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

78 lines
3.7 KiB
C++

// This Header is auto generated by BDSLiteLoader Toolchain
#pragma once
#define AUTO_GENERATED
#include "../Global.h"
#include "Item.hpp"
#define BEFORE_EXTRA
#undef BEFORE_EXTRA
class ArmorItem : public Item {
#define AFTER_EXTRA
#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_ARMORITEM
public:
class ArmorItem& operator=(class ArmorItem const &) = delete;
ArmorItem(class ArmorItem const &) = delete;
ArmorItem() = delete;
#endif
public:
/*0*/ virtual ~ArmorItem();
/*5*/ virtual void __unk_vfn_5();
/*26*/ virtual void __unk_vfn_26();
/*27*/ virtual void __unk_vfn_27();
/*31*/ virtual void __unk_vfn_31();
/*32*/ virtual void __unk_vfn_32();
/*34*/ virtual void __unk_vfn_34();
/*37*/ virtual void __unk_vfn_37();
/*38*/ virtual void appendFormattedHovertext(class ItemStackBase const &, class Level &, std::string &, bool) const;
/*39*/ virtual bool isValidRepairItem(class ItemStackBase const &, class ItemStackBase const &) const;
/*40*/ virtual int getEnchantSlot() const;
/*41*/ virtual int getEnchantValue() const;
/*42*/ virtual int getArmorValue() const;
/*43*/ virtual void __unk_vfn_43();
/*45*/ virtual int getDamageChance(int) const;
/*46*/ virtual void __unk_vfn_46();
/*47*/ virtual void __unk_vfn_47();
/*48*/ virtual class Color getColor(class CompoundTag const *, class ItemDescriptor const &) const;
/*49*/ virtual void __unk_vfn_49();
/*50*/ virtual void __unk_vfn_50();
/*53*/ virtual bool isTintable() const;
/*54*/ virtual int buildIdAux(short, class CompoundTag const *) const;
/*55*/ virtual class ItemDescriptor buildDescriptor(short, class CompoundTag const *) const;
/*56*/ virtual class ItemStack & use(class ItemStack &, class Player &) const;
/*57*/ virtual bool dispense(class BlockSource &, class Container &, int, class Vec3 const &, unsigned char) const;
/*62*/ virtual void hurtEnemy(class ItemStack &, class Mob *, class Mob *) const;
/*64*/ virtual bool mineBlock(class ItemStack &, class Block const &, int, int, int, class Actor *) const;
/*79*/ virtual void __unk_vfn_79();
/*80*/ virtual void __unk_vfn_80();
/*85*/ virtual struct TextureUVCoordinateSet const & getIcon(class ItemStackBase const &, int, bool) const;
/*87*/ virtual class Item & setIcon(std::string const &, int);
/*90*/ virtual void __unk_vfn_90();
/*97*/ virtual void __unk_vfn_97();
/*100*/ virtual float getArmorKnockbackResistance() const;
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_ARMORITEM
MCVAPI bool isArmor() const;
#endif
MCAPI ArmorItem(std::string const &, int, class ArmorItem::ArmorMaterial const &, int, enum ArmorSlot);
MCAPI bool hasCustomColor(class CompoundTag const *) const;
MCAPI void playEquipSound(class BlockSource &, enum ArmorSlot, class Player &) const;
MCAPI void setColor(class ItemStackBase &, class Color const &) const;
MCAPI static class ArmorItem::ArmorMaterial const CHAIN;
MCAPI static class ArmorItem::ArmorMaterial const DIAMOND;
MCAPI static class ArmorItem::ArmorMaterial const ELYTRA;
MCAPI static class ArmorItem::ArmorMaterial const GOLD;
MCAPI static class ArmorItem::ArmorMaterial const IRON;
MCAPI static class ArmorItem::ArmorMaterial const LEATHER;
MCAPI static class ArmorItem::ArmorMaterial const NETHERITE;
MCAPI static class ArmorItem::ArmorMaterial const TURTLE;
MCAPI static bool dispenseArmor(class BlockSource &, class Container &, int, class Vec3 const &, unsigned char, enum ArmorSlot);
MCAPI static enum ArmorSlot getSlotForItem(class ItemStackBase const &);
MCAPI static bool isFlyEnabled(class ItemInstance const &);
MCAPI static int const mHealthPerSlot[];
};