LeviLamina
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IReplayableActorInput Struct Referenceabstract
Inheritance diagram for IReplayableActorInput:

Public Member Functions

virtual void preApplyInput (::EntityContext &)=0
virtual void postApplyInput (::EntityContext &)=0
virtual void applyCollisionData (::EntityContext &)=0
virtual::ExternalDataSnapshotComponent const & getSnapshot () const =0
virtual void captureExternalData (::EntityRegistry &)=0
virtual void capture (::MoveInputComponent const &)=0
virtual void capture (::ReplayStateTrackerComponent const &)=0
virtual void capture (::ActorRotationComponent const &)=0
virtual void capture (::History::TurnInput const &)=0
virtual void capture (::BlockCollisionsSystem::BlockCollisionResolutionVectorComponent const &)=0
virtual void capture (::BlockPosTrackerComponent const &)=0
virtual void capture (::BuoyancyComponent const &)=0
virtual void capture (::BuoyancyFloatRequestComponent const &)=0
virtual void capture (::InsideSlowingSweetBerryBushBlockComponent const &)=0
virtual void capture (::ItemUseSlowdownModifierComponent const &)=0
virtual void capture (::RewindCollisionShapesComponent &&)=0
virtual void capture (::MovementEffect const &)=0
virtual void capture (::VehicleInputIntentComponent const &)=0
virtual void capture (::IsSolidMobNearbyComponent const &)=0
virtual void capture (::RiptideTridentSpinAttackComponent const &)=0
virtual void capture (::SpinAttackResultsComponent const &)=0
virtual void capture (::MovementInterpolatorComponent const &)=0

The documentation for this struct was generated from the following file: