mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-19 15:52:53 +00:00
Add loading of iw4 weapondef and vehicledef assets
This commit is contained in:
parent
9ce71a63ae
commit
906d112619
@ -27,7 +27,7 @@ ZoneCode.Assets = {
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"MenuList",
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"menuDef_t",
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"LocalizeEntry",
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-- "WeaponCompleteDef",
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"WeaponCompleteDef",
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-- "SndDriverGlobals",
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"FxEffectDef",
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"FxImpactTable",
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@ -36,7 +36,7 @@ ZoneCode.Assets = {
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"LeaderboardDef",
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"StructuredDataDefSet",
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"TracerDef",
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-- "VehicleDef",
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"VehicleDef",
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"AddonMapEnts"
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},
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@ -27,7 +27,7 @@ asset Font_s ASSET_TYPE_FONT;
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asset MenuList ASSET_TYPE_MENULIST;
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asset menuDef_t ASSET_TYPE_MENU;
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asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
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// asset WeaponCompleteDef ASSET_TYPE_WEAPON;
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asset WeaponCompleteDef ASSET_TYPE_WEAPON;
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// asset SndDriverGlobals ASSET_TYPE_SNDDRIVER_GLOBALS;
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asset FxEffectDef ASSET_TYPE_FX;
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asset FxImpactTable ASSET_TYPE_IMPACT_FX;
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@ -36,7 +36,7 @@ asset StringTable ASSET_TYPE_STRINGTABLE;
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asset LeaderboardDef ASSET_TYPE_LEADERBOARD;
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asset StructuredDataDefSet ASSET_TYPE_STRUCTURED_DATA_DEF;
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asset TracerDef ASSET_TYPE_TRACER;
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// asset VehicleDef ASSET_TYPE_VEHICLE;
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asset VehicleDef ASSET_TYPE_VEHICLE;
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asset AddonMapEnts ASSET_TYPE_ADDON_MAP_ENTS;
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// Setup blocks
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@ -492,6 +492,86 @@ set string name;
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set name name;
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set string value;
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// =========================================
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// WeaponCompleteDef
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// =========================================
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use WeaponCompleteDef;
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set string szInternalName;
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set name szInternalName;
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set reusable weapDef;
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set string szDisplayName;
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set reusable hideTags;
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set scriptstring hideTags;
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set count hideTags 32;
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set string szXAnims;
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set reusable szXAnims;
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set count szXAnims 37;
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set string szAltWeaponName;
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set reusable accuracyGraphKnots;
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set count accuracyGraphKnots[0] accuracyGraphKnotCount[0];
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set count accuracyGraphKnots[1] accuracyGraphKnotCount[1];
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// WeaponDef
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use WeaponDef;
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set string szOverlayName;
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set reusable gunXModel;
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set count gunXModel 16;
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set reusable szXAnimsRightHanded;
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set string szXAnimsRightHanded;
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set count szXAnimsRightHanded 37;
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set reusable szXAnimsLeftHanded;
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set string szXAnimsLeftHanded;
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set count szXAnimsLeftHanded 37;
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set string szModeName;
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set reusable notetrackSoundMapKeys;
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set scriptstring notetrackSoundMapKeys;
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set count notetrackSoundMapKeys 16;
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set reusable notetrackSoundMapValues;
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set scriptstring notetrackSoundMapValues;
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set count notetrackSoundMapValues 16;
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set reusable notetrackRumbleMapKeys;
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set scriptstring notetrackRumbleMapKeys;
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set count notetrackRumbleMapKeys 16;
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set reusable notetrackRumbleMapValues;
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set scriptstring notetrackRumbleMapValues;
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set count notetrackRumbleMapValues 16;
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set reusable bounceSound;
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set count bounceSound 31;
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set reusable worldModel;
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set count worldModel 16;
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set string szAmmoName;
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set string szClipName;
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set string szSharedAmmoCapName;
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set reusable parallelBounce;
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set count parallelBounce 31;
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set reusable perpendicularBounce;
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set count perpendicularBounce 31;
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set string accuracyGraphName0;
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set string accuracyGraphName1;
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set reusable originalAccuracyGraphKnots0;
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set reusable originalAccuracyGraphKnots1;
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set count originalAccuracyGraphKnots0 WeaponCompleteDef::accuracyGraphKnotCount[0];
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set count originalAccuracyGraphKnots1 WeaponCompleteDef::accuracyGraphKnotCount[1];
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set string szUseHintString;
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set string dropHintString;
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set string szScript;
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set reusable locationDamageMultipliers;
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set count locationDamageMultipliers 20;
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set string fireRumble;
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set string meleeImpactRumble;
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set string turretBarrelSpinRumble;
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reorder:
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...
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accuracyGraphName0
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originalAccuracyGraphKnots0
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accuracyGraphName1
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originalAccuracyGraphKnots1;
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// SndAliasCustom
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use SndAliasCustom;
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set string soundName;
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set condition sound never;
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// =========================================
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// MenuList
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// =========================================
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@ -792,6 +872,22 @@ use TracerDef;
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set string name;
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set name name;
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// =========================================
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// VehicleDef
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// =========================================
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use VehicleDef;
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set string name;
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set name name;
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set string useHintString;
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set string turretWeaponName;
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set scriptstring trophyTags;
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set string surfaceSndPrefix;
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// VehiclePhysDef
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use VehiclePhysDef;
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set string physPresetName;
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set string accelGraphName;
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// =========================================
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// AddonMapEnts
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// =========================================
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@ -128,7 +128,7 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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m_menu_list = nullptr;
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m_menu_def = nullptr;
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m_localize = nullptr;
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// m_weapon = nullptr;
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m_weapon = nullptr;
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// m_snd_driver_globals = nullptr;
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m_fx = nullptr;
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m_fx_impact_table = nullptr;
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@ -137,7 +137,7 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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m_leaderboard = nullptr;
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m_structed_data_def_set = nullptr;
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m_tracer = nullptr;
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// m_vehicle = nullptr;
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m_vehicle = nullptr;
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m_addon_map_ents = nullptr;
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}
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@ -181,7 +181,7 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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@ -190,7 +190,7 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
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default:
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@ -241,7 +241,7 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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@ -250,7 +250,7 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
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default:
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@ -310,7 +310,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
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CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
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CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
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CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
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// CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
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CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
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// CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
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CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
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CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
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@ -319,7 +319,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
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CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
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CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, structuredDataDefSet);
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CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
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// CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle, vehDef);
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CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle, vehDef);
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CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, addonMapEnts);
