402 lines
18 KiB
C++
402 lines
18 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\entities\ledge.h
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// Recovered logical types: 7
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// Signatures retain Xbox 360 ABI evidence and may still require manual review.
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// IDA Local Type ordinal 1253; PDB kind: enum.
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enum idLedge::ledgeEdgeType_t : __int32
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{
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EDGETYPE_NONE = 0x0,
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EDGETYPE_LEFTEDGE = 0x1,
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EDGETYPE_RIGHTEDGE = 0x2,
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EDGETYPE_LEFTEDGE_HASTURN = 0x3,
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EDGETYPE_RIGHTEDGE_HASTURN = 0x4,
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};
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// IDA Local Type ordinal 1254; PDB kind: enum.
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enum idLedge::ledgeType_t : __int32
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{
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LEDGETYPE_CLOCKWISE = 0x0,
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LEDGETYPE_ANTICLOCKWISE = 0x1,
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};
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// IDA Local Type ordinal 1255; PDB kind: enum.
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enum idLedge::ledgeBitFlags_t : __int32
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{
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CONNECTED_NONE = 0x0,
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CONNECTED_FIRST_90_INLEFT = 0x1,
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CONNECTED_FIRST_90_OUTLEFT = 0x2,
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CONNECTED_FIRST_90_INRIGHT = 0x4,
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CONNECTED_FIRST_90_OUTRIGHT = 0x8,
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CONNECTED_SECOND_90_INLEFT = 0x10,
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CONNECTED_SECOND_90_OUTLEFT = 0x20,
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CONNECTED_SECOND_90_INRIGHT = 0x40,
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CONNECTED_SECOND_90_OUTRIGHT = 0x80,
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};
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// IDA Local Type ordinal 17961; PDB kind: class.
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class idLedge::idLedgeBit
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{
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public:
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idVec3 firstPoint;
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idVec3 secondPoint;
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idVec3 direction;
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idVec3 normal;
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float length;
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int flags;
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};
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// IDA Local Type ordinal 17963; PDB kind: class.
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class __declspec(align(8)) idLedge : public idSplinePath
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 34114.
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virtual idTypeInfo *GetType();
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virtual ~idLedge();
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virtual idEventArg *CallEvent(idEventArg *result, const idEventDef *, const idEventArg *);
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virtual bool RespondsTo(const idEventDef *);
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virtual idEventArg *InternalCallEvent(idEventArg *result, const idEventDef *, const idEventArg *);
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virtual bool InternalRespondsTo(const idEventDef *);
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virtual void PostSpawn();
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virtual void Remove();
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virtual void DeleteSubEntities();
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virtual bool Draw(idPlayer *);
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virtual void JobSync();
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virtual void Think();
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virtual void PauseThink();
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virtual bool ShouldEnterDormancy();
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virtual bool ShouldLeaveDormancy();
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virtual void DormantBegin();
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virtual void DormantEnd(const int);
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virtual idRenderModelInfo *GetRenderModelInfo();
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virtual const idRenderModelInfo *GetRenderModelInfo_2();
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virtual void GetScale(idVec3 *);
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virtual void SetScale(const idVec3 *);
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virtual void SetModelByName(const char *);
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virtual void SetModel(idRenderModel *);
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virtual const idMaterial *GetCustomMaterial();
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virtual void SetColor(const idVec4 *);
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virtual void SetColor_2(const idColor *);
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virtual void SetColor_3(const idVec3 *);
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virtual void SetColor_4(float, float, float);
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virtual void SetColor_5(float, float, float, float);
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virtual void GetColor(idVec4 *);
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virtual void GetColor_2(idColor *);
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virtual void GetColor_3(idVec3 *);
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virtual void Hide(bool);
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virtual void Hide_2();
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virtual void Show();
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virtual void GetModelTransform(idVec3 *, idMat3 *);
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virtual void GetSoundTransform(idVec3 *, idMat3 *);
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virtual void UpdateModelTransform();
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virtual void UpdateFX();
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virtual void ProjectOverlay(const idVec3 *, const idVec3 *, float, const char *);
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virtual idPresentable *AllocPresentable(idRenderModel *);
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virtual const idComponentTimeLine *GetComponentTimeLine();
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virtual idComponentTimeLine *GetComponentTimeLine_2();
