Files
tech5/source/engine/gamelib/effectphysics/effectphysicsbreakable.h
T

94 lines
2.5 KiB
C++

#pragma once
// Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata.
// Original PDB header: w:\tech5\engine\gamelib\effectphysics\effectphysicsbreakable.h
// Recovered logical types: 7
// Signatures retain Xbox 360 ABI evidence and may still require manual review.
// IDA Local Type ordinal 15408; PDB kind: class.
class __declspec(align(2)) idEffectPhysicsBreakable::idExplosion
{
public:
idBreakableExplosion decl;
int startTime;
int fxIndex;
idVec3 worldPosition;
bool effectsEnabled;
bool forceApplied;
bool localSpace;
};
// IDA Local Type ordinal 15412; PDB kind: class.
class idEffectPhysicsBreakable::idTrail
{
public:
idBreakableTrail decl;
idList<int,59> pieceStartTime;
idList<idVec3,59> pieceLastParticleDropPos;
};
// IDA Local Type ordinal 15415; PDB kind: class.
class idEffectPhysicsBreakable::idBreakableParticle
{
public:
const idDeclParticle *particle;
idVec3 pos;
int startTime;
};
// IDA Local Type ordinal 15417; PDB kind: class.
class idEffectPhysicsBreakable::idDecalFX
{
public:
idBreakableDecal decl;
idList<int,59> pieceStartTime;
idList<idVec3,59> lastCollisionPos;
idList<idVec3,59> lastCollisionNormal;
idList<idVec3,59> pieceLastDecalDropPos;
};
// IDA Local Type ordinal 15419; PDB kind: class.
class idEffectPhysicsBreakable::idSpark
{
public:
const idMaterial *material;
float velocityScale;
float size;
};
// IDA Local Type ordinal 15421; PDB kind: struct.
struct idEffectPhysicsBreakable::breakablePieceSound_t
{
idSoundWorld *soundWorld;
idSoundEmitter *emitter;
soundChannel_t channel;
const idDeclImpactSound *impactTable;
int nextSoundTime;
float minBounceVelSqr;
};
// IDA Local Type ordinal 15422; PDB kind: class.
class idEffectPhysicsBreakable
{
public:
idList<idEffectPhysicsProperties *,59> properties;
idList<idEffectPhysicsRigidBody *,59> rigidBodies;
idList<idEffectPhysicsCollision,59> collisions;
idCollisionModel *basePiece;
idList<idEffectPhysicsBreakable::idExplosion,59> explosions;
idList<idFXManager,59> explosionFX;
idList<idEffectPhysicsBreakable::idTrail,59> trails;
idList<float,59> damage;
idList<idEffectPhysicsBreakable::idBreakableParticle,59> particles;
idList<idEffectPhysicsBreakable::idDecalFX,59> decals;
idList<idEffectPhysicsBreakable::idSpark,59> sparks;
idList<int,5> pieceActivationTimes;
idEffectPhysicsBroadPhase broadPhase;
idRandom random;
idGameLibEffects *gameLibEffects;
idRenderModelDiscreteAnimation *model;
const idDeclBreakable *decl;
idEffectPhysicsBreakable::breakablePieceSound_t soundInfo;
};