mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 23:25:41 +03:00
ed2e465d2b
Fix line ending all files
401 lines
9.9 KiB
C++
401 lines
9.9 KiB
C++
#include "precompiled.h"
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/*
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* Globals initialization
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*/
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#ifndef HOOK_GAMEDLL
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TYPEDESCRIPTION CBaseDoor::m_SaveData[] =
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{
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DEFINE_FIELD(CBaseDoor, m_bHealthValue, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseDoor, m_bMoveSnd, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseDoor, m_bStopSnd, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseDoor, m_bLockedSound, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseDoor, m_bLockedSentence, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseDoor, m_bUnlockedSound, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseDoor, m_bUnlockedSentence, FIELD_CHARACTER),
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};
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TYPEDESCRIPTION CMomentaryDoor::m_SaveData[] =
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{
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DEFINE_FIELD(CMomentaryDoor, m_bMoveSnd, FIELD_CHARACTER),
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};
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#else
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TYPEDESCRIPTION (*CBaseDoor::pm_SaveData)[7];
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TYPEDESCRIPTION (*CMomentaryDoor::pm_SaveData)[1];
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#endif // HOOK_GAMEDLL
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/* <693c0> ../cstrike/dlls/doors.cpp:98 */
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IMPLEMENT_SAVERESTORE(CBaseDoor, CBaseToggle);
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/* <68561> ../cstrike/dlls/doors.cpp:112 */
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NOBODY void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton)
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{
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// {
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// float flsoundwait; // 118
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// {
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// int fplaysound; // 127
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// int fplaysentence; // 128
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// float fvol; // 129
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// {
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// int iprev; // 148
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// }
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// }
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// {
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// int fplaysound; // 164
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// int fplaysentence; // 165
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// float fvol; // 166
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// {
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// int iprev; // 184
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// }
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// }
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// }
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}
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/* <69a4f> ../cstrike/dlls/doors.cpp:201 */
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NOBODY void CBaseDoor::KeyValue_(KeyValueData *pkvd)
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{
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// FStrEq(const char *sz1,
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// const char *sz2); // 204
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// FStrEq(const char *sz1,
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// const char *sz2); // 209
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// KeyValue(CBaseDoor *const this,
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// KeyValueData *pkvd); // 201
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// atof(const char *__nptr); // 206
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// atof(const char *__nptr); // 211
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}
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/* <69f8b> ../cstrike/dlls/doors.cpp:278 */
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LINK_ENTITY_TO_CLASS(func_door, CBaseDoor);
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/* <6a058> ../cstrike/dlls/doors.cpp:282 */
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LINK_ENTITY_TO_CLASS(func_water, CBaseDoor);
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/* <690bc> ../cstrike/dlls/doors.cpp:285 */
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NOBODY void CBaseDoor::Spawn_(void)
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{
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// fabs(double __x); // 312
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// fabs(double __x); // 312
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// fabs(double __x); // 312
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// operator*(const Vector *const this,
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// float fl); // 312
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// operator+(const Vector *const this,
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// const Vector &v); // 312
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}
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/* <69949> ../cstrike/dlls/doors.cpp:334 */
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NOBODY void CBaseDoor::Restart_(void)
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{
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}
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/* <69289> ../cstrike/dlls/doors.cpp:350 */
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NOBODY void CBaseDoor::SetToggleState_(int state)
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{
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// SetToggleState(CBaseDoor *const this,
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// int state); // 350
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}
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#define noiseMoving noise1
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#define noiseArrived noise2
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/* <6924c> ../cstrike/dlls/doors.cpp:359 */
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NOBODY void CBaseDoor::Precache_(void)
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{
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// {
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// char *pszSound; // 361
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// }
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}
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/* <6a3b8> ../cstrike/dlls/doors.cpp:508 */
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NOBODY void CBaseDoor::DoorTouch(CBaseEntity *pOther)
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{
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// {
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// entvars_t *pevToucher; // 510
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// }
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// DoorTouch(CBaseDoor *const this,
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// class CBaseEntity *pOther); // 508
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}
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/* <6a33b> ../cstrike/dlls/doors.cpp:543 */
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NOBODY void CBaseDoor::Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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// DoorActivate(CBaseDoor *const this); // 548
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}
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/* <6a319> ../cstrike/dlls/doors.cpp:554 */
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NOBODY int CBaseDoor::DoorActivate(void)
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{
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}
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/* <6a125> ../cstrike/dlls/doors.cpp:588 */
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NOBODY void CBaseDoor::DoorGoUp(void)
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{
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// {
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// entvars_t *pevActivator; // 590
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// bool isReversing; // 596
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// EMIT_SOUND(edict_t *entity,
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// int channel,
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// const char *sample,
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// float volume,
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// float attenuation); // 604
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// FClassnameIs(entvars_t *pev,
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// const char *szClassname); // 613
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// {
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// float sign; // 615
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// {
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// class Vector2D toActivator; // 626
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// float loX; // 628
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// float loY; // 629
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// float hiX; // 630
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// float hiY; // 631
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// float momentArmX; // 633
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// float momentArmY; // 634
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// }
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// operator*(const Vector *const this,
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// float fl); // 712
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// }
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// Vector(Vector *const this,
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// const Vector &v); // 715
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// }
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}
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/* <6940c> ../cstrike/dlls/doors.cpp:721 */
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NOBODY void CBaseDoor::DoorHitTop(void)
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{
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// STOP_SOUND(edict_t *entity,
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// int channel,
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// const char *sample); // 725
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// EMIT_SOUND(edict_t *entity,
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// int channel,
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// const char *sample,
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// float volume,
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// float attenuation); // 726
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}
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/* <697ad> ../cstrike/dlls/doors.cpp:762 */
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NOBODY void CBaseDoor::DoorGoDown(void)
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{
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// {
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// bool isReversing; // 765
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// EMIT_SOUND(edict_t *entity,
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// int channel,
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// const char *sample,
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// float volume,
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// float attenuation); // 770
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// FClassnameIs(entvars_t *pev,
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// const char *szClassname); // 782
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// Vector(Vector *const this,
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// const Vector &v); // 785
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// Vector(Vector *const this,
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// const Vector &v); // 783
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// }
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}
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/* <694a5> ../cstrike/dlls/doors.cpp:791 */
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NOBODY void CBaseDoor::DoorHitBottom(void)
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{
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// STOP_SOUND(edict_t *entity,
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// int channel,
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// const char *sample); // 795
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// EMIT_SOUND(edict_t *entity,
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// int channel,
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// const char *sample,
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// float volume,
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// float attenuation); // 796
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}
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/* <6a465> ../cstrike/dlls/doors.cpp:817 */
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NOBODY void CBaseDoor::Blocked_(CBaseEntity *pOther)
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{
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// {
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// edict_t *pentTarget; // 819
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// class CBaseDoor *pDoor; // 820
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// float const checkBlockedInterval; // 827
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// }
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// Blocked(CBaseDoor *const this,
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// class CBaseEntity *pOther); // 817
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}
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/* <6a767> ../cstrike/dlls/doors.cpp:943 */
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LINK_ENTITY_TO_CLASS(func_door_rotating, CRotDoor);
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/* <698be> ../cstrike/dlls/doors.cpp:946 */
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NOBODY void CRotDoor::Restart_(void)
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{
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// operator*(const Vector ::Restart(// float fl); // 953
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// {
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// Vector vecSav; // 967
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// operator*(const Vector *const this,
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// float fl); // 970
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// }
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}
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/* <69177> ../cstrike/dlls/doors.cpp:978 */
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NOBODY void CRotDoor::Spawn_(void)
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{
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// operator*(const class Vector *const this,
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// float fl); // 986
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// operator*(const Vector *const this,
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// float fl); // 990
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// operator+(const Vector *const this,
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// const Vector &v); // 990
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// {
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// Vector vecSav; // 1011
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// operator*(const Vector *const this,
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// float fl); // 1014
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// }
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}
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/* <68fcc> ../cstrike/dlls/doors.cpp:1028 */
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NOBODY void CRotDoor::SetToggleState_(int state)
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{
