Files
tech5/source/tungsten/game/entities/mover.h
T

658 lines
27 KiB
C++

#pragma once
// Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata.
// Original PDB header: w:\tech5\tungsten\game\entities\mover.h
// Recovered logical types: 22
// Signatures retain Xbox 360 ABI evidence and may still require manual review.
// IDA Local Type ordinal 1397; PDB kind: enum.
enum idNpMover::moverOrientMode_t : __int32
{
Orient_InDirection = 0x0,
Orient_ToPoint = 0x1,
Orient_InTravelDirection = 0x2,
Orient_StrictlyInTravelDirection = 0x3,
};
// IDA Local Type ordinal 1398; PDB kind: enum.
enum idNpMover::moveInDirFlags_t : __int32
{
MoveInDir_StopWhenBlocked = 0x1,
MoveInDir_PushableByConstraintSolver = 0x2,
};
// IDA Local Type ordinal 1859; PDB kind: enum.
enum moverDir_t : __int32
{
DIR_UP = 0xFFFFFFFF,
DIR_DOWN = 0xFFFFFFFE,
DIR_BACK = 0xFFFFFFFA,
DIR_REL_UP = 0xFFFFFFF9,
DIR_REL_DOWN = 0xFFFFFFF8,
DIR_REL_LEFT = 0xFFFFFFF7,
DIR_REL_RIGHT = 0xFFFFFFF6,
DIR_REL_FORWARD = 0xFFFFFFF5,
DIR_REL_BACK = 0xFFFFFFF4,
};
// IDA Local Type ordinal 1861; PDB kind: enum.
typedef idMoverMM::moveStage_t idMover::moveStage_t;
// IDA Local Type ordinal 1862; PDB kind: enum.
typedef idMoverMM::moverCommand_t idMover::moverCommand_t;
// IDA Local Type ordinal 1868; PDB kind: enum.
enum idMoverMM::moveStage_t : __int32
{
ACCELERATION_STAGE = 0x0,
LINEAR_STAGE = 0x1,
DECELERATION_STAGE = 0x2,
FINISHED_STAGE = 0x3,
};
// IDA Local Type ordinal 1869; PDB kind: enum.
enum idMoverMM::moverCommand_t : __int32
{
MOVER_NONE = 0x0,
MOVER_ROTATING = 0x1,
MOVER_MOVING = 0x2,
MOVER_SPLINE = 0x3,
};
// IDA Local Type ordinal 18232; PDB kind: struct.
struct __declspec(align(2)) idNpMover::idGotoParms
{
idVec3 goalPos;
float stopDistAllowed;
float stopDistDesired;
idVec3 orientAtGoalDir;
bool orientAtGoalEnabled;
bool stopAtGoal;
bool pushThroughCrowd;
};
// IDA Local Type ordinal 18233; PDB kind: class.
class idNpMover
{
public:
idNpMoverImpl *impl;
};
// IDA Local Type ordinal 18234; PDB kind: struct.
struct idNpMover::idFollowParms
{
int formation;
float followDistance;
float arcSpread;
};
// IDA Local Type ordinal 18236; PDB kind: struct.
struct __declspec(align(4)) idNpMover::idProbeResults
{
idVec3 endPos;
float distTotal;
float distFraction;
float distTravelled;
idNpAreaHandle endArea;
int collisionEdge;
bool collided;
};
// IDA Local Type ordinal 18239; PDB kind: struct.
struct idNpMover::idProbeInput
{
navLayer_t layer;
navObstacleFlags_t obstacleMask;
navCustomFlags_t surfacesUsable;
int debugDrawTime;
};
// IDA Local Type ordinal 18240; PDB kind: struct.
struct __declspec(align(4)) idNpMover::idLinkUseParms
{
navLinkFlags_t linkFlags;
idEntityPtr<idEntity> linkEntityStart;
idEntityPtr<idEntity> linkEntityEnd;
idVec3 startPos;
idVec3 startNormal;
idVec3 endPos;
idVec3 endNormal;
float mustUseDist;
float mayUseDist;
float jumpTimeRemaining;
unsigned __int8 : 6;
__int8 customLinkMode : 1;
__int8 isJumpLink : 1;
};
// IDA Local Type ordinal 18241; PDB kind: struct.
