Add project files (part 1/2)
Co-Authored-By: Claude Sonnet 5 <[email protected]>
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// Weapons — Configure which items are considered weapons.
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// category: combat descriptor: 0x2ee930 settings block: 0x2eeb28
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// functions: gui weapons_gui, register weapons_register
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// implementation: src/logic/combat/weapons.cpp
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#pragma once
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#include "slinky/api.h"
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S(str_item_types); // "Item types"
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S(str_any_item_with); // "Any item with"
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S(str_any_item_in); // "Any item in"
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S(str_fist_in_weapons); // "fist"
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S(str_swords_in_weapons); // "swords"
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S(str_axes_in_weapons); // "axes"
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S(str_extra_items); // "extra_items"
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S(str_enchant_sharpness); // "enchant_sharpness"
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S(str_enchant_knockback); // "enchant_knockback"
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S(str_enchant_fire_aspect); // "enchant_fire_aspect"
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D(weapons_fist_setting); // setting bool "fist"
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D(weapons_bool_slot_1); // setting bool (slot)
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D(weapons_bool_slot_2); // setting bool (slot)
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D(weapons_bool_slot_3); // setting bool (slot)
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D(weapons_bool_slot_4); // setting bool (slot)
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D(weapons_bool_slot_5); // setting bool (slot)
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D(weapons_bool_slot_6); // setting bool (slot)
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D(weapons_bool_slot_7); // setting bool (slot)
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D(weapons_bool_slot_8); // setting bool (slot)
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D(weapons_bool_slot_9); // setting bool (slot)
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D(weapons_enchant_sharpness_setting); // setting bool "enchant_sharpness"
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D(weapons_enchant_knockback_setting); // setting bool "enchant_knockback"
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D(weapons_enchant_fire_aspect_setting); // setting bool "enchant_fire_aspect"
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D(weapons_axes_setting); // setting bool "axes"
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D(weapons_swords_setting); // setting bool "swords"
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D(weapons_extra_items_setting); // setting kind2 "extra_items"
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extern "C" void weapons_gui(void *gui, void *window) {
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W_label(gui, window, str_item_types);
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W_bool(window, gui, weapons_fist_setting);
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W_bool(window, gui, weapons_swords_setting);
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W_bool(window, gui, weapons_axes_setting);
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W_items(window, gui, weapons_extra_items_setting);
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W_label(gui, window, str_any_item_with);
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W_bool(window, gui, weapons_enchant_sharpness_setting);
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W_bool(window, gui, weapons_enchant_knockback_setting);
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W_bool(window, gui, weapons_enchant_fire_aspect_setting);
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W_label(gui, window, str_any_item_in);
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W_bool(window, gui, weapons_bool_slot_1);
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W_bool(window, gui, weapons_bool_slot_2);
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W_bool(window, gui, weapons_bool_slot_3);
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W_bool(window, gui, weapons_bool_slot_4);
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W_bool(window, gui, weapons_bool_slot_5);
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W_bool(window, gui, weapons_bool_slot_6);
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W_bool(window, gui, weapons_bool_slot_7);
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W_bool(window, gui, weapons_bool_slot_8);
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W_bool(window, gui, weapons_bool_slot_9);
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}
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extern "C" void weapons_register(void *module) {
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char slot[2];
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R_bool(module, str_fist_in_weapons, weapons_fist_setting);
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R_bool(module, str_swords_in_weapons, weapons_swords_setting);
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R_bool(module, str_axes_in_weapons, weapons_axes_setting);
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R_kind2(module, str_extra_items, weapons_extra_items_setting);
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R_bool(module, str_enchant_sharpness, weapons_enchant_sharpness_setting);
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R_bool(module, str_enchant_knockback, weapons_enchant_knockback_setting);
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R_bool(module, str_enchant_fire_aspect, weapons_enchant_fire_aspect_setting);
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*(__int16 *)slot = 0x31;
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R_bool(module, slot, weapons_bool_slot_1);
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*(__int16 *)slot = 0x32;
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R_bool(module, slot, weapons_bool_slot_2);
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*(__int16 *)slot = 0x33;
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R_bool(module, slot, weapons_bool_slot_3);
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*(__int16 *)slot = 0x34;
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R_bool(module, slot, weapons_bool_slot_4);
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*(__int16 *)slot = 0x35;
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R_bool(module, slot, weapons_bool_slot_5);
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*(__int16 *)slot = 0x36;
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R_bool(module, slot, weapons_bool_slot_6);
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*(__int16 *)slot = 0x37;
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R_bool(module, slot, weapons_bool_slot_7);
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*(__int16 *)slot = 0x38;
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R_bool(module, slot, weapons_bool_slot_8);
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*(__int16 *)slot = 0x39;
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R_bool(module, slot, weapons_bool_slot_9);
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}
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