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	<id>https://codresearch.dev/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CraigChrist8239</id>
	<title>COD Engine Research - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://codresearch.dev/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CraigChrist8239"/>
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	<updated>2026-06-05T22:37:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.3</generator>
	<entry>
		<id>https://codresearch.dev/index.php?title=DVARs_(BO3)&amp;diff=1019</id>
		<title>DVARs (BO3)</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=DVARs_(BO3)&amp;diff=1019"/>
		<updated>2015-11-09T19:35:15Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: Created page with &amp;quot;Category:Game Structures Category:BO3 &amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt; enum dvarType_t : char {   DVAR_TYPE_INVALID = 0x0,   DVAR_TYPE_BOOL = 0x1,   DVAR_TYPE_FLOAT = 0x2,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Structures]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
enum dvarType_t : char&lt;br /&gt;
{&lt;br /&gt;
  DVAR_TYPE_INVALID = 0x0,&lt;br /&gt;
  DVAR_TYPE_BOOL = 0x1,&lt;br /&gt;
  DVAR_TYPE_FLOAT = 0x2,&lt;br /&gt;
  DVAR_TYPE_FLOAT_2 = 0x3,&lt;br /&gt;
  DVAR_TYPE_FLOAT_3 = 0x4,&lt;br /&gt;
  DVAR_TYPE_FLOAT_4 = 0x5,&lt;br /&gt;
  DVAR_TYPE_INT = 0x6,&lt;br /&gt;
  DVAR_TYPE_ENUM = 0x7,&lt;br /&gt;
  DVAR_TYPE_STRING = 0x8,&lt;br /&gt;
  DVAR_TYPE_COLOR = 0x9,&lt;br /&gt;
  DVAR_TYPE_INT64 = 0xA,&lt;br /&gt;
  DVAR_TYPE_UINT64 = 0xB,&lt;br /&gt;
  DVAR_TYPE_LINEAR_COLOR_RGB = 0xC,&lt;br /&gt;
  DVAR_TYPE_COLOR_XYZ = 0xC,&lt;br /&gt;
  DVAR_TYPE_COLOR_LAB = 0xD,&lt;br /&gt;
  DVAR_TYPE_SESSIONMODE_BASE_DVAR = 0xE,&lt;br /&gt;
  DVAR_TYPE_COUNT = 0xF,&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union DvarLimits&lt;br /&gt;
{&lt;br /&gt;
  struct {&lt;br /&gt;
    int stringCount;&lt;br /&gt;
    const char **strings;&lt;br /&gt;
  } enumeration;&lt;br /&gt;
&lt;br /&gt;
  struct {&lt;br /&gt;
    int min;&lt;br /&gt;
    int max;&lt;br /&gt;
  } integer;&lt;br /&gt;
&lt;br /&gt;
  struct {&lt;br /&gt;
    float min;&lt;br /&gt;
    float max;&lt;br /&gt;
  } value, vector;&lt;br /&gt;
&lt;br /&gt;
  struct {&lt;br /&gt;
    __int64 min;&lt;br /&gt;
    __int64 max;&lt;br /&gt;
  } integer64;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union DvarValue&lt;br /&gt;
{&lt;br /&gt;
  bool enabled;&lt;br /&gt;
  int integer;&lt;br /&gt;
  unsigned int unsignedInt;&lt;br /&gt;
  __int64 integer64;&lt;br /&gt;
  unsigned __int64 unsignedInt64;&lt;br /&gt;
  float value;&lt;br /&gt;
  vec4_t vector;&lt;br /&gt;
  const char *string;&lt;br /&gt;
  char color[4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct dvar_t&lt;br /&gt;
{&lt;br /&gt;
  int hash;&lt;br /&gt;
  unsigned short flags;&lt;br /&gt;
  dvarType_t type; //Note: this is only 1 byte now&lt;br /&gt;
  bool modified;&lt;br /&gt;
  DvarValue current;&lt;br /&gt;
  DvarValue latched;&lt;br /&gt;
  DvarValue reset;&lt;br /&gt;
  DvarLimits domain;&lt;br /&gt;
  dvar_t *hashNext;&lt;br /&gt;
	int unknown3;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:Assets&amp;diff=1017</id>
		<title>Category:Assets</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:Assets&amp;diff=1017"/>
		<updated>2015-11-05T06:59:14Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Any pages containing information on game assets will be linked here. This page will also contain information pertaining to any asset on any CoD. &lt;br /&gt;
&lt;br /&gt;
== Pool Structure ==&lt;br /&gt;
Once the assets are loaded from the [[:Category:FastFiles|FastFile and Zones]], they are stored in memory in pools.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
template&amp;lt;typename T&amp;gt; union XAssetPoolEntry&lt;br /&gt;
{&lt;br /&gt;
  T entry;&lt;br /&gt;
  T * next;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
template&amp;lt;typename T, int count&amp;gt; struct XAssetPool&lt;br /&gt;
{&lt;br /&gt;
  T * freeHead;&lt;br /&gt;
  XAssetPoolEntry&amp;lt;T&amp;gt; entries[count];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The pool counts are stored in an int[] in the executable called g_poolSizes. The freeHead is a pointer to the first unused asset in the pool. The next pointer is only used if the current asset is an unused asset, in which case it points to the next asset in ithe pool. Keep in mind that assets that only have a count of 1 are not going to be in a pool.&lt;br /&gt;
== Asset Types ==&lt;br /&gt;
=== 007 Quantum of Solace ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|physpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|physconstraints&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x280&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x65A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x988&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x4D8&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x76C&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x2710&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|col_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0E&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|lightdef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|font&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|menufile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|menu&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|localize&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x154&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|rawfile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|stringtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0xA&lt;br /&gt;
|-&lt;br /&gt;
|xmltree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|scene_animation&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|cutscene&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|custom_camera&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Call of Duty 4 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(CoD4)|xmodel]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Call of Duty 4|loaded_sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x4B0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_sp]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_mp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Multiplayer|game_map_mp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (CoD4)|gfx_map]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (CoD4)|menu]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (CoD4)|weapon]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (CoD4)|fx]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Call_of_Duty_4|impactfx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|}&lt;br /&gt;
=== World at War ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#World_at_War|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#World at War|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#World at War|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (WaW)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (WaW)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2096&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (WaW)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#World_at_War|snddriverglobals]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (WaW)|fx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#World_at_War|impactfx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
=== Modern Warfare 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_2|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1FA0&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0xE00&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x546&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Single_Player|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Multiplayer|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW2)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (MW2)|fx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(MW2)|vehicle]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 1 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x13EC&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO1)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO1)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x3CA&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO1)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_1|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO1)|fx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_1|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 1|texturelist]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_1|emblemset]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modern Warfare 3 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Modern_Warfare_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_3|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1260&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x514&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x672&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW3)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Modern_Warfare_3|aipaths]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW3)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (MW3)|attachment]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW3)|weapon]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (MW3)|vehicle]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1450&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(BO2)|xmodel]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1300&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_2|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1440&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops 2|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2_.26_3|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO2)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:FontIcon Asset|fonticon]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x3800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (BO2)|attachment]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AttachmentUnique Asset|attachmentunique]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:WeaponCamo Asset|weaponcamo]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_2|snddriverglobals]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO2)|fx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_2|impactfx]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x24&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x25&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x26&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x27&lt;br /&gt;
|0x26&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x28&lt;br /&gt;
|0x27&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x29&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 2|texturelist]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x30&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_2|emblemset]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptParseTree Asset|scriptparsetree]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x32&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Key-Value_Pair_Asset|keyvaluepairs]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x33&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (BO2)|vehicle]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x34&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:MemoryBlock Asset|memoryblock]]&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x35&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x36&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Black_Ops_2|tracer]]&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x37&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:SkinnedVerts_Asset|skinnedverts]]&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x38&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:QDB_Asset|qdb]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x39&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Slug_Asset|slug]]&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepTable_Asset|footsteptable]]&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepFxTable_Asset|footstepfxtable]]&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Ghosts|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Ghosts|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Ghosts|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x6000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x08&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:LPF Curve Asset|lpfcurve]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Reverb Send Curve Asset|reverbsendcurve]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x9C4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (Ghosts)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x10&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x11&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Ghosts|aipaths]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x12&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x13&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Ghosts|map_ents]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x14&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x15&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (Ghosts)|gfx_map]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x17&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x18&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x1A&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|unk&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:AnimClass_Asset|animclass]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x2198&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (Ghosts)|attachment]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (Ghosts)|weapon]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0xA0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Ghosts|impactfx]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x29&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(Ghosts)|vehicle]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:NetConstStrings_Asset|netconststrings]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:ReverbPreset_Asset|reverbpresset]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Scriptable_Asset|scriptable]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|colorization&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colorizationset&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tonemapping&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:EquipSndTable_Asset|equipsndtable]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vectorfield&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DopplerPreset_Asset|dopplerpreset]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|particlesimanimation&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Warfare ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Advanced_Warfare|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|phys_collmap&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|physwaterpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|phy_worldmap&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|physconstraint&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1194&lt;br /&gt;
|-&lt;br /&gt;
|xmodelsurfs&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0xCE0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x14A0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N\A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x500&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x11CA0&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x1A70&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x900&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x468&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|soundsubmix&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|lpfcurve&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|reverbsendcurve&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|sndcontext&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|loaded_sound&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp/col_map_sp&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|glass_map&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aipaths&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vehicle_track&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Advanced_Warfare|map_ents]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|fx_map&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x384&lt;br /&gt;
|-&lt;br /&gt;
|animclass&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x3110&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (AW)|attachment]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x1FB&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|surfacefx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x30&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x31&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x32&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Advanced_Warfare|tracer]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|netconststrings&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reverbpreset&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x180&lt;br /&gt;
|-&lt;br /&gt;
|scriptable&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|equipsndtable&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dopplerpreset&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Laser_Asset|laser]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|skeletonscript&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|clut&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 3 ===&lt;br /&gt;
PC IDs are for the public beta. Once the full game is released, update this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1E78&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|xmodelmesh&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x12C0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1400&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x9F2&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|computeshaderset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_3|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x1A90&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO3)|col_map]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2_.26_3|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|game_map&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|lensflaredef&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x4400&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|cgmediatable&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|playersoundstable&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|playerfxtable&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|sharedweaponsounds&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|attachment&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|attachmentunique&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x28A&lt;br /&gt;
|-&lt;br /&gt;
|weaponcamo&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable_feimages&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|customizationtablecolor&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|fx_alias&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|tagfx&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|klf&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|impactsfxtable&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|impactsoundstable&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|player_character&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x92E&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|structuredtable&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|glasses&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|texturelist&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|scriptparsetree&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|keyvaluepairs&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tracer&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|skinnedverts&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|slug&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|surfacefxtable&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|surfacesounddef&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x96&lt;br /&gt;
|-&lt;br /&gt;
|footsteptable&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|entityfximpacts&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|entitysoundimpacts&lt;br /&gt;
|0x42&lt;br /&gt;
|0x43&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x43&lt;br /&gt;
|0x44&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|vehiclefxdef&lt;br /&gt;
|0x44&lt;br /&gt;
|0x45&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|vehiclesounddef&lt;br /&gt;
|0x45&lt;br /&gt;
|0x46&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|typeinfo&lt;br /&gt;
|0x46&lt;br /&gt;
|0x47&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|N/A (Not defined, assumed to be 1)&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundle&lt;br /&gt;
|0x47&lt;br /&gt;
|0x48&lt;br /&gt;
|0x44&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundlelist&lt;br /&gt;
|0x48&lt;br /&gt;
|0x49&lt;br /&gt;
|0x45&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|rumble&lt;br /&gt;
|0x49&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x46&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|bulletpenetration&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x47&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|locdmgtable&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x4C&lt;br /&gt;
|0x48&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aimtable&lt;br /&gt;
|0x4C&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x49&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|animselectortable&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x4A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|animmappingtable&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x4B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|animstatemachine&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x50&lt;br /&gt;
|0x4C&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|behaviortree&lt;br /&gt;
|0x50&lt;br /&gt;
|0x51&lt;br /&gt;
|0x4D&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|behaviorstatemachine&lt;br /&gt;
|0x51&lt;br /&gt;
|0x52&lt;br /&gt;
|0x4E&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|ttf&lt;br /&gt;
|0x52&lt;br /&gt;
|0x53&lt;br /&gt;
|0x4F&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|sanim&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x50&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lightdescription&lt;br /&gt;
|0x53&lt;br /&gt;
|0x54&lt;br /&gt;
|0x51&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|shellshock&lt;br /&gt;
|0x54&lt;br /&gt;
|0x55&lt;br /&gt;
|0x52&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|xcam&lt;br /&gt;
|0x55&lt;br /&gt;
|0x56&lt;br /&gt;
|0x53&lt;br /&gt;
|True&lt;br /&gt;
|0x8C&lt;br /&gt;
|-&lt;br /&gt;
|bgcache&lt;br /&gt;
|0x56&lt;br /&gt;
|0x57&lt;br /&gt;
|0x54&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|texturecombo&lt;br /&gt;
|0x57&lt;br /&gt;
|0x58&lt;br /&gt;
|0x55&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|flametable&lt;br /&gt;
|0x58&lt;br /&gt;
|0x59&lt;br /&gt;
|0x56&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|bitfield&lt;br /&gt;
|0x59&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x57&lt;br /&gt;
|True&lt;br /&gt;
|0x34&lt;br /&gt;
|-&lt;br /&gt;
|attachmentcosmeticvariant&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x5B&lt;br /&gt;
|0x58&lt;br /&gt;
|True&lt;br /&gt;
|0x280&lt;br /&gt;
|-&lt;br /&gt;
|maptable&lt;br /&gt;
|0x5B&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x59&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|maptableloadingimages&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x5D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|medal&lt;br /&gt;
|0x5D&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x5A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|medaltable&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x5B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|objective&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x60&lt;br /&gt;
|0x5C&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|objectivelist&lt;br /&gt;
|0x60&lt;br /&gt;
|0x61&lt;br /&gt;
|0x5D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|umbra_tome&lt;br /&gt;
|0x61&lt;br /&gt;
|0x62&lt;br /&gt;
|0x5E&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navmesh&lt;br /&gt;
|0x62&lt;br /&gt;
|0x63&lt;br /&gt;
|0x5F&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|navvolume&lt;br /&gt;
|0x63&lt;br /&gt;
|0x64&lt;br /&gt;
|0x60&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|binaryhtml&lt;br /&gt;
|0x64&lt;br /&gt;
|0x65&lt;br /&gt;
|0x61&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|laser&lt;br /&gt;
|0x65&lt;br /&gt;
|0x66&lt;br /&gt;
|0x62&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|beam&lt;br /&gt;
|0x66&lt;br /&gt;
|0x67&lt;br /&gt;
|0x63&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|streamerhint&lt;br /&gt;
|0x67&lt;br /&gt;
|0x68&lt;br /&gt;
|0x64&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|texture_atlas&lt;br /&gt;
|0x68&lt;br /&gt;
|0x69&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1C&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x69&lt;br /&gt;
|0x6A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x6A&lt;br /&gt;
|0x6B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x6B&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x65&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x66&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x67&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x68&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=DDL_Asset&amp;diff=1016</id>
		<title>DDL Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=DDL_Asset&amp;diff=1016"/>
		<updated>2015-11-05T06:58:53Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
The DDL asset is Treyarch&#039;s equivalent to IW&#039;s structureddatadef asset and is used to store structure information. As such it only appears in Black Ops 1 and Black Ops 2. The acronym that &amp;quot;ddl&amp;quot; represents (Data Definition Language most likely, Data Definition Library, Dynamic Data Library?) is currently unknown.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
enum ddlPrimitiveTypes_e : unsigned int&lt;br /&gt;
{&lt;br /&gt;
  DDL_INVALID_TYPE = 0xFFFFFFFF,&lt;br /&gt;
  DDL_BYTE_TYPE = 0x0,&lt;br /&gt;
  DDL_SHORT_TYPE = 0x1,&lt;br /&gt;
  DDL_UINT_TYPE = 0x2,&lt;br /&gt;
  DDL_INT_TYPE = 0x3,&lt;br /&gt;
  DDL_INT64_TYPE = 0x4,&lt;br /&gt;
  DDL_FLOAT_TYPE = 0x5,&lt;br /&gt;
  DDL_FIXEDPOINT_TYPE = 0x6,&lt;br /&gt;
  DDL_STRING_TYPE = 0x7,&lt;br /&gt;
  DDL_STRUCT_TYPE = 0x8,&lt;br /&gt;
  DDL_ENUM_TYPE = 0x9,&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
  DDL_PAD_TYPE = 0xA&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ddlHash_t&lt;br /&gt;
{&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
  char * unknownData; //Size = unknownSize &amp;lt;&amp;lt; 3&lt;br /&gt;
  int unknownSize;&lt;br /&gt;
  int unknown;&lt;br /&gt;
#else&lt;br /&gt;
  int hash;&lt;br /&gt;
  int index;&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ddlEnumDef_t&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int memberCount;&lt;br /&gt;
  const char **members;&lt;br /&gt;
#if defined(BO2) || defined(BO3)&lt;br /&gt;
  ddlHash_t *hashTable;&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ddlMemberDef_t&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
  int indexInParent;&lt;br /&gt;
  ddlStructDef_t * parent;&lt;br /&gt;
  char unknown2[0x4];&lt;br /&gt;
#endif&lt;br /&gt;
  int size;&lt;br /&gt;
  int offset;&lt;br /&gt;
  ddlPrimitiveTypes_e type;&lt;br /&gt;
  int externalIndex;&lt;br /&gt;
  unsigned int rangeLimit;&lt;br /&gt;
  unsigned int serverDelta;&lt;br /&gt;
  unsigned int clientDelta;&lt;br /&gt;
  int arraySize;&lt;br /&gt;
  int enumIndex;&lt;br /&gt;
  int permission;&lt;br /&gt;
#ifdef BO1&lt;br /&gt;
  int unknown3;&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ddlStructDef_t&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int size;&lt;br /&gt;
  int memberCount;&lt;br /&gt;
  ddlMemberDef_t *members;&lt;br /&gt;
#if defined(BO2) || defined(BO3)&lt;br /&gt;
  ddlHash_t *hashTable;&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
  ddlHash_t *hashTable2;&lt;br /&gt;
#endif&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ddlDef_t&lt;br /&gt;
{&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
  const char * name;&lt;br /&gt;
  short version;&lt;br /&gt;
  unsigned int checksum;&lt;br /&gt;
  char unknown1[0x4];&lt;br /&gt;
  int size;&lt;br /&gt;
  int unknown2;&lt;br /&gt;
#else&lt;br /&gt;
  int version;&lt;br /&gt;
  int size;&lt;br /&gt;
#endif&lt;br /&gt;
  ddlStructDef_t *structList;&lt;br /&gt;
  int structCount;&lt;br /&gt;
  ddlEnumDef_t *enumList;&lt;br /&gt;
  int enumCount;&lt;br /&gt;
  ddlDef_t *next;&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
  char unknown3[0x14];&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ddlRoot_t&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  ddlDef_t *ddlDef;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
== Source Format ==&lt;br /&gt;
The current public source format for DDLs is no good for the modding scene. It is similar to a string table with the name of the entries and their maximum and minimum values. A more useful format would be similar to the structureddatadefs with a structure and enums. DDLs are defined at &amp;quot;ddl/&amp;quot; for SP and shared DDLs, and at &amp;quot;ddl_mp/&amp;quot; for MP DDLs.&lt;br /&gt;
&lt;br /&gt;
First enums must be dumped. These are very simple with each EnumEntry an individual enum and having a single string in the entries for each member of the enum.&lt;br /&gt;
&lt;br /&gt;
Structures are the second and last item to be dumped. Each StructEntry is a structure to be used, and each MemberEntry is an item in the structure. Keep in mind that while IW&#039;s structureddatadef used normal lengths and byte offsets, the DDL uses bit offset/lengths and aligns almost nothing. Dumping the DDL should be fairly obvious when compared to the structureddatadef.&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:Assets&amp;diff=1015</id>
		<title>Category:Assets</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:Assets&amp;diff=1015"/>
		<updated>2015-11-05T00:57:57Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Any pages containing information on game assets will be linked here. This page will also contain information pertaining to any asset on any CoD. &lt;br /&gt;
&lt;br /&gt;
== Pool Structure ==&lt;br /&gt;
Once the assets are loaded from the [[:Category:FastFiles|FastFile and Zones]], they are stored in memory in pools.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
template&amp;lt;typename T&amp;gt; union XAssetPoolEntry&lt;br /&gt;
{&lt;br /&gt;
  T entry;&lt;br /&gt;
  T * next;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
template&amp;lt;typename T, int count&amp;gt; struct XAssetPool&lt;br /&gt;
{&lt;br /&gt;
  T * freeHead;&lt;br /&gt;
  XAssetPoolEntry&amp;lt;T&amp;gt; entries[count];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The pool counts are stored in an int[] in the executable called g_poolSizes. The freeHead is a pointer to the first unused asset in the pool. The next pointer is only used if the current asset is an unused asset, in which case it points to the next asset in ithe pool. Keep in mind that assets that only have a count of 1 are not going to be in a pool.&lt;br /&gt;
== Asset Types ==&lt;br /&gt;
=== 007 Quantum of Solace ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|physpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|physconstraints&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x280&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x65A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x988&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x4D8&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x76C&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x2710&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|col_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0E&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|lightdef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|font&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|menufile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|menu&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|localize&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x154&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|rawfile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|stringtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0xA&lt;br /&gt;
|-&lt;br /&gt;
|xmltree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|scene_animation&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|cutscene&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|custom_camera&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Call of Duty 4 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(CoD4)|xmodel]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Call of Duty 4|loaded_sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x4B0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_sp]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_mp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Multiplayer|game_map_mp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (CoD4)|gfx_map]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (CoD4)|menu]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (CoD4)|weapon]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (CoD4)|fx]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Call_of_Duty_4|impactfx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|}&lt;br /&gt;
=== World at War ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#World_at_War|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#World at War|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#World at War|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (WaW)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (WaW)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2096&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (WaW)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#World_at_War|snddriverglobals]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (WaW)|fx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#World_at_War|impactfx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
=== Modern Warfare 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_2|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1FA0&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0xE00&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x546&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Single_Player|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Multiplayer|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW2)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (MW2)|fx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(MW2)|vehicle]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 1 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x13EC&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO1)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO1)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x3CA&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO1)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_1|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO1)|fx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_1|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 1|texturelist]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_1|emblemset]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modern Warfare 3 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Modern_Warfare_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_3|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1260&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x514&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x672&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW3)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Modern_Warfare_3|aipaths]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW3)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (MW3)|attachment]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW3)|weapon]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (MW3)|vehicle]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1450&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(BO2)|xmodel]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1300&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_2|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1440&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops 2|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2_.26_3|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO2)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:FontIcon Asset|fonticon]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x3800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (BO2)|attachment]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AttachmentUnique Asset|attachmentunique]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:WeaponCamo Asset|weaponcamo]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_2|snddriverglobals]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO2)|fx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_2|impactfx]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x24&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x25&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x26&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x27&lt;br /&gt;
|0x26&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x28&lt;br /&gt;
|0x27&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x29&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 2|texturelist]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x30&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_2|emblemset]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptParseTree Asset|scriptparsetree]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x32&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Key-Value_Pair_Asset|keyvaluepairs]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x33&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (BO2)|vehicle]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x34&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:MemoryBlock Asset|memoryblock]]&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x35&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x36&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Black_Ops_2|tracer]]&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x37&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:SkinnedVerts_Asset|skinnedverts]]&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x38&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:QDB_Asset|qdb]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x39&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Slug_Asset|slug]]&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepTable_Asset|footsteptable]]&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepFxTable_Asset|footstepfxtable]]&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Ghosts|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Ghosts|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Ghosts|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x6000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x08&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:LPF Curve Asset|lpfcurve]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Reverb Send Curve Asset|reverbsendcurve]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x9C4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (Ghosts)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x10&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x11&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Ghosts|aipaths]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x12&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x13&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Ghosts|map_ents]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x14&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x15&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (Ghosts)|gfx_map]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x17&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x18&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x1A&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|unk&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:AnimClass_Asset|animclass]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x2198&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (Ghosts)|attachment]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (Ghosts)|weapon]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0xA0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Ghosts|impactfx]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x29&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(Ghosts)|vehicle]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:NetConstStrings_Asset|netconststrings]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:ReverbPreset_Asset|reverbpresset]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Scriptable_Asset|scriptable]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|colorization&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colorizationset&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tonemapping&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:EquipSndTable_Asset|equipsndtable]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vectorfield&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DopplerPreset_Asset|dopplerpreset]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|particlesimanimation&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Warfare ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Advanced_Warfare|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|phys_collmap&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|physwaterpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|phy_worldmap&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|physconstraint&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1194&lt;br /&gt;
|-&lt;br /&gt;
|xmodelsurfs&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0xCE0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x14A0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N\A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x500&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x11CA0&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x1A70&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x900&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x468&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|soundsubmix&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|lpfcurve&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|reverbsendcurve&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|sndcontext&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|loaded_sound&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp/col_map_sp&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|glass_map&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aipaths&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vehicle_track&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Advanced_Warfare|map_ents]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|fx_map&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x384&lt;br /&gt;
|-&lt;br /&gt;
|animclass&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x3110&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (AW)|attachment]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x1FB&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|surfacefx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x30&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x31&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x32&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Advanced_Warfare|tracer]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|netconststrings&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reverbpreset&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x180&lt;br /&gt;
|-&lt;br /&gt;
|scriptable&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|equipsndtable&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dopplerpreset&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Laser_Asset|laser]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|skeletonscript&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|clut&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 3 ===&lt;br /&gt;
PC IDs are for the public beta. Once the full game is released, update this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1E78&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|xmodelmesh&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x12C0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1400&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x9F2&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|computeshaderset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_3|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x1A90&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO3)|col_map]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2_.26_3|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|game_map&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|lensflaredef&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x4400&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|cgmediatable&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|playersoundstable&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|playerfxtable&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|sharedweaponsounds&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|attachment&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|attachmentunique&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x28A&lt;br /&gt;
|-&lt;br /&gt;
|weaponcamo&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable_feimages&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|customizationtablecolor&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|fx_alias&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|tagfx&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|klf&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|impactsfxtable&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|impactsoundstable&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|player_character&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x92E&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|structuredtable&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|ddl&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|glasses&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|texturelist&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|scriptparsetree&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|keyvaluepairs&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tracer&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|skinnedverts&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|slug&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|surfacefxtable&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|surfacesounddef&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x96&lt;br /&gt;
|-&lt;br /&gt;
|footsteptable&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|entityfximpacts&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|entitysoundimpacts&lt;br /&gt;
|0x42&lt;br /&gt;
|0x43&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x43&lt;br /&gt;
|0x44&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|vehiclefxdef&lt;br /&gt;
|0x44&lt;br /&gt;
|0x45&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|vehiclesounddef&lt;br /&gt;
|0x45&lt;br /&gt;
|0x46&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|typeinfo&lt;br /&gt;
|0x46&lt;br /&gt;
|0x47&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|N/A (Not defined, assumed to be 1)&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundle&lt;br /&gt;
|0x47&lt;br /&gt;
|0x48&lt;br /&gt;
|0x44&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundlelist&lt;br /&gt;
|0x48&lt;br /&gt;
|0x49&lt;br /&gt;
|0x45&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|rumble&lt;br /&gt;
|0x49&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x46&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|bulletpenetration&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x47&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|locdmgtable&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x4C&lt;br /&gt;
|0x48&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aimtable&lt;br /&gt;
|0x4C&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x49&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|animselectortable&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x4A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|animmappingtable&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x4B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|animstatemachine&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x50&lt;br /&gt;
|0x4C&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|behaviortree&lt;br /&gt;
|0x50&lt;br /&gt;
|0x51&lt;br /&gt;
|0x4D&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|behaviorstatemachine&lt;br /&gt;
|0x51&lt;br /&gt;
|0x52&lt;br /&gt;
|0x4E&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|ttf&lt;br /&gt;
|0x52&lt;br /&gt;
|0x53&lt;br /&gt;
|0x4F&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|sanim&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x50&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lightdescription&lt;br /&gt;
|0x53&lt;br /&gt;
|0x54&lt;br /&gt;
|0x51&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|shellshock&lt;br /&gt;
|0x54&lt;br /&gt;
|0x55&lt;br /&gt;
|0x52&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|xcam&lt;br /&gt;
|0x55&lt;br /&gt;
|0x56&lt;br /&gt;
|0x53&lt;br /&gt;
|True&lt;br /&gt;
|0x8C&lt;br /&gt;
|-&lt;br /&gt;
|bgcache&lt;br /&gt;
|0x56&lt;br /&gt;
|0x57&lt;br /&gt;
|0x54&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|texturecombo&lt;br /&gt;
|0x57&lt;br /&gt;
|0x58&lt;br /&gt;
|0x55&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|flametable&lt;br /&gt;
|0x58&lt;br /&gt;
|0x59&lt;br /&gt;
|0x56&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|bitfield&lt;br /&gt;
|0x59&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x57&lt;br /&gt;
|True&lt;br /&gt;
|0x34&lt;br /&gt;
|-&lt;br /&gt;
|attachmentcosmeticvariant&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x5B&lt;br /&gt;
|0x58&lt;br /&gt;
|True&lt;br /&gt;
|0x280&lt;br /&gt;
|-&lt;br /&gt;
|maptable&lt;br /&gt;
|0x5B&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x59&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|maptableloadingimages&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x5D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|medal&lt;br /&gt;
|0x5D&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x5A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|medaltable&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x5B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|objective&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x60&lt;br /&gt;
|0x5C&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|objectivelist&lt;br /&gt;
|0x60&lt;br /&gt;
|0x61&lt;br /&gt;
|0x5D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|umbra_tome&lt;br /&gt;
|0x61&lt;br /&gt;
|0x62&lt;br /&gt;
|0x5E&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navmesh&lt;br /&gt;
|0x62&lt;br /&gt;
|0x63&lt;br /&gt;
|0x5F&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|navvolume&lt;br /&gt;
|0x63&lt;br /&gt;
|0x64&lt;br /&gt;
|0x60&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|binaryhtml&lt;br /&gt;
|0x64&lt;br /&gt;
|0x65&lt;br /&gt;
|0x61&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|laser&lt;br /&gt;
|0x65&lt;br /&gt;
|0x66&lt;br /&gt;
|0x62&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|beam&lt;br /&gt;
|0x66&lt;br /&gt;
|0x67&lt;br /&gt;
|0x63&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|streamerhint&lt;br /&gt;
|0x67&lt;br /&gt;
|0x68&lt;br /&gt;
|0x64&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|texture_atlas&lt;br /&gt;
|0x68&lt;br /&gt;
|0x69&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1C&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x69&lt;br /&gt;
|0x6A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x6A&lt;br /&gt;
|0x6B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x6B&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x65&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x66&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x67&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x68&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:Assets&amp;diff=1013</id>
		<title>Category:Assets</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:Assets&amp;diff=1013"/>
		<updated>2015-11-02T21:12:34Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Any pages containing information on game assets will be linked here. This page will also contain information pertaining to any asset on any CoD. &lt;br /&gt;
&lt;br /&gt;
== Pool Structure ==&lt;br /&gt;
Once the assets are loaded from the [[:Category:FastFiles|FastFile and Zones]], they are stored in memory in pools.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
template&amp;lt;typename T&amp;gt; union XAssetPoolEntry&lt;br /&gt;
{&lt;br /&gt;
  T entry;&lt;br /&gt;
  T * next;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
template&amp;lt;typename T, int count&amp;gt; struct XAssetPool&lt;br /&gt;
{&lt;br /&gt;
  T * freeHead;&lt;br /&gt;
  XAssetPoolEntry&amp;lt;T&amp;gt; entries[count];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The pool counts are stored in an int[] in the executable called g_poolSizes. The freeHead is a pointer to the first unused asset in the pool. The next pointer is only used if the current asset is an unused asset, in which case it points to the next asset in ithe pool. Keep in mind that assets that only have a count of 1 are not going to be in a pool.&lt;br /&gt;
== Asset Types ==&lt;br /&gt;
=== 007 Quantum of Solace ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|physpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|physconstraints&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x280&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x65A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x988&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x4D8&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x76C&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x2710&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|col_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0E&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|lightdef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|font&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|menufile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|menu&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|localize&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x154&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|rawfile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|stringtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0xA&lt;br /&gt;
|-&lt;br /&gt;
|xmltree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|scene_animation&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|cutscene&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|custom_camera&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Call of Duty 4 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(CoD4)|xmodel]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Call of Duty 4|loaded_sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x4B0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_sp]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_mp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Multiplayer|game_map_mp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (CoD4)|gfx_map]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (CoD4)|menu]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (CoD4)|weapon]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (CoD4)|fx]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Call_of_Duty_4|impactfx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|}&lt;br /&gt;
=== World at War ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#World_at_War|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#World at War|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#World at War|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (WaW)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (WaW)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2096&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (WaW)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#World_at_War|snddriverglobals]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (WaW)|fx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#World_at_War|impactfx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
=== Modern Warfare 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_2|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1FA0&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0xE00&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x546&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Single_Player|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Multiplayer|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW2)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (MW2)|fx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(MW2)|vehicle]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 1 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x13EC&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO1)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO1)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x3CA&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO1)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_1|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO1)|fx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_1|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 1|texturelist]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_1|emblemset]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modern Warfare 3 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Modern_Warfare_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_3|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1260&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x514&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x672&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW3)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Modern_Warfare_3|aipaths]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW3)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (MW3)|attachment]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW3)|weapon]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (MW3)|vehicle]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1450&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(BO2)|xmodel]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1300&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_2|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1440&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops 2|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2_.26_3|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO2)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:FontIcon Asset|fonticon]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x3800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (BO2)|attachment]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AttachmentUnique Asset|attachmentunique]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:WeaponCamo Asset|weaponcamo]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_2|snddriverglobals]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO2)|fx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_2|impactfx]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x24&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x25&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x26&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x27&lt;br /&gt;
