mirror of
https://github.com/quizhizhe/LiteLoaderBDS-1.16.40.git
synced 2025-06-01 11:43:41 +00:00
505 lines
25 KiB
C++
505 lines
25 KiB
C++
// This Header is auto generated by BDSLiteLoader Toolchain
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#pragma once
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#define AUTO_GENERATED
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#include "../Global.h"
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#define BEFORE_EXTRA
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// Add include headers & pre-declares
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#include "MobEffectInstance.hpp"
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#include "Tick.hpp"
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#include "ActorDamageSource.hpp"
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class Actor;
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class Player;
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class NetworkIdentifier;
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class CompoundTag;
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class Vec2;
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class BlockInstance;
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class ItemStack;
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class BlockSource;
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enum class FaceID : char;
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#undef BEFORE_EXTRA
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class Actor {
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#define AFTER_EXTRA
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public:
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enum InitializationMethod;
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LIAPI std::string getTypeName() const;
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LIAPI Vec3 getFeetPosition() const;
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//LIAPI BlockSource* getBlockSource() const;
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LIAPI Vec2* getDirection() const;
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LIAPI ActorUniqueID getActorUniqueId() const;
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LIAPI Vec3 getCameraPos() const;
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LIAPI Tick* getLastTick() const;
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LIAPI std::vector<std::string> getAllTags();
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//LIAPI BlockInstance getBlockFromViewVector(bool includeLiquid = false, bool solidOnly = false, float maxDistance = 5.25f, bool ignoreBorderBlocks = true, bool fullOnly = false) const;
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//LIAPI BlockInstance getBlockFromViewVector(FaceID& face, bool includeLiquid = false, bool solidOnly = false, float maxDistance = 5.25f, bool ignoreBorderBlocks = true, bool fullOnly = false) const;
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//LIAPI UserEntityIdentifierComponent* getUserEntityIdentifierComponent() const;
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//LIAPI Actor* getActorFromViewVector(float maxDistance);
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LIAPI BlockPos getBlockPos();
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LIAPI BlockInstance getBlockStandingOn() const;
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LIAPI bool isPlayer(bool allowSimulatedPlayer = true) const;
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LIAPI bool isItemActor() const;
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LIAPI bool isOnGround() const;
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//LIAPI bool setOnFire(int time, bool isEffect);
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//LIAPI bool stopFire();
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LIAPI bool hasTag(const string& tag);
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//LIAPI bool hurtEntity(float damage, ActorDamageCause damageCause = ActorDamageCause::ActorDamageCause_Override);
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//LIAPI bool teleport(Vec3 to, int dimID, float x, float y);
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//LIAPI bool teleport(Vec3 pos,int dimid);
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//LIAPI ItemStack* getHandSlot();
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LIAPI bool rename(const string& name);
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LIAPI std::unique_ptr<CompoundTag> getNbt();
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LIAPI bool setNbt(CompoundTag* nbt);
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LIAPI bool refreshActorData();
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LIAPI bool addEffect(MobEffect::EffectType type, int tick, int level, bool ambient = false, bool showParticles = true, bool showAnimation = false);
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LIAPI float quickEvalMolangScript(const string& expression);
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//LIAPI Json::Value quickEvalMolangScriptAsJson(const string& expression);
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inline Vec3 getPosition()
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{
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return getPos();
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}
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inline Vec3 getPosPrev()
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{
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return getPosOld();
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}
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#undef AFTER_EXTRA
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#ifndef DISABLE_CONSTRUCTOR_PREVENTION_ACTOR
