ReGameDLL_CS/regamedll/dlls/bmodels.cpp

468 lines
12 KiB
C++

#include "precompiled.h"
/*
* Globals initialization
*/
#ifndef HOOK_GAMEDLL
TYPEDESCRIPTION CFuncRotating::m_SaveData[] =
{
DEFINE_FIELD(CFuncRotating, m_flFanFriction, FIELD_FLOAT),
DEFINE_FIELD(CFuncRotating, m_flAttenuation, FIELD_FLOAT),
DEFINE_FIELD(CFuncRotating, m_flVolume, FIELD_FLOAT),
DEFINE_FIELD(CFuncRotating, m_pitch, FIELD_FLOAT),
DEFINE_FIELD(CFuncRotating, m_sounds, FIELD_INTEGER)
};
TYPEDESCRIPTION CPendulum::m_SaveData[] =
{
DEFINE_FIELD(CPendulum, m_accel, FIELD_FLOAT),
DEFINE_FIELD(CPendulum, m_distance, FIELD_FLOAT),
DEFINE_FIELD(CPendulum, m_time, FIELD_TIME),
DEFINE_FIELD(CPendulum, m_damp, FIELD_FLOAT),
DEFINE_FIELD(CPendulum, m_maxSpeed, FIELD_FLOAT),
DEFINE_FIELD(CPendulum, m_dampSpeed, FIELD_FLOAT),
DEFINE_FIELD(CPendulum, m_center, FIELD_VECTOR),
DEFINE_FIELD(CPendulum, m_start, FIELD_VECTOR),
};
#else
TYPEDESCRIPTION (*CFuncRotating::pm_SaveData)[5];
TYPEDESCRIPTION (*CPendulum::pm_SaveData)[8];
#endif // HOOK_GAMEDLL
/* <1c36f> ../cstrike/dlls/bmodels.cpp:43 */
Vector VecBModelOrigin(entvars_t *pevBModel)
{
return pevBModel->absmin + (pevBModel->size * 0.5);
}
/* <1e384> ../cstrike/dlls/bmodels.cpp:63 */
LINK_ENTITY_TO_CLASS(func_wall, CFuncWall);
/* <1d193> ../cstrike/dlls/bmodels.cpp:65 */
NOBODY void CFuncWall::Spawn_(void)
{
}
/* <1d873> ../cstrike/dlls/bmodels.cpp:77 */
NOBODY void CFuncWall::Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
// Use(CFuncWall *const this,
// class CBaseEntity *pActivator,
// class CBaseEntity *pCaller,
// USE_TYPE useType,
// float value); // 77
}
/* <1e44e> ../cstrike/dlls/bmodels.cpp:96 */
LINK_ENTITY_TO_CLASS(func_wall_toggle, CFuncWallToggle);
/* <1e28f> ../cstrike/dlls/bmodels.cpp:98 */
NOBODY void CFuncWallToggle::Spawn_(void)
{
// Spawn(CFuncWall *const this); // 100
// TurnOff(CFuncWallToggle *const this); // 102
}
/* <1e518> ../cstrike/dlls/bmodels.cpp:106 */
NOBODY void CFuncWallToggle::TurnOff(void)
{
}
/* <1e53a> ../cstrike/dlls/bmodels.cpp:114 */
NOBODY void CFuncWallToggle::TurnOn(void)
{
}
/* <1e55c> ../cstrike/dlls/bmodels.cpp:122 */
NOBODY BOOL CFuncWallToggle::IsOn(void)
{
}
/* <1e101> ../cstrike/dlls/bmodels.cpp:130 */
NOBODY void CFuncWallToggle::Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
// {
// int status; // 132
// IsOn(CFuncWallToggle *const this); // 132
// TurnOff(CFuncWallToggle *const this); // 137
// TurnOn(CFuncWallToggle *const this); // 139
// }
}
/* <1e57d> ../cstrike/dlls/bmodels.cpp:155 */
LINK_ENTITY_TO_CLASS(func_conveyor, CFuncConveyor);
/* <1e1c3> ../cstrike/dlls/bmodels.cpp:156 */
NOBODY void CFuncConveyor::Spawn_(void)
{
// Spawn(CFuncWall *const this); // 159
// UpdateSpeed(CFuncConveyor *const this,
// float speed); // 174
}
/* <1e647> ../cstrike/dlls/bmodels.cpp:179 */
NOBODY void CFuncConveyor::UpdateSpeed(float speed)
{
// {
// int speedCode; // 182
// fabs(double __x); // 182
// }
}
/* <1e021> ../cstrike/dlls/bmodels.cpp:194 */
NOBODY void CFuncConveyor::Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
// UpdateSpeed(CFuncConveyor *const this,
// float speed); // 197
}
/* <1e695> ../cstrike/dlls/bmodels.cpp:217 */
LINK_ENTITY_TO_CLASS(func_illusionary, CFuncIllusionary);
/* <1ddc9> ../cstrike/dlls/bmodels.cpp:219 */
NOBODY void CFuncIllusionary::KeyValue_(KeyValueData *pkvd)
{
// FStrEq(const char *sz1,
// const char *sz2); // 221
// KeyValue(CFuncIllusionary *const this,
// KeyValueData *pkvd); // 219
