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 canFreeze() const /*override*/;
67
68 virtual bool isImmobile() const /*override*/;
69
70 virtual float causeFallDamageToActor(float fallDistance, float multiplier, ::ActorDamageSource source) /*override*/;
71
72 virtual ::ActorHurtResult
73 _hurt(::ActorDamageSource const& source, float damage, ::HurtParameters const& hurtParameters) /*override*/;
74
75 virtual void reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params) /*override*/;
76 // NOLINTEND
77
78public:
79 // member functions
80 // NOLINTBEGIN
81 MCAPI Horse(
82 ::ActorDefinitionGroup* definitions,
83 ::ActorDefinitionIdentifier const& definitionName,
84 ::EntityContext& entityContext
85 );
86
87 MCAPI void _setHorseFlag(::HorseFlags flag, bool shouldAddFlag);
88
89 MCAPI void openMouth();
90
91 MCAPI void postAiStep();
92
93 MCAPI void postNormalTick();
94 // NOLINTEND
95
96public:
97 // static functions
98 // NOLINTBEGIN
99 MCAPI static ::Vec3 getInterpolatedRidingOffset(
100 ::RenderRotationComponent const& renderRotationComponent,
101 ::StandAnimationComponent const& standAnimationComponent,
102 float alpha
103 );
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 ::ActorHurtResult
156 $_hurt(::ActorDamageSource const& source, float damage, ::HurtParameters const& hurtParameters);
157
158 MCAPI void $reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params);
159
160
161 // NOLINTEND
162};
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:27
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:13