mirror of
https://github.com/EricPlayZ/EGameTools.git
synced 2025-07-19 01:47:50 +08:00
423 lines
26 KiB
C++
423 lines
26 KiB
C++
#pragma once
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#include <EGSDK\Imports.h>
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class CModelObject {
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public:
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VIRTUAL_CALL(0, int64_t, sub_7E9B40, (int64_t a1, unsigned __int8 a2), a1, a2);
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VIRTUAL_CALL(1, CModelObject*, sub_663A40, (char a1), a1);
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GAME_IMPORT virtual CRTTI const* GetRTTI() const;
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GAME_IMPORT virtual CRTTI const* GetEngineRTTI() const;
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GAME_IMPORT MED::SModelOutfitGroup const* unassigned() const;
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VIRTUAL_CALL(5, MED::SModelOutfitGroup const*, _unassigned1, ());
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protected:
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GAME_IMPORT gui::CPackage* ToCPackage() const;
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public:
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VIRTUAL_CALL(7, gui::CPackage*, _ToCPackage1, ());
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VIRTUAL_CALL(8, int64_t, RunUnitTests, ());
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VIRTUAL_CALL(9, int64_t, _RunUnitTests1, ());
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GAME_IMPORT virtual void GetPrivateObjects(ttl::list<IGSObject*, ttl::allocator>*, bool, bool);
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GAME_IMPORT virtual void DestroyPrivateObjects();
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VIRTUAL_CALL(12, MED::SModelOutfitGroup const*, _unassigned2, ());
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GAME_IMPORT virtual void GetAllObjects(ttl::vector<IGSObject*, ttl::vector_allocators::heap_allocator<IGSObject*>, 1>&, bool);
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GAME_IMPORT virtual void GetAllObjects(ttl::set<CRTTIObject*, ttl::less<CRTTIObject*>, ttl::allocator>&, ttl::set<CRTTIObject*, ttl::less<CRTTIObject*>, ttl::allocator>&, bool, std::optional<ttl::function_ref<bool ( CRTTIObject* )>>);
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GAME_IMPORT bool updateRttiParams();
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VIRTUAL_CALL(16, void, SetPlatform, ());
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GAME_IMPORT virtual char const* GetString(char const*) const;
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VIRTUAL_CALL(18, int64_t, sub_17D7D0, ());
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VIRTUAL_CALL(19, char, sub_15DDB0, ());
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VIRTUAL_CALL(20, int64_t, sub_80A6F0, ());
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VIRTUAL_CALL(21, MED::SModelOutfitGroup const*, _unassigned3, ());
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VIRTUAL_CALL(22, void, _SetPlatform1, ());
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GAME_IMPORT virtual Uid const& GetUid() const;
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VIRTUAL_CALL(24, bool, _updateRttiParams1, ());
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VIRTUAL_CALL(25, bool, _updateRttiParams2, ());
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VIRTUAL_CALL(26, bool, _updateRttiParams3, ());
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VIRTUAL_CALL(27, bool, _updateRttiParams4, ());
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VIRTUAL_CALL(28, bool, _updateRttiParams5, ());
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VIRTUAL_CALL(29, bool, _updateRttiParams6, ());
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VIRTUAL_CALL(30, bool, _updateRttiParams7, ());
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VIRTUAL_CALL(31, bool, _updateRttiParams8, ());
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VIRTUAL_CALL(32, bool, _updateRttiParams9, ());
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GAME_IMPORT virtual void CallVoidMethod(char const*, ...);
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GAME_IMPORT virtual cbs::msg::IMessagePipeSet const& GetMessagePipeSet() const;
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VIRTUAL_CALL(35, int64_t, _RunUnitTests2, ());
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VIRTUAL_CALL(36, MED::SModelOutfitGroup const*, _unassigned4, ());
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VIRTUAL_CALL(37, MED::SModelOutfitGroup const*, _unassigned5, ());
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VIRTUAL_CALL(38, MED::SModelOutfitGroup const*, _unassigned6, ());
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VIRTUAL_CALL(39, MED::SModelOutfitGroup const*, _unassigned7, ());
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GAME_IMPORT virtual cbs::prop::IPropertySet const& GetPropertySet() const;
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VIRTUAL_CALL(41, void, _SetPlatform2, ());
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VIRTUAL_CALL(42, int64_t, _RunUnitTests3, ());
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GAME_IMPORT virtual bool LoadField(CRTTIField const*, unsigned char, fs::ifile&, IPtrResolver&, bool);
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GAME_IMPORT virtual void LoadFields(dom::IReader::Object const&, IPtrResolver&, bool, bool (* )(char const*, CRTTIObject* ));
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GAME_IMPORT virtual void LoadFields(ITextDeserializer&, IPtrResolver&, bool);
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GAME_IMPORT virtual void LoadFields(fs::ifile&, IPtrResolver&, bool);
