# T~1

# TakePictureCommand

struct __cppobj __declspec(align(8)) TakePictureCommand : Command
{
  CommandSelector<Actor> mCameraTargets;
  CommandSelector<Player> mPlayerTargets;
  CommandPosition mCameraSpawnPos;
  bool mCameraPositionProvided;
  bool mCameraTargetProvided;
};

# TakePictureCommand_vtbl

struct /*VFT*/ TakePictureCommand_vtbl
{
  void (__fastcall *~Command)(Command *this);
  void (__fastcall *execute)(Command *this, const CommandOrigin *, CommandOutput *);
};

# TakePictureCommand::execute::__l2::<lambda_cc590f793e7a5cf4bb497762ce148e7d>

struct __cppobj TakePictureCommand::execute::__l2::<lambda_cc590f793e7a5cf4bb497762ce148e7d>
{
  Player *player;
  TripodCamera *camera;
};

# TestServerCommands

struct __cppobj TestServerCommands
{
};

# TagCommand

struct __cppobj TagCommand : Command
{
  _BYTE mAction[1];
  __declspec(align(8)) WildcardCommandSelector<Actor> mSelector;
  std::string mTagString;
};

# TagCommand_vtbl

struct /*VFT*/ TagCommand_vtbl
{
  void (__fastcall *~Command)(Command *this);
  void (__fastcall *execute)(Command *this, const CommandOrigin *, CommandOutput *);
};

# TeleportCommand

struct __cppobj __declspec(align(2)) TeleportCommand : Command
{
  CommandSelector<Actor> mTargets;
  CommandSelector<Actor> mDestinationEntity;
  CommandPositionFloat mDestinationPos;
  CommandSelector<Actor> mFacingEntity;
  CommandPositionFloat mFacingPos;
  RelativeFloat mYRot;
  RelativeFloat mXRot;
  TeleportCommand::FacingResult mHaveFacing;
  bool mDestinationIsPosition;
  bool mFacingIsPosition;
  bool mCheckForBlocks;
};

# TeleportCommand_vtbl

struct /*VFT*/ TeleportCommand_vtbl
{
  void (__fastcall *~Command)(Command *this);
  void (__fastcall *execute)(Command *this, const CommandOrigin *, CommandOutput *);
};

# TellCommand

struct __cppobj TellCommand : MessagingCommand
{
  CommandSelector<Player> mTargets;
  CommandMessage mMessage;
};

# TellCommand_vtbl

struct /*VFT*/ TellCommand_vtbl
{
  void (__fastcall *~Command)(Command *this);
  void (__fastcall *execute)(Command *this, const CommandOrigin *, CommandOutput *);
};

# TellRawCommand

struct __cppobj TellRawCommand : MessagingCommand
{
  CommandSelector<Player> mTargets;
  Json::Value mRawText;
};

# TellRawCommand_vtbl

struct /*VFT*/ TellRawCommand_vtbl
{
  void (__fastcall *~Command)(Command *this);
  void (__fastcall *execute)(Command *this, const CommandOrigin *, CommandOutput *);
};

# TestForBlockCommand

struct __cppobj __declspec(align(8)) TestForBlockCommand : Command
{
  CommandPosition mPosition;
  const Block *mBlock;
  int mData;
};

# TestForBlockCommand_vtbl

struct /*VFT*/ TestForBlockCommand_vtbl
{
  void (__fastcall *~Command)(Command *this);
  void (__fastcall *execute)(Command *this, const CommandOrigin *, CommandOutput *);
};

# TestForBlocksCommand

struct __cppobj __declspec(align(8)) TestForBlocksCommand : Command
{
  CommandPosition mBegin;
  CommandPosition mEnd;
  CommandPosition mDestination;
  TestForBlocksCommand::Mode mMode;
};

# TestForBlocksCommand_vtbl

struct /*VFT*/ TestForBlocksCommand_vtbl
{
  void (__fastcall *~Command)(Command *this);
  void (__fastcall *execute)(Command *this, const CommandOrigin *, CommandOutput *);
};

# TestForCommand

struct __cppobj TestForCommand : Command
{
  CommandSelector<Actor> mTargets;
};

# TestForCommand_vtbl

struct /*VFT*/ TestForCommand_vtbl
{
  void (__fastcall *~Command)(Command *this);
  void (__fastcall *execute)(Command *this, const CommandOrigin *, CommandOutput *);
};

# TickingAreaCommand

struct __cppobj __declspec(align(8)) TickingAreaCommand : Command
{
  TickingAreaCommand::Mode mMode;
  _BYTE mAddAreaType[4];
  TickingAreaCommand::TargetDimensions mTargetDimensions;
  CommandPosition mPosition;
  CommandPosition mMax;
  std::string mName;
  int mRadius;
};

# TickingAreaCommand_vtbl

struct /*VFT*/ TickingAreaCommand_vtbl
{
  void (__fastcall *~Command)(Command *this);
  void (__fastcall *execute)(Command *this, const CommandOrigin *, CommandOutput *);
};

# TimeCommand

struct __cppobj TimeCommand : Command
{
  TimeCommand::Mode mMode;
  TimeCommand::Query mQuery;
  TimeCommand::TimeSpec mSpec;
  int mValue;
};

# TimeCommand_vtbl

struct /*VFT*/ TimeCommand_vtbl
{
  void (__fastcall *~Command)(Command *this);
  void (__fastcall *execute)(Command *this, const CommandOrigin *, CommandOutput *);
};

# TitleCommand

struct __cppobj TitleCommand : MessagingCommand
{
  _BYTE mMode[4];
  __declspec(align(8)) CommandSelector<Player> mTargets;
  CommandMessage mMessage;
  int mFadeIn;
  int mStay;
  int mFadeOut;
};

# TitleCommand_vtbl

struct /*VFT*/ TitleCommand_vtbl
{
  void (__fastcall *~Command)(Command *this);
  void (__fastcall *execute)(Command *this, const CommandOrigin *, CommandOutput *);
};

# TitleRawCommand

struct __cppobj TitleRawCommand : MessagingCommand
{
  _BYTE mMode[4];
  __declspec(align(8)) CommandSelector<Player> mTargets;
  Json::Value mMessage;
  int mFadeIn;
  int mStay;
  int mFadeOut;
};

# TitleRawCommand_vtbl

struct /*VFT*/ TitleRawCommand_vtbl
{
  void (__fastcall *~Command)(Command *this);
  void (__fastcall *execute)(Command *this, const CommandOrigin *, CommandOutput *);
};

# ToggleDownfallCommand

struct __cppobj ToggleDownfallCommand : Command
{
};

# ToggleDownfallCommand_vtbl

struct /*VFT*/ ToggleDownfallCommand_vtbl
{
  void (__fastcall *~Command)(Command *this);
  void (__fastcall *execute)(Command *this, const CommandOrigin *, CommandOutput *);
};

# TickingAreaCommand::_list::__l15::<lambda_ef527cf2db8145510630afcadcb9e9a5>

struct __cppobj TickingAreaCommand::_list::__l15::<lambda_ef527cf2db8145510630afcadcb9e9a5>
{
  std::string *listOfTickingAreas;
  const TickingAreaCommand *const __this;
};

# TeleportCommand::execute::__l32::<lambda_d12bd4980707bc17e4326e7408eadb2e>

struct __cppobj TeleportCommand::execute::__l32::<lambda_d12bd4980707bc17e4326e7408eadb2e>
{
  Actor *target;
  AutomaticID<Dimension,int> *destinationDimension;
  Vec3 *destination;
};

# TagsComponent<IDType<LevelTagSetIDType> >

struct __cppobj TagsComponent<IDType<LevelTagSetIDType> > : IEntityComponent
{
  IDType<LevelTagSetIDType> mTagSetID;
};

# tree_desc_s

struct tree_desc_s
{
  ct_data_s *dyn_tree;
  int max_code;
  const static_tree_desc_s *stat_desc;
};

# TimeStamp

struct __cppobj TimeStamp
{
};

# TropicalFish

struct __cppobj TropicalFish : WaterAnimal
{
  float mAnimationAmount;
  float mAnimationAmountPrev;
};

# TargetGoalDefinition

struct __cppobj TargetGoalDefinition : BaseGoalDefinition
{
  bool mAttackOwner;
  bool mMustReach;
  bool mMustSee;
  float mDefaultFollowDistance;
  float mForgetTargetTime;
  float mPersistTargetTime;
  std::vector<MobDescriptor> mTargetTypes;
};

# TargetGoalDefinition_vtbl

struct /*VFT*/ TargetGoalDefinition_vtbl
{
  void (__fastcall *~BaseGoalDefinition)(BaseGoalDefinition *this);
  bool (__fastcall *validateMobType)(BaseGoalDefinition *this, Mob *);
  bool (__fastcall *validate)(BaseGoalDefinition *this, Mob *);
};

# TargetGoal

struct __cppobj TargetGoal : Goal
{
  Mob *mMob;
  bool mAttackOwner;
  bool mMustReach;
  bool mGlobalMustSee;
  bool mTargetMustSee;
  int mTargetMustSeeForgetTicks;
  bool mFilterFailure;
  int mFilterFailureTicks;
  int mGlobalMustSeeForgetTicks;
  int mPersistTargetTicks;
  int mReachCache;
  int mReachCacheTime;
  int mUnseenTicks;
  float mWithinDefault;
  std::vector<MobDescriptor> mTargetTypes;
};

# TargetGoal_vtbl

struct /*VFT*/ TargetGoal_vtbl
{
  void (__fastcall *~Goal)(Goal *this);
  bool (__fastcall *canUse)(Goal *this);
  bool (__fastcall *canContinueToUse)(Goal *this);
  bool (__fastcall *canBeInterrupted)(Goal *this);
  void (__fastcall *start)(Goal *this);
  void (__fastcall *stop)(Goal *this);
  void (__fastcall *tick)(Goal *this);
  void (__fastcall *appendDebugInfo)(Goal *this, std::string *);
  bool (__fastcall *isTargetGoal)(Goal *this);
  void (__fastcall *onPlayerDimensionChanged)(Goal *this, Player *, AutomaticID<Dimension,int>);
  bool (__fastcall *_canAttack)(TargetGoal *this, Mob *, Actor *, bool, bool, const MobDescriptor **);
};

# typeid_t<Goal>

struct __cppobj typeid_t<Goal>
{
  unsigned __int16 mID;
};

# Turtle

struct __cppobj Turtle : Animal
{
};

# TestNode

struct __cppobj __declspec(align(8)) TestNode : BehaviorNode
{
  std::string mTestVal;
  int mCnt;
};

# TestNode_vtbl

struct /*VFT*/ TestNode_vtbl
{
  void (__fastcall *~BehaviorNode)(BehaviorNode *this);
  BehaviorStatus (__fastcall *tick)(BehaviorNode *this, Actor *);
  void (__fastcall *initializeFromDefinition)(BehaviorNode *this, Actor *);
};

# TestDefinition

struct __cppobj TestDefinition : BehaviorDefinition
{
  std::string mTestValue;
  std::string mTestValueId;
};

# TestDefinition_vtbl

struct /*VFT*/ TestDefinition_vtbl
{
  void (__fastcall *~BehaviorDefinition)(BehaviorDefinition *this);
  void (__fastcall *load)(BehaviorDefinition *this, Json::Value, const BehaviorFactory *);
  std::unique_ptr<BehaviorNode> *(__fastcall *createNode)(BehaviorDefinition *this, std::unique_ptr<BehaviorNode> *result, Actor *, const BehaviorFactory *, BehaviorNode *, BehaviorData *);
};

# TierComponentDescription

struct __cppobj __declspec(align(8)) TierComponentDescription : BlockComponentDescription
{
  DiggerType mDiggerType;
  int mLevel;
  bool mDestroySpecial;
};

# TierComponentDescription_vtbl

struct /*VFT*/ TierComponentDescription_vtbl
{
  void (__fastcall *~BlockComponentDescription)(BlockComponentDescription *this);
  const std::string *(__fastcall *getName)(BlockComponentDescription *this);
  void (__fastcall *initializeComponent)(BlockComponentDescription *this, EntityContext *);
  void (__fastcall *buildSchema)(BlockComponentDescription *this, std::shared_ptr<JsonUtil::JsonSchemaObjectNode<JsonUtil::EmptyClass,BlockComponentGroupDescription> > *, const BlockComponentFactory *);
  bool (__fastcall *isNetworkComponent)(BlockComponentDescription *this);
  std::unique_ptr<CompoundTag> *(__fastcall *buildNetworkTag)(BlockComponentDescription *this, std::unique_ptr<CompoundTag> *result);
  void (__fastcall *initializeFromNetwork)(BlockComponentDescription *this, const CompoundTag *);
};

# TierComponent

struct __cppobj __declspec(align(4)) TierComponent
{
  DiggerType mDiggerType;
  int mLevel;
  bool mDestroySpecial;
};

# ThrownEgg

struct __cppobj ThrownEgg : Throwable
{
};

# ThrownEgg_vtbl

struct /*VFT*/ ThrownEgg_vtbl
{
  bool (__fastcall *hasComponent)(Actor *this, const HashedString *);
  void (__fastcall *reloadHardcoded)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *reloadHardcodedClient)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *initializeComponents)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *reloadComponents)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *_serverInitItemStackIds)(Actor *this);
  void (__fastcall *_doInitialMove)(Actor *this);
  bool (__fastcall *checkAllSensitiveWords)(Actor *this);
  bool (__fastcall *checkNameTag)(Actor *this);
  void (__fastcall *~Actor)(Actor *this);
  void (__fastcall *reset)(Actor *this);
  int (__fastcall *getOnDeathExperience)(Actor *this);
  ActorType (__fastcall *getOwnerEntityType)(Actor *this);
  void (__fastcall *remove)(Actor *this);
  void (__fastcall *setPos)(Actor *this, const Vec3 *);
  const PredictedMovementValues *(__fastcall *getPredictedMovementValues)(Actor *this);
  const Vec3 *(__fastcall *getPos)(Actor *this);
  const Vec3 *(__fastcall *getPosOld)(Actor *this);
  const Vec3 *(__fastcall *getPosExtrapolated)(Actor *this, const Vec3 *result, float);
  Vec3 *(__fastcall *getAttachPos)(Actor *this, Vec3 *result, ActorLocation, float);
  Vec3 *(__fastcall *getFiringPos)(Actor *this, Vec3 *result);
  void (__fastcall *setRot)(Actor *this, const Vec2 *);
  void (__fastcall *move)(Actor *this, IActorMovementProxy *, const Vec3 *);
  void (__fastcall *move)(Actor *this, const Vec3 *);
  Vec3 *(__fastcall *getInterpolatedRidingPosition)(Actor *this, Vec3 *result, float);
  float (__fastcall *getInterpolatedBodyRot)(Actor *this, float);
  float (__fastcall *getInterpolatedHeadRot)(Actor *this, float);
  float (__fastcall *getInterpolatedBodyYaw)(Actor *this, float);
  float (__fastcall *getYawSpeedInDegreesPerSecond)(Actor *this);
  float (__fastcall *getInterpolatedWalkAnimSpeed)(Actor *this, float);
  Vec3 *(__fastcall *getInterpolatedRidingOffset)(Actor *this, Vec3 *result, float);
  void (__fastcall *checkBlockCollisions)(Actor *this);
  void (__fastcall *checkBlockCollisions)(Actor *this, const AABB *, std::function<void __cdecl(BlockSource &,Block const &,BlockPos const &,Actor &)>);
  bool (__fastcall *isFireImmune)(Actor *this);
  bool (__fastcall *breaksFallingBlocks)(Actor *this);
  void (__fastcall *blockedByShield)(Actor *this, const ActorDamageSource *, Actor *);
  void (__fastcall *teleportTo)(Actor *this, const Vec3 *, bool, int, int, const ActorUniqueID *);
  bool (__fastcall *tryTeleportTo)(Actor *this, const Vec3 *, bool, bool, int, int);
  void (__fastcall *chorusFruitTeleport)(Actor *this, Vec3 *);
  void (__fastcall *lerpTo)(Actor *this, const Vec3 *, const Vec2 *, int);
  void (__fastcall *lerpMotion)(Actor *this, const Vec3 *);
  std::unique_ptr<AddActorBasePacket> *(__fastcall *getAddPacket)(Actor *this, std::unique_ptr<AddActorBasePacket> *result);
  void (__fastcall *normalTick)(Actor *this);
  void (__fastcall *baseTick)(Actor *this);
  void (__fastcall *rideTick)(Actor *this);
  void (__fastcall *positionRider)(Actor *this, Actor *, float);
  float (__fastcall *getRidingHeight)(Actor *this);
  bool (__fastcall *startRiding)(Actor *this, Actor *);
  void (__fastcall *addRider)(Actor *this, Actor *);
  void (__fastcall *flagRiderToRemove)(Actor *this, Actor *);
  std::string *(__fastcall *getExitTip)(Actor *this, std::string *result, const std::string *, InputMode);
  bool (__fastcall *intersects)(Actor *this, const Vec3 *, const Vec3 *);
  bool (__fastcall *isFree)(Actor *this, const Vec3 *);
  bool (__fastcall *isFree)(Actor *this, const Vec3 *, float);
  bool (__fastcall *isInWall)(Actor *this);
  bool (__fastcall *isInvisible)(Actor *this);
  bool (__fastcall *canShowNameTag)(Actor *this);
  bool (__fastcall *canExistInPeaceful)(Actor *this);
  void (__fastcall *setNameTagVisible)(Actor *this, bool);
  const std::string *(__fastcall *getNameTag)(Actor *this);
  unsigned __int64 (__fastcall *getNameTagAsHash)(Actor *this);
  std::string *(__fastcall *getFormattedNameTag)(Actor *this, std::string *result);
  void (__fastcall *filterFormattedNameTag)(Actor *this, const UIProfanityContext *);
  void (__fastcall *setNameTag)(Actor *this, const std::string *);
  bool (__fastcall *getAlwaysShowNameTag)(Actor *this);
  void (__fastcall *setScoreTag)(Actor *this, const std::string *);
  const std::string *(__fastcall *getScoreTag)(Actor *this);
  bool (__fastcall *isInWater)(Actor *this);
  bool (__fastcall *hasEnteredWater)(Actor *this);
  bool (__fastcall *isImmersedInWater)(Actor *this);
  bool (__fastcall *isInWaterOrRain)(Actor *this);
  bool (__fastcall *isInLava)(Actor *this);
  bool (__fastcall *isUnderLiquid)(Actor *this, MaterialType);
  bool (__fastcall *isOverWater)(Actor *this);
  void (__fastcall *makeStuckInBlock)(Actor *this, const Vec3 *);
  float (__fastcall *getCameraOffset)(Actor *this);
  float (__fastcall *getShadowHeightOffs)(Actor *this);
  float (__fastcall *getShadowRadius)(Actor *this);
  Vec3 *(__fastcall *getHeadLookVector)(Actor *this, Vec3 *result, float);
  bool (__fastcall *canSeeInvisible)(Actor *this);
  bool (__fastcall *canSee)(Actor *this, const Vec3 *);
  bool (__fastcall *canSee)(Actor *this, const Actor *);
  bool (__fastcall *isSkyLit)(Actor *this, float);
  float (__fastcall *getBrightness)(Actor *this, float);
  bool (__fastcall *interactPreventDefault)(Actor *this);
  void (__fastcall *playerTouch)(Actor *this, Player *);
  void (__fastcall *onAboveBubbleColumn)(Actor *this, const bool);
  void (__fastcall *onInsideBubbleColumn)(Actor *this, const bool);
  bool (__fastcall *isImmobile)(Actor *this);
  bool (__fastcall *isSilent)(Actor *this);
  bool (__fastcall *isPickable)(Actor *this);
  bool (__fastcall *isFishable)(Actor *this);
  bool (__fastcall *isSleeping)(Actor *this);
  bool (__fastcall *isShootable)(Actor *this);
  void (__fastcall *setSneaking)(Actor *this, bool);
  bool (__fastcall *isBlocking)(Actor *this);
  bool (__fastcall *isDamageBlocked)(Actor *this, const ActorDamageSource *);
  bool (__fastcall *isAlive)(Actor *this);
  bool (__fastcall *isOnFire)(Actor *this);
  bool (__fastcall *isOnHotBlock)(Actor *this);
  bool (__fastcall *isCreativeModeAllowed)(Actor *this);
  bool (__fastcall *isSurfaceMob)(Actor *this);
  bool (__fastcall *isTargetable)(Actor *this);
  bool (__fastcall *isLocalPlayer)(Actor *this);
  bool (__fastcall *isPlayer)(Actor *this);
  bool (__fastcall *canAttack)(Actor *this, Actor *, bool);
  void (__fastcall *setTarget)(Actor *this, Actor *);
  Actor *(__fastcall *findAttackTarget)(Actor *this);
  bool (__fastcall *isValidTarget)(Actor *this, Actor *);
  bool (__fastcall *attack)(Actor *this, Actor *);
  void (__fastcall *performRangedAttack)(Actor *this, Actor *, float);
  void (__fastcall *adjustDamageAmount)(Actor *this, int *);
  int (__fastcall *getEquipmentCount)(Actor *this);
  void (__fastcall *setOwner)(Actor *this, const ActorUniqueID);
  void (__fastcall *setSitting)(Actor *this, bool);
  void (__fastcall *onTame)(Actor *this);
  void (__fastcall *onFailedTame)(Actor *this);
  int (__fastcall *getInventorySize)(Actor *this);
  int (__fastcall *getEquipSlots)(Actor *this);
  int (__fastcall *getChestSlots)(Actor *this);
  void (__fastcall *setStanding)(Actor *this, bool);
  bool (__fastcall *canPowerJump)(Actor *this);
  void (__fastcall *setCanPowerJump)(Actor *this, bool);
  bool (__fastcall *isJumping)(Actor *this);
  bool (__fastcall *isEnchanted)(Actor *this);
  void (__fastcall *rideJumped)(Actor *this);
  void (__fastcall *rideLanded)(Actor *this, const Vec3 *, const Vec3 *);
  bool (__fastcall *shouldRender)(Actor *this);
  bool (__fastcall *isInvulnerableTo)(Actor *this, const ActorDamageSource *);
  ActorDamageCause (__fastcall *getBlockDamageCause)(Actor *this, const Block *);
  void (__fastcall *actuallyHurt)(Actor *this, int, const ActorDamageSource *, bool);
  void (__fastcall *animateHurt)(Actor *this);
  bool (__fastcall *doFireHurt)(Actor *this, int);
  void (__fastcall *onLightningHit)(Actor *this);
  void (__fastcall *onBounceStarted)(Actor *this, const BlockPos *, const Block *);
  void (__fastcall *feed)(Actor *this, int);
  void (__fastcall *handleEntityEvent)(Actor *this, ActorEvent, int);
  float (__fastcall *getPickRadius)(Actor *this);
  const HashedString *(__fastcall *getActorRendererId)(Actor *this);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const ItemStack *, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const Block *, int, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const Block *, int);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, int, int, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, int, int);
  void (__fastcall *despawn)(Actor *this);
  void (__fastcall *killed)(Actor *this, Actor *);
  void (__fastcall *awardKillScore)(Actor *this, Actor *, int);
  void (__fastcall *setArmor)(Actor *this, ArmorSlot, const ItemStack *);
  const ItemStack *(__fastcall *getArmor)(Actor *this, ArmorSlot);
  ArmorMaterialType (__fastcall *getArmorMaterialTypeInSlot)(Actor *this, ArmorSlot);
  ArmorTextureType (__fastcall *getArmorMaterialTextureTypeInSlot)(Actor *this, ArmorSlot);
  float (__fastcall *getArmorColorInSlot)(Actor *this, ArmorSlot, int);
  const ItemStack *(__fastcall *getEquippedSlot)(Actor *this, EquipmentSlot);
  void (__fastcall *setEquippedSlot)(Actor *this, EquipmentSlot, const ItemStack *);
  const ItemStack *(__fastcall *getCarriedItem)(Actor *this);
  void (__fastcall *setCarriedItem)(Actor *this, const ItemStack *);
  void (__fastcall *setOffhandSlot)(Actor *this, const ItemStack *);
  const ItemStack *(__fastcall *getEquippedTotem)(Actor *this);
  bool (__fastcall *consumeTotem)(Actor *this);
  bool (__fastcall *save)(Actor *this, CompoundTag *);
  void (__fastcall *saveWithoutId)(Actor *this, CompoundTag *);
  bool (__fastcall *load)(Actor *this, const CompoundTag *, DataLoadHelper *);
  void (__fastcall *loadLinks)(Actor *this, const CompoundTag *, std::vector<ActorLink> *, DataLoadHelper *);
  ActorType (__fastcall *getEntityTypeId)(Actor *this);
  const HashedString *(__fastcall *queryEntityRenderer)(Actor *this);
  ActorUniqueID *(__fastcall *getSourceUniqueID)(Actor *this, ActorUniqueID *result);
  void (__fastcall *setOnFire)(Actor *this, int);
  AABB *(__fastcall *getHandleWaterAABB)(Actor *this, AABB *result);
  void (__fastcall *handleInsidePortal)(Actor *this, const BlockPos *);
  int (__fastcall *getPortalCooldown)(Actor *this);
  int (__fastcall *getPortalWaitTime)(Actor *this);
  AutomaticID<Dimension,int> *(__fastcall *getDimensionId)(Actor *this, AutomaticID<Dimension,int> *result);
  bool (__fastcall *canChangeDimensions)(Actor *this);
  void (__fastcall *changeDimension)(Actor *this, const ChangeDimensionPacket *);
  void (__fastcall *changeDimension)(Actor *this, AutomaticID<Dimension,int>, bool);
  ActorUniqueID *(__fastcall *getControllingPlayer)(Actor *this, ActorUniqueID *result);
  void (__fastcall *checkFallDamage)(Actor *this, float, bool);
  void (__fastcall *causeFallDamage)(Actor *this, float);
  void (__fastcall *handleFallDistanceOnServer)(Actor *this, float, bool);
  void (__fastcall *playSynchronizedSound)(Actor *this, LevelSoundEvent, const Vec3 *, int, bool);
  void (__fastcall *playSynchronizedSound)(Actor *this, LevelSoundEvent, const Vec3 *, const Block *, bool);
  void (__fastcall *onSynchedDataUpdate)(Actor *this, int);
  bool (__fastcall *canAddRider)(Actor *this, Actor *);
  bool (__fastcall *canPickupItem)(Actor *this, const ItemStack *);
  bool (__fastcall *canBePulledIntoVehicle)(Actor *this);
  bool (__fastcall *inCaravan)(Actor *this);
  bool (__fastcall *isLeashableType)(Actor *this);
  void (__fastcall *tickLeash)(Actor *this);
  void (__fastcall *sendMotionPacketIfNeeded)(Actor *this);
  bool (__fastcall *canSynchronizeNewEntity)(Actor *this);
  bool (__fastcall *stopRiding)(Actor *this, bool, bool, bool, bool);
  void (__fastcall *startSwimming)(Actor *this);
  void (__fastcall *stopSwimming)(Actor *this);
  void (__fastcall *buildDebugInfo)(Actor *this, std::string *);
  CommandPermissionLevel (__fastcall *getCommandPermissionLevel)(Actor *this);
  AttributeInstance *(__fastcall *getMutableAttribute)(Actor *this, const Attribute *);
  const AttributeInstance *(__fastcall *getAttribute)(Actor *this, const Attribute *);
  int (__fastcall *getDeathTime)(Actor *this);
  void (__fastcall *heal)(Actor *this, int);
  bool (__fastcall *isInvertedHealAndHarm)(Actor *this);
  bool (__fastcall *canBeAffected)(Actor *this, const MobEffectInstance *);
  bool (__fastcall *canBeAffected)(Actor *this, int);
  bool (__fastcall *canBeAffectedByArrow)(Actor *this, const MobEffectInstance *);
  void (__fastcall *onEffectAdded)(Actor *this, MobEffectInstance *);
  void (__fastcall *onEffectUpdated)(Actor *this, const MobEffectInstance *);
  void (__fastcall *onEffectRemoved)(Actor *this, MobEffectInstance *);
  AnimationComponent *(__fastcall *getAnimationComponent)(Actor *this);
  void (__fastcall *openContainerComponent)(Actor *this, Player *);
  void (__fastcall *swing)(Actor *this);
  void (__fastcall *useItem)(Actor *this, ItemStackBase *, ItemUseMethod, bool);
  bool (__fastcall *hasOutputSignal)(Actor *this, unsigned __int8);
  int (__fastcall *getOutputSignal)(Actor *this);
  void (__fastcall *getDebugText)(Actor *this, std::vector<std::string> *);
  float (__fastcall *getMapDecorationRotation)(Actor *this);
  float (__fastcall *getRiderYRotation)(Actor *this, const Actor *);
  float (__fastcall *getYHeadRot)(Actor *this);
  bool (__fastcall *isWorldBuilder)(Actor *this);
  bool (__fastcall *isCreative)(Actor *this);
  bool (__fastcall *isAdventure)(Actor *this);
  bool (__fastcall *add)(Actor *this, ItemStack *);
  bool (__fastcall *drop)(Actor *this, const ItemStack *, bool);
  bool (__fastcall *getInteraction)(Actor *this, Player *, ActorInteraction *, const Vec3 *);
  bool (__fastcall *canDestroyBlock)(Actor *this, const Block *);
  void (__fastcall *setAuxValue)(Actor *this, int);
  void (__fastcall *setSize)(Actor *this, float, float);
  int (__fastcall *getLifeSpan)(Actor *this);
  void (__fastcall *onOrphan)(Actor *this);
  void (__fastcall *wobble)(Actor *this);
  bool (__fastcall *wasHurt)(Actor *this);
  void (__fastcall *startSpinAttack)(Actor *this);
  void (__fastcall *stopSpinAttack)(Actor *this);
  void (__fastcall *setDamageNearbyMobs)(Actor *this, bool);
  bool (__fastcall *hasCritBox)(Actor *this);
  bool (__fastcall *isCritHit)(Actor *this);
  void (__fastcall *renderDebugServerState)(Actor *this, const Options *);
  void (__fastcall *reloadLootTable)(Actor *this, const EquipmentTableDefinition *);
  void (__fastcall *reloadLootTable)(Actor *this);
  float (__fastcall *getDeletionDelayTimeSeconds)(Actor *this);
  void (__fastcall *kill)(Actor *this);
  void (__fastcall *die)(Actor *this, const ActorDamageSource *);
  bool (__fastcall *shouldTick)(Actor *this);
  std::shared_ptr<IActorMovementProxy> *(__fastcall *createMovementProxy)(Actor *this, std::shared_ptr<IActorMovementProxy> *result);
  void (__fastcall *updateEntitySpecificMolangVariables)(Actor *this, RenderParams *);
  bool (__fastcall *shouldTryMakeStepSound)(Actor *this);
  float (__fastcall *getNextStep)(Actor *this, const float);
  bool (__fastcall *canMakeStepSound)(Actor *this);
  void (__fastcall *outOfWorld)(Actor *this);
  bool (__fastcall *_hurt)(Actor *this, const ActorDamageSource *, int, bool, bool);
  void (__fastcall *markHurt)(Actor *this);
  void (__fastcall *readAdditionalSaveData)(Actor *this, const CompoundTag *, DataLoadHelper *);
  void (__fastcall *addAdditionalSaveData)(Actor *this, CompoundTag *);
  void (__fastcall *_playStepSound)(Actor *this, const BlockPos *, const Block *);
  void (__fastcall *_playFlySound)(Actor *this, const BlockPos *, const Block *);
  bool (__fastcall *_makeFlySound)(Actor *this);
  void (__fastcall *checkInsideBlocks)(Actor *this, float);
  void (__fastcall *pushOutOfBlocks)(Actor *this, const Vec3 *);
  bool (__fastcall *updateWaterState)(Actor *this);
  void (__fastcall *doWaterSplashEffect)(Actor *this);
  void (__fastcall *spawnTrailBubbles)(Actor *this);
  void (__fastcall *updateInsideBlock)(Actor *this);
  LootTable *(__fastcall *getLootTable)(Actor *this);
  LootTable *(__fastcall *getDefaultLootTable)(Actor *this);
  void (__fastcall *_removeRider)(Actor *this, const ActorUniqueID *, bool, bool, bool);
  void (__fastcall *_onSizeUpdated)(Actor *this);
  void (__fastcall *_doAutoAttackOnTouch)(Actor *this, Actor *);
  float (__fastcall *getThrowPower)(Throwable *this);
  bool (__fastcall *stopUponGroundCollision)(Throwable *this);
  float (__fastcall *getThrowUpAngleOffset)(Throwable *this);
  float (__fastcall *getGravity)(Throwable *this);
  ParticleType (__fastcall *getParticleType)(Throwable *this);
  void (__fastcall *onHit)(Throwable *this, const HitResult *);
};

# ThrownEnderpearl

struct __cppobj ThrownEnderpearl : Throwable
{
};

