mirror of
https://github.com/quizhizhe/LiteLoaderBDS-1.16.40.git
synced 2025-06-03 04:23:39 +00:00
264 lines
12 KiB
C++
264 lines
12 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 "llapi/Global.h"
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#include "Actor.hpp"
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#define BEFORE_EXTRA
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#undef BEFORE_EXTRA
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class Mob : public Actor {
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#define AFTER_EXTRA
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// Add Member There
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public:
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struct JumpPreventionResult {
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JumpPreventionResult() = delete;
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JumpPreventionResult(JumpPreventionResult const&) = delete;
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JumpPreventionResult(JumpPreventionResult const&&) = delete;
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};
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enum TravelType;
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public:
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LIAPI bool refreshInventory();
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inline bool isGliding(){
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return getStatusFlag(ActorFlags::GLIDING);
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}
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inline bool getDead(){
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//mob::die Line83
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return dAccess<bool>(this,ll::offset::MOB_getDead);
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};
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#undef AFTER_EXTRA
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#ifndef DISABLE_CONSTRUCTOR_PREVENTION_MOB
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public:
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class Mob& operator=(class Mob const &) = delete;
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Mob(class Mob const &) = delete;
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Mob() = delete;
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#endif
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public:
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/*0*/ virtual bool hasComponent(class HashedString const &) const;
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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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/*3*/ virtual void initializeComponents(enum Actor::InitializationMethod, class VariantParameterList const &);
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/*6*/ virtual void _doInitialMove();
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/*7*/ virtual ~Mob();
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/*21*/ virtual float getInterpolatedBodyRot(float) const;
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/*22*/ virtual float getInterpolatedHeadRot(float) const;
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/*23*/ virtual float getInterpolatedBodyYaw(float) const;
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/*24*/ virtual float getYawSpeedInDegreesPerSecond() const;
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/*30*/ virtual void __unk_vfn_30();
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/*31*/ virtual void blockedByShield(class ActorDamageSource const &, class Actor &);
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/*33*/ virtual void teleportTo(class Vec3 const &, bool, int, int, struct ActorUniqueID const &);
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/*36*/ virtual void lerpTo(class Vec3 const &, class Vec2 const &, int);
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/*39*/ virtual void normalTick();
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/*40*/ virtual void baseTick();
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/*41*/ virtual void rideTick();
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/*44*/ virtual bool startRiding(class Actor &);
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/*45*/ virtual void addRider(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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/*76*/ virtual void __unk_vfn_76();
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/*81*/ virtual void __unk_vfn_81();
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/*85*/ virtual bool isImmobile() const;
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/*87*/ virtual bool isPickable();
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/*88*/ virtual void __unk_vfn_88();
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/*89*/ virtual bool isSleeping() const;
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/*90*/ virtual void __unk_vfn_90();
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/*93*/ virtual bool isBlocking() const;
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/*95*/ virtual bool isAlive() const;
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/*98*/ virtual void __unk_vfn_98();
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/*99*/ virtual bool isSurfaceMob() const;
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/*100*/ virtual void __unk_vfn_100();
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/*102*/ virtual void setTarget(class Actor *);
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/*105*/ virtual bool attack(class Actor &);
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/*117*/ virtual bool canPowerJump() const;
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/*119*/ virtual bool isJumping() const;
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/*121*/ virtual void __unk_vfn_121();
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/*125*/ virtual enum ActorDamageCause getBlockDamageCause(class Block const &) const;
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/*126*/ virtual void actuallyHurt(int, class ActorDamageSource const &, bool);
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/*127*/ virtual void animateHurt();
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/*128*/ virtual bool doFireHurt(int);
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/*132*/ virtual void handleEntityEvent(enum ActorEvent, int);
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/*145*/ virtual enum ArmorMaterialType getArmorMaterialTypeInSlot(enum ArmorSlot) const;
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/*146*/ virtual enum ArmorTextureType getArmorMaterialTextureTypeInSlot(enum ArmorSlot) const;
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/*147*/ virtual float getArmorColorInSlot(enum ArmorSlot, int) const;
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/*148*/ virtual void setEquippedSlot(enum ArmorSlot, int, int);
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/*149*/ virtual void setEquippedSlot(enum ArmorSlot, class ItemStack const &);
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/*162*/ virtual void setOnFire(int);
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/*169*/ virtual void __unk_vfn_169();
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/*173*/ virtual void causeFallDamage(float);
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/*180*/ virtual bool canBePulledIntoVehicle() const;
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/*181*/ virtual bool inCaravan() const;
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/*182*/ virtual void __unk_vfn_182();
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/*186*/ virtual void stopRiding(bool, bool, bool);
