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feat: dump iw5 weapon attachments as json

This commit is contained in:
Jan 2024-04-14 12:34:18 +02:00
parent a2d649ed66
commit 9248cc323c
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8 changed files with 1064 additions and 2 deletions

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@ -125,4 +125,16 @@ namespace IW5
WFT_NUM_FIELD_TYPES,
};
enum weaponAttachmentFieldType_t
{
WAFT_ATTACHMENT_TYPE = CSPFT_NUM_BASE_FIELD_TYPES,
WAFT_WEAPONTYPE,
WAFT_WEAPONCLASS,
WAFT_PENETRATE_TYPE,
WAFT_IMPACT_TYPE,
WAFT_FIRETYPE,
WAFT_NUM_FIELD_TYPES,
};
} // namespace IW5

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@ -3219,7 +3219,7 @@ namespace IW5
XModel** worldModels;
XModel** viewModels;
XModel** reticleViewModels;
AttAmmoGeneral* ammogeneral;
AttAmmoGeneral* ammoGeneral;
AttSight4* sight;
AttReload* reload;
AttAddOns* addOns;

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@ -0,0 +1,601 @@
#pragma once
#include "Game/IW5/IW5.h"
#include "Json/JsonCommon.h"
#include <memory>
#include <nlohmann/json.hpp>
#include <optional>
#include <string>
#include <vector>
namespace IW5
{
NLOHMANN_JSON_SERIALIZE_ENUM(PenetrateType,
{
{PENETRATE_TYPE_NONE, "none" },
{PENETRATE_TYPE_SMALL, "small" },
{PENETRATE_TYPE_MEDIUM, "medium"},
{PENETRATE_TYPE_LARGE, "large" },
});
NLOHMANN_JSON_SERIALIZE_ENUM(ImpactType,
{
{IMPACT_TYPE_NONE, "none" },
{IMPACT_TYPE_BULLET_SMALL, "bulletSmall" },
{IMPACT_TYPE_BULLET_LARGE, "bulletLarge" },
{IMPACT_TYPE_BULLET_AP, "bulletAp" },
{IMPACT_TYPE_BULLET_EXPLODE, "bulletExplode" },
{IMPACT_TYPE_SHOTGUN, "shotgun" },
{IMPACT_TYPE_SHOTGUN_EXPLODE, "shotgunExplode"},
{IMPACT_TYPE_GRENADE_BOUNCE, "grenadeBounce" },
{IMPACT_TYPE_GRENADE_EXPLODE, "grenadeExplode"},
{IMPACT_TYPE_ROCKET_EXPLODE, "rocketExplode" },
{IMPACT_TYPE_PROJECTILE_DUD, "projectileDud" },
});
NLOHMANN_JSON_SERIALIZE_ENUM(weapFireType_t,
{
{WEAPON_FIRETYPE_FULLAUTO, "fullauto" },
{WEAPON_FIRETYPE_SINGLESHOT, "singleshot" },
{WEAPON_FIRETYPE_BURSTFIRE2, "burstfire2" },
{WEAPON_FIRETYPE_BURSTFIRE3, "burstfire3" },
{WEAPON_FIRETYPE_BURSTFIRE4, "burstfire4" },
{WEAPON_FIRETYPE_DOUBLEBARREL, "doublebarrel"},
});
class JsonAttAmmoGeneral
{
public:
PenetrateType penetrateType;
float penetrateMultiplier;
ImpactType impactType;
weapFireType_t fireType;
std::optional<std::string> tracerType;
bool rifleBullet;
bool armorPiercing;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttAmmoGeneral, penetrateType, penetrateMultiplier, impactType, fireType, tracerType, rifleBullet, armorPiercing);
class JsonAttSight
{
public:
bool aimDownSight;
bool adsFire;
bool rechamberWhileAds;
bool noAdsWhenMagEmpty;
bool canHoldBreath;
bool canVariableZoom;
bool hideRailWithThisScope;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(
JsonAttSight, aimDownSight, adsFire, rechamberWhileAds, noAdsWhenMagEmpty, canHoldBreath, canVariableZoom, hideRailWithThisScope);
class JsonAttReload
{
public:
bool noPartialReload;
bool segmentedReload;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttReload, noPartialReload, segmentedReload);
class JsonAttAddOns
{
public:
bool motionTracker;
bool silenced;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttAddOns, motionTracker, silenced);
class JsonAttGeneral
{
public:
bool boltAction;
bool inheritsPerks;
float enemyCrosshairRange;
std::optional<std::string> reticleCenter;
std::optional<std::string> reticleSide;
int reticleCenterSize;
int reticleSideSize;
float moveSpeedScale;
float adsMoveSpeedScale;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttGeneral,
boltAction,
inheritsPerks,
enemyCrosshairRange,
reticleCenter,
reticleSide,
reticleCenterSize,
reticleSideSize,
moveSpeedScale,
adsMoveSpeedScale);
class JsonAttAimAssist
{
public:
float autoAimRange;
float aimAssistRange;
float aimAssistRangeAds;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttAimAssist, autoAimRange, aimAssistRange, aimAssistRangeAds);
class JsonAttAmmunition
{
public:
int maxAmmo;
int startAmmo;
int clipSize;
int shotCount;
int reloadAmmoAdd;
int reloadStartAdd;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttAmmunition, maxAmmo, startAmmo, clipSize, shotCount, reloadAmmoAdd, reloadStartAdd);
