LeviLamina
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Guardian.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/actor/ActorInitializationMethod.h"
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#include "mc/world/actor/monster/Monster.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
ActorDamageSource
;
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class
ActorDefinitionGroup
;
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class
CompoundTag
;
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class
DataLoadHelper
;
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class
EntityContext
;
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class
Vec3
;
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struct
ActorDefinitionIdentifier
;
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struct
VariantParameterList
;
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// clang-format on
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class
Guardian
:
public
::Monster
{
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public
:
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// member variables
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// NOLINTBEGIN
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::ll::UntypedStorage<8, 32>
mUnk57d3d5;
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::ll::UntypedStorage<4, 4>
mUnk3decdb;
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::ll::UntypedStorage<4, 4>
mUnk347092;
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::ll::UntypedStorage<4, 4>
mUnkdf392f;
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::ll::UntypedStorage<4, 12>
mUnk84296a;
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::ll::UntypedStorage<8, 8>
mUnkb833b0;
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::ll::UntypedStorage<4, 4>
mUnkeff916;
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::ll::UntypedStorage<1, 1>
mUnk880f37;
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::ll::UntypedStorage<8, 8>
mUnk3ad402;
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::ll::UntypedStorage<1, 1>
mUnk78b2b3;
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::ll::UntypedStorage<8, 8>
mUnkfa487a;
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::ll::UntypedStorage<8, 8>
mUnkad1f17;
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// NOLINTEND
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public
:
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// prevent constructor by default
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Guardian
& operator=(
Guardian
const
&);
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Guardian
(
Guardian
const
&);
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Guardian
();
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public
:
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// virtual functions
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// NOLINTBEGIN
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// vIndex: 8
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virtual
~Guardian
()
/*override*/
;
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// vIndex: 2
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virtual
void
reloadHardcoded(::ActorInitializationMethod method,
::VariantParameterList
const
& params)
/*override*/
;
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// vIndex: 3
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virtual
void
reloadHardcodedClient(::ActorInitializationMethod method)
/*override*/
;
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// vIndex: 147
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virtual
bool
checkSpawnRules(
bool
)
/*override*/
;
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// vIndex: 51
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virtual
void
setTarget(
::Actor
* target)
/*override*/
;
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// vIndex: 152
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virtual
float
getMaxHeadXRot()
/*override*/
;
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// vIndex: 137
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virtual
void
addAdditionalSaveData(
::CompoundTag
& tag)
const
/*override*/
;
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// vIndex: 136
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virtual
void
readAdditionalSaveData(
::CompoundTag
const
& tag,
::DataLoadHelper
& dataLoadHelper)
/*override*/
;
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// vIndex: 177
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virtual
bool
isDarkEnoughToSpawn()
const
/*override*/
;
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// vIndex: 135
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virtual
bool
_hurt(
::ActorDamageSource
const
& source,
float
damage,
bool
knock,
bool
ignite)
/*override*/
;
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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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MCAPI
Guardian
(
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::ActorDefinitionGroup
* definitions,
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::ActorDefinitionIdentifier
const
& definitionName,
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::EntityContext
& entityContext
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);
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MCAPI ::Vec3 getMoveEyeVector();
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MCAPI
bool
isElder()
const
;
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MCAPI
void
preAiStep();
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MCAPI
void
registerLoopingSounds();
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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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MCAPI
void
* $ctor(
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::ActorDefinitionGroup
* definitions,
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::ActorDefinitionIdentifier
const
& definitionName,
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::EntityContext
& entityContext
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);
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// NOLINTEND
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public
:
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// destructor thunk
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// NOLINTBEGIN
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MCAPI
void
$dtor();
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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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MCAPI
void
$reloadHardcoded(::ActorInitializationMethod method,
::VariantParameterList
const
& params);
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MCAPI
void
$reloadHardcodedClient(::ActorInitializationMethod method);
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MCAPI
bool
$checkSpawnRules(
bool
);
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MCFOLD
void
$setTarget(
::Actor
* target);
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MCFOLD
float
$getMaxHeadXRot();
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MCAPI
void
$addAdditionalSaveData(
::CompoundTag
& tag)
const
;
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MCAPI
void
$readAdditionalSaveData(
::CompoundTag
const
& tag,
::DataLoadHelper
& dataLoadHelper);
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MCFOLD
bool
$isDarkEnoughToSpawn()
const
;
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MCAPI
bool
$_hurt(
::ActorDamageSource
const
& source,
float
damage,
bool
knock,
bool
ignite);
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// NOLINTEND
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public
:
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// vftables
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// NOLINTBEGIN
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MCAPI
static
void
** $vftable();
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// NOLINTEND
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};
ActorDamageSource
Definition
ActorDamageSource.h:18
ActorDefinitionGroup
Definition
ActorDefinitionGroup.h:27
Actor
Definition
Actor.h:104
CompoundTag
Definition
CompoundTag.h:13
DataLoadHelper
Definition
DataLoadHelper.h:20
EntityContext
Definition
EntityContext.h:16
Guardian
Definition
Guardian.h:22
Monster
Definition
Monster.h:19
Vec3
Definition
Vec3.h:10
ActorDefinitionIdentifier
Definition
ActorDefinitionIdentifier.h:13
VariantParameterList
Definition
VariantParameterList.h:5
ll::UntypedStorage
Definition
Alias.h:14
src
mc
world
actor
monster
Guardian.h
Generated on Sat Apr 26 2025 05:56:06 for LeviLamina by
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