1713 lines
86 KiB
C++
1713 lines
86 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\gamechallenge.h
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// Recovered logical types: 14
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// Signatures retain Xbox 360 ABI evidence and may still require manual review.
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// IDA Local Type ordinal 1915; PDB kind: enum.
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enum __bitmask idGameChallenge::challengeFailed_t : __int32
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{
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PLAYER_DISCONNECT = 0x1,
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};
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// IDA Local Type ordinal 15541; PDB kind: class.
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class idGameChallenge : public idEntity
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 15592.
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virtual idTypeInfo *GetType();
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virtual ~idGameChallenge();
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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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virtual void StartPreGame();
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virtual void BeginGame();
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virtual void EndGame();
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virtual void GameOver();
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virtual void StartRound();
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virtual void EndRound();
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virtual void FinishGame();
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virtual void SetPlayerState(idGameChallenge::playerData_t *, challengePlayerState_t, int);
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virtual void ProcessPlayerStates();
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virtual bool Restart();
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virtual void RestartPlayer(idPlayer *);
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virtual void SetSpectator(idGameChallenge::playerData_t *, bool);
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virtual bool RegisterNewPlayer(idGameChallenge::playerData_t *, idPlayer *, bool);
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virtual bool IsTeamGame();
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virtual bool AllowSpectators();
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virtual bool CanScore();
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virtual void ForceScoreboardAll(bool);
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virtual bool HasPreGame();
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virtual int GetPreGameDuration();
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virtual void GameLoadingFinished(int);
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virtual void SyncMigrationGameDataWithSession(bool);
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virtual void SerializeMigrationGameData(idSerializer *);
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virtual void SerializeMigrationUserData(idSerializer *, idGameChallenge::playerData_t *);
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virtual gameTeam_t GetTeamNumber(const idGameChallenge::playerData_t *);
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virtual void SetTeamRenderModel(idGameChallenge::playerData_t *);
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virtual bool PlayerStateExpired(idGameChallenge::playerData_t *);
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virtual void EnterState_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
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virtual void EnterState_PLAYER_STATE_VDM_FORCE_SELECT_LOADOUT(idGameChallenge::playerData_t *);
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virtual void EnterState_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
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virtual void EnterState_PLAYER_STATE_RESPAWNING(idGameChallenge::playerData_t *);
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virtual void StateExpired_PLAYER_STATE_VDM_GAME_MODE_INFO(idGameChallenge::playerData_t *);
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virtual void StateExpired_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
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virtual void StateExpired_PLAYER_STATE_WAITING_TO_RESPAWN_FROM_DEATH(idGameChallenge::playerData_t *);
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virtual void StateExpired_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
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virtual void HandleState_PLAYER_STATE_NONE(idGameChallenge::playerData_t *);
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virtual void HandleState_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
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virtual void HandleState_PLAYER_STATE_VDM_FORCE_SELECT_LOADOUT(idGameChallenge::playerData_t *);
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virtual void HandleState_PLAYER_STATE_WAITING_TO_RESPAWN_FROM_DEATH(idGameChallenge::playerData_t *);
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virtual void HandleState_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
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virtual void HandleState_PLAYER_STATE_RESPAWNING(idGameChallenge::playerData_t *);
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virtual void RespawnPlayer(idGameChallenge::playerData_t *, idDoomSpawnManager::commandType_t);
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virtual void FinalizeRespawnPlayer(idGameChallenge::playerData_t *, const idVec3 *, const idAngles *);
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virtual void DebugAllSpawnPoints();
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virtual const idDeclMD6 *GetPlayerModelMD6(const idPlayer *);
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virtual bool IsLeaderTied();
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virtual int GetLeaderPlayerIndex();
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virtual int GetLeaderEntityNumber();
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virtual int GetRunnerUpScore();
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virtual int GetHighScore();
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virtual bool ScoreLimitReached();
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virtual int GetPlayerScore(const idGameChallenge::playerData_t *);
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virtual void GetScoringData(const idGameChallenge::playerData_t *, int *, int *, int *, int *);
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virtual int GetTeamScore(gameTeam_t);
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virtual int GetScoreLimit();
