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

408 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\zipline.h
// Recovered logical types: 13
// Signatures retain Xbox 360 ABI evidence and may still require manual review.
// IDA Local Type ordinal 1617; PDB kind: enum.
enum idProp_Zipline::ziplineState_t : __int32
{
ZIPLINE_START_ATTACH = 0x0,
ZIPLINE_ANIMATE_TO_ATTACH = 0x1,
ZIPLINE_READY = 0x2,
ZIPLINE_MOVE_DOWN = 0x3,
ZIPLINE_WAIT_FOR_UP = 0x4,
ZIPLINE_MOVE_UP = 0x5,
};
// IDA Local Type ordinal 1618; PDB kind: enum.
enum idProp_Zipline::ziplineSpeedState_t : __int32
{
ZIPLINE_STARTED = 0x0,
ZIPLINE_ACCEL = 0x1,
ZIPLINE_CONSTANT_VEL = 0x2,
ZIPLINE_DECEL = 0x3,
ZIPLINE_STOPPED = 0x4,
};
// IDA Local Type ordinal 1619; PDB kind: enum.
enum idProp_Zipline::ziplinePhysicsState_t : __int32
{
ZIPLINE_PHYSICS_ACCEL = 0x0,
ZIPLINE_PHYSICS_DECEL = 0x1,
ZIPLINE_PHYSICS_DONE = 0x2,
};
// IDA Local Type ordinal 18795; PDB kind: class.
class idProp_Zipline::idProp_ZiplinePathParams
{
public:
idEntityPtr<idMover> startMover;
idEntityPtr<idMover> endMover;
const idDeclEntityDef *endpointMoverDecl;
const idDeclEntityDef *splinePathDef;
idSplinePath *implicitTravelPath;
idSplinePath *implicitReversePath;
idSplinePath *implicitSlackPath;
idEntityPtr<idSplinePath> travelPath;
idEntityPtr<idSplinePath> reversePath;
idEntityPtr<idSplinePath> slackPath;
float travelSag;
float reverseSag;
float slackSag;
const idMaterial *cableMaterial;
float splineLerpingPower;
float diameter;
int cableDivisions;
int unitsPerSplinePoints;
float tautFraction;
float startDist;
float endDist;
};
// IDA Local Type ordinal 18796; PDB kind: class.
class idProp_Zipline::idProp_ZiplineOscillationParams
{
public:
float fwdMagMin;
float fwdMagMax;
float fwdMag;
float fwdFreqMin;
float fwdFreqMax;
float fwdFreq;
float rtMagMin;
float rtMagMax;
float rtMag;
float rtFreqMin;
float rtFreqMax;
float rtFreq;
float upMagMin;
float upMagMax;
float upMag;
float upFreqMin;
float upFreqMax;
float upFreq;
};
// IDA Local Type ordinal 18797; PDB kind: class.
class idProp_Zipline::idProp_ZiplineSoundParams
{
public:
const idSoundShader *sndStart;
const idSoundShader *sndAccel;
float sndAccelMinVolume;
float sndAccelMinVolumeSpeed;
float sndAccelMaxVolume;
float sndAccelMaxVolumeSpeed;
float sndAccelMinPitch;
float sndAccelMinPitchSpeed;
float sndAccelMaxPitch;
float sndAccelMaxPitchSpeed;
const idSoundShader *sndMoveUp;
const idSoundShader *sndMoveDown;
float sndMoveMinVolume;
float sndMoveMinVolumeSpeed;
float sndMoveMaxVolume;
float sndMoveMaxVolumeSpeed;
const idSoundShader *sndWind;
const idDeclTable *sndWindVolumeTable;
const idDeclTable *sndWindPitchTable;
const idSoundShader *sndDecel;
const idSoundShader *sndStop;
const idSoundShader *sndAttach;
const idSoundShader *sndDetach;
};
// IDA Local Type ordinal 18798; PDB kind: class.
class idProp_Zipline::idProp_ZiplineFXParams
{
public:
float fxSpeedSlow;
float fxSpeedMed;
float fxSpeedFast;
float fxSpeedLudicrous;
int currentSpeedFX;
};
// IDA Local Type ordinal 18799; PDB kind: class.
class __declspec(align(4)) idProp_Zipline::idProp_ZiplineViewParams
{
public:
bool applyCameraShakeFx;
float viewDegreesPerSecond;
float maxSpeedForFx;
idAngles maxCameraShakeAngle;
float maxFov;
float maxPitch;
float maxYaw;
int returnToCenterTime;
float fxPower;
bool hideHandleWithPlayer;
};
// IDA Local Type ordinal 18800; PDB kind: class.
class idProp_Zipline::idProp_ZiplineTimings
{
public:
int downMoveTime;
int upMoveTime;
int waitTime;
int dropOffTime;
int attachAnimationTime;
int accelTime;
int decelTime;
};
// IDA Local Type ordinal 18801; PDB kind: class.
class idProp_Zipline::idProp_ZiplinePhysicsParams
{
public:
bool usePhysicsDescent;
float gravity;
float acceleration;
int accelerationTime;
float maxSpeed;
float brakingDecel;
float friction;
float curSpeed;
float curDist;
idVec3 curVel;
int accelerationTimeRemaining;
idProp_Zipline::ziplinePhysicsState_t state;
};
// IDA Local Type ordinal 18802; PDB kind: class.
class idZiplinePoint
{
public:
idVec3 point;
idVec3 slackDelta;
};
// IDA Local Type ordinal 18804; PDB kind: class.
class idZipline
{
public:
idList<idZiplinePoint,5> points;
float totalLength;
};
// IDA Local Type ordinal 18810; PDB kind: class.
class idProp_Zipline : public idProp_Usable
{
public:
// Recovered virtual interface; IDA vtable ordinal 18811.
virtual idTypeInfo *GetType();
virtual ~idProp_Zipline();
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 void GetUseLocation(const idActor *, idVec3 *);
virtual usableState_t GetOnlineUsableState();
idProp_Zipline::idProp_ZiplinePathParams ziplinePathParams;
idProp_Zipline::idProp_ZiplineOscillationParams ziplineOscillationParams;
idProp_Zipline::idProp_ZiplineSoundParams ziplineSounds;
idProp_Zipline::idProp_ZiplineFXParams ziplineFXParams;
idProp_Zipline::idProp_ZiplineViewParams ziplineViewParams;
idProp_Zipline::idProp_ZiplineTimings ziplineTimings;
idProp_Zipline::idProp_ZiplinePhysicsParams ziplinePhysicsParams;
idEntityPtr<idEntity> ownerEntity;
idProp_Zipline::ziplineState_t state;
idProp_Zipline::ziplineState_t nextState;
idProp_Zipline::ziplineSpeedState_t speedState;
idProp_Zipline::ziplineSpeedState_t speedNextState;
int speedStateDuration;
int speedStateTimeLeft;
int soundFlags;
int currentMoveTime;
int startTime;
int attachStartTime;
int waitingStartTime;
int dropOffStartTime;
int animationDoneTime;
bool manualUpdate;
int useBufferTime;
idVec3 attachOrigin;
idIndex<short,enum invalidJointIndex_t> eyeJoint;
float swayMult;
idAngles anglesOffset;
idVec3 initialPlayerPos;
idQuat initialPlayerRot;
idVec3 destPlayerPos;
idQuat destPlayerRot;
idVec3 prevPlayerPos;
idVec3 prevHandlePos;
idAngles prevViewAngles;
idZipline ziplines[2];
int currentZipline;
idCurve_Spline<idVec3> *currentDrawnSpline;
float currentDrawnSplineLength;
idSpring<idVec1> slackSpring;
idRenderModelZipline *cableModel;
};