This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
324 lines
8.0 KiB
C++
324 lines
8.0 KiB
C++
#pragma once
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using namespace std;
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#include "Entity.h"
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#include "MobType.h"
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#include "GoalSelector.h"
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#include "SharedConstants.h"
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class CombatTracker;
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class AttributeInstance;
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class AttributeModifier;
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class MobEffectInstance;
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class BaseAttributeMap;
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class Team;
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class Attribute;
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class MobEffect;
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class HitResult;
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class Vec3;
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class LivingEntity : public Entity
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{
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friend class MobSpawner;
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protected:
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// 4J - added for common ctor code
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void _init();
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public:
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// 4J-PB - added to replace (e instanceof Type), avoiding dynamic casts
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eINSTANCEOF GetType() { return eTYPE_LIVINGENTITY;}
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static Entity *create(Level *level) { return NULL; }
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private:
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static AttributeModifier *SPEED_MODIFIER_SPRINTING;
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public:
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static const int SLOT_WEAPON = 0;
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static const int SLOT_BOOTS = 1;
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static const int SLOT_LEGGINGS = 2;
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static const int SLOT_CHEST = 3;
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static const int SLOT_HELM = 4;
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static const int SWING_DURATION = 6;
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static const int PLAYER_HURT_EXPERIENCE_TIME = SharedConstants::TICKS_PER_SECOND * 5;
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private:
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static const double MIN_MOVEMENT_DISTANCE;
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public:
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static const int DATA_HEALTH_ID = 6;
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static const int DATA_EFFECT_COLOR_ID = 7;
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static const int DATA_EFFECT_AMBIENCE_ID = 8;
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static const int DATA_ARROW_COUNT_ID = 9;
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private:
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BaseAttributeMap *attributes;
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CombatTracker *combatTracker;
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unordered_map<int, MobEffectInstance *> activeEffects;
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ItemInstanceArray lastEquipment;
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public:
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bool swinging;
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int swingTime;
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int removeArrowTime;
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float lastHealth;
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int hurtTime;
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int hurtDuration;
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float hurtDir;
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int deathTime;
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int attackTime;
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float oAttackAnim, attackAnim;
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float walkAnimSpeedO;
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float walkAnimSpeed;
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float walkAnimPos;
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int invulnerableDuration;
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float oTilt, tilt;
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float timeOffs;
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float rotA;
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float yBodyRot, yBodyRotO;
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float yHeadRot, yHeadRotO;
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float flyingSpeed;
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protected:
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shared_ptr<Player> lastHurtByPlayer;
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int lastHurtByPlayerTime;
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bool dead;
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int noActionTime;
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float oRun, run;
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float animStep, animStepO;
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float rotOffs;
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int deathScore;
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float lastHurt;
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bool jumping;
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public:
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float xxa;
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float yya;
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protected:
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float yRotA;
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int lSteps;
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double lx, ly, lz, lyr, lxr;
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private:
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bool effectsDirty;
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shared_ptr<LivingEntity> lastHurtByMob;
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int lastHurtByMobTimestamp;
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shared_ptr<LivingEntity> lastHurtMob;
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int lastHurtMobTimestamp;
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float speed;
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protected:
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int noJumpDelay;
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private:
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float absorptionAmount;
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public:
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LivingEntity(Level* level);
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virtual ~LivingEntity();
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protected:
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virtual void defineSynchedData();
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virtual void registerAttributes();
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virtual void checkFallDamage(double ya, bool onGround);
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public:
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virtual bool isWaterMob();
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virtual void baseTick();
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virtual bool isBaby();
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protected:
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virtual void tickDeath();
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virtual int decreaseAirSupply(int currentSupply);
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virtual int getExperienceReward(shared_ptr<Player> killedBy);
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virtual bool isAlwaysExperienceDropper();
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public:
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virtual Random *getRandom();
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virtual shared_ptr<LivingEntity> getLastHurtByMob();
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virtual int getLastHurtByMobTimestamp();
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virtual void setLastHurtByMob(shared_ptr<LivingEntity> hurtBy);
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virtual shared_ptr<LivingEntity> getLastHurtMob();
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virtual int getLastHurtMobTimestamp();
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virtual void setLastHurtMob(shared_ptr<Entity> target);
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virtual int getNoActionTime();
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virtual void addAdditonalSaveData(CompoundTag *entityTag);
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virtual void readAdditionalSaveData(CompoundTag *tag);
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protected:
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virtual void tickEffects();
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public:
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virtual void removeAllEffects();
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virtual vector<MobEffectInstance *> *getActiveEffects();
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virtual bool hasEffect(int id);
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virtual bool hasEffect(MobEffect *effect);
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virtual MobEffectInstance *getEffect(MobEffect *effect);
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virtual void addEffect(MobEffectInstance *newEffect);
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virtual void addEffectNoUpdate(MobEffectInstance *newEffect); // 4J added
