LeviLamina
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ItemInHandRenderer Member List

This is the complete list of members for ItemInHandRenderer, including all inherited members.

$_getOverlayColor(::Actor &actor, float a) constActorShaderManager
$ctor(::IClientInstance &client, ::BlockTessellator &commonRenderer, ::std::shared_ptr<::mce::TextureGroup > textureGroup)ItemInHandRenderer
$dtor()ItemInHandRenderer
$vftable()ItemInHandRendererstatic
_applyDefaultItemTransforms(::MatrixStack::MatrixStackRef &worldMatrix, ::ItemStack const &item, bool isInHandItem, ::BlockType const *blockType, ::BlockShape blockShape, ::ItemRenderCall const *renderObjectCall, bool posAndRotSetByJSON)ItemInHandRenderer
_applyMainhandItemTransforms(::BaseActorRenderContext &renderContext, ::Player &player, ::MatrixStack::MatrixStackRef &worldMatrix, float frameAlpha, bool matrixSetFromJson, bool useBlockTransforms)ItemInHandRenderer
_applyOffhandItemTransforms(::BaseActorRenderContext &renderContext, ::ItemRenderCall const *renderObjectCall, ::Player &player, ::MatrixStack::MatrixStackRef &worldMatrix, float frameAlpha, bool matrixSetFromJson, ::ItemContextFlags itemFlags)ItemInHandRenderer
_applyUseAnimation(::BaseActorRenderContext &renderContext, ::Player &player, ::MatrixStack::MatrixStackRef &worldMatrix, float frameAlpha)ItemInHandRenderer
_areNotMatchingChemistrySticks(::ItemStack &itemBefore, ::ItemStack const &itemAfter)ItemInHandRenderer
_calculateOffhandWorldTranslation(::Player const &player, ::BaseActorRenderContext const &renderContext) constItemInHandRenderer
_checkAndUpdateIfItemChanged(::ItemStack &itemBefore, ::ItemStack const &itemAfter, bool isMainHand, bool slotChanged)ItemInHandRenderer
_createRenderMetadata(::BaseActorRenderContext const &renderContext, ::Actor const &entity, ::ItemStack const &item)ItemInHandRendererstatic
_getOverlayColor(::Actor &actor, float a) const (defined in ActorShaderManager)ActorShaderManager
_getRenderCall(::Mob *mob, ::ItemStack const &itemInstance, int fallbackFrame)ItemInHandRenderer
_pushSparklerParticles(::BaseActorRenderContext &renderContext, ::ItemStack const &item, ::Level &level)ItemInHandRenderer
_rebuildItem(::BaseActorRenderContext &renderContext, ::Mob *mob, ::ItemStack const &item, int fallbackFrame)ItemInHandRenderer
_renderBannerBlockItem(::BaseActorRenderContext &renderContext, ::dragon::RenderMetadata renderMetadata, ::ItemStack const &item, ::Actor &entity, ::Brightness lightEmission, float frameAlpha, float scale) constItemInHandRenderer
_renderChestBlockItem(::BaseActorRenderContext &renderContext, ::dragon::RenderMetadata renderMetadata, ::BlockType const *blockType, ::Actor &entity, bool isInHandItem) constItemInHandRenderer
_renderConduitBlockItem(::BaseActorRenderContext &renderContext, ::dragon::RenderMetadata renderMetadata, ::Actor &entity, ::Brightness lightEmission, float frameAlpha) constItemInHandRenderer
_renderCopperGolemStatueBlockItem(::BaseActorRenderContext &renderContext, ::dragon::RenderMetadata renderMetadata, ::ItemStack const &item, ::Actor &entity, bool isFirstPerson, bool isInHandItem) constItemInHandRenderer
_renderDecoratedPotBlockItem(::BaseActorRenderContext &renderContext, ::dragon::RenderMetadata renderMetadata, ::ItemStack const &item, ::Actor &entity, bool isFirstPerson) constItemInHandRenderer
_renderDynamicTexturedItemInHands(::BaseActorRenderContext &renderContext, ::Player &player, float xRot, float inverseArmHeight, float attackValue)ItemInHandRenderer
_renderFirstPersonHandsAndAttachables(::BaseActorRenderContext &renderContext, ::Player &player)ItemInHandRenderer
_renderFishingRod(::BaseActorRenderContext &renderContext, ::ItemStack const &item, ::Actor &entity) constItemInHandRenderer
_renderGlowstickBlockItem(::BaseActorRenderContext &renderContext, ::dragon::RenderMetadata renderMetadata, ::ItemStack const &item, ::Actor &entity, ::Brightness lightEmission, float frameAlpha, ::ItemContextFlags itemFlags, float scale)ItemInHandRenderer
_renderItemInMainHand(::BaseActorRenderContext &renderContext, ::Player &player, float xRot, float inverseArmHeight, float attackValue)ItemInHandRenderer
