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source/engine/gamelib/effectphysics/effectphysicsbreakable.h
93 строки
3 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\gamelib\effectphysics\effectphysicsbreakable.h // Recovered logical types: 7 // Signatures retain Xbox 360 ABI evidence and may still require manual review. // IDA Local Type ordinal 15408; PDB kind: class. class __declspec(align(2)) idEffectPhysicsBreakable::idExplosion { public: idBreakableExplosion decl; int startTime; int fxIndex; idVec3 worldPosition; bool effectsEnabled; bool forceApplied; bool localSpace; }; // IDA Local Type ordinal 15412; PDB kind: class. class idEffectPhysicsBreakable::idTrail { public: idBreakableTrail decl; idList<int,59> pieceStartTime; idList<idVec3,59> pieceLastParticleDropPos; }; // IDA Local Type ordinal 15415; PDB kind: class. class idEffectPhysicsBreakable::idBreakableParticle { public: const idDeclParticle *particle; idVec3 pos; int startTime; }; // IDA Local Type ordinal 15417; PDB kind: class. class idEffectPhysicsBreakable::idDecalFX { public: idBreakableDecal decl; idList<int,59> pieceStartTime; idList<idVec3,59> lastCollisionPos; idList<idVec3,59> lastCollisionNormal; idList<idVec3,59> pieceLastDecalDropPos; }; // IDA Local Type ordinal 15419; PDB kind: class. class idEffectPhysicsBreakable::idSpark { public: const idMaterial *material; float velocityScale; float size; }; // IDA Local Type ordinal 15421; PDB kind: struct. struct idEffectPhysicsBreakable::breakablePieceSound_t { idSoundWorld *soundWorld; idSoundEmitter *emitter; soundChannel_t channel; const idDeclImpactSound *impactTable; int nextSoundTime; float minBounceVelSqr; }; // IDA Local Type ordinal 15422; PDB kind: class. class idEffectPhysicsBreakable { public: idList<idEffectPhysicsProperties *,59> properties; idList<idEffectPhysicsRigidBody *,59> rigidBodies; idList<idEffectPhysicsCollision,59> collisions; idCollisionModel *basePiece; idList<idEffectPhysicsBreakable::idExplosion,59> explosions; idList<idFXManager,59> explosionFX; idList<idEffectPhysicsBreakable::idTrail,59> trails; idList<float,59> damage; idList<idEffectPhysicsBreakable::idBreakableParticle,59> particles; idList<idEffectPhysicsBreakable::idDecalFX,59> decals; idList<idEffectPhysicsBreakable::idSpark,59> sparks; idList<int,5> pieceActivationTimes; idEffectPhysicsBroadPhase broadPhase; idRandom random; idGameLibEffects *gameLibEffects; idRenderModelDiscreteAnimation *model; const idDeclBreakable *decl; idEffectPhysicsBreakable::breakablePieceSound_t soundInfo; };