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Add T6 attachment unique dumper
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#include "AssetDumperWeaponAttachmentUnique.h"
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#include <cassert>
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#include <sstream>
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#include <type_traits>
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#include <cstring>
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#include "Game/T6/CommonT6.h"
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#include "Game/T6/InfoStringT6.h"
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using namespace T6;
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cspField_t AssetDumperWeaponAttachmentUnique::attachment_unique_fields[]
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{
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{"attachmentType", offsetof(WeaponAttachmentUniqueFull, attachment.attachmentType), AUFT_ATTACHMENTTYPE},
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{"locNone", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT},
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{"locHelmet", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT},
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{"locHead", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT},
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{"locNeck", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_NECK]), CSPFT_FLOAT},
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{"locTorsoUpper", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_TORSO_UPR]), CSPFT_FLOAT},
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{"locTorsoMid", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_TORSO_MID]), CSPFT_FLOAT},
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{"locTorsoLower", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_TORSO_LWR]), CSPFT_FLOAT},
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{"locRightArmUpper", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_R_ARM_UPR]), CSPFT_FLOAT},
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{"locRightArmLower", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_R_ARM_LWR]), CSPFT_FLOAT},
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{"locRightHand", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_R_HAND]), CSPFT_FLOAT},
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{"locLeftArmUpper", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_L_ARM_UPR]), CSPFT_FLOAT},
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{"locLeftArmLower", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_L_ARM_LWR]), CSPFT_FLOAT},
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{"locLeftHand", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_L_HAND]), CSPFT_FLOAT},
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{"locRightLegUpper", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_R_LEG_UPR]), CSPFT_FLOAT},
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{"locRightLegLower", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_R_LEG_LWR]), CSPFT_FLOAT},
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{"locRightFoot", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_R_FOOT]), CSPFT_FLOAT},
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{"locLeftLegUpper", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_L_LEG_UPR]), CSPFT_FLOAT},
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{"locLeftLegLower", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_L_LEG_LWR]), CSPFT_FLOAT},
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{"locLeftFoot", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_L_FOOT]), CSPFT_FLOAT},
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{"locGun", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_GUN]), CSPFT_FLOAT},
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{"viewModel", offsetof(WeaponAttachmentUniqueFull, attachment.viewModel), CSPFT_XMODEL},
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{"viewModelAdditional", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelAdditional), CSPFT_XMODEL},
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{"viewModelADS", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelADS), CSPFT_XMODEL},
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{"worldModel", offsetof(WeaponAttachmentUniqueFull, attachment.worldModel), CSPFT_XMODEL},
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{"worldModelAdditional", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelAdditional), CSPFT_XMODEL},
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{"viewModelTag", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelTag), CSPFT_STRING},
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{"worldModelTag", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelTag), CSPFT_STRING},
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{"viewModelOffsetX", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelOffsets.x), CSPFT_FLOAT},
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{"viewModelOffsetY", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelOffsets.y), CSPFT_FLOAT},
