94 lines
2.5 KiB
C++
94 lines
2.5 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\engine\gamelib\effectphysics\effectphysicsbreakable.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 15408; PDB kind: class.
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class __declspec(align(2)) idEffectPhysicsBreakable::idExplosion
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{
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public:
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idBreakableExplosion decl;
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int startTime;
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int fxIndex;
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idVec3 worldPosition;
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bool effectsEnabled;
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bool forceApplied;
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bool localSpace;
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};
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// IDA Local Type ordinal 15412; PDB kind: class.
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class idEffectPhysicsBreakable::idTrail
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{
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public:
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idBreakableTrail decl;
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idList<int,59> pieceStartTime;
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idList<idVec3,59> pieceLastParticleDropPos;
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};
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// IDA Local Type ordinal 15415; PDB kind: class.
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class idEffectPhysicsBreakable::idBreakableParticle
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{
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public:
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const idDeclParticle *particle;
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idVec3 pos;
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int startTime;
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};
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// IDA Local Type ordinal 15417; PDB kind: class.
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class idEffectPhysicsBreakable::idDecalFX
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{
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public:
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idBreakableDecal decl;
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idList<int,59> pieceStartTime;
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idList<idVec3,59> lastCollisionPos;
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idList<idVec3,59> lastCollisionNormal;
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idList<idVec3,59> pieceLastDecalDropPos;
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};
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// IDA Local Type ordinal 15419; PDB kind: class.
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class idEffectPhysicsBreakable::idSpark
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{
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public:
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const idMaterial *material;
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float velocityScale;
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float size;
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};
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// IDA Local Type ordinal 15421; PDB kind: struct.
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struct idEffectPhysicsBreakable::breakablePieceSound_t
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{
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idSoundWorld *soundWorld;
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idSoundEmitter *emitter;
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soundChannel_t channel;
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const idDeclImpactSound *impactTable;
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int nextSoundTime;
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float minBounceVelSqr;
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};
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// IDA Local Type ordinal 15422; PDB kind: class.
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class idEffectPhysicsBreakable
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{
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public:
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idList<idEffectPhysicsProperties *,59> properties;
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idList<idEffectPhysicsRigidBody *,59> rigidBodies;
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idList<idEffectPhysicsCollision,59> collisions;
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idCollisionModel *basePiece;
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idList<idEffectPhysicsBreakable::idExplosion,59> explosions;
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idList<idFXManager,59> explosionFX;
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idList<idEffectPhysicsBreakable::idTrail,59> trails;
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idList<float,59> damage;
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idList<idEffectPhysicsBreakable::idBreakableParticle,59> particles;
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idList<idEffectPhysicsBreakable::idDecalFX,59> decals;
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idList<idEffectPhysicsBreakable::idSpark,59> sparks;
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idList<int,5> pieceActivationTimes;
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idEffectPhysicsBroadPhase broadPhase;
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idRandom random;
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idGameLibEffects *gameLibEffects;
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idRenderModelDiscreteAnimation *model;
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const idDeclBreakable *decl;
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idEffectPhysicsBreakable::breakablePieceSound_t soundInfo;
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};
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