LeviLamina
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SpinAttackSystem.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/deps/ecs/Optional.h"
7#include "mc/deps/ecs/ViewT.h"
8#include "mc/deps/ecs/strict/EntityModifier.h"
9#include "mc/deps/ecs/strict/Include.h"
10#include "mc/deps/ecs/strict/OptionalGlobal.h"
11
12// auto generated forward declare list
13// clang-format off
15class EntitySystems;
31struct MobFlagComponent;
35struct PlayerComponent;
42// clang-format on
43
44namespace SpinAttackSystem {
45// functions
46// NOLINTBEGIN
47MCNAPI void _fetchEntitiesForSpinAttack(
48 ::StrictEntityContext const& entity,
49 ::AABBShapeComponent const& aabb,
50 ::ActorDataFlagComponent const& actorData,
51 ::DimensionTypeComponent const& dimension,
55);
56
57MCNAPI void _removeSpinAttack(
59 filter,
61);
62
63MCNAPI void _stopSpinAttack(
64 ::StrictEntityContext const& entity,
65 ::ActorDataFlagComponent& actorData,
66 ::ActorDataDirtyFlagsComponent& actorDataDirtyFlags,
67 ::DamageNearbyMobsComponent& damageNearbyMobs,
68 ::PlayerActionComponent& playerAction,
70);
71
72MCNAPI void _tickDamageNearbyMobs(
73 ::entt::type_list<::Include<::PlayerComponent>>,
74 ::ActorEquipmentComponent const& actorEquipment,
75 ::SpinAttackResultsComponent const& spinAttackResult,
76 ::ActorOwnerComponent& actorComponent,
78);
79
80MCNAPI void _tickPostDamageNearbyMobs(
82 ::StrictEntityContext const& entity,
83 ::ActorDataFlagComponent& actorData,
84 ::ActorDataDirtyFlagsComponent& actorDataDirtyFlags,
85 ::DamageNearbyMobsComponent& damageNearbyMobs,
86 ::FallDistanceComponent& fallDistance,
87 ::PlayerActionComponent& playerAction,
93);
94
95MCNAPI void _tickSpinAttackAction(
97 ::StrictEntityContext const& entity,
98 ::ActorRotationComponent const& actorRotation,
99 ::RiptideTridentSpinAttackComponent const& riptideSpinAttack,
100 ::ActorDataFlagComponent& actorData,
102 ::DamageNearbyMobsComponent& damageNearbyMobs,
108 actorView,
109 ::ViewT<
116);
117
118MCNAPI void _tickSpinAttackNearbyMobs(
119 ::ViewT<
124 ::DimensionTypeComponent const> view,
128);
129
130MCNAPI void createSystems(::EntitySystems& systemRegistry, bool isClientSide);
131// NOLINTEND
132
133} // namespace SpinAttackSystem
Definition ActorOwnerComponent.h:10
Definition EntityModifier.h:6
Definition EntitySystems.h:24
Definition OptionalGlobal.h:6
Definition Optional.h:8
Definition StrictEntityContext.h:8
Definition ViewT.h:6
Definition AABBShapeComponent.h:9
Definition ActorDataDirtyFlagsComponent.h:5
Definition ActorDataFlagComponent.h:9
Definition ActorEquipmentComponent.h:10
Definition ActorHeadInWaterFlagComponent.h:5
Definition ActorIsImmobileFlagComponent.h:5
Definition ActorIsKnockedBackOnDeathFlagComponent.h:5
Definition ActorMovementTickNeededComponent.h:5
Definition ActorRotationComponent.h:8
Definition DamageNearbyMobsComponent.h:8
Definition DimensionTypeComponent.h:13
Definition FallDistanceComponent.h:5
Definition HorizontalCollisionFlagComponent.h:5
Definition Include.h:6
Definition LocalSpatialEntityFetcherFactoryComponent.h:8
Definition MobFlagComponent.h:5
Definition MovementAttributesComponent.h:5
Definition OnGroundFlagComponent.h:5
Definition PlayerActionComponent.h:15
Definition PlayerComponent.h:5
Definition PlayerIsSleepingFlagComponent.h:5
Definition RiptideTridentSpinAttackComponent.h:8
Definition ShouldUpdateBoundingBoxRequestComponent.h:5
Definition SpinAttackResultsComponent.h:10
Definition StateVectorComponent.h:8
Definition WasInWaterFlagComponent.h:5