373 lines
23 KiB
Text
373 lines
23 KiB
Text
// ------------- stat assignment ------------------
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// stat allocation 0 -> 149 // most spaces are open for new weapons
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// --------- weapons ---------
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// pistol // function( return the matching stat number from stat column, fetch using reference string in reference column, match this string )
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#define REF_M9BERETTA "beretta"
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#define REF_COLT45 "colt45"
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#define REF_USP "usp"
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#define REF_DESERTEAGLE "deserteagle"
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#define REF_DESERTEAGLEGOLD "deserteaglegold"
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#define STAT_PISTOL_M9BERETTA tablelookup( "mp/statstable.csv", 4, REF_M9BERETTA, 0 )
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#define STAT_PISTOL_COLT45 tablelookup( "mp/statstable.csv", 4, REF_COLT45, 0 )
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#define STAT_PISTOL_USP tablelookup( "mp/statstable.csv", 4, REF_USP, 0 )
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#define STAT_PISTOL_DESERTEAGLE tablelookup( "mp/statstable.csv", 4, REF_DESERTEAGLE, 0 )
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#define STAT_PISTOL_DESERTEAGLEGOLD tablelookup( "mp/statstable.csv", 4, REF_DESERTEAGLEGOLD, 0 )
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// smg
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#define REF_MP5 "mp5"
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#define REF_SKORPION "skorpion"
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#define REF_UZI "uzi"
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#define REF_AK74U "ak74u"
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#define REF_P90 "p90"
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#define STAT_SMG_MP5 tablelookup( "mp/statstable.csv", 4, REF_MP5, 0 )
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#define STAT_SMG_SKORPION tablelookup( "mp/statstable.csv", 4, REF_SKORPION, 0 )
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#define STAT_SMG_UZI tablelookup( "mp/statstable.csv", 4, REF_UZI, 0 )
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#define STAT_SMG_AK74U tablelookup( "mp/statstable.csv", 4, REF_AK74U, 0 )
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#define STAT_SMG_P90 tablelookup( "mp/statstable.csv", 4, REF_P90, 0 )
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// assault rifle
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#define REF_AK47 "ak47"
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#define REF_G3 "g3"
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#define REF_G36C "g36c"
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#define REF_M16 "m16"
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#define REF_M4 "m4"
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#define REF_M14 "m14"
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#define REF_MP44 "mp44"
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#define STAT_ASSAULT_AK47 tablelookup( "mp/statstable.csv", 4, REF_AK47, 0 )
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#define STAT_ASSAULT_G3 tablelookup( "mp/statstable.csv", 4, REF_G3, 0 )
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#define STAT_ASSAULT_G36C tablelookup( "mp/statstable.csv", 4, REF_G36C, 0 )
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#define STAT_ASSAULT_M16 tablelookup( "mp/statstable.csv", 4, REF_M16, 0 )
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#define STAT_ASSAULT_M4 tablelookup( "mp/statstable.csv", 4, REF_M4, 0 )
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#define STAT_ASSAULT_M14 tablelookup( "mp/statstable.csv", 4, REF_M14, 0 )
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#define STAT_ASSAULT_MP44 tablelookup( "mp/statstable.csv", 4, REF_MP44, 0 )
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// sniper rifle
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#define REF_DRAGUNOVSVD "dragunov"
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#define REF_M40A3 "m40a3"
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#define REF_BARRETT "barrett"
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#define REF_REMINGTON700 "remington700"
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#define REF_M21 "m21"
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#define STAT_SNIPER_DRAGUNOVSVD tablelookup( "mp/statstable.csv", 4, REF_DRAGUNOVSVD, 0 )
