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

306 lines
15 KiB
C++

#pragma once
// Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata.
// Original PDB header: w:\tech5\tungsten\game\entities\turretgunner.h
// Recovered logical types: 4
// Signatures retain Xbox 360 ABI evidence and may still require manual review.
// IDA Local Type ordinal 1692; PDB kind: enum.
enum idTurretGunner::triggerPhaseOn_t : __int32
{
TRIGGERPHASE_IDLE = 0x0,
TRIGGERPHASE_START_PULL = 0x1,
TRIGGERPHASE_WINDING_UP = 0x2,
TRIGGERPHASE_FIRING = 0x3,
TRIGGERPHASE_WINDING_DOWN = 0x4,
TRIGGERPHASE_MAX = 0x5,
};
// IDA Local Type ordinal 1696; PDB kind: enum.
enum idTurretGunner::firingPhaseOn_t : __int32
{
FIRINGPHASE_SHOOTING_AT_PLAYER = 0x0,
FIRINGPHASE_SHOOTING_AT_PLAYERS_LAST_POSITION = 0x1,
FIRINGPHASE_SUPPRESSING_NEAR_PLAYER = 0x2,
FIRINGPHASE_SUPPRESSING_AT_ANTICIPATED_POSITION = 0x3,
FIRINGPHASE_SUPPRESSING_NEAR_PLAYER_AGAIN = 0x4,
FIRINGPHASE_SUPPRESSING_RANDOM = 0x5,
FIRINGPHASE_MAX = 0x6,
};
// IDA Local Type ordinal 18986; PDB kind: class.
class idTurretGunner : public idAnimatedEntity
{
public:
// Recovered virtual interface; IDA vtable ordinal 18988.
virtual idTypeInfo *GetType();
virtual ~idTurretGunner();
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 GetHealth();
virtual void SetHealth(const float);
virtual float GetMaxBaseHealth();
virtual void SetMaxHealth(const float);
const idDeclAnimWeb *webDecl;
const idDeclTrackingParms *declTrackingParms;
float minMinionHeadStartTime;
float maxMinionHeadStartTime;
idFaction faction;
const idMaterial *aiPortrait;
idList<idStr,5> radiusDamageJointNames;
const idDeclGore *goreDef;
idGoreComponent goreComponent;
idTurretSpawnerControlGroup *spawnerControlGroup;
bool isGunnerInitialized;
bool canFire;
idVec3 gunnerAimPoint;
__unaligned __declspec(align(1)) idAnimWeb_TurretGunner animWeb;
idAnimator_Channel painAnimator;
idFaceMgr faceMgr;
idAIWorldState worldState;
idEntityPtr<idEntity> enemy;
int oldNumKilled;
idEntityPtr<idEntity> randomLivingMinion;
int numSkippedPinatas;
idEntityPtr<idEntity> pinataMinion;
int forgivePinataMinionTime;
float maxHealth;
float health;
bool didBonusDamageForThisTaunt;
int nextFireTime;
int pullTriggerTime;
int releaseTriggerTime;
int launchInitialMinionTime;
int launchMinionTime;
int minionEscalationLevel;
int overheatTime;
float currTriggerDownAdjust;
float currFireIntervalAdjust;
idTurretGunner::firingPhaseOn_t currentFiringPhaseOn;
int endPhaseTime;
idTurretGunner::triggerPhaseOn_t pullTriggerPhase;
int pullTriggerPhaseEndTime;
idEntityPtr<idAICombatHint> closestFireHint;
idEntityPtr<idAICombatHint> anticipatedFireHint;
idList<idEntityPtr<idAICombatHint>,5> otherFireHintsList;
int otherFireHintOn;
idEntityPtr<idAICombatHint> lastFireHintUsed;
idEntityPtr<idAICombatHint> currentSuppressionFireHint;
int startStrafeTime;
int endStrafeTime;
int thisStrafeTime;
idVec3 startStrafePoint;
idVec3 endStrafePoint;
};
// IDA Local Type ordinal 18987; PDB kind: class.
class idAnimWeb_TurretGunner : public idAnimator_AnimWeb
{
public:
// Recovered virtual interface; IDA vtable ordinal 18989.
virtual ~idAnimWeb_TurretGunner();
virtual idAnimator_Base::priority_t GetStackPriority();
virtual serializeType_t GetSerializeType();
virtual void SerializeSnapshot(idSerializer *);
virtual void PreBlendSnapshot(idAnimStack *, int, const int, float);
virtual void PreSerializeInit(idAnimStack *, idClip *, idGameTimeManager *);
virtual bool InternalInit(const idAnimatorParms_Base *);
virtual bool InternalPostInit(const idAnimatorParms_Base *);
virtual void InternalShutdown(idAnimStack *);
virtual void InternalPreBlendTree(const idAnimStack *, const int, const int);
virtual void InternalPostBlendTree(const idAnimStack *, const int);
virtual void InternalStart(const idAnimStack *, const int, const idTypesafeNumber<int,enum gameTimeUnique_t>);
virtual void InternalEnd(const idAnimStack *, const int, const idTypesafeNumber<int,enum gameTimeUnique_t>);
virtual void InternalBlend(const idAnimStack *, const int, const float, const idTypesafeNumber<int,enum gameTimeUnique_t>);
virtual bool InternalIsContributing();
virtual const idMD6Branch *InternalGetMergeBranch();
virtual idMD6Branch *InternalGetMergeBranch_2();
virtual void InternalPause(const idAnimStack *, const idTypesafeNumber<int,enum gameTimeUnique_t>);
virtual void InternalUnpause(const idAnimStack *, const idTypesafeNumber<int,enum gameTimeUnique_t>);
virtual const idMD6Branch *InternalGetEndBranch();
virtual idMD6Branch *InternalGetEndBranch_2();
virtual const idHandle<short,enum invalidAnimWebHandle_t,-1> *GetHandle();
virtual void InternalInitWeb();
virtual void InternalUpdate(const int);
virtual idDeclAnimWebNode::animDelta_t InternalGetCurrentAnimDeltaMode();
virtual void InternalSetAnimDelta(const idIndex<short,enum idDeclAnimWeb::invalidModelIndex_t>, const idDeclAnimWebNode *);
virtual int InternalGetEdgeCost(const idIndex<short,enum idDeclAnimWeb::invalidNodeIndex_t>, const idIndex<short,enum idDeclAnimWeb::invalidEdgeIndex_t>);
virtual void InternalStartPath();
virtual void InternalUpdateScalars(const int);
virtual void InternalStartBlend(const idDeclAnimWebNode *, const idDeclAnimWebNode *, const int);
virtual void InternalFinishBlend(const idDeclAnimWebNode *, const idDeclAnimWebNode *, const int);
virtual awCheckPathResult_t CheckNextNode(const idDeclAnimWebNode *, const idDeclAnimWebNode *);
virtual bool InternalShouldStartNextNode(const idIndex<short,enum idDeclAnimWeb::invalidNodeIndex_t>, const idIndex<short,enum idDeclAnimWeb::invalidNodeIndex_t>, const int, const int, const blendParms_t *, idIndex<short,enum idDeclAnimWeb::invalidModelIndex_t>, const bool, animWebEvent_t *);
virtual void InternalTriggerEvent(const idDeclAnimWebNode *, const animWebEvent_t, const idHandle<short,enum invalidAnimWebHandle_t,-1> *, const int, const int);
virtual void InternalTriggerBlendEvent(int, idIndex<short,enum idDeclAnimWeb::invalidModelIndex_t>, idIndex<short,enum idDeclAnimWeb::invalidNodeIndex_t>, idIndex<short,enum idDeclAnimWeb::invalidNodeIndex_t>, const int);
virtual bool InternalRemapNames(idStr *, idStr *);
virtual void InternalUpdateBlendEvents(const idAnimStack *, const int, const int);
idTurretGunner *gunner;
};