/
redgpu
/
tech5
Обзор
Документация
Войти
/
redgpu
/
tech5
Код
Запросы
0
Задачи
Вики
Пакеты
0
Релизы
0
Аналитика
Безопасность
main
source/engine/decls/declimpactsound.h
64 строки
2 KB
Justin Marshall
Added cleaned up structs and classes to proper header files.
09 авг 2026, 03:17
09 авг 2026, 03:17
61cb846
Код
Авторство
О чём код?
#pragma once // Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata. // Original PDB header: w:\tech5\engine\decls\declimpactsound.h // Recovered logical types: 1 // Signatures retain Xbox 360 ABI evidence and may still require manual review. // IDA Local Type ordinal 14321; PDB kind: class. class idDeclImpactSound : public idDeclTypeInfo { public: // Recovered virtual interface; IDA vtable ordinal 14322. virtual ~idDeclImpactSound(); virtual void LoadResource(); virtual bool ReloadIfStale(); virtual void WriteResourceFile(); virtual idResourceList *GetResourceList(); virtual void Print(); virtual void List(); virtual unsigned int GetDeclTimestamp(); virtual idDeclInfo *GetDeclInfo(); virtual bool RebuildTextSource(); virtual bool SetImplicitText(); virtual const char *DefaultDefinition(); virtual void LogMissingDecl(); virtual void Parse(idParser *); virtual void FreeData(); virtual unsigned int Size(); const idSoundShader *defaultSound; const idSoundShader *metalSound; const idSoundShader *stoneSound; const idSoundShader *fleshSound; const idSoundShader *woodSound; const idSoundShader *cardboardSound; const idSoundShader *liquidSound; const idSoundShader *glassSound; const idSoundShader *plasticSound; const idSoundShader *asphaltSound; const idSoundShader *dirtSound; const idSoundShader *concreteSound; const idSoundShader *foliageSound; const idSoundShader *linoleumSound; const idSoundShader *fabricSound; const idSoundShader *rubberSound; const idSoundShader *rockSound; const idSoundShader *steamPipeSound; const idSoundShader *waterPipeSound; const idSoundShader *armorSound; const idSoundShader *sludgeSound; const idSoundShader *impNestSound; const idSoundShader *hollowMetalSound; const idSoundShader *sheetMetalSound; const idSoundShader *fleshPlayerSound; const idSoundShader *bloodPoolSound; const idSoundShader *ashSound; const idSoundShader *mutantFleshSound; const idSoundShader *thickPaddingSound; const idSoundShader *playerAPCMetalSound; const idSoundShader *ricketyMetalSound; const idSoundShader *ricketyWoodSound; int soundInterval; };