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

#define BEFORE_EXTRA

#undef BEFORE_EXTRA

class CrossbowItem : public Item {

#define AFTER_EXTRA

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

public:
    /*0*/ virtual ~CrossbowItem();
    /*3*/ virtual int getMaxUseDuration(class ItemStack const *) const;
    /*5*/ virtual void __unk_vfn_5();
    /*26*/ virtual void __unk_vfn_26();
    /*27*/ virtual void __unk_vfn_27();
    /*31*/ virtual void __unk_vfn_31();
    /*32*/ virtual void __unk_vfn_32();
    /*34*/ virtual void __unk_vfn_34();
    /*37*/ virtual void __unk_vfn_37();
    /*40*/ virtual int getEnchantSlot() const;
    /*43*/ virtual void __unk_vfn_43();
    /*46*/ virtual void __unk_vfn_46();
    /*47*/ virtual void __unk_vfn_47();
    /*49*/ virtual void __unk_vfn_49();
    /*50*/ virtual void __unk_vfn_50();
    /*56*/ virtual class ItemStack & use(class ItemStack &, class Player &) const;
    /*58*/ virtual enum ItemUseMethod useTimeDepleted(class ItemStack &, class Level *, class Player *) const;
    /*59*/ virtual void releaseUsing(class ItemStack &, class Player *, int) const;
    /*79*/ virtual void __unk_vfn_79();
    /*80*/ virtual void __unk_vfn_80();
    /*83*/ virtual int getAnimationFrameFor(class Mob *, bool, class ItemStack const *, bool) const;
    /*85*/ virtual struct TextureUVCoordinateSet const & getIcon(class ItemStackBase const &, int, bool) const;
    /*87*/ virtual class Item & setIcon(std::string const &, int);
    /*90*/ virtual void __unk_vfn_90();
    /*92*/ virtual void playSoundIncrementally(class ItemStack const &, class Mob &) const;
    /*97*/ virtual void __unk_vfn_97();
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_CROSSBOWITEM
    MCVAPI bool canBeCharged() const;
#endif

//private:
    MCAPI class Vec3 _getShootDir(class Player const &, float) const;
    MCAPI void _shootArrow(class ItemInstance const &, class ItemInstance const &, class Player &) const;
    MCAPI void _shootFirework(class ItemInstance const &, class Player &) const;

private:

};