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virtual bool DidPlayerWin(int);
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virtual void BroadcastKillMessage(int, int, const idDeclDamage *, bool, int, int);
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virtual bool FriendlyFireEnabled();
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virtual bool PlayerReviveEnabled();
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virtual void OnTriggerTouched(idTrigger_GameChallenge *, idEntity *, int);
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virtual int GetPrimaryScoreboardStat(int);
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virtual int GetSecondaryScoreboardStat(int);
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virtual void Notify_FlagCaptured(struct idProp_CTF_Flag *, idEntity *);
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virtual void PostStatsToLeaderboard();
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virtual const leaderboardDefinition_t *GetLeaderboard();
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virtual int GetSecondaryLeaderboardStat(int);
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virtual void LoadMultiplayerDecls();
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bool startActive;
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int timeLimit;
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int scoreLimit;
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int numLives;
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bool countupTime;
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bool takeDamage;
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float respawnDelay;
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int baseTime;
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idList<idGameChallenge::spawnPoint_t,5> spawnPoints;
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int minimumPlayers;
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int leaderBoard;
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bool useSpectatorCamera;
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bool requireLoadoutSelection;
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idEntityPtr<idEntity> initialSpectatorCamPos;
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idEntityPtr<idEntity> initialSpectatorCamLookAt;
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const idSoundShader *gameMusic;
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const idSoundShader *gameOverSound;
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const idSoundShader *failedGameOverSound;
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const idDeclFX *fxDecl;
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const idDeclOnlineVOCallout *voCallout;
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int killScore;
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int suicideScore;
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int suicideSpawnDelay;
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int spawnTimer;
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idList<teamInfo_t,5> teamInfo;
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botGameManagerType_t botGameManagerType;
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idStaticList<idGameChallenge::playerData_t,6> players;
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int startTime;
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int endTime;
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int originalEndTime;
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int endTimeoutDuration;
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int preGameTime;
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int roundEndTime;
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challengeGameMode_t gameMode;
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bool bGameFailed;
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idStrId gameFailedText;
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idGameChallenge::challengeFailed_t failedReason;
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bool bFinishGameExit;
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bool incapacitated;
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int lastReviveThresholdTick;
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bool mapLoadFinished;
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int forceQuitGameTime;
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idStaticList<idGameChallenge::teamData_t,5> teams;
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bool gcInitialized;
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bool checkWorldCollisionOnSpawn;
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idDoomSpawnManager *spawnManager;
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idSpawnNodeGroup spawnNodeGroup;
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bool wasMigratedGame;
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int migratedTime;
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idStaticList<int,6> eventConnectList;
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idStaticList<int,6> eventDisconnectList;
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int fadeInFinishTime;
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float reviveThreshold;
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};
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// IDA Local Type ordinal 15546; PDB kind: struct.
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struct idGameChallenge::playerData_t
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{
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idEntityPtr<idPlayer> player;
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int respawnDelay;
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unsigned int spawnHandle;
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int lastScore;
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int score;
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int lives;
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gameTeam_t team;
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bool spectator;
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int lastKiller;
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challengePlayerState_t state;
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int stateTime;
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int startTime;
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bool needToSendFullSnap;
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int timeTillNewPlayerCanTake;
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const idDeclVehicleUnlock *loadoutSlot[6];
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};
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// IDA Local Type ordinal 15549; PDB kind: class.
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class idTrigger_GameChallenge : public idTrigger
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 15550.
