mirror of
https://github.com/quizhizhe/LiteLoaderBDS-1.16.40.git
synced 2025-06-03 04:23:39 +00:00
273 lines
18 KiB
C++
273 lines
18 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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#define BEFORE_EXTRA
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// Add include headers & pre-declares
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class Block;
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class BlockSource;
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class ItemStack;
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#undef BEFORE_EXTRA
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class BlockLegacy {
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#define AFTER_EXTRA
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// Add new members to class
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public:
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struct NameInfo;
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LIAPI Block* toBlock(unsigned short tileData);
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LIAPI string getTypeName();
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LIAPI bool applyBoneMeal(BlockSource*, BlockPos*);
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LIAPI ItemStack* getBlockDrops();
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inline int getBlockItemId() const{
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//ItemStackBase::init(ItemStackBase *this, const struct BlockLegacy *a2, int a3) Line14
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unsigned int id = dAccess<int>(this,268);//mID
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if(id < 256u)
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return id;
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else
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return 255-id;
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};
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inline bool hasBlockEntity() const{
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// LevelChunk::_removeCallbacks Line28
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return getBlockEntityType();
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}
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inline enum BlockActorType getBlockEntityType() const{
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// LevelChunk::_removeCallbacks Line28
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return dAccess<BlockActorType>(this,168);;
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};
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#undef AFTER_EXTRA
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#ifndef DISABLE_CONSTRUCTOR_PREVENTION_BLOCKLEGACY
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public:
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class BlockLegacy& operator=(class BlockLegacy const &) = delete;
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BlockLegacy(class BlockLegacy const &) = delete;
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BlockLegacy() = delete;
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#endif
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public:
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/*0*/ virtual ~BlockLegacy();
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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 class Vec3 randomlyModifyPosition(class BlockPos const &, int &) const;
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/*8*/ virtual class Vec3 randomlyModifyPosition(class BlockPos const &) 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 onProjectileHit(class BlockSource &, class BlockPos const &, class Actor const &) const;
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/*15*/ virtual bool liquidCanFlowIntoFromDirection(unsigned char, class std::function<class Block const & (class BlockPos const &)> const &, class BlockPos const &) const;
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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 bool isStrippable(class Block const &) const;
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/*20*/ virtual class Block const & getStrippedBlock(class Block const &) const;
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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 bool isDoubleSlabBlock() const;
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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 bool isValidAuxValue(int) const;
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/*45*/ virtual bool canFillAtPos(class BlockSource &, class BlockPos const &, class Block const &) const;
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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 onFillBlock(class BlockSource &, class BlockPos const &, class Block const &) const;
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/*48*/ virtual int getDirectSignal(class BlockSource &, class BlockPos const &, int) const;
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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 bool shouldConnectToRedstone(class BlockSource &, class BlockPos const &, int) const;
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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 float getFlexibility(class BlockSource &, class BlockPos const &) const;
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/*56*/ virtual bool checkIsPathable(class Actor &, class BlockPos const &, class BlockPos const &) const;
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/*57*/ virtual bool shouldDispense(class BlockSource &, class Container &) const;
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/*58*/ virtual bool dispense(class BlockSource &, class Container &, int, class Vec3 const &, unsigned char) const;
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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 onExploded(class BlockSource &, class BlockPos const &, class Actor *) const;
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/*62*/ virtual void onStepOn(class Actor &, class BlockPos const &) const;
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/*63*/ virtual void onFallOn(class BlockSource &, class BlockPos const &, class Actor &, float) const;
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/*64*/ virtual void transformOnFall(class BlockSource &, class BlockPos const &, class Actor *, float) const;
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/*65*/ virtual void onRedstoneUpdate(class BlockSource &, class BlockPos const &, int, bool) const;
