// 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 FireworksRocketActor : public Actor {

#define AFTER_EXTRA

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

public:
    /*7*/ virtual ~FireworksRocketActor();
    /*30*/ virtual void __unk_vfn_30();
    /*37*/ virtual void lerpMotion(class Vec3 const &);
    /*39*/ virtual void normalTick();
    /*54*/ virtual void __unk_vfn_54();
    /*61*/ virtual void __unk_vfn_61();
    /*74*/ virtual float getShadowRadius() const;
    /*76*/ virtual void __unk_vfn_76();
    /*81*/ virtual void __unk_vfn_81();
    /*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();
    /*132*/ virtual void handleEntityEvent(enum ActorEvent, int);
    /*169*/ virtual void __unk_vfn_169();
    /*177*/ virtual void onSynchedDataUpdate(int);
    /*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();
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_FIREWORKSROCKETACTOR
#endif
    MCAPI FireworksRocketActor(class ActorDefinitionGroup *, struct ActorDefinitionIdentifier const &);
    MCAPI void init(class Level &, class Vec3 const &, class CompoundTag const &, class Vec3 const &, struct ActorUniqueID, bool);

//private:
    MCAPI void checkAchievement() const;
    MCAPI void dealExplosionDamage();
    MCAPI void initTagData(class Random &);

private:

};