Menu/Hack Showoff Thread!
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lol theres not much to framestrings though...FEAR framestrings are similar though, so look through this if you want an idea
Code:
// ----------------------------------------------------------------------- //
//
// MODULE : WeaponDB.h
//
// PURPOSE : Weapon database definition
//
// CREATED : 06/16/03
//
// (c) 2003-2005 Monolith Productions, Inc. All Rights Reserved
//
// ----------------------------------------------------------------------- //
#ifndef __WEAPON_DATABASE_H__
#define __WEAPON_DATABASE_H__
//
// Includes...
//
#include "GameDatabaseMgr.h"
#include "DamageTypes.h"
#include "CategoryDB.h"
//
// Defines...
//
#define WEAPON_SOUND_RADIUS 2000.0f
#define WEAPON_MIN_IDLE_TIME 5.0f
#define WEAPON_MAX_IDLE_TIME 15.0f
#define WEAPON_KEY_FIRE "FIRE_KEY"
#define WEAPON_KEY_FINISH "FINISH"
#define WEAPON_KEY_FINISH_RAGDOLL "FINISH_RAGDOLL"
#define WEAPON_KEY_SOUND "SOUND_KEY"
#define WEAPON_KEY_BUTE_SOUND "BUTE_SOUND_KEY"
#define WEAPON_KEY_LOOPSOUND "LOOP_SOUND_KEY"
#define WEAPON_KEY_FX "FX"
#define WEAPON_KEY_FIREFX "FIREFX_KEY"
#define WEAPON_KEY_FLASHLIGHT "FLASHLIGHT"
#define WEAPON_KEY_MATERIAL "MATERIAL"
#define WEAPON_KEY_HIDE_MODEL_PIECE "HIDE_PIECE_KEY" // usage: HIDE_PIECE_KEY <piece name>
#define WEAPON_KEY_SHOW_MODEL_PIECE "SHOW_PIECE_KEY" // usage: SHOW_PIECE_KEY <piece name>
#define WEAPON_KEY_SHELLCASING "SHELL_CASING"
#define WEAPON_KEY_HIDE_PVATTACHFX "HIDE_PVATTACHFX" // usage: HIDE_PVFX <index of a PVAttachFXName#>
#define WEAPON_KEY_SHOW_PVATTACHFX "SHOW_PVATTACHFX" // usage: SHOW_PVFX <index of a PVAttachFXName#>
#define WEAPON_KEY_HIDE_PVATTACHMENT "HIDE_PVATTACHMENT" // usage: HIDE_PVATTACHMENT <index of a PlayerViewAttachment>
#define WEAPON_KEY_SHOW_PVATTACHMENT "SHOW_PVATTACHMENT" // usage: SHOW_PVATTACHMENT <index of a PlayerViewAttachment>
#define WEAPONDB_DEFAULT_FILE "Database\\" "Weapons." RESEXT_GAMEDATABASE_PACKED
// The main system category were all arsenal related data goes...
#define WDB_ARSENAL_CATEGORY "Arsenal/"
#define WDB_ALL_bCanServerRestrict "CanServerRestrict"
#define WDB_ALL_nDescriptionId "DescriptionId"
#define WDB_WEAPON_CATEGORY WDB_ARSENAL_CATEGORY "Weapons"
#define WDB_WEAPON_nShortNameId "ShortNameId"
#define WDB_WEAPON_nLongNameId "LongNameId"
#define WDB_WEAPON_nAniType "AniType"
#define WDB_WEAPON_vPos "Pos"
#define WDB_WEAPON_sMuzzleSocket "MuzzleSocket"
#define WDB_WEAPON_sBreachSocket "BreachSocket"
#define WDB_WEAPON_fHHScale "HHModelScale"
#define WDB_WEAPON_sPVModel "PVModel"
#define WDB_WEAPON_sHHModel "HHModel"
#define WDB_WEAPON_sPVMaterial "PVMaterial"
#define WDB_WEAPON_sHHMaterial "HHMaterial"
#define WDB_WEAPON_sHiddenPieceName "HiddenPiece"
#define WDB_WEAPON_sRespawnWaitMaterial "RespawnWaitMaterial"
#define WDB_WEAPON_rFireSnd "FireSound"
#define WDB_WEAPON_rFireLoopSnd "FireSoundLoop"
#define WDB_WEAPON_rFireLoopEndSnd "FireSoundLoopEnd"
#define WDB_WEAPON_rAltFireSnd "AltFireSound"
#define WDB_WEAPON_rSilencedFireSnd "SilencedFireSnd"
