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\soundworld_local.h
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// Recovered logical types: 2
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// Signatures retain Xbox 360 ABI evidence and may still require manual review.
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// IDA Local Type ordinal 13694; PDB kind: struct.
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struct idSoundWorldLocal::idDuckLayer
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{
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idArray<float,25> fromVolumes;
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const idDeclDuck *decl;
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int startFadeStart;
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int startFadeEnd;
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int endFadeStart;
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int endFadeEnd;
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float blendAlpha;
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};
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// IDA Local Type ordinal 13723; PDB kind: class.
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class __declspec(align(4)) idSoundWorldLocal : public idSoundWorld
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 13724.
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virtual ~idSoundWorldLocal();
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virtual void StopAllSounds();
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virtual idSoundEmitter *AllocSoundEmitter();
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virtual int NumEmitters();
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virtual idSoundEmitter *EmitterForIndex(int);
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virtual void PlaceListener(const idVec3 *, const idMat3 *, const idVec3 *, const int);
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virtual void SetNumListeners(int);
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virtual int FindEnvironment(const idVec3 *);
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virtual bool SetEnvironmentParams(int, const soundEnvironment_t *);
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virtual bool GetEnvironmentParams(int, soundEnvironment_t *);
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virtual void OverrideEnvironmentParams(const soundEnvironment_t *, int);
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virtual void BlendEnvironmentParams(const soundEnvironment_t *, float, int);
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virtual int FindDoor(const idVec3 *);
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virtual void SetDoor(int, float);
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virtual float CurrentShakeAmplitude(int);
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virtual int PlayPositionedShaderDirectly(const idSoundShader *, const idVec3 *, const idMat3 *, float);
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virtual int PlayGlobalShaderDirectly(const idSoundShader *, soundChannel_t, float);
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virtual void Fade(soundShaderGroups_t, float, int);
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virtual void Duck(const idDeclDuck *, int, int, int);
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virtual void DuckBlend(const idDeclDuck *, float);
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virtual void DrawDebug(idRenderWorld *);
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virtual void SaveGame(idFile *);
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virtual bool LoadGame(idFile *);
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virtual void WriteToSnapshot(idSnapShot *, const idSnapShot *);
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virtual void ReadFromSnapshot(idSnapShot *, const idSnapShot *);
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virtual bool Trace(const idVec3 *, const idVec3 *);
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virtual void Pause();
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virtual void UnPause();
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virtual int GetSoundTime();
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idSoundFade volumeFade;
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idArray<idSoundFade,25> groupFade;
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idStaticList<idSoundWorldLocal::idDuckLayer,4> ducks;
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idRenderWorld *renderWorld;
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idSoundBSPFile sbspFile;
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idList<soundEnvironment_t,38> environments;
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idList<float,38> doors;
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idArray<listener_t,2> listeners;
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int listenerIndex;
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int numListeners;
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float currentCushionDB;
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idList<idSoundEmitterLocal *,38> emitters;
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idSoundEmitter *localSound;
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idSoundEmitter *tinnitusEmitter;
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idSoundEmitter *positionedEmitters[32];
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idBlockAlloc<idSoundEmitterLocal,16,38> emitterAllocator;
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idBlockAlloc<idSoundChannel,16,38> channelAllocator;
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idSoundFade pauseFade;
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int pausedTime;
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int accumulatedPauseTime;
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bool isPaused;
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};
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