# ThrownEnderpearl_vtbl

struct /*VFT*/ ThrownEnderpearl_vtbl
{
  bool (__fastcall *hasComponent)(Actor *this, const HashedString *);
  void (__fastcall *reloadHardcoded)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *reloadHardcodedClient)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *initializeComponents)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *reloadComponents)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *_serverInitItemStackIds)(Actor *this);
  void (__fastcall *_doInitialMove)(Actor *this);
  bool (__fastcall *checkAllSensitiveWords)(Actor *this);
  bool (__fastcall *checkNameTag)(Actor *this);
  void (__fastcall *~Actor)(Actor *this);
  void (__fastcall *reset)(Actor *this);
  int (__fastcall *getOnDeathExperience)(Actor *this);
  ActorType (__fastcall *getOwnerEntityType)(Actor *this);
  void (__fastcall *remove)(Actor *this);
  void (__fastcall *setPos)(Actor *this, const Vec3 *);
  const PredictedMovementValues *(__fastcall *getPredictedMovementValues)(Actor *this);
  const Vec3 *(__fastcall *getPos)(Actor *this);
  const Vec3 *(__fastcall *getPosOld)(Actor *this);
  const Vec3 *(__fastcall *getPosExtrapolated)(Actor *this, const Vec3 *result, float);
  Vec3 *(__fastcall *getAttachPos)(Actor *this, Vec3 *result, ActorLocation, float);
  Vec3 *(__fastcall *getFiringPos)(Actor *this, Vec3 *result);
  void (__fastcall *setRot)(Actor *this, const Vec2 *);
  void (__fastcall *move)(Actor *this, IActorMovementProxy *, const Vec3 *);
  void (__fastcall *move)(Actor *this, const Vec3 *);
  Vec3 *(__fastcall *getInterpolatedRidingPosition)(Actor *this, Vec3 *result, float);
  float (__fastcall *getInterpolatedBodyRot)(Actor *this, float);
  float (__fastcall *getInterpolatedHeadRot)(Actor *this, float);
  float (__fastcall *getInterpolatedBodyYaw)(Actor *this, float);
  float (__fastcall *getYawSpeedInDegreesPerSecond)(Actor *this);
  float (__fastcall *getInterpolatedWalkAnimSpeed)(Actor *this, float);
  Vec3 *(__fastcall *getInterpolatedRidingOffset)(Actor *this, Vec3 *result, float);
  void (__fastcall *checkBlockCollisions)(Actor *this);
  void (__fastcall *checkBlockCollisions)(Actor *this, const AABB *, std::function<void __cdecl(BlockSource &,Block const &,BlockPos const &,Actor &)>);
  bool (__fastcall *isFireImmune)(Actor *this);
  bool (__fastcall *breaksFallingBlocks)(Actor *this);
  void (__fastcall *blockedByShield)(Actor *this, const ActorDamageSource *, Actor *);
  void (__fastcall *teleportTo)(Actor *this, const Vec3 *, bool, int, int, const ActorUniqueID *);
  bool (__fastcall *tryTeleportTo)(Actor *this, const Vec3 *, bool, bool, int, int);
  void (__fastcall *chorusFruitTeleport)(Actor *this, Vec3 *);
  void (__fastcall *lerpTo)(Actor *this, const Vec3 *, const Vec2 *, int);
  void (__fastcall *lerpMotion)(Actor *this, const Vec3 *);
  std::unique_ptr<AddActorBasePacket> *(__fastcall *getAddPacket)(Actor *this, std::unique_ptr<AddActorBasePacket> *result);
  void (__fastcall *normalTick)(Actor *this);
  void (__fastcall *baseTick)(Actor *this);
  void (__fastcall *rideTick)(Actor *this);
  void (__fastcall *positionRider)(Actor *this, Actor *, float);
  float (__fastcall *getRidingHeight)(Actor *this);
  bool (__fastcall *startRiding)(Actor *this, Actor *);
  void (__fastcall *addRider)(Actor *this, Actor *);
  void (__fastcall *flagRiderToRemove)(Actor *this, Actor *);
  std::string *(__fastcall *getExitTip)(Actor *this, std::string *result, const std::string *, InputMode);
  bool (__fastcall *intersects)(Actor *this, const Vec3 *, const Vec3 *);
  bool (__fastcall *isFree)(Actor *this, const Vec3 *);
  bool (__fastcall *isFree)(Actor *this, const Vec3 *, float);
  bool (__fastcall *isInWall)(Actor *this);
  bool (__fastcall *isInvisible)(Actor *this);
  bool (__fastcall *canShowNameTag)(Actor *this);
  bool (__fastcall *canExistInPeaceful)(Actor *this);
  void (__fastcall *setNameTagVisible)(Actor *this, bool);
  const std::string *(__fastcall *getNameTag)(Actor *this);
  unsigned __int64 (__fastcall *getNameTagAsHash)(Actor *this);
  std::string *(__fastcall *getFormattedNameTag)(Actor *this, std::string *result);
  void (__fastcall *filterFormattedNameTag)(Actor *this, const UIProfanityContext *);
  void (__fastcall *setNameTag)(Actor *this, const std::string *);
  bool (__fastcall *getAlwaysShowNameTag)(Actor *this);
  void (__fastcall *setScoreTag)(Actor *this, const std::string *);
  const std::string *(__fastcall *getScoreTag)(Actor *this);
  bool (__fastcall *isInWater)(Actor *this);
  bool (__fastcall *hasEnteredWater)(Actor *this);
  bool (__fastcall *isImmersedInWater)(Actor *this);
  bool (__fastcall *isInWaterOrRain)(Actor *this);
  bool (__fastcall *isInLava)(Actor *this);
  bool (__fastcall *isUnderLiquid)(Actor *this, MaterialType);
  bool (__fastcall *isOverWater)(Actor *this);
  void (__fastcall *makeStuckInBlock)(Actor *this, const Vec3 *);
  float (__fastcall *getCameraOffset)(Actor *this);
  float (__fastcall *getShadowHeightOffs)(Actor *this);
  float (__fastcall *getShadowRadius)(Actor *this);
  Vec3 *(__fastcall *getHeadLookVector)(Actor *this, Vec3 *result, float);
  bool (__fastcall *canSeeInvisible)(Actor *this);
  bool (__fastcall *canSee)(Actor *this, const Vec3 *);
  bool (__fastcall *canSee)(Actor *this, const Actor *);
  bool (__fastcall *isSkyLit)(Actor *this, float);
  float (__fastcall *getBrightness)(Actor *this, float);
  bool (__fastcall *interactPreventDefault)(Actor *this);
  void (__fastcall *playerTouch)(Actor *this, Player *);
  void (__fastcall *onAboveBubbleColumn)(Actor *this, const bool);
  void (__fastcall *onInsideBubbleColumn)(Actor *this, const bool);
  bool (__fastcall *isImmobile)(Actor *this);
  bool (__fastcall *isSilent)(Actor *this);
  bool (__fastcall *isPickable)(Actor *this);
  bool (__fastcall *isFishable)(Actor *this);
  bool (__fastcall *isSleeping)(Actor *this);
  bool (__fastcall *isShootable)(Actor *this);
  void (__fastcall *setSneaking)(Actor *this, bool);
  bool (__fastcall *isBlocking)(Actor *this);
  bool (__fastcall *isDamageBlocked)(Actor *this, const ActorDamageSource *);
  bool (__fastcall *isAlive)(Actor *this);
  bool (__fastcall *isOnFire)(Actor *this);
  bool (__fastcall *isOnHotBlock)(Actor *this);
  bool (__fastcall *isCreativeModeAllowed)(Actor *this);
  bool (__fastcall *isSurfaceMob)(Actor *this);
  bool (__fastcall *isTargetable)(Actor *this);
  bool (__fastcall *isLocalPlayer)(Actor *this);
  bool (__fastcall *isPlayer)(Actor *this);
  bool (__fastcall *canAttack)(Actor *this, Actor *, bool);
  void (__fastcall *setTarget)(Actor *this, Actor *);
  Actor *(__fastcall *findAttackTarget)(Actor *this);
  bool (__fastcall *isValidTarget)(Actor *this, Actor *);
  bool (__fastcall *attack)(Actor *this, Actor *);
  void (__fastcall *performRangedAttack)(Actor *this, Actor *, float);
  void (__fastcall *adjustDamageAmount)(Actor *this, int *);
  int (__fastcall *getEquipmentCount)(Actor *this);
  void (__fastcall *setOwner)(Actor *this, const ActorUniqueID);
  void (__fastcall *setSitting)(Actor *this, bool);
  void (__fastcall *onTame)(Actor *this);
  void (__fastcall *onFailedTame)(Actor *this);
  int (__fastcall *getInventorySize)(Actor *this);
  int (__fastcall *getEquipSlots)(Actor *this);
  int (__fastcall *getChestSlots)(Actor *this);
  void (__fastcall *setStanding)(Actor *this, bool);
  bool (__fastcall *canPowerJump)(Actor *this);
  void (__fastcall *setCanPowerJump)(Actor *this, bool);
  bool (__fastcall *isJumping)(Actor *this);
  bool (__fastcall *isEnchanted)(Actor *this);
  void (__fastcall *rideJumped)(Actor *this);
  void (__fastcall *rideLanded)(Actor *this, const Vec3 *, const Vec3 *);
  bool (__fastcall *shouldRender)(Actor *this);
  bool (__fastcall *isInvulnerableTo)(Actor *this, const ActorDamageSource *);
  ActorDamageCause (__fastcall *getBlockDamageCause)(Actor *this, const Block *);
  void (__fastcall *actuallyHurt)(Actor *this, int, const ActorDamageSource *, bool);
  void (__fastcall *animateHurt)(Actor *this);
  bool (__fastcall *doFireHurt)(Actor *this, int);
  void (__fastcall *onLightningHit)(Actor *this);
  void (__fastcall *onBounceStarted)(Actor *this, const BlockPos *, const Block *);
  void (__fastcall *feed)(Actor *this, int);
  void (__fastcall *handleEntityEvent)(Actor *this, ActorEvent, int);
  float (__fastcall *getPickRadius)(Actor *this);
  const HashedString *(__fastcall *getActorRendererId)(Actor *this);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const ItemStack *, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const Block *, int, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const Block *, int);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, int, int, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, int, int);
  void (__fastcall *despawn)(Actor *this);
  void (__fastcall *killed)(Actor *this, Actor *);
  void (__fastcall *awardKillScore)(Actor *this, Actor *, int);
  void (__fastcall *setArmor)(Actor *this, ArmorSlot, const ItemStack *);
  const ItemStack *(__fastcall *getArmor)(Actor *this, ArmorSlot);
  ArmorMaterialType (__fastcall *getArmorMaterialTypeInSlot)(Actor *this, ArmorSlot);
  ArmorTextureType (__fastcall *getArmorMaterialTextureTypeInSlot)(Actor *this, ArmorSlot);
  float (__fastcall *getArmorColorInSlot)(Actor *this, ArmorSlot, int);
  const ItemStack *(__fastcall *getEquippedSlot)(Actor *this, EquipmentSlot);
  void (__fastcall *setEquippedSlot)(Actor *this, EquipmentSlot, const ItemStack *);
  const ItemStack *(__fastcall *getCarriedItem)(Actor *this);
  void (__fastcall *setCarriedItem)(Actor *this, const ItemStack *);
  void (__fastcall *setOffhandSlot)(Actor *this, const ItemStack *);
  const ItemStack *(__fastcall *getEquippedTotem)(Actor *this);
  bool (__fastcall *consumeTotem)(Actor *this);
  bool (__fastcall *save)(Actor *this, CompoundTag *);
  void (__fastcall *saveWithoutId)(Actor *this, CompoundTag *);
  bool (__fastcall *load)(Actor *this, const CompoundTag *, DataLoadHelper *);
  void (__fastcall *loadLinks)(Actor *this, const CompoundTag *, std::vector<ActorLink> *, DataLoadHelper *);
  ActorType (__fastcall *getEntityTypeId)(Actor *this);
  const HashedString *(__fastcall *queryEntityRenderer)(Actor *this);
  ActorUniqueID *(__fastcall *getSourceUniqueID)(Actor *this, ActorUniqueID *result);
  void (__fastcall *setOnFire)(Actor *this, int);
  AABB *(__fastcall *getHandleWaterAABB)(Actor *this, AABB *result);
  void (__fastcall *handleInsidePortal)(Actor *this, const BlockPos *);
  int (__fastcall *getPortalCooldown)(Actor *this);
  int (__fastcall *getPortalWaitTime)(Actor *this);
  AutomaticID<Dimension,int> *(__fastcall *getDimensionId)(Actor *this, AutomaticID<Dimension,int> *result);
  bool (__fastcall *canChangeDimensions)(Actor *this);
  void (__fastcall *changeDimension)(Actor *this, const ChangeDimensionPacket *);
  void (__fastcall *changeDimension)(Actor *this, AutomaticID<Dimension,int>, bool);
  ActorUniqueID *(__fastcall *getControllingPlayer)(Actor *this, ActorUniqueID *result);
  void (__fastcall *checkFallDamage)(Actor *this, float, bool);
  void (__fastcall *causeFallDamage)(Actor *this, float);
  void (__fastcall *handleFallDistanceOnServer)(Actor *this, float, bool);
  void (__fastcall *playSynchronizedSound)(Actor *this, LevelSoundEvent, const Vec3 *, int, bool);
  void (__fastcall *playSynchronizedSound)(Actor *this, LevelSoundEvent, const Vec3 *, const Block *, bool);
  void (__fastcall *onSynchedDataUpdate)(Actor *this, int);
  bool (__fastcall *canAddRider)(Actor *this, Actor *);
  bool (__fastcall *canPickupItem)(Actor *this, const ItemStack *);
  bool (__fastcall *canBePulledIntoVehicle)(Actor *this);
  bool (__fastcall *inCaravan)(Actor *this);
  bool (__fastcall *isLeashableType)(Actor *this);
  void (__fastcall *tickLeash)(Actor *this);
  void (__fastcall *sendMotionPacketIfNeeded)(Actor *this);
  bool (__fastcall *canSynchronizeNewEntity)(Actor *this);
  bool (__fastcall *stopRiding)(Actor *this, bool, bool, bool, bool);
  void (__fastcall *startSwimming)(Actor *this);
  void (__fastcall *stopSwimming)(Actor *this);
  void (__fastcall *buildDebugInfo)(Actor *this, std::string *);
  CommandPermissionLevel (__fastcall *getCommandPermissionLevel)(Actor *this);
  AttributeInstance *(__fastcall *getMutableAttribute)(Actor *this, const Attribute *);
  const AttributeInstance *(__fastcall *getAttribute)(Actor *this, const Attribute *);
  int (__fastcall *getDeathTime)(Actor *this);
  void (__fastcall *heal)(Actor *this, int);
  bool (__fastcall *isInvertedHealAndHarm)(Actor *this);
  bool (__fastcall *canBeAffected)(Actor *this, const MobEffectInstance *);
  bool (__fastcall *canBeAffected)(Actor *this, int);
  bool (__fastcall *canBeAffectedByArrow)(Actor *this, const MobEffectInstance *);
  void (__fastcall *onEffectAdded)(Actor *this, MobEffectInstance *);
  void (__fastcall *onEffectUpdated)(Actor *this, const MobEffectInstance *);
  void (__fastcall *onEffectRemoved)(Actor *this, MobEffectInstance *);
  AnimationComponent *(__fastcall *getAnimationComponent)(Actor *this);
  void (__fastcall *openContainerComponent)(Actor *this, Player *);
  void (__fastcall *swing)(Actor *this);
  void (__fastcall *useItem)(Actor *this, ItemStackBase *, ItemUseMethod, bool);
  bool (__fastcall *hasOutputSignal)(Actor *this, unsigned __int8);
  int (__fastcall *getOutputSignal)(Actor *this);
  void (__fastcall *getDebugText)(Actor *this, std::vector<std::string> *);
  float (__fastcall *getMapDecorationRotation)(Actor *this);
  float (__fastcall *getRiderYRotation)(Actor *this, const Actor *);
  float (__fastcall *getYHeadRot)(Actor *this);
  bool (__fastcall *isWorldBuilder)(Actor *this);
  bool (__fastcall *isCreative)(Actor *this);
  bool (__fastcall *isAdventure)(Actor *this);
  bool (__fastcall *add)(Actor *this, ItemStack *);
  bool (__fastcall *drop)(Actor *this, const ItemStack *, bool);
  bool (__fastcall *getInteraction)(Actor *this, Player *, ActorInteraction *, const Vec3 *);
  bool (__fastcall *canDestroyBlock)(Actor *this, const Block *);
  void (__fastcall *setAuxValue)(Actor *this, int);
  void (__fastcall *setSize)(Actor *this, float, float);
  int (__fastcall *getLifeSpan)(Actor *this);
  void (__fastcall *onOrphan)(Actor *this);
  void (__fastcall *wobble)(Actor *this);
  bool (__fastcall *wasHurt)(Actor *this);
  void (__fastcall *startSpinAttack)(Actor *this);
  void (__fastcall *stopSpinAttack)(Actor *this);
  void (__fastcall *setDamageNearbyMobs)(Actor *this, bool);
  bool (__fastcall *hasCritBox)(Actor *this);
  bool (__fastcall *isCritHit)(Actor *this);
  void (__fastcall *renderDebugServerState)(Actor *this, const Options *);
  void (__fastcall *reloadLootTable)(Actor *this, const EquipmentTableDefinition *);
  void (__fastcall *reloadLootTable)(Actor *this);
  float (__fastcall *getDeletionDelayTimeSeconds)(Actor *this);
  void (__fastcall *kill)(Actor *this);
  void (__fastcall *die)(Actor *this, const ActorDamageSource *);
  bool (__fastcall *shouldTick)(Actor *this);
  std::shared_ptr<IActorMovementProxy> *(__fastcall *createMovementProxy)(Actor *this, std::shared_ptr<IActorMovementProxy> *result);
  void (__fastcall *updateEntitySpecificMolangVariables)(Actor *this, RenderParams *);
  bool (__fastcall *shouldTryMakeStepSound)(Actor *this);
  float (__fastcall *getNextStep)(Actor *this, const float);
  bool (__fastcall *canMakeStepSound)(Actor *this);
  void (__fastcall *outOfWorld)(Actor *this);
  bool (__fastcall *_hurt)(Actor *this, const ActorDamageSource *, int, bool, bool);
  void (__fastcall *markHurt)(Actor *this);
  void (__fastcall *readAdditionalSaveData)(Actor *this, const CompoundTag *, DataLoadHelper *);
  void (__fastcall *addAdditionalSaveData)(Actor *this, CompoundTag *);
  void (__fastcall *_playStepSound)(Actor *this, const BlockPos *, const Block *);
  void (__fastcall *_playFlySound)(Actor *this, const BlockPos *, const Block *);
  bool (__fastcall *_makeFlySound)(Actor *this);
  void (__fastcall *checkInsideBlocks)(Actor *this, float);
  void (__fastcall *pushOutOfBlocks)(Actor *this, const Vec3 *);
  bool (__fastcall *updateWaterState)(Actor *this);
  void (__fastcall *doWaterSplashEffect)(Actor *this);
  void (__fastcall *spawnTrailBubbles)(Actor *this);
  void (__fastcall *updateInsideBlock)(Actor *this);
  LootTable *(__fastcall *getLootTable)(Actor *this);
  LootTable *(__fastcall *getDefaultLootTable)(Actor *this);
  void (__fastcall *_removeRider)(Actor *this, const ActorUniqueID *, bool, bool, bool);
  void (__fastcall *_onSizeUpdated)(Actor *this);
  void (__fastcall *_doAutoAttackOnTouch)(Actor *this, Actor *);
  float (__fastcall *getThrowPower)(Throwable *this);
  bool (__fastcall *stopUponGroundCollision)(Throwable *this);
  float (__fastcall *getThrowUpAngleOffset)(Throwable *this);
  float (__fastcall *getGravity)(Throwable *this);
  ParticleType (__fastcall *getParticleType)(Throwable *this);
  void (__fastcall *onHit)(Throwable *this, const HitResult *);
};

# ThrownIceBomb

struct __cppobj ThrownIceBomb : Throwable
{
};

# ThrownIceBomb_vtbl

struct /*VFT*/ ThrownIceBomb_vtbl
{
  bool (__fastcall *hasComponent)(Actor *this, const HashedString *);
  void (__fastcall *reloadHardcoded)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *reloadHardcodedClient)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *initializeComponents)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *reloadComponents)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *_serverInitItemStackIds)(Actor *this);
  void (__fastcall *_doInitialMove)(Actor *this);
  bool (__fastcall *checkAllSensitiveWords)(Actor *this);
  bool (__fastcall *checkNameTag)(Actor *this);
  void (__fastcall *~Actor)(Actor *this);
  void (__fastcall *reset)(Actor *this);
  int (__fastcall *getOnDeathExperience)(Actor *this);
  ActorType (__fastcall *getOwnerEntityType)(Actor *this);
  void (__fastcall *remove)(Actor *this);
  void (__fastcall *setPos)(Actor *this, const Vec3 *);
  const PredictedMovementValues *(__fastcall *getPredictedMovementValues)(Actor *this);
  const Vec3 *(__fastcall *getPos)(Actor *this);
  const Vec3 *(__fastcall *getPosOld)(Actor *this);
  const Vec3 *(__fastcall *getPosExtrapolated)(Actor *this, const Vec3 *result, float);
  Vec3 *(__fastcall *getAttachPos)(Actor *this, Vec3 *result, ActorLocation, float);
  Vec3 *(__fastcall *getFiringPos)(Actor *this, Vec3 *result);
  void (__fastcall *setRot)(Actor *this, const Vec2 *);
  void (__fastcall *move)(Actor *this, IActorMovementProxy *, const Vec3 *);
  void (__fastcall *move)(Actor *this, const Vec3 *);
  Vec3 *(__fastcall *getInterpolatedRidingPosition)(Actor *this, Vec3 *result, float);
  float (__fastcall *getInterpolatedBodyRot)(Actor *this, float);
  float (__fastcall *getInterpolatedHeadRot)(Actor *this, float);
  float (__fastcall *getInterpolatedBodyYaw)(Actor *this, float);
  float (__fastcall *getYawSpeedInDegreesPerSecond)(Actor *this);
  float (__fastcall *getInterpolatedWalkAnimSpeed)(Actor *this, float);
  Vec3 *(__fastcall *getInterpolatedRidingOffset)(Actor *this, Vec3 *result, float);
  void (__fastcall *checkBlockCollisions)(Actor *this);
  void (__fastcall *checkBlockCollisions)(Actor *this, const AABB *, std::function<void __cdecl(BlockSource &,Block const &,BlockPos const &,Actor &)>);
  bool (__fastcall *isFireImmune)(Actor *this);
  bool (__fastcall *breaksFallingBlocks)(Actor *this);
  void (__fastcall *blockedByShield)(Actor *this, const ActorDamageSource *, Actor *);
  void (__fastcall *teleportTo)(Actor *this, const Vec3 *, bool, int, int, const ActorUniqueID *);
  bool (__fastcall *tryTeleportTo)(Actor *this, const Vec3 *, bool, bool, int, int);
  void (__fastcall *chorusFruitTeleport)(Actor *this, Vec3 *);
  void (__fastcall *lerpTo)(Actor *this, const Vec3 *, const Vec2 *, int);
  void (__fastcall *lerpMotion)(Actor *this, const Vec3 *);
  std::unique_ptr<AddActorBasePacket> *(__fastcall *getAddPacket)(Actor *this, std::unique_ptr<AddActorBasePacket> *result);
  void (__fastcall *normalTick)(Actor *this);
  void (__fastcall *baseTick)(Actor *this);
  void (__fastcall *rideTick)(Actor *this);
  void (__fastcall *positionRider)(Actor *this, Actor *, float);
  float (__fastcall *getRidingHeight)(Actor *this);
  bool (__fastcall *startRiding)(Actor *this, Actor *);
  void (__fastcall *addRider)(Actor *this, Actor *);
  void (__fastcall *flagRiderToRemove)(Actor *this, Actor *);
  std::string *(__fastcall *getExitTip)(Actor *this, std::string *result, const std::string *, InputMode);
  bool (__fastcall *intersects)(Actor *this, const Vec3 *, const Vec3 *);
  bool (__fastcall *isFree)(Actor *this, const Vec3 *);
  bool (__fastcall *isFree)(Actor *this, const Vec3 *, float);
  bool (__fastcall *isInWall)(Actor *this);
  bool (__fastcall *isInvisible)(Actor *this);
  bool (__fastcall *canShowNameTag)(Actor *this);
  bool (__fastcall *canExistInPeaceful)(Actor *this);
  void (__fastcall *setNameTagVisible)(Actor *this, bool);
  const std::string *(__fastcall *getNameTag)(Actor *this);
  unsigned __int64 (__fastcall *getNameTagAsHash)(Actor *this);
  std::string *(__fastcall *getFormattedNameTag)(Actor *this, std::string *result);
  void (__fastcall *filterFormattedNameTag)(Actor *this, const UIProfanityContext *);
  void (__fastcall *setNameTag)(Actor *this, const std::string *);
  bool (__fastcall *getAlwaysShowNameTag)(Actor *this);
  void (__fastcall *setScoreTag)(Actor *this, const std::string *);
  const std::string *(__fastcall *getScoreTag)(Actor *this);
  bool (__fastcall *isInWater)(Actor *this);
  bool (__fastcall *hasEnteredWater)(Actor *this);
  bool (__fastcall *isImmersedInWater)(Actor *this);
  bool (__fastcall *isInWaterOrRain)(Actor *this);
  bool (__fastcall *isInLava)(Actor *this);
  bool (__fastcall *isUnderLiquid)(Actor *this, MaterialType);
  bool (__fastcall *isOverWater)(Actor *this);
  void (__fastcall *makeStuckInBlock)(Actor *this, const Vec3 *);
  float (__fastcall *getCameraOffset)(Actor *this);
  float (__fastcall *getShadowHeightOffs)(Actor *this);
  float (__fastcall *getShadowRadius)(Actor *this);
  Vec3 *(__fastcall *getHeadLookVector)(Actor *this, Vec3 *result, float);
  bool (__fastcall *canSeeInvisible)(Actor *this);
  bool (__fastcall *canSee)(Actor *this, const Vec3 *);
  bool (__fastcall *canSee)(Actor *this, const Actor *);
  bool (__fastcall *isSkyLit)(Actor *this, float);
  float (__fastcall *getBrightness)(Actor *this, float);
  bool (__fastcall *interactPreventDefault)(Actor *this);
  void (__fastcall *playerTouch)(Actor *this, Player *);
  void (__fastcall *onAboveBubbleColumn)(Actor *this, const bool);
  void (__fastcall *onInsideBubbleColumn)(Actor *this, const bool);
  bool (__fastcall *isImmobile)(Actor *this);
  bool (__fastcall *isSilent)(Actor *this);
  bool (__fastcall *isPickable)(Actor *this);
  bool (__fastcall *isFishable)(Actor *this);
  bool (__fastcall *isSleeping)(Actor *this);
  bool (__fastcall *isShootable)(Actor *this);
  void (__fastcall *setSneaking)(Actor *this, bool);
  bool (__fastcall *isBlocking)(Actor *this);
  bool (__fastcall *isDamageBlocked)(Actor *this, const ActorDamageSource *);
  bool (__fastcall *isAlive)(Actor *this);
  bool (__fastcall *isOnFire)(Actor *this);
  bool (__fastcall *isOnHotBlock)(Actor *this);
  bool (__fastcall *isCreativeModeAllowed)(Actor *this);
  bool (__fastcall *isSurfaceMob)(Actor *this);
  bool (__fastcall *isTargetable)(Actor *this);
  bool (__fastcall *isLocalPlayer)(Actor *this);
  bool (__fastcall *isPlayer)(Actor *this);
  bool (__fastcall *canAttack)(Actor *this, Actor *, bool);
  void (__fastcall *setTarget)(Actor *this, Actor *);
  Actor *(__fastcall *findAttackTarget)(Actor *this);
  bool (__fastcall *isValidTarget)(Actor *this, Actor *);
  bool (__fastcall *attack)(Actor *this, Actor *);
  void (__fastcall *performRangedAttack)(Actor *this, Actor *, float);
  void (__fastcall *adjustDamageAmount)(Actor *this, int *);
  int (__fastcall *getEquipmentCount)(Actor *this);
  void (__fastcall *setOwner)(Actor *this, const ActorUniqueID);
  void (__fastcall *setSitting)(Actor *this, bool);
  void (__fastcall *onTame)(Actor *this);
  void (__fastcall *onFailedTame)(Actor *this);
  int (__fastcall *getInventorySize)(Actor *this);
  int (__fastcall *getEquipSlots)(Actor *this);
  int (__fastcall *getChestSlots)(Actor *this);
  void (__fastcall *setStanding)(Actor *this, bool);
  bool (__fastcall *canPowerJump)(Actor *this);
  void (__fastcall *setCanPowerJump)(Actor *this, bool);
  bool (__fastcall *isJumping)(Actor *this);
  bool (__fastcall *isEnchanted)(Actor *this);
  void (__fastcall *rideJumped)(Actor *this);
  void (__fastcall *rideLanded)(Actor *this, const Vec3 *, const Vec3 *);
  bool (__fastcall *shouldRender)(Actor *this);
  bool (__fastcall *isInvulnerableTo)(Actor *this, const ActorDamageSource *);
  ActorDamageCause (__fastcall *getBlockDamageCause)(Actor *this, const Block *);
  void (__fastcall *actuallyHurt)(Actor *this, int, const ActorDamageSource *, bool);
  void (__fastcall *animateHurt)(Actor *this);
  bool (__fastcall *doFireHurt)(Actor *this, int);
  void (__fastcall *onLightningHit)(Actor *this);
  void (__fastcall *onBounceStarted)(Actor *this, const BlockPos *, const Block *);
  void (__fastcall *feed)(Actor *this, int);
  void (__fastcall *handleEntityEvent)(Actor *this, ActorEvent, int);
  float (__fastcall *getPickRadius)(Actor *this);
  const HashedString *(__fastcall *getActorRendererId)(Actor *this);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const ItemStack *, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const Block *, int, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const Block *, int);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, int, int, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, int, int);
  void (__fastcall *despawn)(Actor *this);
  void (__fastcall *killed)(Actor *this, Actor *);
  void (__fastcall *awardKillScore)(Actor *this, Actor *, int);
  void (__fastcall *setArmor)(Actor *this, ArmorSlot, const ItemStack *);
  const ItemStack *(__fastcall *getArmor)(Actor *this, ArmorSlot);
  ArmorMaterialType (__fastcall *getArmorMaterialTypeInSlot)(Actor *this, ArmorSlot);
  ArmorTextureType (__fastcall *getArmorMaterialTextureTypeInSlot)(Actor *this, ArmorSlot);
  float (__fastcall *getArmorColorInSlot)(Actor *this, ArmorSlot, int);
  const ItemStack *(__fastcall *getEquippedSlot)(Actor *this, EquipmentSlot);
  void (__fastcall *setEquippedSlot)(Actor *this, EquipmentSlot, const ItemStack *);
  const ItemStack *(__fastcall *getCarriedItem)(Actor *this);
  void (__fastcall *setCarriedItem)(Actor *this, const ItemStack *);
  void (__fastcall *setOffhandSlot)(Actor *this, const ItemStack *);
  const ItemStack *(__fastcall *getEquippedTotem)(Actor *this);
  bool (__fastcall *consumeTotem)(Actor *this);
  bool (__fastcall *save)(Actor *this, CompoundTag *);
  void (__fastcall *saveWithoutId)(Actor *this, CompoundTag *);
  bool (__fastcall *load)(Actor *this, const CompoundTag *, DataLoadHelper *);
  void (__fastcall *loadLinks)(Actor *this, const CompoundTag *, std::vector<ActorLink> *, DataLoadHelper *);
  ActorType (__fastcall *getEntityTypeId)(Actor *this);
  const HashedString *(__fastcall *queryEntityRenderer)(Actor *this);
  ActorUniqueID *(__fastcall *getSourceUniqueID)(Actor *this, ActorUniqueID *result);
  void (__fastcall *setOnFire)(Actor *this, int);
  AABB *(__fastcall *getHandleWaterAABB)(Actor *this, AABB *result);
  void (__fastcall *handleInsidePortal)(Actor *this, const BlockPos *);
  int (__fastcall *getPortalCooldown)(Actor *this);
  int (__fastcall *getPortalWaitTime)(Actor *this);
  AutomaticID<Dimension,int> *(__fastcall *getDimensionId)(Actor *this, AutomaticID<Dimension,int> *result);
  bool (__fastcall *canChangeDimensions)(Actor *this);
  void (__fastcall *changeDimension)(Actor *this, const ChangeDimensionPacket *);
  void (__fastcall *changeDimension)(Actor *this, AutomaticID<Dimension,int>, bool);
  ActorUniqueID *(__fastcall *getControllingPlayer)(Actor *this, ActorUniqueID *result);
  void (__fastcall *checkFallDamage)(Actor *this, float, bool);
  void (__fastcall *causeFallDamage)(Actor *this, float);
  void (__fastcall *handleFallDistanceOnServer)(Actor *this, float, bool);
  void (__fastcall *playSynchronizedSound)(Actor *this, LevelSoundEvent, const Vec3 *, int, bool);
  void (__fastcall *playSynchronizedSound)(Actor *this, LevelSoundEvent, const Vec3 *, const Block *, bool);
  void (__fastcall *onSynchedDataUpdate)(Actor *this, int);
  bool (__fastcall *canAddRider)(Actor *this, Actor *);
  bool (__fastcall *canPickupItem)(Actor *this, const ItemStack *);
  bool (__fastcall *canBePulledIntoVehicle)(Actor *this);
  bool (__fastcall *inCaravan)(Actor *this);
  bool (__fastcall *isLeashableType)(Actor *this);
  void (__fastcall *tickLeash)(Actor *this);
  void (__fastcall *sendMotionPacketIfNeeded)(Actor *this);
  bool (__fastcall *canSynchronizeNewEntity)(Actor *this);
  bool (__fastcall *stopRiding)(Actor *this, bool, bool, bool, bool);
  void (__fastcall *startSwimming)(Actor *this);
  void (__fastcall *stopSwimming)(Actor *this);
  void (__fastcall *buildDebugInfo)(Actor *this, std::string *);
  CommandPermissionLevel (__fastcall *getCommandPermissionLevel)(Actor *this);
  AttributeInstance *(__fastcall *getMutableAttribute)(Actor *this, const Attribute *);
  const AttributeInstance *(__fastcall *getAttribute)(Actor *this, const Attribute *);
  int (__fastcall *getDeathTime)(Actor *this);
  void (__fastcall *heal)(Actor *this, int);
  bool (__fastcall *isInvertedHealAndHarm)(Actor *this);
  bool (__fastcall *canBeAffected)(Actor *this, const MobEffectInstance *);
  bool (__fastcall *canBeAffected)(Actor *this, int);
  bool (__fastcall *canBeAffectedByArrow)(Actor *this, const MobEffectInstance *);
  void (__fastcall *onEffectAdded)(Actor *this, MobEffectInstance *);
  void (__fastcall *onEffectUpdated)(Actor *this, const MobEffectInstance *);
  void (__fastcall *onEffectRemoved)(Actor *this, MobEffectInstance *);
  AnimationComponent *(__fastcall *getAnimationComponent)(Actor *this);
  void (__fastcall *openContainerComponent)(Actor *this, Player *);
  void (__fastcall *swing)(Actor *this);
  void (__fastcall *useItem)(Actor *this, ItemStackBase *, ItemUseMethod, bool);
  bool (__fastcall *hasOutputSignal)(Actor *this, unsigned __int8);
  int (__fastcall *getOutputSignal)(Actor *this);
  void (__fastcall *getDebugText)(Actor *this, std::vector<std::string> *);
  float (__fastcall *getMapDecorationRotation)(Actor *this);
  float (__fastcall *getRiderYRotation)(Actor *this, const Actor *);
  float (__fastcall *getYHeadRot)(Actor *this);
  bool (__fastcall *isWorldBuilder)(Actor *this);
  bool (__fastcall *isCreative)(Actor *this);
  bool (__fastcall *isAdventure)(Actor *this);
  bool (__fastcall *add)(Actor *this, ItemStack *);
  bool (__fastcall *drop)(Actor *this, const ItemStack *, bool);
  bool (__fastcall *getInteraction)(Actor *this, Player *, ActorInteraction *, const Vec3 *);
  bool (__fastcall *canDestroyBlock)(Actor *this, const Block *);
  void (__fastcall *setAuxValue)(Actor *this, int);
  void (__fastcall *setSize)(Actor *this, float, float);
  int (__fastcall *getLifeSpan)(Actor *this);
  void (__fastcall *onOrphan)(Actor *this);
  void (__fastcall *wobble)(Actor *this);
  bool (__fastcall *wasHurt)(Actor *this);
  void (__fastcall *startSpinAttack)(Actor *this);
  void (__fastcall *stopSpinAttack)(Actor *this);
  void (__fastcall *setDamageNearbyMobs)(Actor *this, bool);
  bool (__fastcall *hasCritBox)(Actor *this);
  bool (__fastcall *isCritHit)(Actor *this);
  void (__fastcall *renderDebugServerState)(Actor *this, const Options *);
  void (__fastcall *reloadLootTable)(Actor *this, const EquipmentTableDefinition *);
  void (__fastcall *reloadLootTable)(Actor *this);
  float (__fastcall *getDeletionDelayTimeSeconds)(Actor *this);
  void (__fastcall *kill)(Actor *this);
  void (__fastcall *die)(Actor *this, const ActorDamageSource *);
  bool (__fastcall *shouldTick)(Actor *this);
  std::shared_ptr<IActorMovementProxy> *(__fastcall *createMovementProxy)(Actor *this, std::shared_ptr<IActorMovementProxy> *result);
  void (__fastcall *updateEntitySpecificMolangVariables)(Actor *this, RenderParams *);
  bool (__fastcall *shouldTryMakeStepSound)(Actor *this);
  float (__fastcall *getNextStep)(Actor *this, const float);
  bool (__fastcall *canMakeStepSound)(Actor *this);
  void (__fastcall *outOfWorld)(Actor *this);
  bool (__fastcall *_hurt)(Actor *this, const ActorDamageSource *, int, bool, bool);
  void (__fastcall *markHurt)(Actor *this);
  void (__fastcall *readAdditionalSaveData)(Actor *this, const CompoundTag *, DataLoadHelper *);
  void (__fastcall *addAdditionalSaveData)(Actor *this, CompoundTag *);
  void (__fastcall *_playStepSound)(Actor *this, const BlockPos *, const Block *);
  void (__fastcall *_playFlySound)(Actor *this, const BlockPos *, const Block *);
  bool (__fastcall *_makeFlySound)(Actor *this);
  void (__fastcall *checkInsideBlocks)(Actor *this, float);
  void (__fastcall *pushOutOfBlocks)(Actor *this, const Vec3 *);
  bool (__fastcall *updateWaterState)(Actor *this);
  void (__fastcall *doWaterSplashEffect)(Actor *this);
  void (__fastcall *spawnTrailBubbles)(Actor *this);
  void (__fastcall *updateInsideBlock)(Actor *this);
  LootTable *(__fastcall *getLootTable)(Actor *this);
  LootTable *(__fastcall *getDefaultLootTable)(Actor *this);
  void (__fastcall *_removeRider)(Actor *this, const ActorUniqueID *, bool, bool, bool);
  void (__fastcall *_onSizeUpdated)(Actor *this);
  void (__fastcall *_doAutoAttackOnTouch)(Actor *this, Actor *);
  float (__fastcall *getThrowPower)(Throwable *this);
  bool (__fastcall *stopUponGroundCollision)(Throwable *this);
  float (__fastcall *getThrowUpAngleOffset)(Throwable *this);
  float (__fastcall *getGravity)(Throwable *this);
  ParticleType (__fastcall *getParticleType)(Throwable *this);
  void (__fastcall *onHit)(Throwable *this, const HitResult *);
};

