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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-06-26 10:58:04 +00:00

feat: T5 weapon dumping & loading (#792)

* Update docs.

* Add weapon constants.

* Register asset dumper.

* Add fields and strings for weapon parsing.

* Add gdt and raw weapon loader.

* Add weapon dumper.

* Clang format.

* Update T5 strings.

* Fix forgotten rename.

* Clang format.

* fix: add missing t5 weapon fields

* chore: properly sort,format and check size of t5 weapon enum strings

* chore: remove unused functions

* chore: add t5 weapon checks and defaults

* format enum strings

* chore: make FlameTable struct use pascal case name

* feat: dump and load flametable

* fix: make loaded weapons match vanilla data

---------

Co-authored-by: njohnson <gitea.nicholasjohnson.info>
Co-authored-by: Jan Laupetin <jan@laupetin.net>
This commit is contained in:
Paging Red
2026-06-20 07:03:36 -04:00
committed by GitHub
parent e5683c3bbd
commit 5b11848f4d
30 changed files with 2382 additions and 39 deletions
+1 -1
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@@ -180,7 +180,7 @@ The following section specify which assets are supported to be dumped to disk (u
| MenuList | ❌ | ❌ | |
| menuDef_t | ❌ | ❌ | |
| LocalizeEntry | ✅ | ✅ | |
| WeaponVariantDef | | | |
| WeaponVariantDef | | | |
| SndDriverGlobals | ❌ | ❌ | |
| FxEffectDef | ❌ | ❌ | |
| FxImpactTable | ❌ | ❌ | |
+3 -3
View File
@@ -3242,7 +3242,7 @@ namespace T4
int clientOnly;
};
struct flameTable
struct FlameTable
{
float flameVar_streamChunkGravityStart;
float flameVar_streamChunkGravityEnd;
@@ -3788,8 +3788,8 @@ namespace T4
float hipDofEnd;
const char* flameTableFirstPerson;
const char* flameTableThirdPerson;
flameTable* flameTableFirstPersonPtr;
flameTable* flameTableThirdPersonPtr;
FlameTable* flameTableFirstPersonPtr;
FlameTable* flameTableThirdPersonPtr;
FxEffectDef* tagFx_preparationEffect;
FxEffectDef* tagFlash_preparationEffect;
};
+1
View File
@@ -24,6 +24,7 @@ namespace
"vertexdecl",
"vertexshader",
"pixelshader",
"flametable",
};
static_assert(std::extent_v<decltype(SUB_ASSET_TYPE_NAMES)> == SUB_ASSET_TYPE_COUNT);
} // namespace
+2
View File
@@ -66,6 +66,7 @@ namespace T5
SUB_ASSET_TYPE_VERTEX_DECL,
SUB_ASSET_TYPE_VERTEX_SHADER,
SUB_ASSET_TYPE_PIXEL_SHADER,
SUB_ASSET_TYPE_FLAME_TABLE,
SUB_ASSET_TYPE_COUNT
};
@@ -212,6 +213,7 @@ namespace T5
using SubAssetVertexDecl = SubAsset<SUB_ASSET_TYPE_VERTEX_DECL, MaterialVertexDeclaration>;
using SubAssetVertexShader = SubAsset<SUB_ASSET_TYPE_VERTEX_SHADER, MaterialVertexShader>;
using SubAssetPixelShader = SubAsset<SUB_ASSET_TYPE_PIXEL_SHADER, MaterialPixelShader>;
using SubAssetFlameTable = SubAsset<SUB_ASSET_TYPE_FLAME_TABLE, FlameTable>;
} // namespace T5
DEFINE_ASSET_NAME_ACCESSOR(T5::AssetPhysPreset, name);
+41 -22
View File
@@ -3778,7 +3778,8 @@ namespace T5
WEAPON_ICON_RATIO_1TO1 = 0x0,
WEAPON_ICON_RATIO_2TO1 = 0x1,
WEAPON_ICON_RATIO_4TO1 = 0x2,
WEAPON_ICON_RATIO_COUNT = 0x3,
WEAPON_ICON_RATIO_NUM,
};
enum weapType_t
@@ -3791,7 +3792,8 @@ namespace T5
WEAPTYPE_BOMB = 0x5,
WEAPTYPE_MINE = 0x6,
WEAPTYPE_MELEE = 0x7,
WEAPTYPE_NUM = 0x8,
WEAPTYPE_NUM,
};
enum weapClass_t
@@ -3809,7 +3811,8 @@ namespace T5
WEAPCLASS_ITEM = 0xA,
WEAPCLASS_MELEE = 0xB,
WEAPCLASS_KILLSTREAK_ALT_STORED_WEAPON = 0xC,
WEAPCLASS_NUM = 0xD,
WEAPCLASS_NUM,
};
enum PenetrateType
@@ -3818,7 +3821,8 @@ namespace T5
PENETRATE_TYPE_SMALL = 0x1,
PENETRATE_TYPE_MEDIUM = 0x2,
PENETRATE_TYPE_LARGE = 0x3,
PENETRATE_TYPE_COUNT = 0x4,
PENETRATE_TYPE_NUM,
};
enum ImpactType
@@ -3839,7 +3843,8 @@ namespace T5
IMPACT_TYPE_TANK_SHELL = 0xD,
IMPACT_TYPE_BOLT = 0xE,
IMPACT_TYPE_BLADE = 0xF,
IMPACT_TYPE_COUNT = 0x10,
IMPACT_TYPE_NUM,
};
enum weapInventoryType_t
@@ -3849,7 +3854,8 @@ namespace T5
WEAPINVENTORY_ITEM = 0x2,
WEAPINVENTORY_ALTMODE = 0x3,
WEAPINVENTORY_MELEE = 0x4,
WEAPINVENTORYCOUNT = 0x5,
WEAPINVENTORY_NUM,
};
enum weapFireType_t
@@ -3861,7 +3867,8 @@ namespace T5
WEAPON_FIRETYPE_BURSTFIRE4 = 0x4,
WEAPON_FIRETYPE_STACKED = 0x5,
WEAPON_FIRETYPE_MINIGUN = 0x6,
WEAPON_FIRETYPECOUNT = 0x7,
WEAPON_FIRETYPE_NUM,
};
enum weapClipType_t
@@ -3872,7 +3879,8 @@ namespace T5
WEAPON_CLIPTYPE_DP28 = 0x3,
WEAPON_CLIPTYPE_PTRS = 0x4,
WEAPON_CLIPTYPE_LMG = 0x5,
WEAPON_CLIPTYPECOUNT = 0x6,
WEAPON_CLIPTYPE_NUM,
};
enum OffhandClass
@@ -3882,7 +3890,8 @@ namespace T5
OFFHAND_CLASS_SMOKE_GRENADE = 0x2,
OFFHAND_CLASS_FLASH_GRENADE = 0x3,
OFFHAND_CLASS_GEAR = 0x4,
OFFHAND_CLASS_COUNT = 0x5,
OFFHAND_CLASS_NUM,
};
enum OffhandSlot
@@ -3892,7 +3901,8 @@ namespace T5
OFFHAND_SLOT_TACTICAL_GRENADE = 0x2,
OFFHAND_SLOT_EQUIPMENT = 0x3,
OFFHAND_SLOT_SPECIFIC_USE = 0x4,
OFFHAND_SLOT_COUNT = 0x5,
OFFHAND_SLOT_NUM,
};
enum weapStance_t
@@ -3900,7 +3910,8 @@ namespace T5
WEAPSTANCE_STAND = 0x0,
WEAPSTANCE_DUCK = 0x1,
WEAPSTANCE_PRONE = 0x2,
WEAPSTANCE_NUM = 0x3,
WEAPSTANCE_NUM,
};
enum activeReticleType_t
@@ -3908,7 +3919,8 @@ namespace T5
VEH_ACTIVE_RETICLE_NONE = 0x0,
VEH_ACTIVE_RETICLE_PIP_ON_A_STICK = 0x1,
VEH_ACTIVE_RETICLE_BOUNCING_DIAMOND = 0x2,
VEH_ACTIVE_RETICLE_COUNT = 0x3,
VEH_ACTIVE_RETICLE_NUM,
};
enum ammoCounterClipType_t
@@ -3920,14 +3932,16 @@ namespace T5
AMMO_COUNTER_CLIP_ROCKET = 0x4,
AMMO_COUNTER_CLIP_BELTFED = 0x5,
AMMO_COUNTER_CLIP_ALTWEAPON = 0x6,
AMMO_COUNTER_CLIP_COUNT = 0x7,
AMMO_COUNTER_CLIP_NUM,
};
enum weapOverlayReticle_t
{
WEAPOVERLAYRETICLE_NONE = 0x0,
WEAPOVERLAYRETICLE_CROSSHAIR = 0x1,
WEAPOVERLAYRETICLE_NUM = 0x2,
WEAPOVERLAYRETICLE_NUM,
};
enum WeapOverlayInteface_t
@@ -3935,7 +3949,8 @@ namespace T5
WEAPOVERLAYINTERFACE_NONE = 0x0,
WEAPOVERLAYINTERFACE_JAVELIN = 0x1,
WEAPOVERLAYINTERFACE_TURRETSCOPE = 0x2,
WEAPOVERLAYINTERFACECOUNT = 0x3,
WEAPOVERLAYINTERFACE_NUM,
};
enum weapProjExposion_t
@@ -3950,7 +3965,8 @@ namespace T5
WEAPPROJEXP_FIRE = 0x7,
WEAPPROJEXP_NAPALMBLOB = 0x8,
WEAPPROJEXP_BOLT = 0x9,
WEAPPROJEXP_NUM = 0xA,
WEAPPROJEXP_NUM,
};
enum WeapStickinessType
@@ -3961,7 +3977,8 @@ namespace T5
WEAPSTICKINESS_GROUND = 0x3,
WEAPSTICKINESS_GROUND_WITH_YAW = 0x4,
WEAPSTICKINESS_FLESH = 0x5,
WEAPSTICKINESS_COUNT = 0x6,
WEAPSTICKINESS_NUM,
};
enum WeapRotateType
@@ -3969,7 +3986,8 @@ namespace T5
WEAPROTATE_GRENADE_ROTATE = 0x0,
WEAPROTATE_BLADE_ROTATE = 0x1,
WEAPROTATE_CYLINDER_ROTATE = 0x2,
WEAPROTATE_COUNT = 0x3,
WEAPROTATE_NUM,
};
enum guidedMissileType_t
@@ -3981,7 +3999,8 @@ namespace T5
MISSILE_GUIDANCE_BALLISTIC = 0x4,
MISSILE_GUIDANCE_WIREGUIDED = 0x5,
MISSILE_GUIDANCE_TVGUIDED = 0x6,
MISSILE_GUIDANCE_COUNT = 0x7,
MISSILE_GUIDANCE_NUM,
};
enum weapAnimFiles_t
@@ -4118,7 +4137,7 @@ namespace T5
HITLOC_COUNT
};
struct flameTable
struct FlameTable
{
float flameVar_streamChunkGravityStart;
float flameVar_streamChunkGravityEnd;
@@ -4741,8 +4760,8 @@ namespace T5
int scanPauseTime;
const char* flameTableFirstPerson;
const char* flameTableThirdPerson;
flameTable* flameTableFirstPersonPtr;
flameTable* flameTableThirdPersonPtr;
FlameTable* flameTableFirstPersonPtr;
FlameTable* flameTableThirdPersonPtr;
FxEffectDef* tagFx_preparationEffect;
FxEffectDef* tagFlash_preparationEffect;
bool doGibbing;
+4 -4
View File
@@ -88,7 +88,7 @@ namespace T6
struct XRigidVertList;
struct XSurface;
struct XModel;
struct flameTable;
struct FlameTable;
struct cStaticModel_s;
struct FxElemVelStateSample;
struct FxElemVisStateSample;
@@ -4944,8 +4944,8 @@ namespace T6
int scanPauseTime;
const char* flameTableFirstPerson;
const char* flameTableThirdPerson;
flameTable* flameTableFirstPersonPtr;
flameTable* flameTableThirdPersonPtr;
FlameTable* flameTableFirstPersonPtr;
FlameTable* flameTableThirdPersonPtr;
FxEffectDef* tagFx_preparationEffect;
FxEffectDef* tagFlash_preparationEffect;
bool doGibbing;
@@ -6681,7 +6681,7 @@ namespace T6
int animDuration;
};
struct flameTable
struct FlameTable
{
float flameVar_streamChunkGravityStart;
float flameVar_streamChunkGravityEnd;
+3
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@@ -2,9 +2,12 @@
namespace T5
{
static constexpr auto INFO_STRING_PREFIX_FLAME_TABLE = "FLAMETABLEFILE";
static constexpr auto INFO_STRING_PREFIX_PHYS_PRESET = "PHYSIC";
static constexpr auto INFO_STRING_PREFIX_WEAPON = "WEAPONFILE";
static constexpr auto GDF_FILENAME_PHYS_PRESET = "physpreset.gdf";
static constexpr auto GDF_FILENAME_WEAPON = "weapon.gdf";
static constexpr float MAX_FRICTION = 1e+10;
} // namespace T5
@@ -0,0 +1,128 @@
#pragma once
#include "Game/T5/T5.h"
namespace T5
{
inline cspField_t flameTableFields[]{
{"flameVar_streamChunkGravityStart", offsetof(FlameTable, flameVar_streamChunkGravityStart), CSPFT_FLOAT },
{"flameVar_streamChunkGravityEnd", offsetof(FlameTable, flameVar_streamChunkGravityEnd), CSPFT_FLOAT },
{"flameVar_streamChunkMaxSize", offsetof(FlameTable, flameVar_streamChunkMaxSize), CSPFT_FLOAT },
{"flameVar_streamChunkStartSize", offsetof(FlameTable, flameVar_streamChunkStartSize), CSPFT_FLOAT },
{"flameVar_streamChunkEndSize", offsetof(FlameTable, flameVar_streamChunkEndSize), CSPFT_FLOAT },
{"flameVar_streamChunkStartSizeRand", offsetof(FlameTable, flameVar_streamChunkStartSizeRand), CSPFT_FLOAT },
{"flameVar_streamChunkEndSizeRand", offsetof(FlameTable, flameVar_streamChunkEndSizeRand), CSPFT_FLOAT },
{"flameVar_streamChunkDistScalar", offsetof(FlameTable, flameVar_streamChunkDistScalar), CSPFT_FLOAT },
{"flameVar_streamChunkDistSwayScale", offsetof(FlameTable, flameVar_streamChunkDistSwayScale), CSPFT_FLOAT },
{"flameVar_streamChunkDistSwayVelMax", offsetof(FlameTable, flameVar_streamChunkDistSwayVelMax), CSPFT_FLOAT },
{"flameVar_streamChunkSpeed", offsetof(FlameTable, flameVar_streamChunkSpeed), CSPFT_FLOAT },
{"flameVar_streamChunkDecel", offsetof(FlameTable, flameVar_streamChunkDecel), CSPFT_FLOAT },
{"flameVar_streamChunkVelocityAddScale", offsetof(FlameTable, flameVar_streamChunkVelocityAddScale), CSPFT_FLOAT },
{"flameVar_streamChunkDuration", offsetof(FlameTable, flameVar_streamChunkDuration), CSPFT_FLOAT },
{"flameVar_streamChunkDurationScaleMaxVel", offsetof(FlameTable, flameVar_streamChunkDurationScaleMaxVel), CSPFT_FLOAT },
{"flameVar_streamChunkDurationVelScalar", offsetof(FlameTable, flameVar_streamChunkDurationVelScalar), CSPFT_FLOAT },
{"flameVar_streamChunkSizeSpeedScale", offsetof(FlameTable, flameVar_streamChunkSizeSpeedScale), CSPFT_FLOAT },
{"flameVar_streamChunkSizeAgeScale", offsetof(FlameTable, flameVar_streamChunkSizeAgeScale), CSPFT_FLOAT },
{"flameVar_streamChunkSpawnFireIntervalStart", offsetof(FlameTable, flameVar_streamChunkSpawnFireIntervalStart), CSPFT_FLOAT },
{"flameVar_streamChunkSpawnFireIntervalEnd", offsetof(FlameTable, flameVar_streamChunkSpawnFireIntervalEnd), CSPFT_FLOAT },
{"flameVar_streamChunkSpawnFireMinLifeFrac", offsetof(FlameTable, flameVar_streamChunkSpawnFireMinLifeFrac), CSPFT_FLOAT },
{"flameVar_streamChunkSpawnFireMaxLifeFrac", offsetof(FlameTable, flameVar_streamChunkSpawnFireMaxLifeFrac), CSPFT_FLOAT },
{"flameVar_streamChunkFireMinLifeFrac", offsetof(FlameTable, flameVar_streamChunkFireMinLifeFrac), CSPFT_FLOAT },
{"flameVar_streamChunkFireMinLifeFracStart", offsetof(FlameTable, flameVar_streamChunkFireMinLifeFracStart), CSPFT_FLOAT },
{"flameVar_streamChunkFireMinLifeFracEnd", offsetof(FlameTable, flameVar_streamChunkFireMinLifeFracEnd), CSPFT_FLOAT },
{"flameVar_streamChunkDripsMinLifeFrac", offsetof(FlameTable, flameVar_streamChunkDripsMinLifeFrac), CSPFT_FLOAT },
{"flameVar_streamChunkDripsMinLifeFracStart", offsetof(FlameTable, flameVar_streamChunkDripsMinLifeFracStart), CSPFT_FLOAT },
{"flameVar_streamChunkDripsMinLifeFracEnd", offsetof(FlameTable, flameVar_streamChunkDripsMinLifeFracEnd), CSPFT_FLOAT },
{"flameVar_streamChunkRotationRange", offsetof(FlameTable, flameVar_streamChunkRotationRange), CSPFT_FLOAT },
{"flameVar_streamSizeRandSinWave", offsetof(FlameTable, flameVar_streamSizeRandSinWave), CSPFT_FLOAT },
{"flameVar_streamSizeRandCosWave", offsetof(FlameTable, flameVar_streamSizeRandCosWave), CSPFT_FLOAT },
{"flameVar_streamDripsChunkInterval", offsetof(FlameTable, flameVar_streamDripsChunkInterval), CSPFT_FLOAT },
{"flameVar_streamDripsChunkMinFrac", offsetof(FlameTable, flameVar_streamDripsChunkMinFrac), CSPFT_FLOAT },
{"flameVar_streamDripsChunkRandFrac", offsetof(FlameTable, flameVar_streamDripsChunkRandFrac), CSPFT_FLOAT },
{"flameVar_streamSmokeChunkInterval", offsetof(FlameTable, flameVar_streamSmokeChunkInterval), CSPFT_FLOAT },
{"flameVar_streamSmokeChunkMinFrac", offsetof(FlameTable, flameVar_streamSmokeChunkMinFrac), CSPFT_FLOAT },
{"flameVar_streamSmokeChunkRandFrac", offsetof(FlameTable, flameVar_streamSmokeChunkRandFrac), CSPFT_FLOAT },
{"flameVar_streamChunkCullDistSizeFrac", offsetof(FlameTable, flameVar_streamChunkCullDistSizeFrac), CSPFT_FLOAT },
{"flameVar_streamChunkCullMinLife", offsetof(FlameTable, flameVar_streamChunkCullMinLife), CSPFT_FLOAT },
{"flameVar_streamChunkCullMaxLife", offsetof(FlameTable, flameVar_streamChunkCullMaxLife), CSPFT_FLOAT },
{"flameVar_streamFuelSizeStart", offsetof(FlameTable, flameVar_streamFuelSizeStart), CSPFT_FLOAT },
{"flameVar_streamFuelSizeEnd", offsetof(FlameTable, flameVar_streamFuelSizeEnd), CSPFT_FLOAT },
{"flameVar_streamFuelLength", offsetof(FlameTable, flameVar_streamFuelLength), CSPFT_FLOAT },
{"flameVar_streamFuelNumSegments", offsetof(FlameTable, flameVar_streamFuelNumSegments), CSPFT_FLOAT },
{"flameVar_streamFuelAnimLoopTime", offsetof(FlameTable, flameVar_streamFuelAnimLoopTime), CSPFT_FLOAT },
{"flameVar_streamFlameSizeStart", offsetof(FlameTable, flameVar_streamFlameSizeStart), CSPFT_FLOAT },
{"flameVar_streamFlameSizeEnd", offsetof(FlameTable, flameVar_streamFlameSizeEnd), CSPFT_FLOAT },
{"flameVar_streamFlameLength", offsetof(FlameTable, flameVar_streamFlameLength), CSPFT_FLOAT },
{"flameVar_streamFlameNumSegments", offsetof(FlameTable, flameVar_streamFlameNumSegments), CSPFT_FLOAT },
{"flameVar_streamFlameAnimLoopTime", offsetof(FlameTable, flameVar_streamFlameAnimLoopTime), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightRadius", offsetof(FlameTable, flameVar_streamPrimaryLightRadius), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightRadiusFlutter", offsetof(FlameTable, flameVar_streamPrimaryLightRadiusFlutter), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightR", offsetof(FlameTable, flameVar_streamPrimaryLightR), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightG", offsetof(FlameTable, flameVar_streamPrimaryLightG), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightB", offsetof(FlameTable, flameVar_streamPrimaryLightB), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightFlutterR", offsetof(FlameTable, flameVar_streamPrimaryLightFlutterR), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightFlutterG", offsetof(FlameTable, flameVar_streamPrimaryLightFlutterG), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightFlutterB", offsetof(FlameTable, flameVar_streamPrimaryLightFlutterB), CSPFT_FLOAT },
{"flameVar_fireLife", offsetof(FlameTable, flameVar_fireLife), CSPFT_FLOAT },
{"flameVar_fireLifeRand", offsetof(FlameTable, flameVar_fireLifeRand), CSPFT_FLOAT },
{"flameVar_fireSpeedScale", offsetof(FlameTable, flameVar_fireSpeedScale), CSPFT_FLOAT },
{"flameVar_fireSpeedScaleRand", offsetof(FlameTable, flameVar_fireSpeedScaleRand), CSPFT_FLOAT },
{"flameVar_fireVelocityAddZ", offsetof(FlameTable, flameVar_fireVelocityAddZ), CSPFT_FLOAT },
{"flameVar_fireVelocityAddZRand", offsetof(FlameTable, flameVar_fireVelocityAddZRand), CSPFT_FLOAT },
{"flameVar_fireVelocityAddSideways", offsetof(FlameTable, flameVar_fireVelocityAddSideways), CSPFT_FLOAT },
{"flameVar_fireGravity", offsetof(FlameTable, flameVar_fireGravity), CSPFT_FLOAT },
{"flameVar_fireGravityEnd", offsetof(FlameTable, flameVar_fireGravityEnd), CSPFT_FLOAT },
{"flameVar_fireMaxRotVel", offsetof(FlameTable, flameVar_fireMaxRotVel), CSPFT_FLOAT },
{"flameVar_fireFriction", offsetof(FlameTable, flameVar_fireFriction), CSPFT_FLOAT },
{"flameVar_fireEndSizeAdd", offsetof(FlameTable, flameVar_fireEndSizeAdd), CSPFT_FLOAT },
{"flameVar_fireStartSizeScale", offsetof(FlameTable, flameVar_fireStartSizeScale), CSPFT_FLOAT },
{"flameVar_fireEndSizeScale", offsetof(FlameTable, flameVar_fireEndSizeScale), CSPFT_FLOAT },
{"flameVar_dripsLife", offsetof(FlameTable, flameVar_dripsLife), CSPFT_FLOAT },
{"flameVar_dripsLifeRand", offsetof(FlameTable, flameVar_dripsLifeRand), CSPFT_FLOAT },
