mirror of
https://github.com/quizhizhe/LiteLoaderBDS-1.16.40.git
synced 2025-06-05 03:43:40 +00:00
95 lines
4.7 KiB
C++
95 lines
4.7 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 "BlockLegacy.hpp"
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#define BEFORE_EXTRA
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#undef BEFORE_EXTRA
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class TopSnowBlock : public BlockLegacy {
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#define AFTER_EXTRA
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#undef AFTER_EXTRA
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#ifndef DISABLE_CONSTRUCTOR_PREVENTION_TOPSNOWBLOCK
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public:
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class TopSnowBlock& operator=(class TopSnowBlock const &) = delete;
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TopSnowBlock(class TopSnowBlock const &) = delete;
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TopSnowBlock() = delete;
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#endif
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public:
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/*0*/ virtual ~TopSnowBlock();
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/*1*/ virtual void tick(class BlockSource &, class BlockPos const &, class Random &) 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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/*10*/ virtual class AABB const & getAABB(class BlockSource &, class BlockPos const &, class Block const &, class AABB &, bool) const;
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/*18*/ virtual void __unk_vfn_18();
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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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/*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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/*42*/ virtual void __unk_vfn_42();
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/*43*/ virtual void __unk_vfn_43();
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/*49*/ virtual void __unk_vfn_49();
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/*50*/ virtual bool canContainLiquid() const;
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/*52*/ virtual void __unk_vfn_52();
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/*56*/ virtual bool checkIsPathable(class Actor &, class BlockPos const &, class BlockPos const &) const;
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/*59*/ virtual void onPlace(class BlockSource &, class BlockPos const &) const;
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/*61*/ virtual void onExploded(class BlockSource &, class BlockPos const &, class Actor *) const;
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/*67*/ virtual void __unk_vfn_67();
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/*73*/ virtual void __unk_vfn_73();
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/*81*/ virtual bool mayPlace(class BlockSource &, class BlockPos const &) const;
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/*83*/ virtual bool tryToPlace(class BlockSource &, class BlockPos const &, class Block const &, struct ActorBlockSyncMessage const *) const;
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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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/*90*/ virtual int getResourceCount(class Random &, class Block const &, int, bool) const;
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/*91*/ virtual class ItemInstance getResourceItem(class Random &, class Block const &, int) const;
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/*92*/ virtual class ItemInstance asItemInstance(class BlockSource &, class BlockPos const &, class Block const &) const;
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/*95*/ virtual void __unk_vfn_95();
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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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/*105*/ virtual void playerDestroy(class Player &, class BlockPos const &, class Block const &) const;
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/*108*/ virtual bool canBeBuiltOver(class BlockSource &, class BlockPos const &) const;
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/*109*/ virtual void __unk_vfn_109();
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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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/*138*/ virtual class AABB const & getVisualShape(class Block const &, class AABB &, bool) const;
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/*142*/ virtual void __unk_vfn_142();
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/*158*/ virtual void __unk_vfn_158();
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/*164*/ virtual class Color getDustColor(class Block const &) const;
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/*165*/ virtual std::string getDustParticleName(class Block const &) const;
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/*166*/ virtual void __unk_vfn_166();
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/*167*/ virtual void __unk_vfn_167();
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/*168*/ virtual bool isFreeToFall(class BlockSource &, class BlockPos const &) const;
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/*169*/ virtual void startFalling(class BlockSource &, class BlockPos const &, class Block const &, bool) const;
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#ifdef ENABLE_VIRTUAL_FAKESYMBOL_TOPSNOWBLOCK
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MCVAPI bool canBeSilkTouched() const;
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MCVAPI bool canHaveExtraData() const;
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MCVAPI bool waterSpreadCausesSpawn() const;
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#endif
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MCAPI bool melt(class BlockSource &, class BlockPos const &, int) const;
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MCAPI static class Block const & buildSnowBlock(class BlockSource &, class BlockPos const &, int, bool);
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//private:
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MCAPI bool _canSurvive(class BlockSource &, class BlockPos const &) const;
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private:
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}; |