Added cleaned up structs and classes to proper header files.
This commit is contained in:
@@ -0,0 +1,539 @@
|
||||
#pragma once
|
||||
|
||||
// Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata.
|
||||
// Original PDB header: w:\tech5\tungsten\game\entities\turret.h
|
||||
// Recovered logical types: 3
|
||||
// Signatures retain Xbox 360 ABI evidence and may still require manual review.
|
||||
|
||||
|
||||
// IDA Local Type ordinal 1702; PDB kind: enum.
|
||||
enum idTurret::turretStates : __int32
|
||||
{
|
||||
TS_WARNING = 0x0,
|
||||
TS_WARMUP = 0x1,
|
||||
TS_NORMAL = 0x2,
|
||||
TS_SEARCHING = 0x3,
|
||||
TS_WOBBLY = 0x4,
|
||||
TS_HAYWIRE = 0x5,
|
||||
TS_SILENCED = 0x6,
|
||||
TS_DISABLED = 0x7,
|
||||
TS_DYING = 0x8,
|
||||
TS_SUPPRESSING_FIRE = 0x9,
|
||||
TS_INACTIVE = 0xA,
|
||||
};
|
||||
|
||||
// IDA Local Type ordinal 19001; PDB kind: class.
|
||||
class __declspec(align(8)) idTurret : public idAnimatedEntity
|
||||
{
|
||||
public:
|
||||
// Recovered virtual interface; IDA vtable ordinal 19008.
|
||||
virtual idTypeInfo *GetType();
|
||||
virtual ~idTurret();
|
||||
virtual idEventArg *CallEvent(idEventArg *result, const idEventDef *, const idEventArg *);
|
||||
virtual bool RespondsTo(const idEventDef *);
|
||||
virtual idEventArg *InternalCallEvent(idEventArg *result, const idEventDef *, const idEventArg *);
|
||||
virtual bool InternalRespondsTo(const idEventDef *);
|
||||
virtual void PostSpawn();
|
||||
virtual void Remove();
|
||||
virtual void DeleteSubEntities();
|
||||
virtual bool Draw(idPlayer *);
|
||||
virtual void JobSync();
|
||||
virtual void Think();
|
||||
virtual void PauseThink();
|
||||
virtual bool ShouldEnterDormancy();
|
||||
virtual bool ShouldLeaveDormancy();
|
||||
virtual void DormantBegin();
|
||||
virtual void DormantEnd(const int);
|
||||
virtual idRenderModelInfo *GetRenderModelInfo();
|
||||
virtual const idRenderModelInfo *GetRenderModelInfo_2();
|
||||
virtual void GetScale(idVec3 *);
|
||||
virtual void SetScale(const idVec3 *);
|
||||
virtual void SetModelByName(const char *);
|
||||
virtual void SetModel(idRenderModel *);
|
||||
virtual const idMaterial *GetCustomMaterial();
|
||||
virtual void SetColor(const idVec4 *);
|
||||
virtual void SetColor_2(const idColor *);
|
||||
virtual void SetColor_3(const idVec3 *);
|
||||
virtual void SetColor_4(float, float, float);
|
||||
virtual void SetColor_5(float, float, float, float);
|
||||
virtual void GetColor(idVec4 *);
|
||||
virtual void GetColor_2(idColor *);
|
||||
virtual void GetColor_3(idVec3 *);
|
||||
virtual void Hide(bool);
|
||||
virtual void Hide_2();
|
||||
virtual void Show();
|
||||
virtual void GetModelTransform(idVec3 *, idMat3 *);
|
||||
virtual void GetSoundTransform(idVec3 *, idMat3 *);
|
||||
virtual void UpdateModelTransform();
|
||||
virtual void UpdateFX();
|
||||
virtual void ProjectOverlay(const idVec3 *, const idVec3 *, float, const char *);
|
||||
virtual idPresentable *AllocPresentable(idRenderModel *);
|
||||
virtual const idComponentTimeLine *GetComponentTimeLine();
|
||||
virtual idComponentTimeLine *GetComponentTimeLine_2();
|
||||
virtual bool UpdateAnimationControllers();
|
||||
virtual void UpdateAttachments();
|
||||
