mirror of https://github.com/AxioDL/metaforce.git
CStateManager method stubs
This commit is contained in:
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1817227465
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cdbbcefacb
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@ -18,7 +18,336 @@ CStateManager::CStateManager(const std::weak_ptr<CScriptMailbox>&,
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{
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}
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void CStateManager::SendScriptMsg(TUniqueId uid, TEditorId eid, EScriptObjectMessage msg, EScriptObjectState state)
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void CStateManager::RenderLast(TUniqueId)
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{
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}
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void CStateManager::AddDrawableActor(const CActor& actor, const zeus::CVector3f& vec,
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const zeus::CAABox& aabb) const
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{
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}
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void CStateManager::SpecialSkipCinematic()
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{
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}
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void CStateManager::GetVisAreaId() const
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{
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}
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void CStateManager::GetWeaponIdCount(TUniqueId, EWeaponType)
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{
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}
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void CStateManager::RemoveWeaponId(TUniqueId, EWeaponType)
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{
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}
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void CStateManager::AddWeaponId(TUniqueId, EWeaponType)
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{
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}
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void CStateManager::UpdateEscapeSequenceTimer(float)
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{
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}
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float CStateManager::GetEscapeSequenceTimer() const
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{
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}
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void CStateManager::ResetEscapeSequenceTimer(float)
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{
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}
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void CStateManager::SetupParticleHook(const CActor& actor) const
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{
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}
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void CStateManager::MurderScriptInstanceNames()
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{
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}
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void CStateManager::HashInstanceName(CInputStream& in)
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{
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}
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void CStateManager::SetActorAreaId(CActor& actor, TAreaId)
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{
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}
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void CStateManager::TouchSky() const
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{
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}
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void CStateManager::DrawSpaceWarp(const zeus::CVector3f&, float) const
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{
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}
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void CStateManager::DrawReflection(const zeus::CVector3f&)
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{
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}
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void CStateManager::CacheReflection()
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{
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}
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bool CStateManager::CanCreateProjectile(TUniqueId, EWeaponType, int) const
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{
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}
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const CGameLightList* CStateManager::GetDynamicLightList() const
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{
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}
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void CStateManager::BuildDynamicLightListForWorld(std::vector<CLight>& listOut) const
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{
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}
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void CStateManager::DrawDebugStuff() const
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{
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}
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void CStateManager::RenderCamerasAndAreaLights() const
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{
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}
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void CStateManager::DrawE3DeathEffect() const
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{
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}
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void CStateManager::DrawAdditionalFilters() const
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{
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}
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void CStateManager::DrawWorld() const
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{
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}
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void CStateManager::SetupFogForArea(const CGameArea& area) const
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{
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}
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void CStateManager::PreRender()
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{
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}
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void CStateManager::GetVisSetForArea(TAreaId, TAreaId) const
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{
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}
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void CStateManager::RecursiveDrawTree(TUniqueId) const
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{
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}
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void CStateManager::SendScriptMsg(TUniqueId uid, TEditorId eid,
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EScriptObjectMessage msg, EScriptObjectState state)
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{
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}
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void CStateManager::FreeScriptObjects(TAreaId)
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{
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}
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void CStateManager::GetBuildForScript(TEditorId) const
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{
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}
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void CStateManager::GetEditorIdForUniqueId() const
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{
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}
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TUniqueId CStateManager::GetIdForScript(TEditorId) const
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{
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}
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void CStateManager::GetIdListForScript(TEditorId) const
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{
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}
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void CStateManager::LoadScriptObjects(TAreaId, CInputStream& in, EScriptPersistence)
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{
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}
