mirror of
https://github.com/quizhizhe/LiteLoaderBDS-1.16.40.git
synced 2025-06-03 04:23:39 +00:00
904 lines
36 KiB
C++
904 lines
36 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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#define BEFORE_EXTRA
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// Add include headers & pre-declares
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#include "MobEffectInstance.hpp"
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#include "Tick.hpp"
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#include "ActorDamageSource.hpp"
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#include "SimpleContainer.hpp"
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#include "ActorDefinitionIdentifier.hpp"
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#include "OwnerStorageEntity.hpp"
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#include "ActorDefinitionGroup.hpp"
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#include "ActorDefinitionDescriptor.hpp"
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#include "RopeSystem.hpp"
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#include "SynchedActorData.hpp"
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#include "SpatialActorNetworkData.hpp"
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#include "BaseAttributeMap.hpp"
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#include "EconomyTradeableComponent.hpp"
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#include "Dimension.hpp"
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#include "AnimationComponent.hpp"
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#include "ActorDefinitionDiffList.hpp"
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#include "ActorTerrainInterlockData.hpp"
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#include "MolangVariableMap.hpp"
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#include "AnimationComponent.hpp"
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#include "CompoundTag.hpp"
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template <typename T>
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class OwnerPtrT : OwnerStorageEntity {
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};
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const class VariantParameterList
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{
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struct Parameter {
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unsigned __int64 type;
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void* data;
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};
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private:
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VariantParameterList::Parameter parameters[8];
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};
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class PredictedMovementComponent {
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public:
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class PredictedMovementComponent& operator=(class PredictedMovementComponent const&) = delete;
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PredictedMovementComponent(class PredictedMovementComponent const&) = delete;
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PredictedMovementComponent() = delete;
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};
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class PredictedMovementValues {
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public:
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bool mUseAggressiveTickInterval;
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unsigned __int64 mInterpolationWindowSizeInTicks;
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class PredictedMovementValues& operator=(class PredictedMovementValues const&) = delete;
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PredictedMovementValues(class PredictedMovementValues const&) = delete;
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PredictedMovementValues() = delete;
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};
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class Actor;
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class Player;
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class NetworkIdentifier;
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class CompoundTag;
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class Vec2;
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class BlockInstance;
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class ItemStack;
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class BlockSource;
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enum class FaceID : char;
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enum ActorFlags : int{
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Unknown_25 = -1,
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ONFIRE = 0x0,
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SNEAKING = 0x1,
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RIDING = 0x2,
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SPRINTING = 0x3,
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USINGITEM = 0x4,
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INVISIBLE = 0x5,
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TEMPTED = 0x6,
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INLOVE = 0x7,
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SADDLED = 0x8,
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POWERED = 0x9,
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IGNITED = 0xA,
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BABY = 0xB,
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CONVERTING = 0xC,
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CRITICAL = 0xD,
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CAN_SHOW_NAME = 0xE,
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ALWAYS_SHOW_NAME = 0xF,
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NOAI = 0x10,
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SILENT = 0x11,
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WALLCLIMBING = 0x12,
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CANCLIMB = 0x13,
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CANSWIM = 0x14,
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CANFLY = 0x15,
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CANWALK = 0x16,
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RESTING = 0x17,
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SITTING = 0x18,
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ANGRY = 0x19,
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INTERESTED = 0x1A,
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CHARGED = 0x1B,
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TAMED = 0x1C,
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ORPHANED = 0x1D,
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LEASHED = 0x1E,
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SHEARED = 0x1F,
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GLIDING = 0x20,
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ELDER = 0x21,
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MOVING = 0x22,
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BREATHING = 0x23,
