182 lines
5.6 KiB
C++

#pragma once
// clang-format off: Order of includes matters here
// #include <d3d9.h>
#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<ASSET_TYPE_PHYSPRESET, PhysPreset>;
using AssetPhysCollMap = Asset<ASSET_TYPE_PHYSCOLLMAP, PhysCollmap>;
using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
using AssetXModelSurfs = Asset<ASSET_TYPE_XMODEL_SURFS, XModelSurfs>;
using AssetXModel = Asset<ASSET_TYPE_XMODEL, XModel>;
using AssetMaterial = Asset<ASSET_TYPE_MATERIAL, Material>;
using AssetPixelShader = Asset<ASSET_TYPE_PIXELSHADER, MaterialPixelShader>;
using AssetVertexShader = Asset<ASSET_TYPE_VERTEXSHADER, MaterialVertexShader>;
using AssetVertexDecl = Asset<ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration>;
using AssetTechniqueSet = Asset<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>;
using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
using AssetSound = Asset<ASSET_TYPE_SOUND, snd_alias_list_t>;
using AssetSoundCurve = Asset<ASSET_TYPE_SOUND_CURVE, SndCurve>;
using AssetLoadedSound = Asset<ASSET_TYPE_LOADED_SOUND, LoadedSound>;
using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP, clipMap_t>;
using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
using AssetGlassWorld = Asset<ASSET_TYPE_GLASSWORLD, GlassWorld>;
using AssetPathData = Asset<ASSET_TYPE_PATHDATA, PathData>;
using AssetVehicleTrack = Asset<ASSET_TYPE_VEHICLE_TRACK, VehicleTrack>;
using AssetMapEnts = Asset<ASSET_TYPE_MAP_ENTS, MapEnts>;
using AssetFxWorld = Asset<ASSET_TYPE_FXWORLD, FxWorld>;
using AssetGfxWorld = Asset<ASSET_TYPE_GFXWORLD, GfxWorld>;
using AssetLightDef = Asset<ASSET_TYPE_LIGHT_DEF, GfxLightDef>;
using AssetFont = Asset<ASSET_TYPE_FONT, Font_s>;
using AssetMenuList = Asset<ASSET_TYPE_MENULIST, MenuList>;
using AssetMenu = Asset<ASSET_TYPE_MENU, menuDef_t>;
using AssetLocalize = Asset<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>;
using AssetAttachment = Asset<ASSET_TYPE_ATTACHMENT, WeaponAttachment>;
using AssetWeapon = Asset<ASSET_TYPE_WEAPON, WeaponCompleteDef>;
using AssetFx = Asset<ASSET_TYPE_FX, FxEffectDef>;
using AssetImpactFx = Asset<ASSET_TYPE_IMPACT_FX, FxImpactTable>;
using AssetSurfaceFx = Asset<ASSET_TYPE_SURFACE_FX, SurfaceFxTable>;
using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
using AssetScript = Asset<ASSET_TYPE_SCRIPTFILE, ScriptFile>;
using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
using AssetLeaderboard = Asset<ASSET_TYPE_LEADERBOARD, LeaderboardDef>;
using AssetStructuredDataDef = Asset<ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet>;
using AssetTracer = Asset<ASSET_TYPE_TRACER, TracerDef>;
using AssetVehicle = Asset<ASSET_TYPE_VEHICLE, VehicleDef>;
using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>;
} // namespace IW5