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default:
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@ -370,7 +370,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
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CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
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CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
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CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
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// CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
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CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
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// CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
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CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
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CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
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@ -379,7 +379,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
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CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
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CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set);
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CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
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// CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle);
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CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle);
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CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
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default:
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@ -40,7 +40,7 @@ public:
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std::unique_ptr<AssetPool<IW4::MenuList>> m_menu_list;
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std::unique_ptr<AssetPool<IW4::menuDef_t>> m_menu_def;
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std::unique_ptr<AssetPool<IW4::LocalizeEntry>> m_localize;
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// std::unique_ptr<AssetPool<IW4::WeaponCompleteDef>> m_weapon;
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std::unique_ptr<AssetPool<IW4::WeaponCompleteDef>> m_weapon;
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// std::unique_ptr<AssetPool<IW4::SndDriverGlobals>> m_snd_driver_globals;
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std::unique_ptr<AssetPool<IW4::FxEffectDef>> m_fx;
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std::unique_ptr<AssetPool<IW4::FxImpactTable>> m_fx_impact_table;
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@ -49,7 +49,7 @@ public:
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std::unique_ptr<AssetPool<IW4::LeaderboardDef>> m_leaderboard;
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std::unique_ptr<AssetPool<IW4::StructuredDataDefSet>> m_structed_data_def_set;
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std::unique_ptr<AssetPool<IW4::TracerDef>> m_tracer;
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// std::unique_ptr<AssetPool<IW4::VehicleDef>> m_vehicle;
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std::unique_ptr<AssetPool<IW4::VehicleDef>> m_vehicle;
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std::unique_ptr<AssetPool<IW4::AddonMapEnts>> m_addon_map_ents;
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explicit GameAssetPoolIW4(int priority);
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@ -99,7 +99,7 @@ namespace IW4
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struct MenuList;
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struct menuDef_t;
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struct LocalizeEntry;
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// struct WeaponCompleteDef;
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struct WeaponCompleteDef;
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// struct SndDriverGlobals;
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struct FxEffectDef;
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struct FxImpactTable;
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@ -108,7 +108,7 @@ namespace IW4
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struct LeaderboardDef;
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struct StructuredDataDefSet;
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struct TracerDef;
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// struct VehicleDef;
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struct VehicleDef;
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struct AddonMapEnts;
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union XAssetHeader
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@ -139,7 +139,7 @@ namespace IW4
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MenuList* menuList;
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menuDef_t* menu;
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LocalizeEntry* localize;
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// WeaponCompleteDef* weapon;
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WeaponCompleteDef* weapon;
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// SndDriverGlobals* sndDriverGlobals;
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FxEffectDef* fx;
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FxImpactTable* impactFx;
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@ -148,12 +148,13 @@ namespace IW4
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LeaderboardDef* leaderboardDef;
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StructuredDataDefSet* structuredDataDefSet;
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TracerDef* tracerDef;
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// VehicleDef* vehDef;
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VehicleDef* vehDef;
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AddonMapEnts* addonMapEnts;