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#define STAT_SNIPER_M40A3 tablelookup( "mp/statstable.csv", 4, REF_M40A3, 0 )
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#define STAT_SNIPER_BARRETT tablelookup( "mp/statstable.csv", 4, REF_BARRETT, 0 )
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#define STAT_SNIPER_REMINGTON700 tablelookup( "mp/statstable.csv", 4, REF_REMINGTON700, 0 )
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#define STAT_SNIPER_M21 tablelookup( "mp/statstable.csv", 4, REF_M21, 0 )
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// shotguns
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#define REF_BENELLIM4 "m1014"
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#define REF_WINCHESTER1200 "winchester1200"
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#define STAT_SHOTGUN_BENELLIM4 tablelookup( "mp/statstable.csv", 4, REF_BENELLIM4, 0 )
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#define STAT_SHOTGUN_WINCHESTER1200 tablelookup( "mp/statstable.csv", 4, REF_WINCHESTER1200, 0 )
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// lmg
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#define REF_RPD "rpd"
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#define REF_M249SAW "saw"
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#define REF_M60E4 "m60e4"
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#define STAT_LMG_RPD tablelookup( "mp/statstable.csv", 4, REF_RPD, 0 )
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#define STAT_LMG_M249SAW tablelookup( "mp/statstable.csv", 4, REF_M249SAW, 0 )
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#define STAT_LMG_M60E4 tablelookup( "mp/statstable.csv", 4, REF_M60E4, 0 )
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// grenades
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#define REF_SMOKE_X1 "smoke_grenade"
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#define REF_FLASH_X1 "flash_grenade"
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#define REF_CONCUSSION_X1 "concussion_grenade"
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#define STAT_SMOKE_X1 tablelookup( "mp/statstable.csv", 4, REF_SMOKE_X1, 0 )
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#define STAT_FLASH_X1 tablelookup( "mp/statstable.csv", 4, REF_FLASH_X1, 0 )
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#define STAT_CONCUSSION_X1 tablelookup( "mp/statstable.csv", 4, REF_CONCUSSION_X1, 0 )
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// --------- specialty group 1 ----------
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// stat allocation 150 -> 199
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#define REF_PARABOLIC "specialty_parabolic"
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#define REF_GPSJAMMER "specialty_gpsjammer"
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#define REF_ARMORVEST "specialty_armorvest"
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#define REF_FRAG_X3 "specialty_fraggrenade"
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#define REF_SPECIALGRENADE_X3 "specialty_specialgrenade"
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#define REF_CLAYMORE_X2 "claymore_mp"
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#define REF_C4_X2 "c4_mp"
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#define STAT_PARABOLIC tablelookup( "mp/statstable.csv", 4, REF_PARABOLIC, 1 )
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#define STAT_GPSJAMMER tablelookup( "mp/statstable.csv", 4, REF_GPSJAMMER, 1 )
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#define STAT_ARMORVEST tablelookup( "mp/statstable.csv", 4, REF_ARMORVEST, 1 )
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#define STAT_FRAG_X3 tablelookup( "mp/statstable.csv", 4, REF_FRAG_X3, 1 )
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#define STAT_SPECIALGRENADE_X3 tablelookup( "mp/statstable.csv", 4, REF_SPECIALGRENADE_X3, 1 )
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#define STAT_CLAYMORE_X2 tablelookup( "mp/statstable.csv", 4, REF_CLAYMORE_X2, 1 )
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#define STAT_C4_X2 tablelookup( "mp/statstable.csv", 4, REF_C4_X2, 1 )
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// --------- specialty group 2 ---------
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#define REF_BULLETDAMAGE "specialty_bulletdamage"
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#define REF_BULLETPENETRATION "specialty_bulletpenetration"
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#define REF_BULLETACCURACY "specialty_bulletaccuracy"
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#define REF_ROF "specialty_rof"
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#define REF_FASTRELOAD "specialty_fastreload"
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#define REF_EXTRAAMMO "specialty_extraammo"