{"flameVar_dripsSpeedScale", offsetof(FlameTable, flameVar_dripsSpeedScale), CSPFT_FLOAT },
{"flameVar_dripsSpeedScaleRand", offsetof(FlameTable, flameVar_dripsSpeedScaleRand), CSPFT_FLOAT },
{"flameVar_dripsVelocityAddZ", offsetof(FlameTable, flameVar_dripsVelocityAddZ), CSPFT_FLOAT },
{"flameVar_dripsVelocityAddZRand", offsetof(FlameTable, flameVar_dripsVelocityAddZRand), CSPFT_FLOAT },
{"flameVar_dripsVelocityAddSideways", offsetof(FlameTable, flameVar_dripsVelocityAddSideways), CSPFT_FLOAT },
{"flameVar_dripsGravity", offsetof(FlameTable, flameVar_dripsGravity), CSPFT_FLOAT },
{"flameVar_dripsGravityEnd", offsetof(FlameTable, flameVar_dripsGravityEnd), CSPFT_FLOAT },
{"flameVar_dripsMaxRotVel", offsetof(FlameTable, flameVar_dripsMaxRotVel), CSPFT_FLOAT },
{"flameVar_dripsFriction", offsetof(FlameTable, flameVar_dripsFriction), CSPFT_FLOAT },
{"flameVar_dripsEndSizeAdd", offsetof(FlameTable, flameVar_dripsEndSizeAdd), CSPFT_FLOAT },
{"flameVar_dripsStartSizeScale", offsetof(FlameTable, flameVar_dripsStartSizeScale), CSPFT_FLOAT },
{"flameVar_dripsEndSizeScale", offsetof(FlameTable, flameVar_dripsEndSizeScale), CSPFT_FLOAT },
{"flameVar_smokeLife", offsetof(FlameTable, flameVar_smokeLife), CSPFT_FLOAT },
{"flameVar_smokeLifeRand", offsetof(FlameTable, flameVar_smokeLifeRand), CSPFT_FLOAT },
{"flameVar_smokeSpeedScale", offsetof(FlameTable, flameVar_smokeSpeedScale), CSPFT_FLOAT },
{"flameVar_smokeVelocityAddZ", offsetof(FlameTable, flameVar_smokeVelocityAddZ), CSPFT_FLOAT },
{"flameVar_smokeGravity", offsetof(FlameTable, flameVar_smokeGravity), CSPFT_FLOAT },
{"flameVar_smokeGravityEnd", offsetof(FlameTable, flameVar_smokeGravityEnd), CSPFT_FLOAT },
{"flameVar_smokeMaxRotation", offsetof(FlameTable, flameVar_smokeMaxRotation), CSPFT_FLOAT },
{"flameVar_smokeMaxRotVel", offsetof(FlameTable, flameVar_smokeMaxRotVel), CSPFT_FLOAT },
{"flameVar_smokeFriction", offsetof(FlameTable, flameVar_smokeFriction), CSPFT_FLOAT },
{"flameVar_smokeEndSizeAdd", offsetof(FlameTable, flameVar_smokeEndSizeAdd), CSPFT_FLOAT },
{"flameVar_smokeStartSizeAdd", offsetof(FlameTable, flameVar_smokeStartSizeAdd), CSPFT_FLOAT },
{"flameVar_smokeOriginSizeOfsZScale", offsetof(FlameTable, flameVar_smokeOriginSizeOfsZScale), CSPFT_FLOAT },
{"flameVar_smokeOriginOfsZ", offsetof(FlameTable, flameVar_smokeOriginOfsZ), CSPFT_FLOAT },
{"flameVar_smokeFadein", offsetof(FlameTable, flameVar_smokeFadein), CSPFT_FLOAT },
{"flameVar_smokeFadeout", offsetof(FlameTable, flameVar_smokeFadeout), CSPFT_FLOAT },
{"flameVar_smokeMaxAlpha", offsetof(FlameTable, flameVar_smokeMaxAlpha), CSPFT_FLOAT },
{"flameVar_smokeBrightness", offsetof(FlameTable, flameVar_smokeBrightness), CSPFT_FLOAT },
{"flameVar_smokeOriginOffset", offsetof(FlameTable, flameVar_smokeOriginOffset), CSPFT_FLOAT },
{"flameVar_collisionSpeedScale", offsetof(FlameTable, flameVar_collisionSpeedScale), CSPFT_FLOAT },
{"flameVar_collisionVolumeScale", offsetof(FlameTable, flameVar_collisionVolumeScale), CSPFT_FLOAT },
{"name", offsetof(FlameTable, name), CSPFT_STRING },
{"fire", offsetof(FlameTable, fire), CSPFT_MATERIAL},
{"smoke", offsetof(FlameTable, smoke), CSPFT_MATERIAL},
{"heat", offsetof(FlameTable, heat), CSPFT_MATERIAL},
{"drips", offsetof(FlameTable, drips), CSPFT_MATERIAL},
{"streamFuel", offsetof(FlameTable, streamFuel), CSPFT_MATERIAL},
{"streamFuel2", offsetof(FlameTable, streamFuel2), CSPFT_MATERIAL},
{"streamFlame", offsetof(FlameTable, streamFlame), CSPFT_MATERIAL},
{"streamFlame2", offsetof(FlameTable, streamFlame2), CSPFT_MATERIAL},
{"flameOffLoopSound", offsetof(FlameTable, flameOffLoopSound), CSPFT_STRING },
{"flameIgniteSound", offsetof(FlameTable, flameIgniteSound), CSPFT_STRING },
{"flameOnLoopSound", offsetof(FlameTable, flameOnLoopSound), CSPFT_STRING },
{"flameCooldownSound", offsetof(FlameTable, flameCooldownSound), CSPFT_STRING },
};
}
+756
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@@ -0,0 +1,756 @@
#pragma once
#include "Game/T5/T5.h"
namespace T5
{
inline cspField_t weapon_fields[]{
{"displayName", offsetof(WeaponFullDef, weapVariantDef.szDisplayName), CSPFT_STRING },
{"AIOverlayDescription", offsetof(WeaponFullDef, weapDef.szOverlayName), CSPFT_STRING },
{"modeName", offsetof(WeaponFullDef, weapDef.szModeName), CSPFT_STRING },
{"playerAnimType", offsetof(WeaponFullDef, weapDef.playerAnimType), WFT_ANIMTYPE },
{"gunModel", offsetof(WeaponFullDef, gunXModel[0]), CSPFT_XMODEL },
{"gunModel2", offsetof(WeaponFullDef, gunXModel[1]), CSPFT_XMODEL },
{"gunModel3", offsetof(WeaponFullDef, gunXModel[2]), CSPFT_XMODEL },
{"gunModel4", offsetof(WeaponFullDef, gunXModel[3]), CSPFT_XMODEL },
{"gunModel5", offsetof(WeaponFullDef, gunXModel[4]), CSPFT_XMODEL },
{"gunModel6", offsetof(WeaponFullDef, gunXModel[5]), CSPFT_XMODEL },
{"gunModel7", offsetof(WeaponFullDef, gunXModel[6]), CSPFT_XMODEL },
{"gunModel8", offsetof(WeaponFullDef, gunXModel[7]), CSPFT_XMODEL },
{"gunModel9", offsetof(WeaponFullDef, gunXModel[8]), CSPFT_XMODEL },
{"gunModel10", offsetof(WeaponFullDef, gunXModel[9]), CSPFT_XMODEL },
{"gunModel11", offsetof(WeaponFullDef, gunXModel[10]), CSPFT_XMODEL },
{"gunModel12", offsetof(WeaponFullDef, gunXModel[11]), CSPFT_XMODEL },
{"gunModel13", offsetof(WeaponFullDef, gunXModel[12]), CSPFT_XMODEL },
{"gunModel14", offsetof(WeaponFullDef, gunXModel[13]), CSPFT_XMODEL },
{"gunModel15", offsetof(WeaponFullDef, gunXModel[14]), CSPFT_XMODEL },
{"gunModel16", offsetof(WeaponFullDef, gunXModel[15]), CSPFT_XMODEL },
{"handModel", offsetof(WeaponFullDef, weapDef.handXModel), CSPFT_XMODEL },
{"hideTags", offsetof(WeaponFullDef, hideTags), WFT_HIDETAGS },
{"notetrackSoundMap", offsetof(WeaponFullDef, notetrackSoundMapKeys), WFT_NOTETRACKSOUNDMAP },
{"idleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_IDLE]), CSPFT_STRING },
{"idleAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_IDLE_LEFT]), CSPFT_STRING },
{"emptyIdleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING },
{"emptyIdleAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_IDLE_LEFT]), CSPFT_STRING },
{"fireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRE]), CSPFT_STRING },
{"fireAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRE_LEFT]), CSPFT_STRING },
{"holdFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING },
{"lastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LASTSHOT]), CSPFT_STRING },
{"lastShotAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LASTSHOT_LEFT]), CSPFT_STRING },
{"detonateAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DETONATE]), CSPFT_STRING },
{"rechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RECHAMBER]), CSPFT_STRING },
{"meleeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE]), CSPFT_STRING },
{"meleeChargeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING },
{"reloadAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD]), CSPFT_STRING },
{"reloadAnimRight", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_RIGHT]), CSPFT_STRING },
{"reloadAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_LEFT]), CSPFT_STRING },
{"reloadEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING },
{"reloadEmptyAnimLeft", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_EMPTY_LEFT]), CSPFT_STRING },
{"reloadStartAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_START]), CSPFT_STRING },
{"reloadEndAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_END]), CSPFT_STRING },
{"reloadQuickAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_QUICK]), CSPFT_STRING },
{"reloadQuickEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_QUICK_EMPTY]), CSPFT_STRING },
{"raiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RAISE]), CSPFT_STRING },
{"dropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DROP]), CSPFT_STRING },
{"firstRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING },
{"altRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING },
{"altDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_DROP]), CSPFT_STRING },
{"quickRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING },
{"quickDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING },
{"emptyRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING },
{"emptyDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING },
{"sprintInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING },
{"sprintLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING },
{"sprintOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING },
{"sprintInEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_EMPTY_IN]), CSPFT_STRING },
{"sprintLoopEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_EMPTY_LOOP]), CSPFT_STRING },
{"sprintOutEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_EMPTY_OUT]), CSPFT_STRING },
{"lowReadyInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LOWREADY_IN]), CSPFT_STRING },
{"lowReadyLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LOWREADY_LOOP]), CSPFT_STRING },
{"lowReadyOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LOWREADY_OUT]), CSPFT_STRING },
{"contFireInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CONT_FIRE_IN]), CSPFT_STRING },
{"contFireLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CONT_FIRE_LOOP]), CSPFT_STRING },
{"contFireOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CONT_FIRE_OUT]), CSPFT_STRING },
{"deployAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DEPLOY]), CSPFT_STRING },
{"breakdownAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_BREAKDOWN]), CSPFT_STRING },
{"nightVisionWearAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING },
{"nightVisionRemoveAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING },
{"adsFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING },
{"adsLastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING },
{"adsRechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING },
{"adsUpAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_UP]), CSPFT_STRING },
{"adsDownAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING },
{"deployAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DEPLOY]), CSPFT_STRING },
{"breakdownAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_BREAKDOWN]), CSPFT_STRING },
{"dtp_in", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_IN]), CSPFT_STRING },
{"dtp_loop", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_LOOP]), CSPFT_STRING },
{"dtp_out", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_OUT]), CSPFT_STRING },
{"dtp_empty_in", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_EMPTY_IN]), CSPFT_STRING },
{"dtp_empty_loop", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_EMPTY_LOOP]), CSPFT_STRING },
{"dtp_empty_out", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DTP_EMPTY_OUT]), CSPFT_STRING },
{"slide_in", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SLIDE_IN]), CSPFT_STRING },
{"mantleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MANTLE]), CSPFT_STRING },
{"sprintCameraAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CAMERA_SPRINT_LOOP]), CSPFT_STRING },
{"dtpInCameraAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CAMERA_DTP_IN]), CSPFT_STRING },
{"dtpLoopCameraAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CAMERA_DTP_LOOP]), CSPFT_STRING },
{"dtpOutCameraAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CAMERA_DTP_OUT]), CSPFT_STRING },
{"mantleCameraAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_CAMERA_MANTLE]), CSPFT_STRING },
{"script", offsetof(WeaponFullDef, weapDef.szScript), CSPFT_STRING },
{"weaponType", offsetof(WeaponFullDef, weapDef.weapType), WFT_WEAPONTYPE },
{"weaponClass", offsetof(WeaponFullDef, weapDef.weapClass), WFT_WEAPONCLASS },
{"penetrateType", offsetof(WeaponFullDef, weapDef.penetrateType), WFT_PENETRATE_TYPE },
{"impactType", offsetof(WeaponFullDef, weapDef.impactType), WFT_IMPACT_TYPE },
{"inventoryType", offsetof(WeaponFullDef, weapDef.inventoryType), WFT_INVENTORYTYPE },
{"fireType", offsetof(WeaponFullDef, weapDef.fireType), WFT_FIRETYPE },
{"clipType", offsetof(WeaponFullDef, weapDef.clipType), WFT_CLIPTYPE },
{"offhandClass", offsetof(WeaponFullDef, weapDef.offhandClass), WFT_OFFHAND_CLASS },
{"offhandSlot", offsetof(WeaponFullDef, weapDef.offhandSlot), WFT_OFFHAND_SLOT },
{"viewFlashEffect", offsetof(WeaponFullDef, weapDef.viewFlashEffect), CSPFT_FX },
{"worldFlashEffect", offsetof(WeaponFullDef, weapDef.worldFlashEffect), CSPFT_FX },
{"pickupSound", offsetof(WeaponFullDef, weapDef.pickupSound), CSPFT_STRING },
{"pickupSoundPlayer", offsetof(WeaponFullDef, weapDef.pickupSoundPlayer), CSPFT_STRING },
{"ammoPickupSound", offsetof(WeaponFullDef, weapDef.ammoPickupSound), CSPFT_STRING },
{"ammoPickupSoundPlayer", offsetof(WeaponFullDef, weapDef.ammoPickupSoundPlayer), CSPFT_STRING },
{"projectileSound", offsetof(WeaponFullDef, weapDef.projectileSound), CSPFT_STRING },
{"pullbackSound", offsetof(WeaponFullDef, weapDef.pullbackSound), CSPFT_STRING },
{"pullbackSoundPlayer", offsetof(WeaponFullDef, weapDef.pullbackSoundPlayer), CSPFT_STRING },
{"fireSound", offsetof(WeaponFullDef, weapDef.fireSound), CSPFT_STRING },
{"crackSound", offsetof(WeaponFullDef, weapDef.crackSound), CSPFT_STRING },
{"whizbySound", offsetof(WeaponFullDef, weapDef.whizbySound), CSPFT_STRING },
{"fireSoundPlayer", offsetof(WeaponFullDef, weapDef.fireSoundPlayer), CSPFT_STRING },
{"loopFireSound", offsetof(WeaponFullDef, weapDef.fireLoopSound), CSPFT_STRING },
{"loopFireSoundPlayer", offsetof(WeaponFullDef, weapDef.fireLoopSoundPlayer), CSPFT_STRING },
{"loopFireEndSound", offsetof(WeaponFullDef, weapDef.fireLoopEndSound), CSPFT_STRING },
{"loopFireEndSoundPlayer", offsetof(WeaponFullDef, weapDef.fireLoopEndSoundPlayer), CSPFT_STRING },
{"stopFireSound", offsetof(WeaponFullDef, weapDef.fireStopSound), CSPFT_STRING },
{"stopFireSoundPlayer", offsetof(WeaponFullDef, weapDef.fireStopSoundPlayer), CSPFT_STRING },
{"lastShotSound", offsetof(WeaponFullDef, weapDef.fireLastSound), CSPFT_STRING },
{"lastShotSoundPlayer", offsetof(WeaponFullDef, weapDef.fireLastSoundPlayer), CSPFT_STRING },
{"emptyFireSound", offsetof(WeaponFullDef, weapDef.emptyFireSound), CSPFT_STRING },
{"emptyFireSoundPlayer", offsetof(WeaponFullDef, weapDef.emptyFireSoundPlayer), CSPFT_STRING },
{"meleeSwipeSound", offsetof(WeaponFullDef, weapDef.meleeSwipeSound), CSPFT_STRING },
{"meleeSwipeSoundPlayer", offsetof(WeaponFullDef, weapDef.meleeSwipeSoundPlayer), CSPFT_STRING },
{"meleeHitSound", offsetof(WeaponFullDef, weapDef.meleeHitSound), CSPFT_STRING },
{"meleeMissSound", offsetof(WeaponFullDef, weapDef.meleeMissSound), CSPFT_STRING },
{"rechamberSound", offsetof(WeaponFullDef, weapDef.rechamberSound), CSPFT_STRING },
{"rechamberSoundPlayer", offsetof(WeaponFullDef, weapDef.rechamberSoundPlayer), CSPFT_STRING },
{"reloadSound", offsetof(WeaponFullDef, weapDef.reloadSound), CSPFT_STRING },
{"reloadSoundPlayer", offsetof(WeaponFullDef, weapDef.reloadSoundPlayer), CSPFT_STRING },
{"reloadEmptySound", offsetof(WeaponFullDef, weapDef.reloadEmptySound), CSPFT_STRING },
{"reloadEmptySoundPlayer", offsetof(WeaponFullDef, weapDef.reloadEmptySoundPlayer), CSPFT_STRING },
{"reloadStartSound", offsetof(WeaponFullDef, weapDef.reloadStartSound), CSPFT_STRING },
{"reloadStartSoundPlayer", offsetof(WeaponFullDef, weapDef.reloadStartSoundPlayer), CSPFT_STRING },
{"reloadEndSound", offsetof(WeaponFullDef, weapDef.reloadEndSound), CSPFT_STRING },
{"reloadEndSoundPlayer", offsetof(WeaponFullDef, weapDef.reloadEndSoundPlayer), CSPFT_STRING },
{"rotateLoopSound", offsetof(WeaponFullDef, weapDef.rotateLoopSound), CSPFT_STRING },
{"rotateLoopSoundPlayer", offsetof(WeaponFullDef, weapDef.rotateLoopSoundPlayer), CSPFT_STRING },
{"deploySound", offsetof(WeaponFullDef, weapDef.deploySound), CSPFT_STRING },
{"deploySoundPlayer", offsetof(WeaponFullDef, weapDef.deploySoundPlayer), CSPFT_STRING },
{"finishDeploySound", offsetof(WeaponFullDef, weapDef.finishDeploySound), CSPFT_STRING },
{"finishDeploySoundPlayer", offsetof(WeaponFullDef, weapDef.finishDeploySoundPlayer), CSPFT_STRING },
{"breakdownSound", offsetof(WeaponFullDef, weapDef.breakdownSound), CSPFT_STRING },
{"breakdownSoundPlayer", offsetof(WeaponFullDef, weapDef.breakdownSoundPlayer), CSPFT_STRING },
{"finishBreakdownSound", offsetof(WeaponFullDef, weapDef.finishBreakdownSound), CSPFT_STRING },
