# S~3
# StoneButtonBlock
struct __cppobj StoneButtonBlock : ButtonBlock
{
};
# StoneButtonBlock_vtbl
struct /*VFT*/ StoneButtonBlock_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
};
# SoulSandBlock
struct __cppobj SoulSandBlock : BlockLegacy
{
};
# SoulSandBlock_vtbl
struct /*VFT*/ SoulSandBlock_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
};
# StoneBrickBlock
struct __cppobj StoneBrickBlock : BlockLegacy
{
};
# StoneBrickBlock_vtbl
struct /*VFT*/ StoneBrickBlock_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
};
# StainedGlassPaneBlock
struct __cppobj StainedGlassPaneBlock : ThinFenceBlock
{
};
# StainedGlassPaneBlock_vtbl
struct /*VFT*/ StainedGlassPaneBlock_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
};
# SeaLanternBlock
struct __cppobj SeaLanternBlock : BlockLegacy
{
};
# SeaLanternBlock_vtbl
struct /*VFT*/ SeaLanternBlock_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
};
# StoneSlabBlock2
struct __cppobj StoneSlabBlock2 : SlabBlock
{
};
# StoneSlabBlock2_vtbl
struct /*VFT*/ StoneSlabBlock2_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
};
# ShulkerBoxBlock
struct __cppobj ShulkerBoxBlock : ChestBlock
{
};
# ShulkerBoxBlock_vtbl
struct /*VFT*/ ShulkerBoxBlock_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
ItemInstance *(__fastcall *getEntityResourceItem)(ActorBlock *this, ItemInstance *result, Random *, const BlockActor *, int);
};
# StructureVoid
struct __cppobj StructureVoid : BlockLegacy
{
};
# StructureVoid_vtbl
struct /*VFT*/ StructureVoid_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
};
# StainedGlassBlock
struct __cppobj __declspec(align(8)) StainedGlassBlock : BlockLegacy
{
bool mDoesDrops;
bool mCanBeUsedInCommands;
};
# StainedGlassBlock_vtbl
struct /*VFT*/ StainedGlassBlock_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
};
# StonecutterBlock
struct __cppobj StonecutterBlock : BlockLegacy
{
};
# StonecutterBlock_vtbl
struct /*VFT*/ StonecutterBlock_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
};
# StructureBlock
struct __cppobj StructureBlock : ActorBlock
{
};
# StructureBlock_vtbl
struct /*VFT*/ StructureBlock_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
ItemInstance *(__fastcall *getEntityResourceItem)(ActorBlock *this, ItemInstance *result, Random *, const BlockActor *, int);
};
# StrippedLogBlock
struct __cppobj StrippedLogBlock : RotatedPillarBlock
{
};
# StrippedLogBlock_vtbl
struct /*VFT*/ StrippedLogBlock_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
};
# SeaPickle
struct __cppobj SeaPickle : BushBlock
{
};
# SeaPickle_vtbl
struct /*VFT*/ SeaPickle_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *checkAlive)(BushBlock *this, BlockSource *, const BlockPos *);
};
# ScaffoldingBlock
struct __cppobj ScaffoldingBlock : HeavyBlock
{
};
# ScaffoldingBlock_vtbl
struct /*VFT*/ ScaffoldingBlock_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
mce::Color *(__fastcall *getDustColor)(HeavyBlock *this, mce::Color *result, const Block *);
std::string *(__fastcall *getDustParticleName)(HeavyBlock *this, std::string *result, const Block *);
bool (__fastcall *falling)(HeavyBlock *this);
void (__fastcall *onLand)(HeavyBlock *this, BlockSource *, const BlockPos *);
bool (__fastcall *isFreeToFall)(HeavyBlock *this, BlockSource *, const BlockPos *);
void (__fastcall *startFalling)(HeavyBlock *this, BlockSource *, const BlockPos *, const Block *, bool);
};
# StoneSlabBlock3
struct __cppobj StoneSlabBlock3 : SlabBlock
{
};
# StoneSlabBlock3_vtbl
struct /*VFT*/ StoneSlabBlock3_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
};
# StoneSlabBlock4
struct __cppobj StoneSlabBlock4 : SlabBlock
{
};
# StoneSlabBlock4_vtbl
struct /*VFT*/ StoneSlabBlock4_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
};
# SmokerBlock
struct __cppobj SmokerBlock : FurnaceBlock
{
};
# SmokerBlock_vtbl
struct /*VFT*/ SmokerBlock_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
ItemInstance *(__fastcall *getEntityResourceItem)(ActorBlock *this, ItemInstance *result, Random *, const BlockActor *, int);
};
# SweetBerryBushBlock
struct __cppobj SweetBerryBushBlock : BushBlock
{
};
# SweetBerryBushBlock_vtbl
struct /*VFT*/ SweetBerryBushBlock_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *checkAlive)(BushBlock *this, BlockSource *, const BlockPos *);
};
# SoulTorchBlock
struct __cppobj SoulTorchBlock : TorchBlock
{
};
# SoulTorchBlock_vtbl
struct /*VFT*/ SoulTorchBlock_vtbl
{
void (__fastcall *~BlockLegacy)(BlockLegacy *this);
const Block *(__fastcall *getStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
const Block *(__fastcall *getModBlockStateFromLegacyData)(BlockLegacy *this, unsigned __int16);
std::shared_ptr<BlockActor> *(__fastcall *newBlockEntity)(BlockLegacy *this, std::shared_ptr<BlockActor> *result, const BlockPos *, const Block *);
const Block *(__fastcall *getNextBlockPermutation)(BlockLegacy *this, const Block *);
bool (__fastcall *hasTag)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *);
bool (__fastcall *getCollisionShape)(BlockLegacy *this, AABB *, const Block *, BlockSource *, const BlockPos *, Actor *);
bool (__fastcall *isObstructingChests)(BlockLegacy *this, BlockSource *, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *);
Vec3 *(__fastcall *randomlyModifyPosition)(BlockLegacy *this, Vec3 *result, const BlockPos *, int *);
void (__fastcall *addAABBs)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *);
const AABB *(__fastcall *getAABB)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, AABB *, bool);
bool (__fastcall *addCollisionShapes)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, const AABB *, std::vector<AABB> *, Actor *);
const AABB *(__fastcall *getOutline)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
bool (__fastcall *getLiquidClipVolume)(BlockLegacy *this, BlockSource *, const BlockPos *, AABB *);
void (__fastcall *onProjectileHit)(BlockLegacy *this, BlockSource *, const BlockPos *, const Actor *);
bool (__fastcall *liquidCanFlowIntoFromDirection)(BlockLegacy *this, unsigned __int8, const std::function<Block const & __cdecl(BlockPos const &)> *, const BlockPos *);
bool (__fastcall *hasVariableLighting)(BlockLegacy *this);
bool (__fastcall *isStrippable)(BlockLegacy *this, const Block *);
const Block *(__fastcall *getStrippedBlock)(BlockLegacy *this, const Block *);
bool (__fastcall *canProvideSupport)(BlockLegacy *this, const Block *, unsigned __int8, BlockSupportType);
bool (__fastcall *canConnect)(BlockLegacy *this, const Block *, unsigned __int8, const Block *);
void (__fastcall *getConnectedDirections)(BlockLegacy *this, const Block *, const BlockPos *, BlockSource *, bool *, bool *, bool *, bool *);
bool (__fastcall *isStemBlock)(BlockLegacy *this);
bool (__fastcall *isContainerBlock)(BlockLegacy *this);
bool (__fastcall *isCraftingBlock)(BlockLegacy *this);
bool (__fastcall *isWaterBlocking)(BlockLegacy *this);
bool (__fastcall *isHurtableBlock)(BlockLegacy *this);
bool (__fastcall *isFenceBlock)(BlockLegacy *this);
bool (__fastcall *isFenceGateBlock)(BlockLegacy *this);
bool (__fastcall *isThinFenceBlock)(BlockLegacy *this);
bool (__fastcall *isWallBlock)(BlockLegacy *this);
bool (__fastcall *isStairBlock)(BlockLegacy *this);
bool (__fastcall *isSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoubleSlabBlock)(BlockLegacy *this);
bool (__fastcall *isDoorBlock)(BlockLegacy *this);
bool (__fastcall *isRailBlock)(BlockLegacy *this);
bool (__fastcall *isButtonBlock)(BlockLegacy *this);
bool (__fastcall *canHurtAndBreakItem)(BlockLegacy *this);
bool (__fastcall *isSignalSource)(BlockLegacy *this);
bool (__fastcall *canBeOriginalSurface)(BlockLegacy *this);
bool (__fastcall *isValidAuxValue)(BlockLegacy *this, int);
void (__fastcall *setTargetLandBlocks)(BlockLegacy *this, const std::vector<std::string> *);
bool (__fastcall *canFillAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
const Block *(__fastcall *sanitizeFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *onFillBlock)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getDirectSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
bool (__fastcall *waterSpreadCausesSpawn)(BlockLegacy *this);
bool (__fastcall *canContainLiquid)(BlockLegacy *this);
bool (__fastcall *shouldConnectToRedstone)(BlockLegacy *this, BlockSource *, const BlockPos *, int);
void (__fastcall *handleRain)(BlockLegacy *this, BlockSource *, const BlockPos *, float);
bool (__fastcall *canBeUsedInCommands)(BlockLegacy *this, const BaseGameVersion *);
float (__fastcall *getThickness)(BlockLegacy *this);
float (__fastcall *getFlexibility)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *checkIsPathable)(BlockLegacy *this, Actor *, const BlockPos *, const BlockPos *);
bool (__fastcall *shouldDispense)(BlockLegacy *this, BlockSource *, Container *);
bool (__fastcall *dispense)(BlockLegacy *this, BlockSource *, Container *, int, const Vec3 *, unsigned __int8);
void (__fastcall *transformOnFall)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *onRedstoneUpdate)(BlockLegacy *this, BlockSource *, const BlockPos *, int, bool);
void (__fastcall *onMove)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *detachesOnPistonMove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *movedByPiston)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onStructureNeighborBlockPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *setupRedstoneComponent)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *specialUse)(BlockLegacy *this, Player *, const BlockPos *, ItemStack *);
BlockProperty (__fastcall *getRedstoneProperty)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *updateEntityAfterFallOn)(BlockLegacy *this, IActorMovementProxy *);
bool (__fastcall *isBounceBlock)(BlockLegacy *this);
bool (__fastcall *ignoreEntitiesOnPistonMove)(BlockLegacy *this, const Block *);
bool (__fastcall *onFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, FertilizerType);
bool (__fastcall *mayConsumeFertilizer)(BlockLegacy *this, BlockSource *);
bool (__fastcall *canBeFertilized)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *mayPick)(BlockLegacy *this, BlockSource *, const Block *, bool);
bool (__fastcall *mayPick)(BlockLegacy *this);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *mayPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, unsigned __int8);
bool (__fastcall *mayPlaceOn)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *tryToPlace)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const ActorBlockSyncMessage *);
bool (__fastcall *breaksFallingBlocks)(BlockLegacy *this, const Block *);
void (__fastcall *destroy)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, Actor *);
bool (__fastcall *playerWillDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
bool (__fastcall *getIgnoresDestroyPermissions)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *neighborChanged)(BlockLegacy *this, BlockSource *, const BlockPos *, const BlockPos *);
bool (__fastcall *getSecondPart)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
int (__fastcall *getResourceCount)(BlockLegacy *this, Random *, const Block *, int, bool);
ItemInstance *(__fastcall *getResourceItem)(BlockLegacy *this, ItemInstance *result, Random *, const Block *, int);
ItemInstance *(__fastcall *asItemInstance)(BlockLegacy *this, ItemInstance *result, BlockSource *, const BlockPos *, const Block *);
void (__fastcall *spawnResources)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
void (__fastcall *trySpawnResourcesOnExplosion)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, std::vector<Item const *> *, float, int, bool);
bool (__fastcall *spawnBurnResources)(BlockLegacy *this, BlockSource *, float, float, float);
const Block *(__fastcall *getPlacementBlock)(BlockLegacy *this, Actor *, const BlockPos *, unsigned __int8, const Vec3 *, int);
int (__fastcall *calcVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *isAttachedTo)(BlockLegacy *this, BlockSource *, const BlockPos *, BlockPos *);
bool (__fastcall *attack)(BlockLegacy *this, Player *, const BlockPos *);
void (__fastcall *handleEntityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, Vec3 *);
void (__fastcall *entityInside)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
int (__fastcall *getExperienceDrop)(BlockLegacy *this, Random *);
bool (__fastcall *canBeBuiltOver)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *triggerEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, int, int);
void (__fastcall *executeEvent)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, const std::string *, Actor *);
void (__fastcall *executeEvent)(BlockLegacy *this, const std::string *, RenderParams *);
bool (__fastcall *executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
bool (__fastcall *executeTriggerChain)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, RenderParams *);
const MobSpawnerData *(__fastcall *getMobToSpawn)(BlockLegacy *this, const SpawnConditions *, BlockSource *);
bool (__fastcall *shouldStopFalling)(BlockLegacy *this, Actor *);
bool (__fastcall *pushesUpFallingBlocks)(BlockLegacy *this);
float (__fastcall *calcGroundFriction)(BlockLegacy *this, Mob *, const BlockPos *);
bool (__fastcall *canHaveExtraData)(BlockLegacy *this);
bool (__fastcall *hasComparatorSignal)(BlockLegacy *this);
int (__fastcall *getComparatorSignal)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *, unsigned __int8);
bool (__fastcall *onDig)(BlockLegacy *this, const Block *, Actor *, ItemStack *, const BlockPos *);
bool (__fastcall *canSlide)(BlockLegacy *this, BlockSource *, const BlockPos *);
bool (__fastcall *canSpawnAt)(BlockLegacy *this, const BlockSource *, const BlockPos *);
void (__fastcall *notifySpawnedAt)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getIconYOffset)(BlockLegacy *this);
std::string *(__fastcall *buildDescriptionId)(BlockLegacy *this, std::string *result, const Block *);
bool (__fastcall *isAuxValueRelevantForPicking)(BlockLegacy *this);
int (__fastcall *getColor)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
int (__fastcall *getColor)(BlockLegacy *this, const Block *);
int (__fastcall *getColorAtPos)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getColorForParticle)(BlockLegacy *this, BlockSource *, const BlockPos *, const Block *);
bool (__fastcall *isSeasonTinted)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
void (__fastcall *onGraphicsModeChanged)(BlockLegacy *this, const BlockGraphicsModeChangeContext *);
float (__fastcall *getShadeBrightness)(BlockLegacy *this, const Block *);
const AABB *(__fastcall *getVisualShapeInWorld)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *, AABB *, bool);
const AABB *(__fastcall *getVisualShape)(BlockLegacy *this, const Block *, AABB *, bool);
const AABB *(__fastcall *getUIShape)(BlockLegacy *this, const Block *, AABB *);
int (__fastcall *telemetryVariant)(BlockLegacy *this, BlockSource *, const BlockPos *);
int (__fastcall *getVariant)(BlockLegacy *this, const Block *);
bool (__fastcall *canSpawnOn)(BlockLegacy *this);
const Block *(__fastcall *getRenderBlock)(BlockLegacy *this);
unsigned __int8 (__fastcall *getMappedFace)(BlockLegacy *this, unsigned __int8, const Block *);
bool (__fastcall *renderTwoFaced)(BlockLegacy *this);
Flip (__fastcall *getFaceFlip)(BlockLegacy *this, unsigned __int8, const Block *);
void (__fastcall *animateTick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
BlockLegacy *(__fastcall *init)(BlockLegacy *this);
BlockLegacy *(__fastcall *setLightBlock)(BlockLegacy *this, Brightness);
BlockLegacy *(__fastcall *setLightEmission)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setExplodeable)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFlammable)(BlockLegacy *this, FlameOdds, BurnOdds);
BlockLegacy *(__fastcall *setDestroyTime)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *setFriction)(BlockLegacy *this, float);
BlockLegacy *(__fastcall *addProperty)(BlockLegacy *this, BlockProperty);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *, unsigned __int64);
BlockLegacy *(__fastcall *addState)(BlockLegacy *this, const ItemState *);
BlockLegacy *(__fastcall *setAllowsRunes)(BlockLegacy *this, bool);
BlockLegacy *(__fastcall *setMapColor)(BlockLegacy *this, const mce::Color *);
bool (__fastcall *canBeSilkTouched)(BlockLegacy *this);
ItemInstance *(__fastcall *getSilkTouchItemInstance)(BlockLegacy *this, ItemInstance *result, const Block *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const Vec3 *, const Vec3 *);
void (__fastcall *setVisualShape)(BlockLegacy *this, const AABB *);
const Block *(__fastcall *tryLegacyUpgrade)(BlockLegacy *this, unsigned __int16);
bool (__fastcall *dealsContactDamage)(BlockLegacy *this, const Actor *, const Block *, bool);
void (__fastcall *onRemove)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onExploded)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *);
void (__fastcall *onStandOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOn)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onStepOff)(BlockLegacy *this, Actor *, const BlockPos *);
void (__fastcall *onPlayerPlacing)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, unsigned __int8);
void (__fastcall *onPlace)(BlockLegacy *this, BlockSource *, const BlockPos *);
void (__fastcall *onFallOn)(BlockLegacy *this, BlockSource *, const BlockPos *, Actor *, float);
void (__fastcall *playerDestroy)(BlockLegacy *this, Player *, const BlockPos *, const Block *);
void (__fastcall *tick)(BlockLegacy *this, BlockSource *, const BlockPos *, Random *);
bool (__fastcall *shouldRandomTick)(BlockLegacy *this);
bool (__fastcall *isInteractiveBlock)(BlockLegacy *this);
HitResult *(__fastcall *clip)(BlockLegacy *this, HitResult *result, BlockSource *, const BlockPos *, const Vec3 *, const Vec3 *, bool);
bool (__fastcall *use)(BlockLegacy *this, Player *, const BlockPos *, unsigned __int8);
bool (__fastcall *canSurvive)(BlockLegacy *this, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this, const Block *, BlockSource *, const BlockPos *);
BlockRenderLayer (__fastcall *getRenderLayer)(BlockLegacy *this);
int (__fastcall *getExtraRenderLayers)(BlockLegacy *this);
float (__fastcall *getExplosionResistance)(BlockLegacy *this, Actor *);
Brightness *(__fastcall *getLightEmission)(BlockLegacy *this, Brightness *result, const Block *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result, BlockSource *, const BlockPos *);
mce::Color *(__fastcall *getMapColor)(BlockLegacy *this, mce::Color *result);
bool (__fastcall *isCropBlock)(BlockLegacy *this);
void (__fastcall *_executeEvent)(BlockLegacy *this, const std::string *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
bool (__fastcall *_executeTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
void (__fastcall *_forceExecuteTrigger)(BlockLegacy *this, const DefinitionTrigger *, std::vector<std::pair<std::string const ,std::string const >> *, RenderParams *);
};
# SharedCounter<AirBlock>
struct __cppobj SharedCounter<AirBlock>
{
AirBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<AirBlock>
struct __cppobj SharedPtr<AirBlock>
{
SharedCounter<AirBlock> *pc;
};
# SharedCounter<StoneBlock>
struct __cppobj SharedCounter<StoneBlock>
{
StoneBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<StoneBlock>
struct __cppobj SharedPtr<StoneBlock>
{
SharedCounter<StoneBlock> *pc;
};
# SharedCounter<GrassBlock>
struct __cppobj SharedCounter<GrassBlock>
{
GrassBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<GrassBlock>
struct __cppobj SharedPtr<GrassBlock>
{
SharedCounter<GrassBlock> *pc;
};
# SharedCounter<DirtBlock>
struct __cppobj SharedCounter<DirtBlock>
{
DirtBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<DirtBlock>
struct __cppobj SharedPtr<DirtBlock>
{
SharedCounter<DirtBlock> *pc;
};
# SharedCounter<PlanksBlock>
struct __cppobj SharedCounter<PlanksBlock>
{
PlanksBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<PlanksBlock>
struct __cppobj SharedPtr<PlanksBlock>
{
SharedCounter<PlanksBlock> *pc;
};
# SharedCounter<Sapling>
struct __cppobj SharedCounter<Sapling>
{
Sapling *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<Sapling>
struct __cppobj SharedPtr<Sapling>
{
SharedCounter<Sapling> *pc;
};
# SharedCounter<BedrockBlock>
struct __cppobj SharedCounter<BedrockBlock>
{
BedrockBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BedrockBlock>
struct __cppobj SharedPtr<BedrockBlock>
{
SharedCounter<BedrockBlock> *pc;
};
# SharedCounter<LiquidBlockDynamic>
struct __cppobj SharedCounter<LiquidBlockDynamic>
{
LiquidBlockDynamic *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<LiquidBlockDynamic>
struct __cppobj SharedPtr<LiquidBlockDynamic>
{
SharedCounter<LiquidBlockDynamic> *pc;
};
# SharedCounter<LiquidBlockStatic>
struct __cppobj SharedCounter<LiquidBlockStatic>
{
LiquidBlockStatic *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<LiquidBlockStatic>
struct __cppobj SharedPtr<LiquidBlockStatic>
{
SharedCounter<LiquidBlockStatic> *pc;
};
# SharedCounter<SandBlock>
struct __cppobj SharedCounter<SandBlock>
{
SandBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SandBlock>
struct __cppobj SharedPtr<SandBlock>
{
SharedCounter<SandBlock> *pc;
};
# SharedCounter<GravelBlock>
struct __cppobj SharedCounter<GravelBlock>
{
GravelBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<GravelBlock>
struct __cppobj SharedPtr<GravelBlock>
{
SharedCounter<GravelBlock> *pc;
};