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GAME_IMPORT virtual void SaveFields(dom::IWriter&, ERTTIFlags, bool) const;
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GAME_IMPORT virtual int ToBufferReplicated(char*, int);
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GAME_IMPORT virtual int FromBufferReplicated(char*, int);
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GAME_IMPORT virtual int GetBufferReplicatedDataSize();
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VIRTUAL_CALL(51, void, _SetPlatform3, ());
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VIRTUAL_CALL(52, char, sub_1816B0, (const CRTTIField* a1), a1);
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GAME_IMPORT virtual bool CopyFields(CRTTIObject const*, bool);
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GAME_IMPORT virtual bool CopyPointerFields(CRTTIObject const*);
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GAME_IMPORT virtual bool ExchangePointerFields(CRTTIObject*);
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VIRTUAL_CALL(56, int64_t, sub_7F8D70, (int a1), a1);
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VIRTUAL_CALL(57, int64_t, sub_7F8F70, (int64_t a1), a1);
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VIRTUAL_CALL(58, int64_t, _RunUnitTests4, ());
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GAME_IMPORT virtual SRttiNetPointer GetNetPointer() const;
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VIRTUAL_CALL(60, int64_t, _RunUnitTests5, ());
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GAME_IMPORT virtual ttl::string_base<char> GetDebugDescription() const;
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GAME_IMPORT virtual void CalcMemoryUsage(SObjectMemoryUsage&) const;
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VIRTUAL_CALL(63, int64_t, sub_7E92C0, ());
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VIRTUAL_CALL(64, int64_t, sub_8092F0, ());
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VIRTUAL_CALL(65, bool, _updateRttiParams10, ());
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GAME_IMPORT static bool ValidateVec4(IGSObject const*, vec4 const&);
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VIRTUAL_CALL(67, int64_t, sub_806BC0, ());
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GAME_IMPORT virtual ttl::string_base<char> ValueToString(CRTTIObject* const&) const;
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VIRTUAL_CALL(69, char, sub_15DD80, ());
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VIRTUAL_CALL(70, void, sub_17D770, (CRTTIField* a1, bool a2), a1, a2);
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VIRTUAL_CALL(71, bool, _updateRttiParams11, ());
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GAME_IMPORT virtual bool OnFieldChanged2(CRTTIField const*, bool);
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VIRTUAL_CALL(73, int64_t, sub_173040, ());
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GAME_IMPORT char const* GetMethodName() const;
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VIRTUAL_CALL(75, uint64_t*, sub_8343A0, (int64_t a1), a1);
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VIRTUAL_CALL(76, bool, _updateRttiParams12, ());
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VIRTUAL_CALL(77, char, sub_81DA90, (int64_t a1), a1);
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VIRTUAL_CALL(78, bool, _updateRttiParams13, ());
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VIRTUAL_CALL(79, bool, sub_81DA10, ());
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VIRTUAL_CALL(80, int64_t, _RunUnitTests6, ());
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VIRTUAL_CALL(81, int64_t, _RunUnitTests7, ());
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VIRTUAL_CALL(82, void, _SetPlatform4, ());
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GAME_IMPORT virtual void Query(IBaseValidator&, ttl::vector<CRTTIObject*, ttl::vector_allocators::heap_allocator<CRTTIObject*>, 1>&) const;
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VIRTUAL_CALL(84, bool, sub_15DE90, ());
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GAME_IMPORT virtual bool SelectObjectEditor(bool);
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GAME_IMPORT virtual bool HideObjectEditor(bool);
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VIRTUAL_CALL(87, char, sub_15E050, ());
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GAME_IMPORT virtual void OnDeleteObjectEditor();
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GAME_IMPORT virtual void CopyObjectEditor(CGameObject*);
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GAME_IMPORT virtual void EnableVisualizationEditor(bool);
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GAME_IMPORT virtual void Load(fs::ifile&, int);
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GAME_IMPORT virtual bool LoadChunk(fs::ifile&, unsigned short, int);
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VIRTUAL_CALL(93, uint64_t*, sub_131260, (int64_t* a1, int a2, int a3, int64_t a4, CRTTI* a5), a1, a2, a3, a4, a5);
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protected:
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GAME_IMPORT virtual void SetGameScriptObject(IGSObject*);
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public:
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VIRTUAL_CALL(95, int64_t, sub_7F0310, ());
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GAME_IMPORT virtual void ConstructObject(CGSObject*);
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VIRTUAL_CALL(97, int64_t, sub_822BC0, ());
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GAME_IMPORT virtual void InitializeObject(CGSObject*);
