Files
tech5/source/engine/decls/declimpactsound.h
T

65 lines
2.2 KiB
C++

#pragma once
// Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata.
// Original PDB header: w:\tech5\engine\decls\declimpactsound.h
// Recovered logical types: 1
// Signatures retain Xbox 360 ABI evidence and may still require manual review.
// IDA Local Type ordinal 14321; PDB kind: class.
class idDeclImpactSound : public idDeclTypeInfo
{
public:
// Recovered virtual interface; IDA vtable ordinal 14322.
virtual ~idDeclImpactSound();
virtual void LoadResource();
virtual bool ReloadIfStale();
virtual void WriteResourceFile();
virtual idResourceList *GetResourceList();
virtual void Print();
virtual void List();
virtual unsigned int GetDeclTimestamp();
virtual idDeclInfo *GetDeclInfo();
virtual bool RebuildTextSource();
virtual bool SetImplicitText();
virtual const char *DefaultDefinition();
virtual void LogMissingDecl();
virtual void Parse(idParser *);
virtual void FreeData();
virtual unsigned int Size();
const idSoundShader *defaultSound;
const idSoundShader *metalSound;
const idSoundShader *stoneSound;
const idSoundShader *fleshSound;
const idSoundShader *woodSound;
const idSoundShader *cardboardSound;
const idSoundShader *liquidSound;
const idSoundShader *glassSound;
const idSoundShader *plasticSound;
const idSoundShader *asphaltSound;
const idSoundShader *dirtSound;
const idSoundShader *concreteSound;
const idSoundShader *foliageSound;
const idSoundShader *linoleumSound;
const idSoundShader *fabricSound;
const idSoundShader *rubberSound;
const idSoundShader *rockSound;
const idSoundShader *steamPipeSound;
const idSoundShader *waterPipeSound;
const idSoundShader *armorSound;
const idSoundShader *sludgeSound;
const idSoundShader *impNestSound;
const idSoundShader *hollowMetalSound;
const idSoundShader *sheetMetalSound;
const idSoundShader *fleshPlayerSound;
const idSoundShader *bloodPoolSound;
const idSoundShader *ashSound;
const idSoundShader *mutantFleshSound;
const idSoundShader *thickPaddingSound;
const idSoundShader *playerAPCMetalSound;
const idSoundShader *ricketyMetalSound;
const idSoundShader *ricketyWoodSound;
int soundInterval;
};