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public:
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class Actor& operator=(class Actor const &) = delete;
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Actor(class Actor const &) = delete;
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Actor() = delete;
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#endif
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public:
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/*0*/ virtual bool hasComponent(class HashedString const &) const;
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/*1*/ virtual void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &);
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/*2*/ virtual void reloadHardcodedClient(enum Actor::InitializationMethod, class VariantParameterList const &);
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/*3*/ virtual void initializeComponents(enum Actor::InitializationMethod, class VariantParameterList const &);
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/*4*/ virtual void reloadComponents(enum Actor::InitializationMethod, class VariantParameterList const &);
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/*5*/ virtual void _serverInitItemStackIds();
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/*6*/ virtual void _doInitialMove();
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/*7*/ virtual ~Actor();
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/*8*/ virtual void reset();
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/*9*/ virtual int getOnDeathExperience();
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/*10*/ virtual enum ActorType getOwnerEntityType();
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/*11*/ virtual void remove();
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/*12*/ virtual void setPos(class Vec3 const &);
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/*13*/ virtual class Vec3 const & getPos() const;
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/*14*/ virtual class Vec3 const & getPosOld() const;
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/*15*/ virtual class Vec3 const getPosExtrapolated(float) const;
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/*16*/ virtual class Vec3 getAttachPos(enum ActorLocation, float) const;
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/*17*/ virtual class Vec3 getFiringPos() const;
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/*18*/ virtual void setRot(class Vec2 const &);
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/*19*/ virtual void move(class Vec3 const &);
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/*20*/ virtual class Vec3 getInterpolatedRidingPosition(float) const;
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/*21*/ virtual float getInterpolatedBodyRot(float) const;
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/*22*/ virtual float getInterpolatedHeadRot(float) const;
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/*23*/ virtual float getInterpolatedBodyYaw(float) const;
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/*24*/ virtual float getYawSpeedInDegreesPerSecond() const;
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/*25*/ virtual float getInterpolatedWalkAnimSpeed(float) const;
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/*26*/ virtual class Vec3 getInterpolatedRidingOffset(float) const;
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/*27*/ virtual void checkBlockCollisions(class AABB const &);
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/*28*/ virtual void checkBlockCollisions();
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/*29*/ virtual bool isFireImmune() const;
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/*30*/ virtual void __unk_vfn_30();
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/*31*/ virtual void blockedByShield(class ActorDamageSource const &, class Actor &);
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/*32*/ virtual void moveRelative(float, float, float, float);
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/*33*/ virtual void teleportTo(class Vec3 const &, bool, int, int, struct ActorUniqueID const &);
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/*34*/ virtual bool tryTeleportTo(class Vec3 const &, bool, bool, int, int);
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/*35*/ virtual void chorusFruitTeleport(class Vec3 &);
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/*36*/ virtual void lerpTo(class Vec3 const &, class Vec2 const &, int);
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/*37*/ virtual void lerpMotion(class Vec3 const &);
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/*38*/ virtual std::unique_ptr<class AddActorBasePacket> getAddPacket();
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/*39*/ virtual void normalTick();
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/*40*/ virtual void baseTick();
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/*41*/ virtual void rideTick();
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/*42*/ virtual void positionRider(class Actor &, float);
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/*43*/ virtual float getRidingHeight();
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/*44*/ virtual bool startRiding(class Actor &);
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/*45*/ virtual void addRider(class Actor &);
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/*46*/ virtual void flagRiderToRemove(class Actor &);
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/*47*/ virtual std::string getExitTip(std::string const &, enum InputMode) const;
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/*48*/ virtual bool intersects(class Vec3 const &, class Vec3 const &) const;