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#define REF_TWOPRIMARIES "specialty_twoprimaries"
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#define REF_RPG_X2 "rpg_mp"
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#define STAT_BULLETDAMAGE tablelookup( "mp/statstable.csv", 4, REF_BULLETDAMAGE, 1 )
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#define STAT_BULLETPENETRATION tablelookup( "mp/statstable.csv", 4, REF_BULLETPENETRATION, 1 )
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#define STAT_BULLETACCURACY tablelookup( "mp/statstable.csv", 4, REF_BULLETACCURACY, 1 )
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#define STAT_ROF tablelookup( "mp/statstable.csv", 4, REF_ROF, 1 )
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#define STAT_FASTRELOAD tablelookup( "mp/statstable.csv", 4, REF_FASTRELOAD, 1 )
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#define STAT_EXTRAAMMO tablelookup( "mp/statstable.csv", 4, REF_EXTRAAMMO, 1 )
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#define STAT_TWOPRIMARIES tablelookup( "mp/statstable.csv", 4, REF_TWOPRIMARIES, 1 )
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#define STAT_RPG_X2 tablelookup( "mp/statstable.csv", 4, REF_RPG_X2, 1 )
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// --------- specialty group 3 ---------
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#define REF_HOLDBREATH "specialty_holdbreath"
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#define REF_QUIETER "specialty_quieter"
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#define REF_LONGERSPRINT "specialty_longersprint"
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#define REF_DETECTEXPLOSIVE "specialty_detectexplosive"
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#define REF_EXPLOSIVEDAMAGE "specialty_explosivedamage"
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#define REF_PISTOLDEATH "specialty_pistoldeath"
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#define REF_GRENADEPULLDEATH "specialty_grenadepulldeath"
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#define REF_EXPOSEENEMY "specialty_exposeenemy"
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#define REF_NULL "specialty_null"
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#define STAT_HOLDBREATH tablelookup( "mp/statstable.csv", 4, REF_HOLDBREATH, 1 )
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#define STAT_QUIETER tablelookup( "mp/statstable.csv", 4, REF_QUIETER, 1 )
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#define STAT_LONGERSPRINT tablelookup( "mp/statstable.csv", 4, REF_LONGERSPRINT, 1 )
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#define STAT_DETECTEXPLOSIVE tablelookup( "mp/statstable.csv", 4, REF_DETECTEXPLOSIVE, 1 )
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#define STAT_EXPLOSIVEDAMAGE tablelookup( "mp/statstable.csv", 4, REF_EXPLOSIVEDAMAGE, 1 )
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#define STAT_PISTOLDEATH tablelookup( "mp/statstable.csv", 4, REF_PISTOLDEATH, 1 )
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#define STAT_GRENADEPULLDEATH tablelookup( "mp/statstable.csv", 4, REF_GRENADEPULLDEATH, 1 )
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#define STAT_EXPOSEENEMY tablelookup( "mp/statstable.csv", 4, REF_EXPOSEENEMY, 1 )
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#define STAT_NULL tablelookup( "mp/statstable.csv", 4, REF_NULL, 1 )
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// ---------- CAMO ------------
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#define REF_BLACKWHITEMARPAT "camo_blackwhitemarpat"
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#define REF_BROCKHUARD "camo_brockhaurd"
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#define REF_BUSHDWELLER "camo_bushdweller"
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#define REF_STAGGER "camo_stagger"
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#define REF_TIGERRED "camo_tigerred"
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#define REF_CAMO_NONE "camo_none"
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#define REF_GOLDEN "camo_gold"
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#define REF_PRESTIGE "camo_prestige"
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#define CAMO_BLACKWHITEMARPAT tablelookup( "mp/attachmenttable.csv", 4, REF_BLACKWHITEMARPAT, 11 )
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#define CAMO_BROCKHUARD tablelookup( "mp/attachmenttable.csv", 4, REF_BROCKHUARD, 11 )
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#define CAMO_BUSHDWELLER tablelookup( "mp/attachmenttable.csv", 4, REF_BUSHDWELLER, 11 )
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#define CAMO_STAGGER tablelookup( "mp/attachmenttable.csv", 4, REF_STAGGER, 11 )
