File BlockSource.hpp¶
Enums
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enum ActorType¶
Values:
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template<typename T, typename Y>
class AutomaticID¶
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template<typename T>
class WeakRef¶
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class BlockSource¶
Public Functions
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virtual ~BlockSource()¶
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virtual const BlockActor *getBlockEntity(const BlockPos &pos) const¶
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virtual bool containsMaterial(const AABB &box, MaterialType material) const¶
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virtual LevelChunk *getChunkAt(const BlockPos &pos) const¶
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virtual bool hasChunksAt(const Bounds &bounds, bool ignoreClientChunk) const¶
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virtual AutomaticID<Dimension, int> getDimensionId() const¶
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virtual void fetchAABBs(std::vector<AABB> &shapes, const AABB &intersectTestBox, bool withUnloadedChunks) const¶
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virtual void fetchCollisionShapes(std::vector<AABB>&, const AABB&, bool, optional_ref<const GetCollisionShapeInterface>, std::vector<AABB>*) const¶
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virtual void fetchCollisionShapesAndBlocks(std::vector<BlockSourceVisitor::CollisionShape>&, const AABB&, bool, optional_ref<const GetCollisionShapeInterface>, std::vector<AABB>*) const¶
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virtual AABB getTallestCollisionShape(const AABB &intersectTestBox, float *actualSurfaceOffset, bool withUnloadedChunks, optional_ref<const GetCollisionShapeInterface> entity) const¶
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virtual void postGameEvent(Actor *source, const GameEvent &gameEvent, const BlockPos &originPos, const Block *affectedBlock)¶
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virtual std::vector<AABB> &fetchCollisionShapes(const AABB&, bool, std::optional<const EntityContext>, std::vector<AABB>*)¶
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virtual WeakRef<BlockSource> getWeakRef()¶
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virtual void addListener(BlockSourceListener &l)¶
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virtual void removeListener(BlockSourceListener &l)¶
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virtual gsl::span<gsl::not_null<Actor*>> fetchEntities(const Actor *except, const AABB &bb, bool useHitbox, bool getDisplayEntities)¶
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virtual gsl::span<gsl::not_null<Actor*>> fetchEntities(ActorType, const AABB&, const Actor*, std::function<bool(Actor*)>)¶
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virtual bool setBlock(const BlockPos &pos, const Block &block, int updateFlags, const ActorBlockSyncMessage *syncMsg, Actor *blockChangeSource)¶
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virtual short getMinHeight() const¶
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virtual short getMaxHeight() const¶
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virtual void _unknown_38()¶
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virtual LevelChunk *getChunk(int x, int z) const¶
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virtual LevelChunk *getChunk(const ChunkPos &pos) const¶
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virtual void _unknown_41()¶
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virtual void _unknown_42()¶
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virtual HitResult clip(const Vec3&, const Vec3&, bool, ShapeType, int, bool, bool, Actor*, const std::function<bool(const BlockSource&, const Block&, bool)>&) const¶
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virtual ChunkSource &getChunkSource()¶
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virtual bool isSolidBlockingBlock(int x, int y, int z) const¶
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virtual bool canDoBlockDrops() const¶
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virtual bool canDoContainedItemDrops() const¶
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virtual void updateCheckForValidityState(bool checkForValidity)¶
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virtual bool checkBlockPermissions(Actor &entity, const BlockPos &blockPos, unsigned char face, const ItemStackBase &item, bool generateParticle)¶
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virtual ~BlockSource()¶