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virtual idTypeInfo *GetType();
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virtual ~idTrigger_GameChallenge();
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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>);
|
|
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 bool CanActivate(idEntity *);
|
|
|
|
};
|
|
|
|
// IDA Local Type ordinal 15551; PDB kind: struct.
|
|
struct idGameChallenge::spawnPoint_t
|
|
{
|
|
idEntityPtr<idEntity> entity;
|
|
int teamNumber;
|
|
};
|
|
|
|
// IDA Local Type ordinal 15560; PDB kind: struct.
|
|
struct idGameChallenge::teamData_t
|
|
{
|
|
idStaticList<int,4> playerIndexList;
|
|
int teamScore;
|
|
};
|
|
|
|
// IDA Local Type ordinal 19886; PDB kind: class.
|
|
class __declspec(align(8)) idGameChallenge_Coop : public idGameChallenge
|
|
{
|
|
public:
|
|
// Recovered virtual interface; IDA vtable ordinal 19892.
|
|
virtual idTypeInfo *GetType();
|
|
virtual ~idGameChallenge_Coop();
|
|
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 StartPreGame();
|
|
virtual void BeginGame();
|
|
virtual void EndGame();
|
|
virtual void GameOver();
|
|
virtual void StartRound();
|
|
virtual void EndRound();
|
|
virtual void FinishGame();
|
|
virtual void SetPlayerState(idGameChallenge::playerData_t *, challengePlayerState_t, int);
|
|
virtual void ProcessPlayerStates();
|
|
virtual bool Restart();
|
|
virtual void RestartPlayer(idPlayer *);
|
|
virtual void SetSpectator(idGameChallenge::playerData_t *, bool);
|
|
virtual bool RegisterNewPlayer(idGameChallenge::playerData_t *, idPlayer *, bool);
|
|
virtual bool IsTeamGame();
|
|
virtual bool AllowSpectators();
|
|
virtual bool CanScore();
|
|
virtual void ForceScoreboardAll(bool);
|
|
virtual bool HasPreGame();
|
|
virtual int GetPreGameDuration();
|
|
virtual void GameLoadingFinished(int);
|
|
virtual void SyncMigrationGameDataWithSession(bool);
|
|
virtual void SerializeMigrationGameData(idSerializer *);
|
|
virtual void SerializeMigrationUserData(idSerializer *, idGameChallenge::playerData_t *);
|
|
virtual gameTeam_t GetTeamNumber(const idGameChallenge::playerData_t *);
|
|
virtual void SetTeamRenderModel(idGameChallenge::playerData_t *);
|
|
virtual bool PlayerStateExpired(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_VDM_FORCE_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_RESPAWNING(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_VDM_GAME_MODE_INFO(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_WAITING_TO_RESPAWN_FROM_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_NONE(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_VDM_FORCE_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_WAITING_TO_RESPAWN_FROM_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_RESPAWNING(idGameChallenge::playerData_t *);
|
|
virtual void RespawnPlayer(idGameChallenge::playerData_t *, idDoomSpawnManager::commandType_t);
|
|
virtual void FinalizeRespawnPlayer(idGameChallenge::playerData_t *, const idVec3 *, const idAngles *);
|
|
virtual void DebugAllSpawnPoints();
|
|
virtual const idDeclMD6 *GetPlayerModelMD6(const idPlayer *);
|
|
virtual bool IsLeaderTied();
|
|
virtual int GetLeaderPlayerIndex();
|
|
virtual int GetLeaderEntityNumber();
|
|
virtual int GetRunnerUpScore();
|