# SharedCounter<OreBlock>
struct __cppobj SharedCounter<OreBlock>
{
OreBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<OreBlock>
struct __cppobj SharedPtr<OreBlock>
{
SharedCounter<OreBlock> *pc;
};
# SharedCounter<OldLogBlock>
struct __cppobj SharedCounter<OldLogBlock>
{
OldLogBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<OldLogBlock>
struct __cppobj SharedPtr<OldLogBlock>
{
SharedCounter<OldLogBlock> *pc;
};
# SharedCounter<OldLeafBlock>
struct __cppobj SharedCounter<OldLeafBlock>
{
OldLeafBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<OldLeafBlock>
struct __cppobj SharedPtr<OldLeafBlock>
{
SharedCounter<OldLeafBlock> *pc;
};
# SharedCounter<SpongeBlock>
struct __cppobj SharedCounter<SpongeBlock>
{
SpongeBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SpongeBlock>
struct __cppobj SharedPtr<SpongeBlock>
{
SharedCounter<SpongeBlock> *pc;
};
# SharedCounter<GlassBlock>
struct __cppobj SharedCounter<GlassBlock>
{
GlassBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<GlassBlock>
struct __cppobj SharedPtr<GlassBlock>
{
SharedCounter<GlassBlock> *pc;
};
# SharedCounter<DispenserBlock>
struct __cppobj SharedCounter<DispenserBlock>
{
DispenserBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<DispenserBlock>
struct __cppobj SharedPtr<DispenserBlock>
{
SharedCounter<DispenserBlock> *pc;
};
# SharedCounter<SandStoneBlock>
struct __cppobj SharedCounter<SandStoneBlock>
{
SandStoneBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SandStoneBlock>
struct __cppobj SharedPtr<SandStoneBlock>
{
SharedCounter<SandStoneBlock> *pc;
};
# SharedCounter<NoteBlock>
struct __cppobj SharedCounter<NoteBlock>
{
NoteBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<NoteBlock>
struct __cppobj SharedPtr<NoteBlock>
{
SharedCounter<NoteBlock> *pc;
};
# SharedCounter<BedBlock>
struct __cppobj SharedCounter<BedBlock>
{
BedBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BedBlock>
struct __cppobj SharedPtr<BedBlock>
{
SharedCounter<BedBlock> *pc;
};
# SharedCounter<PoweredRailBlock>
struct __cppobj SharedCounter<PoweredRailBlock>
{
PoweredRailBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<PoweredRailBlock>
struct __cppobj SharedPtr<PoweredRailBlock>
{
SharedCounter<PoweredRailBlock> *pc;
};
# SharedCounter<DetectorRailBlock>
struct __cppobj SharedCounter<DetectorRailBlock>
{
DetectorRailBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<DetectorRailBlock>
struct __cppobj SharedPtr<DetectorRailBlock>
{
SharedCounter<DetectorRailBlock> *pc;
};
# SharedCounter<PistonBlock>
struct __cppobj SharedCounter<PistonBlock>
{
PistonBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<PistonBlock>
struct __cppobj SharedPtr<PistonBlock>
{
SharedCounter<PistonBlock> *pc;
};
# SharedCounter<WebBlock>
struct __cppobj SharedCounter<WebBlock>
{
WebBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<WebBlock>
struct __cppobj SharedPtr<WebBlock>
{
SharedCounter<WebBlock> *pc;
};
# SharedCounter<TallGrass>
struct __cppobj SharedCounter<TallGrass>
{
TallGrass *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<TallGrass>
struct __cppobj SharedPtr<TallGrass>
{
SharedCounter<TallGrass> *pc;
};
# SharedCounter<DeadBush>
struct __cppobj SharedCounter<DeadBush>
{
DeadBush *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<DeadBush>
struct __cppobj SharedPtr<DeadBush>
{
SharedCounter<DeadBush> *pc;
};
# SharedCounter<PistonArmBlock>
struct __cppobj SharedCounter<PistonArmBlock>
{
PistonArmBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<PistonArmBlock>
struct __cppobj SharedPtr<PistonArmBlock>
{
SharedCounter<PistonArmBlock> *pc;
};
# SharedCounter<ClothBlock>
struct __cppobj SharedCounter<ClothBlock>
{
ClothBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ClothBlock>
struct __cppobj SharedPtr<ClothBlock>
{
SharedCounter<ClothBlock> *pc;
};
# SharedCounter<FlowerBlock>
struct __cppobj SharedCounter<FlowerBlock>
{
FlowerBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<FlowerBlock>
struct __cppobj SharedPtr<FlowerBlock>
{
SharedCounter<FlowerBlock> *pc;
};
# SharedCounter<MushroomBlock>
struct __cppobj SharedCounter<MushroomBlock>
{
MushroomBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<MushroomBlock>
struct __cppobj SharedPtr<MushroomBlock>
{
SharedCounter<MushroomBlock> *pc;
};
# SharedCounter<MetalBlock>
struct __cppobj SharedCounter<MetalBlock>
{
MetalBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<MetalBlock>
struct __cppobj SharedPtr<MetalBlock>
{
SharedCounter<MetalBlock> *pc;
};
# SharedCounter<StoneSlabBlock>
struct __cppobj SharedCounter<StoneSlabBlock>
{
StoneSlabBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<StoneSlabBlock>
struct __cppobj SharedPtr<StoneSlabBlock>
{
SharedCounter<StoneSlabBlock> *pc;
};
# SharedCounter<TntBlock>
struct __cppobj SharedCounter<TntBlock>
{
TntBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<TntBlock>
struct __cppobj SharedPtr<TntBlock>
{
SharedCounter<TntBlock> *pc;
};
# SharedCounter<BookshelfBlock>
struct __cppobj SharedCounter<BookshelfBlock>
{
BookshelfBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BookshelfBlock>
struct __cppobj SharedPtr<BookshelfBlock>
{
SharedCounter<BookshelfBlock> *pc;
};
# SharedCounter<ObsidianBlock>
struct __cppobj SharedCounter<ObsidianBlock>
{
ObsidianBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ObsidianBlock>
struct __cppobj SharedPtr<ObsidianBlock>
{
SharedCounter<ObsidianBlock> *pc;
};
# SharedCounter<TorchBlock>
struct __cppobj SharedCounter<TorchBlock>
{
TorchBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<TorchBlock>
struct __cppobj SharedPtr<TorchBlock>
{
SharedCounter<TorchBlock> *pc;
};
# SharedCounter<MobSpawnerBlock>
struct __cppobj SharedCounter<MobSpawnerBlock>
{
MobSpawnerBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<MobSpawnerBlock>
struct __cppobj SharedPtr<MobSpawnerBlock>
{
SharedCounter<MobSpawnerBlock> *pc;
};
# SharedCounter<StairBlock>
struct __cppobj SharedCounter<StairBlock>
{
StairBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedCounter<ChestBlock>
struct __cppobj SharedCounter<ChestBlock>
{
ChestBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ChestBlock>
struct __cppobj SharedPtr<ChestBlock>
{
SharedCounter<ChestBlock> *pc;
};
# SharedCounter<RedStoneWireBlock>
struct __cppobj SharedCounter<RedStoneWireBlock>
{
RedStoneWireBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<RedStoneWireBlock>
struct __cppobj SharedPtr<RedStoneWireBlock>
{
SharedCounter<RedStoneWireBlock> *pc;
};
# SharedCounter<WorkbenchBlock>
struct __cppobj SharedCounter<WorkbenchBlock>
{
WorkbenchBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<WorkbenchBlock>
struct __cppobj SharedPtr<WorkbenchBlock>
{
SharedCounter<WorkbenchBlock> *pc;
};
# SharedCounter<CropBlock>
struct __cppobj SharedCounter<CropBlock>
{
CropBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CropBlock>
struct __cppobj SharedPtr<CropBlock>
{
SharedCounter<CropBlock> *pc;
};
# SharedCounter<FarmBlock>
struct __cppobj SharedCounter<FarmBlock>
{
FarmBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<FarmBlock>
struct __cppobj SharedPtr<FarmBlock>
{
SharedCounter<FarmBlock> *pc;
};
# SharedCounter<FurnaceBlock>
struct __cppobj SharedCounter<FurnaceBlock>
{
FurnaceBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<FurnaceBlock>
struct __cppobj SharedPtr<FurnaceBlock>
{
SharedCounter<FurnaceBlock> *pc;
};
# SharedCounter<SignBlock>
struct __cppobj SharedCounter<SignBlock>
{
SignBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SignBlock>
struct __cppobj SharedPtr<SignBlock>
{
SharedCounter<SignBlock> *pc;
};
# SharedCounter<DoorBlock>
struct __cppobj SharedCounter<DoorBlock>
{
DoorBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<DoorBlock>
struct __cppobj SharedPtr<DoorBlock>
{
SharedCounter<DoorBlock> *pc;
};
# SharedCounter<LadderBlock>
struct __cppobj SharedCounter<LadderBlock>
{
LadderBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<LadderBlock>
struct __cppobj SharedPtr<LadderBlock>
{
SharedCounter<LadderBlock> *pc;
};
# SharedCounter<RailBlock>
struct __cppobj SharedCounter<RailBlock>
{
RailBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<RailBlock>
struct __cppobj SharedPtr<RailBlock>
{
SharedCounter<RailBlock> *pc;
};
# SharedCounter<LeverBlock>
struct __cppobj SharedCounter<LeverBlock>
{
LeverBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<LeverBlock>
struct __cppobj SharedPtr<LeverBlock>
{
SharedCounter<LeverBlock> *pc;
};
# SharedCounter<PressurePlateBlock>
struct __cppobj SharedCounter<PressurePlateBlock>
{
PressurePlateBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<PressurePlateBlock>
struct __cppobj SharedPtr<PressurePlateBlock>
{
SharedCounter<PressurePlateBlock> *pc;
};
# SharedCounter<RedStoneOreBlock>
struct __cppobj SharedCounter<RedStoneOreBlock>
{
RedStoneOreBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<RedStoneOreBlock>
struct __cppobj SharedPtr<RedStoneOreBlock>
{
SharedCounter<RedStoneOreBlock> *pc;
};
# SharedCounter<RedstoneTorchBlock>
struct __cppobj SharedCounter<RedstoneTorchBlock>
{
RedstoneTorchBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<RedstoneTorchBlock>
struct __cppobj SharedPtr<RedstoneTorchBlock>
{
SharedCounter<RedstoneTorchBlock> *pc;
};
# SharedCounter<StoneButtonBlock>
struct __cppobj SharedCounter<StoneButtonBlock>
{
StoneButtonBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedCounter<TopSnowBlock>
struct __cppobj SharedCounter<TopSnowBlock>
{
TopSnowBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<TopSnowBlock>
struct __cppobj SharedPtr<TopSnowBlock>
{
SharedCounter<TopSnowBlock> *pc;
};
# SharedCounter<IceBlock>
struct __cppobj SharedCounter<IceBlock>
{
IceBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<IceBlock>
struct __cppobj SharedPtr<IceBlock>
{
SharedCounter<IceBlock> *pc;
};
# SharedCounter<SnowBlock>
struct __cppobj SharedCounter<SnowBlock>
{
SnowBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SnowBlock>
struct __cppobj SharedPtr<SnowBlock>
{
SharedCounter<SnowBlock> *pc;
};
# SharedCounter<CactusBlock>
struct __cppobj SharedCounter<CactusBlock>
{
CactusBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CactusBlock>
struct __cppobj SharedPtr<CactusBlock>
{
SharedCounter<CactusBlock> *pc;
};
# SharedCounter<ClayBlock>
struct __cppobj SharedCounter<ClayBlock>
{
ClayBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ClayBlock>
struct __cppobj SharedPtr<ClayBlock>
{
SharedCounter<ClayBlock> *pc;
};
# SharedCounter<ReedBlock>
struct __cppobj SharedCounter<ReedBlock>
{
ReedBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ReedBlock>
struct __cppobj SharedPtr<ReedBlock>
{
SharedCounter<ReedBlock> *pc;
};
# SharedCounter<JukeboxBlock>
struct __cppobj SharedCounter<JukeboxBlock>
{
JukeboxBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<JukeboxBlock>
struct __cppobj SharedPtr<JukeboxBlock>
{
SharedCounter<JukeboxBlock> *pc;
};
# SharedCounter<FenceBlock>
struct __cppobj SharedCounter<FenceBlock>
{
FenceBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<FenceBlock>
struct __cppobj SharedPtr<FenceBlock>
{
SharedCounter<FenceBlock> *pc;
};
# SharedCounter<PumpkinBlock>
struct __cppobj SharedCounter<PumpkinBlock>
{
PumpkinBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<PumpkinBlock>
struct __cppobj SharedPtr<PumpkinBlock>
{
SharedCounter<PumpkinBlock> *pc;
};
# SharedCounter<NetherrackBlock>
struct __cppobj SharedCounter<NetherrackBlock>
{
NetherrackBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<NetherrackBlock>
struct __cppobj SharedPtr<NetherrackBlock>
{
SharedCounter<NetherrackBlock> *pc;
};
# SharedCounter<SoulSandBlock>
struct __cppobj SharedCounter<SoulSandBlock>
{
SoulSandBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SoulSandBlock>
struct __cppobj SharedPtr<SoulSandBlock>
{
SharedCounter<SoulSandBlock> *pc;
};
# SharedCounter<LightGemBlock>
struct __cppobj SharedCounter<LightGemBlock>
{
LightGemBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<LightGemBlock>
struct __cppobj SharedPtr<LightGemBlock>
{
SharedCounter<LightGemBlock> *pc;
};
# SharedCounter<PortalBlock>
struct __cppobj SharedCounter<PortalBlock>
{
PortalBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<PortalBlock>
struct __cppobj SharedPtr<PortalBlock>
{
SharedCounter<PortalBlock> *pc;
};
# SharedCounter<CakeBlock>
struct __cppobj SharedCounter<CakeBlock>
{
CakeBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CakeBlock>
struct __cppobj SharedPtr<CakeBlock>
{
SharedCounter<CakeBlock> *pc;
};
# SharedCounter<RepeaterBlock>
struct __cppobj SharedCounter<RepeaterBlock>
{
RepeaterBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<RepeaterBlock>
struct __cppobj SharedPtr<RepeaterBlock>
{
SharedCounter<RepeaterBlock> *pc;
};
# SharedCounter<InvisibleBlock>
struct __cppobj SharedCounter<InvisibleBlock>
{
InvisibleBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<InvisibleBlock>
struct __cppobj SharedPtr<InvisibleBlock>
{
SharedCounter<InvisibleBlock> *pc;
};
# SharedCounter<TrapDoorBlock>
struct __cppobj SharedCounter<TrapDoorBlock>
{
TrapDoorBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<TrapDoorBlock>
struct __cppobj SharedPtr<TrapDoorBlock>
{
SharedCounter<TrapDoorBlock> *pc;
};
# SharedCounter<MonsterEggBlock>
struct __cppobj SharedCounter<MonsterEggBlock>
{
MonsterEggBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<MonsterEggBlock>
struct __cppobj SharedPtr<MonsterEggBlock>
{
SharedCounter<MonsterEggBlock> *pc;
};
# SharedCounter<StoneBrickBlock>
struct __cppobj SharedCounter<StoneBrickBlock>
{
StoneBrickBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<StoneBrickBlock>
struct __cppobj SharedPtr<StoneBrickBlock>
{
SharedCounter<StoneBrickBlock> *pc;
};
# SharedCounter<HugeMushroomBlock>
struct __cppobj SharedCounter<HugeMushroomBlock>
{
HugeMushroomBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<HugeMushroomBlock>
struct __cppobj SharedPtr<HugeMushroomBlock>
{
SharedCounter<HugeMushroomBlock> *pc;
};
# SharedCounter<ThinFenceBlock>
struct __cppobj SharedCounter<ThinFenceBlock>
{
ThinFenceBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ThinFenceBlock>
struct __cppobj SharedPtr<ThinFenceBlock>
{
SharedCounter<ThinFenceBlock> *pc;
};
# SharedCounter<MelonBlock>
struct __cppobj SharedCounter<MelonBlock>
{
MelonBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<MelonBlock>
struct __cppobj SharedPtr<MelonBlock>
{
SharedCounter<MelonBlock> *pc;
};
# SharedCounter<StemBlock>
struct __cppobj SharedCounter<StemBlock>
{
StemBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<StemBlock>
struct __cppobj SharedPtr<StemBlock>
{
SharedCounter<StemBlock> *pc;
};
# SharedCounter<VineBlock>
struct __cppobj SharedCounter<VineBlock>
{
VineBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<VineBlock>
struct __cppobj SharedPtr<VineBlock>
{
SharedCounter<VineBlock> *pc;
};
# SharedCounter<FenceGateBlock>
struct __cppobj SharedCounter<FenceGateBlock>
{
FenceGateBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<FenceGateBlock>
struct __cppobj SharedPtr<FenceGateBlock>
{
SharedCounter<FenceGateBlock> *pc;
};
# SharedCounter<MyceliumBlock>
struct __cppobj SharedCounter<MyceliumBlock>
{
MyceliumBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<MyceliumBlock>
struct __cppobj SharedPtr<MyceliumBlock>
{
SharedCounter<MyceliumBlock> *pc;
};
# SharedCounter<WaterlilyBlock>
struct __cppobj SharedCounter<WaterlilyBlock>
{
WaterlilyBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<WaterlilyBlock>
struct __cppobj SharedPtr<WaterlilyBlock>
{
SharedCounter<WaterlilyBlock> *pc;
};
# SharedCounter<NetherWartBlock>
struct __cppobj SharedCounter<NetherWartBlock>
{
NetherWartBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<NetherWartBlock>
struct __cppobj SharedPtr<NetherWartBlock>
{
SharedCounter<NetherWartBlock> *pc;
};
# SharedCounter<EnchantingTableBlock>
struct __cppobj SharedCounter<EnchantingTableBlock>
{
EnchantingTableBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<EnchantingTableBlock>
struct __cppobj SharedPtr<EnchantingTableBlock>
{
SharedCounter<EnchantingTableBlock> *pc;
};
# SharedCounter<BrewingStandBlock>
struct __cppobj SharedCounter<BrewingStandBlock>
{
BrewingStandBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BrewingStandBlock>
struct __cppobj SharedPtr<BrewingStandBlock>
{
SharedCounter<BrewingStandBlock> *pc;
};
# SharedCounter<CauldronBlock>
struct __cppobj SharedCounter<CauldronBlock>
{
CauldronBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CauldronBlock>
struct __cppobj SharedPtr<CauldronBlock>
{
SharedCounter<CauldronBlock> *pc;
};
# SharedCounter<EndPortalBlock>
struct __cppobj SharedCounter<EndPortalBlock>
{
EndPortalBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<EndPortalBlock>
struct __cppobj SharedPtr<EndPortalBlock>
{
SharedCounter<EndPortalBlock> *pc;
};
# SharedCounter<EndPortalFrameBlock>
struct __cppobj SharedCounter<EndPortalFrameBlock>
{
EndPortalFrameBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<EndPortalFrameBlock>
struct __cppobj SharedPtr<EndPortalFrameBlock>
{
SharedCounter<EndPortalFrameBlock> *pc;
};
# SharedCounter<DragonEggBlock>
struct __cppobj SharedCounter<DragonEggBlock>
{
DragonEggBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<DragonEggBlock>
struct __cppobj SharedPtr<DragonEggBlock>
{
SharedCounter<DragonEggBlock> *pc;
};
# SharedCounter<RedstoneLampBlock>
struct __cppobj SharedCounter<RedstoneLampBlock>
{
RedstoneLampBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<RedstoneLampBlock>
struct __cppobj SharedPtr<RedstoneLampBlock>
{
SharedCounter<RedstoneLampBlock> *pc;
};
# SharedCounter<DropperBlock>
struct __cppobj SharedCounter<DropperBlock>
{
DropperBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<DropperBlock>
struct __cppobj SharedPtr<DropperBlock>
{
SharedCounter<DropperBlock> *pc;
};
# SharedCounter<ActivatorRailBlock>
struct __cppobj SharedCounter<ActivatorRailBlock>
{
ActivatorRailBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ActivatorRailBlock>
struct __cppobj SharedPtr<ActivatorRailBlock>
{
SharedCounter<ActivatorRailBlock> *pc;
};
# SharedCounter<CocoaBlock>
struct __cppobj SharedCounter<CocoaBlock>
{
CocoaBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CocoaBlock>
struct __cppobj SharedPtr<CocoaBlock>
{
SharedCounter<CocoaBlock> *pc;
};
# SharedCounter<EnderChestBlock>
struct __cppobj SharedCounter<EnderChestBlock>
{
EnderChestBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<EnderChestBlock>
struct __cppobj SharedPtr<EnderChestBlock>
{
SharedCounter<EnderChestBlock> *pc;
};
# SharedCounter<TripWireHookBlock>
struct __cppobj SharedCounter<TripWireHookBlock>
{
TripWireHookBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<TripWireHookBlock>
struct __cppobj SharedPtr<TripWireHookBlock>
{
SharedCounter<TripWireHookBlock> *pc;
};
# SharedCounter<TripWireBlock>
struct __cppobj SharedCounter<TripWireBlock>
{
TripWireBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<TripWireBlock>
struct __cppobj SharedPtr<TripWireBlock>
{
SharedCounter<TripWireBlock> *pc;
};
# SharedCounter<CommandBlock>
struct __cppobj SharedCounter<CommandBlock>
{
CommandBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CommandBlock>
struct __cppobj SharedPtr<CommandBlock>
{
SharedCounter<CommandBlock> *pc;
};
# SharedCounter<BeaconBlock>
struct __cppobj SharedCounter<BeaconBlock>
{
BeaconBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BeaconBlock>
struct __cppobj SharedPtr<BeaconBlock>
{
SharedCounter<BeaconBlock> *pc;
};
# SharedCounter<WallBlock>
struct __cppobj SharedCounter<WallBlock>
{
WallBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<WallBlock>
struct __cppobj SharedPtr<WallBlock>
{
SharedCounter<WallBlock> *pc;
};
# SharedCounter<FlowerPotBlock>
struct __cppobj SharedCounter<FlowerPotBlock>
{
FlowerPotBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<FlowerPotBlock>
struct __cppobj SharedPtr<FlowerPotBlock>
{
SharedCounter<FlowerPotBlock> *pc;
};
# SharedCounter<CarrotBlock>
struct __cppobj SharedCounter<CarrotBlock>
{
CarrotBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CarrotBlock>
struct __cppobj SharedPtr<CarrotBlock>
{
SharedCounter<CarrotBlock> *pc;
};
# SharedCounter<PotatoBlock>
struct __cppobj SharedCounter<PotatoBlock>
{
PotatoBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<PotatoBlock>
struct __cppobj SharedPtr<PotatoBlock>
{
SharedCounter<PotatoBlock> *pc;
};
# SharedCounter<WoodButtonBlock>
struct __cppobj SharedCounter<WoodButtonBlock>
{
WoodButtonBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<WoodButtonBlock>
struct __cppobj SharedPtr<WoodButtonBlock>
{
SharedCounter<WoodButtonBlock> *pc;
};
# SharedCounter<SkullBlock>
struct __cppobj SharedCounter<SkullBlock>
{
SkullBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SkullBlock>
struct __cppobj SharedPtr<SkullBlock>
{
SharedCounter<SkullBlock> *pc;
};
# SharedCounter<AnvilBlock>
struct __cppobj SharedCounter<AnvilBlock>
{
AnvilBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<AnvilBlock>
struct __cppobj SharedPtr<AnvilBlock>
{
SharedCounter<AnvilBlock> *pc;
};
# SharedCounter<WeightedPressurePlateBlock>
struct __cppobj SharedCounter<WeightedPressurePlateBlock>
{
WeightedPressurePlateBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<WeightedPressurePlateBlock>
struct __cppobj SharedPtr<WeightedPressurePlateBlock>
{
SharedCounter<WeightedPressurePlateBlock> *pc;
};
# SharedCounter<ComparatorBlock>
struct __cppobj SharedCounter<ComparatorBlock>
