#include "CStateManager.hpp" #include "Camera/CCameraShakeData.hpp" #include "CSortedLists.hpp" #include "CWeaponMgr.hpp" #include "CFluidPlaneManager.hpp" #include "World/CEnvFxManager.hpp" #include "World/CActorModelParticles.hpp" #include "World/CTeamAiTypes.hpp" #include "Input/CRumbleManager.hpp" namespace urde { CStateManager::CStateManager(const std::weak_ptr&, const std::weak_ptr&, const std::weak_ptr&, const std::weak_ptr&) { } void CStateManager::RenderLast(TUniqueId) { } void CStateManager::AddDrawableActor(const CActor& actor, const zeus::CVector3f& vec, const zeus::CAABox& aabb) const { } void CStateManager::SpecialSkipCinematic() { } void CStateManager::GetVisAreaId() const { } void CStateManager::GetWeaponIdCount(TUniqueId, EWeaponType) { } void CStateManager::RemoveWeaponId(TUniqueId, EWeaponType) { } void CStateManager::AddWeaponId(TUniqueId, EWeaponType) { } void CStateManager::UpdateEscapeSequenceTimer(float) { } float CStateManager::GetEscapeSequenceTimer() const { } void CStateManager::ResetEscapeSequenceTimer(float) { } void CStateManager::SetupParticleHook(const CActor& actor) const { } void CStateManager::MurderScriptInstanceNames() { } void CStateManager::HashInstanceName(CInputStream& in) { } void CStateManager::SetActorAreaId(CActor& actor, TAreaId) { } void CStateManager::TouchSky() const { } void CStateManager::DrawSpaceWarp(const zeus::CVector3f&, float) const { } void CStateManager::DrawReflection(const zeus::CVector3f&) { } void CStateManager::CacheReflection() { } bool CStateManager::CanCreateProjectile(TUniqueId, EWeaponType, int) const { } const CGameLightList* CStateManager::GetDynamicLightList() const { } void CStateManager::BuildDynamicLightListForWorld(std::vector& listOut) const { } void CStateManager::DrawDebugStuff() const { } void CStateManager::RenderCamerasAndAreaLights() const { } void CStateManager::DrawE3DeathEffect() const { } void CStateManager::DrawAdditionalFilters() const { } void CStateManager::DrawWorld() const { } void CStateManager::SetupFogForArea(const CGameArea& area) const { } void CStateManager::PreRender() { } void CStateManager::GetVisSetForArea(TAreaId, TAreaId) const { } void CStateManager::RecursiveDrawTree(TUniqueId) const { } void CStateManager::SendScriptMsg(TUniqueId uid, TEditorId eid, EScriptObjectMessage msg, EScriptObjectState state) { } void CStateManager::FreeScriptObjects(TAreaId) { } void CStateManager::GetBuildForScript(TEditorId) const { } void CStateManager::GetEditorIdForUniqueId() const { } TUniqueId CStateManager::GetIdForScript(TEditorId) const { } void CStateManager::GetIdListForScript(TEditorId) const { } void CStateManager::LoadScriptObjects(TAreaId, CInputStream& in, EScriptPersistence) { } void CStateManager::LoadScriptObject(TAreaId, EScriptObjectType, u32, CInputStream& in, EScriptPersistence) { } void CStateManager::InformListeners(const zeus::CVector3f&, EListenNoiseType) { } void CStateManager::ApplyKnockBack(CActor& actor, const CDamageInfo& info, const CDamageVulnerability&, const zeus::CVector3f&, float) { } void CStateManager::ApplyDamageToWorld(TUniqueId, const CActor&, const zeus::CVector3f&, const CDamageInfo& info, const CMaterialFilter&) { } void CStateManager::ProcessRadiusDamage(const CActor&, CActor&, const zeus::CVector3f&, const CDamageInfo& info, const CMaterialFilter&) { } void CStateManager::ApplyRadiusDamage(const CActor&, const zeus::CVector3f&, CActor&, const CDamageInfo& info) { } void CStateManager::ApplyLocalDamage(const zeus::CVector3f&, const zeus::CVector3f&, CActor&, float, const CWeaponMode&) { } void CStateManager::ApplyDamage(TUniqueId, TUniqueId, TUniqueId, const CDamageInfo& info, const CMaterialFilter&) { } void CStateManager::UpdateAreaSounds() { } void CStateManager::FrameEnd() { } void CStateManager::ProcessPlayerInput() { } void CStateManager::ProcessInput(const CFinalInput& input) { } void CStateManager::Update(float dt) { } void CStateManager::UpdateGameState() { } void CStateManager::FrameBegin() { } void CStateManager::InitializeState(u32, TAreaId, u32) { } void CStateManager::CreateStandardGameObjects() { } CObjectList* CStateManager::ObjectListById(EGameObjectList type) { std::unique_ptr* lists = &x80c_allObjs; return lists[int(type)].get(); } const CObjectList* CStateManager::GetObjectListById(EGameObjectList type) const { const std::unique_ptr* lists = &x80c_allObjs; return lists[int(type)].get(); } void CStateManager::RemoveObject(TUniqueId) { } void CStateManager::UpdateRoomAcoustics(TAreaId) { } void CStateManager::SetCurrentAreaId(TAreaId) { } void CStateManager::ClearGraveyard() { } void CStateManager::DeleteObjectRequest(TUniqueId) { } CEntity* CStateManager::ObjectById(TUniqueId uid) { return x80c_allObjs->GetObjectById(uid); } const CEntity* CStateManager::GetObjectById(TUniqueId uid) const { return x80c_allObjs->GetObjectById(uid); } void CStateManager::AreaUnloaded(TAreaId) { } void CStateManager::PrepareAreaUnload(TAreaId) { } void CStateManager::AreaLoaded(TAreaId) { } void CStateManager::BuildNearList(rstl::reserved_vector& listOut, const zeus::CVector3f&, const zeus::CVector3f&, float, const CMaterialFilter&, const CActor*) const { } void CStateManager::BuildColliderList(rstl::reserved_vector& listOut, const CActor&, const zeus::CAABox&) const { } void CStateManager::BuildNearList(rstl::reserved_vector& listOut, const zeus::CAABox&, const CMaterialFilter&, const CActor*) const { } void CStateManager::UpdateActorInSortedLists(CActor&) { } void CStateManager::UpdateSortedLists() { } zeus::CAABox CStateManager::CalculateObjectBounds(const CActor&) { } void CStateManager::AddObject(CEntity&, EScriptPersistence) { } void CStateManager::AddObject(CEntity*, EScriptPersistence) { } bool CStateManager::RayStaticIntersection(const zeus::CVector3f&, const zeus::CVector3f&, float, const CMaterialFilter&) const { } bool CStateManager::RayWorldIntersection(TUniqueId, const zeus::CVector3f&, const zeus::CVector3f&, float, const CMaterialFilter&, const rstl::reserved_vector& list) const { } void CStateManager::UpdateObjectInLists(CEntity&) { } TUniqueId CStateManager::AllocateUniqueId() { } }