491 lines
30 KiB
Text
491 lines
30 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_COLT "colt"
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#define REF_NAMBU "nambu"
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#define REF_WALTHER "walther"
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#define REF_TOKAREV "tokarev"
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#define REF_357MAGNUM "357magnum"
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#define STAT_PISTOL_COLT tablelookup( "mp/statstable.csv", 4, REF_COLT, 0 )
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#define STAT_PISTOL_NAMBU tablelookup( "mp/statstable.csv", 4, REF_NAMBU, 0 )
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#define STAT_PISTOL_WALTHER tablelookup( "mp/statstable.csv", 4, REF_WALTHER, 0 )
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#define STAT_PISTOL_TOKAREV tablelookup( "mp/statstable.csv", 4, REF_TOKAREV, 0 )
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#define STAT_PISTOL_357MAGNUM tablelookup( "mp/statstable.csv", 4, REF_357MAGNUM, 0 )
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// smg
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#define REF_THOMPSON "thompson"
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#define REF_MP40 "mp40"
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#define REF_PPSH "ppsh"
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#define REF_TYPE100_SMG "type100smg"
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#define STAT_SMG_THOMPSON tablelookup( "mp/statstable.csv", 4, REF_THOMPSON, 0 )
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#define STAT_SMG_MP40 tablelookup( "mp/statstable.csv", 4, REF_MP40, 0 )
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#define STAT_SMG_PPSH tablelookup( "mp/statstable.csv", 4, REF_PPSH, 0 )
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#define STAT_SMG_TYPE100_SMG tablelookup( "mp/statstable.csv", 4, REF_TYPE100_SMG, 0 )
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// rifle
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#define REF_M1GARAND "m1garand"
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#define REF_M1A1CARBINE "m1carbine"
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#define REF_SVT40 "svt40"
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#define REF_GEWEHR43 "gewehr43"
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#define REF_STG44 "stg44"
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#define STAT_ASSAULT_M1GARAND tablelookup( "mp/statstable.csv", 4, REF_M1GARAND, 0 )
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#define STAT_ASSAULT_M1A1CARBINE tablelookup( "mp/statstable.csv", 4, REF_M1A1CARBINE, 0 )
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#define STAT_ASSAULT_SVT40 tablelookup( "mp/statstable.csv", 4, REF_SVT40, 0 )
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#define STAT_ASSAULT_GEWEHR43 tablelookup( "mp/statstable.csv", 4, REF_GEWEHR43, 0 )
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#define STAT_ASSAULT_STG44 tablelookup( "mp/statstable.csv", 4, REF_STG44, 0 )
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// bolt action rifle
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#define REF_KAR98K "kar98k"
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#define REF_MOSIN "mosinrifle"
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#define REF_SPRINGFIELD "springfield"
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#define REF_TYPE99_RIFLE "type99rifle"
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#define REF_PTRS41 "ptrs41"
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#define STAT_SNIPER_KAR98K tablelookup( "mp/statstable.csv", 4, REF_KAR98K, 0 )
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#define STAT_SNIPER_MOSIN tablelookup( "mp/statstable.csv", 4, REF_MOSIN, 0 )
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#define STAT_SNIPER_SPRINGFIELD tablelookup( "mp/statstable.csv", 4, REF_SPRINGFIELD, 0 )
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#define STAT_SNIPER_TYPE99_RIFLE tablelookup( "mp/statstable.csv", 4, REF_TYPE99_RIFLE, 0 )
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#define STAT_SNIPER_PTRS41 tablelookup( "mp/statstable.csv", 4, REF_PTRS41, 0 )
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// shotguns
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#define REF_SHOTGUN "shotgun"
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#define REF_DOUBLE_BARRELED_SHOTGUN "doublebarreledshotgun"
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#define STAT_SHOTGUN_SHOTGUN tablelookup( "mp/statstable.csv", 4, REF_SHOTGUN, 0 )
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#define STAT_DOUBLE_BARRELED_SHOTGUN tablelookup( "mp/statstable.csv", 4, REF_DOUBLE_BARRELED_SHOTGUN, 0 )
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// lmg
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#define REF_TYPE99_LMG "type99lmg"
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#define REF_FG42 "fg42"
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#define REF_DP28 "dp28"
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#define REF_BAR "bar"
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#define STAT_LMG_TYPE99_LMG tablelookup( "mp/statstable.csv", 4, REF_TYPE99_LMG, 0 )
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#define STAT_LMG_FG42 tablelookup( "mp/statstable.csv", 4, REF_FG42, 0 )
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#define STAT_LMG_DP28 tablelookup( "mp/statstable.csv", 4, REF_DP28, 0 )
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#define STAT_LMG_BAR tablelookup( "mp/statstable.csv", 4, REF_BAR, 0 )
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// hmg
