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classes.h
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classes.h
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/**
* EconAPI
* Copyright (C) 2021-2022 Natanel 'LuqS' Shitrit. All rights reserved.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef _INCLUDE_SOURCEMOD_EXTENSION_CLASSES_H_
#define _INCLUDE_SOURCEMOD_EXTENSION_CLASSES_H_
#include "utlhashmaplarge.h"
#include "utldict.h"
#include "string_t.h"
//-----------------------------------------------------------------------------
// A dictionary mapping from symbol to structure
//-----------------------------------------------------------------------------
// This is a useful macro to iterate from start to end in order in a map
#define FOR_EACH_DICT(dictName, iteratorName) \
for(int iteratorName=(dictName).First(); iteratorName != (dictName).InvalidIndex(); iteratorName = (dictName).Next(iteratorName))
// faster iteration, but in an unspecified order
#define FOR_EACH_DICT_FAST(dictName, iteratorName) \
for (int iteratorName = 0; iteratorName < (dictName).MaxElement(); ++iteratorName) if (!(dictName).IsValidIndex(iteratorName)) continue; else
#define MAX_PAINT_DATA_NAME 128
#define MAX_STICKER_DATA_PATH 128
#define MATERIAL_MAX_LIGHT_COUNT 4
// The total number of loadouts to track for each player.
// these are the number of skins (2 valid + 2 invalid)
#define LOADOUT_COUNT 4
// CS Team IDs.
enum
{
TEAM_UNASSIGNED, // not assigned to a team
TEAM_SPECTATOR, // spectator team
TEAM_TERRORIST, // terrorist team
TEAM_CT, // counter-terrorist team
TEAM_MAXCOUNT
};
typedef uint32 RTime32;
// The Steam backend representation of a unique item index
typedef uint16 item_definition_index_t;
typedef uint16 attrib_definition_index_t;
typedef uint32 attrib_value_t;
typedef CUtlVector<uint32> WorkshopContributorList_t;
typedef int econ_tag_handle_t;
// Misc typedefs for clarity.
typedef uint32 equip_region_mask_t;
enum attrib_colors_t
{
ATTRIB_COL_LEVEL = 0,
ATTRIB_COL_NEUTRAL,
ATTRIB_COL_POSITIVE,
ATTRIB_COL_NEGATIVE,
ATTRIB_COL_ITEMSET_NAME,
ATTRIB_COL_ITEMSET_EQUIPPED,
ATTRIB_COL_ITEMSET_MISSING,
ATTRIB_COL_BUNDLE_ITEM,
ATTRIB_COL_LIMITED_USE,
ATTRIB_COL_ITEM_FLAGS,
ATTRIB_COL_RARITY_DEFAULT,
ATTRIB_COL_RARITY_COMMON,
ATTRIB_COL_RARITY_UNCOMMON,
ATTRIB_COL_RARITY_RARE,
ATTRIB_COL_RARITY_MYTHICAL,
ATTRIB_COL_RARITY_LEGENDARY,
ATTRIB_COL_RARITY_ANCIENT,
ATTRIB_COL_RARITY_IMMORTAL,
ATTRIB_COL_RARITY_ARCANA,
ATTRIB_COL_STRANGE,
ATTRIB_COL_UNUSUAL,
NUM_ATTRIB_COLORS,
};
enum EItemType
{
k_EItemTypeNone,
k_EItemTypeCoupon,
k_EItemTypeCampaign,
k_EItemTypeSelfOpeningPurchase,
k_EItemTypeOperationCoin,
k_EItemTypePrestigeCoin,
k_EItemTypeTool,
k_EItemTypeGameLicense,
k_EItemTypePickEmChallangeCoin,
k_EItemTypeSubscription,
};
enum item_capabilities_t
{
ITEM_CAP_NONE = 0,
ITEM_CAP_PAINTABLE = 1 << 0, // some items are tagged in CS:GO schema, but we don't use it
ITEM_CAP_NAMEABLE = 1 << 1, // used in CS:GO on all weapons that can get a name tag
ITEM_CAP_DECODABLE = 1 << 2, // used in CS:GO on supply crates containers
ITEM_CAP_CAN_DELETE = 1 << 3, // used in CS:GO on supply crates containers
ITEM_CAP_CAN_CUSTOMIZE_TEXTURE = 1 << 4, // NOT USED
ITEM_CAP_USABLE = 1 << 5, // NOT USED
ITEM_CAP_USABLE_GC = 1 << 6, // some items are tagged in CS:GO schema, but we don't use it
ITEM_CAP_CAN_GIFT_WRAP = 1 << 7, // NOT USED
ITEM_CAP_USABLE_OUT_OF_GAME = 1 << 8, // some items are tagged in CS:GO schema, but we don't use it
ITEM_CAP_CAN_COLLECT = 1 << 9, // NOT USED
ITEM_CAP_CAN_CRAFT_COUNT = 1 << 10, // NOT USED
ITEM_CAP_CAN_CRAFT_MARK = 1 << 11, // NOT USED
ITEM_CAP_PAINTABLE_TEAM_COLORS = 1 << 12, // NOT USED
ITEM_CAP_CAN_BE_RESTORED = 1 << 13, // NOT USED
ITEM_CAP_CAN_USE_STRANGE_PARTS = 1 << 14, // NOT USED
ITEM_CAP_PAINTABLE_UNUSUAL = 1 << 15, // NOT USED
ITEM_CAP_CAN_INCREMENT = 1 << 16, // NOT USED
ITEM_CAP_USES_ESSENCE = 1 << 17, // NOT USED
ITEM_CAP_AUTOGRAPH = 1 << 18, // NOT USED
ITEM_CAP_RECIPE = 1 << 19, // NOT USED
ITEM_CAP_CAN_STICKER = 1 << 20, // used in CS:GO on sticker tools, primary and secondary weapons
ITEM_CAP_STATTRACK_SWAP = 1 << 21, // used in CS:GO on stattrack items
