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feat: dump iw5 weapons on iw4 level
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@ -78,9 +78,44 @@ namespace IW5
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CSPFT_FX,
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CSPFT_XMODEL,
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CSPFT_MATERIAL,
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CSPFT_PHYS_COLLMAP,
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CSPFT_SOUND,
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CSPFT_TRACER,
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CSPFT_NUM_BASE_FIELD_TYPES,
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};
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enum weapFieldType_t
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{
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WFT_WEAPONTYPE = CSPFT_NUM_BASE_FIELD_TYPES,
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WFT_WEAPONCLASS,
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WFT_OVERLAYRETICLE,
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WFT_PENETRATE_TYPE,
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WFT_IMPACT_TYPE,
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WFT_STANCE,
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WFT_PROJ_EXPLOSION,
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WFT_OFFHAND_CLASS,
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WFT_ANIMTYPE,
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WFT_ACTIVE_RETICLE_TYPE,
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WFT_GUIDED_MISSILE_TYPE,
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WFT_BOUNCE_SOUND,
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WFT_STICKINESS,
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WFT_OVERLAYINTERFACE,
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WFT_INVENTORYTYPE,
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WFT_FIRETYPE,
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WFT_AMMOCOUNTER_CLIPTYPE,
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WFT_ICONRATIO_HUD,
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WFT_ICONRATIO_PICKUP,
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WFT_ICONRATIO_AMMOCOUNTER,
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WFT_ICONRATIO_KILL,
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WFT_ICONRATIO_DPAD,
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WFT_HIDETAGS,
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WFT_NOTETRACKSOUNDMAP,
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WFT_NOTETRACKRUMBLEMAP,
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// Custom
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WFT_ANIM_NAME,
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WFT_NUM_FIELD_TYPES,
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};
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} // namespace IW5
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@ -3457,6 +3457,43 @@ namespace IW5
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HITLOC_NUM
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};
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enum materialSurfType_t
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{
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SURF_TYPE_DEFAULT,
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SURF_TYPE_BARK,
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SURF_TYPE_BRICK,
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SURF_TYPE_CARPET,
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SURF_TYPE_CLOTH,
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SURF_TYPE_CONCRETE,
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SURF_TYPE_DIRT,
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SURF_TYPE_FLESH,
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SURF_TYPE_FOLIAGE,
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SURF_TYPE_GLASS,
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SURF_TYPE_GRASS,
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SURF_TYPE_GRAVEL,
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SURF_TYPE_ICE,
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SURF_TYPE_METAL,
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SURF_TYPE_MUD,
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SURF_TYPE_PAPER,
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SURF_TYPE_PLASTER,
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SURF_TYPE_ROCK,
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SURF_TYPE_SAND,
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SURF_TYPE_SNOW,
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SURF_TYPE_WATER,
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SURF_TYPE_WOOD,
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SURF_TYPE_ASPHALT,
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SURF_TYPE_CERAMIC,
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SURF_TYPE_PLASTIC,
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SURF_TYPE_RUBBER,
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SURF_TYPE_CUSHION,
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SURF_TYPE_FRUIT,
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SURF_TYPE_PAINTED_METAL,
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SURF_TYPE_RIOT_SHIELD,
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SURF_TYPE_SLUSH,
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SURF_TYPE_NUM
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};
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struct WeaponDef
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{
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const char* szOverlayName;
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@ -3952,6 +3989,25 @@ namespace IW5
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bool dpadIconShowsAmmo;
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};
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struct WeaponFullDef
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{
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WeaponCompleteDef weapCompleteDef;
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WeaponDef weapDef;
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uint16_t hideTags[32];
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const char* szXAnims[42];
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XModel* gunXModel[16];
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const char* szXAnimsRightHanded[42];
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const char* szXAnimsLeftHanded[42];
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uint16_t notetrackSoundMapKeys[16];
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uint16_t notetrackSoundMapValues[16];
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uint16_t notetrackRumbleMapKeys[16];
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uint16_t notetrackRumbleMapValues[16];
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XModel* worldModel[16];
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float parallelBounce[31];
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float perpendicularBounce[31];
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float locationDamageMultipliers[20];
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};
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struct FxFloatRange
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{
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float base;
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874
src/ObjCommon/Game/IW5/InfoString/WeaponFields.h
Normal file
874
src/ObjCommon/Game/IW5/InfoString/WeaponFields.h
Normal file
@ -0,0 +1,874 @@
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#pragma once
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#include "Game/IW5/IW5.h"
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namespace IW5
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{
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inline cspField_t weapon_fields[]{
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{"displayName", offsetof(WeaponFullDef, weapCompleteDef.szDisplayName), CSPFT_STRING },
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{"AIOverlayDescription", offsetof(WeaponFullDef, weapDef.szOverlayName), CSPFT_STRING },
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{"modeName", offsetof(WeaponFullDef, weapDef.szModeName), CSPFT_STRING },
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{"playerAnimType", offsetof(WeaponFullDef, weapDef.playerAnimType), WFT_ANIMTYPE },
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{"gunModel", offsetof(WeaponFullDef, gunXModel[0]), CSPFT_XMODEL },
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{"gunModel2", offsetof(WeaponFullDef, gunXModel[1]), CSPFT_XMODEL },