#define WDB_WEAPON_rDryFireSnd "DryFireSound"
#define WDB_WEAPON_rReloadSnd "ReloadSounds"
#define WDB_WEAPON_rSelectSnd "SelectSound"
#define WDB_WEAPON_rDeselectSnd "DeselectSound"
#define WDB_WEAPON_rMiscSnd "MiscSounds"
#define WDB_WEAPON_fAIFireSndRadius "AIFireSndRadius"
#define WDB_WEAPON_bInfiniteAmmo "InfiniteAmmo"
#define WDB_WEAPON_bHideWhenEmpty "HideWhenEmpty"
#define WDB_WEAPON_bIsAmmo "IsAmmo"
#define WDB_WEAPON_bIsGrenade "IsGrenade"
#define WDB_WEAPON_bDropGrenadeOnDeath "DropGrenadeOnDeath"
#define WDB_WEAPON_bTakesInventorySlot "TakesInventorySlot"
#define WDB_WEAPON_bCanLastWeapon "CanLastWeapon"
#define WDB_WEAPON_bUseUWMuzzleFX "UseUWMuzzleFX"
#define WDB_WEAPON_nShotsPerClip "ShotsPerClip"
#define WDB_WEAPON_bInfiniteClip "InfiniteClip"
#define WDB_WEAPON_rAmmoName "AmmoName"
#define WDB_WEAPON_rDefaultMeleeAmmo "DefaultMeleeAmmo"
#define WDB_WEAPON_rModName "ModName"
#define WDB_WEAPON_v2Perturb "Perturb"
#define WDB_WEAPON_nRange "Range"
#define WDB_WEAPON_nEffectiveVectorRange "EffectiveVectorRange"
#define WDB_WEAPON_nVectorHalfDamageDist "VectorHalfDamageDist"
#define WDB_WEAPON_nVectorsPerRound "VectorsPerRound"
#define WDB_WEAPON_bSemiAuto "Semi-Auto"
#define WDB_WEAPON_bAutoSwitchEnabled "AutoSwitchEnabled"
#define WDB_WEAPON_bSupportsFinishingMoves "SupportsFinishingMoves"
#define WDB_WEAPON_sCriticalHitSocket "CriticalHitSocket"
#define WDB_WEAPON_sCriticalHitImpactSocket "CriticalHitImpactSocket"
#define WDB_WEAPON_fCriticalHitDistance "CriticalHitDistance"
#define WDB_WEAPON_fCriticalHitAngle "CriticalHitAngle"
#define WDB_WEAPON_fCriticalHitViewAngle "CriticalHitViewAngle"
#define WDB_WEAPON_hAIWeaponName "AIWeaponName"
#define WDB_WEAPON_fFireRecoilKick "FireRecoilKick"
#define WDB_WEAPON_fFireRecoilYawRatio "FireRecoilYawRatio"
#define WDB_WEAPON_fFireRecoilDecay "FireRecoilDecay"
#define WDB_WEAPON_sPVMuzzleFX "PVMuzzleFX"
#define WDB_WEAPON_sPVMuzzleFX2 "PVMuzzleFX2"
#define WDB_WEAPON_sHHMuzzleFX "HHMuzzleFX"
#define WDB_WEAPON_bFXAtFlashSocket "FXAtFlashSocket"
#define WDB_WEAPON_nFireDelay "FireDelay"
#define WDB_WEAPON_sHolsterAttachment "HolsterAttachment"
#define WDB_WEAPON_fFireAnimRateScale "FireAnimRateScale"
#define WDB_WEAPON_fReloadAnimRateScale "ReloadAnimRateScale"
#define WDB_WEAPON_sPowerupFX "PowerupFX"
#define WDB_WEAPON_bRespawnControlledSP "RespawnControlledSP"
#define WDB_WEAPON_bRespawnControlledMP "RespawnControlledMP"
#define WDB_WEAPON_fRespawnWait "RespawnWait"
#define WDB_WEAPON_sRespawnWaitFX "RespawnWaitFX"
#define WDB_WEAPON_bRespawnWaitVisible "RespawnWaitVisible"
#define WDB_WEAPON_bRespawnWaitTranslucent "RespawnWaitTranslucent"
#define WDB_WEAPON_fAutoTargetAngle "AutoTargetAngle"
#define WDB_WEAPON_fAutoTargetRange "AutoTargetRange"
#define WDB_WEAPON_nUseAutoTarget "UseAutoTarget"
#define WDB_WEAPON_sIcon "Icon"
#define WDB_WEAPON_sSilhouetteIcon "SilhouetteIcon"
#define WDB_WEAPON_sAnimationProperty "AnimationProperty"
#define WDB_WEAPON_sCountdownFX "CountdownFX"
#define WDB_WEAPON_sEndFX "EndFX"
#define WDB_WEAPON_bUsePreFire "UsePreFire"
