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feat: dump iw5 weapon attachments as json
This commit is contained in:
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#include "AssetDumperWeaponAttachment.h"
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#include "Game/IW5/Weapon/JsonWeaponAttachmentWriter.h"
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#include <format>
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using namespace IW5;
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bool AssetDumperWeaponAttachment::ShouldDump(XAssetInfo<WeaponAttachment>* asset)
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{
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return true;
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}
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void AssetDumperWeaponAttachment::DumpAsset(AssetDumpingContext& context, XAssetInfo<WeaponAttachment>* asset)
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{
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const auto assetFile = context.OpenAssetFile(std::format("attachment/{}.json", asset->m_name));
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if (!assetFile)
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return;
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DumpWeaponAttachmentAsJson(*assetFile, asset->Asset(), context);
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}
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#pragma once
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW5/IW5.h"
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namespace IW5
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{
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class AssetDumperWeaponAttachment final : public AbstractAssetDumper<WeaponAttachment>
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{
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protected:
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bool ShouldDump(XAssetInfo<WeaponAttachment>* asset) override;
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void DumpAsset(AssetDumpingContext& context, XAssetInfo<WeaponAttachment>* asset) override;
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};
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} // namespace IW5
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401
src/ObjWriting/Game/IW5/Weapon/JsonWeaponAttachmentWriter.cpp
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401
src/ObjWriting/Game/IW5/Weapon/JsonWeaponAttachmentWriter.cpp
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#include "JsonWeaponAttachmentWriter.h"
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#include "Game/IW5/CommonIW5.h"
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#include "Game/IW5/Weapon/JsonWeaponAttachment.h"
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#include <iomanip>
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#include <nlohmann/json.hpp>
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using namespace nlohmann;
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using namespace IW5;
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namespace
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{
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class JsonDumper
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{
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public:
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JsonDumper(AssetDumpingContext& context, std::ostream& stream)
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: m_stream(stream)
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{
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}
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void Dump(const WeaponAttachment* attachment) const
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{
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JsonWeaponAttachment jsonWeaponAttachment;
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CreateJsonAttachment(jsonWeaponAttachment, *attachment);
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json jRoot = jsonWeaponAttachment;
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jRoot["_type"] = "attachment";
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jRoot["_version"] = 1;
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m_stream << std::setw(4) << jRoot << "\n";
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}
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private:
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static const char* AssetName(const char* input)
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{
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if (input && input[0] == ',')
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return &input[1];
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return input;
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}
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static void CreateJsonAttachment(JsonWeaponAttachment& jAttachment, const WeaponAttachment& attachment)
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{
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#define CONVERT_XMODEL_ARRAY(propertyName, count) \
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if (attachment.propertyName) \
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{ \
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for (auto i = 0u; i < (count); i++) \
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{ \
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const auto* model = attachment.propertyName[i]; \
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if (model && model->name) \
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jAttachment.propertyName.emplace_back(AssetName(model->name)); \
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} \
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}
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#define CONVERT_ATTRIBUTE(attributeJsonClass, attributeName) \
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if (attachment.attributeName) \
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{ \
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attributeJsonClass attribute; \
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Convert##attributeJsonClass(attribute, *attachment.attributeName); \
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jAttachment.attributeName = std::move(attribute); \
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}
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if (attachment.szDisplayName)
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jAttachment.displayName = attachment.szDisplayName;
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jAttachment.type = attachment.type;
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jAttachment.weaponType = attachment.weaponType;
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jAttachment.weapClass = attachment.weapClass;
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CONVERT_XMODEL_ARRAY(worldModels, 16u)
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CONVERT_XMODEL_ARRAY(viewModels, 16u)
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CONVERT_XMODEL_ARRAY(reticleViewModels, 8u)
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CONVERT_ATTRIBUTE(JsonAttAmmoGeneral, ammoGeneral)
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CONVERT_ATTRIBUTE(JsonAttSight, sight)
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CONVERT_ATTRIBUTE(JsonAttReload, reload)
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CONVERT_ATTRIBUTE(JsonAttAddOns, addOns)
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CONVERT_ATTRIBUTE(JsonAttGeneral, general)
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CONVERT_ATTRIBUTE(JsonAttAimAssist, aimAssist)
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CONVERT_ATTRIBUTE(JsonAttAmmunition, ammunition)
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CONVERT_ATTRIBUTE(JsonAttDamage, damage)
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CONVERT_ATTRIBUTE(JsonAttLocationDamage, locationDamage)
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CONVERT_ATTRIBUTE(JsonAttIdleSettings, idleSettings)
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CONVERT_ATTRIBUTE(JsonAttADSSettings, adsSettings)
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CONVERT_ATTRIBUTE(JsonAttADSSettings, adsSettingsMain)
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CONVERT_ATTRIBUTE(JsonAttHipSpread, hipSpread)
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CONVERT_ATTRIBUTE(JsonAttGunKick, gunKick)
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CONVERT_ATTRIBUTE(JsonAttViewKick, viewKick)
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CONVERT_ATTRIBUTE(JsonAttADSOverlay, adsOverlay)
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CONVERT_ATTRIBUTE(JsonAttUI, ui)
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CONVERT_ATTRIBUTE(JsonAttRumbles, rumbles)
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CONVERT_ATTRIBUTE(JsonAttProjectile, projectile)
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jAttachment.ammunitionScale = attachment.ammunitionScale;
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jAttachment.damageScale = attachment.damageScale;
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jAttachment.damageScaleMin = attachment.damageScaleMin;
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jAttachment.stateTimersScale = attachment.stateTimersScale;
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jAttachment.fireTimersScale = attachment.fireTimersScale;
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jAttachment.idleSettingsScale = attachment.idleSettingsScale;
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jAttachment.adsSettingsScale = attachment.adsSettingsScale;
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jAttachment.adsSettingsScaleMain = attachment.adsSettingsScaleMain;
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jAttachment.hipSpreadScale = attachment.hipSpreadScale;
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jAttachment.gunKickScale = attachment.gunKickScale;
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jAttachment.viewKickScale = attachment.viewKickScale;
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jAttachment.viewCenterScale = attachment.viewCenterScale;
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jAttachment.loadIndex = attachment.loadIndex;
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jAttachment.hideIronSightsWithThisAttachment = attachment.hideIronSightsWithThisAttachment;
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jAttachment.shareAmmoWithAlt = attachment.shareAmmoWithAlt;
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}
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static void ConvertJsonAttAmmoGeneral(JsonAttAmmoGeneral& jAmmoGeneral, const AttAmmoGeneral& ammoGeneral)
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{
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jAmmoGeneral.penetrateType = ammoGeneral.penetrateType;
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jAmmoGeneral.penetrateMultiplier = ammoGeneral.penetrateMultiplier;
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jAmmoGeneral.impactType = ammoGeneral.impactType;
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jAmmoGeneral.fireType = ammoGeneral.fireType;
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if (ammoGeneral.tracerType && ammoGeneral.tracerType->name)
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jAmmoGeneral.tracerType = AssetName(ammoGeneral.tracerType->name);
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jAmmoGeneral.rifleBullet = ammoGeneral.rifleBullet;
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jAmmoGeneral.armorPiercing = ammoGeneral.armorPiercing;
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}
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static void ConvertJsonAttSight(JsonAttSight& jSight, const AttSight& sight)
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{
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jSight.aimDownSight = sight.aimDownSight;
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jSight.adsFire = sight.adsFire;
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jSight.rechamberWhileAds = sight.rechamberWhileAds;
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jSight.noAdsWhenMagEmpty = sight.noAdsWhenMagEmpty;
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jSight.canHoldBreath = sight.canHoldBreath;
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jSight.canVariableZoom = sight.canVariableZoom;
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jSight.hideRailWithThisScope = sight.hideRailWithThisScope;
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}
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static void ConvertJsonAttReload(JsonAttReload& jAttReload, const AttReload& reload)
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{
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jAttReload.noPartialReload = reload.noPartialReload;
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jAttReload.segmentedReload = reload.segmentedReload;
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}
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static void ConvertJsonAttAddOns(JsonAttAddOns& jAddOns, const AttAddOns& addOns)
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{
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jAddOns.motionTracker = addOns.motionTracker;
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jAddOns.silenced = addOns.silenced;
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}
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static void ConvertJsonAttGeneral(JsonAttGeneral& jGeneral, const AttGeneral& general)
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{
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jGeneral.boltAction = general.boltAction;
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jGeneral.inheritsPerks = general.inheritsPerks;
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jGeneral.enemyCrosshairRange = general.enemyCrosshairRange;
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if (general.reticleCenter && general.reticleCenter->info.name)
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jGeneral.reticleCenter = AssetName(general.reticleCenter->info.name);
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if (general.reticleSide && general.reticleSide->info.name)
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jGeneral.reticleSide = AssetName(general.reticleSide->info.name);
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jGeneral.reticleCenterSize = general.reticleCenterSize;
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jGeneral.reticleSideSize = general.reticleSideSize;
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jGeneral.moveSpeedScale = general.moveSpeedScale;
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jGeneral.adsMoveSpeedScale = general.adsMoveSpeedScale;
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}
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static void ConvertJsonAttAimAssist(JsonAttAimAssist& jAimAssist, const AttAimAssist& aimAssist)
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{
