mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 23:25:41 +03:00
5bf6b21649
Implemented recovery a virtual table in GetClassPtr<BasClass> after linking of self class.
161 lines
3.9 KiB
C++
161 lines
3.9 KiB
C++
#include "precompiled.h"
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CGraph WorldGraph;
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/* <fc409> ../cstrike/dlls/mpstubb.cpp:32 */
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void CGraph::InitGraph(void)
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{
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}
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/* <fc436> ../cstrike/dlls/mpstubb.cpp:33 */
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int CGraph::FLoadGraph(char *szMapName)
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{
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}
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/* <fc46c> ../cstrike/dlls/mpstubb.cpp:34 */
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int CGraph::AllocNodes(void)
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{
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}
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/* <fc494> ../cstrike/dlls/mpstubb.cpp:35 */
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int CGraph::CheckNODFile(char *szMapName)
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{
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}
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/* <fc4ca> ../cstrike/dlls/mpstubb.cpp:36 */
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int CGraph::FSetGraphPointers(void)
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{
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}
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/* <fc4f2> ../cstrike/dlls/mpstubb.cpp:37 */
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void CGraph::ShowNodeConnections(int iNode)
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{
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}
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/* <fc528> ../cstrike/dlls/mpstubb.cpp:38 */
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int CGraph::FindNearestNode(const Vector &vecOrigin, int afNodeTypes)
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{
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return 0;
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}
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/* <fc528> ../cstrike/dlls/mpstubb.cpp:38 */
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int CGraph::FindNearestNode(const Vector &vecOrigin, CBaseEntity *pEntity)
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{
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return 0;
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}
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/* <fc023> ../cstrike/dlls/mpstubb.cpp:45 */
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float CBaseMonster::ChangeYaw_(int speed)
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{
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return 0.0f;
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}
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/* <fc571> ../cstrike/dlls/mpstubb.cpp:46 */
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void CBaseMonster::MakeIdealYaw(Vector vecTarget)
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{
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;
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}
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/* <fc5a6> ../cstrike/dlls/mpstubb.cpp:49 */
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NOBODY void CBaseMonster::CorpseFallThink(void)
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{
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if (pev->flags & FL_ONGROUND)
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{
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SetThink(NULL);
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SetSequenceBox();
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UTIL_SetOrigin(pev, pev->origin);
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}
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else
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pev->nextthink = gpGlobals->time + 0.1;
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}
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/* <fc2a1> ../cstrike/dlls/mpstubb.cpp:62 */
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void CBaseMonster::MonsterInitDead_(void)
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{
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InitBoneControllers();
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pev->solid = SOLID_BBOX;
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pev->movetype = MOVETYPE_TOSS;
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pev->frame = 0;
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ResetSequenceInfo();
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pev->framerate = 0;
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pev->max_health = pev->health;
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pev->deadflag = DEAD_DEAD;
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UTIL_SetSize(pev, g_vecZero, g_vecZero);
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UTIL_SetOrigin(pev, pev->origin);
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BecomeDead();
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SetThink(&CBaseEntity::SUB_Remove);
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pev->nextthink = gpGlobals->time + 0.5;
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}
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/* <fc057> ../cstrike/dlls/mpstubb.cpp:89 */
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BOOL CBaseMonster::ShouldFadeOnDeath_(void)
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{
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return FALSE;
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}
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/* <fc5cd> ../cstrike/dlls/mpstubb.cpp:94 */
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BOOL CBaseMonster::FCheckAITrigger(void)
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{
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return FALSE;
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}
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/* <fc26d> ../cstrike/dlls/mpstubb.cpp:99 */
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void CBaseMonster::KeyValue_(KeyValueData *pkvd)
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{
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CBaseToggle::KeyValue(pkvd);
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}
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/* <fc07d> ../cstrike/dlls/mpstubb.cpp:104 */
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NOBODY int CBaseMonster::IRelationship_(CBaseEntity *pTarget)
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{
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// {
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// int const iEnemy; // 106
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// }
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}
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/* <fc0e4> ../cstrike/dlls/mpstubb.cpp:140 */
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NOBODY void CBaseMonster::Look_(int iDistance)
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{
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// {
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// int iSighted; // 142
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// class CBaseEntity *pSightEnt; // 149
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// class CBaseEntity *pList; // 151
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// Vector delta; // 153
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// int count; // 156
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// ClearConditions(CBaseMonster *const this,
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// int iConditions); // 145
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// operator+(const Vector *const this,
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// const Vector &v); // 156
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// operator-(const Vector *const this,
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// const Vector &v); // 156
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// {
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// int i; // 157
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// }
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// SetConditions(CBaseMonster *const this,
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// int iConditions); // 207
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// }
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}
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/* <fc317> ../cstrike/dlls/mpstubb.cpp:220 */
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NOBODY CBaseEntity *CBaseMonster::BestVisibleEnemy_(void)
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{
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// {
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// class CBaseEntity *pReturn; // 222
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// class CBaseEntity *pNextEnt; // 223
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// int iNearest; // 224
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// int iDist; // 225
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// int iBestRelationship; // 226
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// operator-(const Vector *const this,
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// const Vector &v); // 243
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// Length(const Vector *const this); // 243
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// operator-(const Vector *const this,
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// const Vector &v); // 251
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// Length(const Vector *const this); // 251
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// }
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}
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