ITEM_CAP_CAN_PATCH = 1 << 22, // used in CS:GO on customplayers
NUM_ITEM_CAPS = 23,
};
enum EAssetClassAttrExportRule_t
{
k_EAssetClassAttrExportRule_Default = 0,
k_EAssetClassAttrExportRule_Bucketed = (1 << 0), // attribute exports bucketed value to Steam Community
k_EAssetClassAttrExportRule_Skip = (1 << 1), // attribute value is not exported to Steam Community
k_EAssetClassAttrExportRule_GCOnly = (1 << 2), // attribute only lives on GC and not exported to any external request
};
// Coloring for attribute lines
enum attrib_effect_types_t
{
ATTRIB_EFFECT_NEUTRAL = 0,
ATTRIB_EFFECT_POSITIVE,
ATTRIB_EFFECT_NEGATIVE,
NUM_EFFECT_TYPES,
};
struct WeaponPaintableMaterial_t
{
char m_szName[MAX_PAINT_DATA_NAME];
char m_szOriginalMaterialName[MAX_PAINT_DATA_NAME];
char m_szFolderName[MAX_PAINT_DATA_NAME];
int m_nViewModelSize;
int m_nWorldModelSize;
float m_flWeaponLength;
float m_flUVScale;
bool m_bBaseTextureOverride;
bool m_bMirrorPattern;
};
struct InventoryImageData_t
{
QAngle* m_pCameraAngles;
Vector* m_pCameraOffset;
float m_cameraFOV;
void* m_pLightDesc[MATERIAL_MAX_LIGHT_COUNT]; // [LightDesc_t]
bool m_bOverrideDefaultLight;
};
struct StickerData_t
{
char m_szStickerModelPath[MAX_STICKER_DATA_PATH];
char m_szStickerMaterialPath[MAX_STICKER_DATA_PATH];
Vector m_vWorldModelProjectionStart;
Vector m_vWorldModelProjectionEnd;
char m_szStickerBoneParentName[32];
};
struct item_list_entry_t
{
// Item def
int m_nItemDef;
// Paint kit applied to it
int m_nPaintKit;
int m_nPaintKitSeed;
float m_flPaintKitWear;
// Sticker kit applied to it
uint32 m_nStickerKit;
// music kit applied to it
uint32 m_nMusicKit;
bool m_bIsNestedList;
bool m_bIsUnusualList;
mutable bool m_bAlreadyUsedInRecursiveCreation;
};
struct bundleinfo_t
{
CUtlVector<item_list_entry_t> vecItemEntries;
};
class IEconTool
{
private:
const char* m_pszTypeName;
const char* m_pszUseString;
const char* m_pszUsageRestriction;
item_capabilities_t m_unCapabilities;
CUtlVector<int> m_vecBonusItemDef;
};
class CEconLootListDefinition
{
public:
struct loot_list_additional_drop_t
{
float m_fChance;
bool m_bPremiumOnly;
const char* m_pszLootListDefName;
};
struct static_attrib_t
{
union attribute_data_union_t
{
float asFloat;
uint32 asUint32;
byte* asBlobPointer;
};
attrib_definition_index_t iDefIndex;
attribute_data_union_t m_value;
bool m_bForceGCToGenerate;
};
struct lootlist_attrib_t
{
static_attrib_t m_staticAttrib;
float m_flWeight;
float m_flRangeMin;
float m_flRangeMax;
CCopyableUtlVector<uint32> m_vecValues;
};
struct random_attrib_t
{
float m_flChanceOfRandomAttribute;
float m_flTotalAttributeWeight;
bool m_bPickAllAttributes;
CUtlVector<lootlist_attrib_t> m_RandomAttributes;
};
public:
bool IsPublicListContents() const { return m_bPublicListContents; }
bool ContainsStickersAutographedByProplayers() const { return m_bContainsStickersAutographedByProplayers; }
bool ContainsStickersRepresentingOrganizations() const { return m_bContainsStickersRepresentingOrganizations; }
bool ContainsPatchesRepresentingOrganizations() const { return m_bContainsPatchesRepresentingOrganizations; }
bool WillProduceStattrak() const { return m_bWillProduceStattrak; }
bool IsServerList() const { return m_bServerList; }
int GetHeroID() const { return m_unHeroID; }
float GetTotalWeight() const { return m_flTotalWeight; }
const char* GetName() const { return m_pszName; }
// Items
int GetItemCount() const { return m_ItemEntries.Count(); }
const item_list_entry_t* GetItem(int iIndex) const
{
return m_ItemEntries.IsValidIndex(iIndex) ? &m_ItemEntries[iIndex] : nullptr;
}
// Additional Drops
int GetAdditionalDropCount() const { return m_AdditionalDrops.Count(); }
const loot_list_additional_drop_t* GetAdditionalDrop(int iIndex) const
{
return m_AdditionalDrops.IsValidIndex(iIndex) ? &m_AdditionalDrops[iIndex] : nullptr;
}
private:
void* m_pVTable; // 0 (4)
CUtlVector<loot_list_additional_drop_t> m_AdditionalDrops; // 4 (20)
const char* m_pszName; // 24 (4)
CUtlVector<item_list_entry_t> m_ItemEntries; // 28 (20)
uint32 m_unHeroID; // 48 (4)
bool m_bPublicListContents; // 52 (1) // do not show loot list contents to users (ie., when listing crate contents on Steam)