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{"gunModel3", offsetof(WeaponFullDef, gunXModel[2]), CSPFT_XMODEL },
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{"gunModel4", offsetof(WeaponFullDef, gunXModel[3]), CSPFT_XMODEL },
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{"gunModel5", offsetof(WeaponFullDef, gunXModel[4]), CSPFT_XMODEL },
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{"gunModel6", offsetof(WeaponFullDef, gunXModel[5]), CSPFT_XMODEL },
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{"gunModel7", offsetof(WeaponFullDef, gunXModel[6]), CSPFT_XMODEL },
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{"gunModel8", offsetof(WeaponFullDef, gunXModel[7]), CSPFT_XMODEL },
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{"gunModel9", offsetof(WeaponFullDef, gunXModel[8]), CSPFT_XMODEL },
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{"gunModel10", offsetof(WeaponFullDef, gunXModel[9]), CSPFT_XMODEL },
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{"gunModel11", offsetof(WeaponFullDef, gunXModel[10]), CSPFT_XMODEL },
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{"gunModel12", offsetof(WeaponFullDef, gunXModel[11]), CSPFT_XMODEL },
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{"gunModel13", offsetof(WeaponFullDef, gunXModel[12]), CSPFT_XMODEL },
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{"gunModel14", offsetof(WeaponFullDef, gunXModel[13]), CSPFT_XMODEL },
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{"gunModel15", offsetof(WeaponFullDef, gunXModel[14]), CSPFT_XMODEL },
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{"gunModel16", offsetof(WeaponFullDef, gunXModel[15]), CSPFT_XMODEL },
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{"handModel", offsetof(WeaponFullDef, weapDef.handXModel), CSPFT_XMODEL },
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{"hideTags", offsetof(WeaponFullDef, hideTags), WFT_HIDETAGS },
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{"notetrackSoundMap", offsetof(WeaponFullDef, notetrackSoundMapKeys), WFT_NOTETRACKSOUNDMAP },
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{"notetrackRumbleMap", offsetof(WeaponFullDef, notetrackRumbleMapKeys), WFT_NOTETRACKRUMBLEMAP },
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{"idleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_IDLE]), WFT_ANIM_NAME },
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{"emptyIdleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_IDLE]), WFT_ANIM_NAME },
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{"fireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRE]), WFT_ANIM_NAME },
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{"holdFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_HOLD_FIRE]), WFT_ANIM_NAME },
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{"lastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LASTSHOT]), WFT_ANIM_NAME },
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{"detonateAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DETONATE]), WFT_ANIM_NAME },
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{"rechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RECHAMBER]), WFT_ANIM_NAME },
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{"meleeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE]), WFT_ANIM_NAME },
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{"meleeChargeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE_CHARGE]), WFT_ANIM_NAME },
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{"reloadAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD]), WFT_ANIM_NAME },
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{"reloadEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_EMPTY]), WFT_ANIM_NAME },
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{"reloadStartAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_START]), WFT_ANIM_NAME },
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{"reloadEndAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_END]), WFT_ANIM_NAME },
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{"raiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RAISE]), WFT_ANIM_NAME },
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{"dropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DROP]), WFT_ANIM_NAME },
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{"firstRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRST_RAISE]), WFT_ANIM_NAME },
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{"breachRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_BREACH_RAISE]), WFT_ANIM_NAME },
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{"altRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_RAISE]), WFT_ANIM_NAME },
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{"altDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_DROP]), WFT_ANIM_NAME },
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{"quickRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_RAISE]), WFT_ANIM_NAME },
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{"quickDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_DROP]), WFT_ANIM_NAME },
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{"emptyRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_RAISE]), WFT_ANIM_NAME },
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{"emptyDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_DROP]), WFT_ANIM_NAME },
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{"sprintInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_IN]), WFT_ANIM_NAME },
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{"sprintLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_LOOP]), WFT_ANIM_NAME },
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{"sprintOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_OUT]), WFT_ANIM_NAME },
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{"stunnedAnimStart", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_START]), WFT_ANIM_NAME },
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{"stunnedAnimLoop", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_LOOP]), WFT_ANIM_NAME },
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{"stunnedAnimEnd", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_END]), WFT_ANIM_NAME },
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{"nightVisionWearAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_WEAR]), WFT_ANIM_NAME },
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{"nightVisionRemoveAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_REMOVE]), WFT_ANIM_NAME },
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{"adsFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_FIRE]), WFT_ANIM_NAME },
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{"adsLastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_LASTSHOT]), WFT_ANIM_NAME },
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{"adsRechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_RECHAMBER]), WFT_ANIM_NAME },
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{"blastFrontAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_BLAST_FRONT]), WFT_ANIM_NAME },
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{"blastRightAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_BLAST_RIGHT]), WFT_ANIM_NAME },
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{"blastBackAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_BLAST_BACK]), WFT_ANIM_NAME },
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{"blastLeftAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_BLAST_LEFT]), WFT_ANIM_NAME },
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{"adsUpAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_UP]), WFT_ANIM_NAME },
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{"adsDownAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_DOWN]), WFT_ANIM_NAME },
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{"altAdjustAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ALT_ANIM_ADJUST]), WFT_ANIM_NAME },
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{"idleAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_IDLE]), WFT_ANIM_NAME },
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{"emptyIdleAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_IDLE]), WFT_ANIM_NAME },
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{"fireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_FIRE]), WFT_ANIM_NAME },
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{"holdFireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_HOLD_FIRE]), WFT_ANIM_NAME },
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{"lastShotAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_LASTSHOT]), WFT_ANIM_NAME },
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{"detonateAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_DETONATE]), WFT_ANIM_NAME },