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virtual bool canBeAffected(MobEffectInstance *newEffect);
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virtual bool isInvertedHealAndHarm();
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virtual void removeEffectNoUpdate(int effectId);
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virtual void removeEffect(int effectId);
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protected:
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virtual void onEffectAdded(MobEffectInstance *effect);
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virtual void onEffectUpdated(MobEffectInstance *effect, bool doRefreshAttributes);
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virtual void onEffectRemoved(MobEffectInstance *effect);
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public:
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virtual void heal(float heal);
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virtual float getHealth();
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virtual void setHealth(float health);
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virtual bool hurt(DamageSource *source, float dmg);
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virtual void breakItem(shared_ptr<ItemInstance> itemInstance);
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virtual void die(DamageSource *source);
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protected:
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virtual void dropEquipment(bool byPlayer, int playerBonusLevel);
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public:
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virtual void knockback(shared_ptr<Entity> source, float dmg, double xd, double zd);
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protected:
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virtual int getHurtSound();
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virtual int getDeathSound();
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protected:
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virtual void dropRareDeathLoot(int rareLootLevel);
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virtual void dropDeathLoot(bool wasKilledByPlayer, int playerBonusLevel);
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public:
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virtual bool onLadder();
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virtual bool isShootable();
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virtual bool isAlive();
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virtual void causeFallDamage(float distance);
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virtual void animateHurt();
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virtual int getArmorValue();
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protected:
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virtual void hurtArmor(float damage);
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virtual float getDamageAfterArmorAbsorb(DamageSource *damageSource, float damage);
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virtual float getDamageAfterMagicAbsorb(DamageSource *damageSource, float damage);
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virtual void actuallyHurt(DamageSource *source, float dmg);
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public:
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virtual CombatTracker *getCombatTracker();
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virtual shared_ptr<LivingEntity> getKillCredit();
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virtual float getMaxHealth();
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virtual int getArrowCount();
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virtual void setArrowCount(int count);
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private:
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int getCurrentSwingDuration();
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public:
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virtual void swing();
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virtual void handleEntityEvent(byte id);
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protected:
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virtual void outOfWorld();
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virtual void updateSwingTime();
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public:
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virtual AttributeInstance *getAttribute(Attribute *attribute);
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virtual BaseAttributeMap *getAttributes();
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virtual MobType getMobType();
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virtual shared_ptr<ItemInstance> getCarriedItem() = 0;
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virtual shared_ptr<ItemInstance> getCarried(int slot) = 0;
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virtual shared_ptr<ItemInstance> getArmor(int pos) = 0;
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virtual void setEquippedSlot(int slot, shared_ptr<ItemInstance> item) = 0;
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virtual void setSprinting(bool value);
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virtual ItemInstanceArray getEquipmentSlots() = 0;
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virtual Icon *getItemInHandIcon(shared_ptr<ItemInstance> item, int layer);
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protected:
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virtual float getSoundVolume();
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virtual float getVoicePitch();
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virtual bool isImmobile();
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public:
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virtual void teleportTo(double x, double y, double z);
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protected:
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virtual void findStandUpPosition(shared_ptr<Entity> vehicle);
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public:
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virtual bool shouldShowName();
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protected:
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virtual void jumpFromGround();
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public:
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virtual void travel(float xa, float ya);
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virtual int getLightColor(float a); // 4J - added
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protected:
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virtual bool useNewAi();
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public:
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virtual float getSpeed();
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virtual void setSpeed(float speed);
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virtual bool doHurtTarget(shared_ptr<Entity> target);
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virtual bool isSleeping();
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virtual void tick();
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protected:
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virtual float tickHeadTurn(float yBodyRotT, float walkSpeed);
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public:
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virtual void aiStep();
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protected:
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virtual void newServerAiStep();
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virtual void pushEntities();
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virtual void doPush(shared_ptr<Entity> e);
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public:
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virtual void rideTick();
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virtual void lerpTo(double x, double y, double z, float yRot, float xRot, int steps);
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protected:
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virtual void serverAiMobStep();
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virtual void serverAiStep();
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public:
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virtual void setJumping(bool jump);
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virtual void take(shared_ptr<Entity> e, int orgCount);
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virtual bool canSee(shared_ptr<Entity> target);
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public:
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virtual Vec3 *getLookAngle();
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virtual Vec3 *getViewVector(float a);
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virtual float getAttackAnim(float a);
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virtual Vec3 *getPos(float a);
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virtual HitResult *pick(double range, float a);
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virtual bool isEffectiveAi();
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virtual bool isPickable();
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virtual bool isPushable();
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virtual float getHeadHeight();
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protected:
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virtual void markHurt();
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public:
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virtual float getYHeadRot();
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virtual void setYHeadRot(float yHeadRot);
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virtual float getAbsorptionAmount();
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virtual void setAbsorptionAmount(float absorptionAmount);
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virtual Team *getTeam();
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virtual bool isAlliedTo(shared_ptr<LivingEntity> other);
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virtual bool isAlliedTo(Team *other);
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};
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