mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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165 lines
5.0 KiB
C++
165 lines
5.0 KiB
C++
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#include "precompiled.h"
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enum TutorStateType
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{
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TUTORSTATE_UNDEFINED = 0,
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TUTORSTATE_LOOKING_FOR_HOSTAGE,
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TUTORSTATE_ESCORTING_HOSTAGE,
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TUTORSTATE_LOOKING_FOR_LOST_HOSTAGE,
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TUTORSTATE_FOLLOWING_HOSTAGE_ESCORT,
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TUTORSTATE_MOVING_TO_BOMBSITE,
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TUTORSTATE_LOOKING_FOR_BOMB_CARRIER,
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TUTORSTATE_GUARDING_LOOSE_BOMB,
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TUTORSTATE_DEFUSING_BOMB,
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TUTORSTATE_GUARDING_HOSTAGE,
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TUTORSTATE_MOVING_TO_INTERCEPT_ENEMY,
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TUTORSTATE_LOOKING_FOR_HOSTAGE_ESCORT,
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TUTORSTATE_ATTACKING_HOSTAGE_ESCORT,
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TUTORSTATE_ESCORTING_BOMB_CARRIER,
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TUTORSTATE_MOVING_TO_BOMB_SITE,
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TUTORSTATE_PLANTING_BOMB,
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TUTORSTATE_GUARDING_BOMB,
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TUTORSTATE_LOOKING_FOR_LOOSE_BOMB,
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TUTORSTATE_RUNNING_AWAY_FROM_TICKING_BOMB,
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TUTORSTATE_BUYTIME,
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TUTORSTATE_WAITING_FOR_START,
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};
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/* <22bf8e> ../cstrike/dlls/tutor_cs_states.cpp:53 */
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NOBODY CCSTutorStateSystem::CCSTutorStateSystem(void)
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{
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// CCSTutorUndefinedState(CCSTutorUndefinedState *const this); // 55
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}
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/* <22bd56> ../cstrike/dlls/tutor_cs_states.cpp:58 */
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NOBODY CCSTutorStateSystem::~CCSTutorStateSystem(void)
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{
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}
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/* <22bccf> ../cstrike/dlls/tutor_cs_states.cpp:68 */
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NOBODY bool CCSTutorStateSystem::UpdateState(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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// {
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// enum TutorStateType nextStateType; // 70
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// CCSTutorUndefinedState(CCSTutorUndefinedState *const this); // 76
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// }
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}
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/* <22b96f> ../cstrike/dlls/tutor_cs_states.cpp:108 */
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NOBODY char *CCSTutorStateSystem::GetCurrentStateString(void)
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{
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}
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/* <22bbfe> ../cstrike/dlls/tutor_cs_states.cpp:118 */
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NOBODY CBaseTutorState *CCSTutorStateSystem::ConstructNewState(int stateType)
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{
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// {
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// class CBaseTutorState *ret; // 120
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// CCSTutorWaitingForStartState(CCSTutorWaitingForStartState *const this); // 128
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// CCSTutorBuyMenuState(CCSTutorBuyMenuState *const this); // 132
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// }
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// ConstructNewState(CCSTutorStateSystem *const this,
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// int stateType); // 118
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}
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/* <22bfcb> ../cstrike/dlls/tutor_cs_states.cpp:141 */
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NOBODY CCSTutorUndefinedState::CCSTutorUndefinedState(void)
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{
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}
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/* <22bb33> ../cstrike/dlls/tutor_cs_states.cpp:146 */
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NOBODY CCSTutorUndefinedState::~CCSTutorUndefinedState(void)
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{
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// ~CCSTutorUndefinedState(CCSTutorUndefinedState::~CCSTutorUndefinedState(); // 148
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}
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/* <22bdd8> ../cstrike/dlls/tutor_cs_states.cpp:150 */
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NOBODY int CCSTutorUndefinedState::CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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// {
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// int ret; // 152
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// HandlePlayerSpawned(CCSTutorUndefinedState *const this,
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// class CBaseEntity *entity,
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// class CBaseEntity *other); // 156
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// }
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}
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/* <22bfed> ../cstrike/dlls/tutor_cs_states.cpp:163 */
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NOBODY int CCSTutorUndefinedState::HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other)
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{
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// {
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// class CBasePlayer *localPlayer; // 171
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// class CBasePlayer *player; // 178
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// }
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}
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/* <22b995> ../cstrike/dlls/tutor_cs_states.cpp:190 */
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NOBODY char *CCSTutorUndefinedState::GetStateString(void)
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{
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}
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/* <22c03e> ../cstrike/dlls/tutor_cs_states.cpp:198 */
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NOBODY CCSTutorWaitingForStartState::CCSTutorWaitingForStartState(void)
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{
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}
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/* <22bab6> ../cstrike/dlls/tutor_cs_states.cpp:203 */
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NOBODY CCSTutorWaitingForStartState::~CCSTutorWaitingForStartState(void)
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{
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}
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/* <22beca> ../cstrike/dlls/tutor_cs_states.cpp:207 */
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NOBODY int CCSTutorWaitingForStartState::CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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// {
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// int ret; // 209
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// HandlePlayerSpawned(CCSTutorWaitingForStartState *const this,
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// class CBaseEntity *entity,
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// class CBaseEntity *other); // 214
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// }
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}
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/* <22b9bb> ../cstrike/dlls/tutor_cs_states.cpp:224 */
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NOBODY char *CCSTutorWaitingForStartState::GetStateString(void)
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{
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}
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/* <22c060> ../cstrike/dlls/tutor_cs_states.cpp:230 */
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NOBODY int CCSTutorWaitingForStartState::HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other)
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{
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// {
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// class CBasePlayer *localPlayer; // 238
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// class CBasePlayer *player; // 245
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// }
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}
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/* <22c0b1> ../cstrike/dlls/tutor_cs_states.cpp:257 */
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NOBODY int CCSTutorWaitingForStartState::HandleBuyTimeStart(CBaseEntity *entity, CBaseEntity *other)
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{
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}
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/* <22c0e2> ../cstrike/dlls/tutor_cs_states.cpp:266 */
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NOBODY CCSTutorBuyMenuState::CCSTutorBuyMenuState(void)
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{
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}
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/* <22ba5a> ../cstrike/dlls/tutor_cs_states.cpp:271 */
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NOBODY CCSTutorBuyMenuState::~CCSTutorBuyMenuState(void)
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{
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}
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/* <22b9e1> ../cstrike/dlls/tutor_cs_states.cpp:275 */
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NOBODY int CCSTutorBuyMenuState::CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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}
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/* <22ba34> ../cstrike/dlls/tutor_cs_states.cpp:288 */
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NOBODY char *CCSTutorBuyMenuState::GetStateString(void)
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{
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}
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/* <22c104> ../cstrike/dlls/tutor_cs_states.cpp:293 */
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NOBODY int CCSTutorBuyMenuState::HandleRoundStart(CBaseEntity *entity, CBaseEntity *other)
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{
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}
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