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{"rechamberAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RECHAMBER]), WFT_ANIM_NAME },
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{"meleeAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_MELEE]), WFT_ANIM_NAME },
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{"meleeChargeAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_MELEE_CHARGE]), WFT_ANIM_NAME },
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{"reloadAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD]), WFT_ANIM_NAME },
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{"reloadEmptyAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_EMPTY]), WFT_ANIM_NAME },
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{"reloadStartAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_START]), WFT_ANIM_NAME },
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{"reloadEndAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_END]), WFT_ANIM_NAME },
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{"raiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RAISE]), WFT_ANIM_NAME },
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{"dropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_DROP]), WFT_ANIM_NAME },
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{"firstRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_FIRST_RAISE]), WFT_ANIM_NAME },
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{"breachRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_BREACH_RAISE]), WFT_ANIM_NAME },
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{"altRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ALT_RAISE]), WFT_ANIM_NAME },
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{"altDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ALT_DROP]), WFT_ANIM_NAME },
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{"quickRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_QUICK_RAISE]), WFT_ANIM_NAME },
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{"quickDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_QUICK_DROP]), WFT_ANIM_NAME },
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{"emptyRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_RAISE]), WFT_ANIM_NAME },
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{"emptyDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_DROP]), WFT_ANIM_NAME },
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{"sprintInAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_IN]), WFT_ANIM_NAME },
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{"sprintLoopAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_LOOP]), WFT_ANIM_NAME },
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{"sprintOutAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_OUT]), WFT_ANIM_NAME },
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{"stunnedAnimStartR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_START]), WFT_ANIM_NAME },
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{"stunnedAnimLoopR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_LOOP]), WFT_ANIM_NAME },
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{"stunnedAnimEndR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_END]), WFT_ANIM_NAME },
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{"nightVisionWearAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_NIGHTVISION_WEAR]), WFT_ANIM_NAME },
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{"nightVisionRemoveAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_NIGHTVISION_REMOVE]), WFT_ANIM_NAME },
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{"adsFireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_FIRE]), WFT_ANIM_NAME },
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{"adsLastShotAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_LASTSHOT]), WFT_ANIM_NAME },
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{"adsRechamberAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_RECHAMBER]), WFT_ANIM_NAME },
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{"adsUpAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_UP]), WFT_ANIM_NAME },
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{"blastFrontAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_BLAST_FRONT]), WFT_ANIM_NAME },
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{"blastRightAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_BLAST_RIGHT]), WFT_ANIM_NAME },
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{"blastBackAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_BLAST_BACK]), WFT_ANIM_NAME },
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{"blastLeftAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_BLAST_LEFT]), WFT_ANIM_NAME },
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{"adsDownAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_DOWN]), WFT_ANIM_NAME },
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{"altAdjustAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ALT_ANIM_ADJUST]), WFT_ANIM_NAME },
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{"idleAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_IDLE]), WFT_ANIM_NAME },
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{"emptyIdleAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_IDLE]), WFT_ANIM_NAME },
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{"fireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_FIRE]), WFT_ANIM_NAME },
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{"holdFireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_HOLD_FIRE]), WFT_ANIM_NAME },
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{"lastShotAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_LASTSHOT]), WFT_ANIM_NAME },
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{"detonateAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_DETONATE]), WFT_ANIM_NAME },
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{"rechamberAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RECHAMBER]), WFT_ANIM_NAME },
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{"meleeAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_MELEE]), WFT_ANIM_NAME },
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{"meleeChargeAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_MELEE_CHARGE]), WFT_ANIM_NAME },
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{"reloadAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD]), WFT_ANIM_NAME },
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{"reloadEmptyAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_EMPTY]), WFT_ANIM_NAME },
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{"reloadStartAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_START]), WFT_ANIM_NAME },
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{"reloadEndAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_END]), WFT_ANIM_NAME },
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{"raiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RAISE]), WFT_ANIM_NAME },
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{"dropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_DROP]), WFT_ANIM_NAME },
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{"firstRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_FIRST_RAISE]), WFT_ANIM_NAME },
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{"breachRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_BREACH_RAISE]), WFT_ANIM_NAME },
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{"altRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ALT_RAISE]), WFT_ANIM_NAME },
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{"altDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ALT_DROP]), WFT_ANIM_NAME },
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{"quickRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_QUICK_RAISE]), WFT_ANIM_NAME },
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{"quickDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_QUICK_DROP]), WFT_ANIM_NAME },
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{"emptyRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_RAISE]), WFT_ANIM_NAME },
|
||||
{"emptyDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_DROP]), WFT_ANIM_NAME },
|
||||
{"sprintInAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_IN]), WFT_ANIM_NAME },
|
||||
{"sprintLoopAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_LOOP]), WFT_ANIM_NAME },
|
||||
{"sprintOutAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_OUT]), WFT_ANIM_NAME },
|
||||
{"stunnedAnimStartL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_START]), WFT_ANIM_NAME },
|
||||
{"stunnedAnimLoopL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_LOOP]), WFT_ANIM_NAME },
|
||||
{"stunnedAnimEndL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_END]), WFT_ANIM_NAME },
|
||||
{"nightVisionWearAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_NIGHTVISION_WEAR]), WFT_ANIM_NAME },