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/*66*/ virtual void onMove(class BlockSource &, class BlockPos const &, class BlockPos const &) const;
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/*67*/ virtual void __unk_vfn_67();
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/*68*/ virtual void movedByPiston(class BlockSource &, class BlockPos const &) const;
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/*69*/ virtual void onStructureBlockPlace(class BlockSource &, class BlockPos const &) const;
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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 bool ignoreEntitiesOnPistonMove(class Block const &) const;
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/*75*/ virtual bool onFertilized(class BlockSource &, class BlockPos const &, class Actor *, enum FertilizerType) const;
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/*76*/ virtual bool mayConsumeFertilizer(class BlockSource &) const;
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/*77*/ virtual bool canBeFertilized(class BlockSource &, class BlockPos const &, class Block const &) const;
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/*78*/ virtual bool mayPick() const;
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/*79*/ virtual bool mayPick(class BlockSource &, class Block const &, bool) const;
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/*80*/ virtual bool mayPlace(class BlockSource &, class BlockPos const &, unsigned char) const;
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/*81*/ virtual bool mayPlace(class BlockSource &, class BlockPos const &) const;
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/*82*/ virtual bool mayPlaceOn(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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/*84*/ virtual bool breaksFallingBlocks(class Block const &) const;
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/*85*/ virtual void destroy(class BlockSource &, class BlockPos const &, class Block const &, class Actor *) 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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/*89*/ virtual bool getSecondPart(class BlockSource &, class BlockPos const &, class BlockPos &) 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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/*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 float getExplosionResistance(class Actor *) const;
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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 bool isAttachedTo(class BlockSource &, class BlockPos const &, class BlockPos &) const;
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/*102*/ virtual bool attack(class Player *, class BlockPos const &) const;
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/*103*/ virtual void handleEntityInside(class BlockSource &, class BlockPos const &, class Actor *, class Vec3 &) const;
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/*104*/ virtual void entityInside(class BlockSource &, class BlockPos const &, class Actor &) const;
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/*105*/ virtual void playerDestroy(class Player &, class BlockPos const &, class Block const &) const;
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/*106*/ virtual bool canSurvive(class BlockSource &, class BlockPos const &) const;
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/*107*/ virtual int getExperienceDrop(class Random &) 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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/*110*/ virtual void executeEvent(class BlockSource &, class BlockPos const &, class Block const &, std::string const &, class Actor &) const;
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/*111*/ virtual bool hasTag(class BlockSource &, class BlockPos const &, class Block const &, std::string const &) const;
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/*112*/ virtual class MobSpawnerData const * getMobToSpawn(class SpawnConditions const &, class BlockSource &) const;
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/*113*/ virtual class Color getMapColor(class BlockSource &, class BlockPos const &) const;
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/*114*/ virtual class Color getMapColor() const;
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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 bool canSpawnAt(class BlockSource const &, class BlockPos const &) const;
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/*123*/ virtual void notifySpawnedAt(class BlockSource &, class BlockPos const &) const;
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/*124*/ virtual int getIconYOffset() const;
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/*125*/ virtual enum BlockRenderLayer getRenderLayer() const;
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/*126*/ virtual enum BlockRenderLayer getRenderLayer(class Block const &, class BlockSource &, class BlockPos const &) const;
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/*127*/ virtual std::string buildDescriptionId(class Block const &) const;
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/*128*/ virtual bool isAuxValueRelevantForPicking() const;
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/*129*/ virtual int getColor(class Block const &) const;
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/*130*/ virtual int getColor(class BlockSource &, class BlockPos const &, class Block const &) const;
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/*131*/ virtual int getColorAtPos(class BlockSource &, class BlockPos const &) const;
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/*132*/ virtual int getColorForParticle(class BlockSource &, class BlockPos const &, class Block const &) const;
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/*133*/ virtual bool isSeasonTinted(class Block const &, class BlockSource &, class BlockPos const &) const;
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/*134*/ virtual void onGraphicsModeChanged(bool, bool, bool);
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/*135*/ virtual int getExtraRenderLayers() const;
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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 enum Flip getFaceFlip(unsigned char, class Block const &) const;
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/*146*/ virtual void animateTick(class BlockSource &, class BlockPos const &, class Random &) const;
