LeviLamina
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HangingActor.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/world/actor/Actor.h"
7#include "mc/world/actor/ActorInitializationMethod.h"
8
9// auto generated forward declare list
10// clang-format off
13class ActorHurtResult;
14class BlockPos;
15class BlockSource;
16class CompoundTag;
17class DataLoadHelper;
18class EntityContext;
21struct HurtParameters;
23// clang-format on
24
25class HangingActor : public ::Actor {
26public:
27 // member variables
28 // NOLINTBEGIN
29 ::ll::TypedStorage<4, 4, int> mDirection;
30 ::ll::TypedStorage<4, 4, int> mTicksToWouldSurviveCheck;
31 ::ll::TypedStorage<4, 4, int> mWouldSurviveCheckCooldown;
32 // NOLINTEND
33
34public:
35 // prevent constructor by default
36 HangingActor();
37
38public:
39 // virtual functions
40 // NOLINTBEGIN
41 virtual void normalTick() /*override*/;
42
43 virtual int getWidth() const = 0;
44
45 virtual int getHeight() const = 0;
46
47 virtual void dropItem() = 0;
48
49 virtual float getBrightness(float a, ::IConstBlockSource const& region) const /*override*/;
50
51 virtual bool placeHangingEntity(::BlockSource& region, int direction);
52
53 virtual bool wouldSurvive(::BlockSource& region);
54
55 virtual bool isInvulnerableTo(::ActorDamageSource const& source) const /*override*/;
56
57 virtual void reloadHardcoded(::ActorInitializationMethod, ::VariantParameterList const&) /*override*/;
58
59 virtual void reloadHardcodedClient(::ActorInitializationMethod method) /*override*/;
60
61 virtual ::ActorHurtResult _hurt(::ActorDamageSource const& source, float, ::HurtParameters const&) /*override*/;
62
63 virtual void addAdditionalSaveData(::CompoundTag& tag) const /*override*/;
64
65 virtual void readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper) /*override*/;
66 // NOLINTEND
67
68public:
69 // member functions
70 // NOLINTBEGIN
71 MCAPI HangingActor(
72 ::ActorDefinitionGroup* definitions,
73 ::ActorDefinitionIdentifier const& definitionName,
74 ::EntityContext& entityContext,
75 int wouldSurviveCheckCooldown
76 );
77
78 MCAPI bool _blockContainsObstruction(::BlockSource const& region, ::BlockPos const& blockPos) const;
79
80 MCAPI bool _blockIsObstruction(::BlockSource const& region, ::BlockPos const& blockPos) const;
81
82#ifdef LL_PLAT_C
83 MCAPI void _calculateAABB();
84#endif
85
86#ifdef LL_PLAT_S
87 MCAPI void _calculateAABB();
88#endif
89
90#ifdef LL_PLAT_C
91 MCAPI void _calculateActorPositionFromPlacementPosition(::BlockPos const& blockPos);
92#endif
93
94#ifdef LL_PLAT_S
95 MCAPI void _calculateActorPositionFromPlacementPosition(::BlockPos const& blockPos);
96#endif
97
98#ifdef LL_PLAT_C
99 MCAPI bool _wouldSurvive(::BlockSource& region, ::BlockPos const& blockPos, bool beingPlaced);
100#endif
101
102#ifdef LL_PLAT_S
103 MCAPI bool _wouldSurvive(::BlockSource& region, ::BlockPos const& blockPos, bool beingPlaced);
104#endif
105 // NOLINTEND
106
107public:
108 // constructor thunks
109 // NOLINTBEGIN
110 MCAPI void* $ctor(
111 ::ActorDefinitionGroup* definitions,
112 ::ActorDefinitionIdentifier const& definitionName,
113 ::EntityContext& entityContext,
114 int wouldSurviveCheckCooldown
115 );
116 // NOLINTEND
117
118public:
119 // virtual function thunks
120 // NOLINTBEGIN
121 MCAPI void $normalTick();
122
123 MCAPI float $getBrightness(float a, ::IConstBlockSource const& region) const;
124
125 MCFOLD bool $placeHangingEntity(::BlockSource& region, int direction);
126
127 MCAPI bool $wouldSurvive(::BlockSource& region);
128
129 MCFOLD bool $isInvulnerableTo(::ActorDamageSource const& source) const;
130
131 MCAPI void $reloadHardcoded(::ActorInitializationMethod, ::VariantParameterList const&);
132
133 MCAPI void $reloadHardcodedClient(::ActorInitializationMethod method);
134
135 MCAPI ::ActorHurtResult $_hurt(::ActorDamageSource const& source, float, ::HurtParameters const&);
136
137 MCAPI void $addAdditionalSaveData(::CompoundTag& tag) const;
138
139 MCAPI void $readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper);
140
141
142 // NOLINTEND
143};
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:26
Definition ActorHurtResult.h:5
Definition BlockPos.h:17
Definition BlockSource.h:71
Definition CompoundTag.h:18
Definition DataLoadHelper.h:20
Definition EntityContext.h:15
Definition IConstBlockSource.h:25
Definition ActorDefinitionIdentifier.h:15
Definition HurtParameters.h:8
Definition VariantParameterList.h:14