785 lines
30 KiB
C++
785 lines
30 KiB
C++
#include "STDInclude.hpp"
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namespace Assets
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{
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void IWeapon::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
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{
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// Try loading raw weapon
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if (Components::FileSystem::File(Utils::String::VA("weapons/mp/%s", name.data())).exists())
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{
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// let the function see temporary assets when calling DB_FindXAssetHeader during the loading function
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// otherwise it fails to link things properly
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Components::AssetHandler::ExposeTemporaryAssets(true);
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header->data = Game::BG_LoadWeaponDef_LoadObj(name.data());
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Components::AssetHandler::ExposeTemporaryAssets(false);
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}
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}
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void IWeapon::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Game::WeaponCompleteDef* asset = header.weapon;
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// convert all script strings
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if (asset->hideTags)
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{
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for (char i = 0; i < 32; ++i)
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{
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if (asset->hideTags[i] == NULL) break; // no more strings
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builder->addScriptString(asset->hideTags[i]);
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}
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}
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if (asset->weapDef->notetrackSoundMapKeys)
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{
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for (char i = 0; i < 16; ++i)
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{
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if (asset->weapDef->notetrackSoundMapKeys[i] == NULL) break; // no more strings
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builder->addScriptString(asset->weapDef->notetrackSoundMapKeys[i]);
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}
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}
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if (asset->weapDef->notetrackSoundMapValues)
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{
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for (char i = 0; i < 16; ++i)
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{
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if (asset->weapDef->notetrackSoundMapValues[i] == NULL) break; // no more strings
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builder->addScriptString(asset->weapDef->notetrackSoundMapValues[i]);
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}
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}
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if (asset->weapDef->notetrackRumbleMapKeys)
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{
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for (char i = 0; i < 16; ++i)
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{
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if (asset->weapDef->notetrackRumbleMapKeys[i] == NULL) break; // no more strings
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builder->addScriptString(asset->weapDef->notetrackRumbleMapKeys[i]);
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}
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}
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if (asset->weapDef->notetrackRumbleMapValues)
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{
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for (char i = 0; i < 16; ++i)
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{
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if (asset->weapDef->notetrackRumbleMapValues[i] == NULL) break; // no more strings
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builder->addScriptString(asset->weapDef->notetrackRumbleMapValues[i]);
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}
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}
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// now load all sub-assets properly
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if (asset->killIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->killIcon);
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if (asset->dpadIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->dpadIcon);
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if (asset->weapDef->reticleCenter) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->reticleCenter);
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if (asset->weapDef->reticleSide) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->reticleSide);
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if (asset->weapDef->hudIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->hudIcon);
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if (asset->weapDef->pickupIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->pickupIcon);
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if (asset->weapDef->ammoCounterIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->ammoCounterIcon);
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if (asset->weapDef->overlayMaterial) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterial);
