357 lines
15 KiB
C++
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;
|
|
};
|