mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-10 23:08:05 -05:00
Add loading of iw4 weapondef and vehicledef assets
This commit is contained in:
@ -99,7 +99,7 @@ namespace IW4
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struct MenuList;
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struct menuDef_t;
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struct LocalizeEntry;
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// struct WeaponCompleteDef;
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struct WeaponCompleteDef;
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// struct SndDriverGlobals;
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struct FxEffectDef;
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struct FxImpactTable;
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@ -108,7 +108,7 @@ namespace IW4
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struct LeaderboardDef;
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struct StructuredDataDefSet;
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struct TracerDef;
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// struct VehicleDef;
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struct VehicleDef;
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struct AddonMapEnts;
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union XAssetHeader
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@ -139,7 +139,7 @@ namespace IW4
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MenuList* menuList;
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menuDef_t* menu;
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LocalizeEntry* localize;
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// WeaponCompleteDef* weapon;
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WeaponCompleteDef* weapon;
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// SndDriverGlobals* sndDriverGlobals;
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FxEffectDef* fx;
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FxImpactTable* impactFx;
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@ -148,12 +148,13 @@ namespace IW4
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LeaderboardDef* leaderboardDef;
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StructuredDataDefSet* structuredDataDefSet;
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TracerDef* tracerDef;
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// VehicleDef* vehDef;
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VehicleDef* vehDef;
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AddonMapEnts* addonMapEnts;
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void* data;
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};
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typedef char cbrushedge_t;
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typedef float vec2_t[2];
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typedef float vec3_t[3];
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struct PhysPreset
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@ -2036,7 +2037,7 @@ namespace IW4
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float linkMins[2];
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float linkMaxs[2];
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};
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typedef __declspec(align(128)) cbrush_t cbrush_array_t;
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typedef __declspec(align(128)) Bounds BoundsArray;
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@ -2093,6 +2094,835 @@ namespace IW4
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char padding[48];
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};
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enum ImpactType
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{
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IMPACT_TYPE_NONE = 0x0,
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IMPACT_TYPE_BULLET_SMALL = 0x1,
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IMPACT_TYPE_BULLET_LARGE = 0x2,
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IMPACT_TYPE_BULLET_AP = 0x3,
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IMPACT_TYPE_BULLET_EXPLODE = 0x4,
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IMPACT_TYPE_SHOTGUN = 0x5,
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IMPACT_TYPE_SHOTGUN_EXPLODE = 0x6,
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IMPACT_TYPE_GRENADE_BOUNCE = 0x7,
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IMPACT_TYPE_GRENADE_EXPLODE = 0x8,
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IMPACT_TYPE_ROCKET_EXPLODE = 0x9,
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IMPACT_TYPE_PROJECTILE_DUD = 0xA,
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IMPACT_TYPE_COUNT
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};
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enum weaponIconRatioType_t
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{
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WEAPON_ICON_RATIO_1TO1 = 0x0,
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WEAPON_ICON_RATIO_2TO1 = 0x1,
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WEAPON_ICON_RATIO_4TO1 = 0x2,
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WEAPON_ICON_RATIO_COUNT
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};
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enum weapType_t
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{
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WEAPTYPE_BULLET = 0x0,
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WEAPTYPE_GRENADE = 0x1,
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WEAPTYPE_PROJECTILE = 0x2,