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virtual bool UpdateAnimationControllers();
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virtual void UpdateAttachments();
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virtual const idAnimStack *GetAnimStack();
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virtual idAnimStack *GetAnimStack_2();
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virtual idIndex<short,enum invalidJointIndex_t> *GetJointIndexFromTrace(idIndex<short,enum invalidJointIndex_t> *result, trace_t);
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virtual awPathResult_t ChangeAnimWebState(const char *, const char *);
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virtual awPathResult_t ChangeAnimWebState_2(const char *);
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virtual awPathResult_t ForceAnimWebState(const char *);
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virtual awPathResult_t ChangeAnimWebStateVia(const char *, const char *, const char *, const char *);
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virtual awPathResult_t ChangeAnimWebStateVia_2(const char *, const char *);
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virtual idAnimWebCmdCtx *GetAnimWebCmdCtx();
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virtual const idAnimWebCmdCtx *GetAnimWebCmdCtx_2();
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virtual const idAnimator_AF *GetAF();
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virtual idAnimator_AF *GetAF_2();
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virtual void PreBind();
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virtual void PostBind();
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virtual void PreUnbind();
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virtual void PostUnbind();
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virtual const splineLocation_t *GetSplineLocation();
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virtual void SetAxis(const idMat3 *);
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virtual bool CanDisablePhysics(const idEntity *);
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virtual collide_t Collide(const int, trace_t *, const idVec3 *);
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virtual collide_t Contact(const int, contactInfo_t *);
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virtual void ApplyImpulse(const int, const int, const idVec3 *, const idVec3 *);
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virtual void ApplyImpulseFromEntity(const idEntity *, const int, const idVec3 *, const idVec3 *);
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virtual void ApplyForce(const int, const int, const idVec3 *, const idVec3 *);
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virtual bool Crush(const int);
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virtual void ApplyDamage(const int, const int, const idDeclDamage *);
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virtual void ActivatePhysics(const int);
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virtual void DeactivatePhysics(const int);
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virtual void ApplyWaterEffects(const int, const int);
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virtual void ApplyWaterSplashEffects(const int, const int, surfTypes_t, idPhysicsCallbacks::splashState_t);
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virtual bool TakesDamage();
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virtual void DamageFeedback(idEntity *, idEntity *, const idDeclDamage *, float *);
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virtual void KilledNotification(const idEntity *, const idEntity *, const idDeclDamage *, const float);
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virtual float Damage(idEntity *, idEntity *, const idDeclDamage *, const float, const idVec3 *, trace_t *);
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virtual bool CalcDamageImpulse(const idEntity *, const idEntity *, const idDeclDamage *, const float, const idVec3 *, const trace_t *, idVec3 *, idVec3 *);
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virtual bool IsTargetLockable(const idDeclAmmo *);
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virtual void AddProjectileLock();
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virtual void RemoveProjectileLock();
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virtual const idScriptObject *GetScriptObject();
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virtual idScriptObject *GetScriptObject_2();
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virtual bool ShouldConstructScriptObjectAtSpawn();
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virtual idThread *GetStateThread();
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virtual int AddThread(const idHandle<int,enum invalidThreadHandle_t,0>);
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virtual void RemoveThread(const idHandle<int,enum invalidThreadHandle_t,0>);
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virtual idHandle<int,enum invalidThreadHandle_t,0> *GetThread(idHandle<int,enum invalidThreadHandle_t,0> *result, const int);
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virtual int NumThreads();
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virtual int MaxThreads();
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virtual void ExecuteThread(idThread *);
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virtual void ResetFSMWaitThreadIfPossible(idThread *);
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virtual bool HandleGuiEvent(const sysEvent_t *);
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virtual void ActivateTargets(idEntity *);
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virtual bool GetRcCarCanTarget();
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virtual const idBaseHealth *GetHealthComponent();
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virtual idBaseHealth *GetHealthComponent_2();
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virtual const idSmartLootComponent *GetSmartLootComponent();
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virtual idSmartLootComponent *GetSmartLootComponent_2();
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virtual void Teleport(const idVec3 *, const idAngles *);
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virtual bool IsPusher();
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virtual const idList<idEntityPtr<idEntity>,5> *GetTriggerTouchList();
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virtual idList<idEntityPtr<idEntity>,5> *GetTriggerTouchList_2();
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virtual void TestFunctionality();
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virtual float GetUsableDistance();
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virtual float GetCrosshairIconDistance();
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virtual usableState_t GetUsableState(const idEntity *, const idFocusTrace *);
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virtual bool ModifyCrosshairInfo(const idEntity *, const idFocusTrace *, const usableState_t, idCrosshairInfo *);
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virtual bool IsCrosshairDisabled(const idEntity *, const idFocusTrace *, const usableState_t);
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virtual bool IsCrosshairSubdued(const idEntity *, const idFocusTrace *, const usableState_t);
