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source/engine/framework/game.h
209 строк
10 KB
Justin Marshall
Added cleaned up structs and classes to proper header files.
09 авг 2026, 03:17
09 авг 2026, 03:17
61cb846
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#pragma once // Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata. // Original PDB header: w:\tech5\engine\framework\game.h // Recovered logical types: 2 // Signatures retain Xbox 360 ABI evidence and may still require manual review. // IDA Local Type ordinal 1277; PDB kind: unknown. enum idGame::<unnamed_tag> : __int32 { GAMEFLAG_MAINMENU = 0x1, GAMEFLAG_TOOL = 0x2, GAMEFLAG_AAS = 0x4, GAMEFLAG_SCRIPT = 0x8, GAMEFLAG_AIGAMESTATE = 0x10, GAMEFLAG_PRELOAD = 0x20, GAMEFLAG_NOENTITIES = 0x40, GAMEFLAG_ALLLAYERS = 0x80, GAMEFLAG_MAIN = 0x100, GAMEFLAG_CLIENTONLY = 0x200, GAMEFLAG_DEFAULT = 0x1C, }; // IDA Local Type ordinal 15128; PDB kind: class. class idGame { public: // Recovered virtual interface; IDA vtable ordinal 15170. virtual ~idGame(); virtual int GetGameVersion(); virtual void MinimalCleanup(); virtual bool IsGameActive(); virtual idRenderWorld *GetRenderWorld(); virtual idSoundWorld *GetSoundWorld(); virtual idSoundWorld *GetMenuSoundWorld(); virtual const char *GetMapName(); virtual const idGameSpawnInfo *GetGameSpawnInfo(); virtual void LoadDevMenuDataGame(); virtual idPlayerProfile *CreatePlayerProfile(int); virtual void Playtest_SaveAndClear(); virtual void Playtest_SaveNoClear(); virtual void Playtest_CreateMeta(); virtual void GetTransitionInformation(idList<idStr,5> *); virtual void RunFrame(idUserCmdMgr *, gameReturn_t *, bool); virtual void UpdateAimAssist(const int, idAngles *); virtual void UpdateWeaponKick(const int, idAngles *); virtual void NetReceiveReliable(int, idBitMsg *, int); virtual bool HandleGuiEvent(const sysEvent_t *, int); virtual bool LoadGame(const char *); virtual bool SaveGame(const char *, bool, bool); virtual bool NextMap(const idCmdArgs *); virtual bool GetGameStartInfoFromSaveLoadParms(idSaveLoadParms *, idFile **, idGameSpawnInfo *); virtual void OnSaveCompleted(idSaveLoadParms *); virtual void OnLoadCompleted(idSaveLoadParms *, const idStr *); virtual void OnEnumerationCompleted(idSaveLoadParms *); virtual void OnDeleteCompleted(idSaveLoadParms *); virtual void LoadMostRecentGame(idSWF *); virtual idFile_SaveGame *GetCheckpointInfoFile(); virtual idFile_SaveGame *GetMapStartInfoFile(); virtual void SaveCheckpointInfo(idFile *, const idGameSpawnInfo *); virtual void LoadCheckpointInfo(idFile *, idGameSpawnInfo *); virtual void CancelLevelTransition(); virtual void RestartPassMainMenu(const idCmdArgs *); virtual idGameTimeManager *GetGameTimeManager(); virtual int GetGameHz(const gameTimeType_t); virtual int GetGameFrame(); virtual void SetGameMs(const int); virtual int GetGameMs(const gameTimeType_t); virtual int GetPreviousGameMs(const gameTimeType_t); virtual int GetGameMsPerFrame(const gameTimeType_t); virtual float GetGameSecPerFrame(const gameTimeType_t); virtual float GetRealMsPerFrame(const gameTimeType_t); virtual float GetRealSecPerFrame(const gameTimeType_t); virtual int GetGameMsPerRealSec(); virtual void SetServerGameTimeMs(const int); virtual int GetServerGameTimeMs(); virtual void SetSSTimes(int, int); virtual int GetSSEndTime(); virtual int GetSSStartTime(); virtual void SetLastInputTime(int); virtual int