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chore: rename accuracy table properties in weapon structs

This commit is contained in:
Jan
2024-05-18 22:43:55 +02:00
parent 183ebe473b
commit 3201cefd5b
13 changed files with 132 additions and 144 deletions

View File

@@ -3756,15 +3756,12 @@ namespace IW5
float fHipViewScatterMax;
float fightDist;
float maxDist;
// const char* accuracyGraphName[2];// TODO: Order is accuracyGraphName[0] -> originalAccuracyGraphKnots[0] -> accuracyGraphName[1] -> ...
// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
// vec2_t* originalAccuracyGraphKnots[2];
const char* accuracyGraphName0;
const char* accuracyGraphName1;
vec2_t* originalAccuracyGraphKnots0;
vec2_t* originalAccuracyGraphKnots1;
unsigned short originalAccuracyGraphKnotCount[2];
const char* aiVsAiAccuracyGraphName;
const char* aiVsPlayerAccuracyGraphName;
vec2_t* originalAiVsAiAccuracyGraphKnots;
vec2_t* originalAiVsPlayerAccuracyGraphKnots;
unsigned short originalAiVsAiAccuracyGraphKnotCount;
unsigned short originalAiVsPlayerAccuracyGraphKnotCount;
int iPositionReloadTransTime;
float leftArc;
float rightArc;
@@ -4021,8 +4018,10 @@ namespace IW5
int ammoDropStockMax;
float adsDofStart;
float adsDofEnd;
unsigned short accuracyGraphKnotCount[2];
vec2_t* accuracyGraphKnots[2];
uint16_t aiVsAiAccuracyGraphKnotCount;
uint16_t aiVsPlayerAccuracyGraphKnotCount;
vec2_t* aiVsAiAccuracyGraphKnots;
vec2_t* aiVsPlayerAccuracyGraphKnots;
bool motionTracker;
bool enhanced;
bool dpadIconShowsAmmo;