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/*49*/ virtual bool isFree(class Vec3 const &, float);
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/*50*/ virtual bool isFree(class Vec3 const &);
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/*51*/ virtual bool isInWall() const;
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/*52*/ virtual bool isInvisible() const;
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/*53*/ virtual bool canShowNameTag() const;
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/*54*/ virtual void __unk_vfn_54();
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/*55*/ virtual void setNameTagVisible(bool);
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/*56*/ virtual std::string const & getNameTag() const;
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/*57*/ virtual unsigned __int64 getNameTagAsHash() const;
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/*58*/ virtual std::string getFormattedNameTag() const;
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/*59*/ virtual void filterFormattedNameTag(class UIProfanityContext const &);
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/*60*/ virtual void setNameTag(std::string const &);
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/*61*/ virtual void __unk_vfn_61();
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/*62*/ virtual void setScoreTag(std::string const &);
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/*63*/ virtual std::string const & getScoreTag() const;
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/*64*/ virtual bool isInWater() const;
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/*65*/ virtual bool hasEnteredWater() const;
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/*66*/ virtual bool isImmersedInWater() const;
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/*67*/ virtual bool isInWaterOrRain() const;
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/*68*/ virtual bool isInLava() const;
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/*69*/ virtual bool isUnderLiquid(enum MaterialType) const;
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/*70*/ virtual bool isOverWater() const;
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/*71*/ virtual void makeStuckInBlock(float);
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/*72*/ virtual float getCameraOffset() const;
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/*73*/ virtual float getShadowHeightOffs();
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/*74*/ virtual float getShadowRadius() const;
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/*75*/ virtual class Vec3 getHeadLookVector(float);
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/*76*/ virtual void __unk_vfn_76();
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/*77*/ virtual bool canSee(class Actor const &) const;
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/*78*/ virtual bool canSee(class Vec3 const &) const;
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/*79*/ virtual bool isSkyLit(float);
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/*80*/ virtual float getBrightness(float) const;
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/*81*/ virtual void __unk_vfn_81();
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/*82*/ virtual void playerTouch(class Player &);
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/*83*/ virtual void onAboveBubbleColumn(bool);
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/*84*/ virtual void onInsideBubbleColumn(bool);
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/*85*/ virtual bool isImmobile() const;
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/*86*/ virtual bool isSilent();
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/*87*/ virtual bool isPickable();
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/*88*/ virtual void __unk_vfn_88();
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/*89*/ virtual bool isSleeping() const;
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/*90*/ virtual void __unk_vfn_90();
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/*91*/ virtual bool isSneaking() const;
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/*92*/ virtual void setSneaking(bool);
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/*93*/ virtual bool isBlocking() const;
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/*94*/ virtual bool isDamageBlocked(class ActorDamageSource const &) const;
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/*95*/ virtual bool isAlive() const;
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/*96*/ virtual bool isOnFire() const;
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/*97*/ virtual bool isOnHotBlock() const;
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/*98*/ virtual void __unk_vfn_98();
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/*99*/ virtual bool isSurfaceMob() const;
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/*100*/ virtual void __unk_vfn_100();
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/*101*/ virtual bool canAttack(class Actor *, bool) const;
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/*102*/ virtual void setTarget(class Actor *);
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/*103*/ virtual class Actor * findAttackTarget();
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/*104*/ virtual bool isValidTarget(class Actor *) const;
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/*105*/ virtual bool attack(class Actor &);
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/*106*/ virtual void performRangedAttack(class Actor &, float);
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/*107*/ virtual void adjustDamageAmount(int &) const;
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/*108*/ virtual int getEquipmentCount() const;
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/*109*/ virtual void setOwner(struct ActorUniqueID);
