// 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 ScaffoldingBlock : public BlockLegacy { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_SCAFFOLDINGBLOCK public: class ScaffoldingBlock& operator=(class ScaffoldingBlock const &) = delete; ScaffoldingBlock(class ScaffoldingBlock const &) = delete; ScaffoldingBlock() = delete; #endif public: /*0*/ virtual ~ScaffoldingBlock(); /*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; /*10*/ virtual class AABB const & getAABB(class BlockSource &, class BlockPos const &, class Block const &, class AABB &, bool) 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(); /*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(); /*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(); /*81*/ virtual bool mayPlace(class BlockSource &, class BlockPos const &) const; /*84*/ virtual bool breaksFallingBlocks(class Block const &) const; /*87*/ virtual void __unk_vfn_87(); /*88*/ virtual void neighborChanged(class BlockSource &, class BlockPos const &, class BlockPos const &) const; /*95*/ virtual void __unk_vfn_95(); /*97*/ virtual class HitResult clip(class BlockSource &, class BlockPos const &, class Vec3 const &, class Vec3 const &, bool) const; /*99*/ virtual class Block const & getPlacementBlock(class Actor &, class BlockPos const &, unsigned char, class Vec3 const &, int) 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(); /*121*/ virtual bool canSlide(class BlockSource &, class BlockPos const &) const; /*142*/ virtual void __unk_vfn_142(); /*146*/ virtual void animateTick(class BlockSource &, class BlockPos const &, class Random &) const; /*158*/ virtual void __unk_vfn_158(); /*164*/ virtual class Color getDustColor(class Block const &) const; /*165*/ virtual std::string getDustParticleName(class Block const &) const; /*166*/ virtual void __unk_vfn_166(); /*167*/ virtual void __unk_vfn_167(); /*168*/ virtual bool isFreeToFall(class BlockSource &, class BlockPos const &) const; /*169*/ virtual void startFalling(class BlockSource &, class BlockPos const &, class Block const &, bool) const; #ifdef ENABLE_VIRTUAL_FAKESYMBOL_SCAFFOLDINGBLOCK MCVAPI bool waterSpreadCausesSpawn() const; #endif MCAPI static int const MAX_STABILITY; //protected: MCAPI int calculateStability(class BlockSource const &, class BlockPos const &) const; //private: MCAPI bool _isAboveSupportingBlock(class BlockSource const &, class BlockPos const &) const; MCAPI bool _updateBlockStability(class BlockSource &, class BlockPos const &) const; protected: private: };