Files
OpenAssetTools/src/Common/Game/IW3/IW3.h
2023-11-19 21:07:21 +00:00

87 lines
1.7 KiB
C++

#pragma once
// clang-format off: Order of includes matters here
// #include <d3d9.h>
#include "Image/Texture.h"
#include "IW3_Assets.h"
// clang-format on
namespace IW3
{
struct ScriptStringList
{
int count;
const char** strings;
};
struct XAsset
{
XAssetType type;
XAssetHeader header;
};
struct XAssetList
{
ScriptStringList stringList;
int assetCount;
XAsset* assets;
};
struct cspField_t
{
const char* szName;
int iOffset;
int iFieldType;
};
enum csParseFieldType_t
{
CSPFT_STRING = 0,
CSPFT_STRING_MAX_STRING_CHARS,
CSPFT_STRING_MAX_QPATH,
CSPFT_STRING_MAX_OSPATH,
CSPFT_INT,
CSPFT_QBOOLEAN,
CSPFT_FLOAT,
CSPFT_MILLISECONDS,
CSPFT_FX,
CSPFT_XMODEL,
CSPFT_MATERIAL,
CSPFT_SOUND,
CSPFT_NUM_BASE_FIELD_TYPES
};
enum weapFieldType_t
{
WFT_WEAPONTYPE = CSPFT_NUM_BASE_FIELD_TYPES,
WFT_WEAPONCLASS,
WFT_OVERLAYRETICLE,
WFT_PENETRATE_TYPE,
WFT_IMPACT_TYPE,
WFT_STANCE,
WFT_PROJ_EXPLOSION,
WFT_OFFHAND_CLASS,
WFT_ANIMTYPE,
WFT_ACTIVE_RETICLE_TYPE,
WFT_GUIDED_MISSILE_TYPE,
WFT_BOUNCE_SOUND,
WFT_STICKINESS,
WFT_OVERLAYINTERFACE,
WFT_INVENTORYTYPE,
WFT_FIRETYPE,
WFT_AMMOCOUNTER_CLIPTYPE,
WFT_ICONRATIO_HUD,
WFT_ICONRATIO_AMMOCOUNTER,
WFT_ICONRATIO_KILL,
WFT_ICONRATIO_DPAD,
WFT_HIDETAGS,
WFT_NOTETRACKSOUNDMAP,
WFT_NUM_FIELD_TYPES
};
} // namespace IW3