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iw3 basis
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0
src/Common/Game/IW3/CommonIW3.cpp
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src/Common/Game/IW3/CommonIW3.cpp
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src/Common/Game/IW3/CommonIW3.h
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src/Common/Game/IW3/CommonIW3.h
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#pragma once
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namespace IW3
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{
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}
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src/Common/Game/IW3/GameIW3.cpp
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src/Common/Game/IW3/GameIW3.cpp
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#include "GameIW3.h"
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#include <algorithm>
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#include "IW3.h"
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using namespace IW3;
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GameIW3 g_GameIW3;
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std::string GameIW3::GetFullName()
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{
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return "Call Of Duty 4: Modern Warfare";
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}
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std::string GameIW3::GetShortName()
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{
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return "IW3";
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}
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void GameIW3::AddZone(Zone* zone)
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{
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m_zones.push_back(zone);
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}
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void GameIW3::RemoveZone(Zone* zone)
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{
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const auto foundEntry = std::find(m_zones.begin(), m_zones.end(), zone);
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if (foundEntry != m_zones.end())
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m_zones.erase(foundEntry);
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}
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std::vector<Zone*> GameIW3::GetZones()
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{
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return m_zones;
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}
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std::vector<GameLanguagePrefix> GameIW3::GetLanguagePrefixes()
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{
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std::vector<GameLanguagePrefix> prefixes;
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return prefixes;
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}
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src/Common/Game/IW3/GameIW3.h
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src/Common/Game/IW3/GameIW3.h
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#pragma once
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#include "Game/IGame.h"
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class GameIW3 : public IGame
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{
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std::vector<Zone*> m_zones;
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public:
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std::string GetFullName() override;
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std::string GetShortName() override;
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void AddZone(Zone* zone) override;
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void RemoveZone(Zone* zone) override;
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std::vector<Zone*> GetZones() override;
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std::vector<GameLanguagePrefix> GetLanguagePrefixes() override;
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};
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extern GameIW3 g_GameIW3;
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src/Common/Game/IW3/IW3.h
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src/Common/Game/IW3/IW3.h
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#pragma once
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//#include <d3d11.h>
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#include "Image/Texture.h"
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#include "IW3_Assets.h"
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namespace IW3
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{
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struct ScriptStringList
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{
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int count;
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const char** strings;
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};
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struct XAsset
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{
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XAssetType type;
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XAssetHeader header;
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};
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struct XAssetList
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{
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ScriptStringList stringList;
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int assetCount;
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XAsset* assets;
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};
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struct cspField_t
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{
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const char* szName;
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int iOffset;
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int iFieldType;
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};
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enum csParseFieldType_t
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{
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CSPFT_STRING = 0,
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CSPFT_STRING_MAX_STRING_CHARS,
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CSPFT_STRING_MAX_QPATH,
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CSPFT_STRING_MAX_OSPATH,
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CSPFT_INT,
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CSPFT_QBOOLEAN,
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CSPFT_FLOAT,
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CSPFT_MILLISECONDS,
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CSPFT_FX,
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CSPFT_XMODEL,
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CSPFT_MATERIAL,
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CSPFT_SOUND,
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CSPFT_NUM_BASE_FIELD_TYPES
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};
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enum weapFieldType_t
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{
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WFT_WEAPONTYPE = CSPFT_NUM_BASE_FIELD_TYPES,
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WFT_WEAPONCLASS,
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WFT_OVERLAYRETICLE,
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WFT_PENETRATE_TYPE,
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WFT_IMPACT_TYPE,
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WFT_STANCE,
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WFT_PROJ_EXPLOSION,
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WFT_OFFHAND_CLASS,
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WFT_ANIMTYPE,
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WFT_ACTIVE_RETICLE_TYPE,
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WFT_GUIDED_MISSILE_TYPE,
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WFT_BOUNCE_SOUND,
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WFT_STICKINESS,
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WFT_OVERLAYINTERFACE,
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WFT_INVENTORYTYPE,
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WFT_FIRETYPE,
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WFT_AMMOCOUNTER_CLIPTYPE,
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WFT_ICONRATIO_HUD,
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WFT_ICONRATIO_AMMOCOUNTER,
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WFT_ICONRATIO_KILL,
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WFT_ICONRATIO_DPAD,
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WFT_HIDETAGS,
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WFT_NOTETRACKSOUNDMAP,
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WFT_NUM_FIELD_TYPES
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};
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}
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2651
src/Common/Game/IW3/IW3_Assets.h
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2651
src/Common/Game/IW3/IW3_Assets.h
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