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\tungsten\game\clientgame\presentable\presentableparticleemitter.h
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// Recovered logical types: 1
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// Signatures retain Xbox 360 ABI evidence and may still require manual review.
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// IDA Local Type ordinal 15504; PDB kind: class.
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class __declspec(align(8)) idPresentableParticleEmitter : public idPresentable
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 34011.
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virtual ~idPresentableParticleEmitter();
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virtual void Shutdown();
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virtual void ClientJobSync();
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virtual void ControlReleased();
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virtual inputSettings_t *GetInputSettings(inputSettings_t *result, idPresentablePlayer *);
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virtual void Present();
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virtual void Serialize(idSerializer *);
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virtual void PostSerializeRead(bool);
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virtual void Interpolate(int, float);
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virtual bool ShouldSerializeHidden();
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virtual bool ShouldInterpolate();
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virtual void ClientPredict(int, float);
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virtual void ClientThink(int, float, bool);
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virtual void ServerThink(int);
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virtual bool Draw(idPresentablePlayer *);
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virtual void SerializeFX(idSerializer *);
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virtual void PostAlloc();
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virtual presentableType_t GetType();
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virtual idPresentableAnimatedEntity *GetAnimatedEntityInterface();
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virtual idPresentableVehicle *GetVehicleInterface();
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virtual idPresentableBreakable *GetBreakableInterface();
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virtual idPresentablePieceEmitter *GetPieceEmitterInterface();
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virtual idPresentableDamageable *GetDamageableInterface();
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virtual const idPresentableActor *GetActorInterface();
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virtual idPresentableActor *GetActorInterface_2();
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virtual const idPresentablePlayer *GetPlayerInterface();
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virtual idPresentablePlayer *GetPlayerInterface_2();
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virtual idPresentableProjectile *GetProjectileInterface();
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virtual idPresentableProjectile_Rocket *GetProjectileRocketInterface();
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virtual idPresentableProjectile_Homing *GetProjectileHomingInterface();
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virtual idPresentableProjectile_Grenade *GetProjectileGrenadeInterface();
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virtual idPresentableMultiplayerTrigger *GetMultiplayerTriggerInterface();
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virtual idPresentableWeaponStatic *GetWeaponStaticInterface();
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virtual idPresentableAI *GetAIInterface();
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virtual idPresentableProp *GetPropInterface();
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virtual idPresentableDoorAnimated *GetDoorAnimatedInterface();
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virtual idPresentableWeapon *GetWeaponInterface();
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virtual idOnlineVehicleDeathCameraPresentable *GetVehicleCameraInterface();
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virtual idPresentableReviveCamera *GetReviveCameraInterface();
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virtual idPresentableArmorPiece *GetArmorInterface();
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virtual idPresentablePusher *GetPusherInterface();
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virtual idPresentableTurret *GetTurretInterface();
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virtual idPresentableParticleEmitter *GetParticleEmitterInterface();
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virtual idPresentableCollisionTrigger *GetCollisionTriggerInterface();
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virtual idPresentableSpectatorCamera *GetSpectatorCameraInterface();
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virtual idPresentableAnimatedEntity *GetAnimatedPhysicsInterface();
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virtual void SetRenderModel(idRenderModel *, bool);
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virtual bool ShouldSerializeRenderModelParms();
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virtual void StopSound_Predicted(const soundChannel_t);
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virtual void Hide(bool);
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virtual void Show();
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virtual void GetWorldTransform(idVec3 *, idMat3 *);
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virtual idBounds *GetBounds(idBounds *result, int);
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virtual idBounds *GetAbsBounds(idBounds *result, int);
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virtual bool ShouldTriggerClientHitScanHit();
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virtual void ClientHitScanHit(int, int, int, const idDeclWeapon *, const idDeclProjectile *, int);
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virtual void ClientHitScanHit_ClientFire(int, const idDeclWeapon *, int);
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virtual void PredictHitScanHit(idPresentable *, float, const idVec3 *, const idVec3 *, const idDeclProjectile *, trace_t *);
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virtual int GetPeerIndex();
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virtual bool IsTargetLockable(const idDeclAmmo *);
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virtual float GetTotalCurHealth();
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virtual float GetTotalMaxHealth();
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virtual bool ShouldSaveForTimeTrial();
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virtual void StartFX(fxCondition_t, fxExtraCondition_t);
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virtual void StopAllFX();
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virtual void UpdateFX(const idVec3 *, const idMat3 *, idFXManager *, const float, const float);
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virtual void UpdateFX_2(const idVec3 *, const idMat3 *);
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virtual void UpdateFX_3(const float, const float);
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virtual void LocalStartFX(fxCondition_t);
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virtual usableState_t GetOnlineUsableState(idPresentablePlayer *, int);
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virtual void GetOnlineModifiedCrosshairInfo(const idPresentable *, const idFocusTrace *, const usableState_t, idCrosshairInfo *);
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virtual idStrId *GetOnlineUsableText(idStrId *result);
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virtual void BecomeReplicated();
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virtual int GetControllingPlayerIndex();
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virtual idPresentablePlayer *GetControllingPlayer();
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virtual bool IsLocallyControlled();
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virtual idWeapon *GetFiredWeapon(const idDeclWeapon *);
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virtual void InitFXMgr(const idDeclFX *);
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virtual void ShutdownFXMgr();
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virtual void UpdateClientCollision(const idVec3 *, const idMat3 *, const idVec3 *, const idMat3 *);
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virtual bool ShouldLinkPresentableCollision();
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virtual void TriggerShow();
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virtual void TriggerHide();
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virtual void SetParticle(const idDeclParticle *);
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const idDeclParticle *particleSystem;
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netBoolEvent_t activated;
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netBoolEvent_t deactivated;
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idFadeHelper fade;
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float fadeIn;
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float fadeOut;
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float alphaScale;
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int smokeSystemRate;
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idVec3 distributionScale;
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idVec3 velocity;
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idVec4 colorv4;
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bool useGlobalShadows;
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bool useSmokeSystem;
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};
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