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chore: rename accuracy table properties in weapon structs
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183ebe473b
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@ -3091,20 +3091,16 @@ namespace IW3
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float fHipViewScatterMax;
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float fHipViewScatterMax;
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float fightDist;
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float fightDist;
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float maxDist;
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float maxDist;
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// TODO: Order is accuracyGraphName[0] -> originalAccuracyGraphKnots[0] -> accuracyGraphName[1] -> ...
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const char* aiVsAiAccuracyGraphName;
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// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
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const char* aiVsPlayerAccuracyGraphName;
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// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
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vec2_t* aiVsAiAccuracyGraphKnots;
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// const char* accuracyGraphName[2];
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vec2_t* aiVsPlayerAccuracyGraphKnots;
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const char* accuracyGraphName0;
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vec2_t* originalAiVsAiAccuracyGraphKnots;
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const char* accuracyGraphName1;
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vec2_t* originalAiVsPlayerAccuracyGraphKnots;
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// float(*accuracyGraphKnots[2])[2];
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int aiVsAiAccuracyGraphKnotCount;
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vec2_t* accuracyGraphKnots0;
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int aiVsPlayerAccuracyGraphKnotCount;
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vec2_t* accuracyGraphKnots1;
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int originalAiVsAiAccuracyGraphKnotCount;
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// float(*originalAccuracyGraphKnots[2])[2];
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int originalAiVsPlayerAccuracyGraphKnotCount;
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vec2_t* originalAccuracyGraphKnots0;
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vec2_t* originalAccuracyGraphKnots1;
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int accuracyGraphKnotCount[2];
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int originalAccuracyGraphKnotCount[2];
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int iPositionReloadTransTime;
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int iPositionReloadTransTime;
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float leftArc;
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float leftArc;
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float rightArc;
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float rightArc;
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@ -4399,15 +4399,12 @@ namespace IW4
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float fHipViewScatterMax;
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float fHipViewScatterMax;
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float fightDist;
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float fightDist;
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float maxDist;
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float maxDist;
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// const char* accuracyGraphName[2];// TODO: Order is accuracyGraphName[0] -> originalAccuracyGraphKnots[0] -> accuracyGraphName[1] -> ...
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const char* aiVsAiAccuracyGraphName;
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// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
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const char* aiVsPlayerAccuracyGraphName;
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// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
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vec2_t* originalAiVsAiAccuracyGraphKnots;
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// vec2_t* originalAccuracyGraphKnots[2];
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vec2_t* originalAiVsPlayerAccuracyGraphKnots;
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const char* accuracyGraphName0;
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uint16_t originalAiVsAiAccuracyGraphKnotCount;
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const char* accuracyGraphName1;
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uint16_t originalAiVsPlayerAccuracyGraphKnotCount;
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vec2_t* originalAccuracyGraphKnots0;
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vec2_t* originalAccuracyGraphKnots1;
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uint16_t originalAccuracyGraphKnotCount[2];
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int iPositionReloadTransTime;
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int iPositionReloadTransTime;
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float leftArc;
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float leftArc;
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float rightArc;
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float rightArc;
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@ -4551,8 +4548,10 @@ namespace IW4
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int ammoDropStockMax;
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int ammoDropStockMax;
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float adsDofStart;
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float adsDofStart;
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float adsDofEnd;
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float adsDofEnd;
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uint16_t accuracyGraphKnotCount[2];
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uint16_t aiVsAiAccuracyGraphKnotCount;
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vec2_t* accuracyGraphKnots[2];
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uint16_t aiVsPlayerAccuracyGraphKnotCount;
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vec2_t* aiVsAiAccuracyGraphKnots;
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vec2_t* aiVsPlayerAccuracyGraphKnots;
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bool motionTracker;
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bool motionTracker;
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bool enhanced;
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bool enhanced;
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bool dpadIconShowsAmmo;
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bool dpadIconShowsAmmo;
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@ -3756,15 +3756,12 @@ namespace IW5
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float fHipViewScatterMax;
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float fHipViewScatterMax;
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float fightDist;
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float fightDist;
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float maxDist;
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float maxDist;
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// const char* accuracyGraphName[2];// TODO: Order is accuracyGraphName[0] -> originalAccuracyGraphKnots[0] -> accuracyGraphName[1] -> ...
