#pragma once // Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata. // Original PDB header: w:\tech5\engine\gamelib\animstack\animator_animwebhands.h // Recovered logical types: 1 // Signatures retain Xbox 360 ABI evidence and may still require manual review. // IDA Local Type ordinal 15366; PDB kind: class. class idAnimator_AnimWebHands : public idAnimator_AnimWeb { public: // Recovered virtual interface; IDA vtable ordinal 15367. virtual ~idAnimator_AnimWebHands(); virtual idAnimator_Base::priority_t GetStackPriority(); virtual serializeType_t GetSerializeType(); virtual void SerializeSnapshot(idSerializer *); virtual void PreBlendSnapshot(idAnimStack *, int, const int, float); virtual void PreSerializeInit(idAnimStack *, idClip *, idGameTimeManager *); virtual bool InternalInit(const idAnimatorParms_Base *); virtual bool InternalPostInit(const idAnimatorParms_Base *); virtual void InternalShutdown(idAnimStack *); virtual void InternalPreBlendTree(const idAnimStack *, const int, const int); virtual void InternalPostBlendTree(const idAnimStack *, const int); virtual void InternalStart(const idAnimStack *, const int, const idTypesafeNumber); virtual void InternalEnd(const idAnimStack *, const int, const idTypesafeNumber); virtual void InternalBlend(const idAnimStack *, const int, const float, const idTypesafeNumber); virtual bool InternalIsContributing(); virtual const idMD6Branch *InternalGetMergeBranch(); virtual idMD6Branch *InternalGetMergeBranch_2(); virtual void InternalPause(const idAnimStack *, const idTypesafeNumber); virtual void InternalUnpause(const idAnimStack *, const idTypesafeNumber); virtual const idMD6Branch *InternalGetEndBranch(); virtual idMD6Branch *InternalGetEndBranch_2(); virtual const idHandle *GetHandle(); virtual void InternalInitWeb(); virtual void InternalUpdate(const int); virtual idDeclAnimWebNode::animDelta_t InternalGetCurrentAnimDeltaMode(); virtual void InternalSetAnimDelta(const idIndex, const idDeclAnimWebNode *); virtual int InternalGetEdgeCost(const idIndex, const idIndex); virtual void InternalStartPath(); virtual void InternalUpdateScalars(const int); virtual void InternalStartBlend(const idDeclAnimWebNode *, const idDeclAnimWebNode *, const int); virtual void InternalFinishBlend(const idDeclAnimWebNode *, const idDeclAnimWebNode *, const int); virtual awCheckPathResult_t CheckNextNode(const idDeclAnimWebNode *, const idDeclAnimWebNode *); virtual bool InternalShouldStartNextNode(const idIndex, const idIndex, const int, const int, const blendParms_t *, idIndex, const bool, animWebEvent_t *); virtual void InternalTriggerEvent(const idDeclAnimWebNode *, const animWebEvent_t, const idHandle *, const int, const int); virtual void InternalTriggerBlendEvent(int, idIndex, idIndex, idIndex, const int); virtual bool InternalRemapNames(idStr *, idStr *); virtual void InternalUpdateBlendEvents(const idAnimStack *, const int, const int); float punchSelector; float throwSelector; float idleSelector; float meleeReturnSelector; float zoomSelector; float weaponCondition; float variationIndex; float previousVariationIndex; float weaponAnimVarIndex; float attackVariation; };