Files

300 lines
14 KiB
C++

#pragma once
// Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata.
// Original PDB header: w:\tech5\tungsten\game\editor\editormodel.h
// Recovered logical types: 2
// Signatures retain Xbox 360 ABI evidence and may still require manual review.
// IDA Local Type ordinal 20110; PDB kind: class.
class __declspec(align(8)) idEditorModelEntity : public idAnimatedEntity
{
public:
// Recovered virtual interface; IDA vtable ordinal 20111.
virtual idTypeInfo *GetType();
virtual ~idEditorModelEntity();
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();
virtual void Reset();
virtual int GetDefaultSurfaceType();
virtual idList<idIndex<short,enum invalidJointIndex_t>,5> *GetRadiusDamageJointIndices();
virtual const idList<idIndex<short,enum invalidJointIndex_t>,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();
idAttachmentCollection attachments;
idPresentableAnimatedEntity *uncompressedModelView;
float moveSpeed;
float caretTime;
bool movement;
bool cycle;
bool cycleFrom;
bool cycleTo;
idAnimator_Proxy proxyAnimator;
idAnimator_FaceTracks faceAnimator;
idAnimator_Paused basePoseAnimator;
idAnimStack animStackUncompressed;
idAnimator_Proxy proxyAnimatorUncompressed;
idAnimator_FaceTracks faceAnimatorUncompressed;
idAnimator_Paused basePoseAnimatorUncompressed;
idFaceMgr faceMgr;
const idSoundShader *sndFootsteps;
const idMD6Anim *curAnim;
idMD6Leaf *leaf;
idMD6LeafPlay leafPlay;
idMD6LeafPause leafPause;
const idMD6Anim *curAnimUncompressed;
idMD6Leaf *leafUncompressed;
idMD6LeafPlay leafPlayUncompressed;
idMD6LeafPause leafPauseUncompressed;
int lastLoopCount;
idVec3 baseOrigin;
idMat3 baseAxis;
};
// IDA Local Type ordinal 20112; PDB kind: class.
class idEditorModelInterface : public idAnimatedEntityInterface
{
public:
// Recovered virtual interface; IDA vtable ordinal 20113.
virtual ~idEditorModelInterface();
virtual bool IsValid();
virtual idGame *Game();
virtual void GetWorldOrigin(idVec3 *);
virtual void SetWorldOrigin(const idVec3 *);
virtual void TranslateWorld(const idVec3 *);
virtual void GetWorldAxis(idMat3 *);
virtual void SetWorldAxis(const idMat3 *);
virtual void UpdateVisuals();
virtual bool GetWorldSpaceTagTransform(const char *, const char *, idVec3 *, idMat3 *);
virtual void BindToJoint(idEntity *, idIndex<short,enum invalidJointIndex_t>, const bindFlags_t);
virtual void Unbind();
virtual idHandle<int,enum invalidAttachment_t,-1> *AttachRenderModel(idHandle<int,enum invalidAttachment_t,-1> *result, const char *, const char *, const char *);
virtual bool DetachRenderModel(const idHandle<int,enum invalidAttachment_t,-1> *);
virtual int GetNumAttachments();
virtual idRenderModel *GetAttachment(const idHandle<int,enum invalidAttachment_t,-1> *);
virtual bool RebindAttachment(const idHandle<int,enum invalidAttachment_t,-1> *, const tagData_t *);
virtual void GetLocalOrigin(idVec3 *);
virtual void SetLocalOrigin(const idVec3 *);
virtual void GetLocalAxis(idMat3 *);
virtual void SetLocalAxis(const idMat3 *);
virtual void GetSpawnPosition(idVec3 *);
virtual void SetSpawnPosition(const idVec3 *);
virtual void GetSpawnOrientation(idMat3 *);
virtual void SetSpawnOrientation(const idMat3 *);
virtual void SetModel(idRenderModel *);
virtual void SetModel_2(const char *);
virtual void StopSound();
virtual void SetColor(const idColor *);
virtual idRenderModel *GetRenderEntity();
virtual void DeleteEntity();
virtual void GetViewAngles(idAngles *);
virtual void SetViewAngles(const idVec3 *);
virtual void GetEyePosition(idVec3 *);
virtual idTreeAnimator *GetTreeAnimator(const int);
virtual idAnimStack *GetAnimStack();
virtual bool PlayAnim(const idMD6Anim *, const bool);
virtual bool PlayVTR(const idDeclVoiceOver *, const int);
virtual bool StopVTR();
virtual bool IsAnimPlaying();
virtual void ShowUncompressed(const bool);
virtual void SetRemoveOriginTranslation(bool);
virtual void SetRemoveOriginRotation(bool);
virtual bool GetRemoveOriginTranslation();
virtual bool GetRemoveOriginRotation();
virtual void SetAnimTime(float);
virtual float GetAnimTime();
virtual int GetCurrentAnimFrame();
virtual void AddReference();
virtual void RemoveReference();
virtual int GetReferenceCount();
virtual idTypeInfoObject *GetTypeInfoObject();
virtual const idDeclEntityDef *GetEntityDef();
virtual idEntity *GetEntity();
virtual const char *GetEntityName();
virtual void SetLightColor(const idColor *);
virtual void GetLightColor(idColor *);
virtual void SetLightRadius(const idVec3 *);
virtual void GetLightRadius(idVec3 *);
virtual void SetCastShadows(const bool);
virtual bool GetCastShadows();
virtual void SetLightMaterial(const char *);
virtual void SetLightSpotlight(const bool);
virtual bool GetLightSpotlight();
virtual void SetLightParallel(const bool);
virtual bool GetLightParallel();
virtual void SetLightCenter(const idVec3 *);
virtual void GetLightCenter(idVec3 *);
virtual void SetLightTarget(const idVec3 *);
virtual void SetLightRight(const idVec3 *);
virtual void SetLightUp(const idVec3 *);
virtual void SetLightStart(const idVec3 *);
virtual void SetLightEnd(const idVec3 *);
virtual void SetLightClass(lightClass_t);
virtual void ReInit();
virtual void SetPreviewTime(int);
virtual int GetPreviewTime();
virtual void RestartPlayback();
virtual void StopPlayback();
virtual bool RespondsToEvent(const idEventDef *);
virtual bool OnCustomFunctionCall();
};