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#define REF_MG42 "mg42"
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#define REF_30CAL "30cal"
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#define STAT_LMG_MG42 tablelookup( "mp/statstable.csv", 4, REF_MG42, 0 )
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#define STAT_LMG_30CAL tablelookup( "mp/statstable.csv", 4, REF_30CAL, 0 )
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// grenades
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#define REF_FRAG_X1 "frag_grenade"
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#define REF_SMOKE_X1 "m8_white_smoke"
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#define REF_MOLOTOV_X1 "molotov"
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#define REF_TABUN_X1 "tabun_gas"
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#define REF_STICKY_X1 "sticky_grenade"
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#define REF_FLARE_X1 "signal_flare"
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#define STAT_FRAG_X1 tablelookup( "mp/statstable.csv", 4, REF_FRAG_X1, 0 )
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#define STAT_SMOKE_X1 tablelookup( "mp/statstable.csv", 4, REF_SMOKE_X1, 0 )
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#define STAT_MOLOTOV_X1 tablelookup( "mp/statstable.csv", 4, REF_MOLOTOV_X1, 0 )
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#define STAT_TABUN_X1 tablelookup( "mp/statstable.csv", 4, REF_TABUN_X1, 0 )
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#define STAT_STICKY_X1 tablelookup( "mp/statstable.csv", 4, REF_STICKY_X1, 0 )
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#define STAT_FLARE_X1 tablelookup( "mp/statstable.csv", 4, REF_FLARE_X1, 0 )
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// --------- specialty group 1 ----------
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// stat allocation 150 -> 199
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#define REF_GPSJAMMER "specialty_gpsjammer"
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#define REF_ARMORVEST "specialty_armorvest"
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#define REF_PRIMARYGRENADE_X3 "specialty_fraggrenade" // Keeping this is as the same for now till we get the actual perks finalized.
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#define REF_SPECIALGRENADE_X3 "specialty_specialgrenade"
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#define REF_BETTY_X2 "mine_bouncing_betty_mp"
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#define REF_BAZOOKA_X2 "bazooka_mp"
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#define REF_FLAMETHROWER "m2_flamethrower_mp"
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#define REF_SATCHEL_CHARGE_X_2 "satchel_charge_mp"
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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_PRIMARYGRENADE_X3 tablelookup( "mp/statstable.csv", 4, REF_PRIMARYGRENADE_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_BETTY_X2 tablelookup( "mp/statstable.csv", 4, REF_BETTY_X2, 1 )
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#define STAT_BAZOOKA_X2 tablelookup( "mp/statstable.csv", 4, REF_BAZOOKA_X2, 1 )
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#define STAT_FLAMETHROWER tablelookup( "mp/statstable.csv", 4, REF_FLAMETHROWER, 1 )
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#define STAT_SATCHEL_CHARGE_X_2 tablelookup( "mp/statstable.csv", 4, REF_SATCHEL_CHARGE_X_2, 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_FLAKJACKET "specialty_flakjacket"
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#define REF_TOSSBACK "specialty_pin_back"
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#define REF_SHADES "specialty_shades"
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#define REF_GASMASK "specialty_gas_mask"
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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_FLAKJACKET tablelookup( "mp/statstable.csv", 4, REF_FLAKJACKET, 1 )
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#define STAT_TOSSBACK tablelookup( "mp/statstable.csv", 4, REF_TOSSBACK, 1 )
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#define STAT_SHADES tablelookup( "mp/statstable.csv", 4, REF_SHADES, 1 )
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#define STAT_GASMASK tablelookup( "mp/statstable.csv", 4, REF_GASMASK, 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_GREASEDBEARINGS "specialty_greased_barrings"
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#define REF_WATERCOOLER "specialty_water_cooled"
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#define REF_FIREPROOF "specialty_fireproof"
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#define REF_RECONNAISSANCE "specialty_reconnaissance"
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#define REF_ORDINANCE "specialty_ordinance"
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#define REF_LEADFOOT "specialty_leadfoot"
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#define REF_BOOST "specialty_boost"
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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_GREASEDBEARINGS tablelookup( "mp/statstable.csv", 4, REF_GREASEDBEARINGS, 1 )
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#define STAT_WATERCOOLER tablelookup( "mp/statstable.csv", 4, REF_WATERCOOLER, 1 )
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#define STAT_FIREPROOF tablelookup( "mp/statstable.csv", 4, REF_FIREPROOF, 1 )
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#define STAT_RECONNAISSANCE tablelookup( "mp/statstable.csv", 4, REF_RECONNAISSANCE, 1 )
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#define STAT_ORDINANCE tablelookup( "mp/statstable.csv", 4, REF_ORDINANCE, 1 )
