feat: load iw4 weapons from raw

This commit is contained in:
Jan 2024-04-02 23:33:53 +02:00
parent 2650669200
commit a1cf4ef30b
No known key found for this signature in database
GPG Key ID: 44B581F78FF5C57C
7 changed files with 581 additions and 118 deletions

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@ -113,6 +113,9 @@ namespace IW4
WFT_NOTETRACKSOUNDMAP,
WFT_NOTETRACKRUMBLEMAP,
// Custom
WFT_ANIM_NAME,
WFT_NUM_FIELD_TYPES,
};

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@ -173,4 +173,10 @@ namespace IW4
"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 IW4

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@ -28,114 +28,114 @@ namespace IW4
{"hideTags", offsetof(WeaponFullDef, hideTags), WFT_HIDETAGS },
{"notetrackSoundMap", offsetof(WeaponFullDef, notetrackSoundMapKeys), WFT_NOTETRACKSOUNDMAP },
{"notetrackRumbleMap", offsetof(WeaponFullDef, notetrackRumbleMapKeys), WFT_NOTETRACKRUMBLEMAP },
{"idleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_IDLE]), CSPFT_STRING },
{"emptyIdleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING },
{"fireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRE]), CSPFT_STRING },
{"holdFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING },
{"lastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LASTSHOT]), CSPFT_STRING },
{"detonateAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DETONATE]), CSPFT_STRING },
{"rechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RECHAMBER]), CSPFT_STRING },
{"meleeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE]), CSPFT_STRING },
{"meleeChargeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING },
{"reloadAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD]), CSPFT_STRING },
{"reloadEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING },
{"reloadStartAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_START]), CSPFT_STRING },
{"reloadEndAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_END]), CSPFT_STRING },
{"raiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RAISE]), CSPFT_STRING },
{"dropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DROP]), CSPFT_STRING },
{"firstRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING },
{"breachRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_BREACH_RAISE]), CSPFT_STRING },
{"altRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING },
{"altDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_DROP]), CSPFT_STRING },
{"quickRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING },
{"quickDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING },
{"emptyRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING },
{"emptyDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING },
{"sprintInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING },
{"sprintLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING },
{"sprintOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING },
{"stunnedAnimStart", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_START]), CSPFT_STRING },
{"stunnedAnimLoop", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_LOOP]), CSPFT_STRING },
{"stunnedAnimEnd", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_END]), CSPFT_STRING },
{"nightVisionWearAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING },
{"nightVisionRemoveAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING },
{"adsFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING },
{"adsLastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING },
{"adsRechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING },
{"adsUpAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_UP]), CSPFT_STRING },
{"adsDownAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING },
{"idleAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_IDLE]), CSPFT_STRING },
{"emptyIdleAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING },
{"fireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_FIRE]), CSPFT_STRING },
{"holdFireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING },
{"lastShotAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_LASTSHOT]), CSPFT_STRING },
{"detonateAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_DETONATE]), CSPFT_STRING },
{"rechamberAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RECHAMBER]), CSPFT_STRING },
{"meleeAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_MELEE]), CSPFT_STRING },
{"meleeChargeAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING },
{"reloadAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD]), CSPFT_STRING },
{"reloadEmptyAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING },
{"reloadStartAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_START]), CSPFT_STRING },
{"reloadEndAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_END]), CSPFT_STRING },
{"raiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RAISE]), CSPFT_STRING },
{"dropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_DROP]), CSPFT_STRING },
{"firstRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING },
{"breachRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_BREACH_RAISE]), CSPFT_STRING },
{"altRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING },
{"altDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ALT_DROP]), CSPFT_STRING },
{"quickRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING },
{"quickDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING },
{"emptyRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING },
{"emptyDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING },
{"sprintInAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING },
{"sprintLoopAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING },
{"sprintOutAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING },
{"stunnedAnimStartR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_START]), CSPFT_STRING },
{"stunnedAnimLoopR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_LOOP]), CSPFT_STRING },
{"stunnedAnimEndR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_END]), CSPFT_STRING },
{"nightVisionWearAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING },
{"nightVisionRemoveAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING },
{"adsFireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING },
{"adsLastShotAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING },
{"adsRechamberAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING },
{"adsUpAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_UP]), CSPFT_STRING },
{"adsDownAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING },
{"idleAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_IDLE]), CSPFT_STRING },
{"emptyIdleAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING },
{"fireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_FIRE]), CSPFT_STRING },
{"holdFireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING },
{"lastShotAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_LASTSHOT]), CSPFT_STRING },
{"detonateAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_DETONATE]), CSPFT_STRING },
{"rechamberAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RECHAMBER]), CSPFT_STRING },
{"meleeAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_MELEE]), CSPFT_STRING },
{"meleeChargeAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING },
{"reloadAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD]), CSPFT_STRING },
{"reloadEmptyAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING },
{"reloadStartAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_START]), CSPFT_STRING },
{"reloadEndAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_END]), CSPFT_STRING },
{"raiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RAISE]), CSPFT_STRING },
{"dropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_DROP]), CSPFT_STRING },
{"firstRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING },
{"breachRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_BREACH_RAISE]), CSPFT_STRING },
{"altRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING },
{"altDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ALT_DROP]), CSPFT_STRING },
{"quickRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING },
{"quickDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING },
{"emptyRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING },
{"emptyDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING },
{"sprintInAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING },
{"sprintLoopAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING },
{"sprintOutAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING },
{"stunnedAnimStartL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_START]), CSPFT_STRING },
{"stunnedAnimLoopL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_LOOP]), CSPFT_STRING },
{"stunnedAnimEndL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_END]), CSPFT_STRING },
