Skip to content
LeviMC
English
AutoLightDark
LeviLamina
Loading...
Searching...
No Matches
ProjectileComponent Class Reference

Public Types

enum class  EAxis : int { None = -1 , X = 0 , Y = 1 , Z = 2 }
using ProjectileAnchor = ::SharedTypes::v1_26_50::ProjectileComponentDefinition::ProjectileAnchor
using ShouldBounce = ::SharedTypes::v1_26_50::ProjectileComponentDefinition::ShouldBounce

Public Member Functions

ProjectileComponent & operator= (ProjectileComponent const &)
MCAPI ProjectileComponent ()
MCAPI ProjectileComponent (::ProjectileComponent &&)
MCAPI ProjectileComponent (::ProjectileComponent const &)
MCAPI void _selectNextMoveDirection (::Actor const &owner, ::ProjectileComponent::EAxis avoidAxis)
MCAPI void _tryReflectOnHurt (::Actor &owner, ::ActorDamageSource const &damageSource)
MCAPI void addAdditionalSaveData (::CompoundTag &tag) const
MCAPI ::std::vector<::ActorType > const getIgnoredEntities () const
MCAPI::Vec3 getShooterAngle (::Actor &shooter) const
MCAPI void handleMovementAndGravity (::Actor &owner, bool skipPositionUpdate)
MCAPI void handleMovementHoming (::Actor &owner)
MCAPI void hurt (::Actor &owner, ::ActorDamageSource const &damageSource)
MCAPI void initFromDefinition (::Actor &owner)
MCAPI void lerpMotion (::Actor &owner, ::Vec3 const &delta)
MCAPI void onComponentRemoved (::EntityContext &entity)
MCAPI void onHit (::Actor &owner, ::HitResult const &hitResult)
MCAPI::ProjectileComponent & operator= (::ProjectileComponent &&)
MCAPI void readAdditionalSaveData (::Actor &, ::CompoundTag const &tag, ::DataLoadHelper &dataLoadHelper)
MCAPI void setActiveTarget (::Actor const &owner, ::Actor *target)
MCAPI void shoot (::Actor &owner, ::Actor &shooter)
MCAPI void shoot (::Actor &owner, ::Vec3 const &dir, float pow, float uncertainty, ::Vec3 const &baseSpeed, ::Actor *target)
MCAPI void tryApplyOffset (::Actor &owner, ::Actor *sender) const
MCAPI ~ProjectileComponent ()
MCAPI void * $ctor ()
MCAPI void * $ctor (::ProjectileComponent &&)
MCAPI void * $ctor (::ProjectileComponent const &)
MCAPI void $dtor ()

Static Public Member Functions

static MCAPI bool _isLoyaltyTrident (::Actor const &owner)
static MCAPI ::Vec2 dampenShooterAngle (::Vec2 const &angle, float angleOffset, ::BaseGameVersion const &version)

