// 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 BedBlock : public BlockLegacy {

#define AFTER_EXTRA

#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_BEDBLOCK
public:
    class BedBlock& operator=(class BedBlock const &) = delete;
    BedBlock(class BedBlock const &) = delete;
    BedBlock() = delete;
#endif

public:
    /*0*/ virtual ~BedBlock();
    /*4*/ virtual class Block const * getNextBlockPermutation(class Block const &) 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();
    /*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;
    /*49*/ virtual void __unk_vfn_49();
    /*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;
    /*63*/ virtual void onFallOn(class BlockSource &, class BlockPos const &, class Actor &, float) const;
    /*67*/ virtual void __unk_vfn_67();
    /*72*/ virtual void updateEntityAfterFallOn(class BlockSource &, class BlockPos const &, class Actor &) const;
    /*73*/ virtual void __unk_vfn_73();
    /*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;
    /*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<class Item const *> *, float, int, bool) const;
    /*95*/ virtual void __unk_vfn_95();
    /*98*/ virtual bool use(class Player &, class BlockPos const &) 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();
    /*122*/ virtual bool canSpawnAt(class BlockSource const &, class BlockPos const &) 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();
    /*144*/ virtual unsigned char getMappedFace(unsigned char, class Block const &) const;
    /*158*/ virtual void __unk_vfn_158();
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_BEDBLOCK
    MCVAPI bool canBeSilkTouched() const;
    MCVAPI bool isBounceBlock() const;
    MCVAPI bool isInteractiveBlock() const;
#endif
    MCAPI static bool findStandUpPosition(class BlockSource &, class BlockPos const &, int, class BlockPos &, bool);
    MCAPI static bool isValidStandUpPosition(class BlockSource &, class BlockPos const &);
    MCAPI static void setOccupied(class BlockSource &, class BlockPos const &, bool);

};