}
/* <1d1db> ../cstrike/dlls/bmodels.cpp:230 */
NOBODY void CFuncIllusionary::Spawn_(void)
{
}
/* <1e75f> ../cstrike/dlls/bmodels.cpp:262 */
LINK_ENTITY_TO_CLASS(func_monsterclip, CFuncMonsterClip);
/* <1e24f> ../cstrike/dlls/bmodels.cpp:264 */
NOBODY void CFuncMonsterClip::Spawn_(void)
{
// Spawn(CFuncWall *const this); // 266
}
/* <1e82c> ../cstrike/dlls/bmodels.cpp:313 */
LINK_ENTITY_TO_CLASS(func_rotating, CFuncRotating);
/* <1d826> ../cstrike/dlls/bmodels.cpp:310 */
IMPLEMENT_SAVERESTORE(CFuncRotating, CBaseEntity);
/* <1dc21> ../cstrike/dlls/bmodels.cpp:315 */
NOBODY void CFuncRotating::KeyValue_(KeyValueData *pkvd)
{
// FStrEq(const char *sz1,
// const char *sz2); // 317
// FStrEq(const char *sz1,
// const char *sz2); // 322
// FStrEq(const char *sz1,
// const char *sz2); // 332
// FStrEq(const char *sz1,
// const char *sz2); // 339
// KeyValue(CBaseEntity *const this,
// KeyValueData *pkvd); // 345
// {
// Vector tmp; // 334
// operator!=(const Vector *const this,
// const Vector &v); // 336
// }
// atoi(const char *__nptr); // 341
// atof(const char *__nptr); // 324
// atof(const char *__nptr); // 319
}
/* <1d5c4> ../cstrike/dlls/bmodels.cpp:362 */
NOBODY void CFuncRotating::Spawn_(void)
{
// operator*(const Vector ::Spawn(// float fl); // 404
}
/* <1d28a> ../cstrike/dlls/bmodels.cpp:447 */
NOBODY void CFuncRotating::Precache_(void)
{
// {
// char *szSoundFile; // 449
// operator!=(const Vector *const this,
// const Vector &v); // 502
// }
}
/* <1dea4> ../cstrike/dlls/bmodels.cpp:517 */
NOBODY void CFuncRotating::HurtTouch(CBaseEntity *pOther)
{
// {
// entvars_t *pevOther; // 519
// Length(const Vector *const this); // 526
// VecBModelOrigin(entvars_t *pevBModel); // 530
// operator-(const Vector *const this,
// const Vector &v); // 530
// Normalize(const Vector *const this); // 530
// operator*(const Vector *const this,
// float fl); // 530
// }
}
/* <1e8f9> ../cstrike/dlls/bmodels.cpp:540 */
NOBODY void CFuncRotating::RampPitchVol(int fUp)
{
// {
// Vector vecAVel; // 543
// vec_t vecCur; // 544
// vec_t vecFinal; // 545
// float fpct; // 546
// float fvol; // 547
// float fpitch; // 548
// int pitch; // 549
// Vector(Vector *const this,
// const Vector &v); // 543
// }
}
/* <1ea74> ../cstrike/dlls/bmodels.cpp:585 */
NOBODY void CFuncRotating::SpinUp(void)
{
// {
// Vector vecAVel; // 587
// operator*(const Vector *const this,
// float fl); // 590
// operator+(const Vector *const this,
// const Vector &v); // 590
// Rotate(CFuncRotating *const this); // 604
// }
}
/* <1e9c3> ../cstrike/dlls/bmodels.cpp:615 */
NOBODY void CFuncRotating::SpinDown(void)
{
// {
// Vector vecAVel; // 617
// vec_t vecdir; // 618
// operator*(const Vector *const this,
// float fl); // 622
// operator-(const Vector *const this,
// const Vector &v); // 622
// Rotate(CFuncRotating *const this); // 645
// }
}
/* <1d304> ../cstrike/dlls/bmodels.cpp:653 */
NOBODY void CFuncRotating::Rotate(void)
{
}
/* <1d60e> ../cstrike/dlls/bmodels.cpp:661 */
NOBODY void CFuncRotating::RotatingUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
// operator!=(const Vector *const this,
// const Vector &v); // 667
// operator!=(const Vector *const this,
// const Vector &v); // 683
// operator*(const Vector *const this,
// float fl); // 694
// Rotate(CFuncRotating *const this); // 697
}
/* <1d325> ../cstrike/dlls/bmodels.cpp:706 */
NOBODY void CFuncRotating::Blocked_(CBaseEntity *pOther)
{
}
/* <1eb14> ../cstrike/dlls/bmodels.cpp:747 */