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const char* aiVsAiAccuracyGraphName;
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// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
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const char* aiVsPlayerAccuracyGraphName;
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// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
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vec2_t* originalAiVsAiAccuracyGraphKnots;
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// vec2_t* originalAccuracyGraphKnots[2];
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vec2_t* originalAiVsPlayerAccuracyGraphKnots;
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const char* accuracyGraphName0;
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unsigned short originalAiVsAiAccuracyGraphKnotCount;
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const char* accuracyGraphName1;
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unsigned short originalAiVsPlayerAccuracyGraphKnotCount;
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vec2_t* originalAccuracyGraphKnots0;
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vec2_t* originalAccuracyGraphKnots1;
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unsigned short originalAccuracyGraphKnotCount[2];
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int iPositionReloadTransTime;
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int iPositionReloadTransTime;
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float leftArc;
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float leftArc;
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float rightArc;
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float rightArc;
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@ -4021,8 +4018,10 @@ namespace IW5
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int ammoDropStockMax;
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int ammoDropStockMax;
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float adsDofStart;
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float adsDofStart;
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float adsDofEnd;
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float adsDofEnd;
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unsigned short accuracyGraphKnotCount[2];
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uint16_t aiVsAiAccuracyGraphKnotCount;
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vec2_t* accuracyGraphKnots[2];
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uint16_t aiVsPlayerAccuracyGraphKnotCount;
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vec2_t* aiVsAiAccuracyGraphKnots;
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vec2_t* aiVsPlayerAccuracyGraphKnots;
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bool motionTracker;
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bool motionTracker;
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bool enhanced;
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bool enhanced;
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bool dpadIconShowsAmmo;
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bool dpadIconShowsAmmo;
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@ -3861,20 +3861,16 @@ namespace T5
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float fHipViewScatterMax;
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float fHipViewScatterMax;
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float fightDist;
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float fightDist;
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float maxDist;
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float maxDist;
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// const char *accuracyGraphName[2]; // TODO: Order is accuracyGraphName[0] -> accuracyGraphKnots[0] -> originalAccuracyGraphKnots[0] ->
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const char* aiVsAiAccuracyGraphName;
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// accuracyGraphName[1] -> ...
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const char* aiVsPlayerAccuracyGraphName;
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// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
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vec2_t* aiVsAiAccuracyGraphKnots;
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// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
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vec2_t* aiVsPlayerAccuracyGraphKnots;
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const char* accuracyGraphName0;
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vec2_t* originalAiVsAiAccuracyGraphKnots;
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const char* accuracyGraphName1;
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vec2_t* originalAiVsPlayerAccuracyGraphKnots;
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// vec2_t *accuracyGraphKnots[2];
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int aiVsAiAccuracyGraphKnotCount;
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vec2_t* accuracyGraphKnots0;
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int aiVsPlayerAccuracyGraphKnotCount;
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vec2_t* accuracyGraphKnots1;
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int originalAiVsAiAccuracyGraphKnotCount;
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// vec2_t *originalAccuracyGraphKnots[2];
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int originalAiVsPlayerAccuracyGraphKnotCount;
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vec2_t* originalAccuracyGraphKnots0;
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vec2_t* originalAccuracyGraphKnots1;
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int accuracyGraphKnotCount[2];
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int originalAccuracyGraphKnotCount[2];
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int iPositionReloadTransTime;
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int iPositionReloadTransTime;
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float leftArc;
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float leftArc;
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float rightArc;
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float rightArc;
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@ -4860,20 +4860,16 @@ namespace T6
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float fAntiQuickScopeSwayFactor;
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float fAntiQuickScopeSwayFactor;
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float fightDist;
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float fightDist;
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float maxDist;
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float maxDist;
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// const char *accuracyGraphName[2]; // TODO: Order is accuracyGraphName[0] -> accuracyGraphKnots[0] -> originalAccuracyGraphKnots[0] ->
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const char* aiVsAiAccuracyGraphName;
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// accuracyGraphName[1] -> ...
