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 fightDist;
float maxDist;
// 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.
// const char* accuracyGraphName[2];
const char* accuracyGraphName0;
const char* accuracyGraphName1;
// float(*accuracyGraphKnots[2])[2];
vec2_t* accuracyGraphKnots0;
vec2_t* accuracyGraphKnots1;
// float(*originalAccuracyGraphKnots[2])[2];
vec2_t* originalAccuracyGraphKnots0;
vec2_t* originalAccuracyGraphKnots1;
int accuracyGraphKnotCount[2];
int originalAccuracyGraphKnotCount[2];
const char* aiVsAiAccuracyGraphName;
const char* aiVsPlayerAccuracyGraphName;
vec2_t* aiVsAiAccuracyGraphKnots;
vec2_t* aiVsPlayerAccuracyGraphKnots;
vec2_t* originalAiVsAiAccuracyGraphKnots;
vec2_t* originalAiVsPlayerAccuracyGraphKnots;
int aiVsAiAccuracyGraphKnotCount;
int aiVsPlayerAccuracyGraphKnotCount;
int originalAiVsAiAccuracyGraphKnotCount;
int originalAiVsPlayerAccuracyGraphKnotCount;
int iPositionReloadTransTime;
float leftArc;
float rightArc;

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@ -4399,15 +4399,12 @@ namespace IW4
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;
uint16_t originalAccuracyGraphKnotCount[2];
const char* aiVsAiAccuracyGraphName;
const char* aiVsPlayerAccuracyGraphName;
vec2_t* originalAiVsAiAccuracyGraphKnots;
vec2_t* originalAiVsPlayerAccuracyGraphKnots;
uint16_t originalAiVsAiAccuracyGraphKnotCount;
uint16_t originalAiVsPlayerAccuracyGraphKnotCount;
int iPositionReloadTransTime;
float leftArc;
float rightArc;
@ -4551,8 +4548,10 @@ namespace IW4
int ammoDropStockMax;
float adsDofStart;
float adsDofEnd;
uint16_t accuracyGraphKnotCount[2];
vec2_t* accuracyGraphKnots[2];
uint16_t aiVsAiAccuracyGraphKnotCount;
uint16_t aiVsPlayerAccuracyGraphKnotCount;
vec2_t* aiVsAiAccuracyGraphKnots;
vec2_t* aiVsPlayerAccuracyGraphKnots;
bool motionTracker;
bool enhanced;
bool dpadIconShowsAmmo;

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@ -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;

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@ -3861,20 +3861,16 @@ namespace T5
float fHipViewScatterMax;
float fightDist;
float maxDist;
// const char *accuracyGraphName[2]; // TODO: Order is accuracyGraphName[0] -> accuracyGraphKnots[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.
const char* accuracyGraphName0;
const char* accuracyGraphName1;
// vec2_t *accuracyGraphKnots[2];
vec2_t* accuracyGraphKnots0;
vec2_t* accuracyGraphKnots1;
// vec2_t *originalAccuracyGraphKnots[2];
vec2_t* originalAccuracyGraphKnots0;
vec2_t* originalAccuracyGraphKnots1;
int accuracyGraphKnotCount[2];
int originalAccuracyGraphKnotCount[2];
const char* aiVsAiAccuracyGraphName;
const char* aiVsPlayerAccuracyGraphName;
vec2_t* aiVsAiAccuracyGraphKnots;
vec2_t* aiVsPlayerAccuracyGraphKnots;
vec2_t* originalAiVsAiAccuracyGraphKnots;
vec2_t* originalAiVsPlayerAccuracyGraphKnots;
int aiVsAiAccuracyGraphKnotCount;
int aiVsPlayerAccuracyGraphKnotCount;
int originalAiVsAiAccuracyGraphKnotCount;
int originalAiVsPlayerAccuracyGraphKnotCount;
int iPositionReloadTransTime;
float leftArc;
float rightArc;

