LeviLamina
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SpinAttackSystem.h
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#pragma once
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#include "mc/_HeaderOutputPredefine.h"
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// auto generated inclusion list
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#include "mc/deps/ecs/Optional.h"
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#include "mc/deps/ecs/ViewT.h"
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#include "mc/deps/ecs/strict/EntityModifier.h"
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#include "mc/deps/ecs/strict/Include.h"
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// auto generated forward declare list
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// clang-format off
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class
EntitySystems
;
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class
StrictEntityContext
;
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struct
AABBShapeComponent
;
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struct
ActorDataDirtyFlagsComponent
;
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struct
ActorDataFlagComponent
;
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struct
ActorHeadInWaterFlagComponent
;
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struct
ActorIsImmobileFlagComponent
;
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struct
ActorIsKnockedBackOnDeathFlagComponent
;
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struct
ActorMovementTickNeededComponent
;
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struct
ActorRotationComponent
;
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struct
DamageNearbyMobsComponent
;
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struct
DimensionTypeComponent
;
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struct
FallDistanceComponent
;
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struct
HorizontalCollisionFlagComponent
;
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struct
LocalSpatialEntityFetcherFactoryComponent
;
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struct
MobFlagComponent
;
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struct
MovementAttributesComponent
;
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struct
OnGroundFlagComponent
;
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struct
PlayerActionComponent
;
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struct
PlayerComponent
;
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struct
PlayerIsSleepingFlagComponent
;
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struct
RiptideTridentSpinAttackComponent
;
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struct
ShouldUpdateBoundingBoxRequestComponent
;
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struct
SpinAttackResultsComponent
;
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struct
StateVectorComponent
;
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struct
WasInWaterFlagComponent
;
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// clang-format on
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namespace
SpinAttackSystem {
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// functions
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// NOLINTBEGIN
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MCNAPI
void
_fetchEntitiesForSpinAttack(
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::StrictEntityContext
const
& entity,
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::AABBShapeComponent
const
& aabb,
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::ActorDataFlagComponent
const
& actorData,
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::DimensionTypeComponent
const
& dimension,
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::LocalSpatialEntityFetcherFactoryComponent
& factory,
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::ViewT
<
::StrictEntityContext
,
::Include<::MobFlagComponent>
> mobView,
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::EntityModifier<::SpinAttackResultsComponent>
modifier
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);
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MCNAPI
void
_stopSpinAttack(
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::StrictEntityContext
const
& entity,
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::ActorDataFlagComponent
& actorData,
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::ActorDataDirtyFlagsComponent
& actorDataDirtyFlags,
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::DamageNearbyMobsComponent
& damageNearbyMobs,
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::PlayerActionComponent
& playerAction,
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::EntityModifier<::ShouldUpdateBoundingBoxRequestComponent>
modifier
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);
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MCNAPI
void
_tickPostDamageNearbyMobs(
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::entt::type_list<
::Include<::ActorMovementTickNeededComponent>
>,
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::StrictEntityContext
const
& entity,
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::ActorDataFlagComponent
& actorData,
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::ActorDataDirtyFlagsComponent