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WEAPTYPE_RIOTSHIELD = 0x3,
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WEAPTYPE_NUM
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};
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enum weapClass_t
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{
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WEAPCLASS_RIFLE = 0x0,
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WEAPCLASS_SNIPER = 0x1,
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WEAPCLASS_MG = 0x2,
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WEAPCLASS_SMG = 0x3,
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WEAPCLASS_SPREAD = 0x4,
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WEAPCLASS_PISTOL = 0x5,
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WEAPCLASS_GRENADE = 0x6,
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WEAPCLASS_ROCKETLAUNCHER = 0x7,
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WEAPCLASS_TURRET = 0x8,
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WEAPCLASS_THROWINGKNIFE = 0x9,
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WEAPCLASS_NON_PLAYER = 0xA,
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WEAPCLASS_ITEM = 0xB,
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WEAPCLASS_NUM
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};
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enum PenetrateType
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{
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PENETRATE_TYPE_NONE = 0x0,
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PENETRATE_TYPE_SMALL = 0x1,
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PENETRATE_TYPE_MEDIUM = 0x2,
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PENETRATE_TYPE_LARGE = 0x3,
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PENETRATE_TYPE_COUNT
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};
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enum weapInventoryType_t
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{
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WEAPINVENTORY_PRIMARY = 0x0,
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WEAPINVENTORY_OFFHAND = 0x1,
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WEAPINVENTORY_ITEM = 0x2,
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WEAPINVENTORY_ALTMODE = 0x3,
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WEAPINVENTORY_EXCLUSIVE = 0x4,
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WEAPINVENTORY_SCAVENGER = 0x5,
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WEAPINVENTORYCOUNT
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};
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enum weapFireType_t
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{
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WEAPON_FIRETYPE_FULLAUTO = 0x0,
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WEAPON_FIRETYPE_SINGLESHOT = 0x1,
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WEAPON_FIRETYPE_BURSTFIRE2 = 0x2,
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WEAPON_FIRETYPE_BURSTFIRE3 = 0x3,
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WEAPON_FIRETYPE_BURSTFIRE4 = 0x4,
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WEAPON_FIRETYPE_DOUBLEBARREL = 0x5,
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WEAPON_FIRETYPECOUNT = 0x6,
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WEAPON_FIRETYPE_BURSTFIRE_FIRST = 0x2,
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WEAPON_FIRETYPE_BURSTFIRE_LAST = 0x4,
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};
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enum OffhandClass
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{
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OFFHAND_CLASS_NONE = 0x0,
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OFFHAND_CLASS_FRAG_GRENADE = 0x1,
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OFFHAND_CLASS_SMOKE_GRENADE = 0x2,
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OFFHAND_CLASS_FLASH_GRENADE = 0x3,
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OFFHAND_CLASS_THROWINGKNIFE = 0x4,
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OFFHAND_CLASS_OTHER = 0x5,
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OFFHAND_CLASS_COUNT
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};
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enum weapStance_t
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{
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WEAPSTANCE_STAND = 0x0,
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WEAPSTANCE_DUCK = 0x1,
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WEAPSTANCE_PRONE = 0x2,
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WEAPSTANCE_NUM
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};
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enum activeReticleType_t
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{
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VEH_ACTIVE_RETICLE_NONE = 0x0,
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VEH_ACTIVE_RETICLE_PIP_ON_A_STICK = 0x1,
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VEH_ACTIVE_RETICLE_BOUNCING_DIAMOND = 0x2,
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VEH_ACTIVE_RETICLE_COUNT
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};
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enum ammoCounterClipType_t
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{
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AMMO_COUNTER_CLIP_NONE = 0x0,
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AMMO_COUNTER_CLIP_MAGAZINE = 0x1,
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AMMO_COUNTER_CLIP_SHORTMAGAZINE = 0x2,