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VIRTUAL_CALL(99, int64_t, sub_80C420, (int64_t a1), a1);
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GAME_IMPORT virtual void DestroyObject();
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VIRTUAL_CALL(101, int64_t, sub_7E9230, (int64_t a1), a1);
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VIRTUAL_CALL(102, int64_t, sub_7E8D70, (int64_t a1), a1);
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VIRTUAL_CALL(103, int64_t, sub_7E91C0, ());
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VIRTUAL_CALL(104, int64_t, sub_7E8F20, ());
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VIRTUAL_CALL(105, int64_t, sub_7F89A0, ());
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VIRTUAL_CALL(106, char, sub_7F97C0, (int64_t a1, uint64_t* a2, _DWORD* a3), a1, a2, a3);
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VIRTUAL_CALL(107, char, sub_8130B0, (int64_t a1), a1);
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VIRTUAL_CALL(108, char, sub_813020, (uint64_t* * a1), a1);
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VIRTUAL_CALL(109, uint64_t*, sub_806400, (uint64_t* a1), a1);
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VIRTUAL_CALL(110, int64_t, sub_831710, (int64_t a1), a1);
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VIRTUAL_CALL(111, int64_t, sub_8316D0, (int64_t a1), a1);
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VIRTUAL_CALL(112, void, sub_8261B0, (int64_t a1), a1);
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VIRTUAL_CALL(113, void, sub_8260E0, (_BYTE* a1), a1);
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VIRTUAL_CALL(114, uint32_t64_t, sub_834570, (char a1), a1);
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VIRTUAL_CALL(115, int64_t, sub_8341B0, (int64_t a1), a1);
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GAME_IMPORT virtual void SetLevel(CLevel*, bool);
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VIRTUAL_CALL(117, uint64_t*, sub_800900, (uint64_t* a1), a1);
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VIRTUAL_CALL(118, uint64_t*, sub_802EE0, (uint64_t* a1), a1);
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VIRTUAL_CALL(119, int64_t, sub_834400, ());
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VIRTUAL_CALL(120, void, sub_8262B0, (_BYTE* a1), a1);
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VIRTUAL_CALL(121, int64_t, sub_831870, (int64_t a1), a1);
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VIRTUAL_CALL(122, int64_t, sub_7E92E0, ());
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VIRTUAL_CALL(123, int64_t, sub_7E93C0, ());
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VIRTUAL_CALL(124, int64_t, sub_7E9390, ());
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VIRTUAL_CALL(125, int64_t, sub_7E93F0, ());
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VIRTUAL_CALL(126, int64_t, sub_7E9340, ());
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VIRTUAL_CALL(127, int64_t, sub_7E93E0, ());
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VIRTUAL_CALL(128, int64_t, sub_7E9330, ());
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VIRTUAL_CALL(129, int64_t, sub_7E93D0, ());
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VIRTUAL_CALL(130, int64_t, sub_7E9320, ());
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VIRTUAL_CALL(131, int64_t, sub_7E92F0, ());
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VIRTUAL_CALL(132, int64_t, sub_7E92D0, ());
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VIRTUAL_CALL(133, int64_t, sub_7E93A0, ());
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VIRTUAL_CALL(134, int64_t, sub_7E9400, ());
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VIRTUAL_CALL(135, int64_t, sub_7E9410, ());
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VIRTUAL_CALL(136, int64_t, sub_7E9420, ());
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VIRTUAL_CALL(137, int64_t, sub_7E9350, ());
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VIRTUAL_CALL(138, int64_t, sub_7E9360, ());
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VIRTUAL_CALL(139, int64_t, sub_7E9380, ());
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VIRTUAL_CALL(140, int64_t, sub_7E9370, ());
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VIRTUAL_CALL(141, int64_t, sub_7E9300, ());
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VIRTUAL_CALL(142, int64_t, sub_7E9310, ());
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VIRTUAL_CALL(143, int64_t, sub_7E93B0, ());
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VIRTUAL_CALL(144, bool, sub_811980, ());
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VIRTUAL_CALL(145, uint64_t*, sub_7FE950, (uint64_t* a1), a1);
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GAME_IMPORT virtual void SetActiveOnLevel(bool);
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GAME_IMPORT virtual void EnableRendering(bool);
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GAME_IMPORT virtual void EnableRenderingScene(bool);
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GAME_IMPORT virtual void EnableRenderingShadows(bool);
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GAME_IMPORT virtual void EnableRenderingRayTracing(bool);
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GAME_IMPORT virtual void EnableExtentsRendering(bool);
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GAME_IMPORT virtual void EnableExtentOnlyRendering(bool);
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GAME_IMPORT static COFlags::TYPE GetDefaultCOFlags();
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GAME_IMPORT virtual void SetLodCoarseObjectHierarchy(bool);
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GAME_IMPORT virtual void OnObjectMoved(unsigned char, FOnObjectMovedPropagate::FLAGS);
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GAME_IMPORT virtual void OnChildMoved(unsigned char);
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GAME_IMPORT virtual void GetChildren(ttl::vector<CControlObject*, ttl::vector_allocators::heap_allocator<CControlObject*>, 1>&);
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GAME_IMPORT virtual void AttachChild(CControlObject*, bool);
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GAME_IMPORT virtual void DetachChild(CControlObject*, bool);
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GAME_IMPORT virtual void DetachFromParent(bool);
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protected:
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GAME_IMPORT virtual void OnNewParent(CControlObject*);
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public:
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VIRTUAL_CALL(162, void, _SetPlatform5, ());
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VIRTUAL_CALL(163, void, _SetPlatform6, ());
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GAME_IMPORT virtual void PreRenderObject(SPreRender*);
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GAME_IMPORT virtual void PreRenderShadowMap(SPreRender*);
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GAME_IMPORT virtual void OnObjectPut();
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GAME_IMPORT virtual bool Raytrace(vec3 const&, vec3&, SExtCollInfo*);
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GAME_IMPORT virtual bool Raytest(vec3 const&, vec3 const&, SExtCollInfo const*);
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GAME_IMPORT virtual void ExtractFaces(extract_faces_params const&, ttl::vector<coll_tri, ttl::vector_allocators::heap_allocator<coll_tri>, 0>*, ttl::vector<coll_primitive, ttl::vector_allocators::heap_allocator<coll_primitive>, 0>*, extract_faces_info*);
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GAME_IMPORT virtual cbs::CEntity* GetEntity();
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GAME_IMPORT virtual void SetWorldXformEditor(mtx34 const&);
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GAME_IMPORT virtual void SetLocalXformEditor(mtx34 const&);
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GAME_IMPORT virtual void SetWorldPosEditor(vec3 const&);
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GAME_IMPORT virtual void SetLocalPosEditor(vec3 const&);
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GAME_IMPORT virtual void SetWorldDirEditor(vec3 const&);
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GAME_IMPORT virtual mtx34 const& GetLocalXformEditor();
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GAME_IMPORT virtual mtx34 const& GetWorldXformEditor();
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GAME_IMPORT virtual void GetInvWorldXformEditor(mtx34&);
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GAME_IMPORT virtual vec3 const GetWorldPosEditor();
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GAME_IMPORT virtual vec3 const GetLocalPosEditor();
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GAME_IMPORT virtual vec3 const GetWorldDirEditor();
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GAME_IMPORT virtual vec3 const GetLocalScaleEditor();
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GAME_IMPORT virtual void Physics_Clutch(vec3 const&);
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GAME_IMPORT virtual void Physics_Unclutch();
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GAME_IMPORT virtual void Physics_SynchroClutch(vec3 const&);
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GAME_IMPORT virtual ttl::string_base<char> Physics_GetClutchInfo();
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GAME_IMPORT virtual void SetCollType(int);
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GAME_IMPORT virtual extents const& GetExtents();
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GAME_IMPORT virtual void SetExtents(extents const&);
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GAME_IMPORT virtual void RecalcExtents();
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GAME_IMPORT virtual extents const& GetExtentsInWorldEditor();
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VIRTUAL_CALL(192, void, _SetPlatform7, ());
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GAME_IMPORT virtual void SetMeshName(ttl::string_const<char>);
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GAME_IMPORT virtual void LoadMesh(ttl::string_const<char>);
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GAME_IMPORT virtual void LoadMesh(bool);
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GAME_IMPORT virtual void ResetBonesToReferenceFrame(uint32_t, uint32_t const*);
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GAME_IMPORT virtual void ResetBonesToReferenceFrame(bool);
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GAME_IMPORT virtual void ResetBonesExtentsToReferenceFrame(uint32_t, uint32_t const*);
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GAME_IMPORT virtual void ResetBonesExtentsToReferenceFrame();
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GAME_IMPORT virtual void ResetBoneAndDescendantsToReferenceFrame(int);
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GAME_IMPORT virtual void ResetElementsDescendantsToReferenceFrame(int);
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GAME_IMPORT virtual bool IsBipedEditor() const;
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GAME_IMPORT virtual void AdjustExtentsToAllElements(bool, bool);
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GAME_IMPORT virtual void AnimUpdate(uint32_t);
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GAME_IMPORT virtual void AnimUpdate(CMeshElement*);
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GAME_IMPORT virtual bool AnimInit(char const*, char const*);
