86 lines
5.3 KiB
C++
86 lines
5.3 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\engine\renderer\renderworld.h
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// Recovered logical types: 1
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// Signatures retain Xbox 360 ABI evidence and may still require manual review.
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// IDA Local Type ordinal 13520; PDB kind: class.
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class idRenderWorld
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 13689.
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virtual ~idRenderWorld();
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virtual const char *GetName();
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virtual bool IsComboMap();
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virtual bool HasGlobalShadows();
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virtual void UpdateDeferredPositions();
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virtual void AddEnvironment(const idBounds *, const idDeclEnv *);
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virtual void ClearEnvironments();
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virtual int NumEnvironments();
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virtual const idParmBlock *GetCurrentBlendedParms();
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virtual const idDeclEnv *GetEnvironmentDeclForCurrentViewPoint();
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virtual void TestEnvironment(const idDeclEnv *);
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virtual void SpecificationComplete(bool);
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virtual idRenderModel *StampModel();
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virtual idRenderModelFoliageEdit *FoliageEditRenderModel();
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virtual idRenderModelFoliage *FoliageRenderModel();
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virtual idRenderModelDetailEdit *DetailEditRenderModel();
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virtual idRenderModelDetail *DetailRenderModel();
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virtual idRenderModelTransparency *TransparencyRenderModel();
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virtual idRenderModelDecal *DecalModel();
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virtual idRenderLight *AllocRenderLight(bool);
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virtual idRenderModel *AllocRenderModel(const char *, bool, int);
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virtual void MarkLightSerialized(idRenderLight *, bool, bool);
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virtual void MarkAllLightsAsSerialized();
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virtual void SetBinaryModelState(const char *, const bool);
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virtual void SetNumRenderViews(int);
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virtual idRenderView *RenderViewForIndex(int);
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virtual bool InitForTools(const char *);
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virtual int GetNumRenderModels();
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virtual idRenderModel *RenderModelForIndex(int);
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virtual int GetNumRenderLights();
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virtual idRenderLight *RenderLightForIndex(int);
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virtual int GetNumMegatextures();
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virtual pageSource_t MegatextureForIndex(int);
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virtual const idStaticModel *GetWorldStaticModel();
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virtual const idRenderModel *GetWorldRenderModel();
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virtual void GetStaticWorldBounds(idBounds *);
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virtual bool Trace(modelTrace_t *, const idVec3 *, const idVec3 *, const idTraceOpts *);
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virtual float ShadowSample(const idVec3 *);
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virtual void SaveGame(idFile *);
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virtual bool LoadGame(idFile *);
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virtual void WriteToSnapshot(idSnapShot *, const idSnapShot *);
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virtual void ReadFromSnapshot(idSnapShot *, const idSnapShot *);
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virtual void ResetSnapshots();
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virtual void DebugClear(int);
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virtual void DebugLine(const idVec4 *, const idVec3 *, const idVec3 *, const int, const bool);
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virtual void DebugArrow(const idVec4 *, const idVec3 *, const idVec3 *, float, const int, const bool);
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virtual void DebugArrow2(const idVec4 *, const idVec3 *, const idVec3 *, float, const int, const bool, const idVec3 *);
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virtual void DebugArrow3(const idVec4 *, const idVec3 *, const idVec3 *, float, const int, const bool);
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virtual void DebugPyramid(const idVec4 *, const idVec3 *, const idVec3 *, const idVec3 *, float, float, const int, const bool);
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virtual void DebugWinding(const idVec4 *, const idWinding *, const idVec3 *, const idMat3 *, const int, const bool);
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virtual void DebugCircle(const idVec4 *, const idVec3 *, const idVec3 *, const float, const int, const int, const bool);
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virtual void DebugCylinder(const idVec4 *, const idCylinder *, const idVec3 *, const int, const int, const bool);
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virtual void DebugArc(const idVec4 *, const idVec3 *, const idVec3 *, const float, const float, const float, const float, const int, const bool, const bool);
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virtual void DebugShadedArc(const idVec4 *, const idVec3 *, const idVec3 *, const idVec3 *, const float, const float, const float, const float, const int, const bool);
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virtual void DebugSphere(const idVec4 *, const idSphere *, const int, const int, const bool);
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virtual void DebugBounds(const idVec4 *, const idBounds *, const idVec3 *, const int, const bool);
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virtual void DebugOrientedBounds(const idVec4 *, const idBounds *, const idVec3 *, const idMat3 *, const int, const bool);
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virtual void DebugBox(const idVec4 *, const idBox *, const int, const bool);
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virtual void DebugFrustum(const idVec4 *, const idFrustum *, const bool, const int);
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virtual void DebugCone(const idVec4 *, const idVec3 *, const idVec3 *, float, const int, const bool);
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virtual void DebugCone_2(const idVec4 *, const idVec3 *, const idVec3 *, float, float, const int, const bool);
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virtual void DebugAxis(const idVec4 *, const idVec3 *, const idMat3 *, const int, const bool);
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virtual void DebugAxis_2(const idVec3 *, const idMat3 *, const int, const bool);
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virtual void DebugAxisScaled(const idVec3 *, const idMat3 *, const float, const int, const bool);
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virtual void DebugPoint(const idVec4 *, const idVec3 *, const int, const bool);
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virtual void DebugFilledPolygon(const idVec4 *, const idWinding *, const int, const bool);
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virtual void DebugFilledBounds(const idVec4 *, const idBounds *, const idVec3 *, const int, const bool);
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virtual void DebugText(const char *, const idVec3 *, float, const idVec4 *, const int, const int, const bool, const bool);
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virtual void DebugText_2(const char *, const idVec3 *, float, const idVec4 *, const idMat3 *, const int, const int, const bool, const bool);
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virtual void DebugSpline(const idVec4 *, idCurve_Spline<idVec3> *, float, bool, int, const bool);
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};
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