|
virtual int GetHighScore();
|
|
virtual bool ScoreLimitReached();
|
|
virtual int GetPlayerScore(const idGameChallenge::playerData_t *);
|
|
virtual void GetScoringData(const idGameChallenge::playerData_t *, int *, int *, int *, int *);
|
|
virtual int GetTeamScore(gameTeam_t);
|
|
virtual int GetScoreLimit();
|
|
virtual bool DidPlayerWin(int);
|
|
virtual void BroadcastKillMessage(int, int, const idDeclDamage *, bool, int, int);
|
|
virtual bool FriendlyFireEnabled();
|
|
virtual bool PlayerReviveEnabled();
|
|
virtual void OnTriggerTouched(idTrigger_GameChallenge *, idEntity *, int);
|
|
virtual int GetPrimaryScoreboardStat(int);
|
|
virtual int GetSecondaryScoreboardStat(int);
|
|
virtual void Notify_FlagCaptured(struct idProp_CTF_Flag *, idEntity *);
|
|
virtual void PostStatsToLeaderboard();
|
|
virtual const leaderboardDefinition_t *GetLeaderboard();
|
|
virtual int GetSecondaryLeaderboardStat(int);
|
|
virtual void LoadMultiplayerDecls();
|
|
virtual int GetTeamScore_2(int);
|
|
|
|
idList<idGameChallenge_Coop::collectibleData_t,5> collectibleList;
|
|
int numCollectiblesToComplete;
|
|
idStrId collectibleStatusMessage;
|
|
idGameChallenge_Coop::collectibleData_t specialCollectible;
|
|
bool useUniqueSpawnpoints;
|
|
bool bObjectiveActive;
|
|
int objectiveStartTimeMS;
|
|
int totalTime;
|
|
int objectiveScore;
|
|
int objectiveParScore;
|
|
int objectiveParTimeMS;
|
|
idStrId objectiveText;
|
|
idList<idGameChallenge_Coop::ratingTitle_t,5> scoreRating;
|
|
const idDeclMD6 *coopModelDefPlayer1;
|
|
const idDeclMD6 *coopModelDefPlayer2;
|
|
};
|
|
|
|
// IDA Local Type ordinal 19888; PDB kind: struct.
|
|
struct idGameChallenge_Coop::collectibleData_t
|
|
{
|
|
bool found;
|
|
idEntityPtr<idProp_OnlineCollectible> collectible;
|
|
};
|
|
|
|
// IDA Local Type ordinal 19890; PDB kind: struct.
|
|
struct idGameChallenge_Coop::ratingTitle_t
|
|
{
|
|
int points;
|
|
idStrId rating;
|
|
};
|
|
|
|
// IDA Local Type ordinal 19895; PDB kind: class.
|
|
class idGameChallenge_PVP : public idGameChallenge
|
|
{
|
|
public:
|
|
// Recovered virtual interface; IDA vtable ordinal 19896.
|
|
virtual idTypeInfo *GetType();
|
|
virtual ~idGameChallenge_PVP();
|
|
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 StartPreGame();
|
|
virtual void BeginGame();
|
|
virtual void EndGame();
|
|
virtual void GameOver();
|
|
virtual void StartRound();
|
|
virtual void EndRound();
|
|
virtual void FinishGame();
|
|
virtual void SetPlayerState(idGameChallenge::playerData_t *, challengePlayerState_t, int);
|
|
virtual void ProcessPlayerStates();
|
|
virtual bool Restart();
|
|
virtual void RestartPlayer(idPlayer *);
|
|
virtual void SetSpectator(idGameChallenge::playerData_t *, bool);
|
|
virtual bool RegisterNewPlayer(idGameChallenge::playerData_t *, idPlayer *, bool);
|
|
virtual bool IsTeamGame();
|
|
virtual bool AllowSpectators();
|
|
virtual bool CanScore();
|
|
virtual void ForceScoreboardAll(bool);
|
|
virtual bool HasPreGame();
|
|
virtual int GetPreGameDuration();
|
|
virtual void GameLoadingFinished(int);
|
|
virtual void SyncMigrationGameDataWithSession(bool);
|
|
virtual void SerializeMigrationGameData(idSerializer *);
|
|
virtual void SerializeMigrationUserData(idSerializer *, idGameChallenge::playerData_t *);
|
|
virtual gameTeam_t GetTeamNumber(const idGameChallenge::playerData_t *);
