3#include "mc/_HeaderOutputPredefine.h"
6#include "mc/entity/utilities/leashable_utility/UnleashReason.h"
7#include "mc/platform/brstd/flat_set.h"
20namespace LeashableUtility {
23MCNAPI ::InteractionResult attemptCutInteraction(::Actor& owner, ::Player& player, ::ActorInteraction& interaction);
25MCNAPI
bool canStayLeashedTo(::Actor
const& actor, ::Actor
const& leashHolder,
float maxDistance);
27MCNAPI ::std::vector<::gsl::not_null<::Actor*>> getCuttableLeashedActors(::Actor& actor, ::Player
const* player);
29MCNAPI ::LeashablePreset
const&
30getPreset(::Actor
const& leashedActor, ::LeashableComponent
const& leashableComponent, ::Actor
const* leashHolder);
32MCNAPI
bool isAboveHardDistance(::Actor
const& actor);
34MCNAPI
void leash(::Actor& entityToLeash, ::Actor& leashHolder,
bool emitGameEvent,
bool executeEntityEvent);
36MCNAPI
void onLeashHolderSet(::ActorUniqueID
const& newLeashHolderID, ::Actor& actor);
38MCNAPI
bool tryTransferLeashedActors(
39 ::brstd::flat_set<::ActorUniqueID, ::std::less<::ActorUniqueID>, ::std::vector<::ActorUniqueID>>
const&
41 ::Actor& newLeashHolder
44MCNAPI
void unleash(::Actor& entityToUnleash, ::LeashableUtility::UnleashReason unleashReason);
Definition ActorInteraction.h:8
Definition InteractionResult.h:5
Definition LeashableComponent.h:13
Definition ActorUniqueID.h:5
Definition LeashablePreset.h:9