bool m_bContainsStickersAutographedByProplayers; // 53 (1)
bool m_bContainsStickersRepresentingOrganizations; // 54 (1)
bool m_bContainsPatchesRepresentingOrganizations; // 55 (1)
bool m_bWillProduceStattrak; // 56 (1)
// [Padding] 57 (3)
float m_flTotalWeight; // 60 (4)
CUtlVector<float> m_flWeights; // 64 (20)
CUtlVector<random_attrib_t*> m_RandomAttribs; // 84 (20)
bool m_bServerList; // 104 (1)
bool unknown105; // 105 (1)
// [Padding] 106 (2)
int unknown108; // 108 (4)
int unknown112; // 112 (4)
int unknown116; // 116 (4)
int unknown120; // 120 (4)
int unknown124; // 124 (4)
};
class CEconItemDefinition
{
public:
// booleans
bool IsEnabled() const { return m_bEnabled; }
bool HasProperName() const { return m_bProperName; }
bool ShouldLoadOnDemand() const { return m_bLoadOnDemand; }
bool HasBeenLoaded() const { return m_bHasBeenLoaded; }
bool HideBodyGroupsDeployedOnly() const { return m_bHideBodyGroupsDeployedOnly; }
bool ShouldAttachToHands() const { return m_bAttachToHands; }
bool ShouldAttachToHandsVMOnly() const { return m_bAttachToHandsVMOnly; }
bool ShouldFlipViewModel() const { return m_bFlipViewModel; }
bool IsActingAsWearable() const { return m_bActAsWearable; }
bool ShoulDisableStyleSelector() const { return m_bDisableStyleSelection; }
bool IsHidden() const { return m_bHidden; }
bool ShouldShowInArmory() const { return m_bShouldShowInArmory; }
bool IsBaseItem() const { return m_bBaseItem; }
bool IsDefaultSlotItem() const { return m_bDefaultSlotItem; }
bool IsImported() const { return m_bImported; }
bool IsOnePerAccountCDKEY() const { return m_bOnePerAccountCDKEY; }
bool IsPackBundle() const { return m_bIsPackBundle; }
bool IsPackItem() const { return m_pOwningPackBundle != NULL; }
bool IsAllowedInMatch() const { return m_bAllowedInThisMatch; }
bool IsPublicItem() const { return m_bPublicItem; }
bool IgnoreInCollectionView() const { return m_bIgnoreInCollectionView; }
// integers
uint8 GetMinItemLevel() const { return m_unMinItemLevel; }
uint8 GetMaxItemLevel() const { return m_unMaxItemLevel; }
uint8 GetItemRarity() const { return m_nItemRarity; }
uint8 GetItemQuality() const { return m_nItemQuality; }
uint8 GetForcedItemQuality() const { return m_nForcedItemQuality; }
uint8 GetDefaultDropItemQuality() const { return m_nDefaultDropItemQuality; }
uint8 GetDefaultDropQuantity() const { return m_nDefaultDropQuantity; }
uint8 GetPopularitySeed() const { return m_nPopularitySeed; }
uint16 GetDefinitionIndex() const { return m_nDefIndex; }
uint32 GetItemTypeID() const { return m_unItemTypeID; }
uint32 GetNumConcreteItems() const { return m_unNumConcreteItems; }
int GetNumSupportedStickerSlots() const { return m_vStickerModels.Count(); }
int GetSoundMaterialID() const { return m_nSoundMaterialID; }
int GetArmoryRemap() const { return m_iArmoryRemap; }
int GetStoreRemap() const { return m_iStoreRemap; }
int GetDropType() const { return m_iDropType; }
int GetSubType() const { return m_iSubType; }
RTime32 GetExpirationTime() const { return m_rtExpiration; }
RTime32 GetDefCreationTime() const { return m_rtDefCreation; }
EItemType GetEconItemType() const { return m_eItemType; }
item_capabilities_t GetCapabilities() const { return m_iCapabilities; }
equip_region_mask_t GetEquipRegionMask() const { return m_unEquipRegionMask; }
equip_region_mask_t GetEquipRegionConflictMask() const { return m_unEquipRegionConflictMask; }
// strings
const char* GetPrefab() const { return m_szPrefab; }
const char* GetBaseName() const { return m_pszItemBaseName; }
const char* GetTypeName() const { return m_pszItemTypeName; }
const char* GetDescription() const { return m_pszItemDesc; }
const char* GetInventoryModel() const { return m_pszInventoryModel; }
const char* GetInventoryImage() const { return m_pszInventoryImage; }
const char* GetBasePlayerDisplayModel() const { return m_pszBaseDisplayModel; }
const char* GetWorldDisplayModel() const { return m_pszWorldDisplayModel; }
const char* GetWorldDroppedModel() const { return m_pszWorldDroppedModel; }
const char* GetHolsteredModel() const { return m_pszHolsteredModel; }
const char* GetWorldExtraWearableModel() const { return m_pszWorldExtraWearableModel; }
const char* GetIconDefaultImage() const { return m_pszIconDefaultImage; }