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if (asset->weapDef->overlayMaterialLowRes) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialLowRes);
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if (asset->weapDef->overlayMaterialEMP) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialEMP);
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if (asset->weapDef->overlayMaterialEMPLowRes) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialEMPLowRes);
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if (asset->weapDef->gunXModel)
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{
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for (int i = 0; i < 16; i++)
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{
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if (asset->weapDef->gunXModel[i]) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->gunXModel[i]);
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}
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}
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if (asset->weapDef->handXModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->handXModel);
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if (asset->weapDef->worldModel)
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{
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for (int i = 0; i < 16; i++)
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{
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if (asset->weapDef->worldModel[i]) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldModel[i]);
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}
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}
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if (asset->weapDef->worldClipModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldClipModel);
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if (asset->weapDef->rocketModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->rocketModel);
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if (asset->weapDef->knifeModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->knifeModel);
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if (asset->weapDef->worldKnifeModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldKnifeModel);
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if (asset->weapDef->projectileModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->projectileModel);
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if (asset->weapDef->physCollmap) builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP, asset->weapDef->physCollmap);
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if (asset->weapDef->tracerType) builder->loadAsset(Game::XAssetType::ASSET_TYPE_TRACER, asset->weapDef->tracerType);
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if (asset->weapDef->viewFlashEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->viewFlashEffect);
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if (asset->weapDef->worldFlashEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->worldFlashEffect);
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if (asset->weapDef->viewShellEjectEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->viewShellEjectEffect);
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if (asset->weapDef->worldShellEjectEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->worldShellEjectEffect);
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if (asset->weapDef->viewLastShotEjectEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->viewLastShotEjectEffect);
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if (asset->weapDef->worldLastShotEjectEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->worldLastShotEjectEffect);
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if (asset->weapDef->projExplosionEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projExplosionEffect);
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if (asset->weapDef->projDudEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projDudEffect);
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if (asset->weapDef->projTrailEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projTrailEffect);
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if (asset->weapDef->projBeaconEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projBeaconEffect);
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if (asset->weapDef->projIgnitionEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projIgnitionEffect);
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if (asset->weapDef->turretOverheatEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->turretOverheatEffect);
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#define LoadWeapSound(sound) if (asset->weapDef->##sound##) builder->loadAsset(Game::XAssetType::ASSET_TYPE_SOUND, asset->weapDef->##sound##)
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LoadWeapSound(pickupSound);
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LoadWeapSound(pickupSoundPlayer);
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LoadWeapSound(ammoPickupSound);
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LoadWeapSound(ammoPickupSoundPlayer);
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LoadWeapSound(projectileSound);
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LoadWeapSound(pullbackSound);
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LoadWeapSound(pullbackSoundPlayer);
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LoadWeapSound(fireSound);
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LoadWeapSound(fireSoundPlayer);
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LoadWeapSound(fireSoundPlayerAkimbo);
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LoadWeapSound(fireLoopSound);
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LoadWeapSound(fireLoopSoundPlayer);
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LoadWeapSound(fireStopSound);
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LoadWeapSound(fireStopSoundPlayer);