|
||||
{"nightVisionRemoveAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_NIGHTVISION_REMOVE]), WFT_ANIM_NAME },
|
||||
{"adsFireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_FIRE]), WFT_ANIM_NAME },
|
||||
{"adsLastShotAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_LASTSHOT]), WFT_ANIM_NAME },
|
||||
{"adsRechamberAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_RECHAMBER]), WFT_ANIM_NAME },
|
||||
{"blastFrontAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_BLAST_FRONT]), WFT_ANIM_NAME },
|
||||
{"blastRightAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_BLAST_RIGHT]), WFT_ANIM_NAME },
|
||||
{"blastBackAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_BLAST_BACK]), WFT_ANIM_NAME },
|
||||
{"blastLeftAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_BLAST_LEFT]), WFT_ANIM_NAME },
|
||||
{"adsUpAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_UP]), WFT_ANIM_NAME },
|
||||
{"adsDownAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_DOWN]), WFT_ANIM_NAME },
|
||||
{"altAdjustAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ALT_ANIM_ADJUST]), WFT_ANIM_NAME },
|
||||
{"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 },
|
||||
{"penetrateMultiplier", offsetof(WeaponFullDef, weapCompleteDef.penetrateMultiplier), CSPFT_FLOAT },
|
||||
{"impactType", offsetof(WeaponFullDef, weapCompleteDef.impactType), WFT_IMPACT_TYPE },
|
||||
{"inventoryType", offsetof(WeaponFullDef, weapDef.inventoryType), WFT_INVENTORYTYPE },
|
||||
{"fireType", offsetof(WeaponFullDef, weapDef.fireType), WFT_FIRETYPE },
|
||||
{"offhandClass", offsetof(WeaponFullDef, weapDef.offhandClass), WFT_OFFHAND_CLASS },
|
||||
{"viewFlashEffect", offsetof(WeaponFullDef, weapDef.viewFlashEffect), CSPFT_FX },
|
||||
{"worldFlashEffect", offsetof(WeaponFullDef, weapDef.worldFlashEffect), CSPFT_FX },
|
||||
{"pickupSound", offsetof(WeaponFullDef, weapDef.pickupSound), CSPFT_SOUND },
|
||||
{"pickupSoundPlayer", offsetof(WeaponFullDef, weapDef.pickupSoundPlayer), CSPFT_SOUND },
|
||||
{"ammoPickupSound", offsetof(WeaponFullDef, weapDef.ammoPickupSound), CSPFT_SOUND },
|
||||
{"ammoPickupSoundPlayer", offsetof(WeaponFullDef, weapDef.ammoPickupSoundPlayer), CSPFT_SOUND },
|
||||
{"projectileSound", offsetof(WeaponFullDef, weapDef.projectileSound), CSPFT_SOUND },
|
||||
{"pullbackSound", offsetof(WeaponFullDef, weapDef.pullbackSound), CSPFT_SOUND },
|
||||
{"pullbackSoundPlayer", offsetof(WeaponFullDef, weapDef.pullbackSoundPlayer), CSPFT_SOUND },
|
||||
{"fireSound", offsetof(WeaponFullDef, weapDef.fireSound), CSPFT_SOUND },
|
||||
{"fireSoundPlayer", offsetof(WeaponFullDef, weapDef.fireSoundPlayer), CSPFT_SOUND },
|
||||
{"fireSoundPlayerAkimbo", offsetof(WeaponFullDef, weapDef.fireSoundPlayerAkimbo), CSPFT_SOUND },
|
||||
{"loopFireSound", offsetof(WeaponFullDef, weapDef.fireLoopSound), CSPFT_SOUND },
|
||||
{"loopFireSoundPlayer", offsetof(WeaponFullDef, weapDef.fireLoopSoundPlayer), CSPFT_SOUND },
|
||||
{"stopFireSound", offsetof(WeaponFullDef, weapDef.fireStopSound), CSPFT_SOUND },
|
||||
{"stopFireSoundPlayer", offsetof(WeaponFullDef, weapDef.fireStopSoundPlayer), CSPFT_SOUND },
|
||||
{"lastShotSound", offsetof(WeaponFullDef, weapDef.fireLastSound), CSPFT_SOUND },
|
||||
{"lastShotSoundPlayer", offsetof(WeaponFullDef, weapDef.fireLastSoundPlayer), CSPFT_SOUND },
|
||||
{"emptyFireSound", offsetof(WeaponFullDef, weapDef.emptyFireSound), CSPFT_SOUND },
|
||||
{"emptyFireSoundPlayer", offsetof(WeaponFullDef, weapDef.emptyFireSoundPlayer), CSPFT_SOUND },
|
||||
{"meleeSwipeSound", offsetof(WeaponFullDef, weapDef.meleeSwipeSound), CSPFT_SOUND },
|
||||
{"meleeSwipeSoundPlayer", offsetof(WeaponFullDef, weapDef.meleeSwipeSoundPlayer), CSPFT_SOUND },
|
||||
{"meleeHitSound", offsetof(WeaponFullDef, weapDef.meleeHitSound), CSPFT_SOUND },
|
||||
{"meleeMissSound", offsetof(WeaponFullDef, weapDef.meleeMissSound), CSPFT_SOUND },
|
||||
{"rechamberSound", offsetof(WeaponFullDef, weapDef.rechamberSound), CSPFT_SOUND },
|
||||
{"rechamberSoundPlayer", offsetof(WeaponFullDef, weapDef.rechamberSoundPlayer), CSPFT_SOUND },
|
||||
{"reloadSound", offsetof(WeaponFullDef, weapDef.reloadSound), CSPFT_SOUND },
|
||||
{"reloadSoundPlayer", offsetof(WeaponFullDef, weapDef.reloadSoundPlayer), CSPFT_SOUND },
|
||||
{"reloadEmptySound", offsetof(WeaponFullDef, weapDef.reloadEmptySound), CSPFT_SOUND },
|
||||
{"reloadEmptySoundPlayer", offsetof(WeaponFullDef, weapDef.reloadEmptySoundPlayer), CSPFT_SOUND },
|
||||
{"reloadStartSound", offsetof(WeaponFullDef, weapDef.reloadStartSound), CSPFT_SOUND },
|
||||
{"reloadStartSoundPlayer", offsetof(WeaponFullDef, weapDef.reloadStartSoundPlayer), CSPFT_SOUND },
|
||||
{"reloadEndSound", offsetof(WeaponFullDef, weapDef.reloadEndSound), CSPFT_SOUND },
|
||||
{"reloadEndSoundPlayer", offsetof(WeaponFullDef, weapDef.reloadEndSoundPlayer), CSPFT_SOUND },
|
||||
{"detonateSound", offsetof(WeaponFullDef, weapDef.detonateSound), CSPFT_SOUND },
|
||||
{"detonateSoundPlayer", offsetof(WeaponFullDef, weapDef.detonateSoundPlayer), CSPFT_SOUND },
|
||||
{"nightVisionWearSound", offsetof(WeaponFullDef, weapDef.nightVisionWearSound), CSPFT_SOUND },
|
||||
{"nightVisionWearSoundPlayer", offsetof(WeaponFullDef, weapDef.nightVisionWearSoundPlayer), CSPFT_SOUND },
|
||||
{"nightVisionRemoveSound", offsetof(WeaponFullDef, weapDef.nightVisionRemoveSound), CSPFT_SOUND },
|
||||
{"nightVisionRemoveSoundPlayer", offsetof(WeaponFullDef, weapDef.nightVisionRemoveSoundPlayer), CSPFT_SOUND },
|
||||
{"raiseSound", offsetof(WeaponFullDef, weapDef.raiseSound), CSPFT_SOUND },
|
||||
{"raiseSoundPlayer", offsetof(WeaponFullDef, weapDef.raiseSoundPlayer), CSPFT_SOUND },
|
||||
{"firstRaiseSound", offsetof(WeaponFullDef, weapDef.firstRaiseSound), CSPFT_SOUND },
|
||||
{"firstRaiseSoundPlayer", offsetof(WeaponFullDef, weapDef.firstRaiseSoundPlayer), CSPFT_SOUND },
|
||||
{"altSwitchSound", offsetof(WeaponFullDef, weapDef.altSwitchSound), CSPFT_SOUND },
|
||||
{"altSwitchSoundPlayer", offsetof(WeaponFullDef, weapDef.altSwitchSoundPlayer), CSPFT_SOUND },
|
||||
{"putawaySound", offsetof(WeaponFullDef, weapDef.putawaySound), CSPFT_SOUND },
|
||||
{"putawaySoundPlayer", offsetof(WeaponFullDef, weapDef.putawaySoundPlayer), CSPFT_SOUND },
|
||||
{"scanSound", offsetof(WeaponFullDef, weapDef.scanSound), CSPFT_SOUND },
|
||||
{"bounceSound", offsetof(WeaponFullDef, weapDef.bounceSound), WFT_BOUNCE_SOUND },
|
||||
{"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 },
|
||||
{"strafeMoveF", offsetof(WeaponFullDef, weapDef.strafeMove[0]), CSPFT_FLOAT },
|
||||
{"strafeMoveR", offsetof(WeaponFullDef, weapDef.strafeMove[1]), CSPFT_FLOAT },
|
||||
{"strafeMoveU", offsetof(WeaponFullDef, weapDef.strafeMove[2]), CSPFT_FLOAT },
|
||||
{"strafeRotP", offsetof(WeaponFullDef, weapDef.strafeRot[0]), CSPFT_FLOAT },
|
||||
{"strafeRotY", offsetof(WeaponFullDef, weapDef.strafeRot[1]), CSPFT_FLOAT },
|
||||
{"strafeRotR", offsetof(WeaponFullDef, weapDef.strafeRot[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 },
|
||||
{"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 },
|
||||
{"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 },
|
||||
{"knifeModel", offsetof(WeaponFullDef, weapDef.knifeModel), CSPFT_XMODEL },
|
||||
{"worldKnifeModel", offsetof(WeaponFullDef, weapDef.worldKnifeModel), CSPFT_XMODEL },
|
||||
{"hudIcon", offsetof(WeaponFullDef, weapDef.hudIcon), CSPFT_MATERIAL },
|
||||
{"hudIconRatio", offsetof(WeaponFullDef, weapDef.hudIconRatio), WFT_ICONRATIO_HUD },
|
||||
{"pickupIcon", offsetof(WeaponFullDef, weapDef.pickupIcon), CSPFT_MATERIAL },
|
||||
{"pickupIconRatio", offsetof(WeaponFullDef, weapDef.pickupIconRatio), WFT_ICONRATIO_PICKUP },
|
||||
{"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 },
|
||||
{"shareAmmo", offsetof(WeaponFullDef, weapDef.sharedAmmo), CSPFT_BOOL },
|
||||
{"ammoName", offsetof(WeaponFullDef, weapDef.szAmmoName), CSPFT_STRING },
|
||||
{"clipName", offsetof(WeaponFullDef, weapDef.szClipName), CSPFT_STRING },
|
||||
{"maxAmmo", offsetof(WeaponFullDef, weapDef.iMaxAmmo), CSPFT_INT },
|
||||
{"clipSize", offsetof(WeaponFullDef, weapCompleteDef.iClipSize), CSPFT_INT },
|
||||
{"shotCount", offsetof(WeaponFullDef, weapDef.shotCount), CSPFT_INT },
|
||||
{"sharedAmmoCapName", offsetof(WeaponFullDef, weapDef.szSharedAmmoCapName), CSPFT_STRING },
|
||||
{"sharedAmmoCap", offsetof(WeaponFullDef, weapDef.iSharedAmmoCap), CSPFT_INT },
|
||||
{"damage", offsetof(WeaponFullDef, weapDef.damage), CSPFT_INT },
|
||||
{"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.stateTimers.iFireDelay), CSPFT_MILLISECONDS },
|
||||
{"meleeDelay", offsetof(WeaponFullDef, weapDef.stateTimers.iMeleeDelay), CSPFT_MILLISECONDS },
|
||||
{"meleeChargeDelay", offsetof(WeaponFullDef, weapDef.stateTimers.meleeChargeDelay), CSPFT_MILLISECONDS },
|
||||
{"fireTime", offsetof(WeaponFullDef, weapCompleteDef.iFireTime), CSPFT_MILLISECONDS },
|
||||
{"rechamberTime", offsetof(WeaponFullDef, weapDef.stateTimers.iRechamberTime), CSPFT_MILLISECONDS },