Public Attributes

::ll::TypedStorage< 1, 1, bool > mWasOnGround
::ll::TypedStorage< 1, 1, bool > mNoPhysics
::ll::TypedStorage< 8, 8, ::ActorUniqueID > mOwnerId
::ll::TypedStorage< 4, 12, ::Vec3 > mThrownPos
::ll::TypedStorage< 4, 12, ::Vec3 > mApexPos
::ll::TypedStorage< 1, 1, bool > mFoundApex
::ll::TypedStorage< 4, 4, int > mDespawnTimer
::ll::TypedStorage< 4, 4, int > mLifetime
::ll::TypedStorage< 4, 4, int > mFlightTime
::ll::TypedStorage< 4, 4, int > mOnGroundTime
::ll::TypedStorage< 4, 4, int > mShakeTime
::ll::TypedStorage< 4, 12, ::BlockPos > mBlock
::ll::TypedStorage< 4, 12, ::BlockPos > mStuckToBlockPos
::ll::TypedStorage< 4, 12, ::Vec3 > mCollisionPos
::ll::TypedStorage< 4, 4, int > mEnchantPower
::ll::TypedStorage< 4, 4, int > mEnchantImpaler
::ll::TypedStorage< 8, 136, ::HitResult > mHitResult
::ll::TypedStorage< 1, 1, uchar > mHitFacing
::ll::TypedStorage< 1, 1, bool > mReflect
::ll::TypedStorage< 4, 4, int > mReflectImmunityTicks
::ll::TypedStorage< 4, 4, float > mPower
::ll::TypedStorage< 4, 4, float > mDamage
::ll::TypedStorage< 4, 12, ::Vec3 > mOffset
::ll::TypedStorage< 4, 4, ::ParticleType > mHitParticle
::ll::TypedStorage< 4, 4, float > mGravity
::ll::TypedStorage< 4, 4, float > mUpwardsAngleOffset
::ll::TypedStorage< 8, 24, ::std::vector<::OnHitSubcomponent * > > mOnHitCommands
::ll::TypedStorage< 8, 104, ::ActorDefinitionTrigger > mOnHitEvent
::ll::TypedStorage< 4, 4, float > mUncertaintyBase
::ll::TypedStorage< 4, 4, float > mUncertaintyMultiplier
::ll::TypedStorage< 4, 4, float > mOnFireTime
::ll::TypedStorage< 4, 4, int > mPotionEffect
::ll::TypedStorage< 4, 4, float > mSplashRange
::ll::TypedStorage< 4, 4, float > mKnockbackForce
::ll::TypedStorage< 1, 1, bool > mCatchFire
::ll::TypedStorage< 1, 1, bool > mSpreadFire
::ll::TypedStorage< 1, 1, bool > mChanneling
::ll::TypedStorage< 4, 4, float > mInertiaMod
::ll::TypedStorage< 4, 4, float > mLiquidInertia
::ll::TypedStorage< 1, 1, ::SharedTypes::v1_26_50::ProjectileComponentDefinition::ProjectileAnchor > mSpawnPosAnchor
::ll::TypedStorage< 4, 4, ::SharedTypes::Legacy::LevelSoundEvent > mHitEntitySound
::ll::TypedStorage< 4, 4, ::SharedTypes::Legacy::LevelSoundEvent > mHitGroundSound
::ll::TypedStorage< 4, 4, ::SharedTypes::Legacy::LevelSoundEvent > mShootSound
::ll::TypedStorage< 1, 1, bool > mIsDangerous
::ll::TypedStorage< 1, 1, bool > mShootTarget
::ll::TypedStorage< 1, 1, bool > mDamageOwner
::ll::TypedStorage< 1, 1, bool > mReflectOnHurt
::ll::TypedStorage< 1, 1, bool > mDestroyOnHurt
::ll::TypedStorage< 1, 1, bool > mStopOnHurt
::ll::TypedStorage< 1, 1, bool > mCritParticleOnHurt
::ll::TypedStorage< 1, 1, bool > mHitWater
::ll::TypedStorage< 1, 1, bool > mHitActor
::ll::TypedStorage< 1, 1, bool > mMultipleHits
::ll::TypedStorage< 4, 4, int > mPiercingEnchantLevel
::ll::TypedStorage< 4, 4, int > mActorHitCount
::ll::TypedStorage< 8, 24, ::std::vector<::ActorType > > mIgnoredEntities
::ll::TypedStorage< 1, 1, bool > mHitNearestPassenger
::ll::TypedStorage< 1, 1, bool > mIsHoming
::ll::TypedStorage< 8, 8, ::ActorUniqueID > mPendingTargetID
::ll::TypedStorage< 8, 40, ::TempEPtr<::Actor > > mTarget
::ll::TypedStorage< 8, 8, ::ActorUniqueID > mTargetID
::ll::TypedStorage< 4, 12, ::Vec3 > mTargetDelta
::ll::TypedStorage< 4, 4, int > mFlightSteps
::ll::TypedStorage< 4, 4, ::ProjectileComponent::EAxis > mCurrentMoveDirection
::ll::TypedStorage< 8, 8, ::ActorUniqueID > mLastReflectActor
::ll::TypedStorage< 1, 5, ::ProjectileHitState > mHitState
::ll::TypedStorage< 1, 1, ::SharedTypes::v1_26_50::ProjectileComponentDefinition::ShouldBounce > mShouldBounce
::ll::TypedStorage< 1, 1, bool > mHasLeftOwner
::ll::TypedStorage< 4, 4, uint > mCurrentDelay
::ll::TypedStorage< 1, 1, bool > mWaitingForServer
::ll::TypedStorage< 1, 1, bool > mWaitingForServerHitGround
::ll::TypedStorage< 8, 136, ::HitResult > mCachedHitResult
::ll::TypedStorage< 1, 1, bool > mDelayOneFrame
::ll::TypedStorage< 1, 1, bool > mShouldRestoreUsesMobTravelComponent
::ll::TypedStorage< 1, 1, bool > mIsolatedPhysics

