76 virtual void remove() ;
79 virtual void setSitting(
bool value) ;
82 virtual bool canBeAffected(uint
id)
const ;
85 virtual bool isImmobile()
const ;
88 virtual void handleEntityEvent(::ActorEvent eventId,
int data) ;
91 virtual ::Vec3 getHeadLookVector(
float a)
const ;
97 virtual float getShadowRadius()
const ;
103 virtual bool canBePulledIntoVehicle()
const ;
106 virtual void tickDeath() ;
109 virtual bool _hurt(
::ActorDamageSource const& source,
float damage,
bool knock,
bool ignite) ;
121 MCAPI
void _checkCrystals();
123 MCAPI
bool _checkWalls(
::AABB bb);
125 MCAPI
float _getHeadYOffset(
float a)
const;
129 MCAPI
void _hurtEntities(::gsl::span<::gsl::not_null<::Actor*>> actors)
const;
131 MCAPI
void _knockBack(::gsl::span<::gsl::not_null<::Actor*>> actors)
const;
133 MCAPI ::std::unique_ptr<::Path>
136 MCAPI
void dieNaturally();
138 MCAPI
int findClosestNode();
140 MCAPI
int findClosestNode(
::Vec3 const& pos);
142 MCAPI ::std::unique_ptr<::Path> findPath(
int startIndex,
int endIndex,
::PathfinderNode* finalNode);
144 MCAPI ::std::vector<float>
const getLatencyPos(
int step,
float a)
const;
148 MCAPI
void postAiStep();
154 MCAPI
static int& GROWL_INTERVAL_MAX();
156 MCAPI
static int& GROWL_INTERVAL_MIN();
158 MCAPI
static int& MAX_PATH_RADIUS();
160 MCAPI
static float& SITTING_ALLOWED_DAMAGE_PERCENTAGE();
184 MCAPI
void $remove();
186 MCAPI
void $setSitting(
bool value);
188 MCFOLD
bool $canBeAffected(uint
id)
const;
190 MCFOLD
bool $isImmobile()
const;
192 MCAPI ::Vec3 $getHeadLookVector(
float a)
const;
196 MCAPI
float $getShadowRadius()
const;
200 MCFOLD
bool $canBePulledIntoVehicle()
const;
202 MCAPI
void $tickDeath();
204 MCAPI
bool $_hurt(
::ActorDamageSource const& source,
float damage,
bool knock,
bool ignite);
210 MCAPI
static void** $vftable();
Definition EntityContext.h:16