LeviLamina
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AbstractArrow.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/PredictableProjectile.h"
8
9// auto generated forward declare list
10// clang-format off
11class Actor;
12class CompoundTag;
13class DataLoadHelper;
14class ItemStack;
15class Player;
16class Vec3;
18struct ActorUniqueID;
20// clang-format on
21
23public:
24 // AbstractArrow inner types define
25 enum class Data : int {
26 OwnerID = 17,
27 };
28
29public:
30 // member variables
31 // NOLINTBEGIN
32 ::ll::TypedStorage<4, 4, int> mFavoredSlot;
33 ::ll::TypedStorage<1, 1, bool> mIsPlayerOwned;
34 ::ll::TypedStorage<1, 1, bool> mIsCreative;
35 // NOLINTEND
36
37public:
38 // virtual functions
39 // NOLINTBEGIN
40 // vIndex: 2
41 virtual void reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params) /*override*/;
42
43 // vIndex: 4
44 virtual void
45 initializeComponents(::ActorInitializationMethod method, ::VariantParameterList const& params) /*override*/;
46
47 // vIndex: 22
48 virtual void lerpMotion(::Vec3 const& delta) /*override*/;
49
50 // vIndex: 138
51 virtual void shoot(::Vec3 const& dir, float pow, float uncertainty, ::Vec3 const& baseSpeed);
52
53 // vIndex: 39
54 virtual void playerTouch(::Player& player) /*override*/;
55
56 // vIndex: 35
57 virtual float getShadowRadius() const /*override*/;
58
59 // vIndex: 139
60 virtual ::ItemStack _getPickupItem() const = 0;
61
62 // vIndex: 137
63 virtual void addAdditionalSaveData(::CompoundTag& tag) const /*override*/;
64
65 // vIndex: 136
66 virtual void readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper) /*override*/;
67
68 // vIndex: 84
69 virtual ::ActorUniqueID getSourceUniqueID() const /*override*/;
70
71 // vIndex: 8
72 virtual ~AbstractArrow() /*override*/;
73 // NOLINTEND
74
75public:
76 // static functions
77 // NOLINTBEGIN
78 MCAPI static ::Actor* spawnPlayerProjectile(::ActorDefinitionIdentifier const& id, ::Player& player, ::Vec3 aimDir);
79 // NOLINTEND
80
81public:
82 // destructor thunk
83 // NOLINTBEGIN
84 MCFOLD void $dtor();
85 // NOLINTEND
86
87public:
88 // virtual function thunks
89 // NOLINTBEGIN
90 MCAPI void $reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params);
91
92 MCFOLD void $initializeComponents(::ActorInitializationMethod method, ::VariantParameterList const& params);
93
94 MCAPI void $lerpMotion(::Vec3 const& delta);
95
96 MCFOLD void $shoot(::Vec3 const& dir, float pow, float uncertainty, ::Vec3 const& baseSpeed);
97
98 MCAPI void $playerTouch(::Player& player);
99
100 MCAPI float $getShadowRadius() const;
101
102 MCAPI void $addAdditionalSaveData(::CompoundTag& tag) const;
103
104 MCAPI void $readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper);
105
106 MCFOLD ::ActorUniqueID $getSourceUniqueID() const;
107 // NOLINTEND
108
109public:
110 // vftables
111 // NOLINTBEGIN
112 MCNAPI static void** $vftable();
113 // NOLINTEND
114};
Definition AbstractArrow.h:22
static MCAPI void ** $vftable()
Definition Actor.h:102
Definition CompoundTag.h:13
Definition DataLoadHelper.h:20
Definition ItemStack.h:23
Definition Player.h:123
Definition PredictableProjectile.h:8
Definition Vec3.h:10
Definition ActorDefinitionIdentifier.h:15
Definition ActorUniqueID.h:5
Definition VariantParameterList.h:13