#pragma once // Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata. // Original PDB header: w:\tech5\tungsten\game\entities\zipline.h // Recovered logical types: 13 // Signatures retain Xbox 360 ABI evidence and may still require manual review. // IDA Local Type ordinal 1617; PDB kind: enum. enum idProp_Zipline::ziplineState_t : __int32 { ZIPLINE_START_ATTACH = 0x0, ZIPLINE_ANIMATE_TO_ATTACH = 0x1, ZIPLINE_READY = 0x2, ZIPLINE_MOVE_DOWN = 0x3, ZIPLINE_WAIT_FOR_UP = 0x4, ZIPLINE_MOVE_UP = 0x5, }; // IDA Local Type ordinal 1618; PDB kind: enum. enum idProp_Zipline::ziplineSpeedState_t : __int32 { ZIPLINE_STARTED = 0x0, ZIPLINE_ACCEL = 0x1, ZIPLINE_CONSTANT_VEL = 0x2, ZIPLINE_DECEL = 0x3, ZIPLINE_STOPPED = 0x4, }; // IDA Local Type ordinal 1619; PDB kind: enum. enum idProp_Zipline::ziplinePhysicsState_t : __int32 { ZIPLINE_PHYSICS_ACCEL = 0x0, ZIPLINE_PHYSICS_DECEL = 0x1, ZIPLINE_PHYSICS_DONE = 0x2, }; // IDA Local Type ordinal 18795; PDB kind: class. class idProp_Zipline::idProp_ZiplinePathParams { public: idEntityPtr startMover; idEntityPtr endMover; const idDeclEntityDef *endpointMoverDecl; const idDeclEntityDef *splinePathDef; idSplinePath *implicitTravelPath; idSplinePath *implicitReversePath; idSplinePath *implicitSlackPath; idEntityPtr travelPath; idEntityPtr reversePath; idEntityPtr slackPath; float travelSag; float reverseSag; float slackSag; const idMaterial *cableMaterial; float splineLerpingPower; float diameter; int cableDivisions; int unitsPerSplinePoints; float tautFraction; float startDist; float endDist; }; // IDA Local Type ordinal 18796; PDB kind: class. class idProp_Zipline::idProp_ZiplineOscillationParams { public: float fwdMagMin; float fwdMagMax; float fwdMag; float fwdFreqMin; float fwdFreqMax; float fwdFreq; float rtMagMin; float rtMagMax; float rtMag; float rtFreqMin; float rtFreqMax; float rtFreq; float upMagMin; float upMagMax; float upMag; float upFreqMin; float upFreqMax; float upFreq; }; // IDA Local Type ordinal 18797; PDB kind: class. class idProp_Zipline::idProp_ZiplineSoundParams { public: const idSoundShader *sndStart; const idSoundShader *sndAccel; float sndAccelMinVolume; float sndAccelMinVolumeSpeed; float sndAccelMaxVolume; float sndAccelMaxVolumeSpeed; float sndAccelMinPitch; float sndAccelMinPitchSpeed; float sndAccelMaxPitch; float sndAccelMaxPitchSpeed; const idSoundShader *sndMoveUp; const idSoundShader *sndMoveDown; float sndMoveMinVolume; float sndMoveMinVolumeSpeed; float sndMoveMaxVolume; float sndMoveMaxVolumeSpeed; const idSoundShader *sndWind; const idDeclTable *sndWindVolumeTable; const idDeclTable *sndWindPitchTable; const idSoundShader *sndDecel; const idSoundShader *sndStop; const idSoundShader *sndAttach; const idSoundShader *sndDetach; }; // IDA Local Type ordinal 18798; PDB kind: class. class idProp_Zipline::idProp_ZiplineFXParams { public: float fxSpeedSlow; float fxSpeedMed; float fxSpeedFast; float fxSpeedLudicrous; int currentSpeedFX; }; // IDA Local Type ordinal 18799; PDB kind: class. class __declspec(align(4)) idProp_Zipline::idProp_ZiplineViewParams { public: bool applyCameraShakeFx; float viewDegreesPerSecond; float maxSpeedForFx; idAngles maxCameraShakeAngle; float maxFov; float maxPitch; float maxYaw; int returnToCenterTime; float fxPower; bool hideHandleWithPlayer; }; // IDA Local Type ordinal 18800; PDB kind: class. class idProp_Zipline::idProp_ZiplineTimings { public: int downMoveTime; int upMoveTime; int waitTime; int dropOffTime; int attachAnimationTime; int accelTime; int decelTime; }; // IDA Local Type ordinal 18801; PDB kind: class. class idProp_Zipline::idProp_ZiplinePhysicsParams { public: bool usePhysicsDescent; float gravity; float acceleration; int accelerationTime; float maxSpeed; float brakingDecel; float friction; float curSpeed; float curDist; idVec3 curVel; int accelerationTimeRemaining; idProp_Zipline::ziplinePhysicsState_t state; }; // IDA Local Type ordinal 18802; PDB kind: class. class idZiplinePoint { public: idVec3 point; idVec3 slackDelta; }; // IDA Local Type ordinal 18804; PDB kind: class. class idZipline { public: idList points; float totalLength; }; // IDA Local Type ordinal 18810; PDB kind: class. class idProp_Zipline : public idProp_Usable { public: // Recovered virtual interface; IDA vtable ordinal 18811. virtual idTypeInfo *GetType(); virtual ~idProp_Zipline(); 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 void GetUseLocation(const idActor *, idVec3 *); virtual usableState_t GetOnlineUsableState(); idProp_Zipline::idProp_ZiplinePathParams ziplinePathParams; idProp_Zipline::idProp_ZiplineOscillationParams ziplineOscillationParams; idProp_Zipline::idProp_ZiplineSoundParams ziplineSounds; idProp_Zipline::idProp_ZiplineFXParams ziplineFXParams; idProp_Zipline::idProp_ZiplineViewParams ziplineViewParams; idProp_Zipline::idProp_ZiplineTimings ziplineTimings; idProp_Zipline::idProp_ZiplinePhysicsParams ziplinePhysicsParams; idEntityPtr ownerEntity; idProp_Zipline::ziplineState_t state; idProp_Zipline::ziplineState_t nextState; idProp_Zipline::ziplineSpeedState_t speedState; idProp_Zipline::ziplineSpeedState_t speedNextState; int speedStateDuration; int speedStateTimeLeft; int soundFlags; int currentMoveTime; int startTime; int attachStartTime; int waitingStartTime; int dropOffStartTime; int animationDoneTime; bool manualUpdate; int useBufferTime; idVec3 attachOrigin; idIndex eyeJoint; float swayMult; idAngles anglesOffset; idVec3 initialPlayerPos; idQuat initialPlayerRot; idVec3 destPlayerPos; idQuat destPlayerRot; idVec3 prevPlayerPos; idVec3 prevHandlePos; idAngles prevViewAngles; idZipline ziplines[2]; int currentZipline; idCurve_Spline *currentDrawnSpline; float currentDrawnSplineLength; idSpring slackSpring; idRenderModelZipline *cableModel; };