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AMMO_COUNTER_CLIP_SHOTGUN = 0x3,
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AMMO_COUNTER_CLIP_ROCKET = 0x4,
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AMMO_COUNTER_CLIP_BELTFED = 0x5,
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AMMO_COUNTER_CLIP_ALTWEAPON = 0x6,
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AMMO_COUNTER_CLIP_COUNT
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};
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enum weapOverlayReticle_t
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{
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WEAPOVERLAYRETICLE_NONE = 0x0,
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WEAPOVERLAYRETICLE_CROSSHAIR = 0x1,
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WEAPOVERLAYRETICLE_NUM
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};
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enum WeapOverlayInteface_t
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{
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WEAPOVERLAYINTERFACE_NONE = 0x0,
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WEAPOVERLAYINTERFACE_JAVELIN = 0x1,
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WEAPOVERLAYINTERFACE_TURRETSCOPE = 0x2,
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WEAPOVERLAYINTERFACECOUNT
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};
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enum weapProjExposion_t
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{
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WEAPPROJEXP_GRENADE = 0x0,
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WEAPPROJEXP_ROCKET = 0x1,
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WEAPPROJEXP_FLASHBANG = 0x2,
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WEAPPROJEXP_NONE = 0x3,
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WEAPPROJEXP_DUD = 0x4,
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WEAPPROJEXP_SMOKE = 0x5,
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WEAPPROJEXP_HEAVY = 0x6,
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WEAPPROJEXP_NUM
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};
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enum WeapStickinessType
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{
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WEAPSTICKINESS_NONE = 0x0,
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WEAPSTICKINESS_ALL = 0x1,
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WEAPSTICKINESS_ALL_ORIENT = 0x2,
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WEAPSTICKINESS_GROUND = 0x3,
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WEAPSTICKINESS_GROUND_WITH_YAW = 0x4,
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WEAPSTICKINESS_KNIFE = 0x5,
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WEAPSTICKINESS_COUNT
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};
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enum guidedMissileType_t
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{
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MISSILE_GUIDANCE_NONE = 0x0,
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MISSILE_GUIDANCE_SIDEWINDER = 0x1,
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MISSILE_GUIDANCE_HELLFIRE = 0x2,
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MISSILE_GUIDANCE_JAVELIN = 0x3,
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MISSILE_GUIDANCE_COUNT
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};
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union SndAliasCustom
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{
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const char* soundName;
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snd_alias_list_t* sound;
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};
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struct WeaponDef
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{
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const char* szOverlayName;
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XModel** gunXModel;
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XModel* handXModel;
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const char** szXAnimsRightHanded;
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const char** szXAnimsLeftHanded;
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const char* szModeName;
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unsigned __int16* notetrackSoundMapKeys;
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unsigned __int16* notetrackSoundMapValues;
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unsigned __int16* notetrackRumbleMapKeys;
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unsigned __int16* notetrackRumbleMapValues;
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int playerAnimType;
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weapType_t weapType;
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weapClass_t weapClass;
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PenetrateType penetrateType;
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weapInventoryType_t inventoryType;
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weapFireType_t fireType;
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OffhandClass offhandClass;
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weapStance_t stance;
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FxEffectDef* viewFlashEffect;
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FxEffectDef* worldFlashEffect;
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SndAliasCustom pickupSound;