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/*110*/ virtual void setSitting(bool);
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/*111*/ virtual void onTame();
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/*112*/ virtual void onFailedTame();
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/*113*/ virtual int getInventorySize() const;
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/*114*/ virtual int getEquipSlots() const;
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/*115*/ virtual int getChestSlots() const;
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/*116*/ virtual void setStanding(bool);
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/*117*/ virtual bool canPowerJump() const;
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/*118*/ virtual void setCanPowerJump(bool);
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/*119*/ virtual bool isJumping() const;
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/*120*/ virtual bool isEnchanted() const;
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/*121*/ virtual void __unk_vfn_121();
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/*122*/ virtual void rideLanded(class Vec3 const &, class Vec3 const &);
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/*123*/ virtual bool shouldRender() const;
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/*124*/ virtual bool isInvulnerableTo(class ActorDamageSource const &) const;
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/*125*/ virtual enum ActorDamageCause getBlockDamageCause(class Block const &) const;
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/*126*/ virtual void actuallyHurt(int, class ActorDamageSource const &, bool);
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/*127*/ virtual void animateHurt();
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/*128*/ virtual bool doFireHurt(int);
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/*129*/ virtual void onLightningHit();
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/*130*/ virtual void onBounceStarted(class BlockPos const &, class Block const &);
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/*131*/ virtual void feed(int);
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/*132*/ virtual void handleEntityEvent(enum ActorEvent, int);
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/*133*/ virtual float getPickRadius();
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/*134*/ virtual class HashedString const & getActorRendererId() const;
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/*135*/ virtual class ItemActor * spawnAtLocation(int, int);
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/*136*/ virtual class ItemActor * spawnAtLocation(int, int, float);
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/*137*/ virtual class ItemActor * spawnAtLocation(class Block const &, int);
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/*138*/ virtual class ItemActor * spawnAtLocation(class Block const &, int, float);
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/*139*/ virtual class ItemActor * spawnAtLocation(class ItemStack const &, float);
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/*140*/ virtual void despawn();
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/*141*/ virtual void killed(class Actor &);
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/*142*/ virtual void awardKillScore(class Actor &, int);
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/*143*/ virtual void setArmor(enum ArmorSlot, class ItemStack const &);
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/*144*/ virtual class ItemStack const & getArmor(enum ArmorSlot) const;
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/*145*/ virtual enum ArmorMaterialType getArmorMaterialTypeInSlot(enum ArmorSlot) const;
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/*146*/ virtual enum ArmorTextureType getArmorMaterialTextureTypeInSlot(enum ArmorSlot) const;
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/*147*/ virtual float getArmorColorInSlot(enum ArmorSlot, int) const;
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/*148*/ virtual void setEquippedSlot(enum ArmorSlot, int, int);
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/*149*/ virtual void setEquippedSlot(enum ArmorSlot, class ItemStack const &);
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/*150*/ virtual class ItemStack const & getCarriedItem() const;
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/*151*/ virtual void setCarriedItem(class ItemStack const &);
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/*152*/ virtual void setOffhandSlot(class ItemStack const &);
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/*153*/ virtual class ItemStack const & getEquippedTotem() const;
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/*154*/ virtual bool consumeTotem();
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/*155*/ virtual bool save(class CompoundTag &);
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/*156*/ virtual void saveWithoutId(class CompoundTag &);
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/*157*/ virtual bool load(class CompoundTag const &, class DataLoadHelper &);
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/*158*/ virtual void loadLinks(class CompoundTag const &, std::vector<struct ActorLink> &, class DataLoadHelper &);
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/*159*/ virtual enum ActorType getEntityTypeId() const;
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/*160*/ virtual class HashedString const & queryEntityRenderer() const;
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/*161*/ virtual struct ActorUniqueID getSourceUniqueID() const;
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/*162*/ virtual void setOnFire(int);