|
||||
{"rechamberTimeOneHanded", offsetof(WeaponFullDef, weapDef.stateTimers.rechamberTimeOneHanded), CSPFT_MILLISECONDS },
|
||||
{"rechamberBoltTime", offsetof(WeaponFullDef, weapDef.stateTimers.iRechamberBoltTime), CSPFT_MILLISECONDS },
|
||||
{"holdFireTime", offsetof(WeaponFullDef, weapDef.stateTimers.iHoldFireTime), CSPFT_MILLISECONDS },
|
||||
{"detonateTime", offsetof(WeaponFullDef, weapDef.stateTimers.iDetonateTime), CSPFT_MILLISECONDS },
|
||||
{"detonateDelay", offsetof(WeaponFullDef, weapDef.stateTimers.iDetonateDelay), CSPFT_MILLISECONDS },
|
||||
{"meleeTime", offsetof(WeaponFullDef, weapDef.stateTimers.iMeleeTime), CSPFT_MILLISECONDS },
|
||||
{"meleeChargeTime", offsetof(WeaponFullDef, weapDef.stateTimers.meleeChargeTime), CSPFT_MILLISECONDS },
|
||||
{"reloadTime", offsetof(WeaponFullDef, weapDef.stateTimers.iReloadTime), CSPFT_MILLISECONDS },
|
||||
{"reloadShowRocketTime", offsetof(WeaponFullDef, weapDef.stateTimers.reloadShowRocketTime), CSPFT_MILLISECONDS },
|
||||
{"reloadEmptyTime", offsetof(WeaponFullDef, weapDef.stateTimers.iReloadEmptyTime), CSPFT_MILLISECONDS },
|
||||
{"reloadAddTime", offsetof(WeaponFullDef, weapDef.stateTimers.iReloadAddTime), CSPFT_MILLISECONDS },
|
||||
{"reloadStartTime", offsetof(WeaponFullDef, weapDef.stateTimers.iReloadStartTime), CSPFT_MILLISECONDS },
|
||||
{"reloadStartAddTime", offsetof(WeaponFullDef, weapDef.stateTimers.iReloadStartAddTime), CSPFT_MILLISECONDS },
|
||||
{"reloadEndTime", offsetof(WeaponFullDef, weapDef.stateTimers.iReloadEndTime), CSPFT_MILLISECONDS },
|
||||
{"dropTime", offsetof(WeaponFullDef, weapDef.stateTimers.iDropTime), CSPFT_MILLISECONDS },
|
||||
{"raiseTime", offsetof(WeaponFullDef, weapDef.stateTimers.iRaiseTime), CSPFT_MILLISECONDS },
|
||||
{"altDropTime", offsetof(WeaponFullDef, weapDef.stateTimers.iAltDropTime), CSPFT_MILLISECONDS },
|
||||
{"altRaiseTime", offsetof(WeaponFullDef, weapCompleteDef.iAltRaiseTime), CSPFT_MILLISECONDS },
|
||||
{"quickDropTime", offsetof(WeaponFullDef, weapDef.stateTimers.quickDropTime), CSPFT_MILLISECONDS },
|
||||
{"quickRaiseTime", offsetof(WeaponFullDef, weapDef.stateTimers.quickRaiseTime), CSPFT_MILLISECONDS },
|
||||
{"firstRaiseTime", offsetof(WeaponFullDef, weapCompleteDef.iFirstRaiseTime), CSPFT_MILLISECONDS },
|
||||
{"breachRaiseTime", offsetof(WeaponFullDef, weapDef.stateTimers.iBreachRaiseTime), CSPFT_MILLISECONDS },
|
||||
{"emptyRaiseTime", offsetof(WeaponFullDef, weapDef.stateTimers.iEmptyRaiseTime), CSPFT_MILLISECONDS },
|
||||
{"emptyDropTime", offsetof(WeaponFullDef, weapDef.stateTimers.iEmptyDropTime), CSPFT_MILLISECONDS },
|
||||
{"sprintInTime", offsetof(WeaponFullDef, weapDef.stateTimers.sprintInTime), CSPFT_MILLISECONDS },
|
||||
{"sprintLoopTime", offsetof(WeaponFullDef, weapDef.stateTimers.sprintLoopTime), CSPFT_MILLISECONDS },
|
||||
{"sprintOutTime", offsetof(WeaponFullDef, weapDef.stateTimers.sprintOutTime), CSPFT_MILLISECONDS },
|
||||
{"stunnedTimeBegin", offsetof(WeaponFullDef, weapDef.stateTimers.stunnedTimeBegin), CSPFT_MILLISECONDS },
|
||||
{"stunnedTimeLoop", offsetof(WeaponFullDef, weapDef.stateTimers.stunnedTimeLoop), CSPFT_MILLISECONDS },
|
||||
{"stunnedTimeEnd", offsetof(WeaponFullDef, weapDef.stateTimers.stunnedTimeEnd), CSPFT_MILLISECONDS },
|
||||
{"nightVisionWearTime", offsetof(WeaponFullDef, weapDef.stateTimers.nightVisionWearTime), CSPFT_MILLISECONDS },
|
||||
{"nightVisionWearTimeFadeOutEnd", offsetof(WeaponFullDef, weapDef.stateTimers.nightVisionWearTimeFadeOutEnd), CSPFT_MILLISECONDS },
|
||||
{"nightVisionWearTimePowerUp", offsetof(WeaponFullDef, weapDef.stateTimers.nightVisionWearTimePowerUp), CSPFT_MILLISECONDS },
|
||||
{"nightVisionRemoveTime", offsetof(WeaponFullDef, weapDef.stateTimers.nightVisionRemoveTime), CSPFT_MILLISECONDS },
|
||||
{"nightVisionRemoveTimePowerDown", offsetof(WeaponFullDef, weapDef.stateTimers.nightVisionRemoveTimePowerDown), CSPFT_MILLISECONDS },
|
||||
{"nightVisionRemoveTimeFadeInStart", offsetof(WeaponFullDef, weapDef.stateTimers.nightVisionRemoveTimeFadeInStart), CSPFT_MILLISECONDS },
|
||||
{"fuseTime", offsetof(WeaponFullDef, weapDef.stateTimers.fuseTime), CSPFT_MILLISECONDS },
|
||||
{"aifuseTime", offsetof(WeaponFullDef, weapDef.stateTimers.aiFuseTime), CSPFT_MILLISECONDS },
|
||||
{"lockonSupported", offsetof(WeaponFullDef, weapDef.lockonSupported), CSPFT_BOOL },
|
||||
{"requireLockonToFire", offsetof(WeaponFullDef, weapDef.requireLockonToFire), CSPFT_BOOL },
|
||||
{"bigExplosion", offsetof(WeaponFullDef, weapDef.bigExplosion), CSPFT_BOOL },
|
||||
{"noAdsWhenMagEmpty", offsetof(WeaponFullDef, weapDef.noAdsWhenMagEmpty), CSPFT_BOOL },
|
||||
{"inheritsPerks", offsetof(WeaponFullDef, weapDef.inheritsPerks), CSPFT_BOOL },
|
||||
{"avoidDropCleanup", offsetof(WeaponFullDef, weapDef.avoidDropCleanup), CSPFT_BOOL },
|
||||
{"autoAimRange", offsetof(WeaponFullDef, weapDef.autoAimRange), CSPFT_FLOAT },
|
||||
{"aimAssistRange", offsetof(WeaponFullDef, weapDef.aimAssistRange), CSPFT_FLOAT },
|
||||
{"aimAssistRangeAds", offsetof(WeaponFullDef, weapDef.aimAssistRangeAds), CSPFT_FLOAT },
|
||||
{"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, weapDef.adsSwayHorizScale), CSPFT_FLOAT },
|
||||
{"adsSwayVertScale", offsetof(WeaponFullDef, weapDef.adsSwayVertScale), CSPFT_FLOAT },
|
||||
{"rifleBullet", offsetof(WeaponFullDef, weapDef.bRifleBullet), CSPFT_BOOL },
|
||||
{"armorPiercing", offsetof(WeaponFullDef, weapDef.armorPiercing), CSPFT_BOOL },
|
||||
{"boltAction", offsetof(WeaponFullDef, weapDef.bBoltAction), CSPFT_BOOL },
|
||||
{"aimDownSight", offsetof(WeaponFullDef, weapDef.aimDownSight), CSPFT_BOOL },
|
||||
{"rechamberWhileAds", offsetof(WeaponFullDef, weapDef.bRechamberWhileAds), CSPFT_BOOL },
|
||||
{"bBulletExplosiveDamage", offsetof(WeaponFullDef, weapDef.bBulletExplosiveDamage), CSPFT_BOOL },
|
||||
{"adsViewErrorMin", offsetof(WeaponFullDef, weapDef.adsViewErrorMin), CSPFT_FLOAT },
|
||||
{"adsViewErrorMax", offsetof(WeaponFullDef, weapDef.adsViewErrorMax), CSPFT_FLOAT },
|
||||
{"clipOnly", offsetof(WeaponFullDef, weapDef.bClipOnly), CSPFT_BOOL },
|
||||
{"noAmmoPickup", offsetof(WeaponFullDef, weapDef.noAmmoPickup), CSPFT_BOOL },
|
||||
{"cookOffHold", offsetof(WeaponFullDef, weapDef.bCookOffHold), CSPFT_BOOL },
|
||||
{"adsFire", offsetof(WeaponFullDef, weapDef.adsFireOnly), CSPFT_BOOL },
|
||||
{"cancelAutoHolsterWhenEmpty", offsetof(WeaponFullDef, weapDef.cancelAutoHolsterWhenEmpty), CSPFT_BOOL },
|
||||
{"disableSwitchToWhenEmpty", offsetof(WeaponFullDef, weapDef.disableSwitchToWhenEmpty), CSPFT_BOOL },
|
||||
{"suppressAmmoReserveDisplay", offsetof(WeaponFullDef, weapDef.suppressAmmoReserveDisplay), CSPFT_BOOL },
|
||||
{"enhanced", offsetof(WeaponFullDef, weapCompleteDef.enhanced), CSPFT_BOOL },
|
||||
{"motionTracker", offsetof(WeaponFullDef, weapCompleteDef.motionTracker), CSPFT_BOOL },
|
||||
{"laserSightDuringNightvision", offsetof(WeaponFullDef, weapDef.laserSightDuringNightvision), CSPFT_BOOL },
|
||||
{"markableViewmodel", offsetof(WeaponFullDef, weapDef.markableViewmodel), CSPFT_BOOL },
|
||||
{"physCollmap", offsetof(WeaponFullDef, weapDef.physCollmap), CSPFT_PHYS_COLLMAP },
|
||||
{"noDualWield", offsetof(WeaponFullDef, weapDef.noDualWield), CSPFT_BOOL },
|
||||
{"dualWieldViewModelOffset", offsetof(WeaponFullDef, weapDef.dualWieldViewModelOffset), CSPFT_FLOAT },
|
||||
{"killIcon", offsetof(WeaponFullDef, weapCompleteDef.killIcon), CSPFT_MATERIAL },
|
||||
{"killIconRatio", offsetof(WeaponFullDef, weapDef.killIconRatio), WFT_ICONRATIO_KILL },
|
||||
{"flipKillIcon", offsetof(WeaponFullDef, weapDef.flipKillIcon), CSPFT_BOOL },
|
||||
{"dpadIcon", offsetof(WeaponFullDef, weapCompleteDef.dpadIcon), CSPFT_MATERIAL },
|
||||
{"dpadIconRatio", offsetof(WeaponFullDef, weapCompleteDef.dpadIconRatio), WFT_ICONRATIO_DPAD },
|
||||
{"dpadIconShowsAmmo", offsetof(WeaponFullDef, weapCompleteDef.dpadIconShowsAmmo), CSPFT_BOOL },
|
||||
{"noPartialReload", offsetof(WeaponFullDef, weapDef.bNoPartialReload), CSPFT_BOOL },
|
||||
{"segmentedReload", offsetof(WeaponFullDef, weapDef.bSegmentedReload), CSPFT_BOOL },
|
||||
{"reloadAmmoAdd", offsetof(WeaponFullDef, weapDef.iReloadAmmoAdd), CSPFT_INT },
|
||||
{"reloadStartAdd", offsetof(WeaponFullDef, weapDef.iReloadStartAdd), CSPFT_INT },
|
||||
{"altWeapon", offsetof(WeaponFullDef, weapCompleteDef.szAltWeaponName), CSPFT_STRING },
|
||||
{"dropAmmoMin", offsetof(WeaponFullDef, weapDef.ammoDropStockMin), CSPFT_INT },
|
||||
{"dropAmmoMax", offsetof(WeaponFullDef, weapCompleteDef.ammoDropStockMax), CSPFT_INT },
|
||||
{"ammoDropClipPercentMin", offsetof(WeaponFullDef, weapDef.ammoDropClipPercentMin), CSPFT_INT },
|
||||
{"ammoDropClipPercentMax", offsetof(WeaponFullDef, weapDef.ammoDropClipPercentMax), CSPFT_INT },
|
||||
{"blocksProne", offsetof(WeaponFullDef, weapDef.blocksProne), CSPFT_BOOL },
|
||||
{"silenced", offsetof(WeaponFullDef, weapDef.silenced), CSPFT_BOOL },
|
||||
{"isRollingGrenade", offsetof(WeaponFullDef, weapDef.isRollingGrenade), CSPFT_BOOL },
|
||||
{"explosionRadius", offsetof(WeaponFullDef, weapDef.iExplosionRadius), CSPFT_INT },