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jAimAssist.autoAimRange = aimAssist.autoAimRange;
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jAimAssist.aimAssistRange = aimAssist.aimAssistRange;
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jAimAssist.aimAssistRangeAds = aimAssist.aimAssistRangeAds;
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}
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static void ConvertJsonAttAmmunition(JsonAttAmmunition& jAmmunition, const AttAmmunition& ammunition)
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{
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jAmmunition.maxAmmo = ammunition.maxAmmo;
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jAmmunition.startAmmo = ammunition.startAmmo;
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jAmmunition.clipSize = ammunition.clipSize;
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jAmmunition.shotCount = ammunition.shotCount;
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jAmmunition.reloadAmmoAdd = ammunition.reloadAmmoAdd;
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jAmmunition.reloadStartAdd = ammunition.reloadStartAdd;
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}
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static void ConvertJsonAttDamage(JsonAttDamage& jDamage, const AttDamage& damage)
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{
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jDamage.damage = damage.damage;
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jDamage.minDamage = damage.minDamage;
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jDamage.meleeDamage = damage.meleeDamage;
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jDamage.maxDamageRange = damage.maxDamageRange;
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jDamage.minDamageRange = damage.minDamageRange;
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jDamage.playerDamage = damage.playerDamage;
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jDamage.minPlayerDamage = damage.minPlayerDamage;
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}
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static void ConvertJsonAttLocationDamage(JsonAttLocationDamage& jLocationDamage, const AttLocationDamage& locationDamage)
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{
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jLocationDamage.locNone = locationDamage.locNone;
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jLocationDamage.locHelmet = locationDamage.locHelmet;
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jLocationDamage.locHead = locationDamage.locHead;
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jLocationDamage.locNeck = locationDamage.locNeck;
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jLocationDamage.locTorsoUpper = locationDamage.locTorsoUpper;
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jLocationDamage.locTorsoLower = locationDamage.locTorsoLower;
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jLocationDamage.locRightArmUpper = locationDamage.locRightArmUpper;
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jLocationDamage.locRightArmLower = locationDamage.locRightArmLower;
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jLocationDamage.locRightHand = locationDamage.locRightHand;
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jLocationDamage.locLeftArmUpper = locationDamage.locLeftArmUpper;
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jLocationDamage.locLeftArmLower = locationDamage.locLeftArmLower;
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jLocationDamage.locLeftHand = locationDamage.locLeftHand;
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jLocationDamage.locRightLegUpper = locationDamage.locRightLegUpper;
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jLocationDamage.locRightLegLower = locationDamage.locRightLegLower;
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jLocationDamage.locRightFoot = locationDamage.locRightFoot;
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jLocationDamage.locLeftLegUpper = locationDamage.locLeftLegUpper;
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jLocationDamage.locLeftLegLower = locationDamage.locLeftLegLower;
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jLocationDamage.locLeftFoot = locationDamage.locLeftFoot;
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jLocationDamage.locGun = locationDamage.locGun;
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}
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static void ConvertJsonAttIdleSettings(JsonAttIdleSettings& jIdleSettings, const AttIdleSettings& idleSettings)
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{
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jIdleSettings.hipIdleAmount = idleSettings.hipIdleAmount;
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jIdleSettings.hipIdleSpeed = idleSettings.hipIdleSpeed;
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jIdleSettings.idleCrouchFactor = idleSettings.idleCrouchFactor;
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jIdleSettings.idleProneFactor = idleSettings.idleProneFactor;
