Added cleaned up structs and classes to proper header files.
This commit is contained in:
@@ -0,0 +1,657 @@
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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\entities\mover.h
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// Recovered logical types: 22
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// Signatures retain Xbox 360 ABI evidence and may still require manual review.
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// IDA Local Type ordinal 1397; PDB kind: enum.
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enum idNpMover::moverOrientMode_t : __int32
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{
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Orient_InDirection = 0x0,
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Orient_ToPoint = 0x1,
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Orient_InTravelDirection = 0x2,
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Orient_StrictlyInTravelDirection = 0x3,
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};
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// IDA Local Type ordinal 1398; PDB kind: enum.
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enum idNpMover::moveInDirFlags_t : __int32
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{
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MoveInDir_StopWhenBlocked = 0x1,
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MoveInDir_PushableByConstraintSolver = 0x2,
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};
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// IDA Local Type ordinal 1859; PDB kind: enum.
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enum moverDir_t : __int32
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{
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DIR_UP = 0xFFFFFFFF,
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DIR_DOWN = 0xFFFFFFFE,
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DIR_BACK = 0xFFFFFFFA,
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DIR_REL_UP = 0xFFFFFFF9,
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DIR_REL_DOWN = 0xFFFFFFF8,
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DIR_REL_LEFT = 0xFFFFFFF7,
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DIR_REL_RIGHT = 0xFFFFFFF6,
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DIR_REL_FORWARD = 0xFFFFFFF5,
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DIR_REL_BACK = 0xFFFFFFF4,
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};
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// IDA Local Type ordinal 1861; PDB kind: enum.
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typedef idMoverMM::moveStage_t idMover::moveStage_t;
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// IDA Local Type ordinal 1862; PDB kind: enum.
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typedef idMoverMM::moverCommand_t idMover::moverCommand_t;
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// IDA Local Type ordinal 1868; PDB kind: enum.
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enum idMoverMM::moveStage_t : __int32
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{
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ACCELERATION_STAGE = 0x0,
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LINEAR_STAGE = 0x1,
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DECELERATION_STAGE = 0x2,
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FINISHED_STAGE = 0x3,
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};
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// IDA Local Type ordinal 1869; PDB kind: enum.
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enum idMoverMM::moverCommand_t : __int32
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{
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MOVER_NONE = 0x0,
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MOVER_ROTATING = 0x1,
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MOVER_MOVING = 0x2,
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MOVER_SPLINE = 0x3,
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};
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// IDA Local Type ordinal 18232; PDB kind: struct.
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struct __declspec(align(2)) idNpMover::idGotoParms
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{
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idVec3 goalPos;
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float stopDistAllowed;
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float stopDistDesired;
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idVec3 orientAtGoalDir;
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bool orientAtGoalEnabled;
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bool stopAtGoal;
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bool pushThroughCrowd;
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};
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// IDA Local Type ordinal 18233; PDB kind: class.
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class idNpMover
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{
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public:
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idNpMoverImpl *impl;
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};
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// IDA Local Type ordinal 18234; PDB kind: struct.
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struct idNpMover::idFollowParms
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{
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int formation;
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float followDistance;
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float arcSpread;
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};
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// IDA Local Type ordinal 18236; PDB kind: struct.
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struct __declspec(align(4)) idNpMover::idProbeResults
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{
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idVec3 endPos;
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float distTotal;
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float distFraction;
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float distTravelled;
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idNpAreaHandle endArea;
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int collisionEdge;
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bool collided;
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};
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// IDA Local Type ordinal 18239; PDB kind: struct.
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struct idNpMover::idProbeInput
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{
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navLayer_t layer;
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navObstacleFlags_t obstacleMask;
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navCustomFlags_t surfacesUsable;
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int debugDrawTime;
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};
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// IDA Local Type ordinal 18240; PDB kind: struct.
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struct __declspec(align(4)) idNpMover::idLinkUseParms
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{
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navLinkFlags_t linkFlags;
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idEntityPtr<idEntity> linkEntityStart;
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idEntityPtr<idEntity> linkEntityEnd;
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idVec3 startPos;
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idVec3 startNormal;
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idVec3 endPos;
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idVec3 endNormal;
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float mustUseDist;
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float mayUseDist;
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float jumpTimeRemaining;
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unsigned __int8 : 6;
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__int8 customLinkMode : 1;
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__int8 isJumpLink : 1;
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};
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// IDA Local Type ordinal 18241; PDB kind: struct.
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struct idNpMover::idTurnInPlaceInfo
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{
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idVec3 finalDirection;
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float degreesToTarget;
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float turnTimeLeft;
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};
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// IDA Local Type ordinal 18812; PDB kind: class.
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class idMover : public idEntity
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 18816.
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virtual idTypeInfo *GetType();
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virtual ~idMover();
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virtual idEventArg *CallEvent(idEventArg *result, const idEventDef *, const idEventArg *);
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virtual bool RespondsTo(const idEventDef *);
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virtual idEventArg *InternalCallEvent(idEventArg *result, const idEventDef *, const idEventArg *);
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virtual bool InternalRespondsTo(const idEventDef *);
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virtual void PostSpawn();
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virtual void Remove();
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virtual void DeleteSubEntities();
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virtual bool Draw(idPlayer *);
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virtual void JobSync();
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virtual void Think();
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virtual void PauseThink();
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virtual bool ShouldEnterDormancy();
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virtual bool ShouldLeaveDormancy();
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virtual void DormantBegin();
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virtual void DormantEnd(const int);
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virtual idRenderModelInfo *GetRenderModelInfo();
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virtual const idRenderModelInfo *GetRenderModelInfo_2();
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virtual void GetScale(idVec3 *);
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virtual void SetScale(const idVec3 *);
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virtual void SetModelByName(const char *);
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virtual void SetModel(idRenderModel *);
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virtual const idMaterial *GetCustomMaterial();
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virtual void SetColor(const idVec4 *);
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virtual void SetColor_2(const idColor *);
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virtual void SetColor_3(const idVec3 *);
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virtual void SetColor_4(float, float, float);
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virtual void SetColor_5(float, float, float, float);
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virtual void GetColor(idVec4 *);
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virtual void GetColor_2(idColor *);
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virtual void GetColor_3(idVec3 *);
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virtual void Hide(bool);
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virtual void Hide_2();
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virtual void Show();
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virtual void GetModelTransform(idVec3 *, idMat3 *);
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virtual void GetSoundTransform(idVec3 *, idMat3 *);
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virtual void UpdateModelTransform();
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virtual void UpdateFX();
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virtual void ProjectOverlay(const idVec3 *, const idVec3 *, float, const char *);
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virtual idPresentable *AllocPresentable(idRenderModel *);
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virtual const idComponentTimeLine *GetComponentTimeLine();
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virtual idComponentTimeLine *GetComponentTimeLine_2();
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virtual bool UpdateAnimationControllers();
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virtual void UpdateAttachments();
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virtual const idAnimStack *GetAnimStack();
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virtual idAnimStack *GetAnimStack_2();
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virtual idIndex<short,enum invalidJointIndex_t> *GetJointIndexFromTrace(idIndex<short,enum invalidJointIndex_t> *result, trace_t);
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virtual awPathResult_t ChangeAnimWebState(const char *, const char *);
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virtual awPathResult_t ChangeAnimWebState_2(const char *);
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virtual awPathResult_t ForceAnimWebState(const char *);
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virtual awPathResult_t ChangeAnimWebStateVia(const char *, const char *, const char *, const char *);
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virtual awPathResult_t ChangeAnimWebStateVia_2(const char *, const char *);
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virtual idAnimWebCmdCtx *GetAnimWebCmdCtx();
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virtual const idAnimWebCmdCtx *GetAnimWebCmdCtx_2();
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virtual const idAnimator_AF *GetAF();
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virtual idAnimator_AF *GetAF_2();
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virtual void PreBind();
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virtual void PostBind();
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virtual void PreUnbind();
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virtual void PostUnbind();
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virtual const splineLocation_t *GetSplineLocation();
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virtual void SetAxis(const idMat3 *);
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virtual bool CanDisablePhysics(const idEntity *);
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virtual collide_t Collide(const int, trace_t *, const idVec3 *);
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virtual collide_t Contact(const int, contactInfo_t *);
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virtual void ApplyImpulse(const int, const int, const idVec3 *, const idVec3 *);
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virtual void ApplyImpulseFromEntity(const idEntity *, const int, const idVec3 *, const idVec3 *);
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virtual void ApplyForce(const int, const int, const idVec3 *, const idVec3 *);
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virtual bool Crush(const int);
