mirror of
https://github.com/quizhizhe/LiteLoaderBDS-1.16.40.git
synced 2025-06-05 03:43:40 +00:00
207 lines
12 KiB
C++
207 lines
12 KiB
C++
// This Header is auto generated by BDSLiteLoader Toolchain
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#pragma once
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#define AUTO_GENERATED
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#include "../Global.h"
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#include "ActorBlock.hpp"
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#define BEFORE_EXTRA
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#undef BEFORE_EXTRA
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class DispenserBlock : public ActorBlock {
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#define AFTER_EXTRA
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#undef AFTER_EXTRA
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#ifndef DISABLE_CONSTRUCTOR_PREVENTION_DISPENSERBLOCK
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public:
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class DispenserBlock& operator=(class DispenserBlock const &) = delete;
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DispenserBlock(class DispenserBlock const &) = delete;
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DispenserBlock() = delete;
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#endif
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public:
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/*0*/ virtual ~DispenserBlock();
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/*1*/ virtual void tick(class BlockSource &, class BlockPos const &, class Random &) const;
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/*2*/ virtual class Block const & getStateFromLegacyData(unsigned short) const;
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/*3*/ virtual class std::shared_ptr<class BlockActor> newBlockEntity(class BlockPos const &, class Block const &) const;
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/*4*/ virtual class Block const * getNextBlockPermutation(class Block const &) const;
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/*5*/ virtual bool getCollisionShape(class AABB &, class Block const &, class BlockSource &, class BlockPos const &, class Actor *) const;
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/*6*/ virtual bool isObstructingChests(class BlockSource &, class BlockPos const &) const;
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/*7*/ virtual void __unk_vfn_7();
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/*8*/ virtual class Vec3 randomlyModifyPosition(class BlockPos const &, int &) const;
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/*9*/ virtual void addAABBs(class Block const &, class BlockSource &, class BlockPos const &, class AABB const *, std::vector<class AABB> &) const;
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/*10*/ virtual class AABB const & getAABB(class BlockSource &, class BlockPos const &, class Block const &, class AABB &, bool) const;
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/*11*/ virtual bool addCollisionShapes(class Block const &, class BlockSource &, class BlockPos const &, class AABB const *, std::vector<class AABB> &, class Actor *) const;
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/*12*/ virtual class AABB const & getOutline(class BlockSource &, class BlockPos const &, class AABB &) const;
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/*13*/ virtual bool getLiquidClipVolume(class BlockSource &, class BlockPos const &, class AABB &) const;
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/*14*/ virtual void __unk_vfn_14();
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/*15*/ virtual void __unk_vfn_15();
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/*16*/ virtual struct Brightness getLightEmission(class Block const &) const;
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/*17*/ virtual bool shouldRandomTick() const;
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/*18*/ virtual void __unk_vfn_18();
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/*19*/ virtual void __unk_vfn_19();
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/*20*/ virtual void __unk_vfn_20();
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/*21*/ virtual bool canProvideSupport(class Block const &, unsigned char, enum BlockSupportType) const;
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/*22*/ virtual bool canConnect(class Block const &, unsigned char, class Block const &) const;
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/*23*/ virtual void getConnectedDirections(class Block const &, class BlockPos const &, class BlockSource &, bool &, bool &, bool &, bool &) const;
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/*24*/ virtual void __unk_vfn_24();
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/*25*/ virtual void __unk_vfn_25();
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/*26*/ virtual void __unk_vfn_26();
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/*27*/ virtual void __unk_vfn_27();
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/*28*/ virtual void __unk_vfn_28();
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/*29*/ virtual bool isWaterBlocking() const;
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/*30*/ virtual void __unk_vfn_30();
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/*31*/ virtual void __unk_vfn_31();
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/*32*/ virtual void __unk_vfn_32();
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/*33*/ virtual void __unk_vfn_33();
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/*34*/ virtual void __unk_vfn_34();
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/*35*/ virtual void __unk_vfn_35();
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/*36*/ virtual void __unk_vfn_36();
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/*37*/ virtual void __unk_vfn_37();
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/*38*/ virtual void __unk_vfn_38();
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/*39*/ virtual void __unk_vfn_39();
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/*40*/ virtual void __unk_vfn_40();
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/*41*/ virtual bool canHurtAndBreakItem() const;
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/*42*/ virtual void __unk_vfn_42();
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/*43*/ virtual void __unk_vfn_43();
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/*44*/ virtual void __unk_vfn_44();
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/*45*/ virtual void __unk_vfn_45();
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/*46*/ virtual class Block const & sanitizeFillBlock(class BlockSource &, class BlockPos const &, class Block const &) const;
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/*47*/ virtual void __unk_vfn_47();
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/*48*/ virtual void __unk_vfn_48();
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/*49*/ virtual void __unk_vfn_49();
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/*50*/ virtual bool canContainLiquid() const;
