101 lines
4.1 KiB
C++
101 lines
4.1 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\editor\entityinterfacelocal.h
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// Recovered logical types: 1
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// Signatures retain Xbox 360 ABI evidence and may still require manual review.
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// IDA Local Type ordinal 19117; PDB kind: class.
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class idEntityInterfaceLocal : public idEntityInterface
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 19118.
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virtual ~idEntityInterfaceLocal();
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virtual bool IsValid();
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virtual idGame *Game();
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virtual void GetWorldOrigin(idVec3 *);
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virtual void SetWorldOrigin(const idVec3 *);
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virtual void TranslateWorld(const idVec3 *);
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virtual void GetWorldAxis(idMat3 *);
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virtual void SetWorldAxis(const idMat3 *);
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virtual void UpdateVisuals();
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virtual bool GetWorldSpaceTagTransform(const char *, const char *, idVec3 *, idMat3 *);
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virtual void BindToJoint(idEntity *, idIndex<short,enum invalidJointIndex_t>, const bindFlags_t);
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virtual void Unbind();
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virtual idHandle<int,enum invalidAttachment_t,-1> *AttachRenderModel(idHandle<int,enum invalidAttachment_t,-1> *result, const char *, const char *, const char *);
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virtual bool DetachRenderModel(const idHandle<int,enum invalidAttachment_t,-1> *);
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virtual int GetNumAttachments();
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virtual idRenderModel *GetAttachment(const idHandle<int,enum invalidAttachment_t,-1> *);
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virtual bool RebindAttachment(const idHandle<int,enum invalidAttachment_t,-1> *, const tagData_t *);
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virtual void GetLocalOrigin(idVec3 *);
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virtual void SetLocalOrigin(const idVec3 *);
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virtual void GetLocalAxis(idMat3 *);
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virtual void SetLocalAxis(const idMat3 *);
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virtual void GetSpawnPosition(idVec3 *);
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virtual void SetSpawnPosition(const idVec3 *);
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virtual void GetSpawnOrientation(idMat3 *);
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virtual void SetSpawnOrientation(const idMat3 *);
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virtual void SetModel(idRenderModel *);
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virtual void SetModel_2(const char *);
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virtual void StopSound();
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virtual void SetColor(const idColor *);
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virtual idRenderModel *GetRenderEntity();
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virtual void DeleteEntity();
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virtual void GetViewAngles(idAngles *);
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virtual void SetViewAngles(const idVec3 *);
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virtual void GetEyePosition(idVec3 *);
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virtual idTreeAnimator *GetTreeAnimator(const int);
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virtual idAnimStack *GetAnimStack();
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virtual bool PlayAnim(const idMD6Anim *, const bool);
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virtual bool PlayVTR(const idDeclVoiceOver *, const int);
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virtual bool StopVTR();
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virtual bool IsAnimPlaying();
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virtual void ShowUncompressed(const bool);
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virtual void SetRemoveOriginTranslation(bool);
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virtual void SetRemoveOriginRotation(bool);
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virtual bool GetRemoveOriginTranslation();
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virtual bool GetRemoveOriginRotation();
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virtual void SetAnimTime(float);
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virtual float GetAnimTime();
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virtual int GetCurrentAnimFrame();
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virtual void AddReference();
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virtual void RemoveReference();
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virtual int GetReferenceCount();
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virtual idTypeInfoObject *GetTypeInfoObject();
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virtual const idDeclEntityDef *GetEntityDef();
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virtual idEntity *GetEntity();
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virtual const char *GetEntityName();
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virtual void SetLightColor(const idColor *);
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virtual void GetLightColor(idColor *);
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virtual void SetLightRadius(const idVec3 *);
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virtual void GetLightRadius(idVec3 *);
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virtual void SetCastShadows(const bool);
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virtual bool GetCastShadows();
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virtual void SetLightMaterial(const char *);
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virtual void SetLightSpotlight(const bool);
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virtual bool GetLightSpotlight();
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virtual void SetLightParallel(const bool);
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virtual bool GetLightParallel();
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virtual void SetLightCenter(const idVec3 *);
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virtual void GetLightCenter(idVec3 *);
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virtual void SetLightTarget(const idVec3 *);
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virtual void SetLightRight(const idVec3 *);
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virtual void SetLightUp(const idVec3 *);
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virtual void SetLightStart(const idVec3 *);
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virtual void SetLightEnd(const idVec3 *);
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virtual void SetLightClass(lightClass_t);
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virtual void ReInit();
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virtual void SetPreviewTime(int);
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virtual int GetPreviewTime();
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virtual void RestartPlayback();
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virtual void StopPlayback();
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virtual bool RespondsToEvent(const idEventDef *);
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virtual bool OnCustomFunctionCall();
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idEntity *entityPtr;
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idTypeInfoObject *typeInfoObject;
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idGame *game;
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int refCount;
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};
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