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GAME_IMPORT virtual void AnimShutdown();
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GAME_IMPORT virtual bool AnimReInit(ttl::string_base<char> const&);
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GAME_IMPORT virtual AnimSeq* AnimSeqDataWrite(TAnimId);
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GAME_IMPORT virtual AnimSeq* AnimSeqDataWrite(char const*);
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VIRTUAL_CALL(211, AnimSeq*, _AnimSeqDataWrite1, (TAnimId a1), a1);
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VIRTUAL_CALL(212, AnimSeq*, _AnimSeqDataWrite1, (char const* a1), a1);
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GAME_IMPORT virtual void AnimGetAnimNames(ttl::map<ttl::string_base<char>, TAnimId, ttl::less<ttl::string_base<char>>, ttl::allocator>&) const;
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GAME_IMPORT virtual void AnimGetAnimNames(ttl::vector<ttl::string_base<char>, ttl::vector_allocators::heap_allocator<ttl::string_base<char>>, 1>&) const;
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GAME_IMPORT virtual void AnimUnregisterUpdate();
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GAME_IMPORT virtual int FindBoneElement(char const*);
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GAME_IMPORT virtual int GetMeshElemFromBoneID(EBones::TYPE);
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GAME_IMPORT virtual void StoreElementsLayout(multielement_model_layout*);
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GAME_IMPORT virtual bool RestoreElementsLayout(multielement_model_layout const*);
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GAME_IMPORT virtual void StoreElementsLayoutModelSpace(multielement_model_layout*);
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GAME_IMPORT virtual bool RestoreElementsLayoutModelSpace(multielement_model_layout const*);
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GAME_IMPORT virtual void EnableHierarchySerialization(bool);
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GAME_IMPORT virtual bool IsHierarchySerializationEnabled();
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GAME_IMPORT virtual void AttachChildToMeshElement(CControlObject*, CHierarchyElement*, bool);
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GAME_IMPORT virtual extents const& GetExtentsInWorld();
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GAME_IMPORT virtual void EnableCollisionHullRendering(bool);
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GAME_IMPORT bool RendersCollisionHull() const;
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GAME_IMPORT virtual void DebugRenderElementBoxes();
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GAME_IMPORT virtual aabb const& GetAABBExtents();
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protected:
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GAME_IMPORT CModelObject(IModelObject*);
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public:
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GAME_IMPORT void AdjustVBlendElementsToExtents();
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GAME_IMPORT unsigned char AnimCalculateLod(CBaseCamera*);
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GAME_IMPORT void AnimCalculateLod();
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GAME_IMPORT ttl::string_base<char> AnimGetFileName(ttl::string_base<char> const&);
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GAME_IMPORT unsigned char AnimGetLod() const;
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GAME_IMPORT Anim::IPoseElement const* AnimGetModelObjectMorphPoseElement() const;
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GAME_IMPORT Anim::IPoseElement const* AnimGetModelObjectPoseElement() const;
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GAME_IMPORT float AnimGetTimeDelta() const;
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GAME_IMPORT bool AnimLoadState(CSGChunk*);
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GAME_IMPORT void AnimRegisterUpdate();
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GAME_IMPORT bool AnimSaveState(CSGChunk*);
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GAME_IMPORT void AnimSetLod(unsigned char);
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GAME_IMPORT void AnimSetTimeDelta(float);
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GAME_IMPORT virtual void AnimUpdate_PostUpdateAnimPhase2_msync();
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GAME_IMPORT virtual void AnimUpdate_PreUpdateAnim();
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GAME_IMPORT virtual void AnimUpdate_UpdateHierarchyLegacy();
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GAME_IMPORT uint32_t AttachAudioEvent(int, ttl::string_base<char> const&, Audio::SAudioEventExtraData const*, vec3 const&);
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GAME_IMPORT static void BlockAnimLoad(bool);
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GAME_IMPORT bool CharacterPresetExists(ttl::string_base<char> const&) const;
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GAME_IMPORT bool CheckSurfaceFlagsEditor(uint32_t) const;
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GAME_IMPORT static void CleanMessageBufferContent();
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GAME_IMPORT void ClearMeshFlagsEditor(uint32_t);
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GAME_IMPORT void CopyElementsPosition(CModelObject*);
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GAME_IMPORT virtual ttl::string_const<char> Debug_GetName() const;
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GAME_IMPORT void DisableAnimUpdate(uint32_t);