{"finishBreakdownSoundPlayer", offsetof(WeaponFullDef, weapDef.finishBreakdownSoundPlayer), CSPFT_STRING },
{"detonateSound", offsetof(WeaponFullDef, weapDef.detonateSound), CSPFT_STRING },
{"detonateSoundPlayer", offsetof(WeaponFullDef, weapDef.detonateSoundPlayer), CSPFT_STRING },
{"nightVisionWearSound", offsetof(WeaponFullDef, weapDef.nightVisionWearSound), CSPFT_STRING },
{"nightVisionWearSoundPlayer", offsetof(WeaponFullDef, weapDef.nightVisionWearSoundPlayer), CSPFT_STRING },
{"nightVisionRemoveSound", offsetof(WeaponFullDef, weapDef.nightVisionRemoveSound), CSPFT_STRING },
{"nightVisionRemoveSoundPlayer", offsetof(WeaponFullDef, weapDef.nightVisionRemoveSoundPlayer), CSPFT_STRING },
{"raiseSound", offsetof(WeaponFullDef, weapDef.raiseSound), CSPFT_STRING },
{"raiseSoundPlayer", offsetof(WeaponFullDef, weapDef.raiseSoundPlayer), CSPFT_STRING },
{"firstRaiseSound", offsetof(WeaponFullDef, weapDef.firstRaiseSound), CSPFT_STRING },
{"firstRaiseSoundPlayer", offsetof(WeaponFullDef, weapDef.firstRaiseSoundPlayer), CSPFT_STRING },
{"altSwitchSound", offsetof(WeaponFullDef, weapDef.altSwitchSound), CSPFT_STRING },
{"altSwitchSoundPlayer", offsetof(WeaponFullDef, weapDef.altSwitchSoundPlayer), CSPFT_STRING },
{"putawaySound", offsetof(WeaponFullDef, weapDef.putawaySound), CSPFT_STRING },
{"putawaySoundPlayer", offsetof(WeaponFullDef, weapDef.putawaySoundPlayer), CSPFT_STRING },
{"overheatSound", offsetof(WeaponFullDef, weapDef.overheatSound), CSPFT_STRING },
{"overheatSoundPlayer", offsetof(WeaponFullDef, weapDef.overheatSoundPlayer), CSPFT_STRING },
{"adsZoomSound", offsetof(WeaponFullDef, weapDef.adsZoomSound), CSPFT_STRING },
{"bounceSound", offsetof(WeaponFullDef, weapDef.bounceSound), WFT_BOUNCE_SOUND },
{"standMountedWeapdef", offsetof(WeaponFullDef, weapDef.standMountedWeapdef), CSPFT_STRING },
{"crouchMountedWeapdef", offsetof(WeaponFullDef, weapDef.crouchMountedWeapdef), CSPFT_STRING },
{"proneMountedWeapdef", offsetof(WeaponFullDef, weapDef.proneMountedWeapdef), CSPFT_STRING },
{"viewShellEjectEffect", offsetof(WeaponFullDef, weapDef.viewShellEjectEffect), CSPFT_FX },
{"worldShellEjectEffect", offsetof(WeaponFullDef, weapDef.worldShellEjectEffect), CSPFT_FX },
{"viewLastShotEjectEffect", offsetof(WeaponFullDef, weapDef.viewLastShotEjectEffect), CSPFT_FX },
{"worldLastShotEjectEffect", offsetof(WeaponFullDef, weapDef.worldLastShotEjectEffect), CSPFT_FX },
{"reticleCenter", offsetof(WeaponFullDef, weapDef.reticleCenter), CSPFT_MATERIAL },
{"reticleSide", offsetof(WeaponFullDef, weapDef.reticleSide), CSPFT_MATERIAL },
{"reticleCenterSize", offsetof(WeaponFullDef, weapDef.iReticleCenterSize), CSPFT_INT },
{"reticleSideSize", offsetof(WeaponFullDef, weapDef.iReticleSideSize), CSPFT_INT },
{"reticleMinOfs", offsetof(WeaponFullDef, weapDef.iReticleMinOfs), CSPFT_INT },
{"activeReticleType", offsetof(WeaponFullDef, weapDef.activeReticleType), WFT_ACTIVE_RETICLE_TYPE },
{"standMoveF", offsetof(WeaponFullDef, weapDef.vStandMove[0]), CSPFT_FLOAT },
{"standMoveR", offsetof(WeaponFullDef, weapDef.vStandMove[1]), CSPFT_FLOAT },
{"standMoveU", offsetof(WeaponFullDef, weapDef.vStandMove[2]), CSPFT_FLOAT },
{"standRotP", offsetof(WeaponFullDef, weapDef.vStandRot[0]), CSPFT_FLOAT },
{"standRotY", offsetof(WeaponFullDef, weapDef.vStandRot[1]), CSPFT_FLOAT },
{"standRotR", offsetof(WeaponFullDef, weapDef.vStandRot[2]), CSPFT_FLOAT },
{"duckedOfsF", offsetof(WeaponFullDef, weapDef.vDuckedOfs[0]), CSPFT_FLOAT },
{"duckedOfsR", offsetof(WeaponFullDef, weapDef.vDuckedOfs[1]), CSPFT_FLOAT },
{"duckedOfsU", offsetof(WeaponFullDef, weapDef.vDuckedOfs[2]), CSPFT_FLOAT },
{"duckedMoveF", offsetof(WeaponFullDef, weapDef.vDuckedMove[0]), CSPFT_FLOAT },
{"duckedMoveR", offsetof(WeaponFullDef, weapDef.vDuckedMove[1]), CSPFT_FLOAT },
{"duckedMoveU", offsetof(WeaponFullDef, weapDef.vDuckedMove[2]), CSPFT_FLOAT },
{"duckedSprintOfsF", offsetof(WeaponFullDef, weapDef.vDuckedSprintOfs[0]), CSPFT_FLOAT },
{"duckedSprintOfsR", offsetof(WeaponFullDef, weapDef.vDuckedSprintOfs[1]), CSPFT_FLOAT },
{"duckedSprintOfsU", offsetof(WeaponFullDef, weapDef.vDuckedSprintOfs[2]), CSPFT_FLOAT },
{"duckedSprintRotP", offsetof(WeaponFullDef, weapDef.vDuckedSprintRot[0]), CSPFT_FLOAT },
{"duckedSprintRotY", offsetof(WeaponFullDef, weapDef.vDuckedSprintRot[1]), CSPFT_FLOAT },
{"duckedSprintRotR", offsetof(WeaponFullDef, weapDef.vDuckedSprintRot[2]), CSPFT_FLOAT },
{"duckedSprintBobH", offsetof(WeaponFullDef, weapDef.vDuckedSprintBob[0]), CSPFT_FLOAT },
{"duckedSprintBobV", offsetof(WeaponFullDef, weapDef.vDuckedSprintBob[1]), CSPFT_FLOAT },
{"duckedSprintScale", offsetof(WeaponFullDef, weapDef.fDuckedSprintCycleScale), CSPFT_FLOAT },
{"sprintOfsF", offsetof(WeaponFullDef, weapDef.vSprintOfs[0]), CSPFT_FLOAT },
{"sprintOfsR", offsetof(WeaponFullDef, weapDef.vSprintOfs[1]), CSPFT_FLOAT },
{"sprintOfsU", offsetof(WeaponFullDef, weapDef.vSprintOfs[2]), CSPFT_FLOAT },
{"sprintRotP", offsetof(WeaponFullDef, weapDef.vSprintRot[0]), CSPFT_FLOAT },
{"sprintRotY", offsetof(WeaponFullDef, weapDef.vSprintRot[1]), CSPFT_FLOAT },
{"sprintRotR", offsetof(WeaponFullDef, weapDef.vSprintRot[2]), CSPFT_FLOAT },
{"sprintBobH", offsetof(WeaponFullDef, weapDef.vSprintBob[0]), CSPFT_FLOAT },
{"sprintBobV", offsetof(WeaponFullDef, weapDef.vSprintBob[1]), CSPFT_FLOAT },
{"sprintScale", offsetof(WeaponFullDef, weapDef.fSprintCycleScale), CSPFT_FLOAT },
{"lowReadyOfsF", offsetof(WeaponFullDef, weapDef.vLowReadyOfs[0]), CSPFT_FLOAT },
{"lowReadyOfsR", offsetof(WeaponFullDef, weapDef.vLowReadyOfs[1]), CSPFT_FLOAT },
{"lowReadyOfsU", offsetof(WeaponFullDef, weapDef.vLowReadyOfs[2]), CSPFT_FLOAT },
{"lowReadyRotP", offsetof(WeaponFullDef, weapDef.vLowReadyRot[0]), CSPFT_FLOAT },
{"lowReadyRotY", offsetof(WeaponFullDef, weapDef.vLowReadyRot[1]), CSPFT_FLOAT },
{"lowReadyRotR", offsetof(WeaponFullDef, weapDef.vLowReadyRot[2]), CSPFT_FLOAT },
{"dtpOfsF", offsetof(WeaponFullDef, weapDef.vDtpOfs[0]), CSPFT_FLOAT },
{"dtpOfsR", offsetof(WeaponFullDef, weapDef.vDtpOfs[1]), CSPFT_FLOAT },
{"dtpOfsU", offsetof(WeaponFullDef, weapDef.vDtpOfs[2]), CSPFT_FLOAT },
{"dtpRotP", offsetof(WeaponFullDef, weapDef.vDtpRot[0]), CSPFT_FLOAT },
{"dtpRotY", offsetof(WeaponFullDef, weapDef.vDtpRot[1]), CSPFT_FLOAT },
{"dtpRotR", offsetof(WeaponFullDef, weapDef.vDtpRot[2]), CSPFT_FLOAT },
{"dtpBobH", offsetof(WeaponFullDef, weapDef.vDtpBob[0]), CSPFT_FLOAT },
{"dtpBobV", offsetof(WeaponFullDef, weapDef.vDtpBob[1]), CSPFT_FLOAT },
{"dtpScale", offsetof(WeaponFullDef, weapDef.fDtpCycleScale), CSPFT_FLOAT },
{"mantleOfsF", offsetof(WeaponFullDef, weapDef.vMantleOfs[0]), CSPFT_FLOAT },
{"mantleOfsR", offsetof(WeaponFullDef, weapDef.vMantleOfs[1]), CSPFT_FLOAT },
{"mantleOfsU", offsetof(WeaponFullDef, weapDef.vMantleOfs[2]), CSPFT_FLOAT },
{"mantleRotP", offsetof(WeaponFullDef, weapDef.vMantleRot[0]), CSPFT_FLOAT },
{"mantleRotY", offsetof(WeaponFullDef, weapDef.vMantleRot[1]), CSPFT_FLOAT },
{"mantleRotR", offsetof(WeaponFullDef, weapDef.vMantleRot[2]), CSPFT_FLOAT },
{"slideOfsF", offsetof(WeaponFullDef, weapDef.vSlideOfs[0]), CSPFT_FLOAT },
{"slideOfsR", offsetof(WeaponFullDef, weapDef.vSlideOfs[1]), CSPFT_FLOAT },
{"slideOfsU", offsetof(WeaponFullDef, weapDef.vSlideOfs[2]), CSPFT_FLOAT },
{"slideRotP", offsetof(WeaponFullDef, weapDef.vSlideRot[0]), CSPFT_FLOAT },
{"slideRotY", offsetof(WeaponFullDef, weapDef.vSlideRot[1]), CSPFT_FLOAT },
{"slideRotR", offsetof(WeaponFullDef, weapDef.vSlideRot[2]), CSPFT_FLOAT },
{"duckedRotP", offsetof(WeaponFullDef, weapDef.vDuckedRot[0]), CSPFT_FLOAT },
{"duckedRotY", offsetof(WeaponFullDef, weapDef.vDuckedRot[1]), CSPFT_FLOAT },
{"duckedRotR", offsetof(WeaponFullDef, weapDef.vDuckedRot[2]), CSPFT_FLOAT },
{"proneOfsF", offsetof(WeaponFullDef, weapDef.vProneOfs[0]), CSPFT_FLOAT },
{"proneOfsR", offsetof(WeaponFullDef, weapDef.vProneOfs[1]), CSPFT_FLOAT },
{"proneOfsU", offsetof(WeaponFullDef, weapDef.vProneOfs[2]), CSPFT_FLOAT },
{"proneMoveF", offsetof(WeaponFullDef, weapDef.vProneMove[0]), CSPFT_FLOAT },
{"proneMoveR", offsetof(WeaponFullDef, weapDef.vProneMove[1]), CSPFT_FLOAT },
{"proneMoveU", offsetof(WeaponFullDef, weapDef.vProneMove[2]), CSPFT_FLOAT },
{"proneRotP", offsetof(WeaponFullDef, weapDef.vProneRot[0]), CSPFT_FLOAT },
{"proneRotY", offsetof(WeaponFullDef, weapDef.vProneRot[1]), CSPFT_FLOAT },
{"proneRotR", offsetof(WeaponFullDef, weapDef.vProneRot[2]), CSPFT_FLOAT },
{"strafeMoveF", offsetof(WeaponFullDef, weapDef.vStrafeMove[0]), CSPFT_FLOAT },
{"strafeMoveR", offsetof(WeaponFullDef, weapDef.vStrafeMove[1]), CSPFT_FLOAT },
{"strafeMoveU", offsetof(WeaponFullDef, weapDef.vStrafeMove[2]), CSPFT_FLOAT },
{"strafeRotP", offsetof(WeaponFullDef, weapDef.vStrafeRot[0]), CSPFT_FLOAT },
{"strafeRotY", offsetof(WeaponFullDef, weapDef.vStrafeRot[1]), CSPFT_FLOAT },
{"strafeRotR", offsetof(WeaponFullDef, weapDef.vStrafeRot[2]), CSPFT_FLOAT },
{"posMoveRate", offsetof(WeaponFullDef, weapDef.fPosMoveRate), CSPFT_FLOAT },
{"posProneMoveRate", offsetof(WeaponFullDef, weapDef.fPosProneMoveRate), CSPFT_FLOAT },
{"standMoveMinSpeed", offsetof(WeaponFullDef, weapDef.fStandMoveMinSpeed), CSPFT_FLOAT },
{"duckedMoveMinSpeed", offsetof(WeaponFullDef, weapDef.fDuckedMoveMinSpeed), CSPFT_FLOAT },
{"proneMoveMinSpeed", offsetof(WeaponFullDef, weapDef.fProneMoveMinSpeed), CSPFT_FLOAT },
{"posRotRate", offsetof(WeaponFullDef, weapDef.fPosRotRate), CSPFT_FLOAT },
{"posProneRotRate", offsetof(WeaponFullDef, weapDef.fPosProneRotRate), CSPFT_FLOAT },
{"standRotMinSpeed", offsetof(WeaponFullDef, weapDef.fStandRotMinSpeed), CSPFT_FLOAT },
{"duckedRotMinSpeed", offsetof(WeaponFullDef, weapDef.fDuckedRotMinSpeed), CSPFT_FLOAT },
{"proneRotMinSpeed", offsetof(WeaponFullDef, weapDef.fProneRotMinSpeed), CSPFT_FLOAT },
{"worldModel", offsetof(WeaponFullDef, worldModel[0]), CSPFT_XMODEL },
{"worldModel2", offsetof(WeaponFullDef, worldModel[1]), CSPFT_XMODEL },
{"worldModel3", offsetof(WeaponFullDef, worldModel[2]), CSPFT_XMODEL },
{"worldModel4", offsetof(WeaponFullDef, worldModel[3]), CSPFT_XMODEL },
{"worldModel5", offsetof(WeaponFullDef, worldModel[4]), CSPFT_XMODEL },
{"worldModel6", offsetof(WeaponFullDef, worldModel[5]), CSPFT_XMODEL },
{"worldModel7", offsetof(WeaponFullDef, worldModel[6]), CSPFT_XMODEL },
{"worldModel8", offsetof(WeaponFullDef, worldModel[7]), CSPFT_XMODEL },
{"worldModel9", offsetof(WeaponFullDef, worldModel[8]), CSPFT_XMODEL },
{"worldModel10", offsetof(WeaponFullDef, worldModel[9]), CSPFT_XMODEL },
{"worldModel11", offsetof(WeaponFullDef, worldModel[10]), CSPFT_XMODEL },
{"worldModel12", offsetof(WeaponFullDef, worldModel[11]), CSPFT_XMODEL },
{"worldModel13", offsetof(WeaponFullDef, worldModel[12]), CSPFT_XMODEL },
{"worldModel14", offsetof(WeaponFullDef, worldModel[13]), CSPFT_XMODEL },
{"worldModel15", offsetof(WeaponFullDef, worldModel[14]), CSPFT_XMODEL },
{"worldModel16", offsetof(WeaponFullDef, worldModel[15]), CSPFT_XMODEL },
{"worldClipModel", offsetof(WeaponFullDef, weapDef.worldClipModel), CSPFT_XMODEL },
{"rocketModel", offsetof(WeaponFullDef, weapDef.rocketModel), CSPFT_XMODEL },
{"mountedModel", offsetof(WeaponFullDef, weapDef.mountedModel), CSPFT_XMODEL },
{"AdditionalMeleeModel", offsetof(WeaponFullDef, weapDef.additionalMeleeModel), CSPFT_XMODEL },
{"hudIcon", offsetof(WeaponFullDef, weapDef.hudIcon), CSPFT_MATERIAL },
{"hudIconRatio", offsetof(WeaponFullDef, weapDef.hudIconRatio), WFT_ICONRATIO_HUD },
{"indicatorIcon", offsetof(WeaponFullDef, weapDef.indicatorIcon), CSPFT_MATERIAL },
{"indicatorIconRatio", offsetof(WeaponFullDef, weapDef.indicatorIconRatio), WFT_ICONRATIO_INDICATOR },
{"ammoCounterIcon", offsetof(WeaponFullDef, weapDef.ammoCounterIcon), CSPFT_MATERIAL },
{"ammoCounterIconRatio", offsetof(WeaponFullDef, weapDef.ammoCounterIconRatio), WFT_ICONRATIO_AMMOCOUNTER},
{"ammoCounterClip", offsetof(WeaponFullDef, weapDef.ammoCounterClip), WFT_AMMOCOUNTER_CLIPTYPE },
{"startAmmo", offsetof(WeaponFullDef, weapDef.iStartAmmo), CSPFT_INT },
{"ammoName", offsetof(WeaponFullDef, weapVariantDef.szAmmoName), CSPFT_STRING },
{"clipName", offsetof(WeaponFullDef, weapVariantDef.szClipName), CSPFT_STRING },
{"maxAmmo", offsetof(WeaponFullDef, weapDef.iMaxAmmo), CSPFT_INT },
{"clipSize", offsetof(WeaponFullDef, weapVariantDef.iClipSize), CSPFT_INT },
{"shotCount", offsetof(WeaponFullDef, weapDef.shotCount), CSPFT_INT },
{"sharedAmmoCapName", offsetof(WeaponFullDef, weapDef.szSharedAmmoCapName), CSPFT_STRING },
{"sharedAmmoCap", offsetof(WeaponFullDef, weapDef.iSharedAmmoCap), CSPFT_INT },
{"unlimitedAmmo", offsetof(WeaponFullDef, weapDef.unlimitedAmmo), CSPFT_BOOL },
{"ammoCountClipRelative", offsetof(WeaponFullDef, weapDef.ammoCountClipRelative), CSPFT_BOOL },
{"sharedAmmo", offsetof(WeaponFullDef, weapDef.sharedAmmo), CSPFT_BOOL },
{"jamFireTime", offsetof(WeaponFullDef, weapDef.iJamFireTime), CSPFT_MILLISECONDS },
{"overheatWeapon", offsetof(WeaponFullDef, weapDef.overheatWeapon), CSPFT_INT },
{"overheatRate", offsetof(WeaponFullDef, weapDef.overheatRate), CSPFT_FLOAT },
{"cooldownRate", offsetof(WeaponFullDef, weapDef.cooldownRate), CSPFT_FLOAT },
{"overheatEndVal", offsetof(WeaponFullDef, weapDef.overheatEndVal), CSPFT_FLOAT },
{"coolWhileFiring", offsetof(WeaponFullDef, weapDef.coolWhileFiring), CSPFT_INT },
{"fuelTankWeapon", offsetof(WeaponFullDef, weapDef.fuelTankWeapon), CSPFT_INT },
{"tankLifeTime", offsetof(WeaponFullDef, weapDef.iTankLifeTime), CSPFT_MILLISECONDS },
{"damage", offsetof(WeaponFullDef, weapDef.damage), CSPFT_INT },
{"damageDuration", offsetof(WeaponFullDef, weapDef.damageDuration), CSPFT_FLOAT },
{"damageInterval", offsetof(WeaponFullDef, weapDef.damageInterval), CSPFT_FLOAT },
{"playerDamage", offsetof(WeaponFullDef, weapDef.playerDamage), CSPFT_INT },
{"meleeDamage", offsetof(WeaponFullDef, weapDef.iMeleeDamage), CSPFT_INT },
{"minDamage", offsetof(WeaponFullDef, weapDef.minDamage), CSPFT_INT },
{"minPlayerDamage", offsetof(WeaponFullDef, weapDef.minPlayerDamage), CSPFT_INT },
{"maxDamageRange", offsetof(WeaponFullDef, weapDef.fMaxDamageRange), CSPFT_FLOAT },
{"minDamageRange", offsetof(WeaponFullDef, weapDef.fMinDamageRange), CSPFT_FLOAT },
{"destabilizationRateTime", offsetof(WeaponFullDef, weapDef.destabilizationRateTime), CSPFT_FLOAT },
{"destabilizationCurvatureMax", offsetof(WeaponFullDef, weapDef.destabilizationCurvatureMax), CSPFT_FLOAT },
{"destabilizeDistance", offsetof(WeaponFullDef, weapDef.destabilizeDistance), CSPFT_INT },
{"fireDelay", offsetof(WeaponFullDef, weapDef.iFireDelay), CSPFT_MILLISECONDS },
{"meleeDelay", offsetof(WeaponFullDef, weapDef.iMeleeDelay), CSPFT_MILLISECONDS },
{"meleeChargeDelay", offsetof(WeaponFullDef, weapDef.meleeChargeDelay), CSPFT_MILLISECONDS },
{"spinUpTime", offsetof(WeaponFullDef, weapDef.iSpinUpTime), CSPFT_MILLISECONDS },
{"spinDownTime", offsetof(WeaponFullDef, weapDef.iSpinDownTime), CSPFT_MILLISECONDS },
{"spinRate", offsetof(WeaponFullDef, weapDef.spinRate), CSPFT_FLOAT },
{"spinLoopSound", offsetof(WeaponFullDef, weapDef.spinLoopSound), CSPFT_STRING },
{"spinLoopSoundPlayer", offsetof(WeaponFullDef, weapDef.spinLoopSoundPlayer), CSPFT_STRING },
{"startSpinSound", offsetof(WeaponFullDef, weapDef.startSpinSound), CSPFT_STRING },
{"startSpinSoundPlayer", offsetof(WeaponFullDef, weapDef.startSpinSoundPlayer), CSPFT_STRING },
{"stopSpinSound", offsetof(WeaponFullDef, weapDef.stopSpinSound), CSPFT_STRING },
{"stopSpinSoundPlayer", offsetof(WeaponFullDef, weapDef.stopSpinSoundPlayer), CSPFT_STRING },
{"fireTime", offsetof(WeaponFullDef, weapDef.iFireTime), CSPFT_MILLISECONDS },
{"lastFireTime", offsetof(WeaponFullDef, weapDef.iLastFireTime), CSPFT_MILLISECONDS },
{"rechamberTime", offsetof(WeaponFullDef, weapDef.iRechamberTime), CSPFT_MILLISECONDS },
{"rechamberBoltTime", offsetof(WeaponFullDef, weapDef.iRechamberBoltTime), CSPFT_MILLISECONDS },
{"holdFireTime", offsetof(WeaponFullDef, weapDef.iHoldFireTime), CSPFT_MILLISECONDS },
{"detonateTime", offsetof(WeaponFullDef, weapDef.iDetonateTime), CSPFT_MILLISECONDS },
{"detonateDelay", offsetof(WeaponFullDef, weapDef.iDetonateDelay), CSPFT_MILLISECONDS },
{"meleeTime", offsetof(WeaponFullDef, weapDef.iMeleeTime), CSPFT_MILLISECONDS },
{"meleeChargeTime", offsetof(WeaponFullDef, weapDef.meleeChargeTime), CSPFT_MILLISECONDS },
{"reloadTime", offsetof(WeaponFullDef, weapVariantDef.iReloadTime), CSPFT_MILLISECONDS },