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SndAliasCustom pickupSoundPlayer;
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SndAliasCustom ammoPickupSound;
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SndAliasCustom ammoPickupSoundPlayer;
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SndAliasCustom projectileSound;
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SndAliasCustom pullbackSound;
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SndAliasCustom pullbackSoundPlayer;
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SndAliasCustom fireSound;
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SndAliasCustom fireSoundPlayer;
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SndAliasCustom fireSoundPlayerAkimbo;
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SndAliasCustom fireLoopSound;
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SndAliasCustom fireLoopSoundPlayer;
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SndAliasCustom fireStopSound;
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SndAliasCustom fireStopSoundPlayer;
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SndAliasCustom fireLastSound;
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SndAliasCustom fireLastSoundPlayer;
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SndAliasCustom emptyFireSound;
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SndAliasCustom emptyFireSoundPlayer;
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SndAliasCustom meleeSwipeSound;
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SndAliasCustom meleeSwipeSoundPlayer;
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SndAliasCustom meleeHitSound;
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SndAliasCustom meleeMissSound;
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SndAliasCustom rechamberSound;
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SndAliasCustom rechamberSoundPlayer;
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SndAliasCustom reloadSound;
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SndAliasCustom reloadSoundPlayer;
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SndAliasCustom reloadEmptySound;
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SndAliasCustom reloadEmptySoundPlayer;
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SndAliasCustom reloadStartSound;
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SndAliasCustom reloadStartSoundPlayer;
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SndAliasCustom reloadEndSound;
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SndAliasCustom reloadEndSoundPlayer;
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SndAliasCustom detonateSound;
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SndAliasCustom detonateSoundPlayer;
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SndAliasCustom nightVisionWearSound;
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SndAliasCustom nightVisionWearSoundPlayer;
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SndAliasCustom nightVisionRemoveSound;
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SndAliasCustom nightVisionRemoveSoundPlayer;
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SndAliasCustom altSwitchSound;
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SndAliasCustom altSwitchSoundPlayer;
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SndAliasCustom raiseSound;
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SndAliasCustom raiseSoundPlayer;
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SndAliasCustom firstRaiseSound;
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SndAliasCustom firstRaiseSoundPlayer;
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SndAliasCustom putawaySound;
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SndAliasCustom putawaySoundPlayer;
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SndAliasCustom scanSound;
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SndAliasCustom* bounceSound;
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FxEffectDef* viewShellEjectEffect;
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FxEffectDef* worldShellEjectEffect;
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FxEffectDef* viewLastShotEjectEffect;
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FxEffectDef* worldLastShotEjectEffect;
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Material* reticleCenter;
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Material* reticleSide;
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int iReticleCenterSize;
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int iReticleSideSize;
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int iReticleMinOfs;
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activeReticleType_t activeReticleType;
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float vStandMove[3];
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float vStandRot[3];
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float strafeMove[3];
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float strafeRot[3];
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float vDuckedOfs[3];
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float vDuckedMove[3];
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float vDuckedRot[3];
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float vProneOfs[3];
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float vProneMove[3];
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float vProneRot[3];
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float fPosMoveRate;
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float fPosProneMoveRate;
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float fStandMoveMinSpeed;