|0x26&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x28&lt;br /&gt;
|0x27&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x29&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 2|texturelist]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x30&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_2|emblemset]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptParseTree Asset|scriptparsetree]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x32&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Key-Value_Pair_Asset|keyvaluepairs]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x33&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (BO2)|vehicle]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x34&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:MemoryBlock Asset|memoryblock]]&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x35&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x36&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Black_Ops_2|tracer]]&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x37&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:SkinnedVerts_Asset|skinnedverts]]&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x38&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:QDB_Asset|qdb]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x39&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Slug_Asset|slug]]&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepTable_Asset|footsteptable]]&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepFxTable_Asset|footstepfxtable]]&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Ghosts|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Ghosts|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Ghosts|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x6000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x08&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:LPF Curve Asset|lpfcurve]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Reverb Send Curve Asset|reverbsendcurve]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x9C4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (Ghosts)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x10&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x11&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Ghosts|aipaths]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x12&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x13&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Ghosts|map_ents]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x14&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x15&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (Ghosts)|gfx_map]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x17&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x18&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x1A&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|unk&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:AnimClass_Asset|animclass]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x2198&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (Ghosts)|attachment]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (Ghosts)|weapon]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0xA0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Ghosts|impactfx]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x29&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(Ghosts)|vehicle]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:NetConstStrings_Asset|netconststrings]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:ReverbPreset_Asset|reverbpresset]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Scriptable_Asset|scriptable]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|colorization&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colorizationset&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tonemapping&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:EquipSndTable_Asset|equipsndtable]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vectorfield&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DopplerPreset_Asset|dopplerpreset]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|particlesimanimation&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Warfare ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Advanced_Warfare|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|phys_collmap&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|physwaterpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|phy_worldmap&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|physconstraint&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1194&lt;br /&gt;
|-&lt;br /&gt;
|xmodelsurfs&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0xCE0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x14A0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N\A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x500&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x11CA0&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x1A70&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x900&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x468&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|soundsubmix&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|lpfcurve&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|reverbsendcurve&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|sndcontext&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|loaded_sound&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp/col_map_sp&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|glass_map&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aipaths&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vehicle_track&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Advanced_Warfare|map_ents]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|fx_map&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x384&lt;br /&gt;
|-&lt;br /&gt;
|animclass&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x3110&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (AW)|attachment]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x1FB&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|surfacefx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x30&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x31&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x32&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Advanced_Warfare|tracer]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|netconststrings&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reverbpreset&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x180&lt;br /&gt;
|-&lt;br /&gt;
|scriptable&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|equipsndtable&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dopplerpreset&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Laser_Asset|laser]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|skeletonscript&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|clut&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 3 ===&lt;br /&gt;
PC IDs are for the public beta. Once the full game is released, update this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1E78&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|xmodelmesh&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x12C0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1400&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x9F2&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|computeshaderset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_3|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x1A90&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO3)|col_map]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2_.26_3|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|game_map&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|lensflaredef&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x4400&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|cgmediatable&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|playersoundstable&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|playerfxtable&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|sharedweaponsounds&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|attachment&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|attachmentunique&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x28A&lt;br /&gt;
|-&lt;br /&gt;
|weaponcamo&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable_feimages&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|customizationtablecolor&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|fx_alias&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|tagfx&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|klf&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|impactsfxtable&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|impactsoundstable&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|player_character&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x92E&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|structuredtable&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|ddl&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|glasses&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|texturelist&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|scriptparsetree&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|keyvaluepairs&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tracer&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|skinnedverts&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|slug&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|surfacefxtable&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|surfacesounddef&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x96&lt;br /&gt;
|-&lt;br /&gt;
|footsteptable&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|entityfximpacts&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|entitysoundimpacts&lt;br /&gt;
|0x42&lt;br /&gt;
|0x43&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x43&lt;br /&gt;
|0x44&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|vehiclefxdef&lt;br /&gt;
|0x44&lt;br /&gt;
|0x45&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|vehiclesounddef&lt;br /&gt;
|0x45&lt;br /&gt;
|0x46&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|typeinfo&lt;br /&gt;
|0x46&lt;br /&gt;
|0x47&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|N/A (Not defined, assumed to be 1)&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundle&lt;br /&gt;
|0x47&lt;br /&gt;
|0x48&lt;br /&gt;
|0x44&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundlelist&lt;br /&gt;
|0x48&lt;br /&gt;
|0x49&lt;br /&gt;
|0x45&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|rumble&lt;br /&gt;
|0x49&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x46&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|bulletpenetration&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x47&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|locdmgtable&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x4C&lt;br /&gt;
|0x48&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aimtable&lt;br /&gt;
|0x4C&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x49&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|animselectortable&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x4A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|animmappingtable&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x4B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|animstatemachine&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x50&lt;br /&gt;
|0x4C&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|behaviortree&lt;br /&gt;
|0x50&lt;br /&gt;
|0x51&lt;br /&gt;
|0x4D&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|behaviorstatemachine&lt;br /&gt;
|0x51&lt;br /&gt;
|0x52&lt;br /&gt;
|0x4E&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|ttf&lt;br /&gt;
|0x52&lt;br /&gt;
|0x53&lt;br /&gt;
|0x4F&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|sanim&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x50&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lightdescription&lt;br /&gt;
|0x53&lt;br /&gt;
|0x54&lt;br /&gt;
|0x51&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|shellshock&lt;br /&gt;
|0x54&lt;br /&gt;
|0x55&lt;br /&gt;
|0x52&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|xcam&lt;br /&gt;
|0x55&lt;br /&gt;
|0x56&lt;br /&gt;
|0x53&lt;br /&gt;
|True&lt;br /&gt;
|0x8C&lt;br /&gt;
|-&lt;br /&gt;
|bgcache&lt;br /&gt;
|0x56&lt;br /&gt;
|0x57&lt;br /&gt;
|0x54&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|texturecombo&lt;br /&gt;
|0x57&lt;br /&gt;
|0x58&lt;br /&gt;
|0x55&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|flametable&lt;br /&gt;
|0x58&lt;br /&gt;
|0x59&lt;br /&gt;
|0x56&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|bitfield&lt;br /&gt;
|0x59&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x57&lt;br /&gt;
|True&lt;br /&gt;
|0x34&lt;br /&gt;
|-&lt;br /&gt;
|attachmentcosmeticvariant&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x5B&lt;br /&gt;
|0x58&lt;br /&gt;
|True&lt;br /&gt;
|0x280&lt;br /&gt;
|-&lt;br /&gt;
|maptable&lt;br /&gt;
|0x5B&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x59&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|maptableloadingimages&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x5D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|medal&lt;br /&gt;
|0x5D&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x5A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|medaltable&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x5B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|objective&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x60&lt;br /&gt;
|0x5C&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|objectivelist&lt;br /&gt;
|0x60&lt;br /&gt;
|0x61&lt;br /&gt;
|0x5D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|umbra_tome&lt;br /&gt;
|0x61&lt;br /&gt;
|0x62&lt;br /&gt;
|0x5E&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navmesh&lt;br /&gt;
|0x62&lt;br /&gt;
|0x63&lt;br /&gt;
|0x5F&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|navvolume&lt;br /&gt;
|0x63&lt;br /&gt;
|0x64&lt;br /&gt;
|0x60&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|binaryhtml&lt;br /&gt;
|0x64&lt;br /&gt;
|0x65&lt;br /&gt;
|0x61&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|laser&lt;br /&gt;
|0x65&lt;br /&gt;
|0x66&lt;br /&gt;
|0x62&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|beam&lt;br /&gt;
|0x66&lt;br /&gt;
|0x67&lt;br /&gt;
|0x63&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|streamerhint&lt;br /&gt;
|0x67&lt;br /&gt;
|0x68&lt;br /&gt;
|0x64&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|texture_atlas&lt;br /&gt;
|0x68&lt;br /&gt;
|0x69&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1C&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x69&lt;br /&gt;
|0x6A&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x6A&lt;br /&gt;
|0x6B&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x6B&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x65&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x66&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x67&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x68&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Image_Asset&amp;diff=1012</id>
		<title>Image Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Image_Asset&amp;diff=1012"/>
		<updated>2015-11-02T21:11:27Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:CoD4]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:MW2]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:MW3]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
[[Category:AW]]&lt;br /&gt;
== Call of Duty 4 &amp;amp; World at War ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
union GfxTexture&lt;br /&gt;
{&lt;br /&gt;
	D3DBaseTexture *basemap;&lt;br /&gt;
	D3DTexture *map;&lt;br /&gt;
	D3DVolumeTexture *volmap;	// if GfxImageLoadDef::flags &amp;amp; 8&lt;br /&gt;
	D3DCubeTexture *cubemap;	// if GfxImageLoadDef::flags &amp;amp; 4&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxImageLoadDef&lt;br /&gt;
{&lt;br /&gt;
	char levelCount;&lt;br /&gt;
	char flags;&lt;br /&gt;
	short dimensions[3];&lt;br /&gt;
	_D3DFormat format;&lt;br /&gt;
	GfxTexture texture;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxTextureLoad&lt;br /&gt;
{&lt;br /&gt;
	GfxImageLoadDef *loadDef;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxImage&lt;br /&gt;
{&lt;br /&gt;
	MapType mapType;&lt;br /&gt;
#ifdef PS3&lt;br /&gt;
	CellGcmTexture texture;	// size = 0x18&lt;br /&gt;
#elif defined XBOX&lt;br /&gt;
	GfxTextureLoad texture;&lt;br /&gt;
#endif&lt;br /&gt;
	CardMemory cardMemory;&lt;br /&gt;
	int size;&lt;br /&gt;
	unsigned short width;&lt;br /&gt;
	unsigned short height;&lt;br /&gt;
	unsigned short depth;&lt;br /&gt;
	char category;&lt;br /&gt;
	bool streaming;&lt;br /&gt;
	char *data;&lt;br /&gt;
#ifdef XBOX360&lt;br /&gt;
	char unknown[8];&lt;br /&gt;
#endif&lt;br /&gt;
	const char *name;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
NOTE: In the zone file, if the streaming is set as true, then data is loaded at the end of the zone file.&lt;br /&gt;
== Black Ops ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
union GfxTexture&lt;br /&gt;
{&lt;br /&gt;
	char *data;&lt;br /&gt;
	struct&lt;br /&gt;
	{&lt;br /&gt;
		char unknown[0x3C];&lt;br /&gt;
	};&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxImage&lt;br /&gt;
{&lt;br /&gt;
#ifdef PS3&lt;br /&gt;
	CellGcmTexture texture; // size = 0x18&lt;br /&gt;
#endif&lt;br /&gt;
	char unknown1;&lt;br /&gt;
	char unknown2;&lt;br /&gt;
	char unknown3;&lt;br /&gt;
	char unknown4;&lt;br /&gt;
	int size;&lt;br /&gt;
	unsigned short height;&lt;br /&gt;
	unsigned short width;&lt;br /&gt;
	unsigned short depth;&lt;br /&gt;
	char unknown[6];&lt;br /&gt;
	GfxTexture textureDef;&lt;br /&gt;
	const char *name;&lt;br /&gt;
	int hash;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
== Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts &amp;amp; Advanced Warfare ==&lt;br /&gt;
On Xbox 360 in the GfxTexture, the Common is either 0x03000000 or simply 3. A Common value of 0x03000000 implies that an endian swap (8IN32) needs to be performed on the entire GfxTexture. A value of 3 is the correct value.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct CardMemory&lt;br /&gt;
{&lt;br /&gt;
  int platform[1];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union GfxTexture&lt;br /&gt;
{&lt;br /&gt;
#ifdef _XBOX //size = 0x34&lt;br /&gt;
  D3DBaseTexture basemap;&lt;br /&gt;
  D3DTexture map;&lt;br /&gt;
  D3DVolumeTexture volmap;&lt;br /&gt;
  D3DCubeTexture cubemap;&lt;br /&gt;
#elif defined(PS3) //size = 0x18&lt;br /&gt;
	CellGcmTexture texture;	// size = 0x18&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxImage&lt;br /&gt;
{&lt;br /&gt;
  GfxTexture texture;&lt;br /&gt;
#ifdef _XBOX&lt;br /&gt;
  	char unknown[4];&lt;br /&gt;
#endif&lt;br /&gt;
  char mapType;&lt;br /&gt;
  char semantic;&lt;br /&gt;
  char category;&lt;br /&gt;
  char flags;&lt;br /&gt;
  CardMemory cardMemory;&lt;br /&gt;
  unsigned __int16 width;&lt;br /&gt;
  unsigned __int16 height;&lt;br /&gt;
  unsigned __int16 depth;&lt;br /&gt;
	char mipmap;&lt;br /&gt;
  bool streaming;&lt;br /&gt;
  char *pixels;&lt;br /&gt;
	char unknownData[0x20];&lt;br /&gt;
  const char *name;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
NOTE: In the zone file, if streaming is set as true, then data will be found in [[:Modern Warfare PAK Files|PAK files]].&lt;br /&gt;
&lt;br /&gt;
== Black Ops 2 ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct GfxImage&lt;br /&gt;
{&lt;br /&gt;
#ifdef PS3&lt;br /&gt;
	char unknown1[6];&lt;br /&gt;
	CellGcmTexture texture;	// modified, missing 10 bytes, size = 0xE&lt;br /&gt;
#elif defined (_XBOX)&lt;br /&gt;
	D3DBaseTexture basemap;//size = 0x34&lt;br /&gt;
#endif&lt;br /&gt;
  char mapType;&lt;br /&gt;
	char unknown3;&lt;br /&gt;
	char unknown4;&lt;br /&gt;
	char unknown5;&lt;br /&gt;
	int size;&lt;br /&gt;
  unsigned __int16 width;&lt;br /&gt;
  unsigned __int16 height;&lt;br /&gt;
  unsigned __int16 depth;&lt;br /&gt;
  char levelCount;&lt;br /&gt;
  char streaming;&lt;br /&gt;
  unsigned int baseSize;&lt;br /&gt;
  char *pixels;&lt;br /&gt;
	char unknownData2[0x7C];&lt;br /&gt;
  char streamedPartCount;&lt;br /&gt;
  const char *name;&lt;br /&gt;
  unsigned int hash;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Black Ops 3 ==&lt;br /&gt;
Black Ops 3 is the first game in the series so far to restructure the GfxImage asset. It appears that the major elements are still there, but are arranged in a more logical way. For instance name now appears at the beginning of the asset instead of the end. Note that this structure is from Xbox 360, and the other systems aren&#039;t reflected here yet.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct GfxImagePixels&lt;br /&gt;
{&lt;br /&gt;
	char * a;//Size = (flags &amp;gt;&amp;gt; 22) &amp;amp; 0xFFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
typedef char GfxStreamedPartInfo;&lt;br /&gt;
&lt;br /&gt;
struct GfxImage&lt;br /&gt;
{&lt;br /&gt;
	const char * name;&lt;br /&gt;
	D3DBaseTexture basemap;&lt;br /&gt;
	unsigned __int64 flags; //Not sure on the name. Size is clearly loaded from here for both pointers, and so is a flag. So not sure here.&lt;br /&gt;
	int unknown1[2]; //Most likely streaming, width, height and depth are all somewhere in here&lt;br /&gt;
	GfxImagePixels pixels;&lt;br /&gt;
	int unknown2[2];&lt;br /&gt;
	GfxStreamedPartInfo * streamingPartInfo; //This will probably be important for reading images that are stored in pak files. Size = ((flags &amp;gt;&amp;gt; 19) &amp;lt;&amp;lt; 5) &amp;amp; 0x60 //This should be right&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:Assets&amp;diff=1011</id>
		<title>Category:Assets</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:Assets&amp;diff=1011"/>
		<updated>2015-11-02T20:33:03Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Any pages containing information on game assets will be linked here. This page will also contain information pertaining to any asset on any CoD. &lt;br /&gt;
&lt;br /&gt;
== Pool Structure ==&lt;br /&gt;
Once the assets are loaded from the [[:Category:FastFiles|FastFile and Zones]], they are stored in memory in pools.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
template&amp;lt;typename T&amp;gt; union XAssetPoolEntry&lt;br /&gt;
{&lt;br /&gt;
  T entry;&lt;br /&gt;
  T * next;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
template&amp;lt;typename T, int count&amp;gt; struct XAssetPool&lt;br /&gt;
{&lt;br /&gt;
  T * freeHead;&lt;br /&gt;
  XAssetPoolEntry&amp;lt;T&amp;gt; entries[count];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The pool counts are stored in an int[] in the executable called g_poolSizes. The freeHead is a pointer to the first unused asset in the pool. The next pointer is only used if the current asset is an unused asset, in which case it points to the next asset in ithe pool. Keep in mind that assets that only have a count of 1 are not going to be in a pool.&lt;br /&gt;
== Asset Types ==&lt;br /&gt;
=== 007 Quantum of Solace ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|physpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|physconstraints&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x280&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x65A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x988&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x4D8&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x76C&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x2710&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|col_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0E&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|lightdef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|font&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|menufile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|menu&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|localize&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x154&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|rawfile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|stringtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0xA&lt;br /&gt;
|-&lt;br /&gt;
|xmltree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|scene_animation&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|cutscene&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|custom_camera&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Call of Duty 4 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(CoD4)|xmodel]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Call of Duty 4|loaded_sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x4B0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_sp]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_mp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Multiplayer|game_map_mp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (CoD4)|gfx_map]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (CoD4)|menu]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (CoD4)|weapon]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (CoD4)|fx]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Call_of_Duty_4|impactfx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|}&lt;br /&gt;
=== World at War ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#World_at_War|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#World at War|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#World at War|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (WaW)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (WaW)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2096&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (WaW)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#World_at_War|snddriverglobals]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (WaW)|fx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#World_at_War|impactfx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
=== Modern Warfare 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_2|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1FA0&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0xE00&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x546&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Single_Player|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Multiplayer|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW2)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (MW2)|fx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(MW2)|vehicle]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 1 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x13EC&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO1)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO1)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x3CA&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO1)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_1|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO1)|fx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_1|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 1|texturelist]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_1|emblemset]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modern Warfare 3 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Modern_Warfare_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_3|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1260&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x514&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x672&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW3)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Modern_Warfare_3|aipaths]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW3)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (MW3)|attachment]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW3)|weapon]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (MW3)|vehicle]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1450&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(BO2)|xmodel]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1300&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_2|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1440&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops 2|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2_.26_3|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO2)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:FontIcon Asset|fonticon]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x3800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (BO2)|attachment]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AttachmentUnique Asset|attachmentunique]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:WeaponCamo Asset|weaponcamo]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_2|snddriverglobals]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO2)|fx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_2|impactfx]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x24&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x25&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x26&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x27&lt;br /&gt;
|0x26&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x28&lt;br /&gt;
|0x27&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x29&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 2|texturelist]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x30&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_2|emblemset]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptParseTree Asset|scriptparsetree]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x32&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Key-Value_Pair_Asset|keyvaluepairs]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x33&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (BO2)|vehicle]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x34&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:MemoryBlock Asset|memoryblock]]&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x35&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x36&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Black_Ops_2|tracer]]&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x37&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:SkinnedVerts_Asset|skinnedverts]]&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x38&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:QDB_Asset|qdb]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x39&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Slug_Asset|slug]]&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepTable_Asset|footsteptable]]&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepFxTable_Asset|footstepfxtable]]&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Ghosts|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Ghosts|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Ghosts|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x6000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x08&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:LPF Curve Asset|lpfcurve]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Reverb Send Curve Asset|reverbsendcurve]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x9C4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (Ghosts)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x10&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x11&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Ghosts|aipaths]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x12&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x13&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Ghosts|map_ents]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x14&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x15&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (Ghosts)|gfx_map]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x17&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x18&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x1A&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|unk&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:AnimClass_Asset|animclass]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x2198&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (Ghosts)|attachment]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (Ghosts)|weapon]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0xA0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Ghosts|impactfx]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x29&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(Ghosts)|vehicle]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:NetConstStrings_Asset|netconststrings]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:ReverbPreset_Asset|reverbpresset]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Scriptable_Asset|scriptable]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|colorization&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colorizationset&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tonemapping&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:EquipSndTable_Asset|equipsndtable]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vectorfield&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DopplerPreset_Asset|dopplerpreset]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|particlesimanimation&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Warfare ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Advanced_Warfare|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|phys_collmap&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|physwaterpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|phy_worldmap&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|physconstraint&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1194&lt;br /&gt;
|-&lt;br /&gt;
|xmodelsurfs&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0xCE0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x14A0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N\A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x500&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x11CA0&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x1A70&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x900&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x468&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|soundsubmix&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|lpfcurve&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|reverbsendcurve&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|sndcontext&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|loaded_sound&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp/col_map_sp&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|glass_map&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aipaths&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vehicle_track&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Advanced_Warfare|map_ents]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|fx_map&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x384&lt;br /&gt;
|-&lt;br /&gt;
|animclass&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x3110&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (AW)|attachment]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x1FB&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|surfacefx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x30&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x31&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x32&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Advanced_Warfare|tracer]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|netconststrings&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reverbpreset&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x180&lt;br /&gt;
|-&lt;br /&gt;
|scriptable&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|equipsndtable&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dopplerpreset&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Laser_Asset|laser]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|skeletonscript&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|clut&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 3 ===&lt;br /&gt;
PC IDs are for the public beta. Once the full game is released, update this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x14&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1E78&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|xmodelmesh&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x12C0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1400&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x9F2&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|computeshaderset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x1A90&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO3)|col_map]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2_.26_3|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|game_map&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|lensflaredef&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x4400&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|cgmediatable&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|playersoundstable&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|playerfxtable&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|sharedweaponsounds&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|attachment&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|attachmentunique&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x28A&lt;br /&gt;
|-&lt;br /&gt;
|weaponcamo&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable_feimages&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x0C&lt;br /&gt;
|-&lt;br /&gt;
|customizationtablecolor&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|fx_alias&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|tagfx&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|klf&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|impactsfxtable&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|impactsoundstable&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|player_character&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x92E&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|structuredtable&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x28&lt;br /&gt;
|-&lt;br /&gt;
|ddl&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x25&lt;br /&gt;
|-&lt;br /&gt;
|glasses&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|texturelist&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|scriptparsetree&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|keyvaluepairs&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tracer&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|skinnedverts&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|slug&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x05&lt;br /&gt;
|-&lt;br /&gt;
|surfacefxtable&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|surfacesounddef&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x96&lt;br /&gt;
|-&lt;br /&gt;
|footsteptable&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|entityfximpacts&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|entitysoundimpacts&lt;br /&gt;
|0x42&lt;br /&gt;
|0x43&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x43&lt;br /&gt;
|0x44&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|vehiclefxdef&lt;br /&gt;
|0x44&lt;br /&gt;
|0x45&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|vehiclesounddef&lt;br /&gt;
|0x45&lt;br /&gt;
|0x46&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|typeinfo&lt;br /&gt;
|0x46&lt;br /&gt;
|0x47&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|N/A (Not defined, assumed to be 1)&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundle&lt;br /&gt;
|0x47&lt;br /&gt;
|0x48&lt;br /&gt;
|0x44&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundlelist&lt;br /&gt;
|0x48&lt;br /&gt;
|0x49&lt;br /&gt;
|0x45&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|rumble&lt;br /&gt;
|0x49&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x46&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|bulletpenetration&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x47&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|locdmgtable&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x4C&lt;br /&gt;
|0x48&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aimtable&lt;br /&gt;
|0x4C&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x49&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|animselectortable&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x4A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|animmappingtable&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x4B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|animstatemachine&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x50&lt;br /&gt;
|0x4C&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|behaviortree&lt;br /&gt;
|0x50&lt;br /&gt;
|0x51&lt;br /&gt;
|0x4D&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|behaviorstatemachine&lt;br /&gt;
|0x51&lt;br /&gt;
|0x52&lt;br /&gt;
|0x4E&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|ttf&lt;br /&gt;
|0x52&lt;br /&gt;
|0x53&lt;br /&gt;
|0x4F&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|sanim&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x50&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lightdescription&lt;br /&gt;
|0x53&lt;br /&gt;
|0x54&lt;br /&gt;
|0x51&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|shellshock&lt;br /&gt;
|0x54&lt;br /&gt;
|0x55&lt;br /&gt;
|0x52&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|xcam&lt;br /&gt;
|0x55&lt;br /&gt;
|0x56&lt;br /&gt;
|0x53&lt;br /&gt;
|True&lt;br /&gt;
|0x8C&lt;br /&gt;
|-&lt;br /&gt;
|bgcache&lt;br /&gt;
|0x56&lt;br /&gt;
|0x57&lt;br /&gt;
|0x54&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|texturecombo&lt;br /&gt;
|0x57&lt;br /&gt;
|0x58&lt;br /&gt;
|0x55&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|flametable&lt;br /&gt;
|0x58&lt;br /&gt;
|0x59&lt;br /&gt;
|0x56&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|bitfield&lt;br /&gt;
|0x59&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x57&lt;br /&gt;
|True&lt;br /&gt;
|0x34&lt;br /&gt;
|-&lt;br /&gt;
|attachmentcosmeticvariant&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x5B&lt;br /&gt;
|0x58&lt;br /&gt;
|True&lt;br /&gt;
|0x280&lt;br /&gt;
|-&lt;br /&gt;
|maptable&lt;br /&gt;
|0x5B&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x59&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|maptableloadingimages&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x5D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|medal&lt;br /&gt;
|0x5D&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x5A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|medaltable&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x5B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|objective&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x60&lt;br /&gt;
|0x5C&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|objectivelist&lt;br /&gt;
|0x60&lt;br /&gt;
|0x61&lt;br /&gt;
|0x5D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|umbra_tome&lt;br /&gt;
|0x61&lt;br /&gt;
|0x62&lt;br /&gt;
|0x5E&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navmesh&lt;br /&gt;
|0x62&lt;br /&gt;
|0x63&lt;br /&gt;
|0x5F&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|navvolume&lt;br /&gt;
|0x63&lt;br /&gt;
|0x64&lt;br /&gt;
|0x60&lt;br /&gt;
|True&lt;br /&gt;
|0x02&lt;br /&gt;
|-&lt;br /&gt;
|binaryhtml&lt;br /&gt;
|0x64&lt;br /&gt;
|0x65&lt;br /&gt;
|0x61&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|laser&lt;br /&gt;
|0x65&lt;br /&gt;
|0x66&lt;br /&gt;
|0x62&lt;br /&gt;
|True&lt;br /&gt;
|0x04&lt;br /&gt;
|-&lt;br /&gt;
|beam&lt;br /&gt;
|0x66&lt;br /&gt;
|0x67&lt;br /&gt;
|0x63&lt;br /&gt;
|True&lt;br /&gt;
|0x08&lt;br /&gt;
|-&lt;br /&gt;
|streamerhint&lt;br /&gt;
|0x67&lt;br /&gt;
|0x68&lt;br /&gt;
|0x64&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|texture_atlas&lt;br /&gt;
|0x68&lt;br /&gt;
|0x69&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1C&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x69&lt;br /&gt;
|0x6A&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x6A&lt;br /&gt;
|0x6B&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x6B&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x65&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x66&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x67&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x68&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:Assets&amp;diff=1010</id>
		<title>Category:Assets</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:Assets&amp;diff=1010"/>
		<updated>2015-11-02T07:09:29Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Any pages containing information on game assets will be linked here. This page will also contain information pertaining to any asset on any CoD. &lt;br /&gt;
&lt;br /&gt;
== Pool Structure ==&lt;br /&gt;
Once the assets are loaded from the [[:Category:FastFiles|FastFile and Zones]], they are stored in memory in pools.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
template&amp;lt;typename T&amp;gt; union XAssetPoolEntry&lt;br /&gt;
{&lt;br /&gt;
  T entry;&lt;br /&gt;
  T * next;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
template&amp;lt;typename T, int count&amp;gt; struct XAssetPool&lt;br /&gt;
{&lt;br /&gt;
  T * freeHead;&lt;br /&gt;
  XAssetPoolEntry&amp;lt;T&amp;gt; entries[count];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The pool counts are stored in an int[] in the executable called g_poolSizes. The freeHead is a pointer to the first unused asset in the pool. The next pointer is only used if the current asset is an unused asset, in which case it points to the next asset in ithe pool. Keep in mind that assets that only have a count of 1 are not going to be in a pool.&lt;br /&gt;
== Asset Types ==&lt;br /&gt;
=== 007 Quantum of Solace ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|physpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|physconstraints&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x280&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x65A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x988&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x4D8&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x76C&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x2710&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|col_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0E&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|lightdef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|font&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|menufile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|menu&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|localize&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x154&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|rawfile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|stringtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0xA&lt;br /&gt;
|-&lt;br /&gt;
|xmltree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|scene_animation&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|cutscene&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|custom_camera&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Call of Duty 4 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(CoD4)|xmodel]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Call of Duty 4|loaded_sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x4B0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_sp]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_mp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Multiplayer|game_map_mp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (CoD4)|gfx_map]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (CoD4)|menu]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (CoD4)|weapon]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (CoD4)|fx]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Call_of_Duty_4|impactfx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|}&lt;br /&gt;
=== World at War ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#World_at_War|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#World at War|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#World at War|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (WaW)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (WaW)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2096&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (WaW)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#World_at_War|snddriverglobals]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (WaW)|fx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#World_at_War|impactfx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
=== Modern Warfare 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_2|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1FA0&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0xE00&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x546&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Single_Player|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Multiplayer|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW2)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (MW2)|fx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(MW2)|vehicle]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 1 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x13EC&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO1)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO1)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x3CA&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO1)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_1|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO1)|fx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_1|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 1|texturelist]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_1|emblemset]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modern Warfare 3 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Modern_Warfare_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_3|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1260&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x514&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x672&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW3)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Modern_Warfare_3|aipaths]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW3)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (MW3)|attachment]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW3)|weapon]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (MW3)|vehicle]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1450&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(BO2)|xmodel]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1300&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_2|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1440&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops 2|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2_.26_3|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO2)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:FontIcon Asset|fonticon]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x3800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (BO2)|attachment]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AttachmentUnique Asset|attachmentunique]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:WeaponCamo Asset|weaponcamo]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_2|snddriverglobals]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO2)|fx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_2|impactfx]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x24&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x25&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x26&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x27&lt;br /&gt;
|0x26&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x28&lt;br /&gt;
|0x27&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x29&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 2|texturelist]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x30&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_2|emblemset]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptParseTree Asset|scriptparsetree]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x32&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Key-Value_Pair_Asset|keyvaluepairs]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x33&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (BO2)|vehicle]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x34&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:MemoryBlock Asset|memoryblock]]&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x35&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x36&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Black_Ops_2|tracer]]&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x37&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:SkinnedVerts_Asset|skinnedverts]]&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x38&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:QDB_Asset|qdb]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x39&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Slug_Asset|slug]]&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepTable_Asset|footsteptable]]&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepFxTable_Asset|footstepfxtable]]&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Ghosts|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Ghosts|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Ghosts|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x6000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x08&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:LPF Curve Asset|lpfcurve]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Reverb Send Curve Asset|reverbsendcurve]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x9C4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (Ghosts)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x10&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x11&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Ghosts|aipaths]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x12&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x13&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Ghosts|map_ents]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x14&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x15&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (Ghosts)|gfx_map]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x17&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x18&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x1A&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|unk&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:AnimClass_Asset|animclass]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x2198&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (Ghosts)|attachment]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (Ghosts)|weapon]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0xA0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Ghosts|impactfx]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x29&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(Ghosts)|vehicle]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:NetConstStrings_Asset|netconststrings]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:ReverbPreset_Asset|reverbpresset]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Scriptable_Asset|scriptable]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|colorization&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colorizationset&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tonemapping&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:EquipSndTable_Asset|equipsndtable]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vectorfield&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DopplerPreset_Asset|dopplerpreset]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|particlesimanimation&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Warfare ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Advanced_Warfare|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|phys_collmap&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|physwaterpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|phy_worldmap&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|physconstraint&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1194&lt;br /&gt;
|-&lt;br /&gt;
|xmodelsurfs&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0xCE0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x14A0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N\A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x500&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x11CA0&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x1A70&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x900&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x468&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|soundsubmix&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|lpfcurve&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|reverbsendcurve&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|sndcontext&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|loaded_sound&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp/col_map_sp&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|glass_map&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aipaths&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vehicle_track&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Advanced_Warfare|map_ents]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|fx_map&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x384&lt;br /&gt;
|-&lt;br /&gt;
|animclass&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x3110&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (AW)|attachment]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x1FB&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|surfacefx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x30&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x31&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x32&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Advanced_Warfare|tracer]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|netconststrings&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reverbpreset&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x180&lt;br /&gt;
|-&lt;br /&gt;
|scriptable&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|equipsndtable&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dopplerpreset&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Laser_Asset|laser]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|skeletonscript&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|clut&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 3 ===&lt;br /&gt;
PC IDs are for the public beta. Once the full game is released, update this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodelmesh&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|computeshaderset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0xC&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO3)|col_map]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0xD&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2_.26_3|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0xE&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|game_map&lt;br /&gt;
|0x0E&lt;br /&gt;
|0xF&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lensflaredef&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|cgmediatable&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|playersoundstable&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|playerfxtable&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sharedweaponsounds&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachment&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachmentunique&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponcamo&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable_feimages&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtablecolor&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fx_alias&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|tagfx&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|klf&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|impactsfxtable&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|impactsoundstable&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|player_character&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|structuredtable&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ddl&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|glasses&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texturelist&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptparsetree&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|keyvaluepairs&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|tracer&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|skinnedverts&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|slug&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|surfacefxtable&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|surfacesounddef&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|footsteptable&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|entityfximpacts&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|entitysoundimpacts&lt;br /&gt;
|0x42&lt;br /&gt;
|0x43&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x43&lt;br /&gt;
|0x44&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehiclefxdef&lt;br /&gt;
|0x44&lt;br /&gt;
|0x45&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehiclesounddef&lt;br /&gt;
|0x45&lt;br /&gt;
|0x46&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|typeinfo&lt;br /&gt;
|0x46&lt;br /&gt;
|0x47&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundle&lt;br /&gt;
|0x47&lt;br /&gt;
|0x48&lt;br /&gt;
|0x44&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundlelist&lt;br /&gt;
|0x48&lt;br /&gt;
|0x49&lt;br /&gt;
|0x45&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|rumble&lt;br /&gt;
|0x49&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x46&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bulletpenetration&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x47&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|locdmgtable&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x4C&lt;br /&gt;
|0x48&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|aimtable&lt;br /&gt;
|0x4C&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x49&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animselectortable&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x4A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animmappingtable&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x4B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animstatemachine&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x50&lt;br /&gt;
|0x4C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|behaviortree&lt;br /&gt;
|0x50&lt;br /&gt;
|0x51&lt;br /&gt;
|0x4D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|behaviorstatemachine&lt;br /&gt;
|0x51&lt;br /&gt;
|0x52&lt;br /&gt;
|0x4E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ttf&lt;br /&gt;
|0x52&lt;br /&gt;
|0x53&lt;br /&gt;
|0x4F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sanim&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x50&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lightdescription&lt;br /&gt;
|0x53&lt;br /&gt;
|0x54&lt;br /&gt;
|0x51&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|shellshock&lt;br /&gt;
|0x54&lt;br /&gt;
|0x55&lt;br /&gt;
|0x52&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xcam&lt;br /&gt;
|0x55&lt;br /&gt;
|0x56&lt;br /&gt;
|0x53&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bgcache&lt;br /&gt;
|0x56&lt;br /&gt;
|0x57&lt;br /&gt;
|0x54&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texturecombo&lt;br /&gt;
|0x57&lt;br /&gt;
|0x58&lt;br /&gt;
|0x55&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|flametable&lt;br /&gt;
|0x58&lt;br /&gt;
|0x59&lt;br /&gt;
|0x56&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bitfield&lt;br /&gt;
|0x59&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x57&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachmentcosmeticvariant&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x5B&lt;br /&gt;
|0x58&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|maptable&lt;br /&gt;
|0x5B&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x59&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|maptableloadingimages&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x5D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|medal&lt;br /&gt;
|0x5D&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x5A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|medaltable&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x5B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|objective&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x60&lt;br /&gt;
|0x5C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|objectivelist&lt;br /&gt;
|0x60&lt;br /&gt;
|0x61&lt;br /&gt;
|0x5D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|umbra_tome&lt;br /&gt;
|0x61&lt;br /&gt;
|0x62&lt;br /&gt;
|0x5E&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navmesh&lt;br /&gt;
|0x62&lt;br /&gt;
|0x63&lt;br /&gt;
|0x5F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navvolume&lt;br /&gt;
|0x63&lt;br /&gt;
|0x64&lt;br /&gt;
|0x60&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|binaryhtml&lt;br /&gt;
|0x64&lt;br /&gt;
|0x65&lt;br /&gt;
|0x61&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|laser&lt;br /&gt;
|0x65&lt;br /&gt;
|0x66&lt;br /&gt;
|0x62&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|beam&lt;br /&gt;
|0x66&lt;br /&gt;
|0x67&lt;br /&gt;
|0x63&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|streamerhint&lt;br /&gt;
|0x67&lt;br /&gt;
|0x68&lt;br /&gt;
|0x64&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texture_atlas&lt;br /&gt;
|0x68&lt;br /&gt;
|0x69&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x69&lt;br /&gt;
|0x6A&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x6A&lt;br /&gt;
|0x6B&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x6B&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x65&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x66&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x67&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x68&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Main_Page&amp;diff=1004</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Main_Page&amp;diff=1004"/>
		<updated>2015-10-31T19:45:55Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: /* Treyarch Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Welcome to the Call of Duty Engine research wiki. The goal of this site is to organize information on any Call of Duty file system, structure system, functions, etc. Hopefully this table will help you browse our site effectively.&lt;br /&gt;
&lt;br /&gt;
Never edited a wiki before? Check out the [//meta.wikimedia.org/wiki/Help:Contents User&#039;s Guide] and then come back. ;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;NOTE: Editing has been disabled by normal and anonymous users until admins are finished.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those who&#039;d like to make an edit but do not have permissions to do so, you may contact me here: http://www.nextgenupdate.com/forums/members/376350-aerosoul94.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039; &#039;&#039;Our Youtube: https://www.youtube.com/channel/UCfyLyPN59pbJD4qXpuBttvA&#039;&#039; &#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
* [[:Category:Utilities|Basic Utilities]]&lt;br /&gt;
* [[:Category:FastFiles|FastFiles and Zones]]&lt;br /&gt;
* [[:Category:PAK Files|PAK Files]]&lt;br /&gt;
* [[:Category:Assets|Assets]]&lt;br /&gt;
* [[:Category:Save Data|Save Data]]&lt;br /&gt;
* [[:Category:Game Structures|Game Structures]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Infinity Ward Games==&lt;br /&gt;
* [[:Category:CoD4|Modern Warfare]]&lt;br /&gt;
* [[:Category:MW2|Modern Warfare 2]]&lt;br /&gt;
* [[:Category:MW3|Modern Warfare 3]]&lt;br /&gt;
* [[:Category:Ghosts|Ghosts]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
==Treyarch Games==&lt;br /&gt;
* [[:Category:WaW|World at War]]&lt;br /&gt;
* [[:Category:BO1|Black Ops]]&lt;br /&gt;
* [[:Category:BO2|Black Ops 2]]&lt;br /&gt;
* [[:Category:BO3|Black Ops 3]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sledgehammer Games==&lt;br /&gt;
* [[:Category:AW|Advanced Warfare]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Editing Basics ==&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Main_Page&amp;diff=1003</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Main_Page&amp;diff=1003"/>
		<updated>2015-10-31T19:45:45Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: /* Treyarch Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Welcome to the Call of Duty Engine research wiki. The goal of this site is to organize information on any Call of Duty file system, structure system, functions, etc. Hopefully this table will help you browse our site effectively.&lt;br /&gt;
&lt;br /&gt;
Never edited a wiki before? Check out the [//meta.wikimedia.org/wiki/Help:Contents User&#039;s Guide] and then come back. ;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;NOTE: Editing has been disabled by normal and anonymous users until admins are finished.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those who&#039;d like to make an edit but do not have permissions to do so, you may contact me here: http://www.nextgenupdate.com/forums/members/376350-aerosoul94.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039; &#039;&#039;Our Youtube: https://www.youtube.com/channel/UCfyLyPN59pbJD4qXpuBttvA&#039;&#039; &#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
* [[:Category:Utilities|Basic Utilities]]&lt;br /&gt;
* [[:Category:FastFiles|FastFiles and Zones]]&lt;br /&gt;
* [[:Category:PAK Files|PAK Files]]&lt;br /&gt;
* [[:Category:Assets|Assets]]&lt;br /&gt;
* [[:Category:Save Data|Save Data]]&lt;br /&gt;
* [[:Category:Game Structures|Game Structures]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Infinity Ward Games==&lt;br /&gt;
* [[:Category:CoD4|Modern Warfare]]&lt;br /&gt;
* [[:Category:MW2|Modern Warfare 2]]&lt;br /&gt;
* [[:Category:MW3|Modern Warfare 3]]&lt;br /&gt;
* [[:Category:Ghosts|Ghosts]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
==Treyarch Games==&lt;br /&gt;
* [[:Category:WaW|World at War]]&lt;br /&gt;
* [[:Category:BO1|Black Ops]]&lt;br /&gt;
* [[:Category:BO2|Black Ops 2]]&lt;br /&gt;
* [[:Category:BO2|Black Ops 3]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;15%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sledgehammer Games==&lt;br /&gt;
* [[:Category:AW|Advanced Warfare]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Editing Basics ==&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:Assets&amp;diff=1002</id>
		<title>Category:Assets</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:Assets&amp;diff=1002"/>
		<updated>2015-10-31T19:39:11Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Any pages containing information on game assets will be linked here. This page will also contain information pertaining to any asset on any CoD. &lt;br /&gt;
&lt;br /&gt;
== Pool Structure ==&lt;br /&gt;
Once the assets are loaded from the [[:Category:FastFiles|FastFile and Zones]], they are stored in memory in pools.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
template&amp;lt;typename T&amp;gt; union XAssetPoolEntry&lt;br /&gt;
{&lt;br /&gt;
  T entry;&lt;br /&gt;
  T * next;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
template&amp;lt;typename T, int count&amp;gt; struct XAssetPool&lt;br /&gt;
{&lt;br /&gt;
  T * freeHead;&lt;br /&gt;
  XAssetPoolEntry&amp;lt;T&amp;gt; entries[count];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The pool counts are stored in an int[] in the executable called g_poolSizes. The freeHead is a pointer to the first unused asset in the pool. The next pointer is only used if the current asset is an unused asset, in which case it points to the next asset in ithe pool. Keep in mind that assets that only have a count of 1 are not going to be in a pool.&lt;br /&gt;
== Asset Types ==&lt;br /&gt;
=== 007 Quantum of Solace ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|physpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|physconstraints&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x280&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x65A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x988&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x4D8&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x76C&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x2710&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|col_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0E&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|lightdef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|font&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|menufile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|menu&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|localize&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x154&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|rawfile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|stringtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0xA&lt;br /&gt;
|-&lt;br /&gt;
|xmltree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|scene_animation&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|cutscene&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|custom_camera&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Call of Duty 4 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(CoD4)|xmodel]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Call of Duty 4|loaded_sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x4B0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_sp]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_mp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Multiplayer|game_map_mp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (CoD4)|gfx_map]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (CoD4)|menu]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (CoD4)|weapon]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (CoD4)|fx]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Call_of_Duty_4|impactfx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|}&lt;br /&gt;
=== World at War ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#World_at_War|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#World at War|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#World at War|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (WaW)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (WaW)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2096&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (WaW)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#World_at_War|snddriverglobals]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (WaW)|fx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#World_at_War|impactfx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
=== Modern Warfare 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_2|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1FA0&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0xE00&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x546&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Single_Player|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Multiplayer|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW2)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (MW2)|fx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(MW2)|vehicle]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 1 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x13EC&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO1)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO1)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x3CA&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO1)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_1|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO1)|fx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_1|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 1|texturelist]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_1|emblemset]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modern Warfare 3 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Modern_Warfare_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_3|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1260&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x514&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x672&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW3)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Modern_Warfare_3|aipaths]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW3)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (MW3)|attachment]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW3)|weapon]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (MW3)|vehicle]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1450&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(BO2)|xmodel]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1300&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_2|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1440&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops 2|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2_.26_3|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO2)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:FontIcon Asset|fonticon]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x3800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (BO2)|attachment]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AttachmentUnique Asset|attachmentunique]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:WeaponCamo Asset|weaponcamo]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_2|snddriverglobals]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO2)|fx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_2|impactfx]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x24&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x25&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x26&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x27&lt;br /&gt;
|0x26&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x28&lt;br /&gt;
|0x27&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x29&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 2|texturelist]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x30&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_2|emblemset]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptParseTree Asset|scriptparsetree]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x32&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Key-Value_Pair_Asset|keyvaluepairs]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x33&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (BO2)|vehicle]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x34&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:MemoryBlock Asset|memoryblock]]&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x35&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x36&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Black_Ops_2|tracer]]&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x37&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:SkinnedVerts_Asset|skinnedverts]]&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x38&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:QDB_Asset|qdb]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x39&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Slug_Asset|slug]]&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepTable_Asset|footsteptable]]&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepFxTable_Asset|footstepfxtable]]&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Ghosts|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Ghosts|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Ghosts|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x6000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x08&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:LPF Curve Asset|lpfcurve]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Reverb Send Curve Asset|reverbsendcurve]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x9C4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (Ghosts)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x10&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x11&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Ghosts|aipaths]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x12&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x13&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Ghosts|map_ents]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x14&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x15&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (Ghosts)|gfx_map]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x17&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x18&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x1A&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|unk&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:AnimClass_Asset|animclass]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x2198&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (Ghosts)|attachment]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (Ghosts)|weapon]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0xA0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Ghosts|impactfx]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x29&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(Ghosts)|vehicle]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:NetConstStrings_Asset|netconststrings]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:ReverbPreset_Asset|reverbpresset]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Scriptable_Asset|scriptable]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|colorization&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colorizationset&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tonemapping&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:EquipSndTable_Asset|equipsndtable]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vectorfield&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DopplerPreset_Asset|dopplerpreset]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|particlesimanimation&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Warfare ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Advanced_Warfare|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|phys_collmap&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|physwaterpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|phy_worldmap&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|physconstraint&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1194&lt;br /&gt;
|-&lt;br /&gt;
|xmodelsurfs&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0xCE0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x14A0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N\A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x500&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x11CA0&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x1A70&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x900&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x468&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|soundsubmix&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|lpfcurve&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|reverbsendcurve&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|sndcontext&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|loaded_sound&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp/col_map_sp&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|glass_map&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aipaths&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vehicle_track&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Advanced_Warfare|map_ents]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|fx_map&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x384&lt;br /&gt;
|-&lt;br /&gt;
|animclass&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x3110&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (AW)|attachment]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x1FB&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|surfacefx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x30&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x31&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x32&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Advanced_Warfare|tracer]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|netconststrings&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reverbpreset&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x180&lt;br /&gt;
|-&lt;br /&gt;
|scriptable&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|equipsndtable&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dopplerpreset&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Laser_Asset|laser]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|skeletonscript&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|clut&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 3 ===&lt;br /&gt;
PC IDs are for the public beta. Once the full game is released, update this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodelmesh&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|computeshaderset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x9&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|0xA&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|0xB&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|N/A&lt;br /&gt;
|0xC&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO3)|col_map]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0xD&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2_.26_3|com_map]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0xE&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|game_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0xF&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lensflaredef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|cgmediatable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|playersoundstable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|playerfxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sharedweaponsounds&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachment&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachmentunique&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponcamo&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable_feimages&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtablecolor&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fx_alias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x28&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|tagfx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x29&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|klf&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|impactsfxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|impactsoundstable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|player_character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x32&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|structuredtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x33&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x34&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ddl&lt;br /&gt;
|N/A&lt;br /&gt;
|0x35&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|glasses&lt;br /&gt;
|N/A&lt;br /&gt;
|0x36&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texturelist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x37&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptparsetree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x38&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|keyvaluepairs&lt;br /&gt;
|N/A&lt;br /&gt;
|0x39&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|tracer&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|skinnedverts&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|slug&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|surfacefxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|surfacesounddef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|footsteptable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|entityfximpacts&lt;br /&gt;
|N/A&lt;br /&gt;
|0x42&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|entitysoundimpacts&lt;br /&gt;
|N/A&lt;br /&gt;
|0x43&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x44&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehiclefxdef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x45&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehiclesounddef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x46&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|typeinfo&lt;br /&gt;
|N/A&lt;br /&gt;
|0x47&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundle&lt;br /&gt;
|N/A&lt;br /&gt;
|0x48&lt;br /&gt;
|0x44&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundlelist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x49&lt;br /&gt;
|0x45&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|rumble&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x46&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bulletpenetration&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x47&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|locdmgtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4C&lt;br /&gt;
|0x48&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|aimtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x49&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animselectortable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x4A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animmappingtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x4B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animstatemachine&lt;br /&gt;
|N/A&lt;br /&gt;
|0x50&lt;br /&gt;
|0x4C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|behaviortree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x51&lt;br /&gt;
|0x4D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|behaviorstatemachine&lt;br /&gt;
|N/A&lt;br /&gt;
|0x52&lt;br /&gt;
|0x4E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ttf&lt;br /&gt;
|N/A&lt;br /&gt;
|0x53&lt;br /&gt;
|0x4F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sanim&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x50&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lightdescription&lt;br /&gt;
|N/A&lt;br /&gt;
|0x54&lt;br /&gt;
|0x51&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|shellshock&lt;br /&gt;
|N/A&lt;br /&gt;
|0x55&lt;br /&gt;
|0x52&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xcam&lt;br /&gt;
|N/A&lt;br /&gt;
|0x56&lt;br /&gt;
|0x53&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bgcache&lt;br /&gt;
|N/A&lt;br /&gt;
|0x57&lt;br /&gt;
|0x54&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texturecombo&lt;br /&gt;
|N/A&lt;br /&gt;
|0x58&lt;br /&gt;
|0x55&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|flametable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x59&lt;br /&gt;
|0x56&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bitfield&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x57&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachmentcosmeticvariant&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5B&lt;br /&gt;
|0x58&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|maptable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x59&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|maptableloadingimages&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|medal&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x5A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|medaltable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x5B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|objective&lt;br /&gt;
|N/A&lt;br /&gt;
|0x60&lt;br /&gt;
|0x5C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|objectivelist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x61&lt;br /&gt;
|0x5D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|umbra_tome&lt;br /&gt;
|N/A&lt;br /&gt;
|0x62&lt;br /&gt;
|0x5E&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navmesh&lt;br /&gt;
|N/A&lt;br /&gt;
|0x63&lt;br /&gt;
|0x5F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navvolume&lt;br /&gt;
|N/A&lt;br /&gt;
|0x64&lt;br /&gt;
|0x60&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|binaryhtml&lt;br /&gt;
|N/A&lt;br /&gt;
|0x65&lt;br /&gt;
|0x61&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|laser&lt;br /&gt;
|N/A&lt;br /&gt;
|0x66&lt;br /&gt;
|0x62&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|beam&lt;br /&gt;
|N/A&lt;br /&gt;
|0x67&lt;br /&gt;
|0x63&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|streamerhint&lt;br /&gt;
|N/A&lt;br /&gt;
|0x68&lt;br /&gt;
|0x64&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texture_atlas&lt;br /&gt;
|N/A&lt;br /&gt;
|0x69&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6A&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6B&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x65&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x66&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x67&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x68&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Collision_Map_Asset_(BO3)&amp;diff=1001</id>
		<title>Collision Map Asset (BO3)</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Collision_Map_Asset_(BO3)&amp;diff=1001"/>
		<updated>2015-10-31T19:36:17Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: Created page with &amp;quot;__NOTOC__ Category:Assets Category:BO3 The collision map (or clip map) has existed on every Call of Duty so far and is part of the D3DBSP system produced by Radiant. B...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
The collision map (or clip map) has existed on every Call of Duty so far and is part of the D3DBSP system produced by Radiant. Black Ops 3 has merged the SP and MP map types, like Infinity Ward started doing on Modern Warfare 3.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
enum DynEntityCollType&lt;br /&gt;
{&lt;br /&gt;
  DYNENT_COLL_CLIENT_FIRST = 0x0,&lt;br /&gt;
  DYNENT_COLL_CLIENT_MODEL = 0x0,&lt;br /&gt;
  DYNENT_COLL_CLIENT_BRUSH = 0x1,&lt;br /&gt;
  DYNENT_COLL_SERVER_FIRST = 0x2,&lt;br /&gt;
  DYNENT_COLL_SERVER_MODEL = 0x2,&lt;br /&gt;
  DYNENT_COLL_SERVER_BRUSH = 0x3,&lt;br /&gt;
  DYNENT_COLL_COUNT = 0x4&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cplane_s;&lt;br /&gt;
struct cmodel_t;&lt;br /&gt;
&lt;br /&gt;
struct cStaticModelWritable&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 nextModelInWorldSector;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
#pragma pack(push, 2)&lt;br /&gt;
struct cbrushside_t&lt;br /&gt;
{&lt;br /&gt;
  cplane_s *plane;&lt;br /&gt;
  int cflags;&lt;br /&gt;
  int sflags;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
struct __declspec(align(8)) cbrush_t //Total size = 0x60&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  int contents;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  unsigned int numsides;&lt;br /&gt;
  cbrushside_t *sides;&lt;br /&gt;
  int axial_cflags[2][3];&lt;br /&gt;
  int axial_sflags[2][3];&lt;br /&gt;
  unsigned int numverts;&lt;br /&gt;
  vec3_t *verts; //Only 1 is loaded, at least on 360.&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct cplane_s&lt;br /&gt;
{&lt;br /&gt;
  float normal[3];&lt;br /&gt;
  float dist;&lt;br /&gt;
  char type;&lt;br /&gt;
  char signbits;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct DObjAnimMat&lt;br /&gt;
{&lt;br /&gt;
  float quat[4];&lt;br /&gt;
  float trans[3];&lt;br /&gt;
  float transWeight;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cStaticModel_s&lt;br /&gt;
{&lt;br /&gt;
  cStaticModelWritable writable;&lt;br /&gt;
  XModel *xmodel;&lt;br /&gt;
  int contents;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  vec3_t invScaledAxis[3];&lt;br /&gt;
  vec3_t absmin;&lt;br /&gt;
  vec3_t absmax;&lt;br /&gt;
  unsigned int matCount;&lt;br /&gt;
  DObjAnimMat * mats;&lt;br /&gt;
       ScriptString unknownScriptString;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
struct ClipMaterial&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int surfaceFlags;&lt;br /&gt;
  int contentFlags;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cNode_t&lt;br /&gt;
{&lt;br /&gt;
  cplane_s *plane;&lt;br /&gt;
  __int32 children[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cLeafBrushNodeLeaf_t&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 *brushes;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
struct cLeafBrushNodeChildren_t&lt;br /&gt;
{&lt;br /&gt;
  float dist;&lt;br /&gt;
  float range;&lt;br /&gt;
  unsigned __int16 childOffset[2];&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
union cLeafBrushNodeData_t&lt;br /&gt;
{&lt;br /&gt;
  cLeafBrushNodeLeaf_t leaf;&lt;br /&gt;
  cLeafBrushNodeChildren_t children;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
struct cLeafBrushNode_s&lt;br /&gt;
{&lt;br /&gt;
  char axis;&lt;br /&gt;
  __int16 leafBrushCount;&lt;br /&gt;
  int contents;&lt;br /&gt;
  cLeafBrushNodeData_t data;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cLeaf_s&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 firstCollAabbIndex;&lt;br /&gt;
  unsigned __int16 collAabbCount;&lt;br /&gt;
  int brushContents;&lt;br /&gt;
  int terrainContents;&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  int leafBrushNode;&lt;br /&gt;
  __int16 cluster;&lt;br /&gt;
      int unknown; //I&#039;m not sure where the unknown 4 bytes fall, but theres an extra 4 bytes in BO3 somewhere in this struct. &lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct Bounds&lt;br /&gt;
{&lt;br /&gt;
  vec3_t midPoint;&lt;br /&gt;
  vec3_t halfSize;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ClipInfo&lt;br /&gt;
{&lt;br /&gt;
  int planeCount;&lt;br /&gt;
  cplane_s *planes;&lt;br /&gt;
  unsigned int numMaterials;&lt;br /&gt;
  ClipMaterial *materials;&lt;br /&gt;
  unsigned int numBrushSides;&lt;br /&gt;
  cbrushside_t *brushsides;&lt;br /&gt;
  unsigned int leafbrushNodesCount;&lt;br /&gt;
  cLeafBrushNode_s *leafbrushNodes;&lt;br /&gt;
  unsigned int numLeafBrushes;&lt;br /&gt;
  unsigned __int16 *leafbrushes;&lt;br /&gt;
  unsigned int brushVertCount;&lt;br /&gt;
  vec3_t *brushVerts;&lt;br /&gt;
  unsigned int nuinds;&lt;br /&gt;
  unsigned __int16 *uinds;&lt;br /&gt;
  unsigned __int16 numBrushes;&lt;br /&gt;
  cbrush_t *brushes;&lt;br /&gt;
  Bounds *brushBounds;&lt;br /&gt;
  int *brushContents;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
struct cmodel_t&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  float radius;&lt;br /&gt;
  ClipInfo *info;&lt;br /&gt;
  cLeaf_s leaf;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
const struct CollisionPartition&lt;br /&gt;
{&lt;br /&gt;
  char triCount;&lt;br /&gt;
  int firstTri;&lt;br /&gt;
  int nuinds;&lt;br /&gt;
  int fuind;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
union CollisionAabbTreeIndex&lt;br /&gt;
{&lt;br /&gt;
  int firstChildIndex;&lt;br /&gt;
  int partitionIndex;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
struct CollisionAabbTree&lt;br /&gt;
{&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  unsigned __int16 materialIndex;&lt;br /&gt;
  unsigned __int16 childCount;&lt;br /&gt;
  vec3_t halfSize;&lt;br /&gt;
  CollisionAabbTreeIndex u;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxPlacement&lt;br /&gt;
{&lt;br /&gt;
  vec4_t quat;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
struct DynEntityDef&lt;br /&gt;
{&lt;br /&gt;
  //DynEntityType type;//The first xmodel is at 0x1C so either this goes or GfxPlacement loses 4 bytes, which is unlikely since it&#039;s other references appear to be the same.&lt;br /&gt;
  GfxPlacement pose;&lt;br /&gt;
  XModel *xModel;&lt;br /&gt;
  XModel *destroyedxModel;&lt;br /&gt;
  unsigned __int16 brushModel;&lt;br /&gt;
  unsigned __int16 physicsBrushModel;&lt;br /&gt;
  FxEffectDef *destroyFx;&lt;br /&gt;
  unsigned int destroySound;&lt;br /&gt;
       FxEffectDef *unknownFx;&lt;br /&gt;
       FxEffectDef *unknownFxArray[3];&lt;br /&gt;
  PhysPreset *physPreset;&lt;br /&gt;
  __int16 physConstraints[4];&lt;br /&gt;
  int health;&lt;br /&gt;
  int flags;&lt;br /&gt;
  int contents;&lt;br /&gt;
  ScriptString targetname;&lt;br /&gt;
  ScriptString target;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct DynEntityPose&lt;br /&gt;
{&lt;br /&gt;
  GfxPlacement pose;&lt;br /&gt;
  float radius;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
typedef char DynEntityClient[0x80]; //This was only 0x14 on BO2, so something pretty big has been added.&lt;br /&gt;
 &lt;br /&gt;
struct DynEntityServer&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 flags;&lt;br /&gt;
  int health;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
struct DynEntityColl&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 sector;&lt;br /&gt;
  unsigned __int16 nextEntInSector;&lt;br /&gt;
  vec3_t linkMins;&lt;br /&gt;
  vec3_t linkMaxs;&lt;br /&gt;
  int contents;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
typedef char rope_t[0xE38]; //Not only has this gotten bigger but it got rid of the Material*. &lt;br /&gt;
&lt;br /&gt;
struct clipMap_t&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int isInUse;&lt;br /&gt;
  ClipInfo info;&lt;br /&gt;
  ClipInfo *pInfo;&lt;br /&gt;
  unsigned int numStaticModels;&lt;br /&gt;
  cStaticModel_s *staticModelList;&lt;br /&gt;
  unsigned int numNodes;&lt;br /&gt;
  cNode_t *nodes;&lt;br /&gt;
  unsigned int numLeafs;&lt;br /&gt;
  cLeaf_s *leafs;&lt;br /&gt;
  unsigned int vertCount;&lt;br /&gt;
  vec3_t *verts;&lt;br /&gt;
  int triCount;&lt;br /&gt;
  unsigned __int16 *triIndices;&lt;br /&gt;
  char *triEdgeIsWalkable; //Size = (((triCount * 3) + 0x1F) &amp;gt;&amp;gt; 5) &amp;lt;&amp;lt; 2&lt;br /&gt;
  int partitionCount;&lt;br /&gt;
  CollisionPartition *partitions;&lt;br /&gt;
  int aabbTreeCount;&lt;br /&gt;
  CollisionAabbTree *aabbTrees;&lt;br /&gt;
  unsigned int numSubModels;&lt;br /&gt;
  cmodel_t *cmodels;&lt;br /&gt;
  int numClusters;&lt;br /&gt;
  int clusterBytes;&lt;br /&gt;
  char *visibility; //Size = numClusters * clusterBytes&lt;br /&gt;
  int vised;&lt;br /&gt;
  MapEnts *mapEnts;&lt;br /&gt;
  cbrush_t *box_brush;&lt;br /&gt;
  cmodel_t box_model;&lt;br /&gt;
  unsigned __int16 originalDynEntCount;&lt;br /&gt;
  unsigned __int16 dynEntCount[4];  //Refer to DynEntityCollType&lt;br /&gt;
  DynEntityDef *dynEntDefList[2];&lt;br /&gt;
  DynEntityPose *dynEntPoseList[2];&lt;br /&gt;
  DynEntityClient *dynEntClientList[2];&lt;br /&gt;
  DynEntityServer *dynEntServerList[2];&lt;br /&gt;
  DynEntityColl *dynEntCollList[4];&lt;br /&gt;
  int num_constraints;&lt;br /&gt;
  PhysConstraint *constraints;&lt;br /&gt;
  int max_ropes;&lt;br /&gt;
  rope_t *ropes;&lt;br /&gt;
       ScriptString unknownScriptStringArray[0x20];&lt;br /&gt;
       char unknown[0x10];&lt;br /&gt;
  int checksum; //I&#039;m not entirely sure that checksum is the very last item, since there are unknown elements just previous. However it has always been the last element, and probably still is.&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Keep in mind that the checksum is checked on other clients using the mapcrc dvar.&lt;br /&gt;
== Source Format ==&lt;br /&gt;
The currently accepted source format is to dump the verticies and faces to &amp;quot;raw/maps/mp/(MAPNAME).d3dbsp.obj&amp;quot; because obj files are simple and easy to dump to. This clearly skips most of the clip map, so a more effiecient dumping method must be found.&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Collision_Map_Asset_(BO2)&amp;diff=1000</id>
		<title>Collision Map Asset (BO2)</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Collision_Map_Asset_(BO2)&amp;diff=1000"/>
		<updated>2015-10-31T19:35:51Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
The collision map (or clip map) has existed on every Call of Duty so far and is part of the D3DBSP system produced by Radiant. Black Ops 2 still has 2 clip map asset types (col_map_sp and col_map_mp) and they are loaded exactly the same.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
/* The following flags were obtained from Com_SurfaceTypeFromName */&lt;br /&gt;
&lt;br /&gt;
/* ClipMaterial-&amp;gt;contentFlags */&lt;br /&gt;
#define CONTENTS_CANSHOOTCLIP 	0x40&lt;br /&gt;
#define CONTENTS_CLIPMISSILE 	0x80&lt;br /&gt;
#define CONTENTS_VEHICLECLIP 	0x200&lt;br /&gt;
#define CONTENTS_ITEMCLIP 	0x400&lt;br /&gt;
#define CONTENTS_SKY 		0x800&lt;br /&gt;
#define CONTENTS_AI_NOSIGHT 	0x1000&lt;br /&gt;
#define CONTENTS_CLIPSHOT 	0x2000&lt;br /&gt;
#define CONTENTS_PLAYERCLIP 	0x10000&lt;br /&gt;
#define CONTENTS_MONSTERCLIP 	0x20000&lt;br /&gt;
#define CONTENTS_MANTLEON 	0x1000000&lt;br /&gt;
#define CONTENTS_MANTLEOVER 	0x1000000&lt;br /&gt;
#define CONTENTS_MOUNT 		0x1000000&lt;br /&gt;
#define CONTENTS_DETAIL 	0x8000000&lt;br /&gt;
#define CONTENTS_STRUCTURAL 	0x10000000&lt;br /&gt;
#define CONTENTS_NODROP 	0x80000000&lt;br /&gt;
&lt;br /&gt;
/* ClipMaterial-&amp;gt;surfaceFlags */&lt;br /&gt;
#define SURF_NODAMAGE 		0x1&lt;br /&gt;
#define SURF_SLICK 		0x2&lt;br /&gt;
#define SURF_SKY 		0x4&lt;br /&gt;
#define SURF_LADDER 		0x8&lt;br /&gt;
#define SURF_NOIMPACT 		0x10&lt;br /&gt;
#define SURF_NOMARKS 		0x20&lt;br /&gt;
#define SURF_NODRAW 		0x80&lt;br /&gt;
#define SURF_NOPENETRATE 	0x100&lt;br /&gt;
#define SURF_NORECEIVEDYNAMICSHADOW 	0x800&lt;br /&gt;
#define SURF_CAULK 		0x1000&lt;br /&gt;
#define SURF_NOSTEPS 		0x2000&lt;br /&gt;
#define SURF_NONSOLID 		0x4000&lt;br /&gt;
#define SURF_AREALIGHT 		0x8000&lt;br /&gt;
#define SURF_NODLIGHT 		0x20000&lt;br /&gt;
#define SURF_NOCASTSHADOW 	0x40000&lt;br /&gt;
#define SURF_ONLYCASTSHADOW 	0x80000&lt;br /&gt;
#define SURF_OPAQUEGLASS 	0x900000&lt;br /&gt;
#define SURF_MANTLEON 		0x4000000&lt;br /&gt;
#define SURF_MANTLEOVER 	0x8000000&lt;br /&gt;
#define SURF_MOUNT 		0x10000000&lt;br /&gt;
#define SURF_PORTAL 		0x80000000&lt;br /&gt;
&lt;br /&gt;
enum rope_constraint_e&lt;br /&gt;
{&lt;br /&gt;
  ROPE_PAIR_CONSTRAINT = 0x0,&lt;br /&gt;
  ROPE_WORLD_CONSTRAINT = 0x1,&lt;br /&gt;
  ROPE_DENTITY_CONSTRAINT = 0x2,&lt;br /&gt;
  ROPE_CENTITY_CONSTRAINT = 0x3,&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
enum DynEntityCollType&lt;br /&gt;
{&lt;br /&gt;
  DYNENT_COLL_CLIENT_FIRST = 0x0,&lt;br /&gt;
  DYNENT_COLL_CLIENT_MODEL = 0x0,&lt;br /&gt;
  DYNENT_COLL_CLIENT_BRUSH = 0x1,&lt;br /&gt;
  DYNENT_COLL_SERVER_FIRST = 0x2,&lt;br /&gt;
  DYNENT_COLL_SERVER_MODEL = 0x2,&lt;br /&gt;
  DYNENT_COLL_SERVER_BRUSH = 0x3,&lt;br /&gt;
  DYNENT_COLL_COUNT = 0x4,&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
enum DynEntityType&lt;br /&gt;
{&lt;br /&gt;
  DYNENT_TYPE_INVALID = 0x0,&lt;br /&gt;
  DYNENT_TYPE_CLUTTER = 0x1,&lt;br /&gt;
  DYNENT_TYPE_DESTRUCT = 0x2,&lt;br /&gt;
  DYNENT_TYPE_COUNT = 0x3&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cStaticModelWritable&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 nextModelInWorldSector;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cplane_s&lt;br /&gt;
{&lt;br /&gt;
  float normal[3];&lt;br /&gt;
  float dist;&lt;br /&gt;
  char type;&lt;br /&gt;
  char signbits;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
#pragma pack(push, 2)&lt;br /&gt;
struct cbrushside_t&lt;br /&gt;
{&lt;br /&gt;
  cplane_s *plane;&lt;br /&gt;
  int cflags;&lt;br /&gt;
  int sflags;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
struct __declspec(align(8)) cbrush_t //Total size = 0x60&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  int contents;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  unsigned int numsides;&lt;br /&gt;
  cbrushside_t *sides;&lt;br /&gt;
  int axial_cflags[2][3];&lt;br /&gt;
  int axial_sflags[2][3];&lt;br /&gt;
  unsigned int numverts;&lt;br /&gt;
  vec3_t *verts; //Only 1 is loaded, at least on 360.&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct cplane_s&lt;br /&gt;
{&lt;br /&gt;
  float normal[3];&lt;br /&gt;
  float dist;&lt;br /&gt;
  char type;&lt;br /&gt;
  char signbits;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cStaticModel_s&lt;br /&gt;
{&lt;br /&gt;
  cStaticModelWritable writable;&lt;br /&gt;
  XModel *xmodel;&lt;br /&gt;
  int contents;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  vec3_t invScaledAxis[3];&lt;br /&gt;
  vec3_t absmin;&lt;br /&gt;
  vec3_t absmax;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ClipMaterial&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int surfaceFlags;&lt;br /&gt;
  int contentFlags;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cNode_t&lt;br /&gt;
{&lt;br /&gt;
  cplane_s *plane;&lt;br /&gt;
  __int16 children[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cLeaf_s&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 firstCollAabbIndex;&lt;br /&gt;
  unsigned __int16 collAabbCount;&lt;br /&gt;
  int brushContents;&lt;br /&gt;
  int terrainContents;&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  int leafBrushNode;&lt;br /&gt;
  __int16 cluster;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cLeafBrushNodeLeaf_t&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 *brushes;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cLeafBrushNodeChildren_t&lt;br /&gt;
{&lt;br /&gt;
  float dist;&lt;br /&gt;
  float range;&lt;br /&gt;
  unsigned __int16 childOffset[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union cLeafBrushNodeData_t&lt;br /&gt;
{&lt;br /&gt;
  cLeafBrushNodeLeaf_t leaf;&lt;br /&gt;
  cLeafBrushNodeChildren_t children;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cLeafBrushNode_s&lt;br /&gt;
{&lt;br /&gt;
  char axis;&lt;br /&gt;
  __int16 leafBrushCount;&lt;br /&gt;
  int contents;&lt;br /&gt;
  cLeafBrushNodeData_t data;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
const struct CollisionPartition&lt;br /&gt;
{&lt;br /&gt;
  char triCount;&lt;br /&gt;
  int firstTri;&lt;br /&gt;
  int nuinds;&lt;br /&gt;
  int fuind;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union CollisionAabbTreeIndex&lt;br /&gt;
{&lt;br /&gt;
  int firstChildIndex;&lt;br /&gt;
  int partitionIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct CollisionAabbTree&lt;br /&gt;
{&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  unsigned __int16 materialIndex;&lt;br /&gt;
  unsigned __int16 childCount;&lt;br /&gt;
  vec3_t halfSize;&lt;br /&gt;
  CollisionAabbTreeIndex u;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxPlacement&lt;br /&gt;
{&lt;br /&gt;
  vec4_t quat;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct XModelPiece&lt;br /&gt;
{&lt;br /&gt;
  XModel *model;&lt;br /&gt;
  float offset[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct XModelPieces&lt;br /&gt;
{&lt;br /&gt;
  const char * name;&lt;br /&gt;
  int numpieces;&lt;br /&gt;
  XModelPiece *pieces;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct DynEntityDef&lt;br /&gt;
{&lt;br /&gt;
  DynEntityType type;&lt;br /&gt;
  GfxPlacement pose;&lt;br /&gt;
  XModel *xModel;&lt;br /&gt;
  XModel *destroyedxModel;&lt;br /&gt;
  unsigned __int16 brushModel;&lt;br /&gt;
  unsigned __int16 physicsBrushModel;&lt;br /&gt;
  FxEffectDef *destroyFx;&lt;br /&gt;
  unsigned int destroySound;&lt;br /&gt;
  XModelPieces *destroyPieces;&lt;br /&gt;
  PhysPreset *physPreset;&lt;br /&gt;
  __int16 physConstraints[4];&lt;br /&gt;
  int health;&lt;br /&gt;
  int flags;&lt;br /&gt;
  int contents;&lt;br /&gt;
  ScriptString targetname;&lt;br /&gt;
  ScriptString target;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct DynEntityPose&lt;br /&gt;
{&lt;br /&gt;
  GfxPlacement pose;&lt;br /&gt;
  float radius;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct Bounds&lt;br /&gt;
{&lt;br /&gt;
  vec3_t midPoint;&lt;br /&gt;
  vec3_t halfSize;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ClipInfo&lt;br /&gt;
{&lt;br /&gt;
  int planeCount;&lt;br /&gt;
  cplane_s *planes;&lt;br /&gt;
  unsigned int numMaterials;&lt;br /&gt;
  ClipMaterial *materials;&lt;br /&gt;
  unsigned int numBrushSides;&lt;br /&gt;
  cbrushside_t *brushsides;&lt;br /&gt;
  unsigned int leafbrushNodesCount;&lt;br /&gt;
  cLeafBrushNode_s *leafbrushNodes;&lt;br /&gt;
  unsigned int numLeafBrushes;&lt;br /&gt;
  unsigned __int16 *leafbrushes;&lt;br /&gt;
  unsigned int brushVertCount;&lt;br /&gt;
  vec3_t *brushVerts;&lt;br /&gt;
  unsigned int nuinds;&lt;br /&gt;
  unsigned __int16 *uinds;&lt;br /&gt;
  unsigned __int16 numBrushes;&lt;br /&gt;
  cbrush_t *brushes;&lt;br /&gt;
  Bounds *brushBounds;&lt;br /&gt;
  int *brushContents;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cmodel_t&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  float radius;&lt;br /&gt;
  ClipInfo *info;&lt;br /&gt;
  cLeaf_s leaf;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct DynEntityClient&lt;br /&gt;
{&lt;br /&gt;
  int physObjId;&lt;br /&gt;
  unsigned __int16 flags;&lt;br /&gt;
  unsigned __int16 lightingHandle;&lt;br /&gt;
  int health;&lt;br /&gt;
  unsigned __int16 burnTime;&lt;br /&gt;
  unsigned __int16 fadeTime;&lt;br /&gt;
  int physicsStartTime;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct DynEntityServer&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 flags;&lt;br /&gt;
  int health;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct DynEntityColl&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 sector;&lt;br /&gt;
  unsigned __int16 nextEntInSector;&lt;br /&gt;
  vec3_t linkMins;&lt;br /&gt;
  vec3_t linkMaxs;&lt;br /&gt;
  int contents;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct par_t&lt;br /&gt;
{&lt;br /&gt;
  vec3_t p;&lt;br /&gt;
  vec3_t p0;&lt;br /&gt;
  vec3_t p_prev;&lt;br /&gt;
  int flags;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct constraint_t&lt;br /&gt;
{&lt;br /&gt;
  vec3_t p;&lt;br /&gt;
  rope_constraint_e type;&lt;br /&gt;
  int entity_index;&lt;br /&gt;
  int bone_name_hash;&lt;br /&gt;
  char pi1;&lt;br /&gt;
  char pi2;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct rope_frame_verts_t&lt;br /&gt;
{&lt;br /&gt;
  int num_verts;&lt;br /&gt;
  vec3_t v[50];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct rope_client_verts_t&lt;br /&gt;
{&lt;br /&gt;
  rope_frame_verts_t frame_verts[2];&lt;br /&gt;
  unsigned int frame_index;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct rope_t&lt;br /&gt;
{&lt;br /&gt;
  par_t m_particles[25];&lt;br /&gt;
  constraint_t m_constraints[30];&lt;br /&gt;
  int m_entity_anchors[3];&lt;br /&gt;
  int m_num_particles;&lt;br /&gt;
  int m_num_constraints;&lt;br /&gt;
  int m_num_entity_anchors;&lt;br /&gt;
  int m_num_draw_verts;&lt;br /&gt;
  rope_client_verts_t m_client_verts;&lt;br /&gt;
  vec3_t m_min;&lt;br /&gt;
  vec3_t m_max;&lt;br /&gt;
  vec3_t m_start;&lt;br /&gt;
  vec3_t m_end;&lt;br /&gt;
  int m_in_use;&lt;br /&gt;
  int m_visible;&lt;br /&gt;
  int m_dist_constraint;&lt;br /&gt;
  int m_flags;&lt;br /&gt;
  Material *m_material;&lt;br /&gt;
  float m_seglen;&lt;br /&gt;
  float m_length;&lt;br /&gt;
  float m_width;&lt;br /&gt;
  float m_scale;&lt;br /&gt;
  float m_force_scale;&lt;br /&gt;
  int m_health;&lt;br /&gt;
  int m_frame;&lt;br /&gt;
  int m_stable_count;&lt;br /&gt;
  int m_static_rope;&lt;br /&gt;
  unsigned __int16 m_lightingHandle;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct clipMap_t&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int isInUse;&lt;br /&gt;
  ClipInfo info;&lt;br /&gt;
  ClipInfo *pInfo;&lt;br /&gt;
  unsigned int numStaticModels;&lt;br /&gt;
  cStaticModel_s *staticModelList;&lt;br /&gt;
  unsigned int numNodes;&lt;br /&gt;
  cNode_t *nodes;&lt;br /&gt;
  unsigned int numLeafs;&lt;br /&gt;
  cLeaf_s *leafs;&lt;br /&gt;
  unsigned int vertCount;&lt;br /&gt;
  vec3_t *verts;&lt;br /&gt;
  int triCount;&lt;br /&gt;
  unsigned __int16 *triIndices;&lt;br /&gt;
  char *triEdgeIsWalkable; //Size = ((triCount &amp;lt;&amp;lt; 1) + triCount + 0x1F) &amp;gt;&amp;gt; 3 &amp;lt;&amp;lt; 2&lt;br /&gt;