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#define STAT_LEADFOOT tablelookup( "mp/statstable.csv", 4, REF_LEADFOOT, 1 )
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#define STAT_BOOST tablelookup( "mp/statstable.csv", 4, REF_BOOST, 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_REICH "camo_reich"
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#define REF_SIBERIAN "camo_siberian"
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#define REF_ROYAL "camo_royal"
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#define REF_YANKEE "camo_yankee"
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#define REF_RISINGSUN "camo_risingsun"
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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_REICH tablelookup( "mp/attachmenttable.csv", 4, REF_REICH, 11 )
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#define CAMO_SIBERIAN tablelookup( "mp/attachmenttable.csv", 4, REF_SIBERIAN, 11 )
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#define CAMO_ROYAL tablelookup( "mp/attachmenttable.csv", 4, REF_ROYAL, 11 )
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#define CAMO_YANKEE tablelookup( "mp/attachmenttable.csv", 4, REF_YANKEE, 11 )
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#define CAMO_RISINGSUN tablelookup( "mp/attachmenttable.csv", 4, REF_RISINGSUN, 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_SCOPED "scoped"
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#define NUM_SCOPED tablelookup( "mp/attachmenttable.csv", 4, REF_SCOPED, 9 )
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#define NAME_SCOPED "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_SCOPED, 3 )
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#define REF_SILENCED "silenced"
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#define NUM_SILENCED tablelookup( "mp/attachmenttable.csv", 4, REF_SILENCED, 9 )
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#define NAME_SILENCED "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_SILENCED, 3 )
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#define REF_APERTURE "aperture"
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#define NUM_APERTURE tablelookup( "mp/attachmenttable.csv", 4, REF_APERTURE, 9 )
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#define NAME_APERTURE "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_APERTURE, 3 )
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#define REF_COMP "comp"
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#define NUM_COMP tablelookup( "mp/attachmenttable.csv", 4, REF_COMP, 9 )
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#define NAME_COMP "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_COMP, 3 )
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#define REF_BIGAMMO "bigammo"
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#define NUM_BIGAMMO tablelookup( "mp/attachmenttable.csv", 4, REF_BIGAMMO, 9 )
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#define NAME_BIGAMMO "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_BIGAMMO, 3 )
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#define REF_FLASH "flash"
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#define NUM_FLASH tablelookup( "mp/attachmenttable.csv", 4, REF_FLASH, 9 )
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#define NAME_FLASH "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_FLASH, 3 )
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#define REF_BIPOD "bipod"
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#define NUM_BIPOD tablelookup( "mp/attachmenttable.csv", 4, REF_BIPOD, 9 )
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#define NAME_BIPOD "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_BIPOD, 3 )
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#define REF_SAWOFF "sawoff"
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#define NUM_SAWOFF tablelookup( "mp/attachmenttable.csv", 4, REF_SAWOFF, 9 )
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#define NAME_SAWOFF "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_SAWOFF, 3 )
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#define REF_BAYONNET "bayonnet"
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#define NUM_BAYONNET tablelookup( "mp/attachmenttable.csv", 4, REF_BAYONNET, 9 )
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#define NAME_BAYONNET "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_BAYONNET, 3 )
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#define REF_TELESCOPIC "telescopic"
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#define NUM_TELESCOPIC tablelookup( "mp/attachmenttable.csv", 4, REF_TELESCOPIC, 9 )
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#define NAME_TELESCOPIC "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_TELESCOPIC, 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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#define REF_ATTACHMENT1 "attachment1"
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#define NUM_ATTACHMENT1 tablelookup( "mp/attachmenttable.csv", 1, REF_ATTACHMENT1, 2 )
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#define REF_ATTACHMENT2 "attachment2"
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#define NUM_ATTACHMENT2 tablelookup( "mp/attachmenttable.csv", 1, REF_ATTACHMENT2, 2 )
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#define REF_ATTACHMENT3 "attachment3"
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#define NUM_ATTACHMENT3 tablelookup( "mp/attachmenttable.csv", 1, REF_ATTACHMENT3, 2 )
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#define REF_ATTACHMENT4 "attachment4"
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#define NUM_ATTACHMENT4 tablelookup( "mp/attachmenttable.csv", 1, REF_ATTACHMENT4, 2 )
