488 lines
17 KiB
C++
488 lines
17 KiB
C++
#pragma once
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// Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata.
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// Original PDB header: w:\tech5\tungsten\game\clientgame\presentable\presentableplayer.h
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// Recovered logical types: 18
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// Signatures retain Xbox 360 ABI evidence and may still require manual review.
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// IDA Local Type ordinal 1179; PDB kind: enum.
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enum idPresentablePlayer::idPlayerExplicitMotion_t::explicitMoveType_t : __int32
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{
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EXPLICIT_MOVE_NONE = 0x0,
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EXPLICIT_MOVE_SINGLE_EXCLUSIVE = 0x1,
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EXPLICIT_MOVE_SINGLE_ADDITIONAL = 0x2,
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};
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// IDA Local Type ordinal 1206; PDB kind: enum.
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enum idPresentablePlayer::playerGuis_t : __int32
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{
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GUI_DELIVERY = 0x0,
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GUI_JOBOFFER = 0x1,
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GUI_JOBBOARD = 0x2,
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GUI_MERCHANT = 0x3,
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GUI_CLOTHING = 0x4,
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GUI_RACES = 0x5,
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GUI_JOB_DEBUG = 0x6,
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GUI_PLAYTEST_DEBUG = 0x7,
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GUI_GENERAL_GAME_USE = 0x8,
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GUI_PLAYERGARAGE = 0x9,
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GUI_TUNE_VEHICLE = 0xA,
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GUI_TUNER_VEHICLE = 0xB,
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GUI_INFO_BIG_NO_PIC = 0xC,
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GUI_INFO_SMALL = 0xD,
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GUI_INITIAL_ACTIVATE = 0xE,
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GUI_SUBTITLE = 0xF,
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GUI_INVENTORY = 0x10,
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GUI_SIDEMISSION = 0x11,
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GUI_VIEWNOTE = 0x12,
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GUI_TOWTRUCK = 0x13,
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GUI_TUTORIAL = 0x14,
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};
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// IDA Local Type ordinal 2131; PDB kind: enum.
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enum idPresentablePlayer::additiveBlendType_t : __int32
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{
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ADDITIVE_VIEW_ANGLE_BLEND_FULL_OUT = 0x0,
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ADDITIVE_VIEW_ANGLE_BLEND_IN = 0x1,
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ADDITIVE_VIEW_ANGLE_BLEND_OUT = 0x2,
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ADDITIVE_VIEW_ANGLE_BLEND_FULL_IN = 0x3,
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};
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// IDA Local Type ordinal 14754; PDB kind: class.
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class __declspec(align(16)) idPresentablePlayer : public idPresentableActor
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 34013.
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virtual ~idPresentablePlayer();
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virtual void Shutdown();
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virtual void ClientJobSync();
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virtual void ControlReleased();
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virtual inputSettings_t *GetInputSettings(inputSettings_t *result, idPresentablePlayer *);
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virtual void Present();
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virtual void Serialize(idSerializer *);
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virtual void PostSerializeRead(bool);
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virtual void Interpolate(int, float);
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virtual bool ShouldSerializeHidden();
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virtual bool ShouldInterpolate();
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virtual void ClientPredict(int, float);
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virtual void ClientThink(int, float, bool);
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virtual void ServerThink(int);
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virtual bool Draw(idPresentablePlayer *);
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virtual void SerializeFX(idSerializer *);
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virtual void PostAlloc();
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virtual presentableType_t GetType();
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virtual idPresentableAnimatedEntity *GetAnimatedEntityInterface();
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virtual idPresentableVehicle *GetVehicleInterface();
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virtual idPresentableBreakable *GetBreakableInterface();
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virtual idPresentablePieceEmitter *GetPieceEmitterInterface();
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virtual idPresentableDamageable *GetDamageableInterface();
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virtual const idPresentableActor *GetActorInterface();
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virtual idPresentableActor *GetActorInterface_2();
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virtual const idPresentablePlayer *GetPlayerInterface();
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virtual idPresentablePlayer *GetPlayerInterface_2();
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virtual idPresentableProjectile *GetProjectileInterface();
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virtual idPresentableProjectile_Rocket *GetProjectileRocketInterface();
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virtual idPresentableProjectile_Homing *GetProjectileHomingInterface();
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virtual idPresentableProjectile_Grenade *GetProjectileGrenadeInterface();
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virtual idPresentableMultiplayerTrigger *GetMultiplayerTriggerInterface();
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virtual idPresentableWeaponStatic *GetWeaponStaticInterface();
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virtual idPresentableAI *GetAIInterface();
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virtual idPresentableProp *GetPropInterface();
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virtual idPresentableDoorAnimated *GetDoorAnimatedInterface();
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virtual idPresentableWeapon *GetWeaponInterface();
