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

70 lines
2.2 KiB
C++

// This Header is auto generated by BDSLiteLoader Toolchain
#pragma once
#define AUTO_GENERATED
#include "../Global.h"
#include "Actor.hpp"
#define BEFORE_EXTRA
#undef BEFORE_EXTRA
class FishingHook : public Actor {
#define AFTER_EXTRA
#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_FISHINGHOOK
public:
class FishingHook& operator=(class FishingHook const &) = delete;
FishingHook(class FishingHook const &) = delete;
FishingHook() = delete;
#endif
public:
/*1*/ virtual void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &);
/*7*/ virtual ~FishingHook();
/*30*/ virtual void __unk_vfn_30();
/*36*/ virtual void lerpTo(class Vec3 const &, class Vec2 const &, int);
/*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();
/*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);
/*155*/ virtual bool save(class CompoundTag &);
/*161*/ virtual struct ActorUniqueID getSourceUniqueID() 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();
/*228*/ virtual void __unk_vfn_228();
/*231*/ virtual void __unk_vfn_231();
/*238*/ virtual void __unk_vfn_238();
/*246*/ virtual void __unk_vfn_246();
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_FISHINGHOOK
#endif
MCAPI class Actor * getOwner();
MCAPI class Actor * getTarget();
MCAPI int retrieve();
//protected:
MCAPI void _fishPosEvent();
MCAPI void _fishTeaseEvent();
MCAPI void _fishhookEvent();
MCAPI int _getServerFishSpeed();
MCAPI float _getWaterPercentage();
MCAPI class HitResult _hitCheck();
MCAPI void _pullCloser(class Actor &, float);
MCAPI bool _serverHooked();
MCAPI bool _serverLured();
MCAPI void _updateGravity();
protected:
};