const char* GetBrassModelOverride() const { return m_pszBrassModelOverride; }
const char* GetZoomInSound() const { return m_pszZoomInSound; }
const char* GetZoomOutSound() const { return m_pszZoomOutSound; }
const char* GetIconURLSmall() const { return m_sIconURLSmall.Get(); }
const char* GetIconURLLarge() const { return m_sIconURLLarge.Get(); }
const char* GetUnknown1() const { return m_sUnknown1.Get(); }
const char* GetUnknown2() const { return m_sUnknown2.Get(); }
const char* GetParticleFile() const { return m_pszParticleFile; }
const char* GetParticleSnapshotFile() const { return m_pszParticleSnapshotFile; }
const char* GetLootListName() const { return m_pszLootListName; }
const char* GetItemClassname() const { return m_pszItemClassname; }
const char* GetItemLogClassname() const { return m_pszItemLogClassname; }
const char* GetItemIconClassname() const { return m_pszItemIconClassname; }
const char* GetDefinitionName() const { return m_pszDefinitionName; }
const char* GetArmoryDescription() const { return m_pszArmoryDesc; }
const char* GetClassToken() const { return m_pszClassToken; }
const char* GetSlotToken() const { return m_pszSlotToken; }
const char* GetHolidayRestriction() const { return m_pszHolidayRestriction; }
// other
CEconItemDefinition* GetOwningPackBundle() const { return m_pOwningPackBundle; }
private:
void* m_pVTable; // 0 (4)
KeyValues* m_pKVItem; // 4 (4)
// The number used to refer to this definition in the DB
item_definition_index_t m_nDefIndex; // 8 (2)
// [Padding] 10 (2)
// List of associated items, such as multiple different keys for the same crate.
CUtlVector<item_definition_index_t> m_nAssociatedItemsDefIndexes; // 12 (20)
// False if this definition has been turned off and we're not using it to generate items
bool m_bEnabled; // 32 (1)
// [Padding] 33 (3)
// The prefab used by the item.
const char* m_szPrefab; // 36 (4) *GARBAGE - DO NOT USE*
// These values specify the range of item levels that an item based off this definition can be generated within.
uint8 m_unMinItemLevel; // 40 (1)
uint8 m_unMaxItemLevel; // 41 (1)
// This specifies an item's rarity.
uint8 m_nItemRarity; // 42 (1)
// This specifies an item quality that items from this definition must be set to. Used mostly to specify unique item definitions.
uint8 m_nItemQuality; // 43 (1)
uint8 m_nForcedItemQuality; // 44 (1)
uint8 m_nDefaultDropItemQuality; // 45 (1)
// Default drop quantity
uint8 m_nDefaultDropQuantity; // 46 (1)
// [Padding] 47 (1)
// Static attributes (ones that are always on these items)
CUtlVector<CEconLootListDefinition::static_attrib_t> m_vecStaticAttributes; // 48 (20)
// Seeds the popular item list with this number of the item when the list is reset.
uint8 m_nPopularitySeed; // 68 (1)
// [Padding] 69 (3)
// Portraits KV
KeyValues* m_pPortraitsKV; // 72 (4)
// ---------------------------------------------
// Display related data
// ---------------------------------------------
// The base name of this item. i.e. "The Kritz-Krieg".
const char* m_pszItemBaseName; // 76 (4)
// If set, the name will have "The" prepended to it, unless it's got a non-unique quality
// in which case it'll have "A" prepended to the quality. i.e. A Community Kritzkrieg
bool m_bProperName; // 80 (1)
// [Padding] 81 (3)
// The base type of this item. i.e. "Rocket Launcher" or "Shotgun".
// This is often the same as the base name, but not always.
const char* m_pszItemTypeName; // 84 (4)
// A unique identifier for m_pszItemTypeName
uint32 m_unItemTypeID; // 88 (4)
// The item's non-attribute description.
const char* m_pszItemDesc; // 92 (4)
// expiration time
RTime32 m_rtExpiration; // 96 (4)
// item def creation time
RTime32 m_rtDefCreation; // 100 (4)
// The .mdl file used for this item when it's displayed in inventory-style boxes.
const char* m_pszInventoryModel; // 104 (4)
// Alternatively, the image used for this item when it's displayed in inventory-style boxes. If specified, it's used over the model.
const char* m_pszInventoryImage; // 108 (4)
// An optional image that's overlayed over the top of the base inventory image. It'll be RGB colored by the tint color of the item.