|
|
virtual void SetTeamRenderModel(idGameChallenge::playerData_t *);
|
|
virtual bool PlayerStateExpired(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_VDM_FORCE_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_RESPAWNING(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_VDM_GAME_MODE_INFO(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_WAITING_TO_RESPAWN_FROM_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_NONE(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_VDM_FORCE_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_WAITING_TO_RESPAWN_FROM_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_RESPAWNING(idGameChallenge::playerData_t *);
|
|
virtual void RespawnPlayer(idGameChallenge::playerData_t *, idDoomSpawnManager::commandType_t);
|
|
virtual void FinalizeRespawnPlayer(idGameChallenge::playerData_t *, const idVec3 *, const idAngles *);
|
|
virtual void DebugAllSpawnPoints();
|
|
virtual const idDeclMD6 *GetPlayerModelMD6(const idPlayer *);
|
|
virtual bool IsLeaderTied();
|
|
virtual int GetLeaderPlayerIndex();
|
|
virtual int GetLeaderEntityNumber();
|
|
virtual int GetRunnerUpScore();
|
|
virtual int GetHighScore();
|
|
virtual bool ScoreLimitReached();
|
|
virtual int GetPlayerScore(const idGameChallenge::playerData_t *);
|
|
virtual void GetScoringData(const idGameChallenge::playerData_t *, int *, int *, int *, int *);
|
|
virtual int GetTeamScore(gameTeam_t);
|
|
virtual int GetScoreLimit();
|
|
virtual bool DidPlayerWin(int);
|
|
virtual void BroadcastKillMessage(int, int, const idDeclDamage *, bool, int, int);
|
|
virtual bool FriendlyFireEnabled();
|
|
virtual bool PlayerReviveEnabled();
|
|
virtual void OnTriggerTouched(idTrigger_GameChallenge *, idEntity *, int);
|
|
virtual int GetPrimaryScoreboardStat(int);
|
|
virtual int GetSecondaryScoreboardStat(int);
|
|
virtual void Notify_FlagCaptured(struct idProp_CTF_Flag *, idEntity *);
|
|
virtual void PostStatsToLeaderboard();
|
|
virtual const leaderboardDefinition_t *GetLeaderboard();
|
|
virtual int GetSecondaryLeaderboardStat(int);
|
|
virtual void LoadMultiplayerDecls();
|
|
virtual void ScorePlayerKill(int, int);
|
|
virtual void ScoreTeamKill(int, int);
|
|
|
|
bool isTeamGame;
|
|
const idDeclMD6 *teamNoneModelDef;
|
|
const idDeclMD6 *teamRedModelDef;
|
|
const idDeclMD6 *teamBlueModelDef;
|
|
const idDeclMD6 *teamGreenModelDef;
|
|
const idDeclMD6 *teamYellowModelDef;
|
|
};
|
|
|
|
// IDA Local Type ordinal 19897; PDB kind: class.
|
|
class idGameChallenge::SyncPlayersWithLobbyUsers::__l2::idSWFScriptFunction_LeaveGame : public idSWFScriptFunction_RefCounted
|
|
{
|
|
public:
|
|
// Recovered virtual interface; IDA vtable ordinal 19898.
|
|
virtual ~idSWFScriptFunction_LeaveGame();
|
|
virtual idSWFScriptVar *Call(idSWFScriptVar *result, idSWFScriptObject *, const idSWFParmList *);
|
|
virtual void AddRef();
|
|
virtual void Release();
|
|
virtual idSWFScriptObject *GetPrototype();
|
|
virtual void SetPrototype(idSWFScriptObject *);
|
|
|
|
idEntityPtr<idGameChallenge_Coop> gc;
|
|
gameDialogMessages_t msg;
|
|
};
|
|
|
|
// IDA Local Type ordinal 19899; PDB kind: class.
|
|
class idGameChallenge_DM : public idGameChallenge_PVP
|
|
{
|
|
public:
|
|
// Recovered virtual interface; IDA vtable ordinal 19900.