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#define CAMO_TIGERRED tablelookup( "mp/attachmenttable.csv", 4, REF_TIGERRED, 11 )
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#define CAMO_NONE tablelookup( "mp/attachmenttable.csv", 4, REF_CAMO_NONE, 11 )
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#define CAMO_GOLDEN tablelookup( "mp/attachmenttable.csv", 4, REF_GOLDEN, 11 )
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#define CAMO_PRESTIGE tablelookup( "mp/attachmenttable.csv", 4, REF_PRESTIGE, 11 )
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// --------- weapon attachments ----------
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#define REF_GL "gl"
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#define NUM_GL tablelookup( "mp/attachmenttable.csv", 4, REF_GL, 9 )
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#define NAME_GL "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_GL, 3 )
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#define REF_GRIP "grip"
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#define NUM_GRIP tablelookup( "mp/attachmenttable.csv", 4, REF_GRIP, 9 )
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#define NAME_GRIP "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_GRIP, 3 )
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#define REF_SCOPE "scoped"
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#define NUM_SCOPE tablelookup( "mp/attachmenttable.csv", 4, REF_SCOPE, 9 )
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#define NAME_SCOPE "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_SCOPE, 3 )
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#define REF_ACOG "acog"
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#define NUM_ACOG tablelookup( "mp/attachmenttable.csv", 4, REF_ACOG, 9 )
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#define NAME_ACOG "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_ACOG, 3 )
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#define REF_SUPPRESSOR "silencer"
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#define NUM_SUPPRESSOR tablelookup( "mp/attachmenttable.csv", 4, REF_SUPPRESSOR, 9 )
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#define NAME_SUPPRESSOR "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_SUPPRESSOR, 3 )
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#define REF_REFLEX "reflex"
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#define NUM_REFLEX tablelookup( "mp/attachmenttable.csv", 4, REF_REFLEX, 9 )
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#define NAME_REFLEX "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_REFLEX, 3 )
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#define REF_ATTACHMENT_NONE "none"
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#define NUM_NONE tablelookup( "mp/attachmenttable.csv", 4, REF_ATTACHMENT_NONE, 9 )
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#define NAME_NONE "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_ATTACHMENT_NONE, 3 )
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// ============================================================================================
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// ============================ defines all primary weapons ===================================
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// ============================================================================================
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//ASSAULT
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#define ASSAULT1 PREPROC_PRIMARY( STAT_ASSAULT_M16, \
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"M16A4", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_M16 )
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#define ASSAULT2 PREPROC_PRIMARY( STAT_ASSAULT_AK47, \
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"AK-47", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_AK47 )
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#define ASSAULT3 PREPROC_PRIMARY( STAT_ASSAULT_M4, \
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"M4 Carbine", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_M4 )
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#define ASSAULT4 PREPROC_PRIMARY( STAT_ASSAULT_G36C, \
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"G36c", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_G36C )
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#define ASSAULT5 PREPROC_PRIMARY( STAT_ASSAULT_G3, \
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"G3", ORIGIN_POPUP1, WEAPON_SLOT5, WEAPON_SLOT4, REF_G3 )
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#define ASSAULT6 PREPROC_PRIMARY( STAT_ASSAULT_M14, \
