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

84 lines
3.4 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 LiquidBlock : public BlockLegacy {
#define AFTER_EXTRA
#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_LIQUIDBLOCK
public:
class LiquidBlock& operator=(class LiquidBlock const &) = delete;
LiquidBlock(class LiquidBlock const &) = delete;
LiquidBlock() = delete;
#endif
public:
/*0*/ virtual ~LiquidBlock();
/*10*/ virtual class AABB const & getAABB(class BlockSource &, class BlockPos const &, class Block const &, class AABB &, bool) 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();
/*56*/ virtual bool checkIsPathable(class Actor &, class BlockPos const &, class BlockPos const &) const;
/*59*/ virtual void onPlace(class BlockSource &, class BlockPos const &) const;
/*67*/ virtual void __unk_vfn_67();
/*73*/ virtual void __unk_vfn_73();
/*79*/ virtual bool mayPick(class BlockSource &, class Block const &, bool) const;
/*87*/ virtual void __unk_vfn_87();
/*88*/ virtual void neighborChanged(class BlockSource &, class BlockPos const &, class BlockPos const &) const;
/*90*/ virtual int getResourceCount(class Random &, class Block const &, int, bool) const;
/*95*/ virtual void __unk_vfn_95();
/*103*/ virtual void handleEntityInside(class BlockSource &, class BlockPos const &, class Actor *, class Vec3 &) const;
/*109*/ virtual void __unk_vfn_109();
/*113*/ virtual class Color getMapColor(class BlockSource &, class BlockPos const &) const;
/*116*/ virtual void __unk_vfn_116();
/*118*/ virtual void __unk_vfn_118();
/*119*/ virtual void __unk_vfn_119();
/*129*/ virtual int getColor(class Block const &) const;
/*131*/ virtual int getColorAtPos(class BlockSource &, class BlockPos 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();
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_LIQUIDBLOCK
MCVAPI bool canBeSilkTouched() const;
#endif
//protected:
MCAPI void emitFizzParticle(class BlockSource &, class BlockPos const &) const;
MCAPI int getDepth(class BlockSource &, class BlockPos const &) const;
MCAPI bool solidify(class BlockSource &, class BlockPos const &, class BlockPos const &) const;
MCAPI void trySpreadFire(class BlockSource &, class BlockPos const &, class Random &) const;
//private:
MCAPI class Vec3 _getFlow(class BlockSource &, class BlockPos const &) const;
protected:
private:
};