class JsonAttDamage
{
public:
int damage;
int minDamage;
int meleeDamage;
float maxDamageRange;
float minDamageRange;
int playerDamage;
int minPlayerDamage;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttDamage, damage, minDamage, meleeDamage, maxDamageRange, minDamageRange, playerDamage, minPlayerDamage);
class JsonAttLocationDamage
{
public:
float locNone;
float locHelmet;
float locHead;
float locNeck;
float locTorsoUpper;
float locTorsoLower;
float locRightArmUpper;
float locRightArmLower;
float locRightHand;
float locLeftArmUpper;
float locLeftArmLower;
float locLeftHand;
float locRightLegUpper;
float locRightLegLower;
float locRightFoot;
float locLeftLegUpper;
float locLeftLegLower;
float locLeftFoot;
float locGun;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttLocationDamage,
locNone,
locHelmet,
locHead,
locNeck,
locTorsoUpper,
locTorsoLower,
locRightArmUpper,
locRightArmLower,
locRightHand,
locLeftArmUpper,
locLeftArmLower,
locLeftHand,
locRightLegUpper,
locRightLegLower,
locRightFoot,
locLeftLegUpper,
locLeftLegLower,
locLeftFoot,
locGun);
class JsonAttIdleSettings
{
public:
float hipIdleAmount;
float hipIdleSpeed;
float idleCrouchFactor;
float idleProneFactor;
float adsIdleLerpStartTime;
float adsIdleLerpTime;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttIdleSettings, hipIdleAmount, hipIdleSpeed, idleCrouchFactor, idleProneFactor, adsIdleLerpStartTime, adsIdleLerpTime);
class JsonAttADSSettings
{
public:
float adsSpread;
float adsAimPitch;
float adsTransInTime;
float adsTransOutTime;
int adsReloadTransTime;
float adsCrosshairInFrac;
float adsCrosshairOutFrac;
float adsZoomFov;
float adsZoomInFrac;
float adsZoomOutFrac;
float adsBobFactor;
float adsViewBobMult;
float adsViewErrorMin;
float adsViewErrorMax;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttADSSettings,
adsSpread,
adsAimPitch,
adsTransInTime,
adsTransOutTime,
adsReloadTransTime,
adsCrosshairInFrac,
adsCrosshairOutFrac,
adsZoomFov,
adsZoomInFrac,
adsZoomOutFrac,
adsBobFactor,
adsViewBobMult,
adsViewErrorMin,
adsViewErrorMax);
class JsonAttHipSpread
{
public:
float hipSpreadStandMin;
float hipSpreadDuckedMin;
float hipSpreadProneMin;
float hipSpreadMax;
float hipSpreadDuckedMax;
float hipSpreadProneMax;
float hipSpreadFireAdd;
float hipSpreadTurnAdd;
float hipSpreadMoveAdd;
float hipSpreadDecayRate;
float hipSpreadDuckedDecay;
float hipSpreadProneDecay;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttHipSpread,
hipSpreadStandMin,
hipSpreadDuckedMin,
hipSpreadProneMin,
hipSpreadMax,
hipSpreadDuckedMax,
hipSpreadProneMax,
hipSpreadFireAdd,
hipSpreadTurnAdd,
hipSpreadMoveAdd,
hipSpreadDecayRate,
hipSpreadDuckedDecay,
hipSpreadProneDecay);
class JsonAttGunKick
{
public:
int hipGunKickReducedKickBullets;
float hipGunKickReducedKickPercent;
float hipGunKickPitchMin;
float hipGunKickPitchMax;
float hipGunKickYawMin;
float hipGunKickYawMax;
float hipGunKickAccel;
float hipGunKickSpeedMax;
float hipGunKickSpeedDecay;
float hipGunKickStaticDecay;
int adsGunKickReducedKickBullets;
float adsGunKickReducedKickPercent;
float adsGunKickPitchMin;
float adsGunKickPitchMax;
float adsGunKickYawMin;
float adsGunKickYawMax;
float adsGunKickAccel;
float adsGunKickSpeedMax;
float adsGunKickSpeedDecay;
float adsGunKickStaticDecay;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttGunKick,
hipGunKickReducedKickBullets,
hipGunKickReducedKickPercent,
hipGunKickPitchMin,
hipGunKickPitchMax,
hipGunKickYawMin,
hipGunKickYawMax,
hipGunKickAccel,
hipGunKickSpeedMax,
hipGunKickSpeedDecay,
hipGunKickStaticDecay,
adsGunKickReducedKickBullets,
adsGunKickReducedKickPercent,
adsGunKickPitchMin,
adsGunKickPitchMax,
adsGunKickYawMin,
adsGunKickYawMax,
adsGunKickAccel,
adsGunKickSpeedMax,
adsGunKickSpeedDecay,
adsGunKickStaticDecay);
class JsonAttViewKick
{
public:
float hipViewKickPitchMin;
float hipViewKickPitchMax;
float hipViewKickYawMin;
float hipViewKickYawMax;
float hipViewKickCenterSpeed;
float adsViewKickPitchMin;
float adsViewKickPitchMax;
float adsViewKickYawMin;
float adsViewKickYawMax;
