cod5-sdk/raw/ui_mp/weaponinfo.menu

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2008-11-20 00:00:00 +00:00
// ------------- stat assignment ------------------
// stat allocation 0 -> 149 // most spaces are open for new weapons
// --------- weapons ---------
// pistol // function( return the matching stat number from stat column, fetch using reference string in reference column, match this string )
#define REF_COLT "colt"
#define REF_NAMBU "nambu"
#define REF_WALTHER "walther"
#define REF_TOKAREV "tokarev"
#define REF_357MAGNUM "357magnum"
#define STAT_PISTOL_COLT tablelookup( "mp/statstable.csv", 4, REF_COLT, 0 )
#define STAT_PISTOL_NAMBU tablelookup( "mp/statstable.csv", 4, REF_NAMBU, 0 )
#define STAT_PISTOL_WALTHER tablelookup( "mp/statstable.csv", 4, REF_WALTHER, 0 )
#define STAT_PISTOL_TOKAREV tablelookup( "mp/statstable.csv", 4, REF_TOKAREV, 0 )
#define STAT_PISTOL_357MAGNUM tablelookup( "mp/statstable.csv", 4, REF_357MAGNUM, 0 )
// smg
#define REF_THOMPSON "thompson"
#define REF_MP40 "mp40"
#define REF_PPSH "ppsh"
#define REF_TYPE100_SMG "type100smg"
#define STAT_SMG_THOMPSON tablelookup( "mp/statstable.csv", 4, REF_THOMPSON, 0 )
#define STAT_SMG_MP40 tablelookup( "mp/statstable.csv", 4, REF_MP40, 0 )
#define STAT_SMG_PPSH tablelookup( "mp/statstable.csv", 4, REF_PPSH, 0 )
#define STAT_SMG_TYPE100_SMG tablelookup( "mp/statstable.csv", 4, REF_TYPE100_SMG, 0 )
// rifle
#define REF_M1GARAND "m1garand"
#define REF_M1A1CARBINE "m1carbine"
#define REF_SVT40 "svt40"
#define REF_GEWEHR43 "gewehr43"
#define REF_STG44 "stg44"
#define STAT_ASSAULT_M1GARAND tablelookup( "mp/statstable.csv", 4, REF_M1GARAND, 0 )
#define STAT_ASSAULT_M1A1CARBINE tablelookup( "mp/statstable.csv", 4, REF_M1A1CARBINE, 0 )
#define STAT_ASSAULT_SVT40 tablelookup( "mp/statstable.csv", 4, REF_SVT40, 0 )
#define STAT_ASSAULT_GEWEHR43 tablelookup( "mp/statstable.csv", 4, REF_GEWEHR43, 0 )
#define STAT_ASSAULT_STG44 tablelookup( "mp/statstable.csv", 4, REF_STG44, 0 )
// bolt action rifle
#define REF_KAR98K "kar98k"
#define REF_MOSIN "mosinrifle"
#define REF_SPRINGFIELD "springfield"
#define REF_TYPE99_RIFLE "type99rifle"
#define REF_PTRS41 "ptrs41"
#define STAT_SNIPER_KAR98K tablelookup( "mp/statstable.csv", 4, REF_KAR98K, 0 )
#define STAT_SNIPER_MOSIN tablelookup( "mp/statstable.csv", 4, REF_MOSIN, 0 )
#define STAT_SNIPER_SPRINGFIELD tablelookup( "mp/statstable.csv", 4, REF_SPRINGFIELD, 0 )
#define STAT_SNIPER_TYPE99_RIFLE tablelookup( "mp/statstable.csv", 4, REF_TYPE99_RIFLE, 0 )
#define STAT_SNIPER_PTRS41 tablelookup( "mp/statstable.csv", 4, REF_PTRS41, 0 )
// shotguns
#define REF_SHOTGUN "shotgun"
#define REF_DOUBLE_BARRELED_SHOTGUN "doublebarreledshotgun"
#define STAT_SHOTGUN_SHOTGUN tablelookup( "mp/statstable.csv", 4, REF_SHOTGUN, 0 )
#define STAT_DOUBLE_BARRELED_SHOTGUN tablelookup( "mp/statstable.csv", 4, REF_DOUBLE_BARRELED_SHOTGUN, 0 )
// lmg
#define REF_TYPE99_LMG "type99lmg"
#define REF_FG42 "fg42"
#define REF_DP28 "dp28"
#define REF_BAR "bar"
#define STAT_LMG_TYPE99_LMG tablelookup( "mp/statstable.csv", 4, REF_TYPE99_LMG, 0 )
#define STAT_LMG_FG42 tablelookup( "mp/statstable.csv", 4, REF_FG42, 0 )
#define STAT_LMG_DP28 tablelookup( "mp/statstable.csv", 4, REF_DP28, 0 )
#define STAT_LMG_BAR tablelookup( "mp/statstable.csv", 4, REF_BAR, 0 )
// hmg
#define REF_MG42 "mg42"
#define REF_30CAL "30cal"
#define STAT_LMG_MG42 tablelookup( "mp/statstable.csv", 4, REF_MG42, 0 )
#define STAT_LMG_30CAL tablelookup( "mp/statstable.csv", 4, REF_30CAL, 0 )
// grenades
#define REF_FRAG_X1 "frag_grenade"
#define REF_SMOKE_X1 "m8_white_smoke"