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CHESTED = 0x24,
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STACKABLE = 0x25,
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SHOW_BOTTOM = 0x26,
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STANDING = 0x27,
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SHAKING = 0x28,
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IDLING = 0x29,
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CASTING = 0x2A,
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CHARGING = 0x2B,
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WASD_CONTROLLED = 0x2C,
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CAN_POWER_JUMP = 0x2D,
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LINGERING = 0x2E,
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HAS_COLLISION = 0x2F,
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HAS_GRAVITY = 0x30,
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FIRE_IMMUNE = 0x31,
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DANCING = 0x32,
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ENCHANTED = 0x33,
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RETURNTRIDENT = 0x34,
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CONTAINER_IS_PRIVATE = 0x35,
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IS_TRANSFORMING = 0x36,
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DAMAGENEARBYMOBS = 0x37,
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SWIMMING = 0x38,
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BRIBED = 0x39,
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IS_PREGNANT = 0x3A,
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LAYING_EGG = 0x3B,
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RIDER_CAN_PICK = 0x3C,
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TRANSITION_SITTING = 0x3D,
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EATING = 0x3E,
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LAYING_DOWN = 0x3F,
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SNEEZING = 0x40,
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TRUSTING = 0x41,
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ROLLING = 0x42,
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SCARED = 0x43,
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IN_SCAFFOLDING = 0x44,
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OVER_SCAFFOLDING = 0x45,
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FALL_THROUGH_SCAFFOLDING = 0x46,
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BLOCKING = 0x47,
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TRANSITION_BLOCKING = 0x48,
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BLOCKED_USING_SHIELD = 0x49,
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BLOCKED_USING_DAMAGED_SHIELD = 0x4A,
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SLEEPING = 0x4B,
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WANTS_TO_WAKE = 0x4C,
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TRADE_INTEREST = 0x4D,
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DOOR_BREAKER = 0x4E,
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BREAKING_OBSTRUCTION = 0x4F,
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DOOR_OPENER = 0x50,
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IS_ILLAGER_CAPTAIN = 0x51,
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STUNNED = 0x52,
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ROARING = 0x53,
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DELAYED_ATTACK = 0x54,
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IS_AVOIDING_MOBS = 0x55,
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FACING_TARGET_TO_RANGE_ATTACK = 0x56,
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HIDDEN_WHEN_INVISIBLE = 0x57,
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IS_IN_UI = 0x58,
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STALKING = 0x59,
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EMOTING = 0x5A,
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CELEBRATING = 0x5B,
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Count_7 = 0x5C,
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};
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enum class FocusImpact : __int8 {
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Neutral = 0x0,
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ActivateFocus = 0x1,
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DeactivateFocus = 0x2,
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};
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class _declspec(align(4)) ActionEvent {
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int mActionId;
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enum class ActionState : int {
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Start = 0x1,
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Stop = 0x2,
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} mActionState;
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bool mIsExclusive;
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FocusImpact mFocusImpact;
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};
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const struct AABBShapeComponent {
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public:
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AABB mAABB;
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Vec2 mBBDim;
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};
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const struct StateVectorComponent {
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public:
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Vec3 mPos;
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Vec3 mPosPrev;
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Vec3 mPosDelta;
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};
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struct ActionQueue {
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std::deque<ActionEvent> mQueue;
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};
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#undef BEFORE_EXTRA
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class Actor {
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public:
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OwnerPtrT<EntityRefTraits> mEntity;
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enum class InitializationMethod : unsigned char {
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INVALID = 0x0,
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LOADED = 0x1,
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SPAWNED = 0x2,
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BORN = 0x3,
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TRANSFORMED = 0x4,
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UPDATED = 0x5,
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EVENT = 0x6,
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LEGACY = 0x7,
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} mInitMethod;
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std::string mCustomInitEventName;
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VariantParameterList mInitParams;