#define WDB_WEAPON_bUsePostFire "UsePostFire"
#define WDB_WEAPON_bLoopPrePostFire "LoopPrePostFire"
#define WDB_WEAPON_sMuzzleSmokeFX "MuzzleSmokeFX"
#define WDB_WEAPON_fPerturbIncreaseRate "Accuracy.0.PerturbIncreaseRate"
#define WDB_WEAPON_fPerturbDecreaseRate "Accuracy.0.PerturbDecreaseRate"
#define WDB_WEAPON_fStand "Accuracy.0.Stand"
#define WDB_WEAPON_fWalk "Accuracy.0.Walk"
#define WDB_WEAPON_fRun "Accuracy.0****n"
#define WDB_WEAPON_fJump "Accuracy.0.Jump"
#define WDB_WEAPON_fCrouch "Accuracy.0.Crouch"
#define WDB_WEAPON_fCrouch_Walk "Accuracy.0.Crouch_Walk"
#define WDB_WEAPON_fAim "Accuracy.0.Aim"
#define WDB_WEAPON_fAim_Crouch "Accuracy.0.Aim_Crouch"
#define WDB_WEAPON_fAim_Walk "Accuracy.0.Aim_Walk"
#define WDB_WEAPON_fAim_Crouch_Walk "Accuracy.0.Aim_Crouch_Walk"
#define WDB_WEAPON_fSwim "Accuracy.0.Swim"
#define WDB_WEAPON_fTurn "Accuracy.0.Turn"
#define WDB_WEAPON_fRecoil "Accuracy.0.Recoil"
#define WDB_WEAPON_fMovementMultiplier "MovementMultiplier"
#define WDB_WEAPON_rComplimentaryWeapon "ComplimentaryWeapon"
#define WDB_WEAPON_bNotForPlayer "NotForPlayer"
#define WDB_WEAPON_bWhenDroppedGiveAmmoInClip "WhenDroppedGiveAmmoInClip"
#define WDB_WEAPON_bDroppedMoveToFloor "DroppedMoveToFloor"
#define WDB_WEAPON_nActivationType "ActivationType"
#define WDB_WEAPON_rDualWeapon "DualWeapon"
#define WDB_WEAPON_rSingleWeapon "SingleWeapon"
#define WDB_WEAPON_RightHandWeapon "RightHandWeapon"
#define WDB_WEAPON_LeftHandWeapon "LeftHandWeapon"
#define WDB_WEAPON_nMaxFireFrequency "MaxFireFrequency"
#define WDB_WEAPON_rLinkedWeapon "LinkedWeapon"
#define WDB_WEAPON_bSelectLinked "SelectLinked"
#define WDB_WEAPON_rCustomDisplay "CustomDisplay"
#define WDB_WEAPON_LocalSoundInfo "LocalFireSound"
#define WDB_WEAPON_NonLocalSoundInfo "NonLocalFireSound"
#define WDB_WEAPON_rCollisionProperty "CollisionProperty"
#define WDB_WEAPON_rFlashlights "Flashlights"
#define WDB_WEAPON_sHUDTexture "HUDTexture"
#define WDB_WEAPON_rActionIcon "ActionIcon"
#define WDB_WEAPON_rAnimControllers "AnimControllers"
#define WDB_WEAPON_v2MinProximity "MinProximity"
#define WDB_WEAPON_CustomSelectStimulus "CustomSelectStimulus"
#define WDB_WEAPON_aPersistentClientFX "PersistentClientFX"
#define WDB_WEAPON_sClientFX "ClientFX"
#define WDB_WEAPON_bVisible "Visible"
#define WDB_WEAPON_bSmoothShutdown "SmoothShutdown"
#define WDB_WEAPON_nMaxHealth "BreakInfo.0.MaxHealth"
#define WDB_WEAPON_nWarnHealth "BreakInfo.0.WarnHealth"
#define WDB_WEAPON_sShowPieces "BreakInfo.0.ShowPieces"
#define WDB_WEAPON_sHidePieces "BreakInfo.0.HidePieces"
#define WDB_WEAPON_sDebrisFX "BreakInfo.0.DebrisFX"
#define WDB_WEAPON_sDebrisSocket "BreakInfo.0.DebrisSocket"
#define WDB_WEAPON_rBrokenWeapon "BreakInfo.0.BrokenWeapon"
#define WDB_WEAPON_bCanBePlaced "CanBePlaced"
#define WDB_AMMO_CATEGORY WDB_ARSENAL_CATEGORY "Ammo"
#define WDB_AMMO_nShortNameId "ShortNameId"
#define WDB_AMMO_nLongNameId "LongNameId"
#define WDB_AMMO_nPlacedAmount "PlacedAmount"
#define WDB_AMMO_nPickupInitialAmount "PickupInitialAmount"
#define WDB_AMMO_nPickupSupplementalAmount "PickupSupplementalAmount"