  int partitionCount;&lt;br /&gt;
  CollisionPartition *partitions;&lt;br /&gt;
  int aabbTreeCount;&lt;br /&gt;
  CollisionAabbTree *aabbTrees;&lt;br /&gt;
  unsigned int numSubModels;&lt;br /&gt;
  cmodel_t *cmodels;&lt;br /&gt;
  int numClusters;&lt;br /&gt;
  int clusterBytes;&lt;br /&gt;
  char *visibility; //Size = numClusters * clusterBytes&lt;br /&gt;
  int vised;&lt;br /&gt;
  MapEnts *mapEnts;&lt;br /&gt;
  cbrush_t *box_brush;&lt;br /&gt;
  cmodel_t box_model;&lt;br /&gt;
  unsigned __int16 originalDynEntCount;&lt;br /&gt;
  unsigned __int16 dynEntCount[4];  //Refer to DynEntityCollType&lt;br /&gt;
  DynEntityDef *dynEntDefList[2];&lt;br /&gt;
  DynEntityPose *dynEntPoseList[2];&lt;br /&gt;
  DynEntityClient *dynEntClientList[2];&lt;br /&gt;
  DynEntityServer *dynEntServerList[2];&lt;br /&gt;
  DynEntityColl *dynEntCollList[4];&lt;br /&gt;
  int num_constraints;&lt;br /&gt;
  PhysConstraint *constraints;&lt;br /&gt;
  int max_ropes;&lt;br /&gt;
  rope_t *ropes;&lt;br /&gt;
  int checksum;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Keep in mind that the checksum is checked on other clients using the mapcrc dvar.&lt;br /&gt;
== Source Format ==&lt;br /&gt;
The currently accepted source format is to dump the verticies and faces to &amp;quot;raw/maps/mp/(MAPNAME).d3dbsp.obj&amp;quot; because obj files are simple and easy to dump to. This clearly skips most of the clip map, so a more effiecient dumping method must be found.&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=COM_Map_Asset&amp;diff=999</id>
		<title>COM Map Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=COM_Map_Asset&amp;diff=999"/>
		<updated>2015-10-31T18:13:26Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: /* Black Ops 2 &amp;amp; 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:CoD4]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:MW2]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:MW3]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
The com_map (believed to be &amp;quot;common map&amp;quot;) appears to be dedicated to holding light data for the primary lights around the map. This asset is part of the D3DBSP system produced by Radiant so it has existed on every Call of Duty game so far.&lt;br /&gt;
== Call of Duty 4 &amp;amp; Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct ComPrimaryLight&lt;br /&gt;
{&lt;br /&gt;
  char type;&lt;br /&gt;
  char canUseShadowMap;&lt;br /&gt;
  char exponent;&lt;br /&gt;
  char unused;&lt;br /&gt;
  float color[3];&lt;br /&gt;
  float dir[3];&lt;br /&gt;
#if defined(MW3) || defined(Ghosts)&lt;br /&gt;
  float up[3];&lt;br /&gt;
#endif&lt;br /&gt;
  float origin[3];&lt;br /&gt;
  float radius;&lt;br /&gt;
  float cosHalfFovOuter;&lt;br /&gt;
  float cosHalfFovInner;&lt;br /&gt;
  float cosHalfFovExpanded;&lt;br /&gt;
  float rotationLimit;&lt;br /&gt;
  float translationLimit;&lt;br /&gt;
#if defined(MW3) || defined(Ghosts)&lt;br /&gt;
  float cucRotationOffsetRad;&lt;br /&gt;
  float cucRotationSpeedRad;&lt;br /&gt;
  float cucScrollVector[2];&lt;br /&gt;
  float cucScaleVector[2];&lt;br /&gt;
  float cucTransVector[2];&lt;br /&gt;
#endif&lt;br /&gt;
  const char *defName;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComWorld&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int isInUse;&lt;br /&gt;
  unsigned int primaryLightCount;&lt;br /&gt;
  ComPrimaryLight *primaryLights;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== World at War &amp;amp; Black Ops 1 ==&lt;br /&gt;
Note that &amp;quot;waterCells&amp;quot; and &amp;quot;burnableCells&amp;quot; were added in World at War and most likely left over in Black Ops 1, as they were subsequently removed in Black Ops 2. Also there is 0x10 unknown bytes before each cell entry, believed to be cell information.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct ComPrimaryLight&lt;br /&gt;
{&lt;br /&gt;
  char type;&lt;br /&gt;
  char canUseShadowMap;&lt;br /&gt;
  char exponent;&lt;br /&gt;
  char priority;&lt;br /&gt;
  __int16 cullDist;&lt;br /&gt;
  char _pad[2];&lt;br /&gt;
  float color[3];&lt;br /&gt;
  float dir[3];&lt;br /&gt;
  float origin[3];&lt;br /&gt;
  float radius;&lt;br /&gt;
  float cosHalfFovOuter;&lt;br /&gt;
  float cosHalfFovInner;&lt;br /&gt;
  float cosHalfFovExpanded;&lt;br /&gt;
  float rotationLimit;&lt;br /&gt;
  float translationLimit;&lt;br /&gt;
#ifdef BO1&lt;br /&gt;
  float mipDistance;&lt;br /&gt;
  float diffuseColor[4];&lt;br /&gt;
  float specularColor[4];&lt;br /&gt;
  float attenuation[4];&lt;br /&gt;
  float falloff[4];&lt;br /&gt;
  float angle[4];&lt;br /&gt;
  float aAbB[4];&lt;br /&gt;
  float cookieControl0[4];&lt;br /&gt;
  float cookieControl1[4];&lt;br /&gt;
  float cookieControl2[4];&lt;br /&gt;
#endif&lt;br /&gt;
  const char *defName;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComWaterHeader&lt;br /&gt;
{&lt;br /&gt;
  int minx;&lt;br /&gt;
  int miny;&lt;br /&gt;
  int maxx;&lt;br /&gt;
  int maxy;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComWaterCell&lt;br /&gt;
{&lt;br /&gt;
  __int16 waterheight;&lt;br /&gt;
  char flooroffset;&lt;br /&gt;
  char shoredist;&lt;br /&gt;
  char color[4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComBurnableHeader&lt;br /&gt;
{&lt;br /&gt;
  int minx;&lt;br /&gt;
  int miny;&lt;br /&gt;
  int maxx;&lt;br /&gt;
  int maxy;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComBurnableSample&lt;br /&gt;
{&lt;br /&gt;
  char state;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComBurnableCell&lt;br /&gt;
{&lt;br /&gt;
  int x;&lt;br /&gt;
  int y;&lt;br /&gt;
  ComBurnableSample (*data)[0x20];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComWorld&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int isInUse;&lt;br /&gt;
  unsigned int primaryLightCount;&lt;br /&gt;
  ComPrimaryLight *primaryLights;&lt;br /&gt;
  ComWaterHeader waterHeader;&lt;br /&gt;
  unsigned int numWaterCells;&lt;br /&gt;
  ComWaterCell *waterCells; //Size = waterCellCount &amp;lt;&amp;lt; 3&lt;br /&gt;
  ComBurnableHeader burnableHeader;&lt;br /&gt;
  unsigned int numBurnableCells;&lt;br /&gt;
  ComBurnableCell *burnableCells;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Black Ops 2 &amp;amp; 3 ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct ComPrimaryLight&lt;br /&gt;
{&lt;br /&gt;
  char type;&lt;br /&gt;
  char canUseShadowMap;&lt;br /&gt;
  char exponent;&lt;br /&gt;
  char priority;&lt;br /&gt;
  __int16 cullDist;&lt;br /&gt;
  char useCookie;&lt;br /&gt;
  char shadowmapVolume;&lt;br /&gt;
  vec3_t color;&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  float radius;&lt;br /&gt;
  float cosHalfFovOuter;&lt;br /&gt;
  float cosHalfFovInner;&lt;br /&gt;
  float cosHalfFovExpanded;&lt;br /&gt;
  float rotationLimit;&lt;br /&gt;
  float translationLimit;&lt;br /&gt;
  float mipDistance;&lt;br /&gt;
  float dAttenuation;&lt;br /&gt;
  float roundness;&lt;br /&gt;
  vec4_t diffuseColor;&lt;br /&gt;
  vec4_t falloff;&lt;br /&gt;
  vec4_t angle;&lt;br /&gt;
  vec4_t aAbB;&lt;br /&gt;
  vec4_t cookieControl[3];&lt;br /&gt;
  const char *defName;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
#ifdef BO3 //These definitions are new to BO3&lt;br /&gt;
typedef char ComLightTriggerData[0x14];&lt;br /&gt;
&lt;br /&gt;
struct ComLightExploder {&lt;br /&gt;
  int unknown;&lt;br /&gt;
  unsigned int lightTriggerDataCount;&lt;br /&gt;
  ComLightTriggerData * lightTriggerData;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
typedef char ComProbeTriggerData[0x24];&lt;br /&gt;
&lt;br /&gt;
struct ComProbeExploder {&lt;br /&gt;
  int unknown;&lt;br /&gt;
  unsigned int probeTriggerDataCount;&lt;br /&gt;
  ComProbeTriggerData * probeTriggerData;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
typedef char ComUmbraVolume[0x18];&lt;br /&gt;
typedef char ComUmbraTomeGate[0x4];&lt;br /&gt;
&lt;br /&gt;
struct ComUmbraTome {&lt;br /&gt;
  char * name; //double check&lt;br /&gt;
       unsigned int unknownVolumeCount1;&lt;br /&gt;
       ComUmbraVolume * unknownVolumeArray1;&lt;br /&gt;
       unsigned int unknownVolumeCount2;&lt;br /&gt;
       ComUmbraVolume * unknownVolumeArray2;&lt;br /&gt;
       char unknown[0xC];&lt;br /&gt;
  unsigned int tomeGateCount;&lt;br /&gt;
  ComUmbraTomeGate * tomeGates;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComUmbraGate {&lt;br /&gt;
  char * name; //double check&lt;br /&gt;
  int unknown;&lt;br /&gt;
};&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
struct ComWorld&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int isInUse;&lt;br /&gt;
  unsigned int primaryLightCount;&lt;br /&gt;
  ComPrimaryLight *primaryLights;&lt;br /&gt;
#ifdef BO3 //Up to this point, BO3 hasn&#039;t changed anything. Umbra has clearly expanded on lighting elements in maps for BO3.&lt;br /&gt;
  unsigned int lightExploderCount;&lt;br /&gt;
  ComLightExploder * lightExploders;&lt;br /&gt;
       unsigned int unknownUnsignedIntArrayCount1;&lt;br /&gt;
       unsigned int * unknownUnsignedIntArray1;&lt;br /&gt;
       unsigned int unknownUnsignedIntArrayCount2;&lt;br /&gt;
       unsigned int * unknownUnsignedIntArray2;&lt;br /&gt;
  unsigned int probeExploderCount;&lt;br /&gt;
  ComProbeExploder * probeExploders;&lt;br /&gt;
       unsigned int unknownTomeArrayCount1;&lt;br /&gt;
       ComUmbraTome * unknownTomeArray1;&lt;br /&gt;
       unsigned int unknownTomeArrayCount2;&lt;br /&gt;
       ComUmbraTome * unknownTomeArray2;&lt;br /&gt;
  unsigned int gateCount;&lt;br /&gt;
  ComUmbraGate * gates;&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=COM_Map_Asset&amp;diff=998</id>
		<title>COM Map Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=COM_Map_Asset&amp;diff=998"/>
		<updated>2015-10-31T18:10:57Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:CoD4]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:MW2]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:MW3]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
The com_map (believed to be &amp;quot;common map&amp;quot;) appears to be dedicated to holding light data for the primary lights around the map. This asset is part of the D3DBSP system produced by Radiant so it has existed on every Call of Duty game so far.&lt;br /&gt;
== Call of Duty 4 &amp;amp; Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct ComPrimaryLight&lt;br /&gt;
{&lt;br /&gt;
  char type;&lt;br /&gt;
  char canUseShadowMap;&lt;br /&gt;
  char exponent;&lt;br /&gt;
  char unused;&lt;br /&gt;
  float color[3];&lt;br /&gt;
  float dir[3];&lt;br /&gt;
#if defined(MW3) || defined(Ghosts)&lt;br /&gt;
  float up[3];&lt;br /&gt;
#endif&lt;br /&gt;
  float origin[3];&lt;br /&gt;
  float radius;&lt;br /&gt;
  float cosHalfFovOuter;&lt;br /&gt;
  float cosHalfFovInner;&lt;br /&gt;
  float cosHalfFovExpanded;&lt;br /&gt;
  float rotationLimit;&lt;br /&gt;
  float translationLimit;&lt;br /&gt;
#if defined(MW3) || defined(Ghosts)&lt;br /&gt;
  float cucRotationOffsetRad;&lt;br /&gt;
  float cucRotationSpeedRad;&lt;br /&gt;
  float cucScrollVector[2];&lt;br /&gt;
  float cucScaleVector[2];&lt;br /&gt;
  float cucTransVector[2];&lt;br /&gt;
#endif&lt;br /&gt;
  const char *defName;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComWorld&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int isInUse;&lt;br /&gt;
  unsigned int primaryLightCount;&lt;br /&gt;
  ComPrimaryLight *primaryLights;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== World at War &amp;amp; Black Ops 1 ==&lt;br /&gt;
Note that &amp;quot;waterCells&amp;quot; and &amp;quot;burnableCells&amp;quot; were added in World at War and most likely left over in Black Ops 1, as they were subsequently removed in Black Ops 2. Also there is 0x10 unknown bytes before each cell entry, believed to be cell information.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct ComPrimaryLight&lt;br /&gt;
{&lt;br /&gt;
  char type;&lt;br /&gt;
  char canUseShadowMap;&lt;br /&gt;
  char exponent;&lt;br /&gt;
  char priority;&lt;br /&gt;
  __int16 cullDist;&lt;br /&gt;
  char _pad[2];&lt;br /&gt;
  float color[3];&lt;br /&gt;
  float dir[3];&lt;br /&gt;
  float origin[3];&lt;br /&gt;
  float radius;&lt;br /&gt;
  float cosHalfFovOuter;&lt;br /&gt;
  float cosHalfFovInner;&lt;br /&gt;
  float cosHalfFovExpanded;&lt;br /&gt;
  float rotationLimit;&lt;br /&gt;
  float translationLimit;&lt;br /&gt;
#ifdef BO1&lt;br /&gt;
  float mipDistance;&lt;br /&gt;
  float diffuseColor[4];&lt;br /&gt;
  float specularColor[4];&lt;br /&gt;
  float attenuation[4];&lt;br /&gt;
  float falloff[4];&lt;br /&gt;
  float angle[4];&lt;br /&gt;
  float aAbB[4];&lt;br /&gt;
  float cookieControl0[4];&lt;br /&gt;
  float cookieControl1[4];&lt;br /&gt;
  float cookieControl2[4];&lt;br /&gt;
#endif&lt;br /&gt;
  const char *defName;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComWaterHeader&lt;br /&gt;
{&lt;br /&gt;
  int minx;&lt;br /&gt;
  int miny;&lt;br /&gt;
  int maxx;&lt;br /&gt;
  int maxy;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComWaterCell&lt;br /&gt;
{&lt;br /&gt;
  __int16 waterheight;&lt;br /&gt;
  char flooroffset;&lt;br /&gt;
  char shoredist;&lt;br /&gt;
  char color[4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComBurnableHeader&lt;br /&gt;
{&lt;br /&gt;
  int minx;&lt;br /&gt;
  int miny;&lt;br /&gt;
  int maxx;&lt;br /&gt;
  int maxy;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComBurnableSample&lt;br /&gt;
{&lt;br /&gt;
  char state;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComBurnableCell&lt;br /&gt;
{&lt;br /&gt;
  int x;&lt;br /&gt;
  int y;&lt;br /&gt;
  ComBurnableSample (*data)[0x20];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComWorld&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int isInUse;&lt;br /&gt;
  unsigned int primaryLightCount;&lt;br /&gt;
  ComPrimaryLight *primaryLights;&lt;br /&gt;
  ComWaterHeader waterHeader;&lt;br /&gt;
  unsigned int numWaterCells;&lt;br /&gt;
  ComWaterCell *waterCells; //Size = waterCellCount &amp;lt;&amp;lt; 3&lt;br /&gt;
  ComBurnableHeader burnableHeader;&lt;br /&gt;
  unsigned int numBurnableCells;&lt;br /&gt;
  ComBurnableCell *burnableCells;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Black Ops 2 &amp;amp; 3 ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct ComPrimaryLight&lt;br /&gt;
{&lt;br /&gt;
  char type;&lt;br /&gt;
  char canUseShadowMap;&lt;br /&gt;
  char exponent;&lt;br /&gt;
  char priority;&lt;br /&gt;
  __int16 cullDist;&lt;br /&gt;
  char useCookie;&lt;br /&gt;
  char shadowmapVolume;&lt;br /&gt;
  vec3_t color;&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  float radius;&lt;br /&gt;
  float cosHalfFovOuter;&lt;br /&gt;
  float cosHalfFovInner;&lt;br /&gt;
  float cosHalfFovExpanded;&lt;br /&gt;
  float rotationLimit;&lt;br /&gt;
  float translationLimit;&lt;br /&gt;
  float mipDistance;&lt;br /&gt;
  float dAttenuation;&lt;br /&gt;
  float roundness;&lt;br /&gt;
  vec4_t diffuseColor;&lt;br /&gt;
  vec4_t falloff;&lt;br /&gt;
  vec4_t angle;&lt;br /&gt;
  vec4_t aAbB;&lt;br /&gt;
  vec4_t cookieControl[3];&lt;br /&gt;
  const char *defName;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
typedef char ComLightTriggerData[0x14];&lt;br /&gt;
&lt;br /&gt;
struct ComLightExploder {&lt;br /&gt;
  int unknown;&lt;br /&gt;
  unsigned int lightTriggerDataCount;&lt;br /&gt;
  ComLightTriggerData * lightTriggerData;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
typedef char ComProbeTriggerData[0x24];&lt;br /&gt;
&lt;br /&gt;
struct ComProbeExploder {&lt;br /&gt;
  int unknown;&lt;br /&gt;
  unsigned int probeTriggerDataCount;&lt;br /&gt;
  ComProbeTriggerData * probeTriggerData;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
typedef char ComUmbraVolume[0x18];&lt;br /&gt;
typedef char ComUmbraTomeGate[0x4];&lt;br /&gt;
&lt;br /&gt;
struct ComUmbraTome {&lt;br /&gt;
  char * name; //double check&lt;br /&gt;
       unsigned int unknownVolumeCount1;&lt;br /&gt;
       ComUmbraVolume * unknownVolumeArray1;&lt;br /&gt;
       unsigned int unknownVolumeCount2;&lt;br /&gt;
       ComUmbraVolume * unknownVolumeArray2;&lt;br /&gt;
       char unknown[0xC];&lt;br /&gt;
  unsigned int tomeGateCount;&lt;br /&gt;
  ComUmbraTomeGate * tomeGates;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ComUmbraGate {&lt;br /&gt;
  char * name; //double check&lt;br /&gt;
  int unknown;&lt;br /&gt;
};&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
struct ComWorld&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int isInUse;&lt;br /&gt;
  unsigned int primaryLightCount;&lt;br /&gt;
  ComPrimaryLight *primaryLights;&lt;br /&gt;
#ifdef BO3 //Up to this point, BO3 hasn&#039;t changed anything. Umbra has clearly expanded on lighting elements in maps for BO3.&lt;br /&gt;
  unsigned int lightExploderCount;&lt;br /&gt;
  ComLightExploder * lightExploders;&lt;br /&gt;
       unsigned int unknownUnsignedIntArrayCount1;&lt;br /&gt;
       unsigned int * unknownUnsignedIntArray1;&lt;br /&gt;
       unsigned int unknownUnsignedIntArrayCount2;&lt;br /&gt;
       unsigned int * unknownUnsignedIntArray2;&lt;br /&gt;
  unsigned int probeExploderCount;&lt;br /&gt;
  ComProbeExploder * probeExploders;&lt;br /&gt;
       unsigned int unknownTomeArrayCount1;&lt;br /&gt;
       ComUmbraTome * unknownTomeArray1;&lt;br /&gt;
       unsigned int unknownTomeArrayCount2;&lt;br /&gt;
       ComUmbraTome * unknownTomeArray2;&lt;br /&gt;
  unsigned int gateCount;&lt;br /&gt;
  ComUmbraGate * gates;&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:Assets&amp;diff=997</id>
		<title>Category:Assets</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:Assets&amp;diff=997"/>
		<updated>2015-10-31T17:26:35Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Any pages containing information on game assets will be linked here. This page will also contain information pertaining to any asset on any CoD. &lt;br /&gt;
&lt;br /&gt;
== Pool Structure ==&lt;br /&gt;
Once the assets are loaded from the [[:Category:FastFiles|FastFile and Zones]], they are stored in memory in pools.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
template&amp;lt;typename T&amp;gt; union XAssetPoolEntry&lt;br /&gt;
{&lt;br /&gt;
  T entry;&lt;br /&gt;
  T * next;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
template&amp;lt;typename T, int count&amp;gt; struct XAssetPool&lt;br /&gt;
{&lt;br /&gt;
  T * freeHead;&lt;br /&gt;
  XAssetPoolEntry&amp;lt;T&amp;gt; entries[count];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The pool counts are stored in an int[] in the executable called g_poolSizes. The freeHead is a pointer to the first unused asset in the pool. The next pointer is only used if the current asset is an unused asset, in which case it points to the next asset in ithe pool. Keep in mind that assets that only have a count of 1 are not going to be in a pool.&lt;br /&gt;
== Asset Types ==&lt;br /&gt;
=== 007 Quantum of Solace ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|physpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|physconstraints&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x280&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x65A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x988&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x4D8&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x76C&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x2710&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|col_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0E&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|lightdef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|font&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|menufile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|menu&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|localize&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x154&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|rawfile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|stringtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0xA&lt;br /&gt;
|-&lt;br /&gt;
|xmltree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|scene_animation&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|cutscene&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|custom_camera&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Call of Duty 4 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(CoD4)|xmodel]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Call of Duty 4|loaded_sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x4B0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_sp]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_mp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Multiplayer|game_map_mp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (CoD4)|gfx_map]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (CoD4)|menu]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (CoD4)|weapon]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (CoD4)|fx]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Call_of_Duty_4|impactfx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|}&lt;br /&gt;
=== World at War ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#World_at_War|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#World at War|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#World at War|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (WaW)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (WaW)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2096&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (WaW)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#World_at_War|snddriverglobals]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (WaW)|fx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#World_at_War|impactfx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
=== Modern Warfare 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_2|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1FA0&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0xE00&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x546&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Single_Player|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Multiplayer|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW2)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (MW2)|fx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(MW2)|vehicle]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 1 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x13EC&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO1)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO1)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x3CA&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO1)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_1|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO1)|fx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_1|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 1|texturelist]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_1|emblemset]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modern Warfare 3 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Modern_Warfare_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_3|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1260&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x514&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x672&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW3)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Modern_Warfare_3|aipaths]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW3)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (MW3)|attachment]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW3)|weapon]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (MW3)|vehicle]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1450&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(BO2)|xmodel]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1300&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_2|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1440&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops 2|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO2)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:FontIcon Asset|fonticon]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x3800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (BO2)|attachment]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AttachmentUnique Asset|attachmentunique]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:WeaponCamo Asset|weaponcamo]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_2|snddriverglobals]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO2)|fx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_2|impactfx]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x24&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x25&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x26&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x27&lt;br /&gt;
|0x26&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x28&lt;br /&gt;
|0x27&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x29&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 2|texturelist]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x30&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_2|emblemset]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptParseTree Asset|scriptparsetree]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x32&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Key-Value_Pair_Asset|keyvaluepairs]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x33&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (BO2)|vehicle]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x34&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:MemoryBlock Asset|memoryblock]]&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x35&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x36&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Black_Ops_2|tracer]]&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x37&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:SkinnedVerts_Asset|skinnedverts]]&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x38&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:QDB_Asset|qdb]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x39&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Slug_Asset|slug]]&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepTable_Asset|footsteptable]]&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepFxTable_Asset|footstepfxtable]]&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Ghosts|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Ghosts|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Ghosts|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x6000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x08&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:LPF Curve Asset|lpfcurve]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Reverb Send Curve Asset|reverbsendcurve]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x9C4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (Ghosts)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x10&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x11&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Ghosts|aipaths]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x12&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x13&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Ghosts|map_ents]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x14&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x15&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (Ghosts)|gfx_map]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x17&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x18&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x1A&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|unk&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:AnimClass_Asset|animclass]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x2198&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (Ghosts)|attachment]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (Ghosts)|weapon]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0xA0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Ghosts|impactfx]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x29&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(Ghosts)|vehicle]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:NetConstStrings_Asset|netconststrings]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:ReverbPreset_Asset|reverbpresset]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Scriptable_Asset|scriptable]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|colorization&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colorizationset&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tonemapping&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:EquipSndTable_Asset|equipsndtable]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vectorfield&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DopplerPreset_Asset|dopplerpreset]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|particlesimanimation&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Warfare ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Advanced_Warfare|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|phys_collmap&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|physwaterpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|phy_worldmap&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|physconstraint&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1194&lt;br /&gt;
|-&lt;br /&gt;
|xmodelsurfs&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0xCE0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x14A0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N\A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x500&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x11CA0&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x1A70&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x900&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x468&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|soundsubmix&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|lpfcurve&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|reverbsendcurve&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|sndcontext&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|loaded_sound&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp/col_map_sp&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|glass_map&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aipaths&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vehicle_track&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Advanced_Warfare|map_ents]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|fx_map&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x384&lt;br /&gt;
|-&lt;br /&gt;
|animclass&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x3110&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (AW)|attachment]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x1FB&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|surfacefx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x30&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x31&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x32&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Advanced_Warfare|tracer]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|netconststrings&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reverbpreset&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x180&lt;br /&gt;
|-&lt;br /&gt;
|scriptable&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|equipsndtable&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dopplerpreset&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Laser_Asset|laser]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|skeletonscript&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|clut&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 3 ===&lt;br /&gt;
PC IDs are for the public beta. Once the full game is released, update this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodelmesh&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|computeshaderset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x9&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|0xA&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|0xB&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|N/A&lt;br /&gt;
|0xC&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|col_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0xD&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0xE&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|game_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0xF&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lensflaredef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|cgmediatable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|playersoundstable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|playerfxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sharedweaponsounds&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachment&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachmentunique&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponcamo&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable_feimages&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtablecolor&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fx_alias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x28&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|tagfx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x29&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|klf&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|impactsfxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|impactsoundstable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|player_character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x32&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|structuredtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x33&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x34&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ddl&lt;br /&gt;
|N/A&lt;br /&gt;
|0x35&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|glasses&lt;br /&gt;
|N/A&lt;br /&gt;
|0x36&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texturelist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x37&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptparsetree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x38&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|keyvaluepairs&lt;br /&gt;
|N/A&lt;br /&gt;
|0x39&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|tracer&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|skinnedverts&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|slug&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|surfacefxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|surfacesounddef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|footsteptable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|entityfximpacts&lt;br /&gt;
|N/A&lt;br /&gt;
|0x42&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|entitysoundimpacts&lt;br /&gt;
|N/A&lt;br /&gt;
|0x43&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x44&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehiclefxdef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x45&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehiclesounddef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x46&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|typeinfo&lt;br /&gt;
|N/A&lt;br /&gt;
|0x47&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundle&lt;br /&gt;
|N/A&lt;br /&gt;
|0x48&lt;br /&gt;
|0x44&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundlelist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x49&lt;br /&gt;
|0x45&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|rumble&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x46&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bulletpenetration&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x47&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|locdmgtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4C&lt;br /&gt;
|0x48&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|aimtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x49&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animselectortable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x4A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animmappingtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x4B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animstatemachine&lt;br /&gt;
|N/A&lt;br /&gt;
|0x50&lt;br /&gt;
|0x4C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|behaviortree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x51&lt;br /&gt;
|0x4D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|behaviorstatemachine&lt;br /&gt;
|N/A&lt;br /&gt;
|0x52&lt;br /&gt;
|0x4E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ttf&lt;br /&gt;
|N/A&lt;br /&gt;
|0x53&lt;br /&gt;
|0x4F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sanim&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x50&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lightdescription&lt;br /&gt;
|N/A&lt;br /&gt;
|0x54&lt;br /&gt;
|0x51&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|shellshock&lt;br /&gt;
|N/A&lt;br /&gt;
|0x55&lt;br /&gt;
|0x52&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xcam&lt;br /&gt;
|N/A&lt;br /&gt;
|0x56&lt;br /&gt;
|0x53&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bgcache&lt;br /&gt;
|N/A&lt;br /&gt;
|0x57&lt;br /&gt;
|0x54&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texturecombo&lt;br /&gt;
|N/A&lt;br /&gt;
|0x58&lt;br /&gt;
|0x55&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|flametable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x59&lt;br /&gt;
|0x56&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bitfield&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x57&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachmentcosmeticvariant&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5B&lt;br /&gt;
|0x58&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|maptable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x59&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|maptableloadingimages&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|medal&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x5A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|medaltable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x5B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|objective&lt;br /&gt;
|N/A&lt;br /&gt;
|0x60&lt;br /&gt;
|0x5C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|objectivelist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x61&lt;br /&gt;
|0x5D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|umbra_tome&lt;br /&gt;
|N/A&lt;br /&gt;
|0x62&lt;br /&gt;
|0x5E&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navmesh&lt;br /&gt;
|N/A&lt;br /&gt;
|0x63&lt;br /&gt;
|0x5F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navvolume&lt;br /&gt;
|N/A&lt;br /&gt;
|0x64&lt;br /&gt;
|0x60&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|binaryhtml&lt;br /&gt;
|N/A&lt;br /&gt;
|0x65&lt;br /&gt;
|0x61&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|laser&lt;br /&gt;
|N/A&lt;br /&gt;
|0x66&lt;br /&gt;
|0x62&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|beam&lt;br /&gt;
|N/A&lt;br /&gt;
|0x67&lt;br /&gt;
|0x63&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|streamerhint&lt;br /&gt;
|N/A&lt;br /&gt;
|0x68&lt;br /&gt;
|0x64&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texture_atlas&lt;br /&gt;
|N/A&lt;br /&gt;
|0x69&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6A&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6B&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x65&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x66&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x67&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x68&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:Assets&amp;diff=996</id>
		<title>Category:Assets</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:Assets&amp;diff=996"/>
		<updated>2015-10-31T07:39:24Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Any pages containing information on game assets will be linked here. This page will also contain information pertaining to any asset on any CoD. &lt;br /&gt;
&lt;br /&gt;
== Pool Structure ==&lt;br /&gt;
Once the assets are loaded from the [[:Category:FastFiles|FastFile and Zones]], they are stored in memory in pools.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
template&amp;lt;typename T&amp;gt; union XAssetPoolEntry&lt;br /&gt;
{&lt;br /&gt;
  T entry;&lt;br /&gt;
  T * next;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
template&amp;lt;typename T, int count&amp;gt; struct XAssetPool&lt;br /&gt;
{&lt;br /&gt;
  T * freeHead;&lt;br /&gt;
  XAssetPoolEntry&amp;lt;T&amp;gt; entries[count];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The pool counts are stored in an int[] in the executable called g_poolSizes. The freeHead is a pointer to the first unused asset in the pool. The next pointer is only used if the current asset is an unused asset, in which case it points to the next asset in ithe pool. Keep in mind that assets that only have a count of 1 are not going to be in a pool.&lt;br /&gt;
== Asset Types ==&lt;br /&gt;
=== 007 Quantum of Solace ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|physpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|physconstraints&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x280&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x65A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x988&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x4D8&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x76C&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x2710&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|col_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0E&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|lightdef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|font&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|menufile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|menu&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|localize&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x154&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|rawfile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|stringtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0xA&lt;br /&gt;
|-&lt;br /&gt;
|xmltree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|scene_animation&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|cutscene&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|custom_camera&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Call of Duty 4 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(CoD4)|xmodel]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Call of Duty 4|loaded_sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x4B0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_sp]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_mp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Multiplayer|game_map_mp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (CoD4)|gfx_map]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (CoD4)|menu]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (CoD4)|weapon]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (CoD4)|fx]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Call_of_Duty_4|impactfx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|}&lt;br /&gt;
=== World at War ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#World_at_War|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#World at War|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#World at War|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (WaW)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (WaW)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2096&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (WaW)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#World_at_War|snddriverglobals]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (WaW)|fx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#World_at_War|impactfx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
=== Modern Warfare 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_2|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1FA0&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0xE00&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x546&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Single_Player|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Multiplayer|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW2)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (MW2)|fx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(MW2)|vehicle]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 1 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x13EC&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO1)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO1)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x3CA&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO1)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_1|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO1)|fx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_1|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 1|texturelist]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_1|emblemset]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modern Warfare 3 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Modern_Warfare_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_3|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1260&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x514&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x672&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW3)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Modern_Warfare_3|aipaths]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW3)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (MW3)|attachment]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW3)|weapon]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (MW3)|vehicle]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1450&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(BO2)|xmodel]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1300&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_2|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1440&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops 2|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO2)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:FontIcon Asset|fonticon]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x3800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (BO2)|attachment]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AttachmentUnique Asset|attachmentunique]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:WeaponCamo Asset|weaponcamo]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_2|snddriverglobals]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO2)|fx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_2|impactfx]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 2|texturelist]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_2|emblemset]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptParseTree Asset|scriptparsetree]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Key-Value_Pair_Asset|keyvaluepairs]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (BO2)|vehicle]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:MemoryBlock Asset|memoryblock]]&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Black_Ops_2|tracer]]&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:SkinnedVerts_Asset|skinnedverts]]&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:QDB_Asset|qdb]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Slug_Asset|slug]]&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepTable_Asset|footsteptable]]&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepFxTable_Asset|footstepfxtable]]&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x3F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Ghosts|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Ghosts|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Ghosts|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x6000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x08&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:LPF Curve Asset|lpfcurve]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Reverb Send Curve Asset|reverbsendcurve]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x9C4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (Ghosts)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x10&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x11&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Ghosts|aipaths]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x12&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x13&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Ghosts|map_ents]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x14&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x15&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (Ghosts)|gfx_map]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x17&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x18&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x1A&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|unk&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:AnimClass_Asset|animclass]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x2198&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (Ghosts)|attachment]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (Ghosts)|weapon]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0xA0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Ghosts|impactfx]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x29&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(Ghosts)|vehicle]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:NetConstStrings_Asset|netconststrings]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:ReverbPreset_Asset|reverbpresset]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Scriptable_Asset|scriptable]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|colorization&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colorizationset&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tonemapping&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:EquipSndTable_Asset|equipsndtable]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vectorfield&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DopplerPreset_Asset|dopplerpreset]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|particlesimanimation&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Warfare ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Advanced_Warfare|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|phys_collmap&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|physwaterpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|phy_worldmap&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|physconstraint&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1194&lt;br /&gt;
|-&lt;br /&gt;
|xmodelsurfs&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0xCE0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x14A0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N\A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x500&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x11CA0&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x1A70&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x900&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x468&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|soundsubmix&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|lpfcurve&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|reverbsendcurve&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|sndcontext&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|loaded_sound&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp/col_map_sp&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|glass_map&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aipaths&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vehicle_track&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Advanced_Warfare|map_ents]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|fx_map&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x384&lt;br /&gt;
|-&lt;br /&gt;
|animclass&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x3110&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (AW)|attachment]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x1FB&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|surfacefx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x30&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x31&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x32&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Advanced_Warfare|tracer]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|netconststrings&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reverbpreset&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x180&lt;br /&gt;
|-&lt;br /&gt;
|scriptable&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|equipsndtable&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dopplerpreset&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Laser_Asset|laser]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|skeletonscript&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|clut&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 3 ===&lt;br /&gt;
PC IDs are for the public beta. Once the full game is released, update this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodelmesh&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|computeshaderset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x9&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|0xA&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|0xB&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|N/A&lt;br /&gt;
|0xC&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|col_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0xD&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0xE&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|game_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0xF&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lensflaredef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2_.26_3|font]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|cgmediatable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|playersoundstable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|playerfxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sharedweaponsounds&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachment&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachmentunique&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponcamo&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable_feimages&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtablecolor&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fx_alias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x28&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|tagfx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x29&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|klf&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|impactsfxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|impactsoundstable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|player_character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x32&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|structuredtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x33&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x34&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ddl&lt;br /&gt;
|N/A&lt;br /&gt;
|0x35&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|glasses&lt;br /&gt;
|N/A&lt;br /&gt;
|0x36&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texturelist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x37&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptparsetree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x38&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|keyvaluepairs&lt;br /&gt;
|N/A&lt;br /&gt;
|0x39&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|tracer&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|skinnedverts&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|slug&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|surfacefxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|surfacesounddef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|footsteptable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|entityfximpacts&lt;br /&gt;
|N/A&lt;br /&gt;
|0x42&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|entitysoundimpacts&lt;br /&gt;
|N/A&lt;br /&gt;
|0x43&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x44&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehiclefxdef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x45&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehiclesounddef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x46&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|typeinfo&lt;br /&gt;
|N/A&lt;br /&gt;
|0x47&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundle&lt;br /&gt;
|N/A&lt;br /&gt;
|0x48&lt;br /&gt;
|0x44&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundlelist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x49&lt;br /&gt;
|0x45&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|rumble&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x46&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bulletpenetration&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x47&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|locdmgtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4C&lt;br /&gt;
|0x48&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|aimtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x49&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animselectortable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x4A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animmappingtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x4B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animstatemachine&lt;br /&gt;
|N/A&lt;br /&gt;
|0x50&lt;br /&gt;
|0x4C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|behaviortree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x51&lt;br /&gt;
|0x4D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|behaviorstatemachine&lt;br /&gt;
|N/A&lt;br /&gt;
|0x52&lt;br /&gt;
|0x4E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ttf&lt;br /&gt;
|N/A&lt;br /&gt;
|0x53&lt;br /&gt;
|0x4F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sanim&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x50&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lightdescription&lt;br /&gt;
|N/A&lt;br /&gt;
|0x54&lt;br /&gt;
|0x51&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|shellshock&lt;br /&gt;
|N/A&lt;br /&gt;
|0x55&lt;br /&gt;
|0x52&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xcam&lt;br /&gt;