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@ -4860,20 +4860,16 @@ namespace T6
float fAntiQuickScopeSwayFactor;
float fightDist;
float maxDist;
// const char *accuracyGraphName[2]; // TODO: Order is accuracyGraphName[0] -> accuracyGraphKnots[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.
const char* accuracyGraphName0;
const char* accuracyGraphName1;
// vec2_t *accuracyGraphKnots[2];
vec2_t* accuracyGraphKnots0;
vec2_t* accuracyGraphKnots1;
// vec2_t *originalAccuracyGraphKnots[2];
vec2_t* originalAccuracyGraphKnots0;
vec2_t* originalAccuracyGraphKnots1;
int accuracyGraphKnotCount[2];
int originalAccuracyGraphKnotCount[2];
const char* aiVsAiAccuracyGraphName;
const char* aiVsPlayerAccuracyGraphName;
vec2_t* aiVsAiAccuracyGraphKnots;
vec2_t* aiVsPlayerAccuracyGraphKnots;
vec2_t* originalAiVsAiAccuracyGraphKnots;
vec2_t* originalAiVsPlayerAccuracyGraphKnots;
int aiVsAiAccuracyGraphKnotCount;
int aiVsPlayerAccuracyGraphKnotCount;
int originalAiVsAiAccuracyGraphKnotCount;
int originalAiVsPlayerAccuracyGraphKnotCount;
int iPositionReloadTransTime;
float leftArc;
float rightArc;

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@ -608,8 +608,8 @@ namespace IW4
{"scanPauseTime", offsetof(WeaponFullDef, weapDef.scanPauseTime), CSPFT_MILLISECONDS },
{"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT },
{"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT },
{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName0), CSPFT_STRING },
{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName1), CSPFT_STRING },
{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsAiAccuracyGraphName), CSPFT_STRING },
{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsPlayerAccuracyGraphName), CSPFT_STRING },
{"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT },
{"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), 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 },
{"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT },
{"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT },
{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName0), CSPFT_STRING },
{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName1), CSPFT_STRING },
{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsAiAccuracyGraphName), CSPFT_STRING },
{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsPlayerAccuracyGraphName), CSPFT_STRING },
{"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT },
{"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), 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 },
{"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT },
{"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT },
{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName0), CSPFT_STRING },
{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName1), CSPFT_STRING },
{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsAiAccuracyGraphName), CSPFT_STRING },
{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.aiVsPlayerAccuracyGraphName), CSPFT_STRING },
{"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT },
{"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), 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 szSharedAmmoCapName;
set string szAltWeaponName;
set string accuracyGraphName0;
set string accuracyGraphName1;
set reusable accuracyGraphKnots0;
set reusable accuracyGraphKnots1;
set reusable originalAccuracyGraphKnots0;
set reusable originalAccuracyGraphKnots1;
set count accuracyGraphKnots0 accuracyGraphKnotCount[0];
set count accuracyGraphKnots1 accuracyGraphKnotCount[1];
set count originalAccuracyGraphKnots0 accuracyGraphKnotCount[0]; // yeah it uses accuracyGraphKnotCount
set count originalAccuracyGraphKnots1 accuracyGraphKnotCount[1];
set string aiVsAiAccuracyGraphName;
set string aiVsPlayerAccuracyGraphName;
set reusable aiVsAiAccuracyGraphKnots;
set count aiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount;
set reusable aiVsPlayerAccuracyGraphKnots;
set count aiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount;
set reusable originalAiVsAiAccuracyGraphKnots;
set count originalAiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount; // yeah it does not use original count
set reusable originalAiVsPlayerAccuracyGraphKnots;
set count originalAiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount; // yeah it does not use original count
set string szUseHintString;
set string dropHintString;
set string szScript;
@ -37,12 +37,12 @@ set string meleeImpactRumble;
reorder:
...
accuracyGraphName0
accuracyGraphKnots0
originalAccuracyGraphKnots0
accuracyGraphName1
accuracyGraphKnots1
originalAccuracyGraphKnots1;
aiVsAiAccuracyGraphName
aiVsAiAccuracyGraphKnots
originalAiVsAiAccuracyGraphKnots
aiVsPlayerAccuracyGraphName
aiVsPlayerAccuracyGraphKnots
originalAiVsPlayerAccuracyGraphKnots;
// SndAliasCustom
use SndAliasCustom;

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

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

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

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