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LoadWeapSound(fireLastSound);
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LoadWeapSound(fireLastSoundPlayer);
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LoadWeapSound(emptyFireSound);
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LoadWeapSound(emptyFireSoundPlayer);
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LoadWeapSound(meleeSwipeSound);
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LoadWeapSound(meleeSwipeSoundPlayer);
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LoadWeapSound(meleeHitSound);
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LoadWeapSound(meleeMissSound);
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LoadWeapSound(rechamberSound);
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LoadWeapSound(rechamberSoundPlayer);
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LoadWeapSound(reloadSound);
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LoadWeapSound(reloadSoundPlayer);
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LoadWeapSound(reloadEmptySound);
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LoadWeapSound(reloadEmptySoundPlayer);
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LoadWeapSound(reloadStartSound);
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LoadWeapSound(reloadStartSoundPlayer);
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LoadWeapSound(reloadEndSound);
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LoadWeapSound(reloadEndSoundPlayer);
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LoadWeapSound(detonateSound);
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LoadWeapSound(detonateSoundPlayer);
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LoadWeapSound(nightVisionWearSound);
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LoadWeapSound(nightVisionWearSoundPlayer);
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LoadWeapSound(nightVisionRemoveSound);
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LoadWeapSound(nightVisionRemoveSoundPlayer);
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LoadWeapSound(altSwitchSound);
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LoadWeapSound(altSwitchSoundPlayer);
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LoadWeapSound(raiseSound);
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LoadWeapSound(raiseSoundPlayer);
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LoadWeapSound(firstRaiseSound);
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LoadWeapSound(firstRaiseSoundPlayer);
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LoadWeapSound(putawaySound);
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LoadWeapSound(putawaySoundPlayer);
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LoadWeapSound(scanSound);
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if (asset->weapDef->bounceSound)
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{
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for (size_t i = 0; i < 31; i++)
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{
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LoadWeapSound(bounceSound[i]);
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}
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}
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LoadWeapSound(projExplosionSound);
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LoadWeapSound(projDudSound);
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LoadWeapSound(projIgnitionSound);
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LoadWeapSound(turretOverheatSound);
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LoadWeapSound(turretBarrelSpinMaxSnd);
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for (size_t i = 0; i < 4; i++)
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{
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LoadWeapSound(turretBarrelSpinUpSnd[i]);
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LoadWeapSound(turretBarrelSpinDownSnd[i]);
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}
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LoadWeapSound(missileConeSoundAlias);
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LoadWeapSound(missileConeSoundAliasAtBase);
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}
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void IWeapon::writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer)
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{
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AssertSize(Game::WeaponDef, 0x684);
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Game::WeaponDef* dest = buffer->dest<Game::WeaponDef>();
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buffer->save(def);
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if (def->szOverlayName)
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{
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buffer->saveString(def->szOverlayName);
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Utils::Stream::ClearPointer(&dest->szOverlayName);
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}
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if (def->gunXModel)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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Game::XModel** pointerTable = buffer->dest<Game::XModel*>();
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buffer->saveMax(16 * sizeof(Game::XModel*));
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for (int i = 0; i < 16; i++)
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{
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if (!def->gunXModel[i])
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{
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pointerTable[i] = NULL;
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continue;
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}
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pointerTable[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->gunXModel[i]).model;
