// This Header is auto generated by BDSLiteLoader Toolchain
#pragma once
#define AUTO_GENERATED
#include "../Global.h"
#include "Actor.hpp"

#define BEFORE_EXTRA

#undef BEFORE_EXTRA

class Fireball : public Actor {

#define AFTER_EXTRA

#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_FIREBALL
public:
    class Fireball& operator=(class Fireball const &) = delete;
    Fireball(class Fireball const &) = delete;
    Fireball() = delete;
#endif

public:
    /*7*/ virtual ~Fireball();
    /*30*/ virtual void __unk_vfn_30();
    /*36*/ virtual void lerpTo(class Vec3 const &, class Vec2 const &, int);
    /*39*/ virtual void normalTick();
    /*54*/ virtual void __unk_vfn_54();
    /*61*/ virtual void __unk_vfn_61();
    /*73*/ virtual float getShadowHeightOffs();
    /*76*/ virtual void __unk_vfn_76();
    /*80*/ virtual float getBrightness(float) const;
    /*81*/ virtual void __unk_vfn_81();
    /*87*/ virtual bool isPickable();
    /*88*/ virtual void __unk_vfn_88();
    /*90*/ virtual void __unk_vfn_90();
    /*98*/ virtual void __unk_vfn_98();
    /*100*/ virtual void __unk_vfn_100();
    /*121*/ virtual void __unk_vfn_121();
    /*133*/ virtual float getPickRadius();
    /*161*/ virtual struct ActorUniqueID getSourceUniqueID() const;
    /*169*/ virtual void __unk_vfn_169();
    /*182*/ virtual void __unk_vfn_182();
    /*206*/ virtual void __unk_vfn_206();
    /*207*/ virtual void __unk_vfn_207();
    /*228*/ virtual void __unk_vfn_228();
    /*231*/ virtual void __unk_vfn_231();
    /*238*/ virtual void __unk_vfn_238();
    /*242*/ virtual void readAdditionalSaveData(class CompoundTag const &, class DataLoadHelper &);
    /*243*/ virtual void addAdditionalSaveData(class CompoundTag &);
    /*246*/ virtual void __unk_vfn_246();
    /*257*/ virtual void __unk_vfn_257();
    /*258*/ virtual float getInertia();
    /*259*/ virtual void __unk_vfn_259();
    /*260*/ virtual enum ParticleType getTrailParticle();
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_FIREBALL
    MCVAPI bool canMakeStepSound() const;
    MCVAPI void onHit(class HitResult const &);
    MCVAPI bool shouldBurn();
#endif
    MCAPI Fireball(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &);

//private:
    MCAPI void _setPower(class Vec3 const &);

private:

};