#define WDB_AMMO_nSelectionAmount "SelectionAmount"
#define WDB_AMMO_nMaxAmount "MaxAmount"
#define WDB_AMMO_fInstDamage "InstDamage"
#define WDB_AMMO_fAreaDamage "AreaDamage"
#define WDB_AMMO_fInstDamageImpulseForce "InstDamageImpulseForce"
#define WDB_AMMO_fHitNodeImpulseForceScale "HitNodeImpulseForceScale"
#define WDB_AMMO_fAreaDamageImpulseForce "AreaDamageImpulseForce"
#define WDB_AMMO_fInstPenetration "InstPenetration"
#define WDB_AMMO_fAreaPenetration "AreaPenetration"
#define WDB_AMMO_fAreaDamageRadius "AreaDamageRadius"
#define WDB_AMMO_fAreaDamageRadiusMin "AreaDamageRadiusMin"
#define WDB_AMMO_bCanAdjustInstDamage "CanAdjustInstDamage"
#define WDB_AMMO_nPriority "Priority"
#define WDB_AMMO_fFireRecoilMult "FireRecoilMult"
#define WDB_AMMO_fProgDamage "ProgDamage"
#define WDB_AMMO_fProgDamageDuration "ProgDamageDuration"
#define WDB_AMMO_fProgDamageRadius "ProgDamageRadius"
#define WDB_AMMO_fProgDamageLifetime "ProgDamageLifetime"
#define WDB_AMMO_sSurfaceFXType "SurfaceFXType"
#define WDB_AMMO_nType "Type"
#define WDB_AMMO_sIcon "Icon"
#define WDB_AMMO_sProjectileFX "ProjectileFX"
#define WDB_AMMO_sImpactFX "ImpactFX"
#define WDB_AMMO_sUWImpactFX "UWImpactFX"
#define WDB_AMMO_sMovableImpactOverrideFX "MoveableImpactOverrideFX"
#define WDB_AMMO_sFireFX "FireFX"
#define WDB_AMMO_sTracerFX "TracerFX"
#define WDB_AMMO_bHeatSeeking "HeatSeeking"
#define WDB_AMMO_fHeatSeekingRange "HeatSeekingRange"
#define WDB_AMMO_fHeatSeekingAngle "HeatSeekingAngle"
#define WDB_AMMO_fHeatSeekingRateOfTurn "HeatSeekingRateOfTurn"
#define WDB_AMMO_rInstDamageType "InstDamage_Type"
#define WDB_AMMO_rAreaDamageType "AreaDamage_Type"
#define WDB_AMMO_rProgDamageType "ProgDamage_Type"
#define WDB_AMMO_nRange "Range"
#define WDB_AMMO_sSourceImpactSocket "SourceImpactSocket"
#define WDB_AMMO_sTriggerMessage "TriggerMessage"
#define WDB_AMMO_bCanWallStick "CanWallStick"
#define WDB_AMMO_rWallStickProp "WallStickProp"
#define WDB_AMMO_sHUDTexture "HUDTexture"
#define WDB_AMMO_sFlyBySound "FlyBySound"
#define WDB_MELEECOLLIDER_CATEGORY WDB_ARSENAL_CATEGORY "MeleeCollider"
#define WDB_MELEEDAMAGE_CATEGORY WDB_ARSENAL_CATEGORY "MeleeDamage"
#define WDB_GEAR_CATEGORY WDB_ARSENAL_CATEGORY "Gear"
#define WDB_GEAR_nNameId "NameId"
#define WDB_GEAR_bRespawnWaitVisible "RespawnWaitVisible"
#define WDB_GEAR_bRespawnWaitTranslucent "RespawnWaitTranslucent"
#define WDB_GEAR_fProtection "Protection"
#define WDB_GEAR_fArmor "Armor"
#define WDB_GEAR_fHealth "Health"
#define WDB_GEAR_fArmorMax "ArmorMax"
#define WDB_GEAR_fHealthMax "HealthMax"
#define WDB_GEAR_fStealth "Stealth"
#define WDB_GEAR_fSlowMoTime "SlowMoTime"
#define WDB_GEAR_fSlowMoMaxBonus "SlowMoMaxBonus"
#define WDB_GEAR_sIcon "Icon"
#define WDB_GEAR_sModel "Model"
#define WDB_GEAR_rPickupSnd "PickUp_Sound"
#define WDB_GEAR_rRespawnSnd "Respawn_Sound"
#define WDB_GEAR_sActivateFX "ActivateFX"
#define WDB_GEAR_sPowerupFX "PowerupFX"
#define WDB_GEAR_sRespawnWaitFX "RespawnWaitFX"
#define WDB_GEAR_sMaterial "Material"
#define WDB_GEAR_sRespawnWaitMaterial "RespawnWaitMaterial"