#define REF_MOLOTOV_X1 "molotov"
#define REF_TABUN_X1 "tabun_gas"
#define REF_STICKY_X1 "sticky_grenade"
#define REF_FLARE_X1 "signal_flare"
#define STAT_FRAG_X1 tablelookup( "mp/statstable.csv", 4, REF_FRAG_X1, 0 )
#define STAT_SMOKE_X1 tablelookup( "mp/statstable.csv", 4, REF_SMOKE_X1, 0 )
#define STAT_MOLOTOV_X1 tablelookup( "mp/statstable.csv", 4, REF_MOLOTOV_X1, 0 )
#define STAT_TABUN_X1 tablelookup( "mp/statstable.csv", 4, REF_TABUN_X1, 0 )
#define STAT_STICKY_X1 tablelookup( "mp/statstable.csv", 4, REF_STICKY_X1, 0 )
#define STAT_FLARE_X1 tablelookup( "mp/statstable.csv", 4, REF_FLARE_X1, 0 )
// --------- specialty group 1 ----------
// stat allocation 150 -> 199
#define REF_GPSJAMMER "specialty_gpsjammer"
#define REF_ARMORVEST "specialty_armorvest"
#define REF_PRIMARYGRENADE_X3 "specialty_fraggrenade" // Keeping this is as the same for now till we get the actual perks finalized.
#define REF_SPECIALGRENADE_X3 "specialty_specialgrenade"
#define REF_BETTY_X2 "mine_bouncing_betty_mp"
#define REF_BAZOOKA_X2 "bazooka_mp"
#define REF_FLAMETHROWER "m2_flamethrower_mp"
#define REF_SATCHEL_CHARGE_X_2 "satchel_charge_mp"
#define STAT_GPSJAMMER tablelookup( "mp/statstable.csv", 4, REF_GPSJAMMER, 1 )
#define STAT_ARMORVEST tablelookup( "mp/statstable.csv", 4, REF_ARMORVEST, 1 )
#define STAT_PRIMARYGRENADE_X3 tablelookup( "mp/statstable.csv", 4, REF_PRIMARYGRENADE_X3, 1 )
#define STAT_SPECIALGRENADE_X3 tablelookup( "mp/statstable.csv", 4, REF_SPECIALGRENADE_X3, 1 )
#define STAT_BETTY_X2 tablelookup( "mp/statstable.csv", 4, REF_BETTY_X2, 1 )
#define STAT_BAZOOKA_X2 tablelookup( "mp/statstable.csv", 4, REF_BAZOOKA_X2, 1 )
#define STAT_FLAMETHROWER tablelookup( "mp/statstable.csv", 4, REF_FLAMETHROWER, 1 )
#define STAT_SATCHEL_CHARGE_X_2 tablelookup( "mp/statstable.csv", 4, REF_SATCHEL_CHARGE_X_2, 1 )
// --------- specialty group 2 ---------
#define REF_BULLETDAMAGE "specialty_bulletdamage"
#define REF_BULLETPENETRATION "specialty_bulletpenetration"
#define REF_BULLETACCURACY "specialty_bulletaccuracy"
#define REF_ROF "specialty_rof"
#define REF_FASTRELOAD "specialty_fastreload"
#define REF_EXTRAAMMO "specialty_extraammo"
#define REF_TWOPRIMARIES "specialty_twoprimaries"
#define REF_FLAKJACKET "specialty_flakjacket"
#define REF_TOSSBACK "specialty_pin_back"
#define REF_SHADES "specialty_shades"
#define REF_GASMASK "specialty_gas_mask"
#define STAT_BULLETDAMAGE tablelookup( "mp/statstable.csv", 4, REF_BULLETDAMAGE, 1 )
#define STAT_BULLETPENETRATION tablelookup( "mp/statstable.csv", 4, REF_BULLETPENETRATION, 1 )
#define STAT_BULLETACCURACY tablelookup( "mp/statstable.csv", 4, REF_BULLETACCURACY, 1 )
#define STAT_ROF tablelookup( "mp/statstable.csv", 4, REF_ROF, 1 )
#define STAT_FASTRELOAD tablelookup( "mp/statstable.csv", 4, REF_FASTRELOAD, 1 )
#define STAT_EXTRAAMMO tablelookup( "mp/statstable.csv", 4, REF_EXTRAAMMO, 1 )
#define STAT_TWOPRIMARIES tablelookup( "mp/statstable.csv", 4, REF_TWOPRIMARIES, 1 )
#define STAT_FLAKJACKET tablelookup( "mp/statstable.csv", 4, REF_FLAKJACKET, 1 )
#define STAT_TOSSBACK tablelookup( "mp/statstable.csv", 4, REF_TOSSBACK, 1 )
#define STAT_SHADES tablelookup( "mp/statstable.csv", 4, REF_SHADES, 1 )
#define STAT_GASMASK tablelookup( "mp/statstable.csv", 4, REF_GASMASK, 1 )
// --------- specialty group 3 ---------
#define REF_HOLDBREATH "specialty_holdbreath"
#define REF_QUIETER "specialty_quieter"
#define REF_LONGERSPRINT "specialty_longersprint"
#define REF_DETECTEXPLOSIVE "specialty_detectexplosive"
#define REF_EXPLOSIVEDAMAGE "specialty_explosivedamage"