{"reloadShowRocketTime", offsetof(WeaponFullDef, weapDef.reloadShowRocketTime), CSPFT_MILLISECONDS },
{"reloadEmptyTime", offsetof(WeaponFullDef, weapVariantDef.iReloadEmptyTime), CSPFT_MILLISECONDS },
{"reloadAddTime", offsetof(WeaponFullDef, weapDef.iReloadAddTime), CSPFT_MILLISECONDS },
{"reloadEmptyAddTime", offsetof(WeaponFullDef, weapDef.iReloadEmptyAddTime), CSPFT_MILLISECONDS },
{"reloadQuickAddTime", offsetof(WeaponFullDef, weapDef.iReloadQuickAddTime), CSPFT_MILLISECONDS },
{"reloadQuickEmptyAddTime", offsetof(WeaponFullDef, weapDef.iReloadQuickEmptyAddTime), CSPFT_MILLISECONDS },
{"reloadStartTime", offsetof(WeaponFullDef, weapDef.iReloadStartTime), CSPFT_MILLISECONDS },
{"reloadStartAddTime", offsetof(WeaponFullDef, weapDef.iReloadStartAddTime), CSPFT_MILLISECONDS },
{"reloadEndTime", offsetof(WeaponFullDef, weapDef.iReloadEndTime), CSPFT_MILLISECONDS },
{"reloadQuickTime", offsetof(WeaponFullDef, weapVariantDef.iReloadQuickTime), CSPFT_MILLISECONDS },
{"reloadQuickEmptyTime", offsetof(WeaponFullDef, weapVariantDef.iReloadQuickEmptyTime), CSPFT_MILLISECONDS },
{"dropTime", offsetof(WeaponFullDef, weapDef.iDropTime), CSPFT_MILLISECONDS },
{"raiseTime", offsetof(WeaponFullDef, weapDef.iRaiseTime), CSPFT_MILLISECONDS },
{"altDropTime", offsetof(WeaponFullDef, weapDef.iAltDropTime), CSPFT_MILLISECONDS },
{"altRaiseTime", offsetof(WeaponFullDef, weapVariantDef.iAltRaiseTime), CSPFT_MILLISECONDS },
{"quickDropTime", offsetof(WeaponFullDef, weapDef.quickDropTime), CSPFT_MILLISECONDS },
{"quickRaiseTime", offsetof(WeaponFullDef, weapDef.quickRaiseTime), CSPFT_MILLISECONDS },
{"firstRaiseTime", offsetof(WeaponFullDef, weapDef.iFirstRaiseTime), CSPFT_MILLISECONDS },
{"emptyRaiseTime", offsetof(WeaponFullDef, weapDef.iEmptyRaiseTime), CSPFT_MILLISECONDS },
{"emptyDropTime", offsetof(WeaponFullDef, weapDef.iEmptyDropTime), CSPFT_MILLISECONDS },
{"sprintInTime", offsetof(WeaponFullDef, weapDef.sprintInTime), CSPFT_MILLISECONDS },
{"sprintLoopTime", offsetof(WeaponFullDef, weapDef.sprintLoopTime), CSPFT_MILLISECONDS },
{"sprintOutTime", offsetof(WeaponFullDef, weapDef.sprintOutTime), CSPFT_MILLISECONDS },
{"lowReadyInTime", offsetof(WeaponFullDef, weapDef.lowReadyInTime), CSPFT_MILLISECONDS },
{"lowReadyLoopTime", offsetof(WeaponFullDef, weapDef.lowReadyLoopTime), CSPFT_MILLISECONDS },
{"lowReadyOutTime", offsetof(WeaponFullDef, weapDef.lowReadyOutTime), CSPFT_MILLISECONDS },
{"contFireInTime", offsetof(WeaponFullDef, weapDef.contFireInTime), CSPFT_MILLISECONDS },
{"contFireLoopTime", offsetof(WeaponFullDef, weapDef.contFireLoopTime), CSPFT_MILLISECONDS },
{"contFireOutTime", offsetof(WeaponFullDef, weapDef.contFireOutTime), CSPFT_MILLISECONDS },
{"dtpInTime", offsetof(WeaponFullDef, weapDef.dtpInTime), CSPFT_MILLISECONDS },
{"dtpLoopTime", offsetof(WeaponFullDef, weapDef.dtpLoopTime), CSPFT_MILLISECONDS },
{"dtpOutTime", offsetof(WeaponFullDef, weapDef.dtpOutTime), CSPFT_MILLISECONDS },
{"slideInTime", offsetof(WeaponFullDef, weapDef.slideInTime), CSPFT_MILLISECONDS },
{"deployTime", offsetof(WeaponFullDef, weapDef.deployTime), CSPFT_MILLISECONDS },
{"breakdownTime", offsetof(WeaponFullDef, weapDef.breakdownTime), CSPFT_MILLISECONDS },
{"tracerFrequency", offsetof(WeaponFullDef, weapDef.tracerFrequency), CSPFT_INT },
{"tracerWidth", offsetof(WeaponFullDef, weapDef.tracerWidth), CSPFT_FLOAT },
{"tracerLength", offsetof(WeaponFullDef, weapDef.tracerLength), CSPFT_FLOAT },
{"nightVisionWearTime", offsetof(WeaponFullDef, weapDef.nightVisionWearTime), CSPFT_MILLISECONDS },
{"nightVisionWearTimeFadeOutEnd", offsetof(WeaponFullDef, weapDef.nightVisionWearTimeFadeOutEnd), CSPFT_MILLISECONDS },
{"nightVisionWearTimePowerUp", offsetof(WeaponFullDef, weapDef.nightVisionWearTimePowerUp), CSPFT_MILLISECONDS },
{"nightVisionRemoveTime", offsetof(WeaponFullDef, weapDef.nightVisionRemoveTime), CSPFT_MILLISECONDS },
{"nightVisionRemoveTimePowerDown", offsetof(WeaponFullDef, weapDef.nightVisionRemoveTimePowerDown), CSPFT_MILLISECONDS },
{"nightVisionRemoveTimeFadeInStart", offsetof(WeaponFullDef, weapDef.nightVisionRemoveTimeFadeInStart), CSPFT_MILLISECONDS },
{"fuseTime", offsetof(WeaponFullDef, weapDef.fuseTime), CSPFT_MILLISECONDS },
{"aifuseTime", offsetof(WeaponFullDef, weapDef.aiFuseTime), CSPFT_MILLISECONDS },
{"lockOnRadius", offsetof(WeaponFullDef, weapDef.lockOnRadius), CSPFT_INT },
{"lockOnSpeed", offsetof(WeaponFullDef, weapDef.lockOnSpeed), CSPFT_INT },
{"requireLockonToFire", offsetof(WeaponFullDef, weapDef.requireLockonToFire), CSPFT_BOOL },
{"noAdsWhenMagEmpty", offsetof(WeaponFullDef, weapDef.noAdsWhenMagEmpty), CSPFT_BOOL },
{"avoidDropCleanup", offsetof(WeaponFullDef, weapDef.avoidDropCleanup), CSPFT_BOOL },
{"stackFire", offsetof(WeaponFullDef, weapDef.stackFire), CSPFT_INT },
{"stackFireSpread", offsetof(WeaponFullDef, weapDef.stackFireSpread), CSPFT_FLOAT },
{"stackFireAccuracyDecay", offsetof(WeaponFullDef, weapDef.stackFireAccuracyDecay), CSPFT_FLOAT },
{"stackSound", offsetof(WeaponFullDef, weapDef.stackSound), CSPFT_STRING },
{"autoAimRange", offsetof(WeaponFullDef, weapDef.autoAimRange), CSPFT_FLOAT },
{"aimAssistRange", offsetof(WeaponFullDef, weapDef.aimAssistRange), CSPFT_FLOAT },
{"aimAssistRangeAds", offsetof(WeaponFullDef, weapVariantDef.fAimAssistRangeAds), CSPFT_FLOAT },
{"mountableWeapon", offsetof(WeaponFullDef, weapDef.mountableWeapon), CSPFT_BOOL },
{"aimPadding", offsetof(WeaponFullDef, weapDef.aimPadding), CSPFT_FLOAT },
{"enemyCrosshairRange", offsetof(WeaponFullDef, weapDef.enemyCrosshairRange), CSPFT_FLOAT },
{"crosshairColorChange", offsetof(WeaponFullDef, weapDef.crosshairColorChange), CSPFT_BOOL },
{"moveSpeedScale", offsetof(WeaponFullDef, weapDef.moveSpeedScale), CSPFT_FLOAT },
{"adsMoveSpeedScale", offsetof(WeaponFullDef, weapDef.adsMoveSpeedScale), CSPFT_FLOAT },
{"sprintDurationScale", offsetof(WeaponFullDef, weapDef.sprintDurationScale), CSPFT_FLOAT },
{"idleCrouchFactor", offsetof(WeaponFullDef, weapDef.fIdleCrouchFactor), CSPFT_FLOAT },
{"idleProneFactor", offsetof(WeaponFullDef, weapDef.fIdleProneFactor), CSPFT_FLOAT },
{"gunMaxPitch", offsetof(WeaponFullDef, weapDef.fGunMaxPitch), CSPFT_FLOAT },
{"gunMaxYaw", offsetof(WeaponFullDef, weapDef.fGunMaxYaw), CSPFT_FLOAT },
{"swayMaxAngle", offsetof(WeaponFullDef, weapDef.swayMaxAngle), CSPFT_FLOAT },
{"swayLerpSpeed", offsetof(WeaponFullDef, weapDef.swayLerpSpeed), CSPFT_FLOAT },
{"swayPitchScale", offsetof(WeaponFullDef, weapDef.swayPitchScale), CSPFT_FLOAT },
{"swayYawScale", offsetof(WeaponFullDef, weapDef.swayYawScale), CSPFT_FLOAT },
{"swayHorizScale", offsetof(WeaponFullDef, weapDef.swayHorizScale), CSPFT_FLOAT },
{"swayVertScale", offsetof(WeaponFullDef, weapDef.swayVertScale), CSPFT_FLOAT },
{"swayShellShockScale", offsetof(WeaponFullDef, weapDef.swayShellShockScale), CSPFT_FLOAT },
{"adsSwayMaxAngle", offsetof(WeaponFullDef, weapDef.adsSwayMaxAngle), CSPFT_FLOAT },
{"adsSwayLerpSpeed", offsetof(WeaponFullDef, weapDef.adsSwayLerpSpeed), CSPFT_FLOAT },
{"adsSwayPitchScale", offsetof(WeaponFullDef, weapDef.adsSwayPitchScale), CSPFT_FLOAT },
{"adsSwayYawScale", offsetof(WeaponFullDef, weapDef.adsSwayYawScale), CSPFT_FLOAT },
{"adsSwayHorizScale", offsetof(WeaponFullDef, weapVariantDef.fAdsSwayHorizScale), CSPFT_FLOAT },
{"adsSwayVertScale", offsetof(WeaponFullDef, weapVariantDef.fAdsSwayVertScale), CSPFT_FLOAT },
{"meleeChargeRange", offsetof(WeaponFullDef, weapDef.meleeChargeRange), CSPFT_FLOAT },
{"rifleBullet", offsetof(WeaponFullDef, weapDef.bRifleBullet), CSPFT_BOOL },
{"armorPiercing", offsetof(WeaponFullDef, weapDef.armorPiercing), CSPFT_BOOL },
{"boltAction", offsetof(WeaponFullDef, weapDef.bBoltAction), CSPFT_BOOL },
{"useAltTagFlash", offsetof(WeaponFullDef, weapDef.bUseAltTagFlash), CSPFT_BOOL },
{"useAntiLagRewind", offsetof(WeaponFullDef, weapDef.bUseAntiLagRewind), CSPFT_BOOL },
{"isCarriedKillstreakWeapon", offsetof(WeaponFullDef, weapDef.bIsCarriedKillstreakWeapon), CSPFT_BOOL },
{"aimDownSight", offsetof(WeaponFullDef, weapDef.aimDownSight), CSPFT_BOOL },
{"rechamberWhileAds", offsetof(WeaponFullDef, weapDef.bRechamberWhileAds), CSPFT_BOOL },
{"reloadWhileAds", offsetof(WeaponFullDef, weapDef.bReloadWhileAds), CSPFT_BOOL },
{"adsViewErrorMin", offsetof(WeaponFullDef, weapDef.adsViewErrorMin), CSPFT_FLOAT },
{"adsViewErrorMax", offsetof(WeaponFullDef, weapDef.adsViewErrorMax), CSPFT_FLOAT },
{"clipOnly", offsetof(WeaponFullDef, weapDef.bClipOnly), CSPFT_BOOL },
{"canUseInVehicle", offsetof(WeaponFullDef, weapDef.bCanUseInVehicle), CSPFT_BOOL },
{"noDropsOrRaises", offsetof(WeaponFullDef, weapDef.bNoDropsOrRaises), CSPFT_BOOL },
{"cookOffHold", offsetof(WeaponFullDef, weapDef.bCookOffHold), CSPFT_BOOL },
{"adsFire", offsetof(WeaponFullDef, weapDef.adsFireOnly), CSPFT_BOOL },
{"cancelAutoHolsterWhenEmpty", offsetof(WeaponFullDef, weapDef.cancelAutoHolsterWhenEmpty), CSPFT_BOOL },
{"suppressAmmoReserveDisplay", offsetof(WeaponFullDef, weapDef.suppressAmmoReserveDisplay), CSPFT_BOOL },
{"laserSightDuringNightvision", offsetof(WeaponFullDef, weapDef.laserSightDuringNightvision), CSPFT_BOOL },
{"bayonet", offsetof(WeaponFullDef, weapDef.bHasBayonet), CSPFT_BOOL },
{"dualWield", offsetof(WeaponFullDef, weapDef.bDualWield), CSPFT_BOOL },
{"hideThirdPerson", offsetof(WeaponFullDef, weapDef.bHideThirdPerson), CSPFT_BOOL },
{"explodeOnGround", offsetof(WeaponFullDef, weapDef.bExplodeOnGround), CSPFT_BOOL },
{"throwBack", offsetof(WeaponFullDef, weapDef.bThrowBack), CSPFT_BOOL },
{"retrievable", offsetof(WeaponFullDef, weapDef.bRetrievable), CSPFT_BOOL },
{"dieOnRespawn", offsetof(WeaponFullDef, weapDef.bDieOnRespawn), CSPFT_BOOL },
{"noThirdPersonDropsOrRaises", offsetof(WeaponFullDef, weapDef.bNoThirdPersonDropsOrRaises), CSPFT_BOOL },
{"continuousFire", offsetof(WeaponFullDef, weapDef.bContinuousFire), CSPFT_BOOL },
{"fullMetalJacket", offsetof(WeaponFullDef, weapVariantDef.bFullMetalJacket), CSPFT_BOOL },
{"hollowPoint", offsetof(WeaponFullDef, weapVariantDef.bHollowPoint), CSPFT_BOOL },
{"useAsMelee", offsetof(WeaponFullDef, weapDef.bUseAsMelee), CSPFT_BOOL },
{"rapidFire", offsetof(WeaponFullDef, weapVariantDef.bRapidFire), CSPFT_BOOL },
{"noPing", offsetof(WeaponFullDef, weapDef.bNoPing), CSPFT_BOOL },
{"forceBounce", offsetof(WeaponFullDef, weapDef.bForceBounce), CSPFT_BOOL },
{"useDroppedModelAsStowed", offsetof(WeaponFullDef, weapDef.bUseDroppedModelAsStowed), CSPFT_BOOL },
{"noQuickDropWhenEmpty", offsetof(WeaponFullDef, weapDef.bNoQuickDropWhenEmpty), CSPFT_BOOL },
{"keepCrosshairWhenADS", offsetof(WeaponFullDef, weapDef.bKeepCrosshairWhenADS), CSPFT_BOOL },
{"useOnlyAltWeaoponHideTagsInAltMode", offsetof(WeaponFullDef, weapDef.bUseOnlyAltWeaoponHideTagsInAltMode), CSPFT_BOOL },
{"killIcon", offsetof(WeaponFullDef, weapDef.killIcon), CSPFT_MATERIAL },
{"killIconRatio", offsetof(WeaponFullDef, weapDef.killIconRatio), WFT_ICONRATIO_KILL },
{"flipKillIcon", offsetof(WeaponFullDef, weapDef.flipKillIcon), CSPFT_BOOL },
{"dpadIcon", offsetof(WeaponFullDef, weapVariantDef.dpadIcon), CSPFT_MATERIAL },
{"dpadIconRatio", offsetof(WeaponFullDef, weapVariantDef.dpadIconRatio), WFT_ICONRATIO_DPAD },
{"noPartialReload", offsetof(WeaponFullDef, weapDef.bNoPartialReload), CSPFT_BOOL },
{"segmentedReload", offsetof(WeaponFullDef, weapDef.bSegmentedReload), CSPFT_BOOL },
{"noADSAutoReload", offsetof(WeaponFullDef, weapDef.bNoADSAutoReload), CSPFT_BOOL },
{"reloadAmmoAdd", offsetof(WeaponFullDef, weapDef.iReloadAmmoAdd), CSPFT_INT },
{"reloadStartAdd", offsetof(WeaponFullDef, weapDef.iReloadStartAdd), CSPFT_INT },
{"altWeapon", offsetof(WeaponFullDef, weapVariantDef.szAltWeaponName), CSPFT_STRING },
{"DualWieldWeapon", offsetof(WeaponFullDef, weapDef.szDualWieldWeaponName), CSPFT_STRING },
{"grenadeWeapon", offsetof(WeaponFullDef, weapDef.szSpawnedGrenadeWeaponName), CSPFT_STRING },
{"dropAmmoMin", offsetof(WeaponFullDef, weapDef.iDropAmmoMin), CSPFT_INT },
{"dropAmmoMax", offsetof(WeaponFullDef, weapDef.iDropAmmoMax), CSPFT_INT },
{"dropClipAmmoMin", offsetof(WeaponFullDef, weapDef.iDropClipAmmoMin), CSPFT_INT },
{"dropClipAmmoMax", offsetof(WeaponFullDef, weapDef.iDropClipAmmoMax), CSPFT_INT },
{"blocksProne", offsetof(WeaponFullDef, weapDef.blocksProne), CSPFT_BOOL },
{"silenced", offsetof(WeaponFullDef, weapVariantDef.bSilenced), CSPFT_BOOL },
{"dualMag", offsetof(WeaponFullDef, weapVariantDef.bDualMag), CSPFT_BOOL },
{"isRollingGrenade", offsetof(WeaponFullDef, weapDef.isRollingGrenade), CSPFT_QBOOLEAN },
{"showIndicator", offsetof(WeaponFullDef, weapDef.bShowIndicator), CSPFT_BOOL },
{"explosionRadius", offsetof(WeaponFullDef, weapDef.iExplosionRadius), CSPFT_INT },
{"explosionRadiusMin", offsetof(WeaponFullDef, weapDef.iExplosionRadiusMin), CSPFT_INT },
{"indicatorRadius", offsetof(WeaponFullDef, weapDef.iIndicatorRadius), CSPFT_INT },
{"explosionInnerDamage", offsetof(WeaponFullDef, weapDef.iExplosionInnerDamage), CSPFT_INT },
{"explosionOuterDamage", offsetof(WeaponFullDef, weapDef.iExplosionOuterDamage), CSPFT_INT },
{"damageConeAngle", offsetof(WeaponFullDef, weapDef.damageConeAngle), CSPFT_FLOAT },
{"projectileSpeed", offsetof(WeaponFullDef, weapDef.iProjectileSpeed), CSPFT_INT },
{"projectileSpeedRelativeUp", offsetof(WeaponFullDef, weapDef.iProjectileSpeedRelativeUp), CSPFT_INT },
{"projectileSpeedUp", offsetof(WeaponFullDef, weapDef.iProjectileSpeedUp), CSPFT_INT },
{"projectileSpeedForward", offsetof(WeaponFullDef, weapDef.iProjectileSpeedForward), CSPFT_INT },
{"projectileActivateDist", offsetof(WeaponFullDef, weapDef.iProjectileActivateDist), CSPFT_INT },
{"projectileLifetime", offsetof(WeaponFullDef, weapDef.projLifetime), CSPFT_FLOAT },
{"timeToAccelerate", offsetof(WeaponFullDef, weapDef.timeToAccelerate), CSPFT_FLOAT },
{"projectileCurvature", offsetof(WeaponFullDef, weapDef.projectileCurvature), CSPFT_FLOAT },
{"projectileModel", offsetof(WeaponFullDef, weapDef.projectileModel), CSPFT_XMODEL },
{"projExplosionType", offsetof(WeaponFullDef, weapDef.projExplosion), WFT_PROJ_EXPLOSION },
{"projExplosionEffect", offsetof(WeaponFullDef, weapDef.projExplosionEffect), CSPFT_FX },
{"projExplosionEffectForceNormalUp", offsetof(WeaponFullDef, weapDef.projExplosionEffectForceNormalUp), CSPFT_BOOL },
{"projExplosionEffect2", offsetof(WeaponFullDef, weapDef.projExplosionEffect2), CSPFT_FX },
{"projExplosionEffect2ForceNormalUp", offsetof(WeaponFullDef, weapDef.projExplosionEffect2ForceNormalUp), CSPFT_BOOL },
{"projExplosionEffect3", offsetof(WeaponFullDef, weapDef.projExplosionEffect3), CSPFT_FX },
{"projExplosionEffect3ForceNormalUp", offsetof(WeaponFullDef, weapDef.projExplosionEffect3ForceNormalUp), CSPFT_BOOL },
{"projExplosionEffect4", offsetof(WeaponFullDef, weapDef.projExplosionEffect4), CSPFT_FX },
{"projExplosionEffect4ForceNormalUp", offsetof(WeaponFullDef, weapDef.projExplosionEffect4ForceNormalUp), CSPFT_BOOL },
{"projExplosionEffect5", offsetof(WeaponFullDef, weapDef.projExplosionEffect5), CSPFT_FX },
{"projExplosionEffect5ForceNormalUp", offsetof(WeaponFullDef, weapDef.projExplosionEffect5ForceNormalUp), CSPFT_BOOL },
{"projExplosionSound", offsetof(WeaponFullDef, weapDef.projExplosionSound), CSPFT_STRING },
{"projDudEffect", offsetof(WeaponFullDef, weapDef.projDudEffect), CSPFT_FX },
{"projDudSound", offsetof(WeaponFullDef, weapDef.projDudSound), CSPFT_STRING },
{"projImpactExplode", offsetof(WeaponFullDef, weapDef.bProjImpactExplode), CSPFT_BOOL },
{"bulletImpactExplode", offsetof(WeaponFullDef, weapDef.bBulletImpactExplode), CSPFT_BOOL },
{"mortarShellSound", offsetof(WeaponFullDef, weapDef.mortarShellSound), CSPFT_STRING },
{"tankShellSound", offsetof(WeaponFullDef, weapDef.tankShellSound), CSPFT_STRING },
{"stickiness", offsetof(WeaponFullDef, weapDef.stickiness), WFT_STICKINESS },
{"rotateType", offsetof(WeaponFullDef, weapDef.rotateType), WFT_ROTATETYPE },
{"hasDetonator", offsetof(WeaponFullDef, weapDef.hasDetonator), CSPFT_BOOL },
{"plantable", offsetof(WeaponFullDef, weapDef.plantable), CSPFT_BOOL },
{"timedDetonation", offsetof(WeaponFullDef, weapDef.timedDetonation), CSPFT_BOOL },
{"noCrumpleMissile", offsetof(WeaponFullDef, weapDef.bNoCrumpleMissile), CSPFT_BOOL },
{"rotate", offsetof(WeaponFullDef, weapDef.rotate), CSPFT_BOOL },
{"keepRolling", offsetof(WeaponFullDef, weapDef.bKeepRolling), CSPFT_BOOL },
{"holdButtonToThrow", offsetof(WeaponFullDef, weapDef.holdButtonToThrow), CSPFT_BOOL },
