LeviLamina
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Horse.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/animal/Animal.h"
8#include "mc/world/actor/animal/HorseFlags.h"
9
10// auto generated forward declare list
11// clang-format off
14class ActorHurtResult;
15class EntityContext;
16class Player;
17class Vec3;
21struct ActorUniqueID;
26// clang-format on
27
28class Horse : public ::Animal {
29public:
30 // prevent constructor by default
31 Horse();
32
33public:
34 // virtual functions
35 // NOLINTBEGIN
36 virtual ~Horse() /*override*/ = default;
37
38 virtual void die(::ActorDamageSource const& damagesource) /*override*/;
39
40 virtual void setHorseEating(bool state);
41
42 virtual float getStandAnim(float a) const;
43
44 virtual bool isHorseEating() const;
45
46 virtual bool isMouthOpen() const;
47
48 virtual void setStanding(bool value) /*override*/;
49
50 virtual void onFailedTame() /*override*/;
51
52 virtual void makeMad();
53
54 virtual ::ActorUniqueID getControllingPlayer() const /*override*/;
55
56 virtual bool tameToPlayer(::Player& player, bool tamingParticles);
57
58 virtual void onSynchedDataUpdate(int dataId) /*override*/;
59
60 virtual void openContainerComponent(::Player& player) /*override*/;
61
62 virtual ::Vec3 getInterpolatedRidingOffset(float a, int const) const /*override*/;
63
64 virtual float getShadowRadius() const /*override*/;
65
66 virtual void feed(int itemId) /*override*/;
67
68 virtual bool canFreeze() const /*override*/;
69
70 virtual bool isImmobile() const /*override*/;
71
72 virtual float causeFallDamageToActor(float fallDistance, float multiplier, ::ActorDamageSource source) /*override*/;
73
74 virtual ::ActorHurtResult _hurt(::ActorDamageSource const& source, float dmg, bool knock, bool ignite) /*override*/;
75
76 virtual void reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params) /*override*/;
77 // NOLINTEND
78
79public:
80 // member functions
81 // NOLINTBEGIN
82 MCAPI Horse(
83 ::ActorDefinitionGroup* definitions,
84 ::ActorDefinitionIdentifier const& definitionName,
85 ::EntityContext& entityContext
86 );
87
88 MCAPI void _setHorseFlag(::HorseFlags flag, bool shouldAddFlag);
89
90 MCAPI void openMouth();
91
92 MCAPI void postAiStep();
93
94 MCAPI void postNormalTick();
95 // NOLINTEND
96
97public:
98 // static functions
99 // NOLINTBEGIN
100 MCAPI static ::Vec3 getInterpolatedRidingOffset(
101 ::RenderRotationComponent const& renderRotationComponent,
102 ::StandAnimationComponent const& standAnimationComponent,
103 float alpha
104 );
105
106 MCAPI static ::Vec3 getNewPassengerPos(
107 ::RenderPositionComponent const& horseRenderPosComponent,
108 ::RenderRotationComponent const& horseRenderRotComponent,
109 ::StandAnimationComponent const& horseStandAnimComponent,
110 float alpha,
111 float passengerPosY
112 );
113
114 MCAPI static void setHorseFlag(
115 ::ActorDataHorseFlagComponent& actorDataHorseFlag,
116 ::ActorDataDirtyFlagsComponent& actorDataDirtyFlags,
117 ::HorseFlags flag,
118 bool shouldAddFlag
119 );
120 // NOLINTEND
121
122public:
123 // constructor thunks
124 // NOLINTBEGIN
125 MCAPI void* $ctor(
126 ::ActorDefinitionGroup* definitions,
127 ::ActorDefinitionIdentifier const& definitionName,
128 ::EntityContext& entityContext
129 );
130 // NOLINTEND
131
132public:
133 // virtual function thunks
134 // NOLINTBEGIN
135 MCAPI void $die(::ActorDamageSource const& damagesource);
136
137 MCAPI void $setHorseEating(bool state);
138
139 MCAPI float $getStandAnim(float a) const;
140
141 MCAPI bool $isHorseEating() const;
142
143 MCAPI bool $isMouthOpen() const;
144
145 MCAPI void $setStanding(bool value);
146
147 MCAPI void $onFailedTame();
148
149 MCAPI void $makeMad();
150
151 MCAPI ::ActorUniqueID $getControllingPlayer() const;
152
153 MCAPI bool $tameToPlayer(::Player& player, bool tamingParticles);
154
155 MCFOLD void $onSynchedDataUpdate(int dataId);
156
157 MCAPI void $openContainerComponent(::Player& player);
158
159 MCAPI ::Vec3 $getInterpolatedRidingOffset(float a, int const) const;
160
161 MCAPI float $getShadowRadius() const;
162
163 MCAPI void $feed(int itemId);
164
165 MCAPI bool $canFreeze() const;
166
167 MCAPI bool $isImmobile() const;
168
169 MCAPI float $causeFallDamageToActor(float fallDistance, float multiplier, ::ActorDamageSource source);
170
171 MCAPI ::ActorHurtResult $_hurt(::ActorDamageSource const& source, float dmg, bool knock, bool ignite);
172
173 MCAPI void $reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params);
174
175
176 // NOLINTEND
177
178public:
179 // vftables
180 // NOLINTBEGIN
181 MCAPI static void** $vftable();
182 // NOLINTEND
183};
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:37
Definition ActorHurtResult.h:5
Definition EntityContext.h:17
Definition Player.h:137
Definition Vec3.h:10
Definition ActorDataDirtyFlagsComponent.h:5
Definition ActorDataHorseFlagComponent.h:8
Definition ActorDefinitionIdentifier.h:15
Definition ActorUniqueID.h:10
Definition RenderPositionComponent.h:8
Definition RenderRotationComponent.h:8
Definition StandAnimationComponent.h:5
Definition VariantParameterList.h:14