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bool mForceInitMethodToSpawnOnReload;
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AutomaticID<Dimension, int> mDimensionId;
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bool mAdded;
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ActorDefinitionGroup* mDefinitions;
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std::unique_ptr<ActorDefinitionDescriptor> mCurrentDescription;
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ActorUniqueID mUniqueID;
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std::shared_ptr<RopeSystem> mLeashRopeSystem;
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Vec2 mRot;//256
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Vec2 mRotPrev;
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float mSwimAmount;
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float mSwimPrev;
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ChunkPos mChunkPos;
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Vec3 mRenderPos;
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Vec2 mRenderRot;
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int mCategories;
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int mAmbientSoundTime;
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int mLastHurtByPlayerTime;
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SynchedActorData mEntityData;
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std::unique_ptr<SpatialActorNetworkData> mNetworkData;
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Vec3 mSentDelta;
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bool mSentOnGround;
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float mScale;
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float mScalePrev;
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unsigned __int64 mNameTagHash;
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const Block* mInsideBlock;
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BlockPos mInsideBlockPos;
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float mFallDistance;
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bool mOnGround; //416
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bool mWasOnGround;
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bool mHorizontalCollision;
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bool mVerticalCollision;
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bool mCollision;
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bool mIgnoreLighting;
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bool mFilterLighting;
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mce::Color mTintColor;
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mce::Color mTintColor2;
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float mStepSoundVolume;
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float mStepSoundPitch;
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AABB* mLastHitBB;
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std::vector<AABB> mSubBBs;
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float mTerrainSurfaceOffset;
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float mHeightOffset;
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float mExplosionOffset;
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float mShadowOffset;
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float mMaxAutoStep;
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float mPushthrough;
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float mWalkDistPrev;
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float mWalkDist;
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float mMoveDist;
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float mBlockMovementSlowdownMultiplier;
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float mNextStep;
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bool mImmobile;
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bool mWasInWater;
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bool mHasEnteredWater;
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bool mHeadInWater;
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bool mIsWet;
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Vec2 mSlideOffset;
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Vec3 mHeadOffset;
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Vec3 mEyeOffset;
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Vec3 mBreathingOffset;
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Vec3 mMouthOffset;
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Vec3 mDropOffset;
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bool mFirstTick;
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int mTickCount;
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int mInvulnerableTime;
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int mLastHealth;
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bool mFallDamageImmune;
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bool mHurtMarked;
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bool mWasHurtLastFrame;
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bool mInvulnerable;
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int mOnFire;//636
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int mFlameTexFrameIndex;
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int mClientSideFireTransitionStartTick;
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float mFlameFrameIncrementTime;
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bool mOnHotBlock;
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bool mClientSideFireTransitionLatch;
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bool mAlwaysFireImmune;
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int mPortalCooldown;
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BlockPos mPortalBlockPos;
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uint8_t mPortalEntranceAxis[4];
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int mInsidePortalTime;
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std::vector<ActorUniqueID> mRiderIDs;
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std::vector<ActorUniqueID> mRiderIDsToRemove;
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ActorUniqueID mRidingID;
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ActorUniqueID mRidingPrevID;
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ActorUniqueID mPushedByID;
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bool mInheritRotationWhenRiding;
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bool mRidersChanged;
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bool mBlocksBuilding;
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bool mUsesOneWayCollision;
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bool mForcedLoading;
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bool mPrevPosRotSetThisTick;
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bool mTeleportedThisTick;
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bool mForceSendMotionPacket;
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float mSoundVolume;
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int mShakeTime;
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float mWalkAnimSpeedMultiplier;
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float mWalkAnimSpeedO;
