LeviLamina
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LocalPlayerFilterAutoJumpInternal.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/strict/AddRemove.h"
8#include "mc/deps/ecs/strict/EntityFactoryT.h"
9#include "mc/deps/ecs/strict/Filter.h"
10#include "mc/deps/ecs/strict/GlobalRead.h"
11#include "mc/deps/ecs/strict/GlobalWrite.h"
12#include "mc/deps/ecs/strict/IStrictTickingSystem.h"
13#include "mc/deps/ecs/strict/OptionalGlobal.h"
14#include "mc/deps/ecs/strict/Read.h"
15#include "mc/deps/ecs/strict/StrictExecutionContext.h"
16#include "mc/deps/ecs/strict/Write.h"
17
18// auto generated forward declare list
19// clang-format off
38struct MobFlagComponent;
42struct OffsetsComponent;
47struct PlayerComponent;
52struct VehicleComponent;
53// clang-format on
54
55namespace PlayerMoveSystemsImpl {
56
58: public ::IStrictTickingSystem<::StrictExecutionContext<
59 ::Filter<
60 ::CanStandOnSnowFlagComponent,
61 ::HasLightweightFamilyFlagComponent,
62 ::HorseFlagComponent,
63 ::MobFlagComponent,
64 ::ParrotFlagComponent,
65 ::VehicleComponent,
66 ::CamelFlagComponent,
67 ::PlayerComponent,
68 ::ActorMovementTickNeededComponent,
69 ::LocalPlayerComponent>,
70 ::Read<
71 ::AABBShapeComponent,
72 ::MovementAbilitiesComponent,
73 ::ActorTypeComponent,
74 ::FallDistanceComponent,
75 ::PassengerComponent,
76 ::ActorGameTypeComponent,
77 ::ActorDataFlagComponent,
78 ::VehicleComponent,
79 ::ActorRotationComponent,
80 ::MobBodyRotationComponent,
81 ::RenderRotationComponent,
82 ::StandAnimationComponent,
83 ::OffsetsComponent,
84 ::VanillaOffsetComponent,
85 ::PassengerRenderingRidingOffsetComponent,
86 ::MovementAttributesComponent,
87 ::DimensionTypeComponent,
88 ::OnGroundFlagComponent,
89 ::StateVectorComponent>,
90 ::Write<::MoveInputComponent>,
91 ::AddRemove<>,
92 ::GlobalRead<::ExternalDataComponent, ::LocalConstBlockSourceFactoryComponent>,
93 ::GlobalWrite<>,
94 ::EntityFactoryT<>>> {
95public:
96 // virtual functions
97 // NOLINTBEGIN
98 // vIndex: 5
99 virtual void tick(::StrictExecutionContext<
100 ::Filter<
111 ::Read<
135 ::EntityFactoryT<>>& context) /*override*/;
136
137 // vIndex: 6
138 virtual void singleTick(
140 ::Filter<
151 ::Read<
177 ) /*override*/;
178
179 // vIndex: 0
180 virtual ~LocalPlayerFilterAutoJumpInternal() /*override*/ = default;
181 // NOLINTEND
182
183public:
184 // member functions
185 // NOLINTBEGIN
186 MCAPI void commonTick(
188 ::Filter<
199 ::Read<
225 );
226 // NOLINTEND
227
228public:
229 // static functions
230 // NOLINTBEGIN
231 MCAPI static bool _isAutoJumpEnabledGlobally(::OptionalGlobal<::ExternalDataComponent const> data);
232
233 MCAPI static void _setJumpingIfPlayerCanAutoJump(
234 ::StrictEntityContext const& entity,
235 ::AABBShapeComponent const& aabbShape,
236 ::ActorRotationComponent const& actorRotation,
237 ::MovementAttributesComponent const& attributes,
238 ::StateVectorComponent const& stateVector,
239 ::ActorDataFlagComponent const& synchedActorData,
240 ::MoveInputComponent& moveInput,
244 ::Filter<
255 ::Read<
279 ::EntityFactoryT<>>& executionContext,
280 ::IConstBlockSource const& region
281 );
282 // NOLINTEND
283
284public:
285 // destructor thunk
286 // NOLINTBEGIN
287
288 // NOLINTEND
289
290public:
291 // virtual function thunks
292 // NOLINTBEGIN
293 MCAPI void $tick(::StrictExecutionContext<
294 ::Filter<
305 ::Read<
330
331 MCAPI void $singleTick(
333 ::Filter<
344 ::Read<
370 );
371 // NOLINTEND
372
373public:
374 // vftables
375 // NOLINTBEGIN
376 MCAPI static void** $vftable();
377 // NOLINTEND
378};
379
380} // namespace PlayerMoveSystemsImpl
Definition IConstBlockSource.h:24
Definition IStrictTickingSystem.h:6
Definition OptionalGlobal.h:6
Definition Optional.h:8
Definition StrictEntityContext.h:10
Definition StrictExecutionContext.h:6
Definition AABBShapeComponent.h:11
Definition ActorDataFlagComponent.h:8
Definition ActorGameTypeComponent.h:8
Definition ActorMovementTickNeededComponent.h:5
Definition ActorRotationComponent.h:10
Definition ActorTypeComponent.h:8
Definition AddRemove.h:6
Definition CamelFlagComponent.h:5
Definition CanStandOnSnowFlagComponent.h:5
Definition DimensionTypeComponent.h:13
Definition EntityFactoryT.h:6
Definition ExternalDataComponent.h:10
Definition FallDistanceComponent.h:5
Definition Filter.h:6
Definition GlobalRead.h:6
Definition GlobalWrite.h:6
Definition HasLightweightFamilyFlagComponent.h:5
Definition HorseFlagComponent.h:5
Definition LocalConstBlockSourceFactoryComponent.h:8
Definition LocalPlayerComponent.h:5
Definition MobBodyRotationComponent.h:5
Definition MobFlagComponent.h:5
Definition MoveInputComponent.h:12
Definition MovementAbilitiesComponent.h:8
Definition MovementAttributesComponent.h:5
Definition OffsetsComponent.h:10
Definition OnGroundFlagComponent.h:5
Definition ParrotFlagComponent.h:5
Definition PassengerComponent.h:10
Definition PassengerRenderingRidingOffsetComponent.h:10
Definition PlayerComponent.h:5
Definition LocalPlayerFilterAutoJumpInternal.h:94
Definition Read.h:6
Definition RenderRotationComponent.h:10
Definition StandAnimationComponent.h:5
Definition StateVectorComponent.h:10
Definition VanillaOffsetComponent.h:10
Definition VehicleComponent.h:10
Definition Write.h:6
Definition context.h:5