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

81 lines
3.2 KiB
C++

// This Header is auto generated by BDSLiteLoader Toolchain
#pragma once
#define AUTO_GENERATED
#include "../Global.h"
#include "Actor.hpp"
#include "Mob.hpp"
#define BEFORE_EXTRA
#undef BEFORE_EXTRA
class Agent : public Mob {
#define AFTER_EXTRA
#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_AGENT
public:
class Agent& operator=(class Agent const &) = delete;
Agent(class Agent const &) = delete;
Agent() = delete;
#endif
public:
/*3*/ virtual void initializeComponents(enum Actor::InitializationMethod, class VariantParameterList const &);
/*7*/ virtual ~Agent();
/*30*/ virtual void __unk_vfn_30();
/*33*/ virtual void teleportTo(class Vec3 const &, bool, int, int, struct ActorUniqueID const &);
/*39*/ virtual void normalTick();
/*52*/ virtual bool isInvisible() const;
/*53*/ virtual bool canShowNameTag() const;
/*54*/ virtual void __unk_vfn_54();
/*58*/ virtual std::string getFormattedNameTag() const;
/*61*/ virtual void __unk_vfn_61();
/*76*/ virtual void __unk_vfn_76();
/*81*/ virtual void __unk_vfn_81();
/*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();
/*132*/ virtual void handleEntityEvent(enum ActorEvent, int);
/*151*/ virtual void setCarriedItem(class ItemStack const &);
/*169*/ virtual void __unk_vfn_169();
/*180*/ virtual bool canBePulledIntoVehicle() const;
/*182*/ virtual void __unk_vfn_182();
/*197*/ virtual bool canBeAffected(class MobEffectInstance const &) const;
/*206*/ virtual void __unk_vfn_206();
/*207*/ virtual void __unk_vfn_207();
/*212*/ virtual bool isWorldBuilder();
/*214*/ virtual bool isAdventure() const;
/*228*/ virtual void __unk_vfn_228();
/*231*/ virtual void __unk_vfn_231();
/*232*/ virtual void kill();
/*235*/ virtual void updateEntitySpecificMolangVariables(class RenderParams &);
/*238*/ virtual void __unk_vfn_238();
/*240*/ virtual bool _hurt(class ActorDamageSource const &, int, bool, bool);
/*246*/ virtual void __unk_vfn_246();
/*257*/ virtual void __unk_vfn_257();
/*258*/ virtual void knockback(class Actor *, int, float, float, float, float, float);
/*275*/ virtual void travel(float, float, float);
/*278*/ virtual void aiStep();
/*290*/ virtual void __unk_vfn_290();
/*300*/ virtual void __unk_vfn_300();
/*324*/ virtual bool createAIGoals();
/*331*/ virtual bool canExistWhenDisallowMob() const;
/*332*/ virtual void __unk_vfn_332();
/*336*/ virtual std::unique_ptr<class BodyControl> initBodyControl();
/*348*/ virtual void __unk_vfn_348();
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_AGENT
MCVAPI bool breaksFallingBlocks() const;
MCVAPI bool getAlwaysShowNameTag() const;
MCVAPI bool interactPreventDefault();
MCVAPI bool isTargetable() const;
#endif
MCAPI Agent(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &);
MCAPI void setNameTagFromOwner(class Player const &);
MCAPI static class Vec3 roundTeleportPos(class Vec3 const &);
};