#define REF_PISTOLDEATH "specialty_pistoldeath"
#define REF_GRENADEPULLDEATH "specialty_grenadepulldeath"
#define REF_EXPOSEENEMY "specialty_exposeenemy"
#define REF_GREASEDBEARINGS "specialty_greased_barrings"
#define REF_WATERCOOLER "specialty_water_cooled"
#define REF_FIREPROOF "specialty_fireproof"
#define REF_RECONNAISSANCE "specialty_reconnaissance"
#define REF_ORDINANCE "specialty_ordinance"
#define REF_LEADFOOT "specialty_leadfoot"
#define REF_BOOST "specialty_boost"
#define REF_NULL "specialty_null"
#define STAT_HOLDBREATH tablelookup( "mp/statstable.csv", 4, REF_HOLDBREATH, 1 )
#define STAT_QUIETER tablelookup( "mp/statstable.csv", 4, REF_QUIETER, 1 )
#define STAT_LONGERSPRINT tablelookup( "mp/statstable.csv", 4, REF_LONGERSPRINT, 1 )
#define STAT_DETECTEXPLOSIVE tablelookup( "mp/statstable.csv", 4, REF_DETECTEXPLOSIVE, 1 )
#define STAT_EXPLOSIVEDAMAGE tablelookup( "mp/statstable.csv", 4, REF_EXPLOSIVEDAMAGE, 1 )
#define STAT_PISTOLDEATH tablelookup( "mp/statstable.csv", 4, REF_PISTOLDEATH, 1 )
#define STAT_GRENADEPULLDEATH tablelookup( "mp/statstable.csv", 4, REF_GRENADEPULLDEATH, 1 )
#define STAT_EXPOSEENEMY tablelookup( "mp/statstable.csv", 4, REF_EXPOSEENEMY, 1 )
#define STAT_GREASEDBEARINGS tablelookup( "mp/statstable.csv", 4, REF_GREASEDBEARINGS, 1 )
#define STAT_WATERCOOLER tablelookup( "mp/statstable.csv", 4, REF_WATERCOOLER, 1 )
#define STAT_FIREPROOF tablelookup( "mp/statstable.csv", 4, REF_FIREPROOF, 1 )
#define STAT_RECONNAISSANCE tablelookup( "mp/statstable.csv", 4, REF_RECONNAISSANCE, 1 )
#define STAT_ORDINANCE tablelookup( "mp/statstable.csv", 4, REF_ORDINANCE, 1 )
#define STAT_LEADFOOT tablelookup( "mp/statstable.csv", 4, REF_LEADFOOT, 1 )
#define STAT_BOOST tablelookup( "mp/statstable.csv", 4, REF_BOOST, 1 )
#define STAT_NULL tablelookup( "mp/statstable.csv", 4, REF_NULL, 1 )
// ---------- CAMO ------------
#define REF_REICH "camo_reich"
#define REF_SIBERIAN "camo_siberian"
#define REF_ROYAL "camo_royal"
#define REF_YANKEE "camo_yankee"
#define REF_RISINGSUN "camo_risingsun"
#define REF_CAMO_NONE "camo_none"
#define REF_GOLDEN "camo_gold"
#define REF_PRESTIGE "camo_prestige"
#define CAMO_REICH tablelookup( "mp/attachmenttable.csv", 4, REF_REICH, 11 )
#define CAMO_SIBERIAN tablelookup( "mp/attachmenttable.csv", 4, REF_SIBERIAN, 11 )
#define CAMO_ROYAL tablelookup( "mp/attachmenttable.csv", 4, REF_ROYAL, 11 )
#define CAMO_YANKEE tablelookup( "mp/attachmenttable.csv", 4, REF_YANKEE, 11 )
#define CAMO_RISINGSUN tablelookup( "mp/attachmenttable.csv", 4, REF_RISINGSUN, 11 )
#define CAMO_NONE tablelookup( "mp/attachmenttable.csv", 4, REF_CAMO_NONE, 11 )
#define CAMO_GOLDEN tablelookup( "mp/attachmenttable.csv", 4, REF_GOLDEN, 11 )
#define CAMO_PRESTIGE tablelookup( "mp/attachmenttable.csv", 4, REF_PRESTIGE, 11 )
// --------- weapon attachments ----------
#define REF_GL "gl"
#define NUM_GL tablelookup( "mp/attachmenttable.csv", 4, REF_GL, 9 )
#define NAME_GL "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_GL, 3 )
#define REF_GRIP "grip"
#define NUM_GRIP tablelookup( "mp/attachmenttable.csv", 4, REF_GRIP, 9 )
#define NAME_GRIP "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_GRIP, 3 )
#define REF_SCOPED "scoped"
#define NUM_SCOPED tablelookup( "mp/attachmenttable.csv", 4, REF_SCOPED, 9 )
#define NAME_SCOPED "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_SCOPED, 3 )
#define REF_SILENCED "silenced"
#define NUM_SILENCED tablelookup( "mp/attachmenttable.csv", 4, REF_SILENCED, 9 )
#define NAME_SILENCED "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_SILENCED, 3 )
