540 lines
24 KiB
C++
540 lines
24 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\turret.h
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// Recovered logical types: 3
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// Signatures retain Xbox 360 ABI evidence and may still require manual review.
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// IDA Local Type ordinal 1702; PDB kind: enum.
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enum idTurret::turretStates : __int32
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{
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TS_WARNING = 0x0,
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TS_WARMUP = 0x1,
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TS_NORMAL = 0x2,
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TS_SEARCHING = 0x3,
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TS_WOBBLY = 0x4,
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TS_HAYWIRE = 0x5,
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TS_SILENCED = 0x6,
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TS_DISABLED = 0x7,
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TS_DYING = 0x8,
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TS_SUPPRESSING_FIRE = 0x9,
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TS_INACTIVE = 0xA,
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};
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// IDA Local Type ordinal 19001; PDB kind: class.
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class __declspec(align(8)) idTurret : public idAnimatedEntity
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 19008.
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virtual idTypeInfo *GetType();
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virtual ~idTurret();
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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 Reset();
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virtual int GetDefaultSurfaceType();
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virtual idList<idIndex<short,enum invalidJointIndex_t>,5> *GetRadiusDamageJointIndices();
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virtual const idList<idIndex<short,enum invalidJointIndex_t>,5> *GetRadiusDamageJointIndices_2();
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virtual idMD6Node *GetMD6Tree();
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virtual const idMD6Node *GetMD6Tree_2();
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virtual idAnimator_AnimWeb *GetAnimatorAnimWeb();
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virtual bool IsAnimating();
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virtual const idDeclFX *GetFXDecl();
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virtual const idDeclFacialAnimationSet *GetFacialAnimationSet();
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virtual usableState_t GetOnlineUsableState();
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virtual const idSimpleHealth *GetTurretHealthComponent();
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virtual idSimpleHealth *GetTurretHealthComponent_2();
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virtual bool IsTargetLockable_2(const idAmmoItem *);
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virtual bool StartRagdoll();
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idList<idEntityPtr<idEntity>,5> triggerOnDestroy;
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idList<idDamageGroup,5> damageGroups;
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idAtomicString searchMeshKit;
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idAtomicString nonSearchMeshKit;
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idAtomicString disabledMeshKit;
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idAnimator_AF afProperties;
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const idDeclDamage *explodeDamage;
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const idDeclParticle *destroyedParticle;
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const idDeclParticle *ondestroyedParticle;
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const idDeclParticle *explodeParticle;
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const idSoundShader *soundHaywire;
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const idSoundShader *soundDoneInit;
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const idSoundShader *soundDying;
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const idSoundShader *soundTargetAquired;
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const idSoundShader *soundTurnstart;
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const idSoundShader *soundTurning;
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const idSoundShader *soundIdle;
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const idMaterial *laserBeamMtrSearch;
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const idMaterial *laserBeamMtrHostile;
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const idDeclTrackingParms *declTrackingParms;
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int destroyedParticleRate;
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float destroyedParticleRateStart;
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const idDeclTable *destroyedParticleRateCurve;
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float density;
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idSimpleHealth turretHealth;
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float maxRange;
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float minRange;
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float maxFireRange;
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float maxFireAngle;
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float maxFirePitch;
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float maxTurnAngle;
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float heightOffFloor;
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float pitchSpeed;
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float spinwheelSpeed;
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float turnSpeed;
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float windupTime;
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idRenderModel *destroyedModel;
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idStr nameRotation;
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idStr namePitch;
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idStr nameSpinwheel;
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const idDeclWeapon *weaponDecl;
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int haywireOnKnockdownChance;
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int dyingTime;
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int haywireTime;
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int initTime;
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int maxProjectiles;
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int regimeGridTime;
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int foundTargetToActivateTime;
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int foundTargetToFireTime;
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idDisassembleLoot disassembleLoot;
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idFaction faction;
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bool isStatic;
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bool noKnockback;
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bool targetable;
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bool useStartFacing;
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bool dontRemoveAfterDying;
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bool startOff;
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bool invertedTurret;
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bool trackOnlyPlayer;
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bool EMPSilenced;
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bool hasSphereModel;
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bool searchFromLastTarget;
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bool showLaserDuringAttack;
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bool useOrgHeadingAsSearchDir;
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bool silenceWhenDamaged;
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bool saveDestroyedState;
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bool usingFiringControl;
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int timeToBeSilenced;
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idHandle<unsigned short,enum invalidAliasHandle_t,65535> dropAnimAlias;
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idHandle<unsigned short,enum invalidAliasHandle_t,65535> acquiredTargetAnimAlias;
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idHandle<unsigned short,enum invalidAliasHandle_t,65535> lostTargetAnimAlias;