|
||||
{"explosionRadiusMin", offsetof(WeaponFullDef, weapDef.iExplosionRadiusMin), CSPFT_INT },
|
||||
{"explosionInnerDamage", offsetof(WeaponFullDef, weapDef.iExplosionInnerDamage), CSPFT_INT },
|
||||
{"explosionOuterDamage", offsetof(WeaponFullDef, weapDef.iExplosionOuterDamage), CSPFT_INT },
|
||||
{"damageConeAngle", offsetof(WeaponFullDef, weapDef.damageConeAngle), CSPFT_FLOAT },
|
||||
{"bulletExplDmgMult", offsetof(WeaponFullDef, weapDef.bulletExplDmgMult), CSPFT_FLOAT },
|
||||
{"bulletExplRadiusMult", offsetof(WeaponFullDef, weapDef.bulletExplRadiusMult), CSPFT_FLOAT },
|
||||
{"projectileSpeed", offsetof(WeaponFullDef, weapDef.iProjectileSpeed), 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 },
|
||||
{"projExplosionSound", offsetof(WeaponFullDef, weapDef.projExplosionSound), CSPFT_SOUND },
|
||||
{"projDudEffect", offsetof(WeaponFullDef, weapDef.projDudEffect), CSPFT_FX },
|
||||
{"projDudSound", offsetof(WeaponFullDef, weapDef.projDudSound), CSPFT_SOUND },
|
||||
{"projImpactExplode", offsetof(WeaponFullDef, weapDef.bProjImpactExplode), CSPFT_BOOL },
|
||||
{"stickiness", offsetof(WeaponFullDef, weapDef.stickiness), WFT_STICKINESS },
|
||||
{"stickToPlayers", offsetof(WeaponFullDef, weapDef.stickToPlayers), CSPFT_BOOL },
|
||||
{"hasDetonator", offsetof(WeaponFullDef, weapDef.hasDetonator), CSPFT_BOOL },
|
||||
{"disableFiring", offsetof(WeaponFullDef, weapDef.disableFiring), CSPFT_BOOL },
|
||||
{"timedDetonation", offsetof(WeaponFullDef, weapDef.timedDetonation), CSPFT_BOOL },
|
||||
{"rotate", offsetof(WeaponFullDef, weapDef.rotate), CSPFT_BOOL },
|
||||
{"holdButtonToThrow", offsetof(WeaponFullDef, weapDef.holdButtonToThrow), CSPFT_BOOL },
|
||||
{"freezeMovementWhenFiring", offsetof(WeaponFullDef, weapDef.freezeMovementWhenFiring), CSPFT_BOOL },
|
||||
{"lowAmmoWarningThreshold", offsetof(WeaponFullDef, weapDef.lowAmmoWarningThreshold), CSPFT_FLOAT },
|
||||
{"ricochetChance", offsetof(WeaponFullDef, weapDef.ricochetChance), CSPFT_FLOAT },
|
||||
{"offhandHoldIsCancelable", offsetof(WeaponFullDef, weapDef.offhandHoldIsCancelable), CSPFT_BOOL },
|
||||
{"parallelDefaultBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_DEFAULT]), 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 },
|
||||
{"parallelClothBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CLOTH]), CSPFT_FLOAT },
|
||||
{"parallelConcreteBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CONCRETE]), 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 },
|
||||
{"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 },
|
||||
{"parallelPaperBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PAPER]), CSPFT_FLOAT },
|
||||
{"parallelPlasterBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PLASTER]), CSPFT_FLOAT },
|
||||
{"parallelRockBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_ROCK]), 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 },
|
||||
{"parallelAsphaltBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_ASPHALT]), CSPFT_FLOAT },
|
||||
{"parallelCeramicBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CERAMIC]), CSPFT_FLOAT },
|
||||
{"parallelPlasticBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PLASTIC]), CSPFT_FLOAT },
|
||||
{"parallelRubberBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_RUBBER]), CSPFT_FLOAT },
|
||||
{"parallelCushionBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CUSHION]), CSPFT_FLOAT },
|
||||
{"parallelFruitBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_FRUIT]), CSPFT_FLOAT },
|
||||
{"parallelPaintedMetalBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PAINTED_METAL]), CSPFT_FLOAT },
|
||||
{"parallelRiotShieldBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_RIOT_SHIELD]), CSPFT_FLOAT },
|
||||
{"parallelSlushBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_SLUSH]), CSPFT_FLOAT },
|
||||
{"perpendicularDefaultBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_DEFAULT]), 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 },
|
||||
{"perpendicularClothBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CLOTH]), CSPFT_FLOAT },
|
||||
{"perpendicularConcreteBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CONCRETE]), 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 },
|
||||
{"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 },
|
||||
{"perpendicularPaperBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PAPER]), CSPFT_FLOAT },
|
||||
{"perpendicularPlasterBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PLASTER]), CSPFT_FLOAT },
|
||||
{"perpendicularRockBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_ROCK]), 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 },
|
||||
{"perpendicularAsphaltBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_ASPHALT]), CSPFT_FLOAT },
|
||||
{"perpendicularCeramicBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CERAMIC]), CSPFT_FLOAT },
|
||||
{"perpendicularPlasticBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PLASTIC]), CSPFT_FLOAT },
|
||||
{"perpendicularRubberBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_RUBBER]), CSPFT_FLOAT },
|
||||
{"perpendicularCushionBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CUSHION]), CSPFT_FLOAT },
|
||||
{"perpendicularFruitBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_FRUIT]), CSPFT_FLOAT },
|
||||
{"perpendicularPaintedMetalBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PAINTED_METAL]), CSPFT_FLOAT },
|
||||
{"perpendicularRiotShieldBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_RIOT_SHIELD]), CSPFT_FLOAT },
|
||||
{"perpendicularSlushBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_SLUSH]), CSPFT_FLOAT },
|
||||
{"projTrailEffect", offsetof(WeaponFullDef, weapDef.projTrailEffect), CSPFT_FX },
|
||||
{"projBeaconEffect", offsetof(WeaponFullDef, weapDef.projBeaconEffect), 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_SOUND },
|
||||
{"adsTransInTime", offsetof(WeaponFullDef, weapCompleteDef.iAdsTransInTime), CSPFT_MILLISECONDS },
|
||||
{"adsTransOutTime", offsetof(WeaponFullDef, weapCompleteDef.iAdsTransOutTime), CSPFT_MILLISECONDS },
|
||||
{"adsIdleAmount", offsetof(WeaponFullDef, weapDef.fAdsIdleAmount), CSPFT_FLOAT },
|
||||
{"adsIdleSpeed", offsetof(WeaponFullDef, weapDef.adsIdleSpeed), CSPFT_FLOAT },
|
||||
{"adsZoomFov", offsetof(WeaponFullDef, weapCompleteDef.fAdsZoomFov), CSPFT_FLOAT },
|
||||
{"adsZoomInFrac", offsetof(WeaponFullDef, weapDef.fAdsZoomInFrac), CSPFT_FLOAT },
|
||||
{"adsZoomOutFrac", offsetof(WeaponFullDef, weapDef.fAdsZoomOutFrac), CSPFT_FLOAT },
|
||||
{"adsOverlayShader", offsetof(WeaponFullDef, weapDef.overlay.shader), CSPFT_MATERIAL },
|
||||
{"adsOverlayShaderLowRes", offsetof(WeaponFullDef, weapDef.overlay.shaderLowRes), CSPFT_MATERIAL },
|
||||
{"adsOverlayShaderEMP", offsetof(WeaponFullDef, weapDef.overlay.shaderEMP), CSPFT_MATERIAL },
|
||||
{"adsOverlayShaderEMPLowRes", offsetof(WeaponFullDef, weapDef.overlay.shaderEMPLowRes), CSPFT_MATERIAL },
|
||||
{"adsOverlayReticle", offsetof(WeaponFullDef, weapDef.overlay.reticle), WFT_OVERLAYRETICLE },
|
||||
{"adsOverlayInterface", offsetof(WeaponFullDef, weapDef.overlayInterface), WFT_OVERLAYINTERFACE },
|
||||
{"adsOverlayWidth", offsetof(WeaponFullDef, weapDef.overlay.width), CSPFT_FLOAT },
|
||||
{"adsOverlayHeight", offsetof(WeaponFullDef, weapDef.overlay.height), CSPFT_FLOAT },
|
||||
{"adsOverlayWidthSplitscreen", offsetof(WeaponFullDef, weapDef.overlay.widthSplitscreen), CSPFT_FLOAT },
|
||||
{"adsOverlayHeightSplitscreen", offsetof(WeaponFullDef, weapDef.overlay.heightSplitscreen), 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, weapCompleteDef.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, weapCompleteDef.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 },
|
||||
{"scanSpeed", offsetof(WeaponFullDef, weapDef.scanSpeed), CSPFT_FLOAT },
|
||||
{"scanAccel", offsetof(WeaponFullDef, weapDef.scanAccel), CSPFT_FLOAT },
|
||||
{"scanPauseTime", offsetof(WeaponFullDef, weapDef.scanPauseTime), CSPFT_MILLISECONDS },
|
||||
{"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT },
|
||||
{"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT },
|
||||
{"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName0), CSPFT_STRING },
|
||||
{"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName1), CSPFT_STRING },
|
||||
{"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 },
|
||||
{"tracerType", offsetof(WeaponFullDef, weapDef.tracerType), CSPFT_TRACER },
|
||||
{"adsDofStart", offsetof(WeaponFullDef, weapCompleteDef.adsDofStart), CSPFT_FLOAT },
|
||||
{"adsDofEnd", offsetof(WeaponFullDef, weapCompleteDef.adsDofEnd), CSPFT_FLOAT },
|
||||
{"turretScopeZoomRate", offsetof(WeaponFullDef, weapDef.turretScopeZoomRate), CSPFT_FLOAT },
|
||||
{"turretScopeZoomMin", offsetof(WeaponFullDef, weapDef.turretScopeZoomMin), CSPFT_FLOAT },
|
||||
{"turretScopeZoomMax", offsetof(WeaponFullDef, weapDef.turretScopeZoomMax), CSPFT_FLOAT },
|
||||
{"thermalScope", offsetof(WeaponFullDef, weapDef.thermalScope), CSPFT_BOOL },
