// This Header is auto generated by BDSLiteLoader Toolchain #pragma once #define AUTO_GENERATED #include "../Global.h" #define BEFORE_EXTRA // Add include headers & pre-declares class Block; class BlockSource; class ItemStack; #undef BEFORE_EXTRA class BlockLegacy { #define AFTER_EXTRA // Add new members to class public: struct NameInfo; LIAPI Block* toBlock(unsigned short tileData); LIAPI string getTypeName(); LIAPI bool applyBoneMeal(BlockSource*, BlockPos*); LIAPI ItemStack* getBlockDrops(); inline int getBlockItemId() const{ //ItemStackBase::init(ItemStackBase *this, const struct BlockLegacy *a2, int a3) Line14 unsigned int id = dAccess(this,268);//mID if(id < 256u) return id; else return 255-id; }; inline bool hasBlockEntity() const{ // LevelChunk::_removeCallbacks Line28 return getBlockEntityType(); } inline enum BlockActorType getBlockEntityType() const{ // LevelChunk::_removeCallbacks Line28 return dAccess(this,168);; }; #undef AFTER_EXTRA #ifndef DISABLE_CONSTRUCTOR_PREVENTION_BLOCKLEGACY public: class BlockLegacy& operator=(class BlockLegacy const &) = delete; BlockLegacy(class BlockLegacy const &) = delete; BlockLegacy() = delete; #endif public: /*0*/ virtual ~BlockLegacy(); /*1*/ virtual void tick(class BlockSource &, class BlockPos const &, class Random &) const; /*2*/ virtual class Block const & getStateFromLegacyData(unsigned short) const; /*3*/ virtual class std::shared_ptr newBlockEntity(class BlockPos const &, class Block const &) const; /*4*/ virtual class Block const * getNextBlockPermutation(class Block const &) const; /*5*/ virtual bool getCollisionShape(class AABB &, class Block const &, class BlockSource &, class BlockPos const &, class Actor *) const; /*6*/ virtual bool isObstructingChests(class BlockSource &, class BlockPos const &) const; /*7*/ virtual class Vec3 randomlyModifyPosition(class BlockPos const &, int &) const; /*8*/ virtual class Vec3 randomlyModifyPosition(class BlockPos const &) const; /*9*/ virtual void addAABBs(class Block const &, class BlockSource &, class BlockPos const &, class AABB const *, std::vector &) const; /*10*/ virtual class AABB const & getAABB(class BlockSource &, class BlockPos const &, class Block const &, class AABB &, bool) const; /*11*/ virtual bool addCollisionShapes(class Block const &, class BlockSource &, class BlockPos const &, class AABB const *, std::vector &, class Actor *) const; /*12*/ virtual class AABB const & getOutline(class BlockSource &, class BlockPos const &, class AABB &) const; /*13*/ virtual bool getLiquidClipVolume(class BlockSource &, class BlockPos const &, class AABB &) const; /*14*/ virtual void onProjectileHit(class BlockSource &, class BlockPos const &, class Actor const &) const; /*15*/ virtual bool liquidCanFlowIntoFromDirection(unsigned char, class std::function const &, class BlockPos const &) const; /*16*/ virtual struct Brightness getLightEmission(class Block const &) const; /*17*/ virtual bool shouldRandomTick() const; /*18*/ virtual void __unk_vfn_18(); /*19*/ virtual bool isStrippable(class Block const &) const; /*20*/ virtual class Block const & getStrippedBlock(class Block const &) const; /*21*/ virtual bool canProvideSupport(class Block const &, unsigned char, enum BlockSupportType) const; /*22*/ virtual bool canConnect(class Block const &, unsigned char, class Block const &) const; /*23*/ virtual void getConnectedDirections(class Block const &, class BlockPos const &, class BlockSource &, bool &, bool &, bool &, bool &) 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(); /*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(); /*37*/ virtual bool isDoubleSlabBlock() const; /*38*/ virtual void __unk_vfn_38(); /*39*/ virtual void __unk_vfn_39(); /*40*/ virtual void __unk_vfn_40(); /*41*/ virtual bool canHurtAndBreakItem() const; /*42*/ virtual void __unk_vfn_42(); /*43*/ virtual void __unk_vfn_43(); /*44*/ virtual bool isValidAuxValue(int) const; /*45*/ virtual bool canFillAtPos(class BlockSource &, class BlockPos const &, class Block const &) const; /*46*/ virtual class Block const & sanitizeFillBlock(class BlockSource &, class BlockPos const &, class Block const &) const; /*47*/ virtual void onFillBlock(class BlockSource &, class BlockPos const &, class Block const &) const; /*48*/ virtual int getDirectSignal(class BlockSource &, class BlockPos const &, int) const; /*49*/ virtual void __unk_vfn_49(); /*50*/ virtual bool canContainLiquid() const; /*51*/ virtual bool shouldConnectToRedstone(class BlockSource &, class BlockPos const &, int) const; /*52*/ virtual void __unk_vfn_52(); /*53*/ virtual bool canBeUsedInCommands(bool, class BaseGameVersion const &) const; /*54*/ virtual float getThickness() const; /*55*/ virtual float getFlexibility(class BlockSource &, class BlockPos const &) const; /*56*/ virtual bool checkIsPathable(class Actor &, class BlockPos const &, class BlockPos const &) const; /*57*/ virtual bool shouldDispense(class BlockSource &, class Container &) const; /*58*/ virtual bool dispense(class BlockSource &, class Container &, int, class Vec3 const &, unsigned char) const; /*59*/ virtual void onPlace(class BlockSource &, class BlockPos const &) const; /*60*/ virtual void onRemove(class BlockSource &, class BlockPos const &) const; /*61*/ virtual void onExploded(class BlockSource &, class BlockPos const &, class Actor *) const; /*62*/ virtual void onStepOn(class Actor &, class BlockPos const &) const; /*63*/ virtual void onFallOn(class BlockSource &, class BlockPos const &, class Actor &, float) const; /*64*/ virtual void transformOnFall(class BlockSource &, class BlockPos const &, class Actor *, float) const; /*65*/ virtual void onRedstoneUpdate(class BlockSource &, class BlockPos const &, int, bool) const; /*66*/ virtual void onMove(class BlockSource &, class BlockPos const &, class BlockPos const &) const; /*67*/ virtual void __unk_vfn_67(); /*68*/ virtual void movedByPiston(class BlockSource &, class BlockPos const &) const; /*69*/ virtual void onStructureBlockPlace(class BlockSource &, class BlockPos const &) const; /*70*/ virtual void setupRedstoneComponent(class BlockSource &, class BlockPos const &) const; /*71*/ virtual enum BlockProperty getRedstoneProperty(class BlockSource &, class BlockPos const &) const; /*72*/ virtual void updateEntityAfterFallOn(class BlockSource &, class BlockPos const &, class Actor &) const; /*73*/ virtual void __unk_vfn_73(); /*74*/ virtual bool ignoreEntitiesOnPistonMove(class Block const &) const; /*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; /*78*/ virtual bool mayPick() const; /*79*/ virtual bool mayPick(class BlockSource &, class Block const &, bool) const; /*80*/ virtual bool mayPlace(class BlockSource &, class BlockPos const &, unsigned char) const; /*81*/ virtual bool mayPlace(class BlockSource &, class BlockPos const &) const; /*82*/ virtual bool mayPlaceOn(class BlockSource &, class BlockPos const &) const; /*83*/ virtual bool tryToPlace(class BlockSource &, class BlockPos const &, class Block const &, struct ActorBlockSyncMessage const *) const; /*84*/ virtual bool breaksFallingBlocks(class Block const &) const; /*85*/ virtual void destroy(class BlockSource &, class BlockPos const &, class Block const &, class Actor *) 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; /*89*/ virtual bool getSecondPart(class BlockSource &, class BlockPos const &, class BlockPos &) 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; /*93*/ virtual void spawnResources(class BlockSource &, class BlockPos const &, class Block const &, std::vector *, float, int, bool) const; /*94*/ virtual void trySpawnResourcesOnExplosion(class BlockSource &, class BlockPos const &, class Block const &, std::vector *, float, int, bool) const; /*95*/ virtual void __unk_vfn_95(); /*96*/ virtual float getExplosionResistance(class Actor *) const; /*97*/ virtual class HitResult clip(class BlockSource &, class BlockPos const &, class Vec3 const &, class Vec3 const &, bool) const; /*98*/ virtual bool use(class Player &, class BlockPos const &) const; /*99*/ virtual class