_renderItemInOffhand(::BaseActorRenderContext &renderContext, ::Player &player, float xRot, float inverseArmHeight, float attackValue)ItemInHandRenderer
_renderMiniMapHand(::BaseActorRenderContext &renderContext, ::Player &player, bool inOffhand)ItemInHandRenderer
_renderPhotoMapItem(::BaseActorRenderContext &renderContext, ::Player &player, float frameAlpha, bool isMainHand)ItemInHandRenderer
_renderShulkerBoxBlockItem(::BaseActorRenderContext &renderContext, ::dragon::RenderMetadata renderMetadata, ::ItemStack const &item, ::Actor &entity, ::Brightness lightEmission, float frameAlpha) constItemInHandRenderer
_renderSkullBlockItem(::BaseActorRenderContext &renderContext, ::dragon::RenderMetadata renderMetadata, ::ItemStack const &item, ::Actor &entity, ::Brightness lightEmission, float frameAlpha) constItemInHandRenderer
_shouldRenderOffhandItem(::Player &player) constItemInHandRenderer
_tessellateBlockItem(::Tessellator &tessellator, ::BlockTessellator &t, ::Block const &block)ItemInHandRenderer
_tessellateTextureItem(::BaseActorRenderContext &renderContext, ::TextureTessellator &textureTessellator, ::Mob *mob, ::ItemStack const &item, int fallbackFrame, ushort &heightOut, ushort &widthOut)ItemInHandRenderer
_transformOffhandItem(::MatrixStack::MatrixStackRef &worldMatrix)ItemInHandRenderer
_transformOffhandTool(::MatrixStack::MatrixStackRef &worldMatrix, ::ItemStack const &item, float a)ItemInHandRenderer
_transformWorldMatrixFromJson(::MatrixStack::MatrixStackRef &worldMatrix, ::ItemStack const &item, bool isMainHand, ::ItemContextFlags itemFlags)ItemInHandRenderer
ActorShaderManager(ActorShaderManager const &) (defined in ActorShaderManager)ActorShaderManager
ActorShaderManager() (defined in ActorShaderManager)ActorShaderManager
canTessellateAsBlockItem(::ItemStack const &item)ItemInHandRendererstatic
clearRenderObjects()ItemInHandRenderer
computeMatrixForDynamicTexturedItemInHands(::MatrixStack::MatrixStackRef &worldMatrix, ::mce::ViewportInfo const &viewportInfo, ::mce::Camera const &camera, float xRot, float inverseArmHeight, float attackValue)ItemInHandRendererstatic
getEntityMaterial()ActorShaderManager
getObjectMaterial(::ItemRenderCall const &renderObject, ::ItemContextFlags itemFlags) constItemInHandRenderer
getOverlayColor(::Actor &actor, float)ActorShaderManagerstatic
getRenderCallAtFrame(::BaseActorRenderContext &renderContext, ::ItemStack const &item, int frame)ItemInHandRenderer
getStaticMaterial()ActorShaderManager
getTransparentEntityMaterial()ActorShaderManager
GLINT_ACTOR_TEXTURE_LOCATION()ActorShaderManagerstatic
GLINT_ITEM_TEXTURE_LOCATION()ActorShaderManagerstatic
initMaterials(::std::shared_ptr<::mce::TextureGroup > textureGroup)ItemInHandRenderer
ItemInHandRenderer(ItemInHandRenderer const &) (defined in ItemInHandRenderer)ItemInHandRenderer
ItemInHandRenderer() (defined in ItemInHandRenderer)ItemInHandRenderer
ItemInHandRenderer(::IClientInstance &client, ::BlockTessellator &commonRenderer, ::std::shared_ptr<::mce::TextureGroup > textureGroup)ItemInHandRenderer
mUnk113ade (defined in ItemInHandRenderer)ItemInHandRenderer
mUnk12e716 (defined in ActorShaderManager)ActorShaderManager
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mUnk9a9efa (defined in ActorShaderManager)ActorShaderManager
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operator=(ItemInHandRenderer const &) (defined in ItemInHandRenderer)ItemInHandRenderer
operator=(ActorShaderManager const &) (defined in ActorShaderManager)ActorShaderManager
registerPauseManagerCallback(::Bedrock::PubSub::Connector< void(bool)> &connector)ItemInHandRenderer
renderFirstPerson(::BaseActorRenderContext &renderContext, ::ItemContextFlags itemFlags)ItemInHandRenderer
renderItem(::BaseActorRenderContext &renderContext, ::Actor &entity, ::ItemStack const &item, bool posAndRotSetByJSON, ::ItemContextFlags itemFlags, bool useMatrixAsIs, bool renderingMainHand)ItemInHandRenderer
renderItemNew(::BaseActorRenderContext &renderContext, ::Actor &entity, ::ItemStack const &item, ::ItemContextFlags itemFlags, ::Brightness lightEmission)ItemInHandRenderer
renderMainhandItem(::BaseActorRenderContext &renderContext, ::Player &player, ::ItemContextFlags itemFlags)ItemInHandRenderer
