LiteLoaderBDS-1.16.40/LiteLoader/include/llapi/mc/Mob.hpp
2023-03-05 00:33:15 -08:00

264 lines
12 KiB
C++

// This Header is auto generated by BDSLiteLoader Toolchain
#pragma once
#define AUTO_GENERATED
#include "llapi/Global.h"
#include "Actor.hpp"
#define BEFORE_EXTRA
#undef BEFORE_EXTRA
class Mob : public Actor {
#define AFTER_EXTRA
// Add Member There
public:
struct JumpPreventionResult {
JumpPreventionResult() = delete;
JumpPreventionResult(JumpPreventionResult const&) = delete;
JumpPreventionResult(JumpPreventionResult const&&) = delete;
};
enum TravelType;
public:
LIAPI bool refreshInventory();
inline bool isGliding(){
return getStatusFlag(ActorFlags::GLIDING);
}
inline bool getDead(){
//mob::die Line83
return dAccess<bool>(this,ll::offset::MOB_getDead);
};
#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_MOB
public:
class Mob& operator=(class Mob const &) = delete;
Mob(class Mob const &) = delete;
Mob() = delete;
#endif
public:
/*0*/ virtual bool hasComponent(class HashedString const &) const;
/*1*/ virtual void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &);
/*2*/ virtual void reloadHardcodedClient(enum Actor::InitializationMethod, class VariantParameterList const &);
/*3*/ virtual void initializeComponents(enum Actor::InitializationMethod, class VariantParameterList const &);
/*6*/ virtual void _doInitialMove();
/*7*/ virtual ~Mob();
/*21*/ virtual float getInterpolatedBodyRot(float) const;
/*22*/ virtual float getInterpolatedHeadRot(float) const;
/*23*/ virtual float getInterpolatedBodyYaw(float) const;
/*24*/ virtual float getYawSpeedInDegreesPerSecond() const;
/*30*/ virtual void __unk_vfn_30();
/*31*/ virtual void blockedByShield(class ActorDamageSource const &, class Actor &);
/*33*/ virtual void teleportTo(class Vec3 const &, bool, int, int, struct ActorUniqueID const &);
/*36*/ virtual void lerpTo(class Vec3 const &, class Vec2 const &, int);
/*39*/ virtual void normalTick();
/*40*/ virtual void baseTick();
/*41*/ virtual void rideTick();
/*44*/ virtual bool startRiding(class Actor &);
/*45*/ virtual void addRider(class Actor &);
/*54*/ virtual void __unk_vfn_54();
/*61*/ virtual void __unk_vfn_61();
/*76*/ virtual void __unk_vfn_76();
/*81*/ virtual void __unk_vfn_81();
/*85*/ virtual bool isImmobile() const;
/*87*/ virtual bool isPickable();
/*88*/ virtual void __unk_vfn_88();
/*89*/ virtual bool isSleeping() const;
/*90*/ virtual void __unk_vfn_90();
/*93*/ virtual bool isBlocking() const;
/*95*/ virtual bool isAlive() const;
/*98*/ virtual void __unk_vfn_98();
/*99*/ virtual bool isSurfaceMob() const;
/*100*/ virtual void __unk_vfn_100();
/*102*/ virtual void setTarget(class Actor *);
/*105*/ virtual bool attack(class Actor &);
/*117*/ virtual bool canPowerJump() const;
/*119*/ virtual bool isJumping() const;
/*121*/ virtual void __unk_vfn_121();
/*125*/ virtual enum ActorDamageCause getBlockDamageCause(class Block const &) const;
/*126*/ virtual void actuallyHurt(int, class ActorDamageSource const &, bool);
/*127*/ virtual void animateHurt();
/*128*/ virtual bool doFireHurt(int);
/*132*/ virtual void handleEntityEvent(enum ActorEvent, int);
/*145*/ virtual enum ArmorMaterialType getArmorMaterialTypeInSlot(enum ArmorSlot) const;
/*146*/ virtual enum ArmorTextureType getArmorMaterialTextureTypeInSlot(enum ArmorSlot) const;
/*147*/ virtual float getArmorColorInSlot(enum ArmorSlot, int) const;
/*148*/ virtual void setEquippedSlot(enum ArmorSlot, int, int);
/*149*/ virtual void setEquippedSlot(enum ArmorSlot, class ItemStack const &);
/*162*/ virtual void setOnFire(int);
/*169*/ virtual void __unk_vfn_169();
/*173*/ virtual void causeFallDamage(float);
/*180*/ virtual bool canBePulledIntoVehicle() const;
/*181*/ virtual bool inCaravan() const;