float adsViewKickCenterSpeed;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttViewKick,
hipViewKickPitchMin,
hipViewKickPitchMax,
hipViewKickYawMin,
hipViewKickYawMax,
hipViewKickCenterSpeed,
adsViewKickPitchMin,
adsViewKickPitchMax,
adsViewKickYawMin,
adsViewKickYawMax,
adsViewKickCenterSpeed);
NLOHMANN_JSON_SERIALIZE_ENUM(weapOverlayReticle_t,
{
{WEAPOVERLAYRETICLE_NONE, "none" },
{WEAPOVERLAYRETICLE_CROSSHAIR, "crosshair"},
});
class JsonAttADSOverlay
{
public:
std::optional<std::string> shader;
std::optional<std::string> shaderLowRes;
std::optional<std::string> shaderEMP;
std::optional<std::string> shaderEMPLowRes;
weapOverlayReticle_t reticle;
float width;
float height;
float widthSplitscreen;
float heightSplitscreen;
bool thermalScope;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(
JsonAttADSOverlay, shader, shaderLowRes, shaderEMP, shaderEMPLowRes, reticle, width, height, widthSplitscreen, heightSplitscreen, thermalScope);
NLOHMANN_JSON_SERIALIZE_ENUM(weaponIconRatioType_t,
{
{WEAPON_ICON_RATIO_1TO1, "1:1"},
{WEAPON_ICON_RATIO_2TO1, "2:1"},
{WEAPON_ICON_RATIO_4TO1, "4:1"},
});
NLOHMANN_JSON_SERIALIZE_ENUM(ammoCounterClipType_t,
{
{AMMO_COUNTER_CLIP_NONE, "none" },
{AMMO_COUNTER_CLIP_MAGAZINE, "magazine" },
{AMMO_COUNTER_CLIP_SHORTMAGAZINE, "shortmagazine"},
{AMMO_COUNTER_CLIP_SHOTGUN, "shotgun" },
{AMMO_COUNTER_CLIP_ROCKET, "rocket" },
{AMMO_COUNTER_CLIP_BELTFED, "beltfed" },
{AMMO_COUNTER_CLIP_ALTWEAPON, "altweapon" },
});
class JsonAttUI
{
public:
std::optional<std::string> dpadIcon;
std::optional<std::string> ammoCounterIcon;
weaponIconRatioType_t dpadIconRatio;
weaponIconRatioType_t ammoCounterIconRatio;
ammoCounterClipType_t ammoCounterClip;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttUI, dpadIcon, ammoCounterIcon, dpadIconRatio, ammoCounterIconRatio, ammoCounterClip);
class JsonAttRumbles
{
public:
std::optional<std::string> fireRumble;
std::optional<std::string> meleeImpactRumble;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttRumbles, fireRumble, meleeImpactRumble);
NLOHMANN_JSON_SERIALIZE_ENUM(weapProjExposion_t,
{
{WEAPPROJEXP_GRENADE, "grenade" },
{WEAPPROJEXP_ROCKET, "rocket" },
{WEAPPROJEXP_FLASHBANG, "flashbang"},
{WEAPPROJEXP_NONE, "none" },
{WEAPPROJEXP_DUD, "dud" },
{WEAPPROJEXP_SMOKE, "smoke" },
{WEAPPROJEXP_HEAVY, "heavy" },
});
class JsonAttProjectile
{
public:
int explosionRadius;
int explosionInnerDamage;
int explosionOuterDamage;
float damageConeAngle;
int projectileSpeed;
int projectileSpeedUp;
int projectileActivateDist;
float projectileLifetime;
std::optional<std::string> projectileModel;
weapProjExposion_t projExplosionType;
std::optional<std::string> projExplosionEffect;
bool projExplosionEffectForceNormalUp;
std::optional<std::string> projExplosionSound;
std::optional<std::string> projDudEffect;
std::optional<std::string> projDudSound;
bool projImpactExplode;
float destabilizationRateTime;
float destabilizationCurvatureMax;
int destabilizeDistance;
std::optional<std::string> projTrailEffect;
int projIgnitionDelay;
std::optional<std::string> projIgnitionEffect;
std::optional<std::string> projIgnitionSound;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonAttProjectile,
explosionRadius,
explosionInnerDamage,
explosionOuterDamage,
damageConeAngle,
projectileSpeed,
projectileSpeedUp,
projectileActivateDist,
projectileLifetime,
projectileModel,
projExplosionType,
projExplosionEffect,
projExplosionEffectForceNormalUp,
projExplosionSound,
projDudEffect,
projDudSound,
projImpactExplode,
destabilizationRateTime,
destabilizationCurvatureMax,
destabilizeDistance,
projTrailEffect,
projIgnitionDelay,
projIgnitionEffect,
projIgnitionSound);
NLOHMANN_JSON_SERIALIZE_ENUM(AttachmentType,
{
{ATTACHMENT_SCOPE, "scope" },
{ATTACHMENT_UNDERBARREL, "underbarrel"},
{ATTACHMENT_OTHER, "other" },
});
NLOHMANN_JSON_SERIALIZE_ENUM(weapType_t,
{
{WEAPTYPE_NONE, "none" },
{WEAPTYPE_BULLET, "bullet" },
{WEAPTYPE_GRENADE, "grenade" },
{WEAPTYPE_PROJECTILE, "projectile"},
{WEAPTYPE_RIOTSHIELD, "riotshield"},
});
NLOHMANN_JSON_SERIALIZE_ENUM(weapClass_t,
{
{WEAPCLASS_RIFLE, "rifle" },
{WEAPCLASS_SNIPER, "sniper" },
{WEAPCLASS_MG, "mg" },
{WEAPCLASS_SMG, "smg" },
