ReGameDLL_CS/regamedll/dlls/mpstubb.cpp
s1lentq 5bf6b21649 Added a new reverse the functions.
Implemented recovery a virtual table in GetClassPtr<BasClass> after linking of self class.
2015-08-03 00:17:07 +06:00

161 lines
3.9 KiB
C++

#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)
{
return 0;
}
/* <fc528> ../cstrike/dlls/mpstubb.cpp:38 */
int CGraph::FindNearestNode(const Vector &vecOrigin, CBaseEntity *pEntity)
{
return 0;
}
/* <fc023> ../cstrike/dlls/mpstubb.cpp:45 */
float CBaseMonster::ChangeYaw_(int speed)
{
return 0.0f;
}
/* <fc571> ../cstrike/dlls/mpstubb.cpp:46 */
void CBaseMonster::MakeIdealYaw(Vector vecTarget)
{
;
}
/* <fc5a6> ../cstrike/dlls/mpstubb.cpp:49 */
NOBODY void CBaseMonster::CorpseFallThink(void)
{
if (pev->flags & FL_ONGROUND)
{
SetThink(NULL);
SetSequenceBox();
UTIL_SetOrigin(pev, pev->origin);
}
else
pev->nextthink = gpGlobals->time + 0.1;
}
/* <fc2a1> ../cstrike/dlls/mpstubb.cpp:62 */
void CBaseMonster::MonsterInitDead_(void)
{
InitBoneControllers();
pev->solid = SOLID_BBOX;
pev->movetype = MOVETYPE_TOSS;
pev->frame = 0;
ResetSequenceInfo();
pev->framerate = 0;
pev->max_health = pev->health;
pev->deadflag = DEAD_DEAD;
UTIL_SetSize(pev, g_vecZero, g_vecZero);
UTIL_SetOrigin(pev, pev->origin);
BecomeDead();
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 0.5;
}
/* <fc057> ../cstrike/dlls/mpstubb.cpp:89 */
BOOL CBaseMonster::ShouldFadeOnDeath_(void)
{
return FALSE;
}
/* <fc5cd> ../cstrike/dlls/mpstubb.cpp:94 */
BOOL CBaseMonster::FCheckAITrigger(void)
{
return FALSE;
}
/* <fc26d> ../cstrike/dlls/mpstubb.cpp:99 */
void CBaseMonster::KeyValue_(KeyValueData *pkvd)
{
CBaseToggle::KeyValue(pkvd);
}
/* <fc07d> ../cstrike/dlls/mpstubb.cpp:104 */
NOBODY int CBaseMonster::IRelationship_(CBaseEntity *pTarget)
{
// {
// int const iEnemy; // 106
// }
}
/* <fc0e4> ../cstrike/dlls/mpstubb.cpp:140 */
NOBODY 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 */
NOBODY 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
// }
}