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{"viewModelOffsetZ", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelOffsets.z), CSPFT_FLOAT},
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{"viewModelOffsetPitch", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelRotations.x), CSPFT_FLOAT},
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{"viewModelOffsetYaw", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelRotations.y), CSPFT_FLOAT},
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{"viewModelOffsetRoll", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelRotations.z), CSPFT_FLOAT},
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{"worldModelOffsetX", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelOffsets.x), CSPFT_FLOAT},
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{"worldModelOffsetY", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelOffsets.y), CSPFT_FLOAT},
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{"worldModelOffsetZ", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelOffsets.z), CSPFT_FLOAT},
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{"worldModelOffsetPitch", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelRotations.x), CSPFT_FLOAT},
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{"worldModelOffsetYaw", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelRotations.y), CSPFT_FLOAT},
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{"worldModelOffsetRoll", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelRotations.z), CSPFT_FLOAT},
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{"viewModelAddOffsetX", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelAddOffsets.x), CSPFT_FLOAT},
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{"viewModelAddOffsetY", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelAddOffsets.y), CSPFT_FLOAT},
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{"viewModelAddOffsetZ", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelAddOffsets.z), CSPFT_FLOAT},
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{"viewModelAddOffsetPitch", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelAddRotations.x), CSPFT_FLOAT},
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{"viewModelAddOffsetYaw", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelAddRotations.y), CSPFT_FLOAT},
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{"viewModelAddOffsetRoll", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelAddRotations.z), CSPFT_FLOAT},
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{"worldModelAddOffsetX", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelAddOffsets.x), CSPFT_FLOAT},
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{"worldModelAddOffsetY", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelAddOffsets.y), CSPFT_FLOAT},
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{"worldModelAddOffsetZ", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelAddOffsets.z), CSPFT_FLOAT},
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{"worldModelAddOffsetPitch", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelAddRotations.x), CSPFT_FLOAT},
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{"worldModelAddOffsetYaw", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelAddRotations.y), CSPFT_FLOAT},
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{"worldModelAddOffsetRoll", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelAddRotations.z), CSPFT_FLOAT},
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{"hideTags", offsetof(WeaponAttachmentUniqueFull, hideTags), AUFT_HIDETAGS},
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{"camo", offsetof(WeaponAttachmentUniqueFull, attachment.weaponCamo), AUFT_CAMO},
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{"disableBaseWeaponAttachment", offsetof(WeaponAttachmentUniqueFull, attachment.disableBaseWeaponAttachment), CSPFT_BOOL},
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{"disableBaseWeaponClip", offsetof(WeaponAttachmentUniqueFull, attachment.disableBaseWeaponClip), CSPFT_BOOL},
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{"overrideBaseWeaponAttachmentOffsets", offsetof(WeaponAttachmentUniqueFull, attachment.overrideBaseWeaponAttachmentOffsets), CSPFT_BOOL},
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{"viewModelOffsetBaseAttachmentX", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelOffsetBaseAttachment.x), CSPFT_FLOAT},
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{"viewModelOffsetBaseAttachmentY", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelOffsetBaseAttachment.y), CSPFT_FLOAT},
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{"viewModelOffsetBaseAttachmentZ", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelOffsetBaseAttachment.z), CSPFT_FLOAT},
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{"worldModelOffsetBaseAttachmentX", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelOffsetBaseAttachment.x), CSPFT_FLOAT},
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{"worldModelOffsetBaseAttachmentY", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelOffsetBaseAttachment.y), CSPFT_FLOAT},