virtual const idAnimStack *GetAnimStack();
|
||||
virtual idAnimStack *GetAnimStack_2();
|
||||
virtual idIndex<short,enum invalidJointIndex_t> *GetJointIndexFromTrace(idIndex<short,enum invalidJointIndex_t> *result, trace_t);
|
||||
virtual awPathResult_t ChangeAnimWebState(const char *, const char *);
|
||||
virtual awPathResult_t ChangeAnimWebState_2(const char *);
|
||||
virtual awPathResult_t ForceAnimWebState(const char *);
|
||||
virtual awPathResult_t ChangeAnimWebStateVia(const char *, const char *, const char *, const char *);
|
||||
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 usableState_t GetOnlineUsableState();
|
||||
virtual const idSimpleHealth *GetTurretHealthComponent();
|
||||
virtual idSimpleHealth *GetTurretHealthComponent_2();
|
||||
virtual bool IsTargetLockable_2(const idAmmoItem *);
|
||||
virtual bool StartRagdoll();
|
||||
|
||||
idList<idEntityPtr<idEntity>,5> triggerOnDestroy;
|
||||
idList<idDamageGroup,5> damageGroups;
|
||||
idAtomicString searchMeshKit;
|
||||
idAtomicString nonSearchMeshKit;
|
||||
idAtomicString disabledMeshKit;
|
||||
idAnimator_AF afProperties;
|
||||
const idDeclDamage *explodeDamage;
|
||||
const idDeclParticle *destroyedParticle;
|
||||
const idDeclParticle *ondestroyedParticle;
|
||||
const idDeclParticle *explodeParticle;
|
||||
const idSoundShader *soundHaywire;
|
||||
const idSoundShader *soundDoneInit;
|
||||
const idSoundShader *soundDying;
|
||||
const idSoundShader *soundTargetAquired;
|
||||
const idSoundShader *soundTurnstart;
|
||||
const idSoundShader *soundTurning;
|
||||
const idSoundShader *soundIdle;
|
||||
const idMaterial *laserBeamMtrSearch;
|
||||
const idMaterial *laserBeamMtrHostile;
|
||||
const idDeclTrackingParms *declTrackingParms;
|
||||
int destroyedParticleRate;
|
||||
float destroyedParticleRateStart;
|
||||
const idDeclTable *destroyedParticleRateCurve;
|
||||
float density;
|
||||
idSimpleHealth turretHealth;
|
||||
float maxRange;
|
||||
float minRange;
|
||||
float maxFireRange;
|
||||
float maxFireAngle;
|
||||
float maxFirePitch;
|
||||
float maxTurnAngle;
|
||||
float heightOffFloor;
|
||||
float pitchSpeed;
|
||||
float spinwheelSpeed;
|
||||
float turnSpeed;
|
||||
float windupTime;
|
||||
idRenderModel *destroyedModel;
|
||||
idStr nameRotation;
|
||||
idStr namePitch;
|
||||
idStr nameSpinwheel;
|
||||
const idDeclWeapon *weaponDecl;
|
||||
int haywireOnKnockdownChance;
|
||||
int dyingTime;
|
||||
int haywireTime;
|
||||
int initTime;
|
||||
int maxProjectiles;
|
||||
int regimeGridTime;
|
||||
int foundTargetToActivateTime;
|
||||
int foundTargetToFireTime;
|
||||
idDisassembleLoot disassembleLoot;
|
||||
idFaction faction;
|
||||
bool isStatic;
|
||||
bool noKnockback;
|
||||
bool targetable;
|
||||
bool useStartFacing;
|
||||
bool dontRemoveAfterDying;
|
||||
bool startOff;
|
||||
bool invertedTurret;
|
||||
bool trackOnlyPlayer;
|
||||
bool EMPSilenced;
|
||||
bool hasSphereModel;
|
||||
bool searchFromLastTarget;
|
||||
bool showLaserDuringAttack;
|
||||
bool useOrgHeadingAsSearchDir;
|
||||
bool silenceWhenDamaged;
|
||||
bool saveDestroyedState;
|
||||
bool usingFiringControl;
|
||||
int timeToBeSilenced;
|
||||
idHandle<unsigned short,enum invalidAliasHandle_t,65535> dropAnimAlias;
|
||||