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}
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Utils::Stream::ClearPointer(&dest->gunXModel);
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}
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if (def->handXModel)
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{
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dest->handXModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->handXModel).model;
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}
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if (def->szXAnimsRightHanded)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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int* poinerTable = buffer->dest<int>();
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buffer->saveMax(37 * sizeof(char*)); // array of 37 string pointers
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for (int i = 0; i < 37; i++)
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{
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if (!def->szXAnimsRightHanded[i]) {
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poinerTable[i] = 0; // clear poiner if there isn't a string here
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continue;
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}
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// save string if it is present
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buffer->saveString(def->szXAnimsRightHanded[i]);
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}
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Utils::Stream::ClearPointer(&dest->szXAnimsRightHanded);
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}
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if (def->szXAnimsLeftHanded)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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int* poinerTable = buffer->dest<int>();
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buffer->saveMax(37 * sizeof(char*)); // array of 37 string pointers
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for (int i = 0; i < 37; i++)
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{
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if (!def->szXAnimsLeftHanded[i]) {
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poinerTable[i] = 0; // clear poiner if there isn't a string here
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continue;
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}
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// save string if it is present
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buffer->saveString(def->szXAnimsLeftHanded[i]);
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}
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Utils::Stream::ClearPointer(&dest->szXAnimsLeftHanded);
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}
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if (def->szModeName)
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{
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buffer->saveString(def->szModeName);
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Utils::Stream::ClearPointer(&dest->szModeName);
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}
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if (def->notetrackSoundMapKeys)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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unsigned short* scriptStringTable = buffer->dest<unsigned short>();
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buffer->saveArray(def->notetrackSoundMapKeys, 16);
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for (int i = 0; i < 16; i++) {
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builder->mapScriptString(&scriptStringTable[i]);
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}
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Utils::Stream::ClearPointer(&dest->notetrackSoundMapKeys);
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}
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if (def->notetrackSoundMapValues)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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unsigned short* scriptStringTable = buffer->dest<unsigned short>();
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buffer->saveArray(def->notetrackSoundMapValues, 16);
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for (int i = 0; i < 16; i++) {
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builder->mapScriptString(&scriptStringTable[i]);
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}
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Utils::Stream::ClearPointer(&dest->notetrackSoundMapValues);
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}
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if (def->notetrackRumbleMapKeys)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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unsigned short* scriptStringTable = buffer->dest<unsigned short>();
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buffer->saveArray(def->notetrackRumbleMapKeys, 16);
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for (int i = 0; i < 16; i++) {
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builder->mapScriptString(&scriptStringTable[i]);
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}
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Utils::Stream::ClearPointer(&dest->notetrackRumbleMapKeys);
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}
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if (def->notetrackRumbleMapValues)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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unsigned short* scriptStringTable = buffer->dest<unsigned short>();
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buffer->saveArray(def->notetrackRumbleMapValues, 16);
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for (int i = 0; i < 16; i++) {
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builder->mapScriptString(&scriptStringTable[i]);
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}
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Utils::Stream::ClearPointer(&dest->notetrackRumbleMapValues);
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}
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if (def->viewFlashEffect)
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{
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dest->viewFlashEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->viewFlashEffect).fx;
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}
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if (def->worldFlashEffect)
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{
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dest->worldFlashEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->worldFlashEffect).fx;
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}
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// This is compressed because I don't want to write the same piece of code 47 times
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// TODO: verify that this is saving the aliases correctly because the old code looks wrong and this looks right but the old code worked so go figure
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Game::snd_alias_list_t ** allSounds = &def->pickupSound;
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Game::snd_alias_list_t ** allSoundsDest = &dest->pickupSound;
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for (int i = 0; i < 47; i++) {
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if (!allSounds[i]) continue;
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveMax(sizeof(Game::snd_alias_list_t*));
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buffer->saveString(allSounds[i]->aliasName);
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Utils::Stream::ClearPointer(&allSoundsDest[i]);
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}
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if (def->bounceSound)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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int* ptrs = buffer->dest<int>();
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buffer->saveMax(31 * sizeof(Game::snd_alias_list_t*));
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for (int i = 0; i < 31; i++)
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{
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if (!def->bounceSound[i])
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{
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ptrs[i] = 0;
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continue;
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}
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buffer->saveMax(sizeof(Game::snd_alias_list_t*));
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buffer->saveString(def->bounceSound[i]->aliasName);
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}
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Utils::Stream::ClearPointer(&dest->bounceSound);
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}
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if (def->viewShellEjectEffect)
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{
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dest->viewShellEjectEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->viewShellEjectEffect).fx;
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}
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if (def->worldShellEjectEffect)
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{
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dest->worldShellEjectEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->worldShellEjectEffect).fx;
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}
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if (def->viewLastShotEjectEffect)
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{
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dest->viewLastShotEjectEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->viewLastShotEjectEffect).fx;
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}
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if (def->worldLastShotEjectEffect)
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{
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dest->worldLastShotEjectEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->worldLastShotEjectEffect).fx;
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}
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if (def->reticleCenter)
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{
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dest->reticleCenter = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->reticleCenter).material;
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}
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if (def->reticleSide)
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{
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dest->reticleSide = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->reticleSide).material;
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}
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if (def->worldModel)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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Game::XModel** pointerTable = buffer->dest<Game::XModel*>();
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buffer->saveMax(16 * sizeof(Game::XModel*));
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for (int i = 0; i < 16; i++)
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{
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if (!def->worldModel[i])
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{
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pointerTable[i] = NULL;
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continue;
