// 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 SeaPickle : public BlockLegacy { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_SEAPICKLE public: class SeaPickle& operator=(class SeaPickle const &) = delete; SeaPickle(class SeaPickle const &) = delete; SeaPickle() = delete; #endif public: /*0*/ virtual ~SeaPickle(); /*1*/ virtual void tick(class BlockSource &, class BlockPos const &, class Random &) const; /*10*/ virtual class AABB const & getAABB(class BlockSource &, class BlockPos const &, class Block const &, class AABB &, bool) const; /*16*/ virtual struct Brightness getLightEmission(class Block const &) const; /*18*/ virtual void __unk_vfn_18(); /*21*/ virtual bool canProvideSupport(class Block const &, unsigned char, enum BlockSupportType) 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(); /*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(); /*59*/ virtual void onPlace(class BlockSource &, class BlockPos const &) const; /*67*/ virtual void __unk_vfn_67(); /*73*/ virtual void __unk_vfn_73(); /*75*/ virtual bool onFertilized(class BlockSource &, class BlockPos const &, class Actor *, enum FertilizerType) const; /*76*/ virtual bool mayConsumeFertilizer(class BlockSource &) const; /*77*/ virtual bool canBeFertilized(class BlockSource &, class BlockPos const &, class Block const &) const; /*82*/ virtual bool mayPlaceOn(class BlockSource &, class BlockPos const &) const; /*87*/ virtual void __unk_vfn_87(); /*88*/ virtual void neighborChanged(class BlockSource &, class BlockPos const &, class BlockPos const &) const; /*91*/ virtual class ItemInstance getResourceItem(class Random &, class Block const &, int) const; /*92*/ virtual class ItemInstance asItemInstance(class BlockSource &, class BlockPos const &, class Block const &) const; /*95*/ virtual void __unk_vfn_95(); /*105*/ virtual void playerDestroy(class Player &, class BlockPos const &, class Block const &) const; /*106*/ virtual bool canSurvive(class BlockSource &, class BlockPos const &) const; /*109*/ virtual void __unk_vfn_109(); /*113*/ virtual class Color getMapColor(class BlockSource &, class BlockPos const &) const; /*116*/ virtual void __unk_vfn_116(); /*118*/ virtual void __unk_vfn_118(); /*119*/ virtual void __unk_vfn_119(); /*127*/ virtual std::string buildDescriptionId(class Block const &) const; /*129*/ virtual int getColor(class Block const &) const; /*130*/ virtual int getColor(class BlockSource &, class BlockPos const &, class Block const &) const; /*142*/ virtual void __unk_vfn_142(); /*158*/ virtual void __unk_vfn_158(); /*164*/ virtual void checkAlive(class BlockSource &, class BlockPos const &) const; #ifdef ENABLE_VIRTUAL_FAKESYMBOL_SEAPICKLE MCVAPI bool canBeSilkTouched() const; MCVAPI bool hasVariableLighting() const; MCVAPI bool waterSpreadCausesSpawn() const; #endif };