LeviLamina
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IReplayableActorInput.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated forward declare list
6// clang-format off
8class EntityContext;
10class MovementEffect;
25namespace BlockCollisionsSystem { struct BlockCollisionResolutionVectorComponent; }
26namespace History { struct TurnInput; }
27// clang-format on
28
30public:
31 // virtual functions
32 // NOLINTBEGIN
33 virtual ~IReplayableActorInput() = default;
34
35 virtual void preApplyInput(::EntityContext&) = 0;
36
37 virtual void postApplyInput(::EntityContext&) = 0;
38
39 virtual void applyCollisionData(::EntityContext&) = 0;
40
41 virtual ::ExternalDataSnapshotComponent const& getSnapshot() const = 0;
42
43 virtual void captureExternalData(::EntityRegistry&) = 0;
44
45 virtual void capture(::MoveInputComponent const&) = 0;
46
47 virtual void capture(::ReplayStateTrackerComponent const&) = 0;
48
49 virtual void capture(::ActorRotationComponent const&) = 0;
50
51 virtual void capture(::History::TurnInput const&) = 0;
52
54
55 virtual void capture(::BlockPosTrackerComponent const&) = 0;
56
57 virtual void capture(::BuoyancyComponent const&) = 0;
58
59 virtual void capture(::BuoyancyFloatRequestComponent const&) = 0;
60
61 virtual void capture(::InsideSlowingSweetBerryBushBlockComponent const&) = 0;
62
63 virtual void capture(::ItemUseSlowdownModifierComponent const&) = 0;
64
65 virtual void capture(::RewindCollisionShapesComponent&&) = 0;
66
67 virtual void capture(::MovementEffect const&) = 0;
68
69 virtual void capture(::VehicleInputIntentComponent const&) = 0;
70
71 virtual void capture(::IsSolidMobNearbyComponent const&) = 0;
72
73 virtual void capture(::RiptideTridentSpinAttackComponent const&) = 0;
74
75 virtual void capture(::SpinAttackResultsComponent const&) = 0;
76
77 virtual void capture(::MovementInterpolatorComponent const&) = 0;
78 // NOLINTEND
79
80public:
81 // virtual function thunks
82 // NOLINTBEGIN
83
84 // NOLINTEND
85};
Definition BuoyancyComponent.h:13
Definition EntityContext.h:16
Definition EntityRegistry.h:11
Definition MovementEffect.h:9
Definition ActorRotationComponent.h:8
Definition BlockCollisionResolutionVectorComponent.h:7
Definition BlockPosTrackerComponent.h:13
Definition BuoyancyFloatRequestComponent.h:5
Definition ExternalDataSnapshotComponent.h:11
Definition TurnInput.h:7
Definition IReplayableActorInput.h:29
Definition InsideSlowingSweetBerryBushBlockComponent.h:5
Definition IsSolidMobNearbyComponent.h:15
Definition ItemUseSlowdownModifierComponent.h:5
Definition MoveInputComponent.h:11
Definition MovementInterpolatorComponent.h:9
Definition ReplayStateTrackerComponent.h:8
Definition RewindCollisionShapesComponent.h:10
Definition RiptideTridentSpinAttackComponent.h:8
Definition SpinAttackResultsComponent.h:10
Definition VehicleInputIntentComponent.h:11