{
ComparatorBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ComparatorBlock>
struct __cppobj SharedPtr<ComparatorBlock>
{
SharedCounter<ComparatorBlock> *pc;
};
# SharedCounter<DaylightDetectorBlock>
struct __cppobj SharedCounter<DaylightDetectorBlock>
{
DaylightDetectorBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<DaylightDetectorBlock>
struct __cppobj SharedPtr<DaylightDetectorBlock>
{
SharedCounter<DaylightDetectorBlock> *pc;
};
# SharedCounter<RedstoneBlock>
struct __cppobj SharedCounter<RedstoneBlock>
{
RedstoneBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<RedstoneBlock>
struct __cppobj SharedPtr<RedstoneBlock>
{
SharedCounter<RedstoneBlock> *pc;
};
# SharedCounter<HopperBlock>
struct __cppobj SharedCounter<HopperBlock>
{
HopperBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<HopperBlock>
struct __cppobj SharedPtr<HopperBlock>
{
SharedCounter<HopperBlock> *pc;
};
# SharedCounter<QuartzBlockBlock>
struct __cppobj SharedCounter<QuartzBlockBlock>
{
QuartzBlockBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<QuartzBlockBlock>
struct __cppobj SharedPtr<QuartzBlockBlock>
{
SharedCounter<QuartzBlockBlock> *pc;
};
# SharedCounter<WoodSlabBlock>
struct __cppobj SharedCounter<WoodSlabBlock>
{
WoodSlabBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<WoodSlabBlock>
struct __cppobj SharedPtr<WoodSlabBlock>
{
SharedCounter<WoodSlabBlock> *pc;
};
# SharedCounter<ColoredBlock>
struct __cppobj SharedCounter<ColoredBlock>
{
ColoredBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ColoredBlock>
struct __cppobj SharedPtr<ColoredBlock>
{
SharedCounter<ColoredBlock> *pc;
};
# SharedCounter<StainedGlassPaneBlock>
struct __cppobj SharedCounter<StainedGlassPaneBlock>
{
StainedGlassPaneBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<StainedGlassPaneBlock>
struct __cppobj SharedPtr<StainedGlassPaneBlock>
{
SharedCounter<StainedGlassPaneBlock> *pc;
};
# SharedCounter<NewLeafBlock>
struct __cppobj SharedCounter<NewLeafBlock>
{
NewLeafBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<NewLeafBlock>
struct __cppobj SharedPtr<NewLeafBlock>
{
SharedCounter<NewLeafBlock> *pc;
};
# SharedCounter<NewLogBlock>
struct __cppobj SharedCounter<NewLogBlock>
{
NewLogBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<NewLogBlock>
struct __cppobj SharedPtr<NewLogBlock>
{
SharedCounter<NewLogBlock> *pc;
};
# SharedCounter<SlimeBlock>
struct __cppobj SharedCounter<SlimeBlock>
{
SlimeBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SlimeBlock>
struct __cppobj SharedPtr<SlimeBlock>
{
SharedCounter<SlimeBlock> *pc;
};
# SharedCounter<PrismarineBlock>
struct __cppobj SharedCounter<PrismarineBlock>
{
PrismarineBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<PrismarineBlock>
struct __cppobj SharedPtr<PrismarineBlock>
{
SharedCounter<PrismarineBlock> *pc;
};
# SharedCounter<SeaLanternBlock>
struct __cppobj SharedCounter<SeaLanternBlock>
{
SeaLanternBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SeaLanternBlock>
struct __cppobj SharedPtr<SeaLanternBlock>
{
SharedCounter<SeaLanternBlock> *pc;
};
# SharedCounter<HayBlockBlock>
struct __cppobj SharedCounter<HayBlockBlock>
{
HayBlockBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<HayBlockBlock>
struct __cppobj SharedPtr<HayBlockBlock>
{
SharedCounter<HayBlockBlock> *pc;
};
# SharedCounter<WoolCarpetBlock>
struct __cppobj SharedCounter<WoolCarpetBlock>
{
WoolCarpetBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<WoolCarpetBlock>
struct __cppobj SharedPtr<WoolCarpetBlock>
{
SharedCounter<WoolCarpetBlock> *pc;
};
# SharedCounter<DoublePlantBlock>
struct __cppobj SharedCounter<DoublePlantBlock>
{
DoublePlantBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<DoublePlantBlock>
struct __cppobj SharedPtr<DoublePlantBlock>
{
SharedCounter<DoublePlantBlock> *pc;
};
# SharedCounter<BannerBlock>
struct __cppobj SharedCounter<BannerBlock>
{
BannerBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BannerBlock>
struct __cppobj SharedPtr<BannerBlock>
{
SharedCounter<BannerBlock> *pc;
};
# SharedCounter<StoneSlabBlock2>
struct __cppobj SharedCounter<StoneSlabBlock2>
{
StoneSlabBlock2 *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<StoneSlabBlock2>
struct __cppobj SharedPtr<StoneSlabBlock2>
{
SharedCounter<StoneSlabBlock2> *pc;
};
# SharedCounter<GrassPathBlock>
struct __cppobj SharedCounter<GrassPathBlock>
{
GrassPathBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<GrassPathBlock>
struct __cppobj SharedPtr<GrassPathBlock>
{
SharedCounter<GrassPathBlock> *pc;
};
# SharedCounter<ItemFrameBlock>
struct __cppobj SharedCounter<ItemFrameBlock>
{
ItemFrameBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ItemFrameBlock>
struct __cppobj SharedPtr<ItemFrameBlock>
{
SharedCounter<ItemFrameBlock> *pc;
};
# SharedCounter<ChorusFlowerBlock>
struct __cppobj SharedCounter<ChorusFlowerBlock>
{
ChorusFlowerBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ChorusFlowerBlock>
struct __cppobj SharedPtr<ChorusFlowerBlock>
{
SharedCounter<ChorusFlowerBlock> *pc;
};
# SharedCounter<UndyedShulkerBoxBlock>
struct __cppobj SharedCounter<UndyedShulkerBoxBlock>
{
UndyedShulkerBoxBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<UndyedShulkerBoxBlock>
struct __cppobj SharedPtr<UndyedShulkerBoxBlock>
{
SharedCounter<UndyedShulkerBoxBlock> *pc;
};
# SharedCounter<FrostedIceBlock>
struct __cppobj SharedCounter<FrostedIceBlock>
{
FrostedIceBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<FrostedIceBlock>
struct __cppobj SharedPtr<FrostedIceBlock>
{
SharedCounter<FrostedIceBlock> *pc;
};
# SharedCounter<EndRodBlock>
struct __cppobj SharedCounter<EndRodBlock>
{
EndRodBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<EndRodBlock>
struct __cppobj SharedPtr<EndRodBlock>
{
SharedCounter<EndRodBlock> *pc;
};
# SharedCounter<BorderBlock>
struct __cppobj SharedCounter<BorderBlock>
{
BorderBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BorderBlock>
struct __cppobj SharedPtr<BorderBlock>
{
SharedCounter<BorderBlock> *pc;
};
# SharedCounter<MagmaBlock>
struct __cppobj SharedCounter<MagmaBlock>
{
MagmaBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<MagmaBlock>
struct __cppobj SharedPtr<MagmaBlock>
{
SharedCounter<MagmaBlock> *pc;
};
# SharedCounter<RotatedPillarBlock>
struct __cppobj SharedCounter<RotatedPillarBlock>
{
RotatedPillarBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<RotatedPillarBlock>
struct __cppobj SharedPtr<RotatedPillarBlock>
{
SharedCounter<RotatedPillarBlock> *pc;
};
# SharedCounter<StructureVoid>
struct __cppobj SharedCounter<StructureVoid>
{
StructureVoid *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<StructureVoid>
struct __cppobj SharedPtr<StructureVoid>
{
SharedCounter<StructureVoid> *pc;
};
# SharedCounter<ShulkerBoxBlock>
struct __cppobj SharedCounter<ShulkerBoxBlock>
{
ShulkerBoxBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ShulkerBoxBlock>
struct __cppobj SharedPtr<ShulkerBoxBlock>
{
SharedCounter<ShulkerBoxBlock> *pc;
};
# SharedCounter<GlazedTerracottaBlock>
struct __cppobj SharedCounter<GlazedTerracottaBlock>
{
GlazedTerracottaBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<GlazedTerracottaBlock>
struct __cppobj SharedPtr<GlazedTerracottaBlock>
{
SharedCounter<GlazedTerracottaBlock> *pc;
};
# SharedCounter<ConcreteBlock>
struct __cppobj SharedCounter<ConcreteBlock>
{
ConcreteBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ConcreteBlock>
struct __cppobj SharedPtr<ConcreteBlock>
{
SharedCounter<ConcreteBlock> *pc;
};
# SharedCounter<ConcretePowderBlock>
struct __cppobj SharedCounter<ConcretePowderBlock>
{
ConcretePowderBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ConcretePowderBlock>
struct __cppobj SharedPtr<ConcretePowderBlock>
{
SharedCounter<ConcretePowderBlock> *pc;
};
# SharedCounter<ChorusPlantBlock>
struct __cppobj SharedCounter<ChorusPlantBlock>
{
ChorusPlantBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ChorusPlantBlock>
struct __cppobj SharedPtr<ChorusPlantBlock>
{
SharedCounter<ChorusPlantBlock> *pc;
};
# SharedCounter<StainedGlassBlock>
struct __cppobj SharedCounter<StainedGlassBlock>
{
StainedGlassBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<StainedGlassBlock>
struct __cppobj SharedPtr<StainedGlassBlock>
{
SharedCounter<StainedGlassBlock> *pc;
};
# SharedCounter<CameraBlock>
struct __cppobj SharedCounter<CameraBlock>
{
CameraBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CameraBlock>
struct __cppobj SharedPtr<CameraBlock>
{
SharedCounter<CameraBlock> *pc;
};
# SharedCounter<PodzolBlock>
struct __cppobj SharedCounter<PodzolBlock>
{
PodzolBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<PodzolBlock>
struct __cppobj SharedPtr<PodzolBlock>
{
SharedCounter<PodzolBlock> *pc;
};
# SharedCounter<BeetrootBlock>
struct __cppobj SharedCounter<BeetrootBlock>
{
BeetrootBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BeetrootBlock>
struct __cppobj SharedPtr<BeetrootBlock>
{
SharedCounter<BeetrootBlock> *pc;
};
# SharedCounter<StonecutterBlock>
struct __cppobj SharedCounter<StonecutterBlock>
{
StonecutterBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<StonecutterBlock>
struct __cppobj SharedPtr<StonecutterBlock>
{
SharedCounter<StonecutterBlock> *pc;
};
# SharedCounter<NetherReactorBlock>
struct __cppobj SharedCounter<NetherReactorBlock>
{
NetherReactorBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<NetherReactorBlock>
struct __cppobj SharedPtr<NetherReactorBlock>
{
SharedCounter<NetherReactorBlock> *pc;
};
# SharedCounter<MovingBlock>
struct __cppobj SharedCounter<MovingBlock>
{
MovingBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<MovingBlock>
struct __cppobj SharedPtr<MovingBlock>
{
SharedCounter<MovingBlock> *pc;
};
# SharedCounter<ObserverBlock>
struct __cppobj SharedCounter<ObserverBlock>
{
ObserverBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ObserverBlock>
struct __cppobj SharedPtr<ObserverBlock>
{
SharedCounter<ObserverBlock> *pc;
};
# SharedCounter<StructureBlock>
struct __cppobj SharedCounter<StructureBlock>
{
StructureBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<StructureBlock>
struct __cppobj SharedPtr<StructureBlock>
{
SharedCounter<StructureBlock> *pc;
};
# SharedCounter<StrippedLogBlock>
struct __cppobj SharedCounter<StrippedLogBlock>
{
StrippedLogBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<StrippedLogBlock>
struct __cppobj SharedPtr<StrippedLogBlock>
{
SharedCounter<StrippedLogBlock> *pc;
};
# SharedCounter<BlueIceBlock>
struct __cppobj SharedCounter<BlueIceBlock>
{
BlueIceBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BlueIceBlock>
struct __cppobj SharedPtr<BlueIceBlock>
{
SharedCounter<BlueIceBlock> *pc;
};
# SharedCounter<FireBlock>
struct __cppobj SharedCounter<FireBlock>
{
FireBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<FireBlock>
struct __cppobj SharedPtr<FireBlock>
{
SharedCounter<FireBlock> *pc;
};
# SharedCounter<ChemistryTableBlock>
struct __cppobj SharedCounter<ChemistryTableBlock>
{
ChemistryTableBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ChemistryTableBlock>
struct __cppobj SharedPtr<ChemistryTableBlock>
{
SharedCounter<ChemistryTableBlock> *pc;
};
# SharedCounter<UnderwaterTorchBlock>
struct __cppobj SharedCounter<UnderwaterTorchBlock>
{
UnderwaterTorchBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<UnderwaterTorchBlock>
struct __cppobj SharedPtr<UnderwaterTorchBlock>
{
SharedCounter<UnderwaterTorchBlock> *pc;
};
# SharedCounter<ChemicalHeatBlock>
struct __cppobj SharedCounter<ChemicalHeatBlock>
{
ChemicalHeatBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ChemicalHeatBlock>
struct __cppobj SharedPtr<ChemicalHeatBlock>
{
SharedCounter<ChemicalHeatBlock> *pc;
};
# SharedCounter<ColoredTorchBlock>
struct __cppobj SharedCounter<ColoredTorchBlock>
{
ColoredTorchBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ColoredTorchBlock>
struct __cppobj SharedPtr<ColoredTorchBlock>
{
SharedCounter<ColoredTorchBlock> *pc;
};
# SharedCounter<ModBlock>
struct __cppobj SharedCounter<ModBlock>
{
ModBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ModBlock>
struct __cppobj SharedPtr<ModBlock>
{
SharedCounter<ModBlock> *pc;
};
# SharedCounter<ElementBlock>
struct __cppobj SharedCounter<ElementBlock>
{
ElementBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ElementBlock>
struct __cppobj SharedPtr<ElementBlock>
{
SharedCounter<ElementBlock> *pc;
};
# SharedCounter<Coral>
struct __cppobj SharedCounter<Coral>
{
Coral *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<Coral>
struct __cppobj SharedPtr<Coral>
{
SharedCounter<Coral> *pc;
};
# SharedCounter<CoralBlock>
struct __cppobj SharedCounter<CoralBlock>
{
CoralBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CoralBlock>
struct __cppobj SharedPtr<CoralBlock>
{
SharedCounter<CoralBlock> *pc;
};
# SharedCounter<CoralFan>
struct __cppobj SharedCounter<CoralFan>
{
CoralFan *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CoralFan>
struct __cppobj SharedPtr<CoralFan>
{
SharedCounter<CoralFan> *pc;
};
# SharedCounter<CoralFanHang>
struct __cppobj SharedCounter<CoralFanHang>
{
CoralFanHang *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CoralFanHang>
struct __cppobj SharedPtr<CoralFanHang>
{
SharedCounter<CoralFanHang> *pc;
};
# SharedCounter<KelpBlock>
struct __cppobj SharedCounter<KelpBlock>
{
KelpBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<KelpBlock>
struct __cppobj SharedPtr<KelpBlock>
{
SharedCounter<KelpBlock> *pc;
};
# SharedCounter<DriedKelpBlock>
struct __cppobj SharedCounter<DriedKelpBlock>
{
DriedKelpBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<DriedKelpBlock>
struct __cppobj SharedPtr<DriedKelpBlock>
{
SharedCounter<DriedKelpBlock> *pc;
};
# SharedCounter<SeaGrass>
struct __cppobj SharedCounter<SeaGrass>
{
SeaGrass *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SeaGrass>
struct __cppobj SharedPtr<SeaGrass>
{
SharedCounter<SeaGrass> *pc;
};
# SharedCounter<SeaPickle>
struct __cppobj SharedCounter<SeaPickle>
{
SeaPickle *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SeaPickle>
struct __cppobj SharedPtr<SeaPickle>
{
SharedCounter<SeaPickle> *pc;
};
# SharedCounter<ConduitBlock>
struct __cppobj SharedCounter<ConduitBlock>
{
ConduitBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ConduitBlock>
struct __cppobj SharedPtr<ConduitBlock>
{
SharedCounter<ConduitBlock> *pc;
};
# SharedCounter<BubbleColumnBlock>
struct __cppobj SharedCounter<BubbleColumnBlock>
{
BubbleColumnBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BubbleColumnBlock>
struct __cppobj SharedPtr<BubbleColumnBlock>
{
SharedCounter<BubbleColumnBlock> *pc;
};
# SharedCounter<TurtleEggBlock>
struct __cppobj SharedCounter<TurtleEggBlock>
{
TurtleEggBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<TurtleEggBlock>
struct __cppobj SharedPtr<TurtleEggBlock>
{
SharedCounter<TurtleEggBlock> *pc;
};
# SharedCounter<BarrierBlock>
struct __cppobj SharedCounter<BarrierBlock>
{
BarrierBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BarrierBlock>
struct __cppobj SharedPtr<BarrierBlock>
{
SharedCounter<BarrierBlock> *pc;
};
# SharedCounter<ScaffoldingBlock>
struct __cppobj SharedCounter<ScaffoldingBlock>
{
ScaffoldingBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ScaffoldingBlock>
struct __cppobj SharedPtr<ScaffoldingBlock>
{
SharedCounter<ScaffoldingBlock> *pc;
};
# SharedCounter<BambooBlock>
struct __cppobj SharedCounter<BambooBlock>
{
BambooBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BambooBlock>
struct __cppobj SharedPtr<BambooBlock>
{
SharedCounter<BambooBlock> *pc;
};
# SharedCounter<BambooSapling>
struct __cppobj SharedCounter<BambooSapling>
{
BambooSapling *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BambooSapling>
struct __cppobj SharedPtr<BambooSapling>
{
SharedCounter<BambooSapling> *pc;
};
# SharedCounter<StoneSlabBlock3>
struct __cppobj SharedCounter<StoneSlabBlock3>
{
StoneSlabBlock3 *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<StoneSlabBlock3>
struct __cppobj SharedPtr<StoneSlabBlock3>
{
SharedCounter<StoneSlabBlock3> *pc;
};
# SharedCounter<StoneSlabBlock4>
struct __cppobj SharedCounter<StoneSlabBlock4>
{
StoneSlabBlock4 *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<StoneSlabBlock4>
struct __cppobj SharedPtr<StoneSlabBlock4>
{
SharedCounter<StoneSlabBlock4> *pc;
};
# SharedCounter<LecternBlock>
struct __cppobj SharedCounter<LecternBlock>
{
LecternBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<LecternBlock>
struct __cppobj SharedPtr<LecternBlock>
{
SharedCounter<LecternBlock> *pc;
};
# SharedCounter<GrindstoneBlock>
struct __cppobj SharedCounter<GrindstoneBlock>
{
GrindstoneBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<GrindstoneBlock>
struct __cppobj SharedPtr<GrindstoneBlock>
{
SharedCounter<GrindstoneBlock> *pc;
};
# SharedCounter<BlastFurnaceBlock>
struct __cppobj SharedCounter<BlastFurnaceBlock>
{
BlastFurnaceBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BlastFurnaceBlock>
struct __cppobj SharedPtr<BlastFurnaceBlock>
{
SharedCounter<BlastFurnaceBlock> *pc;
};
# SharedCounter<SmokerBlock>
struct __cppobj SharedCounter<SmokerBlock>
{
SmokerBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SmokerBlock>
struct __cppobj SharedPtr<SmokerBlock>
{
SharedCounter<SmokerBlock> *pc;
};
# SharedCounter<CartographyTableBlock>
struct __cppobj SharedCounter<CartographyTableBlock>
{
CartographyTableBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CartographyTableBlock>
struct __cppobj SharedPtr<CartographyTableBlock>
{
SharedCounter<CartographyTableBlock> *pc;
};
# SharedCounter<SmithingTableBlock>
struct __cppobj SharedCounter<SmithingTableBlock>
{
SmithingTableBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SmithingTableBlock>
struct __cppobj SharedPtr<SmithingTableBlock>
{
SharedCounter<SmithingTableBlock> *pc;
};
# SharedCounter<BarrelBlock>
struct __cppobj SharedCounter<BarrelBlock>
{
BarrelBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BarrelBlock>
struct __cppobj SharedPtr<BarrelBlock>
{
SharedCounter<BarrelBlock> *pc;
};
# SharedCounter<LoomBlock>
struct __cppobj SharedCounter<LoomBlock>
{
LoomBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<LoomBlock>
struct __cppobj SharedPtr<LoomBlock>
{
SharedCounter<LoomBlock> *pc;
};
# SharedCounter<BellBlock>
struct __cppobj SharedCounter<BellBlock>
{
BellBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BellBlock>
struct __cppobj SharedPtr<BellBlock>
{
SharedCounter<BellBlock> *pc;
};
# SharedCounter<SweetBerryBushBlock>
struct __cppobj SharedCounter<SweetBerryBushBlock>
{
SweetBerryBushBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SweetBerryBushBlock>
struct __cppobj SharedPtr<SweetBerryBushBlock>
{
SharedCounter<SweetBerryBushBlock> *pc;
};
# SharedCounter<LanternBlock>
struct __cppobj SharedCounter<LanternBlock>
{
LanternBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<LanternBlock>
struct __cppobj SharedPtr<LanternBlock>
{
SharedCounter<LanternBlock> *pc;
};
# SharedCounter<CampfireBlock>
struct __cppobj SharedCounter<CampfireBlock>
{
CampfireBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CampfireBlock>
struct __cppobj SharedPtr<CampfireBlock>
{
SharedCounter<CampfireBlock> *pc;
};
# SharedCounter<JigsawBlock>
struct __cppobj SharedCounter<JigsawBlock>
{
JigsawBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<JigsawBlock>
struct __cppobj SharedPtr<JigsawBlock>
{
SharedCounter<JigsawBlock> *pc;
};
# SharedCounter<WoodBlock>
struct __cppobj SharedCounter<WoodBlock>
{
WoodBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<WoodBlock>
struct __cppobj SharedPtr<WoodBlock>
{
SharedCounter<WoodBlock> *pc;
};
# SharedCounter<ComposterBlock>
struct __cppobj SharedCounter<ComposterBlock>
{
ComposterBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ComposterBlock>
struct __cppobj SharedPtr<ComposterBlock>
{
SharedCounter<ComposterBlock> *pc;
};
# SharedCounter<LightBlock>
struct __cppobj SharedCounter<LightBlock>
{
LightBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<LightBlock>
struct __cppobj SharedPtr<LightBlock>
{
SharedCounter<LightBlock> *pc;
};
# SharedCounter<WitherRoseBlock>
struct __cppobj SharedCounter<WitherRoseBlock>
{
WitherRoseBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<WitherRoseBlock>
struct __cppobj SharedPtr<WitherRoseBlock>
{
SharedCounter<WitherRoseBlock> *pc;
};
# SharedCounter<BeehiveBlock>
struct __cppobj SharedCounter<BeehiveBlock>
{
BeehiveBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BeehiveBlock>
struct __cppobj SharedPtr<BeehiveBlock>
{
SharedCounter<BeehiveBlock> *pc;
};
# SharedCounter<HoneyBlock>
struct __cppobj SharedCounter<HoneyBlock>
{
HoneyBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<HoneyBlock>
struct __cppobj SharedPtr<HoneyBlock>
{
SharedCounter<HoneyBlock> *pc;
};
# SharedCounter<HoneycombBlock>
struct __cppobj SharedCounter<HoneycombBlock>
{
HoneycombBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<HoneycombBlock>
struct __cppobj SharedPtr<HoneycombBlock>
{
SharedCounter<HoneycombBlock> *pc;
};
# SharedCounter<LodestoneBlock>
struct __cppobj SharedCounter<LodestoneBlock>
{
LodestoneBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<LodestoneBlock>
struct __cppobj SharedPtr<LodestoneBlock>
{
SharedCounter<LodestoneBlock> *pc;
};
# SharedCounter<FungusStem>
struct __cppobj SharedCounter<FungusStem>
{
FungusStem *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<FungusStem>
struct __cppobj SharedPtr<FungusStem>
