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weapon.h
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weapon.h
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#ifndef WEAPON_H
#define WEAPON_H
using namespace std;
#include "PCH.h"
#include "dirent.h"
#include <fstream>
#include <iostream>
#include <regex>
#include <string>
#include <vector>
namespace WEAPON
{
struct patch_instruction
{
std::vector<std::string> object;
std::vector<std::string> objectExcluded;
std::vector<std::string> filterAmmos;
std::vector<std::string> keywords;
std::vector<std::string> keywordsOr;
std::vector<std::string> keywordsExcluded;
std::vector<std::string> damageTypes;
std::vector<float> values1;
std::vector<float> values2;
std::string attackDamage;
std::string critDamage;
std::string critPercentMult;
std::string weight;
std::string capsvalue;
std::string actionpointcost;
std::string hittype;
std::string soundlevel;
std::string bashDamage;
std::string outOfRangeDamageMult;
std::vector<std::string> keywordsToAdd;
std::vector<std::string> keywordsToRemove;
std::vector<std::string> attachParentSlotKeywordsToAdd;
std::vector<std::string> attachParentSlotKeywordsToRemove;
std::vector<std::string> ammo;
std::vector<std::string> ammoList;
std::vector<std::string> aimModel;
std::string overrideProjectile;
std::string weaponList;
std::string fullName;
std::string springBackMult;
std::string accuracyMult;
std::vector<std::string> damageTypesToRemove;
std::string recoilPerShotMin;
std::string recoilPerShotMax;
std::vector<std::string> filterByFlagsExclude;
};
struct patch_instruction create_patch_instructions(const std::string& line);
void process_patch_instructions(const std::list<patch_instruction>& tokens);
void* readConfig(const std::string& folder);
void* patch(WEAPON::patch_instruction line, RE::TESObjectWEAP* curobj);
}
#endif