{WEAPCLASS_SPREAD, "spread" },
{WEAPCLASS_PISTOL, "pistol" },
{WEAPCLASS_GRENADE, "grenade" },
{WEAPCLASS_ROCKETLAUNCHER, "rocketlauncher"},
{WEAPCLASS_TURRET, "turret" },
{WEAPCLASS_THROWINGKNIFE, "throwingknife" },
{WEAPCLASS_NON_PLAYER, "nonPlayer" },
{WEAPCLASS_ITEM, "item" },
});
class JsonWeaponAttachment
{
public:
std::string displayName;
AttachmentType type;
weapType_t weaponType;
weapClass_t weapClass;
std::vector<std::string> worldModels;
std::vector<std::string> viewModels;
std::vector<std::string> reticleViewModels;
std::optional<JsonAttAmmoGeneral> ammoGeneral;
std::optional<JsonAttSight> sight;
std::optional<JsonAttReload> reload;
std::optional<JsonAttAddOns> addOns;
std::optional<JsonAttGeneral> general;
std::optional<JsonAttAimAssist> aimAssist;
std::optional<JsonAttAmmunition> ammunition;
std::optional<JsonAttDamage> damage;
std::optional<JsonAttLocationDamage> locationDamage;
std::optional<JsonAttIdleSettings> idleSettings;
std::optional<JsonAttADSSettings> adsSettings;
std::optional<JsonAttADSSettings> adsSettingsMain;
std::optional<JsonAttHipSpread> hipSpread;
std::optional<JsonAttGunKick> gunKick;
std::optional<JsonAttViewKick> viewKick;
std::optional<JsonAttADSOverlay> adsOverlay;
std::optional<JsonAttUI> ui;
std::optional<JsonAttRumbles> rumbles;
std::optional<JsonAttProjectile> projectile;
float ammunitionScale;
float damageScale;
float damageScaleMin;
float stateTimersScale;
float fireTimersScale;
float idleSettingsScale;
float adsSettingsScale;
float adsSettingsScaleMain;
float hipSpreadScale;
float gunKickScale;
float viewKickScale;
float viewCenterScale;
int loadIndex;
bool hideIronSightsWithThisAttachment;
bool shareAmmoWithAlt;
};
NLOHMANN_DEFINE_TYPE_EXTENSION(JsonWeaponAttachment,
displayName,
type,
weaponType,
weapClass,
worldModels,
viewModels,
reticleViewModels,
ammoGeneral,
sight,
reload,
addOns,
general,
aimAssist,
ammunition,
damage,
locationDamage,
idleSettings,
adsSettings,
adsSettingsMain,
hipSpread,
gunKick,
viewKick,
adsOverlay,
ui,
rumbles,
projectile,
ammunitionScale,
damageScale,
damageScaleMin,
stateTimersScale,
fireTimersScale,
idleSettingsScale,
adsSettingsScale,
adsSettingsScaleMain,
hipSpreadScale,
gunKickScale,
viewKickScale,
viewCenterScale,
loadIndex,
hideIronSightsWithThisAttachment,
shareAmmoWithAlt);
} // namespace IW5

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@ -0,0 +1,22 @@
#include "AssetDumperWeaponAttachment.h"
#include "Game/IW5/Weapon/JsonWeaponAttachmentWriter.h"
#include <format>
using namespace IW5;
bool AssetDumperWeaponAttachment::ShouldDump(XAssetInfo<WeaponAttachment>* asset)
{
return true;
}
void AssetDumperWeaponAttachment::DumpAsset(AssetDumpingContext& context, XAssetInfo<WeaponAttachment>* asset)
{
const auto assetFile = context.OpenAssetFile(std::format("attachment/{}.json", asset->m_name));
if (!assetFile)
return;
DumpWeaponAttachmentAsJson(*assetFile, asset->Asset(), context);
}

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@ -0,0 +1,14 @@
#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/IW5/IW5.h"
namespace IW5
{
class AssetDumperWeaponAttachment final : public AbstractAssetDumper<WeaponAttachment>
{
protected:
bool ShouldDump(XAssetInfo<WeaponAttachment>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<WeaponAttachment>* asset) override;
};
} // namespace IW5

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@ -0,0 +1,401 @@
#include "JsonWeaponAttachmentWriter.h"
#include "Game/IW5/CommonIW5.h"
#include "Game/IW5/Weapon/JsonWeaponAttachment.h"
#include <iomanip>
#include <nlohmann/json.hpp>
using namespace nlohmann;
using namespace IW5;
namespace
{
class JsonDumper
{
public:
JsonDumper(AssetDumpingContext& context, std::ostream& stream)
: m_stream(stream)
{
}
void Dump(const WeaponAttachment* attachment) const
{
JsonWeaponAttachment jsonWeaponAttachment;
CreateJsonAttachment(jsonWeaponAttachment, *attachment);
json jRoot = jsonWeaponAttachment;
jRoot["_type"] = "attachment";
jRoot["_version"] = 1;
m_stream << std::setw(4) << jRoot << "\n";
}
private:
static const char* AssetName(const char* input)
{
if (input && input[0] == ',')
return &input[1];
return input;
