LeviLamina
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ArmorStand.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/deps/shared_types/legacy/item/EquipmentSlot.h"
7#include "mc/world/actor/Mob.h"
8
9// auto generated forward declare list
10// clang-format off
11class Actor;
15class CompoundTag;
16class DataLoadHelper;
17class EntityContext;
18class ItemStack;
19class Player;
20class Vec3;
22// clang-format on
23
24class ArmorStand : public ::Mob {
25public:
26 // ArmorStand inner types declare
27 // clang-format off
28 struct Pose;
29 // clang-format on
30
31 // ArmorStand inner types define
32 struct Pose {
33 public:
34 // member variables
35 // NOLINTBEGIN
43 // NOLINTEND
44
45 public:
46 // prevent constructor by default
47 Pose& operator=(Pose const&);
48 Pose(Pose const&);
49 Pose();
50 };
51
52public:
53 // member variables
54 // NOLINTBEGIN
57 // NOLINTEND
58
59public:
60 // prevent constructor by default
61 ArmorStand& operator=(ArmorStand const&);
62 ArmorStand(ArmorStand const&);
63 ArmorStand();
64
65public:
66 // virtual functions
67 // NOLINTBEGIN
68 // vIndex: 35
69 virtual float getShadowRadius() const /*override*/;
70
71 // vIndex: 137
72 virtual void addAdditionalSaveData(::CompoundTag& tag) const /*override*/;
73
74 // vIndex: 136
75 virtual void readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper) /*override*/;
76
77 // vIndex: 118
78 virtual bool getInteraction(::Player& player, ::ActorInteraction& interaction, ::Vec3 const& location) /*override*/;
79
80 // vIndex: 122
81 virtual void kill() /*override*/;
82
83 // vIndex: 123
84 virtual void die(::ActorDamageSource const& source) /*override*/;
85
86 // vIndex: 135
87 virtual bool _hurt(::ActorDamageSource const& source, float, bool, bool) /*override*/;
88
89 // vIndex: 24
90 virtual void normalTick() /*override*/;
91
92 // vIndex: 146
93 virtual void pushActors() /*override*/;
94
95 // vIndex: 64
96 virtual bool isInvulnerableTo(::ActorDamageSource const& source) const /*override*/;
97
98 // vIndex: 8
99 virtual ~ArmorStand() /*override*/ = default;
100 // NOLINTEND
101
102public:
103 // member functions
104 // NOLINTBEGIN
105 MCAPI ArmorStand(
106 ::ActorDefinitionGroup* definitions,
107 ::ActorDefinitionIdentifier const& definitionName,
108 ::EntityContext& entityContext
109 );
110
111 MCAPI void _causeDamage(float dmg);
112
113 MCAPI void _destroyWithEffects(::Actor* sourceActor);
114
115 MCAPI void _dropHeldItems();
116
117 MCAPI void _dropHeldItemsAndResource();
118
119 MCAPI void _dropItem(::ItemStack const& item);
120
121 MCAPI bool _trySwapItem(::Player& player, ::SharedTypes::Legacy::EquipmentSlot slot);
122
123 MCAPI void _updatePoseFromSynchedData();
124
125 MCAPI void setPoseIndex(int poseIndex);
126 // NOLINTEND
127
128public:
129 // static variables
130 // NOLINTBEGIN
131 MCAPI static ::ArmorStand::Pose const& POSE_ATHENA();
132
133 MCAPI static ::ArmorStand::Pose const& POSE_BRANDISH();
134
135 MCAPI static ::ArmorStand::Pose const& POSE_CANCAN_A();
136
137 MCAPI static ::ArmorStand::Pose const& POSE_CANCAN_B();
138
139 MCAPI static ::ArmorStand::Pose const& POSE_DEFAULT();
140
141 MCAPI static ::ArmorStand::Pose const& POSE_ENTERTAIN();
142
143 MCAPI static ::ArmorStand::Pose const& POSE_HERO();
144
145 MCAPI static ::ArmorStand::Pose const& POSE_HONOR();
146
147 MCAPI static ::ArmorStand::Pose const& POSE_RIPOSTE();
148
149 MCAPI static ::ArmorStand::Pose const& POSE_SALUTE();
150
151 MCAPI static ::ArmorStand::Pose const& POSE_SOLEMN();
152
153 MCAPI static ::ArmorStand::Pose const& POSE_ZERO_ROTATION();
154
155 MCAPI static ::ArmorStand::Pose const& POSE_ZOMBIE();
156 // NOLINTEND
157
158public:
159 // constructor thunks
160 // NOLINTBEGIN
161 MCAPI void* $ctor(
162 ::ActorDefinitionGroup* definitions,
163 ::ActorDefinitionIdentifier const& definitionName,
164 ::EntityContext& entityContext
165 );
166 // NOLINTEND
167
168public:
169 // destructor thunk
170 // NOLINTBEGIN
171
172 // NOLINTEND
173
174public:
175 // virtual function thunks
176 // NOLINTBEGIN
177 MCFOLD float $getShadowRadius() const;
178
179 MCAPI void $addAdditionalSaveData(::CompoundTag& tag) const;
180
181 MCAPI void $readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper);
182
183 MCAPI bool $getInteraction(::Player& player, ::ActorInteraction& interaction, ::Vec3 const& location);
184
185 MCAPI void $kill();
186
187 MCAPI void $die(::ActorDamageSource const& source);
188
189 MCAPI bool $_hurt(::ActorDamageSource const& source, float, bool, bool);
190
191 MCAPI void $normalTick();
192
193 MCAPI void $pushActors();
194
195 MCFOLD bool $isInvulnerableTo(::ActorDamageSource const& source) const;
196 // NOLINTEND
197
198public:
199 // vftables
200 // NOLINTBEGIN
201 MCAPI static void** $vftable();
202 // NOLINTEND
203};
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:27
Definition ActorInteraction.h:5
Definition Actor.h:104
Definition ArmorStand.h:24
Definition CompoundTag.h:13
Definition DataLoadHelper.h:20
Definition EntityContext.h:16
Definition ItemStack.h:25
Definition Mob.h:47
Definition Player.h:119
Definition Vec3.h:10
Definition ActorDefinitionIdentifier.h:13
Definition ArmorStand.h:32
Definition Alias.h:14