Added cleaned up structs and classes to proper header files.
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#pragma once
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// Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata.
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// Original PDB header: w:\tech5\engine\sound\soundshader.h
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// Recovered logical types: 7
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// Signatures retain Xbox 360 ABI evidence and may still require manual review.
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// IDA Local Type ordinal 1085; PDB kind: enum.
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enum __bitmask soundShaderFlags_t : __int32
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{
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SSF_PRIVATE_SOUND = 0x1,
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SSF_ANTI_PRIVATE_SOUND = 0x2,
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SSF_NO_OCCLUSION = 0x4,
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SSF_GLOBAL = 0x8,
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SSF_OMNIDIRECTIONAL = 0x10,
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SSF_FRONTDIRECTIONAL = 0x20,
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SSF_REARDIRECTIONAL = 0x40,
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SSF_ENVIRONMENTAL = 0x80,
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SSF_CONEATTENUATION = 0x100,
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SSF_LOOPING = 0x200,
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SSF_PLAY_ONCE = 0x400,
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SSF_SEQUENTIAL = 0x800,
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SSF_NO_RANDOM_OFFSET = 0x1000,
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SSF_AUTO_RESTART = 0x2000,
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SSF_FLICKER = 0x4000,
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SSF_NO_EFFECTS = 0x8000,
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SSF_FINITE_SPEED_OF_SOUND = 0x10000,
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SSF_DISTANCE_LOW_PASS = 0x20000,
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SSF_LFE = 0x40000,
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SSF_DISTANCE_BASED_STEREO = 0x80000,
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SSF_RANDOM_LOOPING = 0x100000,
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SSF_PASS_HDR = 0x200000,
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SSF_BLOCK_ON_LOAD = 0x400000,
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SSF_DOPPLER = 0x800000,
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SSF_LOOP_FADE_IN = 0x1000000,
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SSF_LOOP_FADE_OUT = 0x2000000,
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};
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// IDA Local Type ordinal 1087; PDB kind: enum.
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enum soundShaderGroups_t : __int32
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{
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SSG_MASTER = 0x0,
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SSG_UI = 0x1,
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SSG_MUSIC_MENU = 0x2,
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SSG_MUSIC_INGAME = 0x4,
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SSG_SFX_GENERAL = 0x8,
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SSG_AMB_CORE = 0x10,
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SSG_AMB_SPOT = 0x20,
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SSG_EXPLOSIONS = 0x40,
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SSG_KEY_EVENTS = 0x80,
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SSG_IMPACTS = 0x100,
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SSG_RICO_BYS = 0x200,
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SSG_MOVEMENT_AI = 0x400,
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SSG_MOVEMENT_PL = 0x800,
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SSG_VEH_AI = 0x1000,
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SSG_VEH_PL = 0x2000,
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SSG_VEH_COLLISIONS_AI = 0x4000,
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SSG_VEH_COLLISIONS_PL = 0x8000,
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SSG_WEAPONS_AI = 0x10000,
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SSG_WEAPONS_PL = 0x20000,
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SSG_SPECIAL_ENEMY_MOVEMENT = 0x40000,
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SSG_SPECIAL_ENEMY_VOICE = 0x80000,
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SSG_VO_PLAYER = 0x100000,
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SSG_VO_EVENT = 0x200000,
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SSG_VO_INGAME = 0x400000,
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SSG_VO_RADIO = 0x800000,
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SSG_VO_BATTLE = 0x1000000,
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};
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// IDA Local Type ordinal 13490; PDB kind: struct.
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struct soundShaderParms_t::coneAttenuationVars_t
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{
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float innerAngle;
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float outerAngle;
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float outerVolume;
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};
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// IDA Local Type ordinal 13491; PDB kind: struct.
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struct soundShaderParms_t::distancesBasedVars_t
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{
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float nearMinRange;
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float farMaxRange;
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};
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// IDA Local Type ordinal 13493; PDB kind: struct.
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struct soundShaderParms_t::maxPlayerVars_t
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{
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int maxShaders;
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soundMaxPlaybackType_t playbackType;
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};
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// IDA Local Type ordinal 13494; PDB kind: struct.
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struct soundShaderParms_t
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{
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float minDistance;
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float maxDistance;
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float distanceFactor;
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float wetMinDistanceOffset;
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float wetMaxDistanceOffset;
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soundShaderParms_t::coneAttenuationVars_t coneAttenuation;
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soundShaderParms_t::distancesBasedVars_t distanceBasedRanges;
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randomValue_t volume;
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float wetVolume;
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randomValue_t pitch;
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float loopFadeInDuration;
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float loopFadeOutDuration;
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float dopplerMultiplier;
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float shakes;
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float minShakeDistance;
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float maxShakeDistance;
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const idDeclTable *shakeFalloff;
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soundShaderGroups_t groups;
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soundChannel_t soundChannel;
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soundShaderFlags_t soundShaderFlags;
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float lowPassMinDistance;
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float lowPassStrength;
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float lfeVolume;
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float centerChannel;
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const idDeclTable *falloff;
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const idDeclTable *wetFalloff;
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float headroom;
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soundShaderParms_t::maxPlayerVars_t maxPlay;
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soundPriority_t priority;
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};
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// IDA Local Type ordinal 13510; PDB kind: class.
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class idSoundShader : public idDeclTypeInfo
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 13734.
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virtual ~idSoundShader();
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virtual void LoadResource();
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virtual bool ReloadIfStale();
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virtual void WriteResourceFile();
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virtual idResourceList *GetResourceList();
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virtual void Print();
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virtual void List();
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virtual unsigned int GetDeclTimestamp();
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virtual idDeclInfo *GetDeclInfo();
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virtual bool RebuildTextSource();
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virtual bool SetImplicitText();
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virtual const char *DefaultDefinition();
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virtual void LogMissingDecl();
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virtual void Parse(idParser *);
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virtual void FreeData();
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virtual unsigned int Size();
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soundShaderParms_t parms;
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idList<idStrSound,38> soundFiles;
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idList<idSoundSample *,38> entries;
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const idSoundShader *preSound;
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const idSoundShader *postSound;
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const idSoundShader *remoteSound;
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idSoundSample *nextSample;
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idLinkList<idSoundChannel> playingChannels;
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};
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