#pragma once // clang-format off: Order of includes matters here // #include #include "Game/IAsset.h" #include "IW5_Assets.h" // clang-format on namespace IW5 { struct DB_AuthHash { char bytes[32]; }; struct DB_AuthSignature { char bytes[256]; }; struct DB_AuthSubHeader { char fastfileName[32]; unsigned int reserved; DB_AuthHash masterBlockHashes[244]; }; struct DB_AuthHeader { char magic[8]; // + 0 unsigned int reserved; // + 8 DB_AuthHash subheaderHash; // + 12 DB_AuthSignature signedSubheaderHash; // + 44 DB_AuthSubHeader subheader; // + 300 }; struct ScriptStringList { int count; const char** strings; }; struct XAsset { XAssetType type; XAssetHeader header; }; struct XAssetList { ScriptStringList stringList; int assetCount; XAsset* assets; }; struct cspField_t { const char* szName; int iOffset; int iFieldType; }; enum csParseFieldType_t { CSPFT_STRING = 0, CSPFT_STRING_MAX_STRING_CHARS, CSPFT_STRING_MAX_QPATH, CSPFT_STRING_MAX_OSPATH, CSPFT_INT, CSPFT_QBOOLEAN, CSPFT_BOOL, CSPFT_FLOAT, CSPFT_MPH_TO_INCHES_PER_SEC, CSPFT_MILLISECONDS, CSPFT_FX, CSPFT_XMODEL, CSPFT_MATERIAL, CSPFT_PHYS_COLLMAP, CSPFT_SOUND, CSPFT_TRACER, CSPFT_SCRIPT_STRING, CSPFT_NUM_BASE_FIELD_TYPES, }; enum weapFieldType_t { WFT_WEAPONTYPE = CSPFT_NUM_BASE_FIELD_TYPES, WFT_WEAPONCLASS, WFT_OVERLAYRETICLE, WFT_PENETRATE_TYPE, WFT_IMPACT_TYPE, WFT_STANCE, WFT_PROJ_EXPLOSION, WFT_OFFHAND_CLASS, WFT_ANIMTYPE, WFT_ACTIVE_RETICLE_TYPE, WFT_GUIDED_MISSILE_TYPE, WFT_PER_SURFACE_TYPE_SOUND, WFT_STICKINESS, WFT_OVERLAYINTERFACE, WFT_INVENTORYTYPE, WFT_FIRETYPE, WFT_AMMOCOUNTER_CLIPTYPE, WFT_ICONRATIO_HUD, WFT_ICONRATIO_PICKUP, WFT_ICONRATIO_AMMOCOUNTER, WFT_ICONRATIO_KILL, WFT_ICONRATIO_DPAD, WFT_HIDETAGS, WFT_NOTETRACKSOUNDMAP, WFT_NOTETRACKRUMBLEMAP, // Custom WFT_ANIM_NAME, WFT_ATTACHMENT, WFT_ANIM_OVERRIDES, WFT_SOUND_OVERRIDES, WFT_FX_OVERRIDES, WFT_RELOAD_OVERRIDES, WFT_NOTETRACK_OVERRIDES, WFT_NUM_FIELD_TYPES, }; enum weaponAttachmentFieldType_t { WAFT_ATTACHMENT_TYPE = CSPFT_NUM_BASE_FIELD_TYPES, WAFT_WEAPONTYPE, WAFT_WEAPONCLASS, WAFT_PENETRATE_TYPE, WAFT_IMPACT_TYPE, WAFT_FIRETYPE, WAFT_NUM_FIELD_TYPES, }; using AssetPhysPreset = Asset; using AssetPhysCollMap = Asset; using AssetXAnim = Asset; using AssetXModelSurfs = Asset; using AssetXModel = Asset; using AssetMaterial = Asset; using AssetPixelShader = Asset; using AssetVertexShader = Asset; using AssetVertexDecl = Asset; using AssetTechniqueSet = Asset; using AssetImage = Asset; using AssetSound = Asset; using AssetSoundCurve = Asset; using AssetLoadedSound = Asset; using AssetClipMap = Asset; using AssetComWorld = Asset; using AssetGlassWorld = Asset; using AssetPathData = Asset; using AssetVehicleTrack = Asset; using AssetMapEnts = Asset; using AssetFxWorld = Asset; using AssetGfxWorld = Asset; using AssetLightDef = Asset; using AssetFont = Asset; using AssetMenuList = Asset; using AssetMenu = Asset; using AssetLocalize = Asset; using AssetAttachment = Asset; using AssetWeapon = Asset; using AssetFx = Asset; using AssetImpactFx = Asset; using AssetSurfaceFx = Asset; using AssetRawFile = Asset; using AssetScript = Asset; using AssetStringTable = Asset; using AssetLeaderboard = Asset; using AssetStructuredDataDef = Asset; using AssetTracer = Asset; using AssetVehicle = Asset; using AssetAddonMapEnts = Asset; } // namespace IW5