// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #define BEFORE_EXTRA #undef BEFORE_EXTRA class NetherFortressPiece { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_NETHERFORTRESSPIECE public: class NetherFortressPiece& operator=(class NetherFortressPiece const &) = delete; NetherFortressPiece(class NetherFortressPiece const &) = delete; NetherFortressPiece() = delete; #endif public: #ifdef ENABLE_VIRTUAL_FAKESYMBOL_NETHERFORTRESSPIECE MCVAPI void addHardcodedSpawnAreas(class LevelChunk &) const; MCVAPI bool postProcess(class BlockSource &, class Random &, class BoundingBox const &); #endif MCAPI std::unique_ptr findAndCreateBridgePieceFactory(std::string const &, std::vector> &, class Random &, int, int, int, int, int); MCAPI class StructurePiece * generateAndAddPiece(class NBStartPiece &, std::vector> &, class Random &, int, int, int, int, int, bool); MCAPI class StructurePiece * generateChildForward(class NBStartPiece &, std::vector> &, class Random &, int, int, bool); MCAPI class StructurePiece * generateChildLeft(class NBStartPiece &, std::vector> &, class Random &, int, int, bool); MCAPI class StructurePiece * generateChildRight(class NBStartPiece &, std::vector> &, class Random &, int, int, bool); MCAPI std::unique_ptr generatePiece(class NBStartPiece &, std::vector &, std::vector> &, class Random &, int, int, int, int, int); };