// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "llapi/Global.h" #define BEFORE_EXTRA #undef BEFORE_EXTRA class ActorAnimationControllerStatePlayer { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_ACTORANIMATIONCONTROLLERSTATEPLAYER public: class ActorAnimationControllerStatePlayer& operator=(class ActorAnimationControllerStatePlayer const &) = delete; ActorAnimationControllerStatePlayer(class ActorAnimationControllerStatePlayer const &) = delete; ActorAnimationControllerStatePlayer() = delete; #endif public: /*0*/ virtual ~ActorAnimationControllerStatePlayer(); /*1*/ virtual void applyToPose(class RenderParams &, class std::unordered_map, struct std::hash, struct std::equal_to, class std::allocator>>> &, float); /*2*/ virtual void resetAnimation(); /*3*/ virtual void __unk_vfn_3(); /*4*/ virtual void __unk_vfn_4(); /*5*/ virtual void __unk_vfn_5(); /*6*/ virtual bool hasAnimationFinished() const; /*7*/ virtual class ActorAnimationPlayer * findAnimation(class HashedString const &); /*8*/ virtual enum ActorAnimationType getAnimationType() const; #ifdef ENABLE_VIRTUAL_FAKESYMBOL_ACTORANIMATIONCONTROLLERSTATEPLAYER MCVAPI void bindParticleEffects(class std::unordered_map, struct std::equal_to, class std::allocator>> const &); MCVAPI void bindSoundEffects(class std::unordered_map, struct std::equal_to, class std::allocator>> const &); #endif MCAPI ActorAnimationControllerStatePlayer(class HashedString const &, class ActorAnimationControllerPlayer &, class std::shared_ptr, class AnimationComponent &, class ExpressionNode const &); };