# TradeIngredientContainerController

struct __cppobj TradeIngredientContainerController : ContainerController
{
  ItemStack mItem;
};

# TradeIngredientContainerController_vtbl

struct /*VFT*/ TradeIngredientContainerController_vtbl
{
  void (__fastcall *~ContainerController)(ContainerController *this);
  bool (__fastcall *canRemove)(ContainerController *this, int, int);
  bool (__fastcall *isItemAllowed)(ContainerController *this, const ItemStackBase *);
  bool (__fastcall *isItemFiltered)(ContainerController *this, const Recipes *, const ItemStackBase *);
  int (__fastcall *getBackgroundStyle)(ContainerController *this, int, bool);
  ItemSetType (__fastcall *_canSet)(ContainerController *this, int, const ItemStackBase *, ItemTransferAmount);
  int (__fastcall *_getAvailableSetCount)(ContainerController *this, int, const ItemStackBase *);
  bool (__fastcall *_canRemove)(ContainerController *this, int, int);
  void (__fastcall *_onItemChanged)(ContainerController *this, int);
};

# TradeContainerManagerController::_setupCallbacks::__l2::<lambda_6ead60eba553363bbbfc19e792c62b61>

struct __cppobj TradeContainerManagerController::_setupCallbacks::__l2::<lambda_6ead60eba553363bbbfc19e792c62b61>
{
  TradeContainerManagerController *const __this;
};

# TradeContainerManagerController::_setupCallbacks::__l2::<lambda_a0152511d2602a805c722ce7437a7a50>

struct __cppobj TradeContainerManagerController::_setupCallbacks::__l2::<lambda_a0152511d2602a805c722ce7437a7a50>
{
  TradeContainerManagerController *const __this;
};

# Trade2ContainerManagerController::_setupCallbacks::__l2::<lambda_0ba538fec63dfff7a8c31c230ccd8490>

struct __cppobj Trade2ContainerManagerController::_setupCallbacks::__l2::<lambda_0ba538fec63dfff7a8c31c230ccd8490>
{
  Trade2ContainerManagerController *const __this;
};

# Trade2ContainerManagerController::_setupCallbacks::__l2::<lambda_500a8ea3460df322e01d98c97ed7c9b2>

struct __cppobj Trade2ContainerManagerController::_setupCallbacks::__l2::<lambda_500a8ea3460df322e01d98c97ed7c9b2>
{
  Trade2ContainerManagerController *const __this;
};

# TorchBlock

struct __cppobj TorchBlock : BlockLegacy
{
};

# TorchBlock_vtbl

struct /*VFT*/ TorchBlock_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 *);
};

# ToolRecipes

struct __cppobj ToolRecipes
{
};

# TridentImpalerEnchant

struct __cppobj TridentImpalerEnchant : Enchant
{
};

# TridentImpalerEnchant_vtbl

struct /*VFT*/ TridentImpalerEnchant_vtbl
{
  void (__fastcall *~Enchant)(Enchant *this);
  bool (__fastcall *isCompatibleWith)(Enchant *this, Enchant::Type);
  int (__fastcall *getMinCost)(Enchant *this, int);
  int (__fastcall *getMaxCost)(Enchant *this, int);
  int (__fastcall *getMinLevel)(Enchant *this);
  int (__fastcall *getMaxLevel)(Enchant *this);
  int (__fastcall *getDamageProtection)(Enchant *this, int, const ActorDamageSource *);
  float (__fastcall *getDamageBonus)(Enchant *this, int, const Actor *);
  void (__fastcall *doPostAttack)(Enchant *this, Actor *, Actor *, int);
  void (__fastcall *doPostHurt)(Enchant *this, ItemInstance *, Actor *, Actor *, int);
  bool (__fastcall *isMeleeDamageEnchant)(Enchant *this);
  bool (__fastcall *isProtectionEnchant)(Enchant *this);
  bool (__fastcall *isTreasureOnly)(Enchant *this);
  bool (__fastcall *isDiscoverable)(Enchant *this);
};

# TridentRiptideEnchant

struct __cppobj TridentRiptideEnchant : Enchant
{
};

# TridentRiptideEnchant_vtbl

struct /*VFT*/ TridentRiptideEnchant_vtbl
{
  void (__fastcall *~Enchant)(Enchant *this);
  bool (__fastcall *isCompatibleWith)(Enchant *this, Enchant::Type);
  int (__fastcall *getMinCost)(Enchant *this, int);
  int (__fastcall *getMaxCost)(Enchant *this, int);
  int (__fastcall *getMinLevel)(Enchant *this);
  int (__fastcall *getMaxLevel)(Enchant *this);
  int (__fastcall *getDamageProtection)(Enchant *this, int, const ActorDamageSource *);
  float (__fastcall *getDamageBonus)(Enchant *this, int, const Actor *);
  void (__fastcall *doPostAttack)(Enchant *this, Actor *, Actor *, int);
  void (__fastcall *doPostHurt)(Enchant *this, ItemInstance *, Actor *, Actor *, int);
  bool (__fastcall *isMeleeDamageEnchant)(Enchant *this);
  bool (__fastcall *isProtectionEnchant)(Enchant *this);
  bool (__fastcall *isTreasureOnly)(Enchant *this);
  bool (__fastcall *isDiscoverable)(Enchant *this);
};

# TridentLoyaltyEnchant

struct __cppobj TridentLoyaltyEnchant : Enchant
{
};

# TridentLoyaltyEnchant_vtbl

struct /*VFT*/ TridentLoyaltyEnchant_vtbl
{
  void (__fastcall *~Enchant)(Enchant *this);
  bool (__fastcall *isCompatibleWith)(Enchant *this, Enchant::Type);
  int (__fastcall *getMinCost)(Enchant *this, int);
  int (__fastcall *getMaxCost)(Enchant *this, int);
  int (__fastcall *getMinLevel)(Enchant *this);
  int (__fastcall *getMaxLevel)(Enchant *this);
  int (__fastcall *getDamageProtection)(Enchant *this, int, const ActorDamageSource *);
  float (__fastcall *getDamageBonus)(Enchant *this, int, const Actor *);
  void (__fastcall *doPostAttack)(Enchant *this, Actor *, Actor *, int);
  void (__fastcall *doPostHurt)(Enchant *this, ItemInstance *, Actor *, Actor *, int);
  bool (__fastcall *isMeleeDamageEnchant)(Enchant *this);
  bool (__fastcall *isProtectionEnchant)(Enchant *this);
  bool (__fastcall *isTreasureOnly)(Enchant *this);
  bool (__fastcall *isDiscoverable)(Enchant *this);
};

# TridentChannelingEnchant

struct __cppobj TridentChannelingEnchant : Enchant
{
};

# TridentChannelingEnchant_vtbl

struct /*VFT*/ TridentChannelingEnchant_vtbl
{
  void (__fastcall *~Enchant)(Enchant *this);
  bool (__fastcall *isCompatibleWith)(Enchant *this, Enchant::Type);
  int (__fastcall *getMinCost)(Enchant *this, int);
  int (__fastcall *getMaxCost)(Enchant *this, int);
  int (__fastcall *getMinLevel)(Enchant *this);
  int (__fastcall *getMaxLevel)(Enchant *this);
  int (__fastcall *getDamageProtection)(Enchant *this, int, const ActorDamageSource *);
  float (__fastcall *getDamageBonus)(Enchant *this, int, const Actor *);
  void (__fastcall *doPostAttack)(Enchant *this, Actor *, Actor *, int);
  void (__fastcall *doPostHurt)(Enchant *this, ItemInstance *, Actor *, Actor *, int);
  bool (__fastcall *isMeleeDamageEnchant)(Enchant *this);
  bool (__fastcall *isProtectionEnchant)(Enchant *this);
  bool (__fastcall *isTreasureOnly)(Enchant *this);
  bool (__fastcall *isDiscoverable)(Enchant *this);
};

# TntBlock

struct __cppobj TntBlock : BlockLegacy
{
};

# TntBlock_vtbl

struct /*VFT*/ TntBlock_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 *);
};

# TopSnowBlockItem

struct __cppobj TopSnowBlockItem : BlockItem
{
};

# TagsComponent<IDType<BiomeTagSetIDType> >

struct __cppobj TagsComponent<IDType<BiomeTagSetIDType> > : IEntityComponent
{
  IDType<BiomeTagSetIDType> mTagSetID;
};

# TransporterComponent

struct __cppobj __declspec(align(8)) TransporterComponent : BaseCircuitComponent
{
  int mNextStrength;
};

# TransporterComponent_vtbl

struct /*VFT*/ TransporterComponent_vtbl
{
  void (__fastcall *~BaseCircuitComponent)(BaseCircuitComponent *this);
  int (__fastcall *getStrength)(BaseCircuitComponent *this);
  int (__fastcall *getDirection)(BaseCircuitComponent *this);
  void (__fastcall *setStrength)(BaseCircuitComponent *this, int);
  void (__fastcall *setDirection)(BaseCircuitComponent *this, unsigned __int8);
  bool (__fastcall *consumePowerAnyDirection)(BaseCircuitComponent *this);
  bool (__fastcall *canConsumerPower)(BaseCircuitComponent *this);
  bool (__fastcall *canStopPower)(BaseCircuitComponent *this);
  void (__fastcall *setStopPower)(BaseCircuitComponent *this, bool);
  unsigned __int64 (__fastcall *getBaseType)(BaseCircuitComponent *this);
  unsigned __int64 (__fastcall *getInstanceType)(BaseCircuitComponent *this);
  bool (__fastcall *removeSource)(BaseCircuitComponent *this, const BlockPos *, const BaseCircuitComponent *);
  bool (__fastcall *addSource)(BaseCircuitComponent *this, CircuitSceneGraph *, const CircuitTrackingInfo *, int *, bool *);
  bool (__fastcall *allowConnection)(BaseCircuitComponent *this, CircuitSceneGraph *, const CircuitTrackingInfo *, bool *);
  void (__fastcall *checkLock)(BaseCircuitComponent *this, CircuitSystem *, const BlockPos *);
  bool (__fastcall *evaluate)(BaseCircuitComponent *this, CircuitSystem *, const BlockPos *);
  void (__fastcall *cacheValues)(BaseCircuitComponent *this, CircuitSystem *, const BlockPos *);
  void (__fastcall *updateDependencies)(BaseCircuitComponent *this, CircuitSceneGraph *, const BlockPos *);
  bool (__fastcall *allowIndirect)(BaseCircuitComponent *this);
  bool (__fastcall *isHalfPulse)(BaseCircuitComponent *this);
  bool (__fastcall *hasSource)(BaseCircuitComponent *this, BaseCircuitComponent *);
  bool (__fastcall *hasChildrenSource)(BaseCircuitComponent *this);
  bool (__fastcall *isSecondaryPowered)(BaseCircuitComponent *this);
};

# TerrainBurstReactionComponent

struct __cppobj __declspec(align(8)) TerrainBurstReactionComponent : LabTableReactionComponent
{
  int mData;
  Vec3 mDims;
  Vec3 mDirRange;
  int mCount;
  bool mDirOneWay;
};

# TerrainBurstReactionComponent_vtbl

struct /*VFT*/ TerrainBurstReactionComponent_vtbl
{
  void (__fastcall *~LabTableReactionComponent)(LabTableReactionComponent *this);
  void (__fastcall *_onStart)(LabTableReactionComponent *this, LabTableReaction *, BlockSource *);
  void (__fastcall *_onTick)(LabTableReactionComponent *this, LabTableReaction *, BlockSource *);
  void (__fastcall *_onEnd)(LabTableReactionComponent *this, LabTableReaction *, BlockSource *);
};

# TransformComponentDescription

struct __cppobj TransformComponentDescription : BlockComponentDescription
{
  TransformConditions mConditions;
  std::string mResult;
};

# TransformComponentDescription_vtbl

struct /*VFT*/ TransformComponentDescription_vtbl
{
  void (__fastcall *~BlockComponentDescription)(BlockComponentDescription *this);
  const std::string *(__fastcall *getName)(BlockComponentDescription *this);
  void (__fastcall *initializeComponent)(BlockComponentDescription *this, EntityContext *);
  void (__fastcall *buildSchema)(BlockComponentDescription *this, std::shared_ptr<JsonUtil::JsonSchemaObjectNode<JsonUtil::EmptyClass,BlockComponentGroupDescription> > *, const BlockComponentFactory *);
  bool (__fastcall *isNetworkComponent)(BlockComponentDescription *this);
  std::unique_ptr<CompoundTag> *(__fastcall *buildNetworkTag)(BlockComponentDescription *this, std::unique_ptr<CompoundTag> *result);
  void (__fastcall *initializeFromNetwork)(BlockComponentDescription *this, const CompoundTag *);
};

# TallGrass

struct __cppobj TallGrass : BushBlock
{
};

# TallGrass_vtbl

struct /*VFT*/ TallGrass_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 *);
};

# TrapDoorBlock

struct __cppobj TrapDoorBlock : BlockLegacy
{
};

# TrapDoorBlock_vtbl

struct /*VFT*/ TrapDoorBlock_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 *);
};

# ThinFenceBlock

struct __cppobj __declspec(align(8)) ThinFenceBlock : BlockLegacy
{
  const bool mDropsResources;
  const bool mCanBeUsedInCommands;
};

# ThinFenceBlock_vtbl

struct /*VFT*/ ThinFenceBlock_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 *);
};

# TripWireHookBlock

struct __cppobj TripWireHookBlock : BlockLegacy
{
};

# TripWireHookBlock_vtbl

struct /*VFT*/ TripWireHookBlock_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 *);
};

# TurtleEggBlock

struct __cppobj __declspec(align(8)) TurtleEggBlock : BlockLegacy
{
  float mShapeOffset;
};

# TurtleEggBlock_vtbl

struct /*VFT*/ TurtleEggBlock_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 *);
};

# TargetBlock

struct __cppobj TargetBlock : BlockLegacy
{
};

# TargetBlock_vtbl

struct /*VFT*/ TargetBlock_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 *);
};

# TurtleEggBlock::_destroyEgg::__l19::<lambda_269ba72276ec6875a2f570f4af2d700d>

struct __cppobj TurtleEggBlock::_destroyEgg::__l19::<lambda_269ba72276ec6875a2f570f4af2d700d>
{
  Actor *entity;
  const Block *block;
  const BlockPos *pos;
  BlockSource *region;
};

# TripWireBlock::entityInside::__l11::<lambda_a7ce562379b7c702df77d878f0eca511>

struct __cppobj TripWireBlock::entityInside::__l11::<lambda_a7ce562379b7c702df77d878f0eca511>
{
  Actor *entity;
  const TripWireBlock *const __this;
  const BlockPos *pos;
  BlockSource *region;
};

# TreeHelper::TreeParams

const struct __cppobj TreeHelper::TreeParams
{
  int mNumBaseClusters;
  int mClusterRadius;
  std::vector<BlockDescriptor> mValidBaseBlocks;
  std::vector<BlockDescriptor> mBaseMayReplace;
  std::vector<BlockDescriptor> mMayGrowOn;
  std::vector<BlockDescriptor> mMayReplace;
  std::vector<BlockDescriptor> mMayGrowThrough;
};

# TreeHelper::AttachableDecoration

struct __cppobj TreeHelper::AttachableDecoration
{
  ChanceInformation mDecorationChance;
  BlockDescriptor mDecorationBlock;
  int mNumSteps;
  TreeHelper::AttachableDecoration::GrowthDirection mDirection;
};

# TransactionalWorldBlockTarget

struct __cppobj TransactionalWorldBlockTarget : IBlockWorldGenAPI
{
  WorldChangeTransaction mTransaction;
};

# TransactionalWorldBlockTarget_vtbl

struct /*VFT*/ TransactionalWorldBlockTarget_vtbl
{
  void (__fastcall *~IBlockWorldGenAPI)(IBlockWorldGenAPI *this);
  const Block *(__fastcall *getBlock)(IBlockWorldGenAPI *this, const BlockPos *);
  bool (__fastcall *hasBiomeTag)(IBlockWorldGenAPI *this, unsigned __int64, const BlockPos *);
  bool (__fastcall *setBlock)(IBlockWorldGenAPI *this, const BlockPos *, const Block *, int);
  bool (__fastcall *apply)(IBlockWorldGenAPI *this);
  bool (__fastcall *placeStructure)(IBlockWorldGenAPI *this, const BlockPos *, StructureTemplate *, StructureSettings *);
  bool (__fastcall *mayPlace)(IBlockWorldGenAPI *this, const BlockPos *, const Block *);
  bool (__fastcall *canSurvive)(IBlockWorldGenAPI *this, const BlockPos *, const Block *);
  __int16 (__fastcall *getMaxHeight)(IBlockWorldGenAPI *this);
  __int16 (__fastcall *getMinHeight)(IBlockWorldGenAPI *this);
  bool (__fastcall *shimPlaceForOldFeatures)(IBlockWorldGenAPI *this, const Feature *, const BlockPos *, Random *);
  __int16 (__fastcall *getHeightmap)(IBlockWorldGenAPI *this, int, int);
  bool (__fastcall *isLegacyLevel)(IBlockWorldGenAPI *this);
};

# TemplateStructurePiece

struct __cppobj __declspec(align(8)) TemplateStructurePiece : StructurePiece
{
  LegacyStructureTemplate *mTemplate;
  LegacyStructureSettings mSettings;
  BlockPos mTemplatePosition;
};

# TemplateStructurePiece_vtbl

struct /*VFT*/ TemplateStructurePiece_vtbl
{
  void (__fastcall *~StructurePiece)(StructurePiece *this);
  void (__fastcall *moveBoundingBox)(StructurePiece *this, int, int, int);
  PoolElementStructurePiece *(__fastcall *asPoolElement)(StructurePiece *this);
  StructurePieceType (__fastcall *getType)(StructurePiece *this);
  void (__fastcall *addChildren)(StructurePiece *this, StructurePiece *, std::vector<std::unique_ptr<StructurePiece>> *, Random *);
  bool (__fastcall *postProcess)(StructurePiece *this, BlockSource *, Random *, const BoundingBox *);
  void (__fastcall *postProcessMobsAt)(StructurePiece *this, BlockSource *, Random *, const BoundingBox *);
  int (__fastcall *getWorldX)(StructurePiece *this, int, int);
  int (__fastcall *getWorldZ)(StructurePiece *this, int, int);
  void (__fastcall *placeBlock)(StructurePiece *this, BlockSource *, const Block *, int, int, int, const BoundingBox *);
  void (__fastcall *generateBox)(StructurePiece *this, BlockSource *, const BoundingBox *, int, int, int, int, int, int, const Block *, const Block *, bool);
  void (__fastcall *addHardcodedSpawnAreas)(StructurePiece *this, LevelChunk *);
  void (__fastcall *_handleDataMarker)(TemplateStructurePiece *this, const std::string *, const BlockPos *, BlockSource *, Random *, const BoundingBox *);
};

# TickingAreaView::tick::__l24::<lambda_e93ece0c982b1407c5f6ea0f18f0084f>

struct __cppobj TickingAreaView::tick::__l24::<lambda_e93ece0c982b1407c5f6ea0f18f0084f>
{
  const Pos *minBounds;
  const bool *isCircleArea;
  const GridArea<std::shared_ptr<LevelChunk> > *view;
  TickingAreaView *const __this;
  const Tick *currentTick;
  BlockSource *region;
  Level *level;
};

# TickingArea::{ctor}::__l2::<lambda_ecbdd7020b8c77fb7806c64c03108081>

struct __cppobj TickingArea::{ctor}::__l2::<lambda_ecbdd7020b8c77fb7806c64c03108081>
{
  Dimension *dimension;
};

struct __declspec(align(8)) tagXHR_COOKIE
{
  wchar_t *pwszUrl;
  wchar_t *pwszName;
  wchar_t *pwszValue;
  wchar_t *pwszP3PPolicy;
  _FILETIME ftExpires;
  unsigned int dwFlags;
};

# TagHelper

struct __cppobj TagHelper
{
};

# tagRPC_CALL_ATTRIBUTES_V3_W

struct tagRPC_CALL_ATTRIBUTES_V3_W
{
  unsigned int Version;
  unsigned int Flags;
  unsigned int ServerPrincipalNameBufferLength;
  unsigned __int16 *ServerPrincipalName;
  unsigned int ClientPrincipalNameBufferLength;
  unsigned __int16 *ClientPrincipalName;
  unsigned int AuthenticationLevel;
  unsigned int AuthenticationService;
  int NullSession;
  int KernelModeCaller;
  unsigned int ProtocolSequence;
  tagRpcCallClientLocality IsClientLocal;
  void *ClientPID;
  unsigned int CallStatus;
  tagRpcCallType CallType;
  _RPC_CALL_LOCAL_ADDRESS_V1 *CallLocalAddress;
  unsigned __int16 OpNum;
  _GUID InterfaceUuid;
  unsigned int ClientIdentifierBufferLength;
  unsigned __int8 *ClientIdentifier;
};

# tagServerInformation

struct tagServerInformation
{
  unsigned int dwServerPid;
  unsigned int dwServerTid;
  unsigned __int64 ui64ServerAddress;
};

# tagRPC_CALL_ATTRIBUTES_V3_A

struct tagRPC_CALL_ATTRIBUTES_V3_A
{
  unsigned int Version;
  unsigned int Flags;
  unsigned int ServerPrincipalNameBufferLength;
  unsigned __int8 *ServerPrincipalName;
  unsigned int ClientPrincipalNameBufferLength;
  unsigned __int8 *ClientPrincipalName;
  unsigned int AuthenticationLevel;
  unsigned int AuthenticationService;
  int NullSession;
  int KernelModeCaller;
  unsigned int ProtocolSequence;
  unsigned int IsClientLocal;
  void *ClientPID;
  unsigned int CallStatus;
  tagRpcCallType CallType;
  _RPC_CALL_LOCAL_ADDRESS_V1 *CallLocalAddress;
  unsigned __int16 OpNum;
  _GUID InterfaceUuid;
  unsigned int ClientIdentifierBufferLength;
  unsigned __int8 *ClientIdentifier;
};

# tPatchUpdateInfo

struct __cppobj __declspec(align(8)) tPatchUpdateInfo
{
  std::string patchVer;
  std::string patchUrl;
  std::string patchMD5;
  int patchSize;
};

# TransferHandler::notifyPythonUpdateState::__l2::<lambda_afd70fad5bd69b087231a1a613a8b71d>

struct __cppobj TransferHandler::notifyPythonUpdateState::__l2::<lambda_afd70fad5bd69b087231a1a613a8b71d>
{
  TransferHandler *const __this;
};

# trace_t

struct trace_t
{
  unsigned __int64 size;
  traceback_t *traceback;
};

# TierComponentDescription::buildSchema::__l2::<lambda_bcdfe114008b2394d9ad807c812ceba2>

struct __cppobj TierComponentDescription::buildSchema::__l2::<lambda_bcdfe114008b2394d9ad807c812ceba2>
{
};

# TierComponentDescription::buildSchema::__l2::<lambda_1fb0a0a39752f2be29816afd76f0350d>

struct __cppobj TierComponentDescription::buildSchema::__l2::<lambda_1fb0a0a39752f2be29816afd76f0350d>
{
};

# TierComponentDescription::buildSchema::__l2::<lambda_10780ac71d4569ba6b03abaf9d720665>

struct __cppobj TierComponentDescription::buildSchema::__l2::<lambda_10780ac71d4569ba6b03abaf9d720665>
{
};

# TierComponentDescription::buildSchema::__l2::<lambda_ee1ce6d16b39680e7effbc4cb509458e>

struct __cppobj TierComponentDescription::buildSchema::__l2::<lambda_ee1ce6d16b39680e7effbc4cb509458e>
{
  const BlockComponentFactory *factory;
};

# TransformComponentDescription::buildSchema::__l2::<lambda_5568880fee4ed2a7481f54241155db51>

struct __cppobj TransformComponentDescription::buildSchema::__l2::<lambda_5568880fee4ed2a7481f54241155db51>
{
};

# TransformComponentDescription::buildSchema::__l2::<lambda_05bff39358757891f8a72a27d6c6b4b5>

struct __cppobj TransformComponentDescription::buildSchema::__l2::<lambda_05bff39358757891f8a72a27d6c6b4b5>
{
};

# TransformComponentDescription::buildSchema::__l2::<lambda_ec76577b05acff01e13b0423b61a640f>

struct __cppobj TransformComponentDescription::buildSchema::__l2::<lambda_ec76577b05acff01e13b0423b61a640f>
{
  const BlockComponentFactory *factory;
};

# TouchCameraJoystickControl

struct __cppobj __declspec(align(8)) TouchCameraJoystickControl : TouchControl
{
  std::function<bool __cdecl(void)> mCondition;
  unsigned int mButtonId;
  unsigned int mJumpButtonId;
  ButtonState mButtonState;
  mce::Color mPressedColor;
  mce::Color mReleasedColor;
  int mUx;
  int mUv;
  int mUvWidth;
  int mUvHeight;
  int mUx1;
  int mUv1;
  int mUvWidth1;
  int mUvHeight1;
  bool mPassThrough;
  bool mPromiscuous;
  int mTouchStateRequirement;
  int mTicksSinceFirstPress;
  bool mWaitingForSecondPress;
  std::string mName;
  int mTouchId;
  float mSensitivityX;
  float mSensitivityY;
  float mRenderPosX;
  float mRenderPosY;
  float mBeginPosX;
  float mBeginPosY;
  float mLastPosX;
  float mLastPosY;
  int mJumping;
  float mGlyphScale;
};

# TouchCameraJoystickControl_vtbl

struct /*VFT*/ TouchCameraJoystickControl_vtbl
{
  void (__fastcall *~TouchControl)(TouchControl *this);
  void (__fastcall *render)(TouchControl *this, InputRenderContext *);
  void (__fastcall *tick)(TouchControl *this, InputEventQueue *, TouchPointResults *, int);
  void (__fastcall *release)(TouchControl *this, InputEventQueue *);
};

# TouchGlyphButtonControl

struct __cppobj __declspec(align(8)) TouchGlyphButtonControl : TouchControl
{
  std::function<bool __cdecl(void)> mCondition;
  unsigned int mButtonId;
  ButtonState mButtonState;
  mce::Color mPressedColor;
  mce::Color mReleasedColor;
  int mUx;
  int mUv;
  int mUvWidth;
  int mUvHeight;
  bool mPassThrough;
  bool mPromiscuous;
  int mTouchStateRequirement;
  int mTicksSinceFirstPress;
  bool mWaitingForSecondPress;
  std::string mName;
  float mGlyphScale;
};

# TouchGlyphButtonControl_vtbl

struct /*VFT*/ TouchGlyphButtonControl_vtbl
{
  void (__fastcall *~TouchControl)(TouchControl *this);
  void (__fastcall *render)(TouchControl *this, InputRenderContext *);
  void (__fastcall *tick)(TouchControl *this, InputEventQueue *, TouchPointResults *, int);
  void (__fastcall *release)(TouchControl *this, InputEventQueue *);
};

# TouchGlyphRadioButtonControl

struct __cppobj __declspec(align(8)) TouchGlyphRadioButtonControl : TouchControl
{
  std::function<bool __cdecl(void)> mCondition;
  std::function<bool __cdecl(void)> mStateCondition;
  unsigned int mButtonId;
  ButtonState mButtonState;
  mce::Color mPressedColor;
  mce::Color mReleasedColor;
  int mUx;
  int mUv;
  int mUvWidth;
  int mUvHeight;
  bool mPassThrough;
  bool mPromiscuous;
  int mTouchStateRequirement;
  int mTicksSinceFirstPress;
  bool mWaitingForSecondPress;
  std::string mName;
  float mGlyphScale;
};

# TouchGlyphRadioButtonControl_vtbl

struct /*VFT*/ TouchGlyphRadioButtonControl_vtbl
{
  void (__fastcall *~TouchControl)(TouchControl *this);
  void (__fastcall *render)(TouchControl *this, InputRenderContext *);
  void (__fastcall *tick)(TouchControl *this, InputEventQueue *, TouchPointResults *, int);
  void (__fastcall *release)(TouchControl *this, InputEventQueue *);
};

# TouchJoystickControl

struct __cppobj __declspec(align(8)) TouchJoystickControl : TouchControl
{
  std::function<bool __cdecl(void)> mCondition;
  unsigned int mButtonUpId;
  unsigned int mButtonDownId;
  unsigned int mButtonLeftId;
  unsigned int mButtonRightId;
  bool mButtonStateUp;
  bool mButtonStateDown;
  bool mButtonStateLeft;
  bool mButtonStateRight;
  ButtonState mButtonState;
  mce::Color mPressedColor;
  mce::Color mReleasedColor;
  int mUx;
  int mUv;
  int mUvWidth;
  int mUvHeight;
  int mUx1;
  int mUv1;
  int mUvWidth1;
  int mUvHeight1;
  bool mPassThrough;
  bool mPromiscuous;
  int mTouchStateRequirement;
  int mTicksSinceFirstPress;
  bool mWaitingForSecondPress;
  std::string mName;
  int mTouchId;
  bool mCaptured;
  float mGlyphScale;
};

# TouchJoystickControl_vtbl

struct /*VFT*/ TouchJoystickControl_vtbl
{
  void (__fastcall *~TouchControl)(TouchControl *this);
  void (__fastcall *render)(TouchControl *this, InputRenderContext *);
  void (__fastcall *tick)(TouchControl *this, InputEventQueue *, TouchPointResults *, int);
  void (__fastcall *release)(TouchControl *this, InputEventQueue *);
};

# TouchGlyphButtonEXControl

struct __cppobj __declspec(align(8)) TouchGlyphButtonEXControl : TouchControl
{
  std::function<bool __cdecl(void)> mCondition;
  unsigned int mButtonId;
  unsigned int mButtonId2;
  ButtonState mButtonState;
  mce::Color mPressedColor;
  mce::Color mReleasedColor;
  int mUx;
  int mUv;
  int mUvWidth;
  int mUvHeight;
  bool mPassThrough;
  bool mPromiscuous;
  int mTouchStateRequirement;
  int mTicksSinceFirstPress;
  bool mWaitingHold;
  bool mHolding;
  std::string mName;
  std::string mName2;
  float mGlyphScale;
};

# TouchGlyphButtonEXControl_vtbl

struct /*VFT*/ TouchGlyphButtonEXControl_vtbl
{
  void (__fastcall *~TouchControl)(TouchControl *this);
  void (__fastcall *render)(TouchControl *this, InputRenderContext *);
  void (__fastcall *tick)(TouchControl *this, InputEventQueue *, TouchPointResults *, int);
  void (__fastcall *release)(TouchControl *this, InputEventQueue *);
};

# TheEndLightTextureImageBuilder

struct __cppobj TheEndLightTextureImageBuilder : BaseLightTextureImageBuilder
{
};

# TheEndLightTextureImageBuilder_vtbl

struct /*VFT*/ TheEndLightTextureImageBuilder_vtbl
{
  void (__fastcall *~BaseLightTextureImageBuilder)(BaseLightTextureImageBuilder *this);
  void (__fastcall *init)(BaseLightTextureImageBuilder *this, Dimension *);
  bool (__fastcall *buildImage)(BaseLightTextureImageBuilder *this, const BaseLightData *, mce::Image *, unsigned int, float, float, bool);
  void (__fastcall *getModifiedBlockBrightnessColor)(BaseLightTextureImageBuilder *this, const BlockPos *, const Block *, const Brightness *, BrightnessPair *);
  std::unique_ptr<BaseLightData> *(__fastcall *createBaseLightTextureData)(BaseLightTextureImageBuilder *this, std::unique_ptr<BaseLightData> *result, IClientInstance *, const BaseLightData *);
};

# TheEndDimension

struct __cppobj __declspec(align(8)) TheEndDimension : Dimension
{
  std::unique_ptr<EndDragonFight> mDragonFight;
  bool mHasInitDragon;
};

# TradeableSystem

struct __cppobj TradeableSystem : ITickingSystem
{
};