idHandle<unsigned short,enum invalidAliasHandle_t,65535> acquiredTargetAnimAlias;
|
||||
idHandle<unsigned short,enum invalidAliasHandle_t,65535> lostTargetAnimAlias;
|
||||
idHandle<unsigned short,enum invalidAliasHandle_t,65535> breakAnimAlias;
|
||||
idHandle<unsigned short,enum invalidAliasHandle_t,65535> shootAnimAlias;
|
||||
idHandle<unsigned short,enum invalidAliasHandle_t,65535> SilencedAnimAlias;
|
||||
idHandle<unsigned short,enum invalidAliasHandle_t,65535> SilencedIdleAnimAlias;
|
||||
idHandle<unsigned short,enum invalidAliasHandle_t,65535> disabledAnimAlias;
|
||||
idHandle<unsigned short,enum invalidAliasHandle_t,65535> UnSilencedAnimAlias;
|
||||
idHandle<unsigned short,enum invalidAliasHandle_t,65535> aquiredMhAnimAlias;
|
||||
idHandle<unsigned short,enum invalidAliasHandle_t,65535> destroyedAnimAlias;
|
||||
idHandle<unsigned short,enum invalidAliasHandle_t,65535> destroyedMhAnimAlias;
|
||||
idWeapon *turretWeapon;
|
||||
int slinecedIntoTime;
|
||||
idMat3 slinecedJointRot;
|
||||
idMat3 slinecedJointPitch;
|
||||
idVec3 startForwardDir;
|
||||
idVec3 startPos;
|
||||
idVec3 lastPos;
|
||||
bool isFiring;
|
||||
int nextShotTimer;
|
||||
idEntity *turretOwner;
|
||||
int propinfoIndex;
|
||||
int muzzleTagIndex;
|
||||
idAIWorldState worldState;
|
||||
idEntityPtr<idEntity> enemy;
|
||||
idEntityPtr<idEntity> lastTarget;
|
||||
idEntityPtr<idEntity> attackedByTarget;
|
||||
idVec3 goalPos;
|
||||
float searchTime;
|
||||
float searchSpeed;
|
||||
float turretFOV;
|
||||
float startFOV;
|
||||
bool returnToCenter;
|
||||
float searchAngle;
|
||||
idVec3 startSearchDir;
|
||||
float startSearchTime;
|
||||
float timeSearched;
|
||||
int searchDirScale;
|
||||
float currentSearchAngle;
|
||||
int randomFireTime;
|
||||
int stopThinkTime;
|
||||
int lastStartTurnSound;
|
||||
float cosMaxFireAngle;
|
||||
float cosMaxFirePitch;
|
||||
float suppresingFireTime;
|
||||
float startSuppressingFire;
|
||||
float timeSuppressed;
|
||||
idVec3 suppressionFirePoint;
|
||||
bool canGoInactive;
|
||||
bool setStartingInfo;
|
||||
bool randomFire;
|
||||
bool turningSound;
|
||||
bool idleSoundPlaying;
|
||||
bool hasCheckedDestroyedState;
|
||||
bool allowedToFire;
|
||||
int idleSkin;
|
||||
int alarmSkin;
|
||||
bool isClipModelEnabled;
|
||||
idPhysics_Static clipModel;
|
||||
idIndex<short,enum invalidJointIndex_t> jointRotation;
|
||||
idIndex<short,enum invalidJointIndex_t> jointPitch;
|
||||
idIndex<short,enum invalidJointIndex_t> jointSpinwheel;
|
||||
idQuat lastYawRot;
|
||||
idQuat lastPitchRot;
|
||||
idAnimator_Channel movingHoldAnimator;
|
||||
idAnimator_Channel channelAnimator;
|
||||
idAnimator_JointMod jointModAnimator;
|
||||
const idDeclInventory *inventoryDecl;
|
||||
float interceptSpeed;
|
||||
idInventoryCollection inventoryCollection;
|
||||
idList<idEntityPtr<idProjectile>,5> activeProjectiles;
|
||||
idPhysics_RigidBody physicsObj;
|
||||
int spinTimer;
|
||||
int stateTimer;
|
||||
int foundTargetTime;
|
||||
idTurret::turretStates currentState;
|
||||
const idDeclEntityDef *flareDecl;
|
||||
idStr flareBindToTag;
|
||||
idEntityPtr<idEntity> flare;
|
||||
idMat3 soundTransform;
|
||||
};
|
||||
|
||||
// IDA Local Type ordinal 19016; PDB kind: class.
|
||||
class idRailTurret : public idTurret
|
||||
{
|
||||
public:
|
||||
// Recovered virtual interface; IDA vtable ordinal 19017.
|
||||
virtual idTypeInfo *GetType();
|
||||
virtual ~idRailTurret();
|
||||
virtual idEventArg *CallEvent(idEventArg *result, const idEventDef *, const idEventArg *);
|
||||
virtual bool RespondsTo(const idEventDef *);
|
||||
virtual idEventArg *InternalCallEvent(idEventArg *result, const idEventDef *, const idEventArg *);
|
||||
virtual bool InternalRespondsTo(const idEventDef *);
|
||||
virtual void PostSpawn();
|
||||
virtual void Remove();
|
||||
virtual void DeleteSubEntities();
|
||||
virtual bool Draw(idPlayer *);
|
||||
virtual void JobSync();
|
||||
virtual void Think();
|
||||
virtual void PauseThink();
|
||||
virtual bool ShouldEnterDormancy();
|
||||
virtual bool ShouldLeaveDormancy();
|
||||
virtual void DormantBegin();
|
||||
virtual void DormantEnd(const int);
|
||||
virtual idRenderModelInfo *GetRenderModelInfo();
|
||||
virtual const idRenderModelInfo *GetRenderModelInfo_2();
|
||||
virtual void GetScale(idVec3 *);
|
||||
virtual void SetScale(const idVec3 *);
|
||||
virtual void SetModelByName(const char *);
|
||||
virtual void SetModel(idRenderModel *);
|
||||
virtual const idMaterial *GetCustomMaterial();
|
||||
virtual void SetColor(const idVec4 *);
|
||||
virtual void SetColor_2(const idColor *);
|
||||
virtual void SetColor_3(const idVec3 *);
|
||||
virtual void SetColor_4(float, float, float);
|
||||
virtual void SetColor_5(float, float, float, float);
|
||||
virtual void GetColor(idVec4 *);
|
||||
virtual void GetColor_2(idColor *);
|
||||
virtual void GetColor_3(idVec3 *);
|
||||
virtual void Hide(bool);
|
||||
virtual void Hide_2();
|
||||
virtual void Show();
|
||||
virtual void GetModelTransform(idVec3 *, idMat3 *);
|
||||
virtual void GetSoundTransform(idVec3 *, idMat3 *);
|
||||
virtual void UpdateModelTransform();
|
||||
virtual void UpdateFX();
|
||||
virtual void ProjectOverlay(const idVec3 *, const idVec3 *, float, const char *);
|
||||
virtual idPresentable *AllocPresentable(idRenderModel *);
|
||||
virtual const idComponentTimeLine *GetComponentTimeLine();
|
||||
virtual idComponentTimeLine *GetComponentTimeLine_2();
|
||||
virtual bool UpdateAnimationControllers();
|
||||
virtual void UpdateAttachments();
|
||||
virtual const idAnimStack *GetAnimStack();
|
||||
virtual idAnimStack *GetAnimStack_2();
|
||||
virtual idIndex<short,enum invalidJointIndex_t> *GetJointIndexFromTrace(idIndex<short,enum invalidJointIndex_t> *result, trace_t);
|
||||
virtual awPathResult_t ChangeAnimWebState(const char *, const char *);
|
||||
virtual awPathResult_t ChangeAnimWebState_2(const char *);
|
||||
virtual awPathResult_t ForceAnimWebState(const char *);
|
||||
virtual awPathResult_t ChangeAnimWebStateVia(const char *, const char *, const char *, const char *);
|
||||
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 usableState_t GetOnlineUsableState();
|
||||
virtual const idSimpleHealth *GetTurretHealthComponent();
|
||||
virtual idSimpleHealth *GetTurretHealthComponent_2();
|
||||
virtual bool IsTargetLockable_2(const idAmmoItem *);
|
||||
virtual bool StartRagdoll();
|
||||
|
||||
float trackSpeed;
|
||||
idEntityPtr<idSplinePath> startTrack;
|
||||
idList<idEntityPtr<idSplinePath>,5> plannedPath;
|
||||
int plannedPathIndex;
|
||||
idCurve_Spline<idVec3> *startSpline;
|
||||
idCurve_Spline<idVec3> *currentSpline;
|
||||
idEntityPtr<idSplinePath> currentSplinePath;
|
||||
};
|
||||
Reference in New Issue
Block a user