ReGameDLL_CS/regamedll/dlls/bot/cs_gamestate.cpp
2015-06-30 15:46:07 +06:00

293 lines
8.7 KiB
C++

#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<ShortestPathCost>(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
// }
}