20class FishingHook :
public ::Actor {
24 ::ll::TypedStorage<4, 4, float const> SHOOT_SPEED;
25 ::ll::TypedStorage<4, 4, float const> SHOOT_POWER;
26 ::ll::TypedStorage<4, 4, int const> NUM_PERCENTAGE_STEPS;
27 ::ll::TypedStorage<4, 12, ::BlockPos> mBlockPos;
28 ::ll::TypedStorage<4, 4, float> mBobTimer;
29 ::ll::TypedStorage<4, 4, float> mFishAngle;
30 ::ll::TypedStorage<4, 4, int> mLife;
31 ::ll::TypedStorage<4, 4, int> mFlightTime;
32 ::ll::TypedStorage<4, 4, int> mTimeUntilHooked;
33 ::ll::TypedStorage<4, 4, int> mTimeUntilLured;
34 ::ll::TypedStorage<4, 4, int> mTimeUntilNibble;
35 ::ll::TypedStorage<4, 4, int> mFishingSpeed;
36 ::ll::TypedStorage<1, 1, bool> mInGround;
46 virtual ~FishingHook() =
default;
48 virtual void remove() ;
50 virtual void handleEntityEvent(::ActorEvent eventId,
int data) ;
52 virtual float getShadowRadius()
const ;
54 virtual ::ActorUniqueID getSourceUniqueID()
const ;
56 virtual bool shouldDropDeathLoot()
const ;
70 MCAPI
float _getWaterPercentage();
72 MCAPI
void _pullCloser(::Actor& inEntity,
float inSpeed);
74 MCAPI
void postNormalTick();
94 MCAPI
void $handleEntityEvent(::ActorEvent eventId,
int data);
96 MCFOLD
float $getShadowRadius()
const;
98 MCFOLD ::ActorUniqueID $getSourceUniqueID()
const;
100 MCFOLD
bool $shouldDropDeathLoot()
const;
110 MCAPI
static void** $vftable();
Definition EntityContext.h:15