// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #include "BlockActor.hpp" #define BEFORE_EXTRA #undef BEFORE_EXTRA class PistonBlockActor : public BlockActor { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_PISTONBLOCKACTOR public: class PistonBlockActor& operator=(class PistonBlockActor const &) = delete; PistonBlockActor(class PistonBlockActor const &) = delete; PistonBlockActor() = delete; #endif public: /*0*/ virtual ~PistonBlockActor(); /*1*/ virtual void load(class Level &, class CompoundTag const &, class DataLoadHelper &); /*2*/ virtual bool save(class CompoundTag &) const; /*7*/ virtual void tick(class BlockSource &); /*13*/ virtual void __unk_vfn_13(); /*14*/ virtual void onRemoved(class BlockSource &); /*17*/ virtual void __unk_vfn_17(); /*28*/ virtual class PistonBlockActor * getOwningPiston(class BlockSource &); /*29*/ virtual void __unk_vfn_29(); /*30*/ virtual void __unk_vfn_30(); /*31*/ virtual float getDeletionDelayTimeSeconds() const; /*32*/ virtual void __unk_vfn_32(); /*33*/ virtual void __unk_vfn_33(); /*34*/ virtual std::unique_ptr _getUpdatePacket(class BlockSource &); /*35*/ virtual void _onUpdatePacket(class CompoundTag const &, class BlockSource &); #ifdef ENABLE_VIRTUAL_FAKESYMBOL_PISTONBLOCKACTOR #endif MCAPI void moveEntityLastProgress(class Actor &, class Vec3); //protected: MCAPI bool _shouldWaterlogAttachedBlock(class BlockSource &, class BlockPos const &, class Block const &, class Block const &) const; //private: MCAPI bool _attachedBlockWalker(class BlockSource &, class BlockPos const &, unsigned char, unsigned char); MCAPI bool _checkAttachedBlocks(class BlockSource &); MCAPI void _checkInceptionAchievement(class BlockActor &, class BlockSource &, class BlockPos const &); MCAPI bool _handleSlimeConnections(class BlockSource &, class BlockPos const &, unsigned char, unsigned char); MCAPI bool _hasBlockAttached(class BlockPos const &); MCAPI void _moveCollidedEntities(class BlockSource &); MCAPI void _moveCollidedEntitiesHelper(class BlockSource &, class AABB const &, class BlockPos const &, class Actor *, unsigned int); MCAPI void _sortAttachedBlocks(class BlockSource &); MCAPI void _spawnBlocks(class BlockSource &); MCAPI void _spawnMovingBlocks(class BlockSource &); protected: private: };