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float fDuckedMoveMinSpeed;
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float fProneMoveMinSpeed;
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float fPosRotRate;
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float fPosProneRotRate;
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float fStandRotMinSpeed;
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float fDuckedRotMinSpeed;
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float fProneRotMinSpeed;
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XModel** worldModel;
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XModel* worldClipModel;
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XModel* rocketModel;
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XModel* knifeModel;
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XModel* worldKnifeModel;
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Material* hudIcon;
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weaponIconRatioType_t hudIconRatio;
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Material* pickupIcon;
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weaponIconRatioType_t pickupIconRatio;
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Material* ammoCounterIcon;
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weaponIconRatioType_t ammoCounterIconRatio;
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ammoCounterClipType_t ammoCounterClip;
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int iStartAmmo;
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const char* szAmmoName;
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int iAmmoIndex;
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const char* szClipName;
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int iClipIndex;
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int iMaxAmmo;
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int shotCount;
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const char* szSharedAmmoCapName;
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int iSharedAmmoCapIndex;
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int iSharedAmmoCap;
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int damage;
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int playerDamage;
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int iMeleeDamage;
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int iDamageType;
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int iFireDelay;
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int iMeleeDelay;
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int meleeChargeDelay;
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int iDetonateDelay;
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int iRechamberTime;
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int rechamberTimeOneHanded;
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int iRechamberBoltTime;
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int iHoldFireTime;
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int iDetonateTime;
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int iMeleeTime;
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int meleeChargeTime;
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int iReloadTime;
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int reloadShowRocketTime;
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int iReloadEmptyTime;
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int iReloadAddTime;
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int iReloadStartTime;
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int iReloadStartAddTime;
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int iReloadEndTime;
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int iDropTime;
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int iRaiseTime;
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int iAltDropTime;
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int quickDropTime;
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int quickRaiseTime;
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int iBreachRaiseTime;
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int iEmptyRaiseTime;
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int iEmptyDropTime;
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int sprintInTime;
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int sprintLoopTime;
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int sprintOutTime;
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int stunnedTimeBegin;
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int stunnedTimeLoop;
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int stunnedTimeEnd;
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int nightVisionWearTime;
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int nightVisionWearTimeFadeOutEnd;
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int nightVisionWearTimePowerUp;
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int nightVisionRemoveTime;
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int nightVisionRemoveTimePowerDown;
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int nightVisionRemoveTimeFadeInStart;
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int fuseTime;
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int aiFuseTime;
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float autoAimRange;
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float aimAssistRange;
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float aimAssistRangeAds;
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float aimPadding;
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float enemyCrosshairRange;