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virtual void ApplyDamage(const int, const int, const idDeclDamage *);
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virtual void ActivatePhysics(const int);
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virtual void DeactivatePhysics(const int);
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virtual void ApplyWaterEffects(const int, const int);
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virtual void ApplyWaterSplashEffects(const int, const int, surfTypes_t, idPhysicsCallbacks::splashState_t);
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virtual bool TakesDamage();
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virtual void DamageFeedback(idEntity *, idEntity *, const idDeclDamage *, float *);
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virtual void KilledNotification(const idEntity *, const idEntity *, const idDeclDamage *, const float);
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virtual float Damage(idEntity *, idEntity *, const idDeclDamage *, const float, const idVec3 *, trace_t *);
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virtual bool CalcDamageImpulse(const idEntity *, const idEntity *, const idDeclDamage *, const float, const idVec3 *, const trace_t *, idVec3 *, idVec3 *);
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virtual bool IsTargetLockable(const idDeclAmmo *);
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virtual void AddProjectileLock();
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virtual void RemoveProjectileLock();
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virtual const idScriptObject *GetScriptObject();
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virtual idScriptObject *GetScriptObject_2();
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virtual bool ShouldConstructScriptObjectAtSpawn();
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virtual idThread *GetStateThread();
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virtual int AddThread(const idHandle<int,enum invalidThreadHandle_t,0>);
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virtual void RemoveThread(const idHandle<int,enum invalidThreadHandle_t,0>);
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virtual idHandle<int,enum invalidThreadHandle_t,0> *GetThread(idHandle<int,enum invalidThreadHandle_t,0> *result, const int);
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virtual int NumThreads();
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virtual int MaxThreads();
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virtual void ExecuteThread(idThread *);
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virtual void ResetFSMWaitThreadIfPossible(idThread *);
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virtual bool HandleGuiEvent(const sysEvent_t *);
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virtual void ActivateTargets(idEntity *);
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virtual bool GetRcCarCanTarget();
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virtual const idBaseHealth *GetHealthComponent();
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virtual idBaseHealth *GetHealthComponent_2();
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virtual const idSmartLootComponent *GetSmartLootComponent();
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virtual idSmartLootComponent *GetSmartLootComponent_2();
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virtual void Teleport(const idVec3 *, const idAngles *);
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virtual bool IsPusher();
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virtual const idList<idEntityPtr<idEntity>,5> *GetTriggerTouchList();
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virtual idList<idEntityPtr<idEntity>,5> *GetTriggerTouchList_2();
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virtual void TestFunctionality();
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virtual float GetUsableDistance();
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virtual float GetCrosshairIconDistance();
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virtual usableState_t GetUsableState(const idEntity *, const idFocusTrace *);
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virtual bool ModifyCrosshairInfo(const idEntity *, const idFocusTrace *, const usableState_t, idCrosshairInfo *);
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virtual bool IsCrosshairDisabled(const idEntity *, const idFocusTrace *, const usableState_t);
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virtual bool IsCrosshairSubdued(const idEntity *, const idFocusTrace *, const usableState_t);
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virtual bool IsEverUsable(const idEntity *);
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virtual bool IsCurrentlyUsable(const idEntity *);
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virtual bool Use(idEntity *, const usableState_t);
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virtual void Dropped(idEntity *, const idDeclInventory *);
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virtual const idInventoryCollection *GetInventory();
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virtual idInventoryCollection *GetInventory_2();
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virtual void InventoryAdded(idInventoryItem *, int);
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virtual void InventoryRemoved(idInventoryItem *);
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virtual const idAttachmentCollection *GetAttachments();
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virtual idAttachmentCollection *GetAttachments_2();
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virtual void EnableAIEventResponse(const idAIEvent::aiEventClass_t);
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virtual void DisableAIEventResponse(const idAIEvent::aiEventClass_t);
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virtual bool CanReceiveAIEvents(const int);
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virtual bool RespondsToAIEvent(const idAIEvent *);
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virtual void OnAIEvent(const idAIEvent *);
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virtual bool IsDead();
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virtual bool IsDying();
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virtual idFaction *GetFaction();
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virtual const idFaction *GetFaction_2();
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virtual idEntityAuditor *GetAuditor();
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virtual void GetVisibilityPoint(const visPoint_t, idVec3 *);
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virtual void GetAimPoint(const aimPoint_t, idVec3 *);
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virtual void GetEyePos(idVec3 *);
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virtual bool IsVisible();
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virtual idDynamicCoverMgr *GetDynamicCoverMgr();
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virtual const idDynamicCoverMgr *GetDynamicCoverMgr_2();
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virtual const idAAS2 *GetAAS();
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virtual void GetViewStateFOV(idVec3 *, unsigned __int8 *, unsigned __int8 *);
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virtual void GetViewStateFOV_2(idVec3 *, unsigned __int8 *, unsigned __int8 *);