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const char* aiVsPlayerAccuracyGraphName;
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// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
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vec2_t* aiVsAiAccuracyGraphKnots;
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// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
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vec2_t* aiVsPlayerAccuracyGraphKnots;
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const char* accuracyGraphName0;
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vec2_t* originalAiVsAiAccuracyGraphKnots;
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const char* accuracyGraphName1;
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vec2_t* originalAiVsPlayerAccuracyGraphKnots;
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// vec2_t *accuracyGraphKnots[2];
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int aiVsAiAccuracyGraphKnotCount;
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vec2_t* accuracyGraphKnots0;
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int aiVsPlayerAccuracyGraphKnotCount;
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vec2_t* accuracyGraphKnots1;
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int originalAiVsAiAccuracyGraphKnotCount;
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// vec2_t *originalAccuracyGraphKnots[2];
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int originalAiVsPlayerAccuracyGraphKnotCount;
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vec2_t* originalAccuracyGraphKnots0;
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vec2_t* originalAccuracyGraphKnots1;
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int accuracyGraphKnotCount[2];
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int originalAccuracyGraphKnotCount[2];
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int iPositionReloadTransTime;
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int iPositionReloadTransTime;
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float leftArc;
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float leftArc;
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float rightArc;
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float rightArc;
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@ -608,8 +608,8 @@ namespace IW4
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{"scanPauseTime", offsetof(WeaponFullDef, weapDef.scanPauseTime), CSPFT_MILLISECONDS },
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{"scanPauseTime", offsetof(WeaponFullDef, weapDef.scanPauseTime), CSPFT_MILLISECONDS },
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{"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT },
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{"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT },
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{"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT },
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{"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT },
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{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName0), CSPFT_STRING },
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{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsAiAccuracyGraphName), CSPFT_STRING },
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{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName1), CSPFT_STRING },
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{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsPlayerAccuracyGraphName), CSPFT_STRING },
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{"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT },
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{"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT },
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{"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT },
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{"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT },
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{"locHead", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT },
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{"locHead", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT },
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@ -697,8 +697,8 @@ namespace IW5
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{"scanPauseTime", offsetof(WeaponFullDef, weapDef.scanPauseTime), CSPFT_MILLISECONDS },
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{"scanPauseTime", offsetof(WeaponFullDef, weapDef.scanPauseTime), CSPFT_MILLISECONDS },
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{"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT },
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{"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT },
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{"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT },
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{"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT },
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{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName0), CSPFT_STRING },
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{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsAiAccuracyGraphName), CSPFT_STRING },
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{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName1), CSPFT_STRING },
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{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsPlayerAccuracyGraphName), CSPFT_STRING },
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{"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT },
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{"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT },
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{"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT },
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{"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT },
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{"locHead", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT },
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{"locHead", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT },
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@ -952,8 +952,8 @@ namespace T6
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{"explosionCameraShakeRadius", offsetof(WeaponFullDef, weapDef.explosionCameraShakeRadius), CSPFT_INT },
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{"explosionCameraShakeRadius", offsetof(WeaponFullDef, weapDef.explosionCameraShakeRadius), CSPFT_INT },
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{"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT },
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{"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT },
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{"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT },
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{"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT },
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{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName0), CSPFT_STRING },
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{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsAiAccuracyGraphName), CSPFT_STRING },
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{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName1), CSPFT_STRING },
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{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsPlayerAccuracyGraphName), CSPFT_STRING },
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{"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT },
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{"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT },
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{"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT },
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{"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT },
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{"locHead", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT },
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{"locHead", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT },
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@ -19,16 +19,16 @@ set string szAmmoName;
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set string szClipName;
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set string szClipName;
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set string szSharedAmmoCapName;
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set string szSharedAmmoCapName;
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set string szAltWeaponName;
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set string szAltWeaponName;
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set string accuracyGraphName0;
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set string aiVsAiAccuracyGraphName;
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set string accuracyGraphName1;
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set string aiVsPlayerAccuracyGraphName;
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set reusable accuracyGraphKnots0;
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set reusable aiVsAiAccuracyGraphKnots;
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set reusable accuracyGraphKnots1;
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set count aiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount;
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set reusable originalAccuracyGraphKnots0;
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set reusable aiVsPlayerAccuracyGraphKnots;
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set reusable originalAccuracyGraphKnots1;
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set count aiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount;
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set count accuracyGraphKnots0 accuracyGraphKnotCount[0];
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set reusable originalAiVsAiAccuracyGraphKnots;
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set count accuracyGraphKnots1 accuracyGraphKnotCount[1];
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set count originalAiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount; // yeah it does not use original count
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set count originalAccuracyGraphKnots0 accuracyGraphKnotCount[0]; // yeah it uses accuracyGraphKnotCount
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set reusable originalAiVsPlayerAccuracyGraphKnots;
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set count originalAccuracyGraphKnots1 accuracyGraphKnotCount[1];
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set count originalAiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount; // yeah it does not use original count
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set string szUseHintString;
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set string szUseHintString;
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set string dropHintString;
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set string dropHintString;
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set string szScript;
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set string szScript;
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@ -37,12 +37,12 @@ set string meleeImpactRumble;
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reorder:
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reorder:
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...