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float mWalkAnimSpeed;
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float mWalkAnimPos;
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ActorUniqueID mLegacyUniqueID;
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bool mHighlightedThisFrame;
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bool mInitialized;
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BlockSource* mRegion;
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Dimension* mDimension;
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Level* mLevel;//816
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HashedString mActorRendererId;
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HashedString mActorRendererIdThatAnimationComponentWasInitializedWith;
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bool mChanged;
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bool mRemoved;
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bool mGlobal;
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bool mAutonomous;
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ActorType mActorType;
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ActorDefinitionIdentifier mActorIdentifier;
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std::unique_ptr<BaseAttributeMap> mAttributes;
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std::unique_ptr<EconomyTradeableComponent> mEconomyTradeableComponent;
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std::shared_ptr<AnimationComponent> mAnimationComponent;
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AABBShapeComponent mAABBComponent;
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StateVectorComponent mStateVectorComponent;
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ActorUniqueID mTargetId;
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float mRestrictRadius;
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BlockPos mRestrictCenter;
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ActorUniqueID mInLovePartner;
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std::vector<MobEffectInstance> mMobEffects;
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bool mEffectsDirty;
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bool mLootDropped;
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bool mPersistingTrade;
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std::unique_ptr<CompoundTag> mPersistingTradeOffers;
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int mPersistingTradeRiches;
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ActorRuntimeID mRuntimeID;
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mce::Color mHurtColor;
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std::unique_ptr<ActorDefinitionDiffList> mDefinitionList;
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bool mIsMovedByScript;
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bool mHasLimitedLife;
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int mLimitedLifeTicks;
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int mForceVisibleTimerTicks;
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float mRidingExitDistance;
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std::string mFilteredNameTag;
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bool mIsSafeToSleepNear;
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bool mIsStuckItem;
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ActorTerrainInterlockData mTerrainInterlockData;
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float mArmorDropChance[4];
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float mHandDropChance[2];
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std::unique_ptr<SimpleContainer> mArmor;//1400
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std::unique_ptr<SimpleContainer> mHand;
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bool mIsKnockedBackOnDeath;
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std::vector<AABB> mOnewayPhysicsBlocks;
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bool mStuckInCollider;
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bool mPenetratingLastFrame;
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bool mCollidableMobNear;
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bool mCollidableMob;
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bool mCanPickupItems;
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bool mChainedDamageEffects;
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bool mWasInBubbleColumn;
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bool mWasInWallLastTick;
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int mTicksInWall;
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int mDamageNearbyMobsTick;
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enum class SpawnRuleEnum : int {
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Undefined = 0xFF,
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NoSpawnRules = 0x0,
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HasSpawnRules = 0x1,
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} mSpawnRulesEnum;
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std::unique_ptr<ActionQueue> mActionQueue;
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MolangVariableMap mMolangVariables;
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CompoundTag mCachedComponentData;
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ActorUniqueID mFishingHookID;
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#define AFTER_EXTRA
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public:
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// enum InitializationMethod;
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LIAPI std::string getTypeName() const;
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LIAPI Vec3 getFeetPosition() const;
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LIAPI BlockSource* getBlockSource() const;
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LIAPI Vec2* getDirection() const;
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LIAPI ActorUniqueID getActorUniqueId() const;
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LIAPI Vec3 getCameraPos() const;
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LIAPI Tick* getLastTick() const;
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LIAPI std::vector<std::string> getAllTags();
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//LIAPI BlockInstance getBlockFromViewVector(bool includeLiquid = false, bool solidOnly = false, float maxDistance = 5.25f, bool ignoreBorderBlocks = true, bool fullOnly = false) const;
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//LIAPI BlockInstance getBlockFromViewVector(FaceID& face, bool includeLiquid = false, bool solidOnly = false, float maxDistance = 5.25f, bool ignoreBorderBlocks = true, bool fullOnly = false) const;
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//LIAPI UserEntityIdentifierComponent* getUserEntityIdentifierComponent() const;
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LIAPI Actor* getActorFromViewVector(float maxDistance);
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LIAPI BlockPos getBlockPos();
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LIAPI BlockInstance getBlockStandingOn() const;
