Files

357 lines
15 KiB
C++

#pragma once
// Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata.
// Original PDB header: w:\tech5\tungsten\game\entities\actor.h
// Recovered logical types: 9
// Signatures retain Xbox 360 ABI evidence and may still require manual review.
// IDA Local Type ordinal 14220; PDB kind: class.
class __declspec(align(8)) idActor : public idAnimatedEntity
{
public:
// Recovered virtual interface; IDA vtable ordinal 15260.
virtual idTypeInfo *GetType();
virtual ~idActor();
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();
virtual void RepairShield(const float);
virtual const idVec3 *GetEyeOffset(const idVec3 *result);
virtual void GetViewTransform(idVec3 *, idMat3 *);
virtual void GetLastEyePos(idVec3 *);
virtual void GetEyeAxis(idMat3 *);
virtual void SetEyeAxis(const idMat3 *);
virtual idAnimator_AF::testSolidResult_t StartRagdoll(const idRagdollInfo *);
virtual void StopRagdoll();
virtual equipSlot_t GetWeaponSlot();
virtual idWeapon *GetEquippedWeapon();
virtual bool EquipItem(idInventoryItem *, equipSlot_t);
virtual bool UnequipItem(idInventoryItem *);
virtual bool HolsterItem(idInventoryItem *, bool);
virtual void ShowAttachment(idInventoryItem *);
virtual void HideAttachment(idInventoryItem *);
virtual void DropAttachment(const equipSlot_t);
virtual void DropAttachment_2(idInventoryItem *);
virtual idEntity *DropItem(idInventoryItem *, bool, bool, int, const idVec3 *, const idVec3 *);
virtual idInventoryItem *GetEquipped(const equipSlot_t);
virtual void ClearEquipped(idInventoryItem *);
virtual void ClearEquipped_2(const equipSlot_t);
virtual idFXManager *GetFXMgrForAttachment(idInventoryItem *);
virtual idStrId *GetCurrentNPC(idStrId *result);
virtual idAASPositionMgr *GetAASPositionMgr();
virtual bool HasSyncedWalks();
virtual void SetApplyBulletTime(float, float);
virtual void SetApplyInvulnerability(float);
virtual void SetApplyAuthorityForce(float, const idDeclInventory *);
virtual bool CanBeHealed();
virtual posture_t GetPosture();
virtual void SetPosture(const posture_t);
virtual leanState_t GetLeanState();
virtual void SetLeanState(const leanState_t);
virtual walkState_t GetWalkState();
virtual void SetWalkState(const walkState_t);
virtual weaponReadyState_t GetWeaponReadyState();
virtual void SetWeaponReadyState(const weaponReadyState_t);
virtual float GetApplyDamageScale();
virtual void SetApplyDamageScale(float, float);
virtual const idVehicle *GetVehicle();
virtual idVehicle *GetVehicle_2();
virtual bool IsDrivingVehicle();
bool looted;
idEntityPtr<idEntity> droppedItem1;
idEntityPtr<idEntity> droppedItem2;
idEntityPtr<idEntity> attachedLoot;
idEngagementTracker engagementTracker;
bool spawnPending;
idDeferredVisGrid deferredVisGrid;
idAnimator_AF afProperties;
idActor::idActorConstant actorConstants;
idRagdollInfo ragdollInfo;
idActor::idActorEditable actorEditable;
idStrId npcName;
idFaction faction;
const idDeclFaction *tempFaction;
int tempFactionTime;
actorFactionType factionType;
float weaponProficiency;
float armorProficiency;
float shieldBleedThrough;
float mass;
bool lootable;
bool dropRandomLoot;
idList<idInventoryAttachmentDef,5> startingInventory;
idList<idEntityAttachmentDef,5> entityAttachments;
idDisassembleLoot disassembleLoot;
idSmartLootComponentActor smartLoot;
takedownTypes_t takedownTypes;
idActor::idActorVolatile actorVolatile;
idAnimator_WalkIK walkIK;
const idDeclWalkIK *walkIKDecl;
idInventoryItem *equipped[15];
idAttachmentCollection attachments;
idLinkList<idActor> actorNode;
idInventoryCollection inventory;
int damageGroup;
idList<idEntityPtr<idEntity>,5> touching;
idActorPhysicsCallbacks actorPhysicsCallbacks;
};
// IDA Local Type ordinal 15225; PDB kind: class.
class idActor::idActorConstant::idActorModel
{
public:
idStr soundJoint;
idVec3 modelOffset;
};
// IDA Local Type ordinal 15226; PDB kind: class.
class idActor::idActorConstant::idActorPerception
{
public:
idVec3 eyeOffset;
idVec3 crouchedEyeOffset;
};
// IDA Local Type ordinal 15230; PDB kind: struct.
struct idActor::idActorConstant::waterInteraction_t
{
const idDeclParticle *waterPrtSlow;
const idDeclParticle *waterPrtFast;
const idDeclParticle *waterPrtSplash;
float moveSpeedSlow;
float emissionRate;
};
// IDA Local Type ordinal 15231; PDB kind: class.
class idActor::idActorConstant
{
public:
idActor::idActorConstant::idActorModel modelInfo;
idActor::idActorConstant::idActorPerception perception;
idActorSounds actorSounds;
bool useCombatBox;
const idDeclProjectileImpactEffect *footstepEffectTable_Sprint;
const idDeclProjectileImpactEffect *footstepEffectTable;
const idDeclProjectileImpactEffect *footstepEffectTable_SlowWalk;
const idDeclProjectileImpactEffect *footstepEffectTable_CrouchWalk;
const idDeclProjectileImpactEffect *footstepEffectTable_Landing;
const idDeclFootstepEvents *footstepEvents;
idActor::idActorConstant::waterInteraction_t waterInteraction;
actorClass_t actorClass;
float aimAssistRadiusOverrideScale;
};
// IDA Local Type ordinal 15236; PDB kind: struct.
struct idActor::idActorEditable
{
posture_t bodyState;
standState_t standState;
sitState_t sitState;
turnState_t turnState;
mentalState_t mentalState;
bool forceBodyState;
bool isInteracting;
idList<idDamageGroup,5> damageGroups;
idList<idStr,5> radiusDamageJoints;
};
// IDA Local Type ordinal 15246; PDB kind: struct.
struct __declspec(align(4)) idActor::idActorVolatile::idActorModelCache
{
idMat3 modelAxis;
idMat3 eyeAxis;
idVec3 eyePos;
idIndex<short,enum invalidJointIndex_t> soundJoint;
};
// IDA Local Type ordinal 15247; PDB kind: struct.
struct idActor::idActorVolatile::idPainInfo
{
idHandle<int,enum invalidJointGroupHandle,0> jointGroupHandle;
idEntityPtr<idEntity const > attacker;
idEntityPtr<idEntity const > inflictor;
idIndex<short,enum invalidJointIndex_t> joint;
painType_t type;
damageDirection_t direction;
damageIntensity_t intensity;
const idDeclDamage *damageDecl;
};
// IDA Local Type ordinal 15248; PDB kind: struct.
struct idActor::idActorVolatile
{
idActor::idActorVolatile::idActorModelCache modelInfo;
idActor::idActorVolatile::idPainInfo pain;
walkState_t walkState;
leanState_t leanState;
weaponReadyState_t weaponReadyState;
bool onStairs;
int postureChangeTime;
float damageTakenMultiplier;
idAASPosition aasPosition;
};