renderObject(::BaseActorRenderContext &renderContext, ::ItemRenderCall const &renderObject, ::dragon::RenderMetadata const &renderMetadata, ::ItemContextFlags itemFlags)ItemInHandRenderer
renderOffhandItem(::BaseActorRenderContext &renderContext, ::Player &player, ::ItemContextFlags itemFlags)ItemInHandRenderer
setEntityConstants(::mce::ActorConstants &entityConstants, ::mce::RenderContext &renderContext, ::mce::Color const &blockLightColor, ::Vec2 const &tileLightColorUV, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::mce::Color const &glintColor, ::Vec2 const &glintUVScale, ::Vec4 const &uvAnim, float uvOffset1, float uvOffset2, float uvRot1, float uvRot2)ActorShaderManagerstatic
setupFoilShaderParameters(::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &entity, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::Vec2 const &uvScale, float a, ::Brightness lightEmission, bool allowOverlay) constActorShaderManager
setupFoilShaderParameters(::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &entity, ::mce::Color const &overlayColor, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::Vec2 const &uvScale, ::Vec4 const &uvAnim, float br, ::Brightness lightEmission, bool allowOverlay) constActorShaderManager
setupFoilShaderParameters(::ScreenContext &screenContext, ::TextureUVCoordinateSet const &icon)ActorShaderManagerstatic
setupFoilShaderParameters(::ScreenContext &screenContext, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::Vec2 const &uvScale)ActorShaderManagerstatic
setupShaderParameters(::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &actor, float a) constActorShaderManager
setupShaderParameters(::ScreenContext &screenContext, float br, ::mce::Color const &overlayColor, bool dimensionHasCeiling)ActorShaderManagerstatic
setupShaderParameters(::ScreenContext &screenContext, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2)ActorShaderManagerstatic
setupShaderParameters(::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &actor, ::mce::Color const &overlay, float, ::Brightness lightEmission)ActorShaderManagerstatic
setupShaderParameters(::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &actor, ::mce::Color const &overlay, float, ::Vec4 const &uvAnim)ActorShaderManagerstatic
setupShaderParameters(::ScreenContext &screenContext, ::BlockSource &source, ::BrightnessPair const &lightColorUV, float, bool ignoreLighting, ::LightTexture &lightTexture, ::Vec2 const &uvScale, ::Vec4 const &uvAnim)ActorShaderManagerstatic
setupShaderParameters(::ScreenContext &screenContext, ::BlockSource &source, ::BlockPos const &pos, float a, bool ignoreLighting, ::LightTexture &lightTexture, ::Vec2 const &uvScale, ::Vec4 const &uvAnim)ActorShaderManagerstatic
setupShaderParameters(::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &entity, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::Vec4 const &uvAnim, float br, float, bool isEnchanted)ActorShaderManagerstatic
setupShaderParameters(::ScreenContext &screenContext, ::BlockSource &source, ::BlockPos const &pos, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, float, ::LightTexture &lightTexture, ::Vec2 const &uvScale, bool ignoreLighting, ::Brightness lightEmission)ActorShaderManagerstatic
setupShaderParameters(::ScreenContext &screenContext, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::mce::Color const &glintColor, float uvOffset1, float uvOffset2, float uvRot1, float uvRot2, ::Vec2 const &glintUVScale, ::Vec4 const &uvAnim, float)ActorShaderManagerstatic
setupShaderParameters(::ScreenContext &screenContext, ::BaseActorRenderContext &entityContext, ::Actor &entity, ::mce::Color const &overlay, ::mce::Color const &changeColor, ::mce::Color const &changeColor2, ::mce::Color const &glintColor, float uvOffset1, float uvOffset2, float uvRot1, float uvRot2, ::Vec2 const &glintUVScale, ::Vec4 const &uvAnim, float br, ::Brightness lightEmission)ActorShaderManagerstatic
tessellateAtFrame(::BaseActorRenderContext &renderContext, ::Mob *mob, ::ItemStack const &item, int frame)ItemInHandRenderer
tick()ItemInHandRenderer
~ActorShaderManager() (defined in ActorShaderManager)ActorShaderManagervirtual
~ItemInHandRenderer() (defined in ItemInHandRenderer)ItemInHandRenderervirtual