LeviLamina
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ActorCollision.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated forward declare list
6// clang-format off
7class EntityContext;
8struct ActorUniqueID;
9// clang-format on
10
11namespace ActorCollision {
12// functions
13// NOLINTBEGIN
14MCAPI float getPickRadius(::EntityContext const& provider);
15
16MCAPI ::ActorUniqueID getPushedByID(::EntityContext const& provider);
17
18MCAPI bool hasCollision(::EntityContext const& provider);
19
20MCFOLD bool hasHorizontalCollision(::EntityContext const& provider);
21
22MCFOLD bool hasVerticalCollision(::EntityContext const& provider);
23
24MCAPI void initializeActor(::EntityContext& provider);
25
26MCAPI void initializePickable(::EntityContext& provider, float pickRadius);
27
28MCAPI void initializePlayer(::EntityContext& provider);
29
30MCAPI bool isKnockedBackOnDeath(::EntityContext const& provider);
31
32MCFOLD bool isOnGround(::EntityContext const& provider);
33
34MCAPI bool isPickable(::EntityContext const& provider);
35
36MCAPI void setCollision(::EntityContext& provider, bool value);
37
38MCAPI void setHorizontalCollision(::EntityContext& provider, bool value);
39
40MCAPI void setOnGround(::EntityContext& provider, bool value);
41
42MCAPI void setVerticalCollision(::EntityContext& provider, bool value);
43
44MCAPI void setWasOnGround(::EntityContext& provider, bool value);
45
46MCFOLD bool wasOnGround(::EntityContext const& provider);
47// NOLINTEND
48
49} // namespace ActorCollision
Definition EntityContext.h:16
Definition ActorUniqueID.h:5