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There are currently 48 users playing Freelancer on 35 servers.
April. 23, 2021

Browsing this Thread:   1 Anonymous Users



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Programatically working out how many weapons/turrets a ship has

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Hey guys. Inside of FLHook we have the following definition for the ship entry.

Code:

struct IMPORT Ship : EqObj
{
Ship(struct Ship const &);
Ship(struct ICliObj *);
virtual ~Ship(void);
struct Ship & operator=(struct Ship const &);
static int const  MAX_EXHAUST_NOZZLES;
virtual enum AClassType  get_class_type(void)const;
std::vector<struct CacheString> const * get_legal_hps(enum HpAttachmentType)const;
virtual bool read(class INI_Reader &);
virtual void redefine(struct Root const &);

public:
/* 36 */ uint iDunno12[19];
/* 55 */ char* szBayDoorAnim;
/* 56 */ char* szHpBaySurface;
/* 57 */ char* szHpBayExternal;
/* 58 */ char* szHpTractorSource;
/* 59 */ uint iIDSInfo1;
/* 60 */ uint iIDSInfo2;
/* 61 */ uint iIDSInfo3;
/* 62 */ uint iShipClass;
/* 63 */ uint iNumExhaustNozzles;
/* 64 */ float fHoldSize;
/* 65 */ float fLinearDrag;
/* 66 */ float fAngularDrag[3];
/* 69 */ float fSteeringTorque[3];
/* 72 */ float fNudgeForce;
/* 73 */ float fStrafeForce;
/* 74 */ float  fStrafePowerUsage;
/* 75 */ float  fMaxBankAngle;
uint iDunno6[4]; // something about hptypes
/* 80 */ uint iMaxNanobots;
/* 81 */ uint iMaxShieldBats;
uint idunno[20];
};


I see there was something identified to do with hptypes but it's a mysterious unknown. I was wondering if anyone had any idea how I could work out the amount of guns / turrets a ship had.

Posted on: 2020/3/4 19:21
Way too ambitious for his own good.
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Re: Programatically working out how many weapons/turrets a ship has
Just can't stay away
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You could use

Code:
CEquip *equip = cship->equip_manager.Traverse(tr);


and

Code:
EquipDesc ed;
equip->GetEquipDesc(ed);


Cheers
Crazy

Posted on: 2020/3/4 21:55
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Re: Programatically working out how many weapons/turrets a ship has

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Very cool, but I don't have access to CShip. The thing I am hooking gives me a Archetype::Ship* object instead. Is it possible to get the CShip value from that at all?

Posted on: 2020/3/4 23:03
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Re: Programatically working out how many weapons/turrets a ship has
Home away from home
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The unknown is a vector consisting of HpAttachmentType and a vector of CacheString. You could process the vector directly, or use get_legal_hps with each type. You'd then have to look at each CacheString and count the unique ones (or maybe you could get away with the one with maximum length).

Posted on: 2020/3/5 2:37
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Re: Programatically working out how many weapons/turrets a ship has

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Interesting. We don't have a definition for HpAttachmentType (just a blank enum), so I'll probably run some checks later on to log all the possible values for it.

Which unknown do you mean? iDunno12[19] or iDunno6[4] or idunno[20]

Posted on: 2020/3/5 10:27
Way too ambitious for his own good.
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Re: Programatically working out how many weapons/turrets a ship has
Home away from home
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iDunno6. Here's HpAttachmentType in FriendlyFire's GitHub.

Posted on: 2020/3/5 13:22
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Re: Programatically working out how many weapons/turrets a ship has

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All the work has been done for me. Fantastic. Thank you all!

Posted on: 2020/3/5 14:29
Way too ambitious for his own good.
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