{"offhandHoldIsCancelable", offsetof(WeaponFullDef, weapDef.offhandHoldIsCancelable), CSPFT_BOOL },
{"freezeMovementWhenFiring", offsetof(WeaponFullDef, weapDef.freezeMovementWhenFiring), CSPFT_BOOL },
{"lowAmmoWarningThreshold", offsetof(WeaponFullDef, weapDef.lowAmmoWarningThreshold), CSPFT_FLOAT },
{"explosionTag", offsetof(WeaponFullDef, weapDef.explosionTag), WFT_EXPLOSION_TAG },
{"isCameraSensor", offsetof(WeaponFullDef, weapDef.isCameraSensor), CSPFT_BOOL },
{"isAcousticSensor", offsetof(WeaponFullDef, weapDef.isAcousticSensor), CSPFT_BOOL },
{"parallelDefaultBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_DEFAULT]), CSPFT_FLOAT },
{"parallelAsphaltBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_ASPHALT]), CSPFT_FLOAT },
{"parallelBarkBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_BARK]), CSPFT_FLOAT },
{"parallelBrickBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_BRICK]), CSPFT_FLOAT },
{"parallelCarpetBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CARPET]), CSPFT_FLOAT },
{"parallelCeramicBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CERAMIC]), CSPFT_FLOAT },
{"parallelClothBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CLOTH]), CSPFT_FLOAT },
{"parallelConcreteBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CONCRETE]), CSPFT_FLOAT },
{"parallelCushionBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CUSHION]), CSPFT_FLOAT },
{"parallelDirtBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_DIRT]), CSPFT_FLOAT },
{"parallelFleshBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_FLESH]), CSPFT_FLOAT },
{"parallelFoliageBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_FOLIAGE]), CSPFT_FLOAT },
{"parallelFruitBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_FRUIT]), CSPFT_FLOAT },
{"parallelGlassBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_GLASS]), CSPFT_FLOAT },
{"parallelGrassBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_GRASS]), CSPFT_FLOAT },
{"parallelGravelBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_GRAVEL]), CSPFT_FLOAT },
{"parallelIceBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_ICE]), CSPFT_FLOAT },
{"parallelMetalBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_METAL]), CSPFT_FLOAT },
{"parallelMudBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_MUD]), CSPFT_FLOAT },
{"parallelPaintedMetalBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PAINTED_METAL]), CSPFT_FLOAT },
{"parallelPaperBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PAPER]), CSPFT_FLOAT },
{"parallelPlasterBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PLASTER]), CSPFT_FLOAT },
{"parallelPlasticBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PLASTIC]), CSPFT_FLOAT },
{"parallelRockBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_ROCK]), CSPFT_FLOAT },
{"parallelRubberBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_RUBBER]), CSPFT_FLOAT },
{"parallelSandBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_SAND]), CSPFT_FLOAT },
{"parallelSnowBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_SNOW]), CSPFT_FLOAT },
{"parallelWaterBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_WATER]), CSPFT_FLOAT },
{"parallelWoodBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_WOOD]), CSPFT_FLOAT },
{"perpendicularDefaultBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_DEFAULT]), CSPFT_FLOAT },
{"perpendicularAsphaltBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_ASPHALT]), CSPFT_FLOAT },
{"perpendicularBarkBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_BARK]), CSPFT_FLOAT },
{"perpendicularBrickBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_BRICK]), CSPFT_FLOAT },
{"perpendicularCarpetBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CARPET]), CSPFT_FLOAT },
{"perpendicularCeramicBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CERAMIC]), CSPFT_FLOAT },
{"perpendicularClothBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CLOTH]), CSPFT_FLOAT },
{"perpendicularConcreteBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CONCRETE]), CSPFT_FLOAT },
{"perpendicularCushionBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CUSHION]), CSPFT_FLOAT },
{"perpendicularDirtBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_DIRT]), CSPFT_FLOAT },
{"perpendicularFleshBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_FLESH]), CSPFT_FLOAT },
{"perpendicularFoliageBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_FOLIAGE]), CSPFT_FLOAT },
{"perpendicularFruitBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_FRUIT]), CSPFT_FLOAT },
{"perpendicularGlassBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_GLASS]), CSPFT_FLOAT },
{"perpendicularGrassBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_GRASS]), CSPFT_FLOAT },
{"perpendicularGravelBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_GRAVEL]), CSPFT_FLOAT },
{"perpendicularIceBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_ICE]), CSPFT_FLOAT },
{"perpendicularMetalBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_METAL]), CSPFT_FLOAT },
{"perpendicularMudBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_MUD]), CSPFT_FLOAT },
{"perpendicularPaintedMetalBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PAINTED_METAL]), CSPFT_FLOAT },
{"perpendicularPaperBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PAPER]), CSPFT_FLOAT },
{"perpendicularPlasterBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PLASTER]), CSPFT_FLOAT },
{"perpendicularPlasticBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PLASTIC]), CSPFT_FLOAT },
{"perpendicularRockBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_ROCK]), CSPFT_FLOAT },
{"perpendicularRubberBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_RUBBER]), CSPFT_FLOAT },
{"perpendicularSandBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_SAND]), CSPFT_FLOAT },
{"perpendicularSnowBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_SNOW]), CSPFT_FLOAT },
{"perpendicularWaterBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_WATER]), CSPFT_FLOAT },
{"perpendicularWoodBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_WOOD]), CSPFT_FLOAT },
{"projTrailEffect", offsetof(WeaponFullDef, weapDef.projTrailEffect), CSPFT_FX },
{"projectileRed", offsetof(WeaponFullDef, weapDef.vProjectileColor[0]), CSPFT_FLOAT },
{"projectileGreen", offsetof(WeaponFullDef, weapDef.vProjectileColor[1]), CSPFT_FLOAT },
{"projectileBlue", offsetof(WeaponFullDef, weapDef.vProjectileColor[2]), CSPFT_FLOAT },
{"guidedMissileType", offsetof(WeaponFullDef, weapDef.guidedMissileType), WFT_GUIDED_MISSILE_TYPE },
{"maxSteeringAccel", offsetof(WeaponFullDef, weapDef.maxSteeringAccel), CSPFT_FLOAT },
{"projIgnitionDelay", offsetof(WeaponFullDef, weapDef.projIgnitionDelay), CSPFT_INT },
{"projIgnitionEffect", offsetof(WeaponFullDef, weapDef.projIgnitionEffect), CSPFT_FX },
{"projIgnitionSound", offsetof(WeaponFullDef, weapDef.projIgnitionSound), CSPFT_STRING },
{"tagFx_preparationEffect", offsetof(WeaponFullDef, weapDef.tagFx_preparationEffect), CSPFT_FX },
{"tagFlash_preparationEffect", offsetof(WeaponFullDef, weapDef.tagFlash_preparationEffect), CSPFT_FX },
{"adsTransInTime", offsetof(WeaponFullDef, weapVariantDef.iAdsTransInTime), CSPFT_MILLISECONDS },
{"adsTransOutTime", offsetof(WeaponFullDef, weapVariantDef.iAdsTransOutTime), CSPFT_MILLISECONDS },
{"adsIdleAmount", offsetof(WeaponFullDef, weapDef.fAdsIdleAmount), CSPFT_FLOAT },
{"adsIdleSpeed", offsetof(WeaponFullDef, weapDef.adsIdleSpeed), CSPFT_FLOAT },
{"adsZoomFov1", offsetof(WeaponFullDef, weapVariantDef.fAdsZoomFov1), CSPFT_FLOAT },
{"adsZoomFov2", offsetof(WeaponFullDef, weapVariantDef.fAdsZoomFov2), CSPFT_FLOAT },
{"adsZoomFov3", offsetof(WeaponFullDef, weapVariantDef.fAdsZoomFov3), CSPFT_FLOAT },
{"adsZoomInFrac", offsetof(WeaponFullDef, weapVariantDef.fAdsZoomInFrac), CSPFT_FLOAT },
{"adsZoomOutFrac", offsetof(WeaponFullDef, weapVariantDef.fAdsZoomOutFrac), CSPFT_FLOAT },
{"adsOverlayShader", offsetof(WeaponFullDef, weapVariantDef.overlayMaterial), CSPFT_MATERIAL_STREAM },
{"adsOverlayShaderLowRes", offsetof(WeaponFullDef, weapVariantDef.overlayMaterialLowRes), CSPFT_MATERIAL_STREAM },
{"adsOverlayReticle", offsetof(WeaponFullDef, weapDef.overlayReticle), WFT_OVERLAYRETICLE },
{"adsOverlayInterface", offsetof(WeaponFullDef, weapDef.overlayInterface), WFT_OVERLAYINTERFACE },
{"adsOverlayWidth", offsetof(WeaponFullDef, weapDef.overlayWidth), CSPFT_FLOAT },
{"adsOverlayHeight", offsetof(WeaponFullDef, weapDef.overlayHeight), CSPFT_FLOAT },
{"adsOverlayAlphaScale", offsetof(WeaponFullDef, weapVariantDef.fOverlayAlphaScale), CSPFT_FLOAT },
{"adsBobFactor", offsetof(WeaponFullDef, weapDef.fAdsBobFactor), CSPFT_FLOAT },
{"adsViewBobMult", offsetof(WeaponFullDef, weapDef.fAdsViewBobMult), CSPFT_FLOAT },
{"adsAimPitch", offsetof(WeaponFullDef, weapDef.fAdsAimPitch), CSPFT_FLOAT },
{"adsCrosshairInFrac", offsetof(WeaponFullDef, weapDef.fAdsCrosshairInFrac), CSPFT_FLOAT },
{"adsCrosshairOutFrac", offsetof(WeaponFullDef, weapDef.fAdsCrosshairOutFrac), CSPFT_FLOAT },
{"adsReloadTransTime", offsetof(WeaponFullDef, weapDef.iPositionReloadTransTime), CSPFT_MILLISECONDS },
{"adsGunKickReducedKickBullets", offsetof(WeaponFullDef, weapDef.adsGunKickReducedKickBullets), CSPFT_INT },
{"adsGunKickReducedKickPercent", offsetof(WeaponFullDef, weapDef.adsGunKickReducedKickPercent), CSPFT_FLOAT },
{"adsGunKickPitchMin", offsetof(WeaponFullDef, weapDef.fAdsGunKickPitchMin), CSPFT_FLOAT },
{"adsGunKickPitchMax", offsetof(WeaponFullDef, weapDef.fAdsGunKickPitchMax), CSPFT_FLOAT },
{"adsGunKickYawMin", offsetof(WeaponFullDef, weapDef.fAdsGunKickYawMin), CSPFT_FLOAT },
{"adsGunKickYawMax", offsetof(WeaponFullDef, weapDef.fAdsGunKickYawMax), CSPFT_FLOAT },
{"adsGunKickAccel", offsetof(WeaponFullDef, weapDef.fAdsGunKickAccel), CSPFT_FLOAT },
{"adsGunKickSpeedMax", offsetof(WeaponFullDef, weapDef.fAdsGunKickSpeedMax), CSPFT_FLOAT },
{"adsGunKickSpeedDecay", offsetof(WeaponFullDef, weapDef.fAdsGunKickSpeedDecay), CSPFT_FLOAT },
{"adsGunKickStaticDecay", offsetof(WeaponFullDef, weapDef.fAdsGunKickStaticDecay), CSPFT_FLOAT },
{"adsViewKickPitchMin", offsetof(WeaponFullDef, weapDef.fAdsViewKickPitchMin), CSPFT_FLOAT },
{"adsViewKickPitchMax", offsetof(WeaponFullDef, weapDef.fAdsViewKickPitchMax), CSPFT_FLOAT },
{"adsViewKickYawMin", offsetof(WeaponFullDef, weapDef.fAdsViewKickYawMin), CSPFT_FLOAT },
{"adsViewKickYawMax", offsetof(WeaponFullDef, weapDef.fAdsViewKickYawMax), CSPFT_FLOAT },
{"adsViewKickCenterSpeed", offsetof(WeaponFullDef, weapVariantDef.fAdsViewKickCenterSpeed), CSPFT_FLOAT },
{"adsSpread", offsetof(WeaponFullDef, weapDef.fAdsSpread), CSPFT_FLOAT },
{"guidedMissileType", offsetof(WeaponFullDef, weapDef.guidedMissileType), WFT_GUIDED_MISSILE_TYPE },
{"hipSpreadStandMin", offsetof(WeaponFullDef, weapDef.fHipSpreadStandMin), CSPFT_FLOAT },
{"hipSpreadDuckedMin", offsetof(WeaponFullDef, weapDef.fHipSpreadDuckedMin), CSPFT_FLOAT },
{"hipSpreadProneMin", offsetof(WeaponFullDef, weapDef.fHipSpreadProneMin), CSPFT_FLOAT },
{"hipSpreadMax", offsetof(WeaponFullDef, weapDef.hipSpreadStandMax), CSPFT_FLOAT },
{"hipSpreadDuckedMax", offsetof(WeaponFullDef, weapDef.hipSpreadDuckedMax), CSPFT_FLOAT },
{"hipSpreadProneMax", offsetof(WeaponFullDef, weapDef.hipSpreadProneMax), CSPFT_FLOAT },
{"hipSpreadDecayRate", offsetof(WeaponFullDef, weapDef.fHipSpreadDecayRate), CSPFT_FLOAT },
{"hipSpreadFireAdd", offsetof(WeaponFullDef, weapDef.fHipSpreadFireAdd), CSPFT_FLOAT },
{"hipSpreadTurnAdd", offsetof(WeaponFullDef, weapDef.fHipSpreadTurnAdd), CSPFT_FLOAT },
{"hipSpreadMoveAdd", offsetof(WeaponFullDef, weapDef.fHipSpreadMoveAdd), CSPFT_FLOAT },
{"hipSpreadDuckedDecay", offsetof(WeaponFullDef, weapDef.fHipSpreadDuckedDecay), CSPFT_FLOAT },
{"hipSpreadProneDecay", offsetof(WeaponFullDef, weapDef.fHipSpreadProneDecay), CSPFT_FLOAT },
{"hipReticleSidePos", offsetof(WeaponFullDef, weapDef.fHipReticleSidePos), CSPFT_FLOAT },
{"hipIdleAmount", offsetof(WeaponFullDef, weapDef.fHipIdleAmount), CSPFT_FLOAT },
{"hipIdleSpeed", offsetof(WeaponFullDef, weapDef.hipIdleSpeed), CSPFT_FLOAT },
{"hipGunKickReducedKickBullets", offsetof(WeaponFullDef, weapDef.hipGunKickReducedKickBullets), CSPFT_INT },
{"hipGunKickReducedKickPercent", offsetof(WeaponFullDef, weapDef.hipGunKickReducedKickPercent), CSPFT_FLOAT },
{"hipGunKickPitchMin", offsetof(WeaponFullDef, weapDef.fHipGunKickPitchMin), CSPFT_FLOAT },
{"hipGunKickPitchMax", offsetof(WeaponFullDef, weapDef.fHipGunKickPitchMax), CSPFT_FLOAT },
{"hipGunKickYawMin", offsetof(WeaponFullDef, weapDef.fHipGunKickYawMin), CSPFT_FLOAT },
{"hipGunKickYawMax", offsetof(WeaponFullDef, weapDef.fHipGunKickYawMax), CSPFT_FLOAT },
{"hipGunKickAccel", offsetof(WeaponFullDef, weapDef.fHipGunKickAccel), CSPFT_FLOAT },
{"hipGunKickSpeedMax", offsetof(WeaponFullDef, weapDef.fHipGunKickSpeedMax), CSPFT_FLOAT },
{"hipGunKickSpeedDecay", offsetof(WeaponFullDef, weapDef.fHipGunKickSpeedDecay), CSPFT_FLOAT },
{"hipGunKickStaticDecay", offsetof(WeaponFullDef, weapDef.fHipGunKickStaticDecay), CSPFT_FLOAT },
{"hipViewKickPitchMin", offsetof(WeaponFullDef, weapDef.fHipViewKickPitchMin), CSPFT_FLOAT },
{"hipViewKickPitchMax", offsetof(WeaponFullDef, weapDef.fHipViewKickPitchMax), CSPFT_FLOAT },
{"hipViewKickYawMin", offsetof(WeaponFullDef, weapDef.fHipViewKickYawMin), CSPFT_FLOAT },
{"hipViewKickYawMax", offsetof(WeaponFullDef, weapDef.fHipViewKickYawMax), CSPFT_FLOAT },
{"hipViewKickCenterSpeed", offsetof(WeaponFullDef, weapVariantDef.fHipViewKickCenterSpeed), CSPFT_FLOAT },
{"leftArc", offsetof(WeaponFullDef, weapDef.leftArc), CSPFT_FLOAT },
{"rightArc", offsetof(WeaponFullDef, weapDef.rightArc), CSPFT_FLOAT },
{"topArc", offsetof(WeaponFullDef, weapDef.topArc), CSPFT_FLOAT },
{"bottomArc", offsetof(WeaponFullDef, weapDef.bottomArc), CSPFT_FLOAT },
{"accuracy", offsetof(WeaponFullDef, weapDef.accuracy), CSPFT_FLOAT },
{"aiSpread", offsetof(WeaponFullDef, weapDef.aiSpread), CSPFT_FLOAT },
{"playerSpread", offsetof(WeaponFullDef, weapDef.playerSpread), CSPFT_FLOAT },
{"maxVertTurnSpeed", offsetof(WeaponFullDef, weapDef.maxTurnSpeed[0]), CSPFT_FLOAT },
{"maxHorTurnSpeed", offsetof(WeaponFullDef, weapDef.maxTurnSpeed[1]), CSPFT_FLOAT },
{"minVertTurnSpeed", offsetof(WeaponFullDef, weapDef.minTurnSpeed[0]), CSPFT_FLOAT },
{"minHorTurnSpeed", offsetof(WeaponFullDef, weapDef.minTurnSpeed[1]), CSPFT_FLOAT },
{"pitchConvergenceTime", offsetof(WeaponFullDef, weapDef.pitchConvergenceTime), CSPFT_FLOAT },
{"yawConvergenceTime", offsetof(WeaponFullDef, weapDef.yawConvergenceTime), CSPFT_FLOAT },
{"suppressionTime", offsetof(WeaponFullDef, weapDef.suppressTime), CSPFT_FLOAT },
{"maxRange", offsetof(WeaponFullDef, weapDef.maxRange), CSPFT_FLOAT },
{"animHorRotateInc", offsetof(WeaponFullDef, weapDef.fAnimHorRotateInc), CSPFT_FLOAT },
{"playerPositionDist", offsetof(WeaponFullDef, weapDef.fPlayerPositionDist), CSPFT_FLOAT },
{"stance", offsetof(WeaponFullDef, weapDef.stance), WFT_STANCE },
{"useHintString", offsetof(WeaponFullDef, weapDef.szUseHintString), CSPFT_STRING },
{"dropHintString", offsetof(WeaponFullDef, weapDef.dropHintString), CSPFT_STRING },
{"horizViewJitter", offsetof(WeaponFullDef, weapDef.horizViewJitter), CSPFT_FLOAT },
{"vertViewJitter", offsetof(WeaponFullDef, weapDef.vertViewJitter), CSPFT_FLOAT },
{"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT },
{"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT },
{"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 },
{"locNeck", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NECK]), CSPFT_FLOAT },
{"locTorsoUpper", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_TORSO_UPR]), CSPFT_FLOAT },
{"locTorsoLower", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_TORSO_LWR]), CSPFT_FLOAT },
{"locRightArmUpper", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_ARM_UPR]), CSPFT_FLOAT },
{"locRightArmLower", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_ARM_LWR]), CSPFT_FLOAT },
{"locRightHand", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_HAND]), CSPFT_FLOAT },
{"locLeftArmUpper", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_ARM_UPR]), CSPFT_FLOAT },
{"locLeftArmLower", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_ARM_LWR]), CSPFT_FLOAT },
