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ArmorStand.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/world/actor/Mob.h"
7#include "mc/world/item/HandSlot.h"
8
9// auto generated forward declare list
10// clang-format off
11class Actor;
14class ActorHurtResult;
15class CompoundTag;
16class DataLoadHelper;
17class EntityContext;
18class Interaction;
19class Player;
20class Vec3;
22struct HurtParameters;
23// clang-format on
24
25class ArmorStand : public ::Mob {
26public:
27 // member variables
28 // NOLINTBEGIN
29 ::ll::TypedStorage<8, 8, uint64> mLastHit;
30 ::ll::TypedStorage<4, 4, int> mLastCircuitStrength;
31 // NOLINTEND
32
33public:
34 // prevent constructor by default
35 ArmorStand();
36
37public:
38 // virtual functions
39 // NOLINTBEGIN
40 virtual float getShadowRadius() const /*override*/;
41
42 virtual void addAdditionalSaveData(::CompoundTag& tag) const /*override*/;
43
44 virtual void readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper) /*override*/;
45
46 virtual ::Interaction getInteraction(::Player& player, ::Vec3 const& location, ::HandSlot handSlot) /*override*/;
47
48 virtual void kill() /*override*/;
49
50 virtual void die(::ActorDamageSource const& source) /*override*/;
51
52 virtual ::ActorHurtResult
53 _hurt(::ActorDamageSource const& source, float damage, ::HurtParameters const& hurtParameters) /*override*/;
54
55 virtual void normalTick() /*override*/;
56
57 virtual void pushActors() /*override*/;
58
59 virtual bool isInvulnerableTo(::ActorDamageSource const& source) const /*override*/;
60 // NOLINTEND
61
62public:
63 // member functions
64 // NOLINTBEGIN
65 MCNAPI ArmorStand(
66 ::ActorDefinitionGroup* definitions,
67 ::ActorDefinitionIdentifier const& definitionName,
68 ::EntityContext& entityContext
69 );
70
71 MCNAPI void _causeDamage(float damage);
72
73 MCNAPI void _destroyWithEffects(::Actor* sourceActor);
74
75 MCNAPI void _dropHeldItems();
76
78
79 MCNAPI void _hurtByProjectile(::Actor& sourceActor);
80
81 MCNAPI void setPoseIndex(int poseIndex);
82 // NOLINTEND
83
84public:
85 // constructor thunks
86 // NOLINTBEGIN
87 MCNAPI void* $ctor(
88 ::ActorDefinitionGroup* definitions,
89 ::ActorDefinitionIdentifier const& definitionName,
90 ::EntityContext& entityContext
91 );
92 // NOLINTEND
93
94public:
95 // virtual function thunks
96 // NOLINTBEGIN
97 MCNAPI float $getShadowRadius() const;
98
99 MCNAPI void $addAdditionalSaveData(::CompoundTag& tag) const;
100
101 MCNAPI void $readAdditionalSaveData(::CompoundTag const& tag, ::DataLoadHelper& dataLoadHelper);
102
103 MCAPI ::Interaction $getInteraction(::Player& player, ::Vec3 const& location, ::HandSlot handSlot);
104
105 MCNAPI void $kill();
106
107 MCNAPI void $die(::ActorDamageSource const& source);
108
109 MCNAPI ::ActorHurtResult
110 $_hurt(::ActorDamageSource const& source, float damage, ::HurtParameters const& hurtParameters);
111
112 MCNAPI void $normalTick();
113
114 MCNAPI void $pushActors();
115
116 MCNAPI bool $isInvulnerableTo(::ActorDamageSource const& source) const;
117
118
119 // NOLINTEND
120};
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:26
Definition ActorHurtResult.h:5
Definition Actor.h:116
MCAPI float $getShadowRadius() const
MCAPI void _hurtByProjectile(::Actor &sourceActor)
MCAPI void * $ctor(::ActorDefinitionGroup *definitions, ::ActorDefinitionIdentifier const &definitionName, ::EntityContext &entityContext)
MCAPI void $kill()
MCAPI bool $isInvulnerableTo(::ActorDamageSource const &source) const
MCAPI void $addAdditionalSaveData(::CompoundTag &tag) const
MCAPI void _dropHeldItems()
MCAPI void $die(::ActorDamageSource const &source)
MCAPI void $pushActors()
MCAPI void _causeDamage(float damage)
MCAPI void $readAdditionalSaveData(::CompoundTag const &tag, ::DataLoadHelper &dataLoadHelper)
MCAPI void _destroyWithEffects(::Actor *sourceActor)
MCAPI void $normalTick()
MCAPI void setPoseIndex(int poseIndex)
MCAPI void _dropHeldItemsAndResource()
MCAPI ArmorStand(::ActorDefinitionGroup *definitions, ::ActorDefinitionIdentifier const &definitionName, ::EntityContext &entityContext)
MCAPI::ActorHurtResult $_hurt(::ActorDamageSource const &source, float damage, ::HurtParameters const &hurtParameters)
Definition CompoundTag.h:18
Definition DataLoadHelper.h:20
Definition EntityContext.h:15
Definition Interaction.h:9
Definition Player.h:131
Definition Vec3.h:10
Definition ActorDefinitionIdentifier.h:15
Definition HurtParameters.h:8