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-rw-r--r--TestDLL/HuntClasses.h163
1 files changed, 162 insertions, 1 deletions
diff --git a/TestDLL/HuntClasses.h b/TestDLL/HuntClasses.h
index f7807e5..ecf37d1 100644
--- a/TestDLL/HuntClasses.h
+++ b/TestDLL/HuntClasses.h
@@ -483,6 +483,167 @@ struct IRenderer//: public IRendererCallbackServer
virtual void SubmitAuxGeom(IRenderAuxGeom* pRenderAuxGeom, bool merge = true) = 0;
};
+/* generated with: "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\Hostx64\x64\cl.exe" /Zp2 /c /d1reportSingleClassLayoutIActor C:\Users\segfault\Source\Repos\CRYENGINE\Code\CryEngine\CryAction\ActorSystem.cpp /I C:\Users\segfault\Source\Repos\CRYENGINE\Code\CryEngine\CryCommon /I "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\include" /I "C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\ucrt" /I "C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\shared" /I "C:\Program Files (x86)\Windows Kits\10\Include\10.0.17763.0\um" /I "C:\Users\segfault\Source\Repos\CRYENGINE\Code\CryEngine\CryAction" */
+struct IActor
+{
+ virtual void fn_00(void) = 0;
+ virtual ~IActor(void) = 0;
+ virtual void fn_01(void) = 0;
+ virtual void fn_02(void) = 0;
+ virtual void fn_03(void) = 0;
+ virtual void fn_04(void) = 0;
+ virtual void fn_05(void) = 0;
+ virtual void fn_06(void) = 0;
+ virtual void fn_07(void) = 0;
+ virtual void fn_08(void) = 0;
+ virtual void fn_09(void) = 0;
+ virtual void fn_10(void) = 0;
+ virtual void fn_11(void) = 0;
+ virtual void fn_12(void) = 0;
+ virtual void fn_13(void) = 0;
+ virtual void fn_14(void) = 0;
+ virtual void fn_15(void) = 0;
+ virtual void fn_16(void) = 0;
+ virtual void fn_17(void) = 0;
+ virtual void fn_18(void) = 0;
+ virtual void fn_19(void) = 0;
+ virtual void fn_20(void) = 0;
+ virtual void fn_21(void) = 0;
+ virtual void fn_22(void) = 0;
+ virtual void fn_23(void) = 0;
+ virtual void fn_24(void) = 0;
+ virtual void fn_25(void) = 0;
+ virtual void fn_26(void) = 0;
+ virtual void fn_27(void) = 0;
+ virtual void fn_28(void) = 0;
+ virtual void fn_29(void) = 0;
+ virtual void fn_30(void) = 0;
+ virtual void fn_31(void) = 0;
+ virtual void fn_32(void) = 0;
+ virtual void fn_33(void) = 0;
+ virtual void IActor_SetChannelId(void) = 0;
+ virtual void fn_34(void) = 0;
+ virtual void fn_35(void) = 0;
+ virtual void fn_36(void) = 0;
+
+ virtual void SetHealth(float health) = 0;
+ virtual float GetHealth() const = 0;
+ virtual int GetHealthAsRoundedPercentage() const = 0;
+ virtual void SetMaxHealth(float maxHealth) = 0;
+ virtual float GetMaxHealth() const = 0;
+ virtual int GetArmor() const = 0;
+ virtual int GetMaxArmor() const = 0;
+ virtual int GetTeamId() const = 0;
+ virtual bool IsFallen() const = 0;
+ virtual bool IsDead() const = 0;
+ virtual int IsGod() = 0;
+ virtual void Fall(Vec3 hitPos = Vec3(0, 0, 0)) = 0;
+ virtual bool AllowLandingBob() = 0;
+ virtual void PlayAction(const char* action, const char* extension, bool looping = false) = 0;
+ virtual PVOID GetAnimationGraphState() = 0;
+ virtual void ResetAnimationState() = 0;
+ virtual void CreateScriptEvent(const char* event, float value, const char* str = NULL) = 0;
+ virtual bool BecomeAggressiveToAgent(int entityID) = 0;
+ virtual void SetFacialAlertnessLevel(int alertness) = 0;
+ virtual void RequestFacialExpression(const char* pExpressionName = NULL, float* sequenceLength = NULL) = 0;
+ virtual void PrecacheFacialExpression(const char* pExpressionName) = 0;
+ virtual int GetGrabbedEntityId() const = 0;
+ virtual void HideAllAttachments(bool isHiding) = 0;
+ virtual void SetIKPos(const char* pLimbName, const Vec3& goalPos, int priority) = 0;
+ virtual void SetViewInVehicle(PVOID viewRotation) = 0;
+ virtual void SetViewRotation(PVOID rotation) = 0;
+ virtual PVOID GetViewRotation() const = 0;
+ virtual bool IsFriendlyEntity(int entityId, bool bUsingAIIgnorePlayer = true) const = 0;
+ virtual Vec3 GetLocalEyePos() const = 0;
+ virtual void CameraShake(float angle, float shift, float duration, float frequency, Vec3 pos, int ID, const char* source = "") = 0;
+ virtual PVOID GetHolsteredItem() const = 0;
+ virtual void HolsterItem(bool holster, bool playSelect = true, float selectSpeedBias = 1.0f, bool hideLeftHandObject = true) = 0;
+ virtual PVOID GetCurrentItem(bool includeVehicle = false) const = 0;