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virtual bool IsEverUsable(const idEntity *);
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virtual bool IsCurrentlyUsable(const idEntity *);
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virtual bool Use(idEntity *, const usableState_t);
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virtual void Dropped(idEntity *, const idDeclInventory *);
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virtual const idInventoryCollection *GetInventory();
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virtual idInventoryCollection *GetInventory_2();
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virtual void InventoryAdded(idInventoryItem *, int);
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virtual void InventoryRemoved(idInventoryItem *);
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virtual const idAttachmentCollection *GetAttachments();
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virtual idAttachmentCollection *GetAttachments_2();
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virtual void EnableAIEventResponse(const idAIEvent::aiEventClass_t);
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virtual void DisableAIEventResponse(const idAIEvent::aiEventClass_t);
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virtual bool CanReceiveAIEvents(const int);
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virtual bool RespondsToAIEvent(const idAIEvent *);
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virtual void OnAIEvent(const idAIEvent *);
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virtual bool IsDead();
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virtual bool IsDying();
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virtual idFaction *GetFaction();
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virtual const idFaction *GetFaction_2();
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virtual idEntityAuditor *GetAuditor();
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virtual void GetVisibilityPoint(const visPoint_t, idVec3 *);
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virtual void GetAimPoint(const aimPoint_t, idVec3 *);
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virtual void GetEyePos(idVec3 *);
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virtual bool IsVisible();
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virtual idDynamicCoverMgr *GetDynamicCoverMgr();
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virtual const idDynamicCoverMgr *GetDynamicCoverMgr_2();
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virtual const idAAS2 *GetAAS();
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virtual void GetViewStateFOV(idVec3 *, unsigned __int8 *, unsigned __int8 *);
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virtual void GetViewStateFOV_2(idVec3 *, unsigned __int8 *, unsigned __int8 *);
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virtual int GetNumRepairBotTetherPoints();
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virtual bool GetRepairBotTetherPoint(const int, const int, idVec3 *);
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virtual idEntityInterface *CreateEntityInterface(idGame *);
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virtual void ShowEditingDialog();
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virtual void UpdateEditingDialog();
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virtual void UpdateModifiedProperties();
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virtual inputSettings_t *GetInputSettings(inputSettings_t *result, idPlayer *);
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virtual bool EvaluateControls(usercmd_t *, usercmd_t *);
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virtual void CheckForErrors(idList<idStr,5> *);
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virtual void DebugDrawEntity(const idColor *, int);
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virtual void ClientThink();
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virtual void Serialize(idSerializer *);
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virtual void PostSerializeRead(bool);
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virtual void OnActivate(idEntity *);
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virtual void OnMakeActivatable(const bool);
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virtual void OnNotifyProgressionOwner();
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idList<idLedge::idLedgeBit,5> ledgeBits;
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idLedge::ledgeType_t ledgeNormalHint;
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float maxDeltaYaw;
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float maxDeltaPitch;
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};
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// IDA Local Type ordinal 17966; PDB kind: class.
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class idUseLedge : public idUse
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 17967.
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virtual idTypeInfo *GetType();
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virtual ~idUseLedge();
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virtual idEventArg *CallEvent(idEventArg *result, const idEventDef *, const idEventArg *);
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virtual bool RespondsTo(const idEventDef *);
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virtual idEventArg *InternalCallEvent(idEventArg *result, const idEventDef *, const idEventArg *);
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virtual bool InternalRespondsTo(const idEventDef *);
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virtual void PostSpawn();
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virtual void Remove();
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virtual void DeleteSubEntities();
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virtual bool Draw(idPlayer *);
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virtual void JobSync();
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virtual void Think();
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virtual void PauseThink();
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virtual bool ShouldEnterDormancy();
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virtual bool ShouldLeaveDormancy();
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virtual void DormantBegin();
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virtual void DormantEnd(const int);
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virtual idRenderModelInfo *GetRenderModelInfo();
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virtual const idRenderModelInfo *GetRenderModelInfo_2();
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virtual void GetScale(idVec3 *);
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virtual void SetScale(const idVec3 *);
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virtual void SetModelByName(const char *);
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virtual void SetModel(idRenderModel *);
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virtual const idMaterial *GetCustomMaterial();
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virtual void SetColor(const idVec4 *);
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virtual void SetColor_2(const idColor *);