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"M14", ORIGIN_POPUP1, WEAPON_SLOT6, WEAPON_SLOT5, REF_M14 )
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//LMG
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#define LMG1 PREPROC_PRIMARY( STAT_LMG_M249SAW, \
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"M249 SAW", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_M249SAW )
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#define LMG2 PREPROC_PRIMARY( STAT_LMG_RPD, \
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"RPD", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_RPD )
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#define LMG3 PREPROC_PRIMARY( STAT_LMG_M60E4, \
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"M60E4", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_M60E4 )
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//SMG
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#define SMG1 PREPROC_PRIMARY( STAT_SMG_MP5, \
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"MP5", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_MP5 )
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#define SMG2 PREPROC_PRIMARY( STAT_SMG_SKORPION, \
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"Skorpion", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_SKORPION )
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#define SMG3 PREPROC_PRIMARY( STAT_SMG_UZI, \
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"Mini-Uzi", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_UZI )
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#define SMG4 PREPROC_PRIMARY( STAT_SMG_AK74U, \
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"AK-74u", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_AK74U )
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#define SMG5 PREPROC_PRIMARY( STAT_SMG_P90, \
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"P90", ORIGIN_POPUP1, WEAPON_SLOT5, WEAPON_SLOT4, REF_P90 )
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//SHOTGUN
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#define SHOTGUN1 PREPROC_PRIMARY( STAT_SHOTGUN_WINCHESTER1200, \
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"W1200", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_WINCHESTER1200 )
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#define SHOTGUN2 PREPROC_PRIMARY( STAT_SHOTGUN_BENELLIM4, \
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"Benelli M4", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_BENELLIM4 )
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//SNIPER
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#define SNIPER1 PREPROC_PRIMARY( STAT_SNIPER_M21, \
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"M21", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_M21 )
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#define SNIPER2 PREPROC_PRIMARY( STAT_SNIPER_DRAGUNOVSVD, \
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"Dragunov", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_DRAGUNOVSVD )
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#define SNIPER3 PREPROC_PRIMARY( STAT_SNIPER_M40A3, \
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"M40A3", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_M40A3 )
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#define SNIPER4 PREPROC_PRIMARY( STAT_SNIPER_REMINGTON700, \
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"R700", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_REMINGTON700 )
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#define SNIPER5 PREPROC_PRIMARY( STAT_SNIPER_BARRETT, \
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"Barrett .50 Cal", ORIGIN_POPUP1, WEAPON_SLOT5, WEAPON_SLOT4, REF_BARRETT )
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// ============================================================================================
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// ===================================== Secondary Weapons ====================================
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// ============================================================================================
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#define PISTOL1 PREPROC_SECONDARY( STAT_PISTOL_M9BERETTA, \
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"M9", ORIGIN_POPUP2, WEAPON_SLOT1, WEAPON_SLOT0, REF_M9BERETTA )
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#define PISTOL2 PREPROC_SECONDARY( STAT_PISTOL_USP, \
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"USP .45", ORIGIN_POPUP2, WEAPON_SLOT2, WEAPON_SLOT1, REF_USP )
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#define PISTOL3 PREPROC_SECONDARY( STAT_PISTOL_COLT45, \
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"M1911 Colt .45", ORIGIN_POPUP2, WEAPON_SLOT3, WEAPON_SLOT2, REF_COLT45 )