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/*189*/ virtual void buildDebugInfo(std::string &) const;
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/*193*/ virtual int getDeathTime() const;
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/*204*/ virtual void swing();
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/*206*/ virtual void __unk_vfn_206();
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/*207*/ virtual void __unk_vfn_207();
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/*211*/ virtual float getYHeadRot() const;
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/*228*/ virtual void __unk_vfn_228();
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/*231*/ virtual void __unk_vfn_231();
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/*232*/ virtual void kill();
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/*233*/ virtual void die(class ActorDamageSource const &);
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/*235*/ virtual void updateEntitySpecificMolangVariables(class RenderParams &);
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/*238*/ virtual void __unk_vfn_238();
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/*239*/ virtual void outOfWorld();
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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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/*244*/ virtual void _playStepSound(class BlockPos const &, class Block const &);
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/*246*/ virtual void __unk_vfn_246();
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/*255*/ virtual void _removeRider(struct ActorUniqueID const &, bool, bool, bool);
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/*256*/ virtual void _onSizeUpdated();
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/*257*/ virtual void __unk_vfn_257();
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/*258*/ virtual void knockback(class Actor *, int, float, float, float, float, float);
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/*259*/ virtual void resolveDeathLoot(int, class ActorDamageSource const &);
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/*260*/ virtual void spawnAnim();
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/*261*/ virtual void setSleeping(bool);
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/*262*/ virtual bool isSprinting() const;
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/*263*/ virtual void setSprinting(bool);
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/*264*/ virtual void playAmbientSound();
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/*265*/ virtual enum LevelSoundEvent getAmbientSound();
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/*266*/ virtual int getAmbientSoundPostponeTicks();
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/*267*/ virtual int getAmbientSoundPostponeTicksRange();
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/*268*/ virtual struct TextureUVCoordinateSet const * getItemInHandIcon(class ItemStack const &, int);
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/*269*/ virtual float getSpeed() const;
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/*270*/ virtual void setSpeed(float);
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/*271*/ virtual float getJumpPower() const;
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/*272*/ virtual bool hurtEffects(class ActorDamageSource const &, int, bool, bool);
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/*273*/ virtual int getMeleeWeaponDamageBonus(class Mob *);
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/*274*/ virtual int getMeleeKnockbackBonus();
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/*275*/ virtual void travel(float, float, float);
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/*276*/ virtual void applyFinalFriction(float, bool);
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/*277*/ virtual void updateWalkAnim();
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/*278*/ virtual void aiStep();
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/*279*/ virtual void pushActors();
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/*280*/ virtual void lookAt(class Actor *, float, float);
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/*281*/ virtual bool isLookingAtAnEntity();
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/*282*/ virtual bool checkSpawnRules(bool);
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/*283*/ virtual bool checkSpawnObstruction() const;
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/*284*/ virtual float getAttackAnim(float);
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/*285*/ virtual int getItemUseDuration();
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/*286*/ virtual float getItemUseStartupProgress();
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/*287*/ virtual float getItemUseIntervalProgress();
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/*288*/ virtual int getItemuseIntervalAxis();
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/*289*/ virtual int getTimeAlongSwing();
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/*290*/ virtual void __unk_vfn_290();
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/*291*/ virtual float getMaxHeadXRot();
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/*292*/ virtual class Mob * getLastHurtByMob();
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/*293*/ virtual void setLastHurtByMob(class Mob *);
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/*294*/ virtual class Player * getLastHurtByPlayer();
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/*295*/ virtual void setLastHurtByPlayer(class Player *);
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/*296*/ virtual class Mob * getLastHurtMob();
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/*297*/ virtual void setLastHurtMob(class Actor *);
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/*298*/ virtual bool isAlliedTo(class Mob *);
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/*299*/ virtual bool doHurtTarget(class Actor *);
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/*300*/ virtual void __unk_vfn_300();
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/*301*/ virtual void leaveCaravan();
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/*302*/ virtual void joinCaravan(class Mob *);
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/*303*/ virtual bool hasCaravanTail() const;
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/*304*/ virtual struct ActorUniqueID getCaravanHead() const;
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/*305*/ virtual int getArmorValue();
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/*306*/ virtual float getArmorCoverPercentage() const;
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/*307*/ virtual void hurtArmor(class ActorDamageSource const &, int);
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/*308*/ virtual void setDamagedArmor(enum ArmorSlot, class ItemStack const &);
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/*309*/ virtual void sendArmorDamage(class std::bitset<4> const &);
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/*310*/ virtual void sendArmor(class std::bitset<4> const &);
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/*311*/ virtual void containerChanged(int);
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/*312*/ virtual void updateEquipment();
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/*313*/ virtual int clearEquipment();
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/*314*/ virtual std::vector<class ItemStack const *> getAllArmor() const;
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/*315*/ virtual std::vector<int> getAllArmorID() const;
