// 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 ExperienceOrb : public Actor {

#define AFTER_EXTRA

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

public:
    /*1*/ virtual void reloadHardcoded(enum Actor::InitializationMethod, class VariantParameterList const &);
    /*7*/ virtual ~ExperienceOrb();
    /*30*/ virtual void __unk_vfn_30();
    /*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();
    /*82*/ virtual void playerTouch(class Player &);
    /*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();
    /*124*/ virtual bool isInvulnerableTo(class ActorDamageSource const &) 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();
    /*240*/ virtual bool _hurt(class ActorDamageSource const &, int, bool, bool);
    /*242*/ virtual void readAdditionalSaveData(class CompoundTag const &, class DataLoadHelper &);
    /*243*/ virtual void addAdditionalSaveData(class CompoundTag &);
    /*244*/ virtual void _playStepSound(class BlockPos const &, class Block const &);
    /*246*/ virtual void __unk_vfn_246();
    /*250*/ virtual void doWaterSplashEffect();
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_EXPERIENCEORB
#endif
    MCAPI int getValue() const;
    MCAPI void setValue(int);
    MCAPI static void spawnOrbs(class BlockSource &, class Vec3 const &, int, enum ExperienceOrb::DropType, class Player *);

//private:
    MCAPI void handleMending(class Player &);

private:

};