mirror of
https://github.com/quizhizhe/LiteLoaderBDS-1.16.40.git
synced 2025-06-05 03:43:40 +00:00
87 lines
3.4 KiB
C++
87 lines
3.4 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 "Actor.hpp"
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#include "Monster.hpp"
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#define BEFORE_EXTRA
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#undef BEFORE_EXTRA
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class WitherBoss : public Monster {
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#define AFTER_EXTRA
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#undef AFTER_EXTRA
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#ifndef DISABLE_CONSTRUCTOR_PREVENTION_WITHERBOSS
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public:
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class WitherBoss& operator=(class WitherBoss const &) = delete;
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WitherBoss(class WitherBoss const &) = delete;
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WitherBoss() = delete;
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#endif
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public:
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/*1*/ virtual void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &);
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/*2*/ virtual void reloadHardcodedClient(enum Actor::InitializationMethod, class VariantParameterList const &);
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/*7*/ virtual ~WitherBoss();
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/*11*/ virtual void remove();
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/*17*/ virtual class Vec3 getFiringPos() const;
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/*30*/ virtual void __unk_vfn_30();
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/*44*/ virtual bool startRiding(class Actor &);
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/*54*/ virtual void __unk_vfn_54();
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/*61*/ virtual void __unk_vfn_61();
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/*71*/ virtual void makeStuckInBlock(float);
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/*76*/ virtual void __unk_vfn_76();
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/*81*/ virtual void __unk_vfn_81();
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/*88*/ virtual void __unk_vfn_88();
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/*90*/ virtual void __unk_vfn_90();
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/*98*/ virtual void __unk_vfn_98();
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/*100*/ virtual void __unk_vfn_100();
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/*121*/ virtual void __unk_vfn_121();
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/*124*/ virtual bool isInvulnerableTo(class ActorDamageSource const &) const;
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/*132*/ virtual void handleEntityEvent(enum ActorEvent, int);
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/*169*/ virtual void __unk_vfn_169();
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/*173*/ virtual void causeFallDamage(float);
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/*182*/ virtual void __unk_vfn_182();
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/*197*/ virtual bool canBeAffected(class MobEffectInstance const &) const;
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/*198*/ virtual bool canBeAffectedByArrow(class MobEffectInstance const &) const;
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/*206*/ virtual void __unk_vfn_206();
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/*207*/ virtual void __unk_vfn_207();
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/*228*/ virtual void __unk_vfn_228();
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/*231*/ virtual void __unk_vfn_231();
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/*233*/ virtual void die(class ActorDamageSource const &);
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/*238*/ virtual void __unk_vfn_238();
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/*240*/ virtual bool _hurt(class ActorDamageSource const &, int, bool, bool);
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/*242*/ virtual void readAdditionalSaveData(class CompoundTag const &, class DataLoadHelper &);
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/*243*/ virtual void addAdditionalSaveData(class CompoundTag &);
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/*246*/ virtual void __unk_vfn_246();
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/*257*/ virtual void __unk_vfn_257();
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/*272*/ virtual bool hurtEffects(class ActorDamageSource const &, int, bool, bool);
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/*278*/ virtual void aiStep();
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/*290*/ virtual void __unk_vfn_290();
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/*300*/ virtual void __unk_vfn_300();
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/*305*/ virtual int getArmorValue();
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/*332*/ virtual void __unk_vfn_332();
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/*339*/ virtual void newServerAiStep();
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/*348*/ virtual void __unk_vfn_348();
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#ifdef ENABLE_VIRTUAL_FAKESYMBOL_WITHERBOSS
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#endif
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MCAPI WitherBoss(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &);
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MCAPI bool getAerialAttack() const;
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MCAPI struct ActorUniqueID getAlternativeTarget(int);
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MCAPI class Vec3 getHeadPos(int) const;
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MCAPI void setAerialAttack(bool);
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MCAPI void setAlternativeTarget(int, struct ActorUniqueID);
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MCAPI void setInvulnerableTicks(int);
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MCAPI static class mce::UUID const MAX_HEALTH_CAP_UUID;
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MCAPI static bool canDestroy(class Block const &);
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//private:
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MCAPI void _performRangedAttack(int, class Actor &);
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MCAPI void _performRangedAttack(int, class Vec3 const &, bool);
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MCAPI bool canShoot();
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private:
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}; |