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;
21struct HurtParameters;
23// clang-format on
24
25class ThrownTrident : public ::AbstractArrow {
26public:
27 // ThrownTrident inner types define
28 enum class Data : int {
29 OwnerID = 17,
30 };
31
32public:
33 // member variables
34 // NOLINTBEGIN
35 ::ll::TypedStorage<1, 1, bool> mDealtDamage;
36 ::ll::TypedStorage<4, 4, int> mClientSideReturnTridentTickCount;
37 ::ll::TypedStorage<8, 152, ::ItemStack> mTrident;
38 // NOLINTEND
39
40public:
41 // prevent constructor by default
42 ThrownTrident();
43
44public:
45 // virtual functions
46 // NOLINTBEGIN
47 virtual void reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params) /*override*/;
48
49 virtual void shoot(::Vec3 const& dir, float pow, float uncertainty, ::Vec3 const& baseSpeed) /*override*/;
50
51 virtual void playerTouch(::Player& player) /*override*/;
52
53 virtual void despawn() /*override*/;
54
55 virtual void outOfWorld() /*override*/;
56
57 virtual bool isEnchanted() const /*override*/;
58
59 virtual ::ActorHurtResult
60 _hurt(::ActorDamageSource const& source, float damage, ::HurtParameters const& hurtParameters) /*override*/;
61
62 virtual void addAdditionalSaveData(::CompoundTag& tag) const /*override*/;
63
64 virtual void readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper) /*override*/;
65
66 virtual ::ItemStack _getPickupItem() const /*override*/;
67 // NOLINTEND
68
69public:
70 // member functions
71 // NOLINTBEGIN
72 MCAPI ThrownTrident(
73 ::ActorDefinitionGroup* definitions,
74 ::ActorDefinitionIdentifier const& definitionName,
75 ::EntityContext& entityContext
76 );
77
78 MCAPI void doNormalTick();
79
80 MCAPI void returnWithLoyalty(int enchantLevel);
81 // NOLINTEND
82
83public:
84 // constructor thunks
85 // NOLINTBEGIN
86 MCAPI void* $ctor(
87 ::ActorDefinitionGroup* definitions,
88 ::ActorDefinitionIdentifier const& definitionName,
89 ::EntityContext& entityContext
90 );
91 // NOLINTEND
92
93public:
94 // virtual function thunks
95 // NOLINTBEGIN
96 MCAPI void $reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params);
97
98 MCAPI void $shoot(::Vec3 const& dir, float pow, float uncertainty, ::Vec3 const& baseSpeed);
99
100 MCAPI void $playerTouch(::Player& player);
101
102 MCAPI void $despawn();
103
104 MCAPI void $outOfWorld();
105
106 MCAPI bool $isEnchanted() const;
107
108 MCAPI ::ActorHurtResult
109 $_hurt(::ActorDamageSource const& source, float damage, ::HurtParameters const& hurtParameters);
110
111 MCAPI void $addAdditionalSaveData(::CompoundTag& tag) const;
112
113 MCAPI void $readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper);
114
115 MCAPI ::ItemStack $_getPickupItem() const;
116
117
118 // NOLINTEND
119
120public:
121 // vftables
122 // NOLINTBEGIN
123 MCAPI static void** $vftable();
124 // NOLINTEND
125};
Definition AbstractArrow.h:20
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:27
Definition ActorHurtResult.h:5
Definition CompoundTag.h:18
Definition DataLoadHelper.h:20
Definition EntityContext.h:15
Definition Player.h:129
Definition Vec3.h:10
Definition ActorDefinitionIdentifier.h:15
Definition HurtParameters.h:8
Definition VariantParameterList.h:13