chore: rename accuracy table properties in weapon structs

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Jan 2024-05-18 22:43:55 +02:00
parent 183ebe473b
commit 3201cefd5b
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GPG Key ID: 44B581F78FF5C57C
13 changed files with 132 additions and 144 deletions

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@ -3091,20 +3091,16 @@ namespace IW3
float fHipViewScatterMax; float fHipViewScatterMax;
float fightDist; float fightDist;
float maxDist; float maxDist;
// TODO: Order is accuracyGraphName[0] -> originalAccuracyGraphKnots[0] -> accuracyGraphName[1] -> ... const char* aiVsAiAccuracyGraphName;
// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case. const char* aiVsPlayerAccuracyGraphName;
// So might be something to fix but on the other hand it might be too much work for this little inconvenience. vec2_t* aiVsAiAccuracyGraphKnots;
// const char* accuracyGraphName[2]; vec2_t* aiVsPlayerAccuracyGraphKnots;
const char* accuracyGraphName0; vec2_t* originalAiVsAiAccuracyGraphKnots;
const char* accuracyGraphName1; vec2_t* originalAiVsPlayerAccuracyGraphKnots;
// float(*accuracyGraphKnots[2])[2]; int aiVsAiAccuracyGraphKnotCount;
vec2_t* accuracyGraphKnots0; int aiVsPlayerAccuracyGraphKnotCount;
vec2_t* accuracyGraphKnots1; int originalAiVsAiAccuracyGraphKnotCount;
// float(*originalAccuracyGraphKnots[2])[2]; int originalAiVsPlayerAccuracyGraphKnotCount;
vec2_t* originalAccuracyGraphKnots0;
vec2_t* originalAccuracyGraphKnots1;
int accuracyGraphKnotCount[2];
int originalAccuracyGraphKnotCount[2];
int iPositionReloadTransTime; int iPositionReloadTransTime;
float leftArc; float leftArc;
float rightArc; float rightArc;

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@ -4399,15 +4399,12 @@ namespace IW4
float fHipViewScatterMax; float fHipViewScatterMax;
float fightDist; float fightDist;
float maxDist; float maxDist;
// const char* accuracyGraphName[2];// TODO: Order is accuracyGraphName[0] -> originalAccuracyGraphKnots[0] -> accuracyGraphName[1] -> ... const char* aiVsAiAccuracyGraphName;
// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case. const char* aiVsPlayerAccuracyGraphName;
// So might be something to fix but on the other hand it might be too much work for this little inconvenience. vec2_t* originalAiVsAiAccuracyGraphKnots;
// vec2_t* originalAccuracyGraphKnots[2]; vec2_t* originalAiVsPlayerAccuracyGraphKnots;
const char* accuracyGraphName0; uint16_t originalAiVsAiAccuracyGraphKnotCount;
const char* accuracyGraphName1; uint16_t originalAiVsPlayerAccuracyGraphKnotCount;
vec2_t* originalAccuracyGraphKnots0;
vec2_t* originalAccuracyGraphKnots1;
uint16_t originalAccuracyGraphKnotCount[2];
int iPositionReloadTransTime; int iPositionReloadTransTime;
float leftArc; float leftArc;
float rightArc; float rightArc;
@ -4551,8 +4548,10 @@ namespace IW4
int ammoDropStockMax; int ammoDropStockMax;
float adsDofStart; float adsDofStart;
float adsDofEnd; float adsDofEnd;
uint16_t accuracyGraphKnotCount[2]; uint16_t aiVsAiAccuracyGraphKnotCount;
vec2_t* accuracyGraphKnots[2]; uint16_t aiVsPlayerAccuracyGraphKnotCount;
vec2_t* aiVsAiAccuracyGraphKnots;
vec2_t* aiVsPlayerAccuracyGraphKnots;
bool motionTracker; bool motionTracker;
bool enhanced; bool enhanced;
bool dpadIconShowsAmmo; bool dpadIconShowsAmmo;