|
|
virtual idTypeInfo *GetType();
|
|
virtual ~idGameChallenge_DM();
|
|
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 StartPreGame();
|
|
virtual void BeginGame();
|
|
virtual void EndGame();
|
|
virtual void GameOver();
|
|
virtual void StartRound();
|
|
virtual void EndRound();
|
|
virtual void FinishGame();
|
|
virtual void SetPlayerState(idGameChallenge::playerData_t *, challengePlayerState_t, int);
|
|
virtual void ProcessPlayerStates();
|
|
virtual bool Restart();
|
|
virtual void RestartPlayer(idPlayer *);
|
|
virtual void SetSpectator(idGameChallenge::playerData_t *, bool);
|
|
virtual bool RegisterNewPlayer(idGameChallenge::playerData_t *, idPlayer *, bool);
|
|
virtual bool IsTeamGame();
|
|
virtual bool AllowSpectators();
|
|
virtual bool CanScore();
|
|
virtual void ForceScoreboardAll(bool);
|
|
virtual bool HasPreGame();
|
|
virtual int GetPreGameDuration();
|
|
virtual void GameLoadingFinished(int);
|
|
virtual void SyncMigrationGameDataWithSession(bool);
|
|
virtual void SerializeMigrationGameData(idSerializer *);
|
|
virtual void SerializeMigrationUserData(idSerializer *, idGameChallenge::playerData_t *);
|
|
virtual gameTeam_t GetTeamNumber(const idGameChallenge::playerData_t *);
|
|
virtual void SetTeamRenderModel(idGameChallenge::playerData_t *);
|
|
virtual bool PlayerStateExpired(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_VDM_FORCE_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_RESPAWNING(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_VDM_GAME_MODE_INFO(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_WAITING_TO_RESPAWN_FROM_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_NONE(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_VDM_FORCE_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_WAITING_TO_RESPAWN_FROM_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_RESPAWNING(idGameChallenge::playerData_t *);
|
|
virtual void RespawnPlayer(idGameChallenge::playerData_t *, idDoomSpawnManager::commandType_t);
|
|
virtual void FinalizeRespawnPlayer(idGameChallenge::playerData_t *, const idVec3 *, const idAngles *);
|
|
virtual void DebugAllSpawnPoints();
|
|
virtual const idDeclMD6 *GetPlayerModelMD6(const idPlayer *);
|
|
virtual bool IsLeaderTied();
|
|
virtual int GetLeaderPlayerIndex();
|
|
virtual int GetLeaderEntityNumber();
|
|
virtual int GetRunnerUpScore();
|
|
virtual int GetHighScore();
|
|
virtual bool ScoreLimitReached();
|
|
virtual int GetPlayerScore(const idGameChallenge::playerData_t *);
|
|
virtual void GetScoringData(const idGameChallenge::playerData_t *, int *, int *, int *, int *);
|
|
virtual int GetTeamScore(gameTeam_t);
|
|
virtual int GetScoreLimit();
|
|
virtual bool DidPlayerWin(int);
|
|
virtual void BroadcastKillMessage(int, int, const idDeclDamage *, bool, int, int);
|
|
virtual bool FriendlyFireEnabled();
|
|
virtual bool PlayerReviveEnabled();
|
|
virtual void OnTriggerTouched(idTrigger_GameChallenge *, idEntity *, int);
|
|
virtual int GetPrimaryScoreboardStat(int);
|
|
virtual int GetSecondaryScoreboardStat(int);
|
|
virtual void Notify_FlagCaptured(struct idProp_CTF_Flag *, idEntity *);
|
|
virtual void PostStatsToLeaderboard();
|
|
virtual const leaderboardDefinition_t *GetLeaderboard();
|
|
virtual int GetSecondaryLeaderboardStat(int);
|
|
virtual void LoadMultiplayerDecls();
|
|
virtual void ScorePlayerKill(int, int);
|
|
virtual void ScoreTeamKill(int, int);
|
|
|
|
};
|
|
|
|
// IDA Local Type ordinal 19901; PDB kind: class.
|
|
class idGameChallenge_DM_FFA : public idGameChallenge_DM
|
|
{
|
|
public:
|
|
// Recovered virtual interface; IDA vtable ordinal 19902.