# TradeableSystem_vtbl

struct /*VFT*/ TradeableSystem_vtbl
{
  void (__fastcall *~ITickingSystem)(ITickingSystem *this);
  void (__fastcall *tick)(ITickingSystem *this, EntityRegistry *);
};

# TrailSystem

struct __cppobj TrailSystem : ITickingSystem
{
};

# TrailSystem_vtbl

struct /*VFT*/ TrailSystem_vtbl
{
  void (__fastcall *~ITickingSystem)(ITickingSystem *this);
  void (__fastcall *tick)(ITickingSystem *this, EntityRegistry *);
};

# TransformationSystem

struct __cppobj TransformationSystem : ITickingSystem
{
};

# TransformationSystem_vtbl

struct /*VFT*/ TransformationSystem_vtbl
{
  void (__fastcall *~ITickingSystem)(ITickingSystem *this);
  void (__fastcall *tick)(ITickingSystem *this, EntityRegistry *);
};

# TempEPtr<Villager>

struct __cppobj __declspec(align(8)) TempEPtr<Villager> : _TickPtr
{
  Villager *tmp;
  ActorUniqueID mEntityId;
  Level *mLevel;
  bool mHasLocked;
};

# TempEPtr<Villager>_vtbl

struct /*VFT*/ TempEPtr<Villager>_vtbl
{
  void (__fastcall *invalidate)(_TickPtr *this);
  void (__fastcall *~_TickPtr)(_TickPtr *this);
};

# TempEPtr<IronGolem>

struct __cppobj __declspec(align(8)) TempEPtr<IronGolem> : _TickPtr
{
  IronGolem *tmp;
  ActorUniqueID mEntityId;
  Level *mLevel;
  bool mHasLocked;
};

# TempEPtr<IronGolem>_vtbl

struct /*VFT*/ TempEPtr<IronGolem>_vtbl
{
  void (__fastcall *invalidate)(_TickPtr *this);
  void (__fastcall *~_TickPtr)(_TickPtr *this);
};

# TakeFlowerGoal

struct __cppobj TakeFlowerGoal : Goal
{
  TempEPtr<IronGolem> mGolem;
  int mPickupTick;
  bool mTakeFlower;
  Mob *mMob;
};

# TakeFlowerGoal_vtbl

struct /*VFT*/ TakeFlowerGoal_vtbl
{
  void (__fastcall *~Goal)(Goal *this);
  bool (__fastcall *canUse)(Goal *this);
  bool (__fastcall *canContinueToUse)(Goal *this);
  bool (__fastcall *canBeInterrupted)(Goal *this);
  void (__fastcall *start)(Goal *this);
  void (__fastcall *stop)(Goal *this);
  void (__fastcall *tick)(Goal *this);
  void (__fastcall *appendDebugInfo)(Goal *this, std::string *);
  bool (__fastcall *isTargetGoal)(Goal *this);
  void (__fastcall *onPlayerDimensionChanged)(Goal *this, Player *, AutomaticID<Dimension,int>);
};

# TargetWhenPushedGoal

struct __cppobj TargetWhenPushedGoal : Goal
{
  Mob *mSelf;
  float mPercentChance;
  const std::vector<MobDescriptor> mTargetTypes;
};

# TargetWhenPushedGoal_vtbl

struct /*VFT*/ TargetWhenPushedGoal_vtbl
{
  void (__fastcall *~Goal)(Goal *this);
  bool (__fastcall *canUse)(Goal *this);
  bool (__fastcall *canContinueToUse)(Goal *this);
  bool (__fastcall *canBeInterrupted)(Goal *this);
  void (__fastcall *start)(Goal *this);
  void (__fastcall *stop)(Goal *this);
  void (__fastcall *tick)(Goal *this);
  void (__fastcall *appendDebugInfo)(Goal *this, std::string *);
  bool (__fastcall *isTargetGoal)(Goal *this);
  void (__fastcall *onPlayerDimensionChanged)(Goal *this, Player *, AutomaticID<Dimension,int>);
};

# TemptGoal

struct __cppobj TemptGoal : Goal
{
  Mob *mMob;
  float mSpeed;
  TempEPtr<Player> mPlayer;
  Vec3 mOldPlayerPosition;
  Vec2 mOldPlayerRotation;
  bool mCanGetScared;
  int mCalmDown;
  bool mIsRunning;
  bool mOldAvoidWater;
  bool mCanTemptWhileRidden;
  int mPathfinderWaitTicks;
  float mTemptDistance;
  std::vector<ItemDescriptor> mItems;
  bool mCanTemptVertically;
  LevelSoundEvent mSoundEvent;
  FloatRange mSoundIntervalRange;
  Tick mNextSoundEventTick;
};

# TemptGoal_vtbl

struct /*VFT*/ TemptGoal_vtbl
{
  void (__fastcall *~Goal)(Goal *this);
  bool (__fastcall *canUse)(Goal *this);
  bool (__fastcall *canContinueToUse)(Goal *this);
  bool (__fastcall *canBeInterrupted)(Goal *this);
  void (__fastcall *start)(Goal *this);
  void (__fastcall *stop)(Goal *this);
  void (__fastcall *tick)(Goal *this);
  void (__fastcall *appendDebugInfo)(Goal *this, std::string *);
  bool (__fastcall *isTargetGoal)(Goal *this);
  void (__fastcall *onPlayerDimensionChanged)(Goal *this, Player *, AutomaticID<Dimension,int>);
};

# TradeInterestGoal

struct __cppobj TradeInterestGoal : Goal
{
  Mob *mMob;
  TempEPtr<Player> mPlayer;
  bool mIsRunning;
  bool mIsOnlyTargetItemFound;
  float mInterestDistance;
  unsigned __int64 mCurrentIndex;
  ItemStack mCarriedItem;
  ItemStack mPlayerItem;
  Tick mCarriedItemSwitchTimer;
  Tick mRemoveItemTimer;
  Tick mInterestTimer;
  Tick mInterestCooldown;
  const Tick mInterestTimeMax;
  const Tick mInterestTimeMaxHalf;
  const Tick mRemoveTimeMax;
  const Tick mCarriedSwitchMax;
  const Tick mInterestCooldownMax;
};

# TradeInterestGoal_vtbl

struct /*VFT*/ TradeInterestGoal_vtbl
{
  void (__fastcall *~Goal)(Goal *this);
  bool (__fastcall *canUse)(Goal *this);
  bool (__fastcall *canContinueToUse)(Goal *this);
  bool (__fastcall *canBeInterrupted)(Goal *this);
  void (__fastcall *start)(Goal *this);
  void (__fastcall *stop)(Goal *this);
  void (__fastcall *tick)(Goal *this);
  void (__fastcall *appendDebugInfo)(Goal *this, std::string *);
  bool (__fastcall *isTargetGoal)(Goal *this);
  void (__fastcall *onPlayerDimensionChanged)(Goal *this, Player *, AutomaticID<Dimension,int>);
};

# TradeWithPlayerGoal

struct __cppobj TradeWithPlayerGoal : Goal
{
  Mob *mMob;
};

# TradeWithPlayerGoal_vtbl

struct /*VFT*/ TradeWithPlayerGoal_vtbl
{
  void (__fastcall *~Goal)(Goal *this);
  bool (__fastcall *canUse)(Goal *this);
  bool (__fastcall *canContinueToUse)(Goal *this);
  bool (__fastcall *canBeInterrupted)(Goal *this);
  void (__fastcall *start)(Goal *this);
  void (__fastcall *stop)(Goal *this);
  void (__fastcall *tick)(Goal *this);
  void (__fastcall *appendDebugInfo)(Goal *this, std::string *);
  bool (__fastcall *isTargetGoal)(Goal *this);
  void (__fastcall *onPlayerDimensionChanged)(Goal *this, Player *, AutomaticID<Dimension,int>);
};

# TheEndGenerator::ThreadData

struct TheEndGenerator::ThreadData
{
  std::array<Block const *,32768> blockBuffer;
};

# TheEndGenerator

struct __cppobj TheEndGenerator : ChunkSource, WorldGenerator
{
  std::unique_ptr<PerlinNoise> mLPerlinNoise1;
  std::unique_ptr<PerlinNoise> mLPerlinNoise2;
  std::unique_ptr<PerlinNoise> mPerlinNoise1;
  std::unique_ptr<SimplexNoise> mIslandNoise;
  std::unique_ptr<PerlinSimplexNoise> mMaterialAdjNoise;
  Bedrock::Threading::InstancedThreadLocal<TheEndGenerator::ThreadData,std::allocator<TheEndGenerator::ThreadData> > generatorHelpersPool;
  EndCityFeature mEndCityFeature;
  std::shared_mutex mTryGetHeightMutex;
  std::unordered_map<BlockPos,int> mHeightCache;
};

# TheEndGenerator_vtbl

struct /*VFT*/ TheEndGenerator_vtbl
{
  void (__fastcall *~ChunkSource)(ChunkSource *this);
  void (__fastcall *shutdown)(ChunkSource *this);
  bool (__fastcall *isShutdownDone)(ChunkSource *this);
  std::shared_ptr<LevelChunk> *(__fastcall *getExistingChunk)(ChunkSource *this, std::shared_ptr<LevelChunk> *result, const ChunkPos *);
  std::shared_ptr<LevelChunk> *(__fastcall *getRandomChunk)(ChunkSource *this, std::shared_ptr<LevelChunk> *result, Random *);
  std::shared_ptr<LevelChunk> *(__fastcall *createNewChunk)(ChunkSource *this, std::shared_ptr<LevelChunk> *result, const ChunkPos *, ChunkSource::LoadMode);
  std::shared_ptr<LevelChunk> *(__fastcall *getOrLoadChunk)(ChunkSource *this, std::shared_ptr<LevelChunk> *result, const ChunkPos *, ChunkSource::LoadMode);
  bool (__fastcall *postProcess)(ChunkSource *this, ChunkViewSource *);
  void (__fastcall *checkAndReplaceChunk)(ChunkSource *this, ChunkViewSource *, LevelChunk *);
  void (__fastcall *loadChunk)(ChunkSource *this, LevelChunk *, bool);
  void (__fastcall *postProcessMobsAt)(ChunkSource *this, BlockSource *, int, int, Random *);
  bool (__fastcall *saveLiveChunk)(ChunkSource *this, LevelChunk *);
  void (__fastcall *hintDiscardBatchBegin)(ChunkSource *this);
  void (__fastcall *hintDiscardBatchEnd)(ChunkSource *this);
  void (__fastcall *acquireDiscarded)(ChunkSource *this, std::unique_ptr<LevelChunk,LevelChunkFinalDeleter>);
  void (__fastcall *compact)(ChunkSource *this);
  void (__fastcall *flushPendingWrites)(ChunkSource *this);
  bool (__fastcall *isWithinWorldLimit)(ChunkSource *this, const ChunkPos *);
  const std::unordered_map<ChunkPos,std::weak_ptr<LevelChunk>> *(__fastcall *getChunkMap)(ChunkSource *this);
  const std::unordered_map<ChunkPos,std::weak_ptr<LevelChunk>> *(__fastcall *getStorage)(ChunkSource *this);
  void (__fastcall *clearDeletedEntities)(ChunkSource *this);
  void (__fastcall *removeDimensionData)(ChunkSource *this, const std::unordered_set<AutomaticID<Dimension,int>> *);
  bool (__fastcall *hasChunk)(ChunkSource *this, const ChunkPos *, AutomaticID<Dimension,int>);
  bool (__fastcall *canCreateViews)(ChunkSource *this);
};

# TwistingVinesClusterFeature

struct __cppobj TwistingVinesClusterFeature : Feature
{
};

# TwistingVinesClusterFeature_vtbl

struct /*VFT*/ TwistingVinesClusterFeature_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 *);
  bool (__fastcall *place)(Feature *this, BlockSource *, const BlockPos *, Random *);
};

# TrunkVariantBuilder::buildTrunkVariant::__l2::<lambda_6d9a4349d26e94dea794c1fdacfc3b13>

struct __cppobj TrunkVariantBuilder::buildTrunkVariant::__l2::<lambda_6d9a4349d26e94dea794c1fdacfc3b13>
{
  std::function<ITreeTrunkWrapper & __cdecl(FeatureLoading::ConcreteFeatureHolder<VanillaTreeFeature> *)> trunkAccessor;
};

# TrunkVariantBuilder::buildTrunkVariant::__l2::<lambda_2891af02dc87b30718ec6f87b7028bd4>

struct __cppobj TrunkVariantBuilder::buildTrunkVariant::__l2::<lambda_2891af02dc87b30718ec6f87b7028bd4>
{
  std::function<ITreeTrunkWrapper & __cdecl(FeatureLoading::ConcreteFeatureHolder<VanillaTreeFeature> *)> trunkAccessor;
};

# TrunkVariantBuilder::buildTrunkVariant::__l2::<lambda_298c2fc108d44315676cf647fb15a899>

struct __cppobj TrunkVariantBuilder::buildTrunkVariant::__l2::<lambda_298c2fc108d44315676cf647fb15a899>
{
  std::function<ITreeTrunkWrapper & __cdecl(FeatureLoading::ConcreteFeatureHolder<VanillaTreeFeature> *)> trunkAccessor;
};

# TrunkVariantBuilder::buildTrunkVariant::__l2::<lambda_4c94e9e62cef84b17089b42c799f1b62>

struct __cppobj TrunkVariantBuilder::buildTrunkVariant::__l2::<lambda_4c94e9e62cef84b17089b42c799f1b62>
{
  std::function<ITreeTrunkWrapper & __cdecl(FeatureLoading::ConcreteFeatureHolder<VanillaTreeFeature> *)> trunkAccessor;
};

# TreeHelper::TreeParams::buildSchema::__l2::<lambda_04126ab3841162f070846e248505fe78>

struct __cppobj TreeHelper::TreeParams::buildSchema::__l2::<lambda_04126ab3841162f070846e248505fe78>
{
  std::function<TreeHelper::TreeParams & __cdecl(FeatureLoading::ConcreteFeatureHolder<VanillaTreeFeature> *)> paramAccessor;
};

# TreeHelper::TreeParams::buildSchema::__l2::<lambda_93c22a781df6dc6af71b4dd5e0b171f1>

struct __cppobj TreeHelper::TreeParams::buildSchema::__l2::<lambda_93c22a781df6dc6af71b4dd5e0b171f1>
{
  std::function<TreeHelper::TreeParams & __cdecl(FeatureLoading::ConcreteFeatureHolder<VanillaTreeFeature> *)> paramAccessor;
};

# TreeHelper::TreeParams::buildSchema::__l2::<lambda_ffd665e99d41506084ffb05e0bc3a630>

struct __cppobj TreeHelper::TreeParams::buildSchema::__l2::<lambda_ffd665e99d41506084ffb05e0bc3a630>
{
  std::function<TreeHelper::TreeParams & __cdecl(FeatureLoading::ConcreteFeatureHolder<VanillaTreeFeature> *)> paramAccessor;
};

# TreeHelper::TreeParams::buildSchema::__l3::<lambda_a7906fd49315030a86f3708933d5a526>

struct __cppobj TreeHelper::TreeParams::buildSchema::__l3::<lambda_a7906fd49315030a86f3708933d5a526>
{
  std::function<TreeHelper::TreeParams & __cdecl(FeatureLoading::ConcreteFeatureHolder<VanillaTreeFeature> *)> paramAccessor;
};

# TreeHelper::TreeParams::buildSchema::__l3::<lambda_20a3db3713487e2e69fdcaad7b950e8e>

struct __cppobj TreeHelper::TreeParams::buildSchema::__l3::<lambda_20a3db3713487e2e69fdcaad7b950e8e>
{
  std::function<TreeHelper::TreeParams & __cdecl(FeatureLoading::ConcreteFeatureHolder<VanillaTreeFeature> *)> paramAccessor;
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_8db1885130e9761bfd1f5d45a532424c>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_8db1885130e9761bfd1f5d45a532424c>
{
  std::function<TreeHelper::AttachableDecoration & __cdecl(SimpleTreeTrunk *)> paramAccessor;
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_6532a13bf9bbe1c02a4010743d3008b0>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_6532a13bf9bbe1c02a4010743d3008b0>
{
  std::function<TreeHelper::AttachableDecoration & __cdecl(SimpleTreeTrunk *)> paramAccessor;
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_85bae5b79c8184c2116d8fc5da3d0e07>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_85bae5b79c8184c2116d8fc5da3d0e07>
{
  std::function<TreeHelper::AttachableDecoration & __cdecl(MegaTreeTrunk *)> paramAccessor;
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_ea5db8857e8fb58674ec19b155c943c9>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_ea5db8857e8fb58674ec19b155c943c9>
{
  std::function<TreeHelper::AttachableDecoration & __cdecl(MegaTreeTrunk *)> paramAccessor;
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_8d488a2c84209dd0831ffb054e5850e6>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_8d488a2c84209dd0831ffb054e5850e6>
{
  std::function<TreeHelper::AttachableDecoration & __cdecl(FallenTreeTrunk *)> paramAccessor;
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_6d2a08d73f83e3ab1661efe36a98ace1>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_6d2a08d73f83e3ab1661efe36a98ace1>
{
  std::function<TreeHelper::AttachableDecoration & __cdecl(FallenTreeTrunk *)> paramAccessor;
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_61a38999c743ca7361dc2e73d0aaff62>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_61a38999c743ca7361dc2e73d0aaff62>
{
  std::function<TreeHelper::AttachableDecoration & __cdecl(AcaciaTreeTrunk *)> paramAccessor;
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_7eb97c3261170c5e4b05f8dd225213fd>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_7eb97c3261170c5e4b05f8dd225213fd>
{
  std::function<TreeHelper::AttachableDecoration & __cdecl(AcaciaTreeTrunk *)> paramAccessor;
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_08e01a5f67d647a919dd40f16a254eca>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_08e01a5f67d647a919dd40f16a254eca>
{
  std::function<TreeHelper::AttachableDecoration & __cdecl(SimpleTreeCanopy *)> paramAccessor;
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_33302b0860d3bfb4716cc13d3364c310>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_33302b0860d3bfb4716cc13d3364c310>
{
  std::function<TreeHelper::AttachableDecoration & __cdecl(SimpleTreeCanopy *)> paramAccessor;
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_db6354e9b07bcb09c3bb7e2f25399ac4>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_db6354e9b07bcb09c3bb7e2f25399ac4>
{
  std::function<TreeHelper::AttachableDecoration & __cdecl(SimpleTreeCanopy *)> paramAccessor;
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_61e95202bfc74f0d4a7ca173ac48da7f>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_61e95202bfc74f0d4a7ca173ac48da7f>
{
  std::function<TreeHelper::AttachableDecoration & __cdecl(SimpleTreeCanopy *)> paramAccessor;
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_abae1b4ad9f5adc8002c7f845728efe6>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_abae1b4ad9f5adc8002c7f845728efe6>
{
  std::function<TreeHelper::AttachableDecoration & __cdecl(SimpleTreeCanopy *)> paramAccessor;
};

# TransformationMixerLayer<WeightedBiomeAttributes<RiverTransformation> >

struct __cppobj TransformationMixerLayer<WeightedBiomeAttributes<RiverTransformation> > : MixerLayer<Biome *,Biome *,bool>
{
  Biome *mDefaultTransformation;
};

# TransformationMixerLayer<WeightedBiomeAttributes<RiverTransformation> >_vtbl

struct /*VFT*/ TransformationMixerLayer<WeightedBiomeAttributes<RiverTransformation> >_vtbl
{
  void (__fastcall *~LayerBase)(LayerDetails::LayerBase *this);
  void (__fastcall *init)(LayerDetails::LayerBase *this, __int64);
  LayerDetails::TransferData<Biome *> *(__fastcall *_allocateAndFill)(Layer<Biome *> *this, LayerDetails::TransferData<Biome *> *result, unsigned __int64, int, int, unsigned int, unsigned int);
  void (__fastcall *_fillArea)(MixerLayer<Biome *,Biome *,bool> *this, LayerDetails::WorkingData<Biome *,Biome *> *, int, int, int, int, int, LayerResult<bool>);
  std::tuple<int,int,unsigned int,unsigned int> *(__fastcall *_getAreaRead)(MixerLayer<Biome *,Biome *,bool> *this, std::tuple<int,int,unsigned int,unsigned int> *result, int, int, unsigned int, unsigned int);
};

# TouchTextButtonControl

struct __cppobj TouchTextButtonControl : TouchGlyphButtonControl
{
  std::function<glm::tvec2<float,0> __cdecl(void)> mPosition;
  std::function<std::string __cdecl(void)> mLabel;
  glm::tvec2<float,0> mCurrentPosition;
  RectangleArea mCurrentRect;
};

# TouchTextButtonControl_vtbl

struct /*VFT*/ TouchTextButtonControl_vtbl
{
  void (__fastcall *~TouchControl)(TouchControl *this);
  void (__fastcall *render)(TouchControl *this, InputRenderContext *);
  void (__fastcall *tick)(TouchControl *this, InputEventQueue *, TouchPointResults *, int);
  void (__fastcall *release)(TouchControl *this, InputEventQueue *);
};

# TouchTextButtonControl::<lambda_d981cd7e616c973c1d1b4f1442f5f224>

struct __cppobj TouchTextButtonControl::<lambda_d981cd7e616c973c1d1b4f1442f5f224>
{
  TouchTextButtonControl *const __this;
};

# TouchGuiPassthroughControl

struct __cppobj TouchGuiPassthroughControl : TouchControl
{
  ButtonState mButtonState;
  const unsigned int mButtonId;
};

# TouchGuiPassthroughControl_vtbl

struct /*VFT*/ TouchGuiPassthroughControl_vtbl
{
  void (__fastcall *~TouchControl)(TouchControl *this);
  void (__fastcall *render)(TouchControl *this, InputRenderContext *);
  void (__fastcall *tick)(TouchControl *this, InputEventQueue *, TouchPointResults *, int);
  void (__fastcall *release)(TouchControl *this, InputEventQueue *);
};

# ThreadDataInterface

struct __cppobj ThreadDataInterface
{
  ThreadDataInterface_vtbl *__vftable /*VFT*/;
};

# ThreadDataInterface_vtbl

struct /*VFT*/ ThreadDataInterface_vtbl
{
  void (__fastcall *~ThreadDataInterface)(ThreadDataInterface *this);
  void *(__fastcall *PerThreadFactory)(ThreadDataInterface *this, void *);
  void (__fastcall *PerThreadDestructor)(ThreadDataInterface *this, void *, void *);
};

# ThreadPool<RakNet::FileListTransfer::ThreadData,int>

struct __cppobj ThreadPool<RakNet::FileListTransfer::ThreadData,int>
{
  RakNet::SimpleMutex inputQueueMutex;
  RakNet::SimpleMutex outputQueueMutex;
  RakNet::SimpleMutex workingThreadCountMutex;
  RakNet::SimpleMutex runThreadsMutex;
  void *(__fastcall *perThreadDataFactory)();
  void (__fastcall *perThreadDataDestructor)(void *);
  DataStructures::Queue<int (__cdecl*)(RakNet::FileListTransfer::ThreadData,bool *,void *)> inputFunctionQueue;
  DataStructures::Queue<RakNet::FileListTransfer::ThreadData> inputQueue;
  DataStructures::Queue<int> outputQueue;
  ThreadDataInterface *threadDataInterface;
  void *tdiContext;
  bool runThreads;
  int numThreadsRunning;
  int numThreadsWorking;
  RakNet::SimpleMutex numThreadsRunningMutex;
  RakNet::SignaledEvent quitAndIncomingDataEvents;
};

# timezone

struct timezone
{
  int tz_minuteswest;
  int tz_dsttime;
};

# timeb

struct __declspec(align(4)) timeb
{
  __int64 time;
  unsigned __int16 millitm;
  __int16 timezone;
  __int16 dstflag;
};

# TextEditFocusController

struct __cppobj __declspec(align(8)) TextEditFocusController
{
  std::function<void __cdecl(std::string const &,int,bool,bool,glm::tvec2<float,0> const &,bool)> mShowCallback;
  std::function<void __cdecl(void)> mHideCallback;
  std::function<void __cdecl(std::string const &)> mUpdateCallback;
  bool mShowOnFocus;
  bool mFocused;
  bool mSelected;
};

# TaskDetails::BackgroundTaskDetails<TaskResult,void,void>

struct __cppobj TaskDetails::BackgroundTaskDetails<TaskResult,void,void> : Bedrock::Threading::IAsyncResult<void>
{
  std::function<TaskResult __cdecl(void)> mTask;
};

# TaskDetails::BackgroundTaskDetails<TaskResult,void,void>_vtbl

struct /*VFT*/ TaskDetails::BackgroundTaskDetails<TaskResult,void,void>_vtbl
{
  void (__fastcall *~IAsyncResult<void>)(Bedrock::Threading::IAsyncResult<void> *this);
  Bedrock::Threading::AsyncStatus (__fastcall *getStatus)(Bedrock::Threading::IAsyncResult<void> *this);
  std::error_code *(__fastcall *getError)(Bedrock::Threading::IAsyncResult<void> *this, std::error_code *result);
  std::exception_ptr *(__fastcall *getException)(Bedrock::Threading::IAsyncResult<void> *this, std::exception_ptr *result);
  void (__fastcall *cancel)(Bedrock::Threading::IAsyncResult<void> *this);
  void (__fastcall *addOnComplete)(Bedrock::Threading::IAsyncResult<void> *this, std::function<void __cdecl(Bedrock::Threading::IAsyncResult<void> const &)>);
};

# TaskDetails::BackgroundTaskDetails<void,void,void>

struct __cppobj TaskDetails::BackgroundTaskDetails<void,void,void> : Bedrock::Threading::IAsyncResult<void>
{
  std::function<void __cdecl(void)> mTask;
};

# TaskDetails::BackgroundTaskDetails<void,void,void>_vtbl

struct /*VFT*/ TaskDetails::BackgroundTaskDetails<void,void,void>_vtbl
{
  void (__fastcall *~IAsyncResult<void>)(Bedrock::Threading::IAsyncResult<void> *this);
  Bedrock::Threading::AsyncStatus (__fastcall *getStatus)(Bedrock::Threading::IAsyncResult<void> *this);
  std::error_code *(__fastcall *getError)(Bedrock::Threading::IAsyncResult<void> *this, std::error_code *result);
  std::exception_ptr *(__fastcall *getException)(Bedrock::Threading::IAsyncResult<void> *this, std::exception_ptr *result);
  void (__fastcall *cancel)(Bedrock::Threading::IAsyncResult<void> *this);
  void (__fastcall *addOnComplete)(Bedrock::Threading::IAsyncResult<void> *this, std::function<void __cdecl(Bedrock::Threading::IAsyncResult<void> const &)>);
};

# TaskGroup::flush::__l24::<lambda_f858309b3640be0291f38b673f2e0168>

struct __cppobj TaskGroup::flush::__l24::<lambda_f858309b3640be0291f38b673f2e0168>
{
};

# TaskGroup::resume::__l2::<lambda_22aee7be42bb8fb01cff1768f3f0c0b9>

struct __cppobj TaskGroup::resume::__l2::<lambda_22aee7be42bb8fb01cff1768f3f0c0b9>
{
  TaskGroup *const __this;
};

# TaskGroup::resume::__l2::<lambda_22aee7be42bb8fb01cff1768f3f0c0b9>::()::__l2::<lambda_d91f59a878019cd825e76c11990156bd>

struct __cppobj TaskGroup::resume::__l2::<lambda_22aee7be42bb8fb01cff1768f3f0c0b9>::()::__l2::<lambda_d91f59a878019cd825e76c11990156bd>
{
  TaskGroup *const __this;
};

# TT_GaspRangeRec_

struct TT_GaspRangeRec_
{
  unsigned __int16 maxPPEM;
  unsigned __int16 gaspFlag;
};

# TT_Post_25_

struct TT_Post_25_
{
  unsigned __int16 num_glyphs;
  char *offsets;
};

# TTC_HeaderRec_

struct TTC_HeaderRec_
{
  unsigned int tag;
  int version;
  int count;
  unsigned int *offsets;
};

# TT_TableRec_

struct TT_TableRec_
{
  unsigned int Tag;
  unsigned int CheckSum;
  unsigned int Offset;
  unsigned int Length;
};

# TT_Header_

struct __declspec(align(4)) TT_Header_
{
  int Table_Version;
  int Font_Revision;
  int CheckSum_Adjust;
  int Magic_Number;
  unsigned __int16 Flags;
  unsigned __int16 Units_Per_EM;
  unsigned int Created[2];
  unsigned int Modified[2];
  __int16 xMin;
  __int16 yMin;
  __int16 xMax;
  __int16 yMax;
  unsigned __int16 Mac_Style;
  unsigned __int16 Lowest_Rec_PPEM;
  __int16 Font_Direction;
  __int16 Index_To_Loc_Format;
  __int16 Glyph_Data_Format;
};

# TT_HoriHeader_

struct TT_HoriHeader_
{
  int Version;
  __int16 Ascender;
  __int16 Descender;
  __int16 Line_Gap;
  unsigned __int16 advance_Width_Max;
  __int16 min_Left_Side_Bearing;
  __int16 min_Right_Side_Bearing;
  __int16 xMax_Extent;
  __int16 caret_Slope_Rise;
  __int16 caret_Slope_Run;
  __int16 caret_Offset;
  __int16 Reserved[4];
  __int16 metric_Data_Format;
  unsigned __int16 number_Of_HMetrics;
  void *long_metrics;
  void *short_metrics;
};

# TT_MaxProfile_

struct TT_MaxProfile_
{
  int version;
  unsigned __int16 numGlyphs;
  unsigned __int16 maxPoints;
  unsigned __int16 maxContours;
  unsigned __int16 maxCompositePoints;
  unsigned __int16 maxCompositeContours;
  unsigned __int16 maxZones;
  unsigned __int16 maxTwilightPoints;
  unsigned __int16 maxStorage;
  unsigned __int16 maxFunctionDefs;
  unsigned __int16 maxInstructionDefs;
  unsigned __int16 maxStackElements;
  unsigned __int16 maxSizeOfInstructions;
  unsigned __int16 maxComponentElements;
  unsigned __int16 maxComponentDepth;
};

# TT_VertHeader_

struct TT_VertHeader_
{
  int Version;
  __int16 Ascender;
  __int16 Descender;
  __int16 Line_Gap;
  unsigned __int16 advance_Height_Max;
  __int16 min_Top_Side_Bearing;
  __int16 min_Bottom_Side_Bearing;
  __int16 yMax_Extent;
  __int16 caret_Slope_Rise;
  __int16 caret_Slope_Run;
  __int16 caret_Offset;
  __int16 Reserved[4];
  __int16 metric_Data_Format;
  unsigned __int16 number_Of_VMetrics;
  void *long_metrics;
  void *short_metrics;
};

# TT_NameRec_

struct TT_NameRec_
{
  unsigned __int16 platformID;
  unsigned __int16 encodingID;
  unsigned __int16 languageID;
  unsigned __int16 nameID;
  unsigned __int16 stringLength;
  unsigned int stringOffset;
  unsigned __int8 *string;
};

# TT_LangTagRec_

struct TT_LangTagRec_
{
  unsigned __int16 stringLength;
  unsigned int stringOffset;
  unsigned __int8 *string;
};

# TT_NameTableRec_

struct TT_NameTableRec_
{
  unsigned __int16 format;
  unsigned int numNameRecords;
  unsigned int storageOffset;
  TT_NameRec_ *names;
  unsigned int numLangTagRecords;
  TT_LangTagRec_ *langTags;
  FT_StreamRec_ *stream;
};

# TT_OS2_

struct __declspec(align(4)) TT_OS2_
{
  unsigned __int16 version;
  __int16 xAvgCharWidth;
  unsigned __int16 usWeightClass;
  unsigned __int16 usWidthClass;
  unsigned __int16 fsType;
  __int16 ySubscriptXSize;
  __int16 ySubscriptYSize;
  __int16 ySubscriptXOffset;
  __int16 ySubscriptYOffset;
  __int16 ySuperscriptXSize;
  __int16 ySuperscriptYSize;
  __int16 ySuperscriptXOffset;
  __int16 ySuperscriptYOffset;
  __int16 yStrikeoutSize;
  __int16 yStrikeoutPosition;
  __int16 sFamilyClass;
  unsigned __int8 panose[10];
  unsigned int ulUnicodeRange1;
  unsigned int ulUnicodeRange2;
  unsigned int ulUnicodeRange3;
  unsigned int ulUnicodeRange4;
  char achVendID[4];
  unsigned __int16 fsSelection;
  unsigned __int16 usFirstCharIndex;
  unsigned __int16 usLastCharIndex;
  __int16 sTypoAscender;
  __int16 sTypoDescender;
  __int16 sTypoLineGap;
  unsigned __int16 usWinAscent;
  unsigned __int16 usWinDescent;
  unsigned int ulCodePageRange1;
  unsigned int ulCodePageRange2;
  __int16 sxHeight;
  __int16 sCapHeight;
  unsigned __int16 usDefaultChar;
  unsigned __int16 usBreakChar;
  unsigned __int16 usMaxContext;
  unsigned __int16 usLowerOpticalPointSize;
  unsigned __int16 usUpperOpticalPointSize;
};

# TT_Postscript_

struct TT_Postscript_
{
  int FormatType;
  int italicAngle;
  __int16 underlinePosition;
  __int16 underlineThickness;
  unsigned int isFixedPitch;
  unsigned int minMemType42;
  unsigned int maxMemType42;
  unsigned int minMemType1;
  unsigned int maxMemType1;
};

