LeviLamina
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WardenVibrationConfig.h
1
#pragma once
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#include "mc/_HeaderOutputPredefine.h"
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// auto generated inclusion list
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#include "mc/world/events/gameevents/VibrationListenerConfig.h"
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// auto generated forward declare list
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// clang-format off
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class
Actor
;
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class
BlockPos
;
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class
BlockSource
;
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class
GameEvent
;
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struct
GameEventContext
;
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// clang-format on
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class
WardenVibrationConfig
:
public
::VibrationListenerConfig
{
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public
:
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// member variables
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// NOLINTBEGIN
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::ll::UntypedStorage<8, 24>
mUnkc166f7;
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::ll::UntypedStorage<2, 2>
mUnk95b4ad;
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::ll::UntypedStorage<8, 16>
mUnka9290d;
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::ll::UntypedStorage<8, 8>
mUnkc03bd6;
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::ll::UntypedStorage<4, 4>
mUnk4fdb5c;
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::ll::UntypedStorage<4, 4>
mUnk98d6d3;
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// NOLINTEND
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public
:
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// prevent constructor by default
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WardenVibrationConfig
& operator=(
WardenVibrationConfig
const
&);
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WardenVibrationConfig
(
WardenVibrationConfig
const
&);
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WardenVibrationConfig
();
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public
:
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// virtual functions
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// NOLINTBEGIN
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// vIndex: 1
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virtual
void
onSignalReceive(
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::BlockSource
& region,
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::BlockPos
const
& vibrationSourcePos,
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::GameEvent
const
&,
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::Actor
* vibrationSource,
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float
,
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uint,
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::Actor
* projectileOwner
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)
/*override*/
;
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// vIndex: 2
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virtual
bool
isValidVibration(
::GameEvent
const
& gameEvent)
/*override*/
;
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// vIndex: 3
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virtual
bool
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shouldListen(
::BlockSource
& region,
::GameEvent
const
&,
::GameEventContext
const
& gameEventContext)
/*override*/
;
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// vIndex: 0
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virtual
~WardenVibrationConfig
()
/*override*/
=
default
;
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// NOLINTEND
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public
:
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// member functions
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// NOLINTBEGIN
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MCNAPI
WardenVibrationConfig
(
::Actor
& actor, ushort signalThrottlingTicks);
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// NOLINTEND
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public
:
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// constructor thunks
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// NOLINTBEGIN
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MCNAPI
void
*
$ctor
(
::Actor
& actor, ushort signalThrottlingTicks);
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// NOLINTEND
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public
:
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// virtual function thunks
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// NOLINTBEGIN
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MCNAPI
void
$onSignalReceive
(
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::BlockSource
& region,
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::BlockPos
const
& vibrationSourcePos,
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::GameEvent
const
&,
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::Actor
* vibrationSource,
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float
,
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uint,
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::Actor
* projectileOwner
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);
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MCNAPI
bool
$isValidVibration
(
::GameEvent
const
& gameEvent);
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MCNAPI
bool
$shouldListen
(
::BlockSource
& region,
::GameEvent
const
&,
::GameEventContext
const
& gameEventContext);
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// NOLINTEND
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public
:
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// vftables
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// NOLINTBEGIN
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MCNAPI
static
void
**
$vftable
();
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// NOLINTEND
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};
Actor
Definition
Actor.h:103
BlockPos
Definition
BlockPos.h:18
BlockSource
Definition
BlockSource.h:67
GameEvent
Definition
GameEvent.h:8
VibrationListenerConfig
Definition
VibrationListenerConfig.h:14
WardenVibrationConfig
Definition
WardenVibrationConfig.h:17
WardenVibrationConfig::$ctor
MCAPI void * $ctor(::Actor &actor, ushort signalThrottlingTicks)
WardenVibrationConfig::WardenVibrationConfig
MCAPI WardenVibrationConfig(::Actor &actor, ushort signalThrottlingTicks)
WardenVibrationConfig::$onSignalReceive
MCAPI void $onSignalReceive(::BlockSource ®ion, ::BlockPos const &vibrationSourcePos, ::GameEvent const &, ::Actor *vibrationSource, float, uint, ::Actor *projectileOwner)
WardenVibrationConfig::$vftable
static MCAPI void ** $vftable()
WardenVibrationConfig::$shouldListen
MCAPI bool $shouldListen(::BlockSource ®ion, ::GameEvent const &, ::GameEventContext const &gameEventContext)
WardenVibrationConfig::$isValidVibration
MCAPI bool $isValidVibration(::GameEvent const &gameEvent)
GameEventContext
Definition
GameEventContext.h:14
ll::UntypedStorage
Definition
Alias.h:14
src
mc
world
actor
monster
warden
WardenVibrationConfig.h
Generated on Fri Jun 13 2025 05:05:03 for LeviLamina by
1.12.0