CUtlVector<const char*> m_pszInventoryOverlayImages; // 112 (20)
int m_iInventoryImagePosition[2]; // 132,136 (8)
int m_iInventoryImageSize[2]; // 140,144 (8)
const char* m_pszBaseDisplayModel; // 148 (4)
bool m_bLoadOnDemand; // 152 (1)
bool m_bHasBeenLoaded; // 153 (1)
bool m_bHideBodyGroupsDeployedOnly; // 154 (1)
// [Padding] 155 (1)
// The .mdl file used for the world view.
// This is inferior to using a c_model, but because the geometry of the sticky bomb launcher's
// world model is significantly different from the view model the demoman pack requires
// using two separate models for now.
const char* m_pszWorldDisplayModel; // 156 (4)
const char* m_pszWorldDroppedModel; // 160 (4)
const char* m_pszHolsteredModel; // 164 (4)
const char* m_pszWorldExtraWearableModel; // 168 (4) // Some weapons attach an extra wearable item to the player
char m_szWorldDroppedModel[80]; // 172 (80)
// Sticker model paths
CUtlVector<StickerData_t> m_vStickerModels; // 252 (20)
// This is the name of the default image used for the inventory until the generated image is ready
const char* m_pszIconDefaultImage; // 272 (4)
// If set, we use the base hands model for a viewmodel, and bonemerge the above player model
bool m_bAttachToHands; // 276 (1)
bool m_bAttachToHandsVMOnly; // 277 (1)
// If set, we will force the view model to render flipped. Good for models built left handed.
bool m_bFlipViewModel; // 278 (1)
// This is a wearable that sits in a non-wearable loadout slot
bool m_bActAsWearable; // 279 (1)
// The possible sets this item is a member of
mutable CUtlVector<int> m_iItemSets; // 280 (20) - 55 89 E5 57 56 53 83 EC 2C 8B 7D 08 8B 75 0C 8B 9F 24 01 00 00
// Asset Modifiers & Info
void* m_pAssetInfo; // 300 (4) [AssetInfo]
// Another way to group econ items with similar properties, separate from item_class.
// (items of the same class may need to have different types).
EItemType m_eItemType; // 304 (4)
// Optional override for specifying a custom shell ejection model
const char* m_pszBrassModelOverride; // 308 (4)
const char* m_pszZoomInSound; // 312 (4)
const char* m_pszZoomOutSound; // 316 (4)
IEconTool* m_pTool; // 320 (4)
bundleinfo_t* m_BundleInfo; // 324 (4)
item_capabilities_t m_iCapabilities; // 328 (4)
uint32 m_unNumConcreteItems; // 332 (4) // This is the number of items that will actually end up in a user's inventory - this can be 0 for some items (e.g. map stamps in TF), 1 for a "regular" item, or many for bundles, etc.
int m_nSoundMaterialID; // 336 (4)
bool m_bDisableStyleSelection; // 340 (1)
// [Padding] 341 (3)
CUtlString m_sIconURLSmall; // 344 (16)
CUtlString m_sIconURLLarge; // 360 (16)
CUtlString m_sUnknown1; // 376 (16)
CUtlString m_sUnknown2; // 392 (16)
//particle file
const char* m_pszParticleFile; // 408 (4) // Some items have custom particle files attached to them
const char* m_pszParticleSnapshotFile; // 412 (4) // Some weapons override a generic effect with a custom snapshot
const char* m_pszLootListName; // 416 (4) // Optionally specified loot list for a crate item (instead of a supply crate series).
CUtlVector<int> m_nCharacterPaintKitIndices; // 420 (20)
CUtlVector<WeaponPaintableMaterial_t> m_PaintData; // 440 (20)
InventoryImageData_t* m_pInventoryImageData; // 460 (4)
// ---------------------------------------------
// Creation related data
// ---------------------------------------------
// The entity classname for this item.
const char* m_pszItemClassname; // 464 (4)
// The entity name that will be displayed in log files.
const char* m_pszItemLogClassname; // 468 (4)
// The name of the icon used in the death notices.
const char* m_pszItemIconClassname; // 472 (4)
// This is the script file name of this definition. Used to generate items by script name.
const char* m_pszDefinitionName; // 476 (4)
bool m_bHidden; // 480 (1)
bool m_bShouldShowInArmory; // 481 (1)
bool m_bBaseItem; // 482 (1)
bool m_bDefaultSlotItem; // 483 (1)
bool m_bImported; // 484 (1)
bool m_bOnePerAccountCDKEY; // 485 (1)
// A pack bundle is a bundle that contains items that are not for sale individually
bool m_bIsPackBundle; // 486 (1)
// [Padding] 487 (1)
// A pack item is an item which is not for sale individually and is only for sale as part of a pack bundle. A 'regular' bundle can only include a pack bundle by explicitly including all of the pack bundle's items individually.