/*182*/ virtual void __unk_vfn_182();
/*186*/ virtual void stopRiding(bool, bool, bool);
/*189*/ virtual void buildDebugInfo(std::string &) const;
/*193*/ virtual int getDeathTime() const;
/*204*/ virtual void swing();
/*206*/ virtual void __unk_vfn_206();
/*207*/ virtual void __unk_vfn_207();
/*211*/ virtual float getYHeadRot() const;
/*228*/ virtual void __unk_vfn_228();
/*231*/ virtual void __unk_vfn_231();
/*232*/ virtual void kill();
/*233*/ virtual void die(class ActorDamageSource const &);
/*235*/ virtual void updateEntitySpecificMolangVariables(class RenderParams &);
/*238*/ virtual void __unk_vfn_238();
/*239*/ virtual void outOfWorld();
/*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 &);
/*244*/ virtual void _playStepSound(class BlockPos const &, class Block const &);
/*246*/ virtual void __unk_vfn_246();
/*255*/ virtual void _removeRider(struct ActorUniqueID const &, bool, bool, bool);
/*256*/ virtual void _onSizeUpdated();
/*257*/ virtual void __unk_vfn_257();
/*258*/ virtual void knockback(class Actor *, int, float, float, float, float, float);
/*259*/ virtual void resolveDeathLoot(int, class ActorDamageSource const &);
/*260*/ virtual void spawnAnim();
/*261*/ virtual void setSleeping(bool);
/*262*/ virtual bool isSprinting() const;
/*263*/ virtual void setSprinting(bool);
/*264*/ virtual void playAmbientSound();
/*265*/ virtual enum LevelSoundEvent getAmbientSound();
/*266*/ virtual int getAmbientSoundPostponeTicks();
/*267*/ virtual int getAmbientSoundPostponeTicksRange();
/*268*/ virtual struct TextureUVCoordinateSet const * getItemInHandIcon(class ItemStack const &, int);
/*269*/ virtual float getSpeed() const;
/*270*/ virtual void setSpeed(float);
/*271*/ virtual float getJumpPower() const;
/*272*/ virtual bool hurtEffects(class ActorDamageSource const &, int, bool, bool);
/*273*/ virtual int getMeleeWeaponDamageBonus(class Mob *);
/*274*/ virtual int getMeleeKnockbackBonus();
/*275*/ virtual void travel(float, float, float);
/*276*/ virtual void applyFinalFriction(float, bool);
/*277*/ virtual void updateWalkAnim();
/*278*/ virtual void aiStep();
/*279*/ virtual void pushActors();
/*280*/ virtual void lookAt(class Actor *, float, float);
/*281*/ virtual bool isLookingAtAnEntity();
/*282*/ virtual bool checkSpawnRules(bool);
/*283*/ virtual bool checkSpawnObstruction() const;
/*284*/ virtual float getAttackAnim(float);
/*285*/ virtual int getItemUseDuration();
/*286*/ virtual float getItemUseStartupProgress();
/*287*/ virtual float getItemUseIntervalProgress();
/*288*/ virtual int getItemuseIntervalAxis();
/*289*/ virtual int getTimeAlongSwing();
/*290*/ virtual void __unk_vfn_290();
/*291*/ virtual float getMaxHeadXRot();
/*292*/ virtual class Mob * getLastHurtByMob();
/*293*/ virtual void setLastHurtByMob(class Mob *);
/*294*/ virtual class Player * getLastHurtByPlayer();
/*295*/ virtual void setLastHurtByPlayer(class Player *);
/*296*/ virtual class Mob * getLastHurtMob();
/*297*/ virtual void setLastHurtMob(class Actor *);
/*298*/ virtual bool isAlliedTo(class Mob *);
/*299*/ virtual bool doHurtTarget(class Actor *);
/*300*/ virtual void __unk_vfn_300();
/*301*/ virtual void leaveCaravan();
/*302*/ virtual void joinCaravan(class Mob *);
/*303*/ virtual bool hasCaravanTail() const;
/*304*/ virtual struct ActorUniqueID getCaravanHead() const;
/*305*/ virtual int getArmorValue();
/*306*/ virtual float getArmorCoverPercentage() const;
/*307*/ virtual void hurtArmor(class ActorDamageSource const &, int);
/*308*/ virtual void setDamagedArmor(enum ArmorSlot, class ItemStack const &);
/*309*/ virtual void sendArmorDamage(class std::bitset<4> const &);
/*310*/ virtual void sendArmor(class std::bitset<4> const &);
/*311*/ virtual void containerChanged(int);
/*312*/ virtual void updateEquipment();