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virtual int GetNumRepairBotTetherPoints();
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virtual bool GetRepairBotTetherPoint(const int, const int, idVec3 *);
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virtual idEntityInterface *CreateEntityInterface(idGame *);
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virtual void ShowEditingDialog();
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virtual void UpdateEditingDialog();
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virtual void UpdateModifiedProperties();
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virtual inputSettings_t *GetInputSettings(inputSettings_t *result, idPlayer *);
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virtual bool EvaluateControls(usercmd_t *, usercmd_t *);
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virtual void CheckForErrors(idList<idStr,5> *);
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virtual void DebugDrawEntity(const idColor *, int);
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virtual void ClientThink();
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virtual void Serialize(idSerializer *);
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virtual void PostSerializeRead(bool);
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virtual void OnActivate(idEntity *);
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virtual void OnMakeActivatable(const bool);
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virtual void OnNotifyProgressionOwner();
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virtual usableState_t GetOnlineUsableState();
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virtual void DoneMoving();
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virtual void DoneRotating();
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virtual void BeginMove(idThread *);
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virtual void BeginRotation(idThread *, bool);
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idPhysics_Parametric physicsObj;
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idMover::moveState_t move;
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int soundFlags;
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idMover::rotationState_t rot;
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idHandle<int,enum invalidThreadHandle_t,0> move_thread;
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idHandle<int,enum invalidThreadHandle_t,0> rotate_thread;
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idAngles dest_angles;
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idAngles angle_delta;
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idVec3 dest_position;
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idVec3 move_delta;
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float move_speed;
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int move_time;
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int deceltime;
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int acceltime;
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bool resetPathOnCompletion;
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bool stopRotation;
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bool useSplineAngles;
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idMover::moverCommand_t lastCommand;
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int crunchSoundTime;
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const idDeclDamage *crushDamage;
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const idSoundShader *sndCrush;
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float health;
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bool solid;
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bool noPush;
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const idSoundShader *sndAccel;
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const idSoundShader *sndDecel;
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const idSoundShader *sndMove;
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const idSoundShader *sndFoliage;
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idEntityInfluenceTrail influence;
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bool impaleEntity;
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float impaleDepth;
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idStr constraintName;
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idEntityPtr<idEntity> impaledEntity;
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bool needsReset;
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int savedAFContents;
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idVec3 lastOrigin;
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float smoothMovement;
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idVec3 averageModelOrigin;
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idMat3 averageModelAxis;
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highlightColor_t highlightColor;
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idList<idEntityPtr<idEntity>,5> guiTargets;
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idMover::navSpace_t navigationSpace;
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};
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// IDA Local Type ordinal 18813; PDB kind: struct.
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struct idMover::moveState_t
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{
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idMover::moveStage_t stage;
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idMover::moveStage_t currentStage;
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int acceleration;
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int movetime;
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int deceleration;
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idVec3 dir;
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};
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// IDA Local Type ordinal 18814; PDB kind: struct.
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struct idMover::rotationState_t
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{
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idMover::moveStage_t stage;
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idMover::moveStage_t currentStage;
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int acceleration;
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int movetime;
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int deceleration;
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idAngles rot;
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};
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// IDA Local Type ordinal 18815; PDB kind: struct.
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struct idMover::navSpace_t
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{
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navLayerMask_t navSpaceLayers;
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idNavigationSpace navSpace;
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};
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// IDA Local Type ordinal 19684; PDB kind: class.
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class __declspec(align(8)) idMoverMM : public idAnimatedEntity
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 19705.
