feat: IW3 weapon loading and dumping (#867)

* feat: IW3 weapon loading and dumping

* chore: adjust weapon strings for iw3

* chore: use original capitalization for aifuseTime

* chore: remove unused alternative iw3 csp fields

* chore: add missing checks and style the code similar to t5

* chore: small code smells in t5 weapon loader

* feat: add iw3 gdt loader

* chore: adjust weapon loader file names to t5 style

* feat: add gdt dumper for iw3 weapons

---------

Co-authored-by: Jan Laupetin <[email protected]>
This commit is contained in:
mo
2026-06-30 22:25:06 +02:00
committed by GitHub
co-authored by Jan Laupetin
parent 3ab002db1d
commit ee63355fd2
19 changed files with 1670 additions and 24 deletions
+1
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@@ -21,6 +21,7 @@ namespace
"vertexdecl",
"vertexshader",
"pixelshader",
"accuracygraph",
};
static_assert(std::extent_v<decltype(SUB_ASSET_TYPE_NAMES)> == SUB_ASSET_TYPE_COUNT);
} // namespace
+11
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@@ -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<ASSET_TYPE_PHYSPRESET, PhysPreset>;
using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
using AssetXModel = Asset<ASSET_TYPE_XMODEL, XModel>;
@@ -191,6 +201,7 @@ namespace IW3
using SubAssetVertexDecl = SubAsset<SUB_ASSET_TYPE_VERTEX_DECL, MaterialVertexDeclaration>;
using SubAssetVertexShader = SubAsset<SUB_ASSET_TYPE_VERTEX_SHADER, MaterialVertexShader>;
using SubAssetPixelShader = SubAsset<SUB_ASSET_TYPE_PIXEL_SHADER, MaterialPixelShader>;
using SubAssetAccuracyGraph = SubAsset<SUB_ASSET_TYPE_ACCURACY_GRAPH, AccuracyGraph>;
} // namespace IW3
DEFINE_ASSET_NAME_ACCESSOR(IW3::AssetPhysPreset, name);
+71 -16
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@@ -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