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float moveSpeedScale;
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float adsMoveSpeedScale;
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float sprintDurationScale;
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float fAdsZoomInFrac;
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float fAdsZoomOutFrac;
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Material* overlayMaterial;
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Material* overlayMaterialLowRes;
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Material* overlayMaterialEMP;
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Material* overlayMaterialEMPLowRes;
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weapOverlayReticle_t overlayReticle;
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WeapOverlayInteface_t overlayInterface;
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float overlayWidth;
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float overlayHeight;
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float overlayWidthSplitscreen;
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float overlayHeightSplitscreen;
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float fAdsBobFactor;
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float fAdsViewBobMult;
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float fHipSpreadStandMin;
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float fHipSpreadDuckedMin;
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float fHipSpreadProneMin;
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float hipSpreadStandMax;
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float hipSpreadDuckedMax;
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float hipSpreadProneMax;
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float fHipSpreadDecayRate;
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float fHipSpreadFireAdd;
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float fHipSpreadTurnAdd;
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float fHipSpreadMoveAdd;
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float fHipSpreadDuckedDecay;
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float fHipSpreadProneDecay;
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float fHipReticleSidePos;
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float fAdsIdleAmount;
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float fHipIdleAmount;
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float adsIdleSpeed;
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float hipIdleSpeed;
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float fIdleCrouchFactor;
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float fIdleProneFactor;
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float fGunMaxPitch;
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float fGunMaxYaw;
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float swayMaxAngle;
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float swayLerpSpeed;
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float swayPitchScale;
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float swayYawScale;
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float swayHorizScale;
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float swayVertScale;
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float swayShellShockScale;
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float adsSwayMaxAngle;
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float adsSwayLerpSpeed;
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float adsSwayPitchScale;
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float adsSwayYawScale;
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float adsSwayHorizScale;
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float adsSwayVertScale;
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float adsViewErrorMin;
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float adsViewErrorMax;
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PhysCollmap* physCollmap;
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float dualWieldViewModelOffset;
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weaponIconRatioType_t killIconRatio;
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int iReloadAmmoAdd;
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int iReloadStartAdd;
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int ammoDropStockMin;
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int ammoDropClipPercentMin;
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int ammoDropClipPercentMax;
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int iExplosionRadius;
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int iExplosionRadiusMin;
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int iExplosionInnerDamage;
|
||||
int iExplosionOuterDamage;
|
||||
float damageConeAngle;
|
||||
float bulletExplDmgMult;
|
||||
float bulletExplRadiusMult;
|
||||
int iProjectileSpeed;
|
||||
int iProjectileSpeedUp;
|
||||
int iProjectileSpeedForward;
|
||||
int iProjectileActivateDist;
|
||||
float projLifetime;
|
||||
float timeToAccelerate;
|
||||
float projectileCurvature;
|
||||
XModel* projectileModel;
|
||||
weapProjExposion_t projExplosion;
|
||||
FxEffectDef* projExplosionEffect;
|
||||
FxEffectDef* projDudEffect;
|
||||
SndAliasCustom projExplosionSound;
|
||||
SndAliasCustom projDudSound;
|
||||
WeapStickinessType stickiness;
|
||||
float lowAmmoWarningThreshold;
|
||||
float ricochetChance;
|
||||
float* parallelBounce;
|
||||
float* perpendicularBounce;
|
||||
FxEffectDef* projTrailEffect;
|
||||
FxEffectDef* projBeaconEffect;
|
||||
float vProjectileColor[3];
|
||||