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/*51*/ virtual void __unk_vfn_51();
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/*52*/ virtual void __unk_vfn_52();
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/*53*/ virtual bool canBeUsedInCommands(bool, class BaseGameVersion const &) const;
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/*54*/ virtual float getThickness() const;
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/*55*/ virtual void __unk_vfn_55();
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/*56*/ virtual bool checkIsPathable(class Actor &, class BlockPos const &, class BlockPos const &) const;
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/*57*/ virtual void __unk_vfn_57();
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/*58*/ virtual void __unk_vfn_58();
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/*59*/ virtual void onPlace(class BlockSource &, class BlockPos const &) const;
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/*60*/ virtual void onRemove(class BlockSource &, class BlockPos const &) const;
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/*61*/ virtual void __unk_vfn_61();
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/*62*/ virtual void __unk_vfn_62();
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/*63*/ virtual void onFallOn(class BlockSource &, class BlockPos const &, class Actor &, float) const;
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/*64*/ virtual void __unk_vfn_64();
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/*65*/ virtual void onRedstoneUpdate(class BlockSource &, class BlockPos const &, int, bool) const;
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/*66*/ virtual void __unk_vfn_66();
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/*67*/ virtual void __unk_vfn_67();
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/*68*/ virtual void __unk_vfn_68();
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/*69*/ virtual void __unk_vfn_69();
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/*70*/ virtual void setupRedstoneComponent(class BlockSource &, class BlockPos const &) const;
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/*71*/ virtual enum BlockProperty getRedstoneProperty(class BlockSource &, class BlockPos const &) const;
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/*72*/ virtual void updateEntityAfterFallOn(class BlockSource &, class BlockPos const &, class Actor &) const;
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/*73*/ virtual void __unk_vfn_73();
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/*74*/ virtual void __unk_vfn_74();
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/*75*/ virtual void __unk_vfn_75();
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/*76*/ virtual void __unk_vfn_76();
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/*77*/ virtual void __unk_vfn_77();
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/*78*/ virtual bool mayPick(class BlockSource &, class Block const &, bool) const;
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/*79*/ virtual void __unk_vfn_79();
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/*80*/ virtual bool mayPlace(class BlockSource &, class BlockPos const &) const;
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/*81*/ virtual void __unk_vfn_81();
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/*82*/ virtual void __unk_vfn_82();
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/*83*/ virtual bool tryToPlace(class BlockSource &, class BlockPos const &, class Block const &, struct ActorBlockSyncMessage const *) const;
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/*84*/ virtual bool breaksFallingBlocks(class Block const &) const;
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/*85*/ virtual void __unk_vfn_85();
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/*86*/ virtual bool playerWillDestroy(class Player &, class BlockPos const &, class Block const &) const;
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/*87*/ virtual void __unk_vfn_87();
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/*88*/ virtual void neighborChanged(class BlockSource &, class BlockPos const &, class BlockPos const &) const;
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/*89*/ virtual void __unk_vfn_89();
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/*90*/ virtual void __unk_vfn_90();
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/*91*/ virtual void __unk_vfn_91();
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/*92*/ virtual void __unk_vfn_92();
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/*93*/ virtual void spawnResources(class BlockSource &, class BlockPos const &, class Block const &, std::vector<class Item const *> *, float, int, bool) const;
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/*94*/ virtual void trySpawnResourcesOnExplosion(class BlockSource &, class BlockPos const &, class Block const &, std::vector<class Item const *> *, float, int, bool) const;
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/*95*/ virtual void __unk_vfn_95();
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/*96*/ virtual void __unk_vfn_96();
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/*97*/ virtual class HitResult clip(class BlockSource &, class BlockPos const &, class Vec3 const &, class Vec3 const &, bool) const;
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/*98*/ virtual bool use(class Player &, class BlockPos const &) const;
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/*99*/ virtual class Block const & getPlacementBlock(class Actor &, class BlockPos const &, unsigned char, class Vec3 const &, int) const;
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/*100*/ virtual int calcVariant(class BlockSource &, class BlockPos const &) const;
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/*101*/ virtual void __unk_vfn_101();
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/*102*/ virtual void __unk_vfn_102();
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/*103*/ virtual void __unk_vfn_103();
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/*104*/ virtual void __unk_vfn_104();
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/*105*/ virtual void playerDestroy(class Player &, class BlockPos const &, class Block const &) const;
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/*106*/ virtual void __unk_vfn_106();
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/*107*/ virtual void __unk_vfn_107();
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/*108*/ virtual bool canBeBuiltOver(class BlockSource &, class BlockPos const &) const;
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/*109*/ virtual void triggerEvent(class BlockSource &, class BlockPos const &, int, int) const;
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/*110*/ virtual void __unk_vfn_110();
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/*111*/ virtual void __unk_vfn_111();
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/*112*/ virtual class MobSpawnerData const * getMobToSpawn(class SpawnConditions const &, class BlockSource &) const;
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/*113*/ virtual void __unk_vfn_113();
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/*114*/ virtual void __unk_vfn_114();