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GAME_IMPORT CMeshElement* GetElementEditor(uint32_t) const;
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GAME_IMPORT void EnableAnimUpdate(uint32_t);
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GAME_IMPORT void ExecuteAnimActions(int, int, TAnimId, void const*, uint32_t);
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GAME_IMPORT void ExtractAllFacesEditor(ttl::vectorm<98, vec3, ttl::vector_allocators::heap_allocator<vec3>, 0>&, ttl::vectorm<98, int, ttl::vector_allocators::heap_allocator<int>, 2>&, ttl::vectorm<98, int, ttl::vector_allocators::heap_allocator<int>, 2>&, ttl::vectorm<98, int, ttl::vector_allocators::heap_allocator<int>, 2>&, ECollTree::TYPE) const;
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GAME_IMPORT void ExtractAllPrimitivesEditor(ttl::vectorm<98, ICollTreePrimitiveGeom const*, ttl::vector_allocators::heap_allocator<ICollTreePrimitiveGeom const*>, 1>&, ttl::vectorm<98, int, ttl::vector_allocators::heap_allocator<int>, 2>&, ECollTree::TYPE) const;
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GAME_IMPORT int FindElement(uint32_t);
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GAME_IMPORT int FindElement(char const*);
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GAME_IMPORT virtual int FindElementAnim(char const*);
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GAME_IMPORT int FindElementByLowercaseName(char const*);
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GAME_IMPORT int FindElementEditor(char const*);
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GAME_IMPORT int FindElementOrBoneElement(char const*);
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GAME_IMPORT IMaterial* FindMaterial(ttl::string_base<char> const&) const;
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GAME_IMPORT CMeshElement* FindMeshElement(char const*);
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GAME_IMPORT CMeshElement* FindMeshElementEditor(char const*);
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GAME_IMPORT void ForceUpdateAnimations();
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GAME_IMPORT virtual mtx34* GetAnimLocalMatricesConteiner();
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GAME_IMPORT virtual int GetAnimLod(uint32_t) const;
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GAME_IMPORT virtual int GetAnimLod() const;
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GAME_IMPORT vec3 GetBoneDirVector(EBones::TYPE);
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GAME_IMPORT EBones::TYPE GetBoneIDFromMeshElem(int);
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GAME_IMPORT vec3 GetBoneJointPos(EBones::TYPE);
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GAME_IMPORT vec3 GetBonePerpVector(EBones::TYPE);
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GAME_IMPORT char const* GetCharacterPreset(uint32_t) const;
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GAME_IMPORT int GetChildrenNumElementsEditor(uint32_t) const;
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GAME_IMPORT static ECollTree::TYPE GetDebugRenderGeometryHullType();
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GAME_IMPORT LodDissolves::SState GetDissolveState() const;
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GAME_IMPORT char const* GetElementName(uint32_t) const;
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GAME_IMPORT extents GetElementReferenceExtents(int);
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GAME_IMPORT EntityID GetElementTypeEditor(uint32_t) const;
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GAME_IMPORT CMeshElement* GetElementsEditor();
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GAME_IMPORT CMesh const* GetEmbeddedMesh() const;
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GAME_IMPORT char GetForcedAnimLod() const;
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GAME_IMPORT CHierarchyElement& HElement(uint32_t);
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GAME_IMPORT CHierarchyElement* GetHElementsEditor();
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GAME_IMPORT void GetInvWorldMatrixEditor(uint32_t, mtx34&);
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GAME_IMPORT mtx34 const& GetLocalMatrixEditor(uint32_t);
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GAME_IMPORT float GetLodDissolveStep() const;
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GAME_IMPORT bool GetMOFlag(unsigned char) const;
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GAME_IMPORT IMaterial* GetMaterial(uint32_t) const;
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GAME_IMPORT IMaterial* GetMaterialEditor(uint32_t) const;
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GAME_IMPORT void GetMaterialSlotNamesEditor(uint32_t, char const* &, char const* &) const;
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GAME_IMPORT void GetMaterialsEditor(ttl::vector<IMaterial*, ttl::vector_allocators::heap_allocator<IMaterial*>, 1>*, CModelObject::EMaterialsList) const;
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GAME_IMPORT void GetMaterialsEditor(CMeshElement const*, ttl::set<IMaterial*, ttl::less<IMaterial*>, ttl::allocator>&) const;
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GAME_IMPORT vec4 const& GetMeshAttribute(uint32_t) const;
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GAME_IMPORT mtx34 const& GetMeshAttributeMtx(uint32_t) const;
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GAME_IMPORT uint32_t GetMeshAttributesCount() const;
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GAME_IMPORT vec4 const& GetMeshColor(uint32_t) const;
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GAME_IMPORT void GetMeshElementsMatrices(ttl::vector<mtx34, ttl::vector_allocators::heap_allocator<mtx34>, 0>&) const;
