LeviLamina
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PlayerMovement.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/deps/input/InputMode.h"
7
8// auto generated forward declare list
9// clang-format off
10class EntityContext;
11class Vec2;
16struct MoveInputState;
17struct Tick;
19// clang-format on
20
21namespace PlayerMovement {
22// functions
23// NOLINTBEGIN
24MCAPI void applyInputLocks(::ClientInputLockComponent const& lockComponent, ::MoveInputState& inputState);
25
26MCAPI ::Vec2 calculateButtonMoveVector(::MoveInputState const& inputState);
27
28MCAPI void clearInputState(::MoveInputComponent& input);
29
30#ifdef LL_PLAT_C
31MCAPI ::InputMode getInputMode(::EntityContext const& provider);
32#endif
33
34MCAPI void initializePlayer(::EntityContext& provider);
35
36MCAPI void setElytraFlightTimeTicks(::EntityContext& provider, ::Tick const& value);
37
38#ifdef LL_PLAT_C
39MCAPI bool shouldStopEmoting(
40 ::Vec2 rawMove,
41 ::ActorDataFlagComponent& actorDataFlag,
42 ::ActorDataDirtyFlagsComponent& actorDataDirtyFlags,
43 ::ClientInputLockComponent& lockComponent,
44 ::VanillaClientGameplayComponent& vanillaClientGameplayComponent
45);
46#endif
47// NOLINTEND
48
49} // namespace PlayerMovement
Definition EntityContext.h:16
Definition Vec2.h:5
Definition ActorDataDirtyFlagsComponent.h:5
Definition ActorDataFlagComponent.h:9
Definition ClientInputLockComponent.h:10
Definition MoveInputComponent.h:11
Definition MoveInputState.h:9
Definition Tick.h:5
Definition VanillaClientGameplayComponent.h:8