LeviLamina
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ValidationSystem.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/strict/AddRemove.h"
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#include "mc/deps/ecs/strict/EntityFactoryT.h"
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#include "mc/deps/ecs/strict/Filter.h"
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#include "mc/deps/ecs/strict/GlobalRead.h"
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#include "mc/deps/ecs/strict/GlobalWrite.h"
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#include "mc/deps/ecs/strict/IStrictTickingSystem.h"
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#include "mc/deps/ecs/strict/Read.h"
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#include "mc/deps/ecs/strict/StrictExecutionContext.h"
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#include "mc/deps/ecs/strict/Write.h"
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// auto generated forward declare list
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// clang-format off
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class
ActorOwnerComponent
;
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struct
PlayerComponent
;
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struct
StateVectorComponent
;
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struct
TickingSystemWithInfo
;
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// clang-format on
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namespace
PlayerValidation {
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struct
ValidationSystem
:
public
::IStrictTickingSystem
<::StrictExecutionContext<
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::Filter<::PlayerComponent>,
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::Read<::StateVectorComponent>,
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::Write<::ActorOwnerComponent>,
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::AddRemove<>,
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::GlobalRead<>,
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::GlobalWrite<>,
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::EntityFactoryT<>>> {
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public
:
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// member variables
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// NOLINTBEGIN
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::ll::UntypedStorage<8, 32>
mUnk98615a;
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// NOLINTEND
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public
:
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// prevent constructor by default
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ValidationSystem
& operator=(
ValidationSystem
const
&);
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ValidationSystem
(
ValidationSystem
const
&);
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ValidationSystem
();
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public
:
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// virtual functions
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// NOLINTBEGIN
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// vIndex: 5
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virtual
void
tick(
::StrictExecutionContext
<
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::Filter<::PlayerComponent>
,
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::Read<::StateVectorComponent>
,
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::Write<::ActorOwnerComponent>
,
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::AddRemove<>
,
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::GlobalRead<>
,
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::GlobalWrite<>
,
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::EntityFactoryT<>
>&
context
)
/*override*/
;
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// vIndex: 0
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virtual
~ValidationSystem
()
/*override*/
=
default
;
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// NOLINTEND
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public
:
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// static functions
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// NOLINTBEGIN
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MCAPI static ::TickingSystemWithInfo createSystem(::std::string&& message);
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// NOLINTEND
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public
:
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// destructor thunk
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// NOLINTBEGIN
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// NOLINTEND
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public
:
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// virtual function thunks
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// NOLINTBEGIN
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MCAPI
void
$tick(
::StrictExecutionContext
<
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::Filter<::PlayerComponent>
,
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::Read<::StateVectorComponent>
,
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::Write<::ActorOwnerComponent>
,
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::AddRemove<>
,
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::GlobalRead<>
,
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::GlobalWrite<>
,
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::EntityFactoryT<>
>&
context
);
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// NOLINTEND
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public
:
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// vftables
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// NOLINTBEGIN
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MCAPI
static
void
** $vftable();
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// NOLINTEND
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};
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}
// namespace PlayerValidation
ActorOwnerComponent
Definition
ActorOwnerComponent.h:10
IStrictTickingSystem
Definition
IStrictTickingSystem.h:6
StrictExecutionContext
Definition
StrictExecutionContext.h:6
AddRemove
Definition
AddRemove.h:6
EntityFactoryT
Definition
EntityFactoryT.h:6
Filter
Definition
Filter.h:6
GlobalRead
Definition
GlobalRead.h:6
GlobalWrite
Definition
GlobalWrite.h:6
PlayerComponent
Definition
PlayerComponent.h:5
PlayerValidation::ValidationSystem
Definition
ValidationSystem.h:33
Read
Definition
Read.h:6
StateVectorComponent
Definition
StateVectorComponent.h:10
TickingSystemWithInfo
Definition
TickingSystemWithInfo.h:11
Write
Definition
Write.h:6
context
Definition
context.h:5
ll::UntypedStorage
Definition
Alias.h:14
src
mc
entity
systems
player_validation
ValidationSystem.h
Generated on Sat Apr 26 2025 05:55:37 for LeviLamina by
1.12.0