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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_M1GARAND, \
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"M1 Garand", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_M1GARAND )
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#define ASSAULT2 PREPROC_PRIMARY( STAT_ASSAULT_STG44, \
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"STG44", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_STG44 )
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#define ASSAULT3 PREPROC_PRIMARY( STAT_ASSAULT_M1A1CARBINE, \
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"M1A1 Carbine", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_M1A1CARBINE )
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#define ASSAULT4 PREPROC_PRIMARY( STAT_ASSAULT_GEWEHR43, \
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"Gewehr43", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_GEWEHR43 )
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#define ASSAULT5 PREPROC_PRIMARY( STAT_ASSAULT_SVT40, \
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"SVT40", ORIGIN_POPUP1, WEAPON_SLOT5, WEAPON_SLOT4, REF_SVT40 )
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//LMG
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#define LMG1 PREPROC_PRIMARY( STAT_LMG_30CAL, \
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"30cal", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_30CAL )
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#define LMG2 PREPROC_PRIMARY( STAT_LMG_TYPE99_LMG, \
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"TYPE99 LMG", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_TYPE99_LMG )
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#define LMG3 PREPROC_PRIMARY( STAT_LMG_FG42, \
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"FG42", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_FG42 )
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#define LMG4 PREPROC_PRIMARY( STAT_LMG_MG42, \
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"MG42", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_MG42 )
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#define LMG5 PREPROC_PRIMARY( STAT_LMG_DP28, \
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"DP28", ORIGIN_POPUP1, WEAPON_SLOT5, WEAPON_SLOT4, REF_DP28 )
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#define LMG6 PREPROC_PRIMARY( STAT_LMG_BAR, \
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"BAR", ORIGIN_POPUP1, WEAPON_SLOT6, WEAPON_SLOT5, REF_BAR )
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//SMG
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#define SMG1 PREPROC_PRIMARY( STAT_SMG_THOMPSON, \
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"Thompson", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_THOMPSON )
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#define SMG2 PREPROC_PRIMARY( STAT_SMG_MP40, \
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"MP40", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_MP40 )
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#define SMG3 PREPROC_PRIMARY( STAT_SMG_TYPE100_SMG, \
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"Type100 SMG", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_TYPE100_SMG )
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#define SMG4 PREPROC_PRIMARY( STAT_SMG_PPSH, \
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"PPSH", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_PPSH )
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//SHOTGUN
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#define SHOTGUN1 PREPROC_PRIMARY( STAT_SHOTGUN_SHOTGUN, \
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"Shotgun", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_SHOTGUN )
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#define SHOTGUN2 PREPROC_PRIMARY( STAT_DOUBLE_BARRELED_SHOTGUN, \
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"Double Barreled Shotgun", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_DOUBLE_BARRELED_SHOTGUN )
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//BOLT ACTION
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#define SNIPER1 PREPROC_PRIMARY( STAT_SNIPER_SPRINGFIELD, \
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"Springfield", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_SPRINGFIELD )
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#define SNIPER2 PREPROC_PRIMARY( STAT_SNIPER_MOSIN, \
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"Mosin-Nagant", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_MOSIN )
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#define SNIPER3 PREPROC_PRIMARY( STAT_SNIPER_TYPE99_RIFLE, \
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"Type99 Rifle", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_TYPE99_RIFLE )
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#define SNIPER4 PREPROC_PRIMARY( STAT_SNIPER_KAR98K, \
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"Kar98k", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_KAR98K )
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// ============================================================================================
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// ===================================== Secondary Weapons ====================================
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// ============================================================================================
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#define PISTOL1 PREPROC_SECONDARY( STAT_PISTOL_COLT, \
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"M1911 Colt .45", ORIGIN_POPUP2, WEAPON_SLOT1, WEAPON_SLOT0, REF_COLT )
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#define PISTOL2 PREPROC_SECONDARY( STAT_PISTOL_NAMBU, \
