerStorageIds const &, class std::function<bool (std::string const &, std::string const &)>); MCAPI class Core::PathBuffer<std::string> getPlayerFilename(class Core::Path const &, std::string const &); MCAPI std::string getServerId(class LevelStorage &, struct PlayerStorageIds const &); MCAPI std::unique_ptr<class CompoundTag> legacyLoadClientPlayer(std::string const &, class Core::Path const &); MCAPI std::unique_ptr<class CompoundTag> legacyLoadPlayer(class LevelStorage &, std::string const &); MCAPI std::unique_ptr<class CompoundTag> loadLostData(class LevelStorage &, struct PlayerStorageIds const &, bool); MCAPI std::unique_ptr<class CompoundTag> loadPlayerData(class LevelStorage &, struct PlayerStorageIds const &, bool); MCAPI std::unique_ptr<class CompoundTag> loadPlayerDataFromTag(class LevelStorage &, class gsl::basic_string_span<char const, -1>); MCAPI std::string playerKey(class gsl::basic_string_span<char const, -1>); MCAPI std::string serverKey(class LevelStorage &, class gsl::basic_string_span<char const, -1>); MCAPI std::string serverKey(class LevelStorage &, class Player const &); };