#pragma once // Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata. // Original PDB header: w:\tech5\tungsten\game\entities\turretgunner.h // Recovered logical types: 4 // Signatures retain Xbox 360 ABI evidence and may still require manual review. // IDA Local Type ordinal 1692; PDB kind: enum. enum idTurretGunner::triggerPhaseOn_t : __int32 { TRIGGERPHASE_IDLE = 0x0, TRIGGERPHASE_START_PULL = 0x1, TRIGGERPHASE_WINDING_UP = 0x2, TRIGGERPHASE_FIRING = 0x3, TRIGGERPHASE_WINDING_DOWN = 0x4, TRIGGERPHASE_MAX = 0x5, }; // IDA Local Type ordinal 1696; PDB kind: enum. enum idTurretGunner::firingPhaseOn_t : __int32 { FIRINGPHASE_SHOOTING_AT_PLAYER = 0x0, FIRINGPHASE_SHOOTING_AT_PLAYERS_LAST_POSITION = 0x1, FIRINGPHASE_SUPPRESSING_NEAR_PLAYER = 0x2, FIRINGPHASE_SUPPRESSING_AT_ANTICIPATED_POSITION = 0x3, FIRINGPHASE_SUPPRESSING_NEAR_PLAYER_AGAIN = 0x4, FIRINGPHASE_SUPPRESSING_RANDOM = 0x5, FIRINGPHASE_MAX = 0x6, }; // IDA Local Type ordinal 18986; PDB kind: class. class idTurretGunner : public idAnimatedEntity { public: // Recovered virtual interface; IDA vtable ordinal 18988. virtual idTypeInfo *GetType(); virtual ~idTurretGunner(); 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 float GetHealth(); virtual void SetHealth(const float); virtual float GetMaxBaseHealth(); virtual void SetMaxHealth(const float); const idDeclAnimWeb *webDecl; const idDeclTrackingParms *declTrackingParms; float minMinionHeadStartTime; float maxMinionHeadStartTime; idFaction faction; const idMaterial *aiPortrait; idList radiusDamageJointNames; const idDeclGore *goreDef; idGoreComponent goreComponent; idTurretSpawnerControlGroup *spawnerControlGroup; bool isGunnerInitialized; bool canFire; idVec3 gunnerAimPoint; __unaligned __declspec(align(1)) idAnimWeb_TurretGunner animWeb; idAnimator_Channel painAnimator; idFaceMgr faceMgr; idAIWorldState worldState; idEntityPtr enemy; int oldNumKilled; idEntityPtr randomLivingMinion; int numSkippedPinatas; idEntityPtr pinataMinion; int forgivePinataMinionTime; float maxHealth; float health; bool didBonusDamageForThisTaunt; int nextFireTime; int pullTriggerTime; int releaseTriggerTime; int launchInitialMinionTime; int launchMinionTime; int minionEscalationLevel; int overheatTime; float currTriggerDownAdjust; float currFireIntervalAdjust; idTurretGunner::firingPhaseOn_t currentFiringPhaseOn; int endPhaseTime; idTurretGunner::triggerPhaseOn_t pullTriggerPhase; int pullTriggerPhaseEndTime; idEntityPtr closestFireHint; idEntityPtr anticipatedFireHint; idList,5> otherFireHintsList; int otherFireHintOn; idEntityPtr lastFireHintUsed; idEntityPtr currentSuppressionFireHint; int startStrafeTime; int endStrafeTime; int thisStrafeTime; idVec3 startStrafePoint; idVec3 endStrafePoint; }; // IDA Local Type ordinal 18987; PDB kind: class. class idAnimWeb_TurretGunner : public idAnimator_AnimWeb { public: // Recovered virtual interface; IDA vtable ordinal 18989. virtual ~idAnimWeb_TurretGunner(); 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); idTurretGunner *gunner; };