struct idNpMover::idTurnInPlaceInfo
{
idVec3 finalDirection;
float degreesToTarget;
float turnTimeLeft;
};
// IDA Local Type ordinal 18812; PDB kind: class.
class idMover : public idEntity
{
public:
// Recovered virtual interface; IDA vtable ordinal 18816.
virtual idTypeInfo *GetType();
virtual ~idMover();
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 usableState_t GetOnlineUsableState();
virtual void DoneMoving();
virtual void DoneRotating();
virtual void BeginMove(idThread *);
virtual void BeginRotation(idThread *, bool);
idPhysics_Parametric physicsObj;
idMover::moveState_t move;
int soundFlags;
idMover::rotationState_t rot;
idHandle<int,enum invalidThreadHandle_t,0> move_thread;
idHandle<int,enum invalidThreadHandle_t,0> rotate_thread;
idAngles dest_angles;
idAngles angle_delta;
idVec3 dest_position;
idVec3 move_delta;
float move_speed;
int move_time;
int deceltime;
int acceltime;
bool resetPathOnCompletion;
bool stopRotation;
bool useSplineAngles;
idMover::moverCommand_t lastCommand;
int crunchSoundTime;
const idDeclDamage *crushDamage;
const idSoundShader *sndCrush;
float health;
bool solid;
bool noPush;
const idSoundShader *sndAccel;
const idSoundShader *sndDecel;
const idSoundShader *sndMove;
const idSoundShader *sndFoliage;
idEntityInfluenceTrail influence;
bool impaleEntity;
float impaleDepth;
idStr constraintName;
idEntityPtr<idEntity> impaledEntity;
bool needsReset;
int savedAFContents;
idVec3 lastOrigin;
float smoothMovement;
idVec3 averageModelOrigin;
idMat3 averageModelAxis;
highlightColor_t highlightColor;
idList<idEntityPtr<idEntity>,5> guiTargets;
idMover::navSpace_t navigationSpace;
};
// IDA Local Type ordinal 18813; PDB kind: struct.
struct idMover::moveState_t
{
idMover::moveStage_t stage;
idMover::moveStage_t currentStage;
int acceleration;
int movetime;
int deceleration;
idVec3 dir;
};
// IDA Local Type ordinal 18814; PDB kind: struct.
struct idMover::rotationState_t
{
idMover::moveStage_t stage;
idMover::moveStage_t currentStage;
int acceleration;
int movetime;
int deceleration;
idAngles rot;
};
// IDA Local Type ordinal 18815; PDB kind: struct.
struct idMover::navSpace_t
{
navLayerMask_t navSpaceLayers;
idNavigationSpace navSpace;
};
// IDA Local Type ordinal 19684; PDB kind: class.
class __declspec(align(8)) idMoverMM : public idAnimatedEntity
{
public:
// Recovered virtual interface; IDA vtable ordinal 19705.