LINK_ENTITY_TO_CLASS(func_pendulum, CPendulum);
/* <1d7d9> ../cstrike/dlls/bmodels.cpp:761 */
IMPLEMENT_SAVERESTORE(CPendulum, CBaseEntity);
/* <1db2a> ../cstrike/dlls/bmodels.cpp:765 */
NOBODY void CPendulum::KeyValue_(KeyValueData *pkvd)
{
// FStrEq(const char *sz1,
// const char *sz2); // 767
// FStrEq(const char *sz1,
// const char *sz2); // 772
// KeyValue(CBaseEntity *const this,
// KeyValueData *pkvd); // 778
// atof(const char *__nptr); // 769
// KeyValue(CPendulum *const this,
// KeyValueData *pkvd); // 765
}
/* <1d9c7> ../cstrike/dlls/bmodels.cpp:782 */
NOBODY void CPendulum::Spawn_(void)
{
// Spawn(CPendulum *const this); // 782
}
/* <1d8ec> ../cstrike/dlls/bmodels.cpp:821 */
NOBODY void CPendulum::PendulumUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
// {
// float delta; // 827
// }
// PendulumUse(CPendulum *const this,
// class CBaseEntity *pActivator,
// class CBaseEntity *pCaller,
// USE_TYPE useType,
// float value); // 821
}
/* <1d381> ../cstrike/dlls/bmodels.cpp:852 */
NOBODY void CPendulum::Stop(void)
{
}
/* <1d3a7> ../cstrike/dlls/bmodels.cpp:861 */
NOBODY void CPendulum::Blocked_(CBaseEntity *pOther)
{
}
/* <1d533> ../cstrike/dlls/bmodels.cpp:867 */
NOBODY void CPendulum::Swing(void)
{
// {
// float delta; // 869
// float dt; // 869
// operator*(float fl,
// const Vector &v); // 885
// }
}
/* <1d3f5> ../cstrike/dlls/bmodels.cpp:909 */
NOBODY void CPendulum::Touch_(CBaseEntity *pOther)
{
// {
// entvars_t *pevOther; // 911
// float damage; // 921
// VecBModelOrigin(entvars_t *pevBModel); // 928
// operator-(const Vector *const this,
// const Vector &v); // 928
// Normalize(const Vector *const this); // 928
// operator*(const Vector *const this,
// float fl); // 928
// }
}
/* <1da85> ../cstrike/dlls/bmodels.cpp:931 */
NOBODY void CPendulum::RopeTouch(CBaseEntity *pOther)
{
// {
// entvars_t *pevOther; // 933
// edict(CBaseEntity *const this); // 946
// }
// RopeTouch(CPendulum *const this,
// class CBaseEntity *pOther); // 931
}
#ifdef HOOK_GAMEDLL
void CFuncWall::Spawn(void)
{
Spawn_();
}
void CFuncWall::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
Use_(pActivator, pCaller, useType, value);
}
void CFuncWallToggle::Spawn(void)
{
Spawn_();
}
void CFuncWallToggle::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
Use_(pActivator, pCaller, useType, value);
}
void CFuncConveyor::Spawn(void)
{
Spawn_();
}
void CFuncConveyor::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
Use_(pActivator, pCaller, useType, value);
}
void CFuncIllusionary::Spawn(void)
{
Spawn_();
}
void CFuncIllusionary::KeyValue(KeyValueData *pkvd)
{
KeyValue_(pkvd);
}
void CFuncMonsterClip::Spawn(void)
{
Spawn_();
}
void CFuncRotating::Spawn(void)
{
Spawn_();
}
void CFuncRotating::Precache(void)
{
Precache_();
}
void CFuncRotating::KeyValue(KeyValueData *pkvd)
{
KeyValue_(pkvd);
}
int CFuncRotating::Save(CSave &save)
{
return Save_(save);
}
int CFuncRotating::Restore(CRestore &restore)
{
return Restore_(restore);
}
void CFuncRotating::Blocked(CBaseEntity *pOther)
{
Blocked_(pOther);
}
void CPendulum::Spawn(void)
{
Spawn_();
}
void CPendulum::KeyValue(KeyValueData *pkvd)
{
KeyValue_(pkvd);
}
int CPendulum::Save(CSave &save)
{
return Save_(save);
}
int CPendulum::Restore(CRestore &restore)
{
return Restore_(restore);
}
void CPendulum::Touch(CBaseEntity *pOther)
{
Touch_(pOther);
}
void CPendulum::Blocked(CBaseEntity *pOther)
{
Blocked_(pOther);
}
#endif // HOOK_GAMEDLL