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/core/math/Vec3.h"
7#include "mc/deps/shared_types/legacy/item/EquipmentSlot.h"
8#include "mc/world/actor/Mob.h"
9
10// auto generated forward declare list
11// clang-format off
12class Actor;
16class CompoundTag;
17class DataLoadHelper;
18class EntityContext;
19class ItemStack;
20class Player;
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
36 ::ll::TypedStorage<4, 12, ::Vec3> mHeadPose;
37 ::ll::TypedStorage<4, 12, ::Vec3> mBodyPose;
38 ::ll::TypedStorage<4, 12, ::Vec3> mRightArmPose;
39 ::ll::TypedStorage<4, 12, ::Vec3> mLeftArmPose;
40 ::ll::TypedStorage<4, 12, ::Vec3> mRightLegPose;
41 ::ll::TypedStorage<4, 12, ::Vec3> mLeftLegPose;
42 ::ll::TypedStorage<4, 12, ::Vec3> mRightItemPose;
43 // NOLINTEND
44 };
45
46public:
47 // member variables
48 // NOLINTBEGIN
49 ::ll::TypedStorage<8, 8, uint64> mLastHit;
50 ::ll::TypedStorage<4, 4, int> mLastCircuitStrength;
51 // NOLINTEND
52
53public:
54 // prevent constructor by default
55 ArmorStand();
56
57public:
58 // virtual functions
59 // NOLINTBEGIN
60 // vIndex: 35
61 virtual float getShadowRadius() const /*override*/;
62
63 // vIndex: 137
64 virtual void addAdditionalSaveData(::CompoundTag& tag) const /*override*/;
65
66 // vIndex: 136
67 virtual void readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper) /*override*/;
68
69 // vIndex: 118
70 virtual bool getInteraction(::Player& player, ::ActorInteraction& interaction, ::Vec3 const& location) /*override*/;
71
72 // vIndex: 122
73 virtual void kill() /*override*/;
74
75 // vIndex: 123
76 virtual void die(::ActorDamageSource const& source) /*override*/;
77
78 // vIndex: 135
79 virtual bool _hurt(::ActorDamageSource const& source, float, bool, bool) /*override*/;
80
81 // vIndex: 24
82 virtual void normalTick() /*override*/;
83
84 // vIndex: 147
85 virtual void pushActors() /*override*/;
86
87 // vIndex: 64
88 virtual bool isInvulnerableTo(::ActorDamageSource const& source) const /*override*/;
89
90 // vIndex: 8
91 virtual ~ArmorStand() /*override*/ = default;
92 // NOLINTEND
93
94public:
95 // member functions
96 // NOLINTBEGIN
97 MCAPI ArmorStand(
98 ::ActorDefinitionGroup* definitions,
99 ::ActorDefinitionIdentifier const& definitionName,
100 ::EntityContext& entityContext
101 );
102
103 MCAPI void _causeDamage(float dmg);
104
105 MCAPI void _destroyWithEffects(::Actor* sourceActor);
106
107 MCAPI void _dropHeldItems();
108
109 MCAPI void _dropHeldItemsAndResource();
110
111 MCAPI void _dropItem(::ItemStack const& item);
112
113 MCAPI bool _trySwapItem(::Player& player, ::SharedTypes::Legacy::EquipmentSlot slot);
114
115 MCAPI void setPoseIndex(int poseIndex);
116 // NOLINTEND
117
118public:
119 // static variables
120 // NOLINTBEGIN
121 MCAPI static ::ArmorStand::Pose const& POSE_ATHENA();
122
123 MCAPI static ::ArmorStand::Pose const& POSE_BRANDISH();
124
125 MCAPI static ::ArmorStand::Pose const& POSE_CANCAN_A();
126
127 MCAPI static ::ArmorStand::Pose const& POSE_CANCAN_B();
128
129 MCAPI static ::ArmorStand::Pose const& POSE_DEFAULT();
130
131 MCAPI static ::ArmorStand::Pose const& POSE_ENTERTAIN();
132
133 MCAPI static ::ArmorStand::Pose const& POSE_HERO();
134
135 MCAPI static ::ArmorStand::Pose const& POSE_HONOR();
136
137 MCAPI static ::ArmorStand::Pose const& POSE_RIPOSTE();
138
139 MCAPI static ::ArmorStand::Pose const& POSE_SALUTE();
140
141 MCAPI static ::ArmorStand::Pose const& POSE_SOLEMN();
142
143 MCAPI static ::ArmorStand::Pose const& POSE_ZERO_ROTATION();
144
145 MCAPI static ::ArmorStand::Pose const& POSE_ZOMBIE();
146 // NOLINTEND
147
148public:
149 // constructor thunks
150 // NOLINTBEGIN
151 MCAPI void* $ctor(
152 ::ActorDefinitionGroup* definitions,
153 ::ActorDefinitionIdentifier const& definitionName,
154 ::EntityContext& entityContext
155 );
156 // NOLINTEND
157
158public:
159 // virtual function thunks
160 // NOLINTBEGIN
161 MCFOLD float $getShadowRadius() const;
162
163 MCAPI void $addAdditionalSaveData(::CompoundTag& tag) const;
164
165 MCAPI void $readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper);
166
167 MCAPI bool $getInteraction(::Player& player, ::ActorInteraction& interaction, ::Vec3 const& location);
168
169 MCAPI void $kill();
170
171 MCAPI void $die(::ActorDamageSource const& source);
172
173 MCAPI bool $_hurt(::ActorDamageSource const& source, float, bool, bool);
174
175 MCAPI void $normalTick();
176
177 MCAPI void $pushActors();
178
179 MCFOLD bool $isInvulnerableTo(::ActorDamageSource const& source) const;
180 // NOLINTEND
181
182public:
183 // vftables
184 // NOLINTBEGIN
185 MCNAPI static void** $vftable();
186 // NOLINTEND
187};
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:32
Definition ActorInteraction.h:5
Definition Actor.h:102
Definition ArmorStand.h:24
static MCAPI void ** $vftable()
Definition CompoundTag.h:13
Definition DataLoadHelper.h:20
Definition EntityContext.h:16
Definition ItemStack.h:23
Definition Mob.h:47
Definition Player.h:123
Definition Vec3.h:10
Definition ActorDefinitionIdentifier.h:15
Definition ArmorStand.h:32