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 virtual ~Horse() /*override*/ = default;
33
34 virtual void die(::ActorDamageSource const& damagesource) /*override*/;
35
36 virtual void setHorseEating(bool state);
37
38 virtual float getStandAnim(float a) const;
39
40 virtual bool isHorseEating() const;
41
42 virtual bool isMouthOpen() const;
43
44 virtual void setStanding(bool value) /*override*/;
45
46 virtual void onFailedTame() /*override*/;
47
48 virtual void makeMad();
49
50 virtual ::ActorUniqueID getControllingPlayer() const /*override*/;
51
52 virtual bool tameToPlayer(::Player& player, bool tamingParticles);
53
54 virtual void onSynchedDataUpdate(int dataId) /*override*/;
55
56 virtual void openContainerComponent(::Player& player) /*override*/;
57
58 virtual ::Vec3 getInterpolatedRidingOffset(float a, int const) const /*override*/;
59
60 virtual float getShadowRadius() const /*override*/;
61
62 virtual void feed(int itemId) /*override*/;
63
64 virtual bool canFreeze() const /*override*/;
65
66 virtual bool isImmobile() const /*override*/;
67
68 virtual float causeFallDamageToActor(float fallDistance, float multiplier, ::ActorDamageSource source) /*override*/;
69
70 virtual bool _hurt(::ActorDamageSource const& source, float dmg, bool knock, bool ignite) /*override*/;
71
72 virtual void reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params) /*override*/;
73 // NOLINTEND
74
75public:
76 // member functions
77 // NOLINTBEGIN
78 MCAPI Horse(
79 ::ActorDefinitionGroup* definitions,
80 ::ActorDefinitionIdentifier const& definitionName,
81 ::EntityContext& entityContext
82 );
83
84 MCAPI bool _getHorseFlag(::HorseFlags flag) const;
85
86 MCAPI void _setHorseFlag(::HorseFlags flag, bool shouldAddFlag);
87
88 MCAPI bool _setHorseType(::ActorType actorType);
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
101 getInterpolatedRidingOffset(::Vec2 const& renderRot, float standAnimO, float standAnim, float alpha);
102
103 MCAPI static bool isImmobile(::EntityContext const& entity);
104 // NOLINTEND
105
106public:
107 // constructor thunks
108 // NOLINTBEGIN
109 MCAPI void* $ctor(
110 ::ActorDefinitionGroup* definitions,
111 ::ActorDefinitionIdentifier const& definitionName,
112 ::EntityContext& entityContext
113 );
114 // NOLINTEND
115
116public:
117 // virtual function thunks
118 // NOLINTBEGIN
119 MCAPI void $die(::ActorDamageSource const& damagesource);
120
121 MCAPI void $setHorseEating(bool state);
122
123 MCAPI float $getStandAnim(float a) const;
124
125 MCAPI bool $isHorseEating() const;
126
127 MCAPI bool $isMouthOpen() const;
128
129 MCAPI void $setStanding(bool value);
130
131 MCAPI void $onFailedTame();
132
133 MCAPI void $makeMad();
134
135 MCAPI ::ActorUniqueID $getControllingPlayer() const;
136
137 MCAPI bool $tameToPlayer(::Player& player, bool tamingParticles);
138
139 MCFOLD void $onSynchedDataUpdate(int dataId);
140
141 MCAPI void $openContainerComponent(::Player& player);
142
143 MCAPI ::Vec3 $getInterpolatedRidingOffset(float a, int const) const;
144
145 MCAPI float $getShadowRadius() const;
146
147 MCAPI void $feed(int itemId);
148
149 MCAPI bool $canFreeze() const;
150
151 MCAPI bool $isImmobile() const;
152
153 MCAPI float $causeFallDamageToActor(float fallDistance, float multiplier, ::ActorDamageSource source);
154
155 MCAPI bool $_hurt(::ActorDamageSource const& source, float dmg, bool knock, bool ignite);
156
157 MCAPI void $reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params);
158
159
160 // NOLINTEND
161
162public:
163 // vftables
164 // NOLINTBEGIN
165 MCNAPI static void** $vftable();
166 // NOLINTEND
167};
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:35
Definition EntityContext.h:16
static MCAPI void ** $vftable()
Definition Player.h:125
Definition Vec2.h:5
Definition Vec3.h:10
Definition ActorDefinitionIdentifier.h:15
Definition ActorUniqueID.h:5
Definition VariantParameterList.h:13