LeviLamina
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SynchedActorDataAccess.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/world/actor/ActorFlags.h"
7
8// auto generated forward declare list
9// clang-format off
10class EntityContext;
11class Vec3;
12// clang-format on
13
14namespace SynchedActorDataAccess {
15
16LLAPI bool getActorFlag(::EntityContext const& entity, ::ActorFlags flag);
17// functions
18// NOLINTBEGIN
19MCAPI_C float getBoundingBoxScale(::EntityContext const& entity);
20
21MCAPI int getControllingSeatIndex(::EntityContext const& entity);
22
23MCAPI int getJumpDuration(::EntityContext const& entity);
24
25MCAPI_C ::Vec3 getSeatOffset(::EntityContext const& entity);
26
27MCAPI void initializeActor(::EntityContext& entityContext);
28
29MCAPI void initializeHorse(::EntityContext& entityContext);
30
31MCAPI void setActorFlag(::EntityContext& entity, ::ActorFlags flag, bool value);
32
33MCAPI void setBoundingBoxScale(::EntityContext& entity, float scale);
34
35MCAPI void setHorseType(::EntityContext& entity, int type);
36// NOLINTEND
37
38} // namespace SynchedActorDataAccess
Definition EntityContext.h:16
Definition Vec3.h:10