mirror of
https://github.com/PrimeDecomp/prime.git
synced 2025-12-13 00:46:08 +00:00
@@ -151,73 +151,73 @@ public:
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EBodyType body, const CActorParameters& params, EKnockBackVariant kbVariant);
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// CEntity
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~CPatterned() override;
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void Accept(IVisitor& visitor) override;
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void PreThink(float dt, CStateManager& mgr) override;
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void Think(float dt, CStateManager& mgr) override;
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
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~CPatterned();
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void Accept(IVisitor& visitor);
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void PreThink(float dt, CStateManager& mgr);
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void Think(float dt, CStateManager& mgr);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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// CActor
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void PreRender(CStateManager&, const CFrustumPlanes&) override;
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void AddToRenderer(const CFrustumPlanes&, const CStateManager&) const override;
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void Render(const CStateManager&) const override;
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bool CanRenderUnsorted(const CStateManager&) const override;
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rstl::optional_object< CAABox > GetTouchBounds() const override;
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void Touch(CActor&, CStateManager&) override;
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CVector3f GetOrbitPosition(const CStateManager&) const override;
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CVector3f GetAimPosition(const CStateManager&, float) const override;
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void PreRender(CStateManager&, const CFrustumPlanes&);
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void AddToRenderer(const CFrustumPlanes&, const CStateManager&) const;
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void Render(const CStateManager&) const;
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bool CanRenderUnsorted(const CStateManager&) const;
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rstl::optional_object< CAABox > GetTouchBounds() const;
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void Touch(CActor&, CStateManager&);
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CVector3f GetOrbitPosition(const CStateManager&) const;
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CVector3f GetAimPosition(const CStateManager&, float) const;
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EWeaponCollisionResponseTypes GetCollisionResponseType(const CVector3f&, const CVector3f&,
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const CWeaponMode&,
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int /*EProjectileAttrib?*/) const override;
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int /*EProjectileAttrib?*/) const;
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type,
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float dt) override;
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float dt);
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// CPhysicsActor
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void CollidedWith(const TUniqueId& id, const CCollisionInfoList& list,
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CStateManager& mgr) override;
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CStateManager& mgr);
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// CAi
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void Death(CStateManager& mgr, const CVector3f& direction, EScriptObjectState state) override;
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void Death(CStateManager& mgr, const CVector3f& direction, EScriptObjectState state);
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void KnockBack(const CVector3f&, CStateManager&, const CDamageInfo& info, EKnockBackType type,
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bool inDeferred, float magnitude) override;
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void TakeDamage(const CVector3f& direction, float magnitude) override;
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void Patrol(CStateManager&, EStateMsg, float) override;
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void FollowPattern(CStateManager&, EStateMsg, float) override;
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void Dead(CStateManager&, EStateMsg, float) override;
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void PathFind(CStateManager&, EStateMsg, float) override;
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void Start(CStateManager&, EStateMsg, float) override;
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void TargetPatrol(CStateManager&, EStateMsg, float) override;
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void TargetPlayer(CStateManager&, EStateMsg, float) override;
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bool Leash(CStateManager&, float) override;
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bool OffLine(CStateManager&, float) override;
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bool Attacked(CStateManager&, float) override;
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bool PathShagged(CStateManager&, float) override;
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bool PathOver(CStateManager&, float) override;
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bool PathFound(CStateManager&, float) override;
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bool TooClose(CStateManager&, float) override;
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bool InRange(CStateManager&, float) override;
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bool InMaxRange(CStateManager&, float) override;
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bool InDetectionRange(CStateManager&, float) override;
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bool SpotPlayer(CStateManager&, float) override;
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bool PlayerSpot(CStateManager&, float) override;
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bool PatternOver(CStateManager&, float) override;
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bool PatternShagged(CStateManager&, float) override;
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bool HasAttackPattern(CStateManager&, float) override;
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bool HasPatrolPath(CStateManager&, float) override;
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bool HasRetreatPattern(CStateManager&, float) override;
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bool Delay(CStateManager&, float) override;
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bool RandomDelay(CStateManager&, float) override;
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bool FixedDelay(CStateManager&, float) override;
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bool Default(CStateManager&, float) override;
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bool AnimOver(CStateManager&, float) override;
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bool InPosition(CStateManager&, float) override;
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bool Stuck(CStateManager&, float) override;
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bool NoPathNodes(CStateManager&, float) override;
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bool Landed(CStateManager&, float) override;
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bool PatrolPathOver(CStateManager&, float) override;
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bool CodeTrigger(CStateManager&, float) override;
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bool Random(CStateManager&, float) override;
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bool FixedRandom(CStateManager&, float) override;
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bool inDeferred, float magnitude);
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void TakeDamage(const CVector3f& direction, float magnitude);
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void Patrol(CStateManager&, EStateMsg, float);
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void FollowPattern(CStateManager&, EStateMsg, float);
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void Dead(CStateManager&, EStateMsg, float);
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void PathFind(CStateManager&, EStateMsg, float);
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void Start(CStateManager&, EStateMsg, float);
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void TargetPatrol(CStateManager&, EStateMsg, float);
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void TargetPlayer(CStateManager&, EStateMsg, float);
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bool Leash(CStateManager&, float);
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bool OffLine(CStateManager&, float);
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bool Attacked(CStateManager&, float);
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bool PathShagged(CStateManager&, float);
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bool PathOver(CStateManager&, float);
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bool PathFound(CStateManager&, float);
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bool TooClose(CStateManager&, float);
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bool InRange(CStateManager&, float);
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bool InMaxRange(CStateManager&, float);
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bool InDetectionRange(CStateManager&, float);
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bool SpotPlayer(CStateManager&, float);
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bool PlayerSpot(CStateManager&, float);
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bool PatternOver(CStateManager&, float);
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bool PatternShagged(CStateManager&, float);
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bool HasAttackPattern(CStateManager&, float);
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bool HasPatrolPath(CStateManager&, float);
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bool HasRetreatPattern(CStateManager&, float);
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bool Delay(CStateManager&, float);
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bool RandomDelay(CStateManager&, float);
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bool FixedDelay(CStateManager&, float);
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bool Default(CStateManager&, float);
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bool AnimOver(CStateManager&, float);
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bool InPosition(CStateManager&, float);
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bool Stuck(CStateManager&, float);
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bool NoPathNodes(CStateManager&, float);
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bool Landed(CStateManager&, float);
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bool PatrolPathOver(CStateManager&, float);
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bool CodeTrigger(CStateManager&, float);
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bool Random(CStateManager&, float);
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bool FixedRandom(CStateManager&, float);
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// CPatterned
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virtual void Freeze(CStateManager& mgr, const CVector3f& pos, const CUnitVector3f& dir,
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