24class Horse :
public ::Animal {
32 virtual ~Horse() =
default;
36 virtual void setHorseEating(
bool state);
38 virtual float getStandAnim(
float a)
const;
40 virtual bool isHorseEating()
const;
42 virtual bool isMouthOpen()
const;
44 virtual void setStanding(
bool value) ;
46 virtual void onFailedTame() ;
48 virtual void makeMad();
50 virtual ::ActorUniqueID getControllingPlayer()
const ;
52 virtual bool tameToPlayer(
::Player& player,
bool tamingParticles);
54 virtual void onSynchedDataUpdate(
int dataId) ;
56 virtual void openContainerComponent(
::Player& player) ;
58 virtual ::Vec3 getInterpolatedRidingOffset(
float a,
int const)
const ;
60 virtual float getShadowRadius()
const ;
62 virtual void feed(
int itemId) ;
64 virtual bool canFreeze()
const ;
66 virtual bool isImmobile()
const ;
68 virtual float causeFallDamageToActor(
float fallDistance,
float multiplier,
::ActorDamageSource source) ;
84 MCAPI
bool _getHorseFlag(::HorseFlags flag)
const;
86 MCAPI
void _setHorseFlag(::HorseFlags flag,
bool shouldAddFlag);
88 MCAPI
bool _setHorseType(::ActorType actorType);
90 MCAPI
void openMouth();
92 MCAPI
void postAiStep();
94 MCAPI
void postNormalTick();
101 getInterpolatedRidingOffset(
::Vec2 const& renderRot,
float standAnimO,
float standAnim,
float alpha);
121 MCAPI
void $setHorseEating(
bool state);
123 MCAPI
float $getStandAnim(
float a)
const;
125 MCAPI
bool $isHorseEating()
const;
127 MCAPI
bool $isMouthOpen()
const;
129 MCAPI
void $setStanding(
bool value);
131 MCAPI
void $onFailedTame();
133 MCAPI
void $makeMad();
135 MCAPI ::ActorUniqueID $getControllingPlayer()
const;
137 MCAPI
bool $tameToPlayer(
::Player& player,
bool tamingParticles);
139 MCFOLD
void $onSynchedDataUpdate(
int dataId);
141 MCAPI
void $openContainerComponent(
::Player& player);
143 MCAPI ::Vec3 $getInterpolatedRidingOffset(
float a,
int const)
const;
145 MCAPI
float $getShadowRadius()
const;
147 MCAPI
void $feed(
int itemId);
149 MCAPI
bool $canFreeze()
const;
151 MCAPI
bool $isImmobile()
const;
153 MCAPI
float $causeFallDamageToActor(
float fallDistance,
float multiplier,
::ActorDamageSource source);
Definition EntityContext.h:16