// If this pointer is non-NULL, this item is considered to be a pack item (see CEconItemDefinition::IsPackItem()).
CEconItemDefinition* m_pOwningPackBundle; // 488 (4)
// Contains information on how to describe items with this attribute in the Armory
const char* m_pszArmoryDesc; // 492 (4)
// ---------------------------------------------
// Remapping data for armory/store
// ---------------------------------------------
int m_iArmoryRemap; // 496 (4)
int m_iStoreRemap; // 500 (4)
const char* m_pszArmoryRemap; // 504 (4)
const char* m_pszStoreRemap; // 508 (4)
// ---------------------------------------------
// Crafting related data
// ---------------------------------------------
const char* m_pszClassToken; // 512 (4)
const char* m_pszSlotToken; // 516 (4)
// ---------------------------------------------
// Gameplay related data
// ---------------------------------------------
// How to behave when the player wearing the item dies.
int m_iDropType; // 520 (4)
// Holiday restriction. Item only has an appearance when the holiday is in effect.
const char* m_pszHolidayRestriction; // 524 (4)
// Temporary. Revisit this in the engineer update. Enables an additional buildable.
int m_iSubType; // 528 (4)
// Whitelist support for tournament mode
bool m_bAllowedInThisMatch; // 532 (1)
// [Padding] 533 (3)
// this will hold a pointer to the criteria that should be used to generate the real item
void* m_pProxyCriteria; // 536 (4) [CItemSelectionCriteria*]
equip_region_mask_t m_unEquipRegionMask; // 540 (4) // which equip regions does this item cover directly
equip_region_mask_t m_unEquipRegionConflictMask; // 544 (4) // which equip regions does equipping this item prevent from having something in them
// Alternate icons.
CUtlMap<uint32, const char*>* m_pMapAlternateIcons; // 548 (4)
CUtlVector<econ_tag_handle_t> m_vecTags; // 552 (20)
CUtlVector<const CEconItemDefinition*> m_vecContainingBundleItemDefs; // 572 (20) // Item definition indices for any bundles which contain this item
WorkshopContributorList_t m_vecSteamWorkshopContributors; // 592 (20)
friend class CEconItemSchema;
bool m_bPublicItem; // 612 (1)
bool m_bIgnoreInCollectionView; // 613 (1)
// [Padding] 614 (2)
// SIZE == 616
};
class CCStrike15ItemDefinition : public CEconItemDefinition
{
public:
int GetUsedByTeam();
int GetLoadoutSlot(int iTeam);
bool CanBeUsedByTeam(int iTeam) const { return m_vbClassUsability.IsBitSet(iTeam); }
private:
// The load-out slot that this item can be placed into.
int m_iDefaultLoadoutSlot; // 616 (4)
int m_iGearSlot; // 620 (4)
int m_iGearSlotPosition; // 624 (4)
int m_iAnimationSlot; // 628 (4)
// The .mdl file used for this item when it's being carried by a player.
const char* m_pszPlayerDisplayModel[LOADOUT_COUNT]; // 632 (4 * 4 = 16)
// Specifies which class can use this item.
CBitVec<LOADOUT_COUNT> m_vbClassUsability; // 648 (4 * 1 = 4)
int m_iLoadoutSlots[LOADOUT_COUNT]; // Slot that each class places the item into.
bool m_bIsSupplyCrate : 1;
bool m_bItemSharesEquipSlot : 1;
};
class CPaintKit
{
public:
void GetRGBAColor(int iIndex, cell_t* buf) const { rgbaColor[iIndex].GetColor(buf[0], buf[1], buf[2], buf[3]); }
void GetRGBALogoColor(int iIndex, cell_t* buf) const { rgbaLogoColor[iIndex].GetColor(buf[0], buf[1], buf[2], buf[3]); }
bool GetIgnoreWeaponSizeScale() { return bIgnoreWeaponSizeScale; }
bool GetOnlyFirstMaterial() { return bOnlyFirstMaterial; }
bool GetUseNormal() { return bUseNormal; }
int GetID() const { return nID; }
int GetRarity() const { return nRarity; }
int GetStyle() const { return nStyle; }
int GetViewModelExponentOverrideSize() const { return nViewModelExponentOverrideSize; }
float GetWearDefault() const { return flWearDefault; }
float GetWearRemapMin() const { return flWearRemapMin; }
float GetWearRemapMax() const { return flWearRemapMax; }
float GetPatternScale() const { return flPatternScale; }
float GetPatternOffsetXStart() const { return flPatternOffsetXStart; }
float GetPatternOffsetXEnd() const { return flPatternOffsetXEnd; }
float GetPatternOffsetYStart() const { return flPatternOffsetYStart; }
float GetPatternOffsetYEnd() const { return flPatternOffsetYEnd; }
float GetPatternRotateStart() const { return flPatternRotateStart; }
float GetPatternRotateEnd() const { return flPatternRotateEnd; }
float GetLogoScale() const { return flLogoScale; }
float GetLogoOffsetX() const { return flLogoOffsetX; }
float GetLogoOffsetY() const { return flLogoOffsetY; }
float GetLogoRotation() const { return flLogoRotation; }
float GetPearlescent() { return flPearlescent; }
unsigned char GetFixedSeed() const { return nFixedSeed; }
unsigned char GetPhongExponent() const { return uchPhongExponent; }
unsigned char GetPhongAlbedoBoost() const { return uchPhongAlbedoBoost; }
unsigned char GetPhongIntensity() const { return uchPhongIntensity; }
const char* GetName() const { return sName.Get(); }
const char* GetDescriptionString() const { return sDescriptionString.Get(); }
const char* GetDescriptionTag() const { return sDescriptionTag.Get(); }
const char* GetSameNameFamilyAggregate() const { return sSameNameFamilyAggregate.Get(); }
const char* GetPattern() const { return sPattern.Get(); }
const char* GetNormal() const { return sNormal.Get(); }
const char* GetLogoMaterial() const { return sLogoMaterial.Get(); }
const char* GetVmtPath() const { return sVmtPath.Get(); }
private:
enum { NUM_COLORS = 4 };
// Generic fields
int nID; // 0 (4)
CUtlString sName; // 4 (16)
CUtlString sDescriptionString; // 20 (16)
CUtlString sDescriptionTag; // 36 (16)
CUtlString sSameNameFamilyAggregate; // 52 (16) (New)
// (Generally) Weapon paint kit fields
// Note that some fields may affect item generation for other paint kit types;
// in particular the wear settings.
