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

101 lines
3.7 KiB
C++

// This Header is auto generated by BDSLiteLoader Toolchain
#pragma once
#define AUTO_GENERATED
#include "../Global.h"
#include "Actor.hpp"
#include "Animal.hpp"
#define BEFORE_EXTRA
#undef BEFORE_EXTRA
class Horse : public Animal {
#define AFTER_EXTRA
#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_HORSE
public:
class Horse& operator=(class Horse const &) = delete;
Horse(class Horse const &) = delete;
Horse() = delete;
#endif
public:
/*1*/ virtual void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &);
/*7*/ virtual ~Horse();
/*26*/ virtual class Vec3 getInterpolatedRidingOffset(float) const;
/*30*/ virtual void __unk_vfn_30();
/*39*/ virtual void normalTick();
/*42*/ virtual void positionRider(class Actor &, float);
/*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();
/*85*/ virtual bool isImmobile() const;
/*88*/ virtual void __unk_vfn_88();
/*90*/ virtual void __unk_vfn_90();
/*98*/ virtual void __unk_vfn_98();
/*100*/ virtual void __unk_vfn_100();
/*112*/ virtual void onFailedTame();
/*116*/ virtual void setStanding(bool);
/*121*/ virtual void __unk_vfn_121();
/*131*/ virtual void feed(int);
/*132*/ virtual void handleEntityEvent(enum ActorEvent, int);
/*169*/ virtual void __unk_vfn_169();
/*171*/ virtual struct ActorUniqueID getControllingPlayer() const;
/*173*/ virtual void causeFallDamage(float);
/*174*/ virtual void handleFallDistanceOnServer(float, bool);
/*182*/ virtual void __unk_vfn_182();
/*203*/ virtual void openContainerComponent(class Player &);
/*206*/ virtual void __unk_vfn_206();
/*207*/ virtual void __unk_vfn_207();
/*228*/ virtual void __unk_vfn_228();
/*231*/ virtual void __unk_vfn_231();
/*233*/ virtual void die(class ActorDamageSource const &);
/*238*/ virtual void __unk_vfn_238();
/*240*/ virtual bool _hurt(class ActorDamageSource const &, int, bool, bool);
/*244*/ virtual void _playStepSound(class BlockPos const &, class Block const &);
/*246*/ virtual void __unk_vfn_246();
/*257*/ virtual void __unk_vfn_257();
/*266*/ virtual int getAmbientSoundPostponeTicks();
/*275*/ virtual void travel(float, float, float);
/*278*/ virtual void aiStep();
/*290*/ virtual void __unk_vfn_290();
/*300*/ virtual void __unk_vfn_300();
/*305*/ virtual int getArmorValue();
/*332*/ virtual void __unk_vfn_332();
/*348*/ virtual void __unk_vfn_348();
/*349*/ virtual void setType(int);
/*350*/ virtual int getType() const;
/*351*/ virtual void setHorseEating(bool);
/*352*/ virtual float getEatAnim(float);
/*353*/ virtual float getStandAnim(float) const;
/*354*/ virtual float getMouthAnim(float);
/*355*/ virtual bool canWearArmor() const;
/*356*/ virtual bool getHasReproduced() const;
/*357*/ virtual void setBred(bool);
/*358*/ virtual void setReproduced(bool);
/*359*/ virtual bool isAmuletHorse();
/*360*/ virtual bool isUndead() const;
/*361*/ virtual bool isSterile() const;
/*362*/ virtual bool isAdult() const;
/*363*/ virtual bool isHorseEating() const;
/*364*/ virtual bool isBred() const;
/*365*/ virtual void makeMad();
/*366*/ virtual int nameYOffset();
/*367*/ virtual bool tameToPlayer(class Player &, bool);
/*368*/ virtual std::string getMadSound();
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_HORSE
MCVAPI bool useNewAi() const;
#endif
MCAPI static int const DONKEY_CHEST_COUNT;
//private:
MCAPI void openMouth();
MCAPI void setHorseFlag(enum HorseFlags, bool);
private:
};