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void CStateManager::LoadScriptObject(TAreaId, EScriptObjectType, u32,
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CInputStream& in, EScriptPersistence)
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{
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}
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void CStateManager::InformListeners(const zeus::CVector3f&, EListenNoiseType)
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{
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}
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void CStateManager::ApplyKnockBack(CActor& actor, const CDamageInfo& info,
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const CDamageVulnerability&, const zeus::CVector3f&, float)
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{
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}
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void CStateManager::ApplyDamageToWorld(TUniqueId, const CActor&, const zeus::CVector3f&,
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const CDamageInfo& info, const CMaterialFilter&)
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{
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}
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void CStateManager::ProcessRadiusDamage(const CActor&, CActor&, const zeus::CVector3f&,
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const CDamageInfo& info, const CMaterialFilter&)
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{
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}
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void CStateManager::ApplyRadiusDamage(const CActor&, const zeus::CVector3f&, CActor&,
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const CDamageInfo& info)
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{
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}
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void CStateManager::ApplyLocalDamage(const zeus::CVector3f&, const zeus::CVector3f&, CActor&, float,
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const CWeaponMode&)
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{
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}
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void CStateManager::ApplyDamage(TUniqueId, TUniqueId, TUniqueId, const CDamageInfo& info,
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const CMaterialFilter&)
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{
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}
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void CStateManager::UpdateAreaSounds()
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{
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}
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void CStateManager::FrameEnd()
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{
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}
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void CStateManager::ProcessPlayerInput()
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{
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}
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void CStateManager::ProcessInput(const CFinalInput& input)
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{
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}
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void CStateManager::Update(float dt)
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{
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}
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void CStateManager::UpdateGameState()
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{
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}
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void CStateManager::FrameBegin()
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{
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}
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void CStateManager::InitializeState(u32, TAreaId, u32)
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{
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}
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void CStateManager::CreateStandardGameObjects()
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{
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}
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CObjectList* CStateManager::ObjectListById(EGameObjectList type)
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{
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std::unique_ptr<CObjectList>* lists = &x80c_allObjs;
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return lists[int(type)].get();
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}
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const CObjectList* CStateManager::GetObjectListById(EGameObjectList type) const
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{
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const std::unique_ptr<CObjectList>* lists = &x80c_allObjs;
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return lists[int(type)].get();
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}
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void CStateManager::RemoveObject(TUniqueId)
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{
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}
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void CStateManager::UpdateRoomAcoustics(TAreaId)
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{
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}
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void CStateManager::SetCurrentAreaId(TAreaId)
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{
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}
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void CStateManager::ClearGraveyard()
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{
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}
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void CStateManager::DeleteObjectRequest(TUniqueId)
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{
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}
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CEntity* CStateManager::ObjectById(TUniqueId uid)
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{
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return x80c_allObjs->GetObjectById(uid);
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}
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const CEntity* CStateManager::GetObjectById(TUniqueId uid) const
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{
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return x80c_allObjs->GetObjectById(uid);
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}
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void CStateManager::AreaUnloaded(TAreaId)
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{
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}
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void CStateManager::PrepareAreaUnload(TAreaId)
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{
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}
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void CStateManager::AreaLoaded(TAreaId)
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{
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}
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void CStateManager::BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut,
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const zeus::CVector3f&, const zeus::CVector3f&, float,
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const CMaterialFilter&, const CActor*) const
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{
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}
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void CStateManager::BuildColliderList(rstl::reserved_vector<TUniqueId, 1024>& listOut,
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const CActor&, const zeus::CAABox&) const
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{
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}
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void CStateManager::BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut,
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const zeus::CAABox&, const CMaterialFilter&, const CActor*) const
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{
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}
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void CStateManager::UpdateActorInSortedLists(CActor&)
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{