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

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@ -3861,20 +3861,16 @@ namespace T5
float fHipViewScatterMax; float fHipViewScatterMax;
float fightDist; float fightDist;
float maxDist; float maxDist;
// const char *accuracyGraphName[2]; // TODO: Order is accuracyGraphName[0] -> accuracyGraphKnots[0] -> originalAccuracyGraphKnots[0] -> const char* aiVsAiAccuracyGraphName;
// accuracyGraphName[1] -> ... const char* aiVsPlayerAccuracyGraphName;
// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case. vec2_t* aiVsAiAccuracyGraphKnots;
// So might be something to fix but on the other hand it might be too much work for this little inconvenience. vec2_t* aiVsPlayerAccuracyGraphKnots;
const char* accuracyGraphName0; vec2_t* originalAiVsAiAccuracyGraphKnots;
const char* accuracyGraphName1; vec2_t* originalAiVsPlayerAccuracyGraphKnots;
// vec2_t *accuracyGraphKnots[2]; int aiVsAiAccuracyGraphKnotCount;
vec2_t* accuracyGraphKnots0; int aiVsPlayerAccuracyGraphKnotCount;
vec2_t* accuracyGraphKnots1; int originalAiVsAiAccuracyGraphKnotCount;
// vec2_t *originalAccuracyGraphKnots[2]; int originalAiVsPlayerAccuracyGraphKnotCount;
vec2_t* originalAccuracyGraphKnots0;
vec2_t* originalAccuracyGraphKnots1;
int accuracyGraphKnotCount[2];
int originalAccuracyGraphKnotCount[2];
int iPositionReloadTransTime; int iPositionReloadTransTime;
float leftArc; float leftArc;
float rightArc; float rightArc;

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@ -4860,20 +4860,16 @@ namespace T6
float fAntiQuickScopeSwayFactor; float fAntiQuickScopeSwayFactor;
float fightDist; float fightDist;
float maxDist; float maxDist;
// const char *accuracyGraphName[2]; // TODO: Order is accuracyGraphName[0] -> accuracyGraphKnots[0] -> originalAccuracyGraphKnots[0] -> const char* aiVsAiAccuracyGraphName;
// accuracyGraphName[1] -> ... const char* aiVsPlayerAccuracyGraphName;
// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case. vec2_t* aiVsAiAccuracyGraphKnots;
// So might be something to fix but on the other hand it might be too much work for this little inconvenience. vec2_t* aiVsPlayerAccuracyGraphKnots;
const char* accuracyGraphName0; vec2_t* originalAiVsAiAccuracyGraphKnots;
const char* accuracyGraphName1; vec2_t* originalAiVsPlayerAccuracyGraphKnots;
// vec2_t *accuracyGraphKnots[2]; int aiVsAiAccuracyGraphKnotCount;
vec2_t* accuracyGraphKnots0; int aiVsPlayerAccuracyGraphKnotCount;
vec2_t* accuracyGraphKnots1; int originalAiVsAiAccuracyGraphKnotCount;
// vec2_t *originalAccuracyGraphKnots[2]; int originalAiVsPlayerAccuracyGraphKnotCount;
vec2_t* originalAccuracyGraphKnots0;
vec2_t* originalAccuracyGraphKnots1;
int accuracyGraphKnotCount[2];
int originalAccuracyGraphKnotCount[2];
int iPositionReloadTransTime; int iPositionReloadTransTime;
float leftArc; float leftArc;
float rightArc; float rightArc;

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@ -608,8 +608,8 @@ namespace IW4
{"scanPauseTime", offsetof(WeaponFullDef, weapDef.scanPauseTime), CSPFT_MILLISECONDS }, {"scanPauseTime", offsetof(WeaponFullDef, weapDef.scanPauseTime), CSPFT_MILLISECONDS },
{"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT }, {"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT },
{"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT }, {"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT },
{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName0), CSPFT_STRING }, {"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsAiAccuracyGraphName), CSPFT_STRING },
{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName1), CSPFT_STRING }, {"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsPlayerAccuracyGraphName), CSPFT_STRING },
{"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT }, {"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT },
{"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT }, {"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT },
{"locHead", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT }, {"locHead", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT },

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@ -697,8 +697,8 @@ namespace IW5
{"scanPauseTime", offsetof(WeaponFullDef, weapDef.scanPauseTime), CSPFT_MILLISECONDS }, {"scanPauseTime", offsetof(WeaponFullDef, weapDef.scanPauseTime), CSPFT_MILLISECONDS },
{"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT }, {"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT },
{"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT }, {"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT },
{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName0), CSPFT_STRING }, {"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsAiAccuracyGraphName), CSPFT_STRING },
{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName1), CSPFT_STRING }, {"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsPlayerAccuracyGraphName), CSPFT_STRING },
{"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT }, {"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT },
{"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT }, {"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT },
{"locHead", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT }, {"locHead", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT },

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@ -952,8 +952,8 @@ namespace T6
{"explosionCameraShakeRadius", offsetof(WeaponFullDef, weapDef.explosionCameraShakeRadius), CSPFT_INT }, {"explosionCameraShakeRadius", offsetof(WeaponFullDef, weapDef.explosionCameraShakeRadius), CSPFT_INT },
{"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT }, {"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT },
{"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT }, {"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT },
{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName0), CSPFT_STRING }, {"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsAiAccuracyGraphName), CSPFT_STRING },
{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName1), CSPFT_STRING }, {"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsPlayerAccuracyGraphName), CSPFT_STRING },
{"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT }, {"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT },
{"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT }, {"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT },
{"locHead", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT }, {"locHead", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT },

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@ -19,16 +19,16 @@ set string szAmmoName;
set string szClipName; set string szClipName;
set string szSharedAmmoCapName; set string szSharedAmmoCapName;
set string szAltWeaponName; set string szAltWeaponName;
set string accuracyGraphName0; set string aiVsAiAccuracyGraphName;
set string accuracyGraphName1; set string aiVsPlayerAccuracyGraphName;
set reusable accuracyGraphKnots0; set reusable aiVsAiAccuracyGraphKnots;
set reusable accuracyGraphKnots1; set count aiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount;
set reusable originalAccuracyGraphKnots0; set reusable aiVsPlayerAccuracyGraphKnots;
set reusable originalAccuracyGraphKnots1; set count aiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount;
set count accuracyGraphKnots0 accuracyGraphKnotCount[0]; set reusable originalAiVsAiAccuracyGraphKnots;
set count accuracyGraphKnots1 accuracyGraphKnotCount[1]; set count originalAiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount; // yeah it does not use original count
set count originalAccuracyGraphKnots0 accuracyGraphKnotCount[0]; // yeah it uses accuracyGraphKnotCount set reusable originalAiVsPlayerAccuracyGraphKnots;
set count originalAccuracyGraphKnots1 accuracyGraphKnotCount[1]; set count originalAiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount; // yeah it does not use original count
set string szUseHintString; set string szUseHintString;
set string dropHintString; set string dropHintString;
set string szScript; set string szScript;
@ -37,12 +37,12 @@ set string meleeImpactRumble;
reorder: reorder:
... ...
accuracyGraphName0 aiVsAiAccuracyGraphName
accuracyGraphKnots0 aiVsAiAccuracyGraphKnots
originalAccuracyGraphKnots0 originalAiVsAiAccuracyGraphKnots
accuracyGraphName1 aiVsPlayerAccuracyGraphName
accuracyGraphKnots1 aiVsPlayerAccuracyGraphKnots
originalAccuracyGraphKnots1; originalAiVsPlayerAccuracyGraphKnots;
// SndAliasCustom // SndAliasCustom
use SndAliasCustom; use SndAliasCustom;

