mirror of
https://github.com/quizhizhe/LiteLoaderBDS-1.16.40.git
synced 2025-06-05 03:43:40 +00:00
64 lines
3.8 KiB
C++
64 lines
3.8 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 "LevelChunk.hpp"
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#define BEFORE_EXTRA
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// Add include headers & pre-declares
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class Mob;
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class ItemActor;
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class ItemStack;
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class LevelChunk;
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#undef BEFORE_EXTRA
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class Spawner {
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#define AFTER_EXTRA
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// Add new members to class
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public:
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LIAPI Mob* spawnMob(Vec3& ,int, std::string );
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LIAPI ItemActor* spawnItem(Vec3&, int, ItemStack*);
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#undef AFTER_EXTRA
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#ifndef DISABLE_CONSTRUCTOR_PREVENTION_SPAWNER
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public:
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class Spawner& operator=(class Spawner const &) = delete;
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Spawner(class Spawner const &) = delete;
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Spawner() = delete;
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#endif
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public:
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#ifdef ENABLE_VIRTUAL_FAKESYMBOL_SPAWNER
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#endif
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MCAPI void postProcessSpawnMobs(class BlockSource &, int, int, class Random &);
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MCAPI class ItemActor * spawnItem(class BlockSource &, class ItemStack const &, class Actor *, class Vec3 const &, int);
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MCAPI class Mob * spawnMob(class BlockSource &, struct ActorDefinitionIdentifier const &, class Actor *, class Vec3 const &, bool, bool, bool);
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MCAPI class std::unordered_set<struct ActorUniqueID, struct std::hash<struct ActorUniqueID>, struct std::equal_to<struct ActorUniqueID>, class std::allocator<struct ActorUniqueID>> spawnMobGroup(class BlockSource &, std::string const &, class Vec3 const &, bool, class std::function<void (class Mob &)> &&);
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MCAPI class Actor * spawnProjectile(class BlockSource &, struct ActorDefinitionIdentifier const &, class Actor *, class Vec3 const &, class Vec3 const &);
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MCAPI void tick(class BlockSource &, class LevelChunk const &);
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MCAPI static bool findNextSpawnBlockUnder(class BlockSource const &, class BlockPos &, enum MaterialType, enum SpawnBlockRequirements);
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//protected:
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MCAPI void _tickSpawnMobClusters(class BlockSource &, class LevelChunk const &, class BlockPos, class std::function<void (class BlockPos const &, class SpawnConditions &)> const &);
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MCAPI void _tickSpawnStructureMobs(class BlockSource &, class LevelChunk const &, class BlockPos, class std::function<void (class BlockPos const &, struct LevelChunk::HardcodedSpawningArea const &, class SpawnConditions const &)> const &, class std::function<class gsl::span<struct LevelChunk::HardcodedSpawningArea const, -1> (class LevelChunk const &)> const &);
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//private:
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MCAPI int _handlePopulationCap(class MobSpawnerData const *, class SpawnConditions const &, int);
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MCAPI bool _isSpawnPositionOk(class MobSpawnRules const &, class BlockSource &, class BlockPos const &);
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MCAPI void _permuteId(struct ActorDefinitionIdentifier &, class MobSpawnRules const &, class Random &) const;
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MCAPI bool _popCapAllows(class Dimension const &, class MobSpawnerData const &, bool, bool) const;
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MCAPI void _sendHerdEvents(struct MobSpawnHerdInfo const &, std::vector<class Mob *> &) const;
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MCAPI void _spawnMobCluster(class BlockSource &, class BlockPos const &, class SpawnConditions &);
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MCAPI void _spawnMobInCluster(class BlockSource &, struct ActorDefinitionIdentifier, class BlockPos const &, class SpawnConditions const &, std::vector<class Mob *> &);
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MCAPI void _spawnStructureMob(class BlockSource &, class BlockPos const &, struct LevelChunk::HardcodedSpawningArea const &, class SpawnConditions const &);
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MCAPI void _updateBaseTypeCount(class BlockSource &, class ChunkPos const &);
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MCAPI void _updateGroupPersistence(class MobSpawnRules const &, std::vector<class Mob *> const &);
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MCAPI void _updateMobCounts(class BlockSource &, struct ActorDefinitionIdentifier const &, class SpawnConditions const &);
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protected:
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private:
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MCAPI static class std::unordered_set<class ChunkPos, struct std::hash<class ChunkPos>, struct std::equal_to<class ChunkPos>, class std::allocator<class ChunkPos>> const SPAWN_RING_OFFSETS;
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}; |