LeviLamina
Loading...
Searching...
No Matches
AllayVibrationConfig.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/deps/ecs/WeakEntityRef.h"
7#include "mc/world/events/gameevents/VibrationListenerConfig.h"
8
9// auto generated forward declare list
10// clang-format off
11class Actor;
12class BlockPos;
13class BlockSource;
14class GameEvent;
15struct GameEventContext;
16// clang-format on
17
19public:
20 // member variables
21 // NOLINTBEGIN
22 ::ll::TypedStorage<8, 24, ::WeakEntityRef> mActor;
23 // NOLINTEND
24
25public:
26 // virtual functions
27 // NOLINTBEGIN
28 virtual void onSignalReceive(
29 ::BlockSource& region,
30 ::BlockPos const& vibrationSourcePos,
31 ::GameEvent const& gameEvent,
32 ::Actor*,
33 float,
34 uint,
35 ::Actor*
36 ) /*override*/;
37
38 virtual bool isValidVibration(::GameEvent const& gameEvent) /*override*/;
39
40 virtual bool shouldListen(::BlockSource&, ::GameEvent const&, ::GameEventContext const&) /*override*/;
41
42 virtual ~AllayVibrationConfig() /*override*/ = default;
43 // NOLINTEND
44
45public:
46 // virtual function thunks
47 // NOLINTBEGIN
48 MCAPI void $onSignalReceive(
49 ::BlockSource& region,
50 ::BlockPos const& vibrationSourcePos,
51 ::GameEvent const& gameEvent,
52 ::Actor*,
53 float,
54 uint,
55 ::Actor*
56 );
57
58 MCAPI bool $isValidVibration(::GameEvent const& gameEvent);
59
60 MCFOLD bool $shouldListen(::BlockSource&, ::GameEvent const&, ::GameEventContext const&);
61
62
63 // NOLINTEND
64
65public:
66 // vftables
67 // NOLINTBEGIN
68 MCAPI static void** $vftable();
69 // NOLINTEND
70};
Definition Actor.h:105
Definition AllayVibrationConfig.h:18
Definition BlockPos.h:19
Definition BlockSource.h:68
Definition GameEvent.h:8
Definition VibrationListenerConfig.h:14
Definition GameEventContext.h:14