// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "llapi/Global.h" #include "BlockLegacy.hpp" #define BEFORE_EXTRA #undef BEFORE_EXTRA class BasePressurePlateBlock : public BlockLegacy { #define AFTER_EXTRA #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_BASEPRESSUREPLATEBLOCK public: class BasePressurePlateBlock& operator=(class BasePressurePlateBlock const &) = delete; BasePressurePlateBlock(class BasePressurePlateBlock const &) = delete; BasePressurePlateBlock() = delete; #endif public: /*0*/ virtual ~BasePressurePlateBlock(); /*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(); /*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(); /*51*/ virtual bool shouldConnectToRedstone(class BlockSource &, class BlockPos const &, int) 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(); /*70*/ virtual void setupRedstoneComponent(class BlockSource &, class BlockPos const &) const; /*73*/ virtual void __unk_vfn_73(); /*81*/ virtual bool mayPlace(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; /*95*/ virtual void __unk_vfn_95(); /*101*/ virtual bool isAttachedTo(class BlockSource &, class BlockPos const &, class BlockPos &) const; /*104*/ virtual void entityInside(class BlockSource &, class BlockPos const &, class Actor &) 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(); /*138*/ virtual class AABB const & getVisualShape(class Block const &, class AABB &, bool) const; /*141*/ virtual int getVariant(class Block const &) const; /*142*/ virtual void __unk_vfn_142(); /*158*/ virtual void __unk_vfn_158(); /*164*/ virtual int getTickDelay() const; /*165*/ virtual int getSignalStrength(class BlockSource &, class BlockPos const &) const = 0; /*166*/ virtual int getSignalForData(int) const = 0; /*167*/ virtual int getRedstoneSignal(int) const = 0; /*168*/ virtual class AABB const getSensitiveAABB(class BlockPos const &) const; #ifdef ENABLE_VIRTUAL_FAKESYMBOL_BASEPRESSUREPLATEBLOCK MCVAPI bool canSpawnOn() const; MCVAPI bool isSignalSource() const; #endif //protected: MCAPI void checkPressed(class BlockSource &, class BlockPos const &, int, int) const; protected: };