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/*163*/ virtual class AABB getHandleWaterAABB() const;
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/*164*/ virtual void handleInsidePortal(class BlockPos const &);
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/*165*/ virtual int getPortalCooldown() const;
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/*166*/ virtual int getPortalWaitTime() const;
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/*167*/ virtual class AutomaticID<class Dimension, int> getDimensionId() const;
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/*168*/ virtual bool canChangeDimensions() const;
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/*169*/ virtual void __unk_vfn_169();
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/*170*/ virtual void changeDimension(class AutomaticID<class Dimension, int>, bool);
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/*171*/ virtual struct ActorUniqueID getControllingPlayer() const;
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/*172*/ virtual void checkFallDamage(float, bool);
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/*173*/ virtual void causeFallDamage(float);
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/*174*/ virtual void handleFallDistanceOnServer(float, bool);
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/*175*/ virtual void playSynchronizedSound(enum LevelSoundEvent, class Vec3 const &, class Block const &, bool);
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/*176*/ virtual void playSynchronizedSound(enum LevelSoundEvent, class Vec3 const &, int, bool);
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/*177*/ virtual void onSynchedDataUpdate(int);
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/*178*/ virtual bool canAddRider(class Actor &) const;
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/*179*/ virtual bool canPickupItem(class ItemStack const &) const;
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/*180*/ virtual bool canBePulledIntoVehicle() const;
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/*181*/ virtual bool inCaravan() const;
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/*182*/ virtual void __unk_vfn_182();
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/*183*/ virtual void tickLeash();
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/*184*/ virtual void sendMotionPacketIfNeeded();
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/*185*/ virtual bool canSynchronizeNewEntity() const;
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/*186*/ virtual void stopRiding(bool, bool, bool);
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/*187*/ virtual void startSwimming();
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/*188*/ virtual void stopSwimming();
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/*189*/ virtual void buildDebugInfo(std::string &) const;
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/*190*/ virtual enum CommandPermissionLevel getCommandPermissionLevel() const;
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/*191*/ virtual class AttributeInstance * getMutableAttribute(class Attribute const &);
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/*192*/ virtual class AttributeInstance const & getAttribute(class Attribute const &) const;
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/*193*/ virtual int getDeathTime() const;
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/*194*/ virtual void heal(int);
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/*195*/ virtual bool isInvertedHealAndHarm() const;
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/*196*/ virtual bool canBeAffected(int) const;
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/*197*/ virtual bool canBeAffected(class MobEffectInstance const &) const;
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/*198*/ virtual bool canBeAffectedByArrow(class MobEffectInstance const &) const;
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/*199*/ virtual void onEffectAdded(class MobEffectInstance &);
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/*200*/ virtual void onEffectUpdated(class MobEffectInstance const &);
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/*201*/ virtual void onEffectRemoved(class MobEffectInstance &);
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/*202*/ virtual class AnimationComponent & getAnimationComponent();
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/*203*/ virtual void openContainerComponent(class Player &);
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/*204*/ virtual void swing();
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/*205*/ virtual void useItem(class ItemStack &, enum ItemUseMethod, bool);
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/*206*/ virtual void __unk_vfn_206();
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/*207*/ virtual void __unk_vfn_207();
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/*208*/ virtual void getDebugText(std::vector<std::string> &);
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/*209*/ virtual float getMapDecorationRotation() const;
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/*210*/ virtual float getRiderYRotation(class Actor const &) const;
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/*211*/ virtual float getYHeadRot() const;
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/*212*/ virtual bool isWorldBuilder();
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/*213*/ virtual bool isCreative() const;
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/*214*/ virtual bool isAdventure() const;
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/*215*/ virtual bool add(class ItemStack &);
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/*216*/ virtual bool drop(class ItemStack const &, bool);