#define REF_APERTURE "aperture"
#define NUM_APERTURE tablelookup( "mp/attachmenttable.csv", 4, REF_APERTURE, 9 )
#define NAME_APERTURE "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_APERTURE, 3 )
#define REF_COMP "comp"
#define NUM_COMP tablelookup( "mp/attachmenttable.csv", 4, REF_COMP, 9 )
#define NAME_COMP "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_COMP, 3 )
#define REF_BIGAMMO "bigammo"
#define NUM_BIGAMMO tablelookup( "mp/attachmenttable.csv", 4, REF_BIGAMMO, 9 )
#define NAME_BIGAMMO "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_BIGAMMO, 3 )
#define REF_FLASH "flash"
#define NUM_FLASH tablelookup( "mp/attachmenttable.csv", 4, REF_FLASH, 9 )
#define NAME_FLASH "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_FLASH, 3 )
#define REF_BIPOD "bipod"
#define NUM_BIPOD tablelookup( "mp/attachmenttable.csv", 4, REF_BIPOD, 9 )
#define NAME_BIPOD "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_BIPOD, 3 )
#define REF_SAWOFF "sawoff"
#define NUM_SAWOFF tablelookup( "mp/attachmenttable.csv", 4, REF_SAWOFF, 9 )
#define NAME_SAWOFF "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_SAWOFF, 3 )
#define REF_BAYONNET "bayonnet"
#define NUM_BAYONNET tablelookup( "mp/attachmenttable.csv", 4, REF_BAYONNET, 9 )
#define NAME_BAYONNET "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_BAYONNET, 3 )
#define REF_TELESCOPIC "telescopic"
#define NUM_TELESCOPIC tablelookup( "mp/attachmenttable.csv", 4, REF_TELESCOPIC, 9 )
#define NAME_TELESCOPIC "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_TELESCOPIC, 3 )
#define REF_ATTACHMENT_NONE "none"
#define NUM_NONE tablelookup( "mp/attachmenttable.csv", 4, REF_ATTACHMENT_NONE, 9 )
#define NAME_NONE "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_ATTACHMENT_NONE, 3 )
#define REF_ATTACHMENT1 "attachment1"
#define NUM_ATTACHMENT1 tablelookup( "mp/attachmenttable.csv", 1, REF_ATTACHMENT1, 2 )
#define REF_ATTACHMENT2 "attachment2"
#define NUM_ATTACHMENT2 tablelookup( "mp/attachmenttable.csv", 1, REF_ATTACHMENT2, 2 )
#define REF_ATTACHMENT3 "attachment3"
#define NUM_ATTACHMENT3 tablelookup( "mp/attachmenttable.csv", 1, REF_ATTACHMENT3, 2 )
#define REF_ATTACHMENT4 "attachment4"
#define NUM_ATTACHMENT4 tablelookup( "mp/attachmenttable.csv", 1, REF_ATTACHMENT4, 2 )
// ============================================================================================
// ============================ defines all primary weapons ===================================
// ============================================================================================
//ASSAULT
#define ASSAULT1 PREPROC_PRIMARY( STAT_ASSAULT_M1GARAND, \
"M1 Garand", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_M1GARAND )
#define ASSAULT2 PREPROC_PRIMARY( STAT_ASSAULT_STG44, \
"STG44", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_STG44 )
#define ASSAULT3 PREPROC_PRIMARY( STAT_ASSAULT_M1A1CARBINE, \
"M1A1 Carbine", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_M1A1CARBINE )
#define ASSAULT4 PREPROC_PRIMARY( STAT_ASSAULT_GEWEHR43, \
"Gewehr43", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_GEWEHR43 )
#define ASSAULT5 PREPROC_PRIMARY( STAT_ASSAULT_SVT40, \
"SVT40", ORIGIN_POPUP1, WEAPON_SLOT5, WEAPON_SLOT4, REF_SVT40 )
//LMG
#define LMG1 PREPROC_PRIMARY( STAT_LMG_30CAL, \
"30cal", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_30CAL )
#define LMG2 PREPROC_PRIMARY( STAT_LMG_TYPE99_LMG, \
"TYPE99 LMG", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_TYPE99_LMG )
#define LMG3 PREPROC_PRIMARY( STAT_LMG_FG42, \