+ virtual bool DropItem(int itemId, float impulseScale = 1.0f, bool selectNext = true, bool byDeath = false) = 0;
+ virtual PVOID GetInventory() const = 0;
+ virtual void NotifyCurrentItemChanged(PVOID newItem) = 0;
+ virtual PVOID GetMovementController() const = 0;
+ virtual IEntity* LinkToVehicle(int vehicleId) = 0;
+ virtual IEntity* GetLinkedEntity() const = 0;
+ virtual UINT8 GetSpectatorMode() const = 0;
+ virtual bool IsThirdPerson() const = 0;
+ virtual void ToggleThirdPerson() = 0;
+ virtual bool IsStillWaitingOnServerUseResponse() const { return false; }
+ virtual void SetStillWaitingOnServerUseResponse(bool waiting) {}
+ virtual void SetFlyMode(UINT8 flyMode) {};
+ virtual UINT8 GetFlyMode() const { return 0; };
+ virtual void Release() = 0;
+ virtual bool IsPlayer() const = 0;
+ virtual bool IsClient() const = 0;
+ virtual bool IsMigrating() const = 0;
+ virtual void SetMigrating(bool isMigrating) = 0;
+ virtual void InitLocalPlayer() = 0;
+ virtual const char* GetActorClassName() const = 0;
+ virtual PVOID GetActorClass() const = 0;
+ virtual const char* GetEntityClassName() const = 0;
+ virtual void SerializeLevelToLevel(PVOID ser) = 0;
+ virtual void ProcessEvent(const PVOID event) = 0;
+ virtual PVOID GetAnimatedCharacter() = 0;
+ virtual const PVOID GetAnimatedCharacter() const = 0;
+ virtual void PlayExactPositioningAnimation(const char* sAnimationName, bool bSignal, const Vec3& vPosition, const Vec3& vDirection, float startWidth, float startArcAngle, float directionTolerance) = 0;
+ virtual void CancelExactPositioningAnimation() = 0;
+ virtual void PlayAnimation(const char* sAnimationName, bool bSignal) = 0;
+ virtual bool Respawn() { return false; }
+ virtual void ResetToSpawnLocation() {}
+ virtual bool CanBreakGlass() const { return false; }
+ virtual bool MustBreakGlass() const { return false; }
+ virtual void EnableTimeDemo(bool bTimeDemo) = 0;
+ void SetChannelId(UINT16 id) {}
+ virtual void SwitchDemoModeSpectator(bool activate) = 0;
+ virtual void SetCustomHead(const char* customHead) {};
+ virtual PVOID GetLinkedVehicle() const = 0;
+ virtual bool GetValidPositionNearby(const Vec3& proposedPosition, Vec3& adjustedPosition) const = 0;
+ virtual void SetExpectedPhysicsPos(const Vec3& expectedPosition) = 0;
+ virtual void OnAIProxyEnabled(bool enabled) = 0;
+ virtual void OnReturnedToPool() = 0;
+ virtual void OnPreparedFromPool() = 0;
+ virtual void OnShiftWorld() {};
+ virtual void MountedGunControllerEnabled(bool val) {};
+ virtual bool MountedGunControllerEnabled() const { return false; }
+ virtual bool ShouldMuteWeaponSoundStimulus() const = 0;
+ virtual int GetPhysicalSkipEntities(PVOID pSkipList, const int maxSkipSize) const { return 0; }
+ virtual void OnReused(IEntity* pEntity, PVOID params) = 0;
+ virtual bool IsInteracting() const = 0;
+};
+
+struct IActorIterator
+{
+ virtual ~IActorIterator() {}
+ virtual size_t Count() = 0;
+ virtual IActor* Next() = 0;
+ virtual void AddRef() = 0;
+ virtual void Release() = 0;
+};
+typedef _smart_ptr<IActorIterator> IActorIteratorPtr;
+
+struct IActorSystem
+{
+ virtual ~IActorSystem() {}
+ virtual void Reset() = 0;
+ virtual void Reload() = 0;
+ virtual IActor* GetActor(int entityId) = 0;
+ virtual IActor* GetActorByChannelId(UINT16 channelId) = 0;
+ virtual IActor* fn_00(void) = 0;
+ virtual int GetActorCount() const = 0;
+ virtual IActorIteratorPtr CreateActorIterator() = 0;
+ virtual void SetDemoPlaybackMappedOriginalServerPlayer(int id) = 0;
+ virtual int GetDemoPlaybackMappedOriginalServerPlayer() const = 0;
+ virtual void SwitchDemoSpectator(int id = 0) = 0;
+ virtual IActor* GetCurrentDemoSpectator() = 0;
+ virtual IActor* GetOriginalDemoSpectator() = 0;
+ virtual void AddActor(int entityId, IActor* pActor) = 0;
+ virtual void RemoveActor(int entityId) = 0;
+ virtual void Scan(const char* folderName) = 0;
+ virtual bool fn_01(void) = 0;
+ virtual const PVOID GetActorParams(const char* actorClass) const = 0;
+ virtual bool IsActorClass(PVOID pClass) const = 0;
+};
+
struct IGameFramework
{
virtual void fn_00(void) = 0;
@@ -512,7 +673,7 @@ struct IGameFramework
virtual void fn_19(void) = 0;
virtual void fn_20(void) = 0;
virtual void fn_21(void) = 0;
- virtual void fn_22(void) = 0;
+ virtual IActorSystem* GetIActorSystem(void) = 0;
virtual void fn_23(void) = 0;
virtual void fn_24(void) = 0;
virtual void fn_25(void) = 0;