|N/A&lt;br /&gt;
|0x56&lt;br /&gt;
|0x53&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bgcache&lt;br /&gt;
|N/A&lt;br /&gt;
|0x57&lt;br /&gt;
|0x54&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texturecombo&lt;br /&gt;
|N/A&lt;br /&gt;
|0x58&lt;br /&gt;
|0x55&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|flametable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x59&lt;br /&gt;
|0x56&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bitfield&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x57&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachmentcosmeticvariant&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5B&lt;br /&gt;
|0x58&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|maptable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x59&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|maptableloadingimages&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|medal&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x5A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|medaltable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x5B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|objective&lt;br /&gt;
|N/A&lt;br /&gt;
|0x60&lt;br /&gt;
|0x5C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|objectivelist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x61&lt;br /&gt;
|0x5D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|umbra_tome&lt;br /&gt;
|N/A&lt;br /&gt;
|0x62&lt;br /&gt;
|0x5E&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navmesh&lt;br /&gt;
|N/A&lt;br /&gt;
|0x63&lt;br /&gt;
|0x5F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navvolume&lt;br /&gt;
|N/A&lt;br /&gt;
|0x64&lt;br /&gt;
|0x60&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|binaryhtml&lt;br /&gt;
|N/A&lt;br /&gt;
|0x65&lt;br /&gt;
|0x61&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|laser&lt;br /&gt;
|N/A&lt;br /&gt;
|0x66&lt;br /&gt;
|0x62&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|beam&lt;br /&gt;
|N/A&lt;br /&gt;
|0x67&lt;br /&gt;
|0x63&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|streamerhint&lt;br /&gt;
|N/A&lt;br /&gt;
|0x68&lt;br /&gt;
|0x64&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texture_atlas&lt;br /&gt;
|N/A&lt;br /&gt;
|0x69&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6A&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6B&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x65&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x66&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x67&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x68&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:Assets&amp;diff=995</id>
		<title>Category:Assets</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:Assets&amp;diff=995"/>
		<updated>2015-10-31T07:38:31Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Any pages containing information on game assets will be linked here. This page will also contain information pertaining to any asset on any CoD. &lt;br /&gt;
&lt;br /&gt;
== Pool Structure ==&lt;br /&gt;
Once the assets are loaded from the [[:Category:FastFiles|FastFile and Zones]], they are stored in memory in pools.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
template&amp;lt;typename T&amp;gt; union XAssetPoolEntry&lt;br /&gt;
{&lt;br /&gt;
  T entry;&lt;br /&gt;
  T * next;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
template&amp;lt;typename T, int count&amp;gt; struct XAssetPool&lt;br /&gt;
{&lt;br /&gt;
  T * freeHead;&lt;br /&gt;
  XAssetPoolEntry&amp;lt;T&amp;gt; entries[count];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The pool counts are stored in an int[] in the executable called g_poolSizes. The freeHead is a pointer to the first unused asset in the pool. The next pointer is only used if the current asset is an unused asset, in which case it points to the next asset in ithe pool. Keep in mind that assets that only have a count of 1 are not going to be in a pool.&lt;br /&gt;
== Asset Types ==&lt;br /&gt;
=== 007 Quantum of Solace ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|physpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|physconstraints&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x280&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x65A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x988&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x4D8&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x76C&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x2710&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|col_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0E&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|lightdef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|font&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|menufile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|menu&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|localize&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x154&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|rawfile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|stringtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0xA&lt;br /&gt;
|-&lt;br /&gt;
|xmltree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|scene_animation&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|cutscene&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|custom_camera&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Call of Duty 4 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(CoD4)|xmodel]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Call of Duty 4|loaded_sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x4B0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_sp]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_mp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Multiplayer|game_map_mp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (CoD4)|gfx_map]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (CoD4)|menu]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (CoD4)|weapon]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (CoD4)|fx]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Call_of_Duty_4|impactfx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|}&lt;br /&gt;
=== World at War ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#World_at_War|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#World at War|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#World at War|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (WaW)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (WaW)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2096&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (WaW)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#World_at_War|snddriverglobals]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (WaW)|fx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#World_at_War|impactfx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
=== Modern Warfare 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_2|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1FA0&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0xE00&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x546&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Single_Player|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Multiplayer|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW2)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (MW2)|fx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(MW2)|vehicle]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 1 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x13EC&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO1)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO1)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x3CA&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO1)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_1|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO1)|fx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_1|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 1|texturelist]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_1|emblemset]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modern Warfare 3 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Modern_Warfare_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_3|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1260&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x514&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x672&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW3)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Modern_Warfare_3|aipaths]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW3)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (MW3)|attachment]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW3)|weapon]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (MW3)|vehicle]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1450&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(BO2)|xmodel]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1300&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_2|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1440&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops 2|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO2)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:FontIcon Asset|fonticon]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x3800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (BO2)|attachment]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AttachmentUnique Asset|attachmentunique]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:WeaponCamo Asset|weaponcamo]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_2|snddriverglobals]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO2)|fx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_2|impactfx]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 2|texturelist]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_2|emblemset]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptParseTree Asset|scriptparsetree]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Key-Value_Pair_Asset|keyvaluepairs]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (BO2)|vehicle]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:MemoryBlock Asset|memoryblock]]&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Black_Ops_2|tracer]]&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:SkinnedVerts_Asset|skinnedverts]]&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:QDB_Asset|qdb]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Slug_Asset|slug]]&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepTable_Asset|footsteptable]]&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepFxTable_Asset|footstepfxtable]]&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x3F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Ghosts|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Ghosts|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Ghosts|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x6000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x08&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:LPF Curve Asset|lpfcurve]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Reverb Send Curve Asset|reverbsendcurve]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x9C4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (Ghosts)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x10&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x11&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Ghosts|aipaths]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x12&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x13&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Ghosts|map_ents]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x14&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x15&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (Ghosts)|gfx_map]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x17&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x18&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x1A&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|unk&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:AnimClass_Asset|animclass]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x2198&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (Ghosts)|attachment]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (Ghosts)|weapon]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0xA0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Ghosts|impactfx]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x29&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(Ghosts)|vehicle]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:NetConstStrings_Asset|netconststrings]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:ReverbPreset_Asset|reverbpresset]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Scriptable_Asset|scriptable]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|colorization&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colorizationset&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tonemapping&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:EquipSndTable_Asset|equipsndtable]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vectorfield&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DopplerPreset_Asset|dopplerpreset]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|particlesimanimation&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Warfare ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Advanced_Warfare|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|phys_collmap&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|physwaterpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|phy_worldmap&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|physconstraint&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1194&lt;br /&gt;
|-&lt;br /&gt;
|xmodelsurfs&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0xCE0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x14A0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N\A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x500&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x11CA0&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x1A70&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x900&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x468&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|soundsubmix&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|lpfcurve&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|reverbsendcurve&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|sndcontext&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|loaded_sound&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp/col_map_sp&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|glass_map&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aipaths&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vehicle_track&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Advanced_Warfare|map_ents]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|fx_map&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x384&lt;br /&gt;
|-&lt;br /&gt;
|animclass&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x3110&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (AW)|attachment]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x1FB&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|surfacefx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x30&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x31&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x32&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Advanced_Warfare|tracer]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|netconststrings&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reverbpreset&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x180&lt;br /&gt;
|-&lt;br /&gt;
|scriptable&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|equipsndtable&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dopplerpreset&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Laser_Asset|laser]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|skeletonscript&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|clut&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 3 ===&lt;br /&gt;
PC IDs are for the public beta. Once the full game is released, update this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodelmesh&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|computeshaderset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x9&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|0xA&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|0xB&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|N/A&lt;br /&gt;
|0xC&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|col_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0xD&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0xE&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|game_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0xF&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2_.26_3|map_ents]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2_.26_3|lightdef]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lensflaredef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2|font]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|0x18&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|cgmediatable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|playersoundstable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|playerfxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sharedweaponsounds&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachment&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachmentunique&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponcamo&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable_feimages&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtablecolor&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fx_alias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x28&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|tagfx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x29&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|klf&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|impactsfxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|impactsoundstable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|player_character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x31&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2_.26_3|stringtable]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x32&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|structuredtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x33&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x34&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ddl&lt;br /&gt;
|N/A&lt;br /&gt;
|0x35&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|glasses&lt;br /&gt;
|N/A&lt;br /&gt;
|0x36&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texturelist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x37&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptparsetree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x38&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|keyvaluepairs&lt;br /&gt;
|N/A&lt;br /&gt;
|0x39&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|tracer&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|skinnedverts&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|slug&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|surfacefxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|surfacesounddef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|footsteptable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|entityfximpacts&lt;br /&gt;
|N/A&lt;br /&gt;
|0x42&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|entitysoundimpacts&lt;br /&gt;
|N/A&lt;br /&gt;
|0x43&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x44&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehiclefxdef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x45&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehiclesounddef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x46&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|typeinfo&lt;br /&gt;
|N/A&lt;br /&gt;
|0x47&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundle&lt;br /&gt;
|N/A&lt;br /&gt;
|0x48&lt;br /&gt;
|0x44&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundlelist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x49&lt;br /&gt;
|0x45&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|rumble&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4A&lt;br /&gt;
|0x46&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bulletpenetration&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4B&lt;br /&gt;
|0x47&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|locdmgtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4C&lt;br /&gt;
|0x48&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|aimtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4D&lt;br /&gt;
|0x49&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animselectortable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4E&lt;br /&gt;
|0x4A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animmappingtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4F&lt;br /&gt;
|0x4B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animstatemachine&lt;br /&gt;
|N/A&lt;br /&gt;
|0x50&lt;br /&gt;
|0x4C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|behaviortree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x51&lt;br /&gt;
|0x4D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|behaviorstatemachine&lt;br /&gt;
|N/A&lt;br /&gt;
|0x52&lt;br /&gt;
|0x4E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ttf&lt;br /&gt;
|N/A&lt;br /&gt;
|0x53&lt;br /&gt;
|0x4F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sanim&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x50&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lightdescription&lt;br /&gt;
|N/A&lt;br /&gt;
|0x54&lt;br /&gt;
|0x51&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|shellshock&lt;br /&gt;
|N/A&lt;br /&gt;
|0x55&lt;br /&gt;
|0x52&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xcam&lt;br /&gt;
|N/A&lt;br /&gt;
|0x56&lt;br /&gt;
|0x53&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bgcache&lt;br /&gt;
|N/A&lt;br /&gt;
|0x57&lt;br /&gt;
|0x54&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texturecombo&lt;br /&gt;
|N/A&lt;br /&gt;
|0x58&lt;br /&gt;
|0x55&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|flametable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x59&lt;br /&gt;
|0x56&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bitfield&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5A&lt;br /&gt;
|0x57&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachmentcosmeticvariant&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5B&lt;br /&gt;
|0x58&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|maptable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5C&lt;br /&gt;
|0x59&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|maptableloadingimages&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|medal&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5E&lt;br /&gt;
|0x5A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|medaltable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5F&lt;br /&gt;
|0x5B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|objective&lt;br /&gt;
|N/A&lt;br /&gt;
|0x60&lt;br /&gt;
|0x5C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|objectivelist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x61&lt;br /&gt;
|0x5D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|umbra_tome&lt;br /&gt;
|N/A&lt;br /&gt;
|0x62&lt;br /&gt;
|0x5E&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navmesh&lt;br /&gt;
|N/A&lt;br /&gt;
|0x63&lt;br /&gt;
|0x5F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navvolume&lt;br /&gt;
|N/A&lt;br /&gt;
|0x64&lt;br /&gt;
|0x60&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|binaryhtml&lt;br /&gt;
|N/A&lt;br /&gt;
|0x65&lt;br /&gt;
|0x61&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|laser&lt;br /&gt;
|N/A&lt;br /&gt;
|0x66&lt;br /&gt;
|0x62&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|beam&lt;br /&gt;
|N/A&lt;br /&gt;
|0x67&lt;br /&gt;
|0x63&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|streamerhint&lt;br /&gt;
|N/A&lt;br /&gt;
|0x68&lt;br /&gt;
|0x64&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texture_atlas&lt;br /&gt;
|N/A&lt;br /&gt;
|0x69&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6A&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6B&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6C&lt;br /&gt;
|0x65&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6D&lt;br /&gt;
|0x66&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6E&lt;br /&gt;
|0x67&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|N/A&lt;br /&gt;
|0x6F&lt;br /&gt;
|0x68&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=PhysConstraints_Asset&amp;diff=994</id>
		<title>PhysConstraints Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=PhysConstraints_Asset&amp;diff=994"/>
		<updated>2015-10-31T07:36:44Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
The physconstraints asset holds physical constraint settings for dynamic models. This asset exists only in World at War, Black Ops 1 and Black Ops 2. In World at War the header is 0x988 bytes, however Black Ops 1 and 2 added an extra 0x10 bytes to each physconstraint, making the header size 0xA88. Black Ops 3 removed the static array making the header size only 0xC bytes&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
enum ConstraintType&lt;br /&gt;
{&lt;br /&gt;
  CONSTRAINT_NONE = 0x0,&lt;br /&gt;
  CONSTRAINT_POINT = 0x1,&lt;br /&gt;
  CONSTRAINT_DISTANCE = 0x2,&lt;br /&gt;
  CONSTRAINT_HINGE = 0x3,&lt;br /&gt;
  CONSTRAINT_JOINT = 0x4,&lt;br /&gt;
  CONSTRAINT_ACTUATOR = 0x5,&lt;br /&gt;
  CONSTRAINT_FAKE_SHAKE = 0x6,&lt;br /&gt;
  CONSTRAINT_LAUNCH = 0x7,&lt;br /&gt;
  CONSTRAINT_ROPE = 0x8,&lt;br /&gt;
#if defined(BO1) || defined(BO2)&lt;br /&gt;
  CONSTRAINT_LIGHT = 0x9,&lt;br /&gt;
#endif&lt;br /&gt;
  NUM_CONSTRAINT_TYPES&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
enum AttachPointType&lt;br /&gt;
{&lt;br /&gt;
  ATTACH_POINT_WORLD = 0x0,&lt;br /&gt;
  ATTACH_POINT_DYNENT = 0x1,&lt;br /&gt;
  ATTACH_POINT_ENT = 0x2,&lt;br /&gt;
  ATTACH_POINT_BONE = 0x3&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct PhysConstraint&lt;br /&gt;
{&lt;br /&gt;
  ScriptString targetname;&lt;br /&gt;
  ConstraintType type;&lt;br /&gt;
  AttachPointType attach_point_type1;&lt;br /&gt;
  int target_index1;&lt;br /&gt;
  ScriptString target_ent1;&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
  ScriptString target_bone1;&lt;br /&gt;
#else&lt;br /&gt;
  const char *target_bone1;&lt;br /&gt;
#endif&lt;br /&gt;
  AttachPointType attach_point_type2;&lt;br /&gt;
  int target_index2;&lt;br /&gt;
  ScriptString target_ent2;&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
  ScriptString target_bone2;&lt;br /&gt;
#else&lt;br /&gt;
  const char *target_bone2;&lt;br /&gt;
#endif&lt;br /&gt;
  vec3_t offset;&lt;br /&gt;
  vec3_t pos;&lt;br /&gt;
  vec3_t pos2;&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  int flags;&lt;br /&gt;
  int timeout;&lt;br /&gt;
  int min_health;&lt;br /&gt;
  int max_health;&lt;br /&gt;
  float distance;&lt;br /&gt;
  float damp;&lt;br /&gt;
  float power;&lt;br /&gt;
  vec3_t scale;&lt;br /&gt;
  float spin_scale;&lt;br /&gt;
  float minAngle;&lt;br /&gt;
  float maxAngle;&lt;br /&gt;
  Material *material;&lt;br /&gt;
  int constraintHandle;&lt;br /&gt;
  int rope_index;&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
  int unknown[9];&lt;br /&gt;
#endif&lt;br /&gt;
#if defined(BO1) || defined(BO2)&lt;br /&gt;
  int centity_num[4];&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct PhysConstraints&lt;br /&gt;
{&lt;br /&gt;
  const char * name;&lt;br /&gt;
  unsigned int count;&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
  PhysConstraint *data;&lt;br /&gt;
#else&lt;br /&gt;
  PhysConstraint data[0x10];&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
== Source Format ==&lt;br /&gt;
The physconstraints source files are raw text files with no extension, located at &amp;quot;raw/physconstraints/&amp;quot;. They use the same format as many other assets, with each setting name and value separated by a back-slash. The first setting identifies the file, and for physconstraints the identifier string is &amp;quot;PHYSCONSTRAINTS&amp;quot;. For example, here is &amp;quot;veh_car_launch_glass_f_mp&amp;quot; from BO1:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap;&lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
PHYSCONSTRAINTS\c1_type\launch\c1_bone1_name\\c1_bone2_name\\c1_timeout\0\c1_offsetX\0\c1_offsetY\0\c1_offsetZ\0\c1_min_health\-10000\c1_max_health\10000\c1_damp\2\c1_power\2\c1_shakescalex\0.5\c1_shakescaley\0.5\c1_shakescalez\1\c1_min_angle\0\c1_max_angle\0\c1_yaw\0\c1_pitch\45\c1_spin_scale\3\c2_type\none\c2_bone1_name\\c2_bone2_name\\c2_timeout\0\c2_offsetX\0\c2_offsetY\0\c2_offsetZ\0\c2_min_health\-10000\c2_max_health\10000\c2_damp\0\c2_power\0\c2_min_angle\0\c2_max_angle\0\c3_type\none\c3_bone1_name\\c3_bone2_name\\c3_timeout\0\c3_offsetX\0\c3_offsetY\0\c3_offsetZ\0\c3_min_health\-10000\c3_max_health\10000\c3_damp\0\c3_power\0\c3_min_angle\0\c3_max_angle\0\c4_type\none\c4_bone1_name\\c4_bone2_name\\c4_timeout\0\c4_offsetX\0\c4_offsetY\0\c4_offsetZ\0\c4_min_health\-10000\c4_max_health\10000\c4_damp\0\c4_power\0\c4_min_angle\0\c4_max_angle\0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Font_Asset&amp;diff=993</id>
		<title>Font Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Font_Asset&amp;diff=993"/>
		<updated>2015-10-31T07:28:46Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:CoD4]]&lt;br /&gt;
[[Category:MW2]]&lt;br /&gt;
[[Category:MW3]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
[[Category:AW]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
Font assets control what else; the fonts! Every Call of Duty game so far has had a font asset type, and it has changed very little.&lt;br /&gt;
== Infinity Ward Games &amp;amp; World at War &amp;amp; Black Ops 1 ==&lt;br /&gt;
[[File:Gamefonts_ps3.png|90px|thumb|Modern Warfare 2 font image for PS3]]&lt;br /&gt;
Note that S1 (Advanced Warfare) is an extension of IW6, therefore it fits here.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
#pragma pack(push, 2)&lt;br /&gt;
struct Glyph&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 letter;&lt;br /&gt;
  char x0;&lt;br /&gt;
  char y0;&lt;br /&gt;
  char dx;&lt;br /&gt;
  char pixelWidth;&lt;br /&gt;
  char pixelHeight;&lt;br /&gt;
  float s0;&lt;br /&gt;
  float t0;&lt;br /&gt;
  float s1;&lt;br /&gt;
  float t1;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
struct Font_s&lt;br /&gt;
{&lt;br /&gt;
  const char * name;&lt;br /&gt;
  int pixelHeight;&lt;br /&gt;
  int glyphCount;&lt;br /&gt;
  Material * material;&lt;br /&gt;
  Material * glowMaterial;&lt;br /&gt;
  Glyph * glyphs;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Black Ops 2 &amp;amp; 3 ==&lt;br /&gt;
Black Ops 2, and subsequently Black Ops 3, are proving to be the only games that change the font structure so far.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
#pragma pack(push, 2)&lt;br /&gt;
struct Glyph&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 letter;&lt;br /&gt;
  char x0;&lt;br /&gt;
  char y0;&lt;br /&gt;
  char dx;&lt;br /&gt;
  char pixelWidth;&lt;br /&gt;
  char pixelHeight;&lt;br /&gt;
  float s0;&lt;br /&gt;
  float t0;&lt;br /&gt;
  float s1;&lt;br /&gt;
  float t1;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
struct KerningPairs&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 wFirst;&lt;br /&gt;
  unsigned __int16 wSecond;&lt;br /&gt;
  int iKernAmount;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct Font_s&lt;br /&gt;
{&lt;br /&gt;
  const char *fontName;&lt;br /&gt;
  int pixelHeight;&lt;br /&gt;
  int isScalingAllowed;&lt;br /&gt;
  int glyphCount;&lt;br /&gt;
  int kerningPairsCount;&lt;br /&gt;
  Material *material;&lt;br /&gt;
  Material *glowMaterial;&lt;br /&gt;
  Glyph *glyphs;&lt;br /&gt;
  KerningPairs *kerningPairs;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Lightdef_Asset&amp;diff=991</id>
		<title>Lightdef Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Lightdef_Asset&amp;diff=991"/>
		<updated>2015-10-31T07:20:21Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:CoD4]]&lt;br /&gt;
[[Category:MW2]]&lt;br /&gt;
[[Category:MW3]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
The lightdef asset contains information pertaining to individual lights (not global lights). This asset is very simple and hasn&#039;t changed very much from the Call of Duty 4 Alpha to Ghosts.&lt;br /&gt;
== Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Black Ops 1 &amp;amp; 2 &amp;amp; 3 ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct GfxLightImage&lt;br /&gt;
{&lt;br /&gt;
  GfxImage *image;&lt;br /&gt;
  char samplerState;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
struct GfxLightDef&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  GfxLightImage attenuation;&lt;br /&gt;
  int lmapLookupStart;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
lmapLookupStart is a constant value for all lightdefs. Only name and the attenuation change.&lt;br /&gt;
== Modern Warfare 3 &amp;amp; Ghosts &amp;amp; Advanced Warfare ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct GfxLightImage&lt;br /&gt;
{&lt;br /&gt;
  GfxImage *image;&lt;br /&gt;
  char samplerState;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
struct GfxLightDef&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  GfxLightImage attenuation;&lt;br /&gt;
  GfxLightImage cucoloris;&lt;br /&gt;
  int lmapLookupStart;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Source Format ==&lt;br /&gt;
The lightdef source files are essentially extensionless text files located at &amp;quot;raw/lights&amp;quot;. There is 1 char for the samplerState and a null terminated string for the name of the image asset to use. For example, here is the &amp;quot;candle&amp;quot; asset from Call of Duty 4.&lt;br /&gt;
 bfalloff_candle&lt;br /&gt;
Keep in mind that the file does contain a null character on the end that cannot be represented. The &amp;quot;b&amp;quot; is the samplerState.&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Rawfile_Asset&amp;diff=990</id>
		<title>Rawfile Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Rawfile_Asset&amp;diff=990"/>
		<updated>2015-10-31T07:17:53Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:CoD4]]&lt;br /&gt;
[[Category:MW2]]&lt;br /&gt;
[[Category:MW3]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
[[Category:AW]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
&lt;br /&gt;
The rawfile asset is used for a variety of things, usually with an extension identifying the type of rawfile. The rawfile asset itself has changed very little, while the actual rawfiles stored have changed. Keep in mind that Infinity Ward games past Call of Duty 4 compress their rawfiles using the same zlib compression that the FFs used. Keep in mind that every zone ends with a rawfile of the source FFs name that contains any compilation errors for that zone (usually none). &lt;br /&gt;
=== GSC Rawfiles ===&lt;br /&gt;
Call of Duty 4, Modern Warfare 2, and Black Ops 1 stored these script files as just basic rawfiles. After the GSC based mods that were important in the Modern Warfare 2 modding scene on TU6, TU7 removed the GSC processing and stores the precompiled gscs in the executable. Black Ops 1 uses rawfile based script files as well, except with security checks when connecting to other clients. After this, all games began using a script file asset that is very similar to the rawfile, except only used to the precompiled GSC scripts.&lt;br /&gt;
=== Vision Rawfiles ===&lt;br /&gt;
These are used to store global lighting settings that determine how the maps appears. Typically they simply set dvars, however on later CoDs they have additional commands. They are stored as basic text files at &amp;quot;raw/vision/&amp;quot;. For example, here is &amp;quot;vision/mp_shipment.vision&amp;quot; from Modern Warfare 2.&lt;br /&gt;
 r_glow                    &amp;quot;1&amp;quot;&lt;br /&gt;
 r_glowRadius0             &amp;quot;0&amp;quot;&lt;br /&gt;
 r_glowBloomCutoff         &amp;quot;0&amp;quot;&lt;br /&gt;
 r_glowBloomDesaturation   &amp;quot;0&amp;quot;&lt;br /&gt;
 r_glowBloomIntensity0     &amp;quot;0&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 r_filmEnable				&amp;quot;1&amp;quot;&lt;br /&gt;
 r_filmContrast				&amp;quot;0.87104&amp;quot;&lt;br /&gt;
 r_filmBrightness			&amp;quot;0&amp;quot;&lt;br /&gt;
 r_filmDesaturation			&amp;quot;0.352396&amp;quot;&lt;br /&gt;
 r_filmInvert				&amp;quot;0&amp;quot;&lt;br /&gt;
 r_filmLightTint				&amp;quot;1.10838 1.10717 1.15409&amp;quot;&lt;br /&gt;
 r_filmDarkTint				&amp;quot;0.7 0.928125 1&amp;quot;&lt;br /&gt;
=== Shock and Rumble Rawfiles ===&lt;br /&gt;
These files are similar to vision files in that they set temporary dvars. They are often used at similar times. Shock files have a &amp;quot;.shock&amp;quot; extension and are stored as basic text files at &amp;quot;raw/shock/&amp;quot;. They are used for slowing the player down and adding a noise (usually a ringing noise), typically used in radiation exposure and near-death explosions. There are 2 types of rumble files, the primary rumble files (extensionless) and rumble graph files (.rmb extension), both of which are stored as basic text files at &amp;quot;raw/rumble/&amp;quot;. &lt;br /&gt;
=== Miscellaneous Rawfiles ===&lt;br /&gt;
There are several rawfiles that do not fit in any of the above categories. For instance the &amp;quot;video/cin_playlist.txt&amp;quot; contains the bik video playlist for the main multiplayer menu. It contains a number on the first line with the number of videos in the playlist following by the playlist. For example,&lt;br /&gt;
 1&lt;br /&gt;
 cod_intro&lt;br /&gt;
Just about every CoD game contains a &amp;quot;mp/playeranimtypes.txt&amp;quot; which contains an enum for all the animation types, used particularly in the weapon asset. Keep in mind there are many other .txt files and how they are processed varies with what they are used for. Another interesting rawfile in all the CoDs is the &amp;quot;mp/basemaps.arena&amp;quot;. That is used to store the list of maps to be used in the map list menu. Here is a single map definition from the Modern Warfare 2 .arena file.&lt;br /&gt;
 {&lt;br /&gt;
   map		&amp;quot;mp_highrise&amp;quot;&lt;br /&gt;
   longname	&amp;quot;MPUI_HIGHRISE&amp;quot;&lt;br /&gt;
   gametype	&amp;quot;dm war sab sab2 dom sd sd2 hc thc ctf koth&amp;quot;&lt;br /&gt;
   description	&amp;quot;MPUI_DESC_MAP_HIGHRISE&amp;quot;&lt;br /&gt;
   mapimage	&amp;quot;preview_mp_highrise&amp;quot;&lt;br /&gt;
   mapoverlay	&amp;quot;compass_overlay_map_blank&amp;quot;&lt;br /&gt;
   allieschar	&amp;quot;us_army&amp;quot;&lt;br /&gt;
   axischar	&amp;quot;opforce_airborne&amp;quot;&lt;br /&gt;
   environment	&amp;quot;urban&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
== Call of Duty 4 &amp;amp; World at War &amp;amp; Black Ops 1 &amp;amp; 2 &amp;amp; 3 ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
 struct RawFile&lt;br /&gt;
 {&lt;br /&gt;
   const char *name;&lt;br /&gt;
   int len;&lt;br /&gt;
   const char *buffer;&lt;br /&gt;
 };&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
Buffer&#039;s length is len plus one for the null byte at the end.&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts &amp;amp; Advanced Warfare ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
 struct RawFile&lt;br /&gt;
 {&lt;br /&gt;
   const char *name;&lt;br /&gt;
   int compressedLen;&lt;br /&gt;
   int len;&lt;br /&gt;
   const char *buffer;&lt;br /&gt;
 };&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
Modern Warfare 2 rawfiles have the option to be compressed using minimum zlib compression or decompressed. If the rawfile is compressed, then buffer will be compressed data the size of compressed_len. If the rawfile isn&#039;t compressed, then compressed_len will be 0 and the length of buffer will be decompressed_len plus one for the null byte at the end.&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=StringTable_Asset&amp;diff=989</id>
		<title>StringTable Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=StringTable_Asset&amp;diff=989"/>
		<updated>2015-10-31T07:16:20Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:CoD4]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:MW2]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:MW3]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
[[Category:AW]]&lt;br /&gt;
StringTable assets are essentially the CoD engine&#039;s way of storing Excel tables for different types of data for different usages. This asset has existed on every CoD from the earliest Call of Duty 4 Alpha to Advanced Warfare. The number of values is columnCount * rowCount. To get a particular cell index, follow this...&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
desiredEntry = (columnCount * desiredRow) + desiredColumn;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
== Call of Duty 4 &amp;amp; World at War ==&lt;br /&gt;
This StringTable is about as simple as it gets. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct StringTable&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int columnCount;&lt;br /&gt;
  int rowCount;&lt;br /&gt;
  const char **values;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
== Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts &amp;amp; Advanced Warfare ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct StringTableCell&lt;br /&gt;
{&lt;br /&gt;
  const char *string;&lt;br /&gt;
  int hash; &lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct StringTable &lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int columnCount;&lt;br /&gt;
  int rowCount;&lt;br /&gt;
  StringTableCell *strings;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The hash in StringEntry can be generated by this function:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
unsigned int hash(const char* str)&lt;br /&gt;
{&lt;br /&gt;
  unsigned int hash = 0;&lt;br /&gt;
&lt;br /&gt;
  while(*str != 0)&lt;br /&gt;
    hash = tolower( *str++ ) + (31 * hash);&lt;br /&gt;
&lt;br /&gt;
  return hash;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
== Black Ops 1 &amp;amp; 2 &amp;amp; 3 ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct StringTableCell&lt;br /&gt;
{&lt;br /&gt;
  const char *string;&lt;br /&gt;
  int hash;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct StringTable&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int columnCount;&lt;br /&gt;
  int rowCount;&lt;br /&gt;
  StringTableCell *values;&lt;br /&gt;
  __int16 *cellIndex;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The hash in StringEntry can be generated by this function:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
unsigned int hash(const char* str)&lt;br /&gt;
{&lt;br /&gt;
  unsigned int hash = 5381;&lt;br /&gt;
	 &lt;br /&gt;
  while( *str != 0)&lt;br /&gt;
    hash = ((hash &amp;lt;&amp;lt; 5) + hash) + *str++;&lt;br /&gt;
		 &lt;br /&gt;
  return hash;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
== Source Format ==&lt;br /&gt;
StringTables are stored in &amp;quot;raw/&amp;quot; at optional paths as comma-seperated Excel tables, similar to below...&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
entry1,entry2,entry3&lt;br /&gt;
entry4,entry5,entry6&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
For example, take a look at &amp;quot;mp/clantagfeatures.csv&amp;quot; from Black Ops 1.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap;&lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
#Clan Tag Features,,,,,,,,,,,,,,,,&lt;br /&gt;
,,,,,,,,,,,,,,,,&lt;br /&gt;
a0,b1,c2,d3,e4,f5,g6,h7,i8,j9,k10,l11,m12,n13,o14,p15,q16&lt;br /&gt;
#INDX,#name,#unlocklvl,#unlockplvl,#cost,#type,#data,#nframes,#phase,#frame1,#frame2,#frame3,#frame4,#frame5,#frame6,#frame7,#frame8&lt;br /&gt;
0,none,,,,tagcolor,,,,,,,,,,,&lt;br /&gt;
1,red,,13,250,tagcolor,1,,,,,,,,,,&lt;br /&gt;
2,green,,13,250,tagcolor,2,,,,,,,,,,&lt;br /&gt;
3,yellow,,13,250,tagcolor,3,,,,,,,,,,&lt;br /&gt;
4,blue,,13,250,tagcolor,4,,,,,,,,,,&lt;br /&gt;
5,cyan,,13,250,tagcolor,5,,,,,,,,,,&lt;br /&gt;
6,magenta,,13,250,tagcolor,6,,,,,,,,,,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Localize_Asset&amp;diff=988</id>
		<title>Localize Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Localize_Asset&amp;diff=988"/>
		<updated>2015-10-31T07:06:57Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:CoD4]]&lt;br /&gt;
[[Category:MW2]]&lt;br /&gt;
[[Category:MW3]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
[[Category:AW]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
Localize assets are by far the simplest asset to work with. These take the normal concept of localized strings, in that developers can use a simple ID string that will find the localize asset with the appropriately formatted string, so language experts and translators conflict with programmers as little as possible. This asset is so simple, that it hasn&#039;t changed from the leaked Call of Duty 4 Alpha all the way up to Black Ops 3.&lt;br /&gt;
 struct LocalizeEntry&lt;br /&gt;
 {&lt;br /&gt;
   const char *value;&lt;br /&gt;
   const char *name;&lt;br /&gt;
 };&lt;br /&gt;
Where name would be the ID the developer uses, and then value would be the translated string for this version of the game.&lt;br /&gt;
== Source Format ==&lt;br /&gt;
The localized strings are located in &amp;quot;.str&amp;quot; files at the path &amp;quot;raw/english/localizedstrings/&amp;quot;. The &amp;quot;.str&amp;quot; file can have normal C++ notes, and is preceded with the following header.&lt;br /&gt;
 VERSION             &amp;quot;1&amp;quot;&lt;br /&gt;
 CONFIG              &amp;quot;C:\trees\cod3\cod3\bin\StringEd.cfg&amp;quot;&lt;br /&gt;
 FILENOTES           &amp;quot;&amp;quot;&lt;br /&gt;
Each string is then separated into &amp;quot;.str&amp;quot; files by category, with the file name being appended to the localized strings at compilation. Each individual string is stored in a &amp;quot;.str&amp;quot; file like so,&lt;br /&gt;
 REFERENCE           NAME&lt;br /&gt;
 LANG_ENGLISH        &amp;quot;Value&amp;quot;&lt;br /&gt;
Then each language is added like so. Be aware that the value &amp;quot;#same&amp;quot; will copy the text from the english version of the game.&lt;br /&gt;
 LANG_GERMAN         &amp;quot;Wert&amp;quot;&lt;br /&gt;
For example take the following localized string in the &amp;quot;exe.str&amp;quot;,&lt;br /&gt;
 REFERENCE           SERVERISFULL&lt;br /&gt;
 LANG_ENGLISH        &amp;quot;Server is full.&amp;quot;&lt;br /&gt;
Also notes and flags can be applied to individual localized strings, which are skipped by the compiler, like so&lt;br /&gt;
 REFERENCE           SERVERISFULL&lt;br /&gt;
 NOTES               &amp;quot;The string returned when a client tries to join a game that is filled&amp;quot;&lt;br /&gt;
 FLAGS               &amp;quot;0&amp;quot;&lt;br /&gt;
 LANG_ENGLISH        &amp;quot;Server is full.&amp;quot;&lt;br /&gt;
If you compiled this for the english version of the game, it would produce the localized string EXE_SERVERISFULL with the value &amp;quot;Server is full.&amp;quot;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=MapEnts_Asset&amp;diff=987</id>
		<title>MapEnts Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=MapEnts_Asset&amp;diff=987"/>
		<updated>2015-10-31T07:05:35Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:CoD4]]&lt;br /&gt;
[[Category:MW2]]&lt;br /&gt;
[[Category:MW3]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
[[Category:AW]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
The map_ents asset is part of the D3DBSP system used that is produced by Radiant. This is used to define any entities in the map particularly spawn points, helicopter path points, physable entities, and destructible entities. Although the entity string itself is quite easy to understand, some unknown structures have been added on later Call of Duty games.&lt;br /&gt;
== Call of Duty 4 &amp;amp; World at War &amp;amp; Black Ops 1 ==&lt;br /&gt;
This is the simplest map_ents.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct MapEnts&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  char *entityString;&lt;br /&gt;
  int numEntityChars;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The entityString is simply a string that defines different entitys, and it&#039;s length is numEntityChars. This is a simple as it gets.&lt;br /&gt;
== Modern Warfare 2 ==&lt;br /&gt;
Modern Warfare 2 adds some extra data to the end, believed to be buffer data and Stage data.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct unknownInternalMapEnts1&lt;br /&gt;
{&lt;br /&gt;
  int unknownCount1;&lt;br /&gt;
  char * unknownData1;			//size = unknownCount1 &amp;lt;&amp;lt; 3&lt;br /&gt;
  int unknownCount2;&lt;br /&gt;
  char * unknownData2;			//size = unknownCount2 &amp;lt;&amp;lt; 5&lt;br /&gt;
  int unknownCount3;&lt;br /&gt;
  char * unknownData3;			//size = ((unknownCount3 &amp;lt;&amp;lt; 2) + unknownCount3) &amp;lt;&amp;lt; 2&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct Stage&lt;br /&gt;
{&lt;br /&gt;
  char * stageName;&lt;br /&gt;
  float offset[3];&lt;br /&gt;
  int flags;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct MapEnts&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  char *entityString;&lt;br /&gt;
  int numEntityChars;&lt;br /&gt;
       unknownInternalMapEnts1 unknownStruct1;&lt;br /&gt;
  Stage * stages;&lt;br /&gt;
  byte stageCount;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Keep in mind that the unknownInternalMapEnts1 is also used in the addon_map_ents asset, despite one of those never actually having been found.&lt;br /&gt;
== Modern Warfare 3 ==&lt;br /&gt;
Modern Warfare 3 adds even more extra data to the end, believed to be buffer data.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct unknownInternalMapEnts1&lt;br /&gt;
{&lt;br /&gt;
  int unknownCount1;&lt;br /&gt;
  char * unknownData1;			//size = unknownCount1 &amp;lt;&amp;lt; 3&lt;br /&gt;
  int unknownCount2;&lt;br /&gt;
  char * unknownData2;			//size = unknownCount2 &amp;lt;&amp;lt; 5&lt;br /&gt;
  int unknownCount3;&lt;br /&gt;
  char * unknownData3;			//size = ((unknownCount3 &amp;lt;&amp;lt; 2) + unknownCount3) &amp;lt;&amp;lt; 2&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct unknownInternalMapEnts2&lt;br /&gt;
{&lt;br /&gt;
  unknownInternalMapEnts1 unknownStruct1;&lt;br /&gt;
  short unknownCount1;&lt;br /&gt;
  char * unknownData1;			//size = unknownCount1 * 0x1C&lt;br /&gt;
  int unknownCount2;&lt;br /&gt;
  char * unknownData2;			//size = unknownCount2&lt;br /&gt;
  char * unknownData3;			//size = unknownStruct1-&amp;gt;unknownCount1 &amp;lt;&amp;lt; 1&lt;br /&gt;
  char * unknownData4;			//size = unknownStruct1-&amp;gt;unknownCount1&lt;br /&gt;
  char * unknownData5;			//size = ((unknownStruct1-&amp;gt;unknownCount1 &amp;lt;&amp;lt; 1) + unknownStruct1-&amp;gt;unknownCount1) &amp;lt;&amp;lt; 2&lt;br /&gt;
  char * unknownData6;			//size = unknownStruct1-&amp;gt;unknownCount1 &amp;lt;&amp;lt; 2&lt;br /&gt;
  char * unknownData7;			//size = unknownStruct1-&amp;gt;unknownCount1 &amp;lt;&amp;lt; 1&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct MapEnts&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  char *entityString;&lt;br /&gt;
  int numEntityChars;&lt;br /&gt;
       unknownInternalMapEnts1 unknownStruct1;&lt;br /&gt;
       unknownInternalMapEnts2 unknownStruct2;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Keep in mind that the unknownInternalMapEnts1 is also used in the addon_map_ents and col_map_mp (clipMap) assets.&lt;br /&gt;
== Black Ops 2 &amp;amp; 3 ==&lt;br /&gt;
Black Ops 2 adds similar data to Modern Warfare 2 to the end of it&#039;s asset, believed to be buffer data.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct TriggerModel&lt;br /&gt;
{&lt;br /&gt;
  int contents;&lt;br /&gt;
  unsigned __int16 hullCount;&lt;br /&gt;
  unsigned __int16 firstHull;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct TriggerHull&lt;br /&gt;
{&lt;br /&gt;
  Bounds bounds;&lt;br /&gt;
  int contents;&lt;br /&gt;
  unsigned __int16 slabCount;&lt;br /&gt;
  unsigned __int16 firstSlab;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct TriggerSlab&lt;br /&gt;
{&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  float midPoint;&lt;br /&gt;
  float halfSize;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct MapTriggers&lt;br /&gt;
{&lt;br /&gt;
  unsigned int count;&lt;br /&gt;
  TriggerModel *models;&lt;br /&gt;
  unsigned int hullCount;&lt;br /&gt;
  TriggerHull *hulls;&lt;br /&gt;
  unsigned int slabCount;&lt;br /&gt;
  TriggerSlab *slabs;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct MapEnts&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  char *entityString;&lt;br /&gt;
  int numEntityChars;&lt;br /&gt;
  MapTriggers trigger;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
Ghosts provides a fundamental change to the way the map_ents asset works, because while the entityString still exists it goes unused.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct Bounds&lt;br /&gt;
{&lt;br /&gt;
  float midPoint[3];&lt;br /&gt;
  float halfSize[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct TriggerModel&lt;br /&gt;
{&lt;br /&gt;
  int contents;&lt;br /&gt;
  unsigned __int16 hullCount;&lt;br /&gt;
  unsigned __int16 firstHull;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct TriggerHull&lt;br /&gt;
{&lt;br /&gt;
  Bounds bounds;&lt;br /&gt;
  int contents;&lt;br /&gt;
  unsigned __int16 slabCount;&lt;br /&gt;
  unsigned __int16 firstSlab;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct TriggerSlab&lt;br /&gt;
{&lt;br /&gt;
  float dir[3];&lt;br /&gt;
  float midPoint;&lt;br /&gt;
  float halfSize;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct MapTriggers&lt;br /&gt;
{&lt;br /&gt;
  unsigned int count;&lt;br /&gt;
  TriggerModel *models;&lt;br /&gt;
  unsigned int hullCount;&lt;br /&gt;
  TriggerHull *hulls;&lt;br /&gt;
  unsigned int slabCount;&lt;br /&gt;
  TriggerSlab *slabs;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ClientTriggerAabbNode&lt;br /&gt;
{&lt;br /&gt;
  Bounds bounds;&lt;br /&gt;
  unsigned __int16 firstChild;&lt;br /&gt;
  unsigned __int16 childCount;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ClientTriggers&lt;br /&gt;
{&lt;br /&gt;
  MapTriggers trigger;&lt;br /&gt;
  unsigned __int16 numClientTriggerNodes;&lt;br /&gt;
  ClientTriggerAabbNode *clientTriggerAabbTree;&lt;br /&gt;
  unsigned int triggerStringLength;&lt;br /&gt;
  char *triggerString;&lt;br /&gt;
  __int16 *visionSetTriggers;&lt;br /&gt;
  char *triggerType;&lt;br /&gt;
  float (*origins)[3];&lt;br /&gt;
  float *scriptDelay;&lt;br /&gt;
  __int16 *audioTriggers;&lt;br /&gt;
  __int16 *blendLookup;&lt;br /&gt;
  __int16 *npcTriggers;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ClientTriggerBlendNode&lt;br /&gt;
{&lt;br /&gt;
  float pointA[3];&lt;br /&gt;
  float pointB[3];&lt;br /&gt;
  unsigned __int16 triggerA;&lt;br /&gt;
  unsigned __int16 triggerB;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ClientTriggerBlend&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 numClientTriggerBlendNodes;&lt;br /&gt;
  ClientTriggerBlendNode *blendNodes;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SpawnPointEntityRecord&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 index;&lt;br /&gt;
  scr_string_t name;&lt;br /&gt;
  scr_string_t target;&lt;br /&gt;
  scr_string_t script_noteworthy;&lt;br /&gt;
  float origin[3];&lt;br /&gt;
  float angles[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SpawnPointRecordList&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 spawnsCount;&lt;br /&gt;
  SpawnPointEntityRecord *spawns;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SplinePointEntityRecord&lt;br /&gt;
{&lt;br /&gt;
  int splineId;&lt;br /&gt;
  int splineNodeId;&lt;br /&gt;
  char *splineNodeLabel;&lt;br /&gt;
  float splineNodeTension;&lt;br /&gt;
  float origin[3];&lt;br /&gt;
  float corridorDims[2];&lt;br /&gt;
  float tangent[3];&lt;br /&gt;
  float distToNextNode;&lt;br /&gt;
  float (*positionCubic)[3];&lt;br /&gt;
  float (*tangentQuadratic)[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SplinePointRecordList&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 splinePointCount;&lt;br /&gt;
  float splineLength;&lt;br /&gt;
  SplinePointEntityRecord *splinePoints;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SplineRecordList&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 splineCount;&lt;br /&gt;
  SplinePointRecordList *splines;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct MapEnts&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  char *entityString;&lt;br /&gt;
  int numEntityChars;&lt;br /&gt;
  MapTriggers trigger;&lt;br /&gt;
  ClientTriggers clientTrigger;&lt;br /&gt;
  ClientTriggerBlend clientTriggerBlend;&lt;br /&gt;
  SpawnPointRecordList spawnList;&lt;br /&gt;
  SplineRecordList splineList;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced Warfare ==&lt;br /&gt;
Advanced Warfare provides a fundamental change to the way the map_ents asset works, because while the entityString still exists it goes unused.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct unknownInternalMapEnts1&lt;br /&gt;
{&lt;br /&gt;
  int unknownCount1;&lt;br /&gt;
  char * unknownData1;			//size = unknownCount1 &amp;lt;&amp;lt; 3&lt;br /&gt;
  int unknownCount2;&lt;br /&gt;
  char * unknownData2;			//size = unknownCount2 &amp;lt;&amp;lt; 5&lt;br /&gt;
  int unknownCount3;&lt;br /&gt;
  char * unknownData3;			//size = (unknownCount3 &amp;lt;&amp;lt; 4) + (unknownCount3 &amp;lt;&amp;lt; 2)&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct unknownInternalMapEnts2&lt;br /&gt;
{&lt;br /&gt;
  unknownInternalMapEnts1 unknownStruct1;&lt;br /&gt;
  short unknownCount1;&lt;br /&gt;
  char * unknownData1;			//size = unknownCount1 * 0x1C&lt;br /&gt;
  int unknownCount2;&lt;br /&gt;
  char * unknownData2;			//size = unknownCount2&lt;br /&gt;
  char * unknownData3;			//size = unknownStruct1-&amp;gt;unknownCount1 &amp;lt;&amp;lt; 1&lt;br /&gt;
  char * unknownData4;			//size = unknownStruct1-&amp;gt;unknownCount1 &amp;lt;&amp;lt; 1&lt;br /&gt;
  char * unknownData5;			//size = unknownStruct1-&amp;gt;unknownCount1 &amp;lt;&amp;lt; 1&lt;br /&gt;
  char * unknownData6;			//size = unknownStruct1-&amp;gt;unknownCount1 &amp;lt;&amp;lt; 1&lt;br /&gt;
  char * unknownData7;			//size = ((unknownStruct1-&amp;gt;unknownCount1 + unknownStruct1-&amp;gt;unknownCount1) + unknownStruct1-&amp;gt;unknownCount1) &amp;lt;&amp;lt; 2&lt;br /&gt;
  char * unknownData8;			//size = unknownStruct1-&amp;gt;unknownCount1 &amp;lt;&amp;lt; 2&lt;br /&gt;
  char * unknownData9;			//size = unknownStruct1-&amp;gt;unknownCount1 &amp;lt;&amp;lt; 1&lt;br /&gt;
  char * unknownData10;			//size = unknownStruct1-&amp;gt;unknownCount1 &amp;lt;&amp;lt; 1&lt;br /&gt;