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LIAPI bool isPlayer(bool allowSimulatedPlayer = true) const;
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LIAPI bool isItemActor() const;
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LIAPI bool isOnGround() const;
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//LIAPI bool setOnFire(int time, bool isEffect);
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//LIAPI bool stopFire();
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LIAPI bool hasTag(const string& tag);
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LIAPI bool hurtEntity(float damage, ActorDamageCause damageCause = ActorDamageCause::ActorDamageCause_Override);
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LIAPI bool teleport(Vec3 to, int dimID, float x, float y);
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LIAPI bool teleport(Vec3 pos,int dimid);
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LIAPI ItemStack* getHandSlot();
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LIAPI bool rename(const string& name);
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LIAPI std::unique_ptr<CompoundTag> getNbt();
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LIAPI bool setNbt(CompoundTag* nbt);
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LIAPI bool refreshActorData();
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LIAPI bool addEffect(MobEffect::EffectType type, int tick, int level, bool ambient = false, bool showParticles = true, bool showAnimation = false);
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// LIAPI float quickEvalMolangScript(const string& expression);
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//LIAPI Json::Value quickEvalMolangScriptAsJson(const string& expression);
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LIAPI SimpleContainer & getHandContainer();
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LIAPI SimpleContainer & getArmorContainer();
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inline const Vec3 &getPosition()const
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{
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return getPos();
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}
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inline Vec3 getPosPrev()
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{
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return getPosOld();
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}
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inline BlockSource const & getRegionConst() const{
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// return dAccess<BlockSource>(this,100);
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return *mRegion;
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};
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inline bool isMoving() const{
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return getStatusFlag(ActorFlags::MOVING);
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};
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inline bool hasCategory(enum ActorCategory actorCategory) const{
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// IDA Player::take Line123
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// return (dAccess<ActorCategory>(this, 316) & actorCategory) !=0;
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return mCategories != 0;
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};
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inline BlockSource & getRegion() {
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// VanillaServerGameplayEventListener::onBlockPlacedByPlayer Line35
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// return dAccess<BlockSource>(this,100);
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return *mRegion;
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};
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inline AABB const & getAABB() const{
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//FollowMobGoal::_setWantedMob Line52
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//return dAccess<AABB>(this,1112);
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return mAABBComponent.mAABB;
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};
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inline bool isDancing(){
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return getStatusFlag(ActorFlags::DANCING);
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};
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inline bool isTrading(){
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return getTradingPlayer() != nullptr;
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};
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inline Vec2 getRotation() const{
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// Actor::getMapDecorationRotation
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//return dAccess<Vec2>(this, 65);
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return mRot;
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};
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ActorDefinitionIdentifier getActorIdentifier() const{
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//ServerPlayer::handleActorPickRequestOnServer Line144 1048-128-8 = 912;
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//return dAccess<ActorDefinitionIdentifier>(this, 912);
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return mActorIdentifier;
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}
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#undef AFTER_EXTRA
|
|
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_ACTOR
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public:
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class Actor& operator=(class Actor const &) = delete;
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Actor(class Actor const &) = delete;
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Actor() = 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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/*4*/ virtual void reloadComponents(enum Actor::InitializationMethod, class VariantParameterList const &);
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/*5*/ virtual void _serverInitItemStackIds();
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/*6*/ virtual void _doInitialMove();
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/*7*/ virtual ~Actor();
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/*8*/ virtual void reset();
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/*9*/ virtual int getOnDeathExperience();
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/*10*/ virtual enum ActorType getOwnerEntityType();
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/*11*/ virtual void remove();
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/*12*/ virtual void setPos(class Vec3 const &);
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/*13*/ virtual class Vec3 const & getPos() const;
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/*14*/ virtual class Vec3 const & getPosOld() const;
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/*15*/ virtual class Vec3 const getPosExtrapolated(float) const;
