218 lines
9.4 KiB
C++
218 lines
9.4 KiB
C++
#pragma once
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#include <bitset>
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namespace mtb
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{
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class Equip
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{
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public:
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a8::reflect::Class* GetClass() const;
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int id() const { return id_; };
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int equip_type() const { return equip_type_; };
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int equip_subtype() const { return equip_subtype_; };
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int equip_lv() const { return equip_lv_; };
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int fire_mode() const { return fire_mode_; };
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int use_bullet() const { return use_bullet_; };
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int clip_volume() const { return clip_volume_; };
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int reload_time() const { return reload_time_; };
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int fire_rate() const { return fire_rate_; };
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const std::string atk() const { return atk_; };
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int def() const { return def_; };
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const std::string max_hp() const { return max_hp_; };
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int explosion_range() const { return explosion_range_; };
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int bullet_speed() const { return bullet_speed_; };
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int range() const { return range_; };
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int use_time() const { return use_time_; };
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const std::string heal() const { return heal_; };
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int time() const { return time_; };
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const std::string volume() const { return volume_; };
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int bullet_rad() const { return bullet_rad_; };
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int group_num() const { return group_num_; };
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int is_luck() const { return is_luck_; };
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const std::string bullet_born_offset() const { return bullet_born_offset_; };
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float bullet_angle() const { return bullet_angle_; };
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const std::string name() const { return name_; };
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float rad() const { return rad_; };
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float rad2() const { return rad2_; };
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int buffid() const { return buffid_; };
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int drop_id() const { return drop_id_; };
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int explosion_effect() const { return explosion_effect_; };
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const std::string param1() const { return param1_; };
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const std::string param2() const { return param2_; };
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int reloadtype() const { return reloadtype_; };
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float recoil_force() const { return recoil_force_; };
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int missiles_time() const { return missiles_time_; };
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int heroid() const { return heroid_; };
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const std::string launch_dev() const { return launch_dev_; };
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const std::string power_time() const { return power_time_; };
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const std::string power_gun() const { return power_gun_; };
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const std::string power_buff() const { return power_buff_; };
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int through_teammate() const { return through_teammate_; };
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const std::string text_icon() const { return text_icon_; };
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const std::string special_damage_type() const { return special_damage_type_; };
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float max_oil() const { return max_oil_; };
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float average_oil() const { return average_oil_; };
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float atk_mech() const { return atk_mech_; };
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int use_scene() const { return use_scene_; };
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int ispenetrate() const { return ispenetrate_; };
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int is_penetrate_thing() const { return is_penetrate_thing_; };
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int reload_delay_time() const { return reload_delay_time_; };
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int cast_time() const { return cast_time_; };
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int aiming_cast_time() const { return aiming_cast_time_; };
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int auto_switch_weapon_time() const { return auto_switch_weapon_time_; };
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int quality() const { return quality_; };
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int explosion_damage_delay() const { return explosion_damage_delay_; };
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int bullet_consume_type() const { return bullet_consume_type_; };
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const std::string inventory_slot() const { return inventory_slot_; };
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int _inventory_slot() const { return _inventory_slot_; };
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float critical() const { return critical_; };
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float cri_damage() const { return cri_damage_; };
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int shootfire() const { return shootfire_; };
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const std::string hit_buff() const { return hit_buff_; };
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int auto_trace() const { return auto_trace_; };
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int trace_range() const { return trace_range_; };
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int double_gun() const { return double_gun_; };
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bool has_id() const { return __flags__.test(0);};
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bool has_equip_type() const { return __flags__.test(1);};
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bool has_equip_subtype() const { return __flags__.test(2);};
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bool has_equip_lv() const { return __flags__.test(3);};
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bool has_fire_mode() const { return __flags__.test(4);};
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bool has_use_bullet() const { return __flags__.test(5);};
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bool has_clip_volume() const { return __flags__.test(6);};
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bool has_reload_time() const { return __flags__.test(7);};
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bool has_fire_rate() const { return __flags__.test(8);};
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bool has_atk() const { return __flags__.test(9);};
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bool has_def() const { return __flags__.test(10);};
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bool has_max_hp() const { return __flags__.test(11);};
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bool has_explosion_range() const { return __flags__.test(12);};
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bool has_bullet_speed() const { return __flags__.test(13);};
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bool has_range() const { return __flags__.test(14);};
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bool has_use_time() const { return __flags__.test(15);};
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bool has_heal() const { return __flags__.test(16);};
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bool has_time() const { return __flags__.test(17);};
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bool has_volume() const { return __flags__.test(18);};
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bool has_bullet_rad() const { return __flags__.test(19);};
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bool has_group_num() const { return __flags__.test(20);};
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bool has_is_luck() const { return __flags__.test(21);};
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bool has_bullet_born_offset() const { return __flags__.test(22);};
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bool has_bullet_angle() const { return __flags__.test(23);};
