LiteLoaderBDS-1.16.40/LiteLoader/Header/MC/AnvilBlock.hpp
2022-09-21 19:47:03 +08:00

81 lines
3.6 KiB
C++

// 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 AnvilBlock : public BlockLegacy {
#define AFTER_EXTRA
#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_ANVILBLOCK
public:
class AnvilBlock& operator=(class AnvilBlock const &) = delete;
AnvilBlock(class AnvilBlock const &) = delete;
AnvilBlock() = delete;
#endif
public:
/*0*/ virtual ~AnvilBlock();
/*10*/ virtual class AABB const & getAABB(class BlockSource &, class BlockPos const &, class Block const &, class AABB &, bool) const;
/*13*/ virtual bool getLiquidClipVolume(class BlockSource &, class BlockPos const &, class AABB &) 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();
/*50*/ virtual bool canContainLiquid() const;
/*52*/ virtual void __unk_vfn_52();
/*67*/ virtual void __unk_vfn_67();
/*73*/ virtual void __unk_vfn_73();
/*84*/ virtual bool breaksFallingBlocks(class Block const &) const;
/*87*/ virtual void __unk_vfn_87();
/*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();
/*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;
/*109*/ virtual void __unk_vfn_109();
/*116*/ virtual void __unk_vfn_116();
/*118*/ virtual void __unk_vfn_118();
/*119*/ virtual void __unk_vfn_119();
/*127*/ virtual std::string buildDescriptionId(class Block const &) const;
/*128*/ virtual bool isAuxValueRelevantForPicking() const;
/*141*/ virtual int getVariant(class Block const &) const;
/*142*/ virtual void __unk_vfn_142();
/*146*/ virtual void animateTick(class BlockSource &, class BlockPos const &, class Random &) const;
/*158*/ virtual void __unk_vfn_158();
/*159*/ virtual class ItemInstance getSilkTouchItemInstance(class Block const &) const;
/*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 onLand(class BlockSource &, class BlockPos const &) const;
/*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_ANVILBLOCK
MCVAPI bool canBeSilkTouched() const;
MCVAPI bool falling() const;
MCVAPI bool isCraftingBlock() const;
MCVAPI bool isInteractiveBlock() const;
#endif
};