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@ -15,9 +15,10 @@ set assetref szXAnims ASSET_TYPE_XANIMPARTS;
set reusable szXAnims; set reusable szXAnims;
set count szXAnims 37; set count szXAnims 37;
set string szAltWeaponName; set string szAltWeaponName;
set reusable accuracyGraphKnots; set reusable aiVsAiAccuracyGraphKnots;
set count accuracyGraphKnots[0] accuracyGraphKnotCount[0]; set count aiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount;
set count accuracyGraphKnots[1] accuracyGraphKnotCount[1]; set reusable aiVsPlayerAccuracyGraphKnots;
set count aiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount;
// WeaponDef // WeaponDef
use WeaponDef; use WeaponDef;
@ -56,12 +57,12 @@ set reusable parallelBounce;
set count parallelBounce SURF_TYPE_NUM; set count parallelBounce SURF_TYPE_NUM;
set reusable perpendicularBounce; set reusable perpendicularBounce;
set count perpendicularBounce SURF_TYPE_NUM; set count perpendicularBounce SURF_TYPE_NUM;
set string accuracyGraphName0; set string aiVsAiAccuracyGraphName;
set string accuracyGraphName1; set string aiVsPlayerAccuracyGraphName;
set reusable originalAccuracyGraphKnots0; set reusable originalAiVsAiAccuracyGraphKnots;
set reusable originalAccuracyGraphKnots1; set count originalAiVsAiAccuracyGraphKnots WeaponCompleteDef::aiVsAiAccuracyGraphKnotCount;
set count originalAccuracyGraphKnots0 WeaponCompleteDef::accuracyGraphKnotCount[0]; set reusable originalAiVsPlayerAccuracyGraphKnots;
set count originalAccuracyGraphKnots1 WeaponCompleteDef::accuracyGraphKnotCount[1]; set count originalAiVsPlayerAccuracyGraphKnots WeaponCompleteDef::aiVsPlayerAccuracyGraphKnotCount;
set string szUseHintString; set string szUseHintString;
set string dropHintString; set string dropHintString;
set string szScript; set string szScript;
@ -72,10 +73,10 @@ set string meleeImpactRumble;
set string turretBarrelSpinRumble; set string turretBarrelSpinRumble;
reorder: reorder:
... ...
accuracyGraphName0 aiVsAiAccuracyGraphName
originalAccuracyGraphKnots0 originalAiVsAiAccuracyGraphKnots
accuracyGraphName1 aiVsPlayerAccuracyGraphName
originalAccuracyGraphKnots1; originalAiVsPlayerAccuracyGraphKnots;
// SndAliasCustom // SndAliasCustom
use SndAliasCustom; use SndAliasCustom;

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@ -31,9 +31,10 @@ set count reloadOverrides numReloadStateTimerOverrides;
set reusable notetrackOverrides; set reusable notetrackOverrides;
set count notetrackOverrides numNotetrackOverrides; set count notetrackOverrides numNotetrackOverrides;
set string szAltWeaponName; set string szAltWeaponName;
set reusable accuracyGraphKnots; set reusable aiVsAiAccuracyGraphKnots;
set count accuracyGraphKnots[0] accuracyGraphKnotCount[0]; set count aiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount;
set count accuracyGraphKnots[1] accuracyGraphKnotCount[1]; set reusable aiVsPlayerAccuracyGraphKnots;
set count aiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount;
// AnimOverrideEntry // AnimOverrideEntry
use AnimOverrideEntry; use AnimOverrideEntry;
@ -90,12 +91,12 @@ set reusable parallelBounce;
set count parallelBounce SURF_TYPE_COUNT; set count parallelBounce SURF_TYPE_COUNT;
set reusable perpendicularBounce; set reusable perpendicularBounce;
set count perpendicularBounce SURF_TYPE_COUNT; set count perpendicularBounce SURF_TYPE_COUNT;
set string accuracyGraphName0; set string aiVsAiAccuracyGraphName;
set string accuracyGraphName1; set string aiVsPlayerAccuracyGraphName;
set reusable originalAccuracyGraphKnots0; set reusable originalAiVsAiAccuracyGraphKnots;
set reusable originalAccuracyGraphKnots1; set count originalAiVsAiAccuracyGraphKnots WeaponCompleteDef::aiVsAiAccuracyGraphKnotCount;
set count originalAccuracyGraphKnots0 WeaponCompleteDef::accuracyGraphKnotCount[0]; set reusable originalAiVsPlayerAccuracyGraphKnots;
set count originalAccuracyGraphKnots1 WeaponCompleteDef::accuracyGraphKnotCount[1]; set count originalAiVsPlayerAccuracyGraphKnots WeaponCompleteDef::aiVsPlayerAccuracyGraphKnotCount;
set string szUseHintString; set string szUseHintString;
set string dropHintString; set string dropHintString;
set string szScript; set string szScript;
@ -107,10 +108,10 @@ set string turretBarrelSpinRumble;
set scriptstring stowTag; set scriptstring stowTag;
reorder: reorder:
... ...
accuracyGraphName0 aiVsAiAccuracyGraphName
originalAccuracyGraphKnots0 originalAiVsAiAccuracyGraphKnots
accuracyGraphName1 aiVsPlayerAccuracyGraphName
originalAccuracyGraphKnots1; originalAiVsPlayerAccuracyGraphKnots;
// SndAliasCustom // SndAliasCustom
use SndAliasCustom; use SndAliasCustom;