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GAME_IMPORT uint32_t GetMeshElementsMatricesCount() const;
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GAME_IMPORT void GetMeshElementsState(unsigned char*, uint32_t const*, uint32_t);
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GAME_IMPORT uint32_t GetMeshElementsStateSize(uint32_t);
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GAME_IMPORT IMeshFile const* GetMeshFileEditor() const;
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GAME_IMPORT uint32_t GetMeshFlagsEditor(uint32_t) const;
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GAME_IMPORT uint32_t GetMeshFlagsAll() const;
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GAME_IMPORT char const* GetMeshName() const;
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GAME_IMPORT ttl::string_const<char> GetMeshNameConst() const;
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GAME_IMPORT CTexture* GetMeshTexture(uint32_t) const;
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GAME_IMPORT int64_t GetMustHaveTags() const;
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GAME_IMPORT int64_t GetMustNotHaveTags() const;
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GAME_IMPORT static CRTTI* GetSTTI();
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GAME_IMPORT int GetNumElementsEditor() const;
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GAME_IMPORT uint32_t GetNumFaces(ECollTree::TYPE) const;
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GAME_IMPORT uint32_t GetNumFacesEditor(ECollTree::TYPE) const;
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GAME_IMPORT uint32_t GetNumMaterialSlotsEditor() const;
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GAME_IMPORT uint32_t GetNumPrimitives(ECollTree::TYPE) const;
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GAME_IMPORT uint32_t GetNumPrimitivesEditor(ECollTree::TYPE) const;
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GAME_IMPORT uint32_t GetNumSurfaceParams() const;
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GAME_IMPORT uint32_t GetNumSurfaceParamsEditor() const;
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GAME_IMPORT uint32_t GetNumVertices(ECollTree::TYPE) const;
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GAME_IMPORT uint32_t GetNumVerticesEditor(ECollTree::TYPE) const;
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GAME_IMPORT CModelObject::ObservedData GetObservedData();
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GAME_IMPORT char const* GetPathNameEditor() const;
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GAME_IMPORT int GetSeed() const;
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GAME_IMPORT char const* GetSkin() const;
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GAME_IMPORT char const* GetSkinName() const;
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GAME_IMPORT ttl::string_const<char> GetSkinNameConst() const;
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GAME_IMPORT SSurfParams* GetSurfaceParams() const;
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GAME_IMPORT SSurfParams* GetSurfaceParamsEditor() const;
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GAME_IMPORT unsigned char GetTraceCollisionType() const;
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GAME_IMPORT bool GetValidSkinsEditor(ttl::vector<ttl::string_base<char>, ttl::vector_allocators::heap_allocator<ttl::string_base<char>>, 1>&, ttl::vector<ttl::string_base<char>, ttl::vector_allocators::heap_allocator<ttl::string_base<char>>, 1>&) const;
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GAME_IMPORT mtx34 const& GetWorldMatrixEditor(uint32_t);
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GAME_IMPORT bool HasMeshElement(CMeshElement const*) const;
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GAME_IMPORT bool HideElement(uint32_t);
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GAME_IMPORT void HideInHierarchy(CHierarchyElement*, bool, bool);
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GAME_IMPORT bool InitMesh(char const*, int);
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GAME_IMPORT void InitializeMesh();
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GAME_IMPORT virtual bool IsAnimUpdateEnabled(uint32_t) const;
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GAME_IMPORT virtual bool IsAnimatorValid(Anim::IPoseAnimator const*) const;
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GAME_IMPORT bool IsBiped() const;
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GAME_IMPORT void MT_GetAllWeights(ttl::vector<float, ttl::vector_allocators::heap_allocator<float>, 2>&);
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GAME_IMPORT uint32_t MT_GetCount() const;
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GAME_IMPORT void MT_ResetWeights();
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GAME_IMPORT void MT_SetAllWeights(ttl::vector<float, ttl::vector_allocators::heap_allocator<float>, 2> const&);
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GAME_IMPORT float MT_WeightGet(uint32_t);
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GAME_IMPORT float MT_WeightGetEditor(uint32_t);
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GAME_IMPORT void MT_WeightSet(uint32_t, float);
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GAME_IMPORT void MT_WeightSetEditor(uint32_t, float);
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GAME_IMPORT void MoveElementBoxSide(int, int, float);
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GAME_IMPORT void MoveElementBoxSides(int, float, float, float, float, float, float);
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GAME_IMPORT virtual void OnAnimationPlayed();
