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/ActorType.h"
8#include "mc/world/actor/animal/Animal.h"
9#include "mc/world/actor/animal/HorseFlags.h"
10
11// auto generated forward declare list
12// clang-format off
15class EntityContext;
16class Player;
17class Vec2;
18class Vec3;
20struct ActorUniqueID;
22// clang-format on
23
24class Horse : public ::Animal {
25public:
26 // prevent constructor by default
27 Horse();
28
29public:
30 // virtual functions
31 // NOLINTBEGIN
32 // vIndex: 8
33 virtual ~Horse() /*override*/ = default;
34
35 // vIndex: 123
36 virtual void die(::ActorDamageSource const& damagesource) /*override*/;
37
38 // vIndex: 177
39 virtual void setHorseEating(bool state);
40
41 // vIndex: 178
42 virtual float getStandAnim(float a) const;
43
44 // vIndex: 179
45 virtual bool isHorseEating() const;
46
47 // vIndex: 180
48 virtual bool isMouthOpen() const;
49
50 // vIndex: 59
51 virtual void setStanding(bool value) /*override*/;
52
53 // vIndex: 58
54 virtual void onFailedTame() /*override*/;
55
56 // vIndex: 181
57 virtual void makeMad();
58
59 // vIndex: 91
60 virtual ::ActorUniqueID getControllingPlayer() const /*override*/;
61
62 // vIndex: 182
63 virtual bool tameToPlayer(::Player& player, bool tamingParticles);
64
65 // vIndex: 93
66 virtual void onSynchedDataUpdate(int dataId) /*override*/;
67
68 // vIndex: 110
69 virtual void openContainerComponent(::Player& player) /*override*/;
70
71 // vIndex: 17
72 virtual ::Vec3 getInterpolatedRidingOffset(float a, int const) const /*override*/;
73
74 // vIndex: 35
75 virtual float getShadowRadius() const /*override*/;
76
77 // vIndex: 68
78 virtual void feed(int itemId) /*override*/;
79
80 // vIndex: 85
81 virtual bool canFreeze() const /*override*/;
82
83 // vIndex: 40
84 virtual bool isImmobile() const /*override*/;
85
86 // vIndex: 92
87 virtual float causeFallDamageToActor(float fallDistance, float multiplier, ::ActorDamageSource source) /*override*/;
88
89 // vIndex: 135
90 virtual bool _hurt(::ActorDamageSource const& source, float dmg, bool knock, bool ignite) /*override*/;
91
92 // vIndex: 2
93 virtual void reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params) /*override*/;
94 // NOLINTEND
95
96public:
97 // member functions
98 // NOLINTBEGIN
99 MCAPI Horse(
100 ::ActorDefinitionGroup* definitions,
101 ::ActorDefinitionIdentifier const& definitionName,
102 ::EntityContext& entityContext
103 );
104
105 MCAPI bool _getHorseFlag(::HorseFlags flag) const;
106
107 MCAPI void _setHorseFlag(::HorseFlags flag, bool shouldAddFlag);
108
109 MCAPI bool _setHorseType(::ActorType actorType);
110
111 MCAPI void postAiStep();
112
113 MCAPI void postNormalTick();
114 // NOLINTEND
115
116public:
117 // static functions
118 // NOLINTBEGIN
119 MCAPI static ::Vec3
120 getInterpolatedRidingOffset(::Vec2 const& renderRot, float standAnimO, float standAnim, float alpha);
121
122 MCAPI static bool isImmobile(::EntityContext const& entity);
123 // NOLINTEND
124
125public:
126 // constructor thunks
127 // NOLINTBEGIN
128 MCAPI void* $ctor(
129 ::ActorDefinitionGroup* definitions,
130 ::ActorDefinitionIdentifier const& definitionName,
131 ::EntityContext& entityContext
132 );
133 // NOLINTEND
134
135public:
136 // virtual function thunks
137 // NOLINTBEGIN
138 MCAPI void $die(::ActorDamageSource const& damagesource);
139
140 MCAPI void $setHorseEating(bool state);
141
142 MCAPI float $getStandAnim(float a) const;
143
144 MCAPI bool $isHorseEating() const;
145
146 MCAPI bool $isMouthOpen() const;
147
148 MCAPI void $setStanding(bool value);
149
150 MCAPI void $onFailedTame();
151
152 MCAPI void $makeMad();
153
154 MCAPI ::ActorUniqueID $getControllingPlayer() const;
155
156 MCAPI bool $tameToPlayer(::Player& player, bool tamingParticles);
157
158 MCFOLD void $onSynchedDataUpdate(int dataId);
159
160 MCAPI void $openContainerComponent(::Player& player);
161
162 MCAPI ::Vec3 $getInterpolatedRidingOffset(float a, int const) const;
163
164 MCAPI float $getShadowRadius() const;
165
166 MCAPI void $feed(int itemId);
167
168 MCAPI bool $canFreeze() const;
169
170 MCAPI bool $isImmobile() const;
171
172 MCAPI float $causeFallDamageToActor(float fallDistance, float multiplier, ::ActorDamageSource source);
173
174 MCAPI bool $_hurt(::ActorDamageSource const& source, float dmg, bool knock, bool ignite);
175
176 MCAPI void $reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params);
177 // NOLINTEND
178
179public:
180 // vftables
181 // NOLINTBEGIN
182 MCNAPI static void** $vftable();
183 // NOLINTEND
184};
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:29
Definition Animal.h:19
Definition EntityContext.h:16
Definition Horse.h:24
static MCAPI void ** $vftable()
Definition Player.h:119
Definition Vec2.h:5
Definition Vec3.h:10
Definition ActorDefinitionIdentifier.h:15
Definition ActorUniqueID.h:5
Definition VariantParameterList.h:5