// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #include "ActorBlock.hpp" #define BEFORE_EXTRA #undef BEFORE_EXTRA class LodestoneBlock : public ActorBlock { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_LODESTONEBLOCK public: class LodestoneBlock& operator=(class LodestoneBlock const &) = delete; LodestoneBlock(class LodestoneBlock const &) = delete; LodestoneBlock() = delete; #endif public: /*0*/ virtual ~LodestoneBlock(); /*1*/ virtual void __unk_vfn_1(); /*2*/ virtual class Block const & getStateFromLegacyData(unsigned short) const; /*3*/ virtual class std::shared_ptr newBlockEntity(class BlockPos const &, class Block const &) const; /*4*/ virtual class Block const * getNextBlockPermutation(class Block const &) const; /*5*/ virtual bool getCollisionShape(class AABB &, class Block const &, class BlockSource &, class BlockPos const &, class Actor *) const; /*6*/ virtual bool isObstructingChests(class BlockSource &, class BlockPos const &) const; /*7*/ virtual void __unk_vfn_7(); /*8*/ virtual class Vec3 randomlyModifyPosition(class BlockPos const &, int &) 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; /*12*/ virtual class AABB const & getOutline(class BlockSource &, class BlockPos const &, class AABB &) const; /*13*/ virtual bool getLiquidClipVolume(class BlockSource &, class BlockPos const &, class AABB &) const; /*14*/ virtual void __unk_vfn_14(); /*15*/ virtual void __unk_vfn_15(); /*16*/ virtual struct Brightness getLightEmission(class Block const &) const; /*17*/ virtual bool shouldRandomTick() const; /*18*/ virtual void __unk_vfn_18(); /*19*/ virtual void __unk_vfn_19(); /*20*/ virtual void __unk_vfn_20(); /*21*/ virtual bool canProvideSupport(class Block const &, unsigned char, enum BlockSupportType) const; /*22*/ virtual bool canConnect(class Block const &, unsigned char, class Block const &) const; /*23*/ virtual void getConnectedDirections(class Block const &, class BlockPos const &, class BlockSource &, bool &, bool &, bool &, bool &) const; /*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(); /*29*/ virtual bool isWaterBlocking() const; /*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(); /*37*/ virtual void __unk_vfn_37(); /*38*/ virtual void __unk_vfn_38(); /*39*/ virtual void __unk_vfn_39(); /*40*/ virtual void __unk_vfn_40(); /*41*/ virtual bool canHurtAndBreakItem() const; /*42*/ virtual void __unk_vfn_42(); /*43*/ virtual void __unk_vfn_43(); /*44*/ virtual void __unk_vfn_44(); /*45*/ virtual void __unk_vfn_45(); /*46*/ virtual class Block const & sanitizeFillBlock(class BlockSource &, class BlockPos const &, class Block const &) const; /*47*/ virtual void __unk_vfn_47(); /*48*/ virtual void __unk_vfn_48(); /*49*/ virtual void __unk_vfn_49(); /*50*/ virtual bool canContainLiquid() const; /*51*/ virtual void __unk_vfn_51(); /*52*/ virtual void __unk_vfn_52(); /*53*/ virtual bool canBeUsedInCommands(bool, class BaseGameVersion const &) const; /*54*/ virtual float getThickness() const; /*55*/ virtual void __unk_vfn_55(); /*56*/ virtual bool checkIsPathable(class Actor &, class BlockPos const &, class BlockPos const &) const; /*57*/ virtual void __unk_vfn_57(); /*58*/ virtual void __unk_vfn_58(); /*59*/ virtual void __unk_vfn_59(); /*60*/ virtual void __unk_vfn_60(); /*61*/ virtual void __unk_vfn_61(); /*62*/ virtual void __unk_vfn_62(); /*63*/ virtual void onFallOn(class BlockSource &, class BlockPos const &, class Actor &, float) const; /*64*/ virtual void __unk_vfn_64(); /*65*/ virtual void __unk_vfn_65(); /*66*/ virtual void __unk_vfn_66(); /*67*/ virtual void __unk_vfn_67(); /*68*/ virtual void __unk_vfn_68(); /*69*/ virtual void __unk_vfn_69(); /*70*/ virtual void __unk_vfn_70(); /*71*/ virtual enum BlockProperty getRedstoneProperty(class BlockSource &, class BlockPos const &) const; /*72*/ virtual void updateEntityAfterFallOn(class BlockSource &, class BlockPos const &, class Actor &) const; /*73*/ virtual void __unk_vfn_73(); /*74*/ virtual void __unk_vfn_74(); /*75*/ virtual void __unk_vfn_75(); /*76*/ virtual void __unk_vfn_76(); /*77*/ virtual void __unk_vfn_77(); /*78*/ virtual bool mayPick(class BlockSource &, class Block const &, bool) const; /*79*/ virtual void __unk_vfn_79(); /*80*/ virtual bool mayPlace(class BlockSource &, class BlockPos const &) const; /*81*/ virtual void __unk_vfn_81(); /*82*/ virtual void __unk_vfn_82(); /*83*/ virtual bool tryToPlace(class BlockSource &, class BlockPos const &, class Block const &, struct ActorBlockSyncMessage const *) const; /*84*/ virtual bool breaksFallingBlocks(class Block