3#include "mc/_HeaderOutputPredefine.h"
31 virtual ::Player* fetchAnyInteractablePlayer(
::Vec3 const& searchPos,
float maxDist)
const = 0;
33 virtual uint getChunkTickRange()
const = 0;
35 virtual bool areChunksFullyLoaded(
::BlockPos const& min,
int r)
const = 0;
37 virtual bool hasUntickedNeighborChunk(
::ChunkPos const& pos,
int chunkRadius)
const = 0;
39 virtual ::IRandom& getChanceRandom() = 0;
41 virtual ::std::optional<int> getActorNoActionTime(
::Actor const& actor)
const = 0;
43 virtual void resetActorNoActionTime(
::Actor& actor) = 0;
51 ::ll::TypedStorage<8, 8, ::Actor&> mActor;
56 WorldAccessor& operator=(WorldAccessor
const&);
57 WorldAccessor(WorldAccessor
const&);
63 virtual ::Player* fetchAnyInteractablePlayer(
::Vec3 const& searchPos,
float maxDist)
const ;
65 virtual uint getChunkTickRange()
const ;
67 virtual bool areChunksFullyLoaded(
::BlockPos const& min,
int r)
const ;
69 virtual bool hasUntickedNeighborChunk(
::ChunkPos const& pos,
int chunkRadius)
const ;
71 virtual ::IRandom& getChanceRandom() ;
73 virtual ::std::optional<int> getActorNoActionTime(
::Actor const& actor)
const ;
75 virtual void resetActorNoActionTime(
::Actor& actor) ;
Definition DespawnComponent.h:25
Definition DespawnComponent.h:47
MCAPI bool $hasUntickedNeighborChunk(::ChunkPos const &pos, int chunkRadius) const
static MCAPI void ** $vftable()
MCAPI::Player * $fetchAnyInteractablePlayer(::Vec3 const &searchPos, float maxDist) const
MCAPI ::std::optional< int > $getActorNoActionTime(::Actor const &actor) const
MCAPI uint $getChunkTickRange() const
MCAPI::IRandom & $getChanceRandom()
MCAPI void $resetActorNoActionTime(::Actor &actor)
MCAPI bool $areChunksFullyLoaded(::BlockPos const &min, int r) const
Definition DespawnComponent.h:16
MCAPI bool _softRulesPrescribeDespawn(::Actor &actor, ::DespawnDefinition const &definition, ::DespawnComponent::IWorldAccessor &worldAccessor) const
MCAPI bool _canDespawn(::Actor &actor, ::DespawnComponent::IWorldAccessor &worldAccessor, ::DespawnDefinition const &definition) const
MCAPI bool _instantRulesPrescribeDespawn(::Actor &actor, ::DespawnDefinition const &definition, ::DespawnComponent::IWorldAccessor const &worldAccessor) const
MCAPI void tick(::Actor &actor)
MCAPI void onDespawn(::Actor &actor)
Definition DespawnDefinition.h:15