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void* data;
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};
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typedef char cbrushedge_t;
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typedef float vec2_t[2];
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typedef float vec3_t[3];
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struct PhysPreset
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@ -2093,6 +2094,835 @@ namespace IW4
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char padding[48];
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};
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enum ImpactType
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{
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IMPACT_TYPE_NONE = 0x0,
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IMPACT_TYPE_BULLET_SMALL = 0x1,
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IMPACT_TYPE_BULLET_LARGE = 0x2,
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IMPACT_TYPE_BULLET_AP = 0x3,
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IMPACT_TYPE_BULLET_EXPLODE = 0x4,
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IMPACT_TYPE_SHOTGUN = 0x5,
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IMPACT_TYPE_SHOTGUN_EXPLODE = 0x6,
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IMPACT_TYPE_GRENADE_BOUNCE = 0x7,
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IMPACT_TYPE_GRENADE_EXPLODE = 0x8,
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IMPACT_TYPE_ROCKET_EXPLODE = 0x9,
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IMPACT_TYPE_PROJECTILE_DUD = 0xA,
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IMPACT_TYPE_COUNT
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};
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enum weaponIconRatioType_t
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{
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WEAPON_ICON_RATIO_1TO1 = 0x0,
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WEAPON_ICON_RATIO_2TO1 = 0x1,
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WEAPON_ICON_RATIO_4TO1 = 0x2,
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WEAPON_ICON_RATIO_COUNT
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};
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enum weapType_t
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{
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WEAPTYPE_BULLET = 0x0,
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WEAPTYPE_GRENADE = 0x1,
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WEAPTYPE_PROJECTILE = 0x2,
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WEAPTYPE_RIOTSHIELD = 0x3,
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WEAPTYPE_NUM
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};
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enum weapClass_t
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{
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WEAPCLASS_RIFLE = 0x0,
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WEAPCLASS_SNIPER = 0x1,
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WEAPCLASS_MG = 0x2,
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WEAPCLASS_SMG = 0x3,
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WEAPCLASS_SPREAD = 0x4,
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WEAPCLASS_PISTOL = 0x5,
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WEAPCLASS_GRENADE = 0x6,
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WEAPCLASS_ROCKETLAUNCHER = 0x7,
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WEAPCLASS_TURRET = 0x8,
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WEAPCLASS_THROWINGKNIFE = 0x9,
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WEAPCLASS_NON_PLAYER = 0xA,
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WEAPCLASS_ITEM = 0xB,
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WEAPCLASS_NUM
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};
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enum PenetrateType
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{
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PENETRATE_TYPE_NONE = 0x0,
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PENETRATE_TYPE_SMALL = 0x1,
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PENETRATE_TYPE_MEDIUM = 0x2,
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PENETRATE_TYPE_LARGE = 0x3,
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PENETRATE_TYPE_COUNT
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};
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enum weapInventoryType_t
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{
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WEAPINVENTORY_PRIMARY = 0x0,
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WEAPINVENTORY_OFFHAND = 0x1,
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WEAPINVENTORY_ITEM = 0x2,
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WEAPINVENTORY_ALTMODE = 0x3,
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WEAPINVENTORY_EXCLUSIVE = 0x4,
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WEAPINVENTORY_SCAVENGER = 0x5,
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WEAPINVENTORYCOUNT
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};
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enum weapFireType_t
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{
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WEAPON_FIRETYPE_FULLAUTO = 0x0,
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WEAPON_FIRETYPE_SINGLESHOT = 0x1,
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WEAPON_FIRETYPE_BURSTFIRE2 = 0x2,
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WEAPON_FIRETYPE_BURSTFIRE3 = 0x3,
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WEAPON_FIRETYPE_BURSTFIRE4 = 0x4,
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||||
WEAPON_FIRETYPE_DOUBLEBARREL = 0x5,
|
||||
WEAPON_FIRETYPECOUNT = 0x6,
|
||||
WEAPON_FIRETYPE_BURSTFIRE_FIRST = 0x2,
|
||||
WEAPON_FIRETYPE_BURSTFIRE_LAST = 0x4,
|
||||
};
|
||||
|
||||
enum OffhandClass
|
||||
{
|
||||