virtual idTypeInfo *GetType();
virtual ~idMoverMM();
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 Reset();
virtual int GetDefaultSurfaceType();
virtual idList<idIndex<short,enum invalidJointIndex_t>,5> *GetRadiusDamageJointIndices();
virtual const idList<idIndex<short,enum invalidJointIndex_t>,5> *GetRadiusDamageJointIndices_2();
virtual idMD6Node *GetMD6Tree();
virtual const idMD6Node *GetMD6Tree_2();
virtual idAnimator_AnimWeb *GetAnimatorAnimWeb();
virtual bool IsAnimating();
virtual const idDeclFX *GetFXDecl();
virtual const idDeclFacialAnimationSet *GetFacialAnimationSet();
virtual float Damage_2(idEntity *, idEntity *, const idDeclDamage *, const float, const idVec3 *, const trace_t *);
virtual bool IsUsable(const idEntity *);
virtual void SpawnModifierEntity(const splineMoverModifier_t *, idPhysics_ParametricMM *);
virtual void DoneMoving();
virtual void DoneRotating();
virtual void BeginMove();
virtual void BeginRotation(bool);
virtual bool TravelSpline(idEntity *, float, bool, bool);
virtual void ReverseDirection();
virtual void SetSplineOffset(idVec3, float);
virtual void SetSplineOffsetScale(idVec3, float);
virtual bool StartSpline(idEntity *, bool, float);
virtual bool StartSplineExplicit(idCurve_Spline<idVec3> *, bool, float);
virtual bool HandleInitialModifiers(const idList<splineMoverModifier_t,5> *);
virtual void UpdateMoverModifier(idPhysics_ParametricMM *, int *, moverModifierFunction_t, float, bool);
virtual void HandleMoverModifier(const splineMoverModifier_t *, idPhysics_ParametricMM *, moverModifierFunction_t, float, float, float, bool);
virtual void HandleNextMoverModifier_Speed(idPhysics_ParametricMM *, float, float);
virtual void HandleNextMoverModifier_Orientation(idPhysics_ParametricMM *, float, float);
virtual void HandleNextMoverModifier_Offset(idPhysics_ParametricMM *, float, float);
virtual void HandleNextMoverModifier_BlendToAnimSpeed(idPhysics_ParametricMM *, float, float);
virtual void HandleMoverModifier_Sound(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
virtual void HandleMoverModifier_Script(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
virtual void HandleMoverModifier_Pause(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
virtual void HandleMoverModifier_Spline(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
virtual void HandleMoverModifier_Target(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
virtual void HandleMoverModifier_Reverse(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
virtual void HandleMoverModifier_Oscillation(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
virtual void HandleMoverModifier_SpawnEntity(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
virtual void HandleMoverModifier_Anim(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
virtual void HandleMoverModifier_Vehicle(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
virtual void HandleMoverModifier_Ai(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
virtual void HandleMoverModifier_RailEvent(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
virtual void HandleMoverModifier_MeleeEvent(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
virtual void HandleMoverModifier_SwarmEvent(const splineMoverModifier_t *, idPhysics_ParametricMM *, float, float);
idPhysics_ParametricMM physicsObj;
idMoverMM::moveState_t move;
moverModifierFunction_t modifierIgnoreFlags;
int soundFlags;
contentsFlags_t contentsFlags;
bool forwardSpline;
float move_speed;
int move_time;
int deceltime;
int acceltime;
float initialSpeed;
idAngles dest_angles;
idQuat dest_quat;
idVec3 dest_position;
idCurve_Spline<idVec3> *spline;
idSplinePathMM *splinePath;
const idList<splineMoverModifier_t,5> *splineMoverModifiers;
int splineModifierIndex;
float splineModifierLengthOffset;
float splineTotalLength;
bool useSplineAngles;
bool ignoreSplinePitch;
idVec3 move_delta;
bool stopRotation;
idMoverMM::moverCommand_t lastCommand;
bool skipInitialForcedModifiers;
bool applyAnimationOffsetOnNextFrame;
idMat3 animationOffsetAxis;
idVec3 animationOffsetTranslation;
float health;
idMoverMM::rotationState_t rot;
int crunchSoundTime;
const idDeclDamage *crushDamage;
const idSoundShader *sndCrush;
bool noPush;
const idSoundShader *sndAccel;
const idSoundShader *sndDecel;
const idSoundShader *sndMove;
idList<idMoverMM::moverSoundInterpolater_t,5> sndVolumeInterpolaters;
idList<idMoverMM::moverSoundInterpolater_t,5> sndPitchInterpolaters;
idList<idEntityPtr<idEntity>,5> guiTargets;
};
// IDA Local Type ordinal 19695; PDB kind: struct.
struct idMoverMM::moveState_t
{
idMoverMM::moveStage_t stage;
int acceleration;
int movetime;
int deceleration;
idVec3 dir;
idVec3 endPos;
idAngles endAngles;
};
// IDA Local Type ordinal 19702; PDB kind: struct.
struct idMoverMM::rotationState_t
{
idMoverMM::moveStage_t stage;
int acceleration;
int movetime;
int deceleration;
idVec3 vec;
float speed;
};
// IDA Local Type ordinal 19703; PDB kind: struct.
struct idMoverMM::moverSoundInterpolater_t
{
idEntityPtr<idEntity> targetEmitter;
soundChannel_t channel;
idInterpolate<float> interpolater;
};