  char * unknownData11;			//size = unknownStruct1-&amp;gt;unknownCount1 &amp;lt;&amp;lt; 1&lt;br /&gt;
  char * unknownData12;			//size = unknownStruct1-&amp;gt;unknownCount1 &amp;lt;&amp;lt; 1&lt;br /&gt;
  char * unknownData13;			//size = unknownStruct1-&amp;gt;unknownCount1 &amp;lt;&amp;lt; 1&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct unknownInternalMapEnts3&lt;br /&gt;
{&lt;br /&gt;
  short unknownCount;&lt;br /&gt;
  char * unknownData;			//size = unknownCount * 0x1C&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct unknownInternalMapEnts4Internal1&lt;br /&gt;
{&lt;br /&gt;
  short unknown1;&lt;br /&gt;
  ScriptString unknownScriptString1;&lt;br /&gt;
  ScriptString unknownScriptString2;&lt;br /&gt;
  ScriptString unknownScriptString3;&lt;br /&gt;
  ScriptString unknownScriptString4;&lt;br /&gt;
  char unknown2[0x12];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct unknownInternalMapEnts4&lt;br /&gt;
{&lt;br /&gt;
  short unknownCount;&lt;br /&gt;
  unknownInternalMapEnts4Internal1 * unknownStruct;			//Count = unknownCount&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct unknownInternalMapEnts5Internal1Internal1&lt;br /&gt;
{&lt;br /&gt;
  char unknown1[8];&lt;br /&gt;
  char (*unknown2)[0x40];&lt;br /&gt;
  char unknown3[0x28];&lt;br /&gt;
  char (*unknown4)[0x30];&lt;br /&gt;
  char (*unknown5)[0x24];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct unknownInternalMapEnts5Internal1&lt;br /&gt;
{&lt;br /&gt;
  short unknownCount;&lt;br /&gt;
  int unknown;&lt;br /&gt;
  unknownInternalMapEnts5Internal1Internal1 * unknownStruct;			//Count = unknownCount&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct unknownInternalMapEnts5&lt;br /&gt;
{&lt;br /&gt;
  short unknownCount;&lt;br /&gt;
  unknownInternalMapEnts5Internal1 * unknownStruct;			//Count = unknownCount&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct MapEnts&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  char *entityString;&lt;br /&gt;
  int numEntityChars;&lt;br /&gt;
       unknownInternalMapEnts1 unknownStruct1;&lt;br /&gt;
       unknownInternalMapEnts2 unknownStruct2;&lt;br /&gt;
       unknownInternalMapEnts3 unknownStruct3;&lt;br /&gt;
       unknownInternalMapEnts4 unknownStruct4;&lt;br /&gt;
       unknownInternalMapEnts5 unknownStruct5;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Source Format ==&lt;br /&gt;
The source format must work in tandem with the other D3DBSP assets. Currently the used the source format is simply a text file with the entityString located at &amp;quot;raw/maps/(MAPNAME).d3dbsp&amp;quot; for SP maps and at &amp;quot;raw/maps/mp/(MAPNAME).d3dbsp&amp;quot; for MP maps.&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=ZBarrier_Asset&amp;diff=986</id>
		<title>ZBarrier Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=ZBarrier_Asset&amp;diff=986"/>
		<updated>2015-10-31T06:58:31Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
The zbarrier asset is a new asset to Black Ops 2 and reappeared in Black Ops 3. It is used to store information on the zombie barriers used to block windows and such in Zombie mode. Zbarrier assets are used by the mapents as a base for barriers around the map.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct ZBarrierBoard&lt;br /&gt;
{&lt;br /&gt;
  XModel *pBoardModel;&lt;br /&gt;
  XModel *pAlternateBoardModel;&lt;br /&gt;
  XModel *pUpgradedBoardModel;&lt;br /&gt;
  const char *pTearAnim;&lt;br /&gt;
  const char *pBoardAnim;&lt;br /&gt;
  FxEffectDef * repairEffect[2];&lt;br /&gt;
  vec3_t repairEffectOffset[2];&lt;br /&gt;
  unsigned int boardRepairSound;&lt;br /&gt;
  unsigned int boardRepairHoverSound;&lt;br /&gt;
  unsigned int pauseAndRepeatRepairSound;&lt;br /&gt;
  float pauseBetweenRepSoundsMin;&lt;br /&gt;
  float pauseBetweenRepSoundsMax;&lt;br /&gt;
  ScriptString zombieBoardTearStateName;&lt;br /&gt;
  ScriptString zombieBoardTearSubStateName;&lt;br /&gt;
  unsigned int numRepsToPullProBoard;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ZBarrierDef&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  unsigned int generalRepairSound[2];&lt;br /&gt;
  unsigned int upgradedGeneralRepairSound[2];&lt;br /&gt;
  unsigned int useDelayBetweenGeneralRepSounds;&lt;br /&gt;
  float delayBetweenGeneralRepSounds;&lt;br /&gt;
  unsigned int earthquakeOnRepair;&lt;br /&gt;
  float earthquakeMinScale;&lt;br /&gt;
  float earthquakeMaxScale;&lt;br /&gt;
  float earthquakeMinDuration;&lt;br /&gt;
  float earthquakeMaxDuration;&lt;br /&gt;
  float earthquakeRadius;&lt;br /&gt;
  int numBoardsInBarrier;&lt;br /&gt;
  unsigned int autoHideOpenPieces;&lt;br /&gt;
  unsigned int taunts;&lt;br /&gt;
  unsigned int reachThroughAttacks;&lt;br /&gt;
  ScriptString zombieTauntAnimState;&lt;br /&gt;
  ScriptString zombieReachThroughAnimState;&lt;br /&gt;
  int numAttackSlots;&lt;br /&gt;
  float attackSpotHorzOffset;&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
  XModel * collisionModel;&lt;br /&gt;
#endif&lt;br /&gt;
  ZBarrierBoard boards[6];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
== Source Format ==&lt;br /&gt;
The source format for zbarriers is currently unknown, however there are 2 suspects. Either way, the most likely path for zbarriers is at &amp;quot;raw/zbarrier/&amp;quot;. The first format is similar to other assets by using a raw text files with no extension, with each setting name and value separated by a back-slash. The first setting identifies the file, and for zbarrier the identifier string is most likely &amp;quot;BARRIER&amp;quot;. The other possible format is a format similar to the one found in the mapents asset.&lt;br /&gt;
 {&lt;br /&gt;
 &amp;quot;type&amp;quot; &amp;quot;zmcore_BasicWoodBarrier_hide_pieces&amp;quot;&lt;br /&gt;
 &amp;quot;barrieranimtime&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;showalternatemodel&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;showupgradedmodel&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;zbarriernumboards&amp;quot; &amp;quot;6&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardmodel1&amp;quot; &amp;quot;p6_anim_zm_barricade_board_01&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierupgradedboardmodel1&amp;quot; &amp;quot;p6_anim_zm_barricade_board_01_upgrade&amp;quot;&lt;br /&gt;
 &amp;quot;zbarriertearanim1&amp;quot; &amp;quot;o_zombie_board_1_pull&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardanim1&amp;quot; &amp;quot;o_zombie_board_1_repair&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardmodel2&amp;quot; &amp;quot;p6_anim_zm_barricade_board_02&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierupgradedboardmodel2&amp;quot; &amp;quot;p6_anim_zm_barricade_board_02_upgrade&amp;quot;&lt;br /&gt;
 &amp;quot;zbarriertearanim2&amp;quot; &amp;quot;o_zombie_board_2_pull&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardanim2&amp;quot; &amp;quot;o_zombie_board_2_repair&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardmodel3&amp;quot; &amp;quot;p6_anim_zm_barricade_board_03&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierupgradedboardmodel3&amp;quot; &amp;quot;p6_anim_zm_barricade_board_03_upgrade&amp;quot;&lt;br /&gt;
 &amp;quot;zbarriertearanim3&amp;quot; &amp;quot;o_zombie_board_3_pull&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardanim3&amp;quot; &amp;quot;o_zombie_board_3_repair&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardmodel4&amp;quot; &amp;quot;p6_anim_zm_barricade_board_04&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierupgradedboardmodel4&amp;quot; &amp;quot;p6_anim_zm_barricade_board_04_upgrade&amp;quot;&lt;br /&gt;
 &amp;quot;zbarriertearanim4&amp;quot; &amp;quot;o_zombie_board_4_pull&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardanim4&amp;quot; &amp;quot;o_zombie_board_4_repair&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardmodel5&amp;quot; &amp;quot;p6_anim_zm_barricade_board_05&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierupgradedboardmodel5&amp;quot; &amp;quot;p6_anim_zm_barricade_board_05_upgrade&amp;quot;&lt;br /&gt;
 &amp;quot;zbarriertearanim5&amp;quot; &amp;quot;o_zombie_board_5_pull&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardanim5&amp;quot; &amp;quot;o_zombie_board_5_repair&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardmodel6&amp;quot; &amp;quot;p6_anim_zm_barricade_board_06&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierupgradedboardmodel6&amp;quot; &amp;quot;p6_anim_zm_barricade_board_06_upgrade&amp;quot;&lt;br /&gt;
 &amp;quot;zbarriertearanim6&amp;quot; &amp;quot;o_zombie_board_6_pull&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardanim6&amp;quot; &amp;quot;o_zombie_board_6_repair&amp;quot;&lt;br /&gt;
 &amp;quot;classname&amp;quot; &amp;quot;zbarrier_zmcore_BasicWoodBarrier_hide_pieces&amp;quot;&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=ZBarrier_Asset&amp;diff=985</id>
		<title>ZBarrier Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=ZBarrier_Asset&amp;diff=985"/>
		<updated>2015-10-31T06:56:17Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
The zbarrier asset is a new asset to Black Ops 2 and reappeared in Black Ops 3. It is used to store information on the zombie barriers used to block windows and such in Zombie mode. Zbarrier assets are used by the mapents as a base for barriers around the map.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct ZBarrierBoard&lt;br /&gt;
{&lt;br /&gt;
  XModel *pBoardModel;&lt;br /&gt;
  XModel *pAlternateBoardModel;&lt;br /&gt;
  XModel *pUpgradedBoardModel;&lt;br /&gt;
  const char *pTearAnim;&lt;br /&gt;
  const char *pBoardAnim;&lt;br /&gt;
  FxEffectDef * repairEffect[2];&lt;br /&gt;
  vec3_t repairEffectOffset[2];&lt;br /&gt;
  unsigned int boardRepairSound;&lt;br /&gt;
  unsigned int boardRepairHoverSound;&lt;br /&gt;
  unsigned int pauseAndRepeatRepairSound;&lt;br /&gt;
  float pauseBetweenRepSoundsMin;&lt;br /&gt;
  float pauseBetweenRepSoundsMax;&lt;br /&gt;
  ScriptString zombieBoardTearStateName;&lt;br /&gt;
  ScriptString zombieBoardTearSubStateName;&lt;br /&gt;
  unsigned int numRepsToPullProBoard;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ZBarrierDef&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  unsigned int generalRepairSound[2];&lt;br /&gt;
  unsigned int upgradedGeneralRepairSound[2];&lt;br /&gt;
  unsigned int useDelayBetweenGeneralRepSounds;&lt;br /&gt;
  float delayBetweenGeneralRepSounds;&lt;br /&gt;
  unsigned int earthquakeOnRepair;&lt;br /&gt;
  float earthquakeMinScale;&lt;br /&gt;
  float earthquakeMaxScale;&lt;br /&gt;
  float earthquakeMinDuration;&lt;br /&gt;
  float earthquakeMaxDuration;&lt;br /&gt;
  float earthquakeRadius;&lt;br /&gt;
  int numBoardsInBarrier;&lt;br /&gt;
  unsigned int autoHideOpenPieces;&lt;br /&gt;
  unsigned int taunts;&lt;br /&gt;
  unsigned int reachThroughAttacks;&lt;br /&gt;
  ScriptString zombieTauntAnimState;&lt;br /&gt;
  ScriptString zombieReachThroughAnimState;&lt;br /&gt;
  int numAttackSlots;&lt;br /&gt;
  float attackSpotHorzOffset;&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
       XModel * unkXModelPtr;&lt;br /&gt;
#endif&lt;br /&gt;
  ZBarrierBoard boards[6];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
== Source Format ==&lt;br /&gt;
The source format for zbarriers is currently unknown, however there are 2 suspects. Either way, the most likely path for zbarriers is at &amp;quot;raw/zbarrier/&amp;quot;. The first format is similar to other assets by using a raw text files with no extension, with each setting name and value separated by a back-slash. The first setting identifies the file, and for zbarrier the identifier string is most likely &amp;quot;BARRIER&amp;quot;. The other possible format is a format similar to the one found in the mapents asset.&lt;br /&gt;
 {&lt;br /&gt;
 &amp;quot;type&amp;quot; &amp;quot;zmcore_BasicWoodBarrier_hide_pieces&amp;quot;&lt;br /&gt;
 &amp;quot;barrieranimtime&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;showalternatemodel&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;showupgradedmodel&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
 &amp;quot;zbarriernumboards&amp;quot; &amp;quot;6&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardmodel1&amp;quot; &amp;quot;p6_anim_zm_barricade_board_01&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierupgradedboardmodel1&amp;quot; &amp;quot;p6_anim_zm_barricade_board_01_upgrade&amp;quot;&lt;br /&gt;
 &amp;quot;zbarriertearanim1&amp;quot; &amp;quot;o_zombie_board_1_pull&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardanim1&amp;quot; &amp;quot;o_zombie_board_1_repair&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardmodel2&amp;quot; &amp;quot;p6_anim_zm_barricade_board_02&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierupgradedboardmodel2&amp;quot; &amp;quot;p6_anim_zm_barricade_board_02_upgrade&amp;quot;&lt;br /&gt;
 &amp;quot;zbarriertearanim2&amp;quot; &amp;quot;o_zombie_board_2_pull&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardanim2&amp;quot; &amp;quot;o_zombie_board_2_repair&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardmodel3&amp;quot; &amp;quot;p6_anim_zm_barricade_board_03&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierupgradedboardmodel3&amp;quot; &amp;quot;p6_anim_zm_barricade_board_03_upgrade&amp;quot;&lt;br /&gt;
 &amp;quot;zbarriertearanim3&amp;quot; &amp;quot;o_zombie_board_3_pull&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardanim3&amp;quot; &amp;quot;o_zombie_board_3_repair&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardmodel4&amp;quot; &amp;quot;p6_anim_zm_barricade_board_04&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierupgradedboardmodel4&amp;quot; &amp;quot;p6_anim_zm_barricade_board_04_upgrade&amp;quot;&lt;br /&gt;
 &amp;quot;zbarriertearanim4&amp;quot; &amp;quot;o_zombie_board_4_pull&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardanim4&amp;quot; &amp;quot;o_zombie_board_4_repair&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardmodel5&amp;quot; &amp;quot;p6_anim_zm_barricade_board_05&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierupgradedboardmodel5&amp;quot; &amp;quot;p6_anim_zm_barricade_board_05_upgrade&amp;quot;&lt;br /&gt;
 &amp;quot;zbarriertearanim5&amp;quot; &amp;quot;o_zombie_board_5_pull&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardanim5&amp;quot; &amp;quot;o_zombie_board_5_repair&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardmodel6&amp;quot; &amp;quot;p6_anim_zm_barricade_board_06&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierupgradedboardmodel6&amp;quot; &amp;quot;p6_anim_zm_barricade_board_06_upgrade&amp;quot;&lt;br /&gt;
 &amp;quot;zbarriertearanim6&amp;quot; &amp;quot;o_zombie_board_6_pull&amp;quot;&lt;br /&gt;
 &amp;quot;zbarrierboardanim6&amp;quot; &amp;quot;o_zombie_board_6_repair&amp;quot;&lt;br /&gt;
 &amp;quot;classname&amp;quot; &amp;quot;zbarrier_zmcore_BasicWoodBarrier_hide_pieces&amp;quot;&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Image_Asset&amp;diff=980</id>
		<title>Image Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Image_Asset&amp;diff=980"/>
		<updated>2015-10-26T06:50:43Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: /* Black Ops 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:CoD4]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:MW2]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:MW3]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
[[Category:AW]]&lt;br /&gt;
== Call of Duty 4 &amp;amp; World at War ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
union GfxTexture&lt;br /&gt;
{&lt;br /&gt;
	D3DBaseTexture *basemap;&lt;br /&gt;
	D3DTexture *map;&lt;br /&gt;
	D3DVolumeTexture *volmap;	// if GfxImageLoadDef::flags &amp;amp; 8&lt;br /&gt;
	D3DCubeTexture *cubemap;	// if GfxImageLoadDef::flags &amp;amp; 4&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxImageLoadDef&lt;br /&gt;
{&lt;br /&gt;
	char levelCount;&lt;br /&gt;
	char flags;&lt;br /&gt;
	short dimensions[3];&lt;br /&gt;
	_D3DFormat format;&lt;br /&gt;
	GfxTexture texture;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxTextureLoad&lt;br /&gt;
{&lt;br /&gt;
	GfxImageLoadDef *loadDef;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxImage&lt;br /&gt;
{&lt;br /&gt;
	MapType mapType;&lt;br /&gt;
#ifdef PS3&lt;br /&gt;
	CellGcmTexture texture;	// size = 0x18&lt;br /&gt;
#elif defined XBOX&lt;br /&gt;
	GfxTextureLoad texture;&lt;br /&gt;
#endif&lt;br /&gt;
	CardMemory cardMemory;&lt;br /&gt;
	int size;&lt;br /&gt;
	unsigned short width;&lt;br /&gt;
	unsigned short height;&lt;br /&gt;
	unsigned short depth;&lt;br /&gt;
	char category;&lt;br /&gt;
	bool streaming;&lt;br /&gt;
	char *data;&lt;br /&gt;
#ifdef XBOX360&lt;br /&gt;
	char unknown[8];&lt;br /&gt;
#endif&lt;br /&gt;
	const char *name;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
NOTE: In the zone file, if the streaming is set as true, then data is loaded at the end of the zone file.&lt;br /&gt;
== Black Ops ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
union GfxTexture&lt;br /&gt;
{&lt;br /&gt;
	char *data;&lt;br /&gt;
	struct&lt;br /&gt;
	{&lt;br /&gt;
		char unknown[0x3C];&lt;br /&gt;
	};&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxImage&lt;br /&gt;
{&lt;br /&gt;
#ifdef PS3&lt;br /&gt;
	CellGcmTexture texture; // size = 0x18&lt;br /&gt;
#endif&lt;br /&gt;
	char unknown1;&lt;br /&gt;
	char unknown2;&lt;br /&gt;
	char unknown3;&lt;br /&gt;
	char unknown4;&lt;br /&gt;
	int size;&lt;br /&gt;
	unsigned short height;&lt;br /&gt;
	unsigned short width;&lt;br /&gt;
	unsigned short depth;&lt;br /&gt;
	char unknown[6];&lt;br /&gt;
	GfxTexture textureDef;&lt;br /&gt;
	const char *name;&lt;br /&gt;
	int hash;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
== Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts &amp;amp; Advanced Warfare ==&lt;br /&gt;
On Xbox 360 in the GfxTexture, the Common is either 0x03000000 or simply 3. A Common value of 0x03000000 implies that an endian swap (8IN32) needs to be performed on the entire GfxTexture. A value of 3 is the correct value.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct CardMemory&lt;br /&gt;
{&lt;br /&gt;
  int platform[1];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union GfxTexture&lt;br /&gt;
{&lt;br /&gt;
#ifdef _XBOX //size = 0x34&lt;br /&gt;
  D3DBaseTexture basemap;&lt;br /&gt;
  D3DTexture map;&lt;br /&gt;
  D3DVolumeTexture volmap;&lt;br /&gt;
  D3DCubeTexture cubemap;&lt;br /&gt;
#elif defined(PS3) //size = 0x18&lt;br /&gt;
	CellGcmTexture texture;	// size = 0x18&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxImage&lt;br /&gt;
{&lt;br /&gt;
  GfxTexture texture;&lt;br /&gt;
#ifdef _XBOX&lt;br /&gt;
  	char unknown[4];&lt;br /&gt;
#endif&lt;br /&gt;
  char mapType;&lt;br /&gt;
  char semantic;&lt;br /&gt;
  char category;&lt;br /&gt;
  char flags;&lt;br /&gt;
  CardMemory cardMemory;&lt;br /&gt;
  unsigned __int16 width;&lt;br /&gt;
  unsigned __int16 height;&lt;br /&gt;
  unsigned __int16 depth;&lt;br /&gt;
	char mipmap;&lt;br /&gt;
  bool streaming;&lt;br /&gt;
  char *pixels;&lt;br /&gt;
	char unknownData[0x20];&lt;br /&gt;
  const char *name;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
NOTE: In the zone file, if streaming is set as true, then data will be found in [[:Modern Warfare PAK Files|PAK files]].&lt;br /&gt;
&lt;br /&gt;
== Black Ops 2 ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct GfxImage&lt;br /&gt;
{&lt;br /&gt;
#ifdef PS3&lt;br /&gt;
	char unknown1[6];&lt;br /&gt;
	CellGcmTexture texture;	// modified, missing 10 bytes, size = 0xE&lt;br /&gt;
#elif defined (_XBOX)&lt;br /&gt;
	D3DBaseTexture basemap;//size = 0x34&lt;br /&gt;
#endif&lt;br /&gt;
  char mapType;&lt;br /&gt;
	char unknown3;&lt;br /&gt;
	char unknown4;&lt;br /&gt;
	char unknown5;&lt;br /&gt;
	int size;&lt;br /&gt;
  unsigned __int16 width;&lt;br /&gt;
  unsigned __int16 height;&lt;br /&gt;
  unsigned __int16 depth;&lt;br /&gt;
  char levelCount;&lt;br /&gt;
  char streaming;&lt;br /&gt;
  unsigned int baseSize;&lt;br /&gt;
  char *pixels;&lt;br /&gt;
	char unknownData2[0x7C];&lt;br /&gt;
  char streamedPartCount;&lt;br /&gt;
  const char *name;&lt;br /&gt;
  unsigned int hash;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=PhysPreset_Asset&amp;diff=948</id>
		<title>PhysPreset Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=PhysPreset_Asset&amp;diff=948"/>
		<updated>2015-09-01T22:43:42Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:CoD4]]&lt;br /&gt;
[[Category:MW2]]&lt;br /&gt;
[[Category:MW3]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
[[Category:AW]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
The PhysPreset asset controls the settings on dynamic objects. Any environmental object that moves from a gunshot or explosion has a physpreset to handle the force. The physpreset has existed in every CoD from the earliest Call of Duty 4 Alpha all the way to Ghosts, and it has changed very little. &lt;br /&gt;
== Call of Duty 4 &amp;amp; Modern Warfare 2 ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct PhysPreset&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int type;&lt;br /&gt;
  float mass;&lt;br /&gt;
  float bounce;&lt;br /&gt;
  float friction;&lt;br /&gt;
  float bulletForceScale;&lt;br /&gt;
  float explosiveForceScale;&lt;br /&gt;
  const char *sndAliasPrefix;&lt;br /&gt;
  float piecesSpreadFraction;&lt;br /&gt;
  float piecesUpwardVelocity;&lt;br /&gt;
  bool tempDefaultToCylinder;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Type ===&lt;br /&gt;
The type has never been identified. Changing it appears to alter nothing, and there are no instances of it being used.&lt;br /&gt;
== World at War ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct PhysPreset&lt;br /&gt;
{	&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int type;&lt;br /&gt;
  float mass;&lt;br /&gt;
  float bounce;&lt;br /&gt;
  float friction;&lt;br /&gt;
  float bulletForceScale;	&lt;br /&gt;
  float explosiveForceScale;	&lt;br /&gt;
  const char *sndAliasPrefix;	&lt;br /&gt;
  float piecesSpreadFraction;	&lt;br /&gt;
  float piecesUpwardVelocity;	&lt;br /&gt;
  int bCanFloat;	&lt;br /&gt;
  float gravityScale;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
== Black Ops 1 &amp;amp; 2 &amp;amp; 3 ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct PhysPreset&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int flags;&lt;br /&gt;
  float mass;&lt;br /&gt;
  float bounce;&lt;br /&gt;
  float friction;&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
  float damping_linear;&lt;br /&gt;
  float damping_angular;&lt;br /&gt;
#endif&lt;br /&gt;
  float bulletForceScale;&lt;br /&gt;
  float explosiveForceScale;&lt;br /&gt;
  const char *sndAliasPrefix;&lt;br /&gt;
#ifndef BO3&lt;br /&gt;
  float piecesSpreadFraction;&lt;br /&gt;
  float piecesUpwardVelocity;&lt;br /&gt;
#endif&lt;br /&gt;
  int canFloat;&lt;br /&gt;
  float gravityScale;&lt;br /&gt;
  vec3_t centerOfMassOffset;&lt;br /&gt;
  vec3_t buoyancyBoxMin;&lt;br /&gt;
  vec3_t buoyancyBoxMax;&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
  FxEffectDef * trailFX;&lt;br /&gt;
  FxImpactTable * impactsFXTable;&lt;br /&gt;
  SoundsImpactTable * impactsSoundsTable;&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 3 ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct PhysPreset&lt;br /&gt;
{	&lt;br /&gt;
  const char *name;	&lt;br /&gt;
  int type;	&lt;br /&gt;
  float mass;&lt;br /&gt;
  float bounce;&lt;br /&gt;
  float friction;	&lt;br /&gt;
  float bulletForceScale;	&lt;br /&gt;
  float explosiveForceScale;	&lt;br /&gt;
  const char *sndAliasPrefix;	&lt;br /&gt;
  float piecesSpreadFraction;	&lt;br /&gt;
  float piecesUpwardVelocity;&lt;br /&gt;
  int unknowns[7];&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
enum PhysPresetScaling&lt;br /&gt;
{&lt;br /&gt;
  PHYSPRESET_SCALING_LINEAR = 0x0,&lt;br /&gt;
  PHYSPRESET_SCALING_QUADRATIC = 0x1,&lt;br /&gt;
  PHYSPRESET_SCALING_COUNT = 0x2,&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct __declspec(align(8)) PhysPreset&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int type;&lt;br /&gt;
  float mass;&lt;br /&gt;
  float bounce;&lt;br /&gt;
  float friction;&lt;br /&gt;
  float bulletForceScale;&lt;br /&gt;
  float explosiveForceScale;&lt;br /&gt;
  const char *sndAliasPrefix;&lt;br /&gt;
  float piecesSpreadFraction;&lt;br /&gt;
  float piecesUpwardVelocity;&lt;br /&gt;
  float minMomentum;&lt;br /&gt;
  float maxMomentum;&lt;br /&gt;
  float minVolume;&lt;br /&gt;
  float maxVolume;&lt;br /&gt;
  float minPitch;&lt;br /&gt;
  float maxPitch;&lt;br /&gt;
  PhysPresetScaling volumeType;&lt;br /&gt;
  PhysPresetScaling pitchType;&lt;br /&gt;
  bool tempDefaultToCylinder;&lt;br /&gt;
  bool perSurfaceSndAlias;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced Warfare ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct PhysPreset&lt;br /&gt;
{	&lt;br /&gt;
  const char *name;	&lt;br /&gt;
  int type;	&lt;br /&gt;
  float mass;&lt;br /&gt;
  float bounce;&lt;br /&gt;
  float friction;	&lt;br /&gt;
  float bulletForceScale;	&lt;br /&gt;
  float explosiveForceScale;&lt;br /&gt;
  char unknown[4];&lt;br /&gt;
  const char *sndAliasPrefix;	&lt;br /&gt;
  float piecesSpreadFraction;	&lt;br /&gt;
  float piecesUpwardVelocity;&lt;br /&gt;
  int unknowns[9];&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Source Format ==&lt;br /&gt;
The physpreset source files are raw text files with no extension, located at &amp;quot;raw/physic/&amp;quot;. They use the same format as many other assets, with each setting name and value separated by a back-slash. The first setting identifies the file, and for physpreset the identifier string is &amp;quot;PHYSIC&amp;quot;. PhysPresets are unique because they&#039;re the only asset found so far with a setting in the source that doesn&#039;t have a setting in the asset. The physpreset source files include an extra setting, &amp;quot;isFrictionInfinity&amp;quot;, a bool (At least on IW games, on Treyarch games it has been added). If it is 1, then the source file&#039;s friction will say it is 0.5, but once compiled the actual friction will be 340282346638528860000000000000000000000. For example, here is the CoD4 source for &amp;quot;brick&amp;quot; found at &amp;quot;raw/physic/brick&amp;quot;.&lt;br /&gt;
 PHYSIC\sndAliasPrefix\physics_brick\mass\5\friction\0.5\isFrictionInfinity\0\bounce\0.3\bulletForceScale\0.6\explosiveForceScale\0.12\piecesSpreadFraction\0\piecesUpwardVelocity\0\tempDefaultToCylinder\0&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:Assets&amp;diff=947</id>
		<title>Category:Assets</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:Assets&amp;diff=947"/>
		<updated>2015-09-01T22:41:26Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: /* Asset Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Any pages containing information on game assets will be linked here. This page will also contain information pertaining to any asset on any CoD. &lt;br /&gt;
&lt;br /&gt;
== Pool Structure ==&lt;br /&gt;
Once the assets are loaded from the [[:Category:FastFiles|FastFile and Zones]], they are stored in memory in pools.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
template&amp;lt;typename T&amp;gt; union XAssetPoolEntry&lt;br /&gt;
{&lt;br /&gt;
  T entry;&lt;br /&gt;
  T * next;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
template&amp;lt;typename T, int count&amp;gt; struct XAssetPool&lt;br /&gt;
{&lt;br /&gt;
  T * freeHead;&lt;br /&gt;
  XAssetPoolEntry&amp;lt;T&amp;gt; entries[count];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The pool counts are stored in an int[] in the executable called g_poolSizes. The freeHead is a pointer to the first unused asset in the pool. The next pointer is only used if the current asset is an unused asset, in which case it points to the next asset in ithe pool. Keep in mind that assets that only have a count of 1 are not going to be in a pool.&lt;br /&gt;
== Asset Types ==&lt;br /&gt;
=== 007 Quantum of Solace ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|physpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|physconstraints&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x280&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x65A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x988&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x4D8&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x76C&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x2710&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|col_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0E&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|lightdef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|font&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|menufile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|menu&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|localize&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x154&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|rawfile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|stringtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0xA&lt;br /&gt;
|-&lt;br /&gt;
|xmltree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|scene_animation&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|cutscene&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|custom_camera&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Call of Duty 4 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(CoD4)|xmodel]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Call of Duty 4|loaded_sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x4B0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_sp]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_mp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Multiplayer|game_map_mp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (CoD4)|gfx_map]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (CoD4)|menu]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (CoD4)|weapon]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (CoD4)|fx]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Call_of_Duty_4|impactfx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|}&lt;br /&gt;
=== World at War ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#World_at_War|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#World at War|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#World at War|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (WaW)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (WaW)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2096&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (WaW)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#World_at_War|snddriverglobals]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (WaW)|fx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#World_at_War|impactfx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
=== Modern Warfare 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_2|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1FA0&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0xE00&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x546&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Single_Player|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Multiplayer|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW2)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (MW2)|fx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(MW2)|vehicle]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 1 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x13EC&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO1)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO1)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x3CA&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO1)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_1|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO1)|fx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_1|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 1|texturelist]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_1|emblemset]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modern Warfare 3 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Modern_Warfare_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_3|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1260&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x514&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x672&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW3)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Modern_Warfare_3|aipaths]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW3)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (MW3)|attachment]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW3)|weapon]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (MW3)|vehicle]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1450&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(BO2)|xmodel]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1300&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_2|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1440&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops 2|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO2)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:FontIcon Asset|fonticon]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x3800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (BO2)|attachment]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AttachmentUnique Asset|attachmentunique]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:WeaponCamo Asset|weaponcamo]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_2|snddriverglobals]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO2)|fx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_2|impactfx]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 2|texturelist]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_2|emblemset]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptParseTree Asset|scriptparsetree]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Key-Value_Pair_Asset|keyvaluepairs]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (BO2)|vehicle]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:MemoryBlock Asset|memoryblock]]&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Black_Ops_2|tracer]]&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:SkinnedVerts_Asset|skinnedverts]]&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:QDB_Asset|qdb]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Slug_Asset|slug]]&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepTable_Asset|footsteptable]]&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepFxTable_Asset|footstepfxtable]]&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x3F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Ghosts|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Ghosts|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Ghosts|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x6000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x08&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:LPF Curve Asset|lpfcurve]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Reverb Send Curve Asset|reverbsendcurve]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x9C4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (Ghosts)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x10&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x11&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Ghosts|aipaths]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x12&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x13&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Ghosts|map_ents]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x14&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x15&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (Ghosts)|gfx_map]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x17&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x18&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x1A&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|unk&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:AnimClass_Asset|animclass]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x2198&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (Ghosts)|attachment]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (Ghosts)|weapon]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0xA0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Ghosts|impactfx]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x29&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(Ghosts)|vehicle]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:NetConstStrings_Asset|netconststrings]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:ReverbPreset_Asset|reverbpresset]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Scriptable_Asset|scriptable]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|colorization&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colorizationset&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tonemapping&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:EquipSndTable_Asset|equipsndtable]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vectorfield&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DopplerPreset_Asset|dopplerpreset]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|particlesimanimation&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Warfare ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Advanced_Warfare|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|phys_collmap&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|physwaterpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|phy_worldmap&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|physconstraint&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1194&lt;br /&gt;
|-&lt;br /&gt;
|xmodelsurfs&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0xCE0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x14A0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N\A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x500&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x11CA0&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x1A70&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x900&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x468&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|soundsubmix&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|lpfcurve&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|reverbsendcurve&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|sndcontext&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|loaded_sound&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp/col_map_sp&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|glass_map&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aipaths&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vehicle_track&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Advanced_Warfare|map_ents]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|fx_map&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x384&lt;br /&gt;
|-&lt;br /&gt;
|animclass&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x3110&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (AW)|attachment]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x1FB&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|surfacefx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x30&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x31&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x32&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Advanced_Warfare|tracer]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|netconststrings&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reverbpreset&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x180&lt;br /&gt;
|-&lt;br /&gt;
|scriptable&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|equipsndtable&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dopplerpreset&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Laser_Asset|laser]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|skeletonscript&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|clut&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 3 ===&lt;br /&gt;
This is for the public beta. Once the full game is released, update this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2_.26_3|physpreset]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|physconstraints&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodelmesh&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|computeshaderset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|col_map&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|game_map&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lightdef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lensflaredef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|font&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|localize&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|cgmediatable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|playersoundstable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|playerfxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sharedweaponsounds&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachment&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachmentunique&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponcamo&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtablecolor&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|tagfx&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|klf&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|impactsfxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|impactsoundstable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|player_character&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|rawfile&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|stringtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|structuredtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ddl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|glasses&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texturelist&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptparsetree&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|keyvaluepairs&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|tracer&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|slug&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|surfacefxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|surfacesounddef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|footsteptable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|entityfximpacts&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|entitysoundimpacts&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|zbarrier&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehiclefxdef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehiclesounddef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|typeinfo&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundle&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x44&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundlelist&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x45&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|rumble&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x46&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bulletpenetration&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x47&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|locdmgtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x48&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|aimtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x49&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animselectortable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animmappingtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animstatemachine&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|behaviortree&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|behaviorstatemachine&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ttf&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sanim&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x50&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lightdescription&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x51&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|shellshock&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x52&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xcam&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x53&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bgcache&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x54&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texturecombo&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x55&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|flametable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x56&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bitfield&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x57&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachmentcosmeticvariant&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x58&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|maptable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x59&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|medal&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|medaltable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|objective&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|objectivelist&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|umbra_tome&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5E&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navmesh&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navvolume&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x60&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|binaryhtml&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x61&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|laser&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x62&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|beam&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x63&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|streamerhint&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x64&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x65&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x66&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x67&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x68&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=PhysPreset_Asset&amp;diff=946</id>
		<title>PhysPreset Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=PhysPreset_Asset&amp;diff=946"/>
		<updated>2015-09-01T22:39:39Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: /* Black Ops 1 &amp;amp; 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:CoD4]]&lt;br /&gt;
[[Category:MW2]]&lt;br /&gt;
[[Category:MW3]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
[[Category:AW]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
The PhysPreset asset controls the settings on dynamic objects. Any environmental object that moves from a gunshot or explosion has a physpreset to handle the force. The physpreset has existed in every CoD from the earliest Call of Duty 4 Alpha all the way to Ghosts, and it has changed very little. &lt;br /&gt;
== Call of Duty 4 &amp;amp; Modern Warfare 2 ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct PhysPreset&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int type;&lt;br /&gt;
  float mass;&lt;br /&gt;
  float bounce;&lt;br /&gt;
  float friction;&lt;br /&gt;
  float bulletForceScale;&lt;br /&gt;
  float explosiveForceScale;&lt;br /&gt;
  const char *sndAliasPrefix;&lt;br /&gt;
  float piecesSpreadFraction;&lt;br /&gt;
  float piecesUpwardVelocity;&lt;br /&gt;
  bool tempDefaultToCylinder;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Type ===&lt;br /&gt;
The type has never been identified. Changing it appears to alter nothing, and there are no instances of it being used.&lt;br /&gt;
== World at War ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct PhysPreset&lt;br /&gt;
{	&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int type;&lt;br /&gt;
  float mass;&lt;br /&gt;
  float bounce;&lt;br /&gt;
  float friction;&lt;br /&gt;
  float bulletForceScale;	&lt;br /&gt;
  float explosiveForceScale;	&lt;br /&gt;
  const char *sndAliasPrefix;	&lt;br /&gt;
  float piecesSpreadFraction;	&lt;br /&gt;
  float piecesUpwardVelocity;	&lt;br /&gt;
  int bCanFloat;	&lt;br /&gt;
  float gravityScale;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
== Black Ops 1 &amp;amp; 2 &amp;amp; 3 ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct PhysPreset&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int flags;&lt;br /&gt;
  float mass;&lt;br /&gt;
  float bounce;&lt;br /&gt;
  float friction;&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
  float damping_linear;&lt;br /&gt;
  float damping_angular;&lt;br /&gt;
#endif&lt;br /&gt;
  float bulletForceScale;&lt;br /&gt;
  float explosiveForceScale;&lt;br /&gt;
  const char *sndAliasPrefix;&lt;br /&gt;
#ifndef BO3&lt;br /&gt;
  float piecesSpreadFraction;&lt;br /&gt;
  float piecesUpwardVelocity;&lt;br /&gt;
#endif&lt;br /&gt;
  int canFloat;&lt;br /&gt;
  float gravityScale;&lt;br /&gt;
  vec3_t centerOfMassOffset;&lt;br /&gt;
  vec3_t buoyancyBoxMin;&lt;br /&gt;
  vec3_t buoyancyBoxMax;&lt;br /&gt;
#ifdef BO3&lt;br /&gt;
  FxEffectDef * trailFX;&lt;br /&gt;
  FxImpactTable * impactsFXTable;&lt;br /&gt;
  SoundsImpactTable * impactsSoundsTable;&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 3 ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct PhysPreset&lt;br /&gt;
{	&lt;br /&gt;
  const char *name;	&lt;br /&gt;
  int type;	&lt;br /&gt;
  float mass;&lt;br /&gt;
  float bounce;&lt;br /&gt;
  float friction;	&lt;br /&gt;
  float bulletForceScale;	&lt;br /&gt;
  float explosiveForceScale;	&lt;br /&gt;
  const char *sndAliasPrefix;	&lt;br /&gt;
  float piecesSpreadFraction;	&lt;br /&gt;
  float piecesUpwardVelocity;&lt;br /&gt;
  int unknowns[7];&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
enum PhysPresetScaling&lt;br /&gt;
{&lt;br /&gt;
  PHYSPRESET_SCALING_LINEAR = 0x0,&lt;br /&gt;
  PHYSPRESET_SCALING_QUADRATIC = 0x1,&lt;br /&gt;
  PHYSPRESET_SCALING_COUNT = 0x2,&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct __declspec(align(8)) PhysPreset&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int type;&lt;br /&gt;
  float mass;&lt;br /&gt;
  float bounce;&lt;br /&gt;
  float friction;&lt;br /&gt;
  float bulletForceScale;&lt;br /&gt;
  float explosiveForceScale;&lt;br /&gt;
  const char *sndAliasPrefix;&lt;br /&gt;
  float piecesSpreadFraction;&lt;br /&gt;
  float piecesUpwardVelocity;&lt;br /&gt;
  float minMomentum;&lt;br /&gt;
  float maxMomentum;&lt;br /&gt;
  float minVolume;&lt;br /&gt;
  float maxVolume;&lt;br /&gt;
  float minPitch;&lt;br /&gt;
  float maxPitch;&lt;br /&gt;
  PhysPresetScaling volumeType;&lt;br /&gt;
  PhysPresetScaling pitchType;&lt;br /&gt;
  bool tempDefaultToCylinder;&lt;br /&gt;
  bool perSurfaceSndAlias;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced Warfare ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct PhysPreset&lt;br /&gt;
{	&lt;br /&gt;
  const char *name;	&lt;br /&gt;
  int type;	&lt;br /&gt;
  float mass;&lt;br /&gt;
  float bounce;&lt;br /&gt;
  float friction;	&lt;br /&gt;
  float bulletForceScale;	&lt;br /&gt;
  float explosiveForceScale;&lt;br /&gt;
  char unknown[4];&lt;br /&gt;
  const char *sndAliasPrefix;	&lt;br /&gt;
  float piecesSpreadFraction;	&lt;br /&gt;
  float piecesUpwardVelocity;&lt;br /&gt;
  int unknowns[9];&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Source Format ==&lt;br /&gt;
The physpreset source files are raw text files with no extension, located at &amp;quot;raw/physic/&amp;quot;. They use the same format as many other assets, with each setting name and value separated by a back-slash. The first setting identifies the file, and for physpreset the identifier string is &amp;quot;PHYSIC&amp;quot;. PhysPresets are unique because they&#039;re the only asset found so far with a setting in the source that doesn&#039;t have a setting in the asset. The physpreset source files include an extra setting, &amp;quot;isFrictionInfinity&amp;quot;, a bool (At least on IW games, on Treyarch games it has been added). If it is 1, then the source file&#039;s friction will say it is 0.5, but once compiled the actual friction will be 340282346638528860000000000000000000000. For example, here is the CoD4 source for &amp;quot;brick&amp;quot; found at &amp;quot;raw/physic/brick&amp;quot;.&lt;br /&gt;
 PHYSIC\sndAliasPrefix\physics_brick\mass\5\friction\0.5\isFrictionInfinity\0\bounce\0.3\bulletForceScale\0.6\explosiveForceScale\0.12\piecesSpreadFraction\0\piecesUpwardVelocity\0\tempDefaultToCylinder\0&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:Assets&amp;diff=945</id>
		<title>Category:Assets</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:Assets&amp;diff=945"/>
		<updated>2015-08-26T04:57:57Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: /* Asset Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Any pages containing information on game assets will be linked here. This page will also contain information pertaining to any asset on any CoD. &lt;br /&gt;
&lt;br /&gt;
== Pool Structure ==&lt;br /&gt;
Once the assets are loaded from the [[:Category:FastFiles|FastFile and Zones]], they are stored in memory in pools.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
template&amp;lt;typename T&amp;gt; union XAssetPoolEntry&lt;br /&gt;
{&lt;br /&gt;
  T entry;&lt;br /&gt;
  T * next;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
template&amp;lt;typename T, int count&amp;gt; struct XAssetPool&lt;br /&gt;
{&lt;br /&gt;
  T * freeHead;&lt;br /&gt;
  XAssetPoolEntry&amp;lt;T&amp;gt; entries[count];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The pool counts are stored in an int[] in the executable called g_poolSizes. The freeHead is a pointer to the first unused asset in the pool. The next pointer is only used if the current asset is an unused asset, in which case it points to the next asset in ithe pool. Keep in mind that assets that only have a count of 1 are not going to be in a pool.&lt;br /&gt;
== Asset Types ==&lt;br /&gt;
=== 007 Quantum of Solace ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|physpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|physconstraints&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x280&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x65A&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x988&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x4D8&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x76C&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x2710&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|col_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0E&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_sp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|game_map_mp&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|lightdef&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|font&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|menufile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|menu&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|localize&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x154&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|N/A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|rawfile&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|stringtable&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0xA&lt;br /&gt;
|-&lt;br /&gt;
|xmltree&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|scene_animation&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|cutscene&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|custom_camera&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Call of Duty 4 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(CoD4)|xmodel]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Call of Duty 4|loaded_sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x4B0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_sp]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_mp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Multiplayer|game_map_mp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (CoD4)|gfx_map]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (CoD4)|menu]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (CoD4)|weapon]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (CoD4)|fx]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Call_of_Duty_4|impactfx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|}&lt;br /&gt;
=== World at War ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#World_at_War|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#World at War|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#World at War|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (WaW)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (WaW)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2096&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (WaW)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#World_at_War|snddriverglobals]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (WaW)|fx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#World_at_War|impactfx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
