LeviLamina
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RangedWeaponItem.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/world/item/Item.h"
7
8// auto generated forward declare list
9// clang-format off
10class Actor;
11class ItemStack;
12class Mob;
13class Player;
14// clang-format on
15
16class RangedWeaponItem : public ::Item {
17public:
18 // virtual functions
19 // NOLINTBEGIN
20 virtual void releaseUsing(::ItemStack& item, ::Player* player, int durationLeft) const /*override*/;
21
22 virtual ::ItemStack& use(::ItemStack& instance, ::Player& player) const /*override*/;
23
24 virtual int
25 getAnimationFrameFor(::Mob* holder, bool asItemEntity, ::ItemStack const* item, bool shouldAnimate) const
26 /*override*/;
27
28 virtual int getEnchantValue() const /*override*/;
29
30 virtual void hurtActor(::ItemStack& item, ::Actor& actor, ::Mob& attacker) const /*override*/;
31
32 virtual ~RangedWeaponItem() /*override*/;
33 // NOLINTEND
34
35public:
36 // destructor thunk
37 // NOLINTBEGIN
38 MCFOLD void $dtor();
39 // NOLINTEND
40
41public:
42 // virtual function thunks
43 // NOLINTBEGIN
44 MCAPI void $releaseUsing(::ItemStack& item, ::Player* player, int durationLeft) const;
45
46 MCAPI ::ItemStack& $use(::ItemStack& instance, ::Player& player) const;
47
48 MCAPI int
49 $getAnimationFrameFor(::Mob* holder, bool asItemEntity, ::ItemStack const* item, bool shouldAnimate) const;
50
51 MCFOLD int $getEnchantValue() const;
52
53 MCFOLD void $hurtActor(::ItemStack& item, ::Actor& actor, ::Mob& attacker) const;
54
55
56 // NOLINTEND
57};
Definition Actor.h:105
Definition ItemStack.h:26
Definition Mob.h:50
Definition Player.h:125
Definition RangedWeaponItem.h:16