200 lines
2.6 KiB
Text
200 lines
2.6 KiB
Text
#name "My Test"
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// JBW - don't convert #dll "defaultconvert"
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#source_dir "source_data/"
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#target_dir "output/temp/"
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#file_ext "*.txt"
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data testdata("weapon.gdf")
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enum { "name1", "name2", "name3", "name4", "name5" } mapnames
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//int 100 1 500 f
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struct
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{
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// bool verbose
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enum
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{
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"action",
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"movement"
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} animtype
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enum
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{
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"val1",
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"val2"
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} testenum
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struct
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{
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enum
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{
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"val3",
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"val4"
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} testenum2
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int 100 1 500 testint
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} teststruct
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} animation
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enum
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{
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"idle",
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"patrol",
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"balcony_idle"
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} type_idle
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enum
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{
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"idle",
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"patrol",
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"balcony_idle"
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} type_idle2
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enum
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{
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"idle",
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"patrol",
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"balcony_idle"
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} type_idle3
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enum
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{
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"idle",
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"patrol",
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"balcony_idle"
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} type_idle4
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string mapkey
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map struct
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{
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int 100 1 500 f
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string here
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enum
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{
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"1",
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"2",
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"3"
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} testenum
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} testmap
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[
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event "event_name"
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{
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newentry(type_idle4)
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newentry(type_idle)
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}
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]
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ref(struct
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{
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int 100 1 500 f
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string here
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enum
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{
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"1",
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"2",
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"3"
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} testenum
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}) ref_var(testmap, mapkey)
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string filename
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int 0 0 1 f
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int 0 0 1 g
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/*
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list entity map // map here is a variable name - essentially a list of values
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map shader shaderlist // map here is a type - essentially a list of variables all of the same type (so they are not predefined)
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*/
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vcontainer
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{
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spinedit(f, 1, 1)
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spinedit(g, 1, 1)
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spinedit(f == g, 1, 1)
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spinedit(filename == "here", 1, 1)
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spinedit((f == g) && (f == g ? f : NULL), 1, 1)
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using ref_var
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{
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spinedit(f, 5, 10)
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edit(here)
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scrollbox(testenum)
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button("new file", "new_file")
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}
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fileedit(filename)
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edit(mapkey)
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button("clickme text", "event_name")
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spinedit(f, 5, 10)
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hcontainer
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{
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scrollbox(type_idle)
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scrollbox(type_idle4)
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}
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vcontainer
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{
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scrollbox(type_idle2)
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scrollbox(type_idle)
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}
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using animation
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{
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vcontainer
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{
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// bool(verbose)
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scrollbox(animtype)
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scrollbox(testenum)
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using teststruct
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{
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scrollbox(testenum2)
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spinedit(testint, 5, 10)
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}
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}
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}
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vcontainer
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{
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// bool animation.verbose
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scrollbox(animation.animtype)
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scrollbox(animation.testenum)
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spinedit(animation.teststruct.testint, 5, 10)
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scrollbox(animation.teststruct.testenum2)
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}
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listbox(testmap, mapkey)
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}
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/*
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// variable values
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type_idle3 "idle3"
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type_idle4 "idle4"
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type_idle2 "idle2"
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type_idle "idle"
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models/human/animation/viewmodel/sten/raise_sten_stand
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{
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verbose 1
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animtype action
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}
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struct
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{
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bool verbose
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enum
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{
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action
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movement
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} animtype
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} animation
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*/
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