=== Modern Warfare 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_2|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1FA0&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0xE00&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x546&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Single_Player|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Multiplayer|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW2)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (MW2)|fx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(MW2)|vehicle]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 1 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x13EC&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO1)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO1)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x3CA&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO1)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_1|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO1)|fx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_1|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 1|texturelist]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_1|emblemset]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modern Warfare 3 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Modern_Warfare_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_3|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1260&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x514&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x672&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW3)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Modern_Warfare_3|aipaths]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW3)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (MW3)|attachment]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW3)|weapon]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (MW3)|vehicle]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1450&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(BO2)|xmodel]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1300&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_2|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1440&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops 2|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO2)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:FontIcon Asset|fonticon]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x3800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (BO2)|attachment]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AttachmentUnique Asset|attachmentunique]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:WeaponCamo Asset|weaponcamo]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_2|snddriverglobals]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO2)|fx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_2|impactfx]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 2|texturelist]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_2|emblemset]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptParseTree Asset|scriptparsetree]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Key-Value_Pair_Asset|keyvaluepairs]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (BO2)|vehicle]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:MemoryBlock Asset|memoryblock]]&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Black_Ops_2|tracer]]&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:SkinnedVerts_Asset|skinnedverts]]&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:QDB_Asset|qdb]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Slug_Asset|slug]]&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepTable_Asset|footsteptable]]&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepFxTable_Asset|footstepfxtable]]&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x3F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Ghosts|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Ghosts|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Ghosts|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x6000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x08&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:LPF Curve Asset|lpfcurve]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Reverb Send Curve Asset|reverbsendcurve]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x9C4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (Ghosts)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x10&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x11&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Ghosts|aipaths]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x12&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x13&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Ghosts|map_ents]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x14&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x15&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (Ghosts)|gfx_map]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x17&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x18&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x1A&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|unk&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:AnimClass_Asset|animclass]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x2198&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (Ghosts)|attachment]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (Ghosts)|weapon]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0xA0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Ghosts|impactfx]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x29&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(Ghosts)|vehicle]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:NetConstStrings_Asset|netconststrings]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:ReverbPreset_Asset|reverbpresset]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Scriptable_Asset|scriptable]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|colorization&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colorizationset&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tonemapping&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:EquipSndTable_Asset|equipsndtable]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vectorfield&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DopplerPreset_Asset|dopplerpreset]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|particlesimanimation&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Warfare ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Advanced_Warfare|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|phys_collmap&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|physwaterpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|phy_worldmap&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|physconstraint&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1194&lt;br /&gt;
|-&lt;br /&gt;
|xmodelsurfs&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0xCE0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x14A0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N\A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x500&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x11CA0&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x1A70&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x900&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x468&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|soundsubmix&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|lpfcurve&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|reverbsendcurve&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|sndcontext&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|loaded_sound&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp/col_map_sp&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|glass_map&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aipaths&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vehicle_track&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Advanced_Warfare|map_ents]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|fx_map&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x384&lt;br /&gt;
|-&lt;br /&gt;
|animclass&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x3110&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (AW)|attachment]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x1FB&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|surfacefx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x30&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x31&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x32&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Advanced_Warfare|tracer]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|netconststrings&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reverbpreset&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x180&lt;br /&gt;
|-&lt;br /&gt;
|scriptable&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|equipsndtable&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dopplerpreset&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Laser_Asset|laser]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|skeletonscript&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|clut&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 3 ===&lt;br /&gt;
This is for the public beta. Once the full game is released, update this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|physpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|physconstraints&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|destructibledef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodelmesh&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|computeshaderset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|image&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|col_map&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|game_map&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lightdef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lensflaredef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|font&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|localize&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x18&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|cgmediatable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|playersoundstable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|playerfxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sharedweaponsounds&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachment&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachmentunique&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|weaponcamo&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|customizationtablecolor&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|tagfx&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|klf&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|impactsfxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|impactsoundstable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|player_character&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|rawfile&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|stringtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|structuredtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ddl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|glasses&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texturelist&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptparsetree&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|keyvaluepairs&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|tracer&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|slug&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|surfacefxtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|surfacesounddef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|footsteptable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|entityfximpacts&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|entitysoundimpacts&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|zbarrier&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehiclefxdef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|vehiclesounddef&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|typeinfo&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundle&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x44&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|scriptbundlelist&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x45&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|rumble&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x46&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bulletpenetration&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x47&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|locdmgtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x48&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|aimtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x49&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animselectortable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animmappingtable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|animstatemachine&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|behaviortree&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|behaviorstatemachine&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4E&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|ttf&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x4F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|sanim&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x50&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|lightdescription&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x51&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|shellshock&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x52&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|xcam&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x53&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bgcache&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x54&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|texturecombo&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x55&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|flametable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x56&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|bitfield&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x57&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|attachmentcosmeticvariant&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x58&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|maptable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x59&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|medal&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5A&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|medaltable&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5B&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|objective&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5C&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|objectivelist&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5D&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|umbra_tome&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5E&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navmesh&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x5F&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|navvolume&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x60&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|binaryhtml&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x61&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|laser&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x62&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|beam&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x63&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|streamerhint&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x64&lt;br /&gt;
|True&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x65&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x66&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x67&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x68&lt;br /&gt;
|False&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:FastFiles&amp;diff=942</id>
		<title>Category:FastFiles</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:FastFiles&amp;diff=942"/>
		<updated>2015-07-30T18:59:32Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FastFiles are the CoD engine&#039;s way of storing Zone files. FastFiles (FFs) almost always have some sort of RSA2048 signature, a zlib compression along the way, and then on later CoDs some encryption. The Zones are a library of [[:Category:Assets|assets]]. Every FF in every CoD game starts the same way...&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Magic || 0x0 || char[8] || &amp;quot;IWffu100&amp;quot; for unsigned fastfiles, &amp;quot;IWff0100&amp;quot; for signed fastfiles, &amp;quot;TAff0100&amp;quot; for treyarch&#039;s Black Ops 2 fastfile, and &amp;quot;S1ff0100&amp;quot; for Sledgehammer Advanced Warfare fastfiles.&lt;br /&gt;
|-&lt;br /&gt;
| Version || 0x8 || int || See below.&lt;br /&gt;
|}&lt;br /&gt;
So by reading the version of the input FF, you can tell what system and game the FF is from. Note that pre-alpha versions of Call of Duty 4 are missing the version integer, and must be handled specially. Also keep in mind that the Quantum of Solace FFs are missing the magic in the struct above. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || &#039;&#039;&#039;007:QoS&#039;&#039;&#039; ||&#039;&#039;&#039;CoD4&#039;&#039;&#039;||&#039;&#039;&#039;WaW&#039;&#039;&#039;||&#039;&#039;&#039;MW2&#039;&#039;&#039;||&#039;&#039;&#039;BO1&#039;&#039;&#039;||&#039;&#039;&#039;MW3&#039;&#039;&#039;||&#039;&#039;&#039;BO2&#039;&#039;&#039;||&#039;&#039;&#039;Ghosts&#039;&#039;&#039;||&#039;&#039;&#039;CoD: Online&#039;&#039;&#039;||&#039;&#039;&#039;Advanced Warfare&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Xbox 360||0x1D6||0x1||0x183||0x10D||0x1D9||0x70||0x92||0x22E||n/a||0x72E&lt;br /&gt;
|-&lt;br /&gt;
|Playstation 3||0x1D6||0x1||0x183||0x10D||0x1D9||0x70||0x92||0x22E||n/a||0x72E&lt;br /&gt;
|-&lt;br /&gt;
|Wii/Wii-U||0x1D2||0x1A2||0x19B||n/a||0x1DD||0x6B||0x94||0x22E||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
|PC||0x1D6||0x5||0x183||0x114||0x1D9||0x1||0x93||0x135||0x13C||0x72E&lt;br /&gt;
|}&lt;br /&gt;
== Pointers in Zone Files ==&lt;br /&gt;
Infinity Ward implemented their own way of loading data that can already be found earlier in the zone file. What should be an address in memory is instead stored either as -1, -2, or as an offset. If the pointer is -1 or -2, than the data follows the header, typically in order. If the pointer is not -1 or -2, the first 4 bits (or 3 bits in BO2) are extracted and used as an index for the g_streamBlocks array. The other bits are the offset and is added to the data pointer in g_streamBlocks. The offset is only correct after the zone file has been loaded in memory. This is because some data is relocated (aligned) which changes the size of the zone. Some differences:&lt;br /&gt;
* strings are aligned by 4 bytes&lt;br /&gt;
* asset headers are stored in pools&lt;br /&gt;
* sound, image, and shader programs are stored in pools&lt;br /&gt;
* zone header is removed&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:FastFiles&amp;diff=939</id>
		<title>Category:FastFiles</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:FastFiles&amp;diff=939"/>
		<updated>2015-07-19T05:00:55Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FastFiles are the CoD engine&#039;s way of storing Zone files. FastFiles (FFs) almost always have some sort of RSA2048 signature, a zlib compression along the way, and then on later CoDs some encryption. The Zones are a library of [[:Category:Assets|assets]]. Every FF in every CoD game starts the same way...&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Magic || 0x0 || char[8] || &amp;quot;IWffu100&amp;quot; for unsigned fastfiles, &amp;quot;IWff0100&amp;quot; for signed fastfiles, &amp;quot;TAff0100&amp;quot; for treyarch&#039;s Black Ops 2 fastfile, and &amp;quot;S1ff0100&amp;quot; for Sledgehammer Advanced Warfare fastfiles.&lt;br /&gt;
|-&lt;br /&gt;
| Version || 0x8 || int || See below.&lt;br /&gt;
|}&lt;br /&gt;
So by reading the version of the input FF, you can tell what system and game the FF is from. Note that pre-alpha versions of Call of Duty 4 are missing the version integer, and must be handled specially. Also keep in mind that the Quantum of Solace FFs are missing the magic in the struct above. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || &#039;&#039;&#039;007:QoS&#039;&#039;&#039; ||&#039;&#039;&#039;CoD4&#039;&#039;&#039;||&#039;&#039;&#039;WaW&#039;&#039;&#039;||&#039;&#039;&#039;MW2&#039;&#039;&#039;||&#039;&#039;&#039;BO1&#039;&#039;&#039;||&#039;&#039;&#039;MW3&#039;&#039;&#039;||&#039;&#039;&#039;BO2&#039;&#039;&#039;||&#039;&#039;&#039;Ghosts&#039;&#039;&#039;||&#039;&#039;&#039;CoD: Online&#039;&#039;&#039;||&#039;&#039;&#039;Advanced Warfare&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Xbox 360||0x1D6||0x1||0x183||0x10D||0x1D9||0x70||0x92||0x22E||n/a||0x72E&lt;br /&gt;
|-&lt;br /&gt;
|Playstation 3||0x1D6||0x1||0x183||0x10D||0x1D9||0x70||0x92||0x22E||n/a||0x72E&lt;br /&gt;
|-&lt;br /&gt;
|Wii/Wii-U||0x1D2||0x1A2||0x19B||n/a||0x1DD||0x6B||0x94||0x22E||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
|PC||N/A||0x5||0x183||0x114||0x1D9||0x1||0x93||0x135||0x13C||0x72E&lt;br /&gt;
|}&lt;br /&gt;
== Pointers in Zone Files ==&lt;br /&gt;
Infinity Ward implemented their own way of loading data that can already be found earlier in the zone file. What should be an address in memory is instead stored either as -1, -2, or as an offset. If the pointer is -1 or -2, than the data follows the header, typically in order. If the pointer is not -1 or -2, the first 4 bits are extracted and used as an index for the g_streamBlocks array. The other bits are the offset and is added to the data pointer in g_streamBlocks. The offset is only correct after the zone file has been loaded in memory. This is because some data is relocated which changes the size of the zone. Some differences:&lt;br /&gt;
* strings are aligned by 4 bytes&lt;br /&gt;
* asset headers are stored in pools&lt;br /&gt;
* sound, image, and shader programs are stored in pools&lt;br /&gt;
* zone header is removed&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:FastFiles&amp;diff=938</id>
		<title>Category:FastFiles</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:FastFiles&amp;diff=938"/>
		<updated>2015-07-15T02:42:56Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FastFiles are the CoD engine&#039;s way of storing Zone files. FastFiles (FFs) almost always have some sort of RSA2048 signature, a zlib compression along the way, and then on later CoDs some encryption. The Zones are a library of [[:Category:Assets|assets]]. Every FF in every CoD game starts the same way...&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Magic || 0x0 || char[8] || &amp;quot;IWffu100&amp;quot; for unsigned fastfiles, &amp;quot;IWff0100&amp;quot; for signed fastfiles, &amp;quot;TAff0100&amp;quot; for treyarch&#039;s Black Ops 2 fastfile, and &amp;quot;S1ff0100&amp;quot; for Sledgehammer Advanced Warfare fastfiles.&lt;br /&gt;
|-&lt;br /&gt;
| Version || 0x8 || int || See below.&lt;br /&gt;
|}&lt;br /&gt;
So by reading the version of the input FF, you can tell what system and game the FF is from. Note that pre-alpha versions of Call of Duty 4 are missing the version integer, and must be handled specially. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || &#039;&#039;&#039;007:QoS&#039;&#039;&#039; ||&#039;&#039;&#039;CoD4&#039;&#039;&#039;||&#039;&#039;&#039;WaW&#039;&#039;&#039;||&#039;&#039;&#039;MW2&#039;&#039;&#039;||&#039;&#039;&#039;BO1&#039;&#039;&#039;||&#039;&#039;&#039;MW3&#039;&#039;&#039;||&#039;&#039;&#039;BO2&#039;&#039;&#039;||&#039;&#039;&#039;Ghosts&#039;&#039;&#039;||&#039;&#039;&#039;CoD: Online&#039;&#039;&#039;||&#039;&#039;&#039;Advanced Warfare&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Xbox 360||0x1D6||0x1||0x183||0x10D||0x1D9||0x70||0x92||0x22E||n/a||0x72E&lt;br /&gt;
|-&lt;br /&gt;
|Playstation 3||0x1D6||0x1||0x183||0x10D||0x1D9||0x70||0x92||0x22E||n/a||0x72E&lt;br /&gt;
|-&lt;br /&gt;
|Wii/Wii-U||N/A||0x1A2||0x19B||n/a||0x1DD||0x6B||0x94||0x22E||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
|PC||N/A||0x5||0x183||0x114||0x1D9||0x1||0x93||0x135||0x13C||0x72E&lt;br /&gt;
|}&lt;br /&gt;
== Pointers in Zone Files ==&lt;br /&gt;
Infinity Ward implemented their own way of loading data that can already be found earlier in the zone file. What should be an address in memory is instead stored either as -1, -2, or as an offset. If the pointer is -1 or -2, than the data follows the header, typically in order. If the pointer is not -1 or -2, the first 4 bits are extracted and used as an index for the g_streamBlocks array. The other bits are the offset and is added to the data pointer in g_streamBlocks. The offset is only correct after the zone file has been loaded in memory. This is because some data is relocated which changes the size of the zone. Some differences:&lt;br /&gt;
* strings are aligned by 4 bytes&lt;br /&gt;
* asset headers are stored in pools&lt;br /&gt;
* sound, image, and shader programs are stored in pools&lt;br /&gt;
* zone header is removed&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Graphics_Map_Asset_(BO2)&amp;diff=928</id>
		<title>Graphics Map Asset (BO2)</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Graphics_Map_Asset_(BO2)&amp;diff=928"/>
		<updated>2015-06-27T03:10:10Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
The graphics map (or gfx_map) has existed on every Call of Duty so far and is part of the D3DBSP system produced by Radiant. Where the [[:Collision Map Asset (BO2)|collision map]] is used for collision data in the map, the graphics map holds visual systems such as lights and particularly the dPVS system. The Dynamic Potentially Visible Sets (dPVS) were developed by Umbra Software to compute visibility databases in real time, and power the Call of Duty engine to this day.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct XModelDrawInfo&lt;br /&gt;
{&lt;br /&gt;
  char state;&lt;br /&gt;
  char lod;&lt;br /&gt;
  unsigned __int16 surfId;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSceneDynModel&lt;br /&gt;
{&lt;br /&gt;
  XModelDrawInfo info;&lt;br /&gt;
  unsigned __int16 dynEntId;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char reflectionProbeIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct BModelDrawInfo&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 surfId;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSceneDynBrush&lt;br /&gt;
{&lt;br /&gt;
  BModelDrawInfo info;&lt;br /&gt;
  unsigned __int16 dynEntId;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStreamingAabbTree&lt;br /&gt;
{&lt;br /&gt;
  vec4_t mins;&lt;br /&gt;
  vec4_t maxs;&lt;br /&gt;
  float maxStreamingDistance;&lt;br /&gt;
  unsigned __int16 firstItem;&lt;br /&gt;
  unsigned __int16 itemCount;&lt;br /&gt;
  unsigned __int16 firstChild;&lt;br /&gt;
  unsigned __int16 childCount;&lt;br /&gt;
  unsigned __int16 smodelCount;&lt;br /&gt;
  unsigned __int16 surfaceCount;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldStreamInfo&lt;br /&gt;
{&lt;br /&gt;
  int aabbTreeCount;&lt;br /&gt;
  GfxStreamingAabbTree *aabbTrees;&lt;br /&gt;
  int leafRefCount;&lt;br /&gt;
  int *leafRefs;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldVertexData0&lt;br /&gt;
{&lt;br /&gt;
  char * data0;&lt;br /&gt;
  D3DVertexBuffer worldVb;&lt;br /&gt;
  unsigned int data1Size; &lt;br /&gt;
  char * data1;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldVertexData1&lt;br /&gt;
{&lt;br /&gt;
  char *data;&lt;br /&gt;
  D3DVertexBuffer layerVb;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct __declspec(align(16)) GfxLight //Notice this is aligned to a 0x10 byte buffer meaning there should be 0xC bytes of padding at the end&lt;br /&gt;
{&lt;br /&gt;
  char type;&lt;br /&gt;
  char canUseShadowMap;&lt;br /&gt;
  char shadowmapVolume;&lt;br /&gt;
  __int16 cullDist;&lt;br /&gt;
  vec3_t color;&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  float radius;&lt;br /&gt;
  float cosHalfFovOuter;&lt;br /&gt;
  float cosHalfFovInner;&lt;br /&gt;
  int exponent;&lt;br /&gt;
  unsigned int spotShadowIndex;&lt;br /&gt;
  float dAttenuation;&lt;br /&gt;
  float roundness;&lt;br /&gt;
  vec3_t angles;&lt;br /&gt;
  float spotShadowHiDistance;&lt;br /&gt;
  vec4_t diffuseColor;&lt;br /&gt;
  vec4_t shadowColor;&lt;br /&gt;
  vec4_t falloff;&lt;br /&gt;
  vec4_t aAbB;&lt;br /&gt;
  vec4_t cookieControl[3];&lt;br /&gt;
  __declspec(align(16)) vec4_t viewMatrix[4]; //Again this has to be on a 4 byte buffer, so there should be 8 bytes of padding before this.&lt;br /&gt;
  vec4_t projMatrix[4];&lt;br /&gt;
  GfxLightDef *def;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightingSH&lt;br /&gt;
{&lt;br /&gt;
  vec4_t V[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxReflectionProbeVolumeData&lt;br /&gt;
{&lt;br /&gt;
  vec4_t volumePlanes[6];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxReflectionProbe&lt;br /&gt;
{&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  GfxLightingSH lightingSH;&lt;br /&gt;
  GfxImage *reflectionImage;&lt;br /&gt;
  GfxReflectionProbeVolumeData *probeVolumes;&lt;br /&gt;
       char (*unknown2)[0x70];&lt;br /&gt;
  unsigned int probeVolumeCount;&lt;br /&gt;
  float mipLodBias;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDpvsPlanes&lt;br /&gt;
{&lt;br /&gt;
  int cellCount;&lt;br /&gt;
  cplane_s *planes;&lt;br /&gt;
  unsigned __int16 *nodes;&lt;br /&gt;
  unsigned int *sceneEntCellBits;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxAabbTree&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  unsigned __int16 childCount;&lt;br /&gt;
  unsigned __int16 surfaceCount;&lt;br /&gt;
  unsigned __int16 startSurfIndex;&lt;br /&gt;
  unsigned __int16 smodelIndexCount;&lt;br /&gt;
  unsigned __int16 *smodelIndexes;&lt;br /&gt;
  int childrenOffset;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightGridEntry&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 colorsIndex;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char visibility;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxCompressedLightGridColors&lt;br /&gt;
{&lt;br /&gt;
  char rgb[56][3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStaticModelInst&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  vec3_t lightingOrigin;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct srfTriangles_t&lt;br /&gt;
{&lt;br /&gt;
#ifdef _XBOX&lt;br /&gt;
  char unknownData[0x1C];&lt;br /&gt;
  int vertexDataOffset;&lt;br /&gt;
  char unknownData2[0x1A];&lt;br /&gt;
#else&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  int vertexDataOffset0;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  int vertexDataOffset1;&lt;br /&gt;
  int firstVertex;&lt;br /&gt;
  float himipRadiusInvSq;&lt;br /&gt;
  unsigned __int16 vertexCount;&lt;br /&gt;
#endif&lt;br /&gt;
  unsigned __int16 triCount;&lt;br /&gt;
  int baseIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSurface&lt;br /&gt;
{&lt;br /&gt;
  srfTriangles_t tris;&lt;br /&gt;
  Material *material;&lt;br /&gt;
  char lightmapIndex;&lt;br /&gt;
  char reflectionProbeIndex;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char flags;&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxDrawSurfFields&lt;br /&gt;
{&lt;br /&gt;
  __int64 _bf0;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union GfxDrawSurf&lt;br /&gt;
{&lt;br /&gt;
  GfxDrawSurfFields fields;&lt;br /&gt;
  unsigned __int64 packed;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDpvsStatic&lt;br /&gt;
{&lt;br /&gt;
  unsigned int smodelCount;&lt;br /&gt;
  unsigned int staticSurfaceCount;&lt;br /&gt;
  unsigned int litSurfsBegin;&lt;br /&gt;
  unsigned int litSurfsEnd;&lt;br /&gt;
  unsigned int litTransSurfsBegin;&lt;br /&gt;
  unsigned int litTransSurfsEnd;&lt;br /&gt;
  unsigned int emissiveSurfsBegin;&lt;br /&gt;
  unsigned int emissiveSurfsEnd;&lt;br /&gt;
  unsigned int emissiveOpaqueSurfsBegin;&lt;br /&gt;
  unsigned int emissiveOpaqueSurfsEnd;&lt;br /&gt;
  unsigned int emissiveTransSurfsBegin;&lt;br /&gt;
  unsigned int emissiveTransSurfsEnd;&lt;br /&gt;
  unsigned int smodelVisDataCount;&lt;br /&gt;
  unsigned int surfaceVisDataCount;&lt;br /&gt;
  char *smodelVisData[3];&lt;br /&gt;
  char *surfaceVisData[3];&lt;br /&gt;
  char *smodelVisDataCameraSaved;&lt;br /&gt;
  char *surfaceVisDataCameraSaved;&lt;br /&gt;
  char *surfaceCastsSunShadow;&lt;br /&gt;
  char *surfaceCastsShadow;&lt;br /&gt;
  char *smodelCastsShadow;&lt;br /&gt;
  unsigned __int16 *sortedSurfIndex;&lt;br /&gt;
  GfxStaticModelInst *smodelInsts;&lt;br /&gt;
  GfxSurface *surfaces;&lt;br /&gt;
  GfxStaticModelDrawInst *smodelDrawInsts;&lt;br /&gt;
  GfxDrawSurf *surfaceMaterials;&lt;br /&gt;
  volatile int usageCount;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct GfxPackedPlacement&lt;br /&gt;
{&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  PackedUnitVec axis[3];&lt;br /&gt;
  float scale;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStaticModelLmapVertexInfo&lt;br /&gt;
{&lt;br /&gt;
  unsigned int *lmapVertexColors;&lt;br /&gt;
  D3DVertexBuffer lmapVertexColorsVB;&lt;br /&gt;
  unsigned __int16 numLmapVertexColors;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightingSHQuantized&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 V[3][4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStaticModelDrawInst&lt;br /&gt;
{&lt;br /&gt;
  float cullDist;&lt;br /&gt;
  GfxPackedPlacement placement;&lt;br /&gt;
  XModel *model;&lt;br /&gt;
  int flags;&lt;br /&gt;
  float invScaleSq;&lt;br /&gt;
  unsigned __int16 lightingHandle;&lt;br /&gt;
  unsigned __int16 colorsIndex;&lt;br /&gt;
  GfxLightingSHQuantized lightingSH;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char visibility;&lt;br /&gt;
  char reflectionProbeIndex;&lt;br /&gt;
  unsigned int smid;&lt;br /&gt;
  GfxStaticModelLmapVertexInfo lmapVertexInfo[4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cplane_s&lt;br /&gt;
{&lt;br /&gt;
  vec3_t normal;&lt;br /&gt;
  float dist;&lt;br /&gt;
  char type;&lt;br /&gt;
  char signbits;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxPortalWritable&lt;br /&gt;
{&lt;br /&gt;
  bool isQueued;&lt;br /&gt;
  bool isAncestor;&lt;br /&gt;
  char recursionDepth;&lt;br /&gt;
  char hullPointCount;&lt;br /&gt;
  vec2_t *hullPoints;&lt;br /&gt;
  GfxPortal *queuedParent;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct DpvsPlane&lt;br /&gt;
{&lt;br /&gt;
  vec4_t coeffs;&lt;br /&gt;
  char side[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxPortal&lt;br /&gt;
{&lt;br /&gt;
  GfxPortalWritable writable;&lt;br /&gt;
  DpvsPlane plane;&lt;br /&gt;
  GfxCell * parent;&lt;br /&gt;
  vec3_t *vertices;&lt;br /&gt;
  char vertexCount;&lt;br /&gt;
  vec3_t hullAxis[2];&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxCell&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  int aabbTreeCount;&lt;br /&gt;
  GfxAabbTree *aabbTree;&lt;br /&gt;
  int portalCount;&lt;br /&gt;
  GfxPortal *portals;&lt;br /&gt;
  char reflectionProbeCount;&lt;br /&gt;
  char *reflectionProbes;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightmapArray&lt;br /&gt;
{&lt;br /&gt;
  GfxImage *primary;&lt;br /&gt;
  GfxImage *secondary;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxCompressedLightGridCoeffs //It is very important that this struct is not 4-byte aligned. It is 0x36 bytes EXACTLY.&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 coeffs[9][3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSkyGridVolume&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  vec3_t lightingOrigin;&lt;br /&gt;
  unsigned __int16 colorsIndex;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char visibility;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightGrid&lt;br /&gt;
{&lt;br /&gt;
  unsigned int sunPrimaryLightIndex;&lt;br /&gt;
  unsigned __int16 mins[3];&lt;br /&gt;
  unsigned __int16 maxs[3];&lt;br /&gt;
  float offset;&lt;br /&gt;
  unsigned int rowAxis;&lt;br /&gt;
  unsigned int colAxis;&lt;br /&gt;
  unsigned __int16 *rowDataStart;&lt;br /&gt;
  unsigned int rawRowDataSize;&lt;br /&gt;
  char *rawRowData;&lt;br /&gt;
  unsigned int entryCount;&lt;br /&gt;
  GfxLightGridEntry *entries;&lt;br /&gt;
  unsigned int colorCount;&lt;br /&gt;
  GfxCompressedLightGridColors *colors;&lt;br /&gt;
  unsigned int coeffCount;&lt;br /&gt;
  GfxCompressedLightGridCoeffs *coeffs;&lt;br /&gt;
  unsigned int skyGridVolumeCount;&lt;br /&gt;
  GfxSkyGridVolume *skyGridVolumes;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxBrushModelWritable&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  float padding1;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  float padding2;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxBrushModel&lt;br /&gt;
{&lt;br /&gt;
  GfxBrushModelWritable writable;&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
  unsigned int surfaceCount;&lt;br /&gt;
  unsigned int startSurfIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct MaterialMemory&lt;br /&gt;
{&lt;br /&gt;
  Material *material;&lt;br /&gt;
  int memory;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct sunflare_t&lt;br /&gt;
{&lt;br /&gt;
  bool hasValidData;&lt;br /&gt;
  Material *spriteMaterial;&lt;br /&gt;
  Material *flareMaterial;&lt;br /&gt;
  float spriteSize;&lt;br /&gt;
  float flareMinSize;&lt;br /&gt;
  float flareMinDot;&lt;br /&gt;
  float flareMaxSize;&lt;br /&gt;
  float flareMaxDot;&lt;br /&gt;
  float flareMaxAlpha;&lt;br /&gt;
  int flareFadeInTime;&lt;br /&gt;
  int flareFadeOutTime;&lt;br /&gt;
  float blindMinDot;&lt;br /&gt;
  float blindMaxDot;&lt;br /&gt;
  float blindMaxDarken;&lt;br /&gt;
  int blindFadeInTime;&lt;br /&gt;
  int blindFadeOutTime;&lt;br /&gt;
  float glareMinDot;&lt;br /&gt;
  float glareMaxDot;&lt;br /&gt;
  float glareMaxLighten;&lt;br /&gt;
  int glareFadeInTime;&lt;br /&gt;
  int glareFadeOutTime;&lt;br /&gt;
  vec3_t sunFxPosition;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxShadowGeometry&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 surfaceCount;&lt;br /&gt;
  unsigned __int16 smodelCount;&lt;br /&gt;
  unsigned __int16 *sortedSurfIndex;&lt;br /&gt;
  unsigned __int16 *smodelIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightRegionAxis&lt;br /&gt;
{&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  float midPoint;&lt;br /&gt;
  float halfSize;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightRegionHull&lt;br /&gt;
{&lt;br /&gt;
  float kdopMidPoint[9];&lt;br /&gt;
  float kdopHalfSize[9];&lt;br /&gt;
  unsigned int axisCount;&lt;br /&gt;
  GfxLightRegionAxis *axis;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightRegion&lt;br /&gt;
{&lt;br /&gt;
  unsigned int hullCount;&lt;br /&gt;
  GfxLightRegionHull *hulls;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDpvsDynamic&lt;br /&gt;
{&lt;br /&gt;
  unsigned int dynEntClientWordCount[2];&lt;br /&gt;
  unsigned int dynEntClientCount[2];&lt;br /&gt;
  unsigned int *dynEntCellBits[2];&lt;br /&gt;
  char *dynEntVisData[2][3];&lt;br /&gt;
  volatile int usageCount;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldFog&lt;br /&gt;
{&lt;br /&gt;
  float baseDist;&lt;br /&gt;
  float halfDist;&lt;br /&gt;
  float baseHeight;&lt;br /&gt;
  float halfHeight;&lt;br /&gt;
  float sunFogPitch;&lt;br /&gt;
  float sunFogYaw;&lt;br /&gt;
  float sunFogInner;&lt;br /&gt;
  float sunFogOuter;&lt;br /&gt;
  vec3_t fogColor;&lt;br /&gt;
  float fogOpacity;&lt;br /&gt;
  vec3_t sunFogColor;&lt;br /&gt;
  float sunFogOpacity;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldSun&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  vec3_t angles;&lt;br /&gt;
  vec4_t ambientColor;&lt;br /&gt;
  vec4_t sunCd;&lt;br /&gt;
  vec4_t sunCs;&lt;br /&gt;
  vec4_t skyColor;&lt;br /&gt;
  float exposure;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SunLightParseParams&lt;br /&gt;
{&lt;br /&gt;
  char name[64];&lt;br /&gt;
  GfxWorldSun initWorldSun;&lt;br /&gt;
  float fogTransitionTime;&lt;br /&gt;
  GfxWorldFog initWorldFog;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWaterBuffer&lt;br /&gt;
{&lt;br /&gt;
  unsigned int bufferSize;&lt;br /&gt;
  vec4_t *buffer; //Count = bufferSize&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinShaders&lt;br /&gt;
{&lt;br /&gt;
  char *pixelShaderAlign;&lt;br /&gt;
  char *pixelShader;&lt;br /&gt;
  char *vertexShader;&lt;br /&gt;
  int pixelShaderSize;&lt;br /&gt;
  int vertexShaderSize;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinAnim&lt;br /&gt;
{&lt;br /&gt;
  int bones;&lt;br /&gt;
  int width;&lt;br /&gt;
  int frames;&lt;br /&gt;
  float *data;  //Count = width * frames&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinVert&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 pos_bone[4];&lt;br /&gt;
  PackedUnitVec normal;&lt;br /&gt;
  unsigned __int16 uv[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinModel&lt;br /&gt;
{&lt;br /&gt;
  int numVerts;&lt;br /&gt;
  int numTris;&lt;br /&gt;
  SSkinVert *verts;&lt;br /&gt;
  unsigned __int16 *tris; //Count = numTris * 3&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinInstance&lt;br /&gt;
{&lt;br /&gt;
  vec4_t mat[4];&lt;br /&gt;
  SSkinShaders *shaders;&lt;br /&gt;
  SSkinModel *model;&lt;br /&gt;
  SSkinAnim *anim;&lt;br /&gt;
  SSkinVert *instVerts;&lt;br /&gt;
  float frame;&lt;br /&gt;
  int pad[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
typedef char GfxTexture[0x34];&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDraw&lt;br /&gt;
{&lt;br /&gt;
  unsigned int reflectionProbeCount;&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxReflectionProbe *localReflectionProbes;&lt;br /&gt;
    GfxReflectionProbe *reflectionProbes;&lt;br /&gt;
  };&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxTexture *localReflectionProbeTextures;&lt;br /&gt;
    GfxTexture *reflectionProbeTextures;&lt;br /&gt;
  };&lt;br /&gt;
  int lightmapCount;&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxLightmapArray *localLightmaps;&lt;br /&gt;
    GfxLightmapArray *lightmaps;&lt;br /&gt;
  };&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxTexture *localLightmapPrimaryTextures;&lt;br /&gt;
    GfxTexture *lightmapPrimaryTextures;&lt;br /&gt;
  };&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxTexture *localLightmapSecondaryTextures;&lt;br /&gt;
    GfxTexture *lightmapSecondaryTextures;&lt;br /&gt;
  };&lt;br /&gt;
  unsigned int vertexCount;&lt;br /&gt;
  unsigned int vertexDataSize0; //Note these are the raw size of the array, not the count.&lt;br /&gt;
  GfxWorldVertexData0 vd;&lt;br /&gt;
  unsigned int vertexDataSize1;&lt;br /&gt;
  GfxWorldVertexData1 vld;&lt;br /&gt;
  int indexCount;&lt;br /&gt;
  unsigned __int16 *indices;&lt;br /&gt;
  D3DIndexBuffer indexBuffer;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightCorona&lt;br /&gt;
{&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  float radius;&lt;br /&gt;
  vec3_t color;&lt;br /&gt;
  float intensity;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxShadowMapVolume&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  unsigned int padding1;&lt;br /&gt;
  unsigned int padding2;&lt;br /&gt;
  unsigned int padding3;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxVolumePlane&lt;br /&gt;
{&lt;br /&gt;
  vec4_t plane;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxExposureVolume&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  float exposure;&lt;br /&gt;
  float luminanceIncreaseScale;&lt;br /&gt;
  float luminanceDecreaseScale;&lt;br /&gt;
  float featherRange;&lt;br /&gt;
  float featherAdjust;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldFogVolume&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  float fogTransitionTime;&lt;br /&gt;
  unsigned int controlEx;&lt;br /&gt;
  GfxWorldFog volumeWorldFog;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldFogModifierVolume&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  unsigned __int16 minX;&lt;br /&gt;
  unsigned __int16 minY;&lt;br /&gt;
  unsigned __int16 minZ;&lt;br /&gt;
  unsigned __int16 maxX;&lt;br /&gt;
  unsigned __int16 maxY;&lt;br /&gt;
  unsigned __int16 maxZ;&lt;br /&gt;
  unsigned int controlEx;&lt;br /&gt;
  float transitionTime;&lt;br /&gt;
  float depthScale;&lt;br /&gt;
  float heightScale;&lt;br /&gt;
  vec4_t colorAdjust;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLutVolume&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  float lutTransitionTime;&lt;br /&gt;
  unsigned int lutIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSkyDynamicIntensity&lt;br /&gt;
{&lt;br /&gt;
  float angle0;&lt;br /&gt;
  float angle1;&lt;br /&gt;
  float factor0;&lt;br /&gt;
  float factor1;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct Occluder&lt;br /&gt;
{&lt;br /&gt;
  unsigned int flags;&lt;br /&gt;
  char name[16];&lt;br /&gt;
  vec3_t points[4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxOutdoorBounds&lt;br /&gt;
{&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxHeroLight&lt;br /&gt;
{&lt;br /&gt;
  char type;&lt;br /&gt;
  char unused[3];&lt;br /&gt;
  vec3_t color;&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  float radius;&lt;br /&gt;
  float cosHalfFovOuter;&lt;br /&gt;
  float cosHalfFovInner;&lt;br /&gt;
  int exponent;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxHeroLightTree&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  int leftNode;&lt;br /&gt;
  int rightNode;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorld&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  const char *baseName;&lt;br /&gt;
  int planeCount;&lt;br /&gt;
  int nodeCount;&lt;br /&gt;
  int surfaceCount;&lt;br /&gt;
  GfxWorldStreamInfo streamInfo;&lt;br /&gt;
  const char *skyBoxModel;&lt;br /&gt;
  SunLightParseParams sunParse;&lt;br /&gt;
  GfxLight *sunLight;&lt;br /&gt;
  unsigned int sunPrimaryLightIndex;&lt;br /&gt;
  unsigned int primaryLightCount;&lt;br /&gt;
  unsigned int coronaCount;&lt;br /&gt;
  GfxLightCorona *coronas;&lt;br /&gt;
  unsigned int shadowMapVolumeCount;&lt;br /&gt;
  GfxShadowMapVolume *shadowMapVolumes;&lt;br /&gt;
  unsigned int shadowMapVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *shadowMapVolumePlanes;&lt;br /&gt;
  unsigned int exposureVolumeCount;&lt;br /&gt;
  GfxExposureVolume *exposureVolumes;&lt;br /&gt;
  unsigned int exposureVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *exposureVolumePlanes;&lt;br /&gt;
  unsigned int worldFogVolumeCount;&lt;br /&gt;
  GfxWorldFogVolume *worldFogVolumes;&lt;br /&gt;
  unsigned int worldFogVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *worldFogVolumePlanes;&lt;br /&gt;
  unsigned int worldFogModifierVolumeCount;&lt;br /&gt;
  GfxWorldFogModifierVolume *worldFogModifierVolumes;&lt;br /&gt;
  unsigned int worldFogModifierVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *worldFogModifierVolumePlanes;&lt;br /&gt;
  unsigned int lutVolumeCount;&lt;br /&gt;
  GfxLutVolume *lutVolumes;&lt;br /&gt;
  unsigned int lutVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *lutVolumePlanes;&lt;br /&gt;
  GfxSkyDynamicIntensity skyDynIntensity;&lt;br /&gt;
  GfxWorldDpvsPlanes dpvsPlanes;&lt;br /&gt;
  int cellBitsCount;&lt;br /&gt;
  GfxCell *cells;&lt;br /&gt;
  GfxWorldDraw draw;&lt;br /&gt;
  GfxLightGrid lightGrid;&lt;br /&gt;
  int modelCount;&lt;br /&gt;
  GfxBrushModel *models;&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  unsigned int checksum;&lt;br /&gt;
  int materialMemoryCount;&lt;br /&gt;
  MaterialMemory *materialMemory;&lt;br /&gt;
  sunflare_t sun;&lt;br /&gt;
  vec4_t outdoorLookupMatrix[4];&lt;br /&gt;
  GfxImage *outdoorImage;&lt;br /&gt;
  unsigned int *cellCasterBits;&lt;br /&gt;
  GfxSceneDynModel *sceneDynModel;&lt;br /&gt;
  GfxSceneDynBrush *sceneDynBrush;&lt;br /&gt;
  unsigned int *primaryLightEntityShadowVis;&lt;br /&gt;
  unsigned int *primaryLightDynEntShadowVis[2];&lt;br /&gt;
  unsigned int numSiegeSkinInsts;&lt;br /&gt;
  SSkinInstance *siegeSkinInsts;&lt;br /&gt;
  GfxShadowGeometry *shadowGeom;&lt;br /&gt;
  GfxLightRegion *lightRegion;&lt;br /&gt;
  GfxWorldDpvsStatic dpvs;&lt;br /&gt;
  GfxWorldDpvsDynamic dpvsDyn;&lt;br /&gt;
  float waterDirection;&lt;br /&gt;
  GfxWaterBuffer waterBuffers[2];&lt;br /&gt;
  Material *waterMaterial;&lt;br /&gt;
  Material *coronaMaterial;&lt;br /&gt;
  Material *ropeMaterial;&lt;br /&gt;
  Material *lutMaterial;&lt;br /&gt;
  unsigned int numOccluders;&lt;br /&gt;
  Occluder *occluders;&lt;br /&gt;
  unsigned int numOutdoorBounds;&lt;br /&gt;
  GfxOutdoorBounds *outdoorBounds;&lt;br /&gt;
  unsigned int heroLightCount;&lt;br /&gt;
  unsigned int heroLightTreeCount;&lt;br /&gt;
  GfxHeroLight *heroLights;&lt;br /&gt;
  GfxHeroLightTree *heroLightTree;&lt;br /&gt;
  unsigned int lightingFlags;&lt;br /&gt;
  int lightingQuality;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Keep in mind that the checksum is checked on other clients using the mapcrc dvar.&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Graphics_Map_Asset_(BO2)&amp;diff=920</id>
		<title>Graphics Map Asset (BO2)</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Graphics_Map_Asset_(BO2)&amp;diff=920"/>
		<updated>2015-06-24T22:49:41Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
The graphics map (or gfx_map) has existed on every Call of Duty so far and is part of the D3DBSP system produced by Radiant. Where the [[:Collision Map Asset (BO2)|collision map]] is used for collision data in the map, the graphics map holds visual systems such as lights and particularly the dPVS system. The Dynamic Potentially Visible Sets (dPVS) were developed by Umbra Software to compute visibility databases in real time, and power the Call of Duty engine to this day.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct XModelDrawInfo&lt;br /&gt;
{&lt;br /&gt;
  char state;&lt;br /&gt;
  char lod;&lt;br /&gt;
  unsigned __int16 surfId;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSceneDynModel&lt;br /&gt;
{&lt;br /&gt;
  XModelDrawInfo info;&lt;br /&gt;
  unsigned __int16 dynEntId;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char reflectionProbeIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct BModelDrawInfo&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 surfId;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSceneDynBrush&lt;br /&gt;
{&lt;br /&gt;
  BModelDrawInfo info;&lt;br /&gt;
  unsigned __int16 dynEntId;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStreamingAabbTree&lt;br /&gt;
{&lt;br /&gt;
  vec4_t mins;&lt;br /&gt;
  vec4_t maxs;&lt;br /&gt;
  float maxStreamingDistance;&lt;br /&gt;
  unsigned __int16 firstItem;&lt;br /&gt;
  unsigned __int16 itemCount;&lt;br /&gt;
  unsigned __int16 firstChild;&lt;br /&gt;
  unsigned __int16 childCount;&lt;br /&gt;
  unsigned __int16 smodelCount;&lt;br /&gt;
  unsigned __int16 surfaceCount;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldStreamInfo&lt;br /&gt;
{&lt;br /&gt;
  int aabbTreeCount;&lt;br /&gt;
  GfxStreamingAabbTree *aabbTrees;&lt;br /&gt;
  int leafRefCount;&lt;br /&gt;
  int *leafRefs;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldVertexData0&lt;br /&gt;
{&lt;br /&gt;
  char * data0;&lt;br /&gt;
  D3DVertexBuffer worldVb;&lt;br /&gt;
  unsigned int data1Size; &lt;br /&gt;
  char * data1;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldVertexData1&lt;br /&gt;
{&lt;br /&gt;
  char *data;&lt;br /&gt;
  D3DVertexBuffer layerVb;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct __declspec(align(16)) GfxLight //Notice this is aligned to a 0x10 byte buffer meaning there should be 0xC bytes of padding at the end&lt;br /&gt;
{&lt;br /&gt;
  char type;&lt;br /&gt;
  char canUseShadowMap;&lt;br /&gt;
  char shadowmapVolume;&lt;br /&gt;
  __int16 cullDist;&lt;br /&gt;
  vec3_t color;&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  float radius;&lt;br /&gt;
  float cosHalfFovOuter;&lt;br /&gt;
  float cosHalfFovInner;&lt;br /&gt;
  int exponent;&lt;br /&gt;
  unsigned int spotShadowIndex;&lt;br /&gt;
  float dAttenuation;&lt;br /&gt;
  float roundness;&lt;br /&gt;
  vec3_t angles;&lt;br /&gt;
  float spotShadowHiDistance;&lt;br /&gt;
  vec4_t diffuseColor;&lt;br /&gt;
  vec4_t shadowColor;&lt;br /&gt;
  vec4_t falloff;&lt;br /&gt;
  vec4_t aAbB;&lt;br /&gt;
  vec4_t cookieControl[3];&lt;br /&gt;
  __declspec(align(16)) vec4_t viewMatrix[4]; //Again this has to be on a 4 byte buffer, so there should be 8 bytes of padding before this.&lt;br /&gt;
  vec4_t projMatrix[4];&lt;br /&gt;
  GfxLightDef *def;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightingSH&lt;br /&gt;
{&lt;br /&gt;
  vec4_t V[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxReflectionProbeVolumeData&lt;br /&gt;
{&lt;br /&gt;
  vec4_t volumePlanes[6];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxReflectionProbe&lt;br /&gt;
{&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  GfxLightingSH lightingSH;&lt;br /&gt;
  GfxImage *reflectionImage;&lt;br /&gt;
  GfxReflectionProbeVolumeData *probeVolumes;&lt;br /&gt;
       char (*unknown2)[0x70];&lt;br /&gt;
  unsigned int probeVolumeCount;&lt;br /&gt;
  float mipLodBias;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDpvsPlanes&lt;br /&gt;
{&lt;br /&gt;
  int cellCount;&lt;br /&gt;
  cplane_s *planes;&lt;br /&gt;
  unsigned __int16 *nodes;&lt;br /&gt;
  unsigned int *sceneEntCellBits;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxAabbTree&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  unsigned __int16 childCount;&lt;br /&gt;
  unsigned __int16 surfaceCount;&lt;br /&gt;
  unsigned __int16 startSurfIndex;&lt;br /&gt;
  unsigned __int16 smodelIndexCount;&lt;br /&gt;
  unsigned __int16 *smodelIndexes;&lt;br /&gt;
  int childrenOffset;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightGridEntry&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 colorsIndex;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char visibility;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxCompressedLightGridColors&lt;br /&gt;
{&lt;br /&gt;
  char rgb[56][3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStaticModelInst&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  vec3_t lightingOrigin;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct srfTriangles_t&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  int vertexDataOffset0;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  int vertexDataOffset1;&lt;br /&gt;
  int firstVertex;&lt;br /&gt;
  float himipRadiusInvSq;&lt;br /&gt;
  unsigned __int16 vertexCount;&lt;br /&gt;
  unsigned __int16 triCount;&lt;br /&gt;
  int baseIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSurface&lt;br /&gt;
{&lt;br /&gt;
  srfTriangles_t tris;&lt;br /&gt;
  Material *material;&lt;br /&gt;
  char lightmapIndex;&lt;br /&gt;
  char reflectionProbeIndex;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char flags;&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxDrawSurfFields&lt;br /&gt;
{&lt;br /&gt;
  __int64 _bf0;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union GfxDrawSurf&lt;br /&gt;
{&lt;br /&gt;
  GfxDrawSurfFields fields;&lt;br /&gt;
  unsigned __int64 packed;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDpvsStatic&lt;br /&gt;
{&lt;br /&gt;
  unsigned int smodelCount;&lt;br /&gt;
  unsigned int staticSurfaceCount;&lt;br /&gt;
  unsigned int litSurfsBegin;&lt;br /&gt;
  unsigned int litSurfsEnd;&lt;br /&gt;
  unsigned int litTransSurfsBegin;&lt;br /&gt;
  unsigned int litTransSurfsEnd;&lt;br /&gt;
  unsigned int emissiveSurfsBegin;&lt;br /&gt;
  unsigned int emissiveSurfsEnd;&lt;br /&gt;
  unsigned int emissiveOpaqueSurfsBegin;&lt;br /&gt;
  unsigned int emissiveOpaqueSurfsEnd;&lt;br /&gt;
  unsigned int emissiveTransSurfsBegin;&lt;br /&gt;
  unsigned int emissiveTransSurfsEnd;&lt;br /&gt;
  unsigned int smodelVisDataCount;&lt;br /&gt;
  unsigned int surfaceVisDataCount;&lt;br /&gt;
  char *smodelVisData[3];&lt;br /&gt;
  char *surfaceVisData[3];&lt;br /&gt;
  char *smodelVisDataCameraSaved;&lt;br /&gt;
  char *surfaceVisDataCameraSaved;&lt;br /&gt;
  char *surfaceCastsSunShadow;&lt;br /&gt;
  char *surfaceCastsShadow;&lt;br /&gt;
  char *smodelCastsShadow;&lt;br /&gt;
  unsigned __int16 *sortedSurfIndex;&lt;br /&gt;
  GfxStaticModelInst *smodelInsts;&lt;br /&gt;
  GfxSurface *surfaces;&lt;br /&gt;
  GfxStaticModelDrawInst *smodelDrawInsts;&lt;br /&gt;
  GfxDrawSurf *surfaceMaterials;&lt;br /&gt;
  volatile int usageCount;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct GfxPackedPlacement&lt;br /&gt;
{&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  PackedUnitVec axis[3];&lt;br /&gt;
  float scale;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStaticModelLmapVertexInfo&lt;br /&gt;
{&lt;br /&gt;
  unsigned int *lmapVertexColors;&lt;br /&gt;
  D3DVertexBuffer lmapVertexColorsVB;&lt;br /&gt;
  unsigned __int16 numLmapVertexColors;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightingSHQuantized&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 V[3][4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStaticModelDrawInst&lt;br /&gt;
{&lt;br /&gt;
  float cullDist;&lt;br /&gt;
  GfxPackedPlacement placement;&lt;br /&gt;
  XModel *model;&lt;br /&gt;
  int flags;&lt;br /&gt;
  float invScaleSq;&lt;br /&gt;
  unsigned __int16 lightingHandle;&lt;br /&gt;
  unsigned __int16 colorsIndex;&lt;br /&gt;
  GfxLightingSHQuantized lightingSH;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char visibility;&lt;br /&gt;
  char reflectionProbeIndex;&lt;br /&gt;
  unsigned int smid;&lt;br /&gt;
  GfxStaticModelLmapVertexInfo lmapVertexInfo[4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cplane_s&lt;br /&gt;
{&lt;br /&gt;
  vec3_t normal;&lt;br /&gt;
  float dist;&lt;br /&gt;
  char type;&lt;br /&gt;
  char signbits;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxPortalWritable&lt;br /&gt;
{&lt;br /&gt;
  bool isQueued;&lt;br /&gt;
  bool isAncestor;&lt;br /&gt;
  char recursionDepth;&lt;br /&gt;
  char hullPointCount;&lt;br /&gt;
  vec2_t *hullPoints;&lt;br /&gt;
  GfxPortal *queuedParent;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct DpvsPlane&lt;br /&gt;
{&lt;br /&gt;
  vec4_t coeffs;&lt;br /&gt;
  char side[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxPortal&lt;br /&gt;
{&lt;br /&gt;
  GfxPortalWritable writable;&lt;br /&gt;
  DpvsPlane plane;&lt;br /&gt;
  GfxCell * parent;&lt;br /&gt;
  vec3_t *vertices;&lt;br /&gt;
  char vertexCount;&lt;br /&gt;
  vec3_t hullAxis[2];&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxCell&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  int aabbTreeCount;&lt;br /&gt;
  GfxAabbTree *aabbTree;&lt;br /&gt;
  int portalCount;&lt;br /&gt;
  GfxPortal *portals;&lt;br /&gt;
  char reflectionProbeCount;&lt;br /&gt;
  char *reflectionProbes;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightmapArray&lt;br /&gt;
{&lt;br /&gt;
  GfxImage *primary;&lt;br /&gt;
  GfxImage *secondary;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxCompressedLightGridCoeffs //It is very important that this struct is not 4-byte aligned. It is 0x36 bytes EXACTLY.&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 coeffs[9][3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSkyGridVolume&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  vec3_t lightingOrigin;&lt;br /&gt;
  unsigned __int16 colorsIndex;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char visibility;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightGrid&lt;br /&gt;
{&lt;br /&gt;
  unsigned int sunPrimaryLightIndex;&lt;br /&gt;
  unsigned __int16 mins[3];&lt;br /&gt;
  unsigned __int16 maxs[3];&lt;br /&gt;
  float offset;&lt;br /&gt;
  unsigned int rowAxis;&lt;br /&gt;
  unsigned int colAxis;&lt;br /&gt;
  unsigned __int16 *rowDataStart;&lt;br /&gt;
  unsigned int rawRowDataSize;&lt;br /&gt;
  char *rawRowData;&lt;br /&gt;
  unsigned int entryCount;&lt;br /&gt;
  GfxLightGridEntry *entries;&lt;br /&gt;
  unsigned int colorCount;&lt;br /&gt;
  GfxCompressedLightGridColors *colors;&lt;br /&gt;
  unsigned int coeffCount;&lt;br /&gt;
  GfxCompressedLightGridCoeffs *coeffs;&lt;br /&gt;
  unsigned int skyGridVolumeCount;&lt;br /&gt;
  GfxSkyGridVolume *skyGridVolumes;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxBrushModelWritable&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  float padding1;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  float padding2;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxBrushModel&lt;br /&gt;
{&lt;br /&gt;
  GfxBrushModelWritable writable;&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
  unsigned int surfaceCount;&lt;br /&gt;
  unsigned int startSurfIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct MaterialMemory&lt;br /&gt;
{&lt;br /&gt;
  Material *material;&lt;br /&gt;
  int memory;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct sunflare_t&lt;br /&gt;
{&lt;br /&gt;
  bool hasValidData;&lt;br /&gt;
  Material *spriteMaterial;&lt;br /&gt;
  Material *flareMaterial;&lt;br /&gt;
  float spriteSize;&lt;br /&gt;
  float flareMinSize;&lt;br /&gt;
  float flareMinDot;&lt;br /&gt;