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/*217*/ virtual bool getInteraction(class Player &, class ActorInteraction &, class Vec3 const &);
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/*218*/ virtual bool canDestroyBlock(class Block const &) const;
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/*219*/ virtual void setAuxValue(int);
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/*220*/ virtual void setSize(float, float);
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/*221*/ virtual int getLifeSpan() const;
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/*222*/ virtual void onOrphan();
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/*223*/ virtual void wobble();
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/*224*/ virtual bool wasHurt();
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/*225*/ virtual void startSpinAttack();
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/*226*/ virtual void stopSpinAttack();
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/*227*/ virtual void setDamageNearbyMobs(bool);
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/*228*/ virtual void __unk_vfn_228();
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/*229*/ virtual void reloadLootTable();
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/*230*/ virtual void reloadLootTable(struct EquipmentTableDescription const *);
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/*231*/ virtual void __unk_vfn_231();
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/*232*/ virtual void kill();
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/*233*/ virtual void die(class ActorDamageSource const &);
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/*234*/ virtual bool shouldTick() const;
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/*235*/ virtual void updateEntitySpecificMolangVariables(class RenderParams &);
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/*236*/ virtual bool shouldTryMakeStepSound();
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/*237*/ virtual float getNextStep(float);
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/*238*/ virtual void __unk_vfn_238();
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/*239*/ virtual void outOfWorld();
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/*240*/ virtual bool _hurt(class ActorDamageSource const &, int, bool, bool);
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/*241*/ virtual void markHurt();
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/*242*/ virtual void readAdditionalSaveData(class CompoundTag const &, class DataLoadHelper &);
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/*243*/ virtual void addAdditionalSaveData(class CompoundTag &);
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/*244*/ virtual void _playStepSound(class BlockPos const &, class Block const &);
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/*245*/ virtual void _playFlySound(class BlockPos const &, class Block const &);
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/*246*/ virtual void __unk_vfn_246();
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/*247*/ virtual void checkInsideBlocks(float);
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/*248*/ virtual void pushOutOfBlocks(class Vec3 const &);
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/*249*/ virtual bool updateWaterState();
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/*250*/ virtual void doWaterSplashEffect();
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/*251*/ virtual void spawnTrailBubbles();
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/*252*/ virtual void updateInsideBlock();
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/*253*/ virtual class LootTable * getLootTable();
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/*254*/ virtual class LootTable * getDefaultLootTable();
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/*255*/ virtual void _removeRider(struct ActorUniqueID const &, bool, bool, bool);
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/*256*/ virtual void _onSizeUpdated();
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#ifdef ENABLE_VIRTUAL_FAKESYMBOL_ACTOR
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MCVAPI void _doAutoAttackOnTouch(class Actor &);
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MCVAPI bool _makeFlySound() const;
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MCVAPI bool breaksFallingBlocks() const;
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MCVAPI bool canExistInPeaceful() const;
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MCVAPI bool canMakeStepSound() const;
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MCVAPI bool canSeeInvisible() const;
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MCVAPI bool canSynchronizeNewEntity() const;
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MCVAPI void changeDimension(class ChangeDimensionPacket const &);
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MCVAPI bool getAlwaysShowNameTag() const;
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MCVAPI float getDeletionDelayTimeSeconds() const;
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MCVAPI int getOutputSignal() const;
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MCVAPI bool hasOutputSignal(unsigned char) const;
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MCVAPI bool interactPreventDefault();
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MCVAPI bool isCreativeModeAllowed();
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MCVAPI bool isFishable() const;
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MCVAPI bool isLeashableType();
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MCVAPI bool isShootable();
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MCVAPI bool isTargetable() const;
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MCVAPI void renderDebugServerState(class Options const &);