}
static void CreateJsonAttachment(JsonWeaponAttachment& jAttachment, const WeaponAttachment& attachment)
{
#define CONVERT_XMODEL_ARRAY(propertyName, count) \
if (attachment.propertyName) \
{ \
for (auto i = 0u; i < (count); i++) \
{ \
const auto* model = attachment.propertyName[i]; \
if (model && model->name) \
jAttachment.propertyName.emplace_back(AssetName(model->name)); \
} \
}
#define CONVERT_ATTRIBUTE(attributeJsonClass, attributeName) \
if (attachment.attributeName) \
{ \
attributeJsonClass attribute; \
Convert##attributeJsonClass(attribute, *attachment.attributeName); \
jAttachment.attributeName = std::move(attribute); \
}
if (attachment.szDisplayName)
jAttachment.displayName = attachment.szDisplayName;
jAttachment.type = attachment.type;
jAttachment.weaponType = attachment.weaponType;
jAttachment.weapClass = attachment.weapClass;
CONVERT_XMODEL_ARRAY(worldModels, 16u)
CONVERT_XMODEL_ARRAY(viewModels, 16u)
CONVERT_XMODEL_ARRAY(reticleViewModels, 8u)
CONVERT_ATTRIBUTE(JsonAttAmmoGeneral, ammoGeneral)
CONVERT_ATTRIBUTE(JsonAttSight, sight)
CONVERT_ATTRIBUTE(JsonAttReload, reload)
CONVERT_ATTRIBUTE(JsonAttAddOns, addOns)
CONVERT_ATTRIBUTE(JsonAttGeneral, general)
CONVERT_ATTRIBUTE(JsonAttAimAssist, aimAssist)
CONVERT_ATTRIBUTE(JsonAttAmmunition, ammunition)
CONVERT_ATTRIBUTE(JsonAttDamage, damage)
CONVERT_ATTRIBUTE(JsonAttLocationDamage, locationDamage)
CONVERT_ATTRIBUTE(JsonAttIdleSettings, idleSettings)
CONVERT_ATTRIBUTE(JsonAttADSSettings, adsSettings)
CONVERT_ATTRIBUTE(JsonAttADSSettings, adsSettingsMain)
CONVERT_ATTRIBUTE(JsonAttHipSpread, hipSpread)
CONVERT_ATTRIBUTE(JsonAttGunKick, gunKick)
CONVERT_ATTRIBUTE(JsonAttViewKick, viewKick)
CONVERT_ATTRIBUTE(JsonAttADSOverlay, adsOverlay)
CONVERT_ATTRIBUTE(JsonAttUI, ui)
CONVERT_ATTRIBUTE(JsonAttRumbles, rumbles)
CONVERT_ATTRIBUTE(JsonAttProjectile, projectile)
jAttachment.ammunitionScale = attachment.ammunitionScale;
jAttachment.damageScale = attachment.damageScale;
jAttachment.damageScaleMin = attachment.damageScaleMin;
jAttachment.stateTimersScale = attachment.stateTimersScale;
jAttachment.fireTimersScale = attachment.fireTimersScale;
jAttachment.idleSettingsScale = attachment.idleSettingsScale;
jAttachment.adsSettingsScale = attachment.adsSettingsScale;
jAttachment.adsSettingsScaleMain = attachment.adsSettingsScaleMain;
jAttachment.hipSpreadScale = attachment.hipSpreadScale;
jAttachment.gunKickScale = attachment.gunKickScale;
jAttachment.viewKickScale = attachment.viewKickScale;
jAttachment.viewCenterScale = attachment.viewCenterScale;
jAttachment.loadIndex = attachment.loadIndex;
jAttachment.hideIronSightsWithThisAttachment = attachment.hideIronSightsWithThisAttachment;
jAttachment.shareAmmoWithAlt = attachment.shareAmmoWithAlt;
}
static void ConvertJsonAttAmmoGeneral(JsonAttAmmoGeneral& jAmmoGeneral, const AttAmmoGeneral& ammoGeneral)
{
jAmmoGeneral.penetrateType = ammoGeneral.penetrateType;
jAmmoGeneral.penetrateMultiplier = ammoGeneral.penetrateMultiplier;
jAmmoGeneral.impactType = ammoGeneral.impactType;
jAmmoGeneral.fireType = ammoGeneral.fireType;
if (ammoGeneral.tracerType && ammoGeneral.tracerType->name)
jAmmoGeneral.tracerType = AssetName(ammoGeneral.tracerType->name);
jAmmoGeneral.rifleBullet = ammoGeneral.rifleBullet;
jAmmoGeneral.armorPiercing = ammoGeneral.armorPiercing;
}
static void ConvertJsonAttSight(JsonAttSight& jSight, const AttSight& sight)
{
jSight.aimDownSight = sight.aimDownSight;
jSight.adsFire = sight.adsFire;
jSight.rechamberWhileAds = sight.rechamberWhileAds;
jSight.noAdsWhenMagEmpty = sight.noAdsWhenMagEmpty;
jSight.canHoldBreath = sight.canHoldBreath;
jSight.canVariableZoom = sight.canVariableZoom;
jSight.hideRailWithThisScope = sight.hideRailWithThisScope;
}
static void ConvertJsonAttReload(JsonAttReload& jAttReload, const AttReload& reload)
{
jAttReload.noPartialReload = reload.noPartialReload;
jAttReload.segmentedReload = reload.segmentedReload;
}
static void ConvertJsonAttAddOns(JsonAttAddOns& jAddOns, const AttAddOns& addOns)
{
jAddOns.motionTracker = addOns.motionTracker;
jAddOns.silenced = addOns.silenced;
}
static void ConvertJsonAttGeneral(JsonAttGeneral& jGeneral, const AttGeneral& general)