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/*16*/ virtual class Vec3 getAttachPos(enum ActorLocation, float) const;
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|
/*17*/ virtual class Vec3 getFiringPos() const;
|
|
/*18*/ virtual void setRot(class Vec2 const &);
|
|
/*19*/ virtual void move(class Vec3 const &);
|
|
/*20*/ virtual class Vec3 getInterpolatedRidingPosition(float) const;
|
|
/*21*/ virtual float getInterpolatedBodyRot(float) const;
|
|
/*22*/ virtual float getInterpolatedHeadRot(float) const;
|
|
/*23*/ virtual float getInterpolatedBodyYaw(float) const;
|
|
/*24*/ virtual float getYawSpeedInDegreesPerSecond() const;
|
|
/*25*/ virtual float getInterpolatedWalkAnimSpeed(float) const;
|
|
/*26*/ virtual class Vec3 getInterpolatedRidingOffset(float) const;
|
|
/*27*/ virtual void checkBlockCollisions(class AABB const &);
|
|
/*28*/ virtual void checkBlockCollisions();
|
|
/*29*/ virtual bool isFireImmune() const;
|
|
/*30*/ virtual void __unk_vfn_30();
|
|
/*31*/ virtual void blockedByShield(class ActorDamageSource const &, class Actor &);
|
|
/*32*/ virtual void moveRelative(float, float, float, float);
|
|
/*33*/ virtual void teleportTo(class Vec3 const &, bool, int, int, struct ActorUniqueID const &);
|
|
/*34*/ virtual bool tryTeleportTo(class Vec3 const &, bool, bool, int, int);
|
|
/*35*/ virtual void chorusFruitTeleport(class Vec3 &);
|
|
/*36*/ virtual void lerpTo(class Vec3 const &, class Vec2 const &, int);
|
|
/*37*/ virtual void lerpMotion(class Vec3 const &);
|
|
/*38*/ virtual std::unique_ptr<class AddActorBasePacket> getAddPacket();
|
|
/*39*/ virtual void normalTick();
|
|
/*40*/ virtual void baseTick();
|
|
/*41*/ virtual void rideTick();
|
|
/*42*/ virtual void positionRider(class Actor &, float);
|
|
/*43*/ virtual float getRidingHeight();
|
|
/*44*/ virtual bool startRiding(class Actor &);
|
|
/*45*/ virtual void addRider(class Actor &);
|
|
/*46*/ virtual void flagRiderToRemove(class Actor &);
|
|
/*47*/ virtual std::string getExitTip(std::string const &, enum InputMode) const;
|
|
/*48*/ virtual bool intersects(class Vec3 const &, class Vec3 const &) const;
|
|
/*49*/ virtual bool isFree(class Vec3 const &, float);
|
|
/*50*/ virtual bool isFree(class Vec3 const &);
|
|
/*51*/ virtual bool isInWall() const;
|
|
/*52*/ virtual bool isInvisible() const;
|
|
/*53*/ virtual bool canShowNameTag() const;
|
|
/*54*/ virtual void __unk_vfn_54();
|
|
/*55*/ virtual void setNameTagVisible(bool);
|
|
/*56*/ virtual std::string const & getNameTag() const;
|
|
/*57*/ virtual unsigned __int64 getNameTagAsHash() const;
|
|
/*58*/ virtual std::string getFormattedNameTag() const;
|
|
/*59*/ virtual void filterFormattedNameTag(class UIProfanityContext const &);
|
|
/*60*/ virtual void setNameTag(std::string const &);
|
|
/*61*/ virtual void __unk_vfn_61();
|
|
/*62*/ virtual void setScoreTag(std::string const &);
|
|
/*63*/ virtual std::string const & getScoreTag() const;
|
|
/*64*/ virtual bool isInWater() const;
|
|
/*65*/ virtual bool hasEnteredWater() const;
|
|
/*66*/ virtual bool isImmersedInWater() const;
|
|
/*67*/ virtual bool isInWaterOrRain() const;
|
|
/*68*/ virtual bool isInLava() const;
|
|
/*69*/ virtual bool isUnderLiquid(enum MaterialType) const;
|
|
/*70*/ virtual bool isOverWater() const;
|
|
/*71*/ virtual void makeStuckInBlock(float);
|
|
/*72*/ virtual float getCameraOffset() const;
|
|
/*73*/ virtual float getShadowHeightOffs();
|
|
/*74*/ virtual float getShadowRadius() const;
|
|
/*75*/ virtual class Vec3 getHeadLookVector(float);
|
|
/*76*/ virtual void __unk_vfn_76();
|
|
/*77*/ virtual bool canSee(class Actor const &) const;
|
|
/*78*/ virtual bool canSee(class Vec3 const &) const;
|
|
/*79*/ virtual bool isSkyLit(float);
|
|
/*80*/ virtual float getBrightness(float) const;
|
|
/*81*/ virtual void __unk_vfn_81();
|
|
/*82*/ virtual void playerTouch(class Player &);
|
|
/*83*/ virtual void onAboveBubbleColumn(bool);
|
|
/*84*/ virtual void onInsideBubbleColumn(bool);
|
|
/*85*/ virtual bool isImmobile() const;
|
|
/*86*/ virtual bool isSilent();
|
|
/*87*/ virtual bool isPickable();
|
|
/*88*/ virtual void __unk_vfn_88();
|
|
/*89*/ virtual bool isSleeping() const;
|
|
/*90*/ virtual void __unk_vfn_90();
|
|
/*91*/ virtual bool isSneaking() const;
|
|
/*92*/ virtual void setSneaking(bool);
|
|
/*93*/ virtual bool isBlocking() const;
|
|
/*94*/ virtual bool isDamageBlocked(class ActorDamageSource const &) const;
|
|
/*95*/ virtual bool isAlive() const;
|
|
/*96*/ virtual bool isOnFire() const;
|
|
/*97*/ virtual bool isOnHotBlock() const;
|
|
/*98*/ virtual void __unk_vfn_98();
|
|
/*99*/ virtual bool isSurfaceMob() const;
|
|
/*100*/ virtual void __unk_vfn_100();
|
|
/*101*/ virtual bool canAttack(class Actor *, bool) const;
|
|
/*102*/ virtual void setTarget(class Actor *);
|
|
/*103*/ virtual class Actor * findAttackTarget();
|
|
/*104*/ virtual bool isValidTarget(class Actor *) const;
|
|
/*105*/ virtual bool attack(class Actor &);
|
|
/*106*/ virtual void performRangedAttack(class Actor &, float);
|
|
/*107*/ virtual void adjustDamageAmount(int &) const;
|
|
/*108*/ virtual int getEquipmentCount() const;
|
|
/*109*/ virtual void setOwner(struct ActorUniqueID);
|
|
/*110*/ virtual void setSitting(bool);
|
|
/*111*/ virtual void onTame();
|
|
/*112*/ virtual void onFailedTame();
|
|
/*113*/ virtual int getInventorySize() const;
|
|
/*114*/ virtual int getEquipSlots() const;
|
|
/*115*/ virtual int getChestSlots() const;
|
|
/*116*/ virtual void setStanding(bool);
|
|
/*117*/ virtual bool canPowerJump() const;
|
|
/*118*/ virtual void setCanPowerJump(bool);
|
|
/*119*/ virtual bool isJumping() const;
|
|
/*120*/ virtual bool isEnchanted() const;
|
|
/*121*/ virtual void __unk_vfn_121();
|
|
/*122*/ virtual void rideLanded(class Vec3 const &, class Vec3 const &);
|
|
/*123*/ virtual bool shouldRender() const;
|
|
/*124*/ virtual bool isInvulnerableTo(class ActorDamageSource const &) const;
|
|
/*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);
|
|
/*129*/ virtual void onLightningHit();
|
|
/*130*/ virtual void onBounceStarted(class BlockPos const &, class Block const &);
|
|
/*131*/ virtual void feed(int);
|
|
/*132*/ virtual void handleEntityEvent(enum ActorEvent, int);
|
|
/*133*/ virtual float getPickRadius();
|
|
/*134*/ virtual class HashedString const & getActorRendererId() const;
|
|
/*135*/ virtual class ItemActor * spawnAtLocation(int, int);
|
|
/*136*/ virtual class ItemActor * spawnAtLocation(int, int, float);
|
|
/*137*/ virtual class ItemActor * spawnAtLocation(class Block const &, int);
|
|
/*138*/ virtual class ItemActor * spawnAtLocation(class Block const &, int, float);
|
|
/*139*/ virtual class ItemActor * spawnAtLocation(class ItemStack const &, float);
|
|
/*140*/ virtual void despawn();
|
|
/*141*/ virtual void killed(class Actor &);
|
|
/*142*/ virtual void awardKillScore(class Actor &, int);
|
|
/*143*/ virtual void setArmor(enum ArmorSlot, class ItemStack const &);
|
|
/*144*/ virtual class ItemStack const & getArmor(enum ArmorSlot) const;
|
|
/*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 &);
|
|
/*150*/ virtual class ItemStack const & getCarriedItem() const;
|
|
/*151*/ virtual void setCarriedItem(class ItemStack const &);
|
|
/*152*/ virtual void setOffhandSlot(class ItemStack const &);
|
|
/*153*/ virtual class ItemStack const & getEquippedTotem() const;
|
|
/*154*/ virtual bool consumeTotem();
|
|
/*155*/ virtual bool save(class CompoundTag &);
|
|
/*156*/ virtual void saveWithoutId(class CompoundTag &);