{"locLeftHand", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_HAND]), CSPFT_FLOAT },
{"locRightLegUpper", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_LEG_UPR]), CSPFT_FLOAT },
{"locRightLegLower", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_LEG_LWR]), CSPFT_FLOAT },
{"locRightFoot", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_FOOT]), CSPFT_FLOAT },
{"locLeftLegUpper", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_LEG_UPR]), CSPFT_FLOAT },
{"locLeftLegLower", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_LEG_LWR]), CSPFT_FLOAT },
{"locLeftFoot", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_FOOT]), CSPFT_FLOAT },
{"locGun", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_GUN]), CSPFT_FLOAT },
{"fireRumble", offsetof(WeaponFullDef, weapDef.fireRumble), CSPFT_STRING },
{"meleeImpactRumble", offsetof(WeaponFullDef, weapDef.meleeImpactRumble), CSPFT_STRING },
{"reloadRumble", offsetof(WeaponFullDef, weapDef.reloadRumble), CSPFT_STRING },
{"adsDofStart", offsetof(WeaponFullDef, weapDef.adsDofStart), CSPFT_FLOAT },
{"adsDofEnd", offsetof(WeaponFullDef, weapDef.adsDofEnd), CSPFT_FLOAT },
{"scanSpeed", offsetof(WeaponFullDef, weapDef.scanSpeed), CSPFT_FLOAT },
{"scanAccel", offsetof(WeaponFullDef, weapDef.scanAccel), CSPFT_FLOAT },
{"scanPauseTime", offsetof(WeaponFullDef, weapDef.scanPauseTime), CSPFT_MILLISECONDS },
{"flameTableFirstPerson", offsetof(WeaponFullDef, weapDef.flameTableFirstPerson), CSPFT_STRING },
{"flameTableThirdPerson", offsetof(WeaponFullDef, weapDef.flameTableThirdPerson), CSPFT_STRING },
{"ikLeftHandOffsetF", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandOffset[0]), CSPFT_FLOAT },
{"ikLeftHandOffsetR", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandOffset[1]), CSPFT_FLOAT },
{"ikLeftHandOffsetU", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandOffset[2]), CSPFT_FLOAT },
{"ikLeftHandRotationP", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandRotation[0]), CSPFT_FLOAT },
{"ikLeftHandRotationY", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandRotation[1]), CSPFT_FLOAT },
{"ikLeftHandRotationR", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandRotation[2]), CSPFT_FLOAT },
{"ikLeftHandProneOffsetF", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandProneOffset[0]), CSPFT_FLOAT },
{"ikLeftHandProneOffsetR", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandProneOffset[1]), CSPFT_FLOAT },
{"ikLeftHandProneOffsetU", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandProneOffset[2]), CSPFT_FLOAT },
{"ikLeftHandProneRotationP", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandProneRotation[0]), CSPFT_FLOAT },
{"ikLeftHandProneRotationY", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandProneRotation[1]), CSPFT_FLOAT },
{"ikLeftHandProneRotationR", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandProneRotation[2]), CSPFT_FLOAT },
{"ikLeftHandUiViewerOffsetF", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandUiViewerOffset[0]), CSPFT_FLOAT },
{"ikLeftHandUiViewerOffsetR", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandUiViewerOffset[1]), CSPFT_FLOAT },
{"ikLeftHandUiViewerOffsetU", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandUiViewerOffset[2]), CSPFT_FLOAT },
{"ikLeftHandUiViewerRotationP", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandUiViewerRotation[0]), CSPFT_FLOAT },
{"ikLeftHandUiViewerRotationY", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandUiViewerRotation[1]), CSPFT_FLOAT },
{"ikLeftHandUiViewerRotationR", offsetof(WeaponFullDef, weapVariantDef.ikLeftHandUiViewerRotation[2]), CSPFT_FLOAT },
{"parentWeaponName", offsetof(WeaponFullDef, weapDef.parentWeaponName), CSPFT_STRING },
{"doGibbing", offsetof(WeaponFullDef, weapDef.doGibbing), CSPFT_BOOL },
{"maxGibDistance", offsetof(WeaponFullDef, weapDef.maxGibDistance), CSPFT_FLOAT },
};
}
@@ -0,0 +1,211 @@
#pragma once
#include "Game/T5/T5.h"
namespace T5
{
inline const char* szWeapTypeNames[]{
"bullet",
"grenade",
"projectile",
"binoculars",
"gas",
"bomb",
"mine",
"melee",
};
static_assert(std::extent_v<decltype(szWeapTypeNames)> == WEAPTYPE_NUM);
inline const char* szWeapClassNames[]{
"rifle",
"mg",
"smg",
"spread",
"pistol",
"grenade",
"rocketlauncher",
"turret",
"non-player",
"gas",
"item",
"melee",
"Killstreak Alt Stored Weapon",
};
static_assert(std::extent_v<decltype(szWeapClassNames)> == WEAPCLASS_NUM);
inline const char* szWeapOverlayReticleNames[]{
"none",
"crosshair",
};
static_assert(std::extent_v<decltype(szWeapOverlayReticleNames)> == WEAPOVERLAYRETICLE_NUM);
inline const char* penetrateTypeNames[]{
"none",
"small",
"medium",
"large",
};
static_assert(std::extent_v<decltype(penetrateTypeNames)> == PENETRATE_TYPE_NUM);
inline const char* impactTypeNames[]{
"none",
"bullet_small",
"bullet_large",
"bullet_ap",
"bullet_xtreme",
"shotgun",
"grenade_bounce",
"grenade_explode",
"rifle_grenade",
"rocket_explode",
"rocket_explode_xtreme",
"projectile_dud",
"mortar_shell",
"tank_shell",
"bolt",
"blade",
};
static_assert(std::extent_v<decltype(impactTypeNames)> == IMPACT_TYPE_NUM);
inline const char* szWeapStanceNames[]{
"stand",
"duck",
"prone",
};
static_assert(std::extent_v<decltype(szWeapStanceNames)> == WEAPSTANCE_NUM);
inline const char* szProjectileExplosionNames[]{
"grenade",
"rocket",
"flashbang",
"none",
"dud",
"smoke",
"heavy explosive",
"fire",
"napalmblob",
"bolt",
};
static_assert(std::extent_v<decltype(szProjectileExplosionNames)> == WEAPPROJEXP_NUM);
inline const char* offhandClassNames[]{
"None",
"Frag Grenade",
"Smoke Grenade",
"Flash Grenade",
"Gear",
};
static_assert(std::extent_v<decltype(offhandClassNames)> == OFFHAND_CLASS_NUM);
inline const char* offhandSlotNames[]{
"None",
"Lethal grenade",
"Tactical grenade",
"Equipment",
"Specific use",
};
static_assert(std::extent_v<decltype(offhandSlotNames)> == OFFHAND_SLOT_NUM);
// mp/playeranimtypes.txt
inline const char* playerAnimTypeNames[]{
"none", "default", "other", "sniper", "m203", "hold", "briefcase", "reviver", "radio", "dualwield", "remotecontrol",
"crossbow", "minigun", "beltfed", "g11", "rearclip", "rearclipsniper", "ballisticknife", "nopump", "hatchet", "grimreaper", "zipline",
};
inline const char* activeReticleNames[]{
"None",
"Pip-On-A-Stick",
"Bouncing diamond",
};
static_assert(std::extent_v<decltype(activeReticleNames)> == VEH_ACTIVE_RETICLE_NUM);
inline const char* guidedMissileNames[]{
"None",
"Sidewinder",
"Hellfire",
"Javelin",
"Ballistic",
"WireGuided",
"TVGuided",
};
static_assert(std::extent_v<decltype(guidedMissileNames)> == MISSILE_GUIDANCE_NUM);
inline const char* stickinessNames[]{
"Don't stick",
"Stick to all",
"Stick to all, except ai and clients",
"Stick to ground",
"Stick to ground, maintain yaw",
"Stick to flesh",
};
static_assert(std::extent_v<decltype(stickinessNames)> == WEAPSTICKINESS_NUM);
inline const char* rotateTypeNames[]{
"Rotate both axis, grenade style",
"Rotate one axis, blade style",
"Rotate like a cylinder",
};
static_assert(std::extent_v<decltype(rotateTypeNames)> == WEAPROTATE_NUM);
inline const char* overlayInterfaceNames[]{
"None",
"Javelin",
"Turret Scope",
};
static_assert(std::extent_v<decltype(overlayInterfaceNames)> == WEAPOVERLAYINTERFACE_NUM);
inline const char* szWeapInventoryTypeNames[]{
"primary",
"offhand",
"item",
"altmode",
"melee",
};
static_assert(std::extent_v<decltype(szWeapInventoryTypeNames)> == WEAPINVENTORY_NUM);
inline const char* szWeapFireTypeNames[]{
"Full Auto",
"Single Shot",
"2-Round Burst",
"3-Round Burst",
"4-Round Burst",
"Stacked Fire",
"Minigun",
};
static_assert(std::extent_v<decltype(szWeapFireTypeNames)> == WEAPON_FIRETYPE_NUM);
inline const char* szWeapClipTypeNames[]{
"bottom",
"top",
"left",
"dp28",
"ptrs",
"lmg",
};
static_assert(std::extent_v<decltype(szWeapClipTypeNames)> == WEAPON_CLIPTYPE_NUM);
inline const char* ammoCounterClipNames[]{
"None",
"Magazine",
"ShortMagazine",
"Shotgun",
"Rocket",
"Beltfed",
"AltWeapon",
};
static_assert(std::extent_v<decltype(ammoCounterClipNames)> == AMMO_COUNTER_CLIP_NUM);
inline const char* weapIconRatioNames[]{
"1:1",
"2:1",
"4:1",
};
static_assert(std::extent_v<decltype(weapIconRatioNames)> == WEAPON_ICON_RATIO_NUM);
inline const char* bounceSoundSuffixes[]{
"_default", "_bark", "_brick", "_carpet", "_cloth", "_concrete", "_dirt", "_flesh", "_foliage", "_glass", "_grass",
"_gravel", "_ice", "_metal", "_mud", "_paper", "_plaster", "_rock", "_sand", "_snow", "_water", "_wood",
"_asphalt", "_ceramic", "_plastic", "_rubber", "_cushion", "_fruit", "_paintedmetal", "_player", "_tallgrass",
};
static_assert(std::extent_v<decltype(bounceSoundSuffixes)> == SURF_TYPE_NUM);
} // namespace T5
+5
View File
@@ -8,4 +8,9 @@ namespace weapon
{
return std::format("weapons/{}", assetName);
}
std::string GetFileNameForFlameTable(const std::string& flameTableName)
{
return std::format("weapons/{}", flameTableName);
}
} // namespace weapon
+2 -1
View File
@@ -5,4 +5,5 @@
namespace weapon
{
std::string GetFileNameForAssetName(const std::string& assetName);
}
std::string GetFileNameForFlameTable(const std::string& flameTableName);
} // namespace weapon
+6 -1
View File
@@ -18,6 +18,9 @@
#include "PhysPreset/RawLoaderPhysPresetT5.h"
#include "RawFile/LoaderRawFileT5.h"
#include "StringTable/LoaderStringTableT5.h"
#include "Weapon/FlameTableLoaderT5.h"
#include "Weapon/WeaponGdtLoaderT5.h"
#include "Weapon/WeaponRawLoaderT5.h"
#include <memory>
@@ -132,7 +135,8 @@ namespace
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
collection.AddAssetCreator(localize::CreateLoaderT5(memory, searchPath, zone));
// collection.AddAssetCreator(std::make_unique<AssetLoaderWeapon>(memory));
collection.AddAssetCreator(weapon::CreateRawLoaderT5(memory, searchPath, zone));
collection.AddAssetCreator(weapon::CreateGdtLoaderT5(memory, searchPath, gdt, zone));
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundDriverGlobals>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory));
@@ -146,6 +150,7 @@ namespace
collection.AddSubAssetCreator(techset::CreateVertexShaderLoaderT5(memory, searchPath));
collection.AddSubAssetCreator(techset::CreatePixelShaderLoaderT5(memory, searchPath));
collection.AddSubAssetCreator(weapon::CreateFlameTableLoaderT5(memory, searchPath, zone));
}
} // namespace
@@ -0,0 +1,93 @@
#include "FlameTableLoaderT5.h"
#include "Game/T5/InfoString/InfoStringToStructConverter.h"
#include "Game/T5/ObjConstantsT5.h"
#include "Game/T5/T5.h"
#include "Game/T5/Weapon/FlameTableFields.h"
#include "Weapon/WeaponCommon.h"
#include <cassert>
#include <format>
using namespace T5;
namespace
{
class InfoStringToFlameTableConverter final : public InfoStringToStructConverter
{
protected:
bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
{
assert(false);
return false;
}
public:
InfoStringToFlameTableConverter(const InfoString& infoString,
FlameTable& flameTable,
ZoneScriptStrings& zoneScriptStrings,
MemoryManager& memory,
AssetCreationContext& context,
AssetRegistration<SubAssetFlameTable>& registration,
const cspField_t* fields,
const size_t fieldCount)
: InfoStringToStructConverter(infoString, &flameTable, zoneScriptStrings, memory, context, registration, fields, fieldCount)
{
}
};
class FlameTableLoaderT5 final : public SubAssetCreator<SubAssetFlameTable>
{
public:
FlameTableLoaderT5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_memory(memory),
m_search_path(searchPath),
m_zone(zone)
{
}
AssetCreationResult CreateSubAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = weapon::GetFileNameForFlameTable(assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromStream(INFO_STRING_PREFIX_FLAME_TABLE, *file.m_stream))
{
con::error("Could not parse as info string file: \"{}\"", fileName);
return AssetCreationResult::Failure();
}
auto* flameTable = m_memory.Alloc<FlameTable>();
AssetRegistration<SubAssetFlameTable> registration(assetName, flameTable);
InfoStringToFlameTableConverter converter(
infoString, *flameTable, m_zone.m_script_strings, m_memory, context, registration, flameTableFields, std::extent_v<decltype(flameTableFields)>);
if (!converter.Convert())
{
con::error("Failed to parse flame table: \"{}\"", assetName);
return AssetCreationResult::Failure();
}
// The flametable infostring contains the name but we don't to use it from there
// It's kept to keep compatiblity with the official modtools and game
flameTable->name = m_memory.Dup(assetName.c_str());
return AssetCreationResult::Success(context.AddSubAsset(std::move(registration)));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
Zone& m_zone;
};
} // namespace
namespace weapon
{
std::unique_ptr<ISubAssetCreator> CreateFlameTableLoaderT5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
{
return std::make_unique<FlameTableLoaderT5>(memory, searchPath, zone);
}
} // namespace weapon
@@ -0,0 +1,13 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include "Zone/Zone.h"
#include <memory>
namespace weapon
{
std::unique_ptr<ISubAssetCreator> CreateFlameTableLoaderT5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
} // namespace weapon
@@ -0,0 +1,54 @@
#include "WeaponGdtLoaderT5.h"
#include "Game/T5/ObjConstantsT5.h"
#include "Game/T5/T5.h"
#include "InfoString/InfoString.h"
#include "Utils/Logging/Log.h"
#include "WeaponInfoStringLoaderT5.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T5;
namespace
{
class GdtLoaderWeapon final : public AssetCreator<AssetWeapon>
{
public:
GdtLoaderWeapon(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
: m_gdt(gdt),
m_info_string_loader(memory, searchPath, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(GDF_FILENAME_WEAPON, assetName);
if (gdtEntry == nullptr)
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromGdtProperties(*gdtEntry))
{
con::error("Failed to read weapon gdt entry: \"{}\"", assetName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
IGdtQueryable& m_gdt;
weapon::InfoStringLoaderT5 m_info_string_loader;
};
} // namespace
namespace weapon
{
std::unique_ptr<AssetCreator<AssetWeapon>> CreateGdtLoaderT5(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
{
return std::make_unique<GdtLoaderWeapon>(memory, searchPath, gdt, zone);
}
} // namespace weapon
@@ -0,0 +1,14 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/T5/T5.h"
#include "Gdt/IGdtQueryable.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace weapon
{
std::unique_ptr<AssetCreator<T5::AssetWeapon>> CreateGdtLoaderT5(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone);
} // namespace weapon
@@ -0,0 +1,457 @@
#include "WeaponInfoStringLoaderT5.h"
#include "Game/T5/InfoString/InfoStringToStructConverter.h"
#include "Game/T5/T5.h"
#include "Game/T5/Weapon/WeaponFields.h"
#include "Game/T5/Weapon/WeaponStrings.h"
#include "Utils/Logging/Log.h"
#include "Utils/StringUtils.h"
#include "Weapon/AccuracyGraphLoader.h"
#include <cassert>
#include <cstring>
#include <format>
#include <iostream>
#include <limits>
using namespace T5;
namespace
{
class InfoStringToWeaponConverter final : public InfoStringToStructConverter
{
protected:
bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
{
switch (static_cast<weapFieldType_t>(field.iFieldType))
{
case WFT_WEAPONTYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapTypeNames, std::extent_v<decltype(szWeapTypeNames)>);
case WFT_WEAPONCLASS:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapClassNames, std::extent_v<decltype(szWeapClassNames)>);
case WFT_OVERLAYRETICLE:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapOverlayReticleNames, std::extent_v<decltype(szWeapOverlayReticleNames)>);
case WFT_PENETRATE_TYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, penetrateTypeNames, std::extent_v<decltype(penetrateTypeNames)>);
case WFT_IMPACT_TYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, impactTypeNames, std::extent_v<decltype(impactTypeNames)>);
case WFT_STANCE:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapStanceNames, std::extent_v<decltype(szWeapStanceNames)>);
case WFT_PROJ_EXPLOSION:
return ConvertEnumInt(field.szName, value, field.iOffset, szProjectileExplosionNames, std::extent_v<decltype(szProjectileExplosionNames)>);
case WFT_OFFHAND_CLASS:
return ConvertEnumInt(field.szName, value, field.iOffset, offhandClassNames, std::extent_v<decltype(offhandClassNames)>);
case WFT_OFFHAND_SLOT:
return ConvertEnumInt(field.szName, value, field.iOffset, offhandSlotNames, std::extent_v<decltype(offhandSlotNames)>);
case WFT_ANIMTYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, playerAnimTypeNames, std::extent_v<decltype(playerAnimTypeNames)>);
case WFT_ACTIVE_RETICLE_TYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, activeReticleNames, std::extent_v<decltype(activeReticleNames)>);
case WFT_GUIDED_MISSILE_TYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, guidedMissileNames, std::extent_v<decltype(guidedMissileNames)>);
case WFT_BOUNCE_SOUND:
return ConvertBounceSounds(field, value);
case WFT_STICKINESS:
return ConvertEnumInt(field.szName, value, field.iOffset, stickinessNames, std::extent_v<decltype(stickinessNames)>);
case WFT_ROTATETYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, rotateTypeNames, std::extent_v<decltype(rotateTypeNames)>);
case WFT_OVERLAYINTERFACE:
return ConvertEnumInt(field.szName, value, field.iOffset, overlayInterfaceNames, std::extent_v<decltype(overlayInterfaceNames)>);
case WFT_INVENTORYTYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapInventoryTypeNames, std::extent_v<decltype(szWeapInventoryTypeNames)>);
case WFT_FIRETYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapFireTypeNames, std::extent_v<decltype(szWeapFireTypeNames)>);
case WFT_CLIPTYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, szWeapClipTypeNames, std::extent_v<decltype(szWeapClipTypeNames)>);
case WFT_AMMOCOUNTER_CLIPTYPE:
return ConvertEnumInt(field.szName, value, field.iOffset, ammoCounterClipNames, std::extent_v<decltype(ammoCounterClipNames)>);
case WFT_ICONRATIO_HUD:
case WFT_ICONRATIO_AMMOCOUNTER:
case WFT_ICONRATIO_KILL:
case WFT_ICONRATIO_DPAD:
case WFT_ICONRATIO_INDICATOR:
return ConvertEnumInt(field.szName, value, field.iOffset, weapIconRatioNames, std::extent_v<decltype(weapIconRatioNames)>);
case WFT_HIDETAGS:
return ConvertHideTags(field, value);
case WFT_EXPLOSION_TAG:
return ConvertScriptString(value, field.iOffset);
case WFT_NOTETRACKSOUNDMAP:
return ConvertNotetrackSoundMap(field, value);
default:
assert(false);
return false;
}
}
bool ConvertHideTags(const cspField_t& field, const std::string& value)
{
std::vector<std::string> valueArray;
if (!ParseAsArray(value, valueArray))
{
con::error("Failed to parse hide tags as array");
return false;
}
if (valueArray.size() > std::extent_v<decltype(WeaponFullDef::hideTags)>)
{
con::error("Cannot have more than {} hide tags!", std::extent_v<decltype(WeaponFullDef::hideTags)>);
return false;
}
auto* hideTags = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
if (valueArray.size() < std::extent_v<decltype(WeaponFullDef::hideTags)>)
m_registration.AddScriptString(m_zone_script_strings.AddOrGetScriptString(nullptr));
auto currentHideTag = 0u;
for (; currentHideTag < valueArray.size(); currentHideTag++)
{
const auto& currentValue = valueArray[currentHideTag];
const auto scrString =
!currentValue.empty() ? m_zone_script_strings.AddOrGetScriptString(currentValue) : m_zone_script_strings.AddOrGetScriptString(nullptr);
hideTags[currentHideTag] = scrString;
m_registration.AddScriptString(scrString);
}
for (; currentHideTag < std::extent_v<decltype(WeaponFullDef::hideTags)>; currentHideTag++)
{
hideTags[currentHideTag] = m_zone_script_strings.GetScriptString(nullptr);
}
return true;
}
[[nodiscard]] bool ConvertBounceSounds(const cspField_t& field, const std::string& value) const
{
auto*** bounceSound = reinterpret_cast<const char***>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
if (value.empty())
{
*bounceSound = nullptr;
return true;
}
*bounceSound = m_memory.Alloc<const char*>(SURF_TYPE_NUM);
for (auto i = 0u; i < SURF_TYPE_NUM; i++)
{
const auto currentBounceSound = value + bounceSoundSuffixes[i];
(*bounceSound)[i] = m_memory.Dup(currentBounceSound.c_str());
}
return true;
}
[[nodiscard]] bool ConvertNotetrackSoundMap(const cspField_t& field, const std::string& value)
{
std::vector<std::array<std::string, 2>> pairs;
if (!ParseAsArray(value, pairs))
{
con::error("Failed to parse notetracksoundmap as pairs");
return false;
}
if (pairs.size() > std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>)
{
con::error("Cannot have more than {} notetracksoundmap entries!", std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>);
return false;
}
auto* keys = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
auto* values = &keys[std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>];
auto currentEntryNum = 0u;
if (pairs.size() < std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>)
{
m_registration.AddScriptString(m_zone_script_strings.AddOrGetScriptString(nullptr));
}
for (; currentEntryNum < pairs.size(); currentEntryNum++)
{
const auto& currentValue = pairs[currentEntryNum];
const auto keyScriptString = !currentValue[0].empty() ? m_zone_script_strings.AddOrGetScriptString(currentValue[0])
: m_zone_script_strings.AddOrGetScriptString(nullptr);
const auto valueScriptString = !currentValue[1].empty() ? m_zone_script_strings.AddOrGetScriptString(currentValue[1])
: m_zone_script_strings.AddOrGetScriptString(nullptr);
keys[currentEntryNum] = keyScriptString;
m_registration.AddScriptString(keyScriptString);
values[currentEntryNum] = valueScriptString;
m_registration.AddScriptString(valueScriptString);
}
for (; currentEntryNum < std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>; currentEntryNum++)
{
const auto emptyScr = m_zone_script_strings.GetScriptString(nullptr);
keys[currentEntryNum] = emptyScr;
values[currentEntryNum] = emptyScr;
}
return true;
}
public:
InfoStringToWeaponConverter(const InfoString& infoString,
WeaponFullDef& weaponFullDef,
ZoneScriptStrings& zoneScriptStrings,
MemoryManager& memory,
AssetCreationContext& context,
AssetRegistration<AssetWeapon>& registration,
const cspField_t* fields,
const size_t fieldCount)
: InfoStringToStructConverter(infoString, &weaponFullDef, zoneScriptStrings, memory, context, registration, fields, fieldCount)
{
}
};
void ConvertAccuracyGraph(
const GenericGraph2D& graph, vec2_t*& originalGraphKnots, int& originalGraphKnotCount, vec2_t*& graphKnots, int& graphKnotCount, MemoryManager& memory)
{
originalGraphKnotCount = static_cast<int>(graph.knots.size());
originalGraphKnots = memory.Alloc<vec2_t>(originalGraphKnotCount);
for (auto i = 0; i < originalGraphKnotCount; i++)
{
const auto& commonKnot = graph.knots[i];
originalGraphKnots[i].x = static_cast<float>(commonKnot.x);
originalGraphKnots[i].y = static_cast<float>(commonKnot.y);
}
graphKnots = originalGraphKnots;
graphKnotCount = originalGraphKnotCount;
}
bool LoadAccuracyGraphs(WeaponFullDef& weaponFullDef, MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
{
auto& accuracyGraphLoader = context.GetZoneAssetCreationState<AccuracyGraphLoader>();
if (weaponFullDef.weapDef.aiVsAiAccuracyGraphName && weaponFullDef.weapDef.aiVsAiAccuracyGraphName[0])
{
const auto* graph = accuracyGraphLoader.LoadAiVsAiGraph(searchPath, weaponFullDef.weapDef.aiVsAiAccuracyGraphName);
if (!graph)
return false;
ConvertAccuracyGraph(*graph,
weaponFullDef.weapDef.originalAiVsAiAccuracyGraphKnots,
weaponFullDef.weapDef.originalAiVsAiAccuracyGraphKnotCount,
weaponFullDef.weapDef.aiVsAiAccuracyGraphKnots,
weaponFullDef.weapDef.aiVsAiAccuracyGraphKnotCount,
memory);
}
if (weaponFullDef.weapDef.aiVsPlayerAccuracyGraphName && weaponFullDef.weapDef.aiVsPlayerAccuracyGraphName[0])
{
const auto* graph = accuracyGraphLoader.LoadAiVsPlayerGraph(searchPath, weaponFullDef.weapDef.aiVsPlayerAccuracyGraphName);
if (!graph)
return false;
ConvertAccuracyGraph(*graph,
weaponFullDef.weapDef.originalAiVsPlayerAccuracyGraphKnots,
weaponFullDef.weapDef.originalAiVsPlayerAccuracyGraphKnotCount,
weaponFullDef.weapDef.aiVsPlayerAccuracyGraphKnots,
weaponFullDef.weapDef.aiVsPlayerAccuracyGraphKnotCount,
memory);
}
return true;
}
bool LoadFlameTable(const char* flameTableName, FlameTable*& flameTablePtr, AssetRegistration<AssetWeapon>& registration, AssetCreationContext& context)
{
if (flameTableName && flameTableName[0] != '\0')
{
auto* flameTableAsset = context.LoadSubAsset<SubAssetFlameTable>(flameTableName);
if (!flameTableAsset)
return false;
for (auto* dependency : flameTableAsset->m_dependencies)
registration.AddDependency(dependency);
assert(flameTableAsset->m_used_script_strings.empty());
assert(flameTableAsset->m_indirect_asset_references.empty());
flameTablePtr = flameTableAsset->Asset();
}
return true;
}
bool LoadFlameTables(WeaponFullDef& weaponFullDef, AssetRegistration<AssetWeapon>& registration, AssetCreationContext& context)
{
return LoadFlameTable(weaponFullDef.weapDef.flameTableFirstPerson, weaponFullDef.weapDef.flameTableFirstPersonPtr, registration, context)
&& LoadFlameTable(weaponFullDef.weapDef.flameTableThirdPerson, weaponFullDef.weapDef.flameTableThirdPersonPtr, registration, context);
}
void LinkWeaponFullDefSubStructs(WeaponFullDef& weapon)
{
weapon.weapVariantDef.weapDef = &weapon.weapDef;
weapon.weapDef.gunXModel = weapon.gunXModel;
weapon.weapVariantDef.szXAnims = weapon.szXAnims;
weapon.weapVariantDef.hideTags = weapon.hideTags;
weapon.weapDef.notetrackSoundMapKeys = weapon.notetrackSoundMapKeys;
weapon.weapDef.notetrackSoundMapValues = weapon.notetrackSoundMapValues;
weapon.weapDef.worldModel = weapon.worldModel;
weapon.weapDef.parallelBounce = weapon.parallelBounce;
weapon.weapDef.perpendicularBounce = weapon.perpendicularBounce;
weapon.weapDef.locationDamageMultipliers = weapon.locationDamageMultipliers;
}
bool IsDefaultWeapon(const WeaponFullDef& weapon)
{
return strcmp(weapon.weapVariantDef.szInternalName, "defaultweapon") == 0 || strcmp(weapon.weapVariantDef.szInternalName, "defaultweapon_mp") == 0;
}
void SetWeaponDefaults(WeaponFullDef& weapon)
{
if (IsDefaultWeapon(weapon))
return;
if (!weapon.weapDef.viewLastShotEjectEffect)
weapon.weapDef.viewLastShotEjectEffect = weapon.weapDef.viewShellEjectEffect;
if (!weapon.weapDef.worldLastShotEjectEffect)
weapon.weapDef.worldLastShotEjectEffect = weapon.weapDef.worldShellEjectEffect;
if (!weapon.weapDef.raiseSound)
weapon.weapDef.raiseSound = "wpn_default_raise";
if (!weapon.weapDef.putawaySound)
weapon.weapDef.putawaySound = "wpn_default_putaway";
if (!weapon.weapDef.pickupSound)
weapon.weapDef.pickupSound = "wpn_default_pickup";
if (!weapon.weapDef.ammoPickupSound)
weapon.weapDef.ammoPickupSound = "wpn_default_ammo_pickup";
if (!weapon.weapDef.emptyFireSound)
weapon.weapDef.emptyFireSound = "wpn_default_no_ammo";
}
void SetupTransitionTimes(WeaponFullDef& weapon)
{
if (weapon.weapVariantDef.iAdsTransInTime <= 0)
weapon.weapVariantDef.fOOPosAnimLength[0] = 1.0f / 300.0f; // 0.0033333334f;
else
weapon.weapVariantDef.fOOPosAnimLength[0] = 1.0f / static_cast<float>(weapon.weapVariantDef.iAdsTransInTime);
if (weapon.weapVariantDef.iAdsTransOutTime <= 0)
weapon.weapVariantDef.fOOPosAnimLength[1] = 1.0f / 500.0f; // 0.0020000001f
else
weapon.weapVariantDef.fOOPosAnimLength[1] = 1.0f / static_cast<float>(weapon.weapVariantDef.iAdsTransOutTime);
}
void CheckWeaponDamageRanges(WeaponFullDef& weapon)
{
if (strcmp(weapon.weapVariantDef.szInternalName, "none") == 0)
return;
if (weapon.weapDef.fMaxDamageRange <= 0.0)
weapon.weapDef.fMaxDamageRange = 999999.0f;
if (weapon.weapDef.fMinDamageRange <= 0.0)
weapon.weapDef.fMinDamageRange = 999999.12f; // oddly specific number, no clue
}
void CheckCrosshairValues(WeaponFullDef& weapon)
{
if (weapon.weapDef.enemyCrosshairRange > 15000.0f)
con::warn("Weapon {}: Enemy crosshair ranges should be less than 15000", weapon.weapVariantDef.szInternalName);
}
void CheckProjectileValues(WeaponFullDef& weapon)
{
if (weapon.weapDef.weapType != WEAPTYPE_PROJECTILE)
return;
if (weapon.weapDef.iProjectileSpeed <= 0)
con::warn("Weapon {}: Projectile speed must be greater than 0.0", weapon.weapVariantDef.szDisplayName);
if (weapon.weapDef.destabilizationCurvatureMax >= 1000000000.0f || weapon.weapDef.destabilizationCurvatureMax < 0.0f)
con::warn("Weapon {}: Destabilization angle must be between 0 and 45 degrees", weapon.weapVariantDef.szDisplayName);
if (weapon.weapDef.destabilizationRateTime < 0.0f)
con::warn("Weapon {}: Destabilization rate time must be non-negative", weapon.weapVariantDef.szDisplayName);
}
void CheckSharedAmmoValues(WeaponFullDef& weapon)
{
if (weapon.weapDef.sharedAmmo)
{
if (weapon.weapVariantDef.szAmmoName)
utils::MakeStringLowerCase(const_cast<char*>(weapon.weapVariantDef.szAmmoName));
if (weapon.weapVariantDef.szClipName)
utils::MakeStringLowerCase(const_cast<char*>(weapon.weapVariantDef.szClipName));
}
else
{
weapon.weapVariantDef.szAmmoName = "";
weapon.weapVariantDef.szClipName = "";
}
}
} // namespace
namespace weapon
{
InfoStringLoaderT5::InfoStringLoaderT5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_memory(memory),
m_search_path(searchPath),
m_zone(zone)
{
}
AssetCreationResult InfoStringLoaderT5::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
{
auto* weaponFullDef = m_memory.Alloc<WeaponFullDef>();
weaponFullDef->weapVariantDef.szInternalName = m_memory.Dup(assetName.c_str());
LinkWeaponFullDefSubStructs(*weaponFullDef);
AssetRegistration<AssetWeapon> registration(assetName, &weaponFullDef->weapVariantDef);
InfoStringToWeaponConverter converter(
infoString, *weaponFullDef, m_zone.m_script_strings, m_memory, context, registration, weapon_fields, std::extent_v<decltype(weapon_fields)>);
if (!converter.Convert())
{
con::error("Failed to parse weapon: \"{}\"", assetName);
return AssetCreationResult::Failure();
}
if (!LoadAccuracyGraphs(*weaponFullDef, m_memory, m_search_path, context))
{
con::error("Failed to load accuracy tables of weapon: \"{}\"", assetName);
return AssetCreationResult::Failure();
}
if (!LoadFlameTables(*weaponFullDef, registration, context))
{
con::error("Failed to load flame tables of weapon: \"{}\"", assetName);
return AssetCreationResult::Failure();
}
SetWeaponDefaults(*weaponFullDef);
SetupTransitionTimes(*weaponFullDef);
CheckWeaponDamageRanges(*weaponFullDef);
CheckCrosshairValues(*weaponFullDef);
CheckProjectileValues(*weaponFullDef);
CheckSharedAmmoValues(*weaponFullDef);
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
} // namespace weapon
@@ -0,0 +1,21 @@
#pragma once
#include "Asset/AssetCreationContext.h"
#include "Asset/AssetCreationResult.h"
#include "InfoString/InfoString.h"
namespace weapon
{
class InfoStringLoaderT5
{
public:
InfoStringLoaderT5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
AssetCreationResult CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context);
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
Zone& m_zone;
};
} // namespace weapon
@@ -0,0 +1,56 @@
#include "WeaponRawLoaderT5.h"
#include "Game/T5/ObjConstantsT5.h"
#include "Game/T5/T5.h"
#include "InfoString/InfoString.h"
#include "Utils/Logging/Log.h"
#include "Weapon/WeaponCommon.h"
#include "WeaponInfoStringLoaderT5.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T5;
namespace
{
class RawLoader final : public AssetCreator<AssetWeapon>
{
public:
RawLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_search_path(searchPath),
m_info_string_loader(memory, searchPath, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = weapon::GetFileNameForAssetName(assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromStream(INFO_STRING_PREFIX_WEAPON, *file.m_stream))
{
con::error("Could not parse as info string file: \"{}\"", fileName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
ISearchPath& m_search_path;
weapon::InfoStringLoaderT5 m_info_string_loader;
};
} // namespace
namespace weapon
{
std::unique_ptr<AssetCreator<AssetWeapon>> CreateRawLoaderT5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
{
return std::make_unique<RawLoader>(memory, searchPath, zone);
}
} // namespace weapon
@@ -0,0 +1,13 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/T5/T5.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace weapon
{
std::unique_ptr<AssetCreator<T5::AssetWeapon>> CreateRawLoaderT5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
} // namespace weapon
@@ -0,0 +1,21 @@
#pragma once
#include "Dumping/IZoneAssetDumperState.h"
#include <unordered_set>
template<typename T> class SubAssetDeduplicationDumperState final : public IZoneAssetDumperState
{
public:
[[nodiscard]] bool ShouldDumpSubAsset(const T* subAsset)
{
if (m_dumped_sub_assets.contains(subAsset))
