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 ActorHurtResult;
16class EntityContext;
17class Player;
18class Vec2;
19class Vec3;
21struct ActorUniqueID;
23// clang-format on
24
25class Horse : public ::Animal {
26public:
27 // prevent constructor by default
28 Horse();
29
30public:
31 // virtual functions
32 // NOLINTBEGIN
33 virtual ~Horse() /*override*/ = default;
34
35 virtual void die(::ActorDamageSource const& damagesource) /*override*/;
36
37 virtual void setHorseEating(bool state);
38
39 virtual float getStandAnim(float a) const;
40
41 virtual bool isHorseEating() const;
42
43 virtual bool isMouthOpen() const;
44
45 virtual void setStanding(bool value) /*override*/;
46
47 virtual void onFailedTame() /*override*/;
48
49 virtual void makeMad();
50
51 virtual ::ActorUniqueID getControllingPlayer() const /*override*/;
52
53 virtual bool tameToPlayer(::Player& player, bool tamingParticles);
54
55 virtual void onSynchedDataUpdate(int dataId) /*override*/;
56
57 virtual void openContainerComponent(::Player& player) /*override*/;
58
59 virtual ::Vec3 getInterpolatedRidingOffset(float a, int const) const /*override*/;
60
61 virtual float getShadowRadius() const /*override*/;
62
63 virtual void feed(int itemId) /*override*/;
64
65 virtual bool canFreeze() const /*override*/;
66
67 virtual bool isImmobile() const /*override*/;
68
69 virtual float causeFallDamageToActor(float fallDistance, float multiplier, ::ActorDamageSource source) /*override*/;
70
71 virtual ::ActorHurtResult _hurt(::ActorDamageSource const& source, float dmg, bool knock, bool ignite) /*override*/;
72
73 virtual void reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params) /*override*/;
74 // NOLINTEND
75
76public:
77 // member functions
78 // NOLINTBEGIN
79 MCAPI Horse(
80 ::ActorDefinitionGroup* definitions,
81 ::ActorDefinitionIdentifier const& definitionName,
82 ::EntityContext& entityContext
83 );
84
85 MCAPI bool _getHorseFlag(::HorseFlags flag) const;
86
87 MCAPI void _setHorseFlag(::HorseFlags flag, bool shouldAddFlag);
88
89 MCAPI bool _setHorseType(::ActorType actorType);
90
91 MCAPI void openMouth();
92
93 MCAPI void postAiStep();
94
95 MCAPI void postNormalTick();
96 // NOLINTEND
97
98public:
99 // static functions
100 // NOLINTBEGIN
101 MCAPI static ::Vec3
102 getInterpolatedRidingOffset(::Vec2 const& renderRot, float standAnimO, float standAnim, float alpha);
103
104 MCAPI static bool isImmobile(::EntityContext const& entity);
105 // NOLINTEND
106
107public:
108 // constructor thunks
109 // NOLINTBEGIN
110 MCAPI void* $ctor(
111 ::ActorDefinitionGroup* definitions,
112 ::ActorDefinitionIdentifier const& definitionName,
113 ::EntityContext& entityContext
114 );
115 // NOLINTEND
116
117public:
118 // virtual function thunks
119 // NOLINTBEGIN
120 MCAPI void $die(::ActorDamageSource const& damagesource);
121
122 MCAPI void $setHorseEating(bool state);
123
124 MCAPI float $getStandAnim(float a) const;
125
126 MCAPI bool $isHorseEating() const;
127
128 MCAPI bool $isMouthOpen() const;
129
130 MCAPI void $setStanding(bool value);
131
132 MCAPI void $onFailedTame();
133
134 MCAPI void $makeMad();
135
136 MCAPI ::ActorUniqueID $getControllingPlayer() const;
137
138 MCAPI bool $tameToPlayer(::Player& player, bool tamingParticles);
139
140 MCFOLD void $onSynchedDataUpdate(int dataId);
141
142 MCAPI void $openContainerComponent(::Player& player);
143
144 MCAPI ::Vec3 $getInterpolatedRidingOffset(float a, int const) const;
145
146 MCAPI float $getShadowRadius() const;
147
148 MCAPI void $feed(int itemId);
149
150 MCAPI bool $canFreeze() const;
151
152 MCAPI bool $isImmobile() const;
153
154 MCAPI float $causeFallDamageToActor(float fallDistance, float multiplier, ::ActorDamageSource source);
155
156 MCAPI ::ActorHurtResult $_hurt(::ActorDamageSource const& source, float dmg, bool knock, bool ignite);
157
158 MCAPI void $reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params);
159
160
161 // NOLINTEND
162
163public:
164 // vftables
165 // NOLINTBEGIN
166 MCAPI static void** $vftable();
167 // NOLINTEND
168};
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:36
Definition ActorHurtResult.h:5
Definition EntityContext.h:16
Definition Player.h:129
Definition Vec2.h:5
Definition Vec3.h:10
Definition ActorDefinitionIdentifier.h:15
Definition ActorUniqueID.h:5
Definition VariantParameterList.h:13