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}
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void CStateManager::UpdateSortedLists()
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{
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}
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zeus::CAABox CStateManager::CalculateObjectBounds(const CActor&)
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{
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}
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void CStateManager::AddObject(CEntity&, EScriptPersistence)
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{
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}
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void CStateManager::AddObject(CEntity*, EScriptPersistence)
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{
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}
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bool CStateManager::RayStaticIntersection(const zeus::CVector3f&, const zeus::CVector3f&, float,
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const CMaterialFilter&) const
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{
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}
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bool CStateManager::RayWorldIntersection(TUniqueId, const zeus::CVector3f&, const zeus::CVector3f&,
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float, const CMaterialFilter&,
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const rstl::reserved_vector<TUniqueId, 1024>& list) const
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{
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}
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void CStateManager::UpdateObjectInLists(CEntity&)
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{
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}
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TUniqueId CStateManager::AllocateUniqueId()
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{
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}
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@ -8,6 +8,9 @@
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#include "Camera/CCameraManager.hpp"
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#include "Camera/CCameraFilter.hpp"
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#include "CRandom16.hpp"
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#include "zeus/CAABox.hpp"
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#include "CWeaponMgr.hpp"
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#include "World/CAi.hpp"
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namespace urde
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{
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@ -17,12 +20,16 @@ class CPlayerState;
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class CWorldTransManager;
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class CObjectList;
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class CSortedListManager;
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class CWeaponMgr;
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class CFluidPlaneManager;
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class CEnvFxManager;
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class CActorModelParticles;
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class CTeamAiTypes;
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class CRumbleManager;
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class CActor;
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class CLight;
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class CDamageInfo;
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class CMaterialFilter;
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class CFinalInput;
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class CStateManager
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{
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@ -35,7 +42,9 @@ class CStateManager
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std::unique_ptr<CListeningAiList> x834_listenAiObjs;
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std::unique_ptr<CAiWaypointList> x83c_aiWaypointObjs;
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std::unique_ptr<CPlatformAndDoorList> x844_platformAndDoorObjs;
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std::list<u32> x858_;
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/* Used to be a list of 32-element reserved_vectors */
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std::vector<TUniqueId> x858_objectGraveyard;
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// x86c_stateManagerContainer;
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std::unique_ptr<CCameraManager> x870_cameraManager;
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@ -56,33 +65,110 @@ class CStateManager
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CCameraBlurPass xc88_camBlurPasses[9];
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public:
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enum class EScriptPersistence
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{
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};
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CStateManager(const std::weak_ptr<CScriptMailbox>&,
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const std::weak_ptr<CMapWorldInfo>&,
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const std::weak_ptr<CPlayerState>&,
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const std::weak_ptr<CWorldTransManager>&);
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const std::shared_ptr<CPlayerState>& GetPlayerState() const {return x8b8_playerState;}
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const CObjectList* GetObjectListById(EGameObjectList type) const
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{
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const std::unique_ptr<CObjectList>* lists = &x80c_allObjs;
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return lists[int(type)].get();
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}
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CObjectList* GetObjectListById(EGameObjectList type)
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{
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std::unique_ptr<CObjectList>* lists = &x80c_allObjs;
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return lists[int(type)].get();
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}
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CEntity* GetObjectById(TUniqueId uid)
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{
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return x80c_allObjs->GetObjectById(uid);
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}
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void RenderLast(TUniqueId);
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void AddDrawableActor(const CActor& actor, const zeus::CVector3f& vec, const zeus::CAABox& aabb) const;
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void SpecialSkipCinematic();
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void GetVisAreaId() const;
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void GetWeaponIdCount(TUniqueId, EWeaponType);
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void RemoveWeaponId(TUniqueId, EWeaponType);
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void AddWeaponId(TUniqueId, EWeaponType);
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void UpdateEscapeSequenceTimer(float);
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float GetEscapeSequenceTimer() const;
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void ResetEscapeSequenceTimer(float);
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void SetupParticleHook(const CActor& actor) const;
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void MurderScriptInstanceNames();
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void HashInstanceName(CInputStream& in);
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void SetActorAreaId(CActor& actor, TAreaId);
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void TouchSky() const;
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void DrawSpaceWarp(const zeus::CVector3f&, float) const;
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void DrawReflection(const zeus::CVector3f&);
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void CacheReflection();
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bool CanCreateProjectile(TUniqueId, EWeaponType, int) const;
