// 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 VineBlock : public BlockLegacy { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_VINEBLOCK public: class VineBlock& operator=(class VineBlock const &) = delete; VineBlock(class VineBlock const &) = delete; VineBlock() = delete; #endif public: /*0*/ virtual ~VineBlock(); /*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; /*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(); /*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(); /*52*/ virtual void __unk_vfn_52(); /*67*/ virtual void __unk_vfn_67(); /*73*/ virtual void __unk_vfn_73(); /*80*/ virtual bool mayPlace(class BlockSource &, class BlockPos const &, unsigned char) 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; /*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; /*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(); /*129*/ virtual int getColor(class Block const &) const; /*130*/ virtual int getColor(class BlockSource &, class BlockPos const &, class Block const &) const; /*137*/ virtual class AABB const & getVisualShapeInWorld(class Block const &, class BlockSource &, class BlockPos const &, class AABB &, bool) const; /*142*/ virtual void __unk_vfn_142(); /*158*/ virtual void __unk_vfn_158(); #ifdef ENABLE_VIRTUAL_FAKESYMBOL_VINEBLOCK MCVAPI bool waterSpreadCausesSpawn() const; #endif MCAPI bool updateSurvival(class BlockSource &, class BlockPos const &) const; MCAPI static int const VINE_ALL; MCAPI static int const VINE_EAST; MCAPI static int const VINE_NORTH; MCAPI static int const VINE_SOUTH; MCAPI static int const VINE_WEST; //private: MCAPI bool _isAcceptableNeighbor(class Block const &) const; private: };