{
jGeneral.boltAction = general.boltAction;
jGeneral.inheritsPerks = general.inheritsPerks;
jGeneral.enemyCrosshairRange = general.enemyCrosshairRange;
if (general.reticleCenter && general.reticleCenter->info.name)
jGeneral.reticleCenter = AssetName(general.reticleCenter->info.name);
if (general.reticleSide && general.reticleSide->info.name)
jGeneral.reticleSide = AssetName(general.reticleSide->info.name);
jGeneral.reticleCenterSize = general.reticleCenterSize;
jGeneral.reticleSideSize = general.reticleSideSize;
jGeneral.moveSpeedScale = general.moveSpeedScale;
jGeneral.adsMoveSpeedScale = general.adsMoveSpeedScale;
}
static void ConvertJsonAttAimAssist(JsonAttAimAssist& jAimAssist, const AttAimAssist& aimAssist)
{
jAimAssist.autoAimRange = aimAssist.autoAimRange;
jAimAssist.aimAssistRange = aimAssist.aimAssistRange;
jAimAssist.aimAssistRangeAds = aimAssist.aimAssistRangeAds;
}
static void ConvertJsonAttAmmunition(JsonAttAmmunition& jAmmunition, const AttAmmunition& ammunition)
{
jAmmunition.maxAmmo = ammunition.maxAmmo;
jAmmunition.startAmmo = ammunition.startAmmo;
jAmmunition.clipSize = ammunition.clipSize;
jAmmunition.shotCount = ammunition.shotCount;
jAmmunition.reloadAmmoAdd = ammunition.reloadAmmoAdd;
jAmmunition.reloadStartAdd = ammunition.reloadStartAdd;
}
static void ConvertJsonAttDamage(JsonAttDamage& jDamage, const AttDamage& damage)
{
jDamage.damage = damage.damage;
jDamage.minDamage = damage.minDamage;
jDamage.meleeDamage = damage.meleeDamage;
jDamage.maxDamageRange = damage.maxDamageRange;
jDamage.minDamageRange = damage.minDamageRange;
jDamage.playerDamage = damage.playerDamage;
jDamage.minPlayerDamage = damage.minPlayerDamage;
}
static void ConvertJsonAttLocationDamage(JsonAttLocationDamage& jLocationDamage, const AttLocationDamage& locationDamage)
{
jLocationDamage.locNone = locationDamage.locNone;
jLocationDamage.locHelmet = locationDamage.locHelmet;
jLocationDamage.locHead = locationDamage.locHead;
jLocationDamage.locNeck = locationDamage.locNeck;
jLocationDamage.locTorsoUpper = locationDamage.locTorsoUpper;
jLocationDamage.locTorsoLower = locationDamage.locTorsoLower;
jLocationDamage.locRightArmUpper = locationDamage.locRightArmUpper;
jLocationDamage.locRightArmLower = locationDamage.locRightArmLower;
jLocationDamage.locRightHand = locationDamage.locRightHand;
jLocationDamage.locLeftArmUpper = locationDamage.locLeftArmUpper;
jLocationDamage.locLeftArmLower = locationDamage.locLeftArmLower;
jLocationDamage.locLeftHand = locationDamage.locLeftHand;
jLocationDamage.locRightLegUpper = locationDamage.locRightLegUpper;
jLocationDamage.locRightLegLower = locationDamage.locRightLegLower;
jLocationDamage.locRightFoot = locationDamage.locRightFoot;
jLocationDamage.locLeftLegUpper = locationDamage.locLeftLegUpper;
jLocationDamage.locLeftLegLower = locationDamage.locLeftLegLower;
jLocationDamage.locLeftFoot = locationDamage.locLeftFoot;
jLocationDamage.locGun = locationDamage.locGun;
}
static void ConvertJsonAttIdleSettings(JsonAttIdleSettings& jIdleSettings, const AttIdleSettings& idleSettings)
{
jIdleSettings.hipIdleAmount = idleSettings.hipIdleAmount;
jIdleSettings.hipIdleSpeed = idleSettings.hipIdleSpeed;
jIdleSettings.idleCrouchFactor = idleSettings.idleCrouchFactor;
jIdleSettings.idleProneFactor = idleSettings.idleProneFactor;
jIdleSettings.adsIdleLerpStartTime = idleSettings.adsIdleLerpStartTime;
jIdleSettings.adsIdleLerpTime = idleSettings.adsIdleLerpTime;
}
static void ConvertJsonAttADSSettings(JsonAttADSSettings& jAdsSettings, const AttADSSettings& adsSettings)
{
jAdsSettings.adsSpread = adsSettings.adsSpread;
jAdsSettings.adsAimPitch = adsSettings.adsAimPitch;
jAdsSettings.adsTransInTime = adsSettings.adsTransInTime;
jAdsSettings.adsTransOutTime = adsSettings.adsTransOutTime;
jAdsSettings.adsReloadTransTime = adsSettings.adsReloadTransTime;
jAdsSettings.adsCrosshairInFrac = adsSettings.adsCrosshairInFrac;
jAdsSettings.adsCrosshairOutFrac = adsSettings.adsCrosshairOutFrac;
jAdsSettings.adsZoomFov = adsSettings.adsZoomFov;
jAdsSettings.adsZoomInFrac = adsSettings.adsZoomInFrac;
jAdsSettings.adsZoomOutFrac = adsSettings.adsZoomOutFrac;