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"Nambu", ORIGIN_POPUP2, WEAPON_SLOT2, WEAPON_SLOT1, REF_NAMBU )
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#define PISTOL3 PREPROC_SECONDARY( STAT_PISTOL_WALTHER, \
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"Walther P38", ORIGIN_POPUP2, WEAPON_SLOT3, WEAPON_SLOT2, REF_WALTHER )
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#define PISTOL4 PREPROC_SECONDARY( STAT_PISTOL_TOKAREV, \
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"Tokarev", ORIGIN_POPUP2, WEAPON_SLOT4, WEAPON_SLOT3, REF_TOKAREV )
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#define PISTOL5 PREPROC_SECONDARY( STAT_PISTOL_357MAGNUM, \
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"357Magnum", ORIGIN_POPUP2, WEAPON_SLOT5, WEAPON_SLOT4, REF_357MAGNUM )
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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 ATTACH_NONE( pslot, porigin, paligny, paligny2, ptype ) \
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PREPROC_ATTACHMENT( pslot, "@MPUI_NO_ATTACHMENT", NUM_NONE, NAME_NONE, porigin, paligny, paligny2, \
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execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
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#define SCOPED( pslot, porigin, paligny, paligny2, ptype ) \
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PREPROC_ATTACHMENT( pslot, "@MPUI_SCOPED", NUM_SCOPED, NAME_SCOPED, porigin, paligny, paligny2, \
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execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
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#define APERTURE( pslot, porigin, paligny, paligny2, ptype ) \
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PREPROC_ATTACHMENT( pslot, "@MPUI_APERTURE", NUM_APERTURE, NUM_APERTURE, porigin, paligny, paligny2, \
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execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
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#define SILENCER( pslot, porigin, paligny, paligny2, ptype ) \
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PREPROC_ATTACHMENT( pslot, "@MPUI_SILENCER", NUM_SILENCED, NAME_SCLIENCED, porigin, paligny, paligny2, \
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execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
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#define GRIP( pslot, porigin, paligny, paligny2, ptype ) \
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PREPROC_ATTACHMENT( pslot, "@MPUI_GRIP", NUM_GRIP, NAME_GRIP, porigin, paligny, paligny2, \
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execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
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#define GL( pslot, porigin, paligny, paligny2, ptype ) \
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PREPROC_ATTACHMENT( pslot, "@MPUI_RIFLE_GRENADE", NUM_GL, NAME_GL, porigin, paligny, paligny2, \
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execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
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#define COMP( pslot, porigin, paligny, paligny2, ptype ) \
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PREPROC_ATTACHMENT( pslot, "@MPUI_COMP", NUM_COMP, NAME_COMP, porigin, paligny, paligny2, \
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execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
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#define BIGAMMO( pslot, porigin, paligny, paligny2, ptype ) \
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PREPROC_ATTACHMENT( pslot, "@MPUI_BIGAMMO", NUM_BIGAMMO, NAME_BIGAMMO, porigin, paligny, paligny2, \
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execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
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#define FLASH( pslot, porigin, paligny, paligny2, ptype ) \
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PREPROC_ATTACHMENT( pslot, "@MPUI_FLASH", NUM_FLASH, NAME_FLASH, porigin, paligny, paligny2, \
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execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
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#define BIPOD( pslot, porigin, paligny, paligny2, ptype ) \
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PREPROC_ATTACHMENT( pslot, "@MPUI_BIPOD", NUM_BIPOD, NAME_BIPOD, porigin, paligny, paligny2, \
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execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
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#define SAWOFF( pslot, porigin, paligny, paligny2, ptype ) \
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PREPROC_ATTACHMENT( pslot, "@MPUI_SAWOFF", NUM_SAWOFF, NAME_SAWOFF, porigin, paligny, paligny2, \
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execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
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#define BAYONNET( pslot, porigin, paligny, paligny2, ptype ) \
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PREPROC_ATTACHMENT( pslot, "@MPUI_BAYONNET", NUM_BAYONNET, NAME_BAYONNET, porigin, paligny, paligny2, \
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execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "CAC_S_SPECIALTY_EQUIPMENT", 190 )"; play "mouse_click", ptype )
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#define TELESCOPIC( pslot, porigin, paligny, paligny2, ptype ) \
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PREPROC_ATTACHMENT( pslot, "@MPUI_TELESCOPIC", NUM_TELESCOPIC, NAME_TELESCOPIC, porigin, paligny, paligny2, \
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execNowOnDvarStringValue ui_perk1_slot 191 "statSetUsingTable( "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 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 BETTY2 PREPROC_PERK( STAT_BETTY_X2, CLOSE_POPUP_PERK1, \