|
|
virtual idTypeInfo *GetType();
|
|
virtual ~idGameChallenge_DM_FFA();
|
|
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 StartPreGame();
|
|
virtual void BeginGame();
|
|
virtual void EndGame();
|
|
virtual void GameOver();
|
|
virtual void StartRound();
|
|
virtual void EndRound();
|
|
virtual void FinishGame();
|
|
virtual void SetPlayerState(idGameChallenge::playerData_t *, challengePlayerState_t, int);
|
|
virtual void ProcessPlayerStates();
|
|
virtual bool Restart();
|
|
virtual void RestartPlayer(idPlayer *);
|
|
virtual void SetSpectator(idGameChallenge::playerData_t *, bool);
|
|
virtual bool RegisterNewPlayer(idGameChallenge::playerData_t *, idPlayer *, bool);
|
|
virtual bool IsTeamGame();
|
|
virtual bool AllowSpectators();
|
|
virtual bool CanScore();
|
|
virtual void ForceScoreboardAll(bool);
|
|
virtual bool HasPreGame();
|
|
virtual int GetPreGameDuration();
|
|
virtual void GameLoadingFinished(int);
|
|
virtual void SyncMigrationGameDataWithSession(bool);
|
|
virtual void SerializeMigrationGameData(idSerializer *);
|
|
virtual void SerializeMigrationUserData(idSerializer *, idGameChallenge::playerData_t *);
|
|
virtual gameTeam_t GetTeamNumber(const idGameChallenge::playerData_t *);
|
|
virtual void SetTeamRenderModel(idGameChallenge::playerData_t *);
|
|
virtual bool PlayerStateExpired(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_VDM_FORCE_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_RESPAWNING(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_VDM_GAME_MODE_INFO(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_WAITING_TO_RESPAWN_FROM_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_NONE(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_VDM_FORCE_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_WAITING_TO_RESPAWN_FROM_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_RESPAWNING(idGameChallenge::playerData_t *);
|
|
virtual void RespawnPlayer(idGameChallenge::playerData_t *, idDoomSpawnManager::commandType_t);
|
|
virtual void FinalizeRespawnPlayer(idGameChallenge::playerData_t *, const idVec3 *, const idAngles *);
|
|
virtual void DebugAllSpawnPoints();
|
|
virtual const idDeclMD6 *GetPlayerModelMD6(const idPlayer *);
|
|
virtual bool IsLeaderTied();
|
|
virtual int GetLeaderPlayerIndex();
|
|
virtual int GetLeaderEntityNumber();
|
|
virtual int GetRunnerUpScore();
|
|
virtual int GetHighScore();
|
|
virtual bool ScoreLimitReached();
|
|
virtual int GetPlayerScore(const idGameChallenge::playerData_t *);
|
|
virtual void GetScoringData(const idGameChallenge::playerData_t *, int *, int *, int *, int *);
|
|
virtual int GetTeamScore(gameTeam_t);
|
|
virtual int GetScoreLimit();
|
|
virtual bool DidPlayerWin(int);
|
|
virtual void BroadcastKillMessage(int, int, const idDeclDamage *, bool, int, int);
|
|
virtual bool FriendlyFireEnabled();
|
|
virtual bool PlayerReviveEnabled();
|
|
virtual void OnTriggerTouched(idTrigger_GameChallenge *, idEntity *, int);
|
|
virtual int GetPrimaryScoreboardStat(int);
|
|
virtual int GetSecondaryScoreboardStat(int);
|
|
virtual void Notify_FlagCaptured(struct idProp_CTF_Flag *, idEntity *);
|
|
virtual void PostStatsToLeaderboard();
|
|
virtual const leaderboardDefinition_t *GetLeaderboard();
|
|
virtual int GetSecondaryLeaderboardStat(int);
|
|
virtual void LoadMultiplayerDecls();
|
|
virtual void ScorePlayerKill(int, int);
|
|
virtual void ScoreTeamKill(int, int);
|
|
|
|
};
|
|
|
|
// IDA Local Type ordinal 19903; PDB kind: class.
|
|
class idGameChallenge_DM_TDM : public idGameChallenge_DM
|
|
{
|
|
public:
|
|
// Recovered virtual interface; IDA vtable ordinal 19904.
