Added cleaned up structs and classes to proper header files.
This commit is contained in:
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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\zipline.h
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// Recovered logical types: 13
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// Signatures retain Xbox 360 ABI evidence and may still require manual review.
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// IDA Local Type ordinal 1617; PDB kind: enum.
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enum idProp_Zipline::ziplineState_t : __int32
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{
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ZIPLINE_START_ATTACH = 0x0,
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ZIPLINE_ANIMATE_TO_ATTACH = 0x1,
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ZIPLINE_READY = 0x2,
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ZIPLINE_MOVE_DOWN = 0x3,
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ZIPLINE_WAIT_FOR_UP = 0x4,
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ZIPLINE_MOVE_UP = 0x5,
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};
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// IDA Local Type ordinal 1618; PDB kind: enum.
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enum idProp_Zipline::ziplineSpeedState_t : __int32
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{
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ZIPLINE_STARTED = 0x0,
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ZIPLINE_ACCEL = 0x1,
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ZIPLINE_CONSTANT_VEL = 0x2,
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ZIPLINE_DECEL = 0x3,
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ZIPLINE_STOPPED = 0x4,
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};
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// IDA Local Type ordinal 1619; PDB kind: enum.
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enum idProp_Zipline::ziplinePhysicsState_t : __int32
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{
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ZIPLINE_PHYSICS_ACCEL = 0x0,
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ZIPLINE_PHYSICS_DECEL = 0x1,
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ZIPLINE_PHYSICS_DONE = 0x2,
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};
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// IDA Local Type ordinal 18795; PDB kind: class.
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class idProp_Zipline::idProp_ZiplinePathParams
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{
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public:
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idEntityPtr<idMover> startMover;
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idEntityPtr<idMover> endMover;
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const idDeclEntityDef *endpointMoverDecl;
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const idDeclEntityDef *splinePathDef;
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idSplinePath *implicitTravelPath;
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idSplinePath *implicitReversePath;
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idSplinePath *implicitSlackPath;
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idEntityPtr<idSplinePath> travelPath;
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idEntityPtr<idSplinePath> reversePath;
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idEntityPtr<idSplinePath> slackPath;
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float travelSag;
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float reverseSag;
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float slackSag;
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const idMaterial *cableMaterial;
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float splineLerpingPower;
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float diameter;
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int cableDivisions;
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int unitsPerSplinePoints;
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float tautFraction;
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float startDist;
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float endDist;
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};
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// IDA Local Type ordinal 18796; PDB kind: class.
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class idProp_Zipline::idProp_ZiplineOscillationParams
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{
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public:
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float fwdMagMin;
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float fwdMagMax;
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float fwdMag;
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float fwdFreqMin;
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float fwdFreqMax;
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float fwdFreq;
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float rtMagMin;
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float rtMagMax;
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float rtMag;
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float rtFreqMin;
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float rtFreqMax;
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float rtFreq;
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float upMagMin;
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float upMagMax;
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float upMag;
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float upFreqMin;
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float upFreqMax;
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float upFreq;
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};
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// IDA Local Type ordinal 18797; PDB kind: class.
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class idProp_Zipline::idProp_ZiplineSoundParams
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{
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public:
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const idSoundShader *sndStart;
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const idSoundShader *sndAccel;
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float sndAccelMinVolume;
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float sndAccelMinVolumeSpeed;
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float sndAccelMaxVolume;
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float sndAccelMaxVolumeSpeed;
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float sndAccelMinPitch;
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float sndAccelMinPitchSpeed;
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float sndAccelMaxPitch;
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float sndAccelMaxPitchSpeed;
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const idSoundShader *sndMoveUp;
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const idSoundShader *sndMoveDown;
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float sndMoveMinVolume;
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float sndMoveMinVolumeSpeed;
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float sndMoveMaxVolume;
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float sndMoveMaxVolumeSpeed;
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const idSoundShader *sndWind;
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const idDeclTable *sndWindVolumeTable;
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const idDeclTable *sndWindPitchTable;
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const idSoundShader *sndDecel;
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const idSoundShader *sndStop;
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const idSoundShader *sndAttach;
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const idSoundShader *sndDetach;
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};
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// IDA Local Type ordinal 18798; PDB kind: class.
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class idProp_Zipline::idProp_ZiplineFXParams
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{
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public:
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float fxSpeedSlow;
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float fxSpeedMed;
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float fxSpeedFast;
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float fxSpeedLudicrous;
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int currentSpeedFX;
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};
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// IDA Local Type ordinal 18799; PDB kind: class.