jAdsSettings.adsBobFactor = adsSettings.adsBobFactor;
jAdsSettings.adsViewBobMult = adsSettings.adsViewBobMult;
jAdsSettings.adsViewErrorMin = adsSettings.adsViewErrorMin;
jAdsSettings.adsViewErrorMax = adsSettings.adsViewErrorMax;
}
static void ConvertJsonAttHipSpread(JsonAttHipSpread& jHipSpread, const AttHipSpread& hipSpread)
{
jHipSpread.hipSpreadStandMin = hipSpread.hipSpreadStandMin;
jHipSpread.hipSpreadDuckedMin = hipSpread.hipSpreadDuckedMin;
jHipSpread.hipSpreadProneMin = hipSpread.hipSpreadProneMin;
jHipSpread.hipSpreadMax = hipSpread.hipSpreadMax;
jHipSpread.hipSpreadDuckedMax = hipSpread.hipSpreadDuckedMax;
jHipSpread.hipSpreadProneMax = hipSpread.hipSpreadProneMax;
jHipSpread.hipSpreadFireAdd = hipSpread.hipSpreadFireAdd;
jHipSpread.hipSpreadTurnAdd = hipSpread.hipSpreadTurnAdd;
jHipSpread.hipSpreadMoveAdd = hipSpread.hipSpreadMoveAdd;
jHipSpread.hipSpreadDecayRate = hipSpread.hipSpreadDecayRate;
jHipSpread.hipSpreadDuckedDecay = hipSpread.hipSpreadDuckedDecay;
jHipSpread.hipSpreadProneDecay = hipSpread.hipSpreadProneDecay;
}
static void ConvertJsonAttGunKick(JsonAttGunKick& jGunKick, const AttGunKick& gunKick)
{
jGunKick.hipGunKickReducedKickBullets = gunKick.hipGunKickReducedKickBullets;
jGunKick.hipGunKickReducedKickPercent = gunKick.hipGunKickReducedKickPercent;
jGunKick.hipGunKickPitchMin = gunKick.hipGunKickPitchMin;
jGunKick.hipGunKickPitchMax = gunKick.hipGunKickPitchMax;
jGunKick.hipGunKickYawMin = gunKick.hipGunKickYawMin;
jGunKick.hipGunKickYawMax = gunKick.hipGunKickYawMax;
jGunKick.hipGunKickAccel = gunKick.hipGunKickAccel;
jGunKick.hipGunKickSpeedMax = gunKick.hipGunKickSpeedMax;
jGunKick.hipGunKickSpeedDecay = gunKick.hipGunKickSpeedDecay;
jGunKick.hipGunKickStaticDecay = gunKick.hipGunKickStaticDecay;
jGunKick.adsGunKickReducedKickBullets = gunKick.adsGunKickReducedKickBullets;
jGunKick.adsGunKickReducedKickPercent = gunKick.adsGunKickReducedKickPercent;
jGunKick.adsGunKickPitchMin = gunKick.adsGunKickPitchMin;
jGunKick.adsGunKickPitchMax = gunKick.adsGunKickPitchMax;
jGunKick.adsGunKickYawMin = gunKick.adsGunKickYawMin;
jGunKick.adsGunKickYawMax = gunKick.adsGunKickYawMax;
jGunKick.adsGunKickAccel = gunKick.adsGunKickAccel;
jGunKick.adsGunKickSpeedMax = gunKick.adsGunKickSpeedMax;
jGunKick.adsGunKickSpeedDecay = gunKick.adsGunKickSpeedDecay;
jGunKick.adsGunKickStaticDecay = gunKick.adsGunKickStaticDecay;
}
static void ConvertJsonAttViewKick(JsonAttViewKick& jViewKick, const AttViewKick& viewKick)
{
jViewKick.hipViewKickPitchMin = viewKick.hipViewKickPitchMin;
jViewKick.hipViewKickPitchMax = viewKick.hipViewKickPitchMax;
jViewKick.hipViewKickYawMin = viewKick.hipViewKickYawMin;
jViewKick.hipViewKickYawMax = viewKick.hipViewKickYawMax;
jViewKick.hipViewKickCenterSpeed = viewKick.hipViewKickCenterSpeed;
jViewKick.adsViewKickPitchMin = viewKick.adsViewKickPitchMin;
jViewKick.adsViewKickPitchMax = viewKick.adsViewKickPitchMax;
jViewKick.adsViewKickYawMin = viewKick.adsViewKickYawMin;
jViewKick.adsViewKickYawMax = viewKick.adsViewKickYawMax;
jViewKick.adsViewKickCenterSpeed = viewKick.adsViewKickCenterSpeed;
}
static void ConvertJsonAttADSOverlay(JsonAttADSOverlay& jAdsOverlay, const AttADSOverlay& adsOverlay)
{
if (adsOverlay.overlay.shader && adsOverlay.overlay.shader->info.name)
jAdsOverlay.shader = AssetName(adsOverlay.overlay.shader->info.name);
if (adsOverlay.overlay.shaderLowRes && adsOverlay.overlay.shaderLowRes->info.name)
jAdsOverlay.shaderLowRes = AssetName(adsOverlay.overlay.shaderLowRes->info.name);
if (adsOverlay.overlay.shaderEMP && adsOverlay.overlay.shaderEMP->info.name)
jAdsOverlay.shaderEMP = AssetName(adsOverlay.overlay.shaderEMP->info.name);
if (adsOverlay.overlay.shaderEMPLowRes && adsOverlay.overlay.shaderEMPLowRes->info.name)
jAdsOverlay.shaderEMPLowRes = AssetName(adsOverlay.overlay.shaderEMPLowRes->info.name);
jAdsOverlay.reticle = adsOverlay.overlay.reticle;
jAdsOverlay.width = adsOverlay.overlay.width;
jAdsOverlay.height = adsOverlay.overlay.height;
jAdsOverlay.widthSplitscreen = adsOverlay.overlay.widthSplitscreen;
jAdsOverlay.heightSplitscreen = adsOverlay.overlay.heightSplitscreen;
jAdsOverlay.thermalScope = adsOverlay.thermalScope;