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virtual idTypeInfo *GetType();
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virtual ~idMoverMM();
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virtual idEventArg *CallEvent(idEventArg *result, const idEventDef *, const idEventArg *);
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virtual bool RespondsTo(const idEventDef *);
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virtual idEventArg *InternalCallEvent(idEventArg *result, const idEventDef *, const idEventArg *);
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virtual bool InternalRespondsTo(const idEventDef *);
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virtual void PostSpawn();
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virtual void Remove();
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virtual void DeleteSubEntities();
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virtual bool Draw(idPlayer *);
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virtual void JobSync();
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virtual void Think();
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virtual void PauseThink();
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virtual bool ShouldEnterDormancy();
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virtual bool ShouldLeaveDormancy();
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virtual void DormantBegin();
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virtual void DormantEnd(const int);
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virtual idRenderModelInfo *GetRenderModelInfo();
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virtual const idRenderModelInfo *GetRenderModelInfo_2();
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virtual void GetScale(idVec3 *);
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virtual void SetScale(const idVec3 *);
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virtual void SetModelByName(const char *);
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virtual void SetModel(idRenderModel *);
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virtual const idMaterial *GetCustomMaterial();
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virtual void SetColor(const idVec4 *);
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virtual void SetColor_2(const idColor *);
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virtual void SetColor_3(const idVec3 *);
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virtual void SetColor_4(float, float, float);
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virtual void SetColor_5(float, float, float, float);
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virtual void GetColor(idVec4 *);
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virtual void GetColor_2(idColor *);
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virtual void GetColor_3(idVec3 *);
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virtual void Hide(bool);
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virtual void Hide_2();
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virtual void Show();
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||||
virtual void GetModelTransform(idVec3 *, idMat3 *);
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virtual void GetSoundTransform(idVec3 *, idMat3 *);
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virtual void UpdateModelTransform();
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||||
virtual void UpdateFX();
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||||
virtual void ProjectOverlay(const idVec3 *, const idVec3 *, float, const char *);
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virtual idPresentable *AllocPresentable(idRenderModel *);
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||||
virtual const idComponentTimeLine *GetComponentTimeLine();
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||||
virtual idComponentTimeLine *GetComponentTimeLine_2();
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||||
virtual bool UpdateAnimationControllers();
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||||