|
|
/*157*/ virtual bool load(class CompoundTag const &, class DataLoadHelper &);
|
|
/*158*/ virtual void loadLinks(class CompoundTag const &, std::vector<struct ActorLink> &, class DataLoadHelper &);
|
|
/*159*/ virtual enum ActorType getEntityTypeId() const;
|
|
/*160*/ virtual class HashedString const & queryEntityRenderer() const;
|
|
/*161*/ virtual struct ActorUniqueID getSourceUniqueID() const;
|
|
/*162*/ virtual void setOnFire(int);
|
|
/*163*/ virtual class AABB getHandleWaterAABB() const;
|
|
/*164*/ virtual void handleInsidePortal(class BlockPos const &);
|
|
/*165*/ virtual int getPortalCooldown() const;
|
|
/*166*/ virtual int getPortalWaitTime() const;
|
|
/*167*/ virtual class AutomaticID<class Dimension, int> getDimensionId() const;
|
|
/*168*/ virtual bool canChangeDimensions() const;
|
|
/*169*/ virtual void __unk_vfn_169();
|
|
/*170*/ virtual void changeDimension(class AutomaticID<class Dimension, int>, bool);
|
|
/*171*/ virtual struct ActorUniqueID getControllingPlayer() const;
|
|
/*172*/ virtual void checkFallDamage(float, bool);
|
|
/*173*/ virtual void causeFallDamage(float);
|
|
/*174*/ virtual void handleFallDistanceOnServer(float, bool);
|
|
/*175*/ virtual void playSynchronizedSound(enum LevelSoundEvent, class Vec3 const &, class Block const &, bool);
|
|
/*176*/ virtual void playSynchronizedSound(enum LevelSoundEvent, class Vec3 const &, int, bool);
|
|
/*177*/ virtual void onSynchedDataUpdate(int);
|
|
/*178*/ virtual bool canAddRider(class Actor &) const;
|
|
/*179*/ virtual bool canPickupItem(class ItemStack const &) const;
|
|
/*180*/ virtual bool canBePulledIntoVehicle() const;
|
|
/*181*/ virtual bool inCaravan() const;
|
|
/*182*/ virtual void __unk_vfn_182();
|
|
/*183*/ virtual void tickLeash();
|
|
/*184*/ virtual void sendMotionPacketIfNeeded();
|
|
/*185*/ virtual bool canSynchronizeNewEntity() const;
|
|
/*186*/ virtual void stopRiding(bool, bool, bool);
|
|
/*187*/ virtual void startSwimming();
|
|
/*188*/ virtual void stopSwimming();
|
|
/*189*/ virtual void buildDebugInfo(std::string &) const;
|
|
/*190*/ virtual enum CommandPermissionLevel getCommandPermissionLevel() const;
|
|
/*191*/ virtual class AttributeInstance * getMutableAttribute(class Attribute const &);
|
|
/*192*/ virtual class AttributeInstance const & getAttribute(class Attribute const &) const;
|
|
/*193*/ virtual int getDeathTime() const;
|
|
/*194*/ virtual void heal(int);
|
|
/*195*/ virtual bool isInvertedHealAndHarm() const;
|
|
/*196*/ virtual bool canBeAffected(int) const;
|
|
/*197*/ virtual bool canBeAffected(class MobEffectInstance const &) const;
|
|
/*198*/ virtual bool canBeAffectedByArrow(class MobEffectInstance const &) const;
|
|
/*199*/ virtual void onEffectAdded(class MobEffectInstance &);
|
|
/*200*/ virtual void onEffectUpdated(class MobEffectInstance const &);
|
|
/*201*/ virtual void onEffectRemoved(class MobEffectInstance &);
|
|
/*202*/ virtual class AnimationComponent & getAnimationComponent();
|
|
/*203*/ virtual void openContainerComponent(class Player &);
|
|
/*204*/ virtual void swing();
|
|
/*205*/ virtual void useItem(class ItemStack &, enum ItemUseMethod, bool);
|
|
/*206*/ virtual void __unk_vfn_206();
|
|
/*207*/ virtual void __unk_vfn_207();
|
|
/*208*/ virtual void getDebugText(std::vector<std::string> &);
|
|
/*209*/ virtual float getMapDecorationRotation() const;
|
|
/*210*/ virtual float getRiderYRotation(class Actor const &) const;
|
|
/*211*/ virtual float getYHeadRot() const;
|
|
/*212*/ virtual bool isWorldBuilder();
|
|
/*213*/ virtual bool isCreative() const;
|
|
/*214*/ virtual bool isAdventure() const;
|
|
/*215*/ virtual bool add(class ItemStack &);
|
|
/*216*/ virtual bool drop(class ItemStack const &, bool);
|
|
/*217*/ virtual bool getInteraction(class Player &, class ActorInteraction &, class Vec3 const &);
|
|
/*218*/ virtual bool canDestroyBlock(class Block const &) const;
|
|
/*219*/ virtual void setAuxValue(int);
|
|
/*220*/ virtual void setSize(float, float);
|
|
/*221*/ virtual int getLifeSpan() const;
|
|
/*222*/ virtual void onOrphan();
|
|
/*223*/ virtual void wobble();
|
|
/*224*/ virtual bool wasHurt();
|
|
/*225*/ virtual void startSpinAttack();
|
|
/*226*/ virtual void stopSpinAttack();
|
|
/*227*/ virtual void setDamageNearbyMobs(bool);
|
|
/*228*/ virtual void __unk_vfn_228();
|
|
/*229*/ virtual void reloadLootTable();
|
|
/*230*/ virtual void reloadLootTable(struct EquipmentTableDescription const *);
|
|
/*231*/ virtual void __unk_vfn_231();
|
|
/*232*/ virtual void kill();
|
|
/*233*/ virtual void die(class ActorDamageSource const &);
|
|
/*234*/ virtual bool shouldTick() const;
|
|
/*235*/ virtual void updateEntitySpecificMolangVariables(class RenderParams &);
|
|
/*236*/ virtual bool shouldTryMakeStepSound();
|
|
/*237*/ virtual float getNextStep(float);
|
|
/*238*/ virtual void __unk_vfn_238();
|
|
/*239*/ virtual void outOfWorld();
|
|
/*240*/ virtual bool _hurt(class ActorDamageSource const &, int, bool, bool);
|
|
/*241*/ virtual void markHurt();
|
|
/*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 &);
|
|
/*245*/ virtual void _playFlySound(class BlockPos const &, class Block const &);
|
|
/*246*/ virtual void __unk_vfn_246();
|
|
/*247*/ virtual void checkInsideBlocks(float);
|
|
/*248*/ virtual void pushOutOfBlocks(class Vec3 const &);
|
|
/*249*/ virtual bool updateWaterState();
|
|
/*250*/ virtual void doWaterSplashEffect();
|
|
/*251*/ virtual void spawnTrailBubbles();
|
|
/*252*/ virtual void updateInsideBlock();
|
|
/*253*/ virtual class LootTable * getLootTable();
|
|
/*254*/ virtual class LootTable * getDefaultLootTable();
|
|
/*255*/ virtual void _removeRider(struct ActorUniqueID const &, bool, bool, bool);
|
|
/*256*/ virtual void _onSizeUpdated();
|
|
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_ACTOR
|
|
MCVAPI void _doAutoAttackOnTouch(class Actor &);
|
|
MCVAPI bool _makeFlySound() const;
|
|
MCVAPI bool breaksFallingBlocks() const;
|
|
MCVAPI bool canExistInPeaceful() const;
|
|
MCVAPI bool canMakeStepSound() const;
|
|
MCVAPI bool canSeeInvisible() const;
|
|
MCVAPI bool canSynchronizeNewEntity() const;
|
|
MCVAPI void changeDimension(class ChangeDimensionPacket const &);
|
|
MCVAPI bool getAlwaysShowNameTag() const;
|
|
MCVAPI float getDeletionDelayTimeSeconds() const;
|
|
MCVAPI int getOutputSignal() const;
|
|
MCVAPI bool hasOutputSignal(unsigned char) const;
|
|
MCVAPI bool interactPreventDefault();
|
|
MCVAPI bool isCreativeModeAllowed();
|
|
MCVAPI bool isFishable() const;
|
|
MCVAPI bool isLeashableType();
|
|
MCVAPI bool isShootable();
|
|
MCVAPI bool isTargetable() const;
|
|
MCVAPI void renderDebugServerState(class Options const &);
|
|
MCVAPI void rideJumped();
|
|
#endif
|
|
MCAPI Actor(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &);
|
|
MCAPI Actor(class Level &);
|
|
MCAPI class Vec3 _randomHeartPos();
|
|
MCAPI void _sendDirtyActorData();
|
|
MCAPI bool _tryPlaceAt(class Vec3 const &);
|
|
MCAPI void addEffect(class MobEffectInstance const &);
|
|
MCAPI bool addTag(std::string const &);
|
|
MCAPI int calculateAttackDamage(class Actor &);
|
|
MCAPI bool canBeginOrContinueClimbingLadder() const;
|
|
MCAPI bool canCurrentlySwim() const;
|
|
MCAPI void celebrateHunt(int, bool);
|
|
MCAPI void dropLeash(bool, bool);
|
|
MCAPI void dropTowards(class ItemStack const &, class Vec3);
|
|
MCAPI std::vector<struct DistanceSortedActor> fetchNearbyActorsSorted(class Vec3 const &, enum ActorType);
|
|
