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