CUtlString sPattern; // 68 (16)
CUtlString sNormal; // 84 (16) (New)
CUtlString sLogoMaterial; // 100 (16)
bool bBaseDiffuseOverride; // 116 (1)
// [Padding] (3)
int nRarity; // 120 (4)
int nStyle; // 124 (4)
Color rgbaColor[ NUM_COLORS ]; // 128 (16)
Color rgbaLogoColor[ NUM_COLORS ]; // 144 (16)
float flWearDefault; // 160 (4)
float flWearRemapMin; // 164 (4)
float flWearRemapMax; // 168 (4)
unsigned char nFixedSeed; // 172 (1)
unsigned char uchPhongExponent; // 173 (1)
unsigned char uchPhongAlbedoBoost; // 174 (1)
unsigned char uchPhongIntensity; // 175 (1)
float flPatternScale; // 176 (4)
float flPatternOffsetXStart; // 180 (4)
float flPatternOffsetXEnd; // 184 (4)
float flPatternOffsetYStart; // 188 (4)
float flPatternOffsetYEnd; // 192 (4)
float flPatternRotateStart; // 196 (4)
float flPatternRotateEnd; // 200 (4)
float flLogoScale; // 204 (4)
float flLogoOffsetX; // 208 (4)
float flLogoOffsetY; // 212 (4)
float flLogoRotation; // 216 (4)
bool bIgnoreWeaponSizeScale; // 220 (1)
// [Padding] (3)
int nViewModelExponentOverrideSize; // 224 (4)
bool bOnlyFirstMaterial; // 228 (1)
bool bUseNormal;
// [Padding] (2)
float flPearlescent; // 232 (4)
// Character paint kit fields
CUtlString sVmtPath; // 236 (16)
KeyValues* kvVmtOverrides; // 252 (4)
// SIZE == 256
};
class CStickerKit
{
public:
bool IsMaterialPathIsAbsolute() const { return bMaterialPathIsAbsolute; }
int GetID() const { return nID; }
int GetRarity() const { return nRarity; }
int GetEventID() const { return m_nEventID; }
int GetEventTeamID() const { return m_nEventTeamID; }
int GetPlayerID() const { return m_nPlayerID; }
float GetRotateStart() const { return flRotateStart; }
float GetRotateEnd() const { return flRotateEnd; }
float GetScaleMin() const { return flScaleMin; }
float GetScaleMax() const { return flScaleMax; }
float GetWearMin() const { return flWearMin; }
float GetWearMax() const { return flWearMax; }
const char* GetName() const { return sName.Get(); }
const char* GetDescriptionString() const { return sDescriptionString.Get(); }
const char* GetsItemName() const { return sItemName.Get(); }
const char* GetMaterialPath() const { return sMaterialPath.Get(); }
const char* GetMaterialPathNoDrips() const { return sMaterialPathNoDrips.Get(); }
const char* GetInventoryImage() const { return m_strInventoryImage.Get(); }
const char* GetIconURLSmall() const { return m_sIconURLSmall.Get(); }
const char* GetIconURLLarge() const { return m_sIconURLLarge.Get(); }
private:
int nID;
int nRarity;
CUtlString sName;
CUtlString sDescriptionString;
CUtlString sItemName;
CUtlString sMaterialPath;
CUtlString sMaterialPathNoDrips;
CUtlString m_strInventoryImage;
int m_nEventID;
int m_nEventTeamID;
int m_nPlayerID;
bool bMaterialPathIsAbsolute;
float flRotateStart;
float flRotateEnd;
float flScaleMin;
float flScaleMax;
float flWearMin;
float flWearMax;
CUtlString m_sIconURLSmall;
CUtlString m_sIconURLLarge;
KeyValues *m_pKVItem;
};
class CEconMusicDefinition
{
public:
int GetID() const { return nID; }
const char* GetName() const { return m_strName.Get(); }
const char* GetNameLocToken() const { return m_strNameLocToken.Get(); }
const char* GetDescription() const { return m_strLocDescription.Get(); }
const char* GetInventoryImage() const { return m_strInventoryImage.Get(); }
const char* GetPedestalDisplayModel() const { return m_strPedestalDisplayModel.Get(); }
private:
int nID;
CUtlConstString m_strName;
CUtlConstString m_strNameLocToken;
CUtlConstString m_strLocDescription;
CUtlConstString m_strPedestalDisplayModel;
CUtlConstString m_strInventoryImage;
};
class CEconItemSetDefinition
{
public:
struct itemset_attrib_t
{
int m_iAttribDefIndex;
attrib_value_t m_valValue;
};
public:
int GetBundle() const { return m_iBundleItemDef; }