OFFHAND_CLASS_NONE = 0x0,
|
||||
OFFHAND_CLASS_FRAG_GRENADE = 0x1,
|
||||
OFFHAND_CLASS_SMOKE_GRENADE = 0x2,
|
||||
OFFHAND_CLASS_FLASH_GRENADE = 0x3,
|
||||
OFFHAND_CLASS_THROWINGKNIFE = 0x4,
|
||||
OFFHAND_CLASS_OTHER = 0x5,
|
||||
|
||||
OFFHAND_CLASS_COUNT
|
||||
};
|
||||
|
||||
enum weapStance_t
|
||||
{
|
||||
WEAPSTANCE_STAND = 0x0,
|
||||
WEAPSTANCE_DUCK = 0x1,
|
||||
WEAPSTANCE_PRONE = 0x2,
|
||||
|
||||
WEAPSTANCE_NUM
|
||||
};
|
||||
|
||||
enum activeReticleType_t
|
||||
{
|
||||
VEH_ACTIVE_RETICLE_NONE = 0x0,
|
||||
VEH_ACTIVE_RETICLE_PIP_ON_A_STICK = 0x1,
|
||||
VEH_ACTIVE_RETICLE_BOUNCING_DIAMOND = 0x2,
|
||||
|
||||
VEH_ACTIVE_RETICLE_COUNT
|
||||
};
|
||||
|
||||
enum ammoCounterClipType_t
|
||||
{
|
||||
AMMO_COUNTER_CLIP_NONE = 0x0,
|
||||
AMMO_COUNTER_CLIP_MAGAZINE = 0x1,
|
||||
AMMO_COUNTER_CLIP_SHORTMAGAZINE = 0x2,
|
||||
AMMO_COUNTER_CLIP_SHOTGUN = 0x3,
|
||||
AMMO_COUNTER_CLIP_ROCKET = 0x4,
|
||||
AMMO_COUNTER_CLIP_BELTFED = 0x5,
|
||||
AMMO_COUNTER_CLIP_ALTWEAPON = 0x6,
|
||||
|
||||
AMMO_COUNTER_CLIP_COUNT
|
||||
};
|
||||
|
||||
enum weapOverlayReticle_t
|
||||
{
|
||||
WEAPOVERLAYRETICLE_NONE = 0x0,
|
||||
WEAPOVERLAYRETICLE_CROSSHAIR = 0x1,
|
||||
|
||||
WEAPOVERLAYRETICLE_NUM
|
||||
};
|
||||
|
||||
enum WeapOverlayInteface_t
|
||||
{
|
||||
WEAPOVERLAYINTERFACE_NONE = 0x0,
|
||||
WEAPOVERLAYINTERFACE_JAVELIN = 0x1,
|
||||
WEAPOVERLAYINTERFACE_TURRETSCOPE = 0x2,
|
||||
|
||||
WEAPOVERLAYINTERFACECOUNT
|
||||
};
|
||||
|
||||
enum weapProjExposion_t
|
||||
{
|
||||
WEAPPROJEXP_GRENADE = 0x0,
|
||||
WEAPPROJEXP_ROCKET = 0x1,
|
||||
WEAPPROJEXP_FLASHBANG = 0x2,
|
||||
WEAPPROJEXP_NONE = 0x3,
|
||||
WEAPPROJEXP_DUD = 0x4,
|
||||
WEAPPROJEXP_SMOKE = 0x5,
|
||||
WEAPPROJEXP_HEAVY = 0x6,
|
||||
|
||||
WEAPPROJEXP_NUM
|
||||
};
|
||||
|
||||
enum WeapStickinessType
|
||||
{
|
||||
WEAPSTICKINESS_NONE = 0x0,
|
||||
WEAPSTICKINESS_ALL = 0x1,
|
||||
WEAPSTICKINESS_ALL_ORIENT = 0x2,
|
||||
WEAPSTICKINESS_GROUND = 0x3,
|
||||
WEAPSTICKINESS_GROUND_WITH_YAW = 0x4,
|
||||
WEAPSTICKINESS_KNIFE = 0x5,
|
||||
|
||||
WEAPSTICKINESS_COUNT
|
||||
};
|
||||
|
||||
enum guidedMissileType_t
|
||||
{
|
||||
MISSILE_GUIDANCE_NONE = 0x0,
|
||||
MISSILE_GUIDANCE_SIDEWINDER = 0x1,
|
||||
MISSILE_GUIDANCE_HELLFIRE = 0x2,
|
||||
MISSILE_GUIDANCE_JAVELIN = 0x3,
|
||||
|
||||
MISSILE_GUIDANCE_COUNT
|
||||
};
|
||||
|
||||
union SndAliasCustom
|
||||
{
|
||||
const char* soundName;
|
||||
snd_alias_list_t* sound;
|
||||
};
|
||||
|
||||
struct WeaponDef
|
||||
{
|
||||
const char* szOverlayName;
|
||||
XModel** gunXModel;
|
||||
XModel* handXModel;
|
||||
const char** szXAnimsRightHanded;
|
||||
const char** szXAnimsLeftHanded;
|
||||
const char* szModeName;
|
||||
unsigned __int16* notetrackSoundMapKeys;
|
||||
unsigned __int16* notetrackSoundMapValues;
|
||||
unsigned __int16* notetrackRumbleMapKeys;
|
||||
unsigned __int16* notetrackRumbleMapValues;
|
||||
int playerAnimType;
|
||||
weapType_t weapType;
|
||||
weapClass_t weapClass;
|
||||
PenetrateType penetrateType;
|
||||
weapInventoryType_t inventoryType;
|
||||
weapFireType_t fireType;
|
||||
OffhandClass offhandClass;
|
||||
weapStance_t stance;
|
||||
FxEffectDef* viewFlashEffect;
|
||||
FxEffectDef* worldFlashEffect;
|
||||
SndAliasCustom pickupSound;
|
||||
SndAliasCustom pickupSoundPlayer;
|
||||
SndAliasCustom ammoPickupSound;
|
||||
SndAliasCustom ammoPickupSoundPlayer;
|
||||
SndAliasCustom projectileSound;
|
||||
SndAliasCustom pullbackSound;
|
||||
SndAliasCustom pullbackSoundPlayer;
|
||||
SndAliasCustom fireSound;
|
||||
SndAliasCustom fireSoundPlayer;
|
||||
SndAliasCustom fireSoundPlayerAkimbo;
|
||||
SndAliasCustom fireLoopSound;
|
||||
SndAliasCustom fireLoopSoundPlayer;
|
||||
SndAliasCustom fireStopSound;
|
||||
SndAliasCustom fireStopSoundPlayer;
|
||||
SndAliasCustom fireLastSound;
|
||||
SndAliasCustom fireLastSoundPlayer;
|
||||
SndAliasCustom emptyFireSound;
|
||||
SndAliasCustom emptyFireSoundPlayer;
|
||||
SndAliasCustom meleeSwipeSound;
|
||||
SndAliasCustom meleeSwipeSoundPlayer;
|
||||
SndAliasCustom meleeHitSound;
|
||||
SndAliasCustom meleeMissSound;
|
||||
SndAliasCustom rechamberSound;
|
||||
SndAliasCustom rechamberSoundPlayer;
|
||||
SndAliasCustom reloadSound;
|
||||
SndAliasCustom reloadSoundPlayer;
|
||||
SndAliasCustom reloadEmptySound;
|
||||
SndAliasCustom reloadEmptySoundPlayer;
|
||||
SndAliasCustom reloadStartSound;
|
||||
SndAliasCustom reloadStartSoundPlayer;
|
||||
SndAliasCustom reloadEndSound;
|
||||
SndAliasCustom reloadEndSoundPlayer;
|
||||
SndAliasCustom detonateSound;
|
||||
SndAliasCustom detonateSoundPlayer;
|
||||
SndAliasCustom nightVisionWearSound;
|
||||
SndAliasCustom nightVisionWearSoundPlayer;
|
||||
SndAliasCustom nightVisionRemoveSound;
|
||||
SndAliasCustom nightVisionRemoveSoundPlayer;
|
||||
SndAliasCustom altSwitchSound;
|
||||
SndAliasCustom altSwitchSoundPlayer;
|
||||
SndAliasCustom raiseSound;
|
||||
SndAliasCustom raiseSoundPlayer;
|
||||
SndAliasCustom firstRaiseSound;
|
||||
SndAliasCustom firstRaiseSoundPlayer;
|
||||
SndAliasCustom putawaySound;
|
||||
SndAliasCustom putawaySoundPlayer;
|
||||
SndAliasCustom scanSound;
|
||||
SndAliasCustom* bounceSound;
|
||||
FxEffectDef* viewShellEjectEffect;
|
||||
FxEffectDef* worldShellEjectEffect;
|
||||
FxEffectDef* viewLastShotEjectEffect;
|
||||
FxEffectDef* worldLastShotEjectEffect;
|
||||
Material* reticleCenter;
|
||||
Material* reticleSide;
|
||||
int iReticleCenterSize;
|
||||
int iReticleSideSize;
|
||||
int iReticleMinOfs;
|
||||
activeReticleType_t activeReticleType;
|
||||
float vStandMove[3];
|
||||
float vStandRot[3];
|
||||
float strafeMove[3];
|
||||
float strafeRot[3];
|
||||
float vDuckedOfs[3];
|
||||
float vDuckedMove[3];
|
||||
float vDuckedRot[3];
|
||||
float vProneOfs[3];
|
||||
float vProneMove[3];
|
||||
float vProneRot[3];
|
||||
float fPosMoveRate;
|
||||
float fPosProneMoveRate;
|
||||
float fStandMoveMinSpeed;
|
||||
float fDuckedMoveMinSpeed;
|
||||
float fProneMoveMinSpeed;
|
||||
float fPosRotRate;
|
||||
float fPosProneRotRate;
|
||||
float fStandRotMinSpeed;
|
||||
float fDuckedRotMinSpeed;
|
||||
float fProneRotMinSpeed;
|
||||
XModel** worldModel;
|
||||
XModel* worldClipModel;
|
||||
XModel* rocketModel;
|
||||
XModel* knifeModel;
|
||||
XModel* worldKnifeModel;
|
||||