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{"worldModelOffsetBaseAttachmentZ", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelOffsetBaseAttachment.z), CSPFT_FLOAT},
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{"altWeapon", offsetof(WeaponAttachmentUniqueFull, attachment.szAltWeaponName), CSPFT_STRING},
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{"DualWieldWeapon", offsetof(WeaponAttachmentUniqueFull, attachment.szDualWieldWeaponName), CSPFT_STRING},
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{"adsOverlayShader", offsetof(WeaponAttachmentUniqueFull, attachment.overlayMaterial), CSPFT_MATERIAL_STREAM},
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{"adsOverlayShaderLowRes", offsetof(WeaponAttachmentUniqueFull, attachment.overlayMaterialLowRes), CSPFT_MATERIAL_STREAM},
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{"adsOverlayReticle", offsetof(WeaponAttachmentUniqueFull, attachment.overlayReticle), AUFT_OVERLAYRETICLE},
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{"firstRaiseTime", offsetof(WeaponAttachmentUniqueFull, attachment.iFirstRaiseTime), CSPFT_MILLISECONDS},
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{"altRaiseTime", offsetof(WeaponAttachmentUniqueFull, attachment.iAltRaiseTime), CSPFT_MILLISECONDS},
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{"altDropTime", offsetof(WeaponAttachmentUniqueFull, attachment.iAltDropTime), CSPFT_MILLISECONDS},
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{"reloadAmmoAdd", offsetof(WeaponAttachmentUniqueFull, attachment.iReloadAmmoAdd), CSPFT_INT},
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{"reloadStartAdd", offsetof(WeaponAttachmentUniqueFull, attachment.iReloadStartAdd), CSPFT_INT},
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{"segmentedReload", offsetof(WeaponAttachmentUniqueFull, attachment.bSegmentedReload), CSPFT_BOOL},
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{"idleAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_IDLE]), CSPFT_STRING},
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{"idleAnimLeft", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_IDLE_LEFT]), CSPFT_STRING},
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{"emptyIdleAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING},
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{"emptyIdleAnimLeft", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_EMPTY_IDLE_LEFT]), CSPFT_STRING},
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{"fireIntroAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_FIRE_INTRO]), CSPFT_STRING},
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{"fireAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_FIRE]), CSPFT_STRING},
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{"fireAnimLeft", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_FIRE_LEFT]), CSPFT_STRING},
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{"holdFireAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING},
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{"lastShotAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_LASTSHOT]), CSPFT_STRING},
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{"lastShotAnimLeft", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_LASTSHOT_LEFT]), CSPFT_STRING},
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{"flourishAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_FINALSHOT]), CSPFT_STRING},
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{"flourishAnimLeft", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_FINALSHOT_LEFT]), CSPFT_STRING},
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{"detonateAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DETONATE]), CSPFT_STRING},
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{"rechamberAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RECHAMBER]), CSPFT_STRING},
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{"meleeAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MELEE]), CSPFT_STRING},
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{"meleeAnimEmpty", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MELEE_EMPTY]), CSPFT_STRING},
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{"meleeAnim1", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MELEE1]), CSPFT_STRING},
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{"meleeAnim2", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MELEE2]), CSPFT_STRING},
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{"meleeAnim3", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MELEE3]), CSPFT_STRING},
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{"meleeChargeAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING},
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{"meleeChargeAnimEmpty", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MELEE_CHARGE_EMPTY]), CSPFT_STRING},
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{"reloadAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD]), CSPFT_STRING},
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{"reloadAnimRight", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_RIGHT]), CSPFT_STRING},
