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