"FG42", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_FG42 )
#define LMG4 PREPROC_PRIMARY( STAT_LMG_MG42, \
"MG42", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_MG42 )
#define LMG5 PREPROC_PRIMARY( STAT_LMG_DP28, \
"DP28", ORIGIN_POPUP1, WEAPON_SLOT5, WEAPON_SLOT4, REF_DP28 )
#define LMG6 PREPROC_PRIMARY( STAT_LMG_BAR, \
"BAR", ORIGIN_POPUP1, WEAPON_SLOT6, WEAPON_SLOT5, REF_BAR )
//SMG
#define SMG1 PREPROC_PRIMARY( STAT_SMG_THOMPSON, \
"Thompson", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_THOMPSON )
#define SMG2 PREPROC_PRIMARY( STAT_SMG_MP40, \
"MP40", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_MP40 )
#define SMG3 PREPROC_PRIMARY( STAT_SMG_TYPE100_SMG, \
"Type100 SMG", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_TYPE100_SMG )
#define SMG4 PREPROC_PRIMARY( STAT_SMG_PPSH, \
"PPSH", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_PPSH )
//SHOTGUN
#define SHOTGUN1 PREPROC_PRIMARY( STAT_SHOTGUN_SHOTGUN, \
"Shotgun", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_SHOTGUN )
#define SHOTGUN2 PREPROC_PRIMARY( STAT_DOUBLE_BARRELED_SHOTGUN, \
"Double Barreled Shotgun", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_DOUBLE_BARRELED_SHOTGUN )
//BOLT ACTION
#define SNIPER1 PREPROC_PRIMARY( STAT_SNIPER_SPRINGFIELD, \
"Springfield", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_SPRINGFIELD )
#define SNIPER2 PREPROC_PRIMARY( STAT_SNIPER_MOSIN, \
"Mosin-Nagant", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_MOSIN )
#define SNIPER3 PREPROC_PRIMARY( STAT_SNIPER_TYPE99_RIFLE, \
"Type99 Rifle", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_TYPE99_RIFLE )
#define SNIPER4 PREPROC_PRIMARY( STAT_SNIPER_KAR98K, \
"Kar98k", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_KAR98K )
// ============================================================================================
// ===================================== Secondary Weapons ====================================
// ============================================================================================
#define PISTOL1 PREPROC_SECONDARY( STAT_PISTOL_COLT, \
"M1911 Colt .45", ORIGIN_POPUP2, WEAPON_SLOT1, WEAPON_SLOT0, REF_COLT )
#define PISTOL2 PREPROC_SECONDARY( STAT_PISTOL_NAMBU, \
"Nambu", ORIGIN_POPUP2, WEAPON_SLOT2, WEAPON_SLOT1, REF_NAMBU )
#define PISTOL3 PREPROC_SECONDARY( STAT_PISTOL_WALTHER, \
"Walther P38", ORIGIN_POPUP2, WEAPON_SLOT3, WEAPON_SLOT2, REF_WALTHER )
#define PISTOL4 PREPROC_SECONDARY( STAT_PISTOL_TOKAREV, \
"Tokarev", ORIGIN_POPUP2, WEAPON_SLOT4, WEAPON_SLOT3, REF_TOKAREV )
#define PISTOL5 PREPROC_SECONDARY( STAT_PISTOL_357MAGNUM, \
"357Magnum", ORIGIN_POPUP2, WEAPON_SLOT5, WEAPON_SLOT4, REF_357MAGNUM )
// ============================================================================================
// ===================================== Primary Camo =========================================
#define CAMO0 PREPROC_CAMO( CAMO_NONE, \
"None", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_CAMO_NONE )
#define CAMO1 PREPROC_CAMO( CAMO_BROCKHUARD, \
"Desert", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_BROCKHUARD )
#define CAMO2 PREPROC_CAMO( CAMO_BUSHDWELLER, \
"Woodland", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_BUSHDWELLER )
#define CAMO3 PREPROC_CAMO( CAMO_BLACKWHITEMARPAT, \
"Digital", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_BLACKWHITEMARPAT )
#define CAMO4 PREPROC_CAMO( CAMO_TIGERRED, \
"Red Tiger", ORIGIN_POPUP1, WEAPON_SLOT5, WEAPON_SLOT4, REF_TIGERRED )
#define CAMO5 PREPROC_CAMO( CAMO_STAGGER, \
"Blue Tiger", ORIGIN_POPUP1, WEAPON_SLOT6, WEAPON_SLOT5, REF_STAGGER )
