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chore: rename accuracy table properties in weapon structs
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@ -3091,20 +3091,16 @@ namespace IW3
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float fHipViewScatterMax;
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float fightDist;
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float maxDist;
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// TODO: Order is accuracyGraphName[0] -> originalAccuracyGraphKnots[0] -> accuracyGraphName[1] -> ...
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// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
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// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
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// const char* accuracyGraphName[2];
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const char* accuracyGraphName0;
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const char* accuracyGraphName1;
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// float(*accuracyGraphKnots[2])[2];
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vec2_t* accuracyGraphKnots0;
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vec2_t* accuracyGraphKnots1;
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// float(*originalAccuracyGraphKnots[2])[2];
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vec2_t* originalAccuracyGraphKnots0;
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vec2_t* originalAccuracyGraphKnots1;
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int accuracyGraphKnotCount[2];
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int originalAccuracyGraphKnotCount[2];
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const char* aiVsAiAccuracyGraphName;
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const char* aiVsPlayerAccuracyGraphName;
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vec2_t* aiVsAiAccuracyGraphKnots;
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vec2_t* aiVsPlayerAccuracyGraphKnots;
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vec2_t* originalAiVsAiAccuracyGraphKnots;
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vec2_t* originalAiVsPlayerAccuracyGraphKnots;
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int aiVsAiAccuracyGraphKnotCount;
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int aiVsPlayerAccuracyGraphKnotCount;
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int originalAiVsAiAccuracyGraphKnotCount;
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int originalAiVsPlayerAccuracyGraphKnotCount;
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int iPositionReloadTransTime;
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float leftArc;
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float rightArc;
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@ -4399,15 +4399,12 @@ namespace IW4
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float fHipViewScatterMax;
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float fightDist;
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float maxDist;
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// const char* accuracyGraphName[2];// TODO: Order is accuracyGraphName[0] -> originalAccuracyGraphKnots[0] -> accuracyGraphName[1] -> ...
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// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
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// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
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// vec2_t* originalAccuracyGraphKnots[2];
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const char* accuracyGraphName0;
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const char* accuracyGraphName1;
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vec2_t* originalAccuracyGraphKnots0;
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vec2_t* originalAccuracyGraphKnots1;
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uint16_t originalAccuracyGraphKnotCount[2];
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const char* aiVsAiAccuracyGraphName;
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const char* aiVsPlayerAccuracyGraphName;
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vec2_t* originalAiVsAiAccuracyGraphKnots;
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vec2_t* originalAiVsPlayerAccuracyGraphKnots;
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uint16_t originalAiVsAiAccuracyGraphKnotCount;
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uint16_t originalAiVsPlayerAccuracyGraphKnotCount;
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int iPositionReloadTransTime;
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float leftArc;
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float rightArc;
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@ -4551,8 +4548,10 @@ namespace IW4
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int ammoDropStockMax;
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float adsDofStart;
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float adsDofEnd;
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uint16_t accuracyGraphKnotCount[2];
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vec2_t* accuracyGraphKnots[2];
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uint16_t aiVsAiAccuracyGraphKnotCount;
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uint16_t aiVsPlayerAccuracyGraphKnotCount;
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vec2_t* aiVsAiAccuracyGraphKnots;
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vec2_t* aiVsPlayerAccuracyGraphKnots;
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bool motionTracker;
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bool enhanced;
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bool dpadIconShowsAmmo;
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@ -3756,15 +3756,12 @@ namespace IW5
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float fHipViewScatterMax;
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float fightDist;
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float maxDist;
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// const char* accuracyGraphName[2];// TODO: Order is accuracyGraphName[0] -> originalAccuracyGraphKnots[0] -> accuracyGraphName[1] -> ...