{
SharedCounter<FungusStem> *pc;
};
# SharedCounter<NetherFungusBlock>
struct __cppobj SharedCounter<NetherFungusBlock>
{
NetherFungusBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<NetherFungusBlock>
struct __cppobj SharedPtr<NetherFungusBlock>
{
SharedCounter<NetherFungusBlock> *pc;
};
# SharedCounter<WeepingVinesBlock>
struct __cppobj SharedCounter<WeepingVinesBlock>
{
WeepingVinesBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<WeepingVinesBlock>
struct __cppobj SharedPtr<WeepingVinesBlock>
{
SharedCounter<WeepingVinesBlock> *pc;
};
# SharedCounter<NyliumBlock>
struct __cppobj SharedCounter<NyliumBlock>
{
NyliumBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<NyliumBlock>
struct __cppobj SharedPtr<NyliumBlock>
{
SharedCounter<NyliumBlock> *pc;
};
# SharedCounter<BlueFireBlock>
struct __cppobj SharedCounter<BlueFireBlock>
{
BlueFireBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<BlueFireBlock>
struct __cppobj SharedPtr<BlueFireBlock>
{
SharedCounter<BlueFireBlock> *pc;
};
# SharedCounter<NetherSprouts>
struct __cppobj SharedCounter<NetherSprouts>
{
NetherSprouts *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<NetherSprouts>
struct __cppobj SharedPtr<NetherSprouts>
{
SharedCounter<NetherSprouts> *pc;
};
# SharedCounter<TargetBlock>
struct __cppobj SharedCounter<TargetBlock>
{
TargetBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<TargetBlock>
struct __cppobj SharedPtr<TargetBlock>
{
SharedCounter<TargetBlock> *pc;
};
# SharedCounter<SlabBlock>
struct __cppobj SharedCounter<SlabBlock>
{
SlabBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SlabBlock>
struct __cppobj SharedPtr<SlabBlock>
{
SharedCounter<SlabBlock> *pc;
};
# SharedCounter<SoulTorchBlock>
struct __cppobj SharedCounter<SoulTorchBlock>
{
SoulTorchBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<SoulTorchBlock>
struct __cppobj SharedPtr<SoulTorchBlock>
{
SharedCounter<SoulTorchBlock> *pc;
};
# SharedCounter<RespawnAnchorBlock>
struct __cppobj SharedCounter<RespawnAnchorBlock>
{
RespawnAnchorBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedCounter<GildedBlackstone>
struct __cppobj SharedCounter<GildedBlackstone>
{
GildedBlackstone *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<GildedBlackstone>
struct __cppobj SharedPtr<GildedBlackstone>
{
SharedCounter<GildedBlackstone> *pc;
};
# SharedCounter<ChainBlock>
struct __cppobj SharedCounter<ChainBlock>
{
ChainBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<ChainBlock>
struct __cppobj SharedPtr<ChainBlock>
{
SharedCounter<ChainBlock> *pc;
};
# SharedCounter<TwistingVinesBlock>
struct __cppobj SharedCounter<TwistingVinesBlock>
{
TwistingVinesBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<TwistingVinesBlock>
struct __cppobj SharedPtr<TwistingVinesBlock>
{
SharedCounter<TwistingVinesBlock> *pc;
};
# SharedCounter<CryingObsidianBlock>
struct __cppobj SharedCounter<CryingObsidianBlock>
{
CryingObsidianBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CryingObsidianBlock>
struct __cppobj SharedPtr<CryingObsidianBlock>
{
SharedCounter<CryingObsidianBlock> *pc;
};
# SkullBlock::checkMobSpawn::__l17::<lambda_b4b567f629a037a9035c572fb1fba35e>
struct __cppobj SkullBlock::checkMobSpawn::__l17::<lambda_b4b567f629a037a9035c572fb1fba35e>
{
const BlockPos *pos;
Mob **mob;
BlockSource *region;
};
# SkullBlock::checkMobSpawn::__l11::<lambda_67539536fae5ffef79f3a0de553d19bc>
struct __cppobj SkullBlock::checkMobSpawn::__l11::<lambda_67539536fae5ffef79f3a0de553d19bc>
{
const BlockPos *pos;
BlockSource *region;
};
# Sapling::_isNearFlowerBlock::__l2::<lambda_356b45de45567e8e6fa659ccfaec2036>
struct __cppobj Sapling::_isNearFlowerBlock::__l2::<lambda_356b45de45567e8e6fa659ccfaec2036>
{
};
# StringPrintStream
struct __cppobj StringPrintStream : PrintStream
{
std::basic_stringstream<char,std::char_traits<char>,std::allocator<char> > out;
};
# StringPrintStream_vtbl
struct /*VFT*/ StringPrintStream_vtbl
{
void (__fastcall *~PrintStream)(PrintStream *this);
void (__fastcall *print)(PrintStream *this, const std::string *);
};
# SubtractiveLightInfo
struct __cppobj SubtractiveLightInfo
{
$52A32AF023F0868BF2C19D5A22A86A92 ___u0;
};
# SubChunkBlockStoragePaletted<1,1>
struct __cppobj __declspec(align(8)) SubChunkBlockStoragePaletted<1,1> : ISubChunkBlockStoragePaletted
{
unsigned int mBlocks[128];
AppendOnlyAtomicLookupTable<Block const *,2> mPalette;
bool mModDataFlag;
};
# SubChunkBlockStoragePaletted<2,2>
struct __cppobj __declspec(align(8)) SubChunkBlockStoragePaletted<2,2> : ISubChunkBlockStoragePaletted
{
unsigned int mBlocks[256];
AppendOnlyAtomicLookupTable<Block const *,4> mPalette;
bool mModDataFlag;
};
# SubChunkBlockStoragePaletted<3,3>
struct __cppobj __declspec(align(8)) SubChunkBlockStoragePaletted<3,3> : ISubChunkBlockStoragePaletted
{
unsigned int mBlocks[410];
AppendOnlyAtomicLookupTable<Block const *,8> mPalette;
bool mModDataFlag;
};
# SubChunkBlockStoragePaletted<4,4>
struct __cppobj __declspec(align(8)) SubChunkBlockStoragePaletted<4,4> : ISubChunkBlockStoragePaletted
{
unsigned int mBlocks[512];
AppendOnlyAtomicLookupTable<Block const *,16> mPalette;
bool mModDataFlag;
};
# SubChunkBlockStoragePaletted<5,5>
struct __cppobj __declspec(align(8)) SubChunkBlockStoragePaletted<5,5> : ISubChunkBlockStoragePaletted
{
unsigned int mBlocks[683];
AppendOnlyAtomicLookupTable<Block const *,32> mPalette;
bool mModDataFlag;
};
# SubChunkBlockStoragePaletted<6,6>
struct __cppobj __declspec(align(8)) SubChunkBlockStoragePaletted<6,6> : ISubChunkBlockStoragePaletted
{
unsigned int mBlocks[820];
AppendOnlyAtomicLookupTable<Block const *,64> mPalette;
bool mModDataFlag;
};
# SubChunkBlockStoragePaletted<8,8>
struct __cppobj __declspec(align(8)) SubChunkBlockStoragePaletted<8,8> : ISubChunkBlockStoragePaletted
{
unsigned int mBlocks[1024];
AppendOnlyAtomicLookupTable<Block const *,256> mPalette;
bool mModDataFlag;
};
# SubChunkBlockStoragePaletted<16,16>
struct __cppobj __declspec(align(8)) SubChunkBlockStoragePaletted<16,16> : ISubChunkBlockStoragePaletted
{
unsigned int mBlocks[2048];
AppendOnlyAtomicLookupTable<Block const *,4096> mPalette;
bool mModDataFlag;
};
# ScatterParams::_buildSchema::__l2::<lambda_0812bcb2507b32093a0a61069d8a46e3>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_0812bcb2507b32093a0a61069d8a46e3>
{
std::function<ScatterParams & __cdecl(AutomaticFeatureRules::AutomaticFeatureRule *)> scatterAccessor;
};
# ScatterParams::_buildSchema::__l2::<lambda_adc91ec67211fa85faa0bdd4dd420227>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_adc91ec67211fa85faa0bdd4dd420227>
{
std::function<ScatterParams & __cdecl(AutomaticFeatureRules::AutomaticFeatureRule *)> scatterAccessor;
};
# ScatterParams::_buildSchema::__l2::<lambda_b408264c7c65667b62fdd391893bda86>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_b408264c7c65667b62fdd391893bda86>
{
std::function<ScatterParams & __cdecl(AutomaticFeatureRules::AutomaticFeatureRule *)> scatterAccessor;
};
# ScatterParams::_buildSchema::__l2::<lambda_ef7741f99428e89231f1ac3107cd92ce>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_ef7741f99428e89231f1ac3107cd92ce>
{
std::function<ScatterParams & __cdecl(AutomaticFeatureRules::AutomaticFeatureRule *)> scatterAccessor;
};
# ScatterParams::_buildSchema::__l2::<lambda_aa996b390096f3a8fdec0bcbde8e973d>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_aa996b390096f3a8fdec0bcbde8e973d>
{
std::function<ScatterParams & __cdecl(AutomaticFeatureRules::AutomaticFeatureRule *)> scatterAccessor;
};
# ScatterParams::_buildSchema::__l3::<lambda_aeacb45e4360de140d50033a3d23444e>
struct __cppobj ScatterParams::_buildSchema::__l3::<lambda_aeacb45e4360de140d50033a3d23444e>
{
std::function<ScatterParams & __cdecl(AutomaticFeatureRules::AutomaticFeatureRule *)> scatterAccessor;
};
# ScatterParams::_buildSchema::__l3::<lambda_895ea9aa2378ef8b84ab5139aa899cbe>
struct __cppobj ScatterParams::_buildSchema::__l3::<lambda_895ea9aa2378ef8b84ab5139aa899cbe>
{
std::function<ScatterParams & __cdecl(AutomaticFeatureRules::AutomaticFeatureRule *)> scatterAccessor;
};
# ScatterParams::_buildSchema::__l2::<lambda_102185838b4f232d0d9c272cce6292a1>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_102185838b4f232d0d9c272cce6292a1>
{
std::function<ScatterParams::CoordinateRange & __cdecl(AutomaticFeatureRules::AutomaticFeatureRule *)> coordAccessor;
const HashedString name;
};
# ScatterParams::_buildSchema::__l2::<lambda_21cbaf2d1049bdf761022c22dee3fa11>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_21cbaf2d1049bdf761022c22dee3fa11>
{
};
# ScatterParams::_buildSchema::__l2::<lambda_686c7cb4abbd310594d514a7a14ae3aa>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_686c7cb4abbd310594d514a7a14ae3aa>
{
};
# ScatterParams::_buildSchema::__l2::<lambda_8b159dec1ab4da716db4d16a1e125a65>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_8b159dec1ab4da716db4d16a1e125a65>
{
};
# ScatterParams::_buildSchema::__l2::<lambda_fb412aee829706126aa27a66e2340659>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_fb412aee829706126aa27a66e2340659>
{
};
# ScatterParams::_buildSchema::__l2::<lambda_d1bfadf98c6ff6fe553f53858657333c>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_d1bfadf98c6ff6fe553f53858657333c>
{
};
# SimpleTreeCanopy
struct __cppobj SimpleTreeCanopy : ITreeCanopy
{
int mMinOffset;
int mMaxOffset;
int mMinWidth;
int mRise;
int mRun;
BlockDescriptor mLeafBlockDescriptor;
TreeHelper::AttachableDecoration mDecoration;
std::vector<ChanceInformation> mVariationChancePerLayer;
};
# SimpleTreeCanopy_vtbl
struct /*VFT*/ SimpleTreeCanopy_vtbl
{
void (__fastcall *~ITreeCanopy)(ITreeCanopy *this);
std::optional<BlockPos> *(__fastcall *placeCanopy)(ITreeCanopy *this, std::optional<BlockPos> *result, IBlockWorldGenAPI *, const BlockPos *, Random *, RenderParams *, const TreeHelper::TreeParams *);
bool (__fastcall *parseTreeCanopy)(ITreeCanopy *this, const rapidjson::GenericValue<rapidjson::UTF8<char>,rapidjson::MemoryPoolAllocator<rapidjson::CrtAllocator> > *, IWorldRegistriesProvider *);
};
# SpruceTreeCanopy
struct __cppobj SpruceTreeCanopy : ITreeCanopy
{
IntRange mLowerOffset;
IntRange mUpperOffset;
IntRange mRadius;
BlockDescriptor mLeafBlockDescriptor;
};
# SpruceTreeCanopy_vtbl
struct /*VFT*/ SpruceTreeCanopy_vtbl
{
void (__fastcall *~ITreeCanopy)(ITreeCanopy *this);
std::optional<BlockPos> *(__fastcall *placeCanopy)(ITreeCanopy *this, std::optional<BlockPos> *result, IBlockWorldGenAPI *, const BlockPos *, Random *, RenderParams *, const TreeHelper::TreeParams *);
bool (__fastcall *parseTreeCanopy)(ITreeCanopy *this, const rapidjson::GenericValue<rapidjson::UTF8<char>,rapidjson::MemoryPoolAllocator<rapidjson::CrtAllocator> > *, IWorldRegistriesProvider *);
};
# SimpleTreeTrunk
struct __cppobj SimpleTreeTrunk : ITreeTrunk
{
int mSubmergedDepth;
IntRange mHeight;
IntRange mHeightModifier;
BlockDescriptor mTrunkBlockDescriptor;
TreeHelper::AttachableDecoration mDecoration;
};
# SimpleTreeTrunk_vtbl
struct /*VFT*/ SimpleTreeTrunk_vtbl
{
void (__fastcall *~ITreeTrunk)(ITreeTrunk *this);
std::optional<BlockPos> *(__fastcall *placeTrunk)(ITreeTrunk *this, std::optional<BlockPos> *result, IBlockWorldGenAPI *, const BlockPos *, Random *, RenderParams *, const TreeHelper::TreeParams *, const ITreeCanopy *);
bool (__fastcall *parse)(ITreeTrunk *this, const rapidjson::GenericValue<rapidjson::UTF8<char>,rapidjson::MemoryPoolAllocator<rapidjson::CrtAllocator> > *, IWorldRegistriesProvider *);
};
# ScatterFeature
struct __cppobj __declspec(align(8)) ScatterFeature : IFeature
{
WeakRefT<FeatureRefTraits> mFeatureToScatter;
ScatterParams mScatterParams;
bool mProjectInputToFloor;
};
# ScatterFeature_vtbl
struct /*VFT*/ ScatterFeature_vtbl
{
void (__fastcall *~IFeature)(IFeature *this);
std::optional<BlockPos> *(__fastcall *place)(IFeature *this, std::optional<BlockPos> *result, IBlockWorldGenAPI *, const BlockPos *, Random *, RenderParams *);
std::string *(__fastcall *getStructureName)(IFeature *this, std::string *result);
bool (__fastcall *parse)(IFeature *this, const rapidjson::GenericValue<rapidjson::UTF8<char>,rapidjson::MemoryPoolAllocator<rapidjson::CrtAllocator> > *, IWorldRegistriesProvider *);
};
# SearchFeature
struct __cppobj __declspec(align(8)) SearchFeature : IFeature
{
WeakRefT<FeatureRefTraits> mFeatureRef;
AABB mSearchVolume;
SearchFeature::SearchAxis mSearchAxis;
int mRequiredSuccesses;
};
# SearchFeature_vtbl
struct /*VFT*/ SearchFeature_vtbl
{
void (__fastcall *~IFeature)(IFeature *this);
std::optional<BlockPos> *(__fastcall *place)(IFeature *this, std::optional<BlockPos> *result, IBlockWorldGenAPI *, const BlockPos *, Random *, RenderParams *);
std::string *(__fastcall *getStructureName)(IFeature *this, std::string *result);
bool (__fastcall *parse)(IFeature *this, const rapidjson::GenericValue<rapidjson::UTF8<char>,rapidjson::MemoryPoolAllocator<rapidjson::CrtAllocator> > *, IWorldRegistriesProvider *);
};
# SingleBlockFeature
struct __cppobj SingleBlockFeature : IFeature
{
BlockDescriptor mBlock;
bool mEnforcePlacementRules;
bool mEnforceSurvivabilityRules;
bool mAutoRotate;
bool mEnforceAttachmentRules;
int mMinAttachedSides;
std::vector<BlockDescriptor> mTopMayAttachTo;
std::vector<BlockDescriptor> mBottomMayAttachTo;
std::vector<BlockDescriptor> mNorthMayAttachTo;
std::vector<BlockDescriptor> mEastMayAttachTo;
std::vector<BlockDescriptor> mSouthMayAttachTo;
std::vector<BlockDescriptor> mWestMayAttachTo;
std::vector<BlockDescriptor> mAllMayAttachTo;
std::vector<BlockDescriptor> mSidesMayAttachTo;
std::vector<BlockDescriptor> mMayReplace;
std::vector<BlockDescriptor> mMayPlaceOn;
};
# SingleBlockFeature_vtbl
struct /*VFT*/ SingleBlockFeature_vtbl
{
void (__fastcall *~IFeature)(IFeature *this);
std::optional<BlockPos> *(__fastcall *place)(IFeature *this, std::optional<BlockPos> *result, IBlockWorldGenAPI *, const BlockPos *, Random *, RenderParams *);
std::string *(__fastcall *getStructureName)(IFeature *this, std::string *result);
bool (__fastcall *parse)(IFeature *this, const rapidjson::GenericValue<rapidjson::UTF8<char>,rapidjson::MemoryPoolAllocator<rapidjson::CrtAllocator> > *, IWorldRegistriesProvider *);
};
# StructureTemplateFeature
struct __cppobj StructureTemplateFeature : IFeature
{
StructureTemplate *mStructure;
int mAdjustmentRadius;
Direction::Type mFaceDirection;
std::vector<std::unique_ptr<IStructureConstraint>> mConstraints;
};
# StructureTemplateFeature_vtbl
struct /*VFT*/ StructureTemplateFeature_vtbl
{
void (__fastcall *~IFeature)(IFeature *this);
std::optional<BlockPos> *(__fastcall *place)(IFeature *this, std::optional<BlockPos> *result, IBlockWorldGenAPI *, const BlockPos *, Random *, RenderParams *);
std::string *(__fastcall *getStructureName)(IFeature *this, std::string *result);
bool (__fastcall *parse)(IFeature *this, const rapidjson::GenericValue<rapidjson::UTF8<char>,rapidjson::MemoryPoolAllocator<rapidjson::CrtAllocator> > *, IWorldRegistriesProvider *);
};
# ScatterParams::_buildSchema::__l2::<lambda_6697fcc338a28a2a66475f1030b55eb2>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_6697fcc338a28a2a66475f1030b55eb2>
{
std::function<ScatterParams & __cdecl(FeatureLoading::ConcreteFeatureHolder<ScatterFeature> *)> scatterAccessor;
};
# ScatterParams::_buildSchema::__l2::<lambda_369c4269327dd66eb89c3f306f673098>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_369c4269327dd66eb89c3f306f673098>
{
std::function<ScatterParams & __cdecl(FeatureLoading::ConcreteFeatureHolder<ScatterFeature> *)> scatterAccessor;
};
# ScatterParams::_buildSchema::__l2::<lambda_29be4b69395e49f372ab7ee3e3861ea8>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_29be4b69395e49f372ab7ee3e3861ea8>
{
std::function<ScatterParams & __cdecl(FeatureLoading::ConcreteFeatureHolder<ScatterFeature> *)> scatterAccessor;
};
# ScatterParams::_buildSchema::__l2::<lambda_dbb9e2db8c522c4dd6b7016d0b2de0dd>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_dbb9e2db8c522c4dd6b7016d0b2de0dd>
{
std::function<ScatterParams & __cdecl(FeatureLoading::ConcreteFeatureHolder<ScatterFeature> *)> scatterAccessor;
};
# ScatterParams::_buildSchema::__l2::<lambda_db78833ebc823bb660a1786f4a9dc20f>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_db78833ebc823bb660a1786f4a9dc20f>
{
std::function<ScatterParams & __cdecl(FeatureLoading::ConcreteFeatureHolder<ScatterFeature> *)> scatterAccessor;
};
# ScatterParams::_buildSchema::__l3::<lambda_0457dbd857bf74e1044a46b87cf44a13>
struct __cppobj ScatterParams::_buildSchema::__l3::<lambda_0457dbd857bf74e1044a46b87cf44a13>
{
std::function<ScatterParams & __cdecl(FeatureLoading::ConcreteFeatureHolder<ScatterFeature> *)> scatterAccessor;
};
# ScatterParams::_buildSchema::__l3::<lambda_6ad2e3a1f50cbd1daf19b6f4b1b7d80b>
struct __cppobj ScatterParams::_buildSchema::__l3::<lambda_6ad2e3a1f50cbd1daf19b6f4b1b7d80b>
{
std::function<ScatterParams & __cdecl(FeatureLoading::ConcreteFeatureHolder<ScatterFeature> *)> scatterAccessor;
};
# ScatterParams::_buildSchema::__l2::<lambda_74ac550b64edf02e4da438a098fcacbc>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_74ac550b64edf02e4da438a098fcacbc>
{
std::function<ScatterParams::CoordinateRange & __cdecl(FeatureLoading::ConcreteFeatureHolder<ScatterFeature> *)> coordAccessor;
const HashedString name;
};
# ScatterParams::_buildSchema::__l2::<lambda_aeb0075ee3c02cb1c6b4dc667e40d095>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_aeb0075ee3c02cb1c6b4dc667e40d095>
{
};
# ScatterParams::_buildSchema::__l2::<lambda_e369566461023c183400dc583203e8e8>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_e369566461023c183400dc583203e8e8>
{
};
# ScatterParams::_buildSchema::__l2::<lambda_3fd1d93ba142a5f6fdb37a96cadf2ed2>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_3fd1d93ba142a5f6fdb37a96cadf2ed2>
{
};
# ScatterParams::_buildSchema::__l2::<lambda_e8a00d27dbfc8e954d6c48d82e17a609>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_e8a00d27dbfc8e954d6c48d82e17a609>
{
};
# ScatterParams::_buildSchema::__l2::<lambda_61601f14b4a1fa382565cb431a3a9c30>
struct __cppobj ScatterParams::_buildSchema::__l2::<lambda_61601f14b4a1fa382565cb431a3a9c30>
{
};
# StructureStart
struct __cppobj StructureStart
{
StructureStart_vtbl *__vftable /*VFT*/;
BoundingBox boundingBox;
int chunkX;
int chunkZ;
std::vector<std::unique_ptr<StructurePiece>> pieces;
};
# StructureStart_vtbl
struct /*VFT*/ StructureStart_vtbl
{
void (__fastcall *~StructureStart)(StructureStart *this);
bool (__fastcall *postProcess)(StructureStart *this, BlockSource *, Random *, const BoundingBox *);
bool (__fastcall *isValid)(StructureStart *this);
StructureFeatureType (__fastcall *getType)(StructureStart *this);
};
# StructureFeature
struct __cppobj __declspec(align(4)) StructureFeature
{
StructureFeature_vtbl *__vftable /*VFT*/;
std::unordered_map<ChunkPos,std::unique_ptr<StructureStart>> cachedStructures;
std::shared_mutex cacheMutex;
std::unordered_set<ChunkPos> visitedPositions;
SpinLock visitedPositionsMutex;
unsigned int mRadius;
const BiomeSource *mLastBiomeSource;
int mLastXCenterTownChunk;
int mLastZCenterTownChunk;
int mRandomInt1;
int mRandomInt2;
int mRandomInt3;
int mRandomInt4;
std::mutex mCreateBlueprintsMutex;
std::condition_variable mBlueprintWaitVar;
std::atomic<int> mActiveBlueprintCreateCount;
std::atomic<bool> mBlueprintsFinished;
};
# StructureFeature_vtbl
struct /*VFT*/ StructureFeature_vtbl
{
void (__fastcall *~StructureFeature)(StructureFeature *this);
bool (__fastcall *postProcess)(StructureFeature *this, BlockSource *, Random *, int, int);
bool (__fastcall *getNearestGeneratedFeature)(StructureFeature *this, Dimension *, BiomeSource *, const BlockPos *, BlockPos *);
bool (__fastcall *isFeatureChunk)(StructureFeature *this, const BiomeSource *, Random *, const ChunkPos *, unsigned int);
std::unique_ptr<StructureStart> *(__fastcall *createStructureStart)(StructureFeature *this, std::unique_ptr<StructureStart> *result, Dimension *, BiomeSource *, Random *, const ChunkPos *);
StructureStart *(__fastcall *getStructureAt)(StructureFeature *this, int, int, int);
std::vector<BlockPos> *(__fastcall *getGuesstimatedFeaturePositions)(StructureFeature *this, std::vector<BlockPos> *result);
};
# StructureHelpers
struct __cppobj StructureHelpers
{
};
# StructureManager::loadPlacementQueue::__l2::<lambda_15a6796dd03535f8c563237a40a8a391>
struct __cppobj StructureManager::loadPlacementQueue::__l2::<lambda_15a6796dd03535f8c563237a40a8a391>
{
StructureManager *const __this;
Level *level;
Dimension *dim;
};
# StructureFeature::generateHardcodedMobSpawns::__l2::<lambda_76a5cb87f28859d827010015848cdbdd>
struct __cppobj StructureFeature::generateHardcodedMobSpawns::__l2::<lambda_76a5cb87f28859d827010015848cdbdd>
{
BoundingBox *bb;
LevelChunk *lc;
};
# StructureFeature::postProcess::__l13::<lambda_0c2d594d928e035ca9cca2bbda13c6d1>
struct __cppobj StructureFeature::postProcess::__l13::<lambda_0c2d594d928e035ca9cca2bbda13c6d1>
{
bool *postProcessApplied;
BlockSource *region;
Random *random;
BoundingBox *bb;
};
# StructureCornerModeUtils::findCornerBlocks::__l2::<lambda_d421c17110b9d2c83deb2c3cc9564f05>
struct __cppobj StructureCornerModeUtils::findCornerBlocks::__l2::<lambda_d421c17110b9d2c83deb2c3cc9564f05>
{
};
# StructurePoolActorPredicateAlwaysTrue
struct __cppobj StructurePoolActorPredicateAlwaysTrue : IStructurePoolActorPredicate
{
};
# StructurePoolActorPredicateAlwaysTrue_vtbl
struct /*VFT*/ StructurePoolActorPredicateAlwaysTrue_vtbl
{
