ReGameDLL_CS/regamedll/dlls/mpstubb.cpp

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2015-06-30 12:46:07 +03:00
#include "precompiled.h"
CGraph WorldGraph;
/* <fc409> ../cstrike/dlls/mpstubb.cpp:32 */
void CGraph::InitGraph(void)
{
}
/* <fc436> ../cstrike/dlls/mpstubb.cpp:33 */
int CGraph::FLoadGraph(char *szMapName)
{
}
/* <fc46c> ../cstrike/dlls/mpstubb.cpp:34 */
int CGraph::AllocNodes(void)
{
}
/* <fc494> ../cstrike/dlls/mpstubb.cpp:35 */
int CGraph::CheckNODFile(char *szMapName)
{
}
/* <fc4ca> ../cstrike/dlls/mpstubb.cpp:36 */
int CGraph::FSetGraphPointers(void)
{
}
/* <fc4f2> ../cstrike/dlls/mpstubb.cpp:37 */
void CGraph::ShowNodeConnections(int iNode)
{
}
/* <fc528> ../cstrike/dlls/mpstubb.cpp:38 */
int CGraph::FindNearestNode(const Vector &vecOrigin, int afNodeTypes)
{
}
/* <fc528> ../cstrike/dlls/mpstubb.cpp:38 */
int CGraph::FindNearestNode(const Vector &vecOrigin, CBaseEntity *pEntity)
{
}
/* <fc023> ../cstrike/dlls/mpstubb.cpp:45 */
float CBaseMonster::ChangeYaw_(int speed)
{
}
/* <fc571> ../cstrike/dlls/mpstubb.cpp:46 */
void CBaseMonster::MakeIdealYaw(Vector vecTarget)
{
}
/* <fc5a6> ../cstrike/dlls/mpstubb.cpp:49 */
void CBaseMonster::CorpseFallThink(void)
{
}
/* <fc2a1> ../cstrike/dlls/mpstubb.cpp:62 */
void CBaseMonster::MonsterInitDead_(void)
{
}
/* <fc057> ../cstrike/dlls/mpstubb.cpp:89 */
BOOL CBaseMonster::ShouldFadeOnDeath_(void)
{
}
/* <fc5cd> ../cstrike/dlls/mpstubb.cpp:94 */
BOOL CBaseMonster::FCheckAITrigger(void)
{
}
/* <fc26d> ../cstrike/dlls/mpstubb.cpp:99 */
void CBaseMonster::KeyValue_(KeyValueData *pkvd)
{
}
/* <fc07d> ../cstrike/dlls/mpstubb.cpp:104 */
int CBaseMonster::IRelationship_(CBaseEntity *pTarget)
{
// {
// int const iEnemy; // 106
// }
}
/* <fc0e4> ../cstrike/dlls/mpstubb.cpp:140 */
void CBaseMonster::Look_(int iDistance)
{
// {
// int iSighted; // 142
// class CBaseEntity *pSightEnt; // 149
// class CBaseEntity *pList; // 151
// Vector delta; // 153
// int count; // 156
// ClearConditions(CBaseMonster *const this,
// int iConditions); // 145
// operator+(const Vector *const this,
// const Vector &v); // 156
// operator-(const Vector *const this,
// const Vector &v); // 156
// {
// int i; // 157
// }
// SetConditions(CBaseMonster *const this,
// int iConditions); // 207
// }
}
/* <fc317> ../cstrike/dlls/mpstubb.cpp:220 */
CBaseEntity *CBaseMonster::BestVisibleEnemy_(void)
{
// {
// class CBaseEntity *pReturn; // 222
// class CBaseEntity *pNextEnt; // 223
// int iNearest; // 224
// int iDist; // 225
// int iBestRelationship; // 226
// operator-(const Vector *const this,
// const Vector &v); // 243
// Length(const Vector *const this); // 243
// operator-(const Vector *const this,
// const Vector &v); // 251
// Length(const Vector *const this); // 251
// }
}