bool IsCollection() const { return m_bIsCollection; }
bool IsHiddenSet() const { return m_bIsHiddenSet; }
const char* GetName() const { return m_pszName; }
const char* GetLocKey() const { return m_pszLocalizedName; }
const char* GetUnlocalizedName() const { return m_pszUnlocalizedName; }
const char* GetLocDescription() const { return m_pszLocalizedDescription; }
item_definition_index_t GetCraftReward() const { return m_nCraftReward; }
// Item Entries
int GetItemCount() const { return m_ItemEntries.Count(); }
const item_list_entry_t* GetItem(int iIndex) const
{
return m_ItemEntries.IsValidIndex(iIndex) ? &m_ItemEntries[iIndex] : nullptr;
}
// Attributes
int GetAttributeCount() const { return m_iAttributes.Count(); }
const itemset_attrib_t* GetAttribute(int iIndex) const
{
return m_iAttributes.IsValidIndex(iIndex) ? &m_iAttributes[iIndex] : nullptr;
}
private:
void* m_pVTable;
const char* m_pszName;
const char* m_pszLocalizedName;
const char* m_pszUnlocalizedName;
const char* m_pszLocalizedDescription;
CUtlVector<item_list_entry_t> m_ItemEntries;
int m_iBundleItemDef;
bool m_bIsCollection;
bool m_bIsHiddenSet;
item_definition_index_t m_nCraftReward;
CUtlVector<itemset_attrib_t> m_iAttributes;
};
class CEconItemRarityDefinition
{
public:
int GetWhiteCount() const { return m_iWhiteCount; }
int GetBlackCount() const { return m_iBlackCount; }
int GetDBValue() const { return m_nValue; }
float GetWeight() const { return m_flWeight; }
const char* GetName() const { return !m_strName.IsEmpty() ? m_strName.String() : "unknown"; }
const char* GetLocKey() const { return m_strLocKey.String(); }
const char* GetWepLocKey() const { return m_strWepLocKey.String(); }
const char* GetCharacterLocKey() const { return m_strCharacterLocKey.String(); }
const char* GetLootList() const { return m_strLootList.String(); }
const char* GetRecycleLootList() const { return m_strRecycleLootList.String(); }
const char* GetDropSound() const { return m_strDropSound.String(); }
const char* GetNextRarity() const { return m_strNextRarity.String(); }
attrib_colors_t GetAttribColor() const { return m_iAttribColor; }
private:
// The value that the game/DB will know this rarity by
int m_nValue;
attrib_colors_t m_iAttribColor;
// The English name of the rarity
CUtlString m_strName;
// The localization key for this rarity.
CUtlString m_strLocKey;
// The localization key for this rarity, for weapons.
CUtlString m_strWepLocKey;
// The localization key for this rarity, for characters.
CUtlString m_strCharacterLocKey;
// The loot list name associated with this rarity.
CUtlString m_strLootList;
CUtlString m_strRecycleLootList;
CUtlString m_strDropSound;
CUtlString m_strNextRarity;
int m_iWhiteCount;
int m_iBlackCount;
float m_flWeight;
};
class CEconItemQualityDefinition
{
public:
bool GetRequiresExplicitMatches() const { return m_bExplicitMatchesOnly; }
bool CanSupportSet() const { return m_bCanSupportSet; }
int32 GetDBValue() const { return m_nValue; }
uint32 GetWeight() const { return m_unWeight; }
const char* GetName() const { return !m_strName.IsEmpty() ? m_strName.Get() : "unknown"; }
const char* GetHexColor() const { return !m_strHexColor.IsEmpty() ? m_strHexColor.Get() : "B2B2B2"; }
private:
// The value that the game/DB will know this quality by
int32 m_nValue;
// The English name of the quality
CUtlConstString m_strName;
// The weight used for choosing the quality. The higher the weight, the more likely it will be chosen.
uint32 m_unWeight;
// Whether or not items chosen to be of this quality only match item definitions that are explicitly defined as being of this quality
bool m_bExplicitMatchesOnly;
// if this is true the support tool is allowed to set this quality level on any item
bool m_bCanSupportSet;