& actorDataDirtyFlags,
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::DamageNearbyMobsComponent
& damageNearbyMobs,
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::FallDistanceComponent
& fallDistance,
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::PlayerActionComponent
& playerAction,
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::StateVectorComponent
& svc,
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::Optional<::OnGroundFlagComponent const>
isOnGround,
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::Optional<::HorizontalCollisionFlagComponent const>
hasHorizontalCollision,
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::Optional<::SpinAttackResultsComponent const>
spinAttackResult,
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::EntityModifier<::ShouldUpdateBoundingBoxRequestComponent>
modifier
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);
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MCNAPI
void
_tickSpinAttackAction(
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::entt::type_list<
::Include<::ActorMovementTickNeededComponent>
>,
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::StrictEntityContext
const
& entity,
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::ActorRotationComponent
const
& actorRotation,
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::RiptideTridentSpinAttackComponent
const
& riptideSpinAttack,
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::ActorDataFlagComponent
& actorData,
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::ActorDataDirtyFlagsComponent
& dirtyFlags,
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::DamageNearbyMobsComponent
& damageNearbyMobs,
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::StateVectorComponent
& svc,
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::Optional<::OnGroundFlagComponent const>
isOnGround,
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::Optional<::WasInWaterFlagComponent const>
wasInWater,
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::Optional<::ActorHeadInWaterFlagComponent const>
isHeadInWater,
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::ViewT
<
::StrictEntityContext
,
::ActorDataFlagComponent
const
,
::Optional<::ActorIsImmobileFlagComponent const>
>&
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actorView,
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::ViewT
<
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::StrictEntityContext
,
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::Include<::MobFlagComponent>
,
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::MovementAttributesComponent
const
,
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::Optional<::ActorIsKnockedBackOnDeathFlagComponent const>
>& mobView,
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::ViewT<::StrictEntityContext, ::PlayerIsSleepingFlagComponent const, ::PlayerComponent const>
& playerView,
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::EntityModifier<::RiptideTridentSpinAttackComponent, ::ShouldUpdateBoundingBoxRequestComponent>
modifier
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);
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MCNAPI
void
createSystems(
::EntitySystems
& systemRegistry,
bool
isClientSide);
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// NOLINTEND
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}
// namespace SpinAttackSystem
EntityModifier
Definition
EntityModifier.h:6
EntitySystems
Definition
EntitySystems.h:24
Optional
Definition
Optional.h:8
StrictEntityContext
Definition
StrictEntityContext.h:8
ViewT
Definition
ViewT.h:6
AABBShapeComponent
Definition
AABBShapeComponent.h:9
ActorDataDirtyFlagsComponent
Definition
ActorDataDirtyFlagsComponent.h:5
ActorDataFlagComponent
Definition
ActorDataFlagComponent.h:9
ActorHeadInWaterFlagComponent
Definition
ActorHeadInWaterFlagComponent.h:5
ActorIsImmobileFlagComponent
Definition
ActorIsImmobileFlagComponent.h:5
ActorIsKnockedBackOnDeathFlagComponent
Definition
ActorIsKnockedBackOnDeathFlagComponent.h:5
ActorMovementTickNeededComponent
Definition
ActorMovementTickNeededComponent.h:5
ActorRotationComponent
Definition
ActorRotationComponent.h:8
DamageNearbyMobsComponent
Definition
DamageNearbyMobsComponent.h:8
DimensionTypeComponent
Definition
DimensionTypeComponent.h:13
FallDistanceComponent
Definition
FallDistanceComponent.h:5
HorizontalCollisionFlagComponent
Definition
HorizontalCollisionFlagComponent.h:5
Include
Definition
Include.h:6
LocalSpatialEntityFetcherFactoryComponent
Definition
LocalSpatialEntityFetcherFactoryComponent.h:8
MobFlagComponent
Definition
MobFlagComponent.h:5
MovementAttributesComponent
Definition
MovementAttributesComponent.h:5
OnGroundFlagComponent
Definition
OnGroundFlagComponent.h:5
PlayerActionComponent
Definition
PlayerActionComponent.h:15
PlayerComponent
Definition
PlayerComponent.h:5
PlayerIsSleepingFlagComponent
Definition
PlayerIsSleepingFlagComponent.h:5
RiptideTridentSpinAttackComponent
Definition
RiptideTridentSpinAttackComponent.h:8
ShouldUpdateBoundingBoxRequestComponent
Definition
ShouldUpdateBoundingBoxRequestComponent.h:5
SpinAttackResultsComponent
Definition
SpinAttackResultsComponent.h:10
StateVectorComponent
Definition
StateVectorComponent.h:8
WasInWaterFlagComponent
Definition
WasInWaterFlagComponent.h:5
src
mc
entity
systems
SpinAttackSystem.h
Generated on Fri Jun 13 2025 05:04:34 for LeviLamina by
1.12.0