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bool has_name() const { return __flags__.test(24);};
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bool has_rad() const { return __flags__.test(25);};
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bool has_rad2() const { return __flags__.test(26);};
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bool has_buffid() const { return __flags__.test(27);};
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bool has_drop_id() const { return __flags__.test(28);};
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bool has_explosion_effect() const { return __flags__.test(29);};
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bool has_param1() const { return __flags__.test(30);};
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bool has_param2() const { return __flags__.test(31);};
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bool has_reloadtype() const { return __flags__.test(32);};
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bool has_recoil_force() const { return __flags__.test(33);};
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bool has_missiles_time() const { return __flags__.test(34);};
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bool has_heroid() const { return __flags__.test(35);};
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bool has_launch_dev() const { return __flags__.test(36);};
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bool has_power_time() const { return __flags__.test(37);};
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bool has_power_gun() const { return __flags__.test(38);};
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bool has_power_buff() const { return __flags__.test(39);};
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bool has_through_teammate() const { return __flags__.test(40);};
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bool has_text_icon() const { return __flags__.test(41);};
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bool has_special_damage_type() const { return __flags__.test(42);};
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bool has_max_oil() const { return __flags__.test(43);};
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bool has_average_oil() const { return __flags__.test(44);};
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bool has_atk_mech() const { return __flags__.test(45);};
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bool has_use_scene() const { return __flags__.test(46);};
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bool has_ispenetrate() const { return __flags__.test(47);};
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bool has_is_penetrate_thing() const { return __flags__.test(48);};
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bool has_reload_delay_time() const { return __flags__.test(49);};
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bool has_cast_time() const { return __flags__.test(50);};
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bool has_aiming_cast_time() const { return __flags__.test(51);};
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bool has_auto_switch_weapon_time() const { return __flags__.test(52);};
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bool has_quality() const { return __flags__.test(53);};
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bool has_explosion_damage_delay() const { return __flags__.test(54);};
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bool has_bullet_consume_type() const { return __flags__.test(55);};
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bool has_inventory_slot() const { return __flags__.test(56);};
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bool has__inventory_slot() const { return __flags__.test(57);};
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bool has_critical() const { return __flags__.test(58);};
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bool has_cri_damage() const { return __flags__.test(59);};
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bool has_shootfire() const { return __flags__.test(60);};
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bool has_hit_buff() const { return __flags__.test(61);};
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bool has_auto_trace() const { return __flags__.test(62);};
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bool has_trace_range() const { return __flags__.test(63);};
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bool has_double_gun() const { return __flags__.test(64);};
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protected:
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int id_ = 0;
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int equip_type_ = 0;
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int equip_subtype_ = 0;
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int equip_lv_ = 0;
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int fire_mode_ = 0;
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int use_bullet_ = 0;
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int clip_volume_ = 0;
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int reload_time_ = 0;
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int fire_rate_ = 0;
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std::string atk_;
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int def_ = 0;
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std::string max_hp_;
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int explosion_range_ = 0;
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int bullet_speed_ = 0;
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int range_ = 0;
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int use_time_ = 0;
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std::string heal_;
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int time_ = 0;
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std::string volume_;
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int bullet_rad_ = 0;
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int group_num_ = 0;
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int is_luck_ = 0;
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std::string bullet_born_offset_;
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float bullet_angle_ = 0.0f;
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std::string name_;
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float rad_ = 0.0f;
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float rad2_ = 0.0f;
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int buffid_ = 0;
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int drop_id_ = 0;
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int explosion_effect_ = 0;
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std::string param1_;
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std::string param2_;
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int reloadtype_ = 0;
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float recoil_force_ = 0.0f;
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int missiles_time_ = 0;
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int heroid_ = 0;
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std::string launch_dev_;
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std::string power_time_;
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std::string power_gun_;
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std::string power_buff_;
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int through_teammate_ = 0;
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std::string text_icon_;
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std::string special_damage_type_;
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float max_oil_ = 0.0f;
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float average_oil_ = 0.0f;
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float atk_mech_ = 0.0f;
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int use_scene_ = 0;
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int ispenetrate_ = 0;
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int is_penetrate_thing_ = 0;
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int reload_delay_time_ = 0;
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int cast_time_ = 0;
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int aiming_cast_time_ = 0;
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int auto_switch_weapon_time_ = 0;
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int quality_ = 0;
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int explosion_damage_delay_ = 0;
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int bullet_consume_type_ = 0;
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std::string inventory_slot_;
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int _inventory_slot_ = 0;
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float critical_ = 0.0f;
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float cri_damage_ = 0.0f;
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int shootfire_ = 0;
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std::string hit_buff_;
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int auto_trace_ = 0;
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int trace_range_ = 0;
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int double_gun_ = 0;
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public:
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std::bitset<65> __flags__;
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};
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};
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