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{"reloadAnimLeft", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_LEFT]), CSPFT_STRING},
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{"reloadEmptyAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING},
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{"reloadEmptyAnimLeft", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_EMPTY_LEFT]), CSPFT_STRING},
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{"reloadStartAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_START]), CSPFT_STRING},
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{"reloadEndAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_END]), CSPFT_STRING},
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{"reloadQuickAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_QUICK]), CSPFT_STRING},
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{"reloadQuickEmptyAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_QUICK_EMPTY]), CSPFT_STRING},
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{"raiseAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RAISE]), CSPFT_STRING},
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{"dropAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DROP]), CSPFT_STRING},
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{"firstRaiseAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING},
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{"altRaiseAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING},
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{"altDropAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ALT_DROP]), CSPFT_STRING},
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{"quickRaiseAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING},
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{"quickDropAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING},
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{"emptyRaiseAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING},
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{"emptyDropAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING},
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{"sprintInAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING},
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{"sprintLoopAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING},
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{"sprintOutAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING},
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{"sprintInEmptyAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_SPRINT_EMPTY_IN]), CSPFT_STRING},
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{"sprintLoopEmptyAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_SPRINT_EMPTY_LOOP]), CSPFT_STRING},
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{"sprintOutEmptyAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_SPRINT_EMPTY_OUT]), CSPFT_STRING},
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{"lowReadyInAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_LOWREADY_IN]), CSPFT_STRING},
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{"lowReadyLoopAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_LOWREADY_LOOP]), CSPFT_STRING},
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{"lowReadyOutAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_LOWREADY_OUT]), CSPFT_STRING},
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{"contFireInAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CONT_FIRE_IN]), CSPFT_STRING},
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{"contFireLoopAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CONT_FIRE_LOOP]), CSPFT_STRING},
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{"contFireOutAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CONT_FIRE_OUT]), CSPFT_STRING},
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{"crawlInAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_IN]), CSPFT_STRING},
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{"crawlForwardAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_FORWARD]), CSPFT_STRING},
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{"crawlBackAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_BACK]), CSPFT_STRING},
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{"crawlRightAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_RIGHT]), CSPFT_STRING},
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{"crawlLeftAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_LEFT]), CSPFT_STRING},
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{"crawlOutAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_OUT]), CSPFT_STRING},
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{"crawlEmptyInAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_EMPTY_IN]), CSPFT_STRING},
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{"crawlEmptyForwardAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_EMPTY_FORWARD]), CSPFT_STRING},
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{"crawlEmptyBackAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_EMPTY_BACK]), CSPFT_STRING},
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{"crawlEmptyRightAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_EMPTY_RIGHT]), CSPFT_STRING},
