diff --git a/docs/SupportedAssetTypes.md b/docs/SupportedAssetTypes.md index f1a8d2a6..c22cdca8 100644 --- a/docs/SupportedAssetTypes.md +++ b/docs/SupportedAssetTypes.md @@ -32,7 +32,7 @@ using `Linker`): | MenuList | ❌ | ❌ | | | menuDef_t | ❌ | ❌ | | | LocalizeEntry | ✅ | ✅ | | -| WeaponDef | ❌ | ❌ | | +| WeaponDef | ✅ | ✅ | | | FxEffectDef | ❌ | ❌ | | | FxImpactTable | ❌ | ❌ | | | RawFile | ✅ | ✅ | | diff --git a/src/Common/Game/IW3/GameIW3.cpp b/src/Common/Game/IW3/GameIW3.cpp index 527f86ea..e05a927d 100644 --- a/src/Common/Game/IW3/GameIW3.cpp +++ b/src/Common/Game/IW3/GameIW3.cpp @@ -21,6 +21,7 @@ namespace "vertexdecl", "vertexshader", "pixelshader", + "accuracygraph", }; static_assert(std::extent_v == SUB_ASSET_TYPE_COUNT); } // namespace diff --git a/src/Common/Game/IW3/IW3.h b/src/Common/Game/IW3/IW3.h index 9dc8eff3..e0ec45e1 100644 --- a/src/Common/Game/IW3/IW3.h +++ b/src/Common/Game/IW3/IW3.h @@ -56,6 +56,7 @@ namespace IW3 SUB_ASSET_TYPE_VERTEX_DECL, SUB_ASSET_TYPE_VERTEX_SHADER, SUB_ASSET_TYPE_PIXEL_SHADER, + SUB_ASSET_TYPE_ACCURACY_GRAPH, SUB_ASSET_TYPE_COUNT }; @@ -156,9 +157,18 @@ namespace IW3 WFT_HIDETAGS, WFT_NOTETRACKSOUNDMAP, + // Custom + WFT_ANIM_NAME, + WFT_NUM_FIELD_TYPES }; + struct AccuracyGraph + { + vec2_t* graphKnots; + int graphKnotCount; + }; + using AssetPhysPreset = Asset; using AssetXAnim = Asset; using AssetXModel = Asset; @@ -191,6 +201,7 @@ namespace IW3 using SubAssetVertexDecl = SubAsset; using SubAssetVertexShader = SubAsset; using SubAssetPixelShader = SubAsset; + using SubAssetAccuracyGraph = SubAsset; } // namespace IW3 DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetPhysPreset, name); diff --git a/src/Common/Game/IW3/IW3_Assets.h b/src/Common/Game/IW3/IW3_Assets.h index f0f21f0b..96e09676 100644 --- a/src/Common/Game/IW3/IW3_Assets.h +++ b/src/Common/Game/IW3/IW3_Assets.h @@ -2731,7 +2731,8 @@ namespace IW3 WEAPTYPE_GRENADE = 0x1, WEAPTYPE_PROJECTILE = 0x2, WEAPTYPE_BINOCULARS = 0x3, - WEAPTYPE_NUM = 0x4, + + WEAPTYPE_NUM, }; enum weapClass_t @@ -2746,7 +2747,8 @@ namespace IW3 WEAPCLASS_TURRET = 0x7, WEAPCLASS_NON_PLAYER = 0x8, WEAPCLASS_ITEM = 0x9, - WEAPCLASS_NUM = 0xA, + + WEAPCLASS_NUM, }; enum PenetrateType @@ -2755,7 +2757,8 @@ namespace IW3 PENETRATE_TYPE_SMALL = 0x1, PENETRATE_TYPE_MEDIUM = 0x2, PENETRATE_TYPE_LARGE = 0x3, - PENETRATE_TYPE_COUNT = 0x4, + + PENETRATE_TYPE_NUM, }; enum ImpactType @@ -2769,7 +2772,8 @@ namespace IW3 IMPACT_TYPE_GRENADE_EXPLODE = 0x6, IMPACT_TYPE_ROCKET_EXPLODE = 0x7, IMPACT_TYPE_PROJECTILE_DUD = 0x8, - IMPACT_TYPE_COUNT = 0x9, + + IMPACT_TYPE_NUM, }; enum weapInventoryType_t @@ -2778,7 +2782,8 @@ namespace IW3 WEAPINVENTORY_OFFHAND = 0x1, WEAPINVENTORY_ITEM = 0x2, WEAPINVENTORY_ALTMODE = 0x3, - WEAPINVENTORYCOUNT = 0x4, + + WEAPINVENTORY_NUM, }; enum weapFireType_t @@ -2788,7 +2793,8 @@ namespace IW3 WEAPON_FIRETYPE_BURSTFIRE2 = 0x2, WEAPON_FIRETYPE_BURSTFIRE3 = 0x3, WEAPON_FIRETYPE_BURSTFIRE4 = 0x4, - WEAPON_FIRETYPECOUNT = 0x5, + + WEAPON_FIRETYPE_NUM, }; enum OffhandClass @@ -2797,7 +2803,8 @@ namespace IW3 OFFHAND_CLASS_FRAG_GRENADE = 0x1, OFFHAND_CLASS_SMOKE_GRENADE = 0x2, OFFHAND_CLASS_FLASH_GRENADE = 0x3, - OFFHAND_CLASS_COUNT = 0x4, + + OFFHAND_CLASS_NUM, }; enum weapStance_t @@ -2805,7 +2812,8 @@ namespace IW3 WEAPSTANCE_STAND = 0x0, WEAPSTANCE_DUCK = 0x1, WEAPSTANCE_PRONE = 0x2, - WEAPSTANCE_NUM = 0x3, + + WEAPSTANCE_NUM, }; enum activeReticleType_t @@ -2813,7 +2821,8 @@ namespace IW3 VEH_ACTIVE_RETICLE_NONE = 0x0, VEH_ACTIVE_RETICLE_PIP_ON_A_STICK = 0x1, VEH_ACTIVE_RETICLE_BOUNCING_DIAMOND = 0x2, - VEH_ACTIVE_RETICLE_COUNT = 0x3, + + VEH_ACTIVE_RETICLE_NUM, }; enum weaponIconRatioType_t @@ -2821,7 +2830,8 @@ namespace IW3 WEAPON_ICON_RATIO_1TO1 = 0x0, WEAPON_ICON_RATIO_2TO1 = 0x1, WEAPON_ICON_RATIO_4TO1 = 0x2, - WEAPON_ICON_RATIO_COUNT = 0x3, + + WEAPON_ICON_RATIO_NUM, }; enum ammoCounterClipType_t @@ -2833,14 +2843,16 @@ namespace IW3 AMMO_COUNTER_CLIP_ROCKET = 0x4, AMMO_COUNTER_CLIP_BELTFED = 0x5, AMMO_COUNTER_CLIP_ALTWEAPON = 0x6, - AMMO_COUNTER_CLIP_COUNT = 0x7, + + AMMO_COUNTER_CLIP_NUM, }; enum weapOverlayReticle_t { WEAPOVERLAYRETICLE_NONE = 0x0, WEAPOVERLAYRETICLE_CROSSHAIR = 0x1, - WEAPOVERLAYRETICLE_NUM = 0x2, + + WEAPOVERLAYRETICLE_NUM, }; enum WeapOverlayInteface_t @@ -2848,7 +2860,8 @@ namespace IW3 WEAPOVERLAYINTERFACE_NONE = 0x0, WEAPOVERLAYINTERFACE_JAVELIN = 0x1, WEAPOVERLAYINTERFACE_TURRETSCOPE = 0x2, - WEAPOVERLAYINTERFACECOUNT = 0x3, + + WEAPOVERLAYINTERFACE_NUM, }; enum weapProjExposion_t @@ -2860,7 +2873,8 @@ namespace IW3 WEAPPROJEXP_DUD = 0x4, WEAPPROJEXP_SMOKE = 0x5, WEAPPROJEXP_HEAVY = 0x6, - WEAPPROJEXP_NUM = 0x7, + + WEAPPROJEXP_NUM, }; enum WeapStickinessType @@ -2869,7 +2883,8 @@ namespace IW3 WEAPSTICKINESS_ALL = 0x1, WEAPSTICKINESS_GROUND = 0x2, WEAPSTICKINESS_GROUND_WITH_YAW = 0x3, - WEAPSTICKINESS_COUNT = 0x4, + + WEAPSTICKINESS_NUM, }; enum guidedMissileType_t @@ -2878,7 +2893,47 @@ namespace IW3 MISSILE_GUIDANCE_SIDEWINDER = 0x1, MISSILE_GUIDANCE_HELLFIRE = 0x2, MISSILE_GUIDANCE_JAVELIN = 0x3, - MISSILE_GUIDANCE_COUNT = 0x4, + + MISSILE_GUIDANCE_NUM, + }; + + enum WeaponAnimSlot + { + WEAP_ANIM_ROOT = 0x0, + WEAP_ANIM_IDLE = 0x1, + WEAP_ANIM_EMPTY_IDLE = 0x2, + WEAP_ANIM_FIRE = 0x3, + WEAP_ANIM_HOLD_FIRE = 0x4, + WEAP_ANIM_LASTSHOT = 0x5, + WEAP_ANIM_RECHAMBER = 0x6, + WEAP_ANIM_MELEE = 0x7, + WEAP_ANIM_MELEE_CHARGE = 0x8, + WEAP_ANIM_RELOAD = 0x9, + WEAP_ANIM_RELOAD_EMPTY = 0xA, + WEAP_ANIM_RELOAD_START = 0xB, + WEAP_ANIM_RELOAD_END = 0xC, + WEAP_ANIM_RAISE = 0xD, + WEAP_ANIM_FIRST_RAISE = 0xE, + WEAP_ANIM_DROP = 0xF, + WEAP_ANIM_ALT_RAISE = 0x10, + WEAP_ANIM_ALT_DROP = 0x11, + WEAP_ANIM_QUICK_RAISE = 0x12, + WEAP_ANIM_QUICK_DROP = 0x13, + WEAP_ANIM_EMPTY_RAISE = 0x14, + WEAP_ANIM_EMPTY_DROP = 0x15, + WEAP_ANIM_SPRINT_IN = 0x16, + WEAP_ANIM_SPRINT_LOOP = 0x17, + WEAP_ANIM_SPRINT_OUT = 0x18, + WEAP_ANIM_DETONATE = 0x19, + WEAP_ANIM_NIGHTVISION_WEAR = 0x1A, + WEAP_ANIM_NIGHTVISION_REMOVE = 0x1B, + WEAP_ANIM_ADS_FIRE = 0x1C, + WEAP_ANIM_ADS_LASTSHOT = 0x1D, + WEAP_ANIM_ADS_RECHAMBER = 0x1E, + WEAP_ANIM_ADS_UP = 0x1F, + WEAP_ANIM_ADS_DOWN = 0x20, + + NUM_WEAP_ANIMS, }; enum hitLocation_t diff --git a/src/ObjCommon/Game/IW3/Weapon/WeaponFields.h b/src/ObjCommon/Game/IW3/Weapon/WeaponFields.h new file mode 100644 index 00000000..0b4bed4e --- /dev/null +++ b/src/ObjCommon/Game/IW3/Weapon/WeaponFields.h @@ -0,0 +1,511 @@ +#pragma once +#include "Game/IW3/IW3.h" + +#include + +namespace IW3 +{ + inline cspField_t weapon_fields[]{ + {"displayName", offsetof(WeaponDef, szDisplayName), CSPFT_STRING }, + {"AIOverlayDescription", offsetof(WeaponDef, szOverlayName), CSPFT_STRING }, + {"modeName", offsetof(WeaponDef, szModeName), CSPFT_STRING }, + {"playerAnimType", offsetof(WeaponDef, playerAnimType), WFT_ANIMTYPE }, + {"gunModel", offsetof(WeaponDef, gunXModel[0]), CSPFT_XMODEL }, + {"gunModel2", offsetof(WeaponDef, gunXModel[1]), CSPFT_XMODEL }, + {"gunModel3", offsetof(WeaponDef, gunXModel[2]), CSPFT_XMODEL }, + {"gunModel4", offsetof(WeaponDef, gunXModel[3]), CSPFT_XMODEL }, + {"gunModel5", offsetof(WeaponDef, gunXModel[4]), CSPFT_XMODEL }, + {"gunModel6", offsetof(WeaponDef, gunXModel[5]), CSPFT_XMODEL }, + {"gunModel7", offsetof(WeaponDef, gunXModel[6]), CSPFT_XMODEL }, + {"gunModel8", offsetof(WeaponDef, gunXModel[7]), CSPFT_XMODEL }, + {"gunModel9", offsetof(WeaponDef, gunXModel[8]), CSPFT_XMODEL }, + {"gunModel10", offsetof(WeaponDef, gunXModel[9]), CSPFT_XMODEL }, + {"gunModel11", offsetof(WeaponDef, gunXModel[10]), CSPFT_XMODEL }, + {"gunModel12", offsetof(WeaponDef, gunXModel[11]), CSPFT_XMODEL }, + {"gunModel13", offsetof(WeaponDef, gunXModel[12]), CSPFT_XMODEL }, + {"gunModel14", offsetof(WeaponDef, gunXModel[13]), CSPFT_XMODEL }, + {"gunModel15", offsetof(WeaponDef, gunXModel[14]), CSPFT_XMODEL }, + {"gunModel16", offsetof(WeaponDef, gunXModel[15]), CSPFT_XMODEL }, + {"handModel", offsetof(WeaponDef, handXModel), CSPFT_XMODEL }, + {"hideTags", offsetof(WeaponDef, hideTags), WFT_HIDETAGS }, + {"notetrackSoundMap", offsetof(WeaponDef, notetrackSoundMapKeys), WFT_NOTETRACKSOUNDMAP }, + {"idleAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_IDLE]), WFT_ANIM_NAME }, + {"emptyIdleAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_EMPTY_IDLE]), WFT_ANIM_NAME }, + {"fireAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_FIRE]), WFT_ANIM_NAME }, + {"holdFireAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_HOLD_FIRE]), WFT_ANIM_NAME }, + {"lastShotAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_LASTSHOT]), WFT_ANIM_NAME }, + {"detonateAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_DETONATE]), WFT_ANIM_NAME }, + {"rechamberAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_RECHAMBER]), WFT_ANIM_NAME }, + {"meleeAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_MELEE]), WFT_ANIM_NAME }, + {"meleeChargeAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_MELEE_CHARGE]), WFT_ANIM_NAME }, + {"reloadAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_RELOAD]), WFT_ANIM_NAME }, + {"reloadEmptyAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_RELOAD_EMPTY]), WFT_ANIM_NAME }, + {"reloadStartAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_RELOAD_START]), WFT_ANIM_NAME }, + {"reloadEndAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_RELOAD_END]), WFT_ANIM_NAME }, + {"raiseAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_RAISE]), WFT_ANIM_NAME }, + {"dropAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_DROP]), WFT_ANIM_NAME }, + {"firstRaiseAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_FIRST_RAISE]), WFT_ANIM_NAME }, + {"altRaiseAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_ALT_RAISE]), WFT_ANIM_NAME }, + {"altDropAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_ALT_DROP]), WFT_ANIM_NAME }, + {"quickRaiseAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_QUICK_RAISE]), WFT_ANIM_NAME }, + {"quickDropAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_QUICK_DROP]), WFT_ANIM_NAME }, + {"emptyRaiseAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_EMPTY_RAISE]), WFT_ANIM_NAME }, + {"emptyDropAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_EMPTY_DROP]), WFT_ANIM_NAME }, + {"sprintInAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_SPRINT_IN]), WFT_ANIM_NAME }, + {"sprintLoopAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_SPRINT_LOOP]), WFT_ANIM_NAME }, + {"sprintOutAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_SPRINT_OUT]), WFT_ANIM_NAME }, + {"nightVisionWearAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_NIGHTVISION_WEAR]), WFT_ANIM_NAME }, + {"nightVisionRemoveAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_NIGHTVISION_REMOVE]), WFT_ANIM_NAME }, + {"adsFireAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_ADS_FIRE]), WFT_ANIM_NAME }, + {"adsLastShotAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_ADS_LASTSHOT]), WFT_ANIM_NAME }, + {"adsRechamberAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_ADS_RECHAMBER]), WFT_ANIM_NAME }, + {"adsUpAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_ADS_UP]), WFT_ANIM_NAME }, + {"adsDownAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_ADS_DOWN]), WFT_ANIM_NAME }, + {"script", offsetof(WeaponDef, szScript), CSPFT_STRING }, + {"weaponType", offsetof(WeaponDef, weapType), WFT_WEAPONTYPE }, + {"weaponClass", offsetof(WeaponDef, weapClass), WFT_WEAPONCLASS }, + {"penetrateType", offsetof(WeaponDef, penetrateType), WFT_PENETRATE_TYPE }, + {"impactType", offsetof(WeaponDef, impactType), WFT_IMPACT_TYPE }, + {"inventoryType", offsetof(WeaponDef, inventoryType), WFT_INVENTORYTYPE }, + {"fireType", offsetof(WeaponDef, fireType), WFT_FIRETYPE }, + {"offhandClass", offsetof(WeaponDef, offhandClass), WFT_OFFHAND_CLASS }, + {"viewFlashEffect", offsetof(WeaponDef, viewFlashEffect), CSPFT_FX }, + {"worldFlashEffect", offsetof(WeaponDef, worldFlashEffect), CSPFT_FX }, + {"pickupSound", offsetof(WeaponDef, pickupSound), CSPFT_SOUND }, + {"pickupSoundPlayer", offsetof(WeaponDef, pickupSoundPlayer), CSPFT_SOUND }, + {"ammoPickupSound", offsetof(WeaponDef, ammoPickupSound), CSPFT_SOUND }, + {"ammoPickupSoundPlayer", offsetof(WeaponDef, ammoPickupSoundPlayer), CSPFT_SOUND }, + {"projectileSound", offsetof(WeaponDef, projectileSound), CSPFT_SOUND }, + {"pullbackSound", offsetof(WeaponDef, pullbackSound), CSPFT_SOUND }, + {"pullbackSoundPlayer", offsetof(WeaponDef, pullbackSoundPlayer), CSPFT_SOUND }, + {"fireSound", offsetof(WeaponDef, fireSound), CSPFT_SOUND }, + {"fireSoundPlayer", offsetof(WeaponDef, fireSoundPlayer), CSPFT_SOUND }, + {"loopFireSound", offsetof(WeaponDef, fireLoopSound), CSPFT_SOUND }, + {"loopFireSoundPlayer", offsetof(WeaponDef, fireLoopSoundPlayer), CSPFT_SOUND }, + {"stopFireSound", offsetof(WeaponDef, fireStopSound), CSPFT_SOUND }, + {"stopFireSoundPlayer", offsetof(WeaponDef, fireStopSoundPlayer), CSPFT_SOUND }, + {"lastShotSound", offsetof(WeaponDef, fireLastSound), CSPFT_SOUND }, + {"lastShotSoundPlayer", offsetof(WeaponDef, fireLastSoundPlayer), CSPFT_SOUND }, + {"emptyFireSound", offsetof(WeaponDef, emptyFireSound), CSPFT_SOUND }, + {"emptyFireSoundPlayer", offsetof(WeaponDef, emptyFireSoundPlayer), CSPFT_SOUND }, + {"meleeSwipeSound", offsetof(WeaponDef, meleeSwipeSound), CSPFT_SOUND }, + {"meleeSwipeSoundPlayer", offsetof(WeaponDef, meleeSwipeSoundPlayer), CSPFT_SOUND }, + {"meleeHitSound", offsetof(WeaponDef, meleeHitSound), CSPFT_SOUND }, + {"meleeMissSound", offsetof(WeaponDef, meleeMissSound), CSPFT_SOUND }, + {"rechamberSound", offsetof(WeaponDef, rechamberSound), CSPFT_SOUND }, + {"rechamberSoundPlayer", offsetof(WeaponDef, rechamberSoundPlayer), CSPFT_SOUND }, + {"reloadSound", offsetof(WeaponDef, reloadSound), CSPFT_SOUND }, + {"reloadSoundPlayer", offsetof(WeaponDef, reloadSoundPlayer), CSPFT_SOUND }, + {"reloadEmptySound", offsetof(WeaponDef, reloadEmptySound), CSPFT_SOUND }, + {"reloadEmptySoundPlayer", offsetof(WeaponDef, reloadEmptySoundPlayer), CSPFT_SOUND }, + {"reloadStartSound", offsetof(WeaponDef, reloadStartSound), CSPFT_SOUND }, + {"reloadStartSoundPlayer", offsetof(WeaponDef, reloadStartSoundPlayer), CSPFT_SOUND }, + {"reloadEndSound", offsetof(WeaponDef, reloadEndSound), CSPFT_SOUND }, + {"reloadEndSoundPlayer", offsetof(WeaponDef, reloadEndSoundPlayer), CSPFT_SOUND }, + {"detonateSound", offsetof(WeaponDef, detonateSound), CSPFT_SOUND }, + {"detonateSoundPlayer", offsetof(WeaponDef, detonateSoundPlayer), CSPFT_SOUND }, + {"nightVisionWearSound", offsetof(WeaponDef, nightVisionWearSound), CSPFT_SOUND }, + {"nightVisionWearSoundPlayer", offsetof(WeaponDef, nightVisionWearSoundPlayer), CSPFT_SOUND }, + {"nightVisionRemoveSound", offsetof(WeaponDef, nightVisionRemoveSound), CSPFT_SOUND }, + {"nightVisionRemoveSoundPlayer", offsetof(WeaponDef, nightVisionRemoveSoundPlayer), CSPFT_SOUND }, + {"raiseSound", offsetof(WeaponDef, raiseSound), CSPFT_SOUND }, + {"raiseSoundPlayer", offsetof(WeaponDef, raiseSoundPlayer), CSPFT_SOUND }, + {"firstRaiseSound", offsetof(WeaponDef, firstRaiseSound), CSPFT_SOUND }, + {"firstRaiseSoundPlayer", offsetof(WeaponDef, firstRaiseSoundPlayer), CSPFT_SOUND }, + {"altSwitchSound", offsetof(WeaponDef, altSwitchSound), CSPFT_SOUND }, + {"altSwitchSoundPlayer", offsetof(WeaponDef, altSwitchSoundPlayer), CSPFT_SOUND }, + {"putawaySound", offsetof(WeaponDef, putawaySound), CSPFT_SOUND }, + {"putawaySoundPlayer", offsetof(WeaponDef, putawaySoundPlayer), CSPFT_SOUND }, + {"bounceSound", offsetof(WeaponDef, bounceSound), WFT_BOUNCE_SOUND }, + {"viewShellEjectEffect", offsetof(WeaponDef, viewShellEjectEffect), CSPFT_FX }, + {"worldShellEjectEffect", offsetof(WeaponDef, worldShellEjectEffect), CSPFT_FX }, + {"viewLastShotEjectEffect", offsetof(WeaponDef, viewLastShotEjectEffect), CSPFT_FX }, + {"worldLastShotEjectEffect", offsetof(WeaponDef, worldLastShotEjectEffect), CSPFT_FX }, + {"reticleCenter", offsetof(WeaponDef, reticleCenter), CSPFT_MATERIAL }, + {"reticleSide", offsetof(WeaponDef, reticleSide), CSPFT_MATERIAL }, + {"reticleCenterSize", offsetof(WeaponDef, iReticleCenterSize), CSPFT_INT }, + {"reticleSideSize", offsetof(WeaponDef, iReticleSideSize), CSPFT_INT }, + {"reticleMinOfs", offsetof(WeaponDef, iReticleMinOfs), CSPFT_INT }, + {"activeReticleType", offsetof(WeaponDef, activeReticleType), WFT_ACTIVE_RETICLE_TYPE }, + {"standMoveF", offsetof(WeaponDef, vStandMove[0]), CSPFT_FLOAT }, + {"standMoveR", offsetof(WeaponDef, vStandMove[1]), CSPFT_FLOAT }, + {"standMoveU", offsetof(WeaponDef, vStandMove[2]), CSPFT_FLOAT }, + {"standRotP", offsetof(WeaponDef, vStandRot[0]), CSPFT_FLOAT }, + {"standRotY", offsetof(WeaponDef, vStandRot[1]), CSPFT_FLOAT }, + {"standRotR", offsetof(WeaponDef, vStandRot[2]), CSPFT_FLOAT }, + {"duckedOfsF", offsetof(WeaponDef, vDuckedOfs[0]), CSPFT_FLOAT }, + {"duckedOfsR", offsetof(WeaponDef, vDuckedOfs[1]), CSPFT_FLOAT }, + {"duckedOfsU", offsetof(WeaponDef, vDuckedOfs[2]), CSPFT_FLOAT }, + {"duckedMoveF", offsetof(WeaponDef, vDuckedMove[0]), CSPFT_FLOAT }, + {"duckedMoveR", offsetof(WeaponDef, vDuckedMove[1]), CSPFT_FLOAT }, + {"duckedMoveU", offsetof(WeaponDef, vDuckedMove[2]), CSPFT_FLOAT }, + {"duckedRotP", offsetof(WeaponDef, vDuckedRot[0]), CSPFT_FLOAT }, + {"duckedRotY", offsetof(WeaponDef, vDuckedRot[1]), CSPFT_FLOAT }, + {"duckedRotR", offsetof(WeaponDef, vDuckedRot[2]), CSPFT_FLOAT }, + {"proneOfsF", offsetof(WeaponDef, vProneOfs[0]), CSPFT_FLOAT }, + {"proneOfsR", offsetof(WeaponDef, vProneOfs[1]), CSPFT_FLOAT }, + {"proneOfsU", offsetof(WeaponDef, vProneOfs[2]), CSPFT_FLOAT }, + {"proneMoveF", offsetof(WeaponDef, vProneMove[0]), CSPFT_FLOAT }, + {"proneMoveR", offsetof(WeaponDef, vProneMove[1]), CSPFT_FLOAT }, + {"proneMoveU", offsetof(WeaponDef, vProneMove[2]), CSPFT_FLOAT }, + {"proneRotP", offsetof(WeaponDef, vProneRot[0]), CSPFT_FLOAT }, + {"proneRotY", offsetof(WeaponDef, vProneRot[1]), CSPFT_FLOAT }, + {"proneRotR", offsetof(WeaponDef, vProneRot[2]), CSPFT_FLOAT }, + {"posMoveRate", offsetof(WeaponDef, fPosMoveRate), CSPFT_FLOAT }, + {"posProneMoveRate", offsetof(WeaponDef, fPosProneMoveRate), CSPFT_FLOAT }, + {"standMoveMinSpeed", offsetof(WeaponDef, fStandMoveMinSpeed), CSPFT_FLOAT }, + {"duckedMoveMinSpeed", offsetof(WeaponDef, fDuckedMoveMinSpeed), CSPFT_FLOAT }, + {"proneMoveMinSpeed", offsetof(WeaponDef, fProneMoveMinSpeed), CSPFT_FLOAT }, + {"posRotRate", offsetof(WeaponDef, fPosRotRate), CSPFT_FLOAT }, + {"posProneRotRate", offsetof(WeaponDef, fPosProneRotRate), CSPFT_FLOAT }, + {"standRotMinSpeed", offsetof(WeaponDef, fStandRotMinSpeed), CSPFT_FLOAT }, + {"duckedRotMinSpeed", offsetof(WeaponDef, fDuckedRotMinSpeed), CSPFT_FLOAT }, + {"proneRotMinSpeed", offsetof(WeaponDef, fProneRotMinSpeed), CSPFT_FLOAT }, + {"worldModel", offsetof(WeaponDef, worldModel[0]), CSPFT_XMODEL }, + {"worldModel2", offsetof(WeaponDef, worldModel[1]), CSPFT_XMODEL }, + {"worldModel3", offsetof(WeaponDef, worldModel[2]), CSPFT_XMODEL }, + {"worldModel4", offsetof(WeaponDef, worldModel[3]), CSPFT_XMODEL }, + {"worldModel5", offsetof(WeaponDef, worldModel[4]), CSPFT_XMODEL }, + {"worldModel6", offsetof(WeaponDef, worldModel[5]), CSPFT_XMODEL }, + {"worldModel7", offsetof(WeaponDef, worldModel[6]), CSPFT_XMODEL }, + {"worldModel8", offsetof(WeaponDef, worldModel[7]), CSPFT_XMODEL }, + {"worldModel9", offsetof(WeaponDef, worldModel[8]), CSPFT_XMODEL }, + {"worldModel10", offsetof(WeaponDef, worldModel[9]), CSPFT_XMODEL }, + {"worldModel11", offsetof(WeaponDef, worldModel[10]), CSPFT_XMODEL }, + {"worldModel12", offsetof(WeaponDef, worldModel[11]), CSPFT_XMODEL }, + {"worldModel13", offsetof(WeaponDef, worldModel[12]), CSPFT_XMODEL }, + {"worldModel14", offsetof(WeaponDef, worldModel[13]), CSPFT_XMODEL }, + {"worldModel15", offsetof(WeaponDef, worldModel[14]), CSPFT_XMODEL }, + {"worldModel16", offsetof(WeaponDef, worldModel[15]), CSPFT_XMODEL }, + {"worldClipModel", offsetof(WeaponDef, worldClipModel), CSPFT_XMODEL }, + {"rocketModel", offsetof(WeaponDef, rocketModel), CSPFT_XMODEL }, + {"knifeModel", offsetof(WeaponDef, knifeModel), CSPFT_XMODEL }, + {"worldKnifeModel", offsetof(WeaponDef, worldKnifeModel), CSPFT_XMODEL }, + {"hudIcon", offsetof(WeaponDef, hudIcon), CSPFT_MATERIAL }, + {"hudIconRatio", offsetof(WeaponDef, hudIconRatio), WFT_ICONRATIO_HUD }, + {"ammoCounterIcon", offsetof(WeaponDef, ammoCounterIcon), CSPFT_MATERIAL }, + {"ammoCounterIconRatio", offsetof(WeaponDef, ammoCounterIconRatio), WFT_ICONRATIO_AMMOCOUNTER}, + {"ammoCounterClip", offsetof(WeaponDef, ammoCounterClip), WFT_AMMOCOUNTER_CLIPTYPE }, + {"startAmmo", offsetof(WeaponDef, iStartAmmo), CSPFT_INT }, + {"ammoName", offsetof(WeaponDef, szAmmoName), CSPFT_STRING }, + {"clipName", offsetof(WeaponDef, szClipName), CSPFT_STRING }, + {"maxAmmo", offsetof(WeaponDef, iMaxAmmo), CSPFT_INT }, + {"clipSize", offsetof(WeaponDef, iClipSize), CSPFT_INT }, + {"shotCount", offsetof(WeaponDef, shotCount), CSPFT_INT }, + {"sharedAmmoCapName", offsetof(WeaponDef, szSharedAmmoCapName), CSPFT_STRING }, + {"sharedAmmoCap", offsetof(WeaponDef, iSharedAmmoCap), CSPFT_INT }, + {"damage", offsetof(WeaponDef, damage), CSPFT_INT }, + {"playerDamage", offsetof(WeaponDef, playerDamage), CSPFT_INT }, + {"meleeDamage", offsetof(WeaponDef, iMeleeDamage), CSPFT_INT }, + {"minDamage", offsetof(WeaponDef, minDamage), CSPFT_INT }, + {"minPlayerDamage", offsetof(WeaponDef, minPlayerDamage), CSPFT_INT }, + {"maxDamageRange", offsetof(WeaponDef, fMaxDamageRange), CSPFT_FLOAT }, + {"minDamageRange", offsetof(WeaponDef, fMinDamageRange), CSPFT_FLOAT }, + {"destabilizationRateTime", offsetof(WeaponDef, destabilizationRateTime), CSPFT_FLOAT }, + {"destabilizationCurvatureMax", offsetof(WeaponDef, destabilizationCurvatureMax), CSPFT_FLOAT }, + {"destabilizeDistance", offsetof(WeaponDef, destabilizeDistance), CSPFT_INT }, + {"fireDelay", offsetof(WeaponDef, iFireDelay), CSPFT_MILLISECONDS }, + {"meleeDelay", offsetof(WeaponDef, iMeleeDelay), CSPFT_MILLISECONDS }, + {"meleeChargeDelay", offsetof(WeaponDef, meleeChargeDelay), CSPFT_MILLISECONDS }, + {"fireTime", offsetof(WeaponDef, iFireTime), CSPFT_MILLISECONDS }, + {"rechamberTime", offsetof(WeaponDef, iRechamberTime), CSPFT_MILLISECONDS }, + {"rechamberBoltTime", offsetof(WeaponDef, iRechamberBoltTime), CSPFT_MILLISECONDS }, + {"holdFireTime", offsetof(WeaponDef, iHoldFireTime), CSPFT_MILLISECONDS }, + {"detonateTime", offsetof(WeaponDef, iDetonateTime), CSPFT_MILLISECONDS }, + {"detonateDelay", offsetof(WeaponDef, iDetonateDelay), CSPFT_MILLISECONDS }, + {"meleeTime", offsetof(WeaponDef, iMeleeTime), CSPFT_MILLISECONDS }, + {"meleeChargeTime", offsetof(WeaponDef, meleeChargeTime), CSPFT_MILLISECONDS }, + {"reloadTime", offsetof(WeaponDef, iReloadTime), CSPFT_MILLISECONDS }, + {"reloadShowRocketTime", offsetof(WeaponDef, reloadShowRocketTime), CSPFT_MILLISECONDS }, + {"reloadEmptyTime", offsetof(WeaponDef, iReloadEmptyTime), CSPFT_MILLISECONDS }, + {"reloadAddTime", offsetof(WeaponDef, iReloadAddTime), CSPFT_MILLISECONDS }, + {"reloadStartTime", offsetof(WeaponDef, iReloadStartTime), CSPFT_MILLISECONDS }, + {"reloadStartAddTime", offsetof(WeaponDef, iReloadStartAddTime), CSPFT_MILLISECONDS }, + {"reloadEndTime", offsetof(WeaponDef, iReloadEndTime), CSPFT_MILLISECONDS }, + {"dropTime", offsetof(WeaponDef, iDropTime), CSPFT_MILLISECONDS }, + {"raiseTime", offsetof(WeaponDef, iRaiseTime), CSPFT_MILLISECONDS }, + {"altDropTime", offsetof(WeaponDef, iAltDropTime), CSPFT_MILLISECONDS }, + {"altRaiseTime", offsetof(WeaponDef, iAltRaiseTime), CSPFT_MILLISECONDS }, + {"quickDropTime", offsetof(WeaponDef, quickDropTime), CSPFT_MILLISECONDS }, + {"quickRaiseTime", offsetof(WeaponDef, quickRaiseTime), CSPFT_MILLISECONDS }, + {"firstRaiseTime", offsetof(WeaponDef, iFirstRaiseTime), CSPFT_MILLISECONDS }, + {"emptyRaiseTime", offsetof(WeaponDef, iEmptyRaiseTime), CSPFT_MILLISECONDS }, + {"emptyDropTime", offsetof(WeaponDef, iEmptyDropTime), CSPFT_MILLISECONDS }, + {"sprintInTime", offsetof(WeaponDef, sprintInTime), CSPFT_MILLISECONDS }, + {"sprintLoopTime", offsetof(WeaponDef, sprintLoopTime), CSPFT_MILLISECONDS }, + {"sprintOutTime", offsetof(WeaponDef, sprintOutTime), CSPFT_MILLISECONDS }, + {"nightVisionWearTime", offsetof(WeaponDef, nightVisionWearTime), CSPFT_MILLISECONDS }, + {"nightVisionWearTimeFadeOutEnd", offsetof(WeaponDef, nightVisionWearTimeFadeOutEnd), CSPFT_MILLISECONDS }, + {"nightVisionWearTimePowerUp", offsetof(WeaponDef, nightVisionWearTimePowerUp), CSPFT_MILLISECONDS }, + {"nightVisionRemoveTime", offsetof(WeaponDef, nightVisionRemoveTime), CSPFT_MILLISECONDS }, + {"nightVisionRemoveTimePowerDown", offsetof(WeaponDef, nightVisionRemoveTimePowerDown), CSPFT_MILLISECONDS }, + {"nightVisionRemoveTimeFadeInStart", offsetof(WeaponDef, nightVisionRemoveTimeFadeInStart), CSPFT_MILLISECONDS }, + {"fuseTime", offsetof(WeaponDef, fuseTime), CSPFT_MILLISECONDS }, + {"aifuseTime", offsetof(WeaponDef, aiFuseTime), CSPFT_MILLISECONDS }, + {"requireLockonToFire", offsetof(WeaponDef, requireLockonToFire), CSPFT_QBOOLEAN }, + {"noAdsWhenMagEmpty", offsetof(WeaponDef, noAdsWhenMagEmpty), CSPFT_QBOOLEAN }, + {"avoidDropCleanup", offsetof(WeaponDef, avoidDropCleanup), CSPFT_QBOOLEAN }, + {"autoAimRange", offsetof(WeaponDef, autoAimRange), CSPFT_FLOAT }, + {"aimAssistRange", offsetof(WeaponDef, aimAssistRange), CSPFT_FLOAT }, + {"aimAssistRangeAds", offsetof(WeaponDef, aimAssistRangeAds), CSPFT_FLOAT }, + {"aimPadding", offsetof(WeaponDef, aimPadding), CSPFT_FLOAT }, + {"enemyCrosshairRange", offsetof(WeaponDef, enemyCrosshairRange), CSPFT_FLOAT }, + {"crosshairColorChange", offsetof(WeaponDef, crosshairColorChange), CSPFT_QBOOLEAN }, + {"moveSpeedScale", offsetof(WeaponDef, moveSpeedScale), CSPFT_FLOAT }, + {"adsMoveSpeedScale", offsetof(WeaponDef, adsMoveSpeedScale), CSPFT_FLOAT }, + {"sprintDurationScale", offsetof(WeaponDef, sprintDurationScale), CSPFT_FLOAT }, + {"idleCrouchFactor", offsetof(WeaponDef, fIdleCrouchFactor), CSPFT_FLOAT }, + {"idleProneFactor", offsetof(WeaponDef, fIdleProneFactor), CSPFT_FLOAT }, + {"gunMaxPitch", offsetof(WeaponDef, fGunMaxPitch), CSPFT_FLOAT }, + {"gunMaxYaw", offsetof(WeaponDef, fGunMaxYaw), CSPFT_FLOAT }, + {"swayMaxAngle", offsetof(WeaponDef, swayMaxAngle), CSPFT_FLOAT }, + {"swayLerpSpeed", offsetof(WeaponDef, swayLerpSpeed), CSPFT_FLOAT }, + {"swayPitchScale", offsetof(WeaponDef, swayPitchScale), CSPFT_FLOAT }, + {"swayYawScale", offsetof(WeaponDef, swayYawScale), CSPFT_FLOAT }, + {"swayHorizScale", offsetof(WeaponDef, swayHorizScale), CSPFT_FLOAT }, + {"swayVertScale", offsetof(WeaponDef, swayVertScale), CSPFT_FLOAT }, + {"swayShellShockScale", offsetof(WeaponDef, swayShellShockScale), CSPFT_FLOAT }, + {"adsSwayMaxAngle", offsetof(WeaponDef, adsSwayMaxAngle), CSPFT_FLOAT }, + {"adsSwayLerpSpeed", offsetof(WeaponDef, adsSwayLerpSpeed), CSPFT_FLOAT }, + {"adsSwayPitchScale", offsetof(WeaponDef, adsSwayPitchScale), CSPFT_FLOAT }, + {"adsSwayYawScale", offsetof(WeaponDef, adsSwayYawScale), CSPFT_FLOAT }, + {"adsSwayHorizScale", offsetof(WeaponDef, adsSwayHorizScale), CSPFT_FLOAT }, + {"adsSwayVertScale", offsetof(WeaponDef, adsSwayVertScale), CSPFT_FLOAT }, + {"rifleBullet", offsetof(WeaponDef, bRifleBullet), CSPFT_QBOOLEAN }, + {"armorPiercing", offsetof(WeaponDef, armorPiercing), CSPFT_QBOOLEAN }, + {"boltAction", offsetof(WeaponDef, bBoltAction), CSPFT_QBOOLEAN }, + {"aimDownSight", offsetof(WeaponDef, aimDownSight), CSPFT_QBOOLEAN }, + {"rechamberWhileAds", offsetof(WeaponDef, bRechamberWhileAds), CSPFT_QBOOLEAN }, + {"adsViewErrorMin", offsetof(WeaponDef, adsViewErrorMin), CSPFT_FLOAT }, + {"adsViewErrorMax", offsetof(WeaponDef, adsViewErrorMax), CSPFT_FLOAT }, + {"clipOnly", offsetof(WeaponDef, bClipOnly), CSPFT_QBOOLEAN }, + {"cookOffHold", offsetof(WeaponDef, bCookOffHold), CSPFT_QBOOLEAN }, + {"adsFire", offsetof(WeaponDef, adsFireOnly), CSPFT_QBOOLEAN }, + {"cancelAutoHolsterWhenEmpty", offsetof(WeaponDef, cancelAutoHolsterWhenEmpty), CSPFT_QBOOLEAN }, + {"suppressAmmoReserveDisplay", offsetof(WeaponDef, suppressAmmoReserveDisplay), CSPFT_QBOOLEAN }, + {"enhanced", offsetof(WeaponDef, enhanced), CSPFT_QBOOLEAN }, + {"laserSightDuringNightvision", offsetof(WeaponDef, laserSightDuringNightvision), CSPFT_QBOOLEAN }, + {"killIcon", offsetof(WeaponDef, killIcon), CSPFT_MATERIAL }, + {"killIconRatio", offsetof(WeaponDef, killIconRatio), WFT_ICONRATIO_KILL }, + {"flipKillIcon", offsetof(WeaponDef, flipKillIcon), CSPFT_QBOOLEAN }, + {"dpadIcon", offsetof(WeaponDef, dpadIcon), CSPFT_MATERIAL }, + {"dpadIconRatio", offsetof(WeaponDef, dpadIconRatio), WFT_ICONRATIO_DPAD }, + {"noPartialReload", offsetof(WeaponDef, bNoPartialReload), CSPFT_QBOOLEAN }, + {"segmentedReload", offsetof(WeaponDef, bSegmentedReload), CSPFT_QBOOLEAN }, + {"reloadAmmoAdd", offsetof(WeaponDef, iReloadAmmoAdd), CSPFT_INT }, + {"reloadStartAdd", offsetof(WeaponDef, iReloadStartAdd), CSPFT_INT }, + {"altWeapon", offsetof(WeaponDef, szAltWeaponName), CSPFT_STRING }, + {"dropAmmoMin", offsetof(WeaponDef, iDropAmmoMin), CSPFT_INT }, + {"dropAmmoMax", offsetof(WeaponDef, iDropAmmoMax), CSPFT_INT }, + {"blocksProne", offsetof(WeaponDef, blocksProne), CSPFT_QBOOLEAN }, + {"silenced", offsetof(WeaponDef, silenced), CSPFT_QBOOLEAN }, + {"explosionRadius", offsetof(WeaponDef, iExplosionRadius), CSPFT_INT }, + {"explosionRadiusMin", offsetof(WeaponDef, iExplosionRadiusMin), CSPFT_INT }, + {"explosionInnerDamage", offsetof(WeaponDef, iExplosionInnerDamage), CSPFT_INT }, + {"explosionOuterDamage", offsetof(WeaponDef, iExplosionOuterDamage), CSPFT_INT }, + {"damageConeAngle", offsetof(WeaponDef, damageConeAngle), CSPFT_FLOAT }, + {"projectileSpeed", offsetof(WeaponDef, iProjectileSpeed), CSPFT_INT }, + {"projectileSpeedUp", offsetof(WeaponDef, iProjectileSpeedUp), CSPFT_INT }, + {"projectileSpeedForward", offsetof(WeaponDef, iProjectileSpeedForward), CSPFT_INT }, + {"projectileActivateDist", offsetof(WeaponDef, iProjectileActivateDist), CSPFT_INT }, + {"projectileLifetime", offsetof(WeaponDef, projLifetime), CSPFT_FLOAT }, + {"timeToAccelerate", offsetof(WeaponDef, timeToAccelerate), CSPFT_FLOAT }, + {"projectileCurvature", offsetof(WeaponDef, projectileCurvature), CSPFT_FLOAT }, + {"projectileModel", offsetof(WeaponDef, projectileModel), CSPFT_XMODEL }, + {"projExplosionType", offsetof(WeaponDef, projExplosion), WFT_PROJ_EXPLOSION }, + {"projExplosionEffect", offsetof(WeaponDef, projExplosionEffect), CSPFT_FX }, + {"projExplosionEffectForceNormalUp", offsetof(WeaponDef, projExplosionEffectForceNormalUp), CSPFT_QBOOLEAN }, + {"projExplosionSound", offsetof(WeaponDef, projExplosionSound), CSPFT_SOUND }, + {"projDudEffect", offsetof(WeaponDef, projDudEffect), CSPFT_FX }, + {"projDudSound", offsetof(WeaponDef, projDudSound), CSPFT_SOUND }, + {"projImpactExplode", offsetof(WeaponDef, bProjImpactExplode), CSPFT_QBOOLEAN }, + {"stickiness", offsetof(WeaponDef, stickiness), WFT_STICKINESS }, + {"hasDetonator", offsetof(WeaponDef, hasDetonator), CSPFT_QBOOLEAN }, + {"timedDetonation", offsetof(WeaponDef, timedDetonation), CSPFT_QBOOLEAN }, + {"rotate", offsetof(WeaponDef, rotate), CSPFT_QBOOLEAN }, + {"holdButtonToThrow", offsetof(WeaponDef, holdButtonToThrow), CSPFT_QBOOLEAN }, + {"freezeMovementWhenFiring", offsetof(WeaponDef, freezeMovementWhenFiring), CSPFT_QBOOLEAN }, + {"lowAmmoWarningThreshold", offsetof(WeaponDef, lowAmmoWarningThreshold), CSPFT_FLOAT }, + {"parallelDefaultBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_DEFAULT]), CSPFT_FLOAT }, + {"parallelBarkBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_BARK]), CSPFT_FLOAT }, + {"parallelBrickBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_BRICK]), CSPFT_FLOAT }, + {"parallelCarpetBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_CARPET]), CSPFT_FLOAT }, + {"parallelClothBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_CLOTH]), CSPFT_FLOAT }, + {"parallelConcreteBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_CONCRETE]), CSPFT_FLOAT }, + {"parallelDirtBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_DIRT]), CSPFT_FLOAT }, + {"parallelFleshBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_FLESH]), CSPFT_FLOAT }, + {"parallelFoliageBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_FOLIAGE]), CSPFT_FLOAT }, + {"parallelGlassBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_GLASS]), CSPFT_FLOAT }, + {"parallelGrassBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_GRASS]), CSPFT_FLOAT }, + {"parallelGravelBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_GRAVEL]), CSPFT_FLOAT }, + {"parallelIceBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_ICE]), CSPFT_FLOAT }, + {"parallelMetalBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_METAL]), CSPFT_FLOAT }, + {"parallelMudBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_MUD]), CSPFT_FLOAT }, + {"parallelPaperBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_PAPER]), CSPFT_FLOAT }, + {"parallelPlasterBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_PLASTER]), CSPFT_FLOAT }, + {"parallelRockBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_ROCK]), CSPFT_FLOAT }, + {"parallelSandBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_SAND]), CSPFT_FLOAT }, + {"parallelSnowBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_SNOW]), CSPFT_FLOAT }, + {"parallelWaterBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_WATER]), CSPFT_FLOAT }, + {"parallelWoodBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_WOOD]), CSPFT_FLOAT }, + {"parallelAsphaltBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_ASPHALT]), CSPFT_FLOAT }, + {"parallelCeramicBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_CERAMIC]), CSPFT_FLOAT }, + {"parallelPlasticBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_PLASTIC]), CSPFT_FLOAT }, + {"parallelRubberBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_RUBBER]), CSPFT_FLOAT }, + {"parallelCushionBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_CUSHION]), CSPFT_FLOAT }, + {"parallelFruitBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_FRUIT]), CSPFT_FLOAT }, + {"parallelPaintedMetalBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_PAINTED_METAL]), CSPFT_FLOAT }, + {"perpendicularDefaultBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_DEFAULT]), CSPFT_FLOAT }, + {"perpendicularBarkBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_BARK]), CSPFT_FLOAT }, + {"perpendicularBrickBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_BRICK]), CSPFT_FLOAT }, + {"perpendicularCarpetBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_CARPET]), CSPFT_FLOAT }, + {"perpendicularClothBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_CLOTH]), CSPFT_FLOAT }, + {"perpendicularConcreteBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_CONCRETE]), CSPFT_FLOAT }, + {"perpendicularDirtBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_DIRT]), CSPFT_FLOAT }, + {"perpendicularFleshBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_FLESH]), CSPFT_FLOAT }, + {"perpendicularFoliageBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_FOLIAGE]), CSPFT_FLOAT }, + {"perpendicularGlassBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_GLASS]), CSPFT_FLOAT }, + {"perpendicularGrassBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_GRASS]), CSPFT_FLOAT }, + {"perpendicularGravelBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_GRAVEL]), CSPFT_FLOAT }, + {"perpendicularIceBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_ICE]), CSPFT_FLOAT }, + {"perpendicularMetalBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_METAL]), CSPFT_FLOAT }, + {"perpendicularMudBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_MUD]), CSPFT_FLOAT }, + {"perpendicularPaperBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_PAPER]), CSPFT_FLOAT }, + {"perpendicularPlasterBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_PLASTER]), CSPFT_FLOAT }, + {"perpendicularRockBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_ROCK]), CSPFT_FLOAT }, + {"perpendicularSandBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_SAND]), CSPFT_FLOAT }, + {"perpendicularSnowBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_SNOW]), CSPFT_FLOAT }, + {"perpendicularWaterBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_WATER]), CSPFT_FLOAT }, + {"perpendicularWoodBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_WOOD]), CSPFT_FLOAT }, + {"perpendicularAsphaltBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_ASPHALT]), CSPFT_FLOAT }, + {"perpendicularCeramicBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_CERAMIC]), CSPFT_FLOAT }, + {"perpendicularPlasticBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_PLASTIC]), CSPFT_FLOAT }, + {"perpendicularRubberBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_RUBBER]), CSPFT_FLOAT }, + {"perpendicularCushionBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_CUSHION]), CSPFT_FLOAT }, + {"perpendicularFruitBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_FRUIT]), CSPFT_FLOAT }, + {"perpendicularPaintedMetalBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_PAINTED_METAL]), CSPFT_FLOAT }, + {"projTrailEffect", offsetof(WeaponDef, projTrailEffect), CSPFT_FX }, + {"projectileRed", offsetof(WeaponDef, vProjectileColor[0]), CSPFT_FLOAT }, + {"projectileGreen", offsetof(WeaponDef, vProjectileColor[1]), CSPFT_FLOAT }, + {"projectileBlue", offsetof(WeaponDef, vProjectileColor[2]), CSPFT_FLOAT }, + {"guidedMissileType", offsetof(WeaponDef, guidedMissileType), WFT_GUIDED_MISSILE_TYPE }, + {"maxSteeringAccel", offsetof(WeaponDef, maxSteeringAccel), CSPFT_FLOAT }, + {"projIgnitionDelay", offsetof(WeaponDef, projIgnitionDelay), CSPFT_INT }, + {"projIgnitionEffect", offsetof(WeaponDef, projIgnitionEffect), CSPFT_FX }, + {"projIgnitionSound", offsetof(WeaponDef, projIgnitionSound), CSPFT_SOUND }, + {"adsTransInTime", offsetof(WeaponDef, iAdsTransInTime), CSPFT_MILLISECONDS }, + {"adsTransOutTime", offsetof(WeaponDef, iAdsTransOutTime), CSPFT_MILLISECONDS }, + {"adsIdleAmount", offsetof(WeaponDef, fAdsIdleAmount), CSPFT_FLOAT }, + {"adsIdleSpeed", offsetof(WeaponDef, adsIdleSpeed), CSPFT_FLOAT }, + {"adsZoomFov", offsetof(WeaponDef, fAdsZoomFov), CSPFT_FLOAT }, + {"adsZoomInFrac", offsetof(WeaponDef, fAdsZoomInFrac), CSPFT_FLOAT }, + {"adsZoomOutFrac", offsetof(WeaponDef, fAdsZoomOutFrac), CSPFT_FLOAT }, + {"adsOverlayShader", offsetof(WeaponDef, overlayMaterial), CSPFT_MATERIAL }, + {"adsOverlayShaderLowRes", offsetof(WeaponDef, overlayMaterialLowRes), CSPFT_MATERIAL }, + {"adsOverlayReticle", offsetof(WeaponDef, overlayReticle), WFT_OVERLAYRETICLE }, + {"adsOverlayInterface", offsetof(WeaponDef, overlayInterface), WFT_OVERLAYINTERFACE }, + {"adsOverlayWidth", offsetof(WeaponDef, overlayWidth), CSPFT_FLOAT }, + {"adsOverlayHeight", offsetof(WeaponDef, overlayHeight), CSPFT_FLOAT }, + {"adsBobFactor", offsetof(WeaponDef, fAdsBobFactor), CSPFT_FLOAT }, + {"adsViewBobMult", offsetof(WeaponDef, fAdsViewBobMult), CSPFT_FLOAT }, + {"adsAimPitch", offsetof(WeaponDef, fAdsAimPitch), CSPFT_FLOAT }, + {"adsCrosshairInFrac", offsetof(WeaponDef, fAdsCrosshairInFrac), CSPFT_FLOAT }, + {"adsCrosshairOutFrac", offsetof(WeaponDef, fAdsCrosshairOutFrac), CSPFT_FLOAT }, + {"adsReloadTransTime", offsetof(WeaponDef, iPositionReloadTransTime), CSPFT_MILLISECONDS }, + {"adsGunKickReducedKickBullets", offsetof(WeaponDef, adsGunKickReducedKickBullets), CSPFT_INT }, + {"adsGunKickReducedKickPercent", offsetof(WeaponDef, adsGunKickReducedKickPercent), CSPFT_FLOAT }, + {"adsGunKickPitchMin", offsetof(WeaponDef, fAdsGunKickPitchMin), CSPFT_FLOAT }, + {"adsGunKickPitchMax", offsetof(WeaponDef, fAdsGunKickPitchMax), CSPFT_FLOAT }, + {"adsGunKickYawMin", offsetof(WeaponDef, fAdsGunKickYawMin), CSPFT_FLOAT }, + {"adsGunKickYawMax", offsetof(WeaponDef, fAdsGunKickYawMax), CSPFT_FLOAT }, + {"adsGunKickAccel", offsetof(WeaponDef, fAdsGunKickAccel), CSPFT_FLOAT }, + {"adsGunKickSpeedMax", offsetof(WeaponDef, fAdsGunKickSpeedMax), CSPFT_FLOAT }, + {"adsGunKickSpeedDecay", offsetof(WeaponDef, fAdsGunKickSpeedDecay), CSPFT_FLOAT }, + {"adsGunKickStaticDecay", offsetof(WeaponDef, fAdsGunKickStaticDecay), CSPFT_FLOAT }, + {"adsViewKickPitchMin", offsetof(WeaponDef, fAdsViewKickPitchMin), CSPFT_FLOAT }, + {"adsViewKickPitchMax", offsetof(WeaponDef, fAdsViewKickPitchMax), CSPFT_FLOAT }, + {"adsViewKickYawMin", offsetof(WeaponDef, fAdsViewKickYawMin), CSPFT_FLOAT }, + {"adsViewKickYawMax", offsetof(WeaponDef, fAdsViewKickYawMax), CSPFT_FLOAT }, + {"adsViewKickCenterSpeed", offsetof(WeaponDef, fAdsViewKickCenterSpeed), CSPFT_FLOAT }, + {"adsSpread", offsetof(WeaponDef, fAdsSpread), CSPFT_FLOAT }, + {"hipSpreadStandMin", offsetof(WeaponDef, fHipSpreadStandMin), CSPFT_FLOAT }, + {"hipSpreadDuckedMin", offsetof(WeaponDef, fHipSpreadDuckedMin), CSPFT_FLOAT }, + {"hipSpreadProneMin", offsetof(WeaponDef, fHipSpreadProneMin), CSPFT_FLOAT }, + {"hipSpreadMax", offsetof(WeaponDef, hipSpreadStandMax), CSPFT_FLOAT }, + {"hipSpreadDuckedMax", offsetof(WeaponDef, hipSpreadDuckedMax), CSPFT_FLOAT }, + {"hipSpreadProneMax", offsetof(WeaponDef, hipSpreadProneMax), CSPFT_FLOAT }, + {"hipSpreadDecayRate", offsetof(WeaponDef, fHipSpreadDecayRate), CSPFT_FLOAT }, + {"hipSpreadFireAdd", offsetof(WeaponDef, fHipSpreadFireAdd), CSPFT_FLOAT }, + {"hipSpreadTurnAdd", offsetof(WeaponDef, fHipSpreadTurnAdd), CSPFT_FLOAT }, + {"hipSpreadMoveAdd", offsetof(WeaponDef, fHipSpreadMoveAdd), CSPFT_FLOAT }, + {"hipSpreadDuckedDecay", offsetof(WeaponDef, fHipSpreadDuckedDecay), CSPFT_FLOAT }, + {"hipSpreadProneDecay", offsetof(WeaponDef, fHipSpreadProneDecay), CSPFT_FLOAT }, + {"hipReticleSidePos", offsetof(WeaponDef, fHipReticleSidePos), CSPFT_FLOAT }, + {"hipIdleAmount", offsetof(WeaponDef, fHipIdleAmount), CSPFT_FLOAT }, + {"hipIdleSpeed", offsetof(WeaponDef, hipIdleSpeed), CSPFT_FLOAT }, + {"hipGunKickReducedKickBullets", offsetof(WeaponDef, hipGunKickReducedKickBullets), CSPFT_INT }, + {"hipGunKickReducedKickPercent", offsetof(WeaponDef, hipGunKickReducedKickPercent), CSPFT_FLOAT }, + {"hipGunKickPitchMin", offsetof(WeaponDef, fHipGunKickPitchMin), CSPFT_FLOAT }, + {"hipGunKickPitchMax", offsetof(WeaponDef, fHipGunKickPitchMax), CSPFT_FLOAT }, + {"hipGunKickYawMin", offsetof(WeaponDef, fHipGunKickYawMin), CSPFT_FLOAT }, + {"hipGunKickYawMax", offsetof(WeaponDef, fHipGunKickYawMax), CSPFT_FLOAT }, + {"hipGunKickAccel", offsetof(WeaponDef, fHipGunKickAccel), CSPFT_FLOAT }, + {"hipGunKickSpeedMax", offsetof(WeaponDef, fHipGunKickSpeedMax), CSPFT_FLOAT }, + {"hipGunKickSpeedDecay", offsetof(WeaponDef, fHipGunKickSpeedDecay), CSPFT_FLOAT }, + {"hipGunKickStaticDecay", offsetof(WeaponDef, fHipGunKickStaticDecay), CSPFT_FLOAT }, + {"hipViewKickPitchMin", offsetof(WeaponDef, fHipViewKickPitchMin), CSPFT_FLOAT }, + {"hipViewKickPitchMax", offsetof(WeaponDef, fHipViewKickPitchMax), CSPFT_FLOAT }, + {"hipViewKickYawMin", offsetof(WeaponDef, fHipViewKickYawMin), CSPFT_FLOAT }, + {"hipViewKickYawMax", offsetof(WeaponDef, fHipViewKickYawMax), CSPFT_FLOAT }, + {"hipViewKickCenterSpeed", offsetof(WeaponDef, fHipViewKickCenterSpeed), CSPFT_FLOAT }, + {"leftArc", offsetof(WeaponDef, leftArc), CSPFT_FLOAT }, + {"rightArc", offsetof(WeaponDef, rightArc), CSPFT_FLOAT }, + {"topArc", offsetof(WeaponDef, topArc), CSPFT_FLOAT }, + {"bottomArc", offsetof(WeaponDef, bottomArc), CSPFT_FLOAT }, + {"accuracy", offsetof(WeaponDef, accuracy), CSPFT_FLOAT }, + {"aiSpread", offsetof(WeaponDef, aiSpread), CSPFT_FLOAT }, + {"playerSpread", offsetof(WeaponDef, playerSpread), CSPFT_FLOAT }, + {"maxVertTurnSpeed", offsetof(WeaponDef, maxTurnSpeed[0]), CSPFT_FLOAT }, + {"maxHorTurnSpeed", offsetof(WeaponDef, maxTurnSpeed[1]), CSPFT_FLOAT }, + {"minVertTurnSpeed", offsetof(WeaponDef, minTurnSpeed[0]), CSPFT_FLOAT }, + {"minHorTurnSpeed", offsetof(WeaponDef, minTurnSpeed[1]), CSPFT_FLOAT }, + {"pitchConvergenceTime", offsetof(WeaponDef, pitchConvergenceTime), CSPFT_FLOAT }, + {"yawConvergenceTime", offsetof(WeaponDef, yawConvergenceTime), CSPFT_FLOAT }, + {"suppressionTime", offsetof(WeaponDef, suppressTime), CSPFT_FLOAT }, + {"maxRange", offsetof(WeaponDef, maxRange), CSPFT_FLOAT }, + {"animHorRotateInc", offsetof(WeaponDef, fAnimHorRotateInc), CSPFT_FLOAT }, + {"playerPositionDist", offsetof(WeaponDef, fPlayerPositionDist), CSPFT_FLOAT }, + {"stance", offsetof(WeaponDef, stance), WFT_STANCE }, + {"useHintString", offsetof(WeaponDef, szUseHintString), CSPFT_STRING }, + {"dropHintString", offsetof(WeaponDef, dropHintString), CSPFT_STRING }, + {"horizViewJitter", offsetof(WeaponDef, horizViewJitter), CSPFT_FLOAT }, + {"vertViewJitter", offsetof(WeaponDef, vertViewJitter), CSPFT_FLOAT }, + {"fightDist", offsetof(WeaponDef, fightDist), CSPFT_FLOAT }, + {"maxDist", offsetof(WeaponDef, maxDist), CSPFT_FLOAT }, + {"aiVsAiAccuracyGraph", offsetof(WeaponDef, aiVsAiAccuracyGraphName), CSPFT_STRING }, + {"aiVsPlayerAccuracyGraph", offsetof(WeaponDef, aiVsPlayerAccuracyGraphName), CSPFT_STRING }, + {"locNone", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT }, + {"locHelmet", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT }, + {"locHead", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT }, + {"locNeck", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_NECK]), CSPFT_FLOAT }, + {"locTorsoUpper", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_TORSO_UPR]), CSPFT_FLOAT }, + {"locTorsoLower", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_TORSO_LWR]), CSPFT_FLOAT }, + {"locRightArmUpper", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_R_ARM_UPR]), CSPFT_FLOAT }, + {"locRightArmLower", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_R_ARM_LWR]), CSPFT_FLOAT }, + {"locRightHand", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_R_HAND]), CSPFT_FLOAT }, + {"locLeftArmUpper", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_L_ARM_UPR]), CSPFT_FLOAT }, + {"locLeftArmLower", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_L_ARM_LWR]), CSPFT_FLOAT }, + {"locLeftHand", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_L_HAND]), CSPFT_FLOAT }, + {"locRightLegUpper", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_R_LEG_UPR]), CSPFT_FLOAT }, + {"locRightLegLower", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_R_LEG_LWR]), CSPFT_FLOAT }, + {"locRightFoot", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_R_FOOT]), CSPFT_FLOAT }, + {"locLeftLegUpper", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_L_LEG_UPR]), CSPFT_FLOAT }, + {"locLeftLegLower", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_L_LEG_LWR]), CSPFT_FLOAT }, + {"locLeftFoot", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_L_FOOT]), CSPFT_FLOAT }, + {"locGun", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_GUN]), CSPFT_FLOAT }, + {"fireRumble", offsetof(WeaponDef, fireRumble), CSPFT_STRING }, + {"meleeImpactRumble", offsetof(WeaponDef, meleeImpactRumble), CSPFT_STRING }, + {"adsDofStart", offsetof(WeaponDef, adsDofStart), CSPFT_FLOAT }, + {"adsDofEnd", offsetof(WeaponDef, adsDofEnd), CSPFT_FLOAT }, + }; +} // namespace IW3 diff --git a/src/ObjCommon/Game/IW3/Weapon/WeaponStrings.h b/src/ObjCommon/Game/IW3/Weapon/WeaponStrings.h new file mode 100644 index 00000000..859a97bb --- /dev/null +++ b/src/ObjCommon/Game/IW3/Weapon/WeaponStrings.h @@ -0,0 +1,172 @@ +#pragma once + +#include "Game/IW3/IW3.h" + +namespace IW3 +{ + inline const char* szWeapTypeNames[]{ + "bullet", + "grenade", + "projectile", + "binoculars", + }; + static_assert(std::extent_v == WEAPTYPE_NUM); + + inline const char* szWeapClassNames[]{ + "rifle", + "mg", + "smg", + "spread", + "pistol", + "grenade", + "rocketlauncher", + "turret", + "non-player", + "item", + }; + static_assert(std::extent_v == WEAPCLASS_NUM); + + inline const char* szWeapOverlayReticleNames[]{ + "none", + "crosshair", + }; + static_assert(std::extent_v == WEAPOVERLAYRETICLE_NUM); + + inline const char* penetrateTypeNames[]{ + "none", + "small", + "medium", + "large", + }; + static_assert(std::extent_v == PENETRATE_TYPE_NUM); + + inline const char* impactTypeNames[]{ + "none", + "bullet_small", + "bullet_large", + "bullet_ap", + "shotgun", + "grenade_bounce", + "grenade_explode", + "rocket_explode", + "projectile_dud", + }; + static_assert(std::extent_v == IMPACT_TYPE_NUM); + + inline const char* szWeapStanceNames[]{ + "stand", + "duck", + "prone", + }; + static_assert(std::extent_v == WEAPSTANCE_NUM); + + inline const char* szProjectileExplosionNames[]{ + "grenade", + "rocket", + "flashbang", + "none", + "dud", + "smoke", + "heavy explosive", + }; + static_assert(std::extent_v == WEAPPROJEXP_NUM); + + inline const char* offhandClassNames[]{ + "None", + "Frag Grenade", + "Smoke Grenade", + "Flash Grenade", + }; + static_assert(std::extent_v == OFFHAND_CLASS_NUM); + + // mp/playeranimtypes.txt + inline const char* playerAnimTypeNames[]{ + "none", + "other", + "pistol", + "smg", + "autorifle", + "mg", + "sniper", + "rocketlauncher", + "explosive", + "grenade", + "turret", + "c4", + "m203", + "hold", + "briefcase", + }; + + inline const char* activeReticleNames[]{ + "None", + "Pip-On-A-Stick", + "Bouncing diamond", + }; + static_assert(std::extent_v == VEH_ACTIVE_RETICLE_NUM); + + inline const char* guidedMissileNames[]{ + "None", + "Sidewinder", + "Hellfire", + "Javelin", + }; + static_assert(std::extent_v == MISSILE_GUIDANCE_NUM); + + inline const char* stickinessNames[]{ + "Don't stick", + "Stick to all", + "Stick to ground", + "Stick to ground, maintain yaw", + }; + static_assert(std::extent_v == WEAPSTICKINESS_NUM); + + inline const char* overlayInterfaceNames[]{ + "None", + "Javelin", + "Turret Scope", + }; + static_assert(std::extent_v == WEAPOVERLAYINTERFACE_NUM); + + inline const char* szWeapInventoryTypeNames[]{ + "primary", + "offhand", + "item", + "altmode", + }; + static_assert(std::extent_v == WEAPINVENTORY_NUM); + + inline const char* szWeapFireTypeNames[]{ + "Full Auto", + "Single Shot", + "2-Round Burst", + "3-Round Burst", + "4-Round Burst", + }; + static_assert(std::extent_v == WEAPON_FIRETYPE_NUM); + + inline const char* ammoCounterClipNames[]{ + "None", + "Magazine", + "ShortMagazine", + "Shotgun", + "Rocket", + "Beltfed", + "AltWeapon", + }; + static_assert(std::extent_v == AMMO_COUNTER_CLIP_NUM); + + inline const char* weapIconRatioNames[]{ + "1:1", + "2:1", + "4:1", + }; + static_assert(std::extent_v == WEAPON_ICON_RATIO_NUM); + + 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", + }; + static_assert(std::extent_v == SURF_TYPE_NUM); +} // namespace IW3 diff --git a/src/ObjLoading/Game/IW3/ObjLoaderIW3.cpp b/src/ObjLoading/Game/IW3/ObjLoaderIW3.cpp index 2af4cc84..cadc54e0 100644 --- a/src/ObjLoading/Game/IW3/ObjLoaderIW3.cpp +++ b/src/ObjLoading/Game/IW3/ObjLoaderIW3.cpp @@ -8,6 +8,7 @@ #include "Game/IW3/Image/ImageLoaderExternalIW3.h" #include "Game/IW3/Techset/PixelShaderLoaderIW3.h" #include "Game/IW3/Techset/VertexShaderLoaderIW3.h" +#include "Game/IW3/Weapon/AccuracyGraphLoaderIW3.h" #include "Game/IW3/XAnim/XAnimLoaderIW3.h" #include "Game/IW3/XModel/LoaderXModelIW3.h" #include "LightDef/LightDefLoaderIW3.h" @@ -19,6 +20,8 @@ #include "RawFile/AssetLoaderRawFileIW3.h" #include "Sound/LoaderSoundCurveIW3.h" #include "StringTable/AssetLoaderStringTableIW3.h" +#include "Weapon/WeaponGdtLoaderIW3.h" +#include "Weapon/WeaponRawLoaderIW3.h" #include @@ -120,7 +123,8 @@ namespace // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); collection.AddAssetCreator(localize::CreateLoaderIW3(memory, searchPath, zone)); - // collection.AddAssetCreator(std::make_unique(memory)); + collection.AddAssetCreator(weapon::CreateRawLoaderIW3(memory, searchPath, zone)); + collection.AddAssetCreator(weapon::CreateGdtLoaderIW3(memory, searchPath, gdt, zone)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); @@ -129,6 +133,7 @@ namespace collection.AddSubAssetCreator(techset::CreateVertexShaderLoaderIW3(memory, searchPath)); collection.AddSubAssetCreator(techset::CreatePixelShaderLoaderIW3(memory, searchPath)); + collection.AddSubAssetCreator(weapon::CreateAccuracyGraphLoaderIW3(memory, searchPath)); } } // namespace diff --git a/src/ObjLoading/Game/IW3/Weapon/WeaponGdtLoaderIW3.cpp b/src/ObjLoading/Game/IW3/Weapon/WeaponGdtLoaderIW3.cpp new file mode 100644 index 00000000..0d36f1ad --- /dev/null +++ b/src/ObjLoading/Game/IW3/Weapon/WeaponGdtLoaderIW3.cpp @@ -0,0 +1,53 @@ +#include "WeaponGdtLoaderIW3.h" + +#include "Game/IW3/IW3.h" +#include "Game/IW3/ObjConstantsIW3.h" +#include "InfoString/InfoString.h" +#include "Utils/Logging/Log.h" +#include "WeaponInfoStringLoaderIW3.h" + +#include +#include + +using namespace IW3; + +namespace +{ + class GdtLoaderWeapon final : public AssetCreator + { + public: + GdtLoaderWeapon(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone) + : m_gdt(gdt), + m_info_string_loader(memory, searchPath, zone) + { + } + + AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override + { + const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(GDF_FILENAME_WEAPON, assetName); + if (gdtEntry == nullptr) + return AssetCreationResult::NoAction(); + + InfoString infoString; + if (!infoString.FromGdtProperties(*gdtEntry)) + { + con::error("Failed to read weapon gdt entry: \"{}\"", assetName); + return AssetCreationResult::Failure(); + } + + return m_info_string_loader.CreateAsset(assetName, infoString, context); + } + + private: + IGdtQueryable& m_gdt; + weapon::InfoStringLoaderIW3 m_info_string_loader; + }; +} // namespace + +namespace weapon +{ + std::unique_ptr> CreateGdtLoaderIW3(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone) + { + return std::make_unique(memory, searchPath, gdt, zone); + } +} // namespace weapon diff --git a/src/ObjLoading/Game/IW3/Weapon/WeaponGdtLoaderIW3.h b/src/ObjLoading/Game/IW3/Weapon/WeaponGdtLoaderIW3.h new file mode 100644 index 00000000..eb556706 --- /dev/null +++ b/src/ObjLoading/Game/IW3/Weapon/WeaponGdtLoaderIW3.h @@ -0,0 +1,14 @@ +#pragma once + +#include "Asset/IAssetCreator.h" +#include "Game/IW3/IW3.h" +#include "Gdt/IGdtQueryable.h" +#include "SearchPath/ISearchPath.h" +#include "Utils/MemoryManager.h" + +#include + +namespace weapon +{ + std::unique_ptr> CreateGdtLoaderIW3(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone); +} // namespace weapon diff --git a/src/ObjLoading/Game/IW3/Weapon/WeaponInfoStringLoaderIW3.cpp b/src/ObjLoading/Game/IW3/Weapon/WeaponInfoStringLoaderIW3.cpp new file mode 100644 index 00000000..fcd7a856 --- /dev/null +++ b/src/ObjLoading/Game/IW3/Weapon/WeaponInfoStringLoaderIW3.cpp @@ -0,0 +1,432 @@ +#include "WeaponInfoStringLoaderIW3.h" + +#include "Game/IW3/IW3.h" +#include "Game/IW3/InfoString/InfoStringToStructConverter.h" +#include "Game/IW3/Weapon/WeaponFields.h" +#include "Game/IW3/Weapon/WeaponStrings.h" +#include "Utils/Logging/Log.h" +#include "Weapon/WeaponCommon.h" + +#include +#include +#include +#include +#include + +using namespace IW3; + +namespace +{ + class InfoStringToWeaponConverter final : public InfoStringToStructConverter + { + bool ConvertHideTags(const cspField_t& field, const std::string& value) + { + std::vector valueArray; + if (!ParseAsArray(value, valueArray)) + { + con::error("Failed to parse hide tags as array"); + return false; + } + + if (valueArray.size() > std::extent_v) + { + con::error("Cannot have more than {} hide tags!", std::extent_v); + return false; + } + + auto* hideTags = reinterpret_cast(reinterpret_cast(m_structure) + field.iOffset); + + if (valueArray.size() < std::extent_v) + m_registration.AddScriptString(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_registration.AddScriptString(scrString); + } + + for (; currentHideTag < std::extent_v; 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(reinterpret_cast(m_structure) + field.iOffset); + if (value.empty()) + { + *bounceSound = nullptr; + return true; + } + + assert(std::extent_v == SURF_TYPE_NUM); + *bounceSound = m_memory.Alloc(SURF_TYPE_NUM); + for (auto i = 0u; i < SURF_TYPE_NUM; i++) + { + const auto currentBounceSound = value + bounceSoundSuffixes[i]; + + (*bounceSound)[i].name = m_memory.Alloc(); + (*bounceSound)[i].name->soundName = m_memory.Dup(currentBounceSound.c_str()); + } + + return true; + } + + bool ConvertNotetrackSoundMap(const cspField_t& field, const std::string& value) + { + std::vector> pairs; + if (!ParseAsArray(value, pairs)) + { + con::error("Failed to parse notetracksoundmap as pairs"); + return false; + } + + if (pairs.size() > std::extent_v) + { + con::error("Cannot have more than {} notetracksoundmap entries!", std::extent_v); + return false; + } + + auto* keys = reinterpret_cast(reinterpret_cast(m_structure) + field.iOffset); + auto* values = &keys[std::extent_v]; + auto currentEntryNum = 0u; + + if (pairs.size() < std::extent_v) + m_registration.AddScriptString(m_zone_script_strings.AddOrGetScriptString(nullptr)); + + for (; currentEntryNum < pairs.size(); currentEntryNum++) + { + const auto& currentValue = pairs[currentEntryNum]; + const auto keyScriptString = !currentValue[0].empty() ? m_zone_script_strings.AddOrGetScriptString(currentValue[0]) + : m_zone_script_strings.AddOrGetScriptString(nullptr); + const auto valueScriptString = !currentValue[1].empty() ? m_zone_script_strings.AddOrGetScriptString(currentValue[1]) + : m_zone_script_strings.AddOrGetScriptString(nullptr); + + keys[currentEntryNum] = keyScriptString; + m_registration.AddScriptString(keyScriptString); + + values[currentEntryNum] = valueScriptString; + m_registration.AddScriptString(valueScriptString); + } + + for (; currentEntryNum < std::extent_v; 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_registration.AddIndirectAssetReference(m_context.LoadIndirectAssetReference(value)); + + return true; + } + + return false; + } + + protected: + bool ConvertExtensionField(const cspField_t& field, const std::string& value) override + { + switch (static_cast(field.iFieldType)) + { + case WFT_WEAPONTYPE: + return ConvertEnumInt(field.szName, value, field.iOffset, szWeapTypeNames, std::extent_v); + + case WFT_WEAPONCLASS: + return ConvertEnumInt(field.szName, value, field.iOffset, szWeapClassNames, std::extent_v); + + case WFT_OVERLAYRETICLE: + return ConvertEnumInt(field.szName, value, field.iOffset, szWeapOverlayReticleNames, std::extent_v); + + case WFT_PENETRATE_TYPE: + return ConvertEnumInt(field.szName, value, field.iOffset, penetrateTypeNames, std::extent_v); + + case WFT_IMPACT_TYPE: + return ConvertEnumInt(field.szName, value, field.iOffset, impactTypeNames, std::extent_v); + + case WFT_STANCE: + return ConvertEnumInt(field.szName, value, field.iOffset, szWeapStanceNames, std::extent_v); + + case WFT_PROJ_EXPLOSION: + return ConvertEnumInt(field.szName, value, field.iOffset, szProjectileExplosionNames, std::extent_v); + + case WFT_OFFHAND_CLASS: + return ConvertEnumInt(field.szName, value, field.iOffset, offhandClassNames, std::extent_v); + + case WFT_ANIMTYPE: + return ConvertEnumInt(field.szName, value, field.iOffset, playerAnimTypeNames, std::extent_v); + + case WFT_ACTIVE_RETICLE_TYPE: + return ConvertEnumInt(field.szName, value, field.iOffset, activeReticleNames, std::extent_v); + + case WFT_GUIDED_MISSILE_TYPE: + return ConvertEnumInt(field.szName, value, field.iOffset, guidedMissileNames, std::extent_v); + + case WFT_BOUNCE_SOUND: + return ConvertBounceSounds(field, value); + + case WFT_STICKINESS: + return ConvertEnumInt(field.szName, value, field.iOffset, stickinessNames, std::extent_v); + + case WFT_OVERLAYINTERFACE: + return ConvertEnumInt(field.szName, value, field.iOffset, overlayInterfaceNames, std::extent_v); + + case WFT_INVENTORYTYPE: + return ConvertEnumInt(field.szName, value, field.iOffset, szWeapInventoryTypeNames, std::extent_v); + + case WFT_FIRETYPE: + return ConvertEnumInt(field.szName, value, field.iOffset, szWeapFireTypeNames, std::extent_v); + + case WFT_AMMOCOUNTER_CLIPTYPE: + return ConvertEnumInt(field.szName, value, field.iOffset, ammoCounterClipNames, std::extent_v); + + case WFT_ICONRATIO_HUD: + case WFT_ICONRATIO_AMMOCOUNTER: + case WFT_ICONRATIO_KILL: + case WFT_ICONRATIO_DPAD: + return ConvertEnumInt(field.szName, value, field.iOffset, weapIconRatioNames, std::extent_v); + + case WFT_HIDETAGS: + return ConvertHideTags(field, value); + + case WFT_NOTETRACKSOUNDMAP: + return ConvertNotetrackSoundMap(field, value); + + case WFT_ANIM_NAME: + return ConvertAnimName(field, value); + + default: + assert(false); + return false; + } + } + + public: + InfoStringToWeaponConverter(const InfoString& infoString, + WeaponDef& weaponDef, + ZoneScriptStrings& zoneScriptStrings, + MemoryManager& memory, + AssetCreationContext& context, + AssetRegistration& registration, + const cspField_t* fields, + const size_t fieldCount) + : InfoStringToStructConverter(infoString, &weaponDef, zoneScriptStrings, memory, context, registration, fields, fieldCount) + { + } + }; + + void InitWeaponDef(WeaponDef& weapon) + { + for (const auto& field : weapon_fields) + { + if (field.iFieldType != CSPFT_STRING && field.iFieldType != WFT_ANIM_NAME) + continue; + + *reinterpret_cast(reinterpret_cast(&weapon) + field.iOffset) = ""; + } + + weapon.szXAnims[WEAP_ANIM_ROOT] = ""; + } + + bool LoadAccuracyGraph(const std::string& graphName, + vec2_t*& originalGraphKnots, + int& originalGraphKnotCount, + vec2_t*& graphKnots, + int& graphKnotCount, + AssetCreationContext& context) + { + auto* accuracyGraphAsset = context.LoadSubAsset(graphName); + if (!accuracyGraphAsset) + return false; + + const auto* accuracyGraph = accuracyGraphAsset->Asset(); + + assert(accuracyGraphAsset->m_dependencies.empty()); + assert(accuracyGraphAsset->m_used_script_strings.empty()); + assert(accuracyGraphAsset->m_indirect_asset_references.empty()); + + originalGraphKnots = accuracyGraph->graphKnots; + originalGraphKnotCount = accuracyGraph->graphKnotCount; + + graphKnots = accuracyGraph->graphKnots; + graphKnotCount = accuracyGraph->graphKnotCount; + + return true; + } + + bool LoadAccuracyGraphs(WeaponDef& weaponDef, AssetCreationContext& context) + { + if (weaponDef.aiVsAiAccuracyGraphName && weaponDef.aiVsAiAccuracyGraphName[0]) + { + if (!LoadAccuracyGraph(weapon::GetAssetNameForAiVsAiAccuracyGraph(weaponDef.aiVsAiAccuracyGraphName), + weaponDef.originalAiVsAiAccuracyGraphKnots, + weaponDef.originalAiVsAiAccuracyGraphKnotCount, + weaponDef.aiVsAiAccuracyGraphKnots, + weaponDef.aiVsAiAccuracyGraphKnotCount, + context)) + { + return false; + } + } + + if (weaponDef.aiVsPlayerAccuracyGraphName && weaponDef.aiVsPlayerAccuracyGraphName[0]) + { + if (!LoadAccuracyGraph(weapon::GetAssetNameForAiVsPlayerAccuracyGraph(weaponDef.aiVsPlayerAccuracyGraphName), + weaponDef.originalAiVsPlayerAccuracyGraphKnots, + weaponDef.originalAiVsPlayerAccuracyGraphKnotCount, + weaponDef.aiVsPlayerAccuracyGraphKnots, + weaponDef.aiVsPlayerAccuracyGraphKnotCount, + context)) + { + return false; + } + } + + return true; + } + + bool IsDefaultWeapon(const WeaponDef& weapon) + { + return strcmp(weapon.szInternalName, "defaultweapon") == 0 || strcmp(weapon.szInternalName, "defaultweapon_mp") == 0; + } + + snd_alias_list_name* SetDefaultSound(const char* name, MemoryManager& memory) + { + auto* aliasListName = memory.Alloc(); + aliasListName->soundName = name; + + return aliasListName; + } + + void SetWeaponDefaults(WeaponDef& weapon, MemoryManager& memory) + { + if (IsDefaultWeapon(weapon)) + return; + + if (!weapon.viewLastShotEjectEffect) + weapon.viewLastShotEjectEffect = weapon.viewShellEjectEffect; + if (!weapon.worldLastShotEjectEffect) + weapon.worldLastShotEjectEffect = weapon.worldShellEjectEffect; + if (!weapon.raiseSound.name) + SetDefaultSound("weap_raise", memory); + if (!weapon.putawaySound.name) + SetDefaultSound("weap_putaway", memory); + if (!weapon.pickupSound.name) + SetDefaultSound("weap_pickup", memory); + if (!weapon.ammoPickupSound.name) + SetDefaultSound("weap_ammo_pickup", memory); + if (!weapon.emptyFireSound.name) + SetDefaultSound("weap_dryfire_smg_npc", memory); + } + + void SetupTransitionTimes(WeaponDef& weapon) + { + if (weapon.iAdsTransInTime <= 0) + weapon.fOOPosAnimLength[0] = 1.0f / 300.0f; // 0.0033333334f; + else + weapon.fOOPosAnimLength[0] = 1.0f / static_cast(weapon.iAdsTransInTime); + + if (weapon.iAdsTransOutTime <= 0) + weapon.fOOPosAnimLength[1] = 1.0f / 500.0f; // 0.0020000001f + else + weapon.fOOPosAnimLength[1] = 1.0f / static_cast(weapon.iAdsTransOutTime); + } + + void CheckWeaponDamageRanges(WeaponDef& weapon) + { + if (strcmp(weapon.szInternalName, "none") == 0) + return; + + if (weapon.fMaxDamageRange <= 0.0) + weapon.fMaxDamageRange = 999999.0f; + if (weapon.fMinDamageRange <= 0.0) + weapon.fMinDamageRange = 999999.12f; // oddly specific number, no clue + } + + void CheckCrosshairValues(WeaponDef& weapon) + { + if (weapon.enemyCrosshairRange > 15000.0f) + con::warn("Weapon {}: Enemy crosshair ranges should be less than 15000", weapon.szInternalName); + } + + void CheckProjectileValues(WeaponDef& weapon) + { + if (weapon.weapType != WEAPTYPE_PROJECTILE) + return; + + if (weapon.iProjectileSpeed <= 0) + con::warn("Weapon {}: Projectile speed must be greater than 0.0", weapon.szDisplayName); + + if (weapon.destabilizationCurvatureMax >= 1000000000.0f || weapon.destabilizationCurvatureMax < 0.0f) + con::warn("Weapon {}: Destabilization angle must be between 0 and 45 degrees", weapon.szDisplayName); + + if (weapon.destabilizationRateTime < 0.0f) + con::warn("Weapon {}: Destabilization rate time must be non-negative", weapon.szDisplayName); + } + + void CheckSharedAmmoValues(const WeaponDef& weapon) + { + if (weapon.szAmmoName) + utils::MakeStringLowerCase(const_cast(weapon.szAmmoName)); + + if (weapon.szClipName) + utils::MakeStringLowerCase(const_cast(weapon.szClipName)); + } +} // namespace + +namespace weapon +{ + InfoStringLoaderIW3::InfoStringLoaderIW3(MemoryManager& memory, ISearchPath& searchPath, Zone& zone) + : m_memory(memory), + m_search_path(searchPath), + m_zone(zone) + { + } + + AssetCreationResult InfoStringLoaderIW3::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context) const + { + auto* weaponDef = m_memory.Alloc(); + memset(weaponDef, 0, sizeof(WeaponDef)); + + InitWeaponDef(*weaponDef); + weaponDef->szInternalName = m_memory.Dup(assetName.c_str()); + + AssetRegistration registration(assetName, weaponDef); + + InfoStringToWeaponConverter converter( + infoString, *weaponDef, m_zone.m_script_strings, m_memory, context, registration, weapon_fields, std::extent_v); + if (!converter.Convert()) + { + con::error("Failed to parse weapon: \"{}\"", assetName); + return AssetCreationResult::Failure(); + } + + if (!LoadAccuracyGraphs(*weaponDef, context)) + { + con::error("Failed to load accuracy tables of weapon: \"{}\"", assetName); + return AssetCreationResult::Failure(); + } + + SetWeaponDefaults(*weaponDef, m_memory); + SetupTransitionTimes(*weaponDef); + CheckWeaponDamageRanges(*weaponDef); + CheckCrosshairValues(*weaponDef); + CheckProjectileValues(*weaponDef); + CheckSharedAmmoValues(*weaponDef); + + return AssetCreationResult::Success(context.AddAsset(std::move(registration))); + } +} // namespace weapon diff --git a/src/ObjLoading/Game/IW3/Weapon/WeaponInfoStringLoaderIW3.h b/src/ObjLoading/Game/IW3/Weapon/WeaponInfoStringLoaderIW3.h new file mode 100644 index 00000000..c603890e --- /dev/null +++ b/src/ObjLoading/Game/IW3/Weapon/WeaponInfoStringLoaderIW3.h @@ -0,0 +1,21 @@ +#pragma once + +#include "Asset/AssetCreationContext.h" +#include "Asset/AssetCreationResult.h" +#include "InfoString/InfoString.h" + +namespace weapon +{ + class InfoStringLoaderIW3 + { + public: + InfoStringLoaderIW3(MemoryManager& memory, ISearchPath& searchPath, Zone& zone); + + AssetCreationResult CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context) const; + + private: + MemoryManager& m_memory; + ISearchPath& m_search_path; + Zone& m_zone; + }; +} // namespace weapon diff --git a/src/ObjLoading/Game/IW3/Weapon/WeaponRawLoaderIW3.cpp b/src/ObjLoading/Game/IW3/Weapon/WeaponRawLoaderIW3.cpp new file mode 100644 index 00000000..3638569e --- /dev/null +++ b/src/ObjLoading/Game/IW3/Weapon/WeaponRawLoaderIW3.cpp @@ -0,0 +1,58 @@ +#include "WeaponRawLoaderIW3.h" + +#include "Game/IW3/IW3.h" +#include "Game/IW3/ObjConstantsIW3.h" +#include "InfoString/InfoString.h" +#include "Utils/Logging/Log.h" +#include "Weapon/WeaponCommon.h" +#include "WeaponInfoStringLoaderIW3.h" + +using namespace IW3; + +namespace +{ + SearchPathOpenFile OpenWeaponFile(ISearchPath& searchPath, const std::string& assetName, std::string& fileName) + { + fileName = weapon::GetFileNameForAssetName(assetName); + return searchPath.Open(fileName); + } + + class RawLoaderWeapon final : public AssetCreator + { + public: + RawLoaderWeapon(MemoryManager& memory, ISearchPath& searchPath, Zone& zone) + : m_search_path(searchPath), + m_info_string_loader(memory, searchPath, zone) + { + } + + AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override + { + std::string fileName; + const auto file = OpenWeaponFile(m_search_path, assetName, fileName); + if (!file.IsOpen()) + return AssetCreationResult::NoAction(); + + InfoString infoString; + if (!infoString.FromStream(INFO_STRING_PREFIX_WEAPON, *file.m_stream)) + { + con::error("Could not parse as info string file: \"{}\"", fileName); + return AssetCreationResult::Failure(); + } + + return m_info_string_loader.CreateAsset(assetName, infoString, context); + } + + private: + ISearchPath& m_search_path; + weapon::InfoStringLoaderIW3 m_info_string_loader; + }; +} // namespace + +namespace weapon +{ + std::unique_ptr> CreateRawLoaderIW3(MemoryManager& memory, ISearchPath& searchPath, Zone& zone) + { + return std::make_unique(memory, searchPath, zone); + } +} // namespace weapon diff --git a/src/ObjLoading/Game/IW3/Weapon/WeaponRawLoaderIW3.h b/src/ObjLoading/Game/IW3/Weapon/WeaponRawLoaderIW3.h new file mode 100644 index 00000000..40600802 --- /dev/null +++ b/src/ObjLoading/Game/IW3/Weapon/WeaponRawLoaderIW3.h @@ -0,0 +1,13 @@ +#pragma once + +#include "Asset/IAssetCreator.h" +#include "Game/IW3/IW3.h" +#include "SearchPath/ISearchPath.h" +#include "Utils/MemoryManager.h" + +#include + +namespace weapon +{ + std::unique_ptr> CreateRawLoaderIW3(MemoryManager& memory, ISearchPath& searchPath, Zone& zone); +} // namespace weapon diff --git a/src/ObjLoading/Game/T5/Weapon/WeaponInfoStringLoaderT5.cpp b/src/ObjLoading/Game/T5/Weapon/WeaponInfoStringLoaderT5.cpp index 30f9086f..582ec695 100644 --- a/src/ObjLoading/Game/T5/Weapon/WeaponInfoStringLoaderT5.cpp +++ b/src/ObjLoading/Game/T5/Weapon/WeaponInfoStringLoaderT5.cpp @@ -268,7 +268,7 @@ namespace return true; } - bool LoadAccuracyGraphs(WeaponFullDef& weaponFullDef, MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context) + bool LoadAccuracyGraphs(WeaponFullDef& weaponFullDef, AssetCreationContext& context) { if (weaponFullDef.weapDef.aiVsAiAccuracyGraphName && weaponFullDef.weapDef.aiVsAiAccuracyGraphName[0]) { @@ -437,7 +437,7 @@ namespace weapon { } - AssetCreationResult InfoStringLoaderT5::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context) + AssetCreationResult InfoStringLoaderT5::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context) const { auto* weaponFullDef = m_memory.Alloc(); weaponFullDef->weapVariantDef.szInternalName = m_memory.Dup(assetName.c_str()); @@ -454,7 +454,7 @@ namespace weapon return AssetCreationResult::Failure(); } - if (!LoadAccuracyGraphs(*weaponFullDef, m_memory, m_search_path, context)) + if (!LoadAccuracyGraphs(*weaponFullDef, context)) { con::error("Failed to load accuracy tables of weapon: \"{}\"", assetName); return AssetCreationResult::Failure(); diff --git a/src/ObjLoading/Game/T5/Weapon/WeaponInfoStringLoaderT5.h b/src/ObjLoading/Game/T5/Weapon/WeaponInfoStringLoaderT5.h index 20a68fe4..6b56021a 100644 --- a/src/ObjLoading/Game/T5/Weapon/WeaponInfoStringLoaderT5.h +++ b/src/ObjLoading/Game/T5/Weapon/WeaponInfoStringLoaderT5.h @@ -11,7 +11,7 @@ namespace weapon public: InfoStringLoaderT5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone); - AssetCreationResult CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context); + AssetCreationResult CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context) const; private: MemoryManager& m_memory; diff --git a/src/ObjLoading/Weapon/AccuracyGraphLoader.cpp.template b/src/ObjLoading/Weapon/AccuracyGraphLoader.cpp.template index 8e616d6e..9baee78f 100644 --- a/src/ObjLoading/Weapon/AccuracyGraphLoader.cpp.template +++ b/src/ObjLoading/Weapon/AccuracyGraphLoader.cpp.template @@ -1,4 +1,4 @@ -#options GAME(IW4, IW5, T5, T6) +#options GAME(IW3, IW4, IW5, T5, T6) #filename "Game/" + GAME + "/Weapon/AccuracyGraphLoader" + GAME + ".cpp" diff --git a/src/ObjWriting/Game/IW3/ObjWriterIW3.cpp b/src/ObjWriting/Game/IW3/ObjWriterIW3.cpp index ee2bc480..2603bdf3 100644 --- a/src/ObjWriting/Game/IW3/ObjWriterIW3.cpp +++ b/src/ObjWriting/Game/IW3/ObjWriterIW3.cpp @@ -13,6 +13,7 @@ #include "Sound/LoadedSoundDumperIW3.h" #include "Sound/SndCurveDumperIW3.h" #include "StringTable/StringTableDumperIW3.h" +#include "Weapon/WeaponDumperIW3.h" using namespace IW3; @@ -44,7 +45,7 @@ void ObjWriter::RegisterAssetDumpers(AssetDumpingContext& context) // REGISTER_DUMPER(AssetDumperMenuList) // REGISTER_DUMPER(AssetDumpermenuDef_t) RegisterAssetDumper(std::make_unique()); - // REGISTER_DUMPER(AssetDumperWeapon) + RegisterAssetDumper(std::make_unique()); // REGISTER_DUMPER(AssetDumperSndDriverGlobals) // REGISTER_DUMPER(AssetDumperFxEffectDef) // REGISTER_DUMPER(AssetDumperFxImpactTable) diff --git a/src/ObjWriting/Game/IW3/Weapon/WeaponDumperIW3.cpp b/src/ObjWriting/Game/IW3/Weapon/WeaponDumperIW3.cpp new file mode 100644 index 00000000..810c1565 --- /dev/null +++ b/src/ObjWriting/Game/IW3/Weapon/WeaponDumperIW3.cpp @@ -0,0 +1,286 @@ +#include "WeaponDumperIW3.h" + +#include "Game/IW3/CommonIW3.h" +#include "Game/IW3/InfoString/InfoStringFromStructConverter.h" +#include "Game/IW3/ObjConstantsIW3.h" +#include "Game/IW3/Weapon/WeaponFields.h" +#include "Game/IW3/Weapon/WeaponStrings.h" +#include "Weapon/AccuracyGraphWriter.h" +#include "Weapon/WeaponCommon.h" + +#include +#include +#include +#include +#include + +using namespace IW3; + +namespace +{ + class InfoStringFromWeaponConverter final : public InfoStringFromStructConverter + { + protected: + void FillFromExtensionField(const cspField_t& field) override + { + switch (static_cast(field.iFieldType)) + { + case WFT_WEAPONTYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapTypeNames, std::extent_v); + break; + + case WFT_WEAPONCLASS: + FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapClassNames, std::extent_v); + break; + + case WFT_OVERLAYRETICLE: + FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapOverlayReticleNames, std::extent_v); + break; + + case WFT_PENETRATE_TYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, penetrateTypeNames, std::extent_v); + break; + + case WFT_IMPACT_TYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, impactTypeNames, std::extent_v); + break; + + case WFT_STANCE: + FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapStanceNames, std::extent_v); + break; + + case WFT_PROJ_EXPLOSION: + FillFromEnumInt(std::string(field.szName), field.iOffset, szProjectileExplosionNames, std::extent_v); + break; + + case WFT_OFFHAND_CLASS: + FillFromEnumInt(std::string(field.szName), field.iOffset, offhandClassNames, std::extent_v); + break; + + case WFT_ANIMTYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, playerAnimTypeNames, std::extent_v); + break; + + case WFT_ACTIVE_RETICLE_TYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, activeReticleNames, std::extent_v); + break; + + case WFT_GUIDED_MISSILE_TYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, guidedMissileNames, std::extent_v); + break; + + case WFT_BOUNCE_SOUND: + { + const auto* bounceSound = *reinterpret_cast(reinterpret_cast(m_structure) + field.iOffset); + + if (bounceSound && bounceSound->name) + { + const std::string firstBounceSound(bounceSound->name->soundName); + const auto endOfBouncePrefix = firstBounceSound.rfind("_default"); + assert(endOfBouncePrefix != std::string::npos); + + if (endOfBouncePrefix != std::string::npos) + { + m_info_string.SetValueForKey(std::string(field.szName), firstBounceSound.substr(0, endOfBouncePrefix)); + } + else + m_info_string.SetValueForKey(std::string(field.szName), ""); + } + else + m_info_string.SetValueForKey(std::string(field.szName), ""); + + break; + } + + case WFT_STICKINESS: + FillFromEnumInt(std::string(field.szName), field.iOffset, stickinessNames, std::extent_v); + break; + + case WFT_OVERLAYINTERFACE: + FillFromEnumInt(std::string(field.szName), field.iOffset, overlayInterfaceNames, std::extent_v); + break; + + case WFT_INVENTORYTYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapInventoryTypeNames, std::extent_v); + break; + + case WFT_FIRETYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapFireTypeNames, std::extent_v); + break; + + case WFT_AMMOCOUNTER_CLIPTYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, ammoCounterClipNames, std::extent_v); + break; + + case WFT_ICONRATIO_HUD: + case WFT_ICONRATIO_AMMOCOUNTER: + case WFT_ICONRATIO_KILL: + case WFT_ICONRATIO_DPAD: + FillFromEnumInt(std::string(field.szName), field.iOffset, weapIconRatioNames, std::extent_v); + break; + + case WFT_HIDETAGS: + { + const auto* hideTags = reinterpret_cast(reinterpret_cast(m_structure) + field.iOffset); + std::stringstream ss; + bool first = true; + + for (auto i = 0u; i < std::extent_v; i++) + { + const auto& str = m_get_scr_string(hideTags[i]); + if (!str.empty()) + { + if (!first) + ss << "\n"; + else + first = false; + + ss << str; + } + } + + m_info_string.SetValueForKey(std::string(field.szName), ss.str()); + break; + } + + case WFT_NOTETRACKSOUNDMAP: + { + const auto* keys = reinterpret_cast(reinterpret_cast(m_structure) + field.iOffset); + const auto* values = &keys[std::extent_v]; + std::stringstream ss; + bool first = true; + + for (auto i = 0u; i < std::extent_v; i++) + { + const auto& key = m_get_scr_string(keys[i]); + const auto& value = m_get_scr_string(values[i]); + if (!key.empty()) + { + if (!first) + ss << "\n"; + else + first = false; + + ss << key; + + if (!value.empty()) + ss << " " << value; + } + } + + m_info_string.SetValueForKey(std::string(field.szName), ss.str()); + break; + } + + case WFT_ANIM_NAME: + FillFromString(std::string(field.szName), field.iOffset); + break; + + case WFT_NUM_FIELD_TYPES: + default: + assert(false); + break; + } + } + + public: + InfoStringFromWeaponConverter(const WeaponDef* structure, + const cspField_t* fields, + const size_t fieldCount, + std::function scriptStringValueCallback) + : InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback)) + { + } + }; + + InfoString CreateInfoString(const XAssetInfo& asset) + { + InfoStringFromWeaponConverter converter(asset.Asset(), + weapon_fields, + std::extent_v, + [asset](const scr_string_t scrStr) -> std::string + { + assert(scrStr < asset.m_zone->m_script_strings.Count()); + if (scrStr >= asset.m_zone->m_script_strings.Count()) + return ""; + + return asset.m_zone->m_script_strings[scrStr]; + }); + + return converter.Convert(); + } + + GenericGraph2D ConvertAccuracyGraph(std::string graphName, const vec2_t* originalKnots, const unsigned originalKnotCount) + { + GenericGraph2D graph; + + graph.name = std::move(graphName); + graph.knots.resize(originalKnotCount); + + for (auto i = 0u; i < originalKnotCount; i++) + { + auto& knot = graph.knots[i]; + knot.x = originalKnots[i].x; + knot.y = originalKnots[i].y; + } + + return graph; + } + + void DumpAccuracyGraphs(AssetDumpingContext& context, const XAssetInfo& asset) + { + auto* accuracyGraphWriter = context.GetZoneAssetDumperState(); + const auto* weapon = asset.Asset(); + + if (weapon->aiVsAiAccuracyGraphName && weapon->originalAiVsAiAccuracyGraphKnots) + { + auto graphName = weapon::GetAssetNameForAiVsAiAccuracyGraph(weapon->aiVsAiAccuracyGraphName); + if (accuracyGraphWriter->ShouldDumpGraph(graphName)) + { + const auto graph = + ConvertAccuracyGraph(std::move(graphName), weapon->originalAiVsAiAccuracyGraphKnots, weapon->originalAiVsAiAccuracyGraphKnotCount); + AccuracyGraphWriter::DumpGraph(context, graph); + } + } + + if (weapon->aiVsPlayerAccuracyGraphName && weapon->originalAiVsPlayerAccuracyGraphKnots) + { + auto graphName = weapon::GetAssetNameForAiVsPlayerAccuracyGraph(weapon->aiVsPlayerAccuracyGraphName); + if (accuracyGraphWriter->ShouldDumpGraph(graphName)) + { + const auto graph = + ConvertAccuracyGraph(std::move(graphName), weapon->originalAiVsPlayerAccuracyGraphKnots, weapon->originalAiVsPlayerAccuracyGraphKnotCount); + AccuracyGraphWriter::DumpGraph(context, graph); + } + } + } +} // namespace + +namespace weapon +{ + void DumperIW3::DumpAsset(AssetDumpingContext& context, const XAssetInfo& asset) + { + // Only dump raw when no gdt available + if (context.m_gdt) + { + const auto infoString = CreateInfoString(asset); + GdtEntry gdtEntry(asset.m_name, GDF_FILENAME_WEAPON); + infoString.ToGdtProperties(INFO_STRING_PREFIX_WEAPON, gdtEntry); + context.m_gdt->WriteEntry(gdtEntry); + } + else + { + const auto assetFile = context.OpenAssetFile(GetFileNameForAssetName(asset.m_name)); + + if (!assetFile) + return; + + auto& stream = *assetFile; + const auto infoString = CreateInfoString(asset); + const auto stringValue = infoString.ToString(INFO_STRING_PREFIX_WEAPON); + stream.write(stringValue.c_str(), stringValue.size()); + } + + DumpAccuracyGraphs(context, asset); + } +} // namespace weapon diff --git a/src/ObjWriting/Game/IW3/Weapon/WeaponDumperIW3.h b/src/ObjWriting/Game/IW3/Weapon/WeaponDumperIW3.h new file mode 100644 index 00000000..376dec32 --- /dev/null +++ b/src/ObjWriting/Game/IW3/Weapon/WeaponDumperIW3.h @@ -0,0 +1,13 @@ +#pragma once + +#include "Dumping/AbstractAssetDumper.h" +#include "Game/IW3/IW3.h" + +namespace weapon +{ + class DumperIW3 final : public AbstractAssetDumper + { + protected: + void DumpAsset(AssetDumpingContext& context, const XAssetInfo& asset) override; + }; +} // namespace weapon