|
||||
{"altModeSameWeapon", offsetof(WeaponFullDef, weapDef.altModeSameWeapon), CSPFT_BOOL },
|
||||
{"turretOverheatUpRate", offsetof(WeaponFullDef, weapDef.turretOverheatUpRate), CSPFT_FLOAT },
|
||||
{"turretOverheatDownRate", offsetof(WeaponFullDef, weapDef.turretOverheatDownRate), CSPFT_FLOAT },
|
||||
{"turretOverheatPenalty", offsetof(WeaponFullDef, weapDef.turretOverheatPenalty), CSPFT_FLOAT },
|
||||
{"turretOverheatSound", offsetof(WeaponFullDef, weapDef.turretOverheatSound), CSPFT_SOUND },
|
||||
{"turretOverheatEffect", offsetof(WeaponFullDef, weapDef.turretOverheatEffect), CSPFT_FX },
|
||||
{"turretBarrelSpinEnabled", offsetof(WeaponFullDef, weapDef.turretBarrelSpinEnabled), CSPFT_BOOL },
|
||||
{"turretBarrelSpinUpTime", offsetof(WeaponFullDef, weapDef.turretBarrelSpinUpTime), CSPFT_FLOAT },
|
||||
{"turretBarrelSpinDownTime", offsetof(WeaponFullDef, weapDef.turretBarrelSpinDownTime), CSPFT_FLOAT },
|
||||
{"turretBarrelSpinRumble", offsetof(WeaponFullDef, weapDef.turretBarrelSpinRumble), CSPFT_STRING },
|
||||
{"turretBarrelSpinSpeed", offsetof(WeaponFullDef, weapDef.turretBarrelSpinSpeed), CSPFT_FLOAT },
|
||||
{"turretBarrelSpinMaxSnd", offsetof(WeaponFullDef, weapDef.turretBarrelSpinMaxSnd), CSPFT_SOUND },
|
||||
{"turretBarrelSpinUpSnd1", offsetof(WeaponFullDef, weapDef.turretBarrelSpinUpSnd[0]), CSPFT_SOUND },
|
||||
{"turretBarrelSpinUpSnd2", offsetof(WeaponFullDef, weapDef.turretBarrelSpinUpSnd[1]), CSPFT_SOUND },
|
||||
{"turretBarrelSpinUpSnd3", offsetof(WeaponFullDef, weapDef.turretBarrelSpinUpSnd[2]), CSPFT_SOUND },
|
||||
{"turretBarrelSpinUpSnd4", offsetof(WeaponFullDef, weapDef.turretBarrelSpinUpSnd[3]), CSPFT_SOUND },
|
||||
{"turretBarrelSpinDownSnd1", offsetof(WeaponFullDef, weapDef.turretBarrelSpinDownSnd[0]), CSPFT_SOUND },
|
||||
{"turretBarrelSpinDownSnd2", offsetof(WeaponFullDef, weapDef.turretBarrelSpinDownSnd[1]), CSPFT_SOUND },
|
||||
{"turretBarrelSpinDownSnd3", offsetof(WeaponFullDef, weapDef.turretBarrelSpinDownSnd[2]), CSPFT_SOUND },
|
||||
{"turretBarrelSpinDownSnd4", offsetof(WeaponFullDef, weapDef.turretBarrelSpinDownSnd[3]), CSPFT_SOUND },
|
||||
{"missileConeSoundEnabled", offsetof(WeaponFullDef, weapDef.missileConeSoundEnabled), CSPFT_BOOL },
|
||||
{"missileConeSoundAlias", offsetof(WeaponFullDef, weapDef.missileConeSoundAlias), CSPFT_SOUND },
|
||||
{"missileConeSoundAliasAtBase", offsetof(WeaponFullDef, weapDef.missileConeSoundAliasAtBase), CSPFT_SOUND },
|
||||
{"missileConeSoundRadiusAtTop", offsetof(WeaponFullDef, weapDef.missileConeSoundRadiusAtTop), CSPFT_FLOAT },
|
||||
{"missileConeSoundRadiusAtBase", offsetof(WeaponFullDef, weapDef.missileConeSoundRadiusAtBase), CSPFT_FLOAT },
|
||||
{"missileConeSoundHeight", offsetof(WeaponFullDef, weapDef.missileConeSoundHeight), CSPFT_FLOAT },
|
||||
{"missileConeSoundOriginOffset", offsetof(WeaponFullDef, weapDef.missileConeSoundOriginOffset), CSPFT_FLOAT },
|
||||
{"missileConeSoundVolumescaleAtCore", offsetof(WeaponFullDef, weapDef.missileConeSoundVolumescaleAtCore), CSPFT_FLOAT },
|
||||
{"missileConeSoundVolumescaleAtEdge", offsetof(WeaponFullDef, weapDef.missileConeSoundVolumescaleAtEdge), CSPFT_FLOAT },
|
||||
{"missileConeSoundVolumescaleCoreSize", offsetof(WeaponFullDef, weapDef.missileConeSoundVolumescaleCoreSize), CSPFT_FLOAT },
|
||||
{"missileConeSoundPitchshiftEnabled", offsetof(WeaponFullDef, weapDef.missileConeSoundPitchshiftEnabled), CSPFT_BOOL },
|
||||
{"missileConeSoundPitchAtTop", offsetof(WeaponFullDef, weapDef.missileConeSoundPitchAtTop), CSPFT_FLOAT },
|
||||
{"missileConeSoundPitchAtBottom", offsetof(WeaponFullDef, weapDef.missileConeSoundPitchAtBottom), CSPFT_FLOAT },
|
||||
{"missileConeSoundPitchTopSize", offsetof(WeaponFullDef, weapDef.missileConeSoundPitchTopSize), CSPFT_FLOAT },
|
||||
{"missileConeSoundPitchBottomSize", offsetof(WeaponFullDef, weapDef.missileConeSoundPitchBottomSize), CSPFT_FLOAT },
|
||||
{"missileConeSoundCrossfadeEnabled", offsetof(WeaponFullDef, weapDef.missileConeSoundCrossfadeEnabled), CSPFT_BOOL },
|
||||
{"missileConeSoundCrossfadeTopSize", offsetof(WeaponFullDef, weapDef.missileConeSoundCrossfadeTopSize), CSPFT_FLOAT },
|
||||
{"missileConeSoundCrossfadeBottomSize", offsetof(WeaponFullDef, weapDef.missileConeSoundCrossfadeBottomSize), CSPFT_FLOAT },
|
||||
};
|
||||
|
||||
inline const char* szWeapTypeNames[]{
|
||||
"none",
|
||||
"bullet",
|
||||
"grenade",
|
||||
"projectile",
|
||||
"riotshield",
|
||||
};
|
||||
|
||||
inline const char* szWeapClassNames[]{
|
||||
"rifle",
|
||||
"sniper",
|
||||
"mg",
|
||||
"smg",
|
||||
"spread",
|
||||
"pistol",
|
||||
"grenade",
|
||||
"rocketlauncher",
|
||||
"turret",
|
||||
"throwingknife",
|
||||
"non-player",
|
||||
"item",
|
||||
};
|
||||
|
||||
inline const char* szWeapOverlayReticleNames[]{
|
||||
"none",
|
||||
"crosshair",
|
||||
};
|
||||
|
||||
inline const char* szWeapInventoryTypeNames[]{
|
||||
"primary",
|
||||
"offhand",
|
||||
"item",
|
||||
"altmode",
|
||||
"exclusive",
|
||||
"scavenger",
|
||||
};
|
||||
|
||||
inline const char* szWeapFireTypeNames[]{
|
||||
"Full Auto",
|
||||
"Single Shot",
|
||||
"2-Round Burst",
|
||||
"3-Round Burst",
|
||||
"4-Round Burst",
|
||||
"Double Barrel",
|
||||
};
|
||||
|
||||
inline const char* penetrateTypeNames[]{
|
||||
"none",
|
||||
"small",
|
||||
"medium",
|
||||
"large",
|
||||
};
|
||||
|
||||
inline const char* impactTypeNames[]{
|
||||
"none",
|
||||
"bullet_small",
|
||||
"bullet_large",
|
||||
"bullet_ap",
|
||||
"bullet_explode",
|
||||
"shotgun",
|
||||
"shotgun_explode",
|
||||
"grenade_bounce",
|
||||
"grenade_explode",
|
||||
"rocket_explode",
|
||||
"projectile_dud",
|
||||
};
|
||||
|
||||
inline const char* szWeapStanceNames[]{
|
||||
"stand",
|
||||
"duck",
|
||||
"prone",
|
||||
};
|
||||
|
||||
inline const char* szProjectileExplosionNames[]{
|
||||
"grenade",
|
||||
"rocket",
|
||||
"flashbang",
|
||||
"none",
|
||||
"dud",
|
||||
"smoke",
|
||||
"heavy explosive",
|
||||
};
|
||||
|
||||
inline const char* offhandClassNames[]{
|
||||
"None",
|
||||
"Frag Grenade",
|
||||
"Smoke Grenade",
|
||||
"Flash Grenade",
|
||||
"Throwing Knife",
|
||||
"Other",
|
||||
};
|
||||
|
||||
inline const char* playerAnimTypeNames[]{
|
||||
"none",
|
||||
"other",
|
||||
"pistol",
|
||||
"smg",
|
||||
"autorifle",
|
||||
"mg",
|
||||
"sniper",
|
||||
"rocketlauncher",
|
||||
"explosive",
|
||||
"grenade",
|
||||
"turret",
|
||||
"c4",
|
||||
"m203",
|
||||
"hold",
|
||||
"briefcase",
|
||||
"riotshield",
|
||||
"laptop",
|
||||
"throwingknife",
|
||||
};
|
||||
|
||||
inline const char* activeReticleNames[]{
|
||||
"None",
|
||||
"Pip-On-A-Stick",
|
||||
"Bouncing diamond",
|
||||
};
|
||||
|
||||
inline const char* guidedMissileNames[]{
|
||||
"None",
|
||||
"Sidewinder",
|
||||
"Hellfire",
|
||||
"Javelin",
|
||||
};
|
||||
|
||||
inline const char* stickinessNames[]{
|
||||
"Don't stick",
|
||||
"Stick to all",
|
||||
"Stick to all, orient to surface",
|
||||
"Stick to ground",
|
||||
"Stick to ground, maintain yaw",
|
||||
"Knife",
|
||||
};
|
||||
|
||||
inline const char* overlayInterfaceNames[]{
|
||||
"None",
|
||||
"Javelin",
|
||||
"Turret Scope",
|
||||
};
|
||||
|
||||
inline const char* ammoCounterClipNames[]{
|
||||
"None",
|
||||
"Magazine",
|
||||
"ShortMagazine",
|
||||
"Shotgun",
|
||||
"Rocket",
|
||||
"Beltfed",
|
||||
"AltWeapon",
|
||||
};
|
||||
|
||||
inline const char* weapIconRatioNames[]{
|
||||
"1:1",
|
||||
"2:1",
|
||||
"4:1",
|
||||
};
|
||||
|
||||
inline const char* s_vehicleClassNames[]{
|
||||
"4 wheel",
|
||||
"tank",
|
||||
"plane",
|
||||
"boat",
|
||||
"artillery",
|
||||
"helicopter",
|
||||
"snowmobile",
|
||||
};
|
||||
|
||||
inline const char* s_vehicleAxleTypeNames[]{
|
||||
"front",
|
||||
"rear",
|
||||
"all",
|
||||
};
|
||||
|
||||
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", "_painted_metal", "_riot_shield", "_slush",
|
||||
};
|
||||
} // namespace IW5
|
383
src/ObjWriting/Game/IW5/AssetDumpers/AssetDumperWeapon.cpp
Normal file
383
src/ObjWriting/Game/IW5/AssetDumpers/AssetDumperWeapon.cpp
Normal file
@ -0,0 +1,383 @@
|
||||
#include "AssetDumperWeapon.h"
|
||||
|
||||
#include "Game/IW5/CommonIW5.h"
|
||||
#include "Game/IW5/InfoString/InfoStringFromStructConverter.h"
|
||||
#include "Game/IW5/InfoString/WeaponFields.h"
|
||||
#include "Game/IW5/ObjConstantsIW5.h"
|
||||
|
||||
#include <cassert>
|
||||
#include <cstring>
|
||||
#include <sstream>
|
||||
#include <type_traits>
|
||||
|
||||
using namespace IW5;
|
||||
|
||||
namespace IW5
|
||||
{
|
||||
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_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<SndAliasCustom**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
|
||||
|
||||
if (bounceSound && bounceSound->name)
|
||||
{
|
||||
const std::string firstBounceSound(bounceSound->name->soundName);
|
||||
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_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_AMMOCOUNTER_CLIPTYPE:
|
||||
