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

73 lines
2.5 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 ItemActor : public Actor {
#define AFTER_EXTRA
// Add Member There
public:
LIAPI ItemStack* getItemStack();
LIAPI int getDespawnTime();
LIAPI bool setDespawnTime(int);
LIAPI int getLatestSpawnTime();
#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_ITEMACTOR
public:
class ItemActor& operator=(class ItemActor const &) = delete;
ItemActor(class ItemActor const &) = delete;
ItemActor() = delete;
#endif
public:
/*1*/ virtual void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &);
/*7*/ virtual ~ItemActor();
/*29*/ virtual bool isFireImmune() const;
/*30*/ virtual void __unk_vfn_30();
/*38*/ virtual std::unique_ptr<class AddActorBasePacket> getAddPacket();
/*39*/ virtual void normalTick();
/*54*/ virtual void __unk_vfn_54();
/*61*/ virtual void __unk_vfn_61();
/*76*/ virtual void __unk_vfn_76();
/*81*/ virtual void __unk_vfn_81();
/*82*/ virtual void playerTouch(class Player &);
/*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;
/*132*/ virtual void handleEntityEvent(enum ActorEvent, int);
/*161*/ virtual struct ActorUniqueID getSourceUniqueID() const;
/*163*/ virtual class AABB getHandleWaterAABB() const;
/*169*/ virtual void __unk_vfn_169();
/*182*/ virtual void __unk_vfn_182();
/*185*/ virtual bool canSynchronizeNewEntity() const;
/*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();
/*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();
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_ITEMACTOR
MCVAPI bool canMakeStepSound() const;
#endif
MCAPI ItemActor(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &);
//private:
MCAPI bool _merge(class ItemActor *);
MCAPI void _validateItem();
private:
};