#define WDB_GEAR_sProtectionType "ProtectionType"
#define WDB_GEAR_nMaxAmount "MaxAmount"
#define WDB_GEAR_nThreshold "Threshold"
#define WDB_GEAR_rNavMarker "NavMarker"
#define WDB_MOD_CATEGORY WDB_ARSENAL_CATEGORY "Mods"
#define WDB_MOD_sSocket "Socket"
#define WDB_MOD_nNameId "NameId"
#define WDB_MOD_nType "Type"
#define WDB_MOD_sAttachModel "AttachModel"
#define WDB_MOD_sAttachMaterial "AttachMaterial"
#define WDB_MOD_fAttachScale "AttachScale"
#define WDB_MOD_bIntegrated "Integrated"
#define WDB_MOD_nPriority "Priority"
#define WDB_MOD_fMagPower "Scope.0.MagPower"
#define WDB_MOD_fZoomTimeIn "Scope.0.ZoomTimeIn"
#define WDB_MOD_fZoomTimeOut "Scope.0.ZoomTimeOut"
#define WDB_MOD_rScopeFXSequence "Scope.0.ScopeFXSequence"
#define WDB_MOD_bIronSight "Scope.0.IronSight"
#define WDB_MOD_bShowRangeFinder "Scope.0.ShowRangeFinder"
#define WDB_MOD_v2RangeFinderPosition "Scope.0.RangeFinderPosition"
#define WDB_MOD_nRangeFinderColor "Scope.0.RangeFinderColor"
#define WDB_MOD_bShowCrosshair "Scope.0.ShowCrosshair"
#define WDB_MOD_fHeadBobModifier "Scope.0.HeadBobModifier"
#define WDB_MOD_nAISilencedFireSndRadius "Silencer.0.AISilencedFireSndRadius"
#define WDB_GLOBAL_CATEGORY WDB_ARSENAL_CATEGORY "Global"
#define WDB_GLOBAL_RECORD "Global"
#define WDB_GLOBAL_rPlayerWeapons "PlayerWeapons"
#define WDB_GLOBAL_rPlayerGrenades "PlayerGrenades"
#define WDB_GLOBAL_rWeaponPriority "WeaponPriority"
#define WDB_GLOBAL_rConditionalPriority "ConditionalPriority"
#define WDB_GLOBAL_rUnarmed "Unarmed"
#define WDB_GLOBAL_rDefaultWeapons "AdditionalDefaultWeapons"
#define WDB_GLOBAL_rMPDefaultWeapons "MultiplayerDefaultWeapons"
#define WDB_GLOBAL_rGearOrder "GearOrder"
#define WDB_GLOBAL_rLoadoutOrder "LoadoutOrder"
#define WDB_GLOBAL_rFallbackLoadout "FallbackLoadout"
#define WDB_GLOBAL_tDroppedWeaponLifeTime "DroppedWeaponLifeTime"
#define WDB_GLOBAL_rDroppedGearItems "DroppedGearItems"
#define WDB_GLOBAL_tDroppedGearLifeTime "DroppedGearLifeTime"
#define WDB_GLOBAL_nMaxWeaponCapacity "MaxWeaponCapacity"
#define WDB_GLOBAL_rDetonator "Detonator"
#define WDB_GLOBAL_tSemiAutoBufferTime "SemiAutoBufferTime"
#define WDB_GLOBAL_tProjectileExplosionDelay "ProjectileExplosionDelay"
#define WDB_GLOBAL_sDefaultAnimationName "DefaultAnimationName"
#define WDB_GLOBAL_sSlowMoRechargerFXName "SlowMoRechargerFXName"
#define WDB_LOADOUT_CATEGORY WDB_ARSENAL_CATEGORY "Loadout"
#define WDB_LOADOUT_nNameId "NameId"
#define WDB_LOADOUT_nDescId "DescId"
#define WDB_LOADOUT_rWeapons "Weapons"
#define WDB_LOADOUT_rGear "Gear"
#define WDB_TURRET_CATEGORY WDB_ARSENAL_CATEGORY "Turrets"
#define WDB_TURRET_rWeapon "Weapon"
#define WDB_TURRET_sBaseModel "BaseModel"
#define WDB_TURRET_sBaseMaterial "BaseMaterial"
#define WDB_TURRET_bHideBase "HideBase"
#define WDB_TURRET_bHideHUD "HideHUD"
#define WDB_TURRET_fActivateDistance "ActivateDistance"
#define WDB_TURRET_fActivateApproachAngle "ActivateApproachAngle"
#define WDB_TURRET_vPlayerOffset "PlayerOffset"
#define WDB_TURRET_v2PitchRange "PitchRange"
#define WDB_TURRET_fYawLimit "YawLimit"
#define WDB_TURRET_sLoopFX "LoopFX"