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/*316*/ virtual std::vector<class ItemStack const *> getAllHand() const;
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/*317*/ virtual std::vector<class ItemStack const *> getAllEquipment() const;
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/*318*/ virtual int getArmorTypeHash();
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/*319*/ virtual void dropEquipment(class ActorDamageSource const &, int);
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/*320*/ virtual void dropEquipment();
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/*321*/ virtual void clearVanishEnchantedItems();
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/*322*/ virtual void sendInventory(bool);
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/*323*/ virtual int getDamageAfterMagicAbsorb(class ActorDamageSource const &, int);
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/*324*/ virtual bool createAIGoals();
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/*325*/ virtual void onBorn(class Actor &, class Actor &);
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/*326*/ virtual bool setItemSlot(enum EquipmentSlot, class ItemStack const &);
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/*327*/ virtual void setTransitioningSitting(bool);
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/*328*/ virtual void attackAnimation(class Actor *, float);
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/*329*/ virtual int getAttackTime();
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/*330*/ virtual float _getWalkTargetValue(class BlockPos const &);
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/*331*/ virtual bool canExistWhenDisallowMob() const;
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/*332*/ virtual void __unk_vfn_332();
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/*333*/ virtual void ascendLadder();
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/*334*/ virtual void ascendScaffolding();
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/*335*/ virtual void descendScaffolding();
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/*336*/ virtual std::unique_ptr<class BodyControl> initBodyControl();
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/*337*/ virtual void jumpFromGround();
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/*338*/ virtual void updateAi();
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/*339*/ virtual void newServerAiStep();
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/*340*/ virtual void _serverAiMobStep();
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/*341*/ virtual int getDamageAfterEnchantReduction(class ActorDamageSource const &, int);
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/*342*/ virtual int getDamageAfterArmorAbsorb(class ActorDamageSource const &, int);
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/*343*/ virtual void dropBags();
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/*344*/ virtual void dropContainer();
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/*345*/ virtual void tickDeath();
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/*346*/ virtual void _endJump();
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/*347*/ virtual void updateGliding();
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/*348*/ virtual void __unk_vfn_348();
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/*349*/ virtual bool isDarkEnoughToSpawn() const;
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#ifdef ENABLE_VIRTUAL_FAKESYMBOL_MOB
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MCVAPI bool _allowAscendingScaffolding() const;
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MCVAPI void ate();
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MCVAPI bool canBeControlledByRider();
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MCVAPI bool isShootable();
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MCVAPI void renderDebugServerState(class Options const &);
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MCVAPI bool useNewAi() const;
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#endif
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MCAPI Mob(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &);
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MCAPI Mob(class Level &);
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MCAPI void _updateMobTravel();
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MCAPI float calcMoveRelativeSpeed(enum Mob::TravelType);
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MCAPI bool checkTotemDeathProtection(class ActorDamageSource const &);
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MCAPI void emitJumpPreventedEvent(class BlockPos const &);
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MCAPI void frostWalk();
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MCAPI int getCaravanSize() const;
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MCAPI class Mob * getFirstCaravanHead();
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MCAPI class ItemStack const & getItemSlot(enum EquipmentSlot) const;
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MCAPI float getJumpMultiplier();
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MCAPI struct Mob::JumpPreventionResult getJumpPrevention();
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MCAPI enum Mob::TravelType getTravelType();
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MCAPI void resetAttributes();
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MCAPI void sendArmorSlot(enum ArmorSlot);
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MCAPI void setEatCounter(int);
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MCAPI void setIsPregnant(bool);
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MCAPI bool shouldApplyWaterGravity();
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MCAPI static float const PLAYER_SWIMMING_SURFACE_OFFSET;
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MCAPI static int const TOTAL_ROLL_STEPS;
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//protected:
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MCAPI void _applyRidingRotationLimits();
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MCAPI void _doSoulSpeedParticleEffect();
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MCAPI void _doSprintParticleEffect();
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MCAPI void _registerMobAttributes();
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MCAPI void calculateAmbientSoundTime(int);
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MCAPI int getCurrentSwingDuration();
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MCAPI void processSoulSpeed();
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MCAPI std::unique_ptr<class ListTag> saveOffhand() const;
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MCAPI void tickEffects();
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MCAPI void updateAttackAnim();
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MCAPI bool updateGlidingDurability();
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//private:
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MCAPI bool _initHardCodedComponents();
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MCAPI bool _isHeadInWater();
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MCAPI void _loadArmor(class ListTag const *);
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MCAPI bool _tryApplyingLevitation(class Vec3 &) const;
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MCAPI void _verifyAttributes();
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protected:
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private:
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}; |