Files

278 lines
12 KiB
C++

#pragma once
// Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata.
// Original PDB header: w:\tech5\tungsten\game\entities\springcamera.h
// Recovered logical types: 6
// Signatures retain Xbox 360 ABI evidence and may still require manual review.
// IDA Local Type ordinal 1244; PDB kind: enum.
enum idSpringCamera::duration_t : __int32
{
DURATION_NEVER = 0x0,
DURATION_ALWAYS = 0x1,
DURATION_ANIM = 0x2,
DURATION_MAX = 0x3,
};
// IDA Local Type ordinal 1245; PDB kind: enum.
enum idSpringCamera::lookMode_t : __int32
{
LOOK_NONE = 0x0,
LOOK_HEADING = 0x1,
LOOK_POSITION = 0x2,
LOOK_ADD_HEADING = 0x3,
LOOK_ADD_HEADING_AUTOCENTER = 0x4,
LOOK_ADD_DELTAANGLES = 0x5,
};
// IDA Local Type ordinal 1246; PDB kind: enum.
enum idSpringCamera::blendMode_t : __int32
{
BLEND_SMOOTH = 0x0,
BLEND_SMOOTH_SNAP_SMOOTH = 0x1,
BLEND_SNAP_SNAP_SMOOTH = 0x2,
BLEND_SNAP = 0x3,
BLEND_FOLLOW_SNAP_LOOK_SMOOTH_SNAP_SMOOTH = 0x4,
BLEND_MAX = 0x5,
};
// IDA Local Type ordinal 1250; PDB kind: enum.
enum idSpringCamera::state_t : __int32
{
STATE_INACTIVE = 0x0,
STATE_BLEND_IN = 0x1,
STATE_REACTIVATE = 0x2,
STATE_ACTIVE = 0x3,
STATE_ACTIVE_READY_TO_BLEND_OUT = 0x4,
STATE_BLEND_OUT = 0x5,
STATE_MAX = 0x7,
};
// IDA Local Type ordinal 1251; PDB kind: enum.
enum idSpringCamera::calculateViewStage_t : __int32
{
STAGE_DEFAULT = 0x0,
STAGE_UPDATE = 0x1,
STAGE_DRAW = 0x2,
};
// IDA Local Type ordinal 14989; PDB kind: class.
class __declspec(align(8)) idSpringCamera : public idCamera
{
public:
// Recovered virtual interface; IDA vtable ordinal 34055.
virtual idTypeInfo *GetType();
virtual ~idSpringCamera();
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 HandleUserCmds(const usercmd_t *, const usercmd_t *);
virtual int InhibitFlags();
virtual int InhibitButtons();
virtual bool CanShowCrosshair();
virtual bool InternalActivate(idEntity *);
virtual bool InternalDeactivate();
idSpring<idVec1> followBlendSpring;
idSpring<idVec1> lookBlendSpring;
idSpring<idVec3> springFollowPos;
idSpring<idVec3> springLookFwdDir;
idSpring<idVec3> springLookUpDir;
idSpring<idVec1> springFOV;
idSpring<idVec3> springAutoCenter;
idEntityPtr<idEntity> followEntity;
idTreeAnimator *followAnimator;
idIndex<short,enum invalidJointIndex_t> followJointIndex;
idEntityPtr<idEntity> lookEntity;
idTreeAnimator *lookAnimator;
idIndex<short,enum invalidJointIndex_t> lookJointIndex;
const idMD6Skel *lookSkeleton;
idSpringCamera::duration_t followDuration;
idSpringCamera::duration_t lookDuration;
idSpringCamera::lookMode_t lookMode;
idSpringCamera::blendMode_t lookBlendMode;
idSpringCamera::blendMode_t followBlendMode;
idIndex<short,enum invalidUserChannelIndex_t> fovUserChannel;
idSpringCamera::state_t followState;
idSpringCamera::state_t lookState;
idSpringCamera::state_t state;
int lastUpdateFrame;
idVec3 viewOrigin;
idMat3 viewAxis;
float viewFov;
idVec3 viewVelocity;
int viewTimestamp;
idVec3 fromViewOrigin;
idMat3 fromViewAxis;
idEntityPtr<idEntity> activatorParent;
idVec3 activatorParentPos;
bool calculateViewInDraw;
bool manualUpdate;
bool calculatedView;
bool calculatedViewOrigin;
bool usesUserChannelFov;
bool resetManualUpdate;
bool getPlayerLookFromView;
idSpringCamera::calculateViewStage_t forceCalculateViewStage;
float constraintConeDegs;
float autoCenterSpringK;
bool clipTestMovement;
float clipTestRadius;
float clipTestHeight;
idVec3 clipTestResult;
bool inhibitControl;
};