// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #include "BlockLegacy.hpp" #define BEFORE_EXTRA #undef BEFORE_EXTRA class BedBlock : public BlockLegacy { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_BEDBLOCK public: class BedBlock& operator=(class BedBlock const &) = delete; BedBlock(class BedBlock const &) = delete; BedBlock() = delete; #endif public: /*0*/ virtual ~BedBlock(); /*4*/ virtual class Block const * getNextBlockPermutation(class Block const &) const; /*18*/ virtual void __unk_vfn_18(); /*24*/ virtual void __unk_vfn_24(); /*25*/ virtual void __unk_vfn_25(); /*26*/ virtual void __unk_vfn_26(); /*27*/ virtual void __unk_vfn_27(); /*28*/ virtual void __unk_vfn_28(); /*30*/ virtual void __unk_vfn_30(); /*31*/ virtual void __unk_vfn_31(); /*32*/ virtual void __unk_vfn_32(); /*33*/ virtual void __unk_vfn_33(); /*34*/ virtual void __unk_vfn_34(); /*35*/ virtual void __unk_vfn_35(); /*36*/ virtual void __unk_vfn_36(); /*38*/ virtual void __unk_vfn_38(); /*39*/ virtual void __unk_vfn_39(); /*40*/ virtual void __unk_vfn_40(); /*42*/ virtual void __unk_vfn_42(); /*43*/ virtual void __unk_vfn_43(); /*45*/ virtual bool canFillAtPos(class BlockSource &, class BlockPos const &, class Block const &) const; /*46*/ virtual class Block const & sanitizeFillBlock(class BlockSource &, class BlockPos const &, class Block const &) const; /*47*/ virtual void onFillBlock(class BlockSource &, class BlockPos const &, class Block const &) const; /*49*/ virtual void __unk_vfn_49(); /*52*/ virtual void __unk_vfn_52(); /*56*/ virtual bool checkIsPathable(class Actor &, class BlockPos const &, class BlockPos const &) const; /*59*/ virtual void onPlace(class BlockSource &, class BlockPos const &) const; /*63*/ virtual void onFallOn(class BlockSource &, class BlockPos const &, class Actor &, float) const; /*67*/ virtual void __unk_vfn_67(); /*72*/ virtual void updateEntityAfterFallOn(class BlockSource &, class BlockPos const &, class Actor &) const; /*73*/ virtual void __unk_vfn_73(); /*86*/ virtual bool playerWillDestroy(class Player &, class BlockPos const &, class Block const &) const; /*87*/ virtual void __unk_vfn_87(); /*88*/ virtual void neighborChanged(class BlockSource &, class BlockPos const &, class BlockPos const &) const; /*89*/ virtual bool getSecondPart(class BlockSource &, class BlockPos const &, class BlockPos &) const; /*92*/ virtual class ItemInstance asItemInstance(class BlockSource &, class BlockPos const &, class Block const &) const; /*93*/ virtual void spawnResources(class BlockSource &, class BlockPos const &, class Block const &, std::vector *, float, int, bool) const; /*95*/ virtual void __unk_vfn_95(); /*98*/ virtual bool use(class Player &, class BlockPos const &) const; /*109*/ virtual void __unk_vfn_109(); /*116*/ virtual void __unk_vfn_116(); /*118*/ virtual void __unk_vfn_118(); /*119*/ virtual void __unk_vfn_119(); /*122*/ virtual bool canSpawnAt(class BlockSource const &, class BlockPos const &) const; /*140*/ virtual int telemetryVariant(class BlockSource &, class BlockPos const &) const; /*141*/ virtual int getVariant(class Block const &) const; /*142*/ virtual void __unk_vfn_142(); /*144*/ virtual unsigned char getMappedFace(unsigned char, class Block const &) const; /*158*/ virtual void __unk_vfn_158(); #ifdef ENABLE_VIRTUAL_FAKESYMBOL_BEDBLOCK MCVAPI bool canBeSilkTouched() const; MCVAPI bool isBounceBlock() const; MCVAPI bool isInteractiveBlock() const; #endif MCAPI static bool findStandUpPosition(class BlockSource &, class BlockPos const &, int, class BlockPos &, bool); MCAPI static bool isValidStandUpPosition(class BlockSource &, class BlockPos const &); MCAPI static void setOccupied(class BlockSource &, class BlockPos const &, bool); };