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{"crawlEmptyLeftAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_EMPTY_LEFT]), CSPFT_STRING},
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{"crawlEmptyOutAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_EMPTY_OUT]), CSPFT_STRING},
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{"deployAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DEPLOY]), CSPFT_STRING},
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{"breakdownAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_BREAKDOWN]), CSPFT_STRING},
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{"nightVisionWearAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING},
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{"nightVisionRemoveAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING},
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{"adsFireAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING},
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{"adsLastShotAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING},
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{"adsRechamberAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING},
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{"adsUpAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ADS_UP]), CSPFT_STRING},
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{"adsDownAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING},
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{"adsUpOtherScopeAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ADS_UP_OTHER_SCOPE]), CSPFT_STRING},
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{"adsFireIntroAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ADS_FIRE_INTRO]), CSPFT_STRING},
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{"dtp_in", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DTP_IN]), CSPFT_STRING},
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{"dtp_loop", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DTP_LOOP]), CSPFT_STRING},
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{"dtp_out", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DTP_OUT]), CSPFT_STRING},
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{"dtp_empty_in", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DTP_EMPTY_IN]), CSPFT_STRING},
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{"dtp_empty_loop", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DTP_EMPTY_LOOP]), CSPFT_STRING},
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{"dtp_empty_out", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DTP_EMPTY_OUT]), CSPFT_STRING},
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{"slide_in", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_SLIDE_IN]), CSPFT_STRING},
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{"mantleAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MANTLE]), CSPFT_STRING},
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{"sprintCameraAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CAMERA_SPRINT_LOOP]), CSPFT_STRING},
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{"dtpInCameraAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CAMERA_DTP_IN]), CSPFT_STRING},
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{"dtpLoopCameraAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CAMERA_DTP_LOOP]), CSPFT_STRING},
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{"dtpOutCameraAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CAMERA_DTP_OUT]), CSPFT_STRING},
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{"mantleCameraAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CAMERA_MANTLE]), CSPFT_STRING},
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{"fireSound", offsetof(WeaponAttachmentUniqueFull, attachment.fireSound), CSPFT_STRING},
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{"fireSoundPlayer", offsetof(WeaponAttachmentUniqueFull, attachment.fireSoundPlayer), CSPFT_STRING},
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{"loopFireSound", offsetof(WeaponAttachmentUniqueFull, attachment.fireLoopSound), CSPFT_STRING},
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{"loopFireSoundPlayer", offsetof(WeaponAttachmentUniqueFull, attachment.fireLoopSoundPlayer), CSPFT_STRING},
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{"loopFireEndSound", offsetof(WeaponAttachmentUniqueFull, attachment.fireLoopEndSound), CSPFT_STRING},
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{"loopFireEndSoundPlayer", offsetof(WeaponAttachmentUniqueFull, attachment.fireLoopEndSoundPlayer), CSPFT_STRING},
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{"startFireSound", offsetof(WeaponAttachmentUniqueFull, attachment.fireStartSound), CSPFT_STRING},
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{"stopFireSound", offsetof(WeaponAttachmentUniqueFull, attachment.fireStopSound), CSPFT_STRING},
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{"startFireSoundPlayer", offsetof(WeaponAttachmentUniqueFull, attachment.fireStartSoundPlayer), CSPFT_STRING},
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{"stopFireSoundPlayer", offsetof(WeaponAttachmentUniqueFull, attachment.fireStopSoundPlayer), CSPFT_STRING},
