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 ChunkPos;
17class CompoundTag;
18class DataLoadHelper;
19class EntityContext;
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, bool, bool) /*override*/;
62
63 virtual void addAdditionalSaveData(::CompoundTag& tag) const /*override*/;
64
65 virtual void readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper) /*override*/;
66
67 virtual ~HangingActor() /*override*/;
68 // NOLINTEND
69
70public:
71 // member functions
72 // NOLINTBEGIN
73 MCAPI HangingActor(
74 ::ActorDefinitionGroup* definitions,
75 ::ActorDefinitionIdentifier const& definitionName,
76 ::EntityContext& entityContext,
77 int wouldSurviveCheckCooldown
78 );
79
80 MCAPI bool _blockContainsObstruction(::BlockSource const& region, ::BlockPos const& blockPos) const;
81
82 MCAPI bool _blockIsObstruction(::BlockSource const& region, ::BlockPos const& blockPos) const;
83
84 MCAPI void _calculateAABB();
85
86 MCAPI void _calculateActorPositionFromPlacementPosition(::BlockPos const& blockPos);
87
88 MCAPI bool _chunksLoaded3x3(::ChunkPos const& center);
89
90 MCAPI bool _wouldSurvive(::BlockSource& region, ::BlockPos const& blockPos, bool beingPlaced);
91
92 MCAPI void doNormalTick();
93 // NOLINTEND
94
95public:
96 // constructor thunks
97 // NOLINTBEGIN
98 MCAPI void* $ctor(
99 ::ActorDefinitionGroup* definitions,
100 ::ActorDefinitionIdentifier const& definitionName,
101 ::EntityContext& entityContext,
102 int wouldSurviveCheckCooldown
103 );
104 // NOLINTEND
105
106public:
107 // destructor thunk
108 // NOLINTBEGIN
109 MCFOLD void $dtor();
110 // NOLINTEND
111
112public:
113 // virtual function thunks
114 // NOLINTBEGIN
115 MCAPI void $normalTick();
116
117 MCAPI float $getBrightness(float a, ::IConstBlockSource const& region) const;
118
119 MCFOLD bool $placeHangingEntity(::BlockSource& region, int direction);
120
121 MCAPI bool $wouldSurvive(::BlockSource& region);
122
123 MCFOLD bool $isInvulnerableTo(::ActorDamageSource const& source) const;
124
125 MCAPI void $reloadHardcoded(::ActorInitializationMethod, ::VariantParameterList const&);
126
127 MCAPI void $reloadHardcodedClient(::ActorInitializationMethod method);
128
129 MCAPI ::ActorHurtResult $_hurt(::ActorDamageSource const& source, float, bool, bool);
130
131 MCAPI void $addAdditionalSaveData(::CompoundTag& tag) const;
132
133 MCAPI void $readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper);
134
135
136 // NOLINTEND
137
138public:
139 // vftables
140 // NOLINTBEGIN
141 MCAPI static void** $vftable();
142 // NOLINTEND
143};
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:36
Definition ActorHurtResult.h:5
Definition BlockPos.h:19
Definition BlockSource.h:71
Definition ChunkPos.h:11
Definition CompoundTag.h:23
Definition DataLoadHelper.h:20
Definition EntityContext.h:16
Definition IConstBlockSource.h:25
Definition ActorDefinitionIdentifier.h:15
Definition VariantParameterList.h:13