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#define PISTOL4 PREPROC_SECONDARY( STAT_PISTOL_DESERTEAGLE, \
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"Desert Eagle", ORIGIN_POPUP2, WEAPON_SLOT4, WEAPON_SLOT3, REF_DESERTEAGLE )
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#define PISTOL5 PREPROC_SECONDARY( STAT_PISTOL_DESERTEAGLEGOLD, \
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"Desert Eagle Gold", ORIGIN_POPUP2, WEAPON_SLOT5, WEAPON_SLOT4, REF_DESERTEAGLEGOLD )
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// ============================================================================================
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// ===================================== Primary Camo =========================================
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#define CAMO0 PREPROC_CAMO( CAMO_NONE, \
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"None", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_CAMO_NONE )
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#define CAMO1 PREPROC_CAMO( CAMO_BROCKHUARD, \
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"Desert", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_BROCKHUARD )
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#define CAMO2 PREPROC_CAMO( CAMO_BUSHDWELLER, \
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"Woodland", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_BUSHDWELLER )
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#define CAMO3 PREPROC_CAMO( CAMO_BLACKWHITEMARPAT, \
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"Digital", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_BLACKWHITEMARPAT )
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#define CAMO4 PREPROC_CAMO( CAMO_TIGERRED, \
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"Red Tiger", ORIGIN_POPUP1, WEAPON_SLOT5, WEAPON_SLOT4, REF_TIGERRED )
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#define CAMO5 PREPROC_CAMO( CAMO_STAGGER, \
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"Blue Tiger", ORIGIN_POPUP1, WEAPON_SLOT6, WEAPON_SLOT5, REF_STAGGER )
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// ============================================================================================
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// ===================================== Weapon attachments ===================================
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// ============================================================================================
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//PRIMARY ATTACHMENTS
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#define REFLEX( pslot, porigin, paligny, paligny2, ptype ) PREPROC_ATTACHMENT( pslot, "@WEAPON_REDDOT", NUM_REFLEX, NAME_REFLEX, porigin, paligny, paligny2, execNowOnDvarStringValue ui_perk1_slot 191 "statset "CAC_S_SPECIALTY_EQUIPMENT" 190"; play "mouse_click", ptype )
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#define SUPPRESSOR( pslot, porigin, paligny, paligny2, ptype ) PREPROC_ATTACHMENT( pslot, "@WEAPON_SILENCER", NUM_SUPPRESSOR, NAME_SUPPRESSOR, porigin, paligny, paligny2, execNowOnDvarStringValue ui_perk1_slot 191 "statset "CAC_S_SPECIALTY_EQUIPMENT" 190"; play "mouse_click", ptype )
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#define GRIP( pslot, porigin, paligny, paligny2, ptype ) PREPROC_ATTACHMENT( pslot, "@WEAPON_GRIP", NUM_GRIP, NAME_GRIP, porigin, paligny, paligny2, execNowOnDvarStringValue ui_perk1_slot 191 "statset "CAC_S_SPECIALTY_EQUIPMENT" 190"; play "mouse_click", ptype )
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#define GL( pslot, porigin, paligny, paligny2, ptype ) PREPROC_ATTACHMENT( pslot, "@WEAPON_GRENADE_LAUNCHER", NUM_GL, NAME_GL, porigin, paligny, paligny2, play "mouse_click"; execnow "statset "CAC_S_SPECIALTY_EQUIPMENT" 191", ptype )
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#define ATTACH_NONE( pslot, porigin, paligny, paligny2, ptype ) PREPROC_ATTACHMENT( pslot, "@WEAPON_NO_ATTACHMENT", NUM_NONE, NAME_NONE, porigin, paligny, paligny2, execNowOnDvarStringValue ui_perk1_slot 191 "statset "CAC_S_SPECIALTY_EQUIPMENT" 190"; play "mouse_click", ptype )
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#define ACOG( pslot, porigin, paligny, paligny2, ptype ) PREPROC_ATTACHMENT( pslot, "@WEAPON_ACOG", NUM_ACOG, NAME_ACOG, porigin, paligny, paligny2, execNowOnDvarStringValue ui_perk1_slot 191 "statset "CAC_S_SPECIALTY_EQUIPMENT" 190"; play "mouse_click", ptype )
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// ============================================================================================
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// ===================================== Specialty: Equipment =================================