|
|
virtual idTypeInfo *GetType();
|
|
virtual ~idGameChallenge_DM_TDM();
|
|
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();
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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 *);
|
|
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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|
virtual void StartPreGame();
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|
virtual void BeginGame();
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|
virtual void EndGame();
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|
virtual void GameOver();
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|
virtual void StartRound();
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|
virtual void EndRound();
|
|
virtual void FinishGame();
|
|
virtual void SetPlayerState(idGameChallenge::playerData_t *, challengePlayerState_t, int);
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|
virtual void ProcessPlayerStates();
|
|
virtual bool Restart();
|
|
virtual void RestartPlayer(idPlayer *);
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|
virtual void SetSpectator(idGameChallenge::playerData_t *, bool);
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|
virtual bool RegisterNewPlayer(idGameChallenge::playerData_t *, idPlayer *, bool);
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|
virtual bool IsTeamGame();
|
|
virtual bool AllowSpectators();
|
|
virtual bool CanScore();
|
|
virtual void ForceScoreboardAll(bool);
|
|
virtual bool HasPreGame();
|
|
virtual int GetPreGameDuration();
|
|
virtual void GameLoadingFinished(int);
|
|
virtual void SyncMigrationGameDataWithSession(bool);
|
|
virtual void SerializeMigrationGameData(idSerializer *);
|
|
virtual void SerializeMigrationUserData(idSerializer *, idGameChallenge::playerData_t *);
|
|
virtual gameTeam_t GetTeamNumber(const idGameChallenge::playerData_t *);
|
|
virtual void SetTeamRenderModel(idGameChallenge::playerData_t *);
|
|
virtual bool PlayerStateExpired(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_VDM_FORCE_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void EnterState_PLAYER_STATE_RESPAWNING(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_VDM_GAME_MODE_INFO(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_WAITING_TO_RESPAWN_FROM_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void StateExpired_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_NONE(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_VDM_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_VDM_FORCE_SELECT_LOADOUT(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_WAITING_TO_RESPAWN_FROM_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_SPECTATE_AFTER_DEATH(idGameChallenge::playerData_t *);
|
|
virtual void HandleState_PLAYER_STATE_RESPAWNING(idGameChallenge::playerData_t *);
|
|
virtual void RespawnPlayer(idGameChallenge::playerData_t *, idDoomSpawnManager::commandType_t);
|
|
virtual void FinalizeRespawnPlayer(idGameChallenge::playerData_t *, const idVec3 *, const idAngles *);
|
|
virtual void DebugAllSpawnPoints();
|
|
virtual const idDeclMD6 *GetPlayerModelMD6(const idPlayer *);
|
|
virtual bool IsLeaderTied();
|
|
virtual int GetLeaderPlayerIndex();
|
|
virtual int GetLeaderEntityNumber();
|
|
virtual int GetRunnerUpScore();
|
|
virtual int GetHighScore();
|
|
virtual bool ScoreLimitReached();
|
|
virtual int GetPlayerScore(const idGameChallenge::playerData_t *);
|
|
virtual void GetScoringData(const idGameChallenge::playerData_t *, int *, int *, int *, int *);
|
|
virtual int GetTeamScore(gameTeam_t);
|
|
virtual int GetScoreLimit();
|
|
virtual bool DidPlayerWin(int);
|
|
virtual void BroadcastKillMessage(int, int, const idDeclDamage *, bool, int, int);
|
|
virtual bool FriendlyFireEnabled();
|
|
virtual bool PlayerReviveEnabled();
|
|
virtual void OnTriggerTouched(idTrigger_GameChallenge *, idEntity *, int);
|
|
virtual int GetPrimaryScoreboardStat(int);
|
|
virtual int GetSecondaryScoreboardStat(int);
|
|
virtual void Notify_FlagCaptured(struct idProp_CTF_Flag *, idEntity *);
|
|
virtual void PostStatsToLeaderboard();
|
|
virtual const leaderboardDefinition_t *GetLeaderboard();
|
|
virtual int GetSecondaryLeaderboardStat(int);
|
|
virtual void LoadMultiplayerDecls();
|
|
virtual void ScorePlayerKill(int, int);
|
|
virtual void ScoreTeamKill(int, int);
|
|
|
|
};
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