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}
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pointerTable[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->worldModel[i]).model;
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}
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Utils::Stream::ClearPointer(&dest->worldModel);
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}
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if (def->worldClipModel)
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{
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dest->worldClipModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->worldClipModel).model;
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}
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if (def->rocketModel)
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{
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dest->rocketModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->rocketModel).model;
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}
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if (def->knifeModel)
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{
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dest->knifeModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->knifeModel).model;
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}
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if (def->worldKnifeModel)
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{
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dest->worldKnifeModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->worldKnifeModel).model;
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}
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if (def->hudIcon)
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{
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dest->hudIcon = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->hudIcon).material;
|
|
}
|
|
|
|
if (def->pickupIcon)
|
|
{
|
|
dest->pickupIcon = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->pickupIcon).material;
|
|
}
|
|
|
|
if (def->ammoCounterIcon)
|
|
{
|
|
dest->ammoCounterIcon = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->ammoCounterIcon).material;
|
|
}
|
|
|
|
if (def->szAmmoName)
|
|
{
|
|
buffer->saveString(def->szAmmoName);
|
|
Utils::Stream::ClearPointer(&dest->szAmmoName);
|
|
}
|
|
|
|
if (def->szClipName)
|
|
{
|
|
buffer->saveString(def->szClipName);
|
|
Utils::Stream::ClearPointer(&dest->szClipName);
|
|
}
|
|
|
|
if (def->szSharedAmmoCapName)
|
|
{
|
|
buffer->saveString(def->szSharedAmmoCapName);
|
|
Utils::Stream::ClearPointer(&dest->szSharedAmmoCapName);
|
|
}
|
|
|
|
if (def->overlayMaterial)
|
|
{
|
|
dest->overlayMaterial = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterial).material;
|
|
}
|
|
|
|
if (def->overlayMaterialLowRes)
|
|
{
|
|
dest->overlayMaterialLowRes = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterialLowRes).material;
|
|
}
|
|
|
|
if (def->overlayMaterialEMP)
|
|
{
|
|
dest->overlayMaterialEMP = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterialEMP).material;
|
|
}
|
|
|
|
if (def->overlayMaterialEMPLowRes)
|
|
{
|
|
dest->overlayMaterialEMPLowRes = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterialEMPLowRes).material;
|
|
}
|
|
|
|
if (def->physCollmap)
|
|
{
|
|
dest->physCollmap = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP, def->overlayMaterialEMPLowRes).physCollmap;
|
|
}
|
|
|
|
if (def->projectileModel)
|
|
{
|
|
dest->projectileModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->projectileModel).model;
|
|
}
|
|
|
|
if (def->projExplosionEffect)
|
|
{
|
|
dest->projExplosionEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->projExplosionEffect).fx;
|
|
}
|
|
|
|
if (def->projDudEffect)
|
|
{
|
|
dest->projDudEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->projDudEffect).fx;
|
|
}
|
|
|
|
if (def->projExplosionSound)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveMax(sizeof(Game::snd_alias_list_t*));
|
|
buffer->saveString(def->projExplosionSound->aliasName);
|
|
Utils::Stream::ClearPointer(&dest->projExplosionSound);
|
|
}
|
|
|
|
if (def->projDudSound)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveMax(sizeof(Game::snd_alias_list_t*));
|
|
buffer->saveString(def->projDudSound->aliasName);
|
|
Utils::Stream::ClearPointer(&dest->projDudSound);
|
|
}
|
|
|
|
if (def->parallelBounce)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(def->parallelBounce, 31);
|
|
Utils::Stream::ClearPointer(&dest->parallelBounce);
|
|
}
|
|
|
|
if (def->perpendicularBounce)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(def->perpendicularBounce, 31);
|
|
Utils::Stream::ClearPointer(&dest->perpendicularBounce);
|
|
}
|
|
|
|
if (def->projTrailEffect)
|
|
{
|
|
dest->projTrailEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->projTrailEffect).fx;
|
|
}
|
|
|
|
if (def->projBeaconEffect)
|
|
{
|
|
dest->projBeaconEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->projBeaconEffect).fx;
|
|
}
|
|
|
|
if (def->projIgnitionEffect)
|
|
{
|
|
dest->projIgnitionEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->projIgnitionEffect).fx;
|
|
}
|
|
|
|
if (def->projIgnitionSound)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveMax(sizeof(Game::snd_alias_list_t*));
|
|
buffer->saveString(def->projIgnitionSound->aliasName);
|
|
Utils::Stream::ClearPointer(&dest->projIgnitionSound);
|
|
}
|
|
|
|
if (def->accuracyGraphName[0])
|
|
{
|
|
buffer->saveString(def->accuracyGraphName[0]);
|
|
Utils::Stream::ClearPointer(&dest->accuracyGraphName[0]);
|
|
}
|
|
|
|
if (def->originalAccuracyGraphKnots[0])
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(def->originalAccuracyGraphKnots[0], def->originalAccuracyGraphKnotCount[0]);
|
|
Utils::Stream::ClearPointer(&dest->originalAccuracyGraphKnots[0]);
|
|
}
|
|
|
|
if (def->accuracyGraphName[1])
|
|
{
|
|
buffer->saveString(def->accuracyGraphName[1]);
|
|
Utils::Stream::ClearPointer(&dest->accuracyGraphName[1]);
|
|
}
|
|
|
|
if (def->originalAccuracyGraphKnots[1])
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(def->originalAccuracyGraphKnots[1], def->originalAccuracyGraphKnotCount[1]);
|
|
Utils::Stream::ClearPointer(&dest->originalAccuracyGraphKnots[1]);
|
|
}
|
|
|
|
if (def->szUseHintString)
|
|
{
|
|
buffer->saveString(def->szUseHintString);
|
|
Utils::Stream::ClearPointer(&dest->szUseHintString);
|
|
}
|
|
|
|
if (def->dropHintString)
|
|
{
|
|
buffer->saveString(def->dropHintString);
|
|
Utils::Stream::ClearPointer(&dest->dropHintString);
|
|
}
|
|
|
|
if (def->szScript)
|
|
{
|
|
buffer->saveString(def->szScript);
|
|
Utils::Stream::ClearPointer(&dest->szScript);
|
|
}
|
|
|
|
if (def->locationDamageMultipliers)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(def->locationDamageMultipliers, 20);
|
|
Utils::Stream::ClearPointer(&dest->locationDamageMultipliers);
|
|
}
|
|
|
|
if (def->fireRumble)
|
|
{
|
|
buffer->saveString(def->fireRumble);
|
|
Utils::Stream::ClearPointer(&dest->fireRumble);
|
|
}
|
|
|
|
if (def->meleeImpactRumble)
|
|
{
|
|
buffer->saveString(def->meleeImpactRumble);
|
|
Utils::Stream::ClearPointer(&dest->meleeImpactRumble);
|
|
}
|
|
|
|
if (def->tracerType)
|
|
{
|
|
dest->tracerType = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_TRACER, def->tracerType).tracerDef;
|
|
}
|
|
|
|
if (def->turretOverheatSound)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveMax(sizeof(Game::snd_alias_list_t*));
|
|
buffer->saveString(def->turretOverheatSound->aliasName);
|
|
Utils::Stream::ClearPointer(&dest->turretOverheatSound);
|
|
}
|
|
|
|
if (def->turretOverheatEffect)
|
|
{
|
|
dest->turretOverheatEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->turretOverheatEffect).fx;
|
|
}
|
|
|
|
if (def->turretBarrelSpinRumble)
|
|
{
|
|
buffer->saveString(def->turretBarrelSpinRumble);
|
|
Utils::Stream::ClearPointer(&dest->turretBarrelSpinRumble);
|
|
}
|
|
|
|
if (def->turretBarrelSpinMaxSnd)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveMax(sizeof(Game::snd_alias_list_t*));
|
|
buffer->saveString(def->turretBarrelSpinMaxSnd->aliasName);
|
|
Utils::Stream::ClearPointer(&dest->turretBarrelSpinMaxSnd);
|
|
}
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
if (!def->turretBarrelSpinUpSnd[i]) continue;
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveMax(sizeof(Game::snd_alias_list_t*));
|
|
buffer->saveString(def->turretBarrelSpinUpSnd[i]->aliasName);
|
|
Utils::Stream::ClearPointer(&dest->turretBarrelSpinUpSnd[i]);
|
|
}
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
if (!def->turretBarrelSpinDownSnd[i]) continue;
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveMax(sizeof(Game::snd_alias_list_t*));
|
|
buffer->saveString(def->turretBarrelSpinDownSnd[i]->aliasName);
|
|
Utils::Stream::ClearPointer(&dest->turretBarrelSpinDownSnd[i]);
|
|
}
|
|
|
|
if (def->missileConeSoundAlias)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveMax(sizeof(Game::snd_alias_list_t*));
|
|
buffer->saveString(def->missileConeSoundAlias->aliasName);
|
|
Utils::Stream::ClearPointer(&dest->missileConeSoundAlias);
|
|
}
|
|
|
|
if (def->missileConeSoundAliasAtBase)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveMax(sizeof(Game::snd_alias_list_t*));
|
|
buffer->saveString(def->missileConeSoundAliasAtBase->aliasName);
|
|
Utils::Stream::ClearPointer(&dest->missileConeSoundAliasAtBase);
|
|
}
|
|
}
|
|
|
|
void IWeapon::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
|
|
{
|
|
AssertSize(Game::WeaponCompleteDef, 0x74);
|
|
|
|
Utils::Stream* buffer = builder->getBuffer();
|
|
Game::WeaponCompleteDef* asset = header.weapon;
|
|
Game::WeaponCompleteDef* dest = buffer->dest<Game::WeaponCompleteDef>();
|
|
buffer->save(asset);
|
|
|
|
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
|
|
|
|
if (asset->szInternalName)
|
|
{
|
|
buffer->saveString(builder->getAssetName(this->getType(), asset->szInternalName));
|
|
Utils::Stream::ClearPointer(&dest->szInternalName);
|
|
}
|
|
|
|
if (asset->weapDef)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
IWeapon::writeWeaponDef(asset->weapDef, builder, buffer);
|
|
|
|
Utils::Stream::ClearPointer(&dest->weapDef);
|
|
}
|
|
|
|
if (asset->szDisplayName)
|
|
{
|
|
buffer->saveString(asset->szDisplayName);
|
|
Utils::Stream::ClearPointer(&dest->szDisplayName);
|
|
}
|
|
|
|
if (asset->hideTags)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_2);
|
|
unsigned short* scriptStringTable = buffer->dest<unsigned short>();
|
|
buffer->saveArray(asset->hideTags, 32);
|
|
for (int i = 0; i < 32; i++) {
|
|
builder->mapScriptString(&scriptStringTable[i]);
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&dest->hideTags);
|
|
}
|
|
|
|
if (asset->szXAnims)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
int* poinerTable = buffer->dest<int>();
|
|
buffer->saveMax(37 * sizeof(char*)); // array of 37 string pointers
|
|
for (int i = 0; i < 37; i++)
|
|
{
|
|
if (!asset->szXAnims[i]) {
|
|
poinerTable[i] = 0; // clear poiner if there isn't a string here
|
|
continue;
|
|
}
|
|
|
|
// save string if it is present
|
|
buffer->saveString(asset->szXAnims[i]);
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&dest->szXAnims);
|
|
}
|
|
|
|
if (asset->szAltWeaponName)
|
|
{
|
|
buffer->saveString(asset->szAltWeaponName);
|
|
Utils::Stream::ClearPointer(&dest->szAltWeaponName);
|
|
}
|
|
|
|
if (asset->killIcon)
|
|
{
|
|
dest->killIcon = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->killIcon).material;
|
|
}
|
|
|
|
if (asset->dpadIcon)
|
|
{
|
|
dest->dpadIcon = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->dpadIcon).material;
|
|
}
|
|
|
|
if (asset->accuracyGraphKnots[0])
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->accuracyGraphKnots[0], asset->accuracyGraphKnotCount[0]);
|
|
Utils::Stream::ClearPointer(&dest->accuracyGraphKnots[0]);
|
|
}
|
|
|
|
if (asset->accuracyGraphKnots[1])
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->saveArray(asset->accuracyGraphKnots[1], asset->accuracyGraphKnotCount[1]);
|
|
Utils::Stream::ClearPointer(&dest->accuracyGraphKnots[1]);
|
|
}
|
|
|
|
buffer->popBlock();
|
|
}
|
|
}
|