# TT_FaceRec_

struct TT_FaceRec_
{
  FT_FaceRec_ root;
  TTC_HeaderRec_ ttc_header;
  unsigned int format_tag;
  unsigned __int16 num_tables;
  TT_TableRec_ *dir_tables;
  TT_Header_ header;
  TT_HoriHeader_ horizontal;
  TT_MaxProfile_ max_profile;
  unsigned __int8 vertical_info;
  TT_VertHeader_ vertical;
  unsigned __int16 num_names;
  TT_NameTableRec_ name_table;
  TT_OS2_ os2;
  TT_Postscript_ postscript;
  unsigned __int8 *cmap_table;
  unsigned int cmap_size;
  int (__fastcall *goto_table)(TT_FaceRec_ *, unsigned int, FT_StreamRec_ *, unsigned int *);
  int (__fastcall *access_glyph_frame)(TT_LoaderRec_ *, unsigned int, unsigned int, unsigned int);
  void (__fastcall *forget_glyph_frame)(TT_LoaderRec_ *);
  int (__fastcall *read_glyph_header)(TT_LoaderRec_ *);
  int (__fastcall *read_simple_glyph)(TT_LoaderRec_ *);
  int (__fastcall *read_composite_glyph)(TT_LoaderRec_ *);
  void *sfnt;
  void *psnames;
  void *mm;
  void *var;
  void *psaux;
  TT_Gasp_ gasp;
  TT_PCLT_ pclt;
  unsigned int num_sbit_scales;
  TT_SBit_ScaleRec_ *sbit_scales;
  TT_Post_NamesRec_ postscript_names;
  FT_Palette_Data_ palette_data;
  unsigned __int16 palette_index;
  FT_Color_ *palette;
  unsigned __int8 have_foreground_color;
  FT_Color_ foreground_color;
  unsigned int font_program_size;
  unsigned __int8 *font_program;
  unsigned int cvt_program_size;
  unsigned __int8 *cvt_program;
  unsigned int cvt_size;
  int *cvt;
  int (__fastcall *interpreter)(void *);
  FT_Generic_ extra;
  const char *postscript_name;
  unsigned int glyf_len;
  unsigned int glyf_offset;
  unsigned __int8 is_cff2;
  unsigned __int8 doblend;
  GX_BlendRec_ *blend;
  unsigned int variation_support;
  const char *var_postscript_prefix;
  unsigned int var_postscript_prefix_len;
  unsigned int horz_metrics_size;
  unsigned int vert_metrics_size;
  unsigned int num_locations;
  unsigned __int8 *glyph_locations;
  unsigned __int8 *hdmx_table;
  unsigned int hdmx_table_size;
  unsigned int hdmx_record_count;
  unsigned int hdmx_record_size;
  unsigned __int8 *hdmx_record_sizes;
  unsigned __int8 *sbit_table;
  unsigned int sbit_table_size;
  TT_SbitTableType_ sbit_table_type;
  unsigned int sbit_num_strikes;
  unsigned int *sbit_strike_map;
  unsigned __int8 *kern_table;
  unsigned int kern_table_size;
  unsigned int num_kern_tables;
  unsigned int kern_avail_bits;
  unsigned int kern_order_bits;
  TT_BDFRec_ bdf;
  unsigned int horz_metrics_offset;
  unsigned int vert_metrics_offset;
  unsigned int ebdt_start;
  unsigned int ebdt_size;
  void *cpal;
  void *colr;
};

# TT_Size_Metrics_

struct __declspec(align(2)) TT_Size_Metrics_
{
  int x_ratio;
  int y_ratio;
  unsigned __int16 ppem;
  int ratio;
  int scale;
  int compensations[4];
  unsigned __int8 valid;
  unsigned __int8 rotated;
  unsigned __int8 stretched;
};

# TT_DefRecord_

struct TT_DefRecord_
{
  int range;
  int start;
  int end;
  unsigned int opc;
  unsigned __int8 active;
  unsigned __int8 inline_delta;
  unsigned int sph_fdef_flags;
};

# TT_CodeRange_

struct __declspec(align(8)) TT_CodeRange_
{
  unsigned __int8 *base;
  int size;
};

# TT_SizeRec_

struct TT_SizeRec_
{
  FT_SizeRec_ root;
  FT_Size_Metrics_ *metrics;
  FT_Size_Metrics_ hinted_metrics;
  TT_Size_Metrics_ ttmetrics;
  unsigned int strike_index;
  int point_size;
  unsigned int num_function_defs;
  unsigned int max_function_defs;
  TT_DefRecord_ *function_defs;
  unsigned int num_instruction_defs;
  unsigned int max_instruction_defs;
  TT_DefRecord_ *instruction_defs;
  unsigned int max_func;
  unsigned int max_ins;
  TT_CodeRange_ codeRangeTable[3];
  TT_GraphicsState_ GS;
  unsigned int cvt_size;
  int *cvt;
  unsigned __int16 storage_size;
  int *storage;
  TT_GlyphZoneRec_ twilight;
  TT_ExecContextRec_ *context;
  int bytecode_ready;
  int cvt_ready;
};

# TT_CallRec_

struct TT_CallRec_
{
  int Caller_Range;
  int Caller_IP;
  int Cur_Count;
  TT_DefRecord_ *Def;
};

# TT_ExecContextRec_

struct TT_ExecContextRec_
{
  TT_FaceRec_ *face;
  TT_SizeRec_ *size;
  FT_MemoryRec_ *memory;
  int error;
  int top;
  int stackSize;
  int *stack;
  int args;
  int new_top;
  TT_GlyphZoneRec_ zp0;
  TT_GlyphZoneRec_ zp1;
  TT_GlyphZoneRec_ zp2;
  TT_GlyphZoneRec_ pts;
  TT_GlyphZoneRec_ twilight;
  int pointSize;
  FT_Size_Metrics_ metrics;
  TT_Size_Metrics_ tt_metrics;
  TT_GraphicsState_ GS;
  int curRange;
  unsigned __int8 *code;
  int IP;
  int codeSize;
  unsigned __int8 opcode;
  int length;
  unsigned __int8 step_ins;
  unsigned int cvtSize;
  int *cvt;
  unsigned int glyphSize;
  unsigned __int8 *glyphIns;
  unsigned int numFDefs;
  unsigned int maxFDefs;
  TT_DefRecord_ *FDefs;
  unsigned int numIDefs;
  unsigned int maxIDefs;
  TT_DefRecord_ *IDefs;
  unsigned int maxFunc;
  unsigned int maxIns;
  int callTop;
  int callSize;
  TT_CallRec_ *callStack;
  unsigned __int16 maxPoints;
  __int16 maxContours;
  TT_CodeRange_ codeRangeTable[3];
  unsigned __int16 storeSize;
  int *storage;
  int period;
  int phase;
  int threshold;
  unsigned __int8 instruction_trap;
  TT_GraphicsState_ default_GS;
  unsigned __int8 is_composite;
  unsigned __int8 pedantic_hinting;
  int F_dot_P;
  int (__fastcall *func_round)(TT_ExecContextRec_ *, int, int);
  int (__fastcall *func_project)(TT_ExecContextRec_ *, int, int);
  int (__fastcall *func_dualproj)(TT_ExecContextRec_ *, int, int);
  int (__fastcall *func_freeProj)(TT_ExecContextRec_ *, int, int);
  void (__fastcall *func_move)(TT_ExecContextRec_ *, TT_GlyphZoneRec_ *, unsigned __int16, int);
  void (__fastcall *func_move_orig)(TT_ExecContextRec_ *, TT_GlyphZoneRec_ *, unsigned __int16, int);
  int (__fastcall *func_cur_ppem)(TT_ExecContextRec_ *);
  int (__fastcall *func_read_cvt)(TT_ExecContextRec_ *, unsigned int);
  void (__fastcall *func_write_cvt)(TT_ExecContextRec_ *, unsigned int, int);
  void (__fastcall *func_move_cvt)(TT_ExecContextRec_ *, unsigned int, int);
  unsigned __int8 grayscale;
  unsigned __int8 subpixel_hinting_lean;
  unsigned __int8 vertical_lcd_lean;
  unsigned __int8 backward_compatibility;
  unsigned __int8 iupx_called;
  unsigned __int8 iupy_called;
  unsigned __int8 grayscale_cleartype;
  unsigned int loopcall_counter;
  unsigned int loopcall_counter_max;
  unsigned int neg_jump_counter;
  unsigned int neg_jump_counter_max;
};

# TT_Gasp_

struct TT_Gasp_
{
  unsigned __int16 version;
  unsigned __int16 numRanges;
  TT_GaspRangeRec_ *gaspRanges;
};

# TT_PCLT_

struct __declspec(align(4)) TT_PCLT_
{
  int Version;
  unsigned int FontNumber;
  unsigned __int16 Pitch;
  unsigned __int16 xHeight;
  unsigned __int16 Style;
  unsigned __int16 TypeFamily;
  unsigned __int16 CapHeight;
  unsigned __int16 SymbolSet;
  char TypeFace[16];
  char CharacterComplement[8];
  char FileName[6];
  char StrokeWeight;
  char WidthType;
  unsigned __int8 SerifStyle;
  unsigned __int8 Reserved;
};

# TT_SBit_LineMetricsRec_

struct TT_SBit_LineMetricsRec_
{
  char ascender;
  char descender;
  unsigned __int8 max_width;
  char caret_slope_numerator;
  char caret_slope_denominator;
  char caret_offset;
  char min_origin_SB;
  char min_advance_SB;
  char max_before_BL;
  char min_after_BL;
  char pads[2];
};

# TT_SBit_ScaleRec_

struct TT_SBit_ScaleRec_
{
  TT_SBit_LineMetricsRec_ hori;
  TT_SBit_LineMetricsRec_ vert;
  unsigned __int8 x_ppem;
  unsigned __int8 y_ppem;
  unsigned __int8 x_ppem_substitute;
  unsigned __int8 y_ppem_substitute;
};

# TT_Post_20Rec_

struct TT_Post_20Rec_
{
  unsigned __int16 num_glyphs;
  unsigned __int16 num_names;
  wchar_t *glyph_indices;
  char **glyph_names;
};

# TT_Post_NamesRec_

struct TT_Post_NamesRec_
{
  unsigned __int8 loaded;
  union
  {
    TT_Post_20Rec_ format_20;
    TT_Post_25_ format_25;
  } names;
};

# TT_BDFRec_

struct __declspec(align(8)) TT_BDFRec_
{
  unsigned __int8 *table;
  unsigned __int8 *table_end;
  unsigned __int8 *strings;
  unsigned int strings_size;
  unsigned int num_strikes;
  unsigned __int8 loaded;
};

# TT_CMapInfo_

struct TT_CMapInfo_
{
  unsigned int language;
  int format;
};

# TT_SBit_MetricsRec_

struct TT_SBit_MetricsRec_
{
  unsigned __int16 height;
  unsigned __int16 width;
  __int16 horiBearingX;
  __int16 horiBearingY;
  unsigned __int16 horiAdvance;
  __int16 vertBearingX;
  __int16 vertBearingY;
  unsigned __int16 vertAdvance;
};

# TBBox_Rec_

struct TBBox_Rec_
{
  FT_Vector_ last;
  FT_BBox_ bbox;
};

# T1_Hints_FuncsRec_

const struct T1_Hints_FuncsRec_
{
  struct T1_HintsRec_ *hints;
  void (__fastcall *open)(struct T1_HintsRec_ *);
  int (__fastcall *close)(struct T1_HintsRec_ *, unsigned int);
  void (__fastcall *stem)(struct T1_HintsRec_ *, unsigned int, int *);
  void (__fastcall *stem3)(struct T1_HintsRec_ *, unsigned int, int *);
  void (__fastcall *reset)(struct T1_HintsRec_ *, unsigned int);
  int (__fastcall *apply)(struct T1_HintsRec_ *, FT_Outline_ *, PSH_GlobalsRec_ *, FT_Render_Mode_);
};

# T2_Hints_FuncsRec_

const struct T2_Hints_FuncsRec_
{
  struct T2_HintsRec_ *hints;
  void (__fastcall *open)(struct T2_HintsRec_ *);
  int (__fastcall *close)(struct T2_HintsRec_ *, unsigned int);
  void (__fastcall *stems)(struct T2_HintsRec_ *, unsigned int, int, int *);
  void (__fastcall *hintmask)(struct T2_HintsRec_ *, unsigned int, unsigned int, const unsigned __int8 *);
  void (__fastcall *counter)(struct T2_HintsRec_ *, unsigned int, const unsigned __int8 *);
  int (__fastcall *apply)(struct T2_HintsRec_ *, FT_Outline_ *, PSH_GlobalsRec_ *, FT_Render_Mode_);
};

# T1_CMapCustomRec_

struct T1_CMapCustomRec_
{
  FT_CMapRec_ cmap;
  unsigned int first;
  unsigned int count;
  wchar_t *indices;
};

# T1_EncodingRecRec_

struct T1_EncodingRecRec_
{
  int num_chars;
  int code_first;
  int code_last;
  wchar_t *char_index;
  const char **char_name;
};

# T1_FontRec_

struct __declspec(align(8)) T1_FontRec_
{
  PS_FontInfoRec_ font_info;
  PS_FontExtraRec_ font_extra;
  PS_PrivateRec_ private_dict;
  char *font_name;
  T1_EncodingType_ encoding_type;
  T1_EncodingRecRec_ encoding;
  unsigned __int8 *subrs_block;
  unsigned __int8 *charstrings_block;
  unsigned __int8 *glyph_names_block;
  int num_subrs;
  unsigned __int8 **subrs;
  unsigned int *subrs_len;
  FT_HashRec_ *subrs_hash;
  int num_glyphs;
  char **glyph_names;
  unsigned __int8 **charstrings;
  unsigned int *charstrings_len;
  unsigned __int8 paint_type;
  unsigned __int8 font_type;
  FT_Matrix_ font_matrix;
  FT_Vector_ font_offset;
  FT_BBox_ font_bbox;
  int font_id;
  int stroke_width;
};

# T1_CMapStdRec_

struct T1_CMapStdRec_
{
  FT_CMapRec_ cmap;
  const unsigned __int16 *code_to_sid;
  const char *(__fastcall *sid_to_string)(unsigned int);
  unsigned int num_glyphs;
  const char *const *glyph_names;
};

# T1_FaceRec_

struct T1_FaceRec_
{
  FT_FaceRec_ root;
  T1_FontRec_ type1;
  const void *psnames;
  const void *psaux;
  const void *afm_data;
  FT_CharMapRec_ charmaprecs[2];
  FT_CharMapRec_ *charmaps[2];
  PS_BlendRec_ *blend;
  int ndv_idx;
  int cdv_idx;
  unsigned int len_buildchar;
  int *buildchar;
  const void *pshinter;
};

# TProfile_

struct TProfile_
{
  int X;
  TProfile_ *link;
  int *offset;
  unsigned __int16 flags;
  int height;
  int start;
  int countL;
  TProfile_ *next;
};

# TT_CMapRec_

struct __declspec(align(8)) TT_CMapRec_
{
  FT_CMapRec_ cmap;
  unsigned __int8 *data;
  int flags;
};

# TT_CMap12Rec_

struct __declspec(align(8)) TT_CMap12Rec_
{
  TT_CMapRec_ cmap;
  unsigned __int8 valid;
  unsigned int cur_charcode;
  unsigned int cur_gindex;
  unsigned int cur_group;
  unsigned int num_groups;
};

# TT_CMap14Rec_

struct TT_CMap14Rec_
{
  TT_CMapRec_ cmap;
  unsigned int num_selectors;
  unsigned int max_results;
  unsigned int *results;
  FT_MemoryRec_ *memory;
};

# TT_ValidatorRec_

struct __declspec(align(16)) TT_ValidatorRec_
{
  FT_ValidatorRec_ validator;
  unsigned int num_glyphs;
};

# TT_CMap13Rec_

struct __declspec(align(8)) TT_CMap13Rec_
{
  TT_CMapRec_ cmap;
  unsigned __int8 valid;
  unsigned int cur_charcode;
  unsigned int cur_gindex;
  unsigned int cur_group;
  unsigned int num_groups;
};

# TT_CMap4Rec_

struct TT_CMap4Rec_
{
  TT_CMapRec_ cmap;
  unsigned int cur_charcode;
  unsigned int cur_gindex;
  unsigned int num_ranges;
  unsigned int cur_range;
  unsigned int cur_start;
  unsigned int cur_end;
  int cur_delta;
  unsigned __int8 *cur_values;
};

# TCell_

struct TCell_
{
  int x;
  int cover;
  int area;
  TCell_ *next;
};

# TT_DriverRec_

struct __declspec(align(8)) TT_DriverRec_
{
  FT_DriverRec_ root;
  TT_GlyphZoneRec_ zone;
  unsigned int interpreter_version;
};

# T1_Loader_

struct T1_Loader_
{
  T1_ParserRec_ parser;
  int num_chars;
  PS_TableRec_ encoding_table;
  int num_glyphs;
  PS_TableRec_ glyph_names;
  PS_TableRec_ charstrings;
  PS_TableRec_ swap_table;
  int num_subrs;
  PS_TableRec_ subrs;
  FT_HashRec_ *subrs_hash;
  unsigned __int8 fontdata;
  unsigned int keywords_encountered;
};

# T1_SizeRec_

struct T1_SizeRec_
{
  FT_SizeRec_ root;
};

# T1_GlyphSlotRec_

struct __declspec(align(8)) T1_GlyphSlotRec_
{
  FT_GlyphSlotRec_ root;
  unsigned __int8 hint;
  unsigned __int8 scaled;
  int x_scale;
  int y_scale;
  int max_points;
  int max_contours;
};

# T42_DriverRec_

struct T42_DriverRec_
{
  FT_DriverRec_ root;
  FT_Driver_ClassRec_ *ttclazz;
};

# T42_GlyphSlotRec_

struct T42_GlyphSlotRec_
{
  FT_GlyphSlotRec_ root;
  FT_GlyphSlotRec_ *ttslot;
};

# T42_Loader_

struct T42_Loader_
{
  T42_ParserRec_ parser;
  int num_chars;
  PS_TableRec_ encoding_table;
  int num_glyphs;
  PS_TableRec_ glyph_names;
  PS_TableRec_ charstrings;
  PS_TableRec_ swap_table;
};

# T42_FaceRec_

struct T42_FaceRec_
{
  FT_FaceRec_ root;
  T1_FontRec_ type1;
  const void *psnames;
  const void *psaux;
  unsigned __int8 *ttf_data;
  int ttf_size;
  FT_FaceRec_ *ttf_face;
  FT_CharMapRec_ charmaprecs[2];
  FT_CharMapRec_ *charmaps[2];
  PS_UnicodesRec_ unicode_map;
};

# T42_SizeRec_

struct T42_SizeRec_
{
  FT_SizeRec_ root;
  FT_SizeRec_ *ttsize;
};

# ThreadInfo::ProfileGroupInfo

struct __cppobj ThreadInfo::ProfileGroupInfo
{
  int mStackDepth;
};

# ThreadInfo

struct __cppobj ThreadInfo
{
  std::vector<ThreadInfo::ProfileGroupInfo> mProfileGroups;
};

# teedataobject

struct teedataobject
{
  __int64 ob_refcnt;
  _typeobject *ob_type;
  _object *it;
  int numread;
  _object *nextlink;
  _object *values[57];
};

# takewhileobject

struct __declspec(align(8)) takewhileobject
{
  __int64 ob_refcnt;
  _typeobject *ob_type;
  _object *func;
  _object *it;
  int stop;
};

# teeobject

struct teeobject
{
  __int64 ob_refcnt;
  _typeobject *ob_type;
  teedataobject *dataobj;
  int index;
  _object *weakreflist;
};

# tcp_keepalive

struct tcp_keepalive
{
  unsigned int onoff;
  unsigned int keepalivetime;
  unsigned int keepaliveinterval;
};

# tupleiterobject

struct tupleiterobject
{
  __int64 ob_refcnt;
  _typeobject *ob_type;
  int it_index;
  PyTupleObject *it_seq;
};

# tok_state

struct tok_state
{
  char *buf;
  char *cur;
  char *inp;
  char *end;
  char *start;
  int done;
  _iobuf *fp;
  int tabsize;
  int indent;
  int indstack[100];
  int atbol;
  int pendin;
  char *prompt;
  char *nextprompt;
  int lineno;
  int level;
  const char *filename;
  int altwarning;
  int alterror;
  int alttabsize;
  int altindstack[100];
  int decoding_state;
  int decoding_erred;
  int read_coding_spec;
  char *encoding;
  int cont_line;
  const char *line_start;
  _object *decoding_readline;
  _object *decoding_buffer;
  const char *enc;
  const char *str;
  const char *input;
};

# tinystl::unordered_hash_node<unsigned short,void>

struct __cppobj tinystl::unordered_hash_node<unsigned short,void>
{
  const unsigned __int16 first;
  tinystl::unordered_hash_node<unsigned short,void> *next;
  tinystl::unordered_hash_node<unsigned short,void> *prev;
};

# tinystl::buffer<tinystl::unordered_hash_node<unsigned short,void> *,bgfx::TinyStlAllocator>

struct tinystl::buffer<tinystl::unordered_hash_node<unsigned short,void> *,bgfx::TinyStlAllocator>
{
  tinystl::unordered_hash_node<unsigned short,void> **first;
  tinystl::unordered_hash_node<unsigned short,void> **last;
  tinystl::unordered_hash_node<unsigned short,void> **capacity;
};

# tinystl::unordered_set<unsigned short,bgfx::TinyStlAllocator>

struct __cppobj tinystl::unordered_set<unsigned short,bgfx::TinyStlAllocator>
{
  unsigned __int64 m_size;
  tinystl::buffer<tinystl::unordered_hash_node<unsigned short,void> *,bgfx::TinyStlAllocator> m_buckets;
};

# tinystl::unordered_hash_node<unsigned __int64,unsigned int>

struct __cppobj tinystl::unordered_hash_node<unsigned __int64,unsigned int>
{
  const unsigned __int64 first;
  unsigned int second;
  tinystl::unordered_hash_node<unsigned __int64,unsigned int> *next;
  tinystl::unordered_hash_node<unsigned __int64,unsigned int> *prev;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned short,void> const >

struct tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned short,void> const >
{
  tinystl::unordered_hash_node<unsigned short,void> *node;
};

# tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned short,void> const >,bool>

struct __cppobj __declspec(align(8)) tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned short,void> const >,bool>
{
  tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned short,void> const > first;
  bool second;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,unsigned int> const >

struct __cppobj tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,unsigned int> const >
{
  const tinystl::unordered_hash_node<unsigned __int64,unsigned int> *node;
};

# tinystl::placeholder

struct __cppobj tinystl::placeholder
{
};

# tinystl::pod_traits<tinystl::unordered_hash_node<unsigned short,void> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<unsigned short,void> *,1>
{
};

# tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,unsigned int> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,unsigned int> *,1>
{
};

# tinystl::pod_traits<bgfx::NonLocalAllocator::Free,0>

struct __cppobj tinystl::pod_traits<bgfx::NonLocalAllocator::Free,0>
{
};

# tinystl::buffer<ID3D12Resource *,bgfx::TinyStlAllocator>

struct tinystl::buffer<ID3D12Resource *,bgfx::TinyStlAllocator>
{
  ID3D12Resource **first;
  ID3D12Resource **last;
  ID3D12Resource **capacity;
};

# tinystl::vector<ID3D12Resource *,bgfx::TinyStlAllocator>

struct __cppobj tinystl::vector<ID3D12Resource *,bgfx::TinyStlAllocator>
{
  tinystl::buffer<ID3D12Resource *,bgfx::TinyStlAllocator> m_buffer;
};

# tinystl::unordered_hash_node<unsigned __int64,unsigned short>

struct __cppobj tinystl::unordered_hash_node<unsigned __int64,unsigned short>
{
  const unsigned __int64 first;
  unsigned __int16 second;
  tinystl::unordered_hash_node<unsigned __int64,unsigned short> *next;
  tinystl::unordered_hash_node<unsigned __int64,unsigned short> *prev;
};

# tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,unsigned short> *,bgfx::TinyStlAllocator>

struct tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,unsigned short> *,bgfx::TinyStlAllocator>
{
  tinystl::unordered_hash_node<unsigned __int64,unsigned short> **first;
  tinystl::unordered_hash_node<unsigned __int64,unsigned short> **last;
  tinystl::unordered_hash_node<unsigned __int64,unsigned short> **capacity;
};

# tinystl::unordered_map<unsigned __int64,unsigned short,bgfx::TinyStlAllocator>

struct __cppobj tinystl::unordered_map<unsigned __int64,unsigned short,bgfx::TinyStlAllocator>
{
  unsigned __int64 m_size;
  tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,unsigned short> *,bgfx::TinyStlAllocator> m_buckets;
};

# tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *>

struct __cppobj tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *>
{
  const unsigned __int64 first;
  ID3D12PipelineState *second;
  tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> *next;
  tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> *prev;
};

# tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> *,bgfx::TinyStlAllocator>

struct tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> *,bgfx::TinyStlAllocator>
{
  tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> **first;
  tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> **last;
  tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> **capacity;
};

# tinystl::unordered_map<unsigned __int64,ID3D12PipelineState *,bgfx::TinyStlAllocator>

struct __cppobj tinystl::unordered_map<unsigned __int64,ID3D12PipelineState *,bgfx::TinyStlAllocator>
{
  unsigned __int64 m_size;
  tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> *,bgfx::TinyStlAllocator> m_buckets;
};

# tinystl::pod_traits<ID3D12Resource *,1>

struct __cppobj tinystl::pod_traits<ID3D12Resource *,1>
{
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,unsigned short> const >

struct __cppobj tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,unsigned short> const >
{
  const tinystl::unordered_hash_node<unsigned __int64,unsigned short> *node;
};

# tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,unsigned short> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,unsigned short> *,1>
{
};

# tinystl::pod_traits<unsigned int,1>

struct __cppobj tinystl::pod_traits<unsigned int,1>
{
};

# tinystl::pod_traits<bgfx::DxbcSignature::Element,0>

struct __cppobj tinystl::pod_traits<bgfx::DxbcSignature::Element,0>
{
};

# tinystl::pair<unsigned __int64,unsigned short>

struct __cppobj __declspec(align(8)) tinystl::pair<unsigned __int64,unsigned short>
{
  unsigned __int64 first;
  unsigned __int16 second;
};

# tinystl::unordered_hash_node<unsigned int,unsigned int>

struct __cppobj tinystl::unordered_hash_node<unsigned int,unsigned int>
{
  const unsigned int first;
  unsigned int second;
  tinystl::unordered_hash_node<unsigned int,unsigned int> *next;
  tinystl::unordered_hash_node<unsigned int,unsigned int> *prev;
};

# tinystl::buffer<tinystl::unordered_hash_node<unsigned int,unsigned int> *,bgfx::TinyStlAllocator>

struct tinystl::buffer<tinystl::unordered_hash_node<unsigned int,unsigned int> *,bgfx::TinyStlAllocator>
{
  tinystl::unordered_hash_node<unsigned int,unsigned int> **first;
  tinystl::unordered_hash_node<unsigned int,unsigned int> **last;
  tinystl::unordered_hash_node<unsigned int,unsigned int> **capacity;
};

# tinystl::unordered_map<unsigned int,unsigned int,bgfx::TinyStlAllocator>

struct __cppobj tinystl::unordered_map<unsigned int,unsigned int,bgfx::TinyStlAllocator>
{
  unsigned __int64 m_size;
  tinystl::buffer<tinystl::unordered_hash_node<unsigned int,unsigned int> *,bgfx::TinyStlAllocator> m_buckets;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned int,unsigned int> const >

struct __cppobj tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned int,unsigned int> const >
{
  const tinystl::unordered_hash_node<unsigned int,unsigned int> *node;
};

# tinystl::pod_traits<tinystl::unordered_hash_node<unsigned int,unsigned int> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<unsigned int,unsigned int> *,1>
{
};

# tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *>

struct __cppobj tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *>
{
  const unsigned __int64 first;
  ID3D11BlendState *second;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> *next;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> *prev;
};

# tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> *,bgfx::TinyStlAllocator>

struct tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> *,bgfx::TinyStlAllocator>
{
  tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> **first;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> **last;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> **capacity;
};

# tinystl::unordered_map<unsigned __int64,ID3D11BlendState *,bgfx::TinyStlAllocator>

struct __cppobj tinystl::unordered_map<unsigned __int64,ID3D11BlendState *,bgfx::TinyStlAllocator>
{
  unsigned __int64 m_size;
  tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> *,bgfx::TinyStlAllocator> m_buckets;
};

# tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *>

struct __cppobj tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *>
{
  const unsigned __int64 first;
  ID3D11DepthStencilState *second;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> *next;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> *prev;
};

# tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> *,bgfx::TinyStlAllocator>

struct tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> *,bgfx::TinyStlAllocator>
{
  tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> **first;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> **last;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> **capacity;
};

# tinystl::unordered_map<unsigned __int64,ID3D11DepthStencilState *,bgfx::TinyStlAllocator>

struct __cppobj tinystl::unordered_map<unsigned __int64,ID3D11DepthStencilState *,bgfx::TinyStlAllocator>
{
  unsigned __int64 m_size;
  tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> *,bgfx::TinyStlAllocator> m_buckets;
};

# tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *>

struct __cppobj tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *>
{
  const unsigned __int64 first;
  ID3D11InputLayout *second;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> *next;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> *prev;
};

# tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> *,bgfx::TinyStlAllocator>

struct tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> *,bgfx::TinyStlAllocator>
{
  tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> **first;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> **last;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> **capacity;
};

# tinystl::unordered_map<unsigned __int64,ID3D11InputLayout *,bgfx::TinyStlAllocator>

struct __cppobj tinystl::unordered_map<unsigned __int64,ID3D11InputLayout *,bgfx::TinyStlAllocator>
{
  unsigned __int64 m_size;
  tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> *,bgfx::TinyStlAllocator> m_buckets;
};

# tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *>

struct __cppobj tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *>
{
  const unsigned __int64 first;
  ID3D11RasterizerState *second;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> *next;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> *prev;
};

# tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> *,bgfx::TinyStlAllocator>

struct tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> *,bgfx::TinyStlAllocator>
{
  tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> **first;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> **last;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> **capacity;
};

# tinystl::unordered_map<unsigned __int64,ID3D11RasterizerState *,bgfx::TinyStlAllocator>

struct __cppobj tinystl::unordered_map<unsigned __int64,ID3D11RasterizerState *,bgfx::TinyStlAllocator>
{
  unsigned __int64 m_size;
  tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> *,bgfx::TinyStlAllocator> m_buckets;
};

# tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *>

struct __cppobj tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *>
{
  const unsigned __int64 first;
  ID3D11SamplerState *second;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> *next;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> *prev;
};

# tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> *,bgfx::TinyStlAllocator>

struct tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> *,bgfx::TinyStlAllocator>
{
  tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> **first;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> **last;
  tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> **capacity;
};

# tinystl::unordered_map<unsigned __int64,ID3D11SamplerState *,bgfx::TinyStlAllocator>

struct __cppobj tinystl::unordered_map<unsigned __int64,ID3D11SamplerState *,bgfx::TinyStlAllocator>
{
  unsigned __int64 m_size;
  tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> *,bgfx::TinyStlAllocator> m_buckets;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> const >

struct __cppobj tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> const >
{
  const tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> *node;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> >

struct tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> >
{
  tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> *node;
};

# tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> *,1>
{
};

# tinystl::pair<unsigned __int64,ID3D11BlendState *>

struct __cppobj tinystl::pair<unsigned __int64,ID3D11BlendState *>
{
  unsigned __int64 first;
  ID3D11BlendState *second;
};

# tinystl::pair<unsigned __int64,ID3D11DepthStencilState *>

struct __cppobj tinystl::pair<unsigned __int64,ID3D11DepthStencilState *>
{
  unsigned __int64 first;
  ID3D11DepthStencilState *second;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> const >

struct __cppobj tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> const >
{
  const tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> *node;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> >

struct tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> >
{
  tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> *node;
};

# tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> >,bool>

struct __cppobj __declspec(align(8)) tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> >,bool>
{
  tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> > first;
  bool second;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> >

struct tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> >
{
  tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> *node;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> >

struct tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> >
{
  tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> *node;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> >

struct tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> >
{
  tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> *node;
};

# tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> >,bool>

struct __cppobj __declspec(align(8)) tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> >,bool>
{
  tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> > first;
  bool second;
};

# tinystl::pair<unsigned __int64,ID3D11InputLayout *>

struct __cppobj tinystl::pair<unsigned __int64,ID3D11InputLayout *>
{
  unsigned __int64 first;
  ID3D11InputLayout *second;
};

# tinystl::pair<unsigned __int64,ID3D11RasterizerState *>

struct __cppobj tinystl::pair<unsigned __int64,ID3D11RasterizerState *>
{
  unsigned __int64 first;
  ID3D11RasterizerState *second;
};

# tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> >,bool>

struct __cppobj __declspec(align(8)) tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> >,bool>
{
  tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> > first;
  bool second;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> const >

struct __cppobj tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> const >
{
  const tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> *node;
};

# tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> >,bool>

struct __cppobj __declspec(align(8)) tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> >,bool>
{
  tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> > first;
  bool second;
};

# tinystl::pod_traits<unsigned char,1>

struct __cppobj tinystl::pod_traits<unsigned char,1>
{
};

# tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,ID3D11RasterizerState *> *,1>
{
};

# tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> >,bool>

struct __cppobj __declspec(align(8)) tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> >,bool>
{
  tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> > first;
  bool second;
};

# tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,ID3D11DepthStencilState *> *,1>
{
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> const >

struct __cppobj tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> const >
{
  const tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> *node;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> const >

struct __cppobj tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> const >
{
  const tinystl::unordered_hash_node<unsigned __int64,ID3D11InputLayout *> *node;
};

# tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,ID3D11BlendState *> *,1>
{
};

# tinystl::pair<unsigned __int64,ID3D11SamplerState *>

struct __cppobj tinystl::pair<unsigned __int64,ID3D11SamplerState *>
{
  unsigned __int64 first;
  ID3D11SamplerState *second;
};

# tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,ID3D11SamplerState *> *,1>
{
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> >

struct tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> >
{
  tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> *node;
};

# tinystl::pair<unsigned __int64,ID3D12PipelineState *>

struct __cppobj tinystl::pair<unsigned __int64,ID3D12PipelineState *>
{
  unsigned __int64 first;
  ID3D12PipelineState *second;
};

# tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> >,bool>

struct __cppobj __declspec(align(8)) tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> >,bool>
{
  tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> > first;
  bool second;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> const >

struct __cppobj tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> const >
{
  const tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> *node;
};

# tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,ID3D12PipelineState *> *,1>
{
};

# tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *>

struct __cppobj tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *>
{
  const unsigned __int64 first;
  IDirect3DVertexDeclaration9 *second;
  tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> *next;
  tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> *prev;
};

# tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> *,bgfx::TinyStlAllocator>

struct tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> *,bgfx::TinyStlAllocator>
{
  tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> **first;
  tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> **last;
  tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> **capacity;
};

# tinystl::unordered_map<unsigned __int64,IDirect3DVertexDeclaration9 *,bgfx::TinyStlAllocator>

struct __cppobj tinystl::unordered_map<unsigned __int64,IDirect3DVertexDeclaration9 *,bgfx::TinyStlAllocator>
{
  unsigned __int64 m_size;
  tinystl::buffer<tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> *,bgfx::TinyStlAllocator> m_buckets;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> >

struct tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> >
{
  tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> *node;
};

# tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> >,bool>

struct __cppobj __declspec(align(8)) tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> >,bool>
{
  tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> > first;
  bool second;
};

# tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> *,1>
{
};

# tinystl::pair<unsigned __int64,IDirect3DVertexDeclaration9 *>

struct __cppobj tinystl::pair<unsigned __int64,IDirect3DVertexDeclaration9 *>
{
  unsigned __int64 first;
  IDirect3DVertexDeclaration9 *second;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> const >

struct __cppobj tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> const >
{
  const tinystl::unordered_hash_node<unsigned __int64,IDirect3DVertexDeclaration9 *> *node;
};

# tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkPipeline>

struct __cppobj tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkPipeline>
{
  const unsigned __int64 first;
  bgfx::vk::VkPipeline second;
  tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkPipeline> *next;
  tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkPipeline> *prev;
};

# tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkDescriptorSetLayout>

struct __cppobj tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkDescriptorSetLayout>
{
  const unsigned __int64 first;
  bgfx::vk::VkDescriptorSetLayout second;
  tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkDescriptorSetLayout> *next;
  tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkDescriptorSetLayout> *prev;
};

# tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkRenderPass>

struct __cppobj tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkRenderPass>
{
  const unsigned __int64 first;
  bgfx::vk::VkRenderPass second;
  tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkRenderPass> *next;
  tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkRenderPass> *prev;
};

# tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkSampler>

struct __cppobj tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkSampler>
{
  const unsigned __int64 first;
  bgfx::vk::VkSampler second;
  tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkSampler> *next;
  tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkSampler> *prev;
};

# tinystl::pair<unsigned __int64,bgfx::vk::VkRenderPass>

struct __cppobj tinystl::pair<unsigned __int64,bgfx::vk::VkRenderPass>
{
  unsigned __int64 first;
  bgfx::vk::VkRenderPass second;
};

# tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkRenderPass> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkRenderPass> *,1>
{
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkSampler> const >

struct __cppobj tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkSampler> const >
{
  const tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkSampler> *node;
};

# tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkDescriptorSetLayout> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkDescriptorSetLayout> *,1>
{
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkDescriptorSetLayout> >

struct tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkDescriptorSetLayout> >
{
  tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkDescriptorSetLayout> *node;
};

# tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkDescriptorSetLayout> >,bool>

struct __cppobj __declspec(align(8)) tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkDescriptorSetLayout> >,bool>
{
  tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkDescriptorSetLayout> > first;
  bool second;
};

# tinystl::pair<unsigned __int64,bgfx::vk::VkDescriptorSetLayout>

struct __cppobj tinystl::pair<unsigned __int64,bgfx::vk::VkDescriptorSetLayout>
{
  unsigned __int64 first;
  bgfx::vk::VkDescriptorSetLayout second;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkDescriptorSetLayout> const >

struct __cppobj tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkDescriptorSetLayout> const >
{
  const tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkDescriptorSetLayout> *node;
};

# tinystl::pair<unsigned __int64,bgfx::vk::VkPipeline>

struct __cppobj tinystl::pair<unsigned __int64,bgfx::vk::VkPipeline>
{
  unsigned __int64 first;
  bgfx::vk::VkPipeline second;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkRenderPass> const >

struct __cppobj tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkRenderPass> const >
{
  const tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkRenderPass> *node;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkRenderPass> >

struct tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkRenderPass> >
{
  tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkRenderPass> *node;
};

# tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkSampler> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkSampler> *,1>
{
};

# tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkRenderPass> >,bool>

struct __cppobj __declspec(align(8)) tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkRenderPass> >,bool>
{
  tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkRenderPass> > first;
  bool second;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkPipeline> const >

struct __cppobj tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkPipeline> const >
{
  const tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkPipeline> *node;
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkPipeline> >

struct tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkPipeline> >
{
  tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkPipeline> *node;
};

# tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkPipeline> >,bool>

struct __cppobj __declspec(align(8)) tinystl::pair<tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkPipeline> >,bool>
{
  tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkPipeline> > first;
  bool second;
};

# tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkPipeline> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<unsigned __int64,bgfx::vk::VkPipeline> *,1>
{
};

# tinystl::unordered_hash_node<tinystl::stringT<bgfx::TinyStlAllocator>,unsigned int>

struct __cppobj tinystl::unordered_hash_node<tinystl::stringT<bgfx::TinyStlAllocator>,unsigned int>
{
  const tinystl::stringT<bgfx::TinyStlAllocator> first;
  unsigned int second;
  tinystl::unordered_hash_node<tinystl::stringT<bgfx::TinyStlAllocator>,unsigned int> *next;
  tinystl::unordered_hash_node<tinystl::stringT<bgfx::TinyStlAllocator>,unsigned int> *prev;
};

# tinystl::pair<tinystl::stringT<bgfx::TinyStlAllocator>,unsigned int>

struct __cppobj __declspec(align(8)) tinystl::pair<tinystl::stringT<bgfx::TinyStlAllocator>,unsigned int>
{
  tinystl::stringT<bgfx::TinyStlAllocator> first;
  unsigned int second;
};

# tinystl::pod_traits<tinystl::unordered_hash_node<tinystl::stringT<bgfx::TinyStlAllocator>,unsigned int> *,1>

struct __cppobj tinystl::pod_traits<tinystl::unordered_hash_node<tinystl::stringT<bgfx::TinyStlAllocator>,unsigned int> *,1>
{
};

# tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<tinystl::stringT<bgfx::TinyStlAllocator>,unsigned int> const >

struct __cppobj tinystl::unordered_hash_iterator<tinystl::unordered_hash_node<tinystl::stringT<bgfx::TinyStlAllocator>,unsigned int> const >
{
  const tinystl::unordered_hash_node<tinystl::stringT<bgfx::TinyStlAllocator>,unsigned int> *node;
};

# TrialManager::setTrialABTest::__l2::<lambda_c30bbd6b5b06c9cde920159e96e64d3e>::()::__l2::<lambda_eff4589c59d336c8838d8d2f4d341069>

struct __cppobj TrialManager::setTrialABTest::__l2::<lambda_c30bbd6b5b06c9cde920159e96e64d3e>::()::__l2::<lambda_eff4589c59d336c8838d8d2f4d341069>
{
};

# TrueTypeFont::getSheet::__l2::<lambda_353d794a8b96987352e47142585db63e>

struct __cppobj TrueTypeFont::getSheet::__l2::<lambda_353d794a8b96987352e47142585db63e>
{
  TrueTypeFont *const __this;
};

# TemplateExportScreenController::_pickTemplateImage::__l2::<lambda_95e956f9c0e719a6eb64ab92ca969fed>::()::__l6::<lambda_fac14e20a7e48827b06b0675210910ed>

struct __cppobj TemplateExportScreenController::_pickTemplateImage::__l2::<lambda_95e956f9c0e719a6eb64ab92ca969fed>::()::__l6::<lambda_fac14e20a7e48827b06b0675210910ed>
{
  const Core::PathBuffer<std::string > *fileExtension;
};

# TTSEventManager::clearAllTTSEvents::__l2::<lambda_166fbc57a43bf4c72b542d3926f6b284>

struct __cppobj TTSEventManager::clearAllTTSEvents::__l2::<lambda_166fbc57a43bf4c72b542d3926f6b284>
{
};

# TextureSetHelpers::TextureSetDefinitionParser::_postValidation::__l2::<lambda_ccfc458045cdb218bb681a058ac9c64c>

struct __cppobj TextureSetHelpers::TextureSetDefinitionParser::_postValidation::__l2::<lambda_ccfc458045cdb218bb681a058ac9c64c>
{
  std::unordered_set<std::string> *specifiedLayers;
};

# TransformationComponent::maintainOldData::__l2::<lambda_0ebed9bb243823bd2c6449afa59ff071>

struct __cppobj TransformationComponent::maintainOldData::__l2::<lambda_0ebed9bb243823bd2c6449afa59ff071>
{
  SynchedActorData *originalData;
  SynchedActorData *transformedData;
};

# TreatmentPackSource::load::__l5::<lambda_b6e7809886387660f36c54eb091a8cb1>::()::__l6::<lambda_c49aa7eff27558e257190c445686bc48>

struct __cppobj TreatmentPackSource::load::__l5::<lambda_b6e7809886387660f36c54eb091a8cb1>::()::__l6::<lambda_c49aa7eff27558e257190c445686bc48>
{
  std::unique_ptr<Pack> *pack;
};

# TitleRawCommand::_sendTitlePacketTextObject::__l5::<lambda_48454f3bf36a4e2de18c670fda8587c6>

struct __cppobj TitleRawCommand::_sendTitlePacketTextObject::__l5::<lambda_48454f3bf36a4e2de18c670fda8587c6>
{
};

# TellRawCommand::execute::__l14::<lambda_90cef47ec8b6c76c849ede2c103fd1bf>

struct __cppobj TellRawCommand::execute::__l14::<lambda_90cef47ec8b6c76c849ede2c103fd1bf>
{
};

# TitleRawCommand::execute::__l2::<lambda_5b9cafa6ff6d46b3d004c39e0990394f>

struct __cppobj TitleRawCommand::execute::__l2::<lambda_5b9cafa6ff6d46b3d004c39e0990394f>
{
  const TitleRawCommand *const __this;
  const CommandOrigin *origin;
  CommandSelectorResults<Player> *targets;
};

# TagCommand::_listTags::__l2::<lambda_c84dc9b6a1b3669bc322e4aa9ab60776>

struct __cppobj TagCommand::_listTags::__l2::<lambda_c84dc9b6a1b3669bc322e4aa9ab60776>
{
};

# TextObjectParser::_parseSelectorTextObject::__l2::<lambda_5827802121b532aadf729a581dac69a9>

struct __cppobj TextObjectParser::_parseSelectorTextObject::__l2::<lambda_5827802121b532aadf729a581dac69a9>
{
};

# TropicalFish::updateEntitySpecificMolangVariables::__l2::<lambda_153bf7c72ef5d891dfc82eaf261a9098>::()::__l2::Literal

struct __cppobj TropicalFish::updateEntitySpecificMolangVariables::__l2::<lambda_153bf7c72ef5d891dfc82eaf261a9098>::()::__l2::Literal
{
};

# TropicalFish::updateEntitySpecificMolangVariables::__l2::<lambda_4d52faecc4bfe184f922644e28fd1416>::()::__l2::Literal

struct __cppobj TropicalFish::updateEntitySpecificMolangVariables::__l2::<lambda_4d52faecc4bfe184f922644e28fd1416>::()::__l2::Literal
{
};

# TropicalFish::updateEntitySpecificMolangVariables::__l2::<lambda_2676d2d87e2d93db1c35d755ebed2598>::()::__l2::Literal

struct __cppobj TropicalFish::updateEntitySpecificMolangVariables::__l2::<lambda_2676d2d87e2d93db1c35d755ebed2598>::()::__l2::Literal
{
};

# TropicalFish::updateEntitySpecificMolangVariables::__l2::<lambda_153bf7c72ef5d891dfc82eaf261a9098>

struct __cppobj TropicalFish::updateEntitySpecificMolangVariables::__l2::<lambda_153bf7c72ef5d891dfc82eaf261a9098>
{
};

# TropicalFish::updateEntitySpecificMolangVariables::__l2::<lambda_2676d2d87e2d93db1c35d755ebed2598>

struct __cppobj TropicalFish::updateEntitySpecificMolangVariables::__l2::<lambda_2676d2d87e2d93db1c35d755ebed2598>
{
};

# TropicalFish::updateEntitySpecificMolangVariables::__l2::<lambda_4d52faecc4bfe184f922644e28fd1416>

struct __cppobj TropicalFish::updateEntitySpecificMolangVariables::__l2::<lambda_4d52faecc4bfe184f922644e28fd1416>
{
};

# TripodCamera::updateEntitySpecificMolangVariables::__l2::<lambda_b93ca8c09ad5ed9c2d4ef65764501a75>::()::__l2::Literal

struct __cppobj TripodCamera::updateEntitySpecificMolangVariables::__l2::<lambda_b93ca8c09ad5ed9c2d4ef65764501a75>::()::__l2::Literal
{
};

# TripodCamera::updateEntitySpecificMolangVariables::__l2::<lambda_b93ca8c09ad5ed9c2d4ef65764501a75>

struct __cppobj TripodCamera::updateEntitySpecificMolangVariables::__l2::<lambda_b93ca8c09ad5ed9c2d4ef65764501a75>
{
};

# TickingAreasManager::_processAdds::__l4::<lambda_63152a68d4422458414da9e103d40c16>

struct __cppobj TickingAreasManager::_processAdds::__l4::<lambda_63152a68d4422458414da9e103d40c16>
{
};

# TickingAreasManager::_processAdds::__l7::<lambda_e901f167a717222a1fd8ef2ad4565724>

struct __cppobj TickingAreasManager::_processAdds::__l7::<lambda_e901f167a717222a1fd8ef2ad4565724>
{
};

# TickingAreasManager::_requeueEntityArea::__l2::<lambda_09aa79e11f608c65fa6ce4e15589cb72>

struct __cppobj TickingAreasManager::_requeueEntityArea::__l2::<lambda_09aa79e11f608c65fa6ce4e15589cb72>
{
  const ActorUniqueID *entityId;
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_f533ab86d1884dfcc519909eacc041e1>::()::__l2::Literal

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_f533ab86d1884dfcc519909eacc041e1>::()::__l2::Literal
{
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_f533ab86d1884dfcc519909eacc041e1>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_f533ab86d1884dfcc519909eacc041e1>
{
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_316bfc304bdbebc8fca92470bfb64ac8>::()::__l2::Literal

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_316bfc304bdbebc8fca92470bfb64ac8>::()::__l2::Literal
{
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_316bfc304bdbebc8fca92470bfb64ac8>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_316bfc304bdbebc8fca92470bfb64ac8>
{
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_c210cc24a08cbb4b0a1f4a27569b8da3>::()::__l2::Literal

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_c210cc24a08cbb4b0a1f4a27569b8da3>::()::__l2::Literal
{
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_c210cc24a08cbb4b0a1f4a27569b8da3>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_c210cc24a08cbb4b0a1f4a27569b8da3>
{
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_0cdc4f7a090cfec7fa19fe15fd63dac7>::()::__l2::Literal

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_0cdc4f7a090cfec7fa19fe15fd63dac7>::()::__l2::Literal
{
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_0cdc4f7a090cfec7fa19fe15fd63dac7>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_0cdc4f7a090cfec7fa19fe15fd63dac7>
{
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_06388885ee2d8055895fa3b9a937a087>::()::__l2::Literal

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_06388885ee2d8055895fa3b9a937a087>::()::__l2::Literal
{
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_06388885ee2d8055895fa3b9a937a087>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_06388885ee2d8055895fa3b9a937a087>
{
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_d3254b4d25ff1821a3cd24c1d807c792>::()::__l2::Literal

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_d3254b4d25ff1821a3cd24c1d807c792>::()::__l2::Literal
{
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_d3254b4d25ff1821a3cd24c1d807c792>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_d3254b4d25ff1821a3cd24c1d807c792>
{
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_244d7cc81ad86e682410034be2e19209>::()::__l2::Literal

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_244d7cc81ad86e682410034be2e19209>::()::__l2::Literal
{
};

# TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_244d7cc81ad86e682410034be2e19209>

struct __cppobj TreeHelper::AttachableDecoration::buildSchema::__l2::<lambda_244d7cc81ad86e682410034be2e19209>
{
};

# TreeHelper::TreeParams::buildSchema::__l2::<lambda_8fc19ea07e2c80707579cacdb274625e>::()::__l2::Literal

struct __cppobj TreeHelper::TreeParams::buildSchema::__l2::<lambda_8fc19ea07e2c80707579cacdb274625e>::()::__l2::Literal
{
};

# TreeHelper::TreeParams::buildSchema::__l2::<lambda_8fc19ea07e2c80707579cacdb274625e>

struct __cppobj TreeHelper::TreeParams::buildSchema::__l2::<lambda_8fc19ea07e2c80707579cacdb274625e>
{
};

# TouchMapper::tick::__l4::<lambda_dee5fc28587d2581bc2aae741d21bd8b>

struct __cppobj TouchMapper::tick::__l4::<lambda_dee5fc28587d2581bc2aae741d21bd8b>
{
  int p;
};

# TEncoding_

struct TEncoding_
{
  int platform_id;
  int encoding_id;
  FT_Encoding_ encoding;
};

# tinystl::list<bgfx::NonLocalAllocator::Free,bgfx::TinyStlAllocator>::sort::__l2::<lambda_2ab4b9f78ebe988ca785909f38c65d48>

struct __cppobj tinystl::list<bgfx::NonLocalAllocator::Free,bgfx::TinyStlAllocator>::sort::__l2::<lambda_2ab4b9f78ebe988ca785909f38c65d48>
{
};

# ToggleComponent_vtbl

struct /*VFT*/ ToggleComponent_vtbl
{
  void (__fastcall *~UIComponent)(UIComponent *this);
  void (__fastcall *OnScreenPop)(UIComponent *this);
  std::unique_ptr<UIComponent> *(__fastcall *clone)(UIComponent *this, std::unique_ptr<UIComponent> *result, UIControl *);
  ComponentReceiveActionType (__fastcall *receive)(UIComponent *this, const ScreenEvent *);
  ComponentReceiveActionType (__fastcall *receive)(UIComponent *this, VisualTree *, ScreenInputContext *, UIAnimationController *, const ScreenEvent *);
  void (__fastcall *onNotifyChildAdded)(UIComponent *this);
  void (__fastcall *onNotifyChildRemoved)(UIComponent *this);
  void (__fastcall *onRemoved)(UIComponent *this);
  void (__fastcall *onAdded)(UIComponent *this);
  void (__fastcall *onVisibilityChanged)(UIComponent *this, bool);
  void (__fastcall *onEnabledChanged)(UIComponent *this, bool);
  bool (__fastcall *isRenderableComponent)(UIComponent *this);
  bool (__fastcall *onLayoutChange)(UIComponent *this);
  void (__fastcall *reset)(UIComponent *this);
  void (__fastcall *reload)(UIComponent *this, const UIComponent *);
  const std::string *(__fastcall *getTextToSpeechComponentValue)(UIComponent *this);
};

# TripodCamera_vtbl

struct /*VFT*/ TripodCamera_vtbl
{
  bool (__fastcall *hasComponent)(Actor *this, const HashedString *);
  void (__fastcall *reloadHardcoded)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *reloadHardcodedClient)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *initializeComponents)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *reloadComponents)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *_serverInitItemStackIds)(Actor *this);
  void (__fastcall *_doInitialMove)(Actor *this);
  bool (__fastcall *checkAllSensitiveWords)(Actor *this);
  bool (__fastcall *checkNameTag)(Actor *this);
  void (__fastcall *~Actor)(Actor *this);
  void (__fastcall *reset)(Actor *this);
  int (__fastcall *getOnDeathExperience)(Actor *this);
  ActorType (__fastcall *getOwnerEntityType)(Actor *this);
  void (__fastcall *remove)(Actor *this);
  void (__fastcall *setPos)(Actor *this, const Vec3 *);
  const PredictedMovementValues *(__fastcall *getPredictedMovementValues)(Actor *this);
  const Vec3 *(__fastcall *getPos)(Actor *this);
  const Vec3 *(__fastcall *getPosOld)(Actor *this);
  const Vec3 *(__fastcall *getPosExtrapolated)(Actor *this, const Vec3 *result, float);
  Vec3 *(__fastcall *getAttachPos)(Actor *this, Vec3 *result, ActorLocation, float);
  Vec3 *(__fastcall *getFiringPos)(Actor *this, Vec3 *result);
  void (__fastcall *setRot)(Actor *this, const Vec2 *);
  void (__fastcall *move)(Actor *this, IActorMovementProxy *, const Vec3 *);
  void (__fastcall *move)(Actor *this, const Vec3 *);
  Vec3 *(__fastcall *getInterpolatedRidingPosition)(Actor *this, Vec3 *result, float);
  float (__fastcall *getInterpolatedBodyRot)(Actor *this, float);
  float (__fastcall *getInterpolatedHeadRot)(Actor *this, float);
  float (__fastcall *getInterpolatedBodyYaw)(Actor *this, float);
  float (__fastcall *getYawSpeedInDegreesPerSecond)(Actor *this);
  float (__fastcall *getInterpolatedWalkAnimSpeed)(Actor *this, float);
  Vec3 *(__fastcall *getInterpolatedRidingOffset)(Actor *this, Vec3 *result, float);
  void (__fastcall *checkBlockCollisions)(Actor *this);
  void (__fastcall *checkBlockCollisions)(Actor *this, const AABB *, std::function<void __cdecl(BlockSource &,Block const &,BlockPos const &,Actor &)>);
  bool (__fastcall *isFireImmune)(Actor *this);
  bool (__fastcall *breaksFallingBlocks)(Actor *this);
  void (__fastcall *blockedByShield)(Actor *this, const ActorDamageSource *, Actor *);
  void (__fastcall *teleportTo)(Actor *this, const Vec3 *, bool, int, int, const ActorUniqueID *);
  bool (__fastcall *tryTeleportTo)(Actor *this, const Vec3 *, bool, bool, int, int);
  void (__fastcall *chorusFruitTeleport)(Actor *this, Vec3 *);
  void (__fastcall *lerpTo)(Actor *this, const Vec3 *, const Vec2 *, int);
  void (__fastcall *lerpMotion)(Actor *this, const Vec3 *);
  std::unique_ptr<AddActorBasePacket> *(__fastcall *getAddPacket)(Actor *this, std::unique_ptr<AddActorBasePacket> *result);
  void (__fastcall *normalTick)(Actor *this);
  void (__fastcall *baseTick)(Actor *this);
  void (__fastcall *rideTick)(Actor *this);
  void (__fastcall *positionRider)(Actor *this, Actor *, float);
  float (__fastcall *getRidingHeight)(Actor *this);
  bool (__fastcall *startRiding)(Actor *this, Actor *);
  void (__fastcall *addRider)(Actor *this, Actor *);
  void (__fastcall *flagRiderToRemove)(Actor *this, Actor *);
  std::string *(__fastcall *getExitTip)(Actor *this, std::string *result, const std::string *, InputMode);
  bool (__fastcall *intersects)(Actor *this, const Vec3 *, const Vec3 *);
  bool (__fastcall *isFree)(Actor *this, const Vec3 *);
  bool (__fastcall *isFree)(Actor *this, const Vec3 *, float);
  bool (__fastcall *isInWall)(Actor *this);
  bool (__fastcall *isInvisible)(Actor *this);
  bool (__fastcall *canShowNameTag)(Actor *this);
  bool (__fastcall *canExistInPeaceful)(Actor *this);
  void (__fastcall *setNameTagVisible)(Actor *this, bool);
  const std::string *(__fastcall *getNameTag)(Actor *this);
  unsigned __int64 (__fastcall *getNameTagAsHash)(Actor *this);
  std::string *(__fastcall *getFormattedNameTag)(Actor *this, std::string *result);
  void (__fastcall *filterFormattedNameTag)(Actor *this, const UIProfanityContext *);
  void (__fastcall *setNameTag)(Actor *this, const std::string *);
  bool (__fastcall *getAlwaysShowNameTag)(Actor *this);
  void (__fastcall *setScoreTag)(Actor *this, const std::string *);
  const std::string *(__fastcall *getScoreTag)(Actor *this);
  bool (__fastcall *isInWater)(Actor *this);
  bool (__fastcall *hasEnteredWater)(Actor *this);
  bool (__fastcall *isImmersedInWater)(Actor *this);
  bool (__fastcall *isInWaterOrRain)(Actor *this);
  bool (__fastcall *isInLava)(Actor *this);
  bool (__fastcall *isUnderLiquid)(Actor *this, MaterialType);
  bool (__fastcall *isOverWater)(Actor *this);
  void (__fastcall *makeStuckInBlock)(Actor *this, const Vec3 *);
  float (__fastcall *getCameraOffset)(Actor *this);
  float (__fastcall *getShadowHeightOffs)(Actor *this);
  float (__fastcall *getShadowRadius)(Actor *this);
  Vec3 *(__fastcall *getHeadLookVector)(Actor *this, Vec3 *result, float);
  bool (__fastcall *canSeeInvisible)(Actor *this);
  bool (__fastcall *canSee)(Actor *this, const Vec3 *);
  bool (__fastcall *canSee)(Actor *this, const Actor *);
  bool (__fastcall *isSkyLit)(Actor *this, float);
  float (__fastcall *getBrightness)(Actor *this, float);
  bool (__fastcall *interactPreventDefault)(Actor *this);
  void (__fastcall *playerTouch)(Actor *this, Player *);
  void (__fastcall *onAboveBubbleColumn)(Actor *this, const bool);
  void (__fastcall *onInsideBubbleColumn)(Actor *this, const bool);
  bool (__fastcall *isImmobile)(Actor *this);
  bool (__fastcall *isSilent)(Actor *this);
  bool (__fastcall *isPickable)(Actor *this);
  bool (__fastcall *isFishable)(Actor *this);
  bool (__fastcall *isSleeping)(Actor *this);
  bool (__fastcall *isShootable)(Actor *this);
  void (__fastcall *setSneaking)(Actor *this, bool);
  bool (__fastcall *isBlocking)(Actor *this);
  bool (__fastcall *isDamageBlocked)(Actor *this, const ActorDamageSource *);
  bool (__fastcall *isAlive)(Actor *this);
  bool (__fastcall *isOnFire)(Actor *this);
  bool (__fastcall *isOnHotBlock)(Actor *this);
  bool (__fastcall *isCreativeModeAllowed)(Actor *this);
  bool (__fastcall *isSurfaceMob)(Actor *this);
  bool (__fastcall *isTargetable)(Actor *this);
  bool (__fastcall *isLocalPlayer)(Actor *this);
  bool (__fastcall *isPlayer)(Actor *this);
  bool (__fastcall *canAttack)(Actor *this, Actor *, bool);
  void (__fastcall *setTarget)(Actor *this, Actor *);
  Actor *(__fastcall *findAttackTarget)(Actor *this);
  bool (__fastcall *isValidTarget)(Actor *this, Actor *);
  bool (__fastcall *attack)(Actor *this, Actor *);
  void (__fastcall *performRangedAttack)(Actor *this, Actor *, float);
  void (__fastcall *adjustDamageAmount)(Actor *this, int *);
  int (__fastcall *getEquipmentCount)(Actor *this);
  void (__fastcall *setOwner)(Actor *this, const ActorUniqueID);
  void (__fastcall *setSitting)(Actor *this, bool);
  void (__fastcall *onTame)(Actor *this);
  void (__fastcall *onFailedTame)(Actor *this);
  int (__fastcall *getInventorySize)(Actor *this);
  int (__fastcall *getEquipSlots)(Actor *this);
  int (__fastcall *getChestSlots)(Actor *this);
  void (__fastcall *setStanding)(Actor *this, bool);
  bool (__fastcall *canPowerJump)(Actor *this);
  void (__fastcall *setCanPowerJump)(Actor *this, bool);
  bool (__fastcall *isJumping)(Actor *this);
  bool (__fastcall *isEnchanted)(Actor *this);
  void (__fastcall *rideJumped)(Actor *this);
  void (__fastcall *rideLanded)(Actor *this, const Vec3 *, const Vec3 *);
  bool (__fastcall *shouldRender)(Actor *this);
  bool (__fastcall *isInvulnerableTo)(Actor *this, const ActorDamageSource *);
  ActorDamageCause (__fastcall *getBlockDamageCause)(Actor *this, const Block *);
  void (__fastcall *actuallyHurt)(Actor *this, int, const ActorDamageSource *, bool);
  void (__fastcall *animateHurt)(Actor *this);
  bool (__fastcall *doFireHurt)(Actor *this, int);
  void (__fastcall *onLightningHit)(Actor *this);
  void (__fastcall *onBounceStarted)(Actor *this, const BlockPos *, const Block *);
  void (__fastcall *feed)(Actor *this, int);
  void (__fastcall *handleEntityEvent)(Actor *this, ActorEvent, int);
  float (__fastcall *getPickRadius)(Actor *this);
  const HashedString *(__fastcall *getActorRendererId)(Actor *this);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const ItemStack *, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const Block *, int, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const Block *, int);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, int, int, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, int, int);
  void (__fastcall *despawn)(Actor *this);
  void (__fastcall *killed)(Actor *this, Actor *);
  void (__fastcall *awardKillScore)(Actor *this, Actor *, int);
  void (__fastcall *setArmor)(Actor *this, ArmorSlot, const ItemStack *);
  const ItemStack *(__fastcall *getArmor)(Actor *this, ArmorSlot);
  ArmorMaterialType (__fastcall *getArmorMaterialTypeInSlot)(Actor *this, ArmorSlot);
  ArmorTextureType (__fastcall *getArmorMaterialTextureTypeInSlot)(Actor *this, ArmorSlot);
  float (__fastcall *getArmorColorInSlot)(Actor *this, ArmorSlot, int);
  const ItemStack *(__fastcall *getEquippedSlot)(Actor *this, EquipmentSlot);
  void (__fastcall *setEquippedSlot)(Actor *this, EquipmentSlot, const ItemStack *);
  const ItemStack *(__fastcall *getCarriedItem)(Actor *this);
  void (__fastcall *setCarriedItem)(Actor *this, const ItemStack *);
  void (__fastcall *setOffhandSlot)(Actor *this, const ItemStack *);
  const ItemStack *(__fastcall *getEquippedTotem)(Actor *this);
  bool (__fastcall *consumeTotem)(Actor *this);
  bool (__fastcall *save)(Actor *this, CompoundTag *);
  void (__fastcall *saveWithoutId)(Actor *this, CompoundTag *);
  bool (__fastcall *load)(Actor *this, const CompoundTag *, DataLoadHelper *);
  void (__fastcall *loadLinks)(Actor *this, const CompoundTag *, std::vector<ActorLink> *, DataLoadHelper *);
  ActorType (__fastcall *getEntityTypeId)(Actor *this);
  const HashedString *(__fastcall *queryEntityRenderer)(Actor *this);
  ActorUniqueID *(__fastcall *getSourceUniqueID)(Actor *this, ActorUniqueID *result);
  void (__fastcall *setOnFire)(Actor *this, int);
  AABB *(__fastcall *getHandleWaterAABB)(Actor *this, AABB *result);
  void (__fastcall *handleInsidePortal)(Actor *this, const BlockPos *);
  int (__fastcall *getPortalCooldown)(Actor *this);
  int (__fastcall *getPortalWaitTime)(Actor *this);
  AutomaticID<Dimension,int> *(__fastcall *getDimensionId)(Actor *this, AutomaticID<Dimension,int> *result);
  bool (__fastcall *canChangeDimensions)(Actor *this);
  void (__fastcall *changeDimension)(Actor *this, const ChangeDimensionPacket *);
  void (__fastcall *changeDimension)(Actor *this, AutomaticID<Dimension,int>, bool);
  ActorUniqueID *(__fastcall *getControllingPlayer)(Actor *this, ActorUniqueID *result);
  void (__fastcall *checkFallDamage)(Actor *this, float, bool);
  void (__fastcall *causeFallDamage)(Actor *this, float);
  void (__fastcall *handleFallDistanceOnServer)(Actor *this, float, bool);
  void (__fastcall *playSynchronizedSound)(Actor *this, LevelSoundEvent, const Vec3 *, int, bool);
  void (__fastcall *playSynchronizedSound)(Actor *this, LevelSoundEvent, const Vec3 *, const Block *, bool);
  void (__fastcall *onSynchedDataUpdate)(Actor *this, int);
  bool (__fastcall *canAddRider)(Actor *this, Actor *);
  bool (__fastcall *canPickupItem)(Actor *this, const ItemStack *);
  bool (__fastcall *canBePulledIntoVehicle)(Actor *this);
  bool (__fastcall *inCaravan)(Actor *this);
  bool (__fastcall *isLeashableType)(Actor *this);
  void (__fastcall *tickLeash)(Actor *this);
  void (__fastcall *sendMotionPacketIfNeeded)(Actor *this);
  bool (__fastcall *canSynchronizeNewEntity)(Actor *this);
  bool (__fastcall *stopRiding)(Actor *this, bool, bool, bool, bool);
  void (__fastcall *startSwimming)(Actor *this);
  void (__fastcall *stopSwimming)(Actor *this);
  void (__fastcall *buildDebugInfo)(Actor *this, std::string *);
  CommandPermissionLevel (__fastcall *getCommandPermissionLevel)(Actor *this);
  AttributeInstance *(__fastcall *getMutableAttribute)(Actor *this, const Attribute *);
  const AttributeInstance *(__fastcall *getAttribute)(Actor *this, const Attribute *);
  int (__fastcall *getDeathTime)(Actor *this);
  void (__fastcall *heal)(Actor *this, int);
  bool (__fastcall *isInvertedHealAndHarm)(Actor *this);
  bool (__fastcall *canBeAffected)(Actor *this, const MobEffectInstance *);
  bool (__fastcall *canBeAffected)(Actor *this, int);
  bool (__fastcall *canBeAffectedByArrow)(Actor *this, const MobEffectInstance *);
  void (__fastcall *onEffectAdded)(Actor *this, MobEffectInstance *);
  void (__fastcall *onEffectUpdated)(Actor *this, const MobEffectInstance *);
  void (__fastcall *onEffectRemoved)(Actor *this, MobEffectInstance *);
  AnimationComponent *(__fastcall *getAnimationComponent)(Actor *this);
  void (__fastcall *openContainerComponent)(Actor *this, Player *);
  void (__fastcall *swing)(Actor *this);
  void (__fastcall *useItem)(Actor *this, ItemStackBase *, ItemUseMethod, bool);
  bool (__fastcall *hasOutputSignal)(Actor *this, unsigned __int8);
  int (__fastcall *getOutputSignal)(Actor *this);
  void (__fastcall *getDebugText)(Actor *this, std::vector<std::string> *);
  float (__fastcall *getMapDecorationRotation)(Actor *this);
  float (__fastcall *getRiderYRotation)(Actor *this, const Actor *);
  float (__fastcall *getYHeadRot)(Actor *this);
  bool (__fastcall *isWorldBuilder)(Actor *this);
  bool (__fastcall *isCreative)(Actor *this);
  bool (__fastcall *isAdventure)(Actor *this);
  bool (__fastcall *add)(Actor *this, ItemStack *);
  bool (__fastcall *drop)(Actor *this, const ItemStack *, bool);
  bool (__fastcall *getInteraction)(Actor *this, Player *, ActorInteraction *, const Vec3 *);
  bool (__fastcall *canDestroyBlock)(Actor *this, const Block *);
  void (__fastcall *setAuxValue)(Actor *this, int);
  void (__fastcall *setSize)(Actor *this, float, float);
  int (__fastcall *getLifeSpan)(Actor *this);
  void (__fastcall *onOrphan)(Actor *this);
  void (__fastcall *wobble)(Actor *this);
  bool (__fastcall *wasHurt)(Actor *this);
  void (__fastcall *startSpinAttack)(Actor *this);
  void (__fastcall *stopSpinAttack)(Actor *this);
  void (__fastcall *setDamageNearbyMobs)(Actor *this, bool);
  bool (__fastcall *hasCritBox)(Actor *this);
  bool (__fastcall *isCritHit)(Actor *this);
  void (__fastcall *renderDebugServerState)(Actor *this, const Options *);
  void (__fastcall *reloadLootTable)(Actor *this, const EquipmentTableDefinition *);
  void (__fastcall *reloadLootTable)(Actor *this);
  float (__fastcall *getDeletionDelayTimeSeconds)(Actor *this);
  void (__fastcall *kill)(Actor *this);
  void (__fastcall *die)(Actor *this, const ActorDamageSource *);
  bool (__fastcall *shouldTick)(Actor *this);
  std::shared_ptr<IActorMovementProxy> *(__fastcall *createMovementProxy)(Actor *this, std::shared_ptr<IActorMovementProxy> *result);
  void (__fastcall *updateEntitySpecificMolangVariables)(Actor *this, RenderParams *);
  bool (__fastcall *shouldTryMakeStepSound)(Actor *this);
  float (__fastcall *getNextStep)(Actor *this, const float);
  bool (__fastcall *canMakeStepSound)(Actor *this);
  void (__fastcall *outOfWorld)(Actor *this);
  bool (__fastcall *_hurt)(Actor *this, const ActorDamageSource *, int, bool, bool);
  void (__fastcall *markHurt)(Actor *this);
  void (__fastcall *readAdditionalSaveData)(Actor *this, const CompoundTag *, DataLoadHelper *);
  void (__fastcall *addAdditionalSaveData)(Actor *this, CompoundTag *);
  void (__fastcall *_playStepSound)(Actor *this, const BlockPos *, const Block *);
  void (__fastcall *_playFlySound)(Actor *this, const BlockPos *, const Block *);
  bool (__fastcall *_makeFlySound)(Actor *this);
  void (__fastcall *checkInsideBlocks)(Actor *this, float);
  void (__fastcall *pushOutOfBlocks)(Actor *this, const Vec3 *);
  bool (__fastcall *updateWaterState)(Actor *this);
  void (__fastcall *doWaterSplashEffect)(Actor *this);
  void (__fastcall *spawnTrailBubbles)(Actor *this);
  void (__fastcall *updateInsideBlock)(Actor *this);
  LootTable *(__fastcall *getLootTable)(Actor *this);
  LootTable *(__fastcall *getDefaultLootTable)(Actor *this);
  void (__fastcall *_removeRider)(Actor *this, const ActorUniqueID *, bool, bool, bool);
  void (__fastcall *_onSizeUpdated)(Actor *this);
  void (__fastcall *_doAutoAttackOnTouch)(Actor *this, Actor *);
  void (__fastcall *knockback)(Mob *this, Actor *, int, float, float, float, float, float);
  void (__fastcall *resolveDeathLoot)(Mob *this, int, const ActorDamageSource *);
  void (__fastcall *spawnAnim)(Mob *this);
  void (__fastcall *setSleeping)(Mob *this, bool);
  void (__fastcall *setSprinting)(Mob *this, bool);
  void (__fastcall *playAmbientSound)(Mob *this);
  LevelSoundEvent (__fastcall *getAmbientSound)(Mob *this);
  int (__fastcall *getAmbientSoundPostponeTicks)(Mob *this);
  int (__fastcall *getAmbientSoundPostponeTicksRange)(Mob *this);
  const TextureUVCoordinateSet *(__fastcall *getItemInHandIcon)(Mob *this, const ItemStack *, int);
  float (__fastcall *getSpeed)(Mob *this);
  void (__fastcall *setSpeed)(Mob *this, float);
  float (__fastcall *getJumpPower)(Mob *this);
  bool (__fastcall *hurtEffects)(Mob *this, const ActorDamageSource *, int, bool, bool);
  int (__fastcall *getMeleeWeaponDamageBonus)(Mob *this, Mob *);
  int (__fastcall *getMeleeKnockbackBonus)(Mob *this);
  void (__fastcall *travel)(Mob *this, IMobMovementProxy *, float, float, float);
  void (__fastcall *travel)(Mob *this, float, float, float);
  void (__fastcall *applyFinalFriction)(Mob *this, float, bool);
  void (__fastcall *updateWalkAnim)(Mob *this);
  void (__fastcall *aiStep)(Mob *this, IMobMovementProxy *);
  void (__fastcall *aiStep)(Mob *this);
  void (__fastcall *pushActors)(Mob *this);
  void (__fastcall *lookAt)(Mob *this, Actor *, float, float);
  bool (__fastcall *isLookingAtAnEntity)(Mob *this);
  bool (__fastcall *checkSpawnRules)(Mob *this, bool);
  bool (__fastcall *checkSpawnObstruction)(Mob *this);
  float (__fastcall *getAttackAnim)(Mob *this, float);
  int (__fastcall *getItemUseDuration)(Mob *this);
  float (__fastcall *getItemUseStartupProgress)(Mob *this);
  float (__fastcall *getItemUseIntervalProgress)(Mob *this);
  int (__fastcall *getItemuseIntervalAxis)(Mob *this);
  int (__fastcall *getTimeAlongSwing)(Mob *this);
  void (__fastcall *ate)(Mob *this);
  float (__fastcall *getMaxHeadXRot)(Mob *this);
  Mob *(__fastcall *getLastHurtByMob)(Mob *this);
  void (__fastcall *setLastHurtByMob)(Mob *this, Mob *);
  Player *(__fastcall *getLastHurtByPlayer)(Mob *this);
  void (__fastcall *setLastHurtByPlayer)(Mob *this, Player *);
  Mob *(__fastcall *getLastHurtMob)(Mob *this);
  void (__fastcall *setLastHurtMob)(Mob *this, Actor *);
  bool (__fastcall *isAlliedTo)(Mob *this, Mob *);
  bool (__fastcall *doHurtTarget)(Mob *this, Actor *);
  bool (__fastcall *canBeControlledByRider)(Mob *this);
  void (__fastcall *leaveCaravan)(Mob *this);
  void (__fastcall *joinCaravan)(Mob *this, Mob *);
  bool (__fastcall *hasCaravanTail)(Mob *this);
  ActorUniqueID *(__fastcall *getCaravanHead)(Mob *this, ActorUniqueID *result);
  int (__fastcall *getArmorValue)(Mob *this);
  float (__fastcall *getArmorCoverPercentage)(Mob *this);
  void (__fastcall *hurtArmor)(Mob *this, const ActorDamageSource *, int, const std::bitset<4> *);
  void (__fastcall *hurtArmor)(Mob *this, const ActorDamageSource *, int);
  void (__fastcall *hurtArmorSlot)(Mob *this, const ActorDamageSource *, int, ArmorSlot);
  void (__fastcall *setDamagedArmor)(Mob *this, ArmorSlot, const ItemStack *);
  void (__fastcall *sendArmorDamage)(Mob *this, const std::bitset<4> *);
  void (__fastcall *sendArmor)(Mob *this, const std::bitset<4> *);
  void (__fastcall *containerChanged)(Mob *this, int);
  void (__fastcall *updateEquipment)(Mob *this);
  int (__fastcall *clearEquipment)(Mob *this);
  std::vector<ItemStack const *> *(__fastcall *getAllArmor)(Mob *this, std::vector<ItemStack const *> *result);
  std::vector<int> *(__fastcall *getAllArmorID)(Mob *this, std::vector<int> *result);
  std::vector<ItemStack const *> *(__fastcall *getAllHand)(Mob *this, std::vector<ItemStack const *> *result);
  std::vector<ItemStack const *> *(__fastcall *getAllEquipment)(Mob *this, std::vector<ItemStack const *> *result);
  int (__fastcall *getArmorTypeHash)(Mob *this);
  void (__fastcall *dropEquipmentOnDeath)(Mob *this);
  void (__fastcall *dropEquipmentOnDeath)(Mob *this, const ActorDamageSource *, int);
  void (__fastcall *clearVanishEnchantedItemsOnDeath)(Mob *this);
  void (__fastcall *sendInventory)(Mob *this, bool);
  int (__fastcall *getDamageAfterMagicAbsorb)(Mob *this, const ActorDamageSource *, int);
  bool (__fastcall *createAIGoals)(Mob *this);
  void (__fastcall *onBorn)(Mob *this, Actor *, Actor *);
  bool (__fastcall *setItemSlot)(Mob *this, EquipmentSlot, const ItemStack *);
  void (__fastcall *setTransitioningSitting)(Mob *this, bool);
  void (__fastcall *attackAnimation)(Mob *this, Actor *, float);
  int (__fastcall *getAttackTime)(Mob *this);
  float (__fastcall *_getWalkTargetValue)(Mob *this, const BlockPos *);
  bool (__fastcall *canExistWhenDisallowMob)(Mob *this);
  bool (__fastcall *useNewAi)(Mob *this);
  void (__fastcall *ascendLadder)(Mob *this);
  void (__fastcall *ascendScaffolding)(Mob *this);
  void (__fastcall *descendScaffolding)(Mob *this);
  void (__fastcall *dropContainer)(Mob *this);
  std::unique_ptr<BodyControl> *(__fastcall *initBodyControl)(Mob *this, std::unique_ptr<BodyControl> *result);
  void (__fastcall *jumpFromGround)(Mob *this, IMobMovementProxy *);
  void (__fastcall *jumpFromGround)(Mob *this);
  void (__fastcall *updateAi)(Mob *this);
  void (__fastcall *newServerAiStep)(Mob *this);
  void (__fastcall *_serverAiMobStep)(Mob *this);
  int (__fastcall *getDamageAfterEnchantReduction)(Mob *this, const ActorDamageSource *, int);
  int (__fastcall *getDamageAfterArmorAbsorb)(Mob *this, const ActorDamageSource *, int);
  void (__fastcall *dropBags)(Mob *this);
  void (__fastcall *tickDeath)(Mob *this);
  void (__fastcall *updateGliding)(Mob *this);
  bool (__fastcall *_allowAscendingScaffolding)(Mob *this);
};