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@ -126,16 +126,16 @@ set reusable parallelBounce;
set count perpendicularBounce SURF_TYPE_NUM; set count perpendicularBounce SURF_TYPE_NUM;
set reusable perpendicularBounce; set reusable perpendicularBounce;
set string projIgnitionSound; set string projIgnitionSound;
set string accuracyGraphName0; set string aiVsAiAccuracyGraphName;
set string accuracyGraphName1; set string aiVsPlayerAccuracyGraphName;
set reusable accuracyGraphKnots0; set reusable aiVsAiAccuracyGraphKnots;
set reusable accuracyGraphKnots1; set count aiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount;
set count accuracyGraphKnots0 accuracyGraphKnotCount[0]; set reusable aiVsPlayerAccuracyGraphKnots;
set count accuracyGraphKnots1 accuracyGraphKnotCount[1]; set count aiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount;
set reusable originalAccuracyGraphKnots0; set reusable originalAiVsAiAccuracyGraphKnots;
set reusable originalAccuracyGraphKnots1; set count originalAiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount; // yeah it does not use original count
set count originalAccuracyGraphKnots0 accuracyGraphKnotCount[0]; set reusable originalAiVsPlayerAccuracyGraphKnots;
set count originalAccuracyGraphKnots1 accuracyGraphKnotCount[1]; set count originalAiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount; // yeah it does not use original count
set string szUseHintString; set string szUseHintString;
set string dropHintString; set string dropHintString;
set string szScript; set string szScript;
@ -151,12 +151,12 @@ set reusable flameTableThirdPersonPtr;
reorder: reorder:
... ...
accuracyGraphName0 aiVsAiAccuracyGraphName
accuracyGraphKnots0 aiVsAiAccuracyGraphKnots
originalAccuracyGraphKnots0 originalAiVsAiAccuracyGraphKnots
accuracyGraphName1 aiVsPlayerAccuracyGraphName
accuracyGraphKnots1 aiVsPlayerAccuracyGraphKnots
originalAccuracyGraphKnots1; originalAiVsPlayerAccuracyGraphKnots;
reorder: reorder:
... ...

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@ -147,16 +147,16 @@ set reusable parallelBounce;
set count perpendicularBounce SURF_TYPE_NUM; set count perpendicularBounce SURF_TYPE_NUM;
set reusable perpendicularBounce; set reusable perpendicularBounce;
set string projIgnitionSound; set string projIgnitionSound;
set string accuracyGraphName0; set string aiVsAiAccuracyGraphName;
set string accuracyGraphName1; set string aiVsPlayerAccuracyGraphName;
set reusable accuracyGraphKnots0; set reusable aiVsAiAccuracyGraphKnots;
set reusable accuracyGraphKnots1; set count aiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount;
set count accuracyGraphKnots0 accuracyGraphKnotCount[0]; set reusable aiVsPlayerAccuracyGraphKnots;
set count accuracyGraphKnots1 accuracyGraphKnotCount[1]; set count aiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount;
set reusable originalAccuracyGraphKnots0; set reusable originalAiVsAiAccuracyGraphKnots;
set reusable originalAccuracyGraphKnots1; set count originalAiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount; // yeah it does not use original count
set count originalAccuracyGraphKnots0 accuracyGraphKnotCount[0]; set reusable originalAiVsPlayerAccuracyGraphKnots;
set count originalAccuracyGraphKnots1 accuracyGraphKnotCount[1]; set count originalAiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount; // yeah it does not use original count
set string szUseHintString; set string szUseHintString;
set string dropHintString; set string dropHintString;
set string szScript; set string szScript;
@ -174,12 +174,12 @@ set string throwBackType;
reorder: reorder:
... ...
accuracyGraphName0 aiVsAiAccuracyGraphName
accuracyGraphKnots0 aiVsAiAccuracyGraphKnots
originalAccuracyGraphKnots0 originalAiVsAiAccuracyGraphKnots
accuracyGraphName1 aiVsPlayerAccuracyGraphName
accuracyGraphKnots1 aiVsPlayerAccuracyGraphKnots
originalAccuracyGraphKnots1; originalAiVsPlayerAccuracyGraphKnots;
reorder: reorder:
... ...