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// ============================================================================================
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#define CLOSE_POPUP_PERK1 close CAC_PREFIX"popup_cac_perk1" close CAC_PREFIX"popup_cac_perk1"
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#define C42 PREPROC_PERK( STAT_C4_X2, CLOSE_POPUP_PERK1, \
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"@PERKS_C4_X_2", ORIGIN_POPUP5, PERK_SLOT1, PERK_SLOT0, PERK_HL1, CAC_SPECIALTY_EQUIPMENT, REF_C4_X2, "5" )
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#define CLAYMORE2 PREPROC_PERK( STAT_CLAYMORE_X2, CLOSE_POPUP_PERK1, \
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"@PERKS_CLAYMORE_X_2", ORIGIN_POPUP5, PERK_SLOT2, PERK_SLOT1, PERK_HL2, CAC_SPECIALTY_EQUIPMENT, REF_CLAYMORE_X2, "5" )
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#define SPECIALGRENADE_X3 PREPROC_PERK( STAT_SPECIALGRENADE_X3, CLOSE_POPUP_PERK1, \
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"@PERKS_SPECIAL_GRENADES_X_3", ORIGIN_POPUP5, PERK_SLOT3, PERK_SLOT2, PERK_HL3, CAC_SPECIALTY_EQUIPMENT, REF_SPECIALGRENADE_X3, "5" )
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#define GPSJAMMER PREPROC_PERK( STAT_GPSJAMMER, CLOSE_POPUP_PERK1, \
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"@PERKS_UAV_JAMMER", ORIGIN_POPUP5, PERK_SLOT4, PERK_SLOT3, PERK_HL4, CAC_SPECIALTY_EQUIPMENT, REF_GPSJAMMER, "5" )
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#define RPG2 PREPROC_PERK( STAT_RPG_X2, CLOSE_POPUP_PERK1, \
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"@PERKS_RPG7_X_2", ORIGIN_POPUP5, PERK_SLOT5, PERK_SLOT4, PERK_HL5, CAC_SPECIALTY_EQUIPMENT, REF_RPG_X2, "5" )
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#define GRENADE4 PREPROC_PERK( STAT_FRAG_X3, CLOSE_POPUP_PERK1, \
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"@PERKS_FRAG_X_3", ORIGIN_POPUP5, PERK_SLOT6, PERK_SLOT5, PERK_HL6, CAC_SPECIALTY_EQUIPMENT, REF_FRAG_X3, "5" )
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#define PARABOLIC PREPROC_PERK( STAT_PARABOLIC, CLOSE_POPUP_PERK1, \
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"@PERKS_EAVESDROP", ORIGIN_POPUP5, PERK_SLOT7, PERK_SLOT6, PERK_HL7, CAC_SPECIALTY_EQUIPMENT, REF_PARABOLIC, "5" )
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// ============================================================================================
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// ===================================== Specialty: abilities =================================
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// ============================================================================================
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#define CLOSE_POPUP_PERK2 close CAC_PREFIX"popup_cac_perk2" close CAC_PREFIX"popup_cac_perk2"
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#define QUIETER PREPROC_PERK( STAT_QUIETER, CLOSE_POPUP_PERK2, \
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"@PERKS_DEAD_SILENCE", ORIGIN_POPUP7, PERK_SLOT1, PERK_SLOT0, PERK_HL1, CAC_SPECIALTY_ABILITY, REF_QUIETER, "7" )
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#define LONGERSPRINT PREPROC_PERK( STAT_LONGERSPRINT, CLOSE_POPUP_PERK2, \
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"@PERKS_EXTREME_CONDITIONING", ORIGIN_POPUP7, PERK_SLOT2, PERK_SLOT1, PERK_HL2, CAC_SPECIALTY_ABILITY, REF_LONGERSPRINT, "7" )
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#define EXPLOSIVEDAMAGE PREPROC_PERK( STAT_EXPLOSIVEDAMAGE, CLOSE_POPUP_PERK2, \
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"@PERKS_SONIC_BOOM", ORIGIN_POPUP7, PERK_SLOT3, PERK_SLOT2, PERK_HL3, CAC_SPECIALTY_ABILITY, REF_EXPLOSIVEDAMAGE, "7" )
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#define HOLDBREATH PREPROC_PERK( STAT_HOLDBREATH, CLOSE_POPUP_PERK2, \
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"@PERKS_IRON_LUNGS", ORIGIN_POPUP7, PERK_SLOT4, PERK_SLOT3, PERK_HL4, CAC_SPECIALTY_ABILITY, REF_HOLDBREATH, "7" )
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#define DETECTEXPLOSIVE PREPROC_PERK( STAT_DETECTEXPLOSIVE, CLOSE_POPUP_PERK2, \
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"@PERKS_BOMB_SQUAD", ORIGIN_POPUP7, PERK_SLOT5, PERK_SLOT4, PERK_HL5, CAC_SPECIALTY_ABILITY, REF_DETECTEXPLOSIVE, "7" )
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#define EXTRAAMMO PREPROC_PERK( STAT_EXTRAAMMO, CLOSE_POPUP_PERK2, \
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"@PERKS_BANDOLIER", ORIGIN_POPUP7, PERK_SLOT6, PERK_SLOT5, PERK_HL6, CAC_SPECIALTY_ABILITY, REF_EXTRAAMMO, "7" )
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#define BULLETACCURACY PREPROC_PERK( STAT_BULLETACCURACY, CLOSE_POPUP_PERK2, \