{"nightVisionWearAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING },
{"nightVisionRemoveAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING },
{"adsFireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING },
{"adsLastShotAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING },
{"adsRechamberAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING },
{"adsUpAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_UP]), CSPFT_STRING },
{"adsDownAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING },
{"idleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_IDLE]), WFT_ANIM_NAME },
{"emptyIdleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_IDLE]), WFT_ANIM_NAME },
{"fireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRE]), WFT_ANIM_NAME },
{"holdFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_HOLD_FIRE]), WFT_ANIM_NAME },
{"lastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LASTSHOT]), WFT_ANIM_NAME },
{"detonateAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DETONATE]), WFT_ANIM_NAME },
{"rechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RECHAMBER]), WFT_ANIM_NAME },
{"meleeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE]), WFT_ANIM_NAME },
{"meleeChargeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE_CHARGE]), WFT_ANIM_NAME },
{"reloadAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD]), WFT_ANIM_NAME },
{"reloadEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_EMPTY]), WFT_ANIM_NAME },
{"reloadStartAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_START]), WFT_ANIM_NAME },
{"reloadEndAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_END]), WFT_ANIM_NAME },
{"raiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RAISE]), WFT_ANIM_NAME },
{"dropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DROP]), WFT_ANIM_NAME },
{"firstRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRST_RAISE]), WFT_ANIM_NAME },
{"breachRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_BREACH_RAISE]), WFT_ANIM_NAME },
{"altRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_RAISE]), WFT_ANIM_NAME },
{"altDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_DROP]), WFT_ANIM_NAME },
{"quickRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_RAISE]), WFT_ANIM_NAME },
{"quickDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_DROP]), WFT_ANIM_NAME },
{"emptyRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_RAISE]), WFT_ANIM_NAME },
{"emptyDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_DROP]), WFT_ANIM_NAME },
{"sprintInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_IN]), WFT_ANIM_NAME },
{"sprintLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_LOOP]), WFT_ANIM_NAME },
{"sprintOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_OUT]), WFT_ANIM_NAME },
{"stunnedAnimStart", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_START]), WFT_ANIM_NAME },
{"stunnedAnimLoop", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_LOOP]), WFT_ANIM_NAME },
{"stunnedAnimEnd", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_END]), WFT_ANIM_NAME },
{"nightVisionWearAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_WEAR]), WFT_ANIM_NAME },
{"nightVisionRemoveAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_REMOVE]), WFT_ANIM_NAME },
{"adsFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_FIRE]), WFT_ANIM_NAME },
{"adsLastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_LASTSHOT]), WFT_ANIM_NAME },
{"adsRechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_RECHAMBER]), WFT_ANIM_NAME },
{"adsUpAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_UP]), WFT_ANIM_NAME },
{"adsDownAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_DOWN]), WFT_ANIM_NAME },
{"idleAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_IDLE]), WFT_ANIM_NAME },
{"emptyIdleAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_IDLE]), WFT_ANIM_NAME },
{"fireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_FIRE]), WFT_ANIM_NAME },
{"holdFireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_HOLD_FIRE]), WFT_ANIM_NAME },
{"lastShotAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_LASTSHOT]), WFT_ANIM_NAME },
{"detonateAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_DETONATE]), WFT_ANIM_NAME },
{"rechamberAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RECHAMBER]), WFT_ANIM_NAME },
{"meleeAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_MELEE]), WFT_ANIM_NAME },
{"meleeChargeAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_MELEE_CHARGE]), WFT_ANIM_NAME },