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}
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/* <6a834> ../cstrike/dlls/doors.cpp:1056 */
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LINK_ENTITY_TO_CLASS(momentary_door, CMomentaryDoor);
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/* <69373> ../cstrike/dlls/doors.cpp:1063 */
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IMPLEMENT_SAVERESTORE(CMomentaryDoor, CBaseToggle);
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/* <69001> ../cstrike/dlls/doors.cpp:1065 */
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NOBODY void CMomentaryDoor::Spawn_(void)
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{
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// fabs(double __x); // 1082
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// fabs(double __x); // 1082
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// fabs(double __x); // 1082
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// operator*(const Vector *const this,
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// float fl); // 1082
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// operator+(const Vector *const this,
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// const Vector &v); // 1082
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}
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/* <68fa5> ../cstrike/dlls/doors.cpp:1096 */
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NOBODY void CMomentaryDoor::Precache_(void)
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{
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}
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/* <69970> ../cstrike/dlls/doors.cpp:1143 */
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NOBODY void CMomentaryDoor::KeyValue_(KeyValueData *pkvd)
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{
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// FStrEq(const char *sz1,
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// const char *sz2); // 1146
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// FStrEq(const char *sz1,
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// const char *sz2); // 1151
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// FStrEq(const char *sz1,
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// const char *sz2); // 1156
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// KeyValue(CMomentaryDoor *const this,
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// KeyValueData *pkvd); // 1143
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}
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/* <6953e> ../cstrike/dlls/doors.cpp:1165 */
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NOBODY void CMomentaryDoor::Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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// {
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// Vector move; // 1172
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// Vector delta; // 1174
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// float speed; // 1175
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// }
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// Use(CMomentaryDoor *const this,
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// class CBaseEntity *pActivator,
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// class CBaseEntity *pCaller,
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// USE_TYPE useType,
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// float value); // 1165
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}
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#ifdef HOOK_GAMEDLL
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void CBaseDoor::Spawn(void)
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{
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Spawn_();
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}
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void CBaseDoor::Precache(void)
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{
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Precache_();
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}
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void CBaseDoor::Restart(void)
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{
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Restart_();
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}
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void CBaseDoor::KeyValue(KeyValueData *pkvd)
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{
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KeyValue_(pkvd);
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}
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int CBaseDoor::Save(CSave &save)
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{
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return Save_(save);
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}
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int CBaseDoor::Restore(CRestore &restore)
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{
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return Restore_(restore);
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}
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void CBaseDoor::SetToggleState(int state)
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{
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SetToggleState_(state);
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}
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void CBaseDoor::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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Use_(pActivator, pCaller, useType, value);
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}
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void CBaseDoor::Blocked(CBaseEntity *pOther)
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{
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Blocked_(pOther);
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}
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void CRotDoor::Spawn(void)
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{
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Spawn_();
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}
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void CRotDoor::Restart(void)
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{
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Restart_();
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}
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void CRotDoor::SetToggleState(int state)
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{
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SetToggleState_(state);
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}
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void CMomentaryDoor::Spawn(void)
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{
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Spawn_();
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}
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void CMomentaryDoor::Precache(void)
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{
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Precache_();
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}
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void CMomentaryDoor::KeyValue(KeyValueData *pkvd)
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{
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KeyValue_(pkvd);
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}
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int CMomentaryDoor::Save(CSave &save)
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{
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return Save_(save);
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}
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int CMomentaryDoor::Restore(CRestore &restore)
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{
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return Restore_(restore);
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}
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void CMomentaryDoor::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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Use_(pActivator, pCaller, useType, value);
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}
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#endif // HOOK_GAMEDLL
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