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"@PERKS_STEADY_AIM", ORIGIN_POPUP7, PERK_SLOT7, PERK_SLOT6, PERK_HL7, CAC_SPECIALTY_ABILITY, REF_BULLETACCURACY, "7" )
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// ============================================================================================
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// ===================================== Specialty: Weapons ===================================
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// ============================================================================================
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#define CLOSE_POPUP_PERK3 close CAC_PREFIX"popup_cac_perk3" close CAC_PREFIX"popup_cac_perk3" \
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execnowondvarstringvalue ui_dual_primaries true "statset "CAC_S_SECONDARY" 0; statset "CAC_S_SECONDARY_ATTACHMENT" 0; set ui_dual_primaries false"
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#define BULLETDAMAGE PREPROC_PERK( STAT_BULLETDAMAGE, CLOSE_POPUP_PERK3, \
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"@PERKS_STOPPING_POWER", ORIGIN_POPUP6, PERK_SLOT1, PERK_SLOT0, PERK_HL1, CAC_SPECIALTY_WEAPON, REF_BULLETDAMAGE, "6" )
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#define FASTRELOAD PREPROC_PERK( STAT_FASTRELOAD, CLOSE_POPUP_PERK3, \
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"@PERKS_SLEIGHT_OF_HAND", ORIGIN_POPUP6, PERK_SLOT2, PERK_SLOT1, PERK_HL2, CAC_SPECIALTY_WEAPON, REF_FASTRELOAD, "6" )
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#define ARMORVEST PREPROC_PERK( STAT_ARMORVEST, CLOSE_POPUP_PERK3, \
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"@PERKS_JUGGERNAUT", ORIGIN_POPUP6, PERK_SLOT3, PERK_SLOT2, PERK_HL3, CAC_SPECIALTY_WEAPON, REF_ARMORVEST, "6" )
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#define BULLETPENETRATION PREPROC_PERK( STAT_BULLETPENETRATION, CLOSE_POPUP_PERK3, \
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"@PERKS_DEEP_IMPACT", ORIGIN_POPUP6, PERK_SLOT4, PERK_SLOT3, PERK_HL4, CAC_SPECIALTY_WEAPON, REF_BULLETPENETRATION, "6" )
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#define ROF PREPROC_PERK( STAT_ROF, CLOSE_POPUP_PERK3, \
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"@PERKS_DOUBLE_TAP", ORIGIN_POPUP6, PERK_SLOT5, PERK_SLOT4, PERK_HL5, CAC_SPECIALTY_WEAPON, REF_ROF, "6" )
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#define TWOPRIMARIES PREPROC_PERK( STAT_TWOPRIMARIES, close CAC_PREFIX"popup_cac_perk3" close CAC_PREFIX"popup_cac_perk3" scriptMenuResponse "secondary,"REF_M16 scriptMenuResponse "attachment,secondary,"REF_ATTACHMENT_NONE execnow "statset "CAC_S_SECONDARY" 25; statset "CAC_S_SECONDARY_ATTACHMENT" 0; set ui_dual_primaries true", \
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"@PERKS_OVERKILL", ORIGIN_POPUP6, PERK_SLOT6, PERK_SLOT5, PERK_HL6, CAC_SPECIALTY_WEAPON, REF_TWOPRIMARIES, "6" )
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#define PISTOLDEATH PREPROC_PERK( STAT_PISTOLDEATH, CLOSE_POPUP_PERK3, \
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"@PERKS_LAST_STAND", ORIGIN_POPUP6, PERK_SLOT7, PERK_SLOT6, PERK_HL7, CAC_SPECIALTY_WEAPON, REF_PISTOLDEATH, "6" )
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#define GRENADEPULLDEATH PREPROC_PERK( STAT_GRENADEPULLDEATH, CLOSE_POPUP_PERK3, \
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"@PERKS_MARTYRDOM", ORIGIN_POPUP6, PERK_SLOT8, PERK_SLOT7, PERK_HL8, CAC_SPECIALTY_WEAPON, REF_GRENADEPULLDEATH, "6" )
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// ============================================================================================
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// ===================================== Special Grenades =====================================
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// ============================================================================================
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#define FLASH_X1 PREPROC_SGRENADE( STAT_FLASH_X1, \
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"@WEAPON_FLASH_GRENADE", ORIGIN_POPUP4, WEAPON_SLOT1, WEAPON_SLOT0, REF_FLASH_X1, play "mouse_click"; )
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#define CONCUSSION_X1 PREPROC_SGRENADE( STAT_CONCUSSION_X1, \
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"@WEAPON_STUN_GRENADE", ORIGIN_POPUP4, WEAPON_SLOT2, WEAPON_SLOT1, REF_CONCUSSION_X1, play "mouse_click"; )
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#define SMOKE_X1 PREPROC_SGRENADE( STAT_SMOKE_X1, \
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"@WEAPON_SMOKE_GRENADE", ORIGIN_POPUP4, WEAPON_SLOT3, WEAPON_SLOT2, REF_SMOKE_X1, play "mouse_click"; )
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