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jIdleSettings.adsIdleLerpStartTime = idleSettings.adsIdleLerpStartTime;
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jIdleSettings.adsIdleLerpTime = idleSettings.adsIdleLerpTime;
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}
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static void ConvertJsonAttADSSettings(JsonAttADSSettings& jAdsSettings, const AttADSSettings& adsSettings)
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{
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jAdsSettings.adsSpread = adsSettings.adsSpread;
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jAdsSettings.adsAimPitch = adsSettings.adsAimPitch;
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jAdsSettings.adsTransInTime = adsSettings.adsTransInTime;
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jAdsSettings.adsTransOutTime = adsSettings.adsTransOutTime;
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jAdsSettings.adsReloadTransTime = adsSettings.adsReloadTransTime;
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jAdsSettings.adsCrosshairInFrac = adsSettings.adsCrosshairInFrac;
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jAdsSettings.adsCrosshairOutFrac = adsSettings.adsCrosshairOutFrac;
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jAdsSettings.adsZoomFov = adsSettings.adsZoomFov;
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jAdsSettings.adsZoomInFrac = adsSettings.adsZoomInFrac;
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jAdsSettings.adsZoomOutFrac = adsSettings.adsZoomOutFrac;
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jAdsSettings.adsBobFactor = adsSettings.adsBobFactor;
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jAdsSettings.adsViewBobMult = adsSettings.adsViewBobMult;
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jAdsSettings.adsViewErrorMin = adsSettings.adsViewErrorMin;
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jAdsSettings.adsViewErrorMax = adsSettings.adsViewErrorMax;
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}
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static void ConvertJsonAttHipSpread(JsonAttHipSpread& jHipSpread, const AttHipSpread& hipSpread)
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{
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jHipSpread.hipSpreadStandMin = hipSpread.hipSpreadStandMin;
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jHipSpread.hipSpreadDuckedMin = hipSpread.hipSpreadDuckedMin;
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jHipSpread.hipSpreadProneMin = hipSpread.hipSpreadProneMin;
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jHipSpread.hipSpreadMax = hipSpread.hipSpreadMax;
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jHipSpread.hipSpreadDuckedMax = hipSpread.hipSpreadDuckedMax;
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jHipSpread.hipSpreadProneMax = hipSpread.hipSpreadProneMax;
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jHipSpread.hipSpreadFireAdd = hipSpread.hipSpreadFireAdd;
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jHipSpread.hipSpreadTurnAdd = hipSpread.hipSpreadTurnAdd;
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jHipSpread.hipSpreadMoveAdd = hipSpread.hipSpreadMoveAdd;
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jHipSpread.hipSpreadDecayRate = hipSpread.hipSpreadDecayRate;
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jHipSpread.hipSpreadDuckedDecay = hipSpread.hipSpreadDuckedDecay;
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jHipSpread.hipSpreadProneDecay = hipSpread.hipSpreadProneDecay;
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}
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static void ConvertJsonAttGunKick(JsonAttGunKick& jGunKick, const AttGunKick& gunKick)
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{
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jGunKick.hipGunKickReducedKickBullets = gunKick.hipGunKickReducedKickBullets;
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jGunKick.hipGunKickReducedKickPercent = gunKick.hipGunKickReducedKickPercent;
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jGunKick.hipGunKickPitchMin = gunKick.hipGunKickPitchMin;
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jGunKick.hipGunKickPitchMax = gunKick.hipGunKickPitchMax;
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jGunKick.hipGunKickYawMin = gunKick.hipGunKickYawMin;
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jGunKick.hipGunKickYawMax = gunKick.hipGunKickYawMax;
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jGunKick.hipGunKickAccel = gunKick.hipGunKickAccel;
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jGunKick.hipGunKickSpeedMax = gunKick.hipGunKickSpeedMax;
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jGunKick.hipGunKickSpeedDecay = gunKick.hipGunKickSpeedDecay;
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jGunKick.hipGunKickStaticDecay = gunKick.hipGunKickStaticDecay;
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jGunKick.adsGunKickReducedKickBullets = gunKick.adsGunKickReducedKickBullets;