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virtual idOnlineVehicleDeathCameraPresentable *GetVehicleCameraInterface();
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virtual idPresentableReviveCamera *GetReviveCameraInterface();
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virtual idPresentableArmorPiece *GetArmorInterface();
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virtual idPresentablePusher *GetPusherInterface();
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virtual idPresentableTurret *GetTurretInterface();
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virtual idPresentableParticleEmitter *GetParticleEmitterInterface();
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virtual idPresentableCollisionTrigger *GetCollisionTriggerInterface();
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virtual idPresentableSpectatorCamera *GetSpectatorCameraInterface();
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virtual idPresentableAnimatedEntity *GetAnimatedPhysicsInterface();
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virtual void SetRenderModel(idRenderModel *, bool);
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virtual bool ShouldSerializeRenderModelParms();
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virtual void StopSound_Predicted(const soundChannel_t);
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virtual void Hide(bool);
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virtual void Show();
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virtual void GetWorldTransform(idVec3 *, idMat3 *);
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virtual idBounds *GetBounds(idBounds *result, int);
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virtual idBounds *GetAbsBounds(idBounds *result, int);
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virtual bool ShouldTriggerClientHitScanHit();
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virtual void ClientHitScanHit(int, int, int, const idDeclWeapon *, const idDeclProjectile *, int);
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virtual void ClientHitScanHit_ClientFire(int, const idDeclWeapon *, int);
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virtual void PredictHitScanHit(idPresentable *, float, const idVec3 *, const idVec3 *, const idDeclProjectile *, trace_t *);
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virtual int GetPeerIndex();
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virtual bool IsTargetLockable(const idDeclAmmo *);
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virtual float GetTotalCurHealth();
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virtual float GetTotalMaxHealth();
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virtual bool ShouldSaveForTimeTrial();
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virtual void StartFX(fxCondition_t, fxExtraCondition_t);
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virtual void StopAllFX();
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virtual void UpdateFX(const idVec3 *, const idMat3 *, idFXManager *, const float, const float);
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virtual void UpdateFX_2(const idVec3 *, const idMat3 *);
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virtual void UpdateFX_3(const float, const float);
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virtual void LocalStartFX(fxCondition_t);
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virtual usableState_t GetOnlineUsableState(idPresentablePlayer *, int);
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virtual void GetOnlineModifiedCrosshairInfo(const idPresentable *, const idFocusTrace *, const usableState_t, idCrosshairInfo *);
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virtual idStrId *GetOnlineUsableText(idStrId *result);
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virtual void BecomeReplicated();
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virtual int GetControllingPlayerIndex();
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virtual idPresentablePlayer *GetControllingPlayer();
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virtual bool IsLocallyControlled();
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virtual idWeapon *GetFiredWeapon(const idDeclWeapon *);
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virtual void InitFXMgr(const idDeclFX *);
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virtual void ShutdownFXMgr();
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virtual void UpdateClientCollision(const idVec3 *, const idMat3 *, const idVec3 *, const idMat3 *);
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virtual bool ShouldLinkPresentableCollision();
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virtual idInventoryCollection *GetInventory();
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virtual const idInventoryCollection *GetInventory_2();
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virtual bool ShouldEnableSphereCollision();
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virtual void InventoryAdded(idInventoryItem *, int, bool);
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virtual idWeapon *GetEquippedWeapon();
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virtual idWeapon *GetEquippedWeapon(const equipSlot_t);
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virtual void OnDamage(idEntity *, idEntity *, const idDeclDamage *);
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virtual bool IsDead();
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virtual const idActorModifierManager *GetActorModifierManager();
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virtual idActorModifierManager *GetActorModifierManager();
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virtual void HandleActorModifierMessage(unsigned int, unsigned __int8);
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virtual float GetSpeedScale();
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virtual float GetDamageScale();
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virtual bool IsOverdriveDisabled();
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virtual void HudThink();
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virtual void UpdateSerializedView();
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virtual unsigned __int8 GetPeerMaskForPrediction();
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virtual int StartSoundShader_Predicted(const soundChannel_t, const idSoundShader *, int);
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idPresentablePlayer::damageDealtFeedbackItem_t damageDealtBuffer[4];
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int damageDealtBufferIndex;
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int lastDamageDealtBufferIndex;
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idPresentablePlayer::coopCalloutItem_t calloutHistory[4];
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int calloutHistoryIndex;
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int lastCalloutHistoryIndex;
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idPresentablePlayer::coopScoreItem_t coopScoreHistory[4];
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int coopScoringIndex;
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int lastCoopScoringIndex;
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bool renderLegendTitle;
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idStrId coopLegendTitle;
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idStaticList<idPresentablePlayer::screenParticleState_t,5> screenPrtState;
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idPresentablePlayer::screenParticleState_t fxScreenPrtState[4];