#define WDB_TURRET_sDamageFX "DamageFX"
#define WDB_TURRET_DamageState "DamageState"
#define WDB_TURRET_fHealthPercent "HealthPercent"
#define WDB_TURRET_fxClientFX "ClientFX"
#define WDB_TURRET_bSmoothShutdown "SmoothShutdown"
#define WDB_TURRET_bPersistAcrossDamageStates "PersistAcrossDamageStates"
#define WDB_TURRET_tmDestroyedDeactivationDelay "DestroyedDeactivationDelay"
BEGIN_DATABASE_CATEGORY( RefillStations, WDB_ARSENAL_CATEGORY "RefillStations" )
DEFINE_GETRECORDATTRIB( Model, HRECORD );
DEFINE_GETRECORDATTRIB( Radius, uint32 );
DEFINE_GETRECORDATTRIB( UpdateRate, uint32 );
DEFINE_GETRECORDATTRIB( RefillSound, HRECORD );
DEFINE_GETRECORDATTRIB( DepletedSound, HRECORD );
DEFINE_GETSTRUCTATTRIB( Health, AmountPerUpdate, uint32 );
DEFINE_GETSTRUCTATTRIB( Health, TotalAmount, int32 );
DEFINE_GETSTRUCTATTRIB( Armor, AmountPerUpdate, uint32 );
DEFINE_GETSTRUCTATTRIB( Armor, TotalAmount, int32 );
DEFINE_GETSTRUCTATTRIB( Ammo, Ammo, HRECORD );
DEFINE_GETSTRUCTATTRIB( Ammo, AmountPerUpdate, uint32 );
DEFINE_GETSTRUCTATTRIB( Ammo, TotalAmount, int32 );
DEFINE_GETSTRUCTATTRIB( SlowMo, AmountPerUpdate, uint32 );
DEFINE_GETSTRUCTATTRIB( SlowMo, TotalAmount, int32 );
END_DATABASE_CATEGORY( );
#define WDB_REFILL_CATEGORY WDB_ARSENAL_CATEGORY "RefillStations"
#define WDB_REFILL_rModel "Model"
#define WDB_REFILL_nRadius "Radius"
#define WDB_REFILL_tUpdateRate "UpdateRate"
#define WDB_REFILL_rRefillSound "RefillSound"
#define WDB_REFILL_rDepletedSound "DepletedSound"
#define WDB_INVALID_WEAPON_INDEX (0xFF)
#define WDB_LOWEST_CONDITIONAL_PRIORITY (-1)
#define USE_AI_DATA true
class CWeaponDB;
extern CWeaponDB* g_pWeaponDB;
enum AutoTargetType
{
AT_NEVER = 0,
AT_EASY,
AT_ALWAYS
};
enum WeaponState
{
W_INACTIVE,
W_IDLE,
W_FIRING,
W_FIRED,
W_ALT_FIRING,
W_GREN_THROWING,
W_RELOADING,
W_FIRING_NOAMMO,
W_SELECT,
W_DESELECT,
W_AUTO_SWITCH,
W_BLOCKING,
W_CHECKING_AMMO,
};
enum AmmoType
{
// NOTE: These values are important. The Weapons database
// refers to these numbers, DO NOT change them!
VECTOR=0,
PROJECTILE=1,
TRIGGER=2,
UNKNOWN_AMMO_TYPE=3
};
enum ModType
{
SILENCER=0,
SCOPE,
UNKNOWN_MOD_TYPE
};
typedef HRECORD HWEAPON;
typedef HRECORD HWEAPONDATA;
typedef HRECORD HAMMO;
typedef HRECORD HAMMODATA;
typedef HRECORD HGEAR;
typedef HRECORD HMOD;
typedef HRECORD HWEAPONANI;
typedef HRECORD HTURRET;
class CWeaponDB : public CGameDatabaseMgr
{
DECLARE_SINGLETON( CWeaponDB );
public : // Methods...
bool Init( const char *szDatabaseFile = DB_Default_File );
void Term() {};
void ReadWeapon( const char* szWeaponString, HWEAPON &hWeapon, HAMMO &hAmmo, bool bUseAIData );
HWEAPON GetWeaponRecord( const char *pszWeapon ) const;
HWEAPON GetWeaponRecord( uint8 nIndex ) const;
HWEAPONDATA GetWeaponData( HWEAPON hWeapon, bool bUseAIStats);
HAMMO GetAmmoRecord( const char *pszAmmo ) const;
HAMMO GetAmmoRecord( uint8 nIndex ) const;
HAMMODATA GetAmmoData( HAMMO hAmmo, bool bUseAIStats = false);
HGEAR GetGearRecord( const char *pszGear ) const;
HGEAR GetGearRecord( uint8 nIndex ) const;
// Preprocessed damagetype protection for gear.