# TheEndDimension_vtbl

struct /*VFT*/ TheEndDimension_vtbl
{
  void (__fastcall *~BlockSourceListener)(BlockSourceListener *this);
  void (__fastcall *onSourceCreated)(BlockSourceListener *this, BlockSource *);
  void (__fastcall *onSourceDestroyed)(BlockSourceListener *this, BlockSource *);
  void (__fastcall *onAreaChanged)(BlockSourceListener *this, BlockSource *, const BlockPos *, const BlockPos *);
  void (__fastcall *onBlockChanged)(BlockSourceListener *this, BlockSource *, const BlockPos *, unsigned int, const Block *, const Block *, int, const ActorBlockSyncMessage *);
  void (__fastcall *onBrightnessChanged)(BlockSourceListener *this, BlockSource *, const BlockPos *);
  void (__fastcall *onBlockEntityChanged)(BlockSourceListener *this, BlockSource *, BlockActor *);
  void (__fastcall *onBlockEntityAboutToBeRemoved)(BlockSourceListener *this, BlockSource *, std::shared_ptr<BlockActor>);
  void (__fastcall *onEntityChanged)(BlockSourceListener *this, BlockSource *, Actor *);
  void (__fastcall *onBlockEvent)(BlockSourceListener *this, BlockSource *, int, int, int, int, int);
  void (__fastcall *allChanged)(LevelListener *this);
  Particle *(__fastcall *addParticle)(LevelListener *this, ParticleType, const Vec3 *, const Vec3 *, int, const CompoundTag *, bool);
  void (__fastcall *sendServerLegacyParticle)(LevelListener *this, ParticleType, const Vec3 *, const Vec3 *, int);
  void (__fastcall *addParticleEffect)(LevelListener *this, const HashedString *, const Actor *, const HashedString *, const Vec3 *, const MolangVariableMap *);
  void (__fastcall *addParticleEffect)(LevelListener *this, const HashedString *, const Vec3 *, const MolangVariableMap *);
  void (__fastcall *addTerrainParticleEffect)(LevelListener *this, const BlockPos *, const Block *, const Vec3 *, float, float, float);
  void (__fastcall *addTerrainSlideEffect)(LevelListener *this, const BlockPos *, const Block *, const Vec3 *, float, float, float);
  void (__fastcall *addBreakingItemParticleEffect)(LevelListener *this, const Vec3 *, ParticleType, const TextureUVCoordinateSet *, bool);
  void (__fastcall *playMusic)(LevelListener *this, const std::string *, const Vec3 *, float, float);
  void (__fastcall *playStreamingMusic)(LevelListener *this, const std::string *, int, int, int);
  void (__fastcall *onEntityAdded)(LevelListener *this, Actor *);
  void (__fastcall *onEntityRemoved)(LevelListener *this, Actor *);
  void (__fastcall *onChunkLoaded)(LevelListener *this, ChunkSource *, LevelChunk *);
  void (__fastcall *onChunkUnloaded)(LevelListener *this, LevelChunk *);
  void (__fastcall *onLevelDestruction)(LevelListener *this, const std::string *);
  void (__fastcall *levelEvent)(LevelListener *this, LevelEvent, const CompoundTag *);
  void (__fastcall *levelEvent)(LevelListener *this, LevelEvent, const Vec3 *, int);
  void (__fastcall *levelSoundEvent)(LevelListener *this, const std::string *, const Vec3 *, float, float);
  void (__fastcall *levelSoundEvent)(LevelListener *this, LevelSoundEvent, const Vec3 *, int, const ActorDefinitionIdentifier *, bool, bool);
  void (__fastcall *stopSoundEvent)(LevelListener *this, const std::string *);
  void (__fastcall *stopAllSounds)(LevelListener *this);
  void (__fastcall *takePicture)(LevelListener *this, cg::ImageBuffer *, Actor *, Actor *, ScreenshotOptions *);
  void (__fastcall *playerListChanged)(LevelListener *this);
  void (__fastcall *init)(Dimension *this);
  void (__fastcall *tick)(Dimension *this);
  void (__fastcall *tickRedstone)(Dimension *this);
  std::tuple<std::unique_ptr<ChunkSource>,WorldGenerator *> *(__fastcall *createGenerator)(Dimension *this, std::tuple<std::unique_ptr<ChunkSource>,WorldGenerator *> *result);
  void (__fastcall *upgradeLevelChunk)(Dimension *this, ChunkSource *, LevelChunk *);
  void (__fastcall *fixWallChunk)(Dimension *this, ChunkSource *, LevelChunk *);
  bool (__fastcall *isNaturalDimension)(Dimension *this);
  bool (__fastcall *isValidSpawn)(Dimension *this, int, int);
  mce::Color *(__fastcall *getBrightnessDependentFogColor)(Dimension *this, mce::Color *result, const mce::Color *, float);
  float (__fastcall *getMaxFogEnd)(Dimension *this);
  float (__fastcall *getMaxFogStart)(Dimension *this);
  bool (__fastcall *isFoggyAt)(Dimension *this, int, int);
  __int16 (__fastcall *getCloudHeight)(Dimension *this);
  int (__fastcall *getDefaultBiome)(Dimension *this);
  bool (__fastcall *mayRespawnViaBed)(Dimension *this);
  bool (__fastcall *hasGround)(Dimension *this);
  BlockPos *(__fastcall *getSpawnPos)(Dimension *this, BlockPos *result);
  int (__fastcall *getSpawnYPosition)(Dimension *this);
  bool (__fastcall *hasBedrockFog)(Dimension *this);
  float (__fastcall *getClearColorScale)(Dimension *this);
  bool (__fastcall *showSky)(Dimension *this);
  bool (__fastcall *isDay)(Dimension *this);
  float (__fastcall *getTimeOfDay)(Dimension *this, int, float);
  float (__fastcall *getSunIntensity)(Dimension *this, float, const Vec3 *, float);
  bool (__fastcall *forceCheckAllNeighChunkSavedStat)(Dimension *this);
  Vec3 *(__fastcall *translatePosAcrossDimension)(Dimension *this, Vec3 *result, const Vec3 *, AutomaticID<Dimension,int>);
  void (__fastcall *sendBroadcast)(Dimension *this, const Packet *, Player *);
  bool (__fastcall *is2DPositionRelevantForPlayer)(Dimension *this, const BlockPos *, Player *);
  bool (__fastcall *isEntityRelevantForPlayer)(Dimension *this, Player *, const Actor *);
  BaseLightTextureImageBuilder *(__fastcall *getLightTextureImageBuilder)(Dimension *this);
  const DimensionBrightnessRamp *(__fastcall *getBrightnessRamp)(Dimension *this);
  void (__fastcall *startLeaveGame)(Dimension *this);
  std::unique_ptr<ChunkBuildOrderPolicyBase> *(__fastcall *_createChunkBuildOrderPolicy)(Dimension *this, std::unique_ptr<ChunkBuildOrderPolicyBase> *result);
  void (__fastcall *_upgradeOldLimboEntity)(Dimension *this, CompoundTag *, LimboEntitiesVersion);
  std::unique_ptr<ChunkSource> *(__fastcall *_wrapStorageForVersionCompatibility)(Dimension *this, std::unique_ptr<ChunkSource> *result, std::unique_ptr<ChunkSource>, StorageVersion);
};

# TropicalFish_vtbl

struct /*VFT*/ TropicalFish_vtbl
{
  bool (__fastcall *hasComponent)(Actor *this, const HashedString *);
  void (__fastcall *reloadHardcoded)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *reloadHardcodedClient)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *initializeComponents)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *reloadComponents)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *_serverInitItemStackIds)(Actor *this);
  void (__fastcall *_doInitialMove)(Actor *this);
  bool (__fastcall *checkAllSensitiveWords)(Actor *this);
  bool (__fastcall *checkNameTag)(Actor *this);
  void (__fastcall *~Actor)(Actor *this);
  void (__fastcall *reset)(Actor *this);
  int (__fastcall *getOnDeathExperience)(Actor *this);
  ActorType (__fastcall *getOwnerEntityType)(Actor *this);
  void (__fastcall *remove)(Actor *this);
  void (__fastcall *setPos)(Actor *this, const Vec3 *);
  const PredictedMovementValues *(__fastcall *getPredictedMovementValues)(Actor *this);
  const Vec3 *(__fastcall *getPos)(Actor *this);
  const Vec3 *(__fastcall *getPosOld)(Actor *this);
  const Vec3 *(__fastcall *getPosExtrapolated)(Actor *this, const Vec3 *result, float);
  Vec3 *(__fastcall *getAttachPos)(Actor *this, Vec3 *result, ActorLocation, float);
  Vec3 *(__fastcall *getFiringPos)(Actor *this, Vec3 *result);
  void (__fastcall *setRot)(Actor *this, const Vec2 *);
  void (__fastcall *move)(Actor *this, IActorMovementProxy *, const Vec3 *);
  void (__fastcall *move)(Actor *this, const Vec3 *);
  Vec3 *(__fastcall *getInterpolatedRidingPosition)(Actor *this, Vec3 *result, float);
  float (__fastcall *getInterpolatedBodyRot)(Actor *this, float);
  float (__fastcall *getInterpolatedHeadRot)(Actor *this, float);
  float (__fastcall *getInterpolatedBodyYaw)(Actor *this, float);
  float (__fastcall *getYawSpeedInDegreesPerSecond)(Actor *this);
  float (__fastcall *getInterpolatedWalkAnimSpeed)(Actor *this, float);
  Vec3 *(__fastcall *getInterpolatedRidingOffset)(Actor *this, Vec3 *result, float);
  void (__fastcall *checkBlockCollisions)(Actor *this);
  void (__fastcall *checkBlockCollisions)(Actor *this, const AABB *, std::function<void __cdecl(BlockSource &,Block const &,BlockPos const &,Actor &)>);
  bool (__fastcall *isFireImmune)(Actor *this);
  bool (__fastcall *breaksFallingBlocks)(Actor *this);
  void (__fastcall *blockedByShield)(Actor *this, const ActorDamageSource *, Actor *);
  void (__fastcall *teleportTo)(Actor *this, const Vec3 *, bool, int, int, const ActorUniqueID *);
  bool (__fastcall *tryTeleportTo)(Actor *this, const Vec3 *, bool, bool, int, int);
  void (__fastcall *chorusFruitTeleport)(Actor *this, Vec3 *);
  void (__fastcall *lerpTo)(Actor *this, const Vec3 *, const Vec2 *, int);
  void (__fastcall *lerpMotion)(Actor *this, const Vec3 *);
  std::unique_ptr<AddActorBasePacket> *(__fastcall *getAddPacket)(Actor *this, std::unique_ptr<AddActorBasePacket> *result);
  void (__fastcall *normalTick)(Actor *this);
  void (__fastcall *baseTick)(Actor *this);
  void (__fastcall *rideTick)(Actor *this);
  void (__fastcall *positionRider)(Actor *this, Actor *, float);
  float (__fastcall *getRidingHeight)(Actor *this);
  bool (__fastcall *startRiding)(Actor *this, Actor *);
  void (__fastcall *addRider)(Actor *this, Actor *);
  void (__fastcall *flagRiderToRemove)(Actor *this, Actor *);
  std::string *(__fastcall *getExitTip)(Actor *this, std::string *result, const std::string *, InputMode);
  bool (__fastcall *intersects)(Actor *this, const Vec3 *, const Vec3 *);
  bool (__fastcall *isFree)(Actor *this, const Vec3 *);
  bool (__fastcall *isFree)(Actor *this, const Vec3 *, float);
  bool (__fastcall *isInWall)(Actor *this);
  bool (__fastcall *isInvisible)(Actor *this);
  bool (__fastcall *canShowNameTag)(Actor *this);
  bool (__fastcall *canExistInPeaceful)(Actor *this);
  void (__fastcall *setNameTagVisible)(Actor *this, bool);
  const std::string *(__fastcall *getNameTag)(Actor *this);
  unsigned __int64 (__fastcall *getNameTagAsHash)(Actor *this);
  std::string *(__fastcall *getFormattedNameTag)(Actor *this, std::string *result);
  void (__fastcall *filterFormattedNameTag)(Actor *this, const UIProfanityContext *);
  void (__fastcall *setNameTag)(Actor *this, const std::string *);
  bool (__fastcall *getAlwaysShowNameTag)(Actor *this);
  void (__fastcall *setScoreTag)(Actor *this, const std::string *);
  const std::string *(__fastcall *getScoreTag)(Actor *this);
  bool (__fastcall *isInWater)(Actor *this);
  bool (__fastcall *hasEnteredWater)(Actor *this);
  bool (__fastcall *isImmersedInWater)(Actor *this);
  bool (__fastcall *isInWaterOrRain)(Actor *this);
  bool (__fastcall *isInLava)(Actor *this);
  bool (__fastcall *isUnderLiquid)(Actor *this, MaterialType);
  bool (__fastcall *isOverWater)(Actor *this);
  void (__fastcall *makeStuckInBlock)(Actor *this, const Vec3 *);
  float (__fastcall *getCameraOffset)(Actor *this);
  float (__fastcall *getShadowHeightOffs)(Actor *this);
  float (__fastcall *getShadowRadius)(Actor *this);
  Vec3 *(__fastcall *getHeadLookVector)(Actor *this, Vec3 *result, float);
  bool (__fastcall *canSeeInvisible)(Actor *this);
  bool (__fastcall *canSee)(Actor *this, const Vec3 *);
  bool (__fastcall *canSee)(Actor *this, const Actor *);
  bool (__fastcall *isSkyLit)(Actor *this, float);
  float (__fastcall *getBrightness)(Actor *this, float);
  bool (__fastcall *interactPreventDefault)(Actor *this);
  void (__fastcall *playerTouch)(Actor *this, Player *);
  void (__fastcall *onAboveBubbleColumn)(Actor *this, const bool);
  void (__fastcall *onInsideBubbleColumn)(Actor *this, const bool);
  bool (__fastcall *isImmobile)(Actor *this);
  bool (__fastcall *isSilent)(Actor *this);
  bool (__fastcall *isPickable)(Actor *this);
  bool (__fastcall *isFishable)(Actor *this);
  bool (__fastcall *isSleeping)(Actor *this);
  bool (__fastcall *isShootable)(Actor *this);
  void (__fastcall *setSneaking)(Actor *this, bool);
  bool (__fastcall *isBlocking)(Actor *this);
  bool (__fastcall *isDamageBlocked)(Actor *this, const ActorDamageSource *);
  bool (__fastcall *isAlive)(Actor *this);
  bool (__fastcall *isOnFire)(Actor *this);
  bool (__fastcall *isOnHotBlock)(Actor *this);
  bool (__fastcall *isCreativeModeAllowed)(Actor *this);
  bool (__fastcall *isSurfaceMob)(Actor *this);
  bool (__fastcall *isTargetable)(Actor *this);
  bool (__fastcall *isLocalPlayer)(Actor *this);
  bool (__fastcall *isPlayer)(Actor *this);
  bool (__fastcall *canAttack)(Actor *this, Actor *, bool);
  void (__fastcall *setTarget)(Actor *this, Actor *);
  Actor *(__fastcall *findAttackTarget)(Actor *this);
  bool (__fastcall *isValidTarget)(Actor *this, Actor *);
  bool (__fastcall *attack)(Actor *this, Actor *);
  void (__fastcall *performRangedAttack)(Actor *this, Actor *, float);
  void (__fastcall *adjustDamageAmount)(Actor *this, int *);
  int (__fastcall *getEquipmentCount)(Actor *this);
  void (__fastcall *setOwner)(Actor *this, const ActorUniqueID);
  void (__fastcall *setSitting)(Actor *this, bool);
  void (__fastcall *onTame)(Actor *this);
  void (__fastcall *onFailedTame)(Actor *this);
  int (__fastcall *getInventorySize)(Actor *this);
  int (__fastcall *getEquipSlots)(Actor *this);
  int (__fastcall *getChestSlots)(Actor *this);
  void (__fastcall *setStanding)(Actor *this, bool);
  bool (__fastcall *canPowerJump)(Actor *this);
  void (__fastcall *setCanPowerJump)(Actor *this, bool);
  bool (__fastcall *isJumping)(Actor *this);
  bool (__fastcall *isEnchanted)(Actor *this);
  void (__fastcall *rideJumped)(Actor *this);
  void (__fastcall *rideLanded)(Actor *this, const Vec3 *, const Vec3 *);
  bool (__fastcall *shouldRender)(Actor *this);
  bool (__fastcall *isInvulnerableTo)(Actor *this, const ActorDamageSource *);
  ActorDamageCause (__fastcall *getBlockDamageCause)(Actor *this, const Block *);
  void (__fastcall *actuallyHurt)(Actor *this, int, const ActorDamageSource *, bool);
  void (__fastcall *animateHurt)(Actor *this);
  bool (__fastcall *doFireHurt)(Actor *this, int);
  void (__fastcall *onLightningHit)(Actor *this);
  void (__fastcall *onBounceStarted)(Actor *this, const BlockPos *, const Block *);
  void (__fastcall *feed)(Actor *this, int);
  void (__fastcall *handleEntityEvent)(Actor *this, ActorEvent, int);
  float (__fastcall *getPickRadius)(Actor *this);
  const HashedString *(__fastcall *getActorRendererId)(Actor *this);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const ItemStack *, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const Block *, int, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const Block *, int);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, int, int, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, int, int);
  void (__fastcall *despawn)(Actor *this);
  void (__fastcall *killed)(Actor *this, Actor *);
  void (__fastcall *awardKillScore)(Actor *this, Actor *, int);
  void (__fastcall *setArmor)(Actor *this, ArmorSlot, const ItemStack *);
  const ItemStack *(__fastcall *getArmor)(Actor *this, ArmorSlot);
  ArmorMaterialType (__fastcall *getArmorMaterialTypeInSlot)(Actor *this, ArmorSlot);
  ArmorTextureType (__fastcall *getArmorMaterialTextureTypeInSlot)(Actor *this, ArmorSlot);
  float (__fastcall *getArmorColorInSlot)(Actor *this, ArmorSlot, int);
  const ItemStack *(__fastcall *getEquippedSlot)(Actor *this, EquipmentSlot);
  void (__fastcall *setEquippedSlot)(Actor *this, EquipmentSlot, const ItemStack *);
  const ItemStack *(__fastcall *getCarriedItem)(Actor *this);
  void (__fastcall *setCarriedItem)(Actor *this, const ItemStack *);
  void (__fastcall *setOffhandSlot)(Actor *this, const ItemStack *);
  const ItemStack *(__fastcall *getEquippedTotem)(Actor *this);
  bool (__fastcall *consumeTotem)(Actor *this);
  bool (__fastcall *save)(Actor *this, CompoundTag *);
  void (__fastcall *saveWithoutId)(Actor *this, CompoundTag *);
  bool (__fastcall *load)(Actor *this, const CompoundTag *, DataLoadHelper *);
  void (__fastcall *loadLinks)(Actor *this, const CompoundTag *, std::vector<ActorLink> *, DataLoadHelper *);
  ActorType (__fastcall *getEntityTypeId)(Actor *this);
  const HashedString *(__fastcall *queryEntityRenderer)(Actor *this);
  ActorUniqueID *(__fastcall *getSourceUniqueID)(Actor *this, ActorUniqueID *result);
  void (__fastcall *setOnFire)(Actor *this, int);
  AABB *(__fastcall *getHandleWaterAABB)(Actor *this, AABB *result);
  void (__fastcall *handleInsidePortal)(Actor *this, const BlockPos *);
  int (__fastcall *getPortalCooldown)(Actor *this);
  int (__fastcall *getPortalWaitTime)(Actor *this);
  AutomaticID<Dimension,int> *(__fastcall *getDimensionId)(Actor *this, AutomaticID<Dimension,int> *result);
  bool (__fastcall *canChangeDimensions)(Actor *this);
  void (__fastcall *changeDimension)(Actor *this, const ChangeDimensionPacket *);
  void (__fastcall *changeDimension)(Actor *this, AutomaticID<Dimension,int>, bool);
  ActorUniqueID *(__fastcall *getControllingPlayer)(Actor *this, ActorUniqueID *result);
  void (__fastcall *checkFallDamage)(Actor *this, float, bool);
  void (__fastcall *causeFallDamage)(Actor *this, float);
  void (__fastcall *handleFallDistanceOnServer)(Actor *this, float, bool);
  void (__fastcall *playSynchronizedSound)(Actor *this, LevelSoundEvent, const Vec3 *, int, bool);
  void (__fastcall *playSynchronizedSound)(Actor *this, LevelSoundEvent, const Vec3 *, const Block *, bool);
  void (__fastcall *onSynchedDataUpdate)(Actor *this, int);
  bool (__fastcall *canAddRider)(Actor *this, Actor *);
  bool (__fastcall *canPickupItem)(Actor *this, const ItemStack *);
  bool (__fastcall *canBePulledIntoVehicle)(Actor *this);
  bool (__fastcall *inCaravan)(Actor *this);
  bool (__fastcall *isLeashableType)(Actor *this);
  void (__fastcall *tickLeash)(Actor *this);
  void (__fastcall *sendMotionPacketIfNeeded)(Actor *this);
  bool (__fastcall *canSynchronizeNewEntity)(Actor *this);
  bool (__fastcall *stopRiding)(Actor *this, bool, bool, bool, bool);
  void (__fastcall *startSwimming)(Actor *this);
  void (__fastcall *stopSwimming)(Actor *this);
  void (__fastcall *buildDebugInfo)(Actor *this, std::string *);
  CommandPermissionLevel (__fastcall *getCommandPermissionLevel)(Actor *this);
  AttributeInstance *(__fastcall *getMutableAttribute)(Actor *this, const Attribute *);
  const AttributeInstance *(__fastcall *getAttribute)(Actor *this, const Attribute *);
  int (__fastcall *getDeathTime)(Actor *this);
  void (__fastcall *heal)(Actor *this, int);
  bool (__fastcall *isInvertedHealAndHarm)(Actor *this);
  bool (__fastcall *canBeAffected)(Actor *this, const MobEffectInstance *);
  bool (__fastcall *canBeAffected)(Actor *this, int);
  bool (__fastcall *canBeAffectedByArrow)(Actor *this, const MobEffectInstance *);
  void (__fastcall *onEffectAdded)(Actor *this, MobEffectInstance *);
  void (__fastcall *onEffectUpdated)(Actor *this, const MobEffectInstance *);
  void (__fastcall *onEffectRemoved)(Actor *this, MobEffectInstance *);
  AnimationComponent *(__fastcall *getAnimationComponent)(Actor *this);
  void (__fastcall *openContainerComponent)(Actor *this, Player *);
  void (__fastcall *swing)(Actor *this);
  void (__fastcall *useItem)(Actor *this, ItemStackBase *, ItemUseMethod, bool);
  bool (__fastcall *hasOutputSignal)(Actor *this, unsigned __int8);
  int (__fastcall *getOutputSignal)(Actor *this);
  void (__fastcall *getDebugText)(Actor *this, std::vector<std::string> *);
  float (__fastcall *getMapDecorationRotation)(Actor *this);
  float (__fastcall *getRiderYRotation)(Actor *this, const Actor *);
  float (__fastcall *getYHeadRot)(Actor *this);
  bool (__fastcall *isWorldBuilder)(Actor *this);
  bool (__fastcall *isCreative)(Actor *this);
  bool (__fastcall *isAdventure)(Actor *this);
  bool (__fastcall *add)(Actor *this, ItemStack *);
  bool (__fastcall *drop)(Actor *this, const ItemStack *, bool);
  bool (__fastcall *getInteraction)(Actor *this, Player *, ActorInteraction *, const Vec3 *);
  bool (__fastcall *canDestroyBlock)(Actor *this, const Block *);
  void (__fastcall *setAuxValue)(Actor *this, int);
  void (__fastcall *setSize)(Actor *this, float, float);
  int (__fastcall *getLifeSpan)(Actor *this);
  void (__fastcall *onOrphan)(Actor *this);
  void (__fastcall *wobble)(Actor *this);
  bool (__fastcall *wasHurt)(Actor *this);
  void (__fastcall *startSpinAttack)(Actor *this);
  void (__fastcall *stopSpinAttack)(Actor *this);
  void (__fastcall *setDamageNearbyMobs)(Actor *this, bool);
  bool (__fastcall *hasCritBox)(Actor *this);
  bool (__fastcall *isCritHit)(Actor *this);
  void (__fastcall *renderDebugServerState)(Actor *this, const Options *);
  void (__fastcall *reloadLootTable)(Actor *this, const EquipmentTableDefinition *);
  void (__fastcall *reloadLootTable)(Actor *this);
  float (__fastcall *getDeletionDelayTimeSeconds)(Actor *this);
  void (__fastcall *kill)(Actor *this);
  void (__fastcall *die)(Actor *this, const ActorDamageSource *);
  bool (__fastcall *shouldTick)(Actor *this);
  std::shared_ptr<IActorMovementProxy> *(__fastcall *createMovementProxy)(Actor *this, std::shared_ptr<IActorMovementProxy> *result);
  void (__fastcall *updateEntitySpecificMolangVariables)(Actor *this, RenderParams *);
  bool (__fastcall *shouldTryMakeStepSound)(Actor *this);
  float (__fastcall *getNextStep)(Actor *this, const float);
  bool (__fastcall *canMakeStepSound)(Actor *this);
  void (__fastcall *outOfWorld)(Actor *this);
  bool (__fastcall *_hurt)(Actor *this, const ActorDamageSource *, int, bool, bool);
  void (__fastcall *markHurt)(Actor *this);
  void (__fastcall *readAdditionalSaveData)(Actor *this, const CompoundTag *, DataLoadHelper *);
  void (__fastcall *addAdditionalSaveData)(Actor *this, CompoundTag *);
  void (__fastcall *_playStepSound)(Actor *this, const BlockPos *, const Block *);
  void (__fastcall *_playFlySound)(Actor *this, const BlockPos *, const Block *);
  bool (__fastcall *_makeFlySound)(Actor *this);
  void (__fastcall *checkInsideBlocks)(Actor *this, float);
  void (__fastcall *pushOutOfBlocks)(Actor *this, const Vec3 *);
  bool (__fastcall *updateWaterState)(Actor *this);
  void (__fastcall *doWaterSplashEffect)(Actor *this);
  void (__fastcall *spawnTrailBubbles)(Actor *this);
  void (__fastcall *updateInsideBlock)(Actor *this);
  LootTable *(__fastcall *getLootTable)(Actor *this);
  LootTable *(__fastcall *getDefaultLootTable)(Actor *this);
  void (__fastcall *_removeRider)(Actor *this, const ActorUniqueID *, bool, bool, bool);
  void (__fastcall *_onSizeUpdated)(Actor *this);
  void (__fastcall *_doAutoAttackOnTouch)(Actor *this, Actor *);
  void (__fastcall *knockback)(Mob *this, Actor *, int, float, float, float, float, float);
  void (__fastcall *resolveDeathLoot)(Mob *this, int, const ActorDamageSource *);
  void (__fastcall *spawnAnim)(Mob *this);
  void (__fastcall *setSleeping)(Mob *this, bool);
  void (__fastcall *setSprinting)(Mob *this, bool);
  void (__fastcall *playAmbientSound)(Mob *this);
  LevelSoundEvent (__fastcall *getAmbientSound)(Mob *this);
  int (__fastcall *getAmbientSoundPostponeTicks)(Mob *this);
  int (__fastcall *getAmbientSoundPostponeTicksRange)(Mob *this);
  const TextureUVCoordinateSet *(__fastcall *getItemInHandIcon)(Mob *this, const ItemStack *, int);
  float (__fastcall *getSpeed)(Mob *this);
  void (__fastcall *setSpeed)(Mob *this, float);
  float (__fastcall *getJumpPower)(Mob *this);
  bool (__fastcall *hurtEffects)(Mob *this, const ActorDamageSource *, int, bool, bool);
  int (__fastcall *getMeleeWeaponDamageBonus)(Mob *this, Mob *);
  int (__fastcall *getMeleeKnockbackBonus)(Mob *this);
  void (__fastcall *travel)(Mob *this, IMobMovementProxy *, float, float, float);
  void (__fastcall *travel)(Mob *this, float, float, float);
  void (__fastcall *applyFinalFriction)(Mob *this, float, bool);
  void (__fastcall *updateWalkAnim)(Mob *this);
  void (__fastcall *aiStep)(Mob *this, IMobMovementProxy *);
  void (__fastcall *aiStep)(Mob *this);
  void (__fastcall *pushActors)(Mob *this);
  void (__fastcall *lookAt)(Mob *this, Actor *, float, float);
  bool (__fastcall *isLookingAtAnEntity)(Mob *this);
  bool (__fastcall *checkSpawnRules)(Mob *this, bool);
  bool (__fastcall *checkSpawnObstruction)(Mob *this);
  float (__fastcall *getAttackAnim)(Mob *this, float);
  int (__fastcall *getItemUseDuration)(Mob *this);
  float (__fastcall *getItemUseStartupProgress)(Mob *this);
  float (__fastcall *getItemUseIntervalProgress)(Mob *this);
  int (__fastcall *getItemuseIntervalAxis)(Mob *this);
  int (__fastcall *getTimeAlongSwing)(Mob *this);
  void (__fastcall *ate)(Mob *this);
  float (__fastcall *getMaxHeadXRot)(Mob *this);
  Mob *(__fastcall *getLastHurtByMob)(Mob *this);
  void (__fastcall *setLastHurtByMob)(Mob *this, Mob *);
  Player *(__fastcall *getLastHurtByPlayer)(Mob *this);
  void (__fastcall *setLastHurtByPlayer)(Mob *this, Player *);
  Mob *(__fastcall *getLastHurtMob)(Mob *this);
  void (__fastcall *setLastHurtMob)(Mob *this, Actor *);
  bool (__fastcall *isAlliedTo)(Mob *this, Mob *);
  bool (__fastcall *doHurtTarget)(Mob *this, Actor *);
  bool (__fastcall *canBeControlledByRider)(Mob *this);
  void (__fastcall *leaveCaravan)(Mob *this);
  void (__fastcall *joinCaravan)(Mob *this, Mob *);
  bool (__fastcall *hasCaravanTail)(Mob *this);
  ActorUniqueID *(__fastcall *getCaravanHead)(Mob *this, ActorUniqueID *result);
  int (__fastcall *getArmorValue)(Mob *this);
  float (__fastcall *getArmorCoverPercentage)(Mob *this);
  void (__fastcall *hurtArmor)(Mob *this, const ActorDamageSource *, int, const std::bitset<4> *);
  void (__fastcall *hurtArmor)(Mob *this, const ActorDamageSource *, int);
  void (__fastcall *hurtArmorSlot)(Mob *this, const ActorDamageSource *, int, ArmorSlot);
  void (__fastcall *setDamagedArmor)(Mob *this, ArmorSlot, const ItemStack *);
  void (__fastcall *sendArmorDamage)(Mob *this, const std::bitset<4> *);
  void (__fastcall *sendArmor)(Mob *this, const std::bitset<4> *);
  void (__fastcall *containerChanged)(Mob *this, int);
  void (__fastcall *updateEquipment)(Mob *this);
  int (__fastcall *clearEquipment)(Mob *this);
  std::vector<ItemStack const *> *(__fastcall *getAllArmor)(Mob *this, std::vector<ItemStack const *> *result);
  std::vector<int> *(__fastcall *getAllArmorID)(Mob *this, std::vector<int> *result);
  std::vector<ItemStack const *> *(__fastcall *getAllHand)(Mob *this, std::vector<ItemStack const *> *result);
  std::vector<ItemStack const *> *(__fastcall *getAllEquipment)(Mob *this, std::vector<ItemStack const *> *result);
  int (__fastcall *getArmorTypeHash)(Mob *this);
  void (__fastcall *dropEquipmentOnDeath)(Mob *this);
  void (__fastcall *dropEquipmentOnDeath)(Mob *this, const ActorDamageSource *, int);
  void (__fastcall *clearVanishEnchantedItemsOnDeath)(Mob *this);
  void (__fastcall *sendInventory)(Mob *this, bool);
  int (__fastcall *getDamageAfterMagicAbsorb)(Mob *this, const ActorDamageSource *, int);
  bool (__fastcall *createAIGoals)(Mob *this);
  void (__fastcall *onBorn)(Mob *this, Actor *, Actor *);
  bool (__fastcall *setItemSlot)(Mob *this, EquipmentSlot, const ItemStack *);
  void (__fastcall *setTransitioningSitting)(Mob *this, bool);
  void (__fastcall *attackAnimation)(Mob *this, Actor *, float);
  int (__fastcall *getAttackTime)(Mob *this);
  float (__fastcall *_getWalkTargetValue)(Mob *this, const BlockPos *);
  bool (__fastcall *canExistWhenDisallowMob)(Mob *this);
  bool (__fastcall *useNewAi)(Mob *this);
  void (__fastcall *ascendLadder)(Mob *this);
  void (__fastcall *ascendScaffolding)(Mob *this);
  void (__fastcall *descendScaffolding)(Mob *this);
  void (__fastcall *dropContainer)(Mob *this);
  std::unique_ptr<BodyControl> *(__fastcall *initBodyControl)(Mob *this, std::unique_ptr<BodyControl> *result);
  void (__fastcall *jumpFromGround)(Mob *this, IMobMovementProxy *);
  void (__fastcall *jumpFromGround)(Mob *this);
  void (__fastcall *updateAi)(Mob *this);
  void (__fastcall *newServerAiStep)(Mob *this);
  void (__fastcall *_serverAiMobStep)(Mob *this);
  int (__fastcall *getDamageAfterEnchantReduction)(Mob *this, const ActorDamageSource *, int);
  int (__fastcall *getDamageAfterArmorAbsorb)(Mob *this, const ActorDamageSource *, int);
  void (__fastcall *dropBags)(Mob *this);
  void (__fastcall *tickDeath)(Mob *this);
  void (__fastcall *updateGliding)(Mob *this);
  bool (__fastcall *_allowAscendingScaffolding)(Mob *this);
};