GetLastInputTime(); virtual void Shell_Init(const char *); virtual void Shell_Show(bool); virtual void Shell_CreateMenu(bool); virtual struct idMenuManager_Shell *Shell_GetShell(); virtual bool Shell_IsActive(); virtual bool Shell_HandleGuiEvent(const sysEvent_t *); virtual idRenderModelGui *Shell_Render(); virtual void Shell_ResetMenu(); virtual void Shell_SyncWithSession(); virtual bool Shell_CanSave(const bool); virtual void Shell_ShowNewContentAvailable(); virtual void Shell_RestartMenuMusic(); virtual void Shell_AddSaveGameItem(const idSaveGameDetails *); virtual void Shell_WarningShown(const bool); virtual void Shell_RefreshMapNameForLoadScreen(); virtual void Shell_ClearBenchmarkCheck(); virtual void Shell_SetupMultiplayerMenu(); virtual bool Shell_IgnoreSplitScreenEvent(const sysEvent_t *); virtual bool GetGamePaused(); virtual void WriteToSnapshot(idSnapShot *, const idSnapShot *); virtual void ReadFromSnapshot(idSnapShot *, const idSnapShot *); virtual bool ForceNonDeferred(); virtual void SetInterpolation(const float, const int, const int, const int); virtual const netInterpolationInfo_t *GetInterpolationInfo(); virtual void OnCloseSnapshot(); virtual idRenderModelGui *RenderLocalViewForPlayer(int, int, const renderView_t *, idRenderWorld *); virtual idRenderModelGui *RenderLocalViewForGame(int, idRenderWorld *); virtual bool IsPlayerControlInhibited(int); virtual int GenerateInputToPlayerIndexRouting(); virtual int GetPlayerIndexFromInputDevice(int); virtual int GetPlayerPresentableCmds(int, usercmd_t **, const int); virtual void GetPlayerPredictionData(int, usercmd_t **, const int, bool *); virtual void SmoothIncomingUserCmds(usercmd_t *, usercmd_t *, const int); virtual const idList<idViewCallbacks *,5> *GetViewCallbacks(); virtual void DrawClientGameDebugHUD(); virtual const idTypeInfoTools *GetTypeInfoTools(); virtual void GetEntityEditState(idEntity *, idTypeInfoFile *, bool); virtual void SetEntityEditState(idEntity *, idTypeInfoFile *, bool); virtual void GetLayerList(idList<idStr,5> *); virtual void AddNewLayer(idDecl *, const char *); virtual idEntityInterface *AllocEntityInterface(idEntity *); virtual void FreeEntityInterface(idEntityInterface *); virtual void UnloadDLL(); virtual void LoadDLL(); virtual void GetSuperScriptObjectNames(idList<idStr,5> *); virtual const classMetaDataInfo_t *GetSuperScriptMetaDataForType(const char *); virtual void GetScriptObjectNames(idList<idStr,5> *); virtual bool LoadScriptForMapFile(const char *); virtual bool CompileScriptText(const char *, const char *, const bool, const bool); virtual idStr *GetScriptCompileError(idStr *result); virtual bool FunctionExists(const char *, const char *); virtual bool TracePoint(trace_t *, const idVec3 *, const idVec3 *, int, const idEntity *); virtual void GetBinaryAnimationStates(idList<idTreeAnimator *,5> *, idList<idStr,5> *); virtual idRenderLight *GetEntityRenderLight(idEntity *); virtual const idDeclEnv *GetEnvSettings(); virtual bool AF_SpawnEntity(const char *); virtual void AF_UpdateEntities(const char *); virtual void AF_UndoChanges(); virtual void ClearEntitySelection(); virtual int GetSelectedEntities(idEntity **, int); virtual void AddSelectedEntity(idEntity *); virtual void TriggerSelected(); virtual idEntity *CreateClass(const char *); virtual bool CanCreateClass(const char *); virtual void InitEntityWithDef(idEntity *, const idDeclEntityDef *, const idTypeInfoSettings *); virtual idEntity *CreateEntityFromDef(const idDeclEntityDef *, const idTypeInfoSettings *); virtual idEntity *SpawnEntityFromDef(const idDeclEntityDef *, int, int, int); virtual idEntity *RespawnEntityFromDef(idEntity *, const idDeclEntityDef *); virtual bool ActivateEntityFromEditor(idEntity *); virtual void SpawnEntity(idEntity *, int, int, int); virtual void DeleteEntity(idEntity *); virtual void DeleteEntityAndSubEntities(idEntity *); virtual idEntity *FindEntity(const char *); virtual idEntity *GetEntity(int); virtual const char *GetEntityName(idEntity *); virtual void SetEntityName(idEntity *, const char *); virtual const char *GetEntityType(idEntity *); virtual const char *GetUniqueEntityName(const char *); virtual idEntity *FindEntityUsingClass(idEntity *, const char *); virtual void EntityGetOrigin(idEntity *, idVec3 *); virtual void EntitySetOrigin(idEntity *, const idVec3 *); virtual void EntitySetAxis(idEntity *, const idMat3 *); virtual void EntityGetViewAngles(idEntity *, idAngles *); virtual void EntityGetEyePosition(idEntity *, idVec3 *); virtual void EntitySetViewPosition(idEntity *, const idVec3 *, const idAngles *); virtual void EntityTranslate(idEntity *, const idVec3 *, bool); virtual void EntityUpdateVisuals(idEntity *); virtual void EntityUpdateModifiedProperties(idEntity *); virtual bool EntityGetSoundDistances(idEntity *, float *, float *); virtual void EntityStopSound(idEntity *); virtual const idColor *EntityGetColor(const idColor *result, idEntity *); virtual idSoundEmitter *EntityGetSoundEmitter(idEntity *); virtual idRenderModel *EntityGetRenderModel(idEntity *); virtual bool EntityIsNameUnique(const char *, const idEntity *); virtual const idVec3 *EntityGetSpawnPosition(idEntity *); virtual const idMat3 *EntityGetSpawnOrientation(idEntity *); virtual idVec3 *EntityGetScale(idVec3 *result, idEntity *); virtual void EntitySetScale(idEntity *, const idVec3 *); virtual idStr *EntitySetScriptObject(idStr *result, idEntity *, const char *, int, bool); virtual bool EntityIsHidden(idEntity *); virtual const idDeclEntityDef *EntityGetEntityDef(idEntity *); virtual void MapAddEntity(idEntity *); virtual void MapUpdateEntity(idEntity *, bool, idList<idStr,5> *); virtual void MapRemoveEntity(const char *); virtual bool MapSave(const char *, bool); virtual bool MapSaveReference(const char *, const char *, bool); virtual idMapEntity *MapFindEntity(const char *); virtual idMapEntity *MapFindEntity_2(idEntity *); virtual void MapGetEntityLayers(idList<idStr,5> *); virtual void MapSetEntityReferenceId(idEntity *, const char *); virtual idMapFile *GetLevelMap(); virtual void UpdateMapFileEntity(idMapFile *, idEntity *, bool, idList<idStr,5> *); virtual int SP_BuildGuardSplineList(idVec3, float, float *); virtual void SP_GetGuardSplineEntry(int, idStr *, float *, float *); virtual float SP_GetSplineLength(idStr); virtual const enumTypeInfo_t *SS_FindEnumTypeInfo(const char *); virtual int GetGameDifficulty(); virtual void GetGameDifficultySettingsForTransition(int *, int *); virtual void SetGameDifficultySettingsForTransition(const int, const int); virtual void SetPlayerLoadedGameDifficulty(bool); virtual bool GetPlayerLoadedGameDifficulty(); virtual __int64 GetMinSaveStorageRequired(bool); virtual void OnReloadDecls(); virtual bool GetConsoleUsed(); virtual void SetConsoleUsed(const bool); };