void (__fastcall *~IStructurePoolActorPredicate)(IStructurePoolActorPredicate *this);
bool (__fastcall *test)(IStructurePoolActorPredicate *this, const std::string *);
};
# StructurePoolActorPredicateActorMatch
struct __cppobj StructurePoolActorPredicateActorMatch : IStructurePoolActorPredicate
{
const std::string mActor;
};
# StructurePoolActorPredicateActorMatch_vtbl
struct /*VFT*/ StructurePoolActorPredicateActorMatch_vtbl
{
void (__fastcall *~IStructurePoolActorPredicate)(IStructurePoolActorPredicate *this);
bool (__fastcall *test)(IStructurePoolActorPredicate *this, const std::string *);
};
# StructurePoolBlockPredicateAlwaysTrue
struct __cppobj StructurePoolBlockPredicateAlwaysTrue : IStructurePoolBlockPredicate
{
};
# StructurePoolBlockPredicateAlwaysTrue_vtbl
struct /*VFT*/ StructurePoolBlockPredicateAlwaysTrue_vtbl
{
void (__fastcall *~IStructurePoolBlockPredicate)(IStructurePoolBlockPredicate *this);
bool (__fastcall *test)(IStructurePoolBlockPredicate *this, const BlockPos *, const BlockPos *, Random *);
bool (__fastcall *test)(IStructurePoolBlockPredicate *this, const Block *, Random *);
};
# StructurePoolBlockPredicateBlockMatch
struct __cppobj StructurePoolBlockPredicateBlockMatch : IStructurePoolBlockPredicate
{
const Block *mBlock;
};
# StructurePoolBlockPredicateBlockMatch_vtbl
struct /*VFT*/ StructurePoolBlockPredicateBlockMatch_vtbl
{
void (__fastcall *~IStructurePoolBlockPredicate)(IStructurePoolBlockPredicate *this);
bool (__fastcall *test)(IStructurePoolBlockPredicate *this, const BlockPos *, const BlockPos *, Random *);
bool (__fastcall *test)(IStructurePoolBlockPredicate *this, const Block *, Random *);
};
# StructurePoolBlockPredicateStateMatch
struct __cppobj StructurePoolBlockPredicateStateMatch : IStructurePoolBlockPredicate
{
const Block *mBlock;
};
# StructurePoolBlockPredicateStateMatch_vtbl
struct /*VFT*/ StructurePoolBlockPredicateStateMatch_vtbl
{
void (__fastcall *~IStructurePoolBlockPredicate)(IStructurePoolBlockPredicate *this);
bool (__fastcall *test)(IStructurePoolBlockPredicate *this, const BlockPos *, const BlockPos *, Random *);
bool (__fastcall *test)(IStructurePoolBlockPredicate *this, const Block *, Random *);
};
# StructurePoolBlockPredicateBlockMatchRandom
struct __cppobj __declspec(align(8)) StructurePoolBlockPredicateBlockMatchRandom : IStructurePoolBlockPredicate
{
const Block *mBlock;
const float mProbability;
};
# StructurePoolBlockPredicateBlockMatchRandom_vtbl
struct /*VFT*/ StructurePoolBlockPredicateBlockMatchRandom_vtbl
{
void (__fastcall *~IStructurePoolBlockPredicate)(IStructurePoolBlockPredicate *this);
bool (__fastcall *test)(IStructurePoolBlockPredicate *this, const BlockPos *, const BlockPos *, Random *);
bool (__fastcall *test)(IStructurePoolBlockPredicate *this, const Block *, Random *);
};
# StructurePoolBlockPredicateStateMatchRandom
struct __cppobj __declspec(align(8)) StructurePoolBlockPredicateStateMatchRandom : IStructurePoolBlockPredicate
{
const Block *mBlock;
const float mProbability;
};
# StructurePoolBlockPredicateStateMatchRandom_vtbl
struct /*VFT*/ StructurePoolBlockPredicateStateMatchRandom_vtbl
{
void (__fastcall *~IStructurePoolBlockPredicate)(IStructurePoolBlockPredicate *this);
bool (__fastcall *test)(IStructurePoolBlockPredicate *this, const BlockPos *, const BlockPos *, Random *);
bool (__fastcall *test)(IStructurePoolBlockPredicate *this, const Block *, Random *);
};
# StructurePoolBlockPredicateLinearPosition
struct __cppobj StructurePoolBlockPredicateLinearPosition : IStructurePoolBlockPredicate
{
const float mMinChance;
const float mMaxChance;
const int mMinDist;
const int mMaxDist;
};
# StructurePoolBlockPredicateLinearPosition_vtbl
struct /*VFT*/ StructurePoolBlockPredicateLinearPosition_vtbl
{
void (__fastcall *~IStructurePoolBlockPredicate)(IStructurePoolBlockPredicate *this);
bool (__fastcall *test)(IStructurePoolBlockPredicate *this, const BlockPos *, const BlockPos *, Random *);
bool (__fastcall *test)(IStructurePoolBlockPredicate *this, const Block *, Random *);
};
# StructurePoolBlockPredicateAxisAlignedPosition
struct __cppobj __declspec(align(8)) StructurePoolBlockPredicateAxisAlignedPosition : IStructurePoolBlockPredicate
{
const float mMinChance;
const float mMaxChance;
const int mMinDist;
const int mMaxDist;
const unsigned __int8 mAxis;
};
# StructurePoolBlockPredicateAxisAlignedPosition_vtbl
struct /*VFT*/ StructurePoolBlockPredicateAxisAlignedPosition_vtbl
{
void (__fastcall *~IStructurePoolBlockPredicate)(IStructurePoolBlockPredicate *this);
bool (__fastcall *test)(IStructurePoolBlockPredicate *this, const BlockPos *, const BlockPos *, Random *);
bool (__fastcall *test)(IStructurePoolBlockPredicate *this, const Block *, Random *);
};
# StructurePoolBlockTagPredicateAlwaysTrue
struct __cppobj StructurePoolBlockTagPredicateAlwaysTrue : IStructurePoolBlockTagPredicate
{
};
# StructurePoolBlockTagPredicateAlwaysTrue_vtbl
struct /*VFT*/ StructurePoolBlockTagPredicateAlwaysTrue_vtbl
{
void (__fastcall *~IStructurePoolBlockTagPredicate)(IStructurePoolBlockTagPredicate *this);
bool (__fastcall *test)(IStructurePoolBlockTagPredicate *this, const Block *, const CompoundTag *);
};
# StructurePoolBlockTagPredicateBlockTagMatch
struct __cppobj StructurePoolBlockTagPredicateBlockTagMatch : IStructurePoolBlockTagPredicate
{
const Block *mBlock;
const CompoundTag *mTag;
};
# StructurePoolBlockTagPredicateBlockTagMatch_vtbl
struct /*VFT*/ StructurePoolBlockTagPredicateBlockTagMatch_vtbl
{
void (__fastcall *~IStructurePoolBlockTagPredicate)(IStructurePoolBlockTagPredicate *this);
bool (__fastcall *test)(IStructurePoolBlockTagPredicate *this, const Block *, const CompoundTag *);
};
# StructurePoolBlockTagPredicateBlockTagStringMatches
struct __cppobj StructurePoolBlockTagPredicateBlockTagStringMatches : IStructurePoolBlockTagPredicate
{
const Block *mBlock;
const std::string mTagKey;
const std::string mTagValue;
};
# StructurePoolBlockTagPredicateBlockTagStringMatches_vtbl
struct /*VFT*/ StructurePoolBlockTagPredicateBlockTagStringMatches_vtbl
{
void (__fastcall *~IStructurePoolBlockTagPredicate)(IStructurePoolBlockTagPredicate *this);
bool (__fastcall *test)(IStructurePoolBlockTagPredicate *this, const Block *, const CompoundTag *);
};
# StructurePoolElement::_getTemplate::__l2::<lambda_1a973c56dbe31fc5f9ab5e1e998eaab8>
struct __cppobj StructurePoolElement::_getTemplate::__l2::<lambda_1a973c56dbe31fc5f9ab5e1e998eaab8>
{
const StructurePoolElement *const __this;
};
# StructureTemplate::_placeNextBlockSegmentInWorld::__l20::<lambda_48c17ca5fc4f95e30535757e8d9844e6>
struct __cppobj StructureTemplate::_placeNextBlockSegmentInWorld::__l20::<lambda_48c17ca5fc4f95e30535757e8d9844e6>
{
BoundingBox *bounds;
const BlockPos *size;
const std::vector<bool> *flagList;
const std::vector<int> *blockIndices;
unsigned __int64 *startPlacement;
unsigned __int64 *endPlacement;
};
# Spawner::tick::__l2::<lambda_09ec85d0ca7d6d046e1515d997dfdfbb>
struct __cppobj Spawner::tick::__l2::<lambda_09ec85d0ca7d6d046e1515d997dfdfbb>
{
Spawner *const __this;
BlockSource *region;
};
# Spawner::tick::__l2::<lambda_51ff26e5b76b68a77052d006f8c71dae>
struct __cppobj Spawner::tick::__l2::<lambda_51ff26e5b76b68a77052d006f8c71dae>
{
};
# Spawner::tick::__l2::<lambda_b07d485834905f743033162c239520e0>
struct __cppobj Spawner::tick::__l2::<lambda_b07d485834905f743033162c239520e0>
{
Spawner *const __this;
BlockSource *region;
};
# Spawner::_spawnMobInCluster::__l5::<lambda_0e6f8e8c785d124fa1cb4eb0b607824d>
struct __cppobj Spawner::_spawnMobInCluster::__l5::<lambda_0e6f8e8c785d124fa1cb4eb0b607824d>
{
ActorDefinitionIdentifier *id;
Mob **spawnedMob;
const BlockPos *pos;
};
# Spawner::spawnProjectile::__l19::<lambda_af0f9963b64003ead87cb9d70fb4d46f>
struct __cppobj Spawner::spawnProjectile::__l19::<lambda_af0f9963b64003ead87cb9d70fb4d46f>
{
Actor **projectile;
const ActorDefinitionIdentifier *id;
Actor **spawner;
};
# Seasons::tick::__l2::<lambda_8111e138941c168ffc51d79b3a3b084e>
struct __cppobj Seasons::tick::__l2::<lambda_8111e138941c168ffc51d79b3a3b084e>
{
Weather *weather;
};
# ScatterParams::initMolangParams::__l2::<lambda_fe7f6cbc21f6541281b9d6c12e3aa8c9>
struct __cppobj ScatterParams::initMolangParams::__l2::<lambda_fe7f6cbc21f6541281b9d6c12e3aa8c9>
{
Random *random;
};
# SetBannerDetailsFunction
struct __cppobj SetBannerDetailsFunction : LootItemFunction
{
BannerBlockType mBannerType;
_BYTE mBaseColor[1];
std::vector<std::pair<unsigned char,enum ItemColor>> mBannerPatterns;
};
# SetBannerDetailsFunction_vtbl
struct /*VFT*/ SetBannerDetailsFunction_vtbl
{
void (__fastcall *~LootItemFunction)(LootItemFunction *this);
int (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, LootTableContext *);
int (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, LootTableContext *);
};
# SetBookContentsFunction
struct __cppobj SetBookContentsFunction : LootItemFunction
{
std::string mTitle;
std::string mAuthor;
std::vector<std::string> mPages;
};
# SetBookContentsFunction_vtbl
struct /*VFT*/ SetBookContentsFunction_vtbl
{
void (__fastcall *~LootItemFunction)(LootItemFunction *this);
int (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, LootTableContext *);
int (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, LootTableContext *);
};
# SetItemCountFunction
struct __cppobj SetItemCountFunction : LootItemFunction
{
RandomValueBounds mValue;
};
# SetItemCountFunction_vtbl
struct /*VFT*/ SetItemCountFunction_vtbl
{
void (__fastcall *~LootItemFunction)(LootItemFunction *this);
int (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, LootTableContext *);
int (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, LootTableContext *);
};
# SetItemDataFunction
struct __cppobj SetItemDataFunction : LootItemFunction
{
RandomValueBounds mValue;
};
# SetItemDataFunction_vtbl
struct /*VFT*/ SetItemDataFunction_vtbl
{
void (__fastcall *~LootItemFunction)(LootItemFunction *this);
int (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, LootTableContext *);
int (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, LootTableContext *);
};
# SetItemDamageFunction
struct __cppobj SetItemDamageFunction : LootItemFunction
{
RandomValueBounds mDamage;
};
# SetItemDamageFunction_vtbl
struct /*VFT*/ SetItemDamageFunction_vtbl
{
void (__fastcall *~LootItemFunction)(LootItemFunction *this);
int (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, LootTableContext *);
int (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, LootTableContext *);
};
# SetItemLoreFunction
struct __cppobj SetItemLoreFunction : LootItemFunction
{
std::vector<std::string> mLore;
};
# SetItemLoreFunction_vtbl
struct /*VFT*/ SetItemLoreFunction_vtbl
{
void (__fastcall *~LootItemFunction)(LootItemFunction *this);
int (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, LootTableContext *);
int (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, LootTableContext *);
};
# SetItemNameFunction
struct __cppobj SetItemNameFunction : LootItemFunction
{
std::string mName;
};
# SetItemNameFunction_vtbl
struct /*VFT*/ SetItemNameFunction_vtbl
{
void (__fastcall *~LootItemFunction)(LootItemFunction *this);
int (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, LootTableContext *);
int (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, LootTableContext *);
};
# SetSpawnEggFunction
struct __cppobj SetSpawnEggFunction : LootItemFunction
{
ActorDefinitionIdentifier mActor;
};
# SetSpawnEggFunction_vtbl
struct /*VFT*/ SetSpawnEggFunction_vtbl
{
void (__fastcall *~LootItemFunction)(LootItemFunction *this);
int (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, LootTableContext *);
int (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, LootTableContext *);
};
# SmeltItemFunction
struct __cppobj SmeltItemFunction : LootItemFunction
{
};
# SmeltItemFunction_vtbl
struct /*VFT*/ SmeltItemFunction_vtbl
{
void (__fastcall *~LootItemFunction)(LootItemFunction *this);
int (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, LootTableContext *);
int (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, LootTableContext *);
};
# SpecificEnchantFunction
struct __cppobj SpecificEnchantFunction : LootItemFunction
{
std::vector<SpecificEnchantFunction::EnchantInfo> mEnchantments;
};
# SpecificEnchantFunction_vtbl
struct /*VFT*/ SpecificEnchantFunction_vtbl
{
void (__fastcall *~LootItemFunction)(LootItemFunction *this);
int (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, LootTableContext *);
int (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, LootTableContext *);
};
# SetDataFromColorIndexFunction
struct __cppobj SetDataFromColorIndexFunction : LootItemFunction
{
};
# SetDataFromColorIndexFunction_vtbl
struct /*VFT*/ SetDataFromColorIndexFunction_vtbl
{
void (__fastcall *~LootItemFunction)(LootItemFunction *this);
int (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, LootTableContext *);
int (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, LootTableContext *);
};
# SetAttributesFunction
struct __cppobj SetAttributesFunction : LootItemFunction
{
std::vector<AttributeModifier> mModifiers;
};
# SetAttributesFunction_vtbl
struct /*VFT*/ SetAttributesFunction_vtbl
{
void (__fastcall *~LootItemFunction)(LootItemFunction *this);
int (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemInstance *, Random *, LootTableContext *);
int (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, const Trade *, LootTableContext *);
void (__fastcall *apply)(LootItemFunction *this, ItemStack *, Random *, LootTableContext *);
};
# SnapshotWritableFile
struct __cppobj SnapshotWritableFile : leveldb::WritableFile
{
leveldb::WritableFile *mLeveldbWritableFile;
std::shared_mutex *mCreationAndWriteLock;
};
# SnapshotWritableFile_vtbl
struct /*VFT*/ SnapshotWritableFile_vtbl
{
void (__fastcall *~WritableFile)(leveldb::WritableFile *this);
leveldb::Status *(__fastcall *Append)(leveldb::WritableFile *this, leveldb::Status *result, const leveldb::Slice *);
leveldb::Status *(__fastcall *Close)(leveldb::WritableFile *this, leveldb::Status *result);
leveldb::Status *(__fastcall *Flush)(leveldb::WritableFile *this, leveldb::Status *result);
leveldb::Status *(__fastcall *Sync)(leveldb::WritableFile *this, leveldb::Status *result);
};
# SubChunkPosIterator
struct __cppobj __declspec(align(4)) SubChunkPosIterator
{
const SubChunkPos mMinCorner;
const SubChunkPos mMaxCorner;
SubChunkPos mCurrentPos;
bool mDone;
};
# shouldCreateNewServerTag::__l2::<lambda_49d12031768ec3221a197c06ce099fc7>
struct __cppobj shouldCreateNewServerTag::__l2::<lambda_49d12031768ec3221a197c06ce099fc7>
{
bool *isDataConflict;
CompoundTag *serverTag;
};
# saveServerTag::__l2::<lambda_54122adfe065e725be55aa7f8beaba9a>
struct __cppobj saveServerTag::__l2::<lambda_54122adfe065e725be55aa7f8beaba9a>
{
LevelStorage *storage;
CompoundTag *serverTag;
};
# SimplePlayerContainer::setItem::__l2::<lambda_a42ec50a0799ef1a7ea93fb9caa94eff>
struct __cppobj __declspec(align(8)) SimplePlayerContainer::setItem::__l2::<lambda_a42ec50a0799ef1a7ea93fb9caa94eff>
{
SimplePlayerContainer *const __this;
int slot;
};
# ServiceLocator<cg::IGraphicsDevicePlatformProvider>
struct __cppobj ServiceLocator<cg::IGraphicsDevicePlatformProvider>
{
};
# ServiceLocator<Bedrock::IApplicationDataStores>
struct __cppobj ServiceLocator<Bedrock::IApplicationDataStores>
{
};
# SkinHelper::PersonaInfo::ResetPieceInfo
struct __cppobj SkinHelper::PersonaInfo::ResetPieceInfo
{
_BYTE type[4];
_BYTE side[4];
};
# SkinHelper::PersonaInfo::ResetTintInfo
struct __cppobj SkinHelper::PersonaInfo::ResetTintInfo
{
_BYTE type[4];
};
# SkinHelper
struct __cppobj SkinHelper
{
};
# Social::<lambda_e32165e8d086835752a776bf1d92da3e>
struct __cppobj Social::<lambda_e32165e8d086835752a776bf1d92da3e>
{
};
# Social::<lambda_7dd75ea614ed2fda75aa56b254ad5bc5>
struct __cppobj Social::<lambda_7dd75ea614ed2fda75aa56b254ad5bc5>
{
};
# ScriptNetEventCallback
struct __cppobj ScriptNetEventCallback : NetEventCallback
{
ScriptInstance *m_instance;
NetworkHandler *mNetHandler;
};
# Social::<lambda_78f584806f387d7a546cbd44155fe1f8>
struct __cppobj Social::<lambda_78f584806f387d7a546cbd44155fe1f8>
{
};
# Social::<lambda_3d03ebee43d043137d244195b801d9dd>
struct __cppobj Social::<lambda_3d03ebee43d043137d244195b801d9dd>
{
};
# Social::<lambda_4f6367c3de6d9a9078c88399f400288e>
struct __cppobj Social::<lambda_4f6367c3de6d9a9078c88399f400288e>
{
};
# Social::<lambda_a57cc4f1efe457c3fa07fc75ca994b45>
struct __cppobj Social::<lambda_a57cc4f1efe457c3fa07fc75ca994b45>
{
};
# Social::<lambda_f563cae144b869bbcf358649151c7ed8>
struct __cppobj Social::<lambda_f563cae144b869bbcf358649151c7ed8>
{
};
# Social::<lambda_036d7f5b8afcff24460186c40d92f24e>
struct __cppobj Social::<lambda_036d7f5b8afcff24460186c40d92f24e>
{
};
# ScriptingScreenController
struct __cppobj __declspec(align(8)) ScriptingScreenController : MinecraftScreenController
{
ScriptInstance *m_instance;
bool mIsOpened;
};
# ScriptingScreenController_vtbl
struct /*VFT*/ ScriptingScreenController_vtbl
{
void (__fastcall *~IScreenController)(IScreenController *this);
ui::DirtyFlag (__fastcall *tick)(IScreenController *this);
ui::ViewRequest (__fastcall *handleEvent)(IScreenController *this, ScreenEvent *);
std::optional<std::string > *(__fastcall *getRoute)(IScreenController *this, std::optional<std::string > *result);
void (__fastcall *setScreenState)(IScreenController *this, const std::vector<std::pair<std::string,std::string >> *);
void (__fastcall *onOpen)(ScreenController *this);
void (__fastcall *onTerminate)(ScreenController *this);
void (__fastcall *onInit)(ScreenController *this);
void (__fastcall *onDelete)(ScreenController *this);
bool (__fastcall *canExit)(ScreenController *this);
ui::ViewRequest (__fastcall *tryExit)(ScreenController *this);
bool (__fastcall *areControllerTabsEnabled)(ScreenController *this);
void (__fastcall *onCreation)(ScreenController *this);
void (__fastcall *logCreationTime)(ScreenController *this, const std::string *, long double, long double, unsigned __int8);
void (__fastcall *onLeave)(ScreenController *this);
void (__fastcall *leaveScreen)(ScreenController *this);
ui::DirtyFlag (__fastcall *handleGameEventNotification)(ScreenController *this, ui::GameEventNotification);
bool (__fastcall *bind)(ScreenController *this, const std::string *, unsigned int, const std::string *, UIPropertyBag *);
bool (__fastcall *bind)(ScreenController *this, const std::string *, unsigned int, int, const std::string *, unsigned int, const std::string *, UIPropertyBag *);
void (__fastcall *handleLicenseChanged)(ScreenController *this);
void (__fastcall *onDictationEvent)(ScreenController *this, const std::string *);
void (__fastcall *setAssociatedBlockPos)(ScreenController *this, const BlockPos *);
void (__fastcall *setAssociatedEntityUniqueID)(ScreenController *this, const ActorUniqueID);
void (__fastcall *setSuspendInput)(ScreenController *this, bool);
float (__fastcall *getCallbackInterval)(ScreenController *this);
void (__fastcall *onRender)(ScreenController *this);
void (__fastcall *addStaticScreenVars)(ScreenController *this, Json::Value *);
std::string *(__fastcall *getAdditionalScreenInfo)(ScreenController *this, std::string *result);
std::string *(__fastcall *getTelemetryOverride)(ScreenController *this, std::string *result);
void (__fastcall *addEventProperties)(ScreenController *this, std::unordered_map<std::string,std::string> *);
ui::SceneType (__fastcall *getSceneType)(ScreenController *this);
int (__fastcall *getScreenVersion)(ScreenController *this);
bool (__fastcall *screenHandlesGamepadMenuButton)(ScreenController *this);
ScreenControllerProxy *(__fastcall *getProxy)(ScreenController *this);
void (__fastcall *onEntered)(ScreenController *this);
unsigned int (__fastcall *getNameId)(ScreenController *this, const std::string *);
bool (__fastcall *verifySceneStack)(ScreenController *this, SceneStack *);
bool (__fastcall *_doesScreenHaveExitBehavior)(ScreenController *this);
bool (__fastcall *_isStillValid)(MinecraftScreenController *this);
bool (__fastcall *_getGamepadHelperVisible)(MinecraftScreenController *this);
bool (__fastcall *_getMixedHelperVisible)(MinecraftScreenController *this);
bool (__fastcall *_getKeyboardHelperVisible)(MinecraftScreenController *this);
std::string *(__fastcall *_getButtonADescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonBDescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonXDescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonYDescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonKeyboardDescription)(MinecraftScreenController *this, std::string *result);
};
# Social::<lambda_8f164ec9646e2439d4259e90c9313d4f>
struct __cppobj Social::<lambda_8f164ec9646e2439d4259e90c9313d4f>
{
};
# Social::<lambda_9951891f522a27c552e50df636dd659d>
struct __cppobj Social::<lambda_9951891f522a27c552e50df636dd659d>
{
};
# ScriptSimulator
struct __cppobj ScriptSimulator
{
int mState;
int mPatchState;
int mRetryCnt;
int mMaxRetry;
bool mCheckMd5;
bool mCheckSize;
Json::Value mPatchListInfo;
std::vector<std::string> mMsgList;
};
# storeUtil::_requestJwts::__l2::<lambda_22713ab80c88642ea8a00ca2b75349fc>
struct __cppobj storeUtil::_requestJwts::__l2::<lambda_22713ab80c88642ea8a00ca2b75349fc>
{
std::function<void __cdecl(std::unordered_map<std::string,std::string> &&)> callback;
};
# storeUtil::_requestJwt::__l2::<lambda_2932e6f7f48580995e05464c1d7c03c4>
struct __cppobj storeUtil::_requestJwt::__l2::<lambda_2932e6f7f48580995e05464c1d7c03c4>
{
std::function<void __cdecl(std::string &&)> callback;
};
# storeUtil::requestPublicKey::__l2::<lambda_71553e1cefa7c0bbe6f89de57804ea29>
struct __cppobj storeUtil::requestPublicKey::__l2::<lambda_71553e1cefa7c0bbe6f89de57804ea29>
{
std::function<void __cdecl(int,std::string &&)> callback;
};
# SkinHelper::generatePersonaCharacter::__l14::<lambda_6b5d2809ea5e04a86a781b5f89ab6767>
struct __cppobj SkinHelper::generatePersonaCharacter::__l14::<lambda_6b5d2809ea5e04a86a781b5f89ab6767>
{
bool *result;
};
# SkinHelper::changePersonaPieceSyncNoUpdate::__l2::<lambda_1cd8e212a4b1bf2bb6b8a5a14b152e2d>
struct __cppobj SkinHelper::changePersonaPieceSyncNoUpdate::__l2::<lambda_1cd8e212a4b1bf2bb6b8a5a14b152e2d>
{
const SkinHelper::PersonaInfo::PieceInfo *pieceInfo;
bool *result;
};
# SkinHelper::generatePersonaCharacter::__l32::<lambda_68a91a6dfa295f6a02bd3c550bd20a21>
struct __cppobj SkinHelper::generatePersonaCharacter::__l32::<lambda_68a91a6dfa295f6a02bd3c550bd20a21>
{
bool *result;
};
# SkinHelper::changePersonaPieceSyncNoUpdate::__l15::<lambda_832338e720a06d9f2a3a4b010e66b3c8>
struct __cppobj SkinHelper::changePersonaPieceSyncNoUpdate::__l15::<lambda_832338e720a06d9f2a3a4b010e66b3c8>
{
const SkinHelper::PersonaInfo::PieceInfo *pieceInfo;
bool *result;
};
# statscollector_t
struct statscollector_t
{
_object *list;
_object *sublist;
long double factor;
};
# StorylineComponent::createStoryline::__l5::<lambda_154776dec58b83371c4d6cd630e4c641>
struct __cppobj StorylineComponent::createStoryline::__l5::<lambda_154776dec58b83371c4d6cd630e4c641>
{
StorylineComponent *const __this;
};
# StorylineComponent::tick::__l5::<lambda_49501ea1395abf66e5a21b15f0a03ac6>
struct __cppobj StorylineComponent::tick::__l5::<lambda_49501ea1395abf66e5a21b15f0a03ac6>
{
StorylineComponent *const __this;
};
# SharedCounter<CustomRangedWeaponItem>
struct __cppobj SharedCounter<CustomRangedWeaponItem>
{
CustomRangedWeaponItem *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CustomRangedWeaponItem>
struct __cppobj SharedPtr<CustomRangedWeaponItem>
{
SharedCounter<CustomRangedWeaponItem> *pc;
};
# SharedCounter<CustomProjectileItem>
struct __cppobj SharedCounter<CustomProjectileItem>
{
CustomProjectileItem *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SendNeighBorChangedEventToScriptDescription::buildSchema::__l2::<lambda_4e9dd81ac04276ac80769d0fb71cdc68>
struct __cppobj SendNeighBorChangedEventToScriptDescription::buildSchema::__l2::<lambda_4e9dd81ac04276ac80769d0fb71cdc68>
{
};
# SendNeighBorChangedEventToScriptDescription::buildSchema::__l2::<lambda_2c3bbfcb9ba1b81d58be4d43e3f8b51a>
struct __cppobj SendNeighBorChangedEventToScriptDescription::buildSchema::__l2::<lambda_2c3bbfcb9ba1b81d58be4d43e3f8b51a>
{
const BlockComponentFactory *factory;
};
# SharedCounter<CustomCropBlock>
struct __cppobj SharedCounter<CustomCropBlock>
{
CustomCropBlock *ptr;
std::atomic<int> share_count;
std::atomic<int> weak_count;
};
# SharedPtr<CustomCropBlock>
struct __cppobj SharedPtr<CustomCropBlock>
{
SharedCounter<CustomCropBlock> *pc;
};
# SensitiveWordsManager::checkValid::__l2::<lambda_dc5c5c29e1bd4050c138f9153ae4a9be>
struct __cppobj SensitiveWordsManager::checkValid::__l2::<lambda_dc5c5c29e1bd4050c138f9153ae4a9be>
{
};
# SensitiveWordsManager::checkValidClient::__l2::<lambda_3f925f660a516b7830d18fe012a8406a>
struct __cppobj SensitiveWordsManager::checkValidClient::__l2::<lambda_3f925f660a516b7830d18fe012a8406a>
{
SensitiveWordsLog::ContentType *contentType;
const std::string *content;
bool *ret;
};
# SensitiveWordsManager::checkValid4Cmd::__l2::<lambda_0626c5ad482fb936463ae3157a47840e>
struct __cppobj SensitiveWordsManager::checkValid4Cmd::__l2::<lambda_0626c5ad482fb936463ae3157a47840e>
{
};
# SensitiveWordsManager::checkValidClient4Cmd::__l2::<lambda_cd47dc911db3be61c64915e3dbc674b9>
struct __cppobj SensitiveWordsManager::checkValidClient4Cmd::__l2::<lambda_cd47dc911db3be61c64915e3dbc674b9>
{
const std::string *content;
bool *ret;
};
# SmokerContainerManagerController
struct __cppobj SmokerContainerManagerController : FurnaceContainerManagerController
{
};
# SmokerContainerManagerController_vtbl
struct /*VFT*/ SmokerContainerManagerController_vtbl
{
void (__fastcall *~ContainerManagerController)(ContainerManagerController *this);
void (__fastcall *registerContainerCallbacks)(ContainerManagerController *this);
const ItemStackBase *(__fastcall *getTakeableItemStackBase)(ContainerManagerController *this, const SlotData *);
void (__fastcall *handleTakeAmount)(ContainerManagerController *this, const SlotData *, int, const SlotData *);
void (__fastcall *handleTakeAll)(ContainerManagerController *this, const SlotData *, const SlotData *);
void (__fastcall *handlePlaceAll)(ContainerManagerController *this, const SelectedSlotInfo *, const SlotData *);
void (__fastcall *handleTakeHalf)(ContainerManagerController *this, const SlotData *, const SlotData *);
void (__fastcall *handlePlaceOne)(ContainerManagerController *this, const SlotData *, const SlotData *);
void (__fastcall *handlePlaceAmount)(ContainerManagerController *this, const SlotData *, int, const SlotData *);
int (__fastcall *handleAutoPlace)(ContainerManagerController *this, const SlotData *, int, const std::vector<AutoPlaceItem> *, std::vector<AutoPlaceResult> *);
int (__fastcall *handleAutoPlaceStack)(ContainerManagerController *this, const SlotData *, ItemTakeType, const std::vector<AutoPlaceItem> *, std::vector<AutoPlaceResult> *);
void (__fastcall *handleSplitSingle)(ContainerManagerController *this, const SlotData *, const SlotData *);
void (__fastcall *handleSplitMultiple)(ContainerManagerController *this, const SelectedSlotInfo *, const ItemInstance *, const SlotData *);
void (__fastcall *handleCoalesce)(ContainerManagerController *this, const SlotData *, const std::vector<std::string> *);
bool (__fastcall *handleSwap)(ContainerManagerController *this, const SlotData *, const SlotData *);
bool (__fastcall *handleDrop)(ContainerManagerController *this, const SlotData *, const ItemTransferAmount);
bool (__fastcall *handleDestroy)(ContainerManagerController *this, const SlotData *, const ItemTransferAmount);
bool (__fastcall *handleDestroy)(ContainerManagerController *this, const SelectedSlotInfo *, const ItemTransferAmount);
bool (__fastcall *handleConsume)(ContainerManagerController *this, const SlotData *, const ItemTransferAmount);
void (__fastcall *handleAddToStack)(ContainerManagerController *this, const SlotData *, const SlotData *, ItemTakeType);
void (__fastcall *closeContainers)(ContainerManagerController *this);
const std::vector<ContainerSplitControl> *(__fastcall *getSplitItems)(ContainerManagerController *this);
bool (__fastcall *isOutputSlot)(ContainerManagerController *this, const std::string *);
void (__fastcall *_onItemTransferredFrom)(ContainerManagerController *this, const ItemInstance *, const SlotData *);
void (__fastcall *_onItemTransferredTo)(ContainerManagerController *this, const ItemInstance *, const SlotData *);
void (__fastcall *_onItemAcquired)(ContainerManagerController *this, const ItemInstance *, const SlotData *);
void (__fastcall *_onItemPlaced)(ContainerManagerController *this, const ItemInstance *, const SlotData *);
};
# SmokerContainerManagerModel
struct __cppobj SmokerContainerManagerModel : FurnaceContainerManagerModel
{
};
# SmokerContainerManagerModel_vtbl
struct /*VFT*/ SmokerContainerManagerModel_vtbl
{
void (__fastcall *~IContainerManager)(IContainerManager *this);
ContainerID (__fastcall *getContainerId)(IContainerManager *this);
void (__fastcall *setContainerId)(IContainerManager *this, ContainerID);
ContainerType (__fastcall *getContainerType)(IContainerManager *this);
void (__fastcall *setContainerType)(IContainerManager *this, ContainerType);
void (__fastcall *serverInitItemStackIds)(IContainerManager *this);
std::vector<ItemStack> *(__fastcall *getItemCopies)(IContainerManager *this, std::vector<ItemStack> *result);
void (__fastcall *setSlot)(IContainerManager *this, int, const ItemStack *, bool);
const ItemStack *(__fastcall *getSlot)(IContainerManager *this, int);
void (__fastcall *setData)(IContainerManager *this, int, int);
void (__fastcall *broadcastChanges)(IContainerManager *this);
bool (__fastcall *validateContainer)(IContainerManager *this);
bool (__fastcall *isValid)(ContainerManagerModel *this, float);
ContainerScreenContext *(__fastcall *_postInit)(ContainerManagerModel *this, ContainerScreenContext *result);
};
# SmithingTableContainerManagerModel
struct __cppobj __declspec(align(8)) SmithingTableContainerManagerModel : ContainerManagerModel
{
BlockPos mBlockPos;
};
# SmithingTableContainerManagerModel_vtbl
struct /*VFT*/ SmithingTableContainerManagerModel_vtbl
{
void (__fastcall *~IContainerManager)(IContainerManager *this);
ContainerID (__fastcall *getContainerId)(IContainerManager *this);
void (__fastcall *setContainerId)(IContainerManager *this, ContainerID);
ContainerType (__fastcall *getContainerType)(IContainerManager *this);
void (__fastcall *setContainerType)(IContainerManager *this, ContainerType);
void (__fastcall *serverInitItemStackIds)(IContainerManager *this);
std::vector<ItemStack> *(__fastcall *getItemCopies)(IContainerManager *this, std::vector<ItemStack> *result);
void (__fastcall *setSlot)(IContainerManager *this, int, const ItemStack *, bool);
const ItemStack *(__fastcall *getSlot)(IContainerManager *this, int);
void (__fastcall *setData)(IContainerManager *this, int, int);
void (__fastcall *broadcastChanges)(IContainerManager *this);
bool (__fastcall *validateContainer)(IContainerManager *this);
bool (__fastcall *isValid)(ContainerManagerModel *this, float);
ContainerScreenContext *(__fastcall *_postInit)(ContainerManagerModel *this, ContainerScreenContext *result);
};
# SmithingTableContainerManagerController
struct __cppobj SmithingTableContainerManagerController : ContainerManagerController
{
std::weak_ptr<SmithingTableContainerManagerModel> mSmithingTableContainerManagerModel;
const SlotData mCreatedItemOutputSlot;
ItemInstance mResultPreviewItem;
};
# SmithingTableContainerManagerController_vtbl
struct /*VFT*/ SmithingTableContainerManagerController_vtbl
{
void (__fastcall *~ContainerManagerController)(ContainerManagerController *this);
void (__fastcall *registerContainerCallbacks)(ContainerManagerController *this);
const ItemStackBase *(__fastcall *getTakeableItemStackBase)(ContainerManagerController *this, const SlotData *);
void (__fastcall *handleTakeAmount)(ContainerManagerController *this, const SlotData *, int, const SlotData *);
void (__fastcall *handleTakeAll)(ContainerManagerController *this, const SlotData *, const SlotData *);
void (__fastcall *handlePlaceAll)(ContainerManagerController *this, const SelectedSlotInfo *, const SlotData *);
void (__fastcall *handleTakeHalf)(ContainerManagerController *this, const SlotData *, const SlotData *);
void (__fastcall *handlePlaceOne)(ContainerManagerController *this, const SlotData *, const SlotData *);
void (__fastcall *handlePlaceAmount)(ContainerManagerController *this, const SlotData *, int, const SlotData *);
int (__fastcall *handleAutoPlace)(ContainerManagerController *this, const SlotData *, int, const std::vector<AutoPlaceItem> *, std::vector<AutoPlaceResult> *);
int (__fastcall *handleAutoPlaceStack)(ContainerManagerController *this, const SlotData *, ItemTakeType, const std::vector<AutoPlaceItem> *, std::vector<AutoPlaceResult> *);
void (__fastcall *handleSplitSingle)(ContainerManagerController *this, const SlotData *, const SlotData *);
void (__fastcall *handleSplitMultiple)(ContainerManagerController *this, const SelectedSlotInfo *, const ItemInstance *, const SlotData *);
void (__fastcall *handleCoalesce)(ContainerManagerController *this, const SlotData *, const std::vector<std::string> *);
bool (__fastcall *handleSwap)(ContainerManagerController *this, const SlotData *, const SlotData *);
bool (__fastcall *handleDrop)(ContainerManagerController *this, const SlotData *, const ItemTransferAmount);
bool (__fastcall *handleDestroy)(ContainerManagerController *this, const SlotData *, const ItemTransferAmount);
bool (__fastcall *handleDestroy)(ContainerManagerController *this, const SelectedSlotInfo *, const ItemTransferAmount);
bool (__fastcall *handleConsume)(ContainerManagerController *this, const SlotData *, const ItemTransferAmount);
void (__fastcall *handleAddToStack)(ContainerManagerController *this, const SlotData *, const SlotData *, ItemTakeType);
void (__fastcall *closeContainers)(ContainerManagerController *this);
const std::vector<ContainerSplitControl> *(__fastcall *getSplitItems)(ContainerManagerController *this);
bool (__fastcall *isOutputSlot)(ContainerManagerController *this, const std::string *);
void (__fastcall *_onItemTransferredFrom)(ContainerManagerController *this, const ItemInstance *, const SlotData *);
void (__fastcall *_onItemTransferredTo)(ContainerManagerController *this, const ItemInstance *, const SlotData *);
void (__fastcall *_onItemAcquired)(ContainerManagerController *this, const ItemInstance *, const SlotData *);
void (__fastcall *_onItemPlaced)(ContainerManagerController *this, const ItemInstance *, const SlotData *);
};
# SmithingTableScreenController
struct __cppobj __declspec(align(8)) SmithingTableScreenController : ContainerScreenController
{
std::shared_ptr<SmithingTableContainerManagerController> mSmithingTableContainerManagerController;
SmithingTableScreenController::SlotIndex mHoveredSlot;
};
# SmithingTableScreenController_vtbl
struct /*VFT*/ SmithingTableScreenController_vtbl
{
void (__fastcall *~IScreenController)(IScreenController *this);
ui::DirtyFlag (__fastcall *tick)(IScreenController *this);
ui::ViewRequest (__fastcall *handleEvent)(IScreenController *this, ScreenEvent *);
std::optional<std::string > *(__fastcall *getRoute)(IScreenController *this, std::optional<std::string > *result);
void (__fastcall *setScreenState)(IScreenController *this, const std::vector<std::pair<std::string,std::string >> *);
void (__fastcall *onOpen)(ScreenController *this);
void (__fastcall *onTerminate)(ScreenController *this);
void (__fastcall *onInit)(ScreenController *this);
void (__fastcall *onDelete)(ScreenController *this);
bool (__fastcall *canExit)(ScreenController *this);
ui::ViewRequest (__fastcall *tryExit)(ScreenController *this);
bool (__fastcall *areControllerTabsEnabled)(ScreenController *this);
void (__fastcall *onCreation)(ScreenController *this);
void (__fastcall *logCreationTime)(ScreenController *this, const std::string *, long double, long double, unsigned __int8);
void (__fastcall *onLeave)(ScreenController *this);
void (__fastcall *leaveScreen)(ScreenController *this);
ui::DirtyFlag (__fastcall *handleGameEventNotification)(ScreenController *this, ui::GameEventNotification);
bool (__fastcall *bind)(ScreenController *this, const std::string *, unsigned int, const std::string *, UIPropertyBag *);
bool (__fastcall *bind)(ScreenController *this, const std::string *, unsigned int, int, const std::string *, unsigned int, const std::string *, UIPropertyBag *);
void (__fastcall *handleLicenseChanged)(ScreenController *this);
void (__fastcall *onDictationEvent)(ScreenController *this, const std::string *);
void (__fastcall *setAssociatedBlockPos)(ScreenController *this, const BlockPos *);
void (__fastcall *setAssociatedEntityUniqueID)(ScreenController *this, const ActorUniqueID);
void (__fastcall *setSuspendInput)(ScreenController *this, bool);
float (__fastcall *getCallbackInterval)(ScreenController *this);
void (__fastcall *onRender)(ScreenController *this);
void (__fastcall *addStaticScreenVars)(ScreenController *this, Json::Value *);
std::string *(__fastcall *getAdditionalScreenInfo)(ScreenController *this, std::string *result);
std::string *(__fastcall *getTelemetryOverride)(ScreenController *this, std::string *result);
void (__fastcall *addEventProperties)(ScreenController *this, std::unordered_map<std::string,std::string> *);
ui::SceneType (__fastcall *getSceneType)(ScreenController *this);
int (__fastcall *getScreenVersion)(ScreenController *this);
bool (__fastcall *screenHandlesGamepadMenuButton)(ScreenController *this);
ScreenControllerProxy *(__fastcall *getProxy)(ScreenController *this);
void (__fastcall *onEntered)(ScreenController *this);
unsigned int (__fastcall *getNameId)(ScreenController *this, const std::string *);
bool (__fastcall *verifySceneStack)(ScreenController *this, SceneStack *);
bool (__fastcall *_doesScreenHaveExitBehavior)(ScreenController *this);
bool (__fastcall *_isStillValid)(MinecraftScreenController *this);
bool (__fastcall *_getGamepadHelperVisible)(MinecraftScreenController *this);
bool (__fastcall *_getMixedHelperVisible)(MinecraftScreenController *this);
bool (__fastcall *_getKeyboardHelperVisible)(MinecraftScreenController *this);
std::string *(__fastcall *_getButtonADescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonBDescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonXDescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonYDescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonKeyboardDescription)(MinecraftScreenController *this, std::string *result);
void (__fastcall *_handlePlaceAll)(ContainerScreenController *this, const std::string *, int);
void (__fastcall *_handlePlaceOne)(ContainerScreenController *this, const std::string *, int);
void (__fastcall *_handleSelectSlot)(ContainerScreenController *this, const std::string *, int);
const SelectedSlotInfo *(__fastcall *_getSelectedSlotInfo)(ContainerScreenController *this, const SelectedSlotInfo *result);
const ItemStack *(__fastcall *_getItemStack)(ContainerScreenController *this, const std::string *, int);
const ItemStackBase *(__fastcall *_getVisualItemStack)(ContainerScreenController *this, const std::string *, int);
const ItemStackBase *(__fastcall *_getTakeableItemStackBase)(ContainerScreenController *this, const std::string *, int);
ui::ViewRequest (__fastcall *_onContainerSlotHovered)(ContainerScreenController *this, const std::string *, int);
ui::ViewRequest (__fastcall *_onContainerSlotSelected)(ContainerScreenController *this, const std::string *, int);
ui::ViewRequest (__fastcall *_onContainerSlotPressed)(ContainerScreenController *this, const std::string *, int);
bool (__fastcall *_shouldSwap)(ContainerScreenController *this, const std::string *, int, const std::string *, int);
std::string *(__fastcall *_getCollectionName)(ContainerScreenController *this, std::string *result, UIPropertyBag *);
bool (__fastcall *_canSplit)(ContainerScreenController *this, const std::string *, int);
void (__fastcall *_sendFlyingItem)(ContainerScreenController *this, const ItemStackBase *, const std::string *, int, const std::string *, int);
void (__fastcall *_registerCoalesceOrder)(ContainerScreenController *this);
void (__fastcall *_registerAutoPlaceOrder)(ContainerScreenController *this);
};
# SmithingTableScreenController::_registerStateMachine::__l2::<lambda_ba402959662717d23678cc853bd3b9fc>
struct __cppobj SmithingTableScreenController::_registerStateMachine::__l2::<lambda_ba402959662717d23678cc853bd3b9fc>
{
const unsigned int smithingTableTakeAllPlaceAllButtonId;
const unsigned int smithingTableCoalesceButtonId;
};
# SmithingTableScreenController::_registerStateMachine::__l2::<lambda_999a0f07d9f034bae5bfc88381c18da3>
struct __cppobj SmithingTableScreenController::_registerStateMachine::__l2::<lambda_999a0f07d9f034bae5bfc88381c18da3>
{
const unsigned int smithingTableTakeAllPlaceAllButtonId;
const unsigned int smithingTableCoalesceButtonId;
};
# SmithingTableScreenController::_registerStateMachine::__l2::<lambda_9b1dfbd2491d12131652dd2ba3dbe453>
struct __cppobj SmithingTableScreenController::_registerStateMachine::__l2::<lambda_9b1dfbd2491d12131652dd2ba3dbe453>
{
SmithingTableScreenController *const __this;
const unsigned int smithingTableTakeAllPlaceAllButtonId;
const unsigned int smithingTableCoalesceButtonId;
};
# SmithingTableScreenController::_registerStateMachine::__l2::<lambda_2c5c31c0227b80caf2bd9c445f5d3d56>
struct __cppobj SmithingTableScreenController::_registerStateMachine::__l2::<lambda_2c5c31c0227b80caf2bd9c445f5d3d56>
{
SmithingTableScreenController *const __this;
const unsigned int smithingTableTakeAllPlaceAllButtonId;
const unsigned int smithingTableCoalesceButtonId;
};
# SmithingTableScreenController::_registerBindings::__l2::<lambda_81b3799dd862b8a5ed457441fb3f3d13>
struct __cppobj SmithingTableScreenController::_registerBindings::__l2::<lambda_81b3799dd862b8a5ed457441fb3f3d13>
{
SmithingTableScreenController *const __this;
};
# StonecutterContainerManagerModel
struct __cppobj __declspec(align(8)) StonecutterContainerManagerModel : ContainerManagerModel
{
BlockPos mBlockPos;
};
# StonecutterContainerManagerModel_vtbl
struct /*VFT*/ StonecutterContainerManagerModel_vtbl
{
void (__fastcall *~IContainerManager)(IContainerManager *this);
ContainerID (__fastcall *getContainerId)(IContainerManager *this);
void (__fastcall *setContainerId)(IContainerManager *this, ContainerID);
ContainerType (__fastcall *getContainerType)(IContainerManager *this);
void (__fastcall *setContainerType)(IContainerManager *this, ContainerType);
void (__fastcall *serverInitItemStackIds)(IContainerManager *this);
std::vector<ItemStack> *(__fastcall *getItemCopies)(IContainerManager *this, std::vector<ItemStack> *result);
void (__fastcall *setSlot)(IContainerManager *this, int, const ItemStack *, bool);
const ItemStack *(__fastcall *getSlot)(IContainerManager *this, int);
