Handle empty names and duplicate values in Rust generator

This commit is contained in:
a2x
2024-05-24 21:03:42 +10:00
parent 3f6c894097
commit 09413db57a
68 changed files with 101 additions and 190 deletions

View File

@@ -1,5 +1,5 @@
// Generated using https://github.com/a2x/cs2-dumper
// 2024-05-24 01:30:25.777667800 UTC
// 2024-05-24 10:58:30.509826500 UTC
#![allow(non_upper_case_globals, non_camel_case_types, non_snake_case, unused)]
@@ -238,8 +238,7 @@ pub mod cs2_dumper {
USE_ROTATION_EXPANDED_BOUNDS = 0x5,
USE_ROTATION_EXPANDED_ORIENTED_BOUNDS = 0x6,
USE_COLLISION_BOUNDS_NEVER_VPHYSICS = 0x7,
USE_ROTATION_EXPANDED_SEQUENCE_BOUNDS = 0x8,
SURROUNDING_TYPE_BIT_COUNT = 0x3
USE_ROTATION_EXPANDED_SEQUENCE_BOUNDS = 0x8
}
// Alignment: 4
// Members count: 5
@@ -594,11 +593,7 @@ pub mod cs2_dumper {
TS_AT_TOP = 0x0,
TS_AT_BOTTOM = 0x1,
TS_GOING_UP = 0x2,
TS_GOING_DOWN = 0x3,
DOOR_OPEN = 0x0,
DOOR_CLOSED = 0x1,
DOOR_OPENING = 0x2,
DOOR_CLOSING = 0x3
TS_GOING_DOWN = 0x3
}
// Alignment: 4
// Members count: 74
@@ -608,8 +603,6 @@ pub mod cs2_dumper {
LOADOUT_SLOT_INVALID = u32::MAX,
LOADOUT_SLOT_MELEE = 0x0,
LOADOUT_SLOT_C4 = 0x1,
LOADOUT_SLOT_FIRST_AUTO_BUY_WEAPON = 0x0,
LOADOUT_SLOT_LAST_AUTO_BUY_WEAPON = 0x1,
LOADOUT_SLOT_SECONDARY0 = 0x2,
LOADOUT_SLOT_SECONDARY1 = 0x3,
LOADOUT_SLOT_SECONDARY2 = 0x4,
@@ -634,32 +627,22 @@ pub mod cs2_dumper {
LOADOUT_SLOT_HEAVY3 = 0x17,
LOADOUT_SLOT_HEAVY4 = 0x18,
LOADOUT_SLOT_HEAVY5 = 0x19,
LOADOUT_SLOT_FIRST_WHEEL_WEAPON = 0x2,
LOADOUT_SLOT_LAST_WHEEL_WEAPON = 0x19,
LOADOUT_SLOT_FIRST_PRIMARY_WEAPON = 0x8,
LOADOUT_SLOT_LAST_PRIMARY_WEAPON = 0x19,
LOADOUT_SLOT_FIRST_WHEEL_GRENADE = 0x1A,
LOADOUT_SLOT_GRENADE0 = 0x1A,
LOADOUT_SLOT_GRENADE1 = 0x1B,
LOADOUT_SLOT_GRENADE2 = 0x1C,
LOADOUT_SLOT_GRENADE3 = 0x1D,
LOADOUT_SLOT_GRENADE4 = 0x1E,
LOADOUT_SLOT_GRENADE5 = 0x1F,
LOADOUT_SLOT_LAST_WHEEL_GRENADE = 0x1F,
LOADOUT_SLOT_EQUIPMENT0 = 0x20,
LOADOUT_SLOT_EQUIPMENT1 = 0x21,
LOADOUT_SLOT_EQUIPMENT2 = 0x22,
LOADOUT_SLOT_EQUIPMENT3 = 0x23,
LOADOUT_SLOT_EQUIPMENT4 = 0x24,
LOADOUT_SLOT_EQUIPMENT5 = 0x25,
LOADOUT_SLOT_FIRST_WHEEL_EQUIPMENT = 0x20,
LOADOUT_SLOT_LAST_WHEEL_EQUIPMENT = 0x25,
LOADOUT_SLOT_CLOTHING_CUSTOMPLAYER = 0x26,
LOADOUT_SLOT_CLOTHING_CUSTOMHEAD = 0x27,
LOADOUT_SLOT_CLOTHING_FACEMASK = 0x28,
LOADOUT_SLOT_CLOTHING_HANDS = 0x29,
LOADOUT_SLOT_FIRST_COSMETIC = 0x29,
LOADOUT_SLOT_LAST_COSMETIC = 0x29,
LOADOUT_SLOT_CLOTHING_EYEWEAR = 0x2A,
LOADOUT_SLOT_CLOTHING_HAT = 0x2B,
LOADOUT_SLOT_CLOTHING_LOWERBODY = 0x2C,
@@ -675,8 +658,6 @@ pub mod cs2_dumper {