Constructor & Destructor Documentation

◆ ProjectileComponent() [1/3]

MCAPI ProjectileComponent::ProjectileComponent ( )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ ProjectileComponent() [2/3]

MCAPI ProjectileComponent::ProjectileComponent ( ::ProjectileComponent && )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ ProjectileComponent() [3/3]

MCAPI ProjectileComponent::ProjectileComponent ( ::ProjectileComponent const & )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ ~ProjectileComponent()

MCAPI ProjectileComponent::~ProjectileComponent ( )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

Member Function Documentation

◆ _selectNextMoveDirection()

MCAPI void ProjectileComponent::_selectNextMoveDirection ( ::Actor const & owner,
::ProjectileComponent::EAxis avoidAxis )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ _tryReflectOnHurt()

MCAPI void ProjectileComponent::_tryReflectOnHurt ( ::Actor & owner,
::ActorDamageSource const & damageSource )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ addAdditionalSaveData()

MCAPI void ProjectileComponent::addAdditionalSaveData ( ::CompoundTag & tag) const
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ getIgnoredEntities()

MCAPI ::std::vector<::ActorType > const ProjectileComponent::getIgnoredEntities ( ) const
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ getShooterAngle()

MCAPI::Vec3 ProjectileComponent::getShooterAngle ( ::Actor & shooter) const
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ hurt()

MCAPI void ProjectileComponent::hurt ( ::Actor & owner,
::ActorDamageSource const & damageSource )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ initFromDefinition()

MCAPI void ProjectileComponent::initFromDefinition ( ::Actor & owner)
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ lerpMotion()

MCAPI void ProjectileComponent::lerpMotion ( ::Actor & owner,
::Vec3 const & delta )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ onComponentRemoved()

MCAPI void ProjectileComponent::onComponentRemoved ( ::EntityContext & entity)
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ operator=()

MCAPI::ProjectileComponent & ProjectileComponent::operator= ( ::ProjectileComponent && )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ readAdditionalSaveData()

MCAPI void ProjectileComponent::readAdditionalSaveData ( ::Actor & ,
::CompoundTag const & tag,
::DataLoadHelper & dataLoadHelper )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ setActiveTarget()

MCAPI void ProjectileComponent::setActiveTarget ( ::Actor const & owner,
::Actor * target )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ shoot()

MCAPI void ProjectileComponent::shoot ( ::Actor & owner,
::Actor & shooter )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ tryApplyOffset()

MCAPI void ProjectileComponent::tryApplyOffset ( ::Actor & owner,
::Actor * sender ) const
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ _isLoyaltyTrident()

MCAPI bool ProjectileComponent::_isLoyaltyTrident ( ::Actor const & owner)
static
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ dampenShooterAngle()

MCAPI ::Vec2 ProjectileComponent::dampenShooterAngle ( ::Vec2 const & angle,
float angleOffset,
::BaseGameVersion const & version )
static
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ $ctor() [1/3]

MCAPI void * ProjectileComponent::$ctor ( )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ $ctor() [2/3]

MCAPI void * ProjectileComponent::$ctor ( ::ProjectileComponent && )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ $ctor() [3/3]

MCAPI void * ProjectileComponent::$ctor ( ::ProjectileComponent const & )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

◆ $dtor()

MCAPI void ProjectileComponent::$dtor ( )
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

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