// ============================================================================================
// ===================================== Weapon attachments ===================================
// ============================================================================================
//PRIMARY ATTACHMENTS
#define ATTACH_NONE( pslot, porigin, paligny, paligny2, ptype ) \
PREPROC_ATTACHMENT( pslot, "@MPUI_NO_ATTACHMENT", NUM_NONE, NAME_NONE, porigin, paligny, paligny2, \
execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
#define SCOPED( pslot, porigin, paligny, paligny2, ptype ) \
PREPROC_ATTACHMENT( pslot, "@MPUI_SCOPED", NUM_SCOPED, NAME_SCOPED, porigin, paligny, paligny2, \
execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
#define APERTURE( pslot, porigin, paligny, paligny2, ptype ) \
PREPROC_ATTACHMENT( pslot, "@MPUI_APERTURE", NUM_APERTURE, NUM_APERTURE, porigin, paligny, paligny2, \
execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
#define SILENCER( pslot, porigin, paligny, paligny2, ptype ) \
PREPROC_ATTACHMENT( pslot, "@MPUI_SILENCER", NUM_SILENCED, NAME_SCLIENCED, porigin, paligny, paligny2, \
execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
#define GRIP( pslot, porigin, paligny, paligny2, ptype ) \
PREPROC_ATTACHMENT( pslot, "@MPUI_GRIP", NUM_GRIP, NAME_GRIP, porigin, paligny, paligny2, \
execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
#define GL( pslot, porigin, paligny, paligny2, ptype ) \
PREPROC_ATTACHMENT( pslot, "@MPUI_RIFLE_GRENADE", NUM_GL, NAME_GL, porigin, paligny, paligny2, \
execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
#define COMP( pslot, porigin, paligny, paligny2, ptype ) \
PREPROC_ATTACHMENT( pslot, "@MPUI_COMP", NUM_COMP, NAME_COMP, porigin, paligny, paligny2, \
execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
#define BIGAMMO( pslot, porigin, paligny, paligny2, ptype ) \
PREPROC_ATTACHMENT( pslot, "@MPUI_BIGAMMO", NUM_BIGAMMO, NAME_BIGAMMO, porigin, paligny, paligny2, \
execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
#define FLASH( pslot, porigin, paligny, paligny2, ptype ) \
PREPROC_ATTACHMENT( pslot, "@MPUI_FLASH", NUM_FLASH, NAME_FLASH, porigin, paligny, paligny2, \
execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
#define BIPOD( pslot, porigin, paligny, paligny2, ptype ) \
PREPROC_ATTACHMENT( pslot, "@MPUI_BIPOD", NUM_BIPOD, NAME_BIPOD, porigin, paligny, paligny2, \
execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
#define SAWOFF( pslot, porigin, paligny, paligny2, ptype ) \
PREPROC_ATTACHMENT( pslot, "@MPUI_SAWOFF", NUM_SAWOFF, NAME_SAWOFF, porigin, paligny, paligny2, \
execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
#define BAYONNET( pslot, porigin, paligny, paligny2, ptype ) \
PREPROC_ATTACHMENT( pslot, "@MPUI_BAYONNET", NUM_BAYONNET, NAME_BAYONNET, porigin, paligny, paligny2, \
execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
#define TELESCOPIC( pslot, porigin, paligny, paligny2, ptype ) \
PREPROC_ATTACHMENT( pslot, "@MPUI_TELESCOPIC", NUM_TELESCOPIC, NAME_TELESCOPIC, porigin, paligny, paligny2, \
execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
// ============================================================================================
// ===================================== Specialty: Equipment =================================
// ============================================================================================
#define CLOSE_POPUP_PERK1 close CAC_PREFIX"popup_cac_perk1" close CAC_PREFIX"popup_cac_perk1"
