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refactor: physpreset codestyle (#928)
* chore: adjust phys preset code to use similar code style * fix: infinity friction for t6 * fix: t6 phys preset canFloat qboolean * chore: move iw5 phys preset enum strings to enum strings header * chore: add phys preset tests for all games * chore: rename PhysPresetFields headers
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#pragma once
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#include "Game/T5/T5.h"
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namespace T5
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{
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inline cspField_t phys_preset_fields[]{
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{"mass", offsetof(PhysPresetInfo, mass), CSPFT_FLOAT },
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{"bounce", offsetof(PhysPresetInfo, bounce), CSPFT_FLOAT },
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{"friction", offsetof(PhysPresetInfo, friction), CSPFT_FLOAT },
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{"isFrictionInfinity", offsetof(PhysPresetInfo, isFrictionInfinity), CSPFT_QBOOLEAN},
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{"bulletForceScale", offsetof(PhysPresetInfo, bulletForceScale), CSPFT_FLOAT },
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{"explosiveForceScale", offsetof(PhysPresetInfo, explosiveForceScale), CSPFT_FLOAT },
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{"piecesSpreadFraction", offsetof(PhysPresetInfo, piecesSpreadFraction), CSPFT_FLOAT },
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{"piecesUpwardVelocity", offsetof(PhysPresetInfo, piecesUpwardVelocity), CSPFT_FLOAT },
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{"canFloat", offsetof(PhysPresetInfo, canFloat), CSPFT_QBOOLEAN},
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{"gravityScale", offsetof(PhysPresetInfo, gravityScale), CSPFT_FLOAT },
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{"massOffsetX", offsetof(PhysPresetInfo, centerOfMassOffset.x), CSPFT_FLOAT },
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{"massOffsetY", offsetof(PhysPresetInfo, centerOfMassOffset.y), CSPFT_FLOAT },
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{"massOffsetZ", offsetof(PhysPresetInfo, centerOfMassOffset.z), CSPFT_FLOAT },
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{"buoyancyMinX", offsetof(PhysPresetInfo, buoyancyBoxMin.x), CSPFT_FLOAT },
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{"buoyancyMinY", offsetof(PhysPresetInfo, buoyancyBoxMin.y), CSPFT_FLOAT },
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{"buoyancyMinZ", offsetof(PhysPresetInfo, buoyancyBoxMin.z), CSPFT_FLOAT },
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{"buoyancyMaxX", offsetof(PhysPresetInfo, buoyancyBoxMax.x), CSPFT_FLOAT },
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{"buoyancyMaxY", offsetof(PhysPresetInfo, buoyancyBoxMax.y), CSPFT_FLOAT },
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{"buoyancyMaxZ", offsetof(PhysPresetInfo, buoyancyBoxMax.z), CSPFT_FLOAT },
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};
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}
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