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jGunKick.adsGunKickReducedKickPercent = gunKick.adsGunKickReducedKickPercent;
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jGunKick.adsGunKickPitchMin = gunKick.adsGunKickPitchMin;
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jGunKick.adsGunKickPitchMax = gunKick.adsGunKickPitchMax;
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jGunKick.adsGunKickYawMin = gunKick.adsGunKickYawMin;
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jGunKick.adsGunKickYawMax = gunKick.adsGunKickYawMax;
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jGunKick.adsGunKickAccel = gunKick.adsGunKickAccel;
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jGunKick.adsGunKickSpeedMax = gunKick.adsGunKickSpeedMax;
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jGunKick.adsGunKickSpeedDecay = gunKick.adsGunKickSpeedDecay;
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jGunKick.adsGunKickStaticDecay = gunKick.adsGunKickStaticDecay;
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}
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static void ConvertJsonAttViewKick(JsonAttViewKick& jViewKick, const AttViewKick& viewKick)
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{
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jViewKick.hipViewKickPitchMin = viewKick.hipViewKickPitchMin;
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jViewKick.hipViewKickPitchMax = viewKick.hipViewKickPitchMax;
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jViewKick.hipViewKickYawMin = viewKick.hipViewKickYawMin;
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jViewKick.hipViewKickYawMax = viewKick.hipViewKickYawMax;
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jViewKick.hipViewKickCenterSpeed = viewKick.hipViewKickCenterSpeed;
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jViewKick.adsViewKickPitchMin = viewKick.adsViewKickPitchMin;
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jViewKick.adsViewKickPitchMax = viewKick.adsViewKickPitchMax;
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jViewKick.adsViewKickYawMin = viewKick.adsViewKickYawMin;
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jViewKick.adsViewKickYawMax = viewKick.adsViewKickYawMax;
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jViewKick.adsViewKickCenterSpeed = viewKick.adsViewKickCenterSpeed;
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}
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static void ConvertJsonAttADSOverlay(JsonAttADSOverlay& jAdsOverlay, const AttADSOverlay& adsOverlay)
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{
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if (adsOverlay.overlay.shader && adsOverlay.overlay.shader->info.name)
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jAdsOverlay.shader = AssetName(adsOverlay.overlay.shader->info.name);
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if (adsOverlay.overlay.shaderLowRes && adsOverlay.overlay.shaderLowRes->info.name)
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jAdsOverlay.shaderLowRes = AssetName(adsOverlay.overlay.shaderLowRes->info.name);
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if (adsOverlay.overlay.shaderEMP && adsOverlay.overlay.shaderEMP->info.name)
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jAdsOverlay.shaderEMP = AssetName(adsOverlay.overlay.shaderEMP->info.name);
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if (adsOverlay.overlay.shaderEMPLowRes && adsOverlay.overlay.shaderEMPLowRes->info.name)
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jAdsOverlay.shaderEMPLowRes = AssetName(adsOverlay.overlay.shaderEMPLowRes->info.name);
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jAdsOverlay.reticle = adsOverlay.overlay.reticle;
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jAdsOverlay.width = adsOverlay.overlay.width;
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jAdsOverlay.height = adsOverlay.overlay.height;
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jAdsOverlay.widthSplitscreen = adsOverlay.overlay.widthSplitscreen;
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jAdsOverlay.heightSplitscreen = adsOverlay.overlay.heightSplitscreen;
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jAdsOverlay.thermalScope = adsOverlay.thermalScope;
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}
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static void ConvertJsonAttUI(JsonAttUI& jUi, const AttUI& ui)
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{
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if (ui.dpadIcon && ui.dpadIcon->info.name)
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jUi.dpadIcon = AssetName(ui.dpadIcon->info.name);
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if (ui.ammoCounterIcon && ui.ammoCounterIcon->info.name)
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jUi.ammoCounterIcon = AssetName(ui.ammoCounterIcon->info.name);
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|
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jUi.dpadIconRatio = ui.dpadIconRatio;
