// 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 BubbleColumnBlock : public BlockLegacy { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_BUBBLECOLUMNBLOCK public: class BubbleColumnBlock& operator=(class BubbleColumnBlock const &) = delete; BubbleColumnBlock(class BubbleColumnBlock const &) = delete; BubbleColumnBlock() = delete; #endif public: /*0*/ virtual ~BubbleColumnBlock(); /*1*/ virtual void tick(class BlockSource &, class BlockPos const &, class Random &) const; /*5*/ virtual bool getCollisionShape(class AABB &, class Block const &, class BlockSource &, class BlockPos const &, class Actor *) const; /*9*/ virtual void addAABBs(class Block const &, class BlockSource &, class BlockPos const &, class AABB const *, std::vector &) const; /*10*/ virtual class AABB const & getAABB(class BlockSource &, class BlockPos const &, class Block const &, class AABB &, bool) const; /*11*/ virtual bool addCollisionShapes(class Block const &, class BlockSource &, class BlockPos const &, class AABB const *, std::vector &, class Actor *) 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(); /*49*/ virtual void __unk_vfn_49(); /*50*/ virtual bool canContainLiquid() const; /*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; /*67*/ virtual void __unk_vfn_67(); /*73*/ virtual void __unk_vfn_73(); /*79*/ virtual bool mayPick(class BlockSource &, class Block const &, bool) const; /*87*/ virtual void __unk_vfn_87(); /*88*/ virtual void neighborChanged(class BlockSource &, class BlockPos const &, class BlockPos const &) const; /*90*/ virtual int getResourceCount(class Random &, class Block const &, int, bool) const; /*95*/ virtual void __unk_vfn_95(); /*104*/ virtual void entityInside(class BlockSource &, class BlockPos const &, class Actor &) const; /*106*/ virtual bool canSurvive(class BlockSource &, 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(); /*134*/ virtual void onGraphicsModeChanged(bool, bool, bool); /*142*/ virtual void __unk_vfn_142(); /*146*/ virtual void animateTick(class BlockSource &, class BlockPos const &, class Random &) const; /*158*/ virtual void __unk_vfn_158(); #ifdef ENABLE_VIRTUAL_FAKESYMBOL_BUBBLECOLUMNBLOCK #endif MCAPI static bool addBubbleColumnSegment(class BlockSource &, class BlockPos const &); //private: MCAPI static void createParticles(class BlockSource &, class BlockPos const &, class Random &, bool); MCAPI static bool getFlowDownward(class Block const &); private: };