#define SPECIALGRENADE_X3 PREPROC_PERK( STAT_SPECIALGRENADE_X3, CLOSE_POPUP_PERK1, \
"@PERKS_SPECIAL_GRENADES_X_3", ORIGIN_POPUP5, PERK_SLOT3, PERK_SLOT2, PERK_HL3, CAC_SPECIALTY_EQUIPMENT, REF_SPECIALGRENADE_X3, "5" )
#define BETTY2 PREPROC_PERK( STAT_BETTY_X2, CLOSE_POPUP_PERK1, \
"@PERKS_BETTY_X_2", ORIGIN_POPUP5, PERK_SLOT2, PERK_SLOT1, PERK_HL2, CAC_SPECIALTY_EQUIPMENT, REF_BETTY_X2, "5" )
#define GRENADE4 PREPROC_PERK( STAT_PRIMARYGRENADE_X3, CLOSE_POPUP_PERK1, \
"@PERKS_PRIMARY_GRENADES_X_3", ORIGIN_POPUP5, PERK_SLOT6, PERK_SLOT5, PERK_HL6, CAC_SPECIALTY_EQUIPMENT, REF_PRIMARYGRENADE_X3, "5" )
#define GPSJAMMER PREPROC_PERK( STAT_GPSJAMMER, CLOSE_POPUP_PERK1, \
"@PERKS_UAV_JAMMER", ORIGIN_POPUP5, PERK_SLOT4, PERK_SLOT3, PERK_HL4, CAC_SPECIALTY_EQUIPMENT, REF_GPSJAMMER, "5" )
//#define RPG2 PREPROC_PERK( STAT_RPG_X2, CLOSE_POPUP_PERK1, \
//"@PERKS_RPG7_X_2", ORIGIN_POPUP5, PERK_SLOT5, PERK_SLOT4, PERK_HL5, CAC_SPECIALTY_EQUIPMENT, REF_RPG_X2, "5" )
//#define C42 PREPROC_PERK( STAT_C4_X2, CLOSE_POPUP_PERK1, \
//"@PERKS_C4_X_2", ORIGIN_POPUP5, PERK_SLOT1, PERK_SLOT0, PERK_HL1, CAC_SPECIALTY_EQUIPMENT, REF_C4_X2, "5" )
// ============================================================================================
// ===================================== Specialty: abilities =================================
// ============================================================================================
#define CLOSE_POPUP_PERK2 close CAC_PREFIX"popup_cac_perk2" close CAC_PREFIX"popup_cac_perk2"
#define QUIETER PREPROC_PERK( STAT_QUIETER, CLOSE_POPUP_PERK2, \
"@PERKS_DEAD_SILENCE", ORIGIN_POPUP7, PERK_SLOT1, PERK_SLOT0, PERK_HL1, CAC_SPECIALTY_ABILITY, REF_QUIETER, "7" )
#define LONGERSPRINT PREPROC_PERK( STAT_LONGERSPRINT, CLOSE_POPUP_PERK2, \
"@PERKS_EXTREME_CONDITIONING", ORIGIN_POPUP7, PERK_SLOT2, PERK_SLOT1, PERK_HL2, CAC_SPECIALTY_ABILITY, REF_LONGERSPRINT, "7" )
#define EXPLOSIVEDAMAGE PREPROC_PERK( STAT_EXPLOSIVEDAMAGE, CLOSE_POPUP_PERK2, \
"@PERKS_SONIC_BOOM", ORIGIN_POPUP7, PERK_SLOT3, PERK_SLOT2, PERK_HL3, CAC_SPECIALTY_ABILITY, REF_EXPLOSIVEDAMAGE, "7" )
#define HOLDBREATH PREPROC_PERK( STAT_HOLDBREATH, CLOSE_POPUP_PERK2, \
"@PERKS_IRON_LUNGS", ORIGIN_POPUP7, PERK_SLOT4, PERK_SLOT3, PERK_HL4, CAC_SPECIALTY_ABILITY, REF_HOLDBREATH, "7" )
#define DETECTEXPLOSIVE PREPROC_PERK( STAT_DETECTEXPLOSIVE, CLOSE_POPUP_PERK2, \
"@PERKS_BOMB_SQUAD", ORIGIN_POPUP7, PERK_SLOT5, PERK_SLOT4, PERK_HL5, CAC_SPECIALTY_ABILITY, REF_DETECTEXPLOSIVE, "7" )
#define EXTRAAMMO PREPROC_PERK( STAT_EXTRAAMMO, CLOSE_POPUP_PERK2, \
"@PERKS_BANDOLIER", ORIGIN_POPUP7, PERK_SLOT6, PERK_SLOT5, PERK_HL6, CAC_SPECIALTY_ABILITY, REF_EXTRAAMMO, "7" )
#define BULLETACCURACY PREPROC_PERK( STAT_BULLETACCURACY, CLOSE_POPUP_PERK2, \
"@PERKS_STEADY_AIM", ORIGIN_POPUP7, PERK_SLOT7, PERK_SLOT6, PERK_HL7, CAC_SPECIALTY_ABILITY, REF_BULLETACCURACY, "7" )
// ============================================================================================
// ===================================== Specialty: Weapons ===================================
// ============================================================================================
#define CLOSE_POPUP_PERK3 close CAC_PREFIX"popup_cac_perk3" close CAC_PREFIX"popup_cac_perk3" \
execnowondvarstringvalue ui_dual_primaries true "statSetUsingTable( "CAC_S_SECONDARY", 0 ); statSetUsingTable( "CAC_S_SECONDARY_ATTACHMENT", 0 ); set ui_dual_primaries false"
#define BULLETDAMAGE PREPROC_PERK( STAT_BULLETDAMAGE, CLOSE_POPUP_PERK3, \
"@PERKS_STOPPING_POWER", ORIGIN_POPUP6, PERK_SLOT1, PERK_SLOT0, PERK_HL1, CAC_SPECIALTY_WEAPON, REF_BULLETDAMAGE, "6" )
#define FASTRELOAD PREPROC_PERK( STAT_FASTRELOAD, CLOSE_POPUP_PERK3, \
"@PERKS_SLEIGHT_OF_HAND", ORIGIN_POPUP6, PERK_SLOT2, PERK_SLOT1, PERK_HL2, CAC_SPECIALTY_WEAPON, REF_FASTRELOAD, "6" )
#define ARMORVEST PREPROC_PERK( STAT_ARMORVEST, CLOSE_POPUP_PERK3, \
"@PERKS_JUGGERNAUT", ORIGIN_POPUP6, PERK_SLOT3, PERK_SLOT2, PERK_HL3, CAC_SPECIALTY_WEAPON, REF_ARMORVEST, "6" )
#define BULLETPENETRATION PREPROC_PERK( STAT_BULLETPENETRATION, CLOSE_POPUP_PERK3, \
"@PERKS_DEEP_IMPACT", ORIGIN_POPUP6, PERK_SLOT4, PERK_SLOT3, PERK_HL4, CAC_SPECIALTY_WEAPON, REF_BULLETPENETRATION, "6" )
#define ROF PREPROC_PERK( STAT_ROF, CLOSE_POPUP_PERK3, \
"@PERKS_DOUBLE_TAP", ORIGIN_POPUP6, PERK_SLOT5, PERK_SLOT4, PERK_HL5, CAC_SPECIALTY_WEAPON, REF_ROF, "6" )
#define TWOPRIMARIES PREPROC_PERK( STAT_TWOPRIMARIES, close CAC_PREFIX"popup_cac_perk3" close CAC_PREFIX"popup_cac_perk3" scriptMenuResponse "secondary,"REF_BAR scriptMenuResponse "attachment,secondary,"REF_ATTACHMENT_NONE execnow "statSetUsingTable( "CAC_S_SECONDARY", 25 ); statSetUsingTable( "CAC_S_SECONDARY_ATTACHMENT", 0 ); set ui_dual_primaries true", \
"@PERKS_OVERKILL", ORIGIN_POPUP6, PERK_SLOT6, PERK_SLOT5, PERK_HL6, CAC_SPECIALTY_WEAPON, REF_TWOPRIMARIES, "6" )
#define PISTOLDEATH PREPROC_PERK( STAT_PISTOLDEATH, CLOSE_POPUP_PERK3, \
"@PERKS_LAST_STAND", ORIGIN_POPUP6, PERK_SLOT7, PERK_SLOT6, PERK_HL7, CAC_SPECIALTY_WEAPON, REF_PISTOLDEATH, "6" )
#define GRENADEPULLDEATH PREPROC_PERK( STAT_GRENADEPULLDEATH, CLOSE_POPUP_PERK3, \
"@PERKS_MARTYRDOM", ORIGIN_POPUP6, PERK_SLOT8, PERK_SLOT7, PERK_HL8, CAC_SPECIALTY_WEAPON, REF_GRENADEPULLDEATH, "6" )
// ============================================================================================
// ===================================== Primary Grenades =====================================
// ============================================================================================
#define FRAG_X1 PREPROC_PGRENADE( STAT_FRAG_X1, \
"@WEAPON_FRAGGRENADE", ORIGIN_POPUP4, WEAPON_SLOT1, WEAPON_SLOT0, REF_FRAG_X1, play "mouse_click"; )
#define MOLOTOV_X1 PREPROC_PGRENADE( STAT_MOLOTOV_X1, \
"@WEAPON_MOLOTOV", ORIGIN_POPUP4, WEAPON_SLOT2, WEAPON_SLOT1, REF_MOLOTOV_X1, play "mouse_click"; )
#define STICKY_X1 PREPROC_PGRENADE( STAT_STICKY_X1, \
"@WEAPON_STICKY_GRENADE", ORIGIN_POPUP4, WEAPON_SLOT3, WEAPON_SLOT2, REF_STICKY_X1, play "mouse_click"; )
// ============================================================================================
// ===================================== Special Grenades =====================================
// ============================================================================================
#define SMOKE_X1 PREPROC_SGRENADE( STAT_SMOKE_X1, \
"@WEAPON_SMOKE_GRENADE", ORIGIN_POPUP4, WEAPON_SLOT1, WEAPON_SLOT0, REF_SMOKE_X1, play "mouse_click"; )
#define TABUN_X1 PREPROC_SGRENADE( STAT_TABUN_X1, \
"@WEAPON_TABUN_GRENADE", ORIGIN_POPUP4, WEAPON_SLOT2, WEAPON_SLOT1, REF_TABUN_X1, play "mouse_click"; )
#define FLARE_X1 PREPROC_SGRENADE( STAT_FLARE_X1, \
"@WEAPON_SIGNAL_FLARE", ORIGIN_POPUP4, WEAPON_SLOT3, WEAPON_SLOT2, REF_FLARE_X1, play "mouse_click"; )
// ============================================================================================
// ===================================== Specialty: Squad =====================================
// ============================================================================================
#define CLOSE_POPUP_PERK4 close CAC_PREFIX"popup_cac_perk4" close CAC_PREFIX"popup_cac_perk4"