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MCVAPI void rideJumped();
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#endif
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MCAPI Actor(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &);
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MCAPI Actor(class Level &);
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MCAPI class Vec3 _randomHeartPos();
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MCAPI void _sendDirtyActorData();
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MCAPI bool _tryPlaceAt(class Vec3 const &);
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MCAPI void addEffect(class MobEffectInstance const &);
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MCAPI bool addTag(std::string const &);
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MCAPI int calculateAttackDamage(class Actor &);
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MCAPI bool canBeginOrContinueClimbingLadder() const;
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MCAPI bool canCurrentlySwim() const;
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MCAPI void celebrateHunt(int, bool);
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MCAPI void dropLeash(bool, bool);
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MCAPI void dropTowards(class ItemStack const &, class Vec3);
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MCAPI std::vector<struct DistanceSortedActor> fetchNearbyActorsSorted(class Vec3 const &, enum ActorType);
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MCAPI void forEachLeashedActor(class std::function<void (class gsl::not_null<class Actor *>)>);
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MCAPI class BlockPos getBlockPosCurrentlyStandingOn(class Actor *) const;
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MCAPI enum PaletteColor getColor() const;
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MCAPI enum PaletteColor getColor2() const;
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MCAPI int getControllingSeat();
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MCAPI class MobEffectInstance const * getEffect(class MobEffect const &) const;
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MCAPI std::vector<struct ActorLink> getLinks() const;
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MCAPI int getMarkVariant() const;
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MCAPI class ItemStack const & getOffhandSlot() const;
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MCAPI class Mob * getOwner() const;
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MCAPI struct ActorUniqueID const getOwnerId() const;
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MCAPI std::unique_ptr<class CompoundTag> getPersistingTradeOffers();
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MCAPI class Player * getPlayerOwner() const;
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MCAPI class Random & getRandom() const;
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MCAPI class Actor * getRideRoot() const;
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MCAPI int getRiderIndex(class Actor &) const;
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MCAPI class ActorRuntimeID getRuntimeID() const;
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MCAPI int getSkinID() const;
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MCAPI bool getStatusFlag(enum ActorFlags) const;
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MCAPI int getStrength() const;
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MCAPI int getStructuralIntegrity() const;
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MCAPI class Actor * getTarget() const;
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MCAPI class ITickingArea * getTickingArea();
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MCAPI class MerchantRecipeList * getTradeOffers();
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MCAPI class Player * getTradingPlayer() const;
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MCAPI struct ActorUniqueID const & getUniqueID() const;
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MCAPI int getVariant() const;
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MCAPI class Vec3 getViewVector(float) const;
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MCAPI bool hasEffect(class MobEffect const &) const;
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MCAPI bool hasFamily(class HashedString const &) const;
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MCAPI bool hasPlayerRider() const;
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MCAPI bool hasRestriction() const;
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MCAPI bool hasTag(std::string const &) const;
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MCAPI bool hasTags() const;
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MCAPI bool hasTickingArea() const;
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MCAPI bool hurt(class ActorDamageSource const &, int, bool, bool);
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MCAPI void initEntity(class EntityRegistryOwned &);
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MCAPI bool isControlledByLocalInstance() const;
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MCAPI bool isInRain() const;
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MCAPI bool isInsideBorderBlock(float) const;
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MCAPI bool isPacified() const;
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MCAPI bool isRider(class Actor const &) const;
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MCAPI bool isRiding() const;
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MCAPI bool isUnderWaterfall() const;
