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 ActorHurtResult;
15class CompoundTag;
16class DataLoadHelper;
17class EntityContext;
18class Player;
19class Vec3;
22// clang-format on
23
24class ThrownTrident : public ::AbstractArrow {
25public:
26 // ThrownTrident inner types define
27 enum class Data : int {
28 OwnerID = 17,
29 };
30
31public:
32 // member variables
33 // NOLINTBEGIN
34 ::ll::TypedStorage<1, 1, bool> mDealtDamage;
35 ::ll::TypedStorage<4, 4, int> mClientSideReturnTridentTickCount;
36 ::ll::TypedStorage<8, 152, ::ItemStack> mTrident;
37 // NOLINTEND
38
39public:
40 // prevent constructor by default
41 ThrownTrident();
42
43public:
44 // virtual functions
45 // NOLINTBEGIN
46 virtual void reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params) /*override*/;
47
48 virtual void shoot(::Vec3 const& dir, float pow, float uncertainty, ::Vec3 const& baseSpeed) /*override*/;
49
50 virtual void playerTouch(::Player& player) /*override*/;
51
52 virtual void despawn() /*override*/;
53
54 virtual void outOfWorld() /*override*/;
55
56 virtual bool isEnchanted() const /*override*/;
57
58 virtual ::ActorHurtResult
59 _hurt(::ActorDamageSource const& source, float damage, bool knock, bool ignite) /*override*/;
60
61 virtual void addAdditionalSaveData(::CompoundTag& tag) const /*override*/;
62
63 virtual void readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper) /*override*/;
64
65 virtual ::ItemStack _getPickupItem() const /*override*/;
66
67 virtual ~ThrownTrident() /*override*/ = default;
68 // NOLINTEND
69
70public:
71 // member functions
72 // NOLINTBEGIN
73 MCAPI ThrownTrident(
74 ::ActorDefinitionGroup* definitions,
75 ::ActorDefinitionIdentifier const& definitionName,
76 ::EntityContext& entityContext
77 );
78
79 MCAPI void returnWithLoyalty(int enchantLevel);
80 // NOLINTEND
81
82public:
83 // constructor thunks
84 // NOLINTBEGIN
85 MCAPI void* $ctor(
86 ::ActorDefinitionGroup* definitions,
87 ::ActorDefinitionIdentifier const& definitionName,
88 ::EntityContext& entityContext
89 );
90 // NOLINTEND
91
92public:
93 // virtual function thunks
94 // NOLINTBEGIN
95 MCFOLD void $reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params);
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 ::ActorHurtResult $_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:36
Definition ActorHurtResult.h:5
Definition CompoundTag.h:23
Definition DataLoadHelper.h:20
Definition EntityContext.h:16
Definition Player.h:129
Definition Vec3.h:10
Definition ActorDefinitionIdentifier.h:15
Definition VariantParameterList.h:13