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// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
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// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
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// vec2_t* originalAccuracyGraphKnots[2];
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const char* accuracyGraphName0;
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const char* accuracyGraphName1;
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vec2_t* originalAccuracyGraphKnots0;
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vec2_t* originalAccuracyGraphKnots1;
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unsigned short originalAccuracyGraphKnotCount[2];
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const char* aiVsAiAccuracyGraphName;
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const char* aiVsPlayerAccuracyGraphName;
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vec2_t* originalAiVsAiAccuracyGraphKnots;
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vec2_t* originalAiVsPlayerAccuracyGraphKnots;
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unsigned short originalAiVsAiAccuracyGraphKnotCount;
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unsigned short originalAiVsPlayerAccuracyGraphKnotCount;
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int iPositionReloadTransTime;
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float leftArc;
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float rightArc;
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@ -4021,8 +4018,10 @@ namespace IW5
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int ammoDropStockMax;
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float adsDofStart;
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float adsDofEnd;
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unsigned short accuracyGraphKnotCount[2];
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vec2_t* accuracyGraphKnots[2];
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uint16_t aiVsAiAccuracyGraphKnotCount;
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uint16_t aiVsPlayerAccuracyGraphKnotCount;
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vec2_t* aiVsAiAccuracyGraphKnots;
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vec2_t* aiVsPlayerAccuracyGraphKnots;
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bool motionTracker;
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bool enhanced;
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bool dpadIconShowsAmmo;
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@ -3861,20 +3861,16 @@ namespace T5
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float fHipViewScatterMax;
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float fightDist;
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float maxDist;
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// const char *accuracyGraphName[2]; // TODO: Order is accuracyGraphName[0] -> accuracyGraphKnots[0] -> originalAccuracyGraphKnots[0] ->
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// accuracyGraphName[1] -> ...
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// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
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// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
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const char* accuracyGraphName0;
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const char* accuracyGraphName1;
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// vec2_t *accuracyGraphKnots[2];
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vec2_t* accuracyGraphKnots0;
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vec2_t* accuracyGraphKnots1;
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// vec2_t *originalAccuracyGraphKnots[2];
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vec2_t* originalAccuracyGraphKnots0;
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vec2_t* originalAccuracyGraphKnots1;
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int accuracyGraphKnotCount[2];
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int originalAccuracyGraphKnotCount[2];
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const char* aiVsAiAccuracyGraphName;
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const char* aiVsPlayerAccuracyGraphName;
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vec2_t* aiVsAiAccuracyGraphKnots;
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vec2_t* aiVsPlayerAccuracyGraphKnots;
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vec2_t* originalAiVsAiAccuracyGraphKnots;
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vec2_t* originalAiVsPlayerAccuracyGraphKnots;
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int aiVsAiAccuracyGraphKnotCount;
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int aiVsPlayerAccuracyGraphKnotCount;
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int originalAiVsAiAccuracyGraphKnotCount;
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int originalAiVsPlayerAccuracyGraphKnotCount;
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int iPositionReloadTransTime;
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float leftArc;
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float rightArc;
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@ -4860,20 +4860,16 @@ namespace T6
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float fAntiQuickScopeSwayFactor;
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float fightDist;
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float maxDist;
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// const char *accuracyGraphName[2]; // TODO: Order is accuracyGraphName[0] -> accuracyGraphKnots[0] -> originalAccuracyGraphKnots[0] ->
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// accuracyGraphName[1] -> ...
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// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
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// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
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const char* accuracyGraphName0;
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const char* accuracyGraphName1;
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// vec2_t *accuracyGraphKnots[2];
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vec2_t* accuracyGraphKnots0;
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vec2_t* accuracyGraphKnots1;
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// vec2_t *originalAccuracyGraphKnots[2];
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vec2_t* originalAccuracyGraphKnots0;
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vec2_t* originalAccuracyGraphKnots1;
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int accuracyGraphKnotCount[2];
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int originalAccuracyGraphKnotCount[2];
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const char* aiVsAiAccuracyGraphName;
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const char* aiVsPlayerAccuracyGraphName;
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vec2_t* aiVsAiAccuracyGraphKnots;
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vec2_t* aiVsPlayerAccuracyGraphKnots;
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vec2_t* originalAiVsAiAccuracyGraphKnots;
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vec2_t* originalAiVsPlayerAccuracyGraphKnots;
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int aiVsAiAccuracyGraphKnotCount;
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int aiVsPlayerAccuracyGraphKnotCount;
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int originalAiVsAiAccuracyGraphKnotCount;
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int originalAiVsPlayerAccuracyGraphKnotCount;
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int iPositionReloadTransTime;
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float leftArc;
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float rightArc;
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