{"reloadAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD]), WFT_ANIM_NAME },
{"reloadEmptyAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_EMPTY]), WFT_ANIM_NAME },
{"reloadStartAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_START]), WFT_ANIM_NAME },
{"reloadEndAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_END]), WFT_ANIM_NAME },
{"raiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RAISE]), WFT_ANIM_NAME },
{"dropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_DROP]), WFT_ANIM_NAME },
{"firstRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_FIRST_RAISE]), WFT_ANIM_NAME },
{"breachRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_BREACH_RAISE]), WFT_ANIM_NAME },
{"altRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ALT_RAISE]), WFT_ANIM_NAME },
{"altDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ALT_DROP]), WFT_ANIM_NAME },
{"quickRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_QUICK_RAISE]), WFT_ANIM_NAME },
{"quickDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_QUICK_DROP]), WFT_ANIM_NAME },
{"emptyRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_RAISE]), WFT_ANIM_NAME },
{"emptyDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_DROP]), WFT_ANIM_NAME },
{"sprintInAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_IN]), WFT_ANIM_NAME },
{"sprintLoopAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_LOOP]), WFT_ANIM_NAME },
{"sprintOutAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_OUT]), WFT_ANIM_NAME },
{"stunnedAnimStartR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_START]), WFT_ANIM_NAME },
{"stunnedAnimLoopR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_LOOP]), WFT_ANIM_NAME },
{"stunnedAnimEndR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_END]), WFT_ANIM_NAME },
{"nightVisionWearAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_NIGHTVISION_WEAR]), WFT_ANIM_NAME },
{"nightVisionRemoveAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_NIGHTVISION_REMOVE]), WFT_ANIM_NAME },
{"adsFireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_FIRE]), WFT_ANIM_NAME },
{"adsLastShotAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_LASTSHOT]), WFT_ANIM_NAME },
{"adsRechamberAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_RECHAMBER]), WFT_ANIM_NAME },
{"adsUpAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_UP]), WFT_ANIM_NAME },
{"adsDownAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_DOWN]), WFT_ANIM_NAME },
{"idleAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_IDLE]), WFT_ANIM_NAME },
{"emptyIdleAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_IDLE]), WFT_ANIM_NAME },
{"fireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_FIRE]), WFT_ANIM_NAME },
{"holdFireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_HOLD_FIRE]), WFT_ANIM_NAME },
{"lastShotAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_LASTSHOT]), WFT_ANIM_NAME },
{"detonateAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_DETONATE]), WFT_ANIM_NAME },
{"rechamberAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RECHAMBER]), WFT_ANIM_NAME },
{"meleeAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_MELEE]), WFT_ANIM_NAME },
{"meleeChargeAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_MELEE_CHARGE]), WFT_ANIM_NAME },
{"reloadAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD]), WFT_ANIM_NAME },
{"reloadEmptyAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_EMPTY]), WFT_ANIM_NAME },
{"reloadStartAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_START]), WFT_ANIM_NAME },
{"reloadEndAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_END]), WFT_ANIM_NAME },
{"raiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RAISE]), WFT_ANIM_NAME },
{"dropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_DROP]), WFT_ANIM_NAME },
{"firstRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_FIRST_RAISE]), WFT_ANIM_NAME },
{"breachRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_BREACH_RAISE]), WFT_ANIM_NAME },
{"altRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ALT_RAISE]), WFT_ANIM_NAME },
{"altDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ALT_DROP]), WFT_ANIM_NAME },
{"quickRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_QUICK_RAISE]), WFT_ANIM_NAME },
{"quickDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_QUICK_DROP]), WFT_ANIM_NAME },
{"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 },
{"adsUpAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_UP]), WFT_ANIM_NAME },
{"adsDownAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_DOWN]), WFT_ANIM_NAME },
{"script", offsetof(WeaponFullDef, weapDef.szScript), CSPFT_STRING },
{"weaponType", offsetof(WeaponFullDef, weapDef.weapType), WFT_WEAPONTYPE },
{"weaponClass", offsetof(WeaponFullDef, weapDef.weapClass), WFT_WEAPONCLASS },

View File

@ -1,13 +1,417 @@
#include "AssetLoaderWeapon.h"
#include "Game/IW4/IW4.h"
#include "Game/IW4/InfoString/EnumStrings.h"
#include "Game/IW4/InfoString/InfoStringToStructConverter.h"
#include "Game/IW4/InfoString/WeaponFields.h"
#include "Game/IW4/ObjConstantsIW4.h"
#include "InfoString/InfoString.h"
#include "ObjLoading.h"
#include "Pool/GlobalAssetPool.h"
#include <cstring>
#include <iostream>
using namespace IW4;
namespace
{
class InfoStringToWeaponConverter final : public InfoStringToStructConverter
{
bool ConvertHideTags(const cspField_t& field, const std::string& value)
{
std::vector<std::string> valueArray;
if (!ParseAsArray(value, valueArray))
{
std::cerr << "Failed to parse hide tags as array\n";
return false;
}
if (valueArray.size() > std::extent_v<decltype(WeaponFullDef::hideTags)>)
{
std::cerr << "Cannot have more than " << std::extent_v<decltype(WeaponFullDef::hideTags)> << " hide tags!\n";
return false;
}
auto* hideTags = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
if (valueArray.size() < std::extent_v<decltype(WeaponFullDef::hideTags)>)
{
m_used_script_string_list.emplace(m_zone_script_strings.AddOrGetScriptString(nullptr));
}
auto currentHideTag = 0u;
for (; currentHideTag < valueArray.size(); currentHideTag++)
{
const auto& currentValue = valueArray[currentHideTag];
const auto scrString =
!currentValue.empty() ? m_zone_script_strings.AddOrGetScriptString(currentValue) : m_zone_script_strings.AddOrGetScriptString(nullptr);
hideTags[currentHideTag] = scrString;
m_used_script_string_list.emplace(scrString);
}
for (; currentHideTag < std::extent_v<decltype(WeaponFullDef::hideTags)>; currentHideTag++)
{
hideTags[currentHideTag] = m_zone_script_strings.GetScriptString(nullptr);
}
return true;
}
_NODISCARD bool ConvertBounceSounds(const cspField_t& field, const std::string& value) const
{
auto*** bounceSound = reinterpret_cast<const char***>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
if (value.empty())
{
*bounceSound = nullptr;
return true;
}
assert(std::extent_v<decltype(bounceSoundSuffixes)> == SURF_TYPE_NUM);
*bounceSound = static_cast<const char**>(m_memory->Alloc(sizeof(const char*) * SURF_TYPE_NUM));
for (auto i = 0u; i < SURF_TYPE_NUM; i++)
{
const auto currentBounceSound = value + bounceSoundSuffixes[i];
(*bounceSound)[i] = m_memory->Dup(currentBounceSound.c_str());
}
return true;
}
_NODISCARD bool ConvertNotetrackMap(const cspField_t& field, const std::string& value, const char* mapName, const size_t keyAndValueCount)
{
std::vector<std::pair<std::string, std::string>> pairs;
if (!ParseAsPairs(value, pairs))
{
std::cerr << "Failed to parse notetrack" << mapName << "map as pairs\n";
return false;
}
if (pairs.size() > std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>)
{
std::cerr << "Cannot have more than " << std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)> << " notetrack" << mapName
<< "map entries!\n";
return false;
}
auto* keys = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
auto* values = &keys[keyAndValueCount];
auto currentEntryNum = 0u;
if (pairs.size() < keyAndValueCount)
{
m_used_script_string_list.emplace(m_zone_script_strings.AddOrGetScriptString(nullptr));
}
for (; currentEntryNum < pairs.size(); currentEntryNum++)
{
const auto& currentValue = pairs[currentEntryNum];
const auto keyScriptString = !currentValue.first.empty() ? m_zone_script_strings.AddOrGetScriptString(currentValue.first)
: m_zone_script_strings.AddOrGetScriptString(nullptr);
const auto valueScriptString = !currentValue.second.empty() ? m_zone_script_strings.AddOrGetScriptString(currentValue.second)
: m_zone_script_strings.AddOrGetScriptString(nullptr);
keys[currentEntryNum] = keyScriptString;
m_used_script_string_list.emplace(keyScriptString);
values[currentEntryNum] = valueScriptString;
m_used_script_string_list.emplace(valueScriptString);
}
for (; currentEntryNum < keyAndValueCount; currentEntryNum++)
{
const auto emptyScr = m_zone_script_strings.GetScriptString(nullptr);
keys[currentEntryNum] = emptyScr;
values[currentEntryNum] = emptyScr;
}
return true;
}
bool ConvertAnimName(const cspField_t& field, const std::string& value)
{
if (ConvertString(value, field.iOffset))
{
if (!value.empty())
m_indirect_asset_references.emplace(m_loading_manager->LoadIndirectAssetReference(ASSET_TYPE_XANIMPARTS, value));
return true;
}
return false;
}
protected:
bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
{
switch (static_cast<weapFieldType_t>(field.iFieldType))
{
case WFT_WEAPONTYPE:
return ConvertEnumInt(value, field.iOffset, szWeapTypeNames, std::extent_v<decltype(szWeapTypeNames)>);
case WFT_WEAPONCLASS:
return ConvertEnumInt(value, field.iOffset, szWeapClassNames, std::extent_v<decltype(szWeapClassNames)>);
case WFT_OVERLAYRETICLE:
return ConvertEnumInt(value, field.iOffset, szWeapOverlayReticleNames, std::extent_v<decltype(szWeapOverlayReticleNames)>);
case WFT_PENETRATE_TYPE:
return ConvertEnumInt(value, field.iOffset, penetrateTypeNames, std::extent_v<decltype(penetrateTypeNames)>);
case WFT_IMPACT_TYPE:
return ConvertEnumInt(value, field.iOffset, impactTypeNames, std::extent_v<decltype(impactTypeNames)>);
case WFT_STANCE:
return ConvertEnumInt(value, field.iOffset, szWeapStanceNames, std::extent_v<decltype(szWeapStanceNames)>);
case WFT_PROJ_EXPLOSION:
return ConvertEnumInt(value, field.iOffset, szProjectileExplosionNames, std::extent_v<decltype(szProjectileExplosionNames)>);
case WFT_OFFHAND_CLASS:
return ConvertEnumInt(value, field.iOffset, offhandClassNames, std::extent_v<decltype(offhandClassNames)>);
case WFT_ANIMTYPE:
return ConvertEnumInt(value, field.iOffset, playerAnimTypeNames, std::extent_v<decltype(playerAnimTypeNames)>);
case WFT_ACTIVE_RETICLE_TYPE:
return ConvertEnumInt(value, field.iOffset, activeReticleNames, std::extent_v<decltype(activeReticleNames)>);
case WFT_GUIDED_MISSILE_TYPE:
return ConvertEnumInt(value, field.iOffset, guidedMissileNames, std::extent_v<decltype(guidedMissileNames)>);
case WFT_BOUNCE_SOUND:
return ConvertBounceSounds(field, value);
case WFT_STICKINESS:
return ConvertEnumInt(value, field.iOffset, stickinessNames, std::extent_v<decltype(stickinessNames)>);
case WFT_OVERLAYINTERFACE:
return ConvertEnumInt(value, field.iOffset, overlayInterfaceNames, std::extent_v<decltype(overlayInterfaceNames)>);
case WFT_INVENTORYTYPE:
return ConvertEnumInt(value, field.iOffset, szWeapInventoryTypeNames, std::extent_v<decltype(szWeapInventoryTypeNames)>);
case WFT_FIRETYPE:
return ConvertEnumInt(value, field.iOffset, szWeapFireTypeNames, std::extent_v<decltype(szWeapFireTypeNames)>);
case WFT_AMMOCOUNTER_CLIPTYPE:
return ConvertEnumInt(value, field.iOffset, ammoCounterClipNames, std::extent_v<decltype(ammoCounterClipNames)>);
case WFT_ICONRATIO_HUD:
case WFT_ICONRATIO_PICKUP:
case WFT_ICONRATIO_AMMOCOUNTER:
case WFT_ICONRATIO_KILL:
case WFT_ICONRATIO_DPAD:
return ConvertEnumInt(value, field.iOffset, weapIconRatioNames, std::extent_v<decltype(weapIconRatioNames)>);
case WFT_HIDETAGS:
return ConvertHideTags(field, value);
case WFT_NOTETRACKSOUNDMAP:
return ConvertNotetrackMap(field, value, "sound", std::extent_v<decltype(WeaponFullDef::notetrackSoundMapKeys)>);
case WFT_NOTETRACKRUMBLEMAP:
return ConvertNotetrackMap(field, value, "rumble", std::extent_v<decltype(WeaponFullDef::notetrackRumbleMapKeys)>);
case WFT_ANIM_NAME:
return ConvertAnimName(field, value);
default:
assert(false);
return false;
}
}
public:
InfoStringToWeaponConverter(const InfoString& infoString,
WeaponFullDef* weaponFullDef,
ZoneScriptStrings& zoneScriptStrings,
MemoryManager* memory,
IAssetLoadingManager* manager,
const cspField_t* fields,
const size_t fieldCount)
: InfoStringToStructConverter(infoString, weaponFullDef, zoneScriptStrings, memory, manager, fields, fieldCount)
{
}
};
void InitWeaponFullDef(WeaponFullDef* weapon)
{
weapon->weapCompleteDef.weapDef = &weapon->weapDef;
weapon->weapCompleteDef.hideTags = weapon->hideTags;
weapon->weapCompleteDef.szXAnims = weapon->szXAnims;
weapon->weapDef.gunXModel = weapon->gunXModel;
weapon->weapDef.szXAnimsRightHanded = weapon->szXAnimsRightHanded;
weapon->weapDef.szXAnimsLeftHanded = weapon->szXAnimsLeftHanded;
weapon->weapDef.notetrackSoundMapKeys = weapon->notetrackSoundMapKeys;
weapon->weapDef.notetrackSoundMapValues = weapon->notetrackSoundMapValues;
weapon->weapDef.notetrackRumbleMapKeys = weapon->notetrackRumbleMapKeys;
weapon->weapDef.notetrackRumbleMapValues = weapon->notetrackRumbleMapValues;
weapon->weapDef.worldModel = weapon->worldModel;
weapon->weapDef.parallelBounce = weapon->parallelBounce;
weapon->weapDef.perpendicularBounce = weapon->perpendicularBounce;
weapon->weapDef.locationDamageMultipliers = weapon->locationDamageMultipliers;
weapon->weapCompleteDef.szInternalName = "";
for (const auto& field : weapon_fields)
{
if (field.iFieldType != CSPFT_STRING)
continue;
*reinterpret_cast<const char**>(reinterpret_cast<char*>(weapon) + field.iOffset) = "";
}
}
snd_alias_list_name* CreateSoundAliasListName(const char* value, MemoryManager* memory)
{
auto* name = static_cast<snd_alias_list_name*>(memory->Alloc(sizeof(snd_alias_list_name)));
name->soundName = memory->Dup(value);
return name;
}
void CheckProjectileValues(const WeaponCompleteDef& weaponCompleteDef, const WeaponDef& weaponDef)
{
if (weaponDef.iProjectileSpeed <= 0)
std::cerr << std::format("Projectile speed for WeapType {} must be greater than 0.0", weaponCompleteDef.szDisplayName);
if (weaponDef.destabilizationCurvatureMax >= 1000000000.0f || weaponDef.destabilizationCurvatureMax < 0.0f)
std::cerr << std::format("Destabilization angle for for WeapType {} must be between 0 and 45 degrees", weaponCompleteDef.szDisplayName);
if (weaponDef.destabilizationRateTime < 0.0f)
std::cerr << std::format("Destabilization rate time for for WeapType {} must be non-negative", weaponCompleteDef.szDisplayName);
}
void CheckTurretBarrelSpin(const WeaponCompleteDef& weaponCompleteDef, const WeaponDef& weaponDef)
{
if (weaponDef.weapClass != WEAPCLASS_TURRET)
std::cerr << std::format("Rotating barrel set for non-turret weapon {}.", weaponCompleteDef.szInternalName);
if (0.0f == weaponDef.turretBarrelSpinSpeed)
{
std::cerr << std::format(
"Rotating barrel spin speed '{}' is invalid for weapon {}.", weaponDef.turretBarrelSpinSpeed, weaponCompleteDef.szInternalName);
}
if (0.0f < weaponDef.turretOverheatUpRate && 0.0f >= weaponDef.turretOverheatDownRate)
{
std::cerr << std::format("Turret overheat Up rate is set, but the down rate '{}' is invalid for weapon {}.",
weaponDef.turretOverheatDownRate,
weaponCompleteDef.szInternalName);
}
}
void CheckThermalScope(const WeaponCompleteDef& weaponCompleteDef, const WeaponDef& weaponDef)
{
if (0.0f != weaponDef.fAdsZoomInFrac)
{
std::cerr << std::format("Weapon {} ({}) has thermal scope set. ADS Zoom In frac should be 0 to prevent zoom-in blur ({}).\n",
weaponCompleteDef.szInternalName,
weaponCompleteDef.szDisplayName,
weaponDef.fAdsZoomInFrac);
}
if (0.0f != weaponDef.fAdsZoomOutFrac)
{
std::cerr << std::format("Weapon {} ({}) has thermal scope set. ADS Zoom Out frac should be 0 to prevent zoom-out blur ({}).\n",
weaponCompleteDef.szInternalName,
weaponCompleteDef.szDisplayName,
weaponDef.fAdsZoomOutFrac);
}
}
void CalculateWeaponFields(WeaponFullDef* weapon, MemoryManager* memory)
{
auto& weaponCompleteDef = weapon->weapCompleteDef;
auto& weaponDef = weapon->weapDef;
if (!weaponDef.viewLastShotEjectEffect)
weaponDef.viewLastShotEjectEffect = weaponDef.viewShellEjectEffect;
if (!weaponDef.worldLastShotEjectEffect)
weaponDef.worldLastShotEjectEffect = weaponDef.worldShellEjectEffect;
if (!weaponDef.raiseSound.name)
weaponDef.raiseSound.name = CreateSoundAliasListName("weap_raise", memory);
if (!weaponDef.putawaySound.name)
weaponDef.putawaySound.name = CreateSoundAliasListName("weap_putaway", memory);
if (!weaponDef.pickupSound.name)
weaponDef.pickupSound.name = CreateSoundAliasListName("weap_pickup", memory);
if (!weaponDef.ammoPickupSound.name)
weaponDef.ammoPickupSound.name = CreateSoundAliasListName("weap_ammo_pickup", memory);
if (!weaponDef.emptyFireSound.name)
weaponDef.emptyFireSound.name = CreateSoundAliasListName("weap_dryfire_smg_npc", memory);
if (weaponCompleteDef.iAdsTransInTime <= 0)
weaponDef.fOOPosAnimLength[0] = 0.0033333334f;
else
weaponDef.fOOPosAnimLength[0] = 1.0f / static_cast<float>(weaponCompleteDef.iAdsTransInTime);
if (weaponCompleteDef.iAdsTransOutTime <= 0)
weaponDef.fOOPosAnimLength[1] = 0.0020000001f;
else
weaponDef.fOOPosAnimLength[1] = 1.0f / static_cast<float>(weaponCompleteDef.iAdsTransOutTime);
if (weaponDef.fMaxDamageRange <= 0.0f)
weaponDef.fMaxDamageRange = 999999.0f;
if (weaponDef.fMinDamageRange <= 0.0f)
weaponDef.fMinDamageRange = 999999.12f;
if (weaponDef.enemyCrosshairRange > 15000.0f)
std::cerr << std::format("Enemy crosshair ranges should be less than {}\n", 15000.0f);
if (weaponDef.weapType == WEAPTYPE_PROJECTILE)
CheckProjectileValues(weaponCompleteDef, weaponDef);
if (weaponDef.turretBarrelSpinEnabled)
CheckTurretBarrelSpin(weaponCompleteDef, weaponDef);
if (weaponDef.thermalScope)
CheckThermalScope(weaponCompleteDef, weaponDef);
if (weaponDef.offhandClass && !weaponDef.bClipOnly)
{
std::cerr << std::format(
"Weapon {} ({}) is an offhand weapon but is not set to clip only, which is not supported since we can't reload the offhand slot.\n",
weaponCompleteDef.szInternalName,
weaponCompleteDef.szDisplayName);
}
if (weaponDef.weapType == WEAPTYPE_BULLET)
{
if (weaponDef.bulletExplDmgMult <= 0.0f)
std::cerr << std::format("Detected invalid bulletExplDmgMult of '{}' for weapon '{}'; please update weapon settings.\n",
weaponDef.bulletExplDmgMult,
weaponCompleteDef.szInternalName);
if (weaponDef.bulletExplRadiusMult <= 0.0f)
std::cerr << std::format("Detected invalid bulletExplRadiusMult of '{}' for weapon '{}'; please update weapon settings.\n",
weaponDef.bulletExplRadiusMult,
weaponCompleteDef.szInternalName);
}
}
bool LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone)
{
auto* weaponFullDef = memory->Create<WeaponFullDef>();
memset(weaponFullDef, 0, sizeof(WeaponFullDef));
InitWeaponFullDef(weaponFullDef);
InfoStringToWeaponConverter converter(
infoString, weaponFullDef, zone->m_script_strings, memory, manager, weapon_fields, std::extent_v<decltype(weapon_fields)>);
if (!converter.Convert())
{
std::cerr << "Failed to parse weapon: \"" << assetName << "\"\n";
return true;
}
weaponFullDef->weapCompleteDef.szInternalName = memory->Dup(assetName.c_str());
CalculateWeaponFields(weaponFullDef, memory);
manager->AddAsset(ASSET_TYPE_WEAPON,
assetName,
&weaponFullDef->weapCompleteDef,
converter.GetDependencies(),
converter.GetUsedScriptStrings(),
converter.GetIndirectAssetReferences());
return true;
}
} // namespace
void* AssetLoaderWeapon::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* weapon = memory->Create<WeaponCompleteDef>();
@ -15,3 +419,48 @@ void* AssetLoaderWeapon::CreateEmptyAsset(const std::string& assetName, MemoryMa
weapon->szInternalName = memory->Dup(assetName.c_str());
return weapon;
}
bool AssetLoaderWeapon::CanLoadFromGdt() const
{
return true;
}
bool AssetLoaderWeapon::LoadFromGdt(
const std::string& assetName, IGdtQueryable* gdtQueryable, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto* gdtEntry = gdtQueryable->GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_WEAPON, assetName);
if (gdtEntry == nullptr)
return false;
InfoString infoString;
if (!infoString.FromGdtProperties(*gdtEntry))
{
std::cerr << "Failed to read weapon gdt entry: \"" << assetName << "\"\n";
return true;
}
return LoadFromInfoString(infoString, assetName, memory, manager, zone);
}
bool AssetLoaderWeapon::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderWeapon::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto fileName = "weapons/" + assetName;
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
InfoString infoString;
if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_WEAPON, *file.m_stream))
{
std::cerr << "Failed to read weapon raw file: \"" << fileName << "\"\n";
return true;
}
return LoadFromInfoString(infoString, assetName, memory, manager, zone);
}

View File

@ -10,5 +10,11 @@ namespace IW4
{
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromGdt() const override;
bool LoadFromGdt(
const std::string& assetName, IGdtQueryable* gdtQueryable, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
_NODISCARD bool CanLoadFromRaw() const override;
bool
LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
} // namespace IW4

View File

@ -178,21 +178,16 @@ bool InfoStringToStructConverter::ConvertBaseField(const cspField_t& field, cons
{
if (value.empty())
{
*reinterpret_cast<void**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = nullptr;
reinterpret_cast<SndAliasCustom*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset)->name = nullptr;
return true;
}
auto* sound = m_loading_manager->LoadDependency(ASSET_TYPE_SOUND, value);
auto* name = static_cast<snd_alias_list_name*>(m_memory->Alloc(sizeof(snd_alias_list_name)));
name->soundName = m_memory->Dup(value.c_str());
if (sound == nullptr)
{
std::cout << "Failed to load sound asset \"" << value << "\"\n";
return false;
}
m_dependencies.emplace(sound);
*reinterpret_cast<void**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = sound->m_ptr;
reinterpret_cast<SndAliasCustom*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset)->name = name;
m_indirect_asset_references.emplace(ASSET_TYPE_SOUND, value);
return true;
}

View File

@ -199,6 +199,10 @@ namespace IW4
break;
}
case WFT_ANIM_NAME:
FillFromString(std::string(field.szName), field.iOffset);
break;
case WFT_NUM_FIELD_TYPES:
default:
assert(false);