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GAME_IMPORT uint32_t PlayAudioEvent(ttl::string_base<char> const&, Audio::SAudioEventExtraData const*, vec3 const&, vec3 const&);
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GAME_IMPORT uint32_t PlayAudioEvent(uint32_t, Audio::SAudioEventExtraDataID const*, vec3 const&, vec3 const&);
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GAME_IMPORT void PostUpdateAnim();
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GAME_IMPORT void PreUpdateAnim();
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GAME_IMPORT bool RaytraceEditor(mtx34 const&, mtx34 const&, vec3 const&, vec3&, SExtCollInfo*);
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GAME_IMPORT bool RaytraceElementExtents(vec3 const&, vec3&, SExtCollInfo*, bool);
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GAME_IMPORT void RecalculateBoundVolume();
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GAME_IMPORT static void RegisterSTTI(CRTTI*);
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GAME_IMPORT void RenderElementBoxes();
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GAME_IMPORT void ReplaceMaterial(IMeshFile const*, char const*, char const*, bool);
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GAME_IMPORT void RestoreAnimationUpdateAbility(bool const&, ttl::vector<bool, ttl::vector_allocators::heap_allocator<bool>, 8> const&);
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GAME_IMPORT virtual void SendAnimEvents(ttl::span<AnimEventInfo const, 4294967295>);
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GAME_IMPORT void SetAudioEventSwitch(uint32_t, ttl::string_base<char> const&, ttl::string_base<char> const&);
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GAME_IMPORT bool SetCharacter(char const*, char const*);
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GAME_IMPORT bool SetCharacterEditor(char const*, char const*);
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GAME_IMPORT void SetDissolveState(LodDissolves::SState, bool);
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GAME_IMPORT void SetDontApplyAnim(bool);
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GAME_IMPORT void SetElementExtents(int, vec3 const&, vec3 const&);
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GAME_IMPORT void SetForcedAnimLod(char);
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GAME_IMPORT void SetForcedLOD(int);
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GAME_IMPORT void SetInitializeMesh(bool);
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GAME_IMPORT void SetLodDissolveStep(float);
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GAME_IMPORT void SetMOFlag(unsigned char, bool);
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GAME_IMPORT void SetMeshAttribute(uint32_t, vec4 const&);
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GAME_IMPORT void SetMeshAttributeMtx(uint32_t, mtx34 const&);
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GAME_IMPORT void SetMeshColor(uint32_t, vec4 const&);
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GAME_IMPORT bool SetMeshElementsMatrices(ttl::vector<mtx34, ttl::vector_allocators::heap_allocator<mtx34>, 0> const&);
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GAME_IMPORT void SetMeshElementsState(unsigned char const*, uint32_t const*, uint32_t, bool, bool);
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GAME_IMPORT void SetMeshFlagsEditor(uint32_t);
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GAME_IMPORT void SetMeshFlagsAll(uint32_t);
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GAME_IMPORT void SetMeshTexture(uint32_t, CTexture*);
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GAME_IMPORT void SetMustHaveTags(int64_t);
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GAME_IMPORT void SetMustNotHaveTags(int64_t);
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GAME_IMPORT void SetRenderElementBoxes(bool, int, int);
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GAME_IMPORT void SetSeed(int);
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GAME_IMPORT bool SetSkin(char const*, int64_t, int64_t, uint32_t, bool, bool);
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GAME_IMPORT bool SetSkinEditor(char const*, int64_t, int64_t, uint32_t);
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GAME_IMPORT void SetSkinName(ttl::string_const<char>);
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GAME_IMPORT void SetTraceCollisionType(unsigned char);
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GAME_IMPORT bool ShouldApplyAnim() const;
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GAME_IMPORT bool ShouldInitializeMesh() const;
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GAME_IMPORT bool SkinExists(ttl::string_base<char> const&) const;
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GAME_IMPORT void StopAnimAction(int, TAnimId, void const*, float);
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GAME_IMPORT IModelObject const* ToIModelObject() const;
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GAME_IMPORT bool UnhideElement(uint32_t);
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GAME_IMPORT void UnlockAnimationUpdateAbility(bool&, ttl::vector<bool, ttl::vector_allocators::heap_allocator<bool>, 8>&);
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private:
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GAME_IMPORT static CRTTI* __INTERNAL_crtti_factory();
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GAME_IMPORT static bool __INTERNAL_crtti_fields_initialized_function();
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GAME_IMPORT static rtti::Type& __INTERNAL_type_factory();
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public:
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GAME_IMPORT static rtti::Type& typeinfo();
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}; |