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
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
41
42public:
43 // virtual functions
44 // NOLINTBEGIN
45 // vIndex: 2
46 virtual void reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params) /*override*/;
47
48 // vIndex: 138
49 virtual void shoot(::Vec3 const& dir, float pow, float uncertainty, ::Vec3 const& baseSpeed) /*override*/;
50
51 // vIndex: 39
52 virtual void playerTouch(::Player& player) /*override*/;
53
54 // vIndex: 71
55 virtual void despawn() /*override*/;
56
57 // vIndex: 1
58 virtual void outOfWorld() /*override*/;
59
60 // vIndex: 61
61 virtual bool isEnchanted() const /*override*/;
62
63 // vIndex: 135
64 virtual bool _hurt(::ActorDamageSource const& source, float damage, bool knock, bool ignite) /*override*/;
65
66 // vIndex: 137
67 virtual void addAdditionalSaveData(::CompoundTag& tag) const /*override*/;
68
69 // vIndex: 136
70 virtual void readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper) /*override*/;
71
72 // vIndex: 139
73 virtual ::ItemStack _getPickupItem() const /*override*/;
74
75 // vIndex: 8
76 virtual ~ThrownTrident() /*override*/ = default;
77 // NOLINTEND
78
79public:
80 // member functions
81 // NOLINTBEGIN
82 MCAPI ThrownTrident(
83 ::ActorDefinitionGroup* definitions,
84 ::ActorDefinitionIdentifier const& definitionName,
85 ::EntityContext& entityContext
86 );
87
88 MCAPI void returnWithLoyalty(int enchantLevel);
89 // NOLINTEND
90
91public:
92 // constructor thunks
93 // NOLINTBEGIN
94 MCAPI void* $ctor(
95 ::ActorDefinitionGroup* definitions,
96 ::ActorDefinitionIdentifier const& definitionName,
97 ::EntityContext& entityContext
98 );
99 // NOLINTEND
100
101public:
102 // virtual function thunks
103 // NOLINTBEGIN
104 MCAPI void $reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params);
105
106 MCFOLD void $shoot(::Vec3 const& dir, float pow, float uncertainty, ::Vec3 const& baseSpeed);
107
108 MCAPI void $playerTouch(::Player& player);
109
110 MCAPI void $despawn();
111
112 MCAPI void $outOfWorld();
113
114 MCAPI bool $isEnchanted() const;
115
116 MCAPI bool $_hurt(::ActorDamageSource const& source, float damage, bool knock, bool ignite);
117
118 MCAPI void $addAdditionalSaveData(::CompoundTag& tag) const;
119
120 MCAPI void $readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper);
121
122 MCAPI ::ItemStack $_getPickupItem() const;
123 // NOLINTEND
124
125public:
126 // vftables
127 // NOLINTBEGIN
128 MCNAPI static void** $vftable();
129 // NOLINTEND
130};
Definition AbstractArrow.h:22
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:29
Definition CompoundTag.h:13
Definition DataLoadHelper.h:20
Definition EntityContext.h:16
Definition Player.h:119
Definition ThrownTrident.h:23
static MCAPI void ** $vftable()
Definition Vec3.h:10
Definition ActorDefinitionIdentifier.h:15
Definition VariantParameterList.h:5