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virtual void SetColor_3(const idVec3 *);
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virtual void SetColor_4(float, float, float);
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virtual void SetColor_5(float, float, float, float);
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virtual void GetColor(idVec4 *);
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virtual void GetColor_2(idColor *);
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virtual void GetColor_3(idVec3 *);
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virtual void Hide(bool);
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virtual void Hide_2();
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virtual void Show();
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virtual void GetModelTransform(idVec3 *, idMat3 *);
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virtual void GetSoundTransform(idVec3 *, idMat3 *);
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virtual void UpdateModelTransform();
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virtual void UpdateFX();
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virtual void ProjectOverlay(const idVec3 *, const idVec3 *, float, const char *);
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virtual idPresentable *AllocPresentable(idRenderModel *);
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virtual const idComponentTimeLine *GetComponentTimeLine();
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virtual idComponentTimeLine *GetComponentTimeLine_2();
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virtual bool UpdateAnimationControllers();
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virtual void UpdateAttachments();
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virtual const idAnimStack *GetAnimStack();
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virtual idAnimStack *GetAnimStack_2();
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virtual idIndex<short,enum invalidJointIndex_t> *GetJointIndexFromTrace(idIndex<short,enum invalidJointIndex_t> *result, trace_t);
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virtual awPathResult_t ChangeAnimWebState(const char *, const char *);
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virtual awPathResult_t ChangeAnimWebState_2(const char *);
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virtual awPathResult_t ForceAnimWebState(const char *);
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virtual awPathResult_t ChangeAnimWebStateVia(const char *, const char *, const char *, const char *);
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virtual awPathResult_t ChangeAnimWebStateVia_2(const char *, const char *);
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virtual idAnimWebCmdCtx *GetAnimWebCmdCtx();
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virtual const idAnimWebCmdCtx *GetAnimWebCmdCtx_2();
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virtual const idAnimator_AF *GetAF();
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virtual idAnimator_AF *GetAF_2();
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virtual void PreBind();
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virtual void PostBind();
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virtual void PreUnbind();
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virtual void PostUnbind();
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virtual const splineLocation_t *GetSplineLocation();
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virtual void SetAxis(const idMat3 *);
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virtual bool CanDisablePhysics(const idEntity *);
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virtual collide_t Collide(const int, trace_t *, const idVec3 *);
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virtual collide_t Contact(const int, contactInfo_t *);
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virtual void ApplyImpulse(const int, const int, const idVec3 *, const idVec3 *);
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virtual void ApplyImpulseFromEntity(const idEntity *, const int, const idVec3 *, const idVec3 *);
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virtual void ApplyForce(const int, const int, const idVec3 *, const idVec3 *);
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virtual bool Crush(const int);
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virtual void ApplyDamage(const int, const int, const idDeclDamage *);
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virtual void ActivatePhysics(const int);
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virtual void DeactivatePhysics(const int);
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virtual void ApplyWaterEffects(const int, const int);
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virtual void ApplyWaterSplashEffects(const int, const int, surfTypes_t, idPhysicsCallbacks::splashState_t);
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virtual bool TakesDamage();
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virtual void DamageFeedback(idEntity *, idEntity *, const idDeclDamage *, float *);
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virtual void KilledNotification(const idEntity *, const idEntity *, const idDeclDamage *, const float);
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virtual float Damage(idEntity *, idEntity *, const idDeclDamage *, const float, const idVec3 *, trace_t *);
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virtual bool CalcDamageImpulse(const idEntity *, const idEntity *, const idDeclDamage *, const float, const idVec3 *, const trace_t *, idVec3 *, idVec3 *);
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virtual bool IsTargetLockable(const idDeclAmmo *);
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virtual void AddProjectileLock();
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virtual void RemoveProjectileLock();
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virtual const idScriptObject *GetScriptObject();
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virtual idScriptObject *GetScriptObject_2();
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virtual bool ShouldConstructScriptObjectAtSpawn();
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virtual idThread *GetStateThread();
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virtual int AddThread(const idHandle<int,enum invalidThreadHandle_t,0>);
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virtual void RemoveThread(const idHandle<int,enum invalidThreadHandle_t,0>);
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virtual idHandle<int,enum invalidThreadHandle_t,0> *GetThread(idHandle<int,enum invalidThreadHandle_t,0> *result, const int);
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virtual int NumThreads();
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virtual int MaxThreads();
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virtual void ExecuteThread(idThread *);
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virtual void ResetFSMWaitThreadIfPossible(idThread *);
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virtual bool HandleGuiEvent(const sysEvent_t *);
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virtual void ActivateTargets(idEntity *);
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virtual bool GetRcCarCanTarget();
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virtual const idBaseHealth *GetHealthComponent();