FillFromEnumInt(std::string(field.szName), field.iOffset, ammoCounterClipNames, std::extent_v<decltype(ammoCounterClipNames)>);
|
||||
break;
|
||||
|
||||
case WFT_ICONRATIO_HUD:
|
||||
case WFT_ICONRATIO_PICKUP:
|
||||
case WFT_ICONRATIO_AMMOCOUNTER:
|
||||
case WFT_ICONRATIO_KILL:
|
||||
case WFT_ICONRATIO_DPAD:
|
||||
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_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_NOTETRACKRUMBLEMAP:
|
||||
{
|
||||
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::notetrackRumbleMapKeys)>];
|
||||
std::stringstream ss;
|
||||
bool first = true;
|
||||
|
||||
for (auto i = 0u; i < std::extent_v<decltype(WeaponFullDef::notetrackRumbleMapKeys)>; 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_ANIM_NAME:
|
||||
FillFromString(std::string(field.szName), field.iOffset);
|
||||
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))
|
||||
{
|
||||
}
|
||||
};
|
||||
} // namespace IW5
|
||||
|
||||
void AssetDumperWeapon::CopyToFullDef(const WeaponCompleteDef* weapon, WeaponFullDef* fullDef)
|
||||
{
|
||||
fullDef->weapCompleteDef = *weapon;
|
||||
|
||||
if (weapon->weapDef)
|
||||
{
|
||||
fullDef->weapDef = *weapon->weapDef;
|
||||
fullDef->weapCompleteDef.weapDef = &fullDef->weapDef;
|
||||
}
|
||||
|
||||
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->weapCompleteDef.hideTags = fullDef->hideTags;
|
||||
}
|
||||
|
||||
if (weapon->szXAnims)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::szXAnims) >= sizeof(void*) * NUM_WEAP_ANIMS);
|
||||
memcpy(fullDef->szXAnims, weapon->szXAnims, sizeof(void*) * NUM_WEAP_ANIMS);
|
||||
fullDef->weapCompleteDef.szXAnims = fullDef->szXAnims;
|
||||
}
|
||||
|
||||
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 (fullDef->weapDef.szXAnimsRightHanded)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::szXAnimsRightHanded) >= sizeof(void*) * NUM_WEAP_ANIMS);
|
||||
memcpy(fullDef->szXAnimsRightHanded, fullDef->weapDef.szXAnimsRightHanded, sizeof(void*) * NUM_WEAP_ANIMS);
|
||||
fullDef->weapDef.szXAnimsRightHanded = fullDef->szXAnimsRightHanded;
|
||||
}
|
||||
|
||||
if (fullDef->weapDef.szXAnimsLeftHanded)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::szXAnimsLeftHanded) >= sizeof(void*) * NUM_WEAP_ANIMS);
|
||||
memcpy(fullDef->szXAnimsLeftHanded, fullDef->weapDef.szXAnimsLeftHanded, sizeof(void*) * NUM_WEAP_ANIMS);
|
||||
fullDef->weapDef.szXAnimsLeftHanded = fullDef->szXAnimsLeftHanded;
|
||||
}
|
||||
|
||||
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::notetrackSoundMapKeys)>);
|
||||
memcpy(fullDef->notetrackSoundMapValues,
|
||||
fullDef->weapDef.notetrackSoundMapValues,
|
||||
sizeof(scr_string_t) * std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>);
|
||||
fullDef->weapDef.notetrackSoundMapValues = fullDef->notetrackSoundMapValues;
|
||||
}
|
||||
|
||||
if (fullDef->weapDef.notetrackRumbleMapKeys)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::notetrackRumbleMapKeys) >= sizeof(scr_string_t) * std::extent_v<decltype(WeaponFullDef::notetrackRumbleMapKeys)>);
|
||||
memcpy(fullDef->notetrackRumbleMapKeys,
|
||||
fullDef->weapDef.notetrackRumbleMapKeys,
|
||||
sizeof(scr_string_t) * std::extent_v<decltype(WeaponFullDef::notetrackRumbleMapKeys)>);
|
||||
fullDef->weapDef.notetrackRumbleMapKeys = fullDef->notetrackRumbleMapKeys;
|
||||
}
|
||||
|
||||
if (fullDef->weapDef.notetrackRumbleMapValues)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::notetrackRumbleMapValues) >= sizeof(scr_string_t) * std::extent_v<decltype(WeaponFullDef::notetrackRumbleMapKeys)>);
|
||||
memcpy(fullDef->notetrackRumbleMapValues,
|
||||
fullDef->weapDef.notetrackRumbleMapValues,
|
||||
sizeof(scr_string_t) * std::extent_v<decltype(WeaponFullDef::notetrackRumbleMapKeys)>);
|
||||
fullDef->weapDef.notetrackRumbleMapValues = fullDef->notetrackRumbleMapValues;
|
||||
}
|
||||
|
||||
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) * std::extent_v<decltype(WeaponFullDef::parallelBounce)>);
|
||||
memcpy(fullDef->parallelBounce, fullDef->weapDef.parallelBounce, sizeof(float) * std::extent_v<decltype(WeaponFullDef::parallelBounce)>);
|
||||
fullDef->weapDef.parallelBounce = fullDef->parallelBounce;
|
||||
}
|
||||
|
||||
if (fullDef->weapDef.perpendicularBounce)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::perpendicularBounce) >= sizeof(float) * std::extent_v<decltype(WeaponFullDef::perpendicularBounce)>);
|
||||
memcpy(fullDef->perpendicularBounce, fullDef->weapDef.perpendicularBounce, sizeof(float) * std::extent_v<decltype(WeaponFullDef::perpendicularBounce)>);
|
||||
fullDef->weapDef.perpendicularBounce = fullDef->perpendicularBounce;
|
||||
}
|
||||
|
||||
if (fullDef->weapDef.locationDamageMultipliers)
|
||||
{
|
||||
assert(sizeof(WeaponFullDef::locationDamageMultipliers) >= sizeof(float) * std::extent_v<decltype(WeaponFullDef::locationDamageMultipliers)>);
|
||||
memcpy(fullDef->locationDamageMultipliers,
|
||||
fullDef->weapDef.locationDamageMultipliers,
|
||||
sizeof(float) * std::extent_v<decltype(WeaponFullDef::locationDamageMultipliers)>);
|
||||
fullDef->weapDef.locationDamageMultipliers = fullDef->locationDamageMultipliers;
|
||||
}
|
||||
}
|
||||
|
||||
InfoString AssetDumperWeapon::CreateInfoString(XAssetInfo<WeaponCompleteDef>* 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();
|
||||
}
|
||||
|
||||
bool AssetDumperWeapon::ShouldDump(XAssetInfo<WeaponCompleteDef>* asset)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void AssetDumperWeapon::DumpAsset(AssetDumpingContext& context, XAssetInfo<WeaponCompleteDef>* asset)
|
||||
{
|
||||
// Only dump raw when no gdt available
|
||||
if (context.m_gdt)
|
||||
{
|
||||
const auto infoString = CreateInfoString(asset);
|
||||
GdtEntry gdtEntry(asset->m_name, ObjConstants::GDF_FILENAME_WEAPON);
|
||||
infoString.ToGdtProperties(ObjConstants::INFO_STRING_PREFIX_WEAPON, gdtEntry);
|
||||
context.m_gdt->WriteEntry(gdtEntry);
|
||||
}
|
||||
else
|
||||
{
|
||||
const auto assetFile = context.OpenAssetFile("weapons/" + asset->m_name);
|
||||
|
||||
if (!assetFile)
|
||||
return;
|
||||
|
||||
auto& stream = *assetFile;
|
||||
const auto infoString = CreateInfoString(asset);
|
||||
const auto stringValue = infoString.ToString(ObjConstants::INFO_STRING_PREFIX_WEAPON);
|
||||
stream.write(stringValue.c_str(), stringValue.size());
|
||||
}
|
||||
}
|
18
src/ObjWriting/Game/IW5/AssetDumpers/AssetDumperWeapon.h
Normal file
18
src/ObjWriting/Game/IW5/AssetDumpers/AssetDumperWeapon.h
Normal file
@ -0,0 +1,18 @@
|
||||
#pragma once
|
||||
|
||||
#include "Dumping/AbstractAssetDumper.h"
|
||||
#include "Game/IW5/IW5.h"
|
||||
#include "InfoString/InfoString.h"
|
||||
|
||||
namespace IW5
|
||||
{
|
||||
class AssetDumperWeapon final : public AbstractAssetDumper<WeaponCompleteDef>
|
||||
{
|
||||
static void CopyToFullDef(const WeaponCompleteDef* weapon, WeaponFullDef* fullDef);
|
||||
static InfoString CreateInfoString(XAssetInfo<WeaponCompleteDef>* asset);
|
||||
|
||||
protected:
|
||||
bool ShouldDump(XAssetInfo<WeaponCompleteDef>* asset) override;
|
||||
void DumpAsset(AssetDumpingContext& context, XAssetInfo<WeaponCompleteDef>* asset) override;
|
||||
};
|
||||
} // namespace IW5
|
@ -84,6 +84,17 @@ void InfoStringFromStructConverter::FillFromBaseField(const cspField_t& field)
|
||||
break;
|
||||
}
|
||||
|
||||
case CSPFT_PHYS_COLLMAP:
|
||||
{
|
||||
const auto* physCollMap = *reinterpret_cast<PhysCollmap**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
|
||||
|
||||
if (physCollMap)
|
||||
m_info_string.SetValueForKey(std::string(field.szName), std::string(AssetName(physCollMap->name)));
|
||||
else
|
||||
m_info_string.SetValueForKey(std::string(field.szName), "");
|
||||
break;
|
||||
}
|
||||
|
||||
case CSPFT_SOUND:
|
||||
{
|
||||
const auto* sndAlias = reinterpret_cast<SndAliasCustom*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
|
||||
|
@ -9,6 +9,7 @@
|
||||
#include "AssetDumpers/AssetDumperRawFile.h"
|
||||
#include "AssetDumpers/AssetDumperScriptFile.h"
|
||||
#include "AssetDumpers/AssetDumperStringTable.h"
|
||||
#include "AssetDumpers/AssetDumperWeapon.h"
|
||||
#include "AssetDumpers/AssetDumperXModel.h"
|
||||
#include "Game/IW5/GameAssetPoolIW5.h"
|
||||
#include "Game/IW5/GameIW5.h"
|
||||
@ -59,7 +60,7 @@ bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
|
||||
DUMP_ASSET_POOL(AssetDumperMenuDef, m_menu_def, ASSET_TYPE_MENU)
|
||||
DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize, ASSET_TYPE_LOCALIZE_ENTRY)
|
||||
// DUMP_ASSET_POOL(AssetDumperWeaponAttachment, m_attachment, ASSET_TYPE_ATTACHMENT)
|
||||
// DUMP_ASSET_POOL(AssetDumperWeaponCompleteDef, m_weapon, ASSET_TYPE_WEAPON)
|
||||
DUMP_ASSET_POOL(AssetDumperWeapon, m_weapon, ASSET_TYPE_WEAPON)
|
||||
// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx, ASSET_TYPE_FX)
|
||||
// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table, ASSET_TYPE_IMPACT_FX)
|
||||
// DUMP_ASSET_POOL(AssetDumperSurfaceFxTable, m_surface_fx_table, ASSET_TYPE_SURFACE_FX)
|
||||
|
Loading…
x
Reference in New Issue
Block a user