struct GearDamageTypeProtection
{
GearDamageTypeProtection( )
{
m_hGear = NULL;
m_eDamageType = DT_INVALID;
}
HRECORD m_hGear;
DamageType m_eDamageType;
};
typedef std::vector<GearDamageTypeProtection> GearDamageTypeProtectionList;
GearDamageTypeProtectionList const& GetGearDamageTypeProtectionList( ) const { return m_vecGearDamageTypeProtection; }
HMOD GetModRecord( const char *pszMod ) const;
HMOD GetModRecord( uint8 nIndex ) const;
HTURRET GetTurretRecord( const char *pszTurret ) const;
HTURRET GetTurretRecord( uint8 nIndex ) const;
HRECORD GetMeleeColliderRecord( const char *pszMeleeCollider ) const;
HRECORD GetMeleeDamageRecord( const char *pszMeleeDamage ) const;
const char* GetActionIcon( HRECORD hWeapon, int nIndex=0 );
uint8 GetNumLoadouts( ) const;
HRECORD GetLoadout( uint8 nIndex ) const;
HRECORD GetFallbackLoadout( ) const;
uint8 GetNumWeapons( ) const { return m_nNumWeapons; }
uint8 GetNumAmmo( ) const { return m_nNumAmmo; }
uint8 GetNumGear( ) const { return m_nNumGear; }
uint8 GetNumMods( ) const { return m_nNumMods; }
uint8 GetNumTurrets( ) const { return m_nNumTurrets; }
uint8 GetNumPlayerWeapons() const;
bool IsPlayerWeapon( HWEAPON hWeapon );
uint8 GetPlayerWeaponIndex( HWEAPON hWeapon );
HWEAPON GetPlayerWeapon( uint8 nIndex ) const;
uint8 GetNumPlayerGrenades() const;
bool IsPlayerGrenade( HWEAPON hWeapon );
uint8 GetPlayerGrenadeIndex( HWEAPON hWeapon );
HWEAPON GetPlayerGrenade( uint8 nIndex ) const;
uint8 GetNumDefaultWeaponPriorities() const;
uint8 GetDefaultWeaponPriority( HWEAPON hWeapon );
HWEAPON GetWeaponFromDefaultPriority(uint8 nIndex) const;
bool IsBetterWeapon( HWEAPON hWeaponA, HWEAPON hWeaponB );
uint32 GetConditionalPriority( HRECORD hGroup );
bool IsBetterConditionalGroup( HRECORD hGroupA, HRECORD hGroupB );
uint8 GetNumDisplayGear() const;
HGEAR GetDisplayGear( uint8 nIndex ) const;
uint8 GetWeaponCapacity() const;
float GetSemiAutoBufferTime() const;
HCATEGORY GetWeaponsCategory( ) const { return m_hCatWeapons; }
HCATEGORY GetAmmoCategory( ) const { return m_hCatAmmo; }
HCATEGORY GetGearCategory( ) const { return m_hCatGear; }
HCATEGORY GetModsCategory( ) const { return m_hCatMods; }
HCATEGORY GetTurretsCategory( ) const { return m_hCatTurrets; }
HRECORD GetGlobalRecord( ) const { return m_hRecGlobal; }
//Find the first weapon that uses this type of ammo...
HWEAPON GetWeaponFromAmmo( HAMMO hAmmo, bool bUseAIData );
//Can the specified weapon use the specified ammo
bool CanWeaponUseAmmo( HWEAPON hWeapon, HAMMO hAmmo, bool bUseAIData);
HWEAPON GetWeaponFromMod( HMOD hMod, bool bUseAIData );
void Restrict( HRECORD hRecord );
bool IsRestricted( HRECORD hRecord );
uint8 GetAmmoSurfaceFXTypes( const char **pszSurfaceFXTypesArray, uint8 nArrayLen ) const;
HWEAPON GetUnarmedRecord( ) const { return m_hUnarmedRecord; }
HWEAPON GetDetonatorRecord( ) const { return m_hDetonatorRecord; }
inline HRECORD GetAmmoInstDamageTypeRecord(HAMMO hAmmo, bool bUseAIStats = false) const;
inline HRECORD GetAmmoAreaDamageTypeRecord(HAMMO hAmmo, bool bUseAIStats = false) const;
inline HRECORD GetAmmoProgDamageTypeRecord(HAMMO hAmmo, bool bUseAIStats = false) const;
inline DamageType GetAmmoInstDamageType(HAMMO hAmmo, bool bUseAIStats = false) const;
inline DamageType GetAmmoAreaDamageType(HAMMO hAmmo, bool bUseAIStats = false) const;
inline DamageType GetAmmoProgDamageType(HAMMO hAmmo, bool bUseAIStats = false) const;
uint32 GetModelFilesCRC( );
// Calculate the damage factor for the specified weapon based on vector distance
float GetEffectiveVectorRangeDamageFactor(HWEAPON hWeapon, float fDist, bool bUseAIData);
// Gets the type of mod.
