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

204 lines
12 KiB
C++

// This Header is auto generated by BDSLiteLoader Toolchain
#pragma once
#define AUTO_GENERATED
#include "../Global.h"
#include "ActorBlock.hpp"
#define BEFORE_EXTRA
#undef BEFORE_EXTRA
class BeehiveBlock : public ActorBlock {
#define AFTER_EXTRA
#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_BEEHIVEBLOCK
public:
class BeehiveBlock& operator=(class BeehiveBlock const &) = delete;
BeehiveBlock(class BeehiveBlock const &) = delete;
BeehiveBlock() = delete;
#endif
public:
/*0*/ virtual ~BeehiveBlock();
/*1*/ virtual void __unk_vfn_1();
/*2*/ virtual class Block const & getStateFromLegacyData(unsigned short) const;
/*3*/ virtual class std::shared_ptr<class BlockActor> 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 void __unk_vfn_7();
/*8*/ virtual class Vec3 randomlyModifyPosition(class BlockPos const &, int &) const;
/*9*/ virtual void addAABBs(class Block const &, class BlockSource &, class BlockPos const &, class AABB const *, std::vector<class AABB> &) 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 AABB> &, 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 __unk_vfn_14();
/*15*/ virtual void __unk_vfn_15();
/*16*/ virtual struct Brightness getLightEmission(class Block const &) const;
/*17*/ virtual bool shouldRandomTick() const;
/*18*/ virtual void __unk_vfn_18();
/*19*/ virtual void __unk_vfn_19();
/*20*/ virtual void __unk_vfn_20();
/*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 void __unk_vfn_37();
/*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 void __unk_vfn_44();
/*45*/ virtual void __unk_vfn_45();
/*46*/ virtual class Block const & sanitizeFillBlock(class BlockSource &, class BlockPos const &, class Block const &) const;
/*47*/ virtual void __unk_vfn_47();
/*48*/ virtual void __unk_vfn_48();
/*49*/ virtual void __unk_vfn_49();
/*50*/ virtual bool canContainLiquid() const;
/*51*/ virtual void __unk_vfn_51();
/*52*/ virtual void __unk_vfn_52();
/*53*/ virtual bool canBeUsedInCommands(bool, class BaseGameVersion const &) const;
/*54*/ virtual float getThickness() const;
/*55*/ virtual void __unk_vfn_55();
/*56*/ virtual bool checkIsPathable(class Actor &, class BlockPos const &, class BlockPos const &) const;
/*57*/ virtual void __unk_vfn_57();
/*58*/ virtual void __unk_vfn_58();
/*59*/ virtual void __unk_vfn_59();
/*60*/ virtual void __unk_vfn_60();
/*61*/ virtual void __unk_vfn_61();
/*62*/ virtual void __unk_vfn_62();
/*63*/ virtual void onFallOn(class BlockSource &, class BlockPos const &, class Actor &, float) const;
/*64*/ virtual void __unk_vfn_64();
/*65*/ virtual void __unk_vfn_65();
/*66*/ virtual void __unk_vfn_66();
/*67*/ virtual void __unk_vfn_67();
/*68*/ virtual void __unk_vfn_68();
/*69*/ virtual void __unk_vfn_69();
/*70*/ virtual void __unk_vfn_70();
/*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 void __unk_vfn_74();
/*75*/ virtual void __unk_vfn_75();
/*76*/ virtual void __unk_vfn_76();
/*77*/ virtual void __unk_vfn_77();
/*78*/ virtual bool mayPick(class BlockSource &, class Block const &, bool) const;
/*79*/ virtual void __unk_vfn_79();
/*80*/ virtual bool mayPlace(class BlockSource &, class BlockPos const &) const;
/*81*/ virtual void __unk_vfn_81();
/*82*/ virtual void __unk_vfn_82();
/*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 __unk_vfn_85();
/*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 void __unk_vfn_89();
/*90*/ virtual void __unk_vfn_90();
/*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<class Item const *> *, float, int, bool) const;
/*94*/ virtual void trySpawnResourcesOnExplosion(class BlockSource &, class BlockPos const &, class Block const &, std::vector<class Item const *> *, float, int, bool) const;
/*95*/ virtual void __unk_vfn_95();
/*96*/ virtual void __unk_vfn_96();
/*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 void __unk_vfn_99();
/*100*/ virtual int calcVariant(class BlockSource &, class BlockPos const &) const;
/*101*/ virtual void __unk_vfn_101();
/*102*/ virtual void __unk_vfn_102();
/*103*/ virtual void __unk_vfn_103();
/*104*/ virtual void __unk_vfn_104();
/*105*/ virtual void playerDestroy(class Player &, class BlockPos const &, class Block const &) const;
/*106*/ virtual void __unk_vfn_106();
/*107*/ virtual void __unk_vfn_107();
/*108*/ virtual bool canBeBuiltOver(class BlockSource &, class BlockPos const &) const;
/*109*/ virtual void triggerEvent(class BlockSource &, class BlockPos const &, int, int) const;
/*110*/ virtual void executeEvent(class BlockSource &, class BlockPos const &, class Block const &, std::string const &, class Actor &) const;
/*111*/ virtual void __unk_vfn_111();
/*112*/ virtual class MobSpawnerData const * getMobToSpawn(class SpawnConditions const &, class BlockSource &) const;
/*113*/ virtual void __unk_vfn_113();
/*114*/ virtual void __unk_vfn_114();
/*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 void __unk_vfn_122();
/*123*/ virtual void __unk_vfn_123();
/*124*/ virtual void __unk_vfn_124();
/*125*/ virtual void __unk_vfn_125();
/*126*/ virtual void __unk_vfn_126();
/*127*/ virtual void __unk_vfn_127();
/*128*/ virtual void __unk_vfn_128();
/*129*/ virtual void __unk_vfn_129();
/*130*/ virtual void __unk_vfn_130();
/*131*/ virtual void __unk_vfn_131();
/*132*/ virtual int getColorForParticle(class BlockSource &, class BlockPos const &, class Block const &) const;
/*133*/ virtual void __unk_vfn_133();
/*134*/ virtual void onGraphicsModeChanged(bool, bool, bool);
/*135*/ virtual void __unk_vfn_135();
/*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 void __unk_vfn_143();
/*144*/ virtual void __unk_vfn_144();
/*145*/ virtual void __unk_vfn_145();
/*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 void __unk_vfn_159();
/*160*/ virtual void setVisualShape(class AABB const &);
/*161*/ virtual void setVisualShape(class Vec3 const &, class Vec3 const &);
/*162*/ virtual void __unk_vfn_162();
/*163*/ virtual void __unk_vfn_163();
/*164*/ virtual class ItemInstance getEntityResourceItem(class Random &, class BlockActor const &, int) const;
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_BEEHIVEBLOCK
MCVAPI bool canBeSilkTouched() const;
MCVAPI bool hasComparatorSignal() const;
#endif
MCAPI void emitHoneyComb(class BlockSource &, class BlockPos const &) const;
MCAPI static bool hasHoneyToHarvest(class Block const &);
MCAPI static void resetHoneyLevel(class BlockSource &, class Block const &, class BlockPos const &);
//private:
MCAPI void _fillHoneyBottle(class Player &, class ItemStack &, class ItemStack &, class BlockSource &, class BlockPos const &) const;
MCAPI class ItemInstance _getSilkTouchItemInstance(class Block const &, class Player &, class BlockPos const &) const;
MCAPI bool _hasLitCampfireBelow(class BlockSource const &, class BlockPos) const;
private:
};