mirror of
https://github.com/Laupetin/OpenAssetTools.git
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fb4b00398c
* feat: T4 weapon loading and dumping * chore: adjust naming of weapon enum values * chore: fix typo in type names * chore: rename t4 weapon loader files * feat: dump and load gdt weapons for t4 * chore: weapon loaders to use similar logic --------- Co-authored-by: Jan Laupetin <jan@laupetin.net>
432 lines
18 KiB
C++
432 lines
18 KiB
C++
#include "WeaponInfoStringLoaderIW3.h"
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#include "Game/IW3/IW3.h"
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#include "Game/IW3/InfoString/InfoStringToStructConverter.h"
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#include "Game/IW3/Weapon/WeaponFields.h"
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#include "Game/IW3/Weapon/WeaponStrings.h"
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#include "Utils/Logging/Log.h"
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#include "Weapon/WeaponCommon.h"
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#include <array>
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#include <cassert>
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#include <cstring>
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#include <type_traits>
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#include <vector>
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using namespace IW3;
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namespace
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{
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class InfoStringToWeaponConverter final : public InfoStringToStructConverter
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{
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bool ConvertHideTags(const cspField_t& field, const std::string& value)
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{
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std::vector<std::string> valueArray;
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if (!ParseAsArray(value, valueArray))
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{
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con::error("Failed to parse hide tags as array");
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return false;
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}
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if (valueArray.size() > std::extent_v<decltype(WeaponDef::hideTags)>)
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{
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con::error("Cannot have more than {} hide tags!", std::extent_v<decltype(WeaponDef::hideTags)>);
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return false;
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}
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auto* hideTags = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
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if (valueArray.size() < std::extent_v<decltype(WeaponDef::hideTags)>)
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m_registration.AddScriptString(m_zone_script_strings.AddOrGetScriptString(nullptr));
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auto currentHideTag = 0u;
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for (; currentHideTag < valueArray.size(); currentHideTag++)
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{
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const auto& currentValue = valueArray[currentHideTag];
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const auto scrString =
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!currentValue.empty() ? m_zone_script_strings.AddOrGetScriptString(currentValue) : m_zone_script_strings.AddOrGetScriptString(nullptr);
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hideTags[currentHideTag] = scrString;
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m_registration.AddScriptString(scrString);
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}
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for (; currentHideTag < std::extent_v<decltype(WeaponDef::hideTags)>; currentHideTag++)
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hideTags[currentHideTag] = m_zone_script_strings.GetScriptString(nullptr);
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return true;
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}
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[[nodiscard]] bool ConvertBounceSounds(const cspField_t& field, const std::string& value) const
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{
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auto** bounceSound = reinterpret_cast<SndAliasCustom**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
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if (value.empty())
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{
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*bounceSound = nullptr;
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return true;
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}
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assert(std::extent_v<decltype(bounceSoundSuffixes)> == SURF_TYPE_NUM);
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*bounceSound = m_memory.Alloc<SndAliasCustom>(SURF_TYPE_NUM);
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for (auto i = 0u; i < SURF_TYPE_NUM; i++)
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{
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const auto currentBounceSound = value + bounceSoundSuffixes[i];
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(*bounceSound)[i].name = m_memory.Alloc<snd_alias_list_name>();
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(*bounceSound)[i].name->soundName = m_memory.Dup(currentBounceSound.c_str());
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}
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return true;
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}
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bool ConvertNotetrackSoundMap(const cspField_t& field, const std::string& value)
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{
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std::vector<std::array<std::string, 2>> pairs;
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if (!ParseAsArray(value, pairs))
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{
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con::error("Failed to parse notetracksoundmap as pairs");
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return false;
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}
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if (pairs.size() > std::extent_v<decltype(WeaponDef::notetrackSoundMapKeys)>)
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{
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con::error("Cannot have more than {} notetracksoundmap entries!", std::extent_v<decltype(WeaponDef::notetrackSoundMapKeys)>);
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return false;
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}
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auto* keys = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
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auto* values = &keys[std::extent_v<decltype(WeaponDef::notetrackSoundMapKeys)>];
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auto currentEntryNum = 0u;
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if (pairs.size() < std::extent_v<decltype(WeaponDef::notetrackSoundMapKeys)>)
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m_registration.AddScriptString(m_zone_script_strings.AddOrGetScriptString(nullptr));
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for (; currentEntryNum < pairs.size(); currentEntryNum++)
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{
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const auto& currentValue = pairs[currentEntryNum];
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const auto keyScriptString = !currentValue[0].empty() ? m_zone_script_strings.AddOrGetScriptString(currentValue[0])
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: m_zone_script_strings.AddOrGetScriptString(nullptr);
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const auto valueScriptString = !currentValue[1].empty() ? m_zone_script_strings.AddOrGetScriptString(currentValue[1])
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: m_zone_script_strings.AddOrGetScriptString(nullptr);
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keys[currentEntryNum] = keyScriptString;
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m_registration.AddScriptString(keyScriptString);
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values[currentEntryNum] = valueScriptString;
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m_registration.AddScriptString(valueScriptString);
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}
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for (; currentEntryNum < std::extent_v<decltype(WeaponDef::notetrackSoundMapKeys)>; currentEntryNum++)
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{
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const auto emptyScr = m_zone_script_strings.GetScriptString(nullptr);
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keys[currentEntryNum] = emptyScr;
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values[currentEntryNum] = emptyScr;
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}
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return true;
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}
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bool ConvertAnimName(const cspField_t& field, const std::string& value)
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{
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if (ConvertString(value, field.iOffset))
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{
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if (!value.empty())
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m_registration.AddIndirectAssetReference(m_context.LoadIndirectAssetReference<AssetXAnim>(value));
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return true;
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}
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return false;
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}
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protected:
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bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
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{
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switch (static_cast<weapFieldType_t>(field.iFieldType))
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{
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case WFT_WEAPONTYPE:
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return ConvertEnumInt(field.szName, value, field.iOffset, szWeapTypeNames, std::extent_v<decltype(szWeapTypeNames)>);
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case WFT_WEAPONCLASS:
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return ConvertEnumInt(field.szName, value, field.iOffset, szWeapClassNames, std::extent_v<decltype(szWeapClassNames)>);
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case WFT_OVERLAYRETICLE:
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return ConvertEnumInt(field.szName, value, field.iOffset, szWeapOverlayReticleNames, std::extent_v<decltype(szWeapOverlayReticleNames)>);
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case WFT_PENETRATE_TYPE:
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return ConvertEnumInt(field.szName, value, field.iOffset, penetrateTypeNames, std::extent_v<decltype(penetrateTypeNames)>);
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case WFT_IMPACT_TYPE:
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return ConvertEnumInt(field.szName, value, field.iOffset, impactTypeNames, std::extent_v<decltype(impactTypeNames)>);
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case WFT_STANCE:
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return ConvertEnumInt(field.szName, value, field.iOffset, szWeapStanceNames, std::extent_v<decltype(szWeapStanceNames)>);
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case WFT_PROJ_EXPLOSION:
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return ConvertEnumInt(field.szName, value, field.iOffset, szProjectileExplosionNames, std::extent_v<decltype(szProjectileExplosionNames)>);
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case WFT_OFFHAND_CLASS:
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return ConvertEnumInt(field.szName, value, field.iOffset, offhandClassNames, std::extent_v<decltype(offhandClassNames)>);
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case WFT_ANIMTYPE:
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return ConvertEnumInt(field.szName, value, field.iOffset, playerAnimTypeNames, std::extent_v<decltype(playerAnimTypeNames)>);
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case WFT_ACTIVE_RETICLE_TYPE:
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return ConvertEnumInt(field.szName, value, field.iOffset, activeReticleNames, std::extent_v<decltype(activeReticleNames)>);
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case WFT_GUIDED_MISSILE_TYPE:
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return ConvertEnumInt(field.szName, value, field.iOffset, guidedMissileNames, std::extent_v<decltype(guidedMissileNames)>);
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case WFT_BOUNCE_SOUND:
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return ConvertBounceSounds(field, value);
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case WFT_STICKINESS:
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return ConvertEnumInt(field.szName, value, field.iOffset, stickinessNames, std::extent_v<decltype(stickinessNames)>);
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case WFT_OVERLAYINTERFACE:
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return ConvertEnumInt(field.szName, value, field.iOffset, overlayInterfaceNames, std::extent_v<decltype(overlayInterfaceNames)>);
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case WFT_INVENTORYTYPE:
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return ConvertEnumInt(field.szName, value, field.iOffset, szWeapInventoryTypeNames, std::extent_v<decltype(szWeapInventoryTypeNames)>);
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case WFT_FIRETYPE:
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return ConvertEnumInt(field.szName, value, field.iOffset, szWeapFireTypeNames, std::extent_v<decltype(szWeapFireTypeNames)>);
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case WFT_AMMOCOUNTER_CLIPTYPE:
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return ConvertEnumInt(field.szName, value, field.iOffset, ammoCounterClipNames, std::extent_v<decltype(ammoCounterClipNames)>);
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case WFT_ICONRATIO_HUD:
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case WFT_ICONRATIO_AMMOCOUNTER:
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case WFT_ICONRATIO_KILL:
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case WFT_ICONRATIO_DPAD:
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return ConvertEnumInt(field.szName, value, field.iOffset, weapIconRatioNames, std::extent_v<decltype(weapIconRatioNames)>);
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case WFT_HIDETAGS:
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return ConvertHideTags(field, value);
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case WFT_NOTETRACKSOUNDMAP:
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return ConvertNotetrackSoundMap(field, value);
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case WFT_ANIM_NAME:
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return ConvertAnimName(field, value);
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default:
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assert(false);
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return false;
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}
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}
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public:
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InfoStringToWeaponConverter(const InfoString& infoString,
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WeaponDef& weaponDef,
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ZoneScriptStrings& zoneScriptStrings,
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MemoryManager& memory,
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AssetCreationContext& context,
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AssetRegistration<AssetWeapon>& registration,
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const cspField_t* fields,
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const size_t fieldCount)
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: InfoStringToStructConverter(infoString, &weaponDef, zoneScriptStrings, memory, context, registration, fields, fieldCount)
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{
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}
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};
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void InitWeaponDef(WeaponDef& weapon)
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{
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for (const auto& field : weapon_fields)
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{
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if (field.iFieldType != CSPFT_STRING && field.iFieldType != WFT_ANIM_NAME)
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continue;
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*reinterpret_cast<const char**>(reinterpret_cast<char*>(&weapon) + field.iOffset) = "";
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}
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weapon.szXAnims[WEAP_ANIM_ROOT] = "";
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}
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bool LoadAccuracyGraph(const std::string& graphName,
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vec2_t*& originalGraphKnots,
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int& originalGraphKnotCount,
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vec2_t*& graphKnots,
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int& graphKnotCount,
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AssetCreationContext& context)
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{
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auto* accuracyGraphAsset = context.LoadSubAsset<SubAssetAccuracyGraph>(graphName);
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if (!accuracyGraphAsset)
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return false;
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const auto* accuracyGraph = accuracyGraphAsset->Asset();
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assert(accuracyGraphAsset->m_dependencies.empty());
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assert(accuracyGraphAsset->m_used_script_strings.empty());
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assert(accuracyGraphAsset->m_indirect_asset_references.empty());
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originalGraphKnots = accuracyGraph->graphKnots;
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originalGraphKnotCount = accuracyGraph->graphKnotCount;
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graphKnots = accuracyGraph->graphKnots;
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graphKnotCount = accuracyGraph->graphKnotCount;
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return true;
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}
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bool LoadAccuracyGraphs(WeaponDef& weaponDef, AssetCreationContext& context)
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{
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if (weaponDef.aiVsAiAccuracyGraphName && weaponDef.aiVsAiAccuracyGraphName[0])
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{
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if (!LoadAccuracyGraph(weapon::GetAssetNameForAiVsAiAccuracyGraph(weaponDef.aiVsAiAccuracyGraphName),
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weaponDef.originalAiVsAiAccuracyGraphKnots,
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weaponDef.originalAiVsAiAccuracyGraphKnotCount,
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weaponDef.aiVsAiAccuracyGraphKnots,
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weaponDef.aiVsAiAccuracyGraphKnotCount,
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context))
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{
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return false;
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}
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}
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if (weaponDef.aiVsPlayerAccuracyGraphName && weaponDef.aiVsPlayerAccuracyGraphName[0])
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{
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if (!LoadAccuracyGraph(weapon::GetAssetNameForAiVsPlayerAccuracyGraph(weaponDef.aiVsPlayerAccuracyGraphName),
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weaponDef.originalAiVsPlayerAccuracyGraphKnots,
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weaponDef.originalAiVsPlayerAccuracyGraphKnotCount,
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weaponDef.aiVsPlayerAccuracyGraphKnots,
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weaponDef.aiVsPlayerAccuracyGraphKnotCount,
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context))
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{
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return false;
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}
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}
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return true;
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}
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bool IsDefaultWeapon(const WeaponDef& weapon)
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{
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return strcmp(weapon.szInternalName, "defaultweapon") == 0 || strcmp(weapon.szInternalName, "defaultweapon_mp") == 0;
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}
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snd_alias_list_name* SetDefaultSound(const char* name, MemoryManager& memory, AssetCreationContext& context, AssetRegistration<AssetWeapon>& registration)
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{
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auto* aliasListName = memory.Alloc<snd_alias_list_name>();
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aliasListName->soundName = name;
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registration.AddIndirectAssetReference(context.LoadIndirectAssetReference<AssetSound>(name));
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return aliasListName;
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}
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void SetWeaponDefaults(WeaponDef& weapon, MemoryManager& memory, AssetCreationContext& context, AssetRegistration<AssetWeapon>& registration)
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{
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if (IsDefaultWeapon(weapon))
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return;
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if (!weapon.viewLastShotEjectEffect)
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weapon.viewLastShotEjectEffect = weapon.viewShellEjectEffect;
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if (!weapon.worldLastShotEjectEffect)
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weapon.worldLastShotEjectEffect = weapon.worldShellEjectEffect;
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if (!weapon.raiseSound.name)
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SetDefaultSound("weap_raise", memory, context, registration);
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if (!weapon.putawaySound.name)
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SetDefaultSound("weap_putaway", memory, context, registration);
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if (!weapon.pickupSound.name)
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SetDefaultSound("weap_pickup", memory, context, registration);
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if (!weapon.ammoPickupSound.name)
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SetDefaultSound("weap_ammo_pickup", memory, context, registration);
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if (!weapon.emptyFireSound.name)
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SetDefaultSound("weap_dryfire_smg_npc", memory, context, registration);
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}
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void SetupTransitionTimes(WeaponDef& weapon)
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{
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if (weapon.iAdsTransInTime <= 0)
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weapon.fOOPosAnimLength[0] = 1.0f / 300.0f; // 0.0033333334f;
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else
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weapon.fOOPosAnimLength[0] = 1.0f / static_cast<float>(weapon.iAdsTransInTime);
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if (weapon.iAdsTransOutTime <= 0)
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weapon.fOOPosAnimLength[1] = 1.0f / 500.0f; // 0.0020000001f
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else
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weapon.fOOPosAnimLength[1] = 1.0f / static_cast<float>(weapon.iAdsTransOutTime);
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}
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void CheckWeaponDamageRanges(WeaponDef& weapon)
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{
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if (strcmp(weapon.szInternalName, "none") == 0)
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return;
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if (weapon.fMaxDamageRange <= 0.0)
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weapon.fMaxDamageRange = 999999.0f;
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if (weapon.fMinDamageRange <= 0.0)
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weapon.fMinDamageRange = 999999.12f; // oddly specific number, no clue
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}
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void CheckCrosshairValues(const WeaponDef& weapon)
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{
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if (weapon.enemyCrosshairRange > 15000.0f)
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con::warn("Weapon {}: Enemy crosshair ranges should be less than 15000", weapon.szInternalName);
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}
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void CheckProjectileValues(const WeaponDef& weapon)
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{
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if (weapon.weapType != WEAPTYPE_PROJECTILE)
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return;
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if (weapon.iProjectileSpeed <= 0)
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con::warn("Weapon {}: Projectile speed must be greater than 0.0", weapon.szDisplayName);
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if (weapon.destabilizationCurvatureMax >= 1000000000.0f || weapon.destabilizationCurvatureMax < 0.0f)
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con::warn("Weapon {}: Destabilization angle must be between 0 and 45 degrees", weapon.szDisplayName);
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if (weapon.destabilizationRateTime < 0.0f)
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con::warn("Weapon {}: Destabilization rate time must be non-negative", weapon.szDisplayName);
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}
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void CheckSharedAmmoValues(const WeaponDef& weapon)
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{
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if (weapon.szAmmoName)
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utils::MakeStringLowerCase(const_cast<char*>(weapon.szAmmoName));
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if (weapon.szClipName)
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utils::MakeStringLowerCase(const_cast<char*>(weapon.szClipName));
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}
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} // namespace
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namespace weapon
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{
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InfoStringLoaderIW3::InfoStringLoaderIW3(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: m_memory(memory),
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m_search_path(searchPath),
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m_zone(zone)
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{
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}
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AssetCreationResult InfoStringLoaderIW3::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context) const
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{
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auto* weaponDef = m_memory.Alloc<WeaponDef>();
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InitWeaponDef(*weaponDef);
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weaponDef->szInternalName = m_memory.Dup(assetName.c_str());
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AssetRegistration<AssetWeapon> registration(assetName, weaponDef);
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InfoStringToWeaponConverter converter(
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infoString, *weaponDef, m_zone.m_script_strings, m_memory, context, registration, weapon_fields, std::extent_v<decltype(weapon_fields)>);
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if (!converter.Convert())
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{
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con::error("Failed to parse weapon: \"{}\"", assetName);
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return AssetCreationResult::Failure();
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}
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if (!LoadAccuracyGraphs(*weaponDef, context))
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{
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con::error("Failed to load accuracy tables of weapon: \"{}\"", assetName);
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return AssetCreationResult::Failure();
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}
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SetWeaponDefaults(*weaponDef, m_memory, context, registration);
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SetupTransitionTimes(*weaponDef);
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CheckWeaponDamageRanges(*weaponDef);
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CheckCrosshairValues(*weaponDef);
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CheckProjectileValues(*weaponDef);
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CheckSharedAmmoValues(*weaponDef);
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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} // namespace weapon
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