ZoneCode: Fix and enable menuDef and WeaponVariantDef

This commit is contained in:
Jan 2019-12-07 13:40:27 +01:00
parent 3e108c98b4
commit 5b8cd9cbc6
2 changed files with 19 additions and 4 deletions

View File

@ -627,6 +627,7 @@ use Operand;
set condition internals::intVal dataType == VAL_INT;
set condition internals::floatVal dataType == VAL_FLOAT;
set condition internals::string dataType == VAL_STRING;
set string internals::string;
set condition internals::dvar never;
// itemDef_s
@ -644,7 +645,7 @@ type == 1 || type == 3 || type == 4
|| type == 15 || type == 16 || type == 18
|| type == 20 || type == 22;
set condition typeData::imageDef type == 2;
set condition typeData::blankButtonDef type == 16 || type == 21;
set condition typeData::blankButtonDef type == 19 || type == 21;
set condition typeData::ownerDrawDef type == 6;
set condition typeData::data never;
@ -673,7 +674,6 @@ set condition focusTypeData::listBox itemDef_s::type == 4;
set condition focusTypeData::multi itemDef_s::type == 10;
set condition focusTypeData::profileMulti itemDef_s::type == 22;
set condition focusTypeData::editField itemDef_s::type == 5
|| itemDef_s::type == 5
|| itemDef_s::type == 7
|| itemDef_s::type == 8
|| itemDef_s::type == 9
@ -712,6 +712,16 @@ set string profileVarStr;
// enumDvarDef_s
set string enumDvarDef_s::enumDvarName;
// UIAnimInfo
use UIAnimInfo;
set count animStates animStateCount;
set condition currentAnimState never;
set condition nextAnimState never;
// animParamsDef_t
use animParamsDef_t;
set string name;
// =========================================
// LocalizeEntry
// =========================================
@ -901,6 +911,11 @@ accuracyGraphName1
accuracyGraphKnots1
originalAccuracyGraphKnots1;
reorder:
...
killIcon
indicatorIcon;
// flameTable
use flameTable;
set string name;

View File

@ -126,9 +126,9 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
// LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon);
LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon);
LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo);