LiteLoaderBDS-1.16.40/LiteLoader/Header/MC/Actor.hpp
2022-09-21 19:47:03 +08:00

505 lines
25 KiB
C++

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