#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 *GetJointIndexFromTrace(idIndex *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); virtual void RemoveThread(const idHandle); virtual idHandle *GetThread(idHandle *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,5> *GetTriggerTouchList(); virtual idList,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 *); 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,5> *GetRadiusDamageJointIndices(); virtual const idList,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,5> triggerOnDestroy; idList 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 dropAnimAlias; idHandle acquiredTargetAnimAlias; idHandle lostTargetAnimAlias; idHandle breakAnimAlias; idHandle shootAnimAlias; idHandle SilencedAnimAlias; idHandle SilencedIdleAnimAlias; idHandle disabledAnimAlias; idHandle UnSilencedAnimAlias; idHandle aquiredMhAnimAlias; idHandle destroyedAnimAlias; idHandle 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 enemy; idEntityPtr lastTarget; idEntityPtr 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 jointRotation; idIndex jointPitch; idIndex jointSpinwheel; idQuat lastYawRot; idQuat lastPitchRot; idAnimator_Channel movingHoldAnimator; idAnimator_Channel channelAnimator; idAnimator_JointMod jointModAnimator; const idDeclInventory *inventoryDecl; float interceptSpeed; idInventoryCollection inventoryCollection; idList,5> activeProjectiles; idPhysics_RigidBody physicsObj; int spinTimer; int stateTimer; int foundTargetTime; idTurret::turretStates currentState; const idDeclEntityDef *flareDecl; idStr flareBindToTag; idEntityPtr 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 *GetJointIndexFromTrace(idIndex *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); virtual void RemoveThread(const idHandle); virtual idHandle *GetThread(idHandle *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,5> *GetTriggerTouchList(); virtual idList,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 *); 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,5> *GetRadiusDamageJointIndices(); virtual const idList,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 startTrack; idList,5> plannedPath; int plannedPathIndex; idCurve_Spline *startSpline; idCurve_Spline *currentSpline; idEntityPtr currentSplinePath; };