ModType GetModType( HMOD hMod ) const;
private : // Members...
HCATEGORY m_hCatWeapons;
HCATEGORY m_hCatAmmo;
HCATEGORY m_hCatMeleeCollider;
HCATEGORY m_hCatMeleeDamage;
HCATEGORY m_hCatGear;
HCATEGORY m_hCatMods;
HCATEGORY m_hCatLoadouts;
HCATEGORY m_hCatGlobal;
HCATEGORY m_hCatTurrets;
HRECORD m_hRecGlobal;
uint8 m_nNumWeapons;
uint8 m_nNumAmmo;
uint8 m_nNumGear;
uint8 m_nNumMods;
uint8 m_nNumTurrets;
HWEAPON m_hUnarmedRecord;
HWEAPON m_hDetonatorRecord;
typedef std::vector<HRECORD, LTAllocator<HRECORD, LT_MEM_TYPE_GAMECODE> > HRecordArray;
HRecordArray m_vecRestricted;
GearDamageTypeProtectionList m_vecGearDamageTypeProtection;
};
inline bool FiredWeapon(WeaponState eState)
{
return (eState == W_FIRED);
}
inline HRECORD CWeaponDB::GetAmmoInstDamageTypeRecord(HAMMO hAmmo, bool bUseAIStats) const
{
return GetRecordLink(g_pWeaponDB->GetAmmoData(hAmmo,bUseAIStats),WDB_AMMO_rInstDamageType);
}
inline HRECORD CWeaponDB::GetAmmoAreaDamageTypeRecord(HAMMO hAmmo, bool bUseAIStats) const
{
return GetRecordLink(g_pWeaponDB->GetAmmoData(hAmmo,bUseAIStats),WDB_AMMO_rAreaDamageType);
}
inline HRECORD CWeaponDB::GetAmmoProgDamageTypeRecord(HAMMO hAmmo, bool bUseAIStats) const
{
return GetRecordLink(g_pWeaponDB->GetAmmoData(hAmmo,bUseAIStats),WDB_AMMO_rProgDamageType);
}
inline DamageType CWeaponDB::GetAmmoInstDamageType(HAMMO hAmmo, bool bUseAIStats) const
{
return g_pDTDB->GetDamageType(GetAmmoInstDamageTypeRecord(hAmmo,bUseAIStats));
}
inline DamageType CWeaponDB::GetAmmoAreaDamageType(HAMMO hAmmo, bool bUseAIStats) const
{
return g_pDTDB->GetDamageType(GetAmmoAreaDamageTypeRecord(hAmmo,bUseAIStats));
}
inline DamageType CWeaponDB::GetAmmoProgDamageType(HAMMO hAmmo, bool bUseAIStats) const
{
return g_pDTDB->GetDamageType(GetAmmoProgDamageTypeRecord(hAmmo,bUseAIStats));
}
////////////////////////////////////////////////////////////////////////////
//
// CWeaponDBPlugin is used to help facilitate populating the WorldEdit object
// properties that use WeaponDB
//
////////////////////////////////////////////////////////////////////////////
#ifdef _SERVERBUILD
#include "iobjectplugin.h"
class CWeaponDBPlugin;
extern CWeaponDBPlugin *g_pWeaponDBPlugin;
class CWeaponDBPlugin : public IObjectPlugin
{
private:
CWeaponDBPlugin();
CWeaponDBPlugin( const CWeaponDBPlugin &other );
CWeaponDBPlugin& operator=( const CWeaponDBPlugin &other );
~CWeaponDBPlugin();
public:
static CWeaponDBPlugin& Instance() { static CWeaponDBPlugin sPlugin; return sPlugin; }
bool Init( );
// This will be removed once the FXMgr and it's plugin are converted
// to a database.
LTRESULT PreHook_EditStringList(
const char* szRezPath,
const char* szPropName,
char** aszStrings,
uint32* pcStrings,
const uint32 cMaxStrings,
const uint32 cMaxStringLength);
static void PopulateStringList(char** aszStrings, uint32* pcStrings,
const uint32 cMaxStrings, const uint32 cMaxStringLength, bool bPickupList);
protected :
};
#endif // _SERVERBUILD
#endif // __WEAPON_DATABASE_H__
HELP
can anyone please tell me how to get the chams for combat arms please and thank you i will gift you
if that helps
if that helps
what happens when i try to code with absolutely no help and try to make teleport


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