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virtual idBaseHealth *GetHealthComponent_2();
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virtual const idSmartLootComponent *GetSmartLootComponent();
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virtual idSmartLootComponent *GetSmartLootComponent_2();
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virtual void Teleport(const idVec3 *, const idAngles *);
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virtual bool IsPusher();
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virtual const idList<idEntityPtr<idEntity>,5> *GetTriggerTouchList();
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virtual idList<idEntityPtr<idEntity>,5> *GetTriggerTouchList_2();
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virtual void TestFunctionality();
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virtual float GetUsableDistance();
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virtual float GetCrosshairIconDistance();
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virtual usableState_t GetUsableState(const idEntity *, const idFocusTrace *);
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virtual bool ModifyCrosshairInfo(const idEntity *, const idFocusTrace *, const usableState_t, idCrosshairInfo *);
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virtual bool IsCrosshairDisabled(const idEntity *, const idFocusTrace *, const usableState_t);
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virtual bool IsCrosshairSubdued(const idEntity *, const idFocusTrace *, const usableState_t);
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virtual bool IsEverUsable(const idEntity *);
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virtual bool IsCurrentlyUsable(const idEntity *);
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virtual bool Use(idEntity *, const usableState_t);
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virtual void Dropped(idEntity *, const idDeclInventory *);
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virtual const idInventoryCollection *GetInventory();
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virtual idInventoryCollection *GetInventory_2();
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virtual void InventoryAdded(idInventoryItem *, int);
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virtual void InventoryRemoved(idInventoryItem *);
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virtual const idAttachmentCollection *GetAttachments();
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virtual idAttachmentCollection *GetAttachments_2();
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virtual void EnableAIEventResponse(const idAIEvent::aiEventClass_t);
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virtual void DisableAIEventResponse(const idAIEvent::aiEventClass_t);
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virtual bool CanReceiveAIEvents(const int);
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virtual bool RespondsToAIEvent(const idAIEvent *);
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virtual void OnAIEvent(const idAIEvent *);
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virtual bool IsDead();
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virtual bool IsDying();
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virtual idFaction *GetFaction();
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virtual const idFaction *GetFaction_2();
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virtual idEntityAuditor *GetAuditor();
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virtual void GetVisibilityPoint(const visPoint_t, idVec3 *);
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virtual void GetAimPoint(const aimPoint_t, idVec3 *);
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virtual void GetEyePos(idVec3 *);
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virtual bool IsVisible();
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virtual idDynamicCoverMgr *GetDynamicCoverMgr();
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virtual const idDynamicCoverMgr *GetDynamicCoverMgr_2();
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virtual const idAAS2 *GetAAS();
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virtual void GetViewStateFOV(idVec3 *, unsigned __int8 *, unsigned __int8 *);
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virtual void GetViewStateFOV_2(idVec3 *, unsigned __int8 *, unsigned __int8 *);
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virtual int GetNumRepairBotTetherPoints();
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virtual bool GetRepairBotTetherPoint(const int, const int, idVec3 *);
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virtual idEntityInterface *CreateEntityInterface(idGame *);
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virtual void ShowEditingDialog();
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virtual void UpdateEditingDialog();
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virtual void UpdateModifiedProperties();
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virtual inputSettings_t *GetInputSettings(inputSettings_t *result, idPlayer *);
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virtual bool EvaluateControls(usercmd_t *, usercmd_t *);
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virtual void CheckForErrors(idList<idStr,5> *);
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virtual void DebugDrawEntity(const idColor *, int);
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virtual void ClientThink();
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virtual void Serialize(idSerializer *);
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virtual void PostSerializeRead(bool);
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virtual void OnActivate(idEntity *);
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virtual void OnMakeActivatable(const bool);
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virtual void OnNotifyProgressionOwner();
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idPlayer::idPlayerBehaviorContextualShimmyState_t mountType;
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idEntityPtr<idEntity> targetPositionEntity;
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idEntityPtr<idEntity> endPositionEntity;
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idAnimAliasRef customLegsAnimation;
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idAnimAliasRef customHandsAnimation;
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idHandle<unsigned short,enum invalidAliasHandle_t,65535> customLegsAnimationHandle;
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idHandle<unsigned short,enum invalidAliasHandle_t,65535> customHandsAnimationHandle;
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};
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// IDA Local Type ordinal 22817; PDB kind: struct.
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struct silEdge_t
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{
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float length;
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int t1;
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int t2;
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unsigned __int16 v1;
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unsigned __int16 v2;
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};
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