Block const & getPlacementBlock(class Actor &, class BlockPos const &, unsigned char, class Vec3 const &, int) const; /*100*/ virtual int calcVariant(class BlockSource &, class BlockPos const &) const; /*101*/ virtual bool isAttachedTo(class BlockSource &, class BlockPos const &, class BlockPos &) const; /*102*/ virtual bool attack(class Player *, class BlockPos const &) const; /*103*/ virtual void handleEntityInside(class BlockSource &, class BlockPos const &, class Actor *, class Vec3 &) const; /*104*/ virtual void entityInside(class BlockSource &, class BlockPos const &, class Actor &) const; /*105*/ virtual void playerDestroy(class Player &, class BlockPos const &, class Block const &) const; /*106*/ virtual bool canSurvive(class BlockSource &, class BlockPos const &) const; /*107*/ virtual int getExperienceDrop(class Random &) const; /*108*/ virtual bool canBeBuiltOver(class BlockSource &, class BlockPos const &) const; /*109*/ virtual void __unk_vfn_109(); /*110*/ virtual void executeEvent(class BlockSource &, class BlockPos const &, class Block const &, std::string const &, class Actor &) const; /*111*/ virtual bool hasTag(class BlockSource &, class BlockPos const &, class Block const &, std::string const &) const; /*112*/ virtual class MobSpawnerData const * getMobToSpawn(class SpawnConditions const &, class BlockSource &) const; /*113*/ virtual class Color getMapColor(class BlockSource &, class BlockPos const &) const; /*114*/ virtual class Color getMapColor() const; /*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(); /*120*/ virtual int getComparatorSignal(class BlockSource &, class BlockPos const &, class Block const &, unsigned char) const; /*121*/ virtual bool canSlide(class BlockSource &, class BlockPos const &) const; /*122*/ virtual bool canSpawnAt(class BlockSource const &, class BlockPos const &) const; /*123*/ virtual void notifySpawnedAt(class BlockSource &, class BlockPos const &) const; /*124*/ virtual int getIconYOffset() const; /*125*/ virtual enum BlockRenderLayer getRenderLayer() const; /*126*/ virtual enum BlockRenderLayer getRenderLayer(class Block const &, class BlockSource &, class BlockPos const &) const; /*127*/ virtual std::string buildDescriptionId(class Block const &) const; /*128*/ virtual bool isAuxValueRelevantForPicking() const; /*129*/ virtual int getColor(class Block const &) const; /*130*/ virtual int getColor(class BlockSource &, class BlockPos const &, class Block const &) const; /*131*/ virtual int getColorAtPos(class BlockSource &, class BlockPos const &) const; /*132*/ virtual int getColorForParticle(class BlockSource &, class BlockPos const &, class Block const &) const; /*133*/ virtual bool isSeasonTinted(class Block const &, class BlockSource &, class BlockPos const &) const; /*134*/ virtual void onGraphicsModeChanged(bool, bool, bool); /*135*/ virtual int getExtraRenderLayers() const; /*136*/ virtual float getShadeBrightness() const; /*137*/ virtual class AABB const & getVisualShapeInWorld(class Block const &, class BlockSource &, class BlockPos const &, class AABB &, bool) const; /*138*/ virtual class AABB const & getVisualShape(class Block const &, class AABB &, bool) const; /*139*/ virtual class AABB const & getUIShape(class Block const &, class AABB &) const; /*140*/ virtual int telemetryVariant(class BlockSource &, class BlockPos const &) const; /*141*/ virtual int getVariant(class Block const &) const; /*142*/ virtual void __unk_vfn_142(); /*143*/ virtual class Block const & getRenderBlock() const; /*144*/ virtual unsigned char getMappedFace(unsigned char, class Block const &) const; /*145*/ virtual enum Flip getFaceFlip(unsigned char, class Block const &) const; /*146*/ virtual void animateTick(class BlockSource &, class BlockPos const &, class Random &) const; /*147*/ virtual class BlockLegacy & init(); /*148*/ virtual class BlockLegacy & setLightBlock(struct Brightness); /*149*/ virtual class BlockLegacy & setLightEmission(float); /*150*/ virtual class BlockLegacy & setExplodeable(float); /*151*/ virtual class BlockLegacy & setDestroyTime(float); /*152*/ virtual class BlockLegacy & setFriction(float); /*153*/ virtual class BlockLegacy & addProperty(enum BlockProperty); /*154*/ virtual class BlockLegacy & addState(class ItemState const &); /*155*/ virtual class BlockLegacy & addState(class ItemState const &, unsigned __int64); /*156*/ virtual class BlockLegacy & setAllowsRunes(bool); /*157*/ virtual class BlockLegacy & setMapColor(class Color const &); /*158*/ virtual void __unk_vfn_158(); /*159*/ virtual class ItemInstance getSilkTouchItemInstance(class Block const &) const; /*160*/ virtual void setVisualShape(class AABB const &); /*161*/ virtual void setVisualShape(class Vec3 const &, class Vec3 const &); /*162*/ virtual class Block const * tryLegacyUpgrade(unsigned short) const; /*163*/ virtual bool dealsContactDamage(class Actor const &, class Block const &, bool) const; /*164*/ virtual class Color getDustColor(class Block const &) const; #ifdef ENABLE_VIRTUAL_FAKESYMBOL_BLOCKLEGACY MCVAPI bool canBeOriginalSurface() const; MCVAPI bool canBeSilkTouched() const; MCVAPI bool canHaveExtraData() const; MCVAPI bool canSpawnOn() const; MCVAPI bool detachesOnPistonMove(class BlockSource &, class BlockPos const &) const; MCVAPI bool getIgnoresDestroyPermissions(class Actor &, class BlockPos const &) const; MCVAPI void handleRain(class BlockSource &, class BlockPos const &, float) const; MCVAPI bool hasComparatorSignal() const; MCVAPI bool hasVariableLighting() const; MCVAPI bool isBounceBlock() const; MCVAPI bool isButtonBlock() const; MCVAPI bool isContainerBlock() const; MCVAPI bool isCraftingBlock() const; MCVAPI bool isCropBlock() const; MCVAPI bool isDoorBlock() const; MCVAPI bool isFenceBlock() const; MCVAPI bool isFenceGateBlock() const; MCVAPI bool isHurtableBlock() const; MCVAPI bool isInteractiveBlock() const; MCVAPI bool isRailBlock() const; MCVAPI bool isSignalSource() const; MCVAPI bool isSlabBlock() const; MCVAPI bool isStairBlock() const; MCVAPI bool isStemBlock() const; MCVAPI bool isThinFenceBlock() const; MCVAPI bool isWallBlock() const; MCVAPI bool pushesUpFallingBlocks() const; MCVAPI bool spawnBurnResources(class BlockSource &, float, float, float) const; MCVAPI void triggerEvent(class BlockSource &, class BlockPos const &, int, int) const; MCVAPI bool waterSpreadCausesSpawn() const; #endif MCAPI BlockLegacy(std::string const &, int, class Material const &); MCAPI bool addAABB(class AABB const &, class AABB const *, std::vector &) const; MCAPI class BlockLegacy & addBlockProperty(enum BlockProperty); MCAPI std::string buildDescriptionName(class Block const &) const; MCAPI class HitResult clip(class BlockSource &, class BlockPos const &, class Vec3 const &, class Vec3 const &, bool, class AABB const &) const; MCAPI void createBlockPermutations(unsigned int); MCAPI class WeakPtr createWeakPtr(); MCAPI void forEachBlockPermutation(class std::function) const; MCAPI void forEachItemStateInstance(class std::function) const; MCAPI void getDebugText(std::vector &, class BlockPos const &) const; MCAPI class Block const & getDefaultState() const; MCAPI bool operator==(class BlockLegacy const &) const; MCAPI class ItemActor * popResource(class BlockSource &, class BlockPos const &, class ItemInstance const &) const; MCAPI class BlockLegacy & setCanBeExtraBlock(bool); MCAPI class BlockLegacy & setCategory(enum CreativeItemCategory); MCAPI class BlockLegacy & setMinRequiredBaseGameVersion(class BaseGameVersion const &); MCAPI class BlockLegacy & setNameId(std::string const &); MCAPI void spawnResources(class BlockSource &, class BlockPos const &, std::vector *, float, int, bool) const; MCAPI class Block const * tryGetStateFromLegacyData(unsigned short) const; MCAPI static std::string const BLOCK_DESCRIPTION_PREFIX; MCAPI static float const SIZE_OFFSET; MCAPI static unsigned char getPlacementFacingAll(class Actor &, class BlockPos const &, float); MCAPI static unsigned char getPlacementFacingAllExceptAxisY(class Actor &, class BlockPos const &, float); };