guidedMissileType_t guidedMissileType;
|
||||
float maxSteeringAccel;
|
||||
int projIgnitionDelay;
|
||||
FxEffectDef* projIgnitionEffect;
|
||||
SndAliasCustom projIgnitionSound;
|
||||
float fAdsAimPitch;
|
||||
float fAdsCrosshairInFrac;
|
||||
float fAdsCrosshairOutFrac;
|
||||
int adsGunKickReducedKickBullets;
|
||||
float adsGunKickReducedKickPercent;
|
||||
float fAdsGunKickPitchMin;
|
||||
float fAdsGunKickPitchMax;
|
||||
float fAdsGunKickYawMin;
|
||||
float fAdsGunKickYawMax;
|
||||
float fAdsGunKickAccel;
|
||||
float fAdsGunKickSpeedMax;
|
||||
float fAdsGunKickSpeedDecay;
|
||||
float fAdsGunKickStaticDecay;
|
||||
float fAdsViewKickPitchMin;
|
||||
float fAdsViewKickPitchMax;
|
||||
float fAdsViewKickYawMin;
|
||||
float fAdsViewKickYawMax;
|
||||
float fAdsViewScatterMin;
|
||||
float fAdsViewScatterMax;
|
||||
float fAdsSpread;
|
||||
int hipGunKickReducedKickBullets;
|
||||
float hipGunKickReducedKickPercent;
|
||||
float fHipGunKickPitchMin;
|
||||
float fHipGunKickPitchMax;
|
||||
float fHipGunKickYawMin;
|
||||
float fHipGunKickYawMax;
|
||||
float fHipGunKickAccel;
|
||||
float fHipGunKickSpeedMax;
|
||||
float fHipGunKickSpeedDecay;
|
||||
float fHipGunKickStaticDecay;
|
||||
float fHipViewKickPitchMin;
|
||||
float fHipViewKickPitchMax;
|
||||
float fHipViewKickYawMin;
|
||||
float fHipViewKickYawMax;
|
||||
float fHipViewScatterMin;
|
||||
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 __int16 originalAccuracyGraphKnotCount[2];
|
||||
int iPositionReloadTransTime;
|
||||
float leftArc;
|
||||
float rightArc;
|
||||
float topArc;
|
||||
float bottomArc;
|
||||
float accuracy;
|
||||
float aiSpread;
|
||||
float playerSpread;
|
||||
float minTurnSpeed[2];
|
||||
float maxTurnSpeed[2];
|
||||
float pitchConvergenceTime;
|
||||
float yawConvergenceTime;
|
||||
float suppressTime;
|
||||
float maxRange;
|
||||
float fAnimHorRotateInc;
|
||||
float fPlayerPositionDist;
|
||||
const char* szUseHintString;
|
||||
const char* dropHintString;
|
||||
int iUseHintStringIndex;
|
||||
int dropHintStringIndex;
|
||||
float horizViewJitter;
|
||||
float vertViewJitter;
|
||||
float scanSpeed;
|
||||
float scanAccel;
|
||||
int scanPauseTime;
|
||||
const char* szScript;
|
||||
float fOOPosAnimLength[2];
|
||||
int minDamage;
|
||||
int minPlayerDamage;
|
||||
float fMaxDamageRange;
|
||||
float fMinDamageRange;
|
||||
float destabilizationRateTime;
|
||||
float destabilizationCurvatureMax;
|
||||
int destabilizeDistance;
|
||||
float* locationDamageMultipliers;
|
||||
const char* fireRumble;
|
||||
const char* meleeImpactRumble;
|
||||
TracerDef* tracerType;
|
||||
float turretScopeZoomRate;
|
||||
float turretScopeZoomMin;
|
||||
float turretScopeZoomMax;
|
||||
float turretOverheatUpRate;
|
||||
float turretOverheatDownRate;
|
||||
float turretOverheatPenalty;
|
||||
SndAliasCustom turretOverheatSound;
|
||||
FxEffectDef* turretOverheatEffect;
|
||||
const char* turretBarrelSpinRumble;
|
||||
float turretBarrelSpinSpeed;
|
||||
float turretBarrelSpinUpTime;
|
||||
float turretBarrelSpinDownTime;
|
||||
SndAliasCustom turretBarrelSpinMaxSnd;
|
||||
SndAliasCustom turretBarrelSpinUpSnd[4];
|
||||
SndAliasCustom turretBarrelSpinDownSnd[4];
|
||||
SndAliasCustom missileConeSoundAlias;
|
||||
SndAliasCustom missileConeSoundAliasAtBase;
|
||||
float missileConeSoundRadiusAtTop;
|
||||
float missileConeSoundRadiusAtBase;
|
||||
float missileConeSoundHeight;
|
||||
float missileConeSoundOriginOffset;
|
||||
float missileConeSoundVolumescaleAtCore;
|
||||
float missileConeSoundVolumescaleAtEdge;
|
||||
float missileConeSoundVolumescaleCoreSize;
|
||||
float missileConeSoundPitchAtTop;
|
||||
float missileConeSoundPitchAtBottom;
|
||||
float missileConeSoundPitchTopSize;
|
||||
float missileConeSoundPitchBottomSize;
|
||||
float missileConeSoundCrossfadeTopSize;
|
||||
float missileConeSoundCrossfadeBottomSize;
|
||||
bool sharedAmmo;
|
||||
bool lockonSupported;
|
||||
bool requireLockonToFire;
|
||||
bool bigExplosion;
|
||||
bool noAdsWhenMagEmpty;
|
||||
bool avoidDropCleanup;
|
||||
bool inheritsPerks;
|
||||
bool crosshairColorChange;
|
||||
bool bRifleBullet;
|
||||
bool armorPiercing;
|
||||
bool bBoltAction;
|
||||
bool aimDownSight;
|
||||
bool bRechamberWhileAds;
|
||||
bool bBulletExplosiveDamage;
|
||||
bool bCookOffHold;
|
||||
bool bClipOnly;
|
||||
bool noAmmoPickup;
|
||||
bool adsFireOnly;
|
||||
bool cancelAutoHolsterWhenEmpty;
|
||||
bool disableSwitchToWhenEmpty;
|
||||
bool suppressAmmoReserveDisplay;
|
||||
bool laserSightDuringNightvision;
|
||||
bool markableViewmodel;
|
||||
bool noDualWield;
|
||||
bool flipKillIcon;
|
||||
bool bNoPartialReload;
|
||||
bool bSegmentedReload;
|
||||
bool blocksProne;
|
||||
bool silenced;
|
||||
bool isRollingGrenade;
|
||||
bool projExplosionEffectForceNormalUp;
|
||||
bool bProjImpactExplode;
|
||||
bool stickToPlayers;
|
||||
bool hasDetonator;
|
||||
bool disableFiring;
|
||||
bool timedDetonation;
|
||||
bool rotate;
|
||||
bool holdButtonToThrow;
|
||||
bool freezeMovementWhenFiring;
|
||||
bool thermalScope;
|
||||
bool altModeSameWeapon;
|
||||
bool turretBarrelSpinEnabled;
|
||||
bool missileConeSoundEnabled;
|
||||
bool missileConeSoundPitchshiftEnabled;
|
||||
bool missileConeSoundCrossfadeEnabled;
|
||||
bool offhandHoldIsCancelable;
|
||||
};
|
||||
|
||||
struct WeaponCompleteDef
|
||||
{
|
||||
const char* szInternalName;
|
||||
WeaponDef* weapDef;
|
||||
const char* szDisplayName;
|
||||
unsigned __int16* hideTags;
|
||||
const char** szXAnims;
|
||||
float fAdsZoomFov;
|
||||
int iAdsTransInTime;
|
||||
int iAdsTransOutTime;
|
||||
int iClipSize;
|
||||
ImpactType impactType;
|
||||
int iFireTime;
|
||||
weaponIconRatioType_t dpadIconRatio;
|
||||
float penetrateMultiplier;
|
||||
float fAdsViewKickCenterSpeed;
|
||||
float fHipViewKickCenterSpeed;
|
||||
const char* szAltWeaponName;