virtual void UpdateAttachments();
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||||
virtual const idAnimStack *GetAnimStack();
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||||
virtual idAnimStack *GetAnimStack_2();
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||||
virtual idIndex<short,enum invalidJointIndex_t> *GetJointIndexFromTrace(idIndex<short,enum invalidJointIndex_t> *result, trace_t);
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||||
virtual awPathResult_t ChangeAnimWebState(const char *, const char *);
|
||||
virtual awPathResult_t ChangeAnimWebState_2(const char *);
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||||
virtual awPathResult_t ForceAnimWebState(const char *);
|
||||
virtual awPathResult_t ChangeAnimWebStateVia(const char *, const char *, const char *, const char *);
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||||
virtual awPathResult_t ChangeAnimWebStateVia_2(const char *, const char *);
|
||||
virtual idAnimWebCmdCtx *GetAnimWebCmdCtx();
|
||||
virtual const idAnimWebCmdCtx *GetAnimWebCmdCtx_2();
|
||||
virtual const idAnimator_AF *GetAF();
|
||||
virtual idAnimator_AF *GetAF_2();
|
||||
virtual void PreBind();
|
||||
virtual void PostBind();
|
||||
virtual void PreUnbind();
|
||||
virtual void PostUnbind();
|
||||
virtual const splineLocation_t *GetSplineLocation();
|
||||
virtual void SetAxis(const idMat3 *);
|
||||
virtual bool CanDisablePhysics(const idEntity *);
|
||||
virtual collide_t Collide(const int, trace_t *, const idVec3 *);
|
||||
virtual collide_t Contact(const int, contactInfo_t *);
|
||||
virtual void ApplyImpulse(const int, const int, const idVec3 *, const idVec3 *);
|
||||
virtual void ApplyImpulseFromEntity(const idEntity *, const int, const idVec3 *, const idVec3 *);
|
||||
virtual void ApplyForce(const int, const int, const idVec3 *, const idVec3 *);
|
||||
virtual bool Crush(const int);
|
||||
virtual void ApplyDamage(const int, const int, const idDeclDamage *);
|
||||
virtual void ActivatePhysics(const int);
|
||||
virtual void DeactivatePhysics(const int);
|
||||
virtual void ApplyWaterEffects(const int, const int);
|
||||
virtual void ApplyWaterSplashEffects(const int, const int, surfTypes_t, idPhysicsCallbacks::splashState_t);
|
||||
virtual bool TakesDamage();
|
||||
virtual void DamageFeedback(idEntity *, idEntity *, const idDeclDamage *, float *);
|
||||
virtual void KilledNotification(const idEntity *, const idEntity *, const idDeclDamage *, const float);
|
||||
virtual float Damage(idEntity *, idEntity *, const idDeclDamage *, const float, const idVec3 *, trace_t *);
|
||||
virtual bool CalcDamageImpulse(const idEntity *, const idEntity *, const idDeclDamage *, const float, const idVec3 *, const trace_t *, idVec3 *, idVec3 *);
|
||||
virtual bool IsTargetLockable(const idDeclAmmo *);
|
||||
virtual void AddProjectileLock();
|
||||
virtual void RemoveProjectileLock();
|
||||
virtual const idScriptObject *GetScriptObject();
|
||||
virtual idScriptObject *GetScriptObject_2();
|
||||
virtual bool ShouldConstructScriptObjectAtSpawn();
|
||||
virtual idThread *GetStateThread();
|
||||
virtual int AddThread(const idHandle<int,enum invalidThreadHandle_t,0>);
|
||||
virtual void RemoveThread(const idHandle<int,enum invalidThreadHandle_t,0>);
|
||||
virtual idHandle<int,enum invalidThreadHandle_t,0> *GetThread(idHandle<int,enum invalidThreadHandle_t,0> *result, const int);
|
||||
virtual int NumThreads();
|
||||
virtual int MaxThreads();
|
||||
virtual void ExecuteThread(idThread *);
|
||||
virtual void ResetFSMWaitThreadIfPossible(idThread *);
|
||||
virtual bool HandleGuiEvent(const sysEvent_t *);
|
||||
virtual void ActivateTargets(idEntity *);
|
||||
virtual bool GetRcCarCanTarget();
|
||||
virtual const idBaseHealth *GetHealthComponent();
|
||||
virtual idBaseHealth *GetHealthComponent_2();
|
||||
virtual const idSmartLootComponent *GetSmartLootComponent();
|
||||
virtual idSmartLootComponent *GetSmartLootComponent_2();
|
||||
virtual void Teleport(const idVec3 *, const idAngles *);
|
||||
virtual bool IsPusher();
|
||||
virtual const idList<idEntityPtr<idEntity>,5> *GetTriggerTouchList();
|
||||
virtual idList<idEntityPtr<idEntity>,5> *GetTriggerTouchList_2();
|
||||
virtual void TestFunctionality();
