3#include "mc/_HeaderOutputPredefine.h"
6#include "mc/entity/utilities/leashable_utility/UnleashReason.h"
7#include "mc/platform/brstd/flat_set.h"
19namespace LeashableUtility {
22MCNAPI
bool attemptCutInteraction(::Actor& owner, ::Player& player, ::ActorInteraction& interaction);
24MCNAPI
bool canStayLeashedTo(::Actor
const& actor, ::Actor
const& leashHolder,
float maxDistance);
26MCNAPI ::std::vector<::gsl::not_null<::Actor*>> getCuttableLeashedActors(::Actor& actor, ::Player
const* player);
28MCNAPI ::LeashablePreset
const&
29getPreset(::Actor
const& leashedActor, ::LeashableComponent
const& leashableComponent, ::Actor
const* leashHolder);
31MCNAPI
bool isAboveHardDistance(::Actor
const& actor);
33MCNAPI
void leash(::Actor& entityToLeash, ::Actor& leashHolder,
bool emitGameEvent,
bool executeEntityEvent);
35MCNAPI
void onLeashHolderSet(::ActorUniqueID
const& newLeashHolderID, ::Actor& actor);
37MCNAPI
bool tryTransferLeashedActors(
38 ::brstd::flat_set<::ActorUniqueID, ::std::less<::ActorUniqueID>, ::std::vector<::ActorUniqueID>>
const&
40 ::Actor& newLeashHolder
43MCNAPI
void unleash(::Actor& entityToUnleash, ::LeashableUtility::UnleashReason unleashReason);
Definition ActorInteraction.h:5
Definition LeashableComponent.h:13
Definition ActorUniqueID.h:5
Definition LeashablePreset.h:5