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MCAPI bool isWithinRestriction(class BlockPos const &) const;
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MCAPI void loadEntityFlags(class CompoundTag const &, class DataLoadHelper &);
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MCAPI void moveBBs(class Vec3 const &);
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MCAPI void moveTo(class Vec3 const &, class Vec2 const &);
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MCAPI bool onLadder() const;
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MCAPI void pickUpItem(class ItemActor &, int);
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MCAPI void playSound(enum LevelSoundEvent, class Vec3 const &, int);
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MCAPI void positionAllRiders();
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MCAPI bool pullInEntity(class Actor &);
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MCAPI void pushBackActionEventToActionQueue(class ActionEvent);
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|
MCAPI void reload();
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|
MCAPI void removeAllEffects();
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|
MCAPI void removeAllRiders(bool, bool);
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|
MCAPI void removeEffect(int);
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|
MCAPI void removeEffectParticles();
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|
MCAPI void saveEntityFlags(class CompoundTag &);
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|
MCAPI std::unique_ptr<class ListTag> saveLinks() const;
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|
MCAPI void savePersistingTrade(std::unique_ptr<class CompoundTag>, int);
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|
MCAPI void sendActorDefinitionEventTriggered(std::string const &);
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|
MCAPI void sendMotionToServer();
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|
MCAPI void setBaseDefinition(struct ActorDefinitionIdentifier const &, bool, bool);
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|
MCAPI void setCanClimb(bool);
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|
MCAPI void setCanFly(bool);
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|
MCAPI void setColor(enum PaletteColor);
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|
MCAPI void setColor2(enum PaletteColor);
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|
MCAPI void setHurtDir(int);
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|
MCAPI void setHurtTime(int);
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|
MCAPI void setInLove(class Actor *);
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|
MCAPI void setInvisible(bool);
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|
MCAPI void setJumpDuration(int);
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|
MCAPI void setLeashHolder(struct ActorUniqueID);
|
|
MCAPI void setLimitedLife(int);
|
|
MCAPI void setMarkVariant(int);
|
|
MCAPI void setPersistent();
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|
MCAPI void setPreviousPosRot(class Vec3 const &, class Vec2 const &);
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|
MCAPI void setSeatDescription(class Vec3 const &, struct SeatDescription const &);
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|
MCAPI void setSkinID(int);
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|
MCAPI bool setStatusFlag(enum ActorFlags, bool);
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|
MCAPI void setStrength(int);
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|
MCAPI void setStrengthMax(int);
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|
MCAPI void setStructuralIntegrity(int);
|
|
MCAPI void setTradingPlayer(class Player *);
|
|
MCAPI void setVariant(int);
|
|
MCAPI bool shouldOrphan(class BlockSource &);
|
|
MCAPI void spawnBalloonPopParticles();
|
|
MCAPI void spawnDeathParticles();
|
|
MCAPI void spawnDustParticles(int);
|
|
MCAPI void spawnEatParticles(class ItemStack const &, int);
|
|
MCAPI void spawnTamingParticles(bool);
|
|
MCAPI void teleportRidersTo(class Vec3 const &, int, int);
|
|
MCAPI void testForCollidableMobs(class BlockSource &, class AABB const &, std::vector<class AABB> &);
|
|
MCAPI bool tick(class BlockSource &);
|
|
MCAPI void transferTickingArea(class Dimension &);
|
|
MCAPI void updateBBFromDescription();
|
|
MCAPI void updateDescription();
|
|
MCAPI void updateInBubbleColumnState();
|
|
MCAPI void updateInvisibilityStatus();
|
|
MCAPI void updateTickingData();
|
|
MCAPI static float const DEFAULT_AMBIENT_SOUND_INTERVAL;
|
|
MCAPI static float const DEFAULT_AMBIENT_SOUND_INTERVAL_RANGE;
|
|
MCAPI static int const MAX_BYTE_CHARGE_AMOUNT;
|
|
MCAPI static std::string const RIDING_TAG;
|
|
MCAPI static void checkEntityOnewayCollision(class BlockSource &, class BlockPos const &);
|
|
|
|
//protected:
|
|
MCAPI bool _damageSensorComponentHurt(int &, int, class ActorDamageSource const &);
|
|
MCAPI class Block const & _getBlockWhenClimbing() const;
|
|
MCAPI void _playMovementSound(bool);
|
|
MCAPI void _refreshAABB();
|
|
MCAPI void _setNetherPortalData(class AutomaticID<class Dimension, int>, class AutomaticID<class Dimension, int>, int);
|
|
|
|
//private:
|
|
MCAPI void _exitRide(class Actor const &, float);
|
|
MCAPI void _initializeLeashRopeSystem();
|
|
MCAPI void _manageRiders(class BlockSource &);
|
|
MCAPI void _moveHitboxTo(class Vec3 const &);
|
|
MCAPI void _sendLinkPacket(struct ActorLink const &) const;
|
|
MCAPI void _serializeComponents(class CompoundTag &);
|
|
MCAPI void _spawnPukeParticles();
|
|
MCAPI void _spawnTreasureHuntingParticles();
|
|
MCAPI void _tryPlantWitherRose();
|
|
MCAPI void _updateComposition(bool);
|
|
MCAPI void _updateOwnerChunk();
|
|
|
|
protected:
|
|
|
|
private:
|
|
|
|
}; |