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);
123 MCAPI
float _getHeadYOffset(
float a)
const;
127 MCAPI
void _hurtEntities(::gsl::span<::gsl::not_null<::Actor*>> actors)
const;
129 MCAPI
void _knockBack(::gsl::span<::gsl::not_null<::Actor*>> actors)
const;
131 MCAPI ::std::unique_ptr<::Path>
134 MCAPI
void dieNaturally();
136 MCAPI
int findClosestNode();
138 MCAPI
int findClosestNode(
::Vec3 const& pos);
140 MCAPI ::std::unique_ptr<::Path> findPath(
int startIndex,
int endIndex,
::PathfinderNode* finalNode);
142 MCAPI ::std::vector<float>
const getLatencyPos(
int step,
float a)
const;
146 MCAPI
void postAiStep();
152 MCAPI
static int& GROWL_INTERVAL_MAX();
154 MCAPI
static int& GROWL_INTERVAL_MIN();
156 MCAPI
static int& MAX_PATH_RADIUS();
158 MCAPI
static float& SITTING_ALLOWED_DAMAGE_PERCENTAGE();
182 MCAPI
void $remove();
184 MCAPI
void $setSitting(
bool value);
186 MCFOLD
bool $canBeAffected(uint
id)
const;
188 MCFOLD
bool $isImmobile()
const;
190 MCAPI
void $handleEntityEvent(::ActorEvent eventId,
int data);
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);
Definition EntityContext.h:16