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"@PERKS_BETTY_X_2", ORIGIN_POPUP5, PERK_SLOT2, PERK_SLOT1, PERK_HL2, CAC_SPECIALTY_EQUIPMENT, REF_BETTY_X2, "5" )
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#define GRENADE4 PREPROC_PERK( STAT_PRIMARYGRENADE_X3, CLOSE_POPUP_PERK1, \
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"@PERKS_PRIMARY_GRENADES_X_3", ORIGIN_POPUP5, PERK_SLOT6, PERK_SLOT5, PERK_HL6, CAC_SPECIALTY_EQUIPMENT, REF_PRIMARYGRENADE_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 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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// ============================================================================================
|
|
// ===================================== Specialty: abilities =================================
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|
// ============================================================================================
|
|
#define CLOSE_POPUP_PERK2 close CAC_PREFIX"popup_cac_perk2" close CAC_PREFIX"popup_cac_perk2"
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|
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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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|
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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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|
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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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|
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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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|
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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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|
|
// ============================================================================================
|
|
// ===================================== Specialty: Weapons ===================================
|
|
// ============================================================================================
|
|
#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 "statSetUsingTable( "CAC_S_SECONDARY", 0 ); statSetUsingTable( "CAC_S_SECONDARY_ATTACHMENT", 0 ); set ui_dual_primaries false"
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|
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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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|
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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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|
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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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|
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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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|
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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_BAR scriptMenuResponse "attachment,secondary,"REF_ATTACHMENT_NONE execnow "statSetUsingTable( "CAC_S_SECONDARY", 25 ); statSetUsingTable( "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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|
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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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// ============================================================================================
|
|
// ===================================== Primary Grenades =====================================
|
|
// ============================================================================================
|
|
|
|
#define FRAG_X1 PREPROC_PGRENADE( STAT_FRAG_X1, \
|
|
"@WEAPON_FRAGGRENADE", ORIGIN_POPUP4, WEAPON_SLOT1, WEAPON_SLOT0, REF_FRAG_X1, play "mouse_click"; )
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|
|
#define MOLOTOV_X1 PREPROC_PGRENADE( STAT_MOLOTOV_X1, \
|
|
"@WEAPON_MOLOTOV", ORIGIN_POPUP4, WEAPON_SLOT2, WEAPON_SLOT1, REF_MOLOTOV_X1, play "mouse_click"; )
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|
|
#define STICKY_X1 PREPROC_PGRENADE( STAT_STICKY_X1, \
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|
"@WEAPON_STICKY_GRENADE", ORIGIN_POPUP4, WEAPON_SLOT3, WEAPON_SLOT2, REF_STICKY_X1, play "mouse_click"; )
|
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|
|
// ============================================================================================
|
|
// ===================================== 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"; )
|
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|
|
#define TABUN_X1 PREPROC_SGRENADE( STAT_TABUN_X1, \
|
|
"@WEAPON_TABUN_GRENADE", ORIGIN_POPUP4, WEAPON_SLOT2, WEAPON_SLOT1, REF_TABUN_X1, play "mouse_click"; )
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|
|
#define FLARE_X1 PREPROC_SGRENADE( STAT_FLARE_X1, \
|
|
"@WEAPON_SIGNAL_FLARE", ORIGIN_POPUP4, WEAPON_SLOT3, WEAPON_SLOT2, REF_FLARE_X1, play "mouse_click"; )
|
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|
|
// ============================================================================================
|
|
// ===================================== Specialty: Squad =====================================
|
|
// ============================================================================================
|
|
#define CLOSE_POPUP_PERK4 close CAC_PREFIX"popup_cac_perk4" close CAC_PREFIX"popup_cac_perk4"
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|