}
static void ConvertJsonAttUI(JsonAttUI& jUi, const AttUI& ui)
{
if (ui.dpadIcon && ui.dpadIcon->info.name)
jUi.dpadIcon = AssetName(ui.dpadIcon->info.name);
if (ui.ammoCounterIcon && ui.ammoCounterIcon->info.name)
jUi.ammoCounterIcon = AssetName(ui.ammoCounterIcon->info.name);
jUi.dpadIconRatio = ui.dpadIconRatio;
jUi.ammoCounterIconRatio = ui.ammoCounterIconRatio;
jUi.ammoCounterClip = ui.ammoCounterClip;
}
static void ConvertJsonAttRumbles(JsonAttRumbles& jRumbles, const AttRumbles& rumbles)
{
if (rumbles.fireRumble)
jRumbles.fireRumble = rumbles.fireRumble;
if (rumbles.meleeImpactRumble)
jRumbles.meleeImpactRumble = rumbles.meleeImpactRumble;
}
static void ConvertJsonAttProjectile(JsonAttProjectile& jProjectile, const AttProjectile& projectile)
{
jProjectile.explosionRadius = projectile.explosionRadius;
jProjectile.explosionInnerDamage = projectile.explosionInnerDamage;
jProjectile.explosionOuterDamage = projectile.explosionOuterDamage;
jProjectile.damageConeAngle = projectile.damageConeAngle;
jProjectile.projectileSpeed = projectile.projectileSpeed;
jProjectile.projectileSpeedUp = projectile.projectileSpeedUp;
jProjectile.projectileActivateDist = projectile.projectileActivateDist;
jProjectile.projectileLifetime = projectile.projectileLifetime;
if (projectile.projectileModel && projectile.projectileModel->name)
jProjectile.projectileModel = AssetName(projectile.projectileModel->name);
jProjectile.projExplosionType = projectile.projExplosionType;
if (projectile.projExplosionEffect && projectile.projExplosionEffect->name)
jProjectile.projExplosionEffect = AssetName(projectile.projExplosionEffect->name);
jProjectile.projExplosionEffectForceNormalUp = projectile.projExplosionEffectForceNormalUp;
if (projectile.projExplosionSound.name && projectile.projExplosionSound.name->soundName)
jProjectile.projExplosionSound = projectile.projExplosionSound.name->soundName;
if (projectile.projDudEffect && projectile.projDudEffect->name)
jProjectile.projDudEffect = AssetName(projectile.projDudEffect->name);
if (projectile.projDudSound.name && projectile.projDudSound.name->soundName)
jProjectile.projDudSound = projectile.projDudSound.name->soundName;
jProjectile.projImpactExplode = projectile.projImpactExplode;
jProjectile.destabilizationRateTime = projectile.destabilizationRateTime;
jProjectile.destabilizationCurvatureMax = projectile.destabilizationCurvatureMax;
jProjectile.destabilizeDistance = projectile.destabilizeDistance;
if (projectile.projTrailEffect && projectile.projTrailEffect->name)
jProjectile.projTrailEffect = AssetName(projectile.projTrailEffect->name);
jProjectile.projIgnitionDelay = projectile.projIgnitionDelay;
if (projectile.projIgnitionEffect && projectile.projIgnitionEffect->name)
jProjectile.projIgnitionEffect = AssetName(projectile.projIgnitionEffect->name);
if (projectile.projIgnitionSound.name && projectile.projIgnitionSound.name->soundName)
jProjectile.projIgnitionSound = projectile.projIgnitionSound.name->soundName;
}
std::ostream& m_stream;
};
} // namespace
namespace IW5
{
void DumpWeaponAttachmentAsJson(std::ostream& stream, const WeaponAttachment* attachment, AssetDumpingContext& context)
{
const JsonDumper dumper(context, stream);
dumper.Dump(attachment);
}
} // namespace IW5

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@ -0,0 +1,11 @@
#pragma once
#include "Dumping/AssetDumpingContext.h"
#include "Game/IW5/IW5.h"
#include <ostream>
namespace IW5
{
void DumpWeaponAttachmentAsJson(std::ostream& stream, const WeaponAttachment* attachment, AssetDumpingContext& context);
} // namespace IW5

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@ -10,6 +10,7 @@
#include "AssetDumpers/AssetDumperScriptFile.h"
#include "AssetDumpers/AssetDumperStringTable.h"
#include "AssetDumpers/AssetDumperWeapon.h"
#include "AssetDumpers/AssetDumperWeaponAttachment.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(AssetDumperMenuList, m_menu_list, ASSET_TYPE_MENULIST)
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(AssetDumperWeaponAttachment, m_attachment, ASSET_TYPE_ATTACHMENT)
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)