return false;
m_dumped_sub_assets.emplace(subAsset);
return true;
}
private:
std::unordered_set<const T*> m_dumped_sub_assets;
};
+2 -1
View File
@@ -10,6 +10,7 @@
#include "PhysPreset/PhysPresetInfoStringDumperT5.h"
#include "RawFile/RawFileDumperT5.h"
#include "StringTable/StringTableDumperT5.h"
#include "Weapon/WeaponDumperT5.h"
using namespace T5;
@@ -42,7 +43,7 @@ void ObjWriter::RegisterAssetDumpers(AssetDumpingContext& context)
// REGISTER_DUMPER(AssetDumperMenuList, m_menu_list)
// REGISTER_DUMPER(AssetDumperMenuDef, m_menu_def)
RegisterAssetDumper(std::make_unique<localize::DumperT5>());
// REGISTER_DUMPER(AssetDumperWeapon, m_weapon)
RegisterAssetDumper(std::make_unique<weapon::DumperT5>());
// REGISTER_DUMPER(AssetDumperSndDriverGlobals, m_snd_driver_globals)
// REGISTER_DUMPER(AssetDumperFxEffectDef, m_fx)
// REGISTER_DUMPER(AssetDumperFxImpactTable, m_fx_impact_table)
@@ -0,0 +1,442 @@
#include "WeaponDumperT5.h"
#include "Dumping/SubAssetDeduplicationDumperState.h"
#include "Game/T5/InfoString/InfoStringFromStructConverter.h"
#include "Game/T5/ObjConstantsT5.h"
#include "Game/T5/Weapon/FlameTableFields.h"
#include "Game/T5/Weapon/WeaponFields.h"
#include "Game/T5/Weapon/WeaponStrings.h"
#include "InfoString/InfoString.h"
#include "Weapon/AccuracyGraphWriter.h"
#include "Weapon/WeaponCommon.h"
#include <cassert>
#include <cstring>
#include <sstream>
#include <type_traits>
using namespace T5;
namespace
{
class InfoStringFromWeaponConverter final : public InfoStringFromStructConverter
{
protected:
void FillFromExtensionField(const cspField_t& field) override
{
switch (static_cast<weapFieldType_t>(field.iFieldType))
{
case WFT_WEAPONTYPE:
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapTypeNames, std::extent_v<decltype(szWeapTypeNames)>);
break;
case WFT_WEAPONCLASS:
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapClassNames, std::extent_v<decltype(szWeapClassNames)>);
break;
case WFT_OVERLAYRETICLE:
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapOverlayReticleNames, std::extent_v<decltype(szWeapOverlayReticleNames)>);
break;
case WFT_PENETRATE_TYPE:
FillFromEnumInt(std::string(field.szName), field.iOffset, penetrateTypeNames, std::extent_v<decltype(penetrateTypeNames)>);
break;
case WFT_IMPACT_TYPE:
FillFromEnumInt(std::string(field.szName), field.iOffset, impactTypeNames, std::extent_v<decltype(impactTypeNames)>);
break;
case WFT_STANCE:
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapStanceNames, std::extent_v<decltype(szWeapStanceNames)>);
break;
case WFT_PROJ_EXPLOSION:
FillFromEnumInt(std::string(field.szName), field.iOffset, szProjectileExplosionNames, std::extent_v<decltype(szProjectileExplosionNames)>);
break;
case WFT_OFFHAND_CLASS:
FillFromEnumInt(std::string(field.szName), field.iOffset, offhandClassNames, std::extent_v<decltype(offhandClassNames)>);
break;
case WFT_OFFHAND_SLOT:
FillFromEnumInt(std::string(field.szName), field.iOffset, offhandSlotNames, std::extent_v<decltype(offhandSlotNames)>);
break;
case WFT_ANIMTYPE:
FillFromEnumInt(std::string(field.szName), field.iOffset, playerAnimTypeNames, std::extent_v<decltype(playerAnimTypeNames)>);
break;
case WFT_ACTIVE_RETICLE_TYPE:
FillFromEnumInt(std::string(field.szName), field.iOffset, activeReticleNames, std::extent_v<decltype(activeReticleNames)>);
break;
case WFT_GUIDED_MISSILE_TYPE:
FillFromEnumInt(std::string(field.szName), field.iOffset, guidedMissileNames, std::extent_v<decltype(guidedMissileNames)>);
break;
case WFT_BOUNCE_SOUND:
{
const auto* bounceSound = *reinterpret_cast<const char***>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
if (bounceSound && bounceSound[0])
{
const std::string firstBounceSound(bounceSound[0]);
const auto endOfBouncePrefix = firstBounceSound.rfind("_default");
assert(endOfBouncePrefix != std::string::npos);
if (endOfBouncePrefix != std::string::npos)
{
m_info_string.SetValueForKey(std::string(field.szName), firstBounceSound.substr(0, endOfBouncePrefix));
}
else
m_info_string.SetValueForKey(std::string(field.szName), "");
}
else
m_info_string.SetValueForKey(std::string(field.szName), "");
break;
}
case WFT_STICKINESS:
FillFromEnumInt(std::string(field.szName), field.iOffset, stickinessNames, std::extent_v<decltype(stickinessNames)>);
break;
case WFT_ROTATETYPE:
FillFromEnumInt(std::string(field.szName), field.iOffset, rotateTypeNames, std::extent_v<decltype(rotateTypeNames)>);
break;
case WFT_OVERLAYINTERFACE:
FillFromEnumInt(std::string(field.szName), field.iOffset, overlayInterfaceNames, std::extent_v<decltype(overlayInterfaceNames)>);
break;
case WFT_INVENTORYTYPE:
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapInventoryTypeNames, std::extent_v<decltype(szWeapInventoryTypeNames)>);
break;
case WFT_FIRETYPE:
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapFireTypeNames, std::extent_v<decltype(szWeapFireTypeNames)>);
break;
case WFT_CLIPTYPE:
FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapClipTypeNames, std::extent_v<decltype(szWeapClipTypeNames)>);
break;
case WFT_AMMOCOUNTER_CLIPTYPE:
FillFromEnumInt(std::string(field.szName), field.iOffset, ammoCounterClipNames, std::extent_v<decltype(ammoCounterClipNames)>);
break;
case WFT_ICONRATIO_HUD:
case WFT_ICONRATIO_AMMOCOUNTER:
case WFT_ICONRATIO_KILL:
case WFT_ICONRATIO_DPAD:
case WFT_ICONRATIO_INDICATOR:
FillFromEnumInt(std::string(field.szName), field.iOffset, weapIconRatioNames, std::extent_v<decltype(weapIconRatioNames)>);
break;
case WFT_HIDETAGS:
{
const auto* hideTags = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
std::stringstream ss;
bool first = true;
for (auto i = 0u; i < std::extent_v<decltype(WeaponFullDef::hideTags)>; 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 WFT_EXPLOSION_TAG:
FillFromScriptString(std::string(field.szName), field.iOffset);
break;
case WFT_NOTETRACKSOUNDMAP:
{
const auto* keys = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
const auto* values = &keys[std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>];
std::stringstream ss;
bool first = true;
for (auto i = 0u; i < std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>; i++)
{
const auto& key = m_get_scr_string(keys[i]);
const auto& value = m_get_scr_string(values[i]);
if (!key.empty())
{
if (!first)
ss << "\n";
else
first = false;
ss << key;
if (!value.empty())
ss << " " << value;
}
}
m_info_string.SetValueForKey(std::string(field.szName), ss.str());
break;
}
case WFT_NUM_FIELD_TYPES:
default:
assert(false);
break;
}
}
public:
InfoStringFromWeaponConverter(const WeaponFullDef* structure,
const cspField_t* fields,
const size_t fieldCount,
std::function<std::string(scr_string_t)> scriptStringValueCallback)
: InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback))
{
}
};
class InfoStringFromFlameTableConverter final : public InfoStringFromStructConverter
{
protected:
void FillFromExtensionField(const cspField_t& field) override
{
assert(false);
}
public:
InfoStringFromFlameTableConverter(const FlameTable* structure,
const cspField_t* fields,
const size_t fieldCount,
std::function<std::string(scr_string_t)> scriptStringValueCallback)
: InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback))
{
}
};
GenericGraph2D ConvertAccuracyGraph(const char* graphName, const vec2_t* originalKnots, const unsigned originalKnotCount)
{
GenericGraph2D graph;
graph.name = graphName;
graph.knots.resize(originalKnotCount);
for (auto i = 0u; i < originalKnotCount; i++)
{
auto& knot = graph.knots[i];
knot.x = originalKnots[i].x;
knot.y = originalKnots[i].y;
}
return graph;
}
void CopyToFullDef(const WeaponVariantDef* weapon, WeaponFullDef* fullDef)
{
fullDef->weapVariantDef = *weapon;
if (weapon->weapDef)
{
fullDef->weapDef = *weapon->weapDef;
fullDef->weapVariantDef.weapDef = &fullDef->weapDef;
}
if (fullDef->weapDef.gunXModel)
{
assert(sizeof(WeaponFullDef::gunXModel) >= sizeof(void*) * std::extent_v<decltype(WeaponFullDef::gunXModel)>);
memcpy(fullDef->gunXModel, fullDef->weapDef.gunXModel, sizeof(void*) * std::extent_v<decltype(WeaponFullDef::gunXModel)>);
fullDef->weapDef.gunXModel = fullDef->gunXModel;
}
if (weapon->szXAnims)
{
assert(sizeof(WeaponFullDef::szXAnims) >= sizeof(void*) * NUM_WEAP_ANIMS);
memcpy(fullDef->szXAnims, weapon->szXAnims, sizeof(void*) * NUM_WEAP_ANIMS);
fullDef->weapVariantDef.szXAnims = fullDef->szXAnims;
}
if (weapon->hideTags)
{
assert(sizeof(WeaponFullDef::hideTags) >= sizeof(scr_string_t) * std::extent_v<decltype(WeaponFullDef::hideTags)>);
memcpy(fullDef->hideTags, weapon->hideTags, sizeof(scr_string_t) * std::extent_v<decltype(WeaponFullDef::hideTags)>);
fullDef->weapVariantDef.hideTags = fullDef->hideTags;
}
if (fullDef->weapDef.notetrackSoundMapKeys)
{
assert(sizeof(WeaponFullDef::notetrackSoundMapKeys) >= sizeof(scr_string_t) * std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>);
memcpy(fullDef->notetrackSoundMapKeys,
fullDef->weapDef.notetrackSoundMapKeys,
sizeof(scr_string_t) * std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>);
fullDef->weapDef.notetrackSoundMapKeys = fullDef->notetrackSoundMapKeys;
}
if (fullDef->weapDef.notetrackSoundMapValues)
{
assert(sizeof(WeaponFullDef::notetrackSoundMapValues) >= sizeof(scr_string_t) * std::extent_v<decltype(WeaponFullDef::notetrackSoundMapValues)>);
memcpy(fullDef->notetrackSoundMapValues,
fullDef->weapDef.notetrackSoundMapValues,
sizeof(scr_string_t) * std::extent_v<decltype(WeaponFullDef::notetrackSoundMapValues)>);
fullDef->weapDef.notetrackSoundMapValues = fullDef->notetrackSoundMapValues;
}
if (fullDef->weapDef.worldModel)
{
assert(sizeof(WeaponFullDef::worldModel) >= sizeof(void*) * std::extent_v<decltype(WeaponFullDef::worldModel)>);
memcpy(fullDef->worldModel, fullDef->weapDef.worldModel, sizeof(void*) * std::extent_v<decltype(WeaponFullDef::worldModel)>);
fullDef->weapDef.worldModel = fullDef->worldModel;
}
if (fullDef->weapDef.parallelBounce)
{
assert(sizeof(WeaponFullDef::parallelBounce) >= sizeof(float) * SURF_TYPE_NUM);
memcpy(fullDef->parallelBounce, fullDef->weapDef.parallelBounce, sizeof(float) * SURF_TYPE_NUM);
fullDef->weapDef.parallelBounce = fullDef->parallelBounce;
}
if (fullDef->weapDef.perpendicularBounce)
{
assert(sizeof(WeaponFullDef::perpendicularBounce) >= sizeof(float) * SURF_TYPE_NUM);
memcpy(fullDef->perpendicularBounce, fullDef->weapDef.perpendicularBounce, sizeof(float) * SURF_TYPE_NUM);
fullDef->weapDef.perpendicularBounce = fullDef->perpendicularBounce;
}
if (fullDef->weapDef.locationDamageMultipliers)
{
assert(sizeof(WeaponFullDef::locationDamageMultipliers) >= sizeof(float) * HITLOC_COUNT);
memcpy(fullDef->locationDamageMultipliers, fullDef->weapDef.locationDamageMultipliers, sizeof(float) * HITLOC_COUNT);
fullDef->weapDef.locationDamageMultipliers = fullDef->locationDamageMultipliers;
}
}
InfoString CreateInfoString(const XAssetInfo<WeaponVariantDef>& asset)
{
const auto fullDef = std::make_unique<WeaponFullDef>();
memset(fullDef.get(), 0, sizeof(WeaponFullDef));
CopyToFullDef(asset.Asset(), fullDef.get());
InfoStringFromWeaponConverter converter(fullDef.get(),
weapon_fields,
std::extent_v<decltype(weapon_fields)>,
[asset](const scr_string_t scrStr) -> std::string
{
assert(scrStr < asset.m_zone->m_script_strings.Count());
if (scrStr >= asset.m_zone->m_script_strings.Count())
return "";
return asset.m_zone->m_script_strings[scrStr];
});
return converter.Convert();
}
void DumpAccuracyGraphs(AssetDumpingContext& context, const XAssetInfo<WeaponVariantDef>& asset)
{
auto* accuracyGraphWriter = context.GetZoneAssetDumperState<AccuracyGraphWriter>();
const auto weapon = asset.Asset();
const auto* weapDef = weapon->weapDef;
if (!weapDef)
return;
if (weapDef->aiVsAiAccuracyGraphName && weapDef->originalAiVsAiAccuracyGraphKnots
&& accuracyGraphWriter->ShouldDumpAiVsAiGraph(weapDef->aiVsAiAccuracyGraphName))
{
AccuracyGraphWriter::DumpAiVsAiGraph(context,
ConvertAccuracyGraph(weapDef->aiVsAiAccuracyGraphName,
weapDef->originalAiVsAiAccuracyGraphKnots,
weapDef->originalAiVsAiAccuracyGraphKnotCount));
}
if (weapDef->aiVsPlayerAccuracyGraphName && weapDef->originalAiVsPlayerAccuracyGraphKnots
&& accuracyGraphWriter->ShouldDumpAiVsPlayerGraph(weapDef->aiVsPlayerAccuracyGraphName))
{
AccuracyGraphWriter::DumpAiVsPlayerGraph(context,
ConvertAccuracyGraph(weapDef->aiVsPlayerAccuracyGraphName,
weapDef->originalAiVsPlayerAccuracyGraphKnots,
weapDef->originalAiVsPlayerAccuracyGraphKnotCount));
}
}
void DumpFlameTable(const AssetDumpingContext& context,
SubAssetDeduplicationDumperState<FlameTable>& deduplicator,
const char* flameTableName,
const FlameTable* flameTable)
{
if (!flameTable || !flameTableName || flameTableName[0] == '\0')
return;
if (!deduplicator.ShouldDumpSubAsset(flameTable))
return;
const auto assetFile = context.OpenAssetFile(weapon::GetFileNameForFlameTable(flameTableName));
if (!assetFile)
return;
auto& stream = *assetFile;
InfoStringFromFlameTableConverter converter(flameTable,
flameTableFields,
std::extent_v<decltype(flameTableFields)>,
[](const scr_string_t scrStr) -> std::string
{
assert(false);
return "";
});
const auto infoString = converter.Convert();
const auto stringValue = infoString.ToString(INFO_STRING_PREFIX_FLAME_TABLE);
stream.write(stringValue.c_str(), stringValue.size());
}
void DumpFlameTables(AssetDumpingContext& context, const XAssetInfo<WeaponVariantDef>& asset)
{
auto* deduplicator = context.GetZoneAssetDumperState<SubAssetDeduplicationDumperState<FlameTable>>();
const auto weapon = asset.Asset();
DumpFlameTable(context, *deduplicator, weapon->weapDef->flameTableFirstPerson, weapon->weapDef->flameTableFirstPersonPtr);
DumpFlameTable(context, *deduplicator, weapon->weapDef->flameTableThirdPerson, weapon->weapDef->flameTableThirdPersonPtr);
}
} // namespace
namespace weapon
{
void DumperT5::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetWeapon::Type>& asset)
{
// Only dump raw when no gdt available
if (context.m_gdt)
{
const auto infoString = CreateInfoString(asset);
GdtEntry gdtEntry(asset.m_name, GDF_FILENAME_WEAPON);
infoString.ToGdtProperties(INFO_STRING_PREFIX_WEAPON, gdtEntry);
context.m_gdt->WriteEntry(gdtEntry);
}
else
{
const auto assetFile = context.OpenAssetFile(GetFileNameForAssetName(asset.m_name));
if (!assetFile)
return;
auto& stream = *assetFile;
const auto infoString = CreateInfoString(asset);
const auto stringValue = infoString.ToString(INFO_STRING_PREFIX_WEAPON);
stream.write(stringValue.c_str(), stringValue.size());
}
DumpAccuracyGraphs(context, asset);
DumpFlameTables(context, asset);
}
} // namespace weapon
@@ -0,0 +1,13 @@
#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/T5/T5.h"
namespace weapon
{
class DumperT5 final : public AbstractAssetDumper<T5::AssetWeapon>
{
protected:
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<T5::AssetWeapon::Type>& asset) override;
};
} // namespace weapon
+12
View File
@@ -91,12 +91,24 @@ namespace utils
}
}
void MakeStringLowerCase(char* str)
{
for (auto* c = str; *c; c++)
*c = static_cast<char>(tolower(static_cast<unsigned char>(*c)));
}
void MakeStringLowerCase(std::string& str)
{
for (auto& c : str)
c = static_cast<char>(tolower(static_cast<unsigned char>(c)));
}
void MakeStringUpperCase(char* str)
{
for (auto* c = str; *c; c++)
*c = static_cast<char>(toupper(static_cast<unsigned char>(*c)));
}
void MakeStringUpperCase(std::string& str)
{
for (auto& c : str)
+2
View File
@@ -13,7 +13,9 @@ namespace utils
std::string UnescapeStringFromQuotationMarks(const std::string_view& str);
void UnescapeStringFromQuotationMarks(std::ostream& stream, const std::string_view& str);
void MakeStringLowerCase(char* str);
void MakeStringLowerCase(std::string& str);
void MakeStringUpperCase(char* str);
void MakeStringUpperCase(std::string& str);
void StringTrimL(std::string& str);
+2 -2
View File
@@ -59,6 +59,6 @@ set condition sound never;
// snd_alias_list_name
set string snd_alias_list_name::soundName;
// flameTable
use flameTable;
// FlameTable
use FlameTable;
set string name;
@@ -162,8 +162,8 @@ reorder:
killIcon
indicatorIcon;
// flameTable
use flameTable;
// FlameTable
use FlameTable;
set string name;
set string flameOffLoopSound;
set string flameIgniteSound;
@@ -185,8 +185,8 @@ reorder:
killIcon
indicatorIcon;
// flameTable
use flameTable;
// FlameTable
use FlameTable;
set string name;
set string flameOffLoopSound;
set string flameIgniteSound;