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...
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accuracyGraphName0
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aiVsAiAccuracyGraphName
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accuracyGraphKnots0
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aiVsAiAccuracyGraphKnots
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originalAccuracyGraphKnots0
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originalAiVsAiAccuracyGraphKnots
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accuracyGraphName1
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aiVsPlayerAccuracyGraphName
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accuracyGraphKnots1
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aiVsPlayerAccuracyGraphKnots
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originalAccuracyGraphKnots1;
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originalAiVsPlayerAccuracyGraphKnots;
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// SndAliasCustom
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// SndAliasCustom
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use SndAliasCustom;
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use SndAliasCustom;
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set reusable szXAnims;
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set reusable szXAnims;
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set count szXAnims 37;
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set count szXAnims 37;
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set string szAltWeaponName;
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set string szAltWeaponName;
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set reusable accuracyGraphKnots;
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set reusable aiVsAiAccuracyGraphKnots;
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set count accuracyGraphKnots[0] accuracyGraphKnotCount[0];
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set count aiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount;
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set count accuracyGraphKnots[1] accuracyGraphKnotCount[1];
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set reusable aiVsPlayerAccuracyGraphKnots;
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set count aiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount;
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// WeaponDef
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// WeaponDef
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use WeaponDef;
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use WeaponDef;
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@ -56,12 +57,12 @@ set reusable parallelBounce;
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set count parallelBounce SURF_TYPE_NUM;
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set count parallelBounce SURF_TYPE_NUM;
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set reusable perpendicularBounce;
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set reusable perpendicularBounce;
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set count perpendicularBounce SURF_TYPE_NUM;
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set count perpendicularBounce SURF_TYPE_NUM;
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set string accuracyGraphName0;
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set string aiVsAiAccuracyGraphName;
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set string accuracyGraphName1;
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set string aiVsPlayerAccuracyGraphName;
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set reusable originalAccuracyGraphKnots0;
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set reusable originalAiVsAiAccuracyGraphKnots;
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set reusable originalAccuracyGraphKnots1;
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set count originalAiVsAiAccuracyGraphKnots WeaponCompleteDef::aiVsAiAccuracyGraphKnotCount;
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set count originalAccuracyGraphKnots0 WeaponCompleteDef::accuracyGraphKnotCount[0];
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set reusable originalAiVsPlayerAccuracyGraphKnots;
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set count originalAccuracyGraphKnots1 WeaponCompleteDef::accuracyGraphKnotCount[1];
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set count originalAiVsPlayerAccuracyGraphKnots WeaponCompleteDef::aiVsPlayerAccuracyGraphKnotCount;
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set string szUseHintString;
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set string szUseHintString;
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set string dropHintString;
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set string dropHintString;
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set string szScript;
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set string szScript;
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@ -72,10 +73,10 @@ set string meleeImpactRumble;
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set string turretBarrelSpinRumble;
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set string turretBarrelSpinRumble;
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reorder:
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reorder:
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...
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...
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accuracyGraphName0
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aiVsAiAccuracyGraphName
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originalAccuracyGraphKnots0
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originalAiVsAiAccuracyGraphKnots
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accuracyGraphName1
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aiVsPlayerAccuracyGraphName
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originalAccuracyGraphKnots1;
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originalAiVsPlayerAccuracyGraphKnots;
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// SndAliasCustom
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// SndAliasCustom
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use SndAliasCustom;
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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;
|
||||||
|
@ -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:
|
||||||
...
|
...
|
||||||
|
@ -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:
|
||||||
...
|
...
|
||||||
|
Loading…
x
Reference in New Issue
Block a user