MCAPI void forEachLeashedActor(class std::function<void (class gsl::not_null<class Actor *>)>);
|
|
MCAPI class BlockPos getBlockPosCurrentlyStandingOn(class Actor *) const;
|
|
MCAPI enum PaletteColor getColor() const;
|
|
MCAPI enum PaletteColor getColor2() const;
|
|
MCAPI int getControllingSeat();
|
|
MCAPI class MobEffectInstance const * getEffect(class MobEffect const &) const;
|
|
MCAPI std::vector<struct ActorLink> getLinks() const;
|
|
MCAPI int getMarkVariant() const;
|
|
MCAPI class ItemStack const & getOffhandSlot() const;
|
|
MCAPI class Mob * getOwner() const;
|
|
MCAPI struct ActorUniqueID const getOwnerId() const;
|
|
MCAPI std::unique_ptr<class CompoundTag> getPersistingTradeOffers();
|
|
MCAPI class Player * getPlayerOwner() const;
|
|
MCAPI class Random & getRandom() const;
|
|
MCAPI class Actor * getRideRoot() const;
|
|
MCAPI int getRiderIndex(class Actor &) const;
|
|
MCAPI class ActorRuntimeID getRuntimeID() const;
|
|
MCAPI int getSkinID() const;
|
|
MCAPI bool getStatusFlag(enum ActorFlags) const;
|
|
MCAPI int getStrength() const;
|
|
MCAPI int getStructuralIntegrity() const;
|
|
MCAPI class Actor * getTarget() const;
|
|
MCAPI class ITickingArea * getTickingArea();
|
|
MCAPI class MerchantRecipeList * getTradeOffers();
|
|
MCAPI class Player * getTradingPlayer() const;
|
|
MCAPI struct ActorUniqueID const & getUniqueID() const;
|
|
MCAPI int getVariant() const;
|
|
MCAPI class Vec3 getViewVector(float) const;
|
|
MCAPI bool hasEffect(class MobEffect const &) const;
|
|
MCAPI bool hasFamily(class HashedString const &) const;
|
|
MCAPI bool hasPlayerRider() const;
|
|
MCAPI bool hasRestriction() const;
|
|
MCAPI bool hasTag(std::string const &) const;
|
|
MCAPI bool hasTags() const;
|
|
MCAPI bool hasTickingArea() const;
|
|
MCAPI bool hurt(class ActorDamageSource const &, int, bool, bool);
|
|
MCAPI void initEntity(class EntityRegistryOwned &);
|
|
MCAPI bool isControlledByLocalInstance() const;
|
|
MCAPI bool isInRain() const;
|
|
MCAPI bool isInsideBorderBlock(float) const;
|
|
MCAPI bool isPacified() const;
|
|
MCAPI bool isRider(class Actor const &) const;
|
|
MCAPI bool isRiding() const;
|
|
MCAPI bool isUnderWaterfall() const;
|
|
MCAPI bool isWithinRestriction(class BlockPos const &) const;
|
|
MCAPI void loadEntityFlags(class CompoundTag const &, class DataLoadHelper &);
|
|
MCAPI void moveBBs(class Vec3 const &);
|
|
MCAPI void moveTo(class Vec3 const &, class Vec2 const &);
|
|
MCAPI bool onLadder() const;
|
|
MCAPI void pickUpItem(class ItemActor &, int);
|
|
MCAPI void playSound(enum LevelSoundEvent, class Vec3 const &, int);
|
|
MCAPI void positionAllRiders();
|
|
MCAPI bool pullInEntity(class Actor &);
|
|
MCAPI void pushBackActionEventToActionQueue(class ActionEvent);
|
|
MCAPI void reload();
|
|
MCAPI void removeAllEffects();
|
|
MCAPI void removeAllRiders(bool, bool);
|
|
MCAPI void removeEffect(int);
|
|
MCAPI void removeEffectParticles();
|
|
MCAPI void saveEntityFlags(class CompoundTag &);
|
|
MCAPI std::unique_ptr<class ListTag> saveLinks() const;
|
|
MCAPI void savePersistingTrade(std::unique_ptr<class CompoundTag>, int);
|
|
MCAPI void sendActorDefinitionEventTriggered(std::string const &);
|
|
MCAPI void sendMotionToServer();
|
|
MCAPI void setBaseDefinition(struct ActorDefinitionIdentifier const &, bool, bool);
|
|
MCAPI void setCanClimb(bool);
|
|
MCAPI void setCanFly(bool);
|
|
MCAPI void setColor(enum PaletteColor);
|
|
MCAPI void setColor2(enum PaletteColor);
|
|
MCAPI void setHurtDir(int);
|
|
MCAPI void setHurtTime(int);
|
|
MCAPI void setInLove(class Actor *);
|
|
MCAPI void setInvisible(bool);
|
|
MCAPI void setJumpDuration(int);
|
|
MCAPI void setLeashHolder(struct ActorUniqueID);
|
|
MCAPI void setLimitedLife(int);
|
|
MCAPI void setMarkVariant(int);
|
|
MCAPI void setPersistent();
|
|
MCAPI void setPreviousPosRot(class Vec3 const &, class Vec2 const &);
|
|
MCAPI void setSeatDescription(class Vec3 const &, struct SeatDescription const &);
|
|
MCAPI void setSkinID(int);
|
|
MCAPI bool setStatusFlag(enum ActorFlags, bool);
|
|
MCAPI void setStrength(int);
|
|
MCAPI void setStrengthMax(int);
|
|
MCAPI void setStructuralIntegrity(int);
|
|
MCAPI void setTradingPlayer(class Player *);
|
|
MCAPI void setVariant(int);
|
|
MCAPI bool shouldOrphan(class BlockSource &);
|
|
MCAPI void spawnBalloonPopParticles();
|
|
MCAPI void spawnDeathParticles();
|
|
MCAPI void spawnDustParticles(int);
|
|
MCAPI void spawnEatParticles(class ItemStack const &, int);
|
|
MCAPI void spawnTamingParticles(bool);
|
|
MCAPI void teleportRidersTo(class Vec3 const &, int, int);
|
|
MCAPI void testForCollidableMobs(class BlockSource &, class AABB const &, std::vector<class AABB> &);
|
|
MCAPI bool tick(class BlockSource &);
|
|
MCAPI void transferTickingArea(class Dimension &);
|
|
MCAPI void updateBBFromDescription();
|
|
MCAPI void updateDescription();
|
|
MCAPI void updateInBubbleColumnState();
|
|
MCAPI void updateInvisibilityStatus();
|
|
MCAPI void updateTickingData();
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MCAPI static float const DEFAULT_AMBIENT_SOUND_INTERVAL;
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MCAPI static float const DEFAULT_AMBIENT_SOUND_INTERVAL_RANGE;
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MCAPI static int const MAX_BYTE_CHARGE_AMOUNT;
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MCAPI static std::string const RIDING_TAG;
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MCAPI static void checkEntityOnewayCollision(class BlockSource &, class BlockPos const &);
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//protected:
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MCAPI bool _damageSensorComponentHurt(int &, int, class ActorDamageSource const &);
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MCAPI class Block const & _getBlockWhenClimbing() const;
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MCAPI void _playMovementSound(bool);
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MCAPI void _refreshAABB();
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MCAPI void _setNetherPortalData(class AutomaticID<class Dimension, int>, class AutomaticID<class Dimension, int>, int);
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//private:
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MCAPI void _exitRide(class Actor const &, float);
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MCAPI void _initializeLeashRopeSystem();
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MCAPI void _manageRiders(class BlockSource &);
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MCAPI void _moveHitboxTo(class Vec3 const &);
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MCAPI void _sendLinkPacket(struct ActorLink const &) const;
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MCAPI void _serializeComponents(class CompoundTag &);
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MCAPI void _spawnPukeParticles();
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MCAPI void _spawnTreasureHuntingParticles();
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MCAPI void _tryPlantWitherRose();
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MCAPI void _updateComposition(bool);
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MCAPI void _updateOwnerChunk();
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protected:
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private:
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}; |