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yazguldev/warcraft-cs/warcraft-cs-weapon-menu

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PublishedOctober 21, 2026 at 06:29 AM
Content Hashsha256:5e0c7a5a7059dba7...
Git SHA60ce35dd3f4c
Bump Typepatch
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version: "1.0.1" name: warcraft-cs-weapon-menu description: Add or change CS 1.6 weapons in Warcraft CS by Yazgul, including combat, buying, private models, animation, hand movement, muzzle flashes, audio, configuration and verification. Apply only to this project.


Weapon and buy-menu integration

When adding a weapon, make it purchasable and visible in the buy menu in the same change. Do not leave combat-only weapons inaccessible to ordinary buyers.

  • Preserve existing slot IDs in src/combat/WeaponSlots.hpp; extend the weapon, price, ammo and damage tables together. Keep configurable Refill and AllWeapons actions working for every supported weapon (currently F11/F12). F7 and F9 belong to third-person and unarmed unit-view entry; those bindings must not grant inventory.
  • Register one entry per slot in src/economy/BuyCatalog.hpp, with its supported category, number key, visible name and cache stem. Navigation and rendering use this catalog; do not introduce separate weapon lists in BuyMenu or BuyMenuView.
  • WeaponSelection derives carried-weapon groups from that same catalog. Keep new weapons reachable in the F6 category/wheel preview, require confirmation without firing, omit depleted consumables and preserve Tab item routing. Run tools/test-weapon-selection.ps1 and check the owned-only stack in game; do not add a second hardcoded weapon registry.
  • Put the purchase price in the weapon's config/WarcraftCS.ini section and its matching GameplaySettings fallback. For weapons with ammunition also add AmmoPrice and AmmoPack. Do not change unrelated player settings.
  • Include the weapon in private setup conversion and generate its hand-free buy preview through tools/export_buy_previews.py. Reuse the player's own installed assets or owned procedural geometry; never commit extracted art, textures, models or preview caches.
  • Integrate first-person presentation in the same change: follow weapon presentation for animated muzzle attachments, movement bob, accepted-shot events, audio and reload clips. New firearms must receive the shared bob and muzzle renderer without a parallel per-weapon drawing path.
  • Apply ownership to number keys, wheel switching, rune rewards and ammo purchases. Reject duplicate permanent weapons, unaffordable purchases and full ammunition without charging gold; consumables remain repeatable.
  • Update tests/BuyMenuTests.cpp so the complete catalog has unique slot registrations and each weapon is reachable by its category/key. Run tools/test-buy-menu.ps1, tools/test-viewmodel.ps1, affected gameplay tests and a native build. In an authorized offline test copy, inspect movement, barrel-aligned flashes, fire/reload audio and animations. For changed menu rendering, inspect an in-game screenshot and test mouse hitboxes against the visible rows.
  • Document the weapon, controls and config. Follow the repository's feature/release workflow; this skill grants no publication or restart authorization.
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