#include "precompiled.h" /* <3fca3c> ../cstrike/dlls/bot/cs_gamestate.cpp:13 */ NOBODY CSGameState::CSGameState(void) { } /* <3fcd6b> ../cstrike/dlls/bot/cs_gamestate.cpp:27 */ NOBODY CSGameState::CSGameState(CCSBot *owner) { // IntervalTimer(IntervalTimer *const this); // 27 // { // int i; // 41 // } // IntervalTimer(IntervalTimer *const this); // 27 // CountdownTimer(CountdownTimer *const this); // 27 } /* <3fd4f4> ../cstrike/dlls/bot/cs_gamestate.cpp:55 */ NOBODY void CSGameState::Reset(void) { // { // class CCSBotManager *ctrl; // 66 // int i; // 69 // Invalidate(IntervalTimer *const this); // 61 // Invalidate(IntervalTimer *const this); // 62 // { // int swap; // 81 // int rnd; // 82 // } // } } /* <3fce67> ../cstrike/dlls/bot/cs_gamestate.cpp:97 */ NOBODY void CSGameState::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other) { // SetBombState(CSGameState *const this, // enum BombState state); // 104 // UpdatePlantedBomb(CSGameState *const this, // const Vector *pos); // 109 // SetBombState(CSGameState *const this, // enum BombState state); // 117 // SetBombState(CSGameState *const this, // enum BombState state); // 124 } /* <3fcf9c> ../cstrike/dlls/bot/cs_gamestate.cpp:144 */ NOBODY bool CSGameState::IsRoundOver(void) const { } /* <3fcfc6> ../cstrike/dlls/bot/cs_gamestate.cpp:150 */ NOBODY void CSGameState::SetBombState(BombState state) { } /* <3fcff2> ../cstrike/dlls/bot/cs_gamestate.cpp:160 */ NOBODY void CSGameState::UpdateLooseBomb(const Vector *pos) { // SetBombState(CSGameState *const this, // enum BombState state); // 166 // Reset(IntervalTimer *const this); // 163 } /* <3fd06e> ../cstrike/dlls/bot/cs_gamestate.cpp:170 */ NOBODY float CSGameState::TimeSinceLastSawLooseBomb(void) const { // GetElapsedTime(const class IntervalTimer *const this); // 172 } /* <3fd0f4> ../cstrike/dlls/bot/cs_gamestate.cpp:176 */ NOBODY bool CSGameState::IsLooseBombLocationKnown(void) const { // HasStarted(const class IntervalTimer *const this); // 181 } /* <3fd135> ../cstrike/dlls/bot/cs_gamestate.cpp:185 */ NOBODY void CSGameState::UpdateBomber(const Vector *pos) { // Reset(IntervalTimer *const this); // 188 // SetBombState(CSGameState *const this, // enum BombState state); // 191 } /* <3fd1b1> ../cstrike/dlls/bot/cs_gamestate.cpp:195 */ NOBODY float CSGameState::TimeSinceLastSawBomber(void) const { // GetElapsedTime(const class IntervalTimer *const this); // 197 } /* <3fd237> ../cstrike/dlls/bot/cs_gamestate.cpp:201 */ NOBODY bool CSGameState::IsPlantedBombLocationKnown(void) const { } /* <3fd25a> ../cstrike/dlls/bot/cs_gamestate.cpp:213 */ NOBODY int CSGameState::GetPlantedBombsite(void) const { } /* <3fd284> ../cstrike/dlls/bot/cs_gamestate.cpp:225 */ NOBODY bool CSGameState::IsAtPlantedBombsite(void) const { // { // class CCSBotManager *ctrl; // 230 // const class Zone *zone; // 231 // } } /* <3fd2d2> ../cstrike/dlls/bot/cs_gamestate.cpp:246 */ NOBODY int CSGameState::GetNextBombsiteToSearch(void) { // { // int i; // 251 // { // int z; // 256 // } // } } /* <3fd32c> ../cstrike/dlls/bot/cs_gamestate.cpp:277 */ NOBODY const Vector *CSGameState::GetBombPosition(void) const { // HasStarted(const class IntervalTimer *const this); // 283 } /* <3fd373> ../cstrike/dlls/bot/cs_gamestate.cpp:313 */ NOBODY void CSGameState::UpdatePlantedBomb(const Vector *pos) { // { // class CCSBotManager *ctrl; // 315 // const class Zone *zone; // 316 // SetBombState(CSGameState *const this, // enum BombState state); // 330 // } } /* <3fd3dd> ../cstrike/dlls/bot/cs_gamestate.cpp:337 */ NOBODY void