33    ::ll::TypedStorage<8, 8, ::std::unique_ptr<::Path>>                  mPath;
 
   34    ::ll::TypedStorage<4, 768, ::std::array<::std::array<float, 3>, 64>> mPositions;
 
   35    ::ll::TypedStorage<4, 4, int>                                        mPosPointer;
 
   36    ::ll::TypedStorage<8, 8, ::AABB*>                                    mHead;
 
   37    ::ll::TypedStorage<8, 8, ::AABB*>                                    mNeck;
 
   38    ::ll::TypedStorage<8, 8, ::AABB*>                                    mBody;
 
   39    ::ll::TypedStorage<8, 8, ::AABB*>                                    mTail1;
 
   40    ::ll::TypedStorage<8, 8, ::AABB*>                                    mTail2;
 
   41    ::ll::TypedStorage<8, 8, ::AABB*>                                    mTail3;
 
   42    ::ll::TypedStorage<8, 8, ::AABB*>                                    mWing1;
 
   43    ::ll::TypedStorage<8, 8, ::AABB*>                                    mWing2;
 
   44    ::ll::TypedStorage<1, 1, bool>                                       mInWall;
 
   45    ::ll::TypedStorage<4, 4, int>                                        mGrowlTime;
 
   46    ::ll::TypedStorage<4, 4, int>                                        mSittingDamageReceived;
 
   47    ::ll::TypedStorage<4, 4, float>                                      mTurnSpeed;
 
   48    ::ll::TypedStorage<4, 12, ::Vec3>                                    mTargetPos;
 
   49    ::ll::TypedStorage<4, 4, int>                                        mFlameAttackCount;
 
   50    ::ll::TypedStorage<1, 1, bool>                                       mNodesFinalized;
 
   51    ::ll::TypedStorage<8, 24, ::std::vector<::PathfinderNode>>           mNodes;
 
   52    ::ll::TypedStorage<8, 24, ::std::vector<int>>                        mNodeAdjacency;
 
   53    ::ll::TypedStorage<8, 32, ::BinaryHeap>                              mOpenSet;
 
   54    ::ll::TypedStorage<8, 8, ::ActorUniqueID>                            mNearestCrystal;
 
   55    ::ll::TypedStorage<4, 4, int>                                        mEnderCrystalsAlive;
 
   56    ::ll::TypedStorage<1, 1, bool>                                       mDragonKilledPreviously;
 
   57    ::ll::TypedStorage<8, 64, ::std::function<void(
::EnderDragon&)>>     mDragonKilledCallback;
 
   74    virtual void remove() ;
 
   77    virtual void setSitting(
bool value) ;
 
   80    virtual bool canBeAffected(uint 
id) 
const ;
 
   83    virtual bool isImmobile() 
const ;
 
   86    virtual void handleEntityEvent(::ActorEvent eventId, 
int data) ;
 
   89    virtual ::Vec3 getHeadLookVector(
float a) 
const ;
 
   95    virtual float getShadowRadius() 
const ;
 
  101    virtual bool canBePulledIntoVehicle() 
const ;
 
  104    virtual void tickDeath() ;
 
  107    virtual bool _hurt(
::ActorDamageSource const& source, 
float damage, 
bool knock, 
bool ignite) ;
 
  119    MCAPI 
void _checkCrystals();
 
  121    MCAPI 
bool _checkWalls(
::AABB bb);
 
  125    MCAPI 
void _hurtEntities(::gsl::span<::gsl::not_null<::Actor*>> actors) 
const;
 
  127    MCAPI 
void _knockBack(::gsl::span<::gsl::not_null<::Actor*>> actors) 
const;
 
  129    MCAPI ::std::unique_ptr<::Path>
 
  132    MCAPI 
void dieNaturally();
 
  134    MCAPI 
int findClosestNode();
 
  136    MCAPI 
int findClosestNode(
::Vec3 const& pos);
 
  138    MCAPI ::std::unique_ptr<::Path> findPath(
int startIndex, 
int endIndex, 
::PathfinderNode* finalNode);
 
  140    MCAPI ::std::vector<float> 
const getLatencyPos(
int step, 
float a) 
const;
 
  144    MCAPI 
void postAiStep();
 
  150    MCAPI 
static int& GROWL_INTERVAL_MAX();
 
  152    MCAPI 
static int& GROWL_INTERVAL_MIN();
 
  154    MCAPI 
static int& MAX_PATH_RADIUS();
 
  156    MCAPI 
static float& SITTING_ALLOWED_DAMAGE_PERCENTAGE();
 
  180    MCAPI 
void $remove();
 
  182    MCAPI 
void $setSitting(
bool value);
 
  184    MCFOLD 
bool $canBeAffected(uint 
id) 
const;
 
  186    MCFOLD 
bool $isImmobile() 
const;
 
  188    MCAPI 
void $handleEntityEvent(::ActorEvent eventId, 
int data);
 
  190    MCAPI ::Vec3 $getHeadLookVector(
float a) 
const;
 
  194    MCAPI 
float $getShadowRadius() 
const;
 
  198    MCFOLD 
bool $canBePulledIntoVehicle() 
const;
 
  200    MCAPI 
void $tickDeath();
 
  202    MCAPI 
bool $_hurt(
::ActorDamageSource const& source, 
float damage, 
bool knock, 
bool ignite);
 
 
Definition EntityContext.h:16