Material* hudIcon;
|
||||
weaponIconRatioType_t hudIconRatio;
|
||||
Material* pickupIcon;
|
||||
weaponIconRatioType_t pickupIconRatio;
|
||||
Material* ammoCounterIcon;
|
||||
weaponIconRatioType_t ammoCounterIconRatio;
|
||||
ammoCounterClipType_t ammoCounterClip;
|
||||
int iStartAmmo;
|
||||
const char* szAmmoName;
|
||||
int iAmmoIndex;
|
||||
const char* szClipName;
|
||||
int iClipIndex;
|
||||
int iMaxAmmo;
|
||||
int shotCount;
|
||||
const char* szSharedAmmoCapName;
|
||||
int iSharedAmmoCapIndex;
|
||||
int iSharedAmmoCap;
|
||||
int damage;
|
||||
int playerDamage;
|
||||
int iMeleeDamage;
|
||||
int iDamageType;
|
||||
int iFireDelay;
|
||||
int iMeleeDelay;
|
||||
int meleeChargeDelay;
|
||||
int iDetonateDelay;
|
||||
int iRechamberTime;
|
||||
int rechamberTimeOneHanded;
|
||||
int iRechamberBoltTime;
|
||||
int iHoldFireTime;
|
||||
int iDetonateTime;
|
||||
int iMeleeTime;
|
||||
int meleeChargeTime;
|
||||
int iReloadTime;
|
||||
int reloadShowRocketTime;
|
||||
int iReloadEmptyTime;
|
||||
int iReloadAddTime;
|
||||
int iReloadStartTime;
|
||||
int iReloadStartAddTime;
|
||||
int iReloadEndTime;
|
||||
int iDropTime;
|
||||
int iRaiseTime;
|
||||
int iAltDropTime;
|
||||
int quickDropTime;
|
||||
int quickRaiseTime;
|
||||
int iBreachRaiseTime;
|
||||
int iEmptyRaiseTime;
|
||||
int iEmptyDropTime;
|
||||
int sprintInTime;
|
||||
int sprintLoopTime;
|
||||
int sprintOutTime;
|
||||
int stunnedTimeBegin;
|
||||
int stunnedTimeLoop;
|
||||
int stunnedTimeEnd;
|
||||
int nightVisionWearTime;
|
||||
int nightVisionWearTimeFadeOutEnd;
|
||||
int nightVisionWearTimePowerUp;
|
||||
int nightVisionRemoveTime;
|
||||
int nightVisionRemoveTimePowerDown;
|
||||
int nightVisionRemoveTimeFadeInStart;
|
||||
int fuseTime;
|
||||
int aiFuseTime;
|
||||
float autoAimRange;
|
||||
float aimAssistRange;
|
||||
float aimAssistRangeAds;
|
||||
float aimPadding;
|
||||
float enemyCrosshairRange;
|
||||
float moveSpeedScale;
|
||||
float adsMoveSpeedScale;
|
||||
float sprintDurationScale;
|
||||
float fAdsZoomInFrac;
|
||||
float fAdsZoomOutFrac;
|
||||
Material* overlayMaterial;
|
||||
Material* overlayMaterialLowRes;
|
||||
Material* overlayMaterialEMP;
|
||||
Material* overlayMaterialEMPLowRes;
|
||||
weapOverlayReticle_t overlayReticle;
|
||||
WeapOverlayInteface_t overlayInterface;
|
||||
float overlayWidth;
|
||||
float overlayHeight;
|
||||
float overlayWidthSplitscreen;
|
||||
float overlayHeightSplitscreen;
|
||||
float fAdsBobFactor;
|
||||
float fAdsViewBobMult;
|
||||
float fHipSpreadStandMin;
|
||||
float fHipSpreadDuckedMin;
|
||||
float fHipSpreadProneMin;
|
||||
float hipSpreadStandMax;
|
||||
float hipSpreadDuckedMax;
|
||||
float hipSpreadProneMax;
|
||||
float fHipSpreadDecayRate;
|
||||
float fHipSpreadFireAdd;
|
||||
float fHipSpreadTurnAdd;
|
||||
float fHipSpreadMoveAdd;
|
||||
float fHipSpreadDuckedDecay;
|
||||
float fHipSpreadProneDecay;
|
||||
float fHipReticleSidePos;
|
||||
float fAdsIdleAmount;
|
||||
float fHipIdleAmount;
|
||||
float adsIdleSpeed;
|
||||
float hipIdleSpeed;
|
||||
float fIdleCrouchFactor;
|
||||
float fIdleProneFactor;
|
||||
float fGunMaxPitch;
|
||||
float fGunMaxYaw;
|
||||
float swayMaxAngle;
|
||||
float swayLerpSpeed;
|
||||
float swayPitchScale;
|
||||
float swayYawScale;
|
||||
float swayHorizScale;
|
||||
float swayVertScale;
|
||||
float swayShellShockScale;
|
||||
float adsSwayMaxAngle;
|
||||
float adsSwayLerpSpeed;
|
||||
float adsSwayPitchScale;
|
||||
float adsSwayYawScale;
|
||||
float adsSwayHorizScale;
|
||||
float adsSwayVertScale;
|
||||
float adsViewErrorMin;
|
||||
float adsViewErrorMax;
|
||||
PhysCollmap* physCollmap;
|
||||
float dualWieldViewModelOffset;
|
||||
weaponIconRatioType_t killIconRatio;
|
||||
int iReloadAmmoAdd;
|
||||
int iReloadStartAdd;
|
||||
int ammoDropStockMin;
|
||||
int ammoDropClipPercentMin;
|
||||
int ammoDropClipPercentMax;
|
||||
int iExplosionRadius;
|
||||
int iExplosionRadiusMin;
|
||||
int iExplosionInnerDamage;
|
||||
int iExplosionOuterDamage;
|
||||
float damageConeAngle;
|
||||
float bulletExplDmgMult;
|
||||
float bulletExplRadiusMult;
|
||||
int iProjectileSpeed;
|
||||
int iProjectileSpeedUp;
|
||||
int iProjectileSpeedForward;
|
||||
int iProjectileActivateDist;
|
||||
float projLifetime;
|
||||
float timeToAccelerate;
|
||||
float projectileCurvature;
|
||||
XModel* projectileModel;
|
||||
weapProjExposion_t projExplosion;
|
||||
FxEffectDef* projExplosionEffect;
|
||||
FxEffectDef* projDudEffect;
|
||||
SndAliasCustom projExplosionSound;
|
||||
SndAliasCustom projDudSound;
|
||||
WeapStickinessType stickiness;
|
||||
float lowAmmoWarningThreshold;
|
||||
float ricochetChance;
|
||||
float* parallelBounce;
|
||||
float* perpendicularBounce;
|
||||
FxEffectDef* projTrailEffect;
|
||||
FxEffectDef* projBeaconEffect;
|
||||
float vProjectileColor[3];
|
||||
guidedMissileType_t guidedMissileType;
|
||||
float maxSteeringAccel;
|
||||
int projIgnitionDelay;
|
||||
FxEffectDef* projIgnitionEffect;
|
||||
SndAliasCustom projIgnitionSound;
|
||||
float fAdsAimPitch;
|
||||
float fAdsCrosshairInFrac;
|
||||
float fAdsCrosshairOutFrac;
|
||||
int adsGunKickReducedKickBullets;
|
||||
float adsGunKickReducedKickPercent;
|
||||
float fAdsGunKickPitchMin;
|
||||
float fAdsGunKickPitchMax;
|
||||
float fAdsGunKickYawMin;
|
||||
float fAdsGunKickYawMax;
|
||||
float fAdsGunKickAccel;
|
||||
float fAdsGunKickSpeedMax;
|
||||
float fAdsGunKickSpeedDecay;
|
||||
float fAdsGunKickStaticDecay;
|
||||
float fAdsViewKickPitchMin;
|
||||
float fAdsViewKickPitchMax;
|
||||
float fAdsViewKickYawMin;
|
||||
float fAdsViewKickYawMax;
|
||||
float fAdsViewScatterMin;
|
||||
float fAdsViewScatterMax;
|
||||
float fAdsSpread;
|
||||
int hipGunKickReducedKickBullets;
|
||||
float hipGunKickReducedKickPercent;
|
||||
float fHipGunKickPitchMin;
|
||||
float fHipGunKickPitchMax;
|
||||
float fHipGunKickYawMin;
|
||||
float fHipGunKickYawMax;
|
||||
float fHipGunKickAccel;
|
||||
float fHipGunKickSpeedMax;
|
||||
float fHipGunKickSpeedDecay;
|
||||
float fHipGunKickStaticDecay;
|
||||
float fHipViewKickPitchMin;
|
||||
float fHipViewKickPitchMax;
|
||||
float fHipViewKickYawMin;
|
||||
float fHipViewKickYawMax;
|
||||
float fHipViewScatterMin;
|
||||
float fHipViewScatterMax;
|
||||
float fightDist;
|
