mirror of
https://github.com/quizhizhe/LiteLoaderBDS-1.16.40.git
synced 2025-06-05 03:43:40 +00:00
68 lines
2.2 KiB
C++
68 lines
2.2 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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#include "Actor.hpp"
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#define BEFORE_EXTRA
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#undef BEFORE_EXTRA
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class Fireball : public Actor {
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#define AFTER_EXTRA
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#undef AFTER_EXTRA
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#ifndef DISABLE_CONSTRUCTOR_PREVENTION_FIREBALL
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public:
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class Fireball& operator=(class Fireball const &) = delete;
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Fireball(class Fireball const &) = delete;
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Fireball() = delete;
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#endif
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public:
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/*7*/ virtual ~Fireball();
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/*30*/ virtual void __unk_vfn_30();
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/*36*/ virtual void lerpTo(class Vec3 const &, class Vec2 const &, int);
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/*39*/ virtual void normalTick();
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/*54*/ virtual void __unk_vfn_54();
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/*61*/ virtual void __unk_vfn_61();
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/*73*/ virtual float getShadowHeightOffs();
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/*76*/ virtual void __unk_vfn_76();
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/*80*/ virtual float getBrightness(float) const;
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/*81*/ virtual void __unk_vfn_81();
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/*87*/ virtual bool isPickable();
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/*88*/ virtual void __unk_vfn_88();
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/*90*/ virtual void __unk_vfn_90();
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/*98*/ virtual void __unk_vfn_98();
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/*100*/ virtual void __unk_vfn_100();
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/*121*/ virtual void __unk_vfn_121();
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/*133*/ virtual float getPickRadius();
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/*161*/ virtual struct ActorUniqueID getSourceUniqueID() const;
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/*169*/ virtual void __unk_vfn_169();
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/*182*/ virtual void __unk_vfn_182();
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/*206*/ virtual void __unk_vfn_206();
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/*207*/ virtual void __unk_vfn_207();
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/*228*/ virtual void __unk_vfn_228();
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/*231*/ virtual void __unk_vfn_231();
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/*238*/ virtual void __unk_vfn_238();
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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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/*246*/ virtual void __unk_vfn_246();
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/*257*/ virtual void __unk_vfn_257();
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/*258*/ virtual float getInertia();
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/*259*/ virtual void __unk_vfn_259();
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/*260*/ virtual enum ParticleType getTrailParticle();
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#ifdef ENABLE_VIRTUAL_FAKESYMBOL_FIREBALL
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MCVAPI bool canMakeStepSound() const;
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MCVAPI void onHit(class HitResult const &);
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MCVAPI bool shouldBurn();
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#endif
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MCAPI Fireball(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &);
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//private:
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MCAPI void _setPower(class Vec3 const &);
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private:
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}; |