# Turtle_vtbl

struct /*VFT*/ Turtle_vtbl
{
  bool (__fastcall *hasComponent)(Actor *this, const HashedString *);
  void (__fastcall *reloadHardcoded)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *reloadHardcodedClient)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *initializeComponents)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *reloadComponents)(Actor *this, Actor::InitializationMethod, const VariantParameterList *);
  void (__fastcall *_serverInitItemStackIds)(Actor *this);
  void (__fastcall *_doInitialMove)(Actor *this);
  bool (__fastcall *checkAllSensitiveWords)(Actor *this);
  bool (__fastcall *checkNameTag)(Actor *this);
  void (__fastcall *~Actor)(Actor *this);
  void (__fastcall *reset)(Actor *this);
  int (__fastcall *getOnDeathExperience)(Actor *this);
  ActorType (__fastcall *getOwnerEntityType)(Actor *this);
  void (__fastcall *remove)(Actor *this);
  void (__fastcall *setPos)(Actor *this, const Vec3 *);
  const PredictedMovementValues *(__fastcall *getPredictedMovementValues)(Actor *this);
  const Vec3 *(__fastcall *getPos)(Actor *this);
  const Vec3 *(__fastcall *getPosOld)(Actor *this);
  const Vec3 *(__fastcall *getPosExtrapolated)(Actor *this, const Vec3 *result, float);
  Vec3 *(__fastcall *getAttachPos)(Actor *this, Vec3 *result, ActorLocation, float);
  Vec3 *(__fastcall *getFiringPos)(Actor *this, Vec3 *result);
  void (__fastcall *setRot)(Actor *this, const Vec2 *);
  void (__fastcall *move)(Actor *this, IActorMovementProxy *, const Vec3 *);
  void (__fastcall *move)(Actor *this, const Vec3 *);
  Vec3 *(__fastcall *getInterpolatedRidingPosition)(Actor *this, Vec3 *result, float);
  float (__fastcall *getInterpolatedBodyRot)(Actor *this, float);
  float (__fastcall *getInterpolatedHeadRot)(Actor *this, float);
  float (__fastcall *getInterpolatedBodyYaw)(Actor *this, float);
  float (__fastcall *getYawSpeedInDegreesPerSecond)(Actor *this);
  float (__fastcall *getInterpolatedWalkAnimSpeed)(Actor *this, float);
  Vec3 *(__fastcall *getInterpolatedRidingOffset)(Actor *this, Vec3 *result, float);
  void (__fastcall *checkBlockCollisions)(Actor *this);
  void (__fastcall *checkBlockCollisions)(Actor *this, const AABB *, std::function<void __cdecl(BlockSource &,Block const &,BlockPos const &,Actor &)>);
  bool (__fastcall *isFireImmune)(Actor *this);
  bool (__fastcall *breaksFallingBlocks)(Actor *this);
  void (__fastcall *blockedByShield)(Actor *this, const ActorDamageSource *, Actor *);
  void (__fastcall *teleportTo)(Actor *this, const Vec3 *, bool, int, int, const ActorUniqueID *);
  bool (__fastcall *tryTeleportTo)(Actor *this, const Vec3 *, bool, bool, int, int);
  void (__fastcall *chorusFruitTeleport)(Actor *this, Vec3 *);
  void (__fastcall *lerpTo)(Actor *this, const Vec3 *, const Vec2 *, int);
  void (__fastcall *lerpMotion)(Actor *this, const Vec3 *);
  std::unique_ptr<AddActorBasePacket> *(__fastcall *getAddPacket)(Actor *this, std::unique_ptr<AddActorBasePacket> *result);
  void (__fastcall *normalTick)(Actor *this);
  void (__fastcall *baseTick)(Actor *this);
  void (__fastcall *rideTick)(Actor *this);
  void (__fastcall *positionRider)(Actor *this, Actor *, float);
  float (__fastcall *getRidingHeight)(Actor *this);
  bool (__fastcall *startRiding)(Actor *this, Actor *);
  void (__fastcall *addRider)(Actor *this, Actor *);
  void (__fastcall *flagRiderToRemove)(Actor *this, Actor *);
  std::string *(__fastcall *getExitTip)(Actor *this, std::string *result, const std::string *, InputMode);
  bool (__fastcall *intersects)(Actor *this, const Vec3 *, const Vec3 *);
  bool (__fastcall *isFree)(Actor *this, const Vec3 *);
  bool (__fastcall *isFree)(Actor *this, const Vec3 *, float);
  bool (__fastcall *isInWall)(Actor *this);
  bool (__fastcall *isInvisible)(Actor *this);
  bool (__fastcall *canShowNameTag)(Actor *this);
  bool (__fastcall *canExistInPeaceful)(Actor *this);
  void (__fastcall *setNameTagVisible)(Actor *this, bool);
  const std::string *(__fastcall *getNameTag)(Actor *this);
  unsigned __int64 (__fastcall *getNameTagAsHash)(Actor *this);
  std::string *(__fastcall *getFormattedNameTag)(Actor *this, std::string *result);
  void (__fastcall *filterFormattedNameTag)(Actor *this, const UIProfanityContext *);
  void (__fastcall *setNameTag)(Actor *this, const std::string *);
  bool (__fastcall *getAlwaysShowNameTag)(Actor *this);
  void (__fastcall *setScoreTag)(Actor *this, const std::string *);
  const std::string *(__fastcall *getScoreTag)(Actor *this);
  bool (__fastcall *isInWater)(Actor *this);
  bool (__fastcall *hasEnteredWater)(Actor *this);
  bool (__fastcall *isImmersedInWater)(Actor *this);
  bool (__fastcall *isInWaterOrRain)(Actor *this);
  bool (__fastcall *isInLava)(Actor *this);
  bool (__fastcall *isUnderLiquid)(Actor *this, MaterialType);
  bool (__fastcall *isOverWater)(Actor *this);
  void (__fastcall *makeStuckInBlock)(Actor *this, const Vec3 *);
  float (__fastcall *getCameraOffset)(Actor *this);
  float (__fastcall *getShadowHeightOffs)(Actor *this);
  float (__fastcall *getShadowRadius)(Actor *this);
  Vec3 *(__fastcall *getHeadLookVector)(Actor *this, Vec3 *result, float);
  bool (__fastcall *canSeeInvisible)(Actor *this);
  bool (__fastcall *canSee)(Actor *this, const Vec3 *);
  bool (__fastcall *canSee)(Actor *this, const Actor *);
  bool (__fastcall *isSkyLit)(Actor *this, float);
  float (__fastcall *getBrightness)(Actor *this, float);
  bool (__fastcall *interactPreventDefault)(Actor *this);
  void (__fastcall *playerTouch)(Actor *this, Player *);
  void (__fastcall *onAboveBubbleColumn)(Actor *this, const bool);
  void (__fastcall *onInsideBubbleColumn)(Actor *this, const bool);
  bool (__fastcall *isImmobile)(Actor *this);
  bool (__fastcall *isSilent)(Actor *this);
  bool (__fastcall *isPickable)(Actor *this);
  bool (__fastcall *isFishable)(Actor *this);
  bool (__fastcall *isSleeping)(Actor *this);
  bool (__fastcall *isShootable)(Actor *this);
  void (__fastcall *setSneaking)(Actor *this, bool);
  bool (__fastcall *isBlocking)(Actor *this);
  bool (__fastcall *isDamageBlocked)(Actor *this, const ActorDamageSource *);
  bool (__fastcall *isAlive)(Actor *this);
  bool (__fastcall *isOnFire)(Actor *this);
  bool (__fastcall *isOnHotBlock)(Actor *this);
  bool (__fastcall *isCreativeModeAllowed)(Actor *this);
  bool (__fastcall *isSurfaceMob)(Actor *this);
  bool (__fastcall *isTargetable)(Actor *this);
  bool (__fastcall *isLocalPlayer)(Actor *this);
  bool (__fastcall *isPlayer)(Actor *this);
  bool (__fastcall *canAttack)(Actor *this, Actor *, bool);
  void (__fastcall *setTarget)(Actor *this, Actor *);
  Actor *(__fastcall *findAttackTarget)(Actor *this);
  bool (__fastcall *isValidTarget)(Actor *this, Actor *);
  bool (__fastcall *attack)(Actor *this, Actor *);
  void (__fastcall *performRangedAttack)(Actor *this, Actor *, float);
  void (__fastcall *adjustDamageAmount)(Actor *this, int *);
  int (__fastcall *getEquipmentCount)(Actor *this);
  void (__fastcall *setOwner)(Actor *this, const ActorUniqueID);
  void (__fastcall *setSitting)(Actor *this, bool);
  void (__fastcall *onTame)(Actor *this);
  void (__fastcall *onFailedTame)(Actor *this);
  int (__fastcall *getInventorySize)(Actor *this);
  int (__fastcall *getEquipSlots)(Actor *this);
  int (__fastcall *getChestSlots)(Actor *this);
  void (__fastcall *setStanding)(Actor *this, bool);
  bool (__fastcall *canPowerJump)(Actor *this);
  void (__fastcall *setCanPowerJump)(Actor *this, bool);
  bool (__fastcall *isJumping)(Actor *this);
  bool (__fastcall *isEnchanted)(Actor *this);
  void (__fastcall *rideJumped)(Actor *this);
  void (__fastcall *rideLanded)(Actor *this, const Vec3 *, const Vec3 *);
  bool (__fastcall *shouldRender)(Actor *this);
  bool (__fastcall *isInvulnerableTo)(Actor *this, const ActorDamageSource *);
  ActorDamageCause (__fastcall *getBlockDamageCause)(Actor *this, const Block *);
  void (__fastcall *actuallyHurt)(Actor *this, int, const ActorDamageSource *, bool);
  void (__fastcall *animateHurt)(Actor *this);
  bool (__fastcall *doFireHurt)(Actor *this, int);
  void (__fastcall *onLightningHit)(Actor *this);
  void (__fastcall *onBounceStarted)(Actor *this, const BlockPos *, const Block *);
  void (__fastcall *feed)(Actor *this, int);
  void (__fastcall *handleEntityEvent)(Actor *this, ActorEvent, int);
  float (__fastcall *getPickRadius)(Actor *this);
  const HashedString *(__fastcall *getActorRendererId)(Actor *this);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const ItemStack *, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const Block *, int, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, const Block *, int);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, int, int, float);
  ItemActor *(__fastcall *spawnAtLocation)(Actor *this, int, int);
  void (__fastcall *despawn)(Actor *this);
  void (__fastcall *killed)(Actor *this, Actor *);
  void (__fastcall *awardKillScore)(Actor *this, Actor *, int);
  void (__fastcall *setArmor)(Actor *this, ArmorSlot, const ItemStack *);
  const ItemStack *(__fastcall *getArmor)(Actor *this, ArmorSlot);
  ArmorMaterialType (__fastcall *getArmorMaterialTypeInSlot)(Actor *this, ArmorSlot);
  ArmorTextureType (__fastcall *getArmorMaterialTextureTypeInSlot)(Actor *this, ArmorSlot);
  float (__fastcall *getArmorColorInSlot)(Actor *this, ArmorSlot, int);
  const ItemStack *(__fastcall *getEquippedSlot)(Actor *this, EquipmentSlot);
  void (__fastcall *setEquippedSlot)(Actor *this, EquipmentSlot, const ItemStack *);
  const ItemStack *(__fastcall *getCarriedItem)(Actor *this);
  void (__fastcall *setCarriedItem)(Actor *this, const ItemStack *);
  void (__fastcall *setOffhandSlot)(Actor *this, const ItemStack *);
  const ItemStack *(__fastcall *getEquippedTotem)(Actor *this);
  bool (__fastcall *consumeTotem)(Actor *this);
  bool (__fastcall *save)(Actor *this, CompoundTag *);
  void (__fastcall *saveWithoutId)(Actor *this, CompoundTag *);
  bool (__fastcall *load)(Actor *this, const CompoundTag *, DataLoadHelper *);
  void (__fastcall *loadLinks)(Actor *this, const CompoundTag *, std::vector<ActorLink> *, DataLoadHelper *);
  ActorType (__fastcall *getEntityTypeId)(Actor *this);
  const HashedString *(__fastcall *queryEntityRenderer)(Actor *this);
  ActorUniqueID *(__fastcall *getSourceUniqueID)(Actor *this, ActorUniqueID *result);
  void (__fastcall *setOnFire)(Actor *this, int);
  AABB *(__fastcall *getHandleWaterAABB)(Actor *this, AABB *result);
  void (__fastcall *handleInsidePortal)(Actor *this, const BlockPos *);
  int (__fastcall *getPortalCooldown)(Actor *this);
  int (__fastcall *getPortalWaitTime)(Actor *this);
  AutomaticID<Dimension,int> *(__fastcall *getDimensionId)(Actor *this, AutomaticID<Dimension,int> *result);
  bool (__fastcall *canChangeDimensions)(Actor *this);
  void (__fastcall *changeDimension)(Actor *this, const ChangeDimensionPacket *);
  void (__fastcall *changeDimension)(Actor *this, AutomaticID<Dimension,int>, bool);
  ActorUniqueID *(__fastcall *getControllingPlayer)(Actor *this, ActorUniqueID *result);
  void (__fastcall *checkFallDamage)(Actor *this, float, bool);
  void (__fastcall *causeFallDamage)(Actor *this, float);
  void (__fastcall *handleFallDistanceOnServer)(Actor *this, float, bool);
  void (__fastcall *playSynchronizedSound)(Actor *this, LevelSoundEvent, const Vec3 *, int, bool);
  void (__fastcall *playSynchronizedSound)(Actor *this, LevelSoundEvent, const Vec3 *, const Block *, bool);
  void (__fastcall *onSynchedDataUpdate)(Actor *this, int);
  bool (__fastcall *canAddRider)(Actor *this, Actor *);
  bool (__fastcall *canPickupItem)(Actor *this, const ItemStack *);
  bool (__fastcall *canBePulledIntoVehicle)(Actor *this);
  bool (__fastcall *inCaravan)(Actor *this);
  bool (__fastcall *isLeashableType)(Actor *this);
  void (__fastcall *tickLeash)(Actor *this);
  void (__fastcall *sendMotionPacketIfNeeded)(Actor *this);
  bool (__fastcall *canSynchronizeNewEntity)(Actor *this);
  bool (__fastcall *stopRiding)(Actor *this, bool, bool, bool, bool);
  void (__fastcall *startSwimming)(Actor *this);
  void (__fastcall *stopSwimming)(Actor *this);
  void (__fastcall *buildDebugInfo)(Actor *this, std::string *);
  CommandPermissionLevel (__fastcall *getCommandPermissionLevel)(Actor *this);
  AttributeInstance *(__fastcall *getMutableAttribute)(Actor *this, const Attribute *);
  const AttributeInstance *(__fastcall *getAttribute)(Actor *this, const Attribute *);
  int (__fastcall *getDeathTime)(Actor *this);
  void (__fastcall *heal)(Actor *this, int);
  bool (__fastcall *isInvertedHealAndHarm)(Actor *this);
  bool (__fastcall *canBeAffected)(Actor *this, const MobEffectInstance *);
  bool (__fastcall *canBeAffected)(Actor *this, int);
  bool (__fastcall *canBeAffectedByArrow)(Actor *this, const MobEffectInstance *);
  void (__fastcall *onEffectAdded)(Actor *this, MobEffectInstance *);
  void (__fastcall *onEffectUpdated)(Actor *this, const MobEffectInstance *);
  void (__fastcall *onEffectRemoved)(Actor *this, MobEffectInstance *);
  AnimationComponent *(__fastcall *getAnimationComponent)(Actor *this);
  void (__fastcall *openContainerComponent)(Actor *this, Player *);
  void (__fastcall *swing)(Actor *this);
  void (__fastcall *useItem)(Actor *this, ItemStackBase *, ItemUseMethod, bool);
  bool (__fastcall *hasOutputSignal)(Actor *this, unsigned __int8);
  int (__fastcall *getOutputSignal)(Actor *this);
  void (__fastcall *getDebugText)(Actor *this, std::vector<std::string> *);
  float (__fastcall *getMapDecorationRotation)(Actor *this);
  float (__fastcall *getRiderYRotation)(Actor *this, const Actor *);
  float (__fastcall *getYHeadRot)(Actor *this);
  bool (__fastcall *isWorldBuilder)(Actor *this);
  bool (__fastcall *isCreative)(Actor *this);
  bool (__fastcall *isAdventure)(Actor *this);
  bool (__fastcall *add)(Actor *this, ItemStack *);
  bool (__fastcall *drop)(Actor *this, const ItemStack *, bool);
  bool (__fastcall *getInteraction)(Actor *this, Player *, ActorInteraction *, const Vec3 *);
  bool (__fastcall *canDestroyBlock)(Actor *this, const Block *);
  void (__fastcall *setAuxValue)(Actor *this, int);
  void (__fastcall *setSize)(Actor *this, float, float);
  int (__fastcall *getLifeSpan)(Actor *this);
  void (__fastcall *onOrphan)(Actor *this);
  void (__fastcall *wobble)(Actor *this);
  bool (__fastcall *wasHurt)(Actor *this);
  void (__fastcall *startSpinAttack)(Actor *this);
  void (__fastcall *stopSpinAttack)(Actor *this);
  void (__fastcall *setDamageNearbyMobs)(Actor *this, bool);
  bool (__fastcall *hasCritBox)(Actor *this);
  bool (__fastcall *isCritHit)(Actor *this);
  void (__fastcall *renderDebugServerState)(Actor *this, const Options *);
  void (__fastcall *reloadLootTable)(Actor *this, const EquipmentTableDefinition *);
  void (__fastcall *reloadLootTable)(Actor *this);
  float (__fastcall *getDeletionDelayTimeSeconds)(Actor *this);
  void (__fastcall *kill)(Actor *this);
  void (__fastcall *die)(Actor *this, const ActorDamageSource *);
  bool (__fastcall *shouldTick)(Actor *this);
  std::shared_ptr<IActorMovementProxy> *(__fastcall *createMovementProxy)(Actor *this, std::shared_ptr<IActorMovementProxy> *result);
  void (__fastcall *updateEntitySpecificMolangVariables)(Actor *this, RenderParams *);
  bool (__fastcall *shouldTryMakeStepSound)(Actor *this);
  float (__fastcall *getNextStep)(Actor *this, const float);
  bool (__fastcall *canMakeStepSound)(Actor *this);
  void (__fastcall *outOfWorld)(Actor *this);
  bool (__fastcall *_hurt)(Actor *this, const ActorDamageSource *, int, bool, bool);
  void (__fastcall *markHurt)(Actor *this);
  void (__fastcall *readAdditionalSaveData)(Actor *this, const CompoundTag *, DataLoadHelper *);
  void (__fastcall *addAdditionalSaveData)(Actor *this, CompoundTag *);
  void (__fastcall *_playStepSound)(Actor *this, const BlockPos *, const Block *);
  void (__fastcall *_playFlySound)(Actor *this, const BlockPos *, const Block *);
  bool (__fastcall *_makeFlySound)(Actor *this);
  void (__fastcall *checkInsideBlocks)(Actor *this, float);
  void (__fastcall *pushOutOfBlocks)(Actor *this, const Vec3 *);
  bool (__fastcall *updateWaterState)(Actor *this);
  void (__fastcall *doWaterSplashEffect)(Actor *this);
  void (__fastcall *spawnTrailBubbles)(Actor *this);
  void (__fastcall *updateInsideBlock)(Actor *this);
  LootTable *(__fastcall *getLootTable)(Actor *this);
  LootTable *(__fastcall *getDefaultLootTable)(Actor *this);
  void (__fastcall *_removeRider)(Actor *this, const ActorUniqueID *, bool, bool, bool);
  void (__fastcall *_onSizeUpdated)(Actor *this);
  void (__fastcall *_doAutoAttackOnTouch)(Actor *this, Actor *);
  void (__fastcall *knockback)(Mob *this, Actor *, int, float, float, float, float, float);
  void (__fastcall *resolveDeathLoot)(Mob *this, int, const ActorDamageSource *);
  void (__fastcall *spawnAnim)(Mob *this);
  void (__fastcall *setSleeping)(Mob *this, bool);
  void (__fastcall *setSprinting)(Mob *this, bool);
  void (__fastcall *playAmbientSound)(Mob *this);
  LevelSoundEvent (__fastcall *getAmbientSound)(Mob *this);
  int (__fastcall *getAmbientSoundPostponeTicks)(Mob *this);
  int (__fastcall *getAmbientSoundPostponeTicksRange)(Mob *this);
  const TextureUVCoordinateSet *(__fastcall *getItemInHandIcon)(Mob *this, const ItemStack *, int);
  float (__fastcall *getSpeed)(Mob *this);
  void (__fastcall *setSpeed)(Mob *this, float);
  float (__fastcall *getJumpPower)(Mob *this);
  bool (__fastcall *hurtEffects)(Mob *this, const ActorDamageSource *, int, bool, bool);
  int (__fastcall *getMeleeWeaponDamageBonus)(Mob *this, Mob *);
  int (__fastcall *getMeleeKnockbackBonus)(Mob *this);
  void (__fastcall *travel)(Mob *this, IMobMovementProxy *, float, float, float);
  void (__fastcall *travel)(Mob *this, float, float, float);
  void (__fastcall *applyFinalFriction)(Mob *this, float, bool);
  void (__fastcall *updateWalkAnim)(Mob *this);
  void (__fastcall *aiStep)(Mob *this, IMobMovementProxy *);
  void (__fastcall *aiStep)(Mob *this);
  void (__fastcall *pushActors)(Mob *this);
  void (__fastcall *lookAt)(Mob *this, Actor *, float, float);
  bool (__fastcall *isLookingAtAnEntity)(Mob *this);
  bool (__fastcall *checkSpawnRules)(Mob *this, bool);
  bool (__fastcall *checkSpawnObstruction)(Mob *this);
  float (__fastcall *getAttackAnim)(Mob *this, float);
  int (__fastcall *getItemUseDuration)(Mob *this);
  float (__fastcall *getItemUseStartupProgress)(Mob *this);
  float (__fastcall *getItemUseIntervalProgress)(Mob *this);
  int (__fastcall *getItemuseIntervalAxis)(Mob *this);
  int (__fastcall *getTimeAlongSwing)(Mob *this);
  void (__fastcall *ate)(Mob *this);
  float (__fastcall *getMaxHeadXRot)(Mob *this);
  Mob *(__fastcall *getLastHurtByMob)(Mob *this);
  void (__fastcall *setLastHurtByMob)(Mob *this, Mob *);
  Player *(__fastcall *getLastHurtByPlayer)(Mob *this);
  void (__fastcall *setLastHurtByPlayer)(Mob *this, Player *);
  Mob *(__fastcall *getLastHurtMob)(Mob *this);
  void (__fastcall *setLastHurtMob)(Mob *this, Actor *);
  bool (__fastcall *isAlliedTo)(Mob *this, Mob *);
  bool (__fastcall *doHurtTarget)(Mob *this, Actor *);
  bool (__fastcall *canBeControlledByRider)(Mob *this);
  void (__fastcall *leaveCaravan)(Mob *this);
  void (__fastcall *joinCaravan)(Mob *this, Mob *);
  bool (__fastcall *hasCaravanTail)(Mob *this);
  ActorUniqueID *(__fastcall *getCaravanHead)(Mob *this, ActorUniqueID *result);
  int (__fastcall *getArmorValue)(Mob *this);
  float (__fastcall *getArmorCoverPercentage)(Mob *this);
  void (__fastcall *hurtArmor)(Mob *this, const ActorDamageSource *, int, const std::bitset<4> *);
  void (__fastcall *hurtArmor)(Mob *this, const ActorDamageSource *, int);
  void (__fastcall *hurtArmorSlot)(Mob *this, const ActorDamageSource *, int, ArmorSlot);
  void (__fastcall *setDamagedArmor)(Mob *this, ArmorSlot, const ItemStack *);
  void (__fastcall *sendArmorDamage)(Mob *this, const std::bitset<4> *);
  void (__fastcall *sendArmor)(Mob *this, const std::bitset<4> *);
  void (__fastcall *containerChanged)(Mob *this, int);
  void (__fastcall *updateEquipment)(Mob *this);
  int (__fastcall *clearEquipment)(Mob *this);
  std::vector<ItemStack const *> *(__fastcall *getAllArmor)(Mob *this, std::vector<ItemStack const *> *result);
  std::vector<int> *(__fastcall *getAllArmorID)(Mob *this, std::vector<int> *result);
  std::vector<ItemStack const *> *(__fastcall *getAllHand)(Mob *this, std::vector<ItemStack const *> *result);
  std::vector<ItemStack const *> *(__fastcall *getAllEquipment)(Mob *this, std::vector<ItemStack const *> *result);
  int (__fastcall *getArmorTypeHash)(Mob *this);
  void (__fastcall *dropEquipmentOnDeath)(Mob *this);
  void (__fastcall *dropEquipmentOnDeath)(Mob *this, const ActorDamageSource *, int);
  void (__fastcall *clearVanishEnchantedItemsOnDeath)(Mob *this);
  void (__fastcall *sendInventory)(Mob *this, bool);
  int (__fastcall *getDamageAfterMagicAbsorb)(Mob *this, const ActorDamageSource *, int);
  bool (__fastcall *createAIGoals)(Mob *this);
  void (__fastcall *onBorn)(Mob *this, Actor *, Actor *);
  bool (__fastcall *setItemSlot)(Mob *this, EquipmentSlot, const ItemStack *);
  void (__fastcall *setTransitioningSitting)(Mob *this, bool);
  void (__fastcall *attackAnimation)(Mob *this, Actor *, float);
  int (__fastcall *getAttackTime)(Mob *this);
  float (__fastcall *_getWalkTargetValue)(Mob *this, const BlockPos *);
  bool (__fastcall *canExistWhenDisallowMob)(Mob *this);
  bool (__fastcall *useNewAi)(Mob *this);
  void (__fastcall *ascendLadder)(Mob *this);
  void (__fastcall *ascendScaffolding)(Mob *this);
  void (__fastcall *descendScaffolding)(Mob *this);
  void (__fastcall *dropContainer)(Mob *this);
  std::unique_ptr<BodyControl> *(__fastcall *initBodyControl)(Mob *this, std::unique_ptr<BodyControl> *result);
  void (__fastcall *jumpFromGround)(Mob *this, IMobMovementProxy *);
  void (__fastcall *jumpFromGround)(Mob *this);
  void (__fastcall *updateAi)(Mob *this);
  void (__fastcall *newServerAiStep)(Mob *this);
  void (__fastcall *_serverAiMobStep)(Mob *this);
  int (__fastcall *getDamageAfterEnchantReduction)(Mob *this, const ActorDamageSource *, int);
  int (__fastcall *getDamageAfterArmorAbsorb)(Mob *this, const ActorDamageSource *, int);
  void (__fastcall *dropBags)(Mob *this);
  void (__fastcall *tickDeath)(Mob *this);
  void (__fastcall *updateGliding)(Mob *this);
  bool (__fastcall *_allowAscendingScaffolding)(Mob *this);
};

# ThrowInfo

typedef const struct _s_ThrowInfo ThrowInfo;