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idHandle<unsigned short,enum invalidAliasHandle_t,65535> breakAnimAlias;
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idHandle<unsigned short,enum invalidAliasHandle_t,65535> shootAnimAlias;
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idHandle<unsigned short,enum invalidAliasHandle_t,65535> SilencedAnimAlias;
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idHandle<unsigned short,enum invalidAliasHandle_t,65535> SilencedIdleAnimAlias;
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idHandle<unsigned short,enum invalidAliasHandle_t,65535> disabledAnimAlias;
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idHandle<unsigned short,enum invalidAliasHandle_t,65535> UnSilencedAnimAlias;
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idHandle<unsigned short,enum invalidAliasHandle_t,65535> aquiredMhAnimAlias;
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idHandle<unsigned short,enum invalidAliasHandle_t,65535> destroyedAnimAlias;
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idHandle<unsigned short,enum invalidAliasHandle_t,65535> destroyedMhAnimAlias;
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idWeapon *turretWeapon;
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int slinecedIntoTime;
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idMat3 slinecedJointRot;
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idMat3 slinecedJointPitch;
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idVec3 startForwardDir;
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idVec3 startPos;
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idVec3 lastPos;
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bool isFiring;
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int nextShotTimer;
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idEntity *turretOwner;
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int propinfoIndex;
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int muzzleTagIndex;
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idAIWorldState worldState;
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idEntityPtr<idEntity> enemy;
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idEntityPtr<idEntity> lastTarget;
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idEntityPtr<idEntity> attackedByTarget;
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idVec3 goalPos;
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float searchTime;
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float searchSpeed;
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float turretFOV;
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float startFOV;
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bool returnToCenter;
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float searchAngle;
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idVec3 startSearchDir;
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float startSearchTime;
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float timeSearched;
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int searchDirScale;
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float currentSearchAngle;
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int randomFireTime;
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int stopThinkTime;
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int lastStartTurnSound;
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float cosMaxFireAngle;
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float cosMaxFirePitch;
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float suppresingFireTime;
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float startSuppressingFire;
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float timeSuppressed;
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idVec3 suppressionFirePoint;
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bool canGoInactive;
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bool setStartingInfo;
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bool randomFire;
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bool turningSound;
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bool idleSoundPlaying;
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bool hasCheckedDestroyedState;
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bool allowedToFire;
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int idleSkin;
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int alarmSkin;
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bool isClipModelEnabled;
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idPhysics_Static clipModel;
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idIndex<short,enum invalidJointIndex_t> jointRotation;
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idIndex<short,enum invalidJointIndex_t> jointPitch;
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idIndex<short,enum invalidJointIndex_t> jointSpinwheel;
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idQuat lastYawRot;
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idQuat lastPitchRot;
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idAnimator_Channel movingHoldAnimator;
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idAnimator_Channel channelAnimator;
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idAnimator_JointMod jointModAnimator;
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const idDeclInventory *inventoryDecl;
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float interceptSpeed;
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idInventoryCollection inventoryCollection;
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idList<idEntityPtr<idProjectile>,5> activeProjectiles;
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idPhysics_RigidBody physicsObj;
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int spinTimer;
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int stateTimer;
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int foundTargetTime;
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idTurret::turretStates currentState;
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const idDeclEntityDef *flareDecl;
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idStr flareBindToTag;
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idEntityPtr<idEntity> flare;
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idMat3 soundTransform;
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};
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// IDA Local Type ordinal 19016; PDB kind: class.
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class idRailTurret : public idTurret
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 19017.
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virtual idTypeInfo *GetType();
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virtual ~idRailTurret();
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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 Reset();
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virtual int GetDefaultSurfaceType();
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virtual idList<idIndex<short,enum invalidJointIndex_t>,5> *GetRadiusDamageJointIndices();
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virtual const idList<idIndex<short,enum invalidJointIndex_t>,5> *GetRadiusDamageJointIndices_2();
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virtual idMD6Node *GetMD6Tree();
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virtual const idMD6Node *GetMD6Tree_2();
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virtual idAnimator_AnimWeb *GetAnimatorAnimWeb();
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virtual bool IsAnimating();
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virtual const idDeclFX *GetFXDecl();
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virtual const idDeclFacialAnimationSet *GetFacialAnimationSet();
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virtual usableState_t GetOnlineUsableState();
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virtual const idSimpleHealth *GetTurretHealthComponent();
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virtual idSimpleHealth *GetTurretHealthComponent_2();
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virtual bool IsTargetLockable_2(const idAmmoItem *);
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virtual bool StartRagdoll();
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float trackSpeed;
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idEntityPtr<idSplinePath> startTrack;
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idList<idEntityPtr<idSplinePath>,5> plannedPath;
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int plannedPathIndex;
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idCurve_Spline<idVec3> *startSpline;
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idCurve_Spline<idVec3> *currentSpline;
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idEntityPtr<idSplinePath> currentSplinePath;
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};
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