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idPresentablePtr<idPresentableProjectile> uniqueTrackedProjectile;
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int uniqueTrackedProjectileClientGameFrameWhenFired;
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idPresentablePlayer::idPlayerCameraShake cameraShake;
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bool stepUpSpringCrouchState;
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idSpring<idVec1> stepUpViewSpring;
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idSpring<idVec1> stepUpHandsSpring;
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float leanRoll;
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idPresentablePlayer::idPlayerExplicitMotion_t explicitMotion;
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const idDeclPlayerProps *playerProps;
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int clientPlayerInputFrame;
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int serverOverridePositionTime;
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idView view;
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idAngles localMinViewAngles;
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idAngles localMaxViewAngles;
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localView_t localView;
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idPlayerViewCallbacks *viewCallbacks;
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clientFireInfo_t clientFire;
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int throwCount;
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idInventoryCollection predictedInventory;
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idInventoryCollection *activeInventory;
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bool physicsInitialized;
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bool firstPredictionSerialize;
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playerPState_t serializedState;
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idPresentablePlayer::moveBufferItem_t moveBuffer[64];
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int lastRecordedMoveBufferIndex;
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idPresentablePlayer::damageFeedbackBufferItem_t damageFeedback[10];
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int damageFeedbackBufferPos;
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int serializeDamageFeedbackCount;
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idPresentablePlayer::attackerInfo_t attackerInfo[3];
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idList<idPresentablePtr<idPresentable>,5> controlledPresentables;
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int wrongWeapons;
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int wrongAmmo;
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idEntityInfluenceTrail influence;
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idPlayerHud playerHud;
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idHudInfo hudInfo;
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unsigned __int8 serializedHudInfoBuffer[444];
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bool ignoreTutorialPause;
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bool ignoreTowTruckPause;
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idPhysics_Player physicsObj;
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idHands hands;
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idBobCycle bobCycle;
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idUCmdTracker ucmdTracker1;
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idUCmdTracker ucmdTracker2;
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idUCmdInhibit::inhibitFlags_t inhibitFlags;
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idVec3 firstPersonViewOrigin;
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idMat3 firstPersonViewAxis;
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idVec3 serializedViewOrigin;
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idMat3 serializedviewAxis;
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idVec3 originError;
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float deferredOriginOffsetZ;
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float lastFov;
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idInterpolate<float> zoomFov;
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bool wantZoom;
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idEntityPtr<idEntity> missionPin;
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idEntityPtr<idEntity> controlledEntity;
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idWeaponKick weaponKick[5];
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float savedViewPitchForKick;
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idAngles addViewAngles;
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idVec3 addViweOffset;
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int addViewAnglDoneAtTime;
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idPresentablePlayer::additiveBlendType_t addViewAnglBlendState;
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idInterpolate<float> baseWeaponSpread;
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idInterpolate<float> kickWeaponSpread;
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idQuat perfectOriginRotation;
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int perfectOriginDuration;
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int perfectOriginStartTime;
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__int8 hasOddball : 1;
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__int8 hasQuad : 1;
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__int8 incapacitated : 1;
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__int8 spectating : 1;
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__int8 inhibited : 1;
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__int8 noClip : 1;
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__int8 zoomedIn : 1;
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__int8 isDead : 1;
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__int8 restrictedGamePlayCanRun : 1;
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__int8 restrictedGamePlay : 1;
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__int8 perfectMovement : 1;
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__int8 inhibitFireControl : 1;
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__int8 isAFK : 1;
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__int8 showDeadBody : 1;
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__int8 canRespawn : 1;
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__int8 isBully : 1;
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unsigned __int8 : 4;
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__int8 forceIgnoreLanding : 1;
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__int8 forceSoftLanding : 1;
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__int8 inhibitChangeWeapon : 1;
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__int8 inhibitRaiseWeapon : 1;
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int disableLandingResultsFrames;
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const idDeclAmmo *pendingAmmo;
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int pendingQuickWeapon;
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bool useIntroBringUp;
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int nextAmmoChangeTime;
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int nextWeaponChangeTime;
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int weaponButtonPressTime;
