// 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 TopSnowBlock : public BlockLegacy { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_TOPSNOWBLOCK public: class TopSnowBlock& operator=(class TopSnowBlock const &) = delete; TopSnowBlock(class TopSnowBlock const &) = delete; TopSnowBlock() = delete; #endif public: /*0*/ virtual ~TopSnowBlock(); /*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; /*61*/ virtual void onExploded(class BlockSource &, class BlockPos const &, class Actor *) const; /*67*/ virtual void __unk_vfn_67(); /*73*/ virtual void __unk_vfn_73(); /*81*/ virtual bool mayPlace(class BlockSource &, class BlockPos const &) const; /*83*/ virtual bool tryToPlace(class BlockSource &, class BlockPos const &, class Block const &, struct ActorBlockSyncMessage const *) const; /*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; /*90*/ virtual int getResourceCount(class Random &, class Block const &, int, bool) 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(); /*99*/ virtual class Block const & getPlacementBlock(class Actor &, class BlockPos const &, unsigned char, class Vec3 const &, int) const; /*105*/ virtual void playerDestroy(class Player &, class BlockPos const &, class Block const &) const; /*108*/ virtual bool canBeBuiltOver(class BlockSource &, class BlockPos const &) const; /*109*/ virtual void __unk_vfn_109(); /*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(); /*138*/ virtual class AABB const & getVisualShape(class Block const &, class AABB &, bool) const; /*142*/ virtual void __unk_vfn_142(); /*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_TOPSNOWBLOCK MCVAPI bool canBeSilkTouched() const; MCVAPI bool canHaveExtraData() const; MCVAPI bool waterSpreadCausesSpawn() const; #endif MCAPI bool melt(class BlockSource &, class BlockPos const &, int) const; MCAPI static class Block const & buildSnowBlock(class BlockSource &, class BlockPos const &, int, bool); //private: MCAPI bool _canSurvive(class BlockSource &, class BlockPos const &) const; private: };