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/animal/Animal.h"
8#include "mc/world/actor/animal/HorseFlags.h"
9
10// auto generated forward declare list
11// clang-format off
14class ActorHurtResult;
15class EntityContext;
16class Player;
17class Vec3;
19struct ActorUniqueID;
20struct HurtParameters;
24// clang-format on
25
26class Horse : public ::Animal {
27public:
28 // prevent constructor by default
29 Horse();
30
31public:
32 // virtual functions
33 // NOLINTBEGIN
34 virtual ~Horse() /*override*/ = default;
35
36 virtual void die(::ActorDamageSource const& damagesource) /*override*/;
37
38 virtual void setHorseEating(bool state);
39
40 virtual float getStandAnim(float a) const;
41
42 virtual bool isHorseEating() const;
43
44 virtual bool isMouthOpen() const;
45
46 virtual void setStanding(bool value) /*override*/;
47
48 virtual void onFailedTame() /*override*/;
49
50 virtual void makeMad();
51
52 virtual ::ActorUniqueID getControllingPlayer() const /*override*/;
53
54 virtual bool tameToPlayer(::Player& player, bool tamingParticles);
55
56 virtual void onSynchedDataUpdate(int dataId) /*override*/;
57
58 virtual void openContainerComponent(::Player& player) /*override*/;
59
60 virtual ::Vec3 getInterpolatedRidingOffset(float a, int const) const /*override*/;
61
62 virtual float getShadowRadius() const /*override*/;
63
64 virtual void feed(int itemId) /*override*/;
65
66 virtual bool isImmobile() const /*override*/;
67
68 virtual float causeFallDamageToActor(float fallDistance, float multiplier, ::ActorDamageSource source) /*override*/;
69
70 virtual ::ActorHurtResult
71 _hurt(::ActorDamageSource const& source, float damage, ::HurtParameters const& hurtParameters) /*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 void _setHorseFlag(::HorseFlags flag, bool shouldAddFlag);
86
87 MCAPI void openMouth();
88
89 MCAPI void postAiStep();
90
91 MCAPI void postNormalTick();
92 // NOLINTEND
93
94public:
95 // static functions
96 // NOLINTBEGIN
97 MCAPI static ::Vec3 getInterpolatedRidingOffset(
98 ::RenderRotationComponent const& renderRotationComponent,
99 ::StandAnimationComponent const& standAnimationComponent,
100 float alpha
101 );
102 // NOLINTEND
103
104public:
105 // constructor thunks
106 // NOLINTBEGIN
107 MCAPI void* $ctor(
108 ::ActorDefinitionGroup* definitions,
109 ::ActorDefinitionIdentifier const& definitionName,
110 ::EntityContext& entityContext
111 );
112 // NOLINTEND
113
114public:
115 // virtual function thunks
116 // NOLINTBEGIN
117 MCAPI void $die(::ActorDamageSource const& damagesource);
118
119 MCAPI void $setHorseEating(bool state);
120
121 MCAPI float $getStandAnim(float a) const;
122
123 MCAPI bool $isHorseEating() const;
124
125 MCAPI bool $isMouthOpen() const;
126
127 MCAPI void $setStanding(bool value);
128
129 MCAPI void $onFailedTame();
130
131 MCAPI void $makeMad();
132
133 MCAPI ::ActorUniqueID $getControllingPlayer() const;
134
135 MCAPI bool $tameToPlayer(::Player& player, bool tamingParticles);
136
137 MCFOLD void $onSynchedDataUpdate(int dataId);
138
139 MCAPI void $openContainerComponent(::Player& player);
140
141 MCAPI ::Vec3 $getInterpolatedRidingOffset(float a, int const) const;
142
143 MCAPI float $getShadowRadius() const;
144
145 MCAPI void $feed(int itemId);
146
147 MCAPI bool $isImmobile() const;
148
149 MCAPI float $causeFallDamageToActor(float fallDistance, float multiplier, ::ActorDamageSource source);
150
151 MCAPI ::ActorHurtResult
152 $_hurt(::ActorDamageSource const& source, float damage, ::HurtParameters const& hurtParameters);
153
154 MCAPI void $reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params);
155
156
157 // NOLINTEND
158};
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:26
Definition ActorHurtResult.h:5
Definition EntityContext.h:15
Definition Player.h:129
Definition Vec3.h:10
Definition ActorDefinitionIdentifier.h:15
Definition ActorUniqueID.h:5
Definition HurtParameters.h:8
Definition RenderRotationComponent.h:8
Definition StandAnimationComponent.h:5
Definition VariantParameterList.h:14