CSGameState::MarkBombsiteAsPlanted(int zoneIndex) { // SetBombState(CSGameState *const this, // enum BombState state); // 340 } /* <3fd43a> ../cstrike/dlls/bot/cs_gamestate.cpp:347 */ NOBODY void CSGameState::ClearBombsite(int zoneIndex) { } /* <3fd475> ../cstrike/dlls/bot/cs_gamestate.cpp:354 */ NOBODY bool CSGameState::IsBombsiteClear(int zoneIndex) const { } /* <3fd4b0> ../cstrike/dlls/bot/cs_gamestate.cpp:367 */ NOBODY void CSGameState::InitializeHostageInfo(void) { // { // class CBaseEntity *hostage; // 373 // } } /* <3fd5ab> ../cstrike/dlls/bot/cs_gamestate.cpp:398 */ NOBODY CHostage *CSGameState::GetNearestFreeHostage(Vector *knowPos) { // { // class CNavArea *startArea; // 403 // class CHostage *close; // 407 // const Vector *closePos; // 408 // float closeDistance; // 409 // { // int i; // 411 // { // const Vector *hostagePos; // 413 // class CNavArea *hostageArea; // 435 // { // class ShortestPathCost pc; // 438 // float travelDistance; // 439 // NavAreaTravelDistance(CNavArea *startArea, // class CNavArea *endArea, // class ShortestPathCost &costFunc); // 439 // } // IsValid(CHostage *const this); // 418 // IsFollowingSomeone(CHostage *const this); // 421 // } // } // } } /* <3fdbd3> ../cstrike/dlls/bot/cs_gamestate.cpp:461 */ NOBODY const Vector *CSGameState::GetRandomFreeHostagePosition(void) { // { // const Vector *freePos; // 466 // int freeCount; // 467 // { // int i; // 469 // { // const class HostageInfo *info; // 471 // IsFollowingSomeone(CHostage *const this); // 480 // } // } // } } /* <3fdcd2> ../cstrike/dlls/bot/cs_gamestate.cpp:509 */ NOBODY unsigned char CSGameState::ValidateHostagePositions(void) { // { // float const validateInterval; // 515 // TraceResult result; // 520 // unsigned char status; // 521 // int i; // 523 // int startValidCount; // 524 // int endValidCount; // 605 // IsElapsed(const class CountdownTimer *const this); // 512 // Start(CountdownTimer *const this, // float duration); // 516 // { // class HostageInfo *info; // 531 // { // float const tolerance; // 594 // IsValid(CHostage *const this); // 576 // IsFollowingSomeone(CHostage *const this); // 586 // operator-(const Vector *const this, // const Vector &v); // 595 // IsLengthGreaterThan(const Vector *const this, // float length); // 595 // } // IsFollowingSomeone(CHostage *const this); // 541 // } // } } /* <3fdef7> ../cstrike/dlls/bot/cs_gamestate.cpp:626 */ NOBODY CHostage *CSGameState::GetNearestVisibleFreeHostage(void) { // { // class CHostage *close; // 628 // float closeRangeSq; // 629 // float rangeSq; // 630 // Vector pos; // 632 // { // int i; // 634 // { // const class HostageInfo *info; // 636 // IsFollowingSomeone(CHostage *const this); // 643 // operator+(const Vector *const this, // const Vector &v); // 647 // operator-(const Vector *const this, // const Vector &v); // 648 // LengthSquared(const Vector *const this); // 648 // } // } // } } /* <3fe064> ../cstrike/dlls/bot/cs_gamestate.cpp:668 */ NOBODY bool CSGameState::AreAllHostagesBeingRescued(void) { // { // bool isAllDead; // 674 // { // int i; // 676 // { // const class HostageInfo *info; // 678 // IsValid(CHostage *const this); // 683 // IsFollowingSomeone(CHostage *const this); // 685 // } // } // } } /* <3fe148> ../cstrike/dlls/bot/cs_gamestate.cpp:712 */ NOBODY bool CSGameState::AreAllHostagesGone(void) { // { // int i; // 718 // { // const class HostageInfo *info; // 720 // } // } } /* <3fe1a2> ../cstrike/dlls/bot/cs_gamestate.cpp:742 */ NOBODY void CSGameState::AllHostagesGone(void) { // { // int i; // 744 // } }