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const CGameLightList* GetDynamicLightList() const;
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void BuildDynamicLightListForWorld(std::vector<CLight>& listOut) const;
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void DrawDebugStuff() const;
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void RenderCamerasAndAreaLights() const;
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void DrawE3DeathEffect() const;
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void DrawAdditionalFilters() const;
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void DrawWorld() const;
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void SetupFogForArea(const CGameArea& area) const;
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void PreRender();
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void GetVisSetForArea(TAreaId, TAreaId) const;
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void RecursiveDrawTree(TUniqueId) const;
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void SendScriptMsg(TUniqueId uid, TEditorId eid, EScriptObjectMessage msg, EScriptObjectState state);
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void FreeScriptObjects(TAreaId);
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void GetBuildForScript(TEditorId) const;
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void GetEditorIdForUniqueId() const;
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TUniqueId GetIdForScript(TEditorId) const;
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void GetIdListForScript(TEditorId) const;
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void LoadScriptObjects(TAreaId, CInputStream& in, EScriptPersistence);
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void LoadScriptObject(TAreaId, EScriptObjectType, u32, CInputStream& in, EScriptPersistence);
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void InformListeners(const zeus::CVector3f&, EListenNoiseType);
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void ApplyKnockBack(CActor& actor, const CDamageInfo& info,
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const CDamageVulnerability&, const zeus::CVector3f&, float);
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void ApplyDamageToWorld(TUniqueId, const CActor&, const zeus::CVector3f&,
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const CDamageInfo& info, const CMaterialFilter&);
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void ProcessRadiusDamage(const CActor&, CActor&, const zeus::CVector3f&,
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const CDamageInfo& info, const CMaterialFilter&);
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void ApplyRadiusDamage(const CActor&, const zeus::CVector3f&, CActor&,
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const CDamageInfo& info);
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void ApplyLocalDamage(const zeus::CVector3f&, const zeus::CVector3f&, CActor&, float,
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const CWeaponMode&);
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void ApplyDamage(TUniqueId, TUniqueId, TUniqueId, const CDamageInfo& info,
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const CMaterialFilter&);
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void UpdateAreaSounds();
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void FrameEnd();
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void ProcessPlayerInput();
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void ProcessInput(const CFinalInput& input);
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void Update(float dt);
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void UpdateGameState();
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void FrameBegin();
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void InitializeState(u32, TAreaId, u32);
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void CreateStandardGameObjects();
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CObjectList* ObjectListById(EGameObjectList type);
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const CObjectList* GetObjectListById(EGameObjectList type) const;
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void RemoveObject(TUniqueId);
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void UpdateRoomAcoustics(TAreaId);
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void SetCurrentAreaId(TAreaId);
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void ClearGraveyard();
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void DeleteObjectRequest(TUniqueId);
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CEntity* ObjectById(TUniqueId uid);
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const CEntity* GetObjectById(TUniqueId uid) const;
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void AreaUnloaded(TAreaId);
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void PrepareAreaUnload(TAreaId);
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void AreaLoaded(TAreaId);
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut,
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const zeus::CVector3f&, const zeus::CVector3f&, float,
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const CMaterialFilter&, const CActor*) const;
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void BuildColliderList(rstl::reserved_vector<TUniqueId, 1024>& listOut,
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const CActor&, const zeus::CAABox&) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut,
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const zeus::CAABox&, const CMaterialFilter&, const CActor*) const;
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void UpdateActorInSortedLists(CActor&);
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void UpdateSortedLists();
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zeus::CAABox CalculateObjectBounds(const CActor&);
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void AddObject(CEntity&, EScriptPersistence);
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void AddObject(CEntity*, EScriptPersistence);
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bool RayStaticIntersection(const zeus::CVector3f&, const zeus::CVector3f&, float,
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const CMaterialFilter&) const;
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bool RayWorldIntersection(TUniqueId, const zeus::CVector3f&, const zeus::CVector3f&,
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float, const CMaterialFilter&,
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const rstl::reserved_vector<TUniqueId, 1024>& list) const;
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void UpdateObjectInLists(CEntity&);
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TUniqueId AllocateUniqueId();
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const std::shared_ptr<CPlayerState>& GetPlayerState() const {return x8b8_playerState;}
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CRandom16* GetActiveRandom() {return x8fc_activeRandom;}
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CRumbleManager& GetRumbleManager() {return *x88c_rumbleManager;}
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CCameraFilterPass& GetCameraFilterPass(int idx) {return xaf8_camFilterPasses[idx];}
|
||||
};
|
||||
|
||||
|
|
|
@ -4,6 +4,10 @@
|
|||
namespace urde
|
||||
{
|
||||
|
||||
enum class EWeaponType
|
||||
{
|
||||
};
|
||||
|
||||
class CWeaponMgr
|
||||
{
|
||||
};
|
||||
|
|
|
@ -101,7 +101,7 @@ void CCameraManager::Update(float dt, CStateManager& stateMgr)
|
|||
|
||||
if (x74_fluidCounter)
|
||||
{
|
||||
CScriptWater* water = dynamic_cast<CScriptWater*>(stateMgr.GetObjectById(x78_fluidId));
|
||||
const CScriptWater* water = dynamic_cast<const CScriptWater*>(stateMgr.GetObjectById(x78_fluidId));
|
||||
if (water)
|
||||
{
|
||||
// TODO: Finish
|
||||
|
@ -126,7 +126,7 @@ void CCameraManager::Update(float dt, CStateManager& stateMgr)
|
|||
|
||||
CGameCamera* CCameraManager::GetCurrentCamera(CStateManager& stateMgr) const
|
||||
{
|
||||
CObjectList* camList = stateMgr.GetObjectListById(EGameObjectList::GameCamera);
|
||||
CObjectList* camList = stateMgr.ObjectListById(EGameObjectList::GameCamera);
|
||||
return static_cast<CGameCamera*>(camList->GetObjectById(GetCurrentCameraId()));
|
||||
}
|
||||
|
||||
|
|
|
@ -4,6 +4,10 @@
|
|||
namespace urde
|
||||
{
|
||||
|
||||
enum class EScriptObjectType
|
||||
{
|
||||
};
|
||||
|
||||
enum class EScriptObjectState
|
||||
{
|
||||
Any = -1,
|
||||
|
@ -66,7 +70,9 @@ enum class EScriptObjectMessage
|
|||
UNKM3,
|
||||
Action,
|
||||
Play,
|
||||
Alert
|
||||
Alert,
|
||||
ObjectAdded = 0x1f,
|
||||
DeleteRequested = 0x20
|
||||
};
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue