chore: rename accuracy table properties in weapon structs

This commit is contained in:
Jan
2024-05-18 22:43:55 +02:00
parent 183ebe473b
commit 3201cefd5b
13 changed files with 132 additions and 144 deletions

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@ -3091,20 +3091,16 @@ namespace IW3
float fHipViewScatterMax;
float fightDist;
float maxDist;
// TODO: Order is accuracyGraphName[0] -> originalAccuracyGraphKnots[0] -> accuracyGraphName[1] -> ...
// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
// const char* accuracyGraphName[2];
const char* accuracyGraphName0;
const char* accuracyGraphName1;
// float(*accuracyGraphKnots[2])[2];
vec2_t* accuracyGraphKnots0;
vec2_t* accuracyGraphKnots1;
// float(*originalAccuracyGraphKnots[2])[2];
vec2_t* originalAccuracyGraphKnots0;
vec2_t* originalAccuracyGraphKnots1;
int accuracyGraphKnotCount[2];
int originalAccuracyGraphKnotCount[2];
const char* aiVsAiAccuracyGraphName;
const char* aiVsPlayerAccuracyGraphName;
vec2_t* aiVsAiAccuracyGraphKnots;
vec2_t* aiVsPlayerAccuracyGraphKnots;
vec2_t* originalAiVsAiAccuracyGraphKnots;
vec2_t* originalAiVsPlayerAccuracyGraphKnots;
int aiVsAiAccuracyGraphKnotCount;
int aiVsPlayerAccuracyGraphKnotCount;
int originalAiVsAiAccuracyGraphKnotCount;
int originalAiVsPlayerAccuracyGraphKnotCount;
int iPositionReloadTransTime;
float leftArc;
float rightArc;

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@ -4399,15 +4399,12 @@ namespace IW4
float fHipViewScatterMax;
float fightDist;
float maxDist;
// const char* accuracyGraphName[2];// TODO: Order is accuracyGraphName[0] -> originalAccuracyGraphKnots[0] -> accuracyGraphName[1] -> ...
// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
// vec2_t* originalAccuracyGraphKnots[2];
const char* accuracyGraphName0;
const char* accuracyGraphName1;
vec2_t* originalAccuracyGraphKnots0;
vec2_t* originalAccuracyGraphKnots1;
uint16_t originalAccuracyGraphKnotCount[2];
const char* aiVsAiAccuracyGraphName;
const char* aiVsPlayerAccuracyGraphName;
vec2_t* originalAiVsAiAccuracyGraphKnots;
vec2_t* originalAiVsPlayerAccuracyGraphKnots;
uint16_t originalAiVsAiAccuracyGraphKnotCount;
uint16_t originalAiVsPlayerAccuracyGraphKnotCount;
int iPositionReloadTransTime;
float leftArc;
float rightArc;
@ -4551,8 +4548,10 @@ namespace IW4
int ammoDropStockMax;
float adsDofStart;
float adsDofEnd;
uint16_t accuracyGraphKnotCount[2];
vec2_t* accuracyGraphKnots[2];
uint16_t aiVsAiAccuracyGraphKnotCount;
uint16_t aiVsPlayerAccuracyGraphKnotCount;
vec2_t* aiVsAiAccuracyGraphKnots;
vec2_t* aiVsPlayerAccuracyGraphKnots;
bool motionTracker;
bool enhanced;
bool dpadIconShowsAmmo;

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@ -3756,15 +3756,12 @@ namespace IW5
float fHipViewScatterMax;
float fightDist;
float maxDist;
// const char* accuracyGraphName[2];// TODO: Order is accuracyGraphName[0] -> originalAccuracyGraphKnots[0] -> accuracyGraphName[1] -> ...
// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
// vec2_t* originalAccuracyGraphKnots[2];
const char* accuracyGraphName0;
const char* accuracyGraphName1;
vec2_t* originalAccuracyGraphKnots0;
vec2_t* originalAccuracyGraphKnots1;
unsigned short originalAccuracyGraphKnotCount[2];
const char* aiVsAiAccuracyGraphName;
const char* aiVsPlayerAccuracyGraphName;
vec2_t* originalAiVsAiAccuracyGraphKnots;
vec2_t* originalAiVsPlayerAccuracyGraphKnots;
unsigned short originalAiVsAiAccuracyGraphKnotCount;
unsigned short originalAiVsPlayerAccuracyGraphKnotCount;
int iPositionReloadTransTime;
float leftArc;
float rightArc;
@ -4021,8 +4018,10 @@ namespace IW5
int ammoDropStockMax;
float adsDofStart;
float adsDofEnd;
unsigned short accuracyGraphKnotCount[2];
vec2_t* accuracyGraphKnots[2];
uint16_t aiVsAiAccuracyGraphKnotCount;
uint16_t aiVsPlayerAccuracyGraphKnotCount;
vec2_t* aiVsAiAccuracyGraphKnots;
vec2_t* aiVsPlayerAccuracyGraphKnots;
bool motionTracker;
bool enhanced;
bool dpadIconShowsAmmo;

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@ -3861,20 +3861,16 @@ namespace T5
float fHipViewScatterMax;
float fightDist;
float maxDist;
// const char *accuracyGraphName[2]; // TODO: Order is accuracyGraphName[0] -> accuracyGraphKnots[0] -> originalAccuracyGraphKnots[0] ->
// accuracyGraphName[1] -> ...
// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
const char* accuracyGraphName0;
const char* accuracyGraphName1;
// vec2_t *accuracyGraphKnots[2];
vec2_t* accuracyGraphKnots0;
vec2_t* accuracyGraphKnots1;
// vec2_t *originalAccuracyGraphKnots[2];
vec2_t* originalAccuracyGraphKnots0;
vec2_t* originalAccuracyGraphKnots1;
int accuracyGraphKnotCount[2];
int originalAccuracyGraphKnotCount[2];
const char* aiVsAiAccuracyGraphName;
const char* aiVsPlayerAccuracyGraphName;
vec2_t* aiVsAiAccuracyGraphKnots;
vec2_t* aiVsPlayerAccuracyGraphKnots;
vec2_t* originalAiVsAiAccuracyGraphKnots;
vec2_t* originalAiVsPlayerAccuracyGraphKnots;
int aiVsAiAccuracyGraphKnotCount;
int aiVsPlayerAccuracyGraphKnotCount;
int originalAiVsAiAccuracyGraphKnotCount;
int originalAiVsPlayerAccuracyGraphKnotCount;
int iPositionReloadTransTime;
float leftArc;
float rightArc;

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@ -4860,20 +4860,16 @@ namespace T6
float fAntiQuickScopeSwayFactor;
float fightDist;
float maxDist;
// const char *accuracyGraphName[2]; // TODO: Order is accuracyGraphName[0] -> accuracyGraphKnots[0] -> originalAccuracyGraphKnots[0] ->
// accuracyGraphName[1] -> ...
// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
const char* accuracyGraphName0;
const char* accuracyGraphName1;
// vec2_t *accuracyGraphKnots[2];
vec2_t* accuracyGraphKnots0;
vec2_t* accuracyGraphKnots1;
// vec2_t *originalAccuracyGraphKnots[2];
vec2_t* originalAccuracyGraphKnots0;
vec2_t* originalAccuracyGraphKnots1;
int accuracyGraphKnotCount[2];
int originalAccuracyGraphKnotCount[2];
const char* aiVsAiAccuracyGraphName;
const char* aiVsPlayerAccuracyGraphName;
vec2_t* aiVsAiAccuracyGraphKnots;
vec2_t* aiVsPlayerAccuracyGraphKnots;
vec2_t* originalAiVsAiAccuracyGraphKnots;
vec2_t* originalAiVsPlayerAccuracyGraphKnots;
int aiVsAiAccuracyGraphKnotCount;
int aiVsPlayerAccuracyGraphKnotCount;
int originalAiVsAiAccuracyGraphKnotCount;
int originalAiVsPlayerAccuracyGraphKnotCount;
int iPositionReloadTransTime;
float leftArc;
float rightArc;