LeviLamina
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Arrow.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/world/actor/ActorInitializationMethod.h"
7#include "mc/world/actor/projectile/AbstractArrow.h"
8
9// auto generated forward declare list
10// clang-format off
12class CompoundTag;
13class DataLoadHelper;
14class EntityContext;
15class ItemStack;
17class Player;
18class Vec3;
21namespace mce { class Color; }
22// clang-format on
23
24class Arrow : public ::AbstractArrow {
25public:
26 // Arrow inner types define
27 enum class Data : int {
28 IsCritical = 16,
29 TippedAuxValue = 18,
30 };
31
32public:
33 // member variables
34 // NOLINTBEGIN
35 ::ll::TypedStorage<4, 4, int> mLife;
36 ::ll::TypedStorage<4, 4, int> mEnchantFlame;
37 ::ll::TypedStorage<4, 4, int> mEnchantInfinity;
38 ::ll::TypedStorage<8, 24, ::std::vector<::MobEffectInstance>> mMobEffects;
39 // NOLINTEND
40
41public:
42 // prevent constructor by default
43 Arrow();
44
45public:
46 // virtual functions
47 // NOLINTBEGIN
48 // vIndex: 2
49 virtual void reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params) /*override*/;
50
51 // vIndex: 138
52 virtual void shoot(::Vec3 const& dir, float pow, float uncertainty, ::Vec3 const& baseSpeed) /*override*/;
53
54 // vIndex: 24
55 virtual void normalTick() /*override*/;
56
57 // vIndex: 39
58 virtual void playerTouch(::Player& player) /*override*/;
59
60 // vIndex: 120
61 virtual void setAuxValue(int aux) /*override*/;
62
63 // vIndex: 139
64 virtual ::ItemStack _getPickupItem() const /*override*/;
65
66 // vIndex: 137
67 virtual void addAdditionalSaveData(::CompoundTag& tag) const /*override*/;
68
69 // vIndex: 136
70 virtual void readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper) /*override*/;
71
72 // vIndex: 140
73 virtual ::mce::Color getEffectColor();
74
75 // vIndex: 8
76 virtual ~Arrow() /*override*/ = default;
77 // NOLINTEND
78
79public:
80 // member functions
81 // NOLINTBEGIN
82 MCAPI Arrow(
83 ::ActorDefinitionGroup* definitions,
84 ::ActorDefinitionIdentifier const& definitionName,
85 ::EntityContext& entityContext
86 );
87
88 MCAPI void addMobEffect(::MobEffectInstance effect);
89
90 MCAPI int getAuxValue() const;
91
92 MCAPI void setCritical(bool isCrit);
93
94 MCAPI void setEnchantFlame(int level);
95
96 MCAPI void setEnchantPower(int level);
97
98 MCAPI void setEnchantPunch(int level);
99 // NOLINTEND
100
101public:
102 // constructor thunks
103 // NOLINTBEGIN
104 MCAPI void* $ctor(
105 ::ActorDefinitionGroup* definitions,
106 ::ActorDefinitionIdentifier const& definitionName,
107 ::EntityContext& entityContext
108 );
109 // NOLINTEND
110
111public:
112 // virtual function thunks
113 // NOLINTBEGIN
114 MCAPI void $reloadHardcoded(::ActorInitializationMethod method, ::VariantParameterList const& params);
115
116 MCAPI void $shoot(::Vec3 const& dir, float pow, float uncertainty, ::Vec3 const& baseSpeed);
117
118 MCAPI void $normalTick();
119
120 MCAPI void $playerTouch(::Player& player);
121
122 MCAPI void $setAuxValue(int aux);
123
124 MCAPI ::ItemStack $_getPickupItem() const;
125
126 MCAPI void $addAdditionalSaveData(::CompoundTag& tag) const;
127
128 MCAPI void $readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper);
129
130 MCAPI ::mce::Color $getEffectColor();
131 // NOLINTEND
132
133public:
134 // vftables
135 // NOLINTBEGIN
136 MCAPI static void** $vftable();
137 // NOLINTEND
138};
Definition AbstractArrow.h:22
Definition ActorDefinitionGroup.h:35
Definition Arrow.h:24
Definition CompoundTag.h:22
Definition DataLoadHelper.h:20
Definition EntityContext.h:15
Definition ItemStack.h:26
Definition MobEffectInstance.h:15
Definition Player.h:118
Definition Vec3.h:10
Definition ActorDefinitionIdentifier.h:15
Definition VariantParameterList.h:13