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int ammoButtonPressTime;
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int inhibitFireControlStartTime;
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idWeapon::weaponState_t weaponFiremodeAnimStateRight;
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idWeapon::weaponState_t weaponFiremodeAnimStateLeft;
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int lastWeaponSlotRight;
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int lastWeaponSlotLeft;
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burstMode_t lastBurstModeRight;
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burstMode_t lastBurstModeLeft;
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idLaserCutter::functionalityLens_t lastFunctionalityLens;
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float staminaCharge;
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int previousStaminaCharge;
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float staminaPercent;
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float staminaStopTime;
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float staminaStartTime;
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bool requireSprintButtonrelease;
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bool isSprinting;
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bool wasSprinting;
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bool inInteractionView;
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bool isTurretControl;
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int respawnCount;
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decayParams_s standDecay;
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decayParams_s crouchDecay;
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idFocusTracker_Player focusTracker;
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idEnvironmentAnalyzer environmentAnalyzer;
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netBoolEvent_t killed;
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netBoolEvent_t respawn;
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netBoolEvent_t teleported;
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netBoolEvent_t vehicleExited;
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int pain_debounce_time;
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int nextBeatTime;
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float breath_sprintScale;
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bool heartBeatLub;
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bool playDamagedBreathing;
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const idDeclTutorialEvent *currentTutorialGuiDecl;
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idPresentablePlayer::deathMessage_t deathInfo;
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idSubtitleSequencer subtitleSequencer;
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int subtitleStartTime;
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idRenderModelAugmentOutline *outlineModel;
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idAimAssist aimAssist;
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idSWF *loadedGuis[21];
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idStr guiNames[21];
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bool purgableGuis[21];
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bool challengeLeavingSoon;
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bool challengeRestartingSoon;
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bool challengeLocalRestart;
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bool challengeRemoteRestart;
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int challengeEndTime;
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float lastDecalValue;
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bool wasPaused;
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idList<idClientGameMsg_PostGameScoreRecap::scoreItem_t,5> postGameItems;
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int roverBombSoundCounter;
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int localRoverBombSoundCounter;
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bool disableSubtitles;
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idPresentablePlayer::idSWFScriptFunction_goToMission scriptFunction_goToMission;
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idPresentablePlayer::idSWFScriptFunction_resumeMap scriptFunction_resumeMap;
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int quickUseFailedTime;
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bool sentOfficialSnap;
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bool quickSelectUsed;
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bool isGeneralGuiCardGame;
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};
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// IDA Local Type ordinal 15305; PDB kind: struct.
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struct idPresentablePlayer::damageDealtFeedbackItem_t
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{
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idPresentablePtr<idPresentable> victim;
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};
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// IDA Local Type ordinal 15308; PDB kind: struct.
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struct idPresentablePlayer::coopCalloutItem_t
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{
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const idDeclOnlineScoringCallout *callout;
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int scoreIndex;
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};
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// IDA Local Type ordinal 15309; PDB kind: struct.
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struct idPresentablePlayer::coopScoreItem_t
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{
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idVec3 worldPosition;
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int score;
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int time;
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int index;
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};
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// IDA Local Type ordinal 15310; PDB kind: struct.
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struct __declspec(align(4)) idPresentablePlayer::screenParticleState_t
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{
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idRenderModel *pModel;
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float excludeAngle;
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int fadeStartTime;
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int fadeEndTime;
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bool isActive;
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};
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// IDA Local Type ordinal 15313; PDB kind: struct.
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struct idPresentablePlayer::idPlayerCameraShake
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{
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bool active;
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float startTime;
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float scale;
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float decay;
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};
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// IDA Local Type ordinal 15315; PDB kind: struct.