||||
float maxDist;
|
||||
// const char* accuracyGraphName[2];// TODO: Order is accuracyGraphName[0] -> originalAccuracyGraphKnots[0] -> accuracyGraphName[1] -> ...
|
||||
// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
|
||||
// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
|
||||
// vec2_t* originalAccuracyGraphKnots[2];
|
||||
const char* accuracyGraphName0;
|
||||
const char* accuracyGraphName1;
|
||||
vec2_t* originalAccuracyGraphKnots0;
|
||||
vec2_t* originalAccuracyGraphKnots1;
|
||||
unsigned __int16 originalAccuracyGraphKnotCount[2];
|
||||
int iPositionReloadTransTime;
|
||||
float leftArc;
|
||||
float rightArc;
|
||||
float topArc;
|
||||
float bottomArc;
|
||||
float accuracy;
|
||||
float aiSpread;
|
||||
float playerSpread;
|
||||
float minTurnSpeed[2];
|
||||
float maxTurnSpeed[2];
|
||||
float pitchConvergenceTime;
|
||||
float yawConvergenceTime;
|
||||
float suppressTime;
|
||||
float maxRange;
|
||||
float fAnimHorRotateInc;
|
||||
float fPlayerPositionDist;
|
||||
const char* szUseHintString;
|
||||
const char* dropHintString;
|
||||
int iUseHintStringIndex;
|
||||
int dropHintStringIndex;
|
||||
float horizViewJitter;
|
||||
float vertViewJitter;
|
||||
float scanSpeed;
|
||||
float scanAccel;
|
||||
int scanPauseTime;
|
||||
const char* szScript;
|
||||
float fOOPosAnimLength[2];
|
||||
int minDamage;
|
||||
int minPlayerDamage;
|
||||
float fMaxDamageRange;
|
||||
float fMinDamageRange;
|
||||
float destabilizationRateTime;
|
||||
float destabilizationCurvatureMax;
|
||||
int destabilizeDistance;
|
||||
float* locationDamageMultipliers;
|
||||
const char* fireRumble;
|
||||
const char* meleeImpactRumble;
|
||||
TracerDef* tracerType;
|
||||
float turretScopeZoomRate;
|
||||
float turretScopeZoomMin;
|
||||
float turretScopeZoomMax;
|
||||
float turretOverheatUpRate;
|
||||
float turretOverheatDownRate;
|
||||
float turretOverheatPenalty;
|
||||
SndAliasCustom turretOverheatSound;
|
||||
FxEffectDef* turretOverheatEffect;
|
||||
const char* turretBarrelSpinRumble;
|
||||
float turretBarrelSpinSpeed;
|
||||
float turretBarrelSpinUpTime;
|
||||
float turretBarrelSpinDownTime;
|
||||
SndAliasCustom turretBarrelSpinMaxSnd;
|
||||
SndAliasCustom turretBarrelSpinUpSnd[4];
|
||||
SndAliasCustom turretBarrelSpinDownSnd[4];
|
||||
SndAliasCustom missileConeSoundAlias;
|
||||
SndAliasCustom missileConeSoundAliasAtBase;
|
||||
float missileConeSoundRadiusAtTop;
|
||||
float missileConeSoundRadiusAtBase;
|
||||
float missileConeSoundHeight;
|
||||
float missileConeSoundOriginOffset;
|
||||
float missileConeSoundVolumescaleAtCore;
|
||||
float missileConeSoundVolumescaleAtEdge;
|
||||
float missileConeSoundVolumescaleCoreSize;
|
||||
float missileConeSoundPitchAtTop;
|
||||
float missileConeSoundPitchAtBottom;
|
||||
float missileConeSoundPitchTopSize;
|
||||
float missileConeSoundPitchBottomSize;
|
||||
float missileConeSoundCrossfadeTopSize;
|
||||
float missileConeSoundCrossfadeBottomSize;
|
||||
bool sharedAmmo;
|
||||
bool lockonSupported;
|
||||
bool requireLockonToFire;
|
||||
bool bigExplosion;
|
||||
bool noAdsWhenMagEmpty;
|
||||
bool avoidDropCleanup;
|
||||
bool inheritsPerks;
|
||||
bool crosshairColorChange;
|
||||
bool bRifleBullet;
|
||||
bool armorPiercing;
|
||||
bool bBoltAction;
|
||||
bool aimDownSight;
|
||||
bool bRechamberWhileAds;
|
||||
bool bBulletExplosiveDamage;
|
||||
bool bCookOffHold;
|
||||
bool bClipOnly;
|
||||
bool noAmmoPickup;
|
||||
bool adsFireOnly;
|
||||
bool cancelAutoHolsterWhenEmpty;
|
||||
bool disableSwitchToWhenEmpty;
|
||||
bool suppressAmmoReserveDisplay;
|
||||
bool laserSightDuringNightvision;
|
||||
bool markableViewmodel;
|
||||
bool noDualWield;
|
||||
bool flipKillIcon;
|
||||
bool bNoPartialReload;
|
||||
bool bSegmentedReload;
|
||||
bool blocksProne;
|
||||
bool silenced;
|
||||
bool isRollingGrenade;
|
||||
bool projExplosionEffectForceNormalUp;
|
||||
bool bProjImpactExplode;
|
||||
bool stickToPlayers;
|
||||
bool hasDetonator;
|
||||
bool disableFiring;
|
||||
bool timedDetonation;
|
||||
bool rotate;
|
||||
bool holdButtonToThrow;
|
||||
bool freezeMovementWhenFiring;
|
||||
bool thermalScope;
|
||||
bool altModeSameWeapon;
|
||||
bool turretBarrelSpinEnabled;
|
||||
bool missileConeSoundEnabled;
|
||||
bool missileConeSoundPitchshiftEnabled;
|
||||
bool missileConeSoundCrossfadeEnabled;
|
||||
bool offhandHoldIsCancelable;
|
||||
};
|
||||
|
||||
struct WeaponCompleteDef
|
||||
{
|
||||
const char* szInternalName;
|
||||
WeaponDef* weapDef;
|
||||
const char* szDisplayName;
|
||||
unsigned __int16* hideTags;
|
||||
const char** szXAnims;
|
||||
float fAdsZoomFov;
|
||||
int iAdsTransInTime;
|
||||
int iAdsTransOutTime;
|
||||
int iClipSize;
|
||||
ImpactType impactType;
|
||||
int iFireTime;
|
||||
weaponIconRatioType_t dpadIconRatio;
|
||||
float penetrateMultiplier;
|
||||
float fAdsViewKickCenterSpeed;
|
||||
float fHipViewKickCenterSpeed;
|
||||
const char* szAltWeaponName;
|
||||
unsigned int altWeaponIndex;
|
||||
int iAltRaiseTime;
|
||||
Material* killIcon;
|
||||
Material* dpadIcon;
|
||||
int fireAnimLength;
|
||||
int iFirstRaiseTime;
|
||||
int ammoDropStockMax;
|
||||
float adsDofStart;
|
||||
float adsDofEnd;
|
||||
unsigned __int16 accuracyGraphKnotCount[2];
|
||||
vec2_t* accuracyGraphKnots[2];
|
||||
bool motionTracker;
|
||||
bool enhanced;
|
||||
bool dpadIconShowsAmmo;
|
||||
};
|
||||
|
||||
enum VehicleAxleType
|
||||
{
|
||||
VEH_AXLE_FRONT = 0x0,
|
||||
VEH_AXLE_REAR = 0x1,
|
||||
VEH_AXLE_ALL = 0x2,
|
||||
VEH_AXLE_COUNT = 0x3,
|
||||
};
|
||||
|
||||
struct VehiclePhysDef
|
||||
{
|
||||
int physicsEnabled;
|
||||
const char* physPresetName;
|
||||
PhysPreset* physPreset;
|
||||
const char* accelGraphName;
|
||||
VehicleAxleType steeringAxle;
|
||||
VehicleAxleType powerAxle;
|
||||
VehicleAxleType brakingAxle;
|
||||
float topSpeed;
|
||||
float reverseSpeed;
|
||||
float maxVelocity;
|
||||
float maxPitch;
|
||||
float maxRoll;
|
||||
float suspensionTravelFront;
|
||||
float suspensionTravelRear;
|
||||
float suspensionStrengthFront;
|
||||
float suspensionDampingFront;
|
||||
float suspensionStrengthRear;
|
||||
float suspensionDampingRear;
|
||||
float frictionBraking;
|
||||
float frictionCoasting;
|
||||
float frictionTopSpeed;
|
||||
float frictionSide;