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class __declspec(align(4)) idProp_Zipline::idProp_ZiplineViewParams
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{
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public:
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bool applyCameraShakeFx;
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float viewDegreesPerSecond;
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float maxSpeedForFx;
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idAngles maxCameraShakeAngle;
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float maxFov;
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float maxPitch;
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float maxYaw;
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int returnToCenterTime;
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float fxPower;
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bool hideHandleWithPlayer;
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};
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// IDA Local Type ordinal 18800; PDB kind: class.
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class idProp_Zipline::idProp_ZiplineTimings
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{
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public:
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int downMoveTime;
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int upMoveTime;
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int waitTime;
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int dropOffTime;
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int attachAnimationTime;
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int accelTime;
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int decelTime;
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};
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// IDA Local Type ordinal 18801; PDB kind: class.
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class idProp_Zipline::idProp_ZiplinePhysicsParams
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{
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public:
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bool usePhysicsDescent;
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float gravity;
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float acceleration;
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int accelerationTime;
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float maxSpeed;
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float brakingDecel;
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float friction;
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float curSpeed;
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float curDist;
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idVec3 curVel;
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int accelerationTimeRemaining;
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idProp_Zipline::ziplinePhysicsState_t state;
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};
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// IDA Local Type ordinal 18802; PDB kind: class.
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class idZiplinePoint
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{
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public:
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idVec3 point;
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idVec3 slackDelta;
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};
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// IDA Local Type ordinal 18804; PDB kind: class.
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class idZipline
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{
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public:
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idList<idZiplinePoint,5> points;
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float totalLength;
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};
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// IDA Local Type ordinal 18810; PDB kind: class.
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class idProp_Zipline : public idProp_Usable
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 18811.
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virtual idTypeInfo *GetType();
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virtual ~idProp_Zipline();
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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 void Reset();
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virtual int GetDefaultSurfaceType();
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virtual idList<idIndex<short,enum invalidJointIndex_t>,5> *GetRadiusDamageJointIndices();
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virtual const idList<idIndex<short,enum invalidJointIndex_t>,5> *GetRadiusDamageJointIndices_2();
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virtual idMD6Node *GetMD6Tree();
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virtual const idMD6Node *GetMD6Tree_2();
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virtual idAnimator_AnimWeb *GetAnimatorAnimWeb();
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virtual bool IsAnimating();
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virtual const idDeclFX *GetFXDecl();
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virtual const idDeclFacialAnimationSet *GetFacialAnimationSet();
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virtual void GetUseLocation(const idActor *, idVec3 *);
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virtual usableState_t GetOnlineUsableState();
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idProp_Zipline::idProp_ZiplinePathParams ziplinePathParams;
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idProp_Zipline::idProp_ZiplineOscillationParams ziplineOscillationParams;
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idProp_Zipline::idProp_ZiplineSoundParams ziplineSounds;
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idProp_Zipline::idProp_ZiplineFXParams ziplineFXParams;
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idProp_Zipline::idProp_ZiplineViewParams ziplineViewParams;
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idProp_Zipline::idProp_ZiplineTimings ziplineTimings;
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idProp_Zipline::idProp_ZiplinePhysicsParams ziplinePhysicsParams;
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idEntityPtr<idEntity> ownerEntity;
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idProp_Zipline::ziplineState_t state;
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idProp_Zipline::ziplineState_t nextState;
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idProp_Zipline::ziplineSpeedState_t speedState;
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idProp_Zipline::ziplineSpeedState_t speedNextState;
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int speedStateDuration;
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int speedStateTimeLeft;
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int soundFlags;
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int currentMoveTime;
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int startTime;
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int attachStartTime;
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int waitingStartTime;
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int dropOffStartTime;
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int animationDoneTime;
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bool manualUpdate;
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int useBufferTime;
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idVec3 attachOrigin;
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idIndex<short,enum invalidJointIndex_t> eyeJoint;
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float swayMult;
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idAngles anglesOffset;
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idVec3 initialPlayerPos;
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idQuat initialPlayerRot;
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idVec3 destPlayerPos;
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idQuat destPlayerRot;
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idVec3 prevPlayerPos;
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idVec3 prevHandlePos;
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idAngles prevViewAngles;
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idZipline ziplines[2];
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int currentZipline;
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idCurve_Spline<idVec3> *currentDrawnSpline;
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float currentDrawnSplineLength;
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idSpring<idVec1> slackSpring;
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idRenderModelZipline *cableModel;
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};
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