XPlor/definitions/cod/weapon.xscript
njohnson 7b1f5d34a1 Consolidate XScript definitions with byte order inheritance
- Volition VPP: Unified BE/LE types using inheritance pattern
- THQA PAK: Child types now inherit byte order from parent
- Various XScript definition updates and fixes

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 16:08:46 -05:00

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type weapon ui("Weapon")
{
// WeaponDef - simplified version focusing on key fields
const PTR_INLINE = -1;
i32 name_ptr ui("Name Ptr");
i32 display_name_ptr ui("Display Name Ptr");
i32 ai_overlay_description_ptr ui("AI Overlay Desc Ptr");
i32 gun_model_ptr ui("Gun Model Ptr");
i32 hand_model_ptr ui("Hand Model Ptr");
i32 mode_name_ptr ui("Mode Name Ptr");
i32 player_anim_type ui("Player Anim Type");
i32 weapon_type ui("Weapon Type");
i32 weapon_class ui("Weapon Class");
i32 penetrate_type ui("Penetrate Type");
i32 impact_type ui("Impact Type");
i32 inventory_type ui("Inventory Type");
i32 fire_type ui("Fire Type");
i32 offhand_class ui("Offhand Class");
i32 stance ui("Stance");
i32 view_flash_effect_ptr ui("View Flash Effect Ptr");
i32 world_flash_effect_ptr ui("World Flash Effect Ptr");
// Sound pointers
i32 pickup_sound_ptr ui("Pickup Sound Ptr");
i32 pickup_sound_player_ptr ui("Pickup Sound Player Ptr");
i32 ammo_pickup_sound_ptr ui("Ammo Pickup Sound Ptr");
i32 ammo_pickup_sound_player_ptr ui("Ammo Pickup Sound Player Ptr");
i32 projectile_sound_ptr ui("Projectile Sound Ptr");
i32 pullback_sound_ptr ui("Pullback Sound Ptr");
i32 pullback_sound_player_ptr ui("Pullback Sound Player Ptr");
i32 fire_sound_ptr ui("Fire Sound Ptr");
i32 fire_sound_player_ptr ui("Fire Sound Player Ptr");
i32 fire_loop_sound_ptr ui("Fire Loop Sound Ptr");
i32 fire_loop_sound_player_ptr ui("Fire Loop Sound Player Ptr");
i32 fire_stop_sound_ptr ui("Fire Stop Sound Ptr");
i32 fire_stop_sound_player_ptr ui("Fire Stop Sound Player Ptr");
i32 fire_last_sound_ptr ui("Fire Last Sound Ptr");
i32 fire_last_sound_player_ptr ui("Fire Last Sound Player Ptr");
i32 empty_fire_sound_ptr ui("Empty Fire Sound Ptr");
i32 empty_fire_sound_player_ptr ui("Empty Fire Sound Player Ptr");
i32 melee_swipe_sound_ptr ui("Melee Swipe Sound Ptr");
i32 melee_swipe_sound_player_ptr ui("Melee Swipe Sound Player Ptr");
i32 melee_hit_sound_ptr ui("Melee Hit Sound Ptr");
i32 melee_miss_sound_ptr ui("Melee Miss Sound Ptr");
i32 rechamber_sound_ptr ui("Rechamber Sound Ptr");
i32 rechamber_sound_player_ptr ui("Rechamber Sound Player Ptr");
i32 reload_sound_ptr ui("Reload Sound Ptr");
i32 reload_sound_player_ptr ui("Reload Sound Player Ptr");
i32 reload_empty_sound_ptr ui("Reload Empty Sound Ptr");
i32 reload_empty_sound_player_ptr ui("Reload Empty Sound Player Ptr");
i32 reload_start_sound_ptr ui("Reload Start Sound Ptr");
i32 reload_start_sound_player_ptr ui("Reload Start Sound Player Ptr");
i32 reload_end_sound_ptr ui("Reload End Sound Ptr");
i32 reload_end_sound_player_ptr ui("Reload End Sound Player Ptr");
i32 deploy_sound_ptr ui("Deploy Sound Ptr");
i32 deploy_sound_player_ptr ui("Deploy Sound Player Ptr");
i32 finish_deploy_sound_ptr ui("Finish Deploy Sound Ptr");
i32 finish_deploy_sound_player_ptr ui("Finish Deploy Sound Player Ptr");
i32 breakdown_sound_ptr ui("Breakdown Sound Ptr");
i32 breakdown_sound_player_ptr ui("Breakdown Sound Player Ptr");
i32 finish_breakdown_sound_ptr ui("Finish Breakdown Sound Ptr");
i32 finish_breakdown_sound_player_ptr ui("Finish Breakdown Sound Player Ptr");
i32 detonate_sound_ptr ui("Detonate Sound Ptr");
i32 detonate_sound_player_ptr ui("Detonate Sound Player Ptr");
i32 night_vision_wear_sound_ptr ui("Night Vision Wear Sound Ptr");
i32 night_vision_wear_sound_player_ptr ui("Night Vision Wear Sound Player Ptr");
i32 night_vision_remove_sound_ptr ui("Night Vision Remove Sound Ptr");
i32 night_vision_remove_sound_player_ptr ui("Night Vision Remove Sound Player Ptr");
i32 alt_switch_sound_ptr ui("Alt Switch Sound Ptr");
i32 alt_switch_sound_player_ptr ui("Alt Switch Sound Player Ptr");
i32 raise_sound_ptr ui("Raise Sound Ptr");
i32 raise_sound_player_ptr ui("Raise Sound Player Ptr");
i32 first_raise_sound_ptr ui("First Raise Sound Ptr");
i32 first_raise_sound_player_ptr ui("First Raise Sound Player Ptr");
i32 put_away_sound_ptr ui("Put Away Sound Ptr");
i32 put_away_sound_player_ptr ui("Put Away Sound Player Ptr");
// Remaining weapon data
weapon_data = read(800) ui("Weapon Data");
// Inline data
if (name_ptr == PTR_INLINE) {
name = cstring() ui("Name");
set_name(name);
}
if (display_name_ptr == PTR_INLINE) {
display_name = cstring() ui("Display Name");
}
if (ai_overlay_description_ptr == PTR_INLINE) {
ai_overlay_description = cstring() ui("AI Overlay Description");
}
if (mode_name_ptr == PTR_INLINE) {
mode_name = cstring() ui("Mode Name");
}
}