/*313*/ virtual int clearEquipment();
/*314*/ virtual std::vector<class ItemStack const *> getAllArmor() const;
/*315*/ virtual std::vector<int> getAllArmorID() const;
/*316*/ virtual std::vector<class ItemStack const *> getAllHand() const;
/*317*/ virtual std::vector<class ItemStack const *> getAllEquipment() const;
/*318*/ virtual int getArmorTypeHash();
/*319*/ virtual void dropEquipment(class ActorDamageSource const &, int);
/*320*/ virtual void dropEquipment();
/*321*/ virtual void clearVanishEnchantedItems();
/*322*/ virtual void sendInventory(bool);
/*323*/ virtual int getDamageAfterMagicAbsorb(class ActorDamageSource const &, int);
/*324*/ virtual bool createAIGoals();
/*325*/ virtual void onBorn(class Actor &, class Actor &);
/*326*/ virtual bool setItemSlot(enum EquipmentSlot, class ItemStack const &);
/*327*/ virtual void setTransitioningSitting(bool);
/*328*/ virtual void attackAnimation(class Actor *, float);
/*329*/ virtual int getAttackTime();
/*330*/ virtual float _getWalkTargetValue(class BlockPos const &);
/*331*/ virtual bool canExistWhenDisallowMob() const;
/*332*/ virtual void __unk_vfn_332();
/*333*/ virtual void ascendLadder();
/*334*/ virtual void ascendScaffolding();
/*335*/ virtual void descendScaffolding();
/*336*/ virtual std::unique_ptr<class BodyControl> initBodyControl();
/*337*/ virtual void jumpFromGround();
/*338*/ virtual void updateAi();
/*339*/ virtual void newServerAiStep();
/*340*/ virtual void _serverAiMobStep();
/*341*/ virtual int getDamageAfterEnchantReduction(class ActorDamageSource const &, int);
/*342*/ virtual int getDamageAfterArmorAbsorb(class ActorDamageSource const &, int);
/*343*/ virtual void dropBags();
/*344*/ virtual void dropContainer();
/*345*/ virtual void tickDeath();
/*346*/ virtual void _endJump();
/*347*/ virtual void updateGliding();
/*348*/ virtual void __unk_vfn_348();
/*349*/ virtual bool isDarkEnoughToSpawn() const;
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_MOB
MCVAPI bool _allowAscendingScaffolding() const;
MCVAPI void ate();
MCVAPI bool canBeControlledByRider();
MCVAPI bool isShootable();
MCVAPI void renderDebugServerState(class Options const &);
MCVAPI bool useNewAi() const;
#endif
MCAPI Mob(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &);
MCAPI Mob(class Level &);
MCAPI void _updateMobTravel();
MCAPI float calcMoveRelativeSpeed(enum Mob::TravelType);
MCAPI bool checkTotemDeathProtection(class ActorDamageSource const &);
MCAPI void emitJumpPreventedEvent(class BlockPos const &);
MCAPI void frostWalk();
MCAPI int getCaravanSize() const;
MCAPI class Mob * getFirstCaravanHead();
MCAPI class ItemStack const & getItemSlot(enum EquipmentSlot) const;
MCAPI float getJumpMultiplier();
MCAPI struct Mob::JumpPreventionResult getJumpPrevention();
MCAPI enum Mob::TravelType getTravelType();
MCAPI void resetAttributes();
MCAPI void sendArmorSlot(enum ArmorSlot);
MCAPI void setEatCounter(int);
MCAPI void setIsPregnant(bool);
MCAPI bool shouldApplyWaterGravity();
MCAPI static float const PLAYER_SWIMMING_SURFACE_OFFSET;
MCAPI static int const TOTAL_ROLL_STEPS;
//protected:
MCAPI void _applyRidingRotationLimits();
MCAPI void _doSoulSpeedParticleEffect();
MCAPI void _doSprintParticleEffect();
MCAPI void _registerMobAttributes();
MCAPI void calculateAmbientSoundTime(int);
MCAPI int getCurrentSwingDuration();
MCAPI void processSoulSpeed();
MCAPI std::unique_ptr<class ListTag> saveOffhand() const;
MCAPI void tickEffects();
MCAPI void updateAttackAnim();
MCAPI bool updateGlidingDurability();
//private:
MCAPI bool _initHardCodedComponents();
MCAPI bool _isHeadInWater();
MCAPI void _loadArmor(class ListTag const *);
MCAPI bool _tryApplyingLevitation(class Vec3 &) const;
MCAPI void _verifyAttributes();
protected:
private:
};