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 // virtual functions
27 // NOLINTBEGIN
28 // vIndex: 8
29 virtual ~Horse() /*override*/ = default;
30
31 // vIndex: 123
32 virtual void die(::ActorDamageSource const& source) /*override*/;
33
34 // vIndex: 177
35 virtual void setHorseEating(bool state);
36
37 // vIndex: 178
38 virtual float getStandAnim(float a) const;
39
40 // vIndex: 179
41 virtual bool isHorseEating() const;
42
43 // vIndex: 180
44 virtual bool isMouthOpen() const;
45
46 // vIndex: 59
47 virtual void setStanding(bool value) /*override*/;
48
49 // vIndex: 58
50 virtual void onFailedTame() /*override*/;
51
52 // vIndex: 181
53 virtual void makeMad();
54
55 // vIndex: 91
56 virtual ::ActorUniqueID getControllingPlayer() const /*override*/;
57
58 // vIndex: 182
59 virtual bool tameToPlayer(::Player& player, bool tamingParticles);
60
61 // vIndex: 93
62 virtual void onSynchedDataUpdate(int dataId) /*override*/;
63
64 // vIndex: 110
65 virtual void openContainerComponent(::Player& player) /*override*/;
66
67 // vIndex: 17
68 virtual ::Vec3 getInterpolatedRidingOffset(float a, int const) const /*override*/;
69
70 // vIndex: 35
71 virtual float getShadowRadius() const /*override*/;
72
73 // vIndex: 68
74 virtual void feed(int itemId) /*override*/;
75
76 // vIndex: 85
77 virtual bool canFreeze() const /*override*/;
78
79 // vIndex: 40
80 virtual bool isImmobile() const /*override*/;
81
82 // vIndex: 92
83 virtual float causeFallDamageToActor(float fallDistance, float multiplier, ::ActorDamageSource source) /*override*/;
84
85 // vIndex: 135
86 virtual bool _hurt(::ActorDamageSource const& source, float dmg, bool knock, bool ignite) /*override*/;
87
88 // vIndex: 2
89 virtual void reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params) /*override*/;
90 // NOLINTEND
91
92public:
93 // member functions
94 // NOLINTBEGIN
95 MCAPI Horse(
96 ::ActorDefinitionGroup* definitions,
97 ::ActorDefinitionIdentifier const& definitionName,
98 ::EntityContext& entityContext
99 );
100
101 MCAPI bool _getHorseFlag(::HorseFlags flag) const;
102
103 MCAPI void _setHorseFlag(::HorseFlags flag, bool shouldAddFlag);
104
105 MCAPI bool _setHorseType(::ActorType actorType);
106
107 MCAPI void postAiStep();
108
109 MCAPI void postNormalTick();
110 // NOLINTEND
111
112public:
113 // static functions
114 // NOLINTBEGIN
115 MCAPI static ::Vec3
116 getInterpolatedRidingOffset(::Vec2 const& renderRot, float standAnimO, float standAnim, float alpha);
117
118 MCAPI static bool isImmobile(::EntityContext const& entity);
119 // NOLINTEND
120
121public:
122 // constructor thunks
123 // NOLINTBEGIN
124 MCAPI void* $ctor(
125 ::ActorDefinitionGroup* definitions,
126 ::ActorDefinitionIdentifier const& definitionName,
127 ::EntityContext& entityContext
128 );
129 // NOLINTEND
130
131public:
132 // destructor thunk
133 // NOLINTBEGIN
134
135 // NOLINTEND
136
137public:
138 // virtual function thunks
139 // NOLINTBEGIN
140 MCAPI void $die(::ActorDamageSource const& source);
141
142 MCAPI void $setHorseEating(bool state);
143
144 MCAPI float $getStandAnim(float a) const;
145
146 MCAPI bool $isHorseEating() const;
147
148 MCAPI bool $isMouthOpen() const;
149
150 MCAPI void $setStanding(bool value);
151
152 MCAPI void $onFailedTame();
153
154 MCAPI void $makeMad();
155
156 MCAPI ::ActorUniqueID $getControllingPlayer() const;
157
158 MCAPI bool $tameToPlayer(::Player& player, bool tamingParticles);
159
160 MCFOLD void $onSynchedDataUpdate(int dataId);
161
162 MCAPI void $openContainerComponent(::Player& player);
163
164 MCAPI ::Vec3 $getInterpolatedRidingOffset(float a, int const) const;
165
166 MCAPI float $getShadowRadius() const;
167
168 MCAPI void $feed(int itemId);
169
170 MCAPI bool $canFreeze() const;
171
172 MCAPI bool $isImmobile() const;
173
174 MCAPI float $causeFallDamageToActor(float fallDistance, float multiplier, ::ActorDamageSource source);
175
176 MCAPI bool $_hurt(::ActorDamageSource const& source, float dmg, bool knock, bool ignite);
177
178 MCAPI void $reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params);
179 // NOLINTEND
180
181public:
182 // vftables
183 // NOLINTBEGIN
184 MCAPI static void** $vftable();
185 // NOLINTEND
186};
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:27
Definition Animal.h:19
Definition EntityContext.h:16
Definition Horse.h:24
Definition Player.h:119
Definition Vec2.h:5
Definition Vec3.h:10
Definition ActorDefinitionIdentifier.h:13
Definition ActorUniqueID.h:5
Definition VariantParameterList.h:5