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

90 lines
3.5 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 ArmorStand : public Mob {
#define AFTER_EXTRA
#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_ARMORSTAND
public:
class ArmorStand& operator=(class ArmorStand const &) = delete;
ArmorStand(class ArmorStand const &) = delete;
ArmorStand() = delete;
#endif
public:
/*7*/ virtual ~ArmorStand();
/*30*/ virtual void __unk_vfn_30();
/*33*/ virtual void teleportTo(class Vec3 const &, bool, int, int, struct ActorUniqueID const &);
/*39*/ virtual void normalTick();
/*54*/ virtual void __unk_vfn_54();
/*61*/ virtual void __unk_vfn_61();
/*74*/ virtual float getShadowRadius() const;
/*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();
/*124*/ virtual bool isInvulnerableTo(class ActorDamageSource const &) const;
/*169*/ virtual void __unk_vfn_169();
/*182*/ virtual void __unk_vfn_182();
/*206*/ virtual void __unk_vfn_206();
/*207*/ virtual void __unk_vfn_207();
/*217*/ virtual bool getInteraction(class Player &, class ActorInteraction &, class Vec3 const &);
/*228*/ virtual void __unk_vfn_228();
/*231*/ virtual void __unk_vfn_231();
/*235*/ virtual void updateEntitySpecificMolangVariables(class RenderParams &);
/*238*/ virtual void __unk_vfn_238();
/*240*/ virtual bool _hurt(class ActorDamageSource const &, int, bool, bool);
/*242*/ virtual void readAdditionalSaveData(class CompoundTag const &, class DataLoadHelper &);
/*243*/ virtual void addAdditionalSaveData(class CompoundTag &);
/*246*/ virtual void __unk_vfn_246();
/*257*/ virtual void __unk_vfn_257();
/*279*/ virtual void pushActors();
/*290*/ virtual void __unk_vfn_290();
/*300*/ virtual void __unk_vfn_300();
/*332*/ virtual void __unk_vfn_332();
/*348*/ virtual void __unk_vfn_348();
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_ARMORSTAND
MCVAPI bool interactPreventDefault();
#endif
MCAPI int getNumSlotsFilled() const;
MCAPI void setPoseIndex(int);
//private:
MCAPI void _causeDamage(float);
MCAPI void _destroyWithEffects(class Vec3 const &);
MCAPI void _dropHeldItems();
MCAPI void _dropHeldItemsAndResource();
MCAPI void _dropItem(class ItemStack const &);
MCAPI void _readPose(class CompoundTag const *);
MCAPI bool _trySwapItem(class Player &, enum EquipmentSlot);
private:
MCAPI static struct ArmorStand::Pose const POSE_ATHENA;
MCAPI static struct ArmorStand::Pose const POSE_BRANDISH;
MCAPI static struct ArmorStand::Pose const POSE_CANCAN_A;
MCAPI static struct ArmorStand::Pose const POSE_CANCAN_B;
MCAPI static struct ArmorStand::Pose const POSE_DEFAULT;
MCAPI static struct ArmorStand::Pose const POSE_ENTERTAIN;
MCAPI static struct ArmorStand::Pose const POSE_HERO;
MCAPI static struct ArmorStand::Pose const POSE_HONOR;
MCAPI static struct ArmorStand::Pose const POSE_RIPOSTE;
MCAPI static struct ArmorStand::Pose const POSE_SALUTE;
MCAPI static struct ArmorStand::Pose const POSE_SOLEMN;
MCAPI static struct ArmorStand::Pose const POSE_ZERO_ROTATION;
MCAPI static struct ArmorStand::Pose const POSE_ZOMBIE;
};