LOADOUT_SLOT_MUSICKIT = 0x36,
LOADOUT_SLOT_FLAIR0 = 0x37,
LOADOUT_SLOT_SPRAY0 = 0x38,
LOADOUT_SLOT_FIRST_ALL_CHARACTER = 0x36,
LOADOUT_SLOT_LAST_ALL_CHARACTER = 0x38,
LOADOUT_SLOT_COUNT = 0x39
}
// Alignment: 4
@@ -688,7 +669,6 @@ pub mod cs2_dumper {
NAV_MESH_NON_ZUP = 0x8000,
NAV_MESH_SHORT_HEIGHT = 0x10000,
NAV_MESH_NON_ZUP_TRANSITION = 0x20000,
NAV_MESH_CROUCH = 0x10000,
NAV_MESH_JUMP = 0x2,
NAV_MESH_PRECISE = 0x4,
NAV_MESH_NO_JUMP = 0x8,
@@ -769,8 +749,7 @@ pub mod cs2_dumper {
pub enum BeamClipStyle_t {
kNOCLIP = 0x0,
kGEOCLIP = 0x1,
kMODELCLIP = 0x2,
kBEAMCLIPSTYLE_NUMBITS = 0x2
kMODELCLIP = 0x2
}
// Alignment: 4
// Members count: 4
@@ -876,9 +855,7 @@ pub mod cs2_dumper {
GEAR_SLOT_RESERVED_SLOT11 = 0xA,
GEAR_SLOT_BOOSTS = 0xB,
GEAR_SLOT_UTILITY = 0xC,
GEAR_SLOT_COUNT = 0xD,
GEAR_SLOT_FIRST = 0x0,
GEAR_SLOT_LAST = 0xC
GEAR_SLOT_COUNT = 0xD
}
// Alignment: 4
// Members count: 10
@@ -990,7 +967,6 @@ pub mod cs2_dumper {
IN_SPEED = 0x10000,
IN_JOYAUTOSPRINT = 0x20000,
IN_FIRST_MOD_SPECIFIC_BIT = 0x100000000,
IN_USEORRELOAD = 0x100000000,
IN_SCORE = 0x200000000,
IN_ZOOM = 0x400000000,
IN_LOOK_AT_WEAPON = 0x800000000
@@ -1083,8 +1059,7 @@ pub mod cs2_dumper {
#[repr(u32)]
pub enum AmmoFlags_t {
AMMO_FORCE_DROP_IF_CARRIED = 0x1,
AMMO_RESERVE_STAYS_WITH_WEAPON = 0x2,
AMMO_FLAG_MAX = 0x2
AMMO_RESERVE_STAYS_WITH_WEAPON = 0x2
}
// Alignment: 4
// Members count: 6
@@ -1393,7 +1368,6 @@ pub mod cs2_dumper {
DMG_DISSOLVE = 0x200000,
DMG_BLAST_SURFACE = 0x400000,
DMG_BUCKSHOT = 0x1000000,
DMG_LASTGENERICFLAG = 0x1000000,
DMG_HEADSHOT = 0x2000000,
DMG_DANGERZONE = 0x4000000
}
@@ -1420,8 +1394,7 @@ pub mod cs2_dumper {
MOVECOLLIDE_FLY_BOUNCE = 0x1,
MOVECOLLIDE_FLY_CUSTOM = 0x2,
MOVECOLLIDE_FLY_SLIDE = 0x3,
MOVECOLLIDE_COUNT = 0x4,
MOVECOLLIDE_MAX_BITS = 0x3
MOVECOLLIDE_COUNT = 0x4
}
// Alignment: 4
// Members count: 7
@@ -1607,7 +1580,6 @@ pub mod cs2_dumper {
DFLAG_ALWAYS_FIRE_DAMAGE_EVENTS = 0x200,
DFLAG_RADIUS_DMG = 0x400,
DFLAG_FORCEREDUCEARMOR_DMG = 0x800,
DMG_LASTDFLAG = 0x800,
DFLAG_IGNORE_ARMOR = 0x1000,
DFLAG_SUPPRESS_UTILREMOVE = 0x2000
}
@@ -1626,12 +1598,7 @@ pub mod cs2_dumper {
D_HT = 0x1,
D_FR = 0x2,
D_LI = 0x3,
D_NU = 0x4,
D_ERROR = 0x0,
D_HATE = 0x1,
D_FEAR = 0x2,
D_LIKE = 0x3,
D_NEUTRAL = 0x4
D_NU = 0x4
}
// Alignment: 4
// Members count: 3
@@ -1693,9 +1660,7 @@ pub mod cs2_dumper {
MOVETYPE_OBSERVER = 0x8,
MOVETYPE_LADDER = 0x9,
MOVETYPE_CUSTOM = 0xA,
MOVETYPE_LAST = 0xB,
MOVETYPE_INVALID = 0xB,
MOVETYPE_MAX_BITS = 0x5
MOVETYPE_LAST = 0xB
}
// Parent: CBaseCombatCharacter
// Fields count: 1