3#include "mc/_HeaderOutputPredefine.h"
6#include "mc/world/actor/Mob.h"
7#include "mc/world/item/HandSlot.h"
25class ArmorStand :
public ::Mob {
29 ::ll::TypedStorage<8, 8, uint64> mLastHit;
30 ::ll::TypedStorage<4, 4, int> mLastCircuitStrength;
40 virtual float getShadowRadius()
const ;
42 virtual void addAdditionalSaveData(
::CompoundTag& tag)
const ;
46 virtual ::Interaction getInteraction(
::Player& player,
::Vec3 const& location, ::HandSlot handSlot) ;
52 virtual ::ActorHurtResult
55 virtual void normalTick() ;
57 virtual void pushActors() ;
103 MCAPI ::Interaction $getInteraction(
::Player& player,
::Vec3 const& location, ::HandSlot handSlot);
109 MCNAPI ::ActorHurtResult
Definition ActorDamageSource.h:18
Definition ActorDefinitionGroup.h:26
Definition ActorHurtResult.h:5
MCAPI float $getShadowRadius() const
MCAPI void _hurtByProjectile(::Actor &sourceActor)
MCAPI void * $ctor(::ActorDefinitionGroup *definitions, ::ActorDefinitionIdentifier const &definitionName, ::EntityContext &entityContext)
MCAPI bool $isInvulnerableTo(::ActorDamageSource const &source) const
MCAPI void $addAdditionalSaveData(::CompoundTag &tag) const
MCAPI void _dropHeldItems()
MCAPI void $die(::ActorDamageSource const &source)
MCAPI void _causeDamage(float damage)
MCAPI void $readAdditionalSaveData(::CompoundTag const &tag, ::DataLoadHelper &dataLoadHelper)
MCAPI void _destroyWithEffects(::Actor *sourceActor)
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 ActorDefinitionIdentifier.h:15
Definition HurtParameters.h:8