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struct idPresentablePlayer::idPlayerExplicitMotion_t
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{
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idVec3 right;
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idVec3 up;
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idVec3 forward;
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idVec3 lastPos;
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idPresentablePlayer::idPlayerExplicitMotion_t::explicitMoveType_t moveType;
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playerExplicitMove_t singleMove;
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playerExplicitMove_t singleMove2;
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};
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// IDA Local Type ordinal 15333; PDB kind: struct.
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struct __declspec(align(4)) idPresentablePlayer::moveBufferItem_t
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{
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usercmd_t prevCmd;
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usercmd_t curCmd;
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idAngles viewAngles;
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int startTime;
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int endTime;
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idVec3 origin;
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float speed;
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unsigned __int8 predictionBits;
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};
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// IDA Local Type ordinal 15334; PDB kind: struct.
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struct idPresentablePlayer::damageFeedbackBufferItem_t
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{
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float damage;
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const idDeclDamage *damageDef;
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idPresentablePtr<idPresentable> attacker;
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idVec3 impactPoint;
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idVec3 impactDir;
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idVec3 impactKick;
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int impactOverrideTimer;
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};
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// IDA Local Type ordinal 15335; PDB kind: struct.
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struct idPresentablePlayer::attackerInfo_t
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{
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idPresentablePtr<idPresentable> attacker;
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float damageDone;
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float spikeDamage;
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};
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// IDA Local Type ordinal 15384; PDB kind: struct.
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struct __declspec(align(4)) idPresentablePlayer::deathMessage_t
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{
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idStr attacker;
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idStr attackerEmblem;
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const idDeclDamage *damageDef;
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bool isKilledByPlayer;
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bool isTeamKill;
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bool isSuicide;
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bool hasQuad;
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bool show;
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};
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// IDA Local Type ordinal 15402; PDB kind: class.
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class idPresentablePlayer::idSWFScriptFunction_goToMission : public idSWFScriptFunction_Nested<idPresentablePlayer>
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 15403.
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virtual ~idSWFScriptFunction_goToMission();
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virtual idSWFScriptVar *Call(idSWFScriptVar *result, idSWFScriptObject *, const idSWFParmList *);
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virtual void AddRef();
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virtual void Release();
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virtual idSWFScriptObject *GetPrototype();
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virtual void SetPrototype(idSWFScriptObject *);
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};
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// IDA Local Type ordinal 15404; PDB kind: class.
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class idPresentablePlayer::idSWFScriptFunction_resumeMap : public idSWFScriptFunction_Nested<idPresentablePlayer>
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 15405.
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virtual ~idSWFScriptFunction_resumeMap();
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virtual idSWFScriptVar *Call(idSWFScriptVar *result, idSWFScriptObject *, const idSWFParmList *);
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virtual void AddRef();
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virtual void Release();
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virtual idSWFScriptObject *GetPrototype();
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virtual void SetPrototype(idSWFScriptObject *);
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};
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// IDA Local Type ordinal 20310; PDB kind: class.
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class idPresentablePlayer::ShowTutorialGui::__l32::idSWFScriptFunction_waitInput : public idSWFScriptFunction_RefCounted
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 20311.
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virtual ~idSWFScriptFunction_waitInput();
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virtual idSWFScriptVar *Call(idSWFScriptVar *result, idSWFScriptObject *, const idSWFParmList *);
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virtual void AddRef();
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virtual void Release();
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virtual idSWFScriptObject *GetPrototype();
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virtual void SetPrototype(idSWFScriptObject *);
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const idDeclTutorialEvent *decl;
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idSWF *gui;
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idEntity *activatingEntity;
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idPlayer *player;
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idStr actionCheck;
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};
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// IDA Local Type ordinal 20312; PDB kind: class.
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class idPresentablePlayer::ShowTutorialGui::__l31::idSWFScriptFunction_DeactivateCallback : public idSWFScriptFunction_RefCounted
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 20313.
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virtual ~idSWFScriptFunction_DeactivateCallback();
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virtual idSWFScriptVar *Call(idSWFScriptVar *result, idSWFScriptObject *, const idSWFParmList *);
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virtual void AddRef();
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virtual void Release();
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virtual idSWFScriptObject *GetPrototype();
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virtual void SetPrototype(idSWFScriptObject *);
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idSWF *gui;
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idEntity *activatingEntity;
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idPlayer *player;
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const idDeclTutorialEvent *decl;
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};
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