void (__fastcall *setData)(IContainerManager *this, int, int);
void (__fastcall *broadcastChanges)(IContainerManager *this);
bool (__fastcall *validateContainer)(IContainerManager *this);
bool (__fastcall *isValid)(ContainerManagerModel *this, float);
ContainerScreenContext *(__fastcall *_postInit)(ContainerManagerModel *this, ContainerScreenContext *result);
};
# StonecutterContainerManagerController
struct __cppobj StonecutterContainerManagerController : ContainerManagerController
{
int mSelectedStoneIndex;
std::weak_ptr<StonecutterContainerManagerModel> mStonecutterContainerManagerModel;
const SlotData mCreatedItemOutputSlot;
ItemInstance mResultItemPreview;
};
# StonecutterContainerManagerController_vtbl
struct /*VFT*/ StonecutterContainerManagerController_vtbl
{
void (__fastcall *~ContainerManagerController)(ContainerManagerController *this);
void (__fastcall *registerContainerCallbacks)(ContainerManagerController *this);
const ItemStackBase *(__fastcall *getTakeableItemStackBase)(ContainerManagerController *this, const SlotData *);
void (__fastcall *handleTakeAmount)(ContainerManagerController *this, const SlotData *, int, const SlotData *);
void (__fastcall *handleTakeAll)(ContainerManagerController *this, const SlotData *, const SlotData *);
void (__fastcall *handlePlaceAll)(ContainerManagerController *this, const SelectedSlotInfo *, const SlotData *);
void (__fastcall *handleTakeHalf)(ContainerManagerController *this, const SlotData *, const SlotData *);
void (__fastcall *handlePlaceOne)(ContainerManagerController *this, const SlotData *, const SlotData *);
void (__fastcall *handlePlaceAmount)(ContainerManagerController *this, const SlotData *, int, const SlotData *);
int (__fastcall *handleAutoPlace)(ContainerManagerController *this, const SlotData *, int, const std::vector<AutoPlaceItem> *, std::vector<AutoPlaceResult> *);
int (__fastcall *handleAutoPlaceStack)(ContainerManagerController *this, const SlotData *, ItemTakeType, const std::vector<AutoPlaceItem> *, std::vector<AutoPlaceResult> *);
void (__fastcall *handleSplitSingle)(ContainerManagerController *this, const SlotData *, const SlotData *);
void (__fastcall *handleSplitMultiple)(ContainerManagerController *this, const SelectedSlotInfo *, const ItemInstance *, const SlotData *);
void (__fastcall *handleCoalesce)(ContainerManagerController *this, const SlotData *, const std::vector<std::string> *);
bool (__fastcall *handleSwap)(ContainerManagerController *this, const SlotData *, const SlotData *);
bool (__fastcall *handleDrop)(ContainerManagerController *this, const SlotData *, const ItemTransferAmount);
bool (__fastcall *handleDestroy)(ContainerManagerController *this, const SlotData *, const ItemTransferAmount);
bool (__fastcall *handleDestroy)(ContainerManagerController *this, const SelectedSlotInfo *, const ItemTransferAmount);
bool (__fastcall *handleConsume)(ContainerManagerController *this, const SlotData *, const ItemTransferAmount);
void (__fastcall *handleAddToStack)(ContainerManagerController *this, const SlotData *, const SlotData *, ItemTakeType);
void (__fastcall *closeContainers)(ContainerManagerController *this);
const std::vector<ContainerSplitControl> *(__fastcall *getSplitItems)(ContainerManagerController *this);
bool (__fastcall *isOutputSlot)(ContainerManagerController *this, const std::string *);
void (__fastcall *_onItemTransferredFrom)(ContainerManagerController *this, const ItemInstance *, const SlotData *);
void (__fastcall *_onItemTransferredTo)(ContainerManagerController *this, const ItemInstance *, const SlotData *);
void (__fastcall *_onItemAcquired)(ContainerManagerController *this, const ItemInstance *, const SlotData *);
void (__fastcall *_onItemPlaced)(ContainerManagerController *this, const ItemInstance *, const SlotData *);
};
# StonecutterScreenController
struct __cppobj StonecutterScreenController : ContainerScreenController
{
StonecutterScreenController::LeftTabIndex mSelectedTabIndex;
std::shared_ptr<StonecutterContainerManagerController> mStonecutterContainerManagerController;
};
# StonecutterScreenController_vtbl
struct /*VFT*/ StonecutterScreenController_vtbl
{
void (__fastcall *~IScreenController)(IScreenController *this);
ui::DirtyFlag (__fastcall *tick)(IScreenController *this);
ui::ViewRequest (__fastcall *handleEvent)(IScreenController *this, ScreenEvent *);
std::optional<std::string > *(__fastcall *getRoute)(IScreenController *this, std::optional<std::string > *result);
void (__fastcall *setScreenState)(IScreenController *this, const std::vector<std::pair<std::string,std::string >> *);
void (__fastcall *onOpen)(ScreenController *this);
void (__fastcall *onTerminate)(ScreenController *this);
void (__fastcall *onInit)(ScreenController *this);
void (__fastcall *onDelete)(ScreenController *this);
bool (__fastcall *canExit)(ScreenController *this);
ui::ViewRequest (__fastcall *tryExit)(ScreenController *this);
bool (__fastcall *areControllerTabsEnabled)(ScreenController *this);
void (__fastcall *onCreation)(ScreenController *this);
void (__fastcall *logCreationTime)(ScreenController *this, const std::string *, long double, long double, unsigned __int8);
void (__fastcall *onLeave)(ScreenController *this);
void (__fastcall *leaveScreen)(ScreenController *this);
ui::DirtyFlag (__fastcall *handleGameEventNotification)(ScreenController *this, ui::GameEventNotification);
bool (__fastcall *bind)(ScreenController *this, const std::string *, unsigned int, const std::string *, UIPropertyBag *);
bool (__fastcall *bind)(ScreenController *this, const std::string *, unsigned int, int, const std::string *, unsigned int, const std::string *, UIPropertyBag *);
void (__fastcall *handleLicenseChanged)(ScreenController *this);
void (__fastcall *onDictationEvent)(ScreenController *this, const std::string *);
void (__fastcall *setAssociatedBlockPos)(ScreenController *this, const BlockPos *);
void (__fastcall *setAssociatedEntityUniqueID)(ScreenController *this, const ActorUniqueID);
void (__fastcall *setSuspendInput)(ScreenController *this, bool);
float (__fastcall *getCallbackInterval)(ScreenController *this);
void (__fastcall *onRender)(ScreenController *this);
void (__fastcall *addStaticScreenVars)(ScreenController *this, Json::Value *);
std::string *(__fastcall *getAdditionalScreenInfo)(ScreenController *this, std::string *result);
std::string *(__fastcall *getTelemetryOverride)(ScreenController *this, std::string *result);
void (__fastcall *addEventProperties)(ScreenController *this, std::unordered_map<std::string,std::string> *);
ui::SceneType (__fastcall *getSceneType)(ScreenController *this);
int (__fastcall *getScreenVersion)(ScreenController *this);
bool (__fastcall *screenHandlesGamepadMenuButton)(ScreenController *this);
ScreenControllerProxy *(__fastcall *getProxy)(ScreenController *this);
void (__fastcall *onEntered)(ScreenController *this);
unsigned int (__fastcall *getNameId)(ScreenController *this, const std::string *);
bool (__fastcall *verifySceneStack)(ScreenController *this, SceneStack *);
bool (__fastcall *_doesScreenHaveExitBehavior)(ScreenController *this);
bool (__fastcall *_isStillValid)(MinecraftScreenController *this);
bool (__fastcall *_getGamepadHelperVisible)(MinecraftScreenController *this);
bool (__fastcall *_getMixedHelperVisible)(MinecraftScreenController *this);
bool (__fastcall *_getKeyboardHelperVisible)(MinecraftScreenController *this);
std::string *(__fastcall *_getButtonADescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonBDescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonXDescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonYDescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonKeyboardDescription)(MinecraftScreenController *this, std::string *result);
void (__fastcall *_handlePlaceAll)(ContainerScreenController *this, const std::string *, int);
void (__fastcall *_handlePlaceOne)(ContainerScreenController *this, const std::string *, int);
void (__fastcall *_handleSelectSlot)(ContainerScreenController *this, const std::string *, int);
const SelectedSlotInfo *(__fastcall *_getSelectedSlotInfo)(ContainerScreenController *this, const SelectedSlotInfo *result);
const ItemStack *(__fastcall *_getItemStack)(ContainerScreenController *this, const std::string *, int);
const ItemStackBase *(__fastcall *_getVisualItemStack)(ContainerScreenController *this, const std::string *, int);
const ItemStackBase *(__fastcall *_getTakeableItemStackBase)(ContainerScreenController *this, const std::string *, int);
ui::ViewRequest (__fastcall *_onContainerSlotHovered)(ContainerScreenController *this, const std::string *, int);
ui::ViewRequest (__fastcall *_onContainerSlotSelected)(ContainerScreenController *this, const std::string *, int);
ui::ViewRequest (__fastcall *_onContainerSlotPressed)(ContainerScreenController *this, const std::string *, int);
bool (__fastcall *_shouldSwap)(ContainerScreenController *this, const std::string *, int, const std::string *, int);
std::string *(__fastcall *_getCollectionName)(ContainerScreenController *this, std::string *result, UIPropertyBag *);
bool (__fastcall *_canSplit)(ContainerScreenController *this, const std::string *, int);
void (__fastcall *_sendFlyingItem)(ContainerScreenController *this, const ItemStackBase *, const std::string *, int, const std::string *, int);
void (__fastcall *_registerCoalesceOrder)(ContainerScreenController *this);
void (__fastcall *_registerAutoPlaceOrder)(ContainerScreenController *this);
};
# StonecutterScreenController::_registerStateMachine::__l2::<lambda_52cbcac621fc8dbfb95e023ed7161412>
struct __cppobj StonecutterScreenController::_registerStateMachine::__l2::<lambda_52cbcac621fc8dbfb95e023ed7161412>
{
const unsigned int stonecutterResultTakeAllPlaceAllButtonId;
};
# StonecutterScreenController::_registerStateMachine::__l2::<lambda_7f699dc2007b1f7df2f85fede7c25aac>
struct __cppobj StonecutterScreenController::_registerStateMachine::__l2::<lambda_7f699dc2007b1f7df2f85fede7c25aac>
{
const unsigned int stonecutterResultTakeAllPlaceAllButtonId;
};
# StonecutterScreenController::_registerStateMachine::__l2::<lambda_1d57109cab209478ed0e8fadae76fb8d>
struct __cppobj __declspec(align(8)) StonecutterScreenController::_registerStateMachine::__l2::<lambda_1d57109cab209478ed0e8fadae76fb8d>
{
StonecutterScreenController *const __this;
const unsigned int stonecutterResultTakeAllPlaceAllButtonId;
};
# StonecutterScreenController::_registerStateMachine::__l2::<lambda_cbd8e926ac4111025a7cf9837f332499>
struct __cppobj __declspec(align(8)) StonecutterScreenController::_registerStateMachine::__l2::<lambda_cbd8e926ac4111025a7cf9837f332499>
{
StonecutterScreenController *const __this;
const unsigned int stonecutterResultTakeAllPlaceAllButtonId;
};
# StonecutterScreenController::_registerBindings::__l2::<lambda_38e625c7cda1953129346ebf1b5d4519>
struct __cppobj StonecutterScreenController::_registerBindings::__l2::<lambda_38e625c7cda1953129346ebf1b5d4519>
{
StonecutterScreenController *const __this;
};
# StonecutterScreenController::_registerBindings::__l2::<lambda_0c4de8d8d81eb3182fbc84272dbf63ca>
struct __cppobj StonecutterScreenController::_registerBindings::__l2::<lambda_0c4de8d8d81eb3182fbc84272dbf63ca>
{
};
# StonecutterScreenController::_registerBindings::__l2::<lambda_0038879b7a8de0c086b195bcc2e1ee8e>
struct __cppobj StonecutterScreenController::_registerBindings::__l2::<lambda_0038879b7a8de0c086b195bcc2e1ee8e>
{
StonecutterScreenController *const __this;
};
# StonecutterScreenController::_registerBindings::__l2::<lambda_1a90ada11a821ed0678752ef4476e7a5>
struct __cppobj StonecutterScreenController::_registerBindings::__l2::<lambda_1a90ada11a821ed0678752ef4476e7a5>
{
StonecutterScreenController *const __this;
};
# StonecutterScreenController::_registerBindings::__l2::<lambda_0f977d8a20dce43eaf6552c2d6ecff51>
struct __cppobj StonecutterScreenController::_registerBindings::__l2::<lambda_0f977d8a20dce43eaf6552c2d6ecff51>
{
StonecutterScreenController *const __this;
};
# StonecutterScreenController::_registerBindings::__l2::<lambda_695907618a811ce0a51ea50717a06557>
struct __cppobj StonecutterScreenController::_registerBindings::__l2::<lambda_695907618a811ce0a51ea50717a06557>
{
StonecutterScreenController *const __this;
};
# StonecutterScreenController::_registerBindings::__l2::<lambda_c0a3e91d4ac4e878dd07cf1628250c99>
struct __cppobj StonecutterScreenController::_registerBindings::__l2::<lambda_c0a3e91d4ac4e878dd07cf1628250c99>
{
StonecutterScreenController *const __this;
};
# StonecutterScreenController::_registerBindings::__l2::<lambda_ae45fc556ee1e25bb18356f840e9d835>
struct __cppobj StonecutterScreenController::_registerBindings::__l2::<lambda_ae45fc556ee1e25bb18356f840e9d835>
{
StonecutterScreenController *const __this;
};
# StonecutterScreenController::_registerEventHandlers::__l2::<lambda_32c3578c484002a1d327c2d9b5a4b3e5>
struct __cppobj StonecutterScreenController::_registerEventHandlers::__l2::<lambda_32c3578c484002a1d327c2d9b5a4b3e5>
{
StonecutterScreenController *const __this;
};
# StonecutterScreenController::_registerEventHandlers::__l2::<lambda_6749e690d9fcc44f4b14db74c2abfd59>
struct __cppobj StonecutterScreenController::_registerEventHandlers::__l2::<lambda_6749e690d9fcc44f4b14db74c2abfd59>
{
StonecutterScreenController *const __this;
};
# StonecutterScreenController::_registerEventHandlers::__l2::<lambda_e8da87a54aca72f5cc14f8affdede447>
struct __cppobj StonecutterScreenController::_registerEventHandlers::__l2::<lambda_e8da87a54aca72f5cc14f8affdede447>
{
StonecutterScreenController *const __this;
};
# StonecutterScreenController::_registerEventHandlers::__l2::<lambda_88c06bbe2c12fdb6ddf446d21c2a9a06>
struct __cppobj StonecutterScreenController::_registerEventHandlers::__l2::<lambda_88c06bbe2c12fdb6ddf446d21c2a9a06>
{
StonecutterScreenController *const __this;
};
# StructureEditorScreenController
struct __cppobj StructureEditorScreenController : BlockScreenController
{
const BlockPos mBlockPos;
bool mRedstoneDropdownActive;
bool mModeDropDownActive;
bool mTextBoxEditing;
bool mExportCompleted;
bool mExportSucceeded;
bool mRenderedStructure;
bool mIsExporting;
bool mNeedsBindsUpdate;
bool mMirrorX;
bool mMirrorZ;
bool mStructureExists;
bool mHasOpened;
bool mTrigger3dExport;
const bool m3DExportSupport;
std::shared_ptr<MinecraftglTFExporter> mglTFExporter;
StructureEditorData mStructureEditorData;
StructureTelemetryClientData mTelemetryClientData;
std::string mSeedString;
};
# StructureEditorScreenController_vtbl
struct /*VFT*/ StructureEditorScreenController_vtbl
{
void (__fastcall *~IScreenController)(IScreenController *this);
ui::DirtyFlag (__fastcall *tick)(IScreenController *this);
ui::ViewRequest (__fastcall *handleEvent)(IScreenController *this, ScreenEvent *);
std::optional<std::string > *(__fastcall *getRoute)(IScreenController *this, std::optional<std::string > *result);
void (__fastcall *setScreenState)(IScreenController *this, const std::vector<std::pair<std::string,std::string >> *);
void (__fastcall *onOpen)(ScreenController *this);
void (__fastcall *onTerminate)(ScreenController *this);
void (__fastcall *onInit)(ScreenController *this);
void (__fastcall *onDelete)(ScreenController *this);
bool (__fastcall *canExit)(ScreenController *this);
ui::ViewRequest (__fastcall *tryExit)(ScreenController *this);
bool (__fastcall *areControllerTabsEnabled)(ScreenController *this);
void (__fastcall *onCreation)(ScreenController *this);
void (__fastcall *logCreationTime)(ScreenController *this, const std::string *, long double, long double, unsigned __int8);
void (__fastcall *onLeave)(ScreenController *this);
void (__fastcall *leaveScreen)(ScreenController *this);
ui::DirtyFlag (__fastcall *handleGameEventNotification)(ScreenController *this, ui::GameEventNotification);
bool (__fastcall *bind)(ScreenController *this, const std::string *, unsigned int, const std::string *, UIPropertyBag *);
bool (__fastcall *bind)(ScreenController *this, const std::string *, unsigned int, int, const std::string *, unsigned int, const std::string *, UIPropertyBag *);
void (__fastcall *handleLicenseChanged)(ScreenController *this);
void (__fastcall *onDictationEvent)(ScreenController *this, const std::string *);
void (__fastcall *setAssociatedBlockPos)(ScreenController *this, const BlockPos *);
void (__fastcall *setAssociatedEntityUniqueID)(ScreenController *this, const ActorUniqueID);
void (__fastcall *setSuspendInput)(ScreenController *this, bool);
float (__fastcall *getCallbackInterval)(ScreenController *this);
void (__fastcall *onRender)(ScreenController *this);
void (__fastcall *addStaticScreenVars)(ScreenController *this, Json::Value *);
std::string *(__fastcall *getAdditionalScreenInfo)(ScreenController *this, std::string *result);
std::string *(__fastcall *getTelemetryOverride)(ScreenController *this, std::string *result);
void (__fastcall *addEventProperties)(ScreenController *this, std::unordered_map<std::string,std::string> *);
ui::SceneType (__fastcall *getSceneType)(ScreenController *this);
int (__fastcall *getScreenVersion)(ScreenController *this);
bool (__fastcall *screenHandlesGamepadMenuButton)(ScreenController *this);
ScreenControllerProxy *(__fastcall *getProxy)(ScreenController *this);
void (__fastcall *onEntered)(ScreenController *this);
unsigned int (__fastcall *getNameId)(ScreenController *this, const std::string *);
bool (__fastcall *verifySceneStack)(ScreenController *this, SceneStack *);
bool (__fastcall *_doesScreenHaveExitBehavior)(ScreenController *this);
bool (__fastcall *_isStillValid)(MinecraftScreenController *this);
bool (__fastcall *_getGamepadHelperVisible)(MinecraftScreenController *this);
bool (__fastcall *_getMixedHelperVisible)(MinecraftScreenController *this);
bool (__fastcall *_getKeyboardHelperVisible)(MinecraftScreenController *this);
std::string *(__fastcall *_getButtonADescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonBDescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonXDescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonYDescription)(MinecraftScreenController *this, std::string *result);
std::string *(__fastcall *_getButtonKeyboardDescription)(MinecraftScreenController *this, std::string *result);
};
# StructureEditorScreenController::_initiateFileGeneration::__l5::<lambda_1477a61444aa550355d70c3d32caa3d8>
struct __cppobj StructureEditorScreenController::_initiateFileGeneration::__l5::<lambda_1477a61444aa550355d70c3d32caa3d8>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerModeDropdown::__l6::<lambda_c651ae665ac61ec2de19316a60e5fa6e>
struct __cppobj StructureEditorScreenController::_registerModeDropdown::__l6::<lambda_c651ae665ac61ec2de19316a60e5fa6e>
{
StructureEditorScreenController *const __this;
std::pair<std::string const ,enum StructureBlockType> modePair;
};
# StructureEditorScreenController::_registerModeDropdown::__l6::<lambda_cd8581ad6b5371cca84b11bd5ba460b1>
struct __cppobj StructureEditorScreenController::_registerModeDropdown::__l6::<lambda_cd8581ad6b5371cca84b11bd5ba460b1>
{
StructureEditorScreenController *const __this;
std::pair<std::string const ,enum StructureBlockType> modePair;
};
# StructureEditorScreenController::_registerModeDropdown::__l2::<lambda_4d60dc4f1e1d4ec3df724772c6a2b80a>
struct __cppobj StructureEditorScreenController::_registerModeDropdown::__l2::<lambda_4d60dc4f1e1d4ec3df724772c6a2b80a>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerModeDropdown::__l2::<lambda_4773ff81c781f339c0e7e3cf85989e33>
struct __cppobj StructureEditorScreenController::_registerModeDropdown::__l2::<lambda_4773ff81c781f339c0e7e3cf85989e33>
{
StructureEditorScreenController *const __this;
std::unordered_map<enum StructureBlockType,std::string> modeLabels;
};
# StructureEditorScreenController::_registerModeDropdown::__l2::<lambda_1f006060f6e1ff05fe6dee258edb99e1>
struct __cppobj StructureEditorScreenController::_registerModeDropdown::__l2::<lambda_1f006060f6e1ff05fe6dee258edb99e1>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerModeDropdown::__l2::<lambda_4825f84003fb7158c9d726b73020647a>
struct __cppobj StructureEditorScreenController::_registerModeDropdown::__l2::<lambda_4825f84003fb7158c9d726b73020647a>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerModeDropdown::__l2::<lambda_ceb3161255ba98e62ef50497a1519e63>
struct __cppobj StructureEditorScreenController::_registerModeDropdown::__l2::<lambda_ceb3161255ba98e62ef50497a1519e63>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerModeDropdown::__l2::<lambda_093d5fb18a8558bb2b3bf4a25a2e3dcc>
struct __cppobj StructureEditorScreenController::_registerModeDropdown::__l2::<lambda_093d5fb18a8558bb2b3bf4a25a2e3dcc>
{
};
# StructureEditorScreenController::_registerRedstoneDropdown::__l6::<lambda_cf2174049ace314232ff088b22187753>
struct __cppobj StructureEditorScreenController::_registerRedstoneDropdown::__l6::<lambda_cf2174049ace314232ff088b22187753>
{
StructureEditorScreenController *const __this;
std::pair<std::string const ,enum StructureRedstoneSaveMode> modePair;
};
# StructureEditorScreenController::_registerRedstoneDropdown::__l6::<lambda_652232be9ffee578487d94f99a1fc412>
struct __cppobj StructureEditorScreenController::_registerRedstoneDropdown::__l6::<lambda_652232be9ffee578487d94f99a1fc412>
{
StructureEditorScreenController *const __this;
std::pair<std::string const ,enum StructureRedstoneSaveMode> modePair;
};
# StructureEditorScreenController::_registerRedstoneDropdown::__l2::<lambda_6f1030c9b09e03b9fa9d54769245d653>
struct __cppobj StructureEditorScreenController::_registerRedstoneDropdown::__l2::<lambda_6f1030c9b09e03b9fa9d54769245d653>