const &) const; /*85*/ virtual void __unk_vfn_85(); /*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 void __unk_vfn_89(); /*90*/ virtual void __unk_vfn_90(); /*91*/ virtual void __unk_vfn_91(); /*92*/ virtual void __unk_vfn_92(); /*93*/ virtual void spawnResources(class BlockSource &, class BlockPos const &, class Block const &, std::vector *, float, int, bool) const; /*94*/ virtual void trySpawnResourcesOnExplosion(class BlockSource &, class BlockPos const &, class Block const &, std::vector *, float, int, bool) const; /*95*/ virtual void __unk_vfn_95(); /*96*/ virtual void __unk_vfn_96(); /*97*/ virtual class HitResult clip(class BlockSource &, class BlockPos const &, class Vec3 const &, class Vec3 const &, bool) const; /*98*/ virtual void __unk_vfn_98(); /*99*/ virtual class Block const & getPlacementBlock(class Actor &, class BlockPos const &, unsigned char, class Vec3 const &, int) const; /*100*/ virtual int calcVariant(class BlockSource &, class BlockPos const &) const; /*101*/ virtual void __unk_vfn_101(); /*102*/ virtual void __unk_vfn_102(); /*103*/ virtual void __unk_vfn_103(); /*104*/ virtual void __unk_vfn_104(); /*105*/ virtual void playerDestroy(class Player &, class BlockPos const &, class Block const &) const; /*106*/ virtual void __unk_vfn_106(); /*107*/ virtual void __unk_vfn_107(); /*108*/ virtual bool canBeBuiltOver(class BlockSource &, class BlockPos const &) const; /*109*/ virtual void triggerEvent(class BlockSource &, class BlockPos const &, int, int) const; /*110*/ virtual void __unk_vfn_110(); /*111*/ virtual void __unk_vfn_111(); /*112*/ virtual class MobSpawnerData const * getMobToSpawn(class SpawnConditions const &, class BlockSource &) const; /*113*/ virtual void __unk_vfn_113(); /*114*/ virtual void __unk_vfn_114(); /*115*/ virtual bool shouldStopFalling(class Actor &) const; /*116*/ virtual void __unk_vfn_116(); /*117*/ virtual float calcGroundFriction(class Mob &, class BlockPos const &) const; /*118*/ virtual void __unk_vfn_118(); /*119*/ virtual void __unk_vfn_119(); /*120*/ virtual void __unk_vfn_120(); /*121*/ virtual bool canSlide(class BlockSource &, class BlockPos const &) const; /*122*/ virtual void __unk_vfn_122(); /*123*/ virtual void __unk_vfn_123(); /*124*/ virtual void __unk_vfn_124(); /*125*/ virtual void __unk_vfn_125(); /*126*/ virtual void __unk_vfn_126(); /*127*/ virtual void __unk_vfn_127(); /*128*/ virtual void __unk_vfn_128(); /*129*/ virtual void __unk_vfn_129(); /*130*/ virtual void __unk_vfn_130(); /*131*/ virtual void __unk_vfn_131(); /*132*/ virtual int getColorForParticle(class BlockSource &, class BlockPos const &, class Block const &) const; /*133*/ virtual void __unk_vfn_133(); /*134*/ virtual void onGraphicsModeChanged(bool, bool, bool); /*135*/ virtual void __unk_vfn_135(); /*136*/ virtual float getShadeBrightness() const; /*137*/ virtual class AABB const & getVisualShapeInWorld(class Block const &, class BlockSource &, class BlockPos const &, class AABB &, bool) const; /*138*/ virtual class AABB const & getVisualShape(class Block const &, class AABB &, bool) const; /*139*/ virtual class AABB const & getUIShape(class Block const &, class AABB &) 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(); /*143*/ virtual class Block const & getRenderBlock() const; /*144*/ virtual void __unk_vfn_144(); /*145*/ virtual void __unk_vfn_145(); /*146*/ virtual void __unk_vfn_146(); /*147*/ virtual class BlockLegacy & init(); /*148*/ virtual class BlockLegacy & setLightBlock(struct Brightness); /*149*/ virtual class BlockLegacy & setLightEmission(float); /*150*/ virtual class BlockLegacy & setExplodeable(float); /*151*/ virtual class BlockLegacy & setDestroyTime(float); /*152*/ virtual class BlockLegacy & setFriction(float); /*153*/ virtual class BlockLegacy & addProperty(enum BlockProperty); /*154*/ virtual class BlockLegacy & addState(class ItemState const &); /*155*/ virtual class BlockLegacy & addState(class ItemState const &, unsigned __int64); /*156*/ virtual class BlockLegacy & setAllowsRunes(bool); /*157*/ virtual class BlockLegacy & setMapColor(class Color const &); /*158*/ virtual void __unk_vfn_158(); /*159*/ virtual void __unk_vfn_159(); /*160*/ virtual void setVisualShape(class AABB const &); /*161*/ virtual void setVisualShape(class Vec3 const &, class Vec3 const &); /*162*/ virtual void __unk_vfn_162(); /*163*/ virtual void __unk_vfn_163(); /*164*/ virtual class ItemInstance getEntityResourceItem(class Random &, class BlockActor const &, int) const; #ifdef ENABLE_VIRTUAL_FAKESYMBOL_LODESTONEBLOCK #endif };