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

61 lines
2.1 KiB
C++

// This Header is auto generated by BDSLiteLoader Toolchain
#pragma once
#define AUTO_GENERATED
#include "../Global.h"
#include "Item.hpp"
#define BEFORE_EXTRA
#undef BEFORE_EXTRA
class TridentItem : public Item {
#define AFTER_EXTRA
#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_TRIDENTITEM
public:
class TridentItem& operator=(class TridentItem const &) = delete;
TridentItem(class TridentItem const &) = delete;
TridentItem() = delete;
#endif
public:
/*0*/ virtual ~TridentItem();
/*5*/ virtual void __unk_vfn_5();
/*23*/ virtual short getMaxDamage() const;
/*24*/ virtual int getAttackDamage() const;
/*26*/ virtual void __unk_vfn_26();
/*27*/ virtual void __unk_vfn_27();
/*31*/ virtual void __unk_vfn_31();
/*32*/ virtual void __unk_vfn_32();
/*34*/ virtual void __unk_vfn_34();
/*37*/ virtual void __unk_vfn_37();
/*38*/ virtual void appendFormattedHovertext(class ItemStackBase const &, class Level &, std::string &, bool) const;
/*40*/ virtual int getEnchantSlot() const;
/*41*/ virtual int getEnchantValue() const;
/*43*/ virtual void __unk_vfn_43();
/*46*/ virtual void __unk_vfn_46();
/*47*/ virtual void __unk_vfn_47();
/*49*/ virtual void __unk_vfn_49();
/*50*/ virtual void __unk_vfn_50();
/*56*/ virtual class ItemStack & use(class ItemStack &, class Player &) const;
/*57*/ virtual bool dispense(class BlockSource &, class Container &, int, class Vec3 const &, unsigned char) const;
/*59*/ virtual void releaseUsing(class ItemStack &, class Player *, int) const;
/*62*/ virtual void hurtEnemy(class ItemStack &, class Mob *, class Mob *) const;
/*79*/ virtual void __unk_vfn_79();
/*80*/ virtual void __unk_vfn_80();
/*90*/ virtual void __unk_vfn_90();
/*97*/ virtual void __unk_vfn_97();
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_TRIDENTITEM
MCVAPI bool canDestroyInCreative() const;
#endif
MCAPI static int const CHARGE_THRESHOLD_TIME;
MCAPI static int const THROW_THRESHOLD_TIME;
//private:
MCAPI class Actor * _setupProjectile(class Actor *, class ItemStack, bool) const;
private:
};