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jUi.ammoCounterIconRatio = ui.ammoCounterIconRatio;
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jUi.ammoCounterClip = ui.ammoCounterClip;
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}
|
||||
|
||||
static void ConvertJsonAttRumbles(JsonAttRumbles& jRumbles, const AttRumbles& rumbles)
|
||||
{
|
||||
if (rumbles.fireRumble)
|
||||
jRumbles.fireRumble = rumbles.fireRumble;
|
||||
|
||||
if (rumbles.meleeImpactRumble)
|
||||
jRumbles.meleeImpactRumble = rumbles.meleeImpactRumble;
|
||||
}
|
||||
|
||||
static void ConvertJsonAttProjectile(JsonAttProjectile& jProjectile, const AttProjectile& projectile)
|
||||
{
|
||||
jProjectile.explosionRadius = projectile.explosionRadius;
|
||||
jProjectile.explosionInnerDamage = projectile.explosionInnerDamage;
|
||||
jProjectile.explosionOuterDamage = projectile.explosionOuterDamage;
|
||||
jProjectile.damageConeAngle = projectile.damageConeAngle;
|
||||
jProjectile.projectileSpeed = projectile.projectileSpeed;
|
||||
jProjectile.projectileSpeedUp = projectile.projectileSpeedUp;
|
||||
jProjectile.projectileActivateDist = projectile.projectileActivateDist;
|
||||
jProjectile.projectileLifetime = projectile.projectileLifetime;
|
||||
|
||||
if (projectile.projectileModel && projectile.projectileModel->name)
|
||||
jProjectile.projectileModel = AssetName(projectile.projectileModel->name);
|
||||
|
||||
jProjectile.projExplosionType = projectile.projExplosionType;
|
||||
|
||||
if (projectile.projExplosionEffect && projectile.projExplosionEffect->name)
|
||||
jProjectile.projExplosionEffect = AssetName(projectile.projExplosionEffect->name);
|
||||
|
||||
jProjectile.projExplosionEffectForceNormalUp = projectile.projExplosionEffectForceNormalUp;
|
||||
|
||||
if (projectile.projExplosionSound.name && projectile.projExplosionSound.name->soundName)
|
||||
jProjectile.projExplosionSound = projectile.projExplosionSound.name->soundName;
|
||||
|
||||
if (projectile.projDudEffect && projectile.projDudEffect->name)
|
||||
jProjectile.projDudEffect = AssetName(projectile.projDudEffect->name);
|
||||
|
||||
if (projectile.projDudSound.name && projectile.projDudSound.name->soundName)
|
||||
jProjectile.projDudSound = projectile.projDudSound.name->soundName;
|
||||
|
||||
jProjectile.projImpactExplode = projectile.projImpactExplode;
|
||||
jProjectile.destabilizationRateTime = projectile.destabilizationRateTime;
|
||||
jProjectile.destabilizationCurvatureMax = projectile.destabilizationCurvatureMax;
|
||||
jProjectile.destabilizeDistance = projectile.destabilizeDistance;
|
||||
|
||||
if (projectile.projTrailEffect && projectile.projTrailEffect->name)
|
||||
jProjectile.projTrailEffect = AssetName(projectile.projTrailEffect->name);
|
||||
|
||||
jProjectile.projIgnitionDelay = projectile.projIgnitionDelay;
|
||||
|
||||
if (projectile.projIgnitionEffect && projectile.projIgnitionEffect->name)
|
||||
jProjectile.projIgnitionEffect = AssetName(projectile.projIgnitionEffect->name);
|
||||
|
||||
if (projectile.projIgnitionSound.name && projectile.projIgnitionSound.name->soundName)
|
||||
jProjectile.projIgnitionSound = projectile.projIgnitionSound.name->soundName;
|
||||
}
|
||||
|
||||
std::ostream& m_stream;
|
||||
};
|
||||
} // namespace
|
||||
|
||||
namespace IW5
|
||||
{
|
||||
void DumpWeaponAttachmentAsJson(std::ostream& stream, const WeaponAttachment* attachment, AssetDumpingContext& context)
|
||||
{
|
||||
const JsonDumper dumper(context, stream);
|
||||
dumper.Dump(attachment);
|
||||
}
|
||||
} // namespace IW5
|
11
src/ObjWriting/Game/IW5/Weapon/JsonWeaponAttachmentWriter.h
Normal file
11
src/ObjWriting/Game/IW5/Weapon/JsonWeaponAttachmentWriter.h
Normal file
@ -0,0 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include "Dumping/AssetDumpingContext.h"
|
||||
#include "Game/IW5/IW5.h"
|
||||
|
||||
#include <ostream>
|
||||
|
||||
namespace IW5
|
||||
{
|
||||
void DumpWeaponAttachmentAsJson(std::ostream& stream, const WeaponAttachment* attachment, AssetDumpingContext& context);
|
||||
} // namespace IW5
|
@ -10,6 +10,7 @@
|
||||
#include "AssetDumpers/AssetDumperScriptFile.h"
|
||||
#include "AssetDumpers/AssetDumperStringTable.h"
|
||||
#include "AssetDumpers/AssetDumperWeapon.h"
|
||||
#include "AssetDumpers/AssetDumperWeaponAttachment.h"
|
||||
#include "AssetDumpers/AssetDumperXModel.h"
|
||||
#include "Game/IW5/GameAssetPoolIW5.h"
|
||||
#include "Game/IW5/GameIW5.h"
|
||||
@ -59,7 +60,7 @@ bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
|
||||
DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list, ASSET_TYPE_MENULIST)
|
||||
DUMP_ASSET_POOL(AssetDumperMenuDef, m_menu_def, ASSET_TYPE_MENU)
|
||||
DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize, ASSET_TYPE_LOCALIZE_ENTRY)
|
||||
// DUMP_ASSET_POOL(AssetDumperWeaponAttachment, m_attachment, ASSET_TYPE_ATTACHMENT)
|
||||
DUMP_ASSET_POOL(AssetDumperWeaponAttachment, m_attachment, ASSET_TYPE_ATTACHMENT)
|
||||
DUMP_ASSET_POOL(AssetDumperWeapon, m_weapon, ASSET_TYPE_WEAPON)
|
||||
// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx, ASSET_TYPE_FX)
|
||||
// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table, ASSET_TYPE_IMPACT_FX)
|
||||
|
Reference in New Issue
Block a user