|
||||
virtual float GetUsableDistance();
|
||||
virtual float GetCrosshairIconDistance();
|
||||
virtual usableState_t GetUsableState(const idEntity *, const idFocusTrace *);
|
||||
virtual bool ModifyCrosshairInfo(const idEntity *, const idFocusTrace *, const usableState_t, idCrosshairInfo *);
|
||||
virtual bool IsCrosshairDisabled(const idEntity *, const idFocusTrace *, const usableState_t);
|
||||
virtual bool IsCrosshairSubdued(const idEntity *, const idFocusTrace *, const usableState_t);
|
||||
virtual bool IsEverUsable(const idEntity *);
|
||||
virtual bool IsCurrentlyUsable(const idEntity *);
|
||||
virtual bool Use(idEntity *, const usableState_t);
|
||||
virtual void Dropped(idEntity *, const idDeclInventory *);
|
||||
virtual const idInventoryCollection *GetInventory();
|
||||
virtual idInventoryCollection *GetInventory_2();
|
||||
virtual void InventoryAdded(idInventoryItem *, int);
|
||||
virtual void InventoryRemoved(idInventoryItem *);
|
||||
virtual const idAttachmentCollection *GetAttachments();
|
||||
virtual idAttachmentCollection *GetAttachments_2();
|
||||
virtual void EnableAIEventResponse(const idAIEvent::aiEventClass_t);
|
||||
virtual void DisableAIEventResponse(const idAIEvent::aiEventClass_t);
|
||||
virtual bool CanReceiveAIEvents(const int);
|
||||
virtual bool RespondsToAIEvent(const idAIEvent *);
|
||||
virtual void OnAIEvent(const idAIEvent *);
|
||||
virtual bool IsDead();
|
||||
virtual bool IsDying();
|
||||
virtual idFaction *GetFaction();
|
||||
virtual const idFaction *GetFaction_2();
|
||||
virtual idEntityAuditor *GetAuditor();
|
||||
virtual void GetVisibilityPoint(const visPoint_t, idVec3 *);
|
||||
virtual void GetAimPoint(const aimPoint_t, idVec3 *);
|
||||
virtual void GetEyePos(idVec3 *);
|
||||
virtual bool IsVisible();
|
||||
virtual idDynamicCoverMgr *GetDynamicCoverMgr();
|
||||
virtual const idDynamicCoverMgr *GetDynamicCoverMgr_2();
|
||||
virtual const idAAS2 *GetAAS();
|
||||
virtual void GetViewStateFOV(idVec3 *, unsigned __int8 *, unsigned __int8 *);
|
||||
virtual void GetViewStateFOV_2(idVec3 *, unsigned __int8 *, unsigned __int8 *);
|
||||
virtual int GetNumRepairBotTetherPoints();
|
||||
virtual bool GetRepairBotTetherPoint(const int, const int, idVec3 *);
|
||||
virtual idEntityInterface *CreateEntityInterface(idGame *);
|
||||
virtual void ShowEditingDialog();
|
||||
virtual void UpdateEditingDialog();
|
||||
virtual void UpdateModifiedProperties();
|
||||
virtual inputSettings_t *GetInputSettings(inputSettings_t *result, idPlayer *);
|
||||
virtual bool EvaluateControls(usercmd_t *, usercmd_t *);
|
||||
virtual void CheckForErrors(idList<idStr,5> *);
|
||||
virtual void DebugDrawEntity(const idColor *, int);
|
||||
virtual void ClientThink();
|
||||
virtual void Serialize(idSerializer *);
|
||||
virtual void PostSerializeRead(bool);
|
||||
virtual void OnActivate(idEntity *);
|
||||
virtual void OnMakeActivatable(const bool);
|
||||
virtual void OnNotifyProgressionOwner();
|
||||
virtual void Reset();
|
||||
virtual int GetDefaultSurfaceType();
|
||||
virtual idList<idIndex<short,enum invalidJointIndex_t>,5> *GetRadiusDamageJointIndices();
|
||||
virtual const idList<idIndex<short,enum invalidJointIndex_t>,5> *GetRadiusDamageJointIndices_2();
|
||||
virtual idMD6Node *GetMD6Tree();
|
||||
virtual const idMD6Node *GetMD6Tree_2();
|
||||
virtual idAnimator_AnimWeb *GetAnimatorAnimWeb();
|
||||
virtual bool IsAnimating();
|
||||
virtual const idDeclFX *GetFXDecl();
|
||||
virtual const idDeclFacialAnimationSet *GetFacialAnimationSet();
|
||||
virtual float Damage_2(idEntity *, idEntity *, const idDeclDamage *, const float, const idVec3 *, const trace_t *);
|
||||
virtual bool IsUsable(const idEntity *);
|
||||
virtual void SpawnModifierEntity(const splineMoverModifier_t *, idPhysics_ParametricMM *);
|
||||
virtual void DoneMoving();
|
||||
virtual void DoneRotating();
|
||||
virtual void BeginMove();
|
||||
virtual void BeginRotation(bool);
|
||||
virtual bool TravelSpline(idEntity *, float, bool, bool);
|
||||
virtual void ReverseDirection();
|
||||
virtual void SetSplineOffset(idVec3, float);
|
||||
virtual void SetSplineOffsetScale(idVec3, float);
|
||||
virtual bool StartSpline(idEntity *, bool, float);
|
||||