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{"lastShotSound", offsetof(WeaponAttachmentUniqueFull, attachment.fireLastSound), CSPFT_STRING},
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{"lastShotSoundPlayer", offsetof(WeaponAttachmentUniqueFull, attachment.fireLastSoundPlayer), CSPFT_STRING},
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{"killcamStartFireSound", offsetof(WeaponAttachmentUniqueFull, attachment.fireKillcamSound), CSPFT_STRING},
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{"killcamStartFireSoundPlayer", offsetof(WeaponAttachmentUniqueFull, attachment.fireKillcamSoundPlayer), CSPFT_STRING},
|
||||
{"viewFlashEffect", offsetof(WeaponAttachmentUniqueFull, attachment.viewFlashEffect), CSPFT_FX},
|
||||
{"worldFlashEffect", offsetof(WeaponAttachmentUniqueFull, attachment.worldFlashEffect), CSPFT_FX},
|
||||
{"tracerType", offsetof(WeaponAttachmentUniqueFull, attachment.tracerType), CSPFT_TRACER},
|
||||
{"enemyTracerType", offsetof(WeaponAttachmentUniqueFull, attachment.enemyTracerType), CSPFT_TRACER},
|
||||
{"adsDofStart", offsetof(WeaponAttachmentUniqueFull, attachment.adsDofStart), CSPFT_FLOAT},
|
||||
{"adsDofEnd", offsetof(WeaponAttachmentUniqueFull, attachment.adsDofEnd), CSPFT_FLOAT},
|
||||
{"overrideLeftHandIK", offsetof(WeaponAttachmentUniqueFull, attachment.bOverrideLeftHandIK), CSPFT_BOOL},
|
||||
{"overrideLeftHandProneIK", offsetof(WeaponAttachmentUniqueFull, attachment.bOverrideLeftHandProneIK), CSPFT_BOOL},
|
||||
{"ikLeftHandOffsetF", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandOffset.x), CSPFT_FLOAT},
|
||||
{"ikLeftHandOffsetR", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandOffset.y), CSPFT_FLOAT},
|
||||
{"ikLeftHandOffsetU", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandOffset.z), CSPFT_FLOAT},
|
||||
{"ikLeftHandRotationP", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandRotation.x), CSPFT_FLOAT},
|
||||
{"ikLeftHandRotationY", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandRotation.y), CSPFT_FLOAT},
|
||||
{"ikLeftHandRotationR", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandRotation.z), CSPFT_FLOAT},
|
||||
{"ikLeftHandProneOffsetF", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandProneOffset.x), CSPFT_FLOAT},
|
||||
{"ikLeftHandProneOffsetR", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandProneOffset.y), CSPFT_FLOAT},
|
||||
{"ikLeftHandProneOffsetU", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandProneOffset.z), CSPFT_FLOAT},
|
||||
{"ikLeftHandProneRotationP", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandProneRotation.x), CSPFT_FLOAT},
|
||||
{"ikLeftHandProneRotationY", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandProneRotation.y), CSPFT_FLOAT},
|
||||
{"ikLeftHandProneRotationR", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandProneRotation.z), CSPFT_FLOAT},
|
||||
{"customFloat0", offsetof(WeaponAttachmentUniqueFull, attachment.customFloat0), CSPFT_FLOAT},
|
||||
{"customFloat1", offsetof(WeaponAttachmentUniqueFull, attachment.customFloat1), CSPFT_FLOAT},
|
||||
{"customFloat2", offsetof(WeaponAttachmentUniqueFull, attachment.customFloat2), CSPFT_FLOAT},
|
||||
{"customBool0", offsetof(WeaponAttachmentUniqueFull, attachment.customBool0), CSPFT_BOOL},
|
||||
{"customBool1", offsetof(WeaponAttachmentUniqueFull, attachment.customBool1), CSPFT_BOOL},
|
||||
{"customBool2", offsetof(WeaponAttachmentUniqueFull, attachment.customBool2), CSPFT_BOOL}
|
||||
};
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class InfoStringFromWeaponAttachmentUniqueConverter final : public InfoStringFromStructConverter
|
||||
{
|
||||
protected:
|
||||
void FillFromExtensionField(const cspField_t& field) override
|
||||
{
|
||||
switch (static_cast<attachmentUniqueFieldType_t>(field.iFieldType))
|
||||
{
|
||||
case AUFT_ATTACHMENTTYPE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szAttachmentTypeNames, std::extent<decltype(szAttachmentTypeNames)>::value);
|
||||
break;
|
||||
|
||||
case AUFT_HIDETAGS:
|
||||
{
|
||||
const auto* hideTags = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
|
||||
std::stringstream ss;
|
||||
auto first = true;
|
||||
|
||||
for (auto i = 0u; i < std::extent<decltype(WeaponFullDef::hideTags)>::value; i++)
|
||||
{
|
||||
const auto& str = m_get_scr_string(hideTags[i]);
|
||||
if (!str.empty())
|
||||
{
|
||||
if (!first)
|
||||
ss << "\n";
|
||||
else
|
||||
first = false;
|
||||
|
||||
ss << str;
|
||||
}
|
||||
}
|
||||
|
||||
m_info_string.SetValueForKey(std::string(field.szName), ss.str());
|
||||
break;
|
||||
}
|
||||
|
||||
case AUFT_OVERLAYRETICLE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapOverlayReticleNames, std::extent<decltype(szWeapOverlayReticleNames)>::value);
|
||||
break;
|
||||
|
||||
case AUFT_CAMO:
|
||||
{
|
||||
const auto* camo = *reinterpret_cast<WeaponCamo**>(reinterpret_cast<uintptr_t>(m_structure) + field
|
||||
.iOffset);
|
||||
|
||||
if (camo)
|
||||
m_info_string.SetValueForKey(std::string(field.szName), std::string(AssetName(camo->name)));
|
||||
else
|
||||
m_info_string.SetValueForKey(std::string(field.szName), "");
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public:
|
||||
InfoStringFromWeaponAttachmentUniqueConverter(const WeaponAttachmentUniqueFull* structure, const cspField_t* fields, const size_t fieldCount,
|
||||
std::function<std::string(scr_string_t)> scriptStringValueCallback)
|
||||
: InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback))
|
||||
{
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
void AssetDumperWeaponAttachmentUnique::CopyToFullDef(const WeaponAttachmentUnique* attachment, WeaponAttachmentUniqueFull* fullDef)
|
||||
{
|
||||
fullDef->attachment = *attachment;
|
||||
|
||||
if (attachment->szXAnims)
|
||||
{
|
||||
assert(sizeof(WeaponAttachmentUniqueFull::szXAnims) >= sizeof(void*) * NUM_WEAP_ANIMS);
|
||||
memcpy(fullDef->szXAnims, attachment->szXAnims, sizeof(void*) * NUM_WEAP_ANIMS);
|
||||
fullDef->attachment.szXAnims = fullDef->szXAnims;
|
||||
}
|
||||
|
||||
if (attachment->hideTags)
|
||||
{
|
||||
assert(sizeof(WeaponAttachmentUniqueFull::hideTags) >= sizeof(scr_string_t) * std::extent<decltype(WeaponAttachmentUniqueFull::hideTags)>::value);
|
||||
memcpy(fullDef->hideTags, attachment->hideTags, sizeof(scr_string_t) * std::extent<decltype(WeaponAttachmentUniqueFull::hideTags)>::value);
|
||||
fullDef->attachment.hideTags = fullDef->hideTags;
|
||||
}
|
||||
|
||||
if (attachment->locationDamageMultipliers)
|
||||
{
|
||||
assert(sizeof(WeaponAttachmentUniqueFull::locationDamageMultipliers) >= sizeof(float) * HITLOC_NUM);
|
||||
memcpy(fullDef->locationDamageMultipliers, attachment->locationDamageMultipliers, sizeof(float) * HITLOC_NUM);
|
||||
fullDef->attachment.locationDamageMultipliers = fullDef->locationDamageMultipliers;
|
||||
}
|
||||
}
|
||||
|
||||
InfoString AssetDumperWeaponAttachmentUnique::CreateInfoString(XAssetInfo<WeaponAttachmentUnique>* asset)
|
||||
{
|
||||
const auto fullDef = std::make_unique<WeaponAttachmentUniqueFull>();
|
||||
memset(fullDef.get(), 0, sizeof(WeaponAttachmentUniqueFull));
|
||||
CopyToFullDef(asset->Asset(), fullDef.get());
|
||||
|
||||
InfoStringFromWeaponAttachmentUniqueConverter converter(
|
||||
fullDef.get(), attachment_unique_fields, std::extent<decltype(attachment_unique_fields)>::value,
|
||||
[asset](const scr_string_t scrStr) -> std::string
|
||||
{
|
||||
assert(scrStr < asset->m_zone->m_script_strings.size());
|
||||
if (scrStr >= asset->m_zone->m_script_strings.size())
|
||||
return "";
|
||||
|
||||
return asset->m_zone->m_script_strings[scrStr];
|
||||
});
|
||||
|
||||
return converter.Convert();
|
||||
}
|
||||
|
||||
bool AssetDumperWeaponAttachmentUnique::ShouldDump(XAssetInfo<WeaponAttachmentUnique>* asset)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AssetDumperWeaponAttachmentUnique::CanDumpAsRaw()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AssetDumperWeaponAttachmentUnique::CanDumpAsGdtEntry()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
std::string AssetDumperWeaponAttachmentUnique::GetFileNameForAsset(Zone* zone, XAssetInfo<WeaponAttachmentUnique>* asset)
|
||||
{
|
||||
return "attachmentunique/" + asset->m_name;
|
||||
}
|
||||
|
||||
GdtEntry AssetDumperWeaponAttachmentUnique::DumpGdtEntry(AssetDumpingContext& context, XAssetInfo<WeaponAttachmentUnique>* asset)
|
||||
{
|
||||
const auto infoString = CreateInfoString(asset);
|
||||
GdtEntry gdtEntry(asset->m_name, GDF_NAME);
|
||||
infoString.ToGdtProperties(FILE_TYPE_STR, gdtEntry);
|
||||
|
||||
return gdtEntry;
|
||||
}
|
||||
|
||||
void AssetDumperWeaponAttachmentUnique::DumpRaw(AssetDumpingContext& context, XAssetInfo<WeaponAttachmentUnique>* asset, std::ostream& stream)
|
||||
{
|
||||
const auto infoString = CreateInfoString(asset);
|
||||
const auto stringValue = infoString.ToString(FILE_TYPE_STR);
|
||||
stream.write(stringValue.c_str(), stringValue.size());
|
||||
}
|
@ -12,7 +12,7 @@ namespace T6
|
||||
static constexpr const char* GDF_NAME = "attachmentunique.gdf";
|
||||
static cspField_t attachment_unique_fields[];
|
||||
|
||||
static void CopyToFullDef(const WeaponAttachmentUnique* weapon, WeaponAttachmentUniqueFull* fullDef);
|
||||
static void CopyToFullDef(const WeaponAttachmentUnique* attachment, WeaponAttachmentUniqueFull* fullDef);
|
||||
static InfoString CreateInfoString(XAssetInfo<WeaponAttachmentUnique>* asset);
|
||||
|
||||
protected:
|
||||
|
@ -17,6 +17,7 @@
|
||||
#include "AssetDumpers/AssetDumperVehicle.h"
|
||||
#include "AssetDumpers/AssetDumperWeapon.h"
|
||||
#include "AssetDumpers/AssetDumperWeaponAttachment.h"
|
||||
#include "AssetDumpers/AssetDumperWeaponAttachmentUnique.h"
|
||||
#include "AssetDumpers/AssetDumperZBarrier.h"
|
||||
|
||||
using namespace T6;
|
||||
@ -61,7 +62,7 @@ bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
|
||||
DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize);
|
||||
DUMP_ASSET_POOL(AssetDumperWeapon, m_weapon);
|
||||
DUMP_ASSET_POOL(AssetDumperWeaponAttachment, m_attachment);
|
||||
// DUMP_ASSET_POOL(AssetDumperWeaponAttachmentUnique, m_attachment_unique);
|
||||
DUMP_ASSET_POOL(AssetDumperWeaponAttachmentUnique, m_attachment_unique);
|
||||
// DUMP_ASSET_POOL(AssetDumperWeaponCamo, m_camo);
|
||||
// DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals);
|
||||
// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx);
|
||||
|
Loading…
x
Reference in New Issue
Block a user