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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 class ItemInstance getSilkTouchItemInstance(class Block const &) const;
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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 class Block const * tryLegacyUpgrade(unsigned short) const;
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/*163*/ virtual bool dealsContactDamage(class Actor const &, class Block const &, bool) const;
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/*164*/ virtual class Color getDustColor(class Block const &) const;
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#ifdef ENABLE_VIRTUAL_FAKESYMBOL_BLOCKLEGACY
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MCVAPI bool canBeOriginalSurface() const;
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MCVAPI bool canBeSilkTouched() const;
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MCVAPI bool canHaveExtraData() const;
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MCVAPI bool canSpawnOn() const;
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MCVAPI bool detachesOnPistonMove(class BlockSource &, class BlockPos const &) const;
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MCVAPI bool getIgnoresDestroyPermissions(class Actor &, class BlockPos const &) const;
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MCVAPI void handleRain(class BlockSource &, class BlockPos const &, float) const;
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MCVAPI bool hasComparatorSignal() const;
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MCVAPI bool hasVariableLighting() const;
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MCVAPI bool isBounceBlock() const;
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MCVAPI bool isButtonBlock() const;
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MCVAPI bool isContainerBlock() const;
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MCVAPI bool isCraftingBlock() const;
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MCVAPI bool isCropBlock() const;
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MCVAPI bool isDoorBlock() const;
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MCVAPI bool isFenceBlock() const;
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MCVAPI bool isFenceGateBlock() const;
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MCVAPI bool isHurtableBlock() const;
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MCVAPI bool isInteractiveBlock() const;
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MCVAPI bool isRailBlock() const;
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MCVAPI bool isSignalSource() const;
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MCVAPI bool isSlabBlock() const;
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MCVAPI bool isStairBlock() const;
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MCVAPI bool isStemBlock() const;
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MCVAPI bool isThinFenceBlock() const;
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MCVAPI bool isWallBlock() const;
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MCVAPI bool pushesUpFallingBlocks() const;
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MCVAPI bool spawnBurnResources(class BlockSource &, float, float, float) const;
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MCVAPI void triggerEvent(class BlockSource &, class BlockPos const &, int, int) const;
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MCVAPI bool waterSpreadCausesSpawn() const;
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#endif
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MCAPI BlockLegacy(std::string const &, int, class Material const &);
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MCAPI bool addAABB(class AABB const &, class AABB const *, std::vector<class AABB> &) const;
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MCAPI class BlockLegacy & addBlockProperty(enum BlockProperty);
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MCAPI std::string buildDescriptionName(class Block const &) const;
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MCAPI class HitResult clip(class BlockSource &, class BlockPos const &, class Vec3 const &, class Vec3 const &, bool, class AABB const &) const;
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MCAPI void createBlockPermutations(unsigned int);
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MCAPI class WeakPtr<class BlockLegacy> createWeakPtr();
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MCAPI void forEachBlockPermutation(class std::function<bool (class Block const &)>) const;
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MCAPI void forEachItemStateInstance(class std::function<bool (class ItemStateInstance const &)>) const;
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MCAPI void getDebugText(std::vector<std::string> &, class BlockPos const &) const;
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MCAPI class Block const & getDefaultState() const;
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MCAPI bool operator==(class BlockLegacy const &) const;
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MCAPI class ItemActor * popResource(class BlockSource &, class BlockPos const &, class ItemInstance const &) const;
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MCAPI class BlockLegacy & setCanBeExtraBlock(bool);
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MCAPI class BlockLegacy & setCategory(enum CreativeItemCategory);
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MCAPI class BlockLegacy & setMinRequiredBaseGameVersion(class BaseGameVersion const &);
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MCAPI class BlockLegacy & setNameId(std::string const &);
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MCAPI void spawnResources(class BlockSource &, class BlockPos const &, std::vector<class Item const *> *, float, int, bool) const;
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MCAPI class Block const * tryGetStateFromLegacyData(unsigned short) const;
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MCAPI static std::string const BLOCK_DESCRIPTION_PREFIX;
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MCAPI static float const SIZE_OFFSET;
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MCAPI static unsigned char getPlacementFacingAll(class Actor &, class BlockPos const &, float);
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MCAPI static unsigned char getPlacementFacingAllExceptAxisY(class Actor &, class BlockPos const &, float);
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}; |