Files

289 lines
13 KiB
C++

#pragma once
// Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata.
// Original PDB header: w:\tech5\tungsten\game\ai\aiscriptedanimweb.h
// Recovered logical types: 7
// Signatures retain Xbox 360 ABI evidence and may still require manual review.
// IDA Local Type ordinal 1771; PDB kind: enum.
enum idAIScriptedAnimWeb::stateMarker_t : __int32
{
STATE_EXIT = 0xFFFFFFFD,
};
// IDA Local Type ordinal 2273; PDB kind: enum.
enum idAIScriptedAnimWeb::loopTriggerType_t : __int32
{
TRIGGERTYPE_ONCOUNT = 0x0,
TRIGGERTYPE_EVERYCOUNT = 0x1,
};
// IDA Local Type ordinal 17095; PDB kind: struct.
struct __declspec(align(4)) idAIScriptedAnimWeb::animWebState_t
{
idAnimWebPath destAnimRef;
idAnimWebPath viaAnimRef;
idAnimWebPath exitFastRef;
idEntityPtr<idEntity> perfectOriginRef;
idList<idEntityPtr<idEntity>,5> triggerEnter;
idList<idEntityPtr<idEntity>,5> triggerLeave;
idList<idEntityPtr<idEntity>,5> triggerLoopCount;
int jumpToState;
int loopCountToTrigger;
idAIScriptedAnimWeb::loopTriggerType_t loopTriggerType;
__int8 setPerceptionFlagsOnExit : 1;
__int8 clearPerceptionFlagsOnExit : 1;
__int8 releaseAI : 1;
__int8 perfectOrigin : 1;
__int8 loop : 1;
__int8 disableSolid : 1;
__int8 disableWorldCollsion : 1;
__int8 disableIK : 1;
unsigned __int8 : 4;
__int8 useAnimationOrigin : 1;
__int8 forceTransition : 1;
__int8 enableHeadTracking : 1;
__int8 keepIKState : 1;
};
// IDA Local Type ordinal 17097; PDB kind: struct.
struct idAIScriptedAnimWeb::animState_t
{
idList<idAIScriptedAnimWeb::animWebState_t,5> *animWebStates;
int currentState;
};
// IDA Local Type ordinal 17098; PDB kind: class.
class __declspec(align(2)) idAction_ScriptedAnimWeb : public idAIAction
{
public:
// Recovered virtual interface; IDA vtable ordinal 33786.
virtual idTypeInfo *GetType();
virtual ~idAction_ScriptedAnimWeb();
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 Save(const idFiniteStateMachine *, idFile_String *, const char *);
virtual void InternalInitState(const idFiniteStateMachine *);
virtual bool InternalCanUse(idFiniteStateMachine *, const int);
virtual void InternalEnterState(idFiniteStateMachine *, const int);
virtual void InternalExitState(idFiniteStateMachine *, const int);
virtual void InternalWork(idFiniteStateMachine *, const int);
virtual void InternalReenterState(idFiniteStateMachine *, const int, const int);
virtual bool InternalIsStateWaiting(idFiniteStateMachine *, const int);
virtual void InternalGetDebugString(idStr *);
virtual bool AIState_CanUse(idAI2 *, idAIFSM *, const int);
virtual void AIState_EnterState(idAI2 *, idAIFSM *, const int);
virtual void AIState_ExitState(idAI2 *, idAIFSM *, const int);
virtual void AIState_Work(idAI2 *, idAIFSM *, const int);
virtual void AIState_ReenterState(idAI2 *, idAIFSM *, const int, const int);
virtual bool AIState_IsWaiting(idAI2 *, idAIFSM *, const int);
virtual const idEventDef *GetActionEventDef();
virtual int GetActionFlags();
virtual void AIAction_EnterState(idAI2 *, idAIFSM *, const int);
virtual void AIAction_ExitState(idAI2 *, idAIFSM *, const int);
virtual void AIAction_Work(idAI2 *, idAIFSM *, const int);
virtual void AIAction_ReenterState(idAI2 *, idAIFSM *, const int);
virtual bool AIAction_IsWaiting(idAI2 *, idAIFSM *, const int);
idAIScriptedAnimWeb::animState_t *stateInfo;
int currentScriptState;
int currentLoopCount;
int loopInterval;
int stateStartTime;
idIndex<short,enum idDeclAnimWeb::invalidSubWebIndex_t> currentSubWebTarget;
idIndex<short,enum idDeclAnimWeb::invalidStateIndex_t> currentStateTarget;
idVec3 nextTargetPosition;
idQuat nextTargetRotation;
aiMovementMode_t movementMode;
unsigned __int8 : 5;
__int8 keepIKState : 1;
__int8 wasIKEnabled : 1;
__int8 isDone : 1;
bool wasHeadTrackingEnabled;
bool wasSolid;
};
// IDA Local Type ordinal 21355; PDB kind: class.
class ScriptedAnimWebDone : public idAIStateTransitionStatic
{
public:
// Recovered virtual interface; IDA vtable ordinal 21356.
virtual idTypeInfo *GetType();
virtual ~ScriptedAnimWebDone();
virtual int Evaluate(idFiniteStateMachine *, idState *, const int);
virtual void InternalSave(idFile_String *, const char *, const idList<idStateTransition::transDest_t,5> *);
virtual void Save(idFile_String *, const char *, const idList<idStateTransition::transDest_t,5> *);
virtual idAIStateTransition::aiTransCode_t Evaluate_2(idAI2 *, idAIFSM *, idAIState *, const int);
};
// IDA Local Type ordinal 21411; PDB kind: class.
class idAIScriptedAnimWeb : public idEntity
{
public:
// Recovered virtual interface; IDA vtable ordinal 21412.
virtual idTypeInfo *GetType();
virtual ~idAIScriptedAnimWeb();
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<short,enum invalidJointIndex_t> *GetJointIndexFromTrace(idIndex<short,enum invalidJointIndex_t> *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<int,enum invalidThreadHandle_t,0>);
virtual void RemoveThread(const idHandle<int,enum invalidThreadHandle_t,0>);
virtual idHandle<int,enum invalidThreadHandle_t,0> *GetThread(idHandle<int,enum invalidThreadHandle_t,0> *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<idEntityPtr<idEntity>,5> *GetTriggerTouchList();
virtual idList<idEntityPtr<idEntity>,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<idStr,5> *);
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();
idList<idAIScriptedAnimWeb::animWebState_t,5> animWebStates;
idAIScriptedAnimWeb::animState_t stateInfo;
};