|
||||
unsigned int altWeaponIndex;
|
||||
int iAltRaiseTime;
|
||||
Material* killIcon;
|
||||
Material* dpadIcon;
|
||||
int fireAnimLength;
|
||||
int iFirstRaiseTime;
|
||||
int ammoDropStockMax;
|
||||
float adsDofStart;
|
||||
float adsDofEnd;
|
||||
unsigned __int16 accuracyGraphKnotCount[2];
|
||||
vec2_t* accuracyGraphKnots[2];
|
||||
bool motionTracker;
|
||||
bool enhanced;
|
||||
bool dpadIconShowsAmmo;
|
||||
};
|
||||
|
||||
enum VehicleAxleType
|
||||
{
|
||||
VEH_AXLE_FRONT = 0x0,
|
||||
VEH_AXLE_REAR = 0x1,
|
||||
VEH_AXLE_ALL = 0x2,
|
||||
VEH_AXLE_COUNT = 0x3,
|
||||
};
|
||||
|
||||
struct VehiclePhysDef
|
||||
{
|
||||
int physicsEnabled;
|
||||
const char* physPresetName;
|
||||
PhysPreset* physPreset;
|
||||
const char* accelGraphName;
|
||||
VehicleAxleType steeringAxle;
|
||||
VehicleAxleType powerAxle;
|
||||
VehicleAxleType brakingAxle;
|
||||
float topSpeed;
|
||||
float reverseSpeed;
|
||||
float maxVelocity;
|
||||
float maxPitch;
|
||||
float maxRoll;
|
||||
float suspensionTravelFront;
|
||||
float suspensionTravelRear;
|
||||
float suspensionStrengthFront;
|
||||
float suspensionDampingFront;
|
||||
float suspensionStrengthRear;
|
||||
float suspensionDampingRear;
|
||||
float frictionBraking;
|
||||
float frictionCoasting;
|
||||
float frictionTopSpeed;
|
||||
float frictionSide;
|
||||
float frictionSideRear;
|
||||
float velocityDependentSlip;
|
||||
float rollStability;
|
||||
float rollResistance;
|
||||
float pitchResistance;
|
||||
float yawResistance;
|
||||
float uprightStrengthPitch;
|
||||
float uprightStrengthRoll;
|
||||
float targetAirPitch;
|
||||
float airYawTorque;
|
||||
float airPitchTorque;
|
||||
float minimumMomentumForCollision;
|
||||
float collisionLaunchForceScale;
|
||||
float wreckedMassScale;
|
||||
float wreckedBodyFriction;
|
||||
float minimumJoltForNotify;
|
||||
float slipThresholdFront;
|
||||
float slipThresholdRear;
|
||||
float slipFricScaleFront;
|
||||
float slipFricScaleRear;
|
||||
float slipFricRateFront;
|
||||
float slipFricRateRear;
|
||||
float slipYawTorque;
|
||||
};
|
||||
|
||||
enum VehicleType
|
||||
{
|
||||
VEH_WHEELS_4 = 0x0,
|
||||
VEH_TANK = 0x1,
|
||||
VEH_PLANE = 0x2,
|
||||
VEH_BOAT = 0x3,
|
||||
VEH_ARTILLERY = 0x4,
|
||||
VEH_HELICOPTER = 0x5,
|
||||
VEH_SNOWMOBILE = 0x6,
|
||||
VEH_TYPE_COUNT = 0x7,
|
||||
};
|
||||
|
||||
|
||||
struct VehicleDef
|
||||
{
|
||||
const char* name;
|
||||
VehicleType type;
|
||||
const char* useHintString;
|
||||
int health;
|
||||
int quadBarrel;
|
||||
float texScrollScale;
|
||||
float topSpeed;
|
||||
float accel;
|
||||
float rotRate;
|
||||
float rotAccel;
|
||||
float maxBodyPitch;
|
||||
float maxBodyRoll;
|
||||
float fakeBodyAccelPitch;
|
||||
float fakeBodyAccelRoll;
|
||||
float fakeBodyVelPitch;
|
||||
float fakeBodyVelRoll;
|
||||
float fakeBodySideVelPitch;
|
||||
float fakeBodyPitchStrength;
|
||||
float fakeBodyRollStrength;
|
||||
float fakeBodyPitchDampening;
|
||||
float fakeBodyRollDampening;
|
||||
float fakeBodyBoatRockingAmplitude;
|
||||
float fakeBodyBoatRockingPeriod;
|
||||
float fakeBodyBoatRockingRotationPeriod;
|
||||
float fakeBodyBoatRockingFadeoutSpeed;
|
||||
float boatBouncingMinForce;
|
||||
float boatBouncingMaxForce;
|
||||
float boatBouncingRate;
|
||||
float boatBouncingFadeinSpeed;
|
||||
float boatBouncingFadeoutSteeringAngle;
|
||||
float collisionDamage;
|
||||
float collisionSpeed;
|
||||
float killcamOffset[3];
|
||||
int playerProtected;
|
||||
int bulletDamage;
|
||||
int armorPiercingDamage;
|
||||
int grenadeDamage;
|
||||
int projectileDamage;
|
||||
int projectileSplashDamage;
|
||||
int heavyExplosiveDamage;
|
||||
VehiclePhysDef vehPhysDef;
|
||||
float boostDuration;
|
||||
float boostRechargeTime;
|
||||
float boostAcceleration;
|
||||
float suspensionTravel;
|
||||
float maxSteeringAngle;
|
||||
float steeringLerp;
|
||||
float minSteeringScale;
|
||||
float minSteeringSpeed;
|
||||
int camLookEnabled;
|
||||
float camLerp;
|
||||
float camPitchInfluence;
|
||||
float camRollInfluence;
|
||||
float camFovIncrease;
|
||||
float camFovOffset;
|
||||
float camFovSpeed;
|
||||
const char* turretWeaponName;
|
||||
WeaponCompleteDef* turretWeapon;
|
||||
float turretHorizSpanLeft;
|
||||
float turretHorizSpanRight;
|
||||
float turretVertSpanUp;
|
||||
float turretVertSpanDown;
|
||||
float turretRotRate;
|
||||
SndAliasCustom turretSpinSnd;
|
||||
SndAliasCustom turretStopSnd;
|
||||
int trophyEnabled;
|
||||
float trophyRadius;
|
||||
float trophyInactiveRadius;
|
||||
int trophyAmmoCount;
|
||||
float trophyReloadTime;
|
||||
unsigned __int16 trophyTags[4];
|
||||
Material* compassFriendlyIcon;
|
||||
Material* compassEnemyIcon;
|
||||
int compassIconWidth;
|
||||
int compassIconHeight;
|
||||
SndAliasCustom idleLowSnd;
|
||||
SndAliasCustom idleHighSnd;
|
||||
SndAliasCustom engineLowSnd;
|
||||
SndAliasCustom engineHighSnd;
|
||||
float engineSndSpeed;
|
||||
SndAliasCustom engineStartUpSnd;
|
||||
int engineStartUpLength;
|
||||
SndAliasCustom engineShutdownSnd;
|
||||
SndAliasCustom engineIdleSnd;
|
||||
SndAliasCustom engineSustainSnd;
|
||||
SndAliasCustom engineRampUpSnd;
|
||||
int engineRampUpLength;
|
||||
SndAliasCustom engineRampDownSnd;
|
||||
int engineRampDownLength;
|
||||
SndAliasCustom suspensionSoftSnd;
|
||||
float suspensionSoftCompression;
|
||||
SndAliasCustom suspensionHardSnd;
|
||||
float suspensionHardCompression;
|
||||
SndAliasCustom collisionSnd;
|
||||
float collisionBlendSpeed;
|
||||
SndAliasCustom speedSnd;
|
||||
float speedSndBlendSpeed;
|
||||
const char* surfaceSndPrefix;
|
||||
SndAliasCustom surfaceSnds[31];
|
||||
float surfaceSndBlendSpeed;
|
||||
float slideVolume;
|
||||
float slideBlendSpeed;
|
||||
float inAirPitch;
|
||||
};
|
||||
|
||||
#ifndef __zonecodegenerator
|
||||
}
|
||||
#endif
|
||||
|
Reference in New Issue
Block a user