virtual bool StartSplineExplicit(idCurve_Spline<idVec3> *, bool, float);
|
||||
virtual bool HandleInitialModifiers(const idList<splineMoverModifier_t,5> *);
|
||||
virtual void UpdateMoverModifier(idPhysics_ParametricMM *, int *, moverModifierFunction_t, float, bool);
|
||||
virtual void HandleMoverModifier(const splineMoverModifier_t *, idPhysics_ParametricMM *, moverModifierFunction_t, float, float, float, bool);
|
||||
virtual void HandleNextMoverModifier_Speed(idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleNextMoverModifier_Orientation(idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleNextMoverModifier_Offset(idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleNextMoverModifier_BlendToAnimSpeed(idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleMoverModifier_Sound(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleMoverModifier_Script(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleMoverModifier_Pause(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleMoverModifier_Spline(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleMoverModifier_Target(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleMoverModifier_Reverse(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleMoverModifier_Oscillation(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleMoverModifier_SpawnEntity(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleMoverModifier_Anim(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleMoverModifier_Vehicle(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleMoverModifier_Ai(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleMoverModifier_RailEvent(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleMoverModifier_MeleeEvent(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
|
||||
virtual void HandleMoverModifier_SwarmEvent(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
|
||||
|
||||
idPhysics_ParametricMM physicsObj;
|
||||
idMoverMM::moveState_t move;
|
||||
moverModifierFunction_t modifierIgnoreFlags;
|
||||
int soundFlags;
|
||||
contentsFlags_t contentsFlags;
|
||||
bool forwardSpline;
|
||||
float move_speed;
|
||||
int move_time;
|
||||
int deceltime;
|
||||
int acceltime;
|
||||
float initialSpeed;
|
||||
idAngles dest_angles;
|
||||
idQuat dest_quat;
|
||||
idVec3 dest_position;
|
||||
idCurve_Spline<idVec3> *spline;
|
||||
idSplinePathMM *splinePath;
|
||||
const idList<splineMoverModifier_t,5> *splineMoverModifiers;
|
||||
int splineModifierIndex;
|
||||
float splineModifierLengthOffset;
|
||||
float splineTotalLength;
|
||||
bool useSplineAngles;
|
||||
bool ignoreSplinePitch;
|
||||
idVec3 move_delta;
|
||||
bool stopRotation;
|
||||
idMoverMM::moverCommand_t lastCommand;
|
||||
bool skipInitialForcedModifiers;
|
||||
bool applyAnimationOffsetOnNextFrame;
|
||||
idMat3 animationOffsetAxis;
|
||||
idVec3 animationOffsetTranslation;
|
||||
float health;
|
||||
idMoverMM::rotationState_t rot;
|
||||
int crunchSoundTime;
|
||||
const idDeclDamage *crushDamage;
|
||||
const idSoundShader *sndCrush;
|
||||
bool noPush;
|
||||
const idSoundShader *sndAccel;
|
||||
const idSoundShader *sndDecel;
|
||||
const idSoundShader *sndMove;
|
||||
idList<idMoverMM::moverSoundInterpolater_t,5> sndVolumeInterpolaters;
|
||||
idList<idMoverMM::moverSoundInterpolater_t,5> sndPitchInterpolaters;
|
||||
idList<idEntityPtr<idEntity>,5> guiTargets;
|
||||
};
|
||||
|
||||
// IDA Local Type ordinal 19695; PDB kind: struct.
|
||||
struct idMoverMM::moveState_t
|
||||
{
|
||||
idMoverMM::moveStage_t stage;
|
||||
int acceleration;
|
||||
int movetime;
|
||||
int deceleration;
|
||||
idVec3 dir;
|
||||
idVec3 endPos;
|
||||
idAngles endAngles;
|
||||
};
|
||||
|
||||
// IDA Local Type ordinal 19702; PDB kind: struct.
|
||||
struct idMoverMM::rotationState_t
|
||||
{
|
||||
idMoverMM::moveStage_t stage;
|
||||
int acceleration;
|
||||
int movetime;
|
||||
int deceleration;
|
||||
idVec3 vec;
|
||||
float speed;
|
||||
};
|
||||
|
||||
// IDA Local Type ordinal 19703; PDB kind: struct.
|
||||
struct idMoverMM::moverSoundInterpolater_t
|
||||
{
|
||||
idEntityPtr<idEntity> targetEmitter;
|
||||
soundChannel_t channel;
|
||||
idInterpolate<float> interpolater;
|
||||
};
|
||||
Reference in New Issue
Block a user