{
StructureEditorScreenController *const __this;
std::unordered_map<enum StructureRedstoneSaveMode,std::string> modeLabels;
};
# StructureEditorScreenController::_registerRedstoneDropdown::__l2::<lambda_0ef651b559d673e4c68f88356ebe80f6>
struct __cppobj StructureEditorScreenController::_registerRedstoneDropdown::__l2::<lambda_0ef651b559d673e4c68f88356ebe80f6>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerRedstoneDropdown::__l2::<lambda_28759f155dc56fe57dcbe3ff6ccb3c12>
struct __cppobj StructureEditorScreenController::_registerRedstoneDropdown::__l2::<lambda_28759f155dc56fe57dcbe3ff6ccb3c12>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerRedstoneDropdown::__l2::<lambda_a9810a69733acbf12c054263a1448ac5>
struct __cppobj StructureEditorScreenController::_registerRedstoneDropdown::__l2::<lambda_a9810a69733acbf12c054263a1448ac5>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerRedstoneDropdown::__l2::<lambda_29a7a178e18ef0f466cabcdcabd0e862>
struct __cppobj StructureEditorScreenController::_registerRedstoneDropdown::__l2::<lambda_29a7a178e18ef0f466cabcdcabd0e862>
{
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_6540386cb875116df17d88520853e8de>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_6540386cb875116df17d88520853e8de>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_c8d2f005ae6cf5fd316a00d511b8de10>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_c8d2f005ae6cf5fd316a00d511b8de10>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_6026a8b53bee8e215142b71f31056593>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_6026a8b53bee8e215142b71f31056593>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_ebd942b06ee4b1d599636c784736a7d3>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_ebd942b06ee4b1d599636c784736a7d3>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_9ed9e8c065c6bab88900e312c01e355a>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_9ed9e8c065c6bab88900e312c01e355a>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_6a1a2c704678af811cf540b7acdf317d>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_6a1a2c704678af811cf540b7acdf317d>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_ca08fc3c2afd1cfabebf8b2109765fb1>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_ca08fc3c2afd1cfabebf8b2109765fb1>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_0615fb80fbd23d2f112c0b48ea17f129>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_0615fb80fbd23d2f112c0b48ea17f129>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_e5f19455ee7723394e1af88ccf3549e6>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_e5f19455ee7723394e1af88ccf3549e6>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_31ab7942926185a2a9346b63c60bd5f5>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_31ab7942926185a2a9346b63c60bd5f5>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_0ed2ab97794f382a20b8b4724f382e9f>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_0ed2ab97794f382a20b8b4724f382e9f>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_d1c3a320ccf1c1502427ade8ee1efaba>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_d1c3a320ccf1c1502427ade8ee1efaba>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_299e5561592e5861fe7a67450951a925>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_299e5561592e5861fe7a67450951a925>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_fd7ec7ffc5b6129e9ba4166ebeef77a6>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_fd7ec7ffc5b6129e9ba4166ebeef77a6>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_30544fe449eaa373a413acf173a97cdb>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_30544fe449eaa373a413acf173a97cdb>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_163865a931b2d1ff9d755634bb918870>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_163865a931b2d1ff9d755634bb918870>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_ade6a026cae66cd5fa9bfcf5e9dc7df4>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_ade6a026cae66cd5fa9bfcf5e9dc7df4>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_dd3788d89fdec8f518237ed667691687>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_dd3788d89fdec8f518237ed667691687>
{
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_e04bf21d4b1166c16df1d0b1e8df7ee4>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_e04bf21d4b1166c16df1d0b1e8df7ee4>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_4284ad8984f86a205dfb7dccb12d0ed1>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_4284ad8984f86a205dfb7dccb12d0ed1>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_bc82c85b3e2a3f6d8264b42383e8f61e>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_bc82c85b3e2a3f6d8264b42383e8f61e>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_f7bebd9abd297b906c57977cc21a58e9>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_f7bebd9abd297b906c57977cc21a58e9>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_6aaa1869cc6bf9512fd22a832dc122e3>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_6aaa1869cc6bf9512fd22a832dc122e3>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_bedd27238cd188564d1ce1a64ff3c6ca>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_bedd27238cd188564d1ce1a64ff3c6ca>
{
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_bf486e361ea46dd34d65edbe1e9f5787>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_bf486e361ea46dd34d65edbe1e9f5787>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_f6f5896022a75b453df01faf3ee28ae4>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_f6f5896022a75b453df01faf3ee28ae4>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_a559822a43c3e433e8251dffe1e47e9d>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_a559822a43c3e433e8251dffe1e47e9d>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_18e7bb396375b075376ffaf1e43f498c>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_18e7bb396375b075376ffaf1e43f498c>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_899f871a85c396dc53103d33e96ab00e>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_899f871a85c396dc53103d33e96ab00e>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_9626094940c021e7f42269040f7cf9c6>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_9626094940c021e7f42269040f7cf9c6>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_b69a585c589181fa721201d8afa4d3c9>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_b69a585c589181fa721201d8afa4d3c9>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_5263de1a285aee9febfb86126eb2e861>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_5263de1a285aee9febfb86126eb2e861>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_033b5b9026db266e180c490abf69c8bc>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_033b5b9026db266e180c490abf69c8bc>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_8f719c42d4ab40bcd79d6c156337763e>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_8f719c42d4ab40bcd79d6c156337763e>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_c72440e11cc7c2c7fb2f5bfc86f5e853>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_c72440e11cc7c2c7fb2f5bfc86f5e853>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_da75c2aabce2897f0dfaa6e39dbc43e9>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_da75c2aabce2897f0dfaa6e39dbc43e9>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_8fef16974e5dbf1c92fb4615aa7eea6b>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_8fef16974e5dbf1c92fb4615aa7eea6b>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_b062a6c2d91e7336e495529e4b003f15>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_b062a6c2d91e7336e495529e4b003f15>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_1aefb63d1af58fbf1ee991962ed89233>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_1aefb63d1af58fbf1ee991962ed89233>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_eacff6756df493bed0ddae23261c7b72>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_eacff6756df493bed0ddae23261c7b72>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_5fc6df8969f93fe9f87b83e6ee311297>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_5fc6df8969f93fe9f87b83e6ee311297>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_3f2cde9436d4394632c27861e43c23b2>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_3f2cde9436d4394632c27861e43c23b2>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_87a932225fa72e6b8549db26047b8eee>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_87a932225fa72e6b8549db26047b8eee>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_040745b848fa3e8c5d163253df3e8f48>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_040745b848fa3e8c5d163253df3e8f48>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_6aafc1ba122b87ead1ef055b3b770067>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_6aafc1ba122b87ead1ef055b3b770067>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_e60f5bb4cc7b3d32aa7be83c83b6561b>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_e60f5bb4cc7b3d32aa7be83c83b6561b>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_3e2e2099ba379e1d5a8ff95baba06c81>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_3e2e2099ba379e1d5a8ff95baba06c81>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_26a56776cf3bb7c5f51362099e5de97a>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_26a56776cf3bb7c5f51362099e5de97a>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_6dbbf2e0b7754be26983c366acec377e>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_6dbbf2e0b7754be26983c366acec377e>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_6d0a94a97c7035c0b45ea400c4fffb26>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_6d0a94a97c7035c0b45ea400c4fffb26>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_f98190cd3aaca6acc42dcdd9981c1dcf>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_f98190cd3aaca6acc42dcdd9981c1dcf>
{
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_1618d2b0e0f401fd966612175c9bc573>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_1618d2b0e0f401fd966612175c9bc573>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_290c0c655bef69129d1208bd0b59f5f5>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_290c0c655bef69129d1208bd0b59f5f5>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_c4fd6892bd8ffd35418c6cb2b4808da0>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_c4fd6892bd8ffd35418c6cb2b4808da0>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_03240cc8e792a37b04e87f70b2c618db>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_03240cc8e792a37b04e87f70b2c618db>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_2b1d0f3645a4ededfe1c0855ebb90f7e>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_2b1d0f3645a4ededfe1c0855ebb90f7e>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_8ede4cda0aaa46acb78b4fd147411cfa>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_8ede4cda0aaa46acb78b4fd147411cfa>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_42e5177abcbeeb0981136e788bad7e32>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_42e5177abcbeeb0981136e788bad7e32>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_8bb63d2c4790da88183e41860bc23490>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_8bb63d2c4790da88183e41860bc23490>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_9c3aef89b8e43b8e3126e6d83731d134>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_9c3aef89b8e43b8e3126e6d83731d134>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_92288559d9e34010eb70d83250180f6e>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_92288559d9e34010eb70d83250180f6e>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_c5aa3b12fbff70f23f9729b1ca8a7c80>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_c5aa3b12fbff70f23f9729b1ca8a7c80>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_645f377827cb9a4f939eb9e4e4fa6080>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_645f377827cb9a4f939eb9e4e4fa6080>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_85d46fe9cb504577f4ad575f87678f39>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_85d46fe9cb504577f4ad575f87678f39>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerBindings::__l2::<lambda_d178fde3ac7efc4d2f1528ab6d7b1d3f>
struct __cppobj StructureEditorScreenController::_registerBindings::__l2::<lambda_d178fde3ac7efc4d2f1528ab6d7b1d3f>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_dfa635092b10483cfc7dd6bc75dd17ae>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_dfa635092b10483cfc7dd6bc75dd17ae>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_958b7dc635e2f18eab730cae249c994f>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_958b7dc635e2f18eab730cae249c994f>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_86312da72210731d01a9ceff375b34ee>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_86312da72210731d01a9ceff375b34ee>
{
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_3f0cd4ac7726f88d92e93a8f646f4d98>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_3f0cd4ac7726f88d92e93a8f646f4d98>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_dc049d57de45b1f35abee2e5056eaa77>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_dc049d57de45b1f35abee2e5056eaa77>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_74ef516e56dac0edee49b79d5d7079b5>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_74ef516e56dac0edee49b79d5d7079b5>
{
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_08d957a9ad6acc2a617c78b2c7006a27>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_08d957a9ad6acc2a617c78b2c7006a27>
{
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_f573a41b9e98cd4ee069e4973e98b68f>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_f573a41b9e98cd4ee069e4973e98b68f>
{
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_d6b6139d70fba103d9d2b339bc9a873d>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_d6b6139d70fba103d9d2b339bc9a873d>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_31cc49485365e4cecf19f8c37745a88c>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_31cc49485365e4cecf19f8c37745a88c>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_2717da237319f56673aefabc43f5988f>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_2717da237319f56673aefabc43f5988f>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_a9ea8696386cc38422bcf7ab14da9f61>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_a9ea8696386cc38422bcf7ab14da9f61>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_0c070f5882fccf42a617af8c6cc6824f>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_0c070f5882fccf42a617af8c6cc6824f>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_c87477bbaede8a4ef55647bf35f15454>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_c87477bbaede8a4ef55647bf35f15454>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_154b61a8f083037a562b2655f5c2ff49>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_154b61a8f083037a562b2655f5c2ff49>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_35366de2a5c80746f384d8d3bcd22eb3>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_35366de2a5c80746f384d8d3bcd22eb3>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_17ad5a79aa343f5dce2b65f11f20b09e>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_17ad5a79aa343f5dce2b65f11f20b09e>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_1561890049b9c19bce48e342bb64d848>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_1561890049b9c19bce48e342bb64d848>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_84839fa596fdc0a020032dadd2dfccdc>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_84839fa596fdc0a020032dadd2dfccdc>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_ed9c1f11b18958b9124ff8f646b644bf>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_ed9c1f11b18958b9124ff8f646b644bf>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_74917e8ca45a859c11ea6baf308534e1>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_74917e8ca45a859c11ea6baf308534e1>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_110ba341efe7a36bf690d008e154cd42>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_110ba341efe7a36bf690d008e154cd42>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_a54df26685fd3d92bcf8cf5d336bfce0>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_a54df26685fd3d92bcf8cf5d336bfce0>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_4361ee77f97cf2f3819f2344137b6d72>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_4361ee77f97cf2f3819f2344137b6d72>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_663ca88f039158acd12a83b67fcfa190>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_663ca88f039158acd12a83b67fcfa190>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_7dc9daea7a69aed8fe448ea2e1c1c846>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_7dc9daea7a69aed8fe448ea2e1c1c846>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_82294aac5ff483bfdadd8812d9ac7a44>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_82294aac5ff483bfdadd8812d9ac7a44>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_831d0183d5475c36268ccfd320b15f7d>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_831d0183d5475c36268ccfd320b15f7d>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_831d0183d5475c36268ccfd320b15f7d>::()::__l5::<lambda_29fcba485d3c7186b0a5a769cf9477fb>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_831d0183d5475c36268ccfd320b15f7d>::()::__l5::<lambda_29fcba485d3c7186b0a5a769cf9477fb>
{
std::string *newName;
};
# StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_62cd34819bb144d4a718458e1ec8cfc2>
struct __cppobj StructureEditorScreenController::_registerEventHandlers::__l2::<lambda_62cd34819bb144d4a718458e1ec8cfc2>
{
};
# StructureEditorScreenController::tick::__l14::<lambda_71f3c6f4f3703f5826dd865b72addcde>
struct __cppobj StructureEditorScreenController::tick::__l14::<lambda_71f3c6f4f3703f5826dd865b72addcde>
{
std::weak_ptr<StructureEditorScreenController> weakThis;
};
# StructureEditorScreenController::_initiateExport::__l12::<lambda_44cf8e96a5035585dedb484d2d92f642>
struct __cppobj StructureEditorScreenController::_initiateExport::__l12::<lambda_44cf8e96a5035585dedb484d2d92f642>
{
std::weak_ptr<StructureEditorScreenController> weakThis;
};
# StructureEditorScreenController::_initiateExport::__l12::<lambda_92d4ec9a1a9afd13498a146cc0a80f05>
struct __cppobj StructureEditorScreenController::_initiateExport::__l12::<lambda_92d4ec9a1a9afd13498a146cc0a80f05>
{
std::weak_ptr<StructureEditorScreenController> weakThis;
};
# StructureEditorScreenController::_initiateExport::__l12::<lambda_1e8c3d51b9a59a1d6cf180d991a96183>
struct __cppobj __declspec(align(8)) StructureEditorScreenController::_initiateExport::__l12::<lambda_1e8c3d51b9a59a1d6cf180d991a96183>
{
std::weak_ptr<StructureEditorScreenController> weakThis;
StructureTemplateRequestOperation exportOperation;
};
# StructureEditorScreenController::_filePickerForExport::__l2::<lambda_d0f4e1b97c2b6a4e9a8533aae17f00fe>
struct __cppobj StructureEditorScreenController::_filePickerForExport::__l2::<lambda_d0f4e1b97c2b6a4e9a8533aae17f00fe>
{
StructureEditorScreenController *const __this;
};
# StructureEditorScreenController::_filePickerForExport::__l2::<lambda_3822bb2053a55165f069b4f692424baa>
struct __cppobj StructureEditorScreenController::_filePickerForExport::__l2::<lambda_3822bb2053a55165f069b4f692424baa>
{
StructureEditorScreenController *const __this;
std::shared_ptr<FilePickerSettings> pickerSettings;
const std::string *structureName;
};
# SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_e2b51608baa087dc2b80d24071bb6844>
struct __cppobj SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_e2b51608baa087dc2b80d24071bb6844>
{
bool <args_0>;
bool <args_1>;
CraftingType <args_2>;
};
# SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_60392c5ae36866dfcce58558d05abe86>
struct __cppobj SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_60392c5ae36866dfcce58558d05abe86>
{
BlockActorType <args_0>;
};
# SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_28407d547321730e910a933db892eab3>
struct __cppobj SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_28407d547321730e910a933db892eab3>
{
};
# SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_2c4014e86efd85151d693d483b1c8ae0>
struct __cppobj SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_2c4014e86efd85151d693d483b1c8ae0>
{
};
# SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_eaf6a1a7616fd7652cdcba455066ac17>
struct __cppobj SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_eaf6a1a7616fd7652cdcba455066ac17>
{
};
# SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_d1df447776e9d6c8d664da3462859960>
struct __cppobj SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_d1df447776e9d6c8d664da3462859960>
{
};
# SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_880e2e0794a164a9c4be0a8cba10e48a>
struct __cppobj SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_880e2e0794a164a9c4be0a8cba10e48a>
{
};
# SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_e4706ef1a8ad552e10b7fe744a56b9e3>
struct __cppobj SceneCreationUtils::bindInGameScreenCreator::__l2::<lambda_e4706ef1a8ad552e10b7fe744a56b9e3>
{
};