|
||||
float frictionSideRear;
|
||||
float velocityDependentSlip;
|
||||
float rollStability;
|
||||
float rollResistance;
|
||||
float pitchResistance;
|
||||
float yawResistance;
|
||||
float uprightStrengthPitch;
|
||||
float uprightStrengthRoll;
|
||||
float targetAirPitch;
|
||||
float airYawTorque;
|
||||
float airPitchTorque;
|
||||
float minimumMomentumForCollision;
|
||||
float collisionLaunchForceScale;
|
||||
float wreckedMassScale;
|
||||
float wreckedBodyFriction;
|
||||
float minimumJoltForNotify;
|
||||
float slipThresholdFront;
|
||||
float slipThresholdRear;
|
||||
float slipFricScaleFront;
|
||||
float slipFricScaleRear;
|
||||
float slipFricRateFront;
|
||||
float slipFricRateRear;
|
||||
float slipYawTorque;
|
||||
};
|
||||
|
||||
enum VehicleType
|
||||
{
|
||||
VEH_WHEELS_4 = 0x0,
|
||||
VEH_TANK = 0x1,
|
||||
VEH_PLANE = 0x2,
|
||||
VEH_BOAT = 0x3,
|
||||
VEH_ARTILLERY = 0x4,
|
||||
VEH_HELICOPTER = 0x5,
|
||||
VEH_SNOWMOBILE = 0x6,
|
||||
VEH_TYPE_COUNT = 0x7,
|
||||
};
|
||||
|
||||
|
||||
struct VehicleDef
|
||||
{
|
||||
const char* name;
|
||||
VehicleType type;
|
||||
const char* useHintString;
|
||||
int health;
|
||||
int quadBarrel;
|
||||
float texScrollScale;
|
||||
float topSpeed;
|
||||
float accel;
|
||||
float rotRate;
|
||||
float rotAccel;
|
||||
float maxBodyPitch;
|
||||
float maxBodyRoll;
|
||||
float fakeBodyAccelPitch;
|
||||
float fakeBodyAccelRoll;
|
||||
float fakeBodyVelPitch;
|
||||
float fakeBodyVelRoll;
|
||||
float fakeBodySideVelPitch;
|
||||
float fakeBodyPitchStrength;
|
||||
float fakeBodyRollStrength;
|
||||
float fakeBodyPitchDampening;
|
||||
float fakeBodyRollDampening;
|
||||
float fakeBodyBoatRockingAmplitude;
|
||||
float fakeBodyBoatRockingPeriod;
|
||||
float fakeBodyBoatRockingRotationPeriod;
|
||||
float fakeBodyBoatRockingFadeoutSpeed;
|
||||
float boatBouncingMinForce;
|
||||
float boatBouncingMaxForce;
|
||||
float boatBouncingRate;
|
||||
float boatBouncingFadeinSpeed;
|
||||
float boatBouncingFadeoutSteeringAngle;
|
||||
float collisionDamage;
|
||||
float collisionSpeed;
|
||||
float killcamOffset[3];
|
||||
int playerProtected;
|
||||
int bulletDamage;
|
||||
int armorPiercingDamage;
|
||||
int grenadeDamage;
|
||||
int projectileDamage;
|
||||
int projectileSplashDamage;
|
||||
int heavyExplosiveDamage;
|
||||
VehiclePhysDef vehPhysDef;
|
||||
float boostDuration;
|
||||
float boostRechargeTime;
|
||||
float boostAcceleration;
|
||||
float suspensionTravel;
|
||||
float maxSteeringAngle;
|
||||
float steeringLerp;
|
||||
float minSteeringScale;
|
||||
float minSteeringSpeed;
|
||||
int camLookEnabled;
|
||||
float camLerp;
|
||||
float camPitchInfluence;
|
||||
float camRollInfluence;
|
||||
float camFovIncrease;
|
||||
float camFovOffset;
|
||||
float camFovSpeed;
|
||||
const char* turretWeaponName;
|
||||
WeaponCompleteDef* turretWeapon;
|
||||
float turretHorizSpanLeft;
|
||||
float turretHorizSpanRight;
|
||||
float turretVertSpanUp;
|
||||
float turretVertSpanDown;
|
||||
float turretRotRate;
|
||||
SndAliasCustom turretSpinSnd;
|
||||
SndAliasCustom turretStopSnd;
|
||||
int trophyEnabled;
|
||||
float trophyRadius;
|
||||
float trophyInactiveRadius;
|
||||
int trophyAmmoCount;
|
||||
float trophyReloadTime;
|
||||
unsigned __int16 trophyTags[4];
|
||||
Material* compassFriendlyIcon;
|
||||
Material* compassEnemyIcon;
|
||||
int compassIconWidth;
|
||||
int compassIconHeight;
|
||||
SndAliasCustom idleLowSnd;
|
||||
SndAliasCustom idleHighSnd;
|
||||
SndAliasCustom engineLowSnd;
|
||||
SndAliasCustom engineHighSnd;
|
||||
float engineSndSpeed;
|
||||
SndAliasCustom engineStartUpSnd;
|
||||
int engineStartUpLength;
|
||||
SndAliasCustom engineShutdownSnd;
|
||||
SndAliasCustom engineIdleSnd;
|
||||
SndAliasCustom engineSustainSnd;
|
||||
SndAliasCustom engineRampUpSnd;
|
||||
int engineRampUpLength;
|
||||
SndAliasCustom engineRampDownSnd;
|
||||
int engineRampDownLength;
|
||||
SndAliasCustom suspensionSoftSnd;
|
||||
float suspensionSoftCompression;
|
||||
SndAliasCustom suspensionHardSnd;
|
||||
float suspensionHardCompression;
|
||||
SndAliasCustom collisionSnd;
|
||||
float collisionBlendSpeed;
|
||||
SndAliasCustom speedSnd;
|
||||
float speedSndBlendSpeed;
|
||||
const char* surfaceSndPrefix;
|
||||
SndAliasCustom surfaceSnds[31];
|
||||
float surfaceSndBlendSpeed;
|
||||
float slideVolume;
|
||||
float slideBlendSpeed;
|
||||
float inAirPitch;
|
||||
};
|
||||
|
||||
#ifndef __zonecodegenerator
|
||||
}
|
||||
#endif
|
||||
|
@ -36,8 +36,8 @@
|
||||
#include "Game/IW4/XAssets/stringtable/stringtable_load_db.h"
|
||||
#include "Game/IW4/XAssets/structureddatadefset/structureddatadefset_load_db.h"
|
||||
#include "Game/IW4/XAssets/tracerdef/tracerdef_load_db.h"
|
||||
//#include "Game/IW4/XAssets/vehicledef/vehicledef_load_db.h"
|
||||
//#include "Game/IW4/XAssets/weaponcompletedef/weaponcompletedef_load_db.h"
|
||||
#include "Game/IW4/XAssets/vehicledef/vehicledef_load_db.h"
|
||||
#include "Game/IW4/XAssets/weaponcompletedef/weaponcompletedef_load_db.h"
|
||||
#include "Game/IW4/XAssets/xanimparts/xanimparts_load_db.h"
|
||||
#include "Game/IW4/XAssets/xmodel/xmodel_load_db.h"
|
||||
|
||||
@ -129,7 +129,7 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
|
||||
LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
|
||||
LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
|
||||
LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
|
||||
// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon);
|
||||
LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon);
|
||||
SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
|
||||
LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
|
||||
LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
|
||||
@ -138,7 +138,7 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
|
||||
LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
|
||||
LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet);
|
||||
LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
|
||||
// LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef);
|
||||
LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef);
|
||||
LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
|
||||
|
||||
default:
|
||||
|
Loading…
x
Reference in New Issue
Block a user