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/*115*/ virtual bool shouldStopFalling(class Actor &) const;
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/*116*/ virtual void __unk_vfn_116();
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/*117*/ virtual float calcGroundFriction(class Mob &, class BlockPos const &) const;
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/*118*/ virtual void __unk_vfn_118();
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/*119*/ virtual void __unk_vfn_119();
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/*120*/ virtual int getComparatorSignal(class BlockSource &, class BlockPos const &, class Block const &, unsigned char) const;
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/*121*/ virtual bool canSlide(class BlockSource &, class BlockPos const &) const;
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/*122*/ virtual void __unk_vfn_122();
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/*123*/ virtual void __unk_vfn_123();
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/*124*/ virtual void __unk_vfn_124();
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/*125*/ virtual void __unk_vfn_125();
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/*126*/ virtual void __unk_vfn_126();
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/*127*/ virtual void __unk_vfn_127();
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/*128*/ virtual void __unk_vfn_128();
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/*129*/ virtual void __unk_vfn_129();
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/*130*/ virtual void __unk_vfn_130();
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/*131*/ virtual void __unk_vfn_131();
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/*132*/ virtual int getColorForParticle(class BlockSource &, class BlockPos const &, class Block const &) const;
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/*133*/ virtual void __unk_vfn_133();
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/*134*/ virtual void onGraphicsModeChanged(bool, bool, bool);
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/*135*/ virtual void __unk_vfn_135();
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/*136*/ virtual float getShadeBrightness() const;
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/*137*/ virtual class AABB const & getVisualShapeInWorld(class Block const &, class BlockSource &, class BlockPos const &, class AABB &, bool) const;
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/*138*/ virtual class AABB const & getVisualShape(class Block const &, class AABB &, bool) const;
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/*139*/ virtual class AABB const & getUIShape(class Block const &, class AABB &) const;
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/*140*/ virtual int telemetryVariant(class BlockSource &, class BlockPos const &) const;
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/*141*/ virtual int getVariant(class Block const &) const;
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/*142*/ virtual void __unk_vfn_142();
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/*143*/ virtual class Block const & getRenderBlock() const;
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/*144*/ virtual unsigned char getMappedFace(unsigned char, class Block const &) const;
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/*145*/ virtual void __unk_vfn_145();
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/*146*/ virtual void __unk_vfn_146();
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/*147*/ virtual class BlockLegacy & init();
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/*148*/ virtual class BlockLegacy & setLightBlock(struct Brightness);
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/*149*/ virtual class BlockLegacy & setLightEmission(float);
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/*150*/ virtual class BlockLegacy & setExplodeable(float);
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/*151*/ virtual class BlockLegacy & setDestroyTime(float);
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/*152*/ virtual class BlockLegacy & setFriction(float);
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/*153*/ virtual class BlockLegacy & addProperty(enum BlockProperty);
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/*154*/ virtual class BlockLegacy & addState(class ItemState const &);
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/*155*/ virtual class BlockLegacy & addState(class ItemState const &, unsigned __int64);
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/*156*/ virtual class BlockLegacy & setAllowsRunes(bool);
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/*157*/ virtual class BlockLegacy & setMapColor(class Color const &);
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/*158*/ virtual void __unk_vfn_158();
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/*159*/ virtual void __unk_vfn_159();
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/*160*/ virtual void setVisualShape(class AABB const &);
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/*161*/ virtual void setVisualShape(class Vec3 const &, class Vec3 const &);
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/*162*/ virtual void __unk_vfn_162();
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/*163*/ virtual void __unk_vfn_163();
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/*164*/ virtual class ItemInstance getEntityResourceItem(class Random &, class BlockActor const &, int) const;
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/*165*/ virtual int getTickDelay() const;
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/*166*/ virtual void dispenseFrom(class BlockSource &, class BlockPos const &) const;
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#ifdef ENABLE_VIRTUAL_FAKESYMBOL_DISPENSERBLOCK
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MCVAPI class ItemInstance asItemInstance(class BlockSource &, class BlockPos const &, class Block const &) const;
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MCVAPI class ItemInstance getResourceItem(class Random &, class Block const &, int) const;
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MCVAPI class ItemInstance getSilkTouchItemInstance(class Block const &) const;
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MCVAPI bool hasComparatorSignal() const;
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MCVAPI bool isContainerBlock() const;
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MCVAPI bool isInteractiveBlock() const;
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#endif
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MCAPI static void ejectItem(class BlockSource &, class Vec3 const &, unsigned char, class ItemStack const &);
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//protected:
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MCAPI class Vec3 getDispensePosition(class BlockSource &, class Vec3 const &) const;
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MCAPI unsigned char getFacing(class Block const &) const;
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protected:
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}; |