#include "precompiled.h" CGraph WorldGraph; /* ../cstrike/dlls/mpstubb.cpp:32 */ void CGraph::InitGraph(void) { } /* ../cstrike/dlls/mpstubb.cpp:33 */ int CGraph::FLoadGraph(char *szMapName) { } /* ../cstrike/dlls/mpstubb.cpp:34 */ int CGraph::AllocNodes(void) { } /* ../cstrike/dlls/mpstubb.cpp:35 */ int CGraph::CheckNODFile(char *szMapName) { } /* ../cstrike/dlls/mpstubb.cpp:36 */ int CGraph::FSetGraphPointers(void) { } /* ../cstrike/dlls/mpstubb.cpp:37 */ void CGraph::ShowNodeConnections(int iNode) { } /* ../cstrike/dlls/mpstubb.cpp:38 */ int CGraph::FindNearestNode(const Vector &vecOrigin, int afNodeTypes) { } /* ../cstrike/dlls/mpstubb.cpp:38 */ int CGraph::FindNearestNode(const Vector &vecOrigin, CBaseEntity *pEntity) { } /* ../cstrike/dlls/mpstubb.cpp:45 */ float CBaseMonster::ChangeYaw_(int speed) { } /* ../cstrike/dlls/mpstubb.cpp:46 */ void CBaseMonster::MakeIdealYaw(Vector vecTarget) { } /* ../cstrike/dlls/mpstubb.cpp:49 */ void CBaseMonster::CorpseFallThink(void) { } /* ../cstrike/dlls/mpstubb.cpp:62 */ void CBaseMonster::MonsterInitDead_(void) { } /* ../cstrike/dlls/mpstubb.cpp:89 */ BOOL CBaseMonster::ShouldFadeOnDeath_(void) { } /* ../cstrike/dlls/mpstubb.cpp:94 */ BOOL CBaseMonster::FCheckAITrigger(void) { } /* ../cstrike/dlls/mpstubb.cpp:99 */ void CBaseMonster::KeyValue_(KeyValueData *pkvd) { } /* ../cstrike/dlls/mpstubb.cpp:104 */ int CBaseMonster::IRelationship_(CBaseEntity *pTarget) { // { // int const iEnemy; // 106 // } } /* ../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 // } } /* ../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 // } }