LeviLamina
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ThrownTrident.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/world/actor/ActorInitializationMethod.h"
7#include "mc/world/actor/projectile/AbstractArrow.h"
8#include "mc/world/item/ItemStack.h"
9
10// auto generated forward declare list
11// clang-format off
14class CompoundTag;
15class DataLoadHelper;
16class EntityContext;
17class Player;
18class Vec3;
21// clang-format on
22
23class ThrownTrident : public ::AbstractArrow {
24public:
25 // ThrownTrident inner types define
26 enum class Data : int {
27 OwnerID = 17,
28 };
29
30public:
31 // member variables
32 // NOLINTBEGIN
33 ::ll::TypedStorage<1, 1, bool> mDealtDamage;
34 ::ll::TypedStorage<4, 4, int> mClientSideReturnTridentTickCount;
35 ::ll::TypedStorage<8, 152, ::ItemStack> mTrident;
36 // NOLINTEND
37
38public:
39 // prevent constructor by default
40 ThrownTrident();
41
42public:
43 // virtual functions
44 // NOLINTBEGIN
45 virtual void reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params) /*override*/;
46
47 virtual void shoot(::Vec3 const& dir, float pow, float uncertainty, ::Vec3 const& baseSpeed) /*override*/;
48
49 virtual void playerTouch(::Player& player) /*override*/;
50
51 virtual void despawn() /*override*/;
52
53 virtual void outOfWorld() /*override*/;
54
55 virtual bool isEnchanted() const /*override*/;
56
57 virtual bool _hurt(::ActorDamageSource const& source, float damage, bool knock, bool ignite) /*override*/;
58
59 virtual void addAdditionalSaveData(::CompoundTag& tag) const /*override*/;
60
61 virtual void readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper) /*override*/;
62
63 virtual ::ItemStack _getPickupItem() const /*override*/;
64
65 virtual ~ThrownTrident() /*override*/ = default;
66 // NOLINTEND
67
68public:
69 // member functions
70 // NOLINTBEGIN
71 MCAPI ThrownTrident(
72 ::ActorDefinitionGroup* definitions,
73 ::ActorDefinitionIdentifier const& definitionName,
74 ::EntityContext& entityContext
75 );
76
77 MCAPI void returnWithLoyalty(int enchantLevel);
78 // NOLINTEND
79
80public:
81 // constructor thunks
82 // NOLINTBEGIN
83 MCAPI void* $ctor(
84 ::ActorDefinitionGroup* definitions,
85 ::ActorDefinitionIdentifier const& definitionName,
86 ::EntityContext& entityContext
87 );
88 // NOLINTEND
89
90public:
91 // virtual function thunks
92 // NOLINTBEGIN
93#ifdef LL_PLAT_S
94 MCFOLD void $reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params);
95#endif
96
97 MCFOLD void $shoot(::Vec3 const& dir, float pow, float uncertainty, ::Vec3 const& baseSpeed);
98
99 MCAPI void $playerTouch(::Player& player);
100
101 MCAPI void $despawn();
102
103 MCAPI void $outOfWorld();
104
105 MCAPI bool $isEnchanted() const;
106
107 MCAPI bool $_hurt(::ActorDamageSource const& source, float damage, bool knock, bool ignite);
108
109 MCAPI void $addAdditionalSaveData(::CompoundTag& tag) const;
110
111 MCAPI void $readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper);
112
113 MCAPI ::ItemStack $_getPickupItem() const;
114
115
116 // NOLINTEND
117
118public:
119 // vftables
120 // NOLINTBEGIN
121 MCAPI static void** $vftable();
122 // NOLINTEND
123};
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:35
Definition CompoundTag.h:23
Definition DataLoadHelper.h:20
Definition EntityContext.h:16
Definition Player.h:125
Definition Vec3.h:10
Definition ActorDefinitionIdentifier.h:15
Definition VariantParameterList.h:13