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

75 lines
3.3 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 TntBlock : public BlockLegacy {
#define AFTER_EXTRA
#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_TNTBLOCK
public:
class TntBlock& operator=(class TntBlock const &) = delete;
TntBlock(class TntBlock const &) = delete;
TntBlock() = delete;
#endif
public:
/*0*/ virtual ~TntBlock();
/*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();
/*52*/ virtual void __unk_vfn_52();
/*57*/ virtual bool shouldDispense(class BlockSource &, class Container &) const;
/*58*/ virtual bool dispense(class BlockSource &, class Container &, int, class Vec3 const &, unsigned char) const;
/*59*/ virtual void onPlace(class BlockSource &, class BlockPos const &) const;
/*61*/ virtual void onExploded(class BlockSource &, class BlockPos const &, class Actor *) const;
/*65*/ virtual void onRedstoneUpdate(class BlockSource &, class BlockPos const &, int, bool) const;
/*67*/ virtual void __unk_vfn_67();
/*70*/ virtual void setupRedstoneComponent(class BlockSource &, class BlockPos const &) const;
/*73*/ virtual void __unk_vfn_73();
/*85*/ virtual void destroy(class BlockSource &, class BlockPos const &, class Block const &, class Actor *) const;
/*87*/ virtual void __unk_vfn_87();
/*90*/ virtual int getResourceCount(class Random &, class Block const &, int, bool) const;
/*91*/ virtual class ItemInstance getResourceItem(class Random &, class Block const &, int) 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();
/*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();
/*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();
/*158*/ virtual void __unk_vfn_158();
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_TNTBLOCK
#endif
MCAPI void _setAllowUnderwater(class Actor *) const;
MCAPI bool _shouldAllowUnderwater(class Block const &) const;
MCAPI static bool tryLightTnt(class Player &, class BlockPos const &);
};