  float flareMaxSize;&lt;br /&gt;
  float flareMaxDot;&lt;br /&gt;
  float flareMaxAlpha;&lt;br /&gt;
  int flareFadeInTime;&lt;br /&gt;
  int flareFadeOutTime;&lt;br /&gt;
  float blindMinDot;&lt;br /&gt;
  float blindMaxDot;&lt;br /&gt;
  float blindMaxDarken;&lt;br /&gt;
  int blindFadeInTime;&lt;br /&gt;
  int blindFadeOutTime;&lt;br /&gt;
  float glareMinDot;&lt;br /&gt;
  float glareMaxDot;&lt;br /&gt;
  float glareMaxLighten;&lt;br /&gt;
  int glareFadeInTime;&lt;br /&gt;
  int glareFadeOutTime;&lt;br /&gt;
  vec3_t sunFxPosition;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxShadowGeometry&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 surfaceCount;&lt;br /&gt;
  unsigned __int16 smodelCount;&lt;br /&gt;
  unsigned __int16 *sortedSurfIndex;&lt;br /&gt;
  unsigned __int16 *smodelIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightRegionAxis&lt;br /&gt;
{&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  float midPoint;&lt;br /&gt;
  float halfSize;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightRegionHull&lt;br /&gt;
{&lt;br /&gt;
  float kdopMidPoint[9];&lt;br /&gt;
  float kdopHalfSize[9];&lt;br /&gt;
  unsigned int axisCount;&lt;br /&gt;
  GfxLightRegionAxis *axis;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightRegion&lt;br /&gt;
{&lt;br /&gt;
  unsigned int hullCount;&lt;br /&gt;
  GfxLightRegionHull *hulls;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDpvsDynamic&lt;br /&gt;
{&lt;br /&gt;
  unsigned int dynEntClientWordCount[2];&lt;br /&gt;
  unsigned int dynEntClientCount[2];&lt;br /&gt;
  unsigned int *dynEntCellBits[2];&lt;br /&gt;
  char *dynEntVisData[2][3];&lt;br /&gt;
  volatile int usageCount;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldFog&lt;br /&gt;
{&lt;br /&gt;
  float baseDist;&lt;br /&gt;
  float halfDist;&lt;br /&gt;
  float baseHeight;&lt;br /&gt;
  float halfHeight;&lt;br /&gt;
  float sunFogPitch;&lt;br /&gt;
  float sunFogYaw;&lt;br /&gt;
  float sunFogInner;&lt;br /&gt;
  float sunFogOuter;&lt;br /&gt;
  vec3_t fogColor;&lt;br /&gt;
  float fogOpacity;&lt;br /&gt;
  vec3_t sunFogColor;&lt;br /&gt;
  float sunFogOpacity;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldSun&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  vec3_t angles;&lt;br /&gt;
  vec4_t ambientColor;&lt;br /&gt;
  vec4_t sunCd;&lt;br /&gt;
  vec4_t sunCs;&lt;br /&gt;
  vec4_t skyColor;&lt;br /&gt;
  float exposure;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SunLightParseParams&lt;br /&gt;
{&lt;br /&gt;
  char name[64];&lt;br /&gt;
  GfxWorldSun initWorldSun;&lt;br /&gt;
  float fogTransitionTime;&lt;br /&gt;
  GfxWorldFog initWorldFog;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWaterBuffer&lt;br /&gt;
{&lt;br /&gt;
  unsigned int bufferSize;&lt;br /&gt;
  vec4_t *buffer; //Count = bufferSize&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinShaders&lt;br /&gt;
{&lt;br /&gt;
  char *pixelShaderAlign;&lt;br /&gt;
  char *pixelShader;&lt;br /&gt;
  char *vertexShader;&lt;br /&gt;
  int pixelShaderSize;&lt;br /&gt;
  int vertexShaderSize;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinAnim&lt;br /&gt;
{&lt;br /&gt;
  int bones;&lt;br /&gt;
  int width;&lt;br /&gt;
  int frames;&lt;br /&gt;
  float *data;  //Count = width * frames&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinVert&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 pos_bone[4];&lt;br /&gt;
  PackedUnitVec normal;&lt;br /&gt;
  unsigned __int16 uv[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinModel&lt;br /&gt;
{&lt;br /&gt;
  int numVerts;&lt;br /&gt;
  int numTris;&lt;br /&gt;
  SSkinVert *verts;&lt;br /&gt;
  unsigned __int16 *tris; //Count = numTris * 3&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinInstance&lt;br /&gt;
{&lt;br /&gt;
  vec4_t mat[4];&lt;br /&gt;
  SSkinShaders *shaders;&lt;br /&gt;
  SSkinModel *model;&lt;br /&gt;
  SSkinAnim *anim;&lt;br /&gt;
  SSkinVert *instVerts;&lt;br /&gt;
  float frame;&lt;br /&gt;
  int pad[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
typedef char GfxTexture[0x34];&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDraw&lt;br /&gt;
{&lt;br /&gt;
  unsigned int reflectionProbeCount;&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxReflectionProbe *localReflectionProbes;&lt;br /&gt;
    GfxReflectionProbe *reflectionProbes;&lt;br /&gt;
  };&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxTexture *localReflectionProbeTextures;&lt;br /&gt;
    GfxTexture *reflectionProbeTextures;&lt;br /&gt;
  };&lt;br /&gt;
  int lightmapCount;&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxLightmapArray *localLightmaps;&lt;br /&gt;
    GfxLightmapArray *lightmaps;&lt;br /&gt;
  };&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxTexture *localLightmapPrimaryTextures;&lt;br /&gt;
    GfxTexture *lightmapPrimaryTextures;&lt;br /&gt;
  };&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxTexture *localLightmapSecondaryTextures;&lt;br /&gt;
    GfxTexture *lightmapSecondaryTextures;&lt;br /&gt;
  };&lt;br /&gt;
  unsigned int vertexCount;&lt;br /&gt;
  unsigned int vertexDataSize0; //Note these are the raw size of the array, not the count.&lt;br /&gt;
  GfxWorldVertexData0 vd;&lt;br /&gt;
  unsigned int vertexDataSize1;&lt;br /&gt;
  GfxWorldVertexData1 vld;&lt;br /&gt;
  int indexCount;&lt;br /&gt;
  unsigned __int16 *indices;&lt;br /&gt;
  D3DIndexBuffer indexBuffer;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightCorona&lt;br /&gt;
{&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  float radius;&lt;br /&gt;
  vec3_t color;&lt;br /&gt;
  float intensity;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxShadowMapVolume&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  unsigned int padding1;&lt;br /&gt;
  unsigned int padding2;&lt;br /&gt;
  unsigned int padding3;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxVolumePlane&lt;br /&gt;
{&lt;br /&gt;
  vec4_t plane;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxExposureVolume&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  float exposure;&lt;br /&gt;
  float luminanceIncreaseScale;&lt;br /&gt;
  float luminanceDecreaseScale;&lt;br /&gt;
  float featherRange;&lt;br /&gt;
  float featherAdjust;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldFogVolume&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  float fogTransitionTime;&lt;br /&gt;
  unsigned int controlEx;&lt;br /&gt;
  GfxWorldFog volumeWorldFog;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldFogModifierVolume&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  unsigned __int16 minX;&lt;br /&gt;
  unsigned __int16 minY;&lt;br /&gt;
  unsigned __int16 minZ;&lt;br /&gt;
  unsigned __int16 maxX;&lt;br /&gt;
  unsigned __int16 maxY;&lt;br /&gt;
  unsigned __int16 maxZ;&lt;br /&gt;
  unsigned int controlEx;&lt;br /&gt;
  float transitionTime;&lt;br /&gt;
  float depthScale;&lt;br /&gt;
  float heightScale;&lt;br /&gt;
  vec4_t colorAdjust;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLutVolume&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  float lutTransitionTime;&lt;br /&gt;
  unsigned int lutIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSkyDynamicIntensity&lt;br /&gt;
{&lt;br /&gt;
  float angle0;&lt;br /&gt;
  float angle1;&lt;br /&gt;
  float factor0;&lt;br /&gt;
  float factor1;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct Occluder&lt;br /&gt;
{&lt;br /&gt;
  unsigned int flags;&lt;br /&gt;
  char name[16];&lt;br /&gt;
  vec3_t points[4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxOutdoorBounds&lt;br /&gt;
{&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxHeroLight&lt;br /&gt;
{&lt;br /&gt;
  char type;&lt;br /&gt;
  char unused[3];&lt;br /&gt;
  vec3_t color;&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  float radius;&lt;br /&gt;
  float cosHalfFovOuter;&lt;br /&gt;
  float cosHalfFovInner;&lt;br /&gt;
  int exponent;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxHeroLightTree&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  int leftNode;&lt;br /&gt;
  int rightNode;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorld&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  const char *baseName;&lt;br /&gt;
  int planeCount;&lt;br /&gt;
  int nodeCount;&lt;br /&gt;
  int surfaceCount;&lt;br /&gt;
  GfxWorldStreamInfo streamInfo;&lt;br /&gt;
  const char *skyBoxModel;&lt;br /&gt;
  SunLightParseParams sunParse;&lt;br /&gt;
  GfxLight *sunLight;&lt;br /&gt;
  unsigned int sunPrimaryLightIndex;&lt;br /&gt;
  unsigned int primaryLightCount;&lt;br /&gt;
  unsigned int coronaCount;&lt;br /&gt;
  GfxLightCorona *coronas;&lt;br /&gt;
  unsigned int shadowMapVolumeCount;&lt;br /&gt;
  GfxShadowMapVolume *shadowMapVolumes;&lt;br /&gt;
  unsigned int shadowMapVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *shadowMapVolumePlanes;&lt;br /&gt;
  unsigned int exposureVolumeCount;&lt;br /&gt;
  GfxExposureVolume *exposureVolumes;&lt;br /&gt;
  unsigned int exposureVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *exposureVolumePlanes;&lt;br /&gt;
  unsigned int worldFogVolumeCount;&lt;br /&gt;
  GfxWorldFogVolume *worldFogVolumes;&lt;br /&gt;
  unsigned int worldFogVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *worldFogVolumePlanes;&lt;br /&gt;
  unsigned int worldFogModifierVolumeCount;&lt;br /&gt;
  GfxWorldFogModifierVolume *worldFogModifierVolumes;&lt;br /&gt;
  unsigned int worldFogModifierVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *worldFogModifierVolumePlanes;&lt;br /&gt;
  unsigned int lutVolumeCount;&lt;br /&gt;
  GfxLutVolume *lutVolumes;&lt;br /&gt;
  unsigned int lutVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *lutVolumePlanes;&lt;br /&gt;
  GfxSkyDynamicIntensity skyDynIntensity;&lt;br /&gt;
  GfxWorldDpvsPlanes dpvsPlanes;&lt;br /&gt;
  int cellBitsCount;&lt;br /&gt;
  GfxCell *cells;&lt;br /&gt;
  GfxWorldDraw draw;&lt;br /&gt;
  GfxLightGrid lightGrid;&lt;br /&gt;
  int modelCount;&lt;br /&gt;
  GfxBrushModel *models;&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  unsigned int checksum;&lt;br /&gt;
  int materialMemoryCount;&lt;br /&gt;
  MaterialMemory *materialMemory;&lt;br /&gt;
  sunflare_t sun;&lt;br /&gt;
  vec4_t outdoorLookupMatrix[4];&lt;br /&gt;
  GfxImage *outdoorImage;&lt;br /&gt;
  unsigned int *cellCasterBits;&lt;br /&gt;
  GfxSceneDynModel *sceneDynModel;&lt;br /&gt;
  GfxSceneDynBrush *sceneDynBrush;&lt;br /&gt;
  unsigned int *primaryLightEntityShadowVis;&lt;br /&gt;
  unsigned int *primaryLightDynEntShadowVis[2];&lt;br /&gt;
  unsigned int numSiegeSkinInsts;&lt;br /&gt;
  SSkinInstance *siegeSkinInsts;&lt;br /&gt;
  GfxShadowGeometry *shadowGeom;&lt;br /&gt;
  GfxLightRegion *lightRegion;&lt;br /&gt;
  GfxWorldDpvsStatic dpvs;&lt;br /&gt;
  GfxWorldDpvsDynamic dpvsDyn;&lt;br /&gt;
  float waterDirection;&lt;br /&gt;
  GfxWaterBuffer waterBuffers[2];&lt;br /&gt;
  Material *waterMaterial;&lt;br /&gt;
  Material *coronaMaterial;&lt;br /&gt;
  Material *ropeMaterial;&lt;br /&gt;
  Material *lutMaterial;&lt;br /&gt;
  unsigned int numOccluders;&lt;br /&gt;
  Occluder *occluders;&lt;br /&gt;
  unsigned int numOutdoorBounds;&lt;br /&gt;
  GfxOutdoorBounds *outdoorBounds;&lt;br /&gt;
  unsigned int heroLightCount;&lt;br /&gt;
  unsigned int heroLightTreeCount;&lt;br /&gt;
  GfxHeroLight *heroLights;&lt;br /&gt;
  GfxHeroLightTree *heroLightTree;&lt;br /&gt;
  unsigned int lightingFlags;&lt;br /&gt;
  int lightingQuality;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Keep in mind that the checksum is checked on other clients using the mapcrc dvar.&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Graphics_Map_Asset_(BO2)&amp;diff=919</id>
		<title>Graphics Map Asset (BO2)</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Graphics_Map_Asset_(BO2)&amp;diff=919"/>
		<updated>2015-06-24T20:14:05Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
The graphics map (or gfx_map) has existed on every Call of Duty so far and is part of the D3DBSP system produced by Radiant. Where the [[:Collision Map Asset (BO2)|collision map]] is used for collision data in the map, the graphics map holds visual systems such as lights and particularly the dPVS system. The Dynamic Potentially Visible Sets (dPVS) were developed by Umbra Software to compute visibility databases in real time, and power the Call of Duty engine to this day.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct XModelDrawInfo&lt;br /&gt;
{&lt;br /&gt;
  char state;&lt;br /&gt;
  char lod;&lt;br /&gt;
  unsigned __int16 surfId;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSceneDynModel&lt;br /&gt;
{&lt;br /&gt;
  XModelDrawInfo info;&lt;br /&gt;
  unsigned __int16 dynEntId;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char reflectionProbeIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct BModelDrawInfo&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 surfId;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSceneDynBrush&lt;br /&gt;
{&lt;br /&gt;
  BModelDrawInfo info;&lt;br /&gt;
  unsigned __int16 dynEntId;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStreamingAabbTree&lt;br /&gt;
{&lt;br /&gt;
  vec4_t mins;&lt;br /&gt;
  vec4_t maxs;&lt;br /&gt;
  float maxStreamingDistance;&lt;br /&gt;
  unsigned __int16 firstItem;&lt;br /&gt;
  unsigned __int16 itemCount;&lt;br /&gt;
  unsigned __int16 firstChild;&lt;br /&gt;
  unsigned __int16 childCount;&lt;br /&gt;
  unsigned __int16 smodelCount;&lt;br /&gt;
  unsigned __int16 surfaceCount;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldStreamInfo&lt;br /&gt;
{&lt;br /&gt;
  int aabbTreeCount;&lt;br /&gt;
  GfxStreamingAabbTree *aabbTrees;&lt;br /&gt;
  int leafRefCount;&lt;br /&gt;
  int *leafRefs;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union GfxColor&lt;br /&gt;
{&lt;br /&gt;
  unsigned int packed;&lt;br /&gt;
  char array[4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union PackedUnitVec&lt;br /&gt;
{&lt;br /&gt;
  unsigned int packed;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldVertex&lt;br /&gt;
{&lt;br /&gt;
  float xyz[3];&lt;br /&gt;
  float binormalSign;&lt;br /&gt;
  GfxColor color;&lt;br /&gt;
  float texCoord[2];&lt;br /&gt;
  float lmapCoord[2];&lt;br /&gt;
  PackedUnitVec normal;&lt;br /&gt;
  PackedUnitVec tangent;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldVertexData0&lt;br /&gt;
{&lt;br /&gt;
  GfxWorldVertex *vertices0;&lt;br /&gt;
  D3DVertexBuffer worldVb;&lt;br /&gt;
  unsigned int vertexDataSize1; &lt;br /&gt;
  GfxWorldVertex * vertices1;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldVertexData1&lt;br /&gt;
{&lt;br /&gt;
  char *data;&lt;br /&gt;
  D3DVertexBuffer layerVb;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct __declspec(align(16)) GfxLight //Notice this is aligned to a 0x10 byte buffer meaning there should be 0xC bytes of padding at the end&lt;br /&gt;
{&lt;br /&gt;
  char type;&lt;br /&gt;
  char canUseShadowMap;&lt;br /&gt;
  char shadowmapVolume;&lt;br /&gt;
  __int16 cullDist;&lt;br /&gt;
  vec3_t color;&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  float radius;&lt;br /&gt;
  float cosHalfFovOuter;&lt;br /&gt;
  float cosHalfFovInner;&lt;br /&gt;
  int exponent;&lt;br /&gt;
  unsigned int spotShadowIndex;&lt;br /&gt;
  float dAttenuation;&lt;br /&gt;
  float roundness;&lt;br /&gt;
  vec3_t angles;&lt;br /&gt;
  float spotShadowHiDistance;&lt;br /&gt;
  vec4_t diffuseColor;&lt;br /&gt;
  vec4_t shadowColor;&lt;br /&gt;
  vec4_t falloff;&lt;br /&gt;
  vec4_t aAbB;&lt;br /&gt;
  vec4_t cookieControl[3];&lt;br /&gt;
  __declspec(align(16)) vec4_t viewMatrix[4]; //Again this has to be on a 4 byte buffer, so there should be 8 bytes of padding before this.&lt;br /&gt;
  vec4_t projMatrix[4];&lt;br /&gt;
  GfxLightDef *def;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightingSH&lt;br /&gt;
{&lt;br /&gt;
  vec4_t V[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxReflectionProbeVolumeData&lt;br /&gt;
{&lt;br /&gt;
  vec4_t volumePlanes[6];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxReflectionProbe&lt;br /&gt;
{&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  GfxLightingSH lightingSH;&lt;br /&gt;
  GfxImage *reflectionImage;&lt;br /&gt;
  GfxReflectionProbeVolumeData *probeVolumes;&lt;br /&gt;
       char (*unknown2)[0x70];&lt;br /&gt;
  unsigned int probeVolumeCount;&lt;br /&gt;
  float mipLodBias;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDpvsPlanes&lt;br /&gt;
{&lt;br /&gt;
  int cellCount;&lt;br /&gt;
  cplane_s *planes;&lt;br /&gt;
  unsigned __int16 *nodes;&lt;br /&gt;
  unsigned int *sceneEntCellBits;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxAabbTree&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  unsigned __int16 childCount;&lt;br /&gt;
  unsigned __int16 surfaceCount;&lt;br /&gt;
  unsigned __int16 startSurfIndex;&lt;br /&gt;
  unsigned __int16 smodelIndexCount;&lt;br /&gt;
  unsigned __int16 *smodelIndexes;&lt;br /&gt;
  int childrenOffset;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightGridEntry&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 colorsIndex;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char visibility;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxCompressedLightGridColors&lt;br /&gt;
{&lt;br /&gt;
  char rgb[56][3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStaticModelInst&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  vec3_t lightingOrigin;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct srfTriangles_t&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  int vertexDataOffset0;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  int vertexDataOffset1;&lt;br /&gt;
  int firstVertex;&lt;br /&gt;
  float himipRadiusInvSq;&lt;br /&gt;
  unsigned __int16 vertexCount;&lt;br /&gt;
  unsigned __int16 triCount;&lt;br /&gt;
  int baseIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSurface&lt;br /&gt;
{&lt;br /&gt;
  srfTriangles_t tris;&lt;br /&gt;
  Material *material;&lt;br /&gt;
  char lightmapIndex;&lt;br /&gt;
  char reflectionProbeIndex;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char flags;&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxDrawSurfFields&lt;br /&gt;
{&lt;br /&gt;
  __int64 _bf0;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union GfxDrawSurf&lt;br /&gt;
{&lt;br /&gt;
  GfxDrawSurfFields fields;&lt;br /&gt;
  unsigned __int64 packed;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDpvsStatic&lt;br /&gt;
{&lt;br /&gt;
  unsigned int smodelCount;&lt;br /&gt;
  unsigned int staticSurfaceCount;&lt;br /&gt;
  unsigned int litSurfsBegin;&lt;br /&gt;
  unsigned int litSurfsEnd;&lt;br /&gt;
  unsigned int litTransSurfsBegin;&lt;br /&gt;
  unsigned int litTransSurfsEnd;&lt;br /&gt;
  unsigned int emissiveSurfsBegin;&lt;br /&gt;
  unsigned int emissiveSurfsEnd;&lt;br /&gt;
  unsigned int emissiveOpaqueSurfsBegin;&lt;br /&gt;
  unsigned int emissiveOpaqueSurfsEnd;&lt;br /&gt;
  unsigned int emissiveTransSurfsBegin;&lt;br /&gt;
  unsigned int emissiveTransSurfsEnd;&lt;br /&gt;
  unsigned int smodelVisDataCount;&lt;br /&gt;
  unsigned int surfaceVisDataCount;&lt;br /&gt;
  char *smodelVisData[3];&lt;br /&gt;
  char *surfaceVisData[3];&lt;br /&gt;
  char *smodelVisDataCameraSaved;&lt;br /&gt;
  char *surfaceVisDataCameraSaved;&lt;br /&gt;
  char *surfaceCastsSunShadow;&lt;br /&gt;
  char *surfaceCastsShadow;&lt;br /&gt;
  char *smodelCastsShadow;&lt;br /&gt;
  unsigned __int16 *sortedSurfIndex;&lt;br /&gt;
  GfxStaticModelInst *smodelInsts;&lt;br /&gt;
  GfxSurface *surfaces;&lt;br /&gt;
  GfxStaticModelDrawInst *smodelDrawInsts;&lt;br /&gt;
  GfxDrawSurf *surfaceMaterials;&lt;br /&gt;
  volatile int usageCount;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct GfxPackedPlacement&lt;br /&gt;
{&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  PackedUnitVec axis[3];&lt;br /&gt;
  float scale;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStaticModelLmapVertexInfo&lt;br /&gt;
{&lt;br /&gt;
  unsigned int *lmapVertexColors;&lt;br /&gt;
  D3DVertexBuffer lmapVertexColorsVB;&lt;br /&gt;
  unsigned __int16 numLmapVertexColors;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightingSHQuantized&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 V[3][4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStaticModelDrawInst&lt;br /&gt;
{&lt;br /&gt;
  float cullDist;&lt;br /&gt;
  GfxPackedPlacement placement;&lt;br /&gt;
  XModel *model;&lt;br /&gt;
  int flags;&lt;br /&gt;
  float invScaleSq;&lt;br /&gt;
  unsigned __int16 lightingHandle;&lt;br /&gt;
  unsigned __int16 colorsIndex;&lt;br /&gt;
  GfxLightingSHQuantized lightingSH;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char visibility;&lt;br /&gt;
  char reflectionProbeIndex;&lt;br /&gt;
  unsigned int smid;&lt;br /&gt;
  GfxStaticModelLmapVertexInfo lmapVertexInfo[4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cplane_s&lt;br /&gt;
{&lt;br /&gt;
  vec3_t normal;&lt;br /&gt;
  float dist;&lt;br /&gt;
  char type;&lt;br /&gt;
  char signbits;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxPortalWritable&lt;br /&gt;
{&lt;br /&gt;
  bool isQueued;&lt;br /&gt;
  bool isAncestor;&lt;br /&gt;
  char recursionDepth;&lt;br /&gt;
  char hullPointCount;&lt;br /&gt;
  vec2_t *hullPoints;&lt;br /&gt;
  GfxPortal *queuedParent;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct DpvsPlane&lt;br /&gt;
{&lt;br /&gt;
  vec4_t coeffs;&lt;br /&gt;
  char side[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxPortal&lt;br /&gt;
{&lt;br /&gt;
  GfxPortalWritable writable;&lt;br /&gt;
  DpvsPlane plane;&lt;br /&gt;
  GfxCell * parent;&lt;br /&gt;
  vec3_t *vertices;&lt;br /&gt;
  char vertexCount;&lt;br /&gt;
  vec3_t hullAxis[2];&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxCell&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  int aabbTreeCount;&lt;br /&gt;
  GfxAabbTree *aabbTree;&lt;br /&gt;
  int portalCount;&lt;br /&gt;
  GfxPortal *portals;&lt;br /&gt;
  char reflectionProbeCount;&lt;br /&gt;
  char *reflectionProbes;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightmapArray&lt;br /&gt;
{&lt;br /&gt;
  GfxImage *primary;&lt;br /&gt;
  GfxImage *secondary;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxCompressedLightGridCoeffs //It is very important that this struct is not 4-byte aligned. It is 0x36 bytes EXACTLY.&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 coeffs[9][3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSkyGridVolume&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  vec3_t lightingOrigin;&lt;br /&gt;
  unsigned __int16 colorsIndex;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char visibility;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightGrid&lt;br /&gt;
{&lt;br /&gt;
  unsigned int sunPrimaryLightIndex;&lt;br /&gt;
  unsigned __int16 mins[3];&lt;br /&gt;
  unsigned __int16 maxs[3];&lt;br /&gt;
  float offset;&lt;br /&gt;
  unsigned int rowAxis;&lt;br /&gt;
  unsigned int colAxis;&lt;br /&gt;
  unsigned __int16 *rowDataStart;&lt;br /&gt;
  unsigned int rawRowDataSize;&lt;br /&gt;
  char *rawRowData;&lt;br /&gt;
  unsigned int entryCount;&lt;br /&gt;
  GfxLightGridEntry *entries;&lt;br /&gt;
  unsigned int colorCount;&lt;br /&gt;
  GfxCompressedLightGridColors *colors;&lt;br /&gt;
  unsigned int coeffCount;&lt;br /&gt;
  GfxCompressedLightGridCoeffs *coeffs;&lt;br /&gt;
  unsigned int skyGridVolumeCount;&lt;br /&gt;
  GfxSkyGridVolume *skyGridVolumes;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxBrushModelWritable&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  float padding1;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  float padding2;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxBrushModel&lt;br /&gt;
{&lt;br /&gt;
  GfxBrushModelWritable writable;&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
  unsigned int surfaceCount;&lt;br /&gt;
  unsigned int startSurfIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct MaterialMemory&lt;br /&gt;
{&lt;br /&gt;
  Material *material;&lt;br /&gt;
  int memory;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct sunflare_t&lt;br /&gt;
{&lt;br /&gt;
  bool hasValidData;&lt;br /&gt;
  Material *spriteMaterial;&lt;br /&gt;
  Material *flareMaterial;&lt;br /&gt;
  float spriteSize;&lt;br /&gt;
  float flareMinSize;&lt;br /&gt;
  float flareMinDot;&lt;br /&gt;
  float flareMaxSize;&lt;br /&gt;
  float flareMaxDot;&lt;br /&gt;
  float flareMaxAlpha;&lt;br /&gt;
  int flareFadeInTime;&lt;br /&gt;
  int flareFadeOutTime;&lt;br /&gt;
  float blindMinDot;&lt;br /&gt;
  float blindMaxDot;&lt;br /&gt;
  float blindMaxDarken;&lt;br /&gt;
  int blindFadeInTime;&lt;br /&gt;
  int blindFadeOutTime;&lt;br /&gt;
  float glareMinDot;&lt;br /&gt;
  float glareMaxDot;&lt;br /&gt;
  float glareMaxLighten;&lt;br /&gt;
  int glareFadeInTime;&lt;br /&gt;
  int glareFadeOutTime;&lt;br /&gt;
  vec3_t sunFxPosition;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxShadowGeometry&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 surfaceCount;&lt;br /&gt;
  unsigned __int16 smodelCount;&lt;br /&gt;
  unsigned __int16 *sortedSurfIndex;&lt;br /&gt;
  unsigned __int16 *smodelIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightRegionAxis&lt;br /&gt;
{&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  float midPoint;&lt;br /&gt;
  float halfSize;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightRegionHull&lt;br /&gt;
{&lt;br /&gt;
  float kdopMidPoint[9];&lt;br /&gt;
  float kdopHalfSize[9];&lt;br /&gt;
  unsigned int axisCount;&lt;br /&gt;
  GfxLightRegionAxis *axis;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightRegion&lt;br /&gt;
{&lt;br /&gt;
  unsigned int hullCount;&lt;br /&gt;
  GfxLightRegionHull *hulls;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDpvsDynamic&lt;br /&gt;
{&lt;br /&gt;
  unsigned int dynEntClientWordCount[2];&lt;br /&gt;
  unsigned int dynEntClientCount[2];&lt;br /&gt;
  unsigned int *dynEntCellBits[2];&lt;br /&gt;
  char *dynEntVisData[2][3];&lt;br /&gt;
  volatile int usageCount;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldFog&lt;br /&gt;
{&lt;br /&gt;
  float baseDist;&lt;br /&gt;
  float halfDist;&lt;br /&gt;
  float baseHeight;&lt;br /&gt;
  float halfHeight;&lt;br /&gt;
  float sunFogPitch;&lt;br /&gt;
  float sunFogYaw;&lt;br /&gt;
  float sunFogInner;&lt;br /&gt;
  float sunFogOuter;&lt;br /&gt;
  vec3_t fogColor;&lt;br /&gt;
  float fogOpacity;&lt;br /&gt;
  vec3_t sunFogColor;&lt;br /&gt;
  float sunFogOpacity;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldSun&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  vec3_t angles;&lt;br /&gt;
  vec4_t ambientColor;&lt;br /&gt;
  vec4_t sunCd;&lt;br /&gt;
  vec4_t sunCs;&lt;br /&gt;
  vec4_t skyColor;&lt;br /&gt;
  float exposure;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SunLightParseParams&lt;br /&gt;
{&lt;br /&gt;
  char name[64];&lt;br /&gt;
  GfxWorldSun initWorldSun;&lt;br /&gt;
  float fogTransitionTime;&lt;br /&gt;
  GfxWorldFog initWorldFog;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWaterBuffer&lt;br /&gt;
{&lt;br /&gt;
  unsigned int bufferSize;&lt;br /&gt;
  vec4_t *buffer; //Count = bufferSize&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinShaders&lt;br /&gt;
{&lt;br /&gt;
  char *pixelShaderAlign;&lt;br /&gt;
  char *pixelShader;&lt;br /&gt;
  char *vertexShader;&lt;br /&gt;
  int pixelShaderSize;&lt;br /&gt;
  int vertexShaderSize;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinAnim&lt;br /&gt;
{&lt;br /&gt;
  int bones;&lt;br /&gt;
  int width;&lt;br /&gt;
  int frames;&lt;br /&gt;
  float *data;  //Count = width * frames&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinVert&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 pos_bone[4];&lt;br /&gt;
  PackedUnitVec normal;&lt;br /&gt;
  unsigned __int16 uv[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinModel&lt;br /&gt;
{&lt;br /&gt;
  int numVerts;&lt;br /&gt;
  int numTris;&lt;br /&gt;
  SSkinVert *verts;&lt;br /&gt;
  unsigned __int16 *tris; //Count = numTris * 3&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinInstance&lt;br /&gt;
{&lt;br /&gt;
  vec4_t mat[4];&lt;br /&gt;
  SSkinShaders *shaders;&lt;br /&gt;
  SSkinModel *model;&lt;br /&gt;
  SSkinAnim *anim;&lt;br /&gt;
  SSkinVert *instVerts;&lt;br /&gt;
  float frame;&lt;br /&gt;
  int pad[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
typedef char GfxTexture[0x34];&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDraw&lt;br /&gt;
{&lt;br /&gt;
  unsigned int reflectionProbeCount;&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxReflectionProbe *localReflectionProbes;&lt;br /&gt;
    GfxReflectionProbe *reflectionProbes;&lt;br /&gt;
  };&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxTexture *localReflectionProbeTextures;&lt;br /&gt;
    GfxTexture *reflectionProbeTextures;&lt;br /&gt;
  };&lt;br /&gt;
  int lightmapCount;&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxLightmapArray *localLightmaps;&lt;br /&gt;
    GfxLightmapArray *lightmaps;&lt;br /&gt;
  };&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxTexture *localLightmapPrimaryTextures;&lt;br /&gt;
    GfxTexture *lightmapPrimaryTextures;&lt;br /&gt;
  };&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxTexture *localLightmapSecondaryTextures;&lt;br /&gt;
    GfxTexture *lightmapSecondaryTextures;&lt;br /&gt;
  };&lt;br /&gt;
  unsigned int vertexCount;&lt;br /&gt;
  unsigned int vertexDataSize0; //Note these are the raw size of the array, not the count.&lt;br /&gt;
  GfxWorldVertexData0 vd;&lt;br /&gt;
  unsigned int vertexDataSize1;&lt;br /&gt;
  GfxWorldVertexData1 vld;&lt;br /&gt;
  int indexCount;&lt;br /&gt;
  unsigned __int16 *indices;&lt;br /&gt;
  D3DIndexBuffer indexBuffer;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightCorona&lt;br /&gt;
{&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  float radius;&lt;br /&gt;
  vec3_t color;&lt;br /&gt;
  float intensity;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxShadowMapVolume&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  unsigned int padding1;&lt;br /&gt;
  unsigned int padding2;&lt;br /&gt;
  unsigned int padding3;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxVolumePlane&lt;br /&gt;
{&lt;br /&gt;
  vec4_t plane;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxExposureVolume&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  float exposure;&lt;br /&gt;
  float luminanceIncreaseScale;&lt;br /&gt;
  float luminanceDecreaseScale;&lt;br /&gt;
  float featherRange;&lt;br /&gt;
  float featherAdjust;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldFogVolume&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  float fogTransitionTime;&lt;br /&gt;
  unsigned int controlEx;&lt;br /&gt;
  GfxWorldFog volumeWorldFog;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldFogModifierVolume&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  unsigned __int16 minX;&lt;br /&gt;
  unsigned __int16 minY;&lt;br /&gt;
  unsigned __int16 minZ;&lt;br /&gt;
  unsigned __int16 maxX;&lt;br /&gt;
  unsigned __int16 maxY;&lt;br /&gt;
  unsigned __int16 maxZ;&lt;br /&gt;
  unsigned int controlEx;&lt;br /&gt;
  float transitionTime;&lt;br /&gt;
  float depthScale;&lt;br /&gt;
  float heightScale;&lt;br /&gt;
  vec4_t colorAdjust;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLutVolume&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  float lutTransitionTime;&lt;br /&gt;
  unsigned int lutIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSkyDynamicIntensity&lt;br /&gt;
{&lt;br /&gt;
  float angle0;&lt;br /&gt;
  float angle1;&lt;br /&gt;
  float factor0;&lt;br /&gt;
  float factor1;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct Occluder&lt;br /&gt;
{&lt;br /&gt;
  unsigned int flags;&lt;br /&gt;
  char name[16];&lt;br /&gt;
  vec3_t points[4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxOutdoorBounds&lt;br /&gt;
{&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxHeroLight&lt;br /&gt;
{&lt;br /&gt;
  char type;&lt;br /&gt;
  char unused[3];&lt;br /&gt;
  vec3_t color;&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  float radius;&lt;br /&gt;
  float cosHalfFovOuter;&lt;br /&gt;
  float cosHalfFovInner;&lt;br /&gt;
  int exponent;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxHeroLightTree&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  int leftNode;&lt;br /&gt;
  int rightNode;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorld&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  const char *baseName;&lt;br /&gt;
  int planeCount;&lt;br /&gt;
  int nodeCount;&lt;br /&gt;
  int surfaceCount;&lt;br /&gt;
  GfxWorldStreamInfo streamInfo;&lt;br /&gt;
  const char *skyBoxModel;&lt;br /&gt;
  SunLightParseParams sunParse;&lt;br /&gt;
  GfxLight *sunLight;&lt;br /&gt;
  unsigned int sunPrimaryLightIndex;&lt;br /&gt;
  unsigned int primaryLightCount;&lt;br /&gt;
  unsigned int coronaCount;&lt;br /&gt;
  GfxLightCorona *coronas;&lt;br /&gt;
  unsigned int shadowMapVolumeCount;&lt;br /&gt;
  GfxShadowMapVolume *shadowMapVolumes;&lt;br /&gt;
  unsigned int shadowMapVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *shadowMapVolumePlanes;&lt;br /&gt;
  unsigned int exposureVolumeCount;&lt;br /&gt;
  GfxExposureVolume *exposureVolumes;&lt;br /&gt;
  unsigned int exposureVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *exposureVolumePlanes;&lt;br /&gt;
  unsigned int worldFogVolumeCount;&lt;br /&gt;
  GfxWorldFogVolume *worldFogVolumes;&lt;br /&gt;
  unsigned int worldFogVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *worldFogVolumePlanes;&lt;br /&gt;
  unsigned int worldFogModifierVolumeCount;&lt;br /&gt;
  GfxWorldFogModifierVolume *worldFogModifierVolumes;&lt;br /&gt;
  unsigned int worldFogModifierVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *worldFogModifierVolumePlanes;&lt;br /&gt;
  unsigned int lutVolumeCount;&lt;br /&gt;
  GfxLutVolume *lutVolumes;&lt;br /&gt;
  unsigned int lutVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *lutVolumePlanes;&lt;br /&gt;
  GfxSkyDynamicIntensity skyDynIntensity;&lt;br /&gt;
  GfxWorldDpvsPlanes dpvsPlanes;&lt;br /&gt;
  int cellBitsCount;&lt;br /&gt;
  GfxCell *cells;&lt;br /&gt;
  GfxWorldDraw draw;&lt;br /&gt;
  GfxLightGrid lightGrid;&lt;br /&gt;
  int modelCount;&lt;br /&gt;
  GfxBrushModel *models;&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  unsigned int checksum;&lt;br /&gt;
  int materialMemoryCount;&lt;br /&gt;
  MaterialMemory *materialMemory;&lt;br /&gt;
  sunflare_t sun;&lt;br /&gt;
  vec4_t outdoorLookupMatrix[4];&lt;br /&gt;
  GfxImage *outdoorImage;&lt;br /&gt;
  unsigned int *cellCasterBits;&lt;br /&gt;
  GfxSceneDynModel *sceneDynModel;&lt;br /&gt;
  GfxSceneDynBrush *sceneDynBrush;&lt;br /&gt;
  unsigned int *primaryLightEntityShadowVis;&lt;br /&gt;
  unsigned int *primaryLightDynEntShadowVis[2];&lt;br /&gt;
  unsigned int numSiegeSkinInsts;&lt;br /&gt;
  SSkinInstance *siegeSkinInsts;&lt;br /&gt;
  GfxShadowGeometry *shadowGeom;&lt;br /&gt;
  GfxLightRegion *lightRegion;&lt;br /&gt;
  GfxWorldDpvsStatic dpvs;&lt;br /&gt;
  GfxWorldDpvsDynamic dpvsDyn;&lt;br /&gt;
  float waterDirection;&lt;br /&gt;
  GfxWaterBuffer waterBuffers[2];&lt;br /&gt;
  Material *waterMaterial;&lt;br /&gt;
  Material *coronaMaterial;&lt;br /&gt;
  Material *ropeMaterial;&lt;br /&gt;
  Material *lutMaterial;&lt;br /&gt;
  unsigned int numOccluders;&lt;br /&gt;
  Occluder *occluders;&lt;br /&gt;
  unsigned int numOutdoorBounds;&lt;br /&gt;
  GfxOutdoorBounds *outdoorBounds;&lt;br /&gt;
  unsigned int heroLightCount;&lt;br /&gt;
  unsigned int heroLightTreeCount;&lt;br /&gt;
  GfxHeroLight *heroLights;&lt;br /&gt;
  GfxHeroLightTree *heroLightTree;&lt;br /&gt;
  unsigned int lightingFlags;&lt;br /&gt;
  int lightingQuality;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Keep in mind that the checksum is checked on other clients using the mapcrc dvar.&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Graphics_Map_Asset_(BO2)&amp;diff=918</id>
		<title>Graphics Map Asset (BO2)</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Graphics_Map_Asset_(BO2)&amp;diff=918"/>
		<updated>2015-06-24T20:13:00Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
The graphics map (or gfx_map) has existed on every Call of Duty so far and is part of the D3DBSP system produced by Radiant. Where the [[:Collision Map Asset (BO2)|collision map]] is used for collision data in the map, the graphics map holds visual systems such as lights and particularly the dPVS system. The Dynamic Potentially Visible Sets (dPVS) were developed by Umbra Software to compute visibility databases in real time, and power the Call of Duty engine to this day.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct XModelDrawInfo&lt;br /&gt;
{&lt;br /&gt;
  char state;&lt;br /&gt;
  char lod;&lt;br /&gt;
  unsigned __int16 surfId;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSceneDynModel&lt;br /&gt;
{&lt;br /&gt;
  XModelDrawInfo info;&lt;br /&gt;
  unsigned __int16 dynEntId;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char reflectionProbeIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct BModelDrawInfo&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 surfId;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSceneDynBrush&lt;br /&gt;
{&lt;br /&gt;
  BModelDrawInfo info;&lt;br /&gt;
  unsigned __int16 dynEntId;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStreamingAabbTree&lt;br /&gt;
{&lt;br /&gt;
  vec4_t mins;&lt;br /&gt;
  vec4_t maxs;&lt;br /&gt;
  float maxStreamingDistance;&lt;br /&gt;
  unsigned __int16 firstItem;&lt;br /&gt;
  unsigned __int16 itemCount;&lt;br /&gt;
  unsigned __int16 firstChild;&lt;br /&gt;
  unsigned __int16 childCount;&lt;br /&gt;
  unsigned __int16 smodelCount;&lt;br /&gt;
  unsigned __int16 surfaceCount;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldStreamInfo&lt;br /&gt;
{&lt;br /&gt;
  int aabbTreeCount;&lt;br /&gt;
  GfxStreamingAabbTree *aabbTrees;&lt;br /&gt;
  int leafRefCount;&lt;br /&gt;
  int *leafRefs;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union GfxColor&lt;br /&gt;
{&lt;br /&gt;
  unsigned int packed;&lt;br /&gt;
  char array[4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union PackedUnitVec&lt;br /&gt;
{&lt;br /&gt;
  unsigned int packed;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldVertex&lt;br /&gt;
{&lt;br /&gt;
  float xyz[3];&lt;br /&gt;
  float binormalSign;&lt;br /&gt;
  GfxColor color;&lt;br /&gt;
  float texCoord[2];&lt;br /&gt;
  float lmapCoord[2];&lt;br /&gt;
  PackedUnitVec normal;&lt;br /&gt;
  PackedUnitVec tangent;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldVertexData0&lt;br /&gt;
{&lt;br /&gt;
  GfxWorldVertex *vertices0;&lt;br /&gt;
  D3DVertexBuffer worldVb;&lt;br /&gt;
  unsigned int vertexDataSize1; &lt;br /&gt;
  GfxWorldVertex * vertices1;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldVertexData1&lt;br /&gt;
{&lt;br /&gt;
  char *data;&lt;br /&gt;
  D3DVertexBuffer layerVb;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct __declspec(align(16)) GfxLight //Notice this is aligned to a 0x10 byte buffer meaning there should be 0xC bytes of padding at the end&lt;br /&gt;
{&lt;br /&gt;
  char type;&lt;br /&gt;
  char canUseShadowMap;&lt;br /&gt;
  char shadowmapVolume;&lt;br /&gt;
  __int16 cullDist;&lt;br /&gt;
  vec3_t color;&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  float radius;&lt;br /&gt;
  float cosHalfFovOuter;&lt;br /&gt;
  float cosHalfFovInner;&lt;br /&gt;
  int exponent;&lt;br /&gt;
  unsigned int spotShadowIndex;&lt;br /&gt;
  float dAttenuation;&lt;br /&gt;
  float roundness;&lt;br /&gt;
  vec3_t angles;&lt;br /&gt;
  float spotShadowHiDistance;&lt;br /&gt;
  vec4_t diffuseColor;&lt;br /&gt;
  vec4_t shadowColor;&lt;br /&gt;
  vec4_t falloff;&lt;br /&gt;
  vec4_t aAbB;&lt;br /&gt;
  vec4_t cookieControl[3];&lt;br /&gt;
  __declspec(align(16)) vec4_t viewMatrix[4]; //Again this has to be on a 4 byte buffer, so there should be 8 bytes of padding before this.&lt;br /&gt;
  vec4_t projMatrix[4];&lt;br /&gt;
  GfxLightDef *def;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightingSH&lt;br /&gt;
{&lt;br /&gt;
  vec4_t V[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxReflectionProbeVolumeData&lt;br /&gt;
{&lt;br /&gt;
  vec4_t volumePlanes[6];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxReflectionProbe&lt;br /&gt;
{&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  GfxLightingSH lightingSH;&lt;br /&gt;
  GfxImage *reflectionImage;&lt;br /&gt;
  GfxReflectionProbeVolumeData *probeVolumes;&lt;br /&gt;
       char (*unknown2)[0x70];&lt;br /&gt;
  unsigned int probeVolumeCount;&lt;br /&gt;
  float mipLodBias;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDpvsPlanes&lt;br /&gt;
{&lt;br /&gt;
  int cellCount;&lt;br /&gt;
  cplane_s *planes;&lt;br /&gt;
  unsigned __int16 *nodes;&lt;br /&gt;
  unsigned int *sceneEntCellBits;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxAabbTree&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  unsigned __int16 childCount;&lt;br /&gt;
  unsigned __int16 surfaceCount;&lt;br /&gt;
  unsigned __int16 startSurfIndex;&lt;br /&gt;
  unsigned __int16 smodelIndexCount;&lt;br /&gt;
  unsigned __int16 *smodelIndexes;&lt;br /&gt;
  int childrenOffset;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightGridEntry&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 colorsIndex;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char visibility;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxCompressedLightGridColors&lt;br /&gt;
{&lt;br /&gt;
  char rgb[56][3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStaticModelInst&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  vec3_t lightingOrigin;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct srfTriangles_t&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  int vertexDataOffset0;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  int vertexDataOffset1;&lt;br /&gt;
  int firstVertex;&lt;br /&gt;
  float himipRadiusInvSq;&lt;br /&gt;
  unsigned __int16 vertexCount;&lt;br /&gt;
  unsigned __int16 triCount;&lt;br /&gt;
  int baseIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSurface&lt;br /&gt;
{&lt;br /&gt;
  srfTriangles_t tris;&lt;br /&gt;
  Material *material;&lt;br /&gt;
  char lightmapIndex;&lt;br /&gt;
  char reflectionProbeIndex;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char flags;&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxDrawSurfFields&lt;br /&gt;
{&lt;br /&gt;
  __int64 _bf0;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union GfxDrawSurf&lt;br /&gt;
{&lt;br /&gt;
  GfxDrawSurfFields fields;&lt;br /&gt;
  unsigned __int64 packed;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDpvsStatic&lt;br /&gt;
{&lt;br /&gt;
  unsigned int smodelCount;&lt;br /&gt;
  unsigned int staticSurfaceCount;&lt;br /&gt;
  unsigned int litSurfsBegin;&lt;br /&gt;
  unsigned int litSurfsEnd;&lt;br /&gt;
  unsigned int litTransSurfsBegin;&lt;br /&gt;
  unsigned int litTransSurfsEnd;&lt;br /&gt;
  unsigned int emissiveSurfsBegin;&lt;br /&gt;
  unsigned int emissiveSurfsEnd;&lt;br /&gt;
  unsigned int emissiveOpaqueSurfsBegin;&lt;br /&gt;
  unsigned int emissiveOpaqueSurfsEnd;&lt;br /&gt;
  unsigned int emissiveTransSurfsBegin;&lt;br /&gt;
  unsigned int emissiveTransSurfsEnd;&lt;br /&gt;
  unsigned int smodelVisDataCount;&lt;br /&gt;
  unsigned int surfaceVisDataCount;&lt;br /&gt;
  char *smodelVisData[3];&lt;br /&gt;
  char *surfaceVisData[3];&lt;br /&gt;
  char *smodelVisDataCameraSaved;&lt;br /&gt;
  char *surfaceVisDataCameraSaved;&lt;br /&gt;
  char *surfaceCastsSunShadow;&lt;br /&gt;
  char *surfaceCastsShadow;&lt;br /&gt;
  char *smodelCastsShadow;&lt;br /&gt;
  unsigned __int16 *sortedSurfIndex;&lt;br /&gt;
  GfxStaticModelInst *smodelInsts;&lt;br /&gt;
  GfxSurface *surfaces;&lt;br /&gt;
  GfxStaticModelDrawInst *smodelDrawInsts;&lt;br /&gt;
  GfxDrawSurf *surfaceMaterials;&lt;br /&gt;
  volatile int usageCount;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct GfxPackedPlacement&lt;br /&gt;
{&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  PackedUnitVec axis[3];&lt;br /&gt;
  float scale;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStaticModelLmapVertexInfo&lt;br /&gt;
{&lt;br /&gt;
  unsigned int *lmapVertexColors;&lt;br /&gt;
  D3DVertexBuffer lmapVertexColorsVB;&lt;br /&gt;
  unsigned __int16 numLmapVertexColors;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightingSHQuantized&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 V[3][4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxStaticModelDrawInst&lt;br /&gt;
{&lt;br /&gt;
  float cullDist;&lt;br /&gt;
  GfxPackedPlacement placement;&lt;br /&gt;
  XModel *model;&lt;br /&gt;
  int flags;&lt;br /&gt;
  float invScaleSq;&lt;br /&gt;
  unsigned __int16 lightingHandle;&lt;br /&gt;
  unsigned __int16 colorsIndex;&lt;br /&gt;
  GfxLightingSHQuantized lightingSH;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char visibility;&lt;br /&gt;
  char reflectionProbeIndex;&lt;br /&gt;
  unsigned int smid;&lt;br /&gt;
  GfxStaticModelLmapVertexInfo lmapVertexInfo[4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cplane_s&lt;br /&gt;
{&lt;br /&gt;
  vec3_t normal;&lt;br /&gt;
  float dist;&lt;br /&gt;
  char type;&lt;br /&gt;
  char signbits;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxPortalWritable&lt;br /&gt;
{&lt;br /&gt;
  bool isQueued;&lt;br /&gt;
  bool isAncestor;&lt;br /&gt;
  char recursionDepth;&lt;br /&gt;
  char hullPointCount;&lt;br /&gt;
  vec2_t *hullPoints;&lt;br /&gt;
  GfxPortal *queuedParent;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct DpvsPlane&lt;br /&gt;
{&lt;br /&gt;
  vec4_t coeffs;&lt;br /&gt;
  char side[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxPortal&lt;br /&gt;
{&lt;br /&gt;
  GfxPortalWritable writable;&lt;br /&gt;
  DpvsPlane plane;&lt;br /&gt;
  GfxCell * parent;&lt;br /&gt;
  vec3_t *vertices;&lt;br /&gt;
  char vertexCount;&lt;br /&gt;
  vec3_t hullAxis[2];&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxCell&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  int aabbTreeCount;&lt;br /&gt;
  GfxAabbTree *aabbTree;&lt;br /&gt;
  int portalCount;&lt;br /&gt;
  GfxPortal *portals;&lt;br /&gt;
  char reflectionProbeCount;&lt;br /&gt;
  char *reflectionProbes;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightmapArray&lt;br /&gt;
{&lt;br /&gt;
  GfxImage *primary;&lt;br /&gt;
  GfxImage *secondary;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxCompressedLightGridCoeffs //It is very important that this struct is not 4-byte aligned. It is 0x36 bytes EXACTLY.&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 coeffs[9][3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSkyGridVolume&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  vec3_t lightingOrigin;&lt;br /&gt;
  unsigned __int16 colorsIndex;&lt;br /&gt;
  char primaryLightIndex;&lt;br /&gt;
  char visibility;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightGrid&lt;br /&gt;
{&lt;br /&gt;
  unsigned int sunPrimaryLightIndex;&lt;br /&gt;
  unsigned __int16 mins[3];&lt;br /&gt;
  unsigned __int16 maxs[3];&lt;br /&gt;
  float offset;&lt;br /&gt;
  unsigned int rowAxis;&lt;br /&gt;
  unsigned int colAxis;&lt;br /&gt;
  unsigned __int16 *rowDataStart;&lt;br /&gt;
  unsigned int rawRowDataSize;&lt;br /&gt;
  char *rawRowData;&lt;br /&gt;
  unsigned int entryCount;&lt;br /&gt;
  GfxLightGridEntry *entries;&lt;br /&gt;
  unsigned int colorCount;&lt;br /&gt;
  GfxCompressedLightGridColors *colors;&lt;br /&gt;
  unsigned int coeffCount;&lt;br /&gt;
  GfxCompressedLightGridCoeffs *coeffs;&lt;br /&gt;
  unsigned int skyGridVolumeCount;&lt;br /&gt;
  GfxSkyGridVolume *skyGridVolumes;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxBrushModelWritable&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  float padding1;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  float padding2;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxBrushModel&lt;br /&gt;
{&lt;br /&gt;
  GfxBrushModelWritable writable;&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
  unsigned int surfaceCount;&lt;br /&gt;
  unsigned int startSurfIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct MaterialMemory&lt;br /&gt;
{&lt;br /&gt;
  Material *material;&lt;br /&gt;
  int memory;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct sunflare_t&lt;br /&gt;
{&lt;br /&gt;
  bool hasValidData;&lt;br /&gt;
  Material *spriteMaterial;&lt;br /&gt;
  Material *flareMaterial;&lt;br /&gt;
  float spriteSize;&lt;br /&gt;
  float flareMinSize;&lt;br /&gt;
  float flareMinDot;&lt;br /&gt;
  float flareMaxSize;&lt;br /&gt;
  float flareMaxDot;&lt;br /&gt;
  float flareMaxAlpha;&lt;br /&gt;
  int flareFadeInTime;&lt;br /&gt;
  int flareFadeOutTime;&lt;br /&gt;
  float blindMinDot;&lt;br /&gt;
  float blindMaxDot;&lt;br /&gt;
  float blindMaxDarken;&lt;br /&gt;
  int blindFadeInTime;&lt;br /&gt;
  int blindFadeOutTime;&lt;br /&gt;
  float glareMinDot;&lt;br /&gt;
  float glareMaxDot;&lt;br /&gt;
  float glareMaxLighten;&lt;br /&gt;
  int glareFadeInTime;&lt;br /&gt;
  int glareFadeOutTime;&lt;br /&gt;
  vec3_t sunFxPosition;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxShadowGeometry&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 surfaceCount;&lt;br /&gt;
  unsigned __int16 smodelCount;&lt;br /&gt;
  unsigned __int16 *sortedSurfIndex;&lt;br /&gt;
  unsigned __int16 *smodelIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightRegionAxis&lt;br /&gt;
{&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  float midPoint;&lt;br /&gt;
  float halfSize;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightRegionHull&lt;br /&gt;
{&lt;br /&gt;
  float kdopMidPoint[9];&lt;br /&gt;
  float kdopHalfSize[9];&lt;br /&gt;
  unsigned int axisCount;&lt;br /&gt;
  GfxLightRegionAxis *axis;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightRegion&lt;br /&gt;
{&lt;br /&gt;
  unsigned int hullCount;&lt;br /&gt;
  GfxLightRegionHull *hulls;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDpvsDynamic&lt;br /&gt;
{&lt;br /&gt;
  unsigned int dynEntClientWordCount[2];&lt;br /&gt;
  unsigned int dynEntClientCount[2];&lt;br /&gt;
  unsigned int *dynEntCellBits[2];&lt;br /&gt;
  char *dynEntVisData[2][3];&lt;br /&gt;
  volatile int usageCount;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldFog&lt;br /&gt;
{&lt;br /&gt;
  float baseDist;&lt;br /&gt;
  float halfDist;&lt;br /&gt;
  float baseHeight;&lt;br /&gt;
  float halfHeight;&lt;br /&gt;
  float sunFogPitch;&lt;br /&gt;
  float sunFogYaw;&lt;br /&gt;
  float sunFogInner;&lt;br /&gt;
  float sunFogOuter;&lt;br /&gt;
  vec3_t fogColor;&lt;br /&gt;
  float fogOpacity;&lt;br /&gt;
  vec3_t sunFogColor;&lt;br /&gt;
  float sunFogOpacity;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldSun&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  vec3_t angles;&lt;br /&gt;
  vec4_t ambientColor;&lt;br /&gt;
  vec4_t sunCd;&lt;br /&gt;
  vec4_t sunCs;&lt;br /&gt;
  vec4_t skyColor;&lt;br /&gt;
  float exposure;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SunLightParseParams&lt;br /&gt;
{&lt;br /&gt;
  char name[64];&lt;br /&gt;
  GfxWorldSun initWorldSun;&lt;br /&gt;
  float fogTransitionTime;&lt;br /&gt;
  GfxWorldFog initWorldFog;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWaterBuffer&lt;br /&gt;
{&lt;br /&gt;
  unsigned int bufferSize;&lt;br /&gt;
  vec4_t *buffer; //Count = bufferSize&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinShaders&lt;br /&gt;
{&lt;br /&gt;
  char *pixelShaderAlign;&lt;br /&gt;
  char *pixelShader;&lt;br /&gt;
  char *vertexShader;&lt;br /&gt;
  int pixelShaderSize;&lt;br /&gt;
  int vertexShaderSize;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinAnim&lt;br /&gt;
{&lt;br /&gt;
  int bones;&lt;br /&gt;
  int width;&lt;br /&gt;
  int frames;&lt;br /&gt;
  float *data;  //Count = width * frames&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinVert&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 pos_bone[4];&lt;br /&gt;
  PackedUnitVec normal;&lt;br /&gt;
  unsigned __int16 uv[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinModel&lt;br /&gt;
{&lt;br /&gt;
  int numVerts;&lt;br /&gt;
  int numTris;&lt;br /&gt;
  SSkinVert *verts;&lt;br /&gt;
  unsigned __int16 *tris; //Count = numTris * 3&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SSkinInstance&lt;br /&gt;
{&lt;br /&gt;
  vec4_t mat[4];&lt;br /&gt;
  SkinShaders *shaders;&lt;br /&gt;
  SSkinModel *model;&lt;br /&gt;
  SSkinAnim *anim;&lt;br /&gt;
  SSkinVert *instVerts;&lt;br /&gt;
  float frame;&lt;br /&gt;
  int pad[3];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
typedef char GfxTexture[0x34];&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldDraw&lt;br /&gt;
{&lt;br /&gt;
  unsigned int reflectionProbeCount;&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxReflectionProbe *localReflectionProbes;&lt;br /&gt;
    GfxReflectionProbe *reflectionProbes;&lt;br /&gt;
  };&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxTexture *localReflectionProbeTextures;&lt;br /&gt;
    GfxTexture *reflectionProbeTextures;&lt;br /&gt;
  };&lt;br /&gt;
  int lightmapCount;&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxLightmapArray *localLightmaps;&lt;br /&gt;
    GfxLightmapArray *lightmaps;&lt;br /&gt;
  };&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxTexture *localLightmapPrimaryTextures;&lt;br /&gt;
    GfxTexture *lightmapPrimaryTextures;&lt;br /&gt;
  };&lt;br /&gt;
  union&lt;br /&gt;
  {&lt;br /&gt;
    GfxTexture *localLightmapSecondaryTextures;&lt;br /&gt;
    GfxTexture *lightmapSecondaryTextures;&lt;br /&gt;
  };&lt;br /&gt;
  unsigned int vertexCount;&lt;br /&gt;
  unsigned int vertexDataSize0; //Note these are the raw size of the array, not the count.&lt;br /&gt;
  GfxWorldVertexData0 vd;&lt;br /&gt;
  unsigned int vertexDataSize1;&lt;br /&gt;
  GfxWorldVertexData1 vld;&lt;br /&gt;
  int indexCount;&lt;br /&gt;
  unsigned __int16 *indices;&lt;br /&gt;
  D3DIndexBuffer indexBuffer;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLightCorona&lt;br /&gt;
{&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  float radius;&lt;br /&gt;
  vec3_t color;&lt;br /&gt;
  float intensity;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxShadowMapVolume&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  unsigned int padding1;&lt;br /&gt;
  unsigned int padding2;&lt;br /&gt;
  unsigned int padding3;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxVolumePlane&lt;br /&gt;
{&lt;br /&gt;
  vec4_t plane;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxExposureVolume&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  float exposure;&lt;br /&gt;
  float luminanceIncreaseScale;&lt;br /&gt;
  float luminanceDecreaseScale;&lt;br /&gt;
  float featherRange;&lt;br /&gt;
  float featherAdjust;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldFogVolume&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  float fogTransitionTime;&lt;br /&gt;
  unsigned int controlEx;&lt;br /&gt;
  GfxWorldFog volumeWorldFog;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorldFogModifierVolume&lt;br /&gt;
{&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  unsigned __int16 minX;&lt;br /&gt;
  unsigned __int16 minY;&lt;br /&gt;
  unsigned __int16 minZ;&lt;br /&gt;
  unsigned __int16 maxX;&lt;br /&gt;
  unsigned __int16 maxY;&lt;br /&gt;
  unsigned __int16 maxZ;&lt;br /&gt;
  unsigned int controlEx;&lt;br /&gt;
  float transitionTime;&lt;br /&gt;
  float depthScale;&lt;br /&gt;
  float heightScale;&lt;br /&gt;
  vec4_t colorAdjust;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxLutVolume&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  unsigned int control;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  float lutTransitionTime;&lt;br /&gt;
  unsigned int lutIndex;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxSkyDynamicIntensity&lt;br /&gt;
{&lt;br /&gt;
  float angle0;&lt;br /&gt;
  float angle1;&lt;br /&gt;
  float factor0;&lt;br /&gt;
  float factor1;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct Occluder&lt;br /&gt;
{&lt;br /&gt;
  unsigned int flags;&lt;br /&gt;
  char name[16];&lt;br /&gt;
  vec3_t points[4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxOutdoorBounds&lt;br /&gt;
{&lt;br /&gt;
  vec3_t bounds[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxHeroLight&lt;br /&gt;
{&lt;br /&gt;
  char type;&lt;br /&gt;
  char unused[3];&lt;br /&gt;
  vec3_t color;&lt;br /&gt;
  vec3_t dir;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  float radius;&lt;br /&gt;
  float cosHalfFovOuter;&lt;br /&gt;
  float cosHalfFovInner;&lt;br /&gt;
  int exponent;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxHeroLightTree&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  int leftNode;&lt;br /&gt;
  int rightNode;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxWorld&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  const char *baseName;&lt;br /&gt;
  int planeCount;&lt;br /&gt;
  int nodeCount;&lt;br /&gt;
  int surfaceCount;&lt;br /&gt;
  GfxWorldStreamInfo streamInfo;&lt;br /&gt;
  const char *skyBoxModel;&lt;br /&gt;
  SunLightParseParams sunParse;&lt;br /&gt;
  GfxLight *sunLight;&lt;br /&gt;
  unsigned int sunPrimaryLightIndex;&lt;br /&gt;
  unsigned int primaryLightCount;&lt;br /&gt;
  unsigned int coronaCount;&lt;br /&gt;
  GfxLightCorona *coronas;&lt;br /&gt;
  unsigned int shadowMapVolumeCount;&lt;br /&gt;
  GfxShadowMapVolume *shadowMapVolumes;&lt;br /&gt;
  unsigned int shadowMapVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *shadowMapVolumePlanes;&lt;br /&gt;
  unsigned int exposureVolumeCount;&lt;br /&gt;
  GfxExposureVolume *exposureVolumes;&lt;br /&gt;
  unsigned int exposureVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *exposureVolumePlanes;&lt;br /&gt;
  unsigned int worldFogVolumeCount;&lt;br /&gt;
  GfxWorldFogVolume *worldFogVolumes;&lt;br /&gt;
  unsigned int worldFogVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *worldFogVolumePlanes;&lt;br /&gt;
  unsigned int worldFogModifierVolumeCount;&lt;br /&gt;
  GfxWorldFogModifierVolume *worldFogModifierVolumes;&lt;br /&gt;
  unsigned int worldFogModifierVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *worldFogModifierVolumePlanes;&lt;br /&gt;
  unsigned int lutVolumeCount;&lt;br /&gt;
  GfxLutVolume *lutVolumes;&lt;br /&gt;
  unsigned int lutVolumePlaneCount;&lt;br /&gt;
  GfxVolumePlane *lutVolumePlanes;&lt;br /&gt;
  GfxSkyDynamicIntensity skyDynIntensity;&lt;br /&gt;
  GfxWorldDpvsPlanes dpvsPlanes;&lt;br /&gt;
  int cellBitsCount;&lt;br /&gt;
  GfxCell *cells;&lt;br /&gt;
  GfxWorldDraw draw;&lt;br /&gt;
  GfxLightGrid lightGrid;&lt;br /&gt;
  int modelCount;&lt;br /&gt;
  GfxBrushModel *models;&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  unsigned int checksum;&lt;br /&gt;
  int materialMemoryCount;&lt;br /&gt;
  MaterialMemory *materialMemory;&lt;br /&gt;
  sunflare_t sun;&lt;br /&gt;
  vec4_t outdoorLookupMatrix[4];&lt;br /&gt;
  GfxImage *outdoorImage;&lt;br /&gt;
  unsigned int *cellCasterBits;&lt;br /&gt;
  GfxSceneDynModel *sceneDynModel;&lt;br /&gt;
  GfxSceneDynBrush *sceneDynBrush;&lt;br /&gt;
  unsigned int *primaryLightEntityShadowVis;&lt;br /&gt;
  unsigned int *primaryLightDynEntShadowVis[2];&lt;br /&gt;
  unsigned int numSiegeSkinInsts;&lt;br /&gt;
  SSkinInstance *siegeSkinInsts;&lt;br /&gt;
  GfxShadowGeometry *shadowGeom;&lt;br /&gt;
  GfxLightRegion *lightRegion;&lt;br /&gt;
  GfxWorldDpvsStatic dpvs;&lt;br /&gt;
  GfxWorldDpvsDynamic dpvsDyn;&lt;br /&gt;
  float waterDirection;&lt;br /&gt;
  GfxWaterBuffer waterBuffers[2];&lt;br /&gt;
  Material *waterMaterial;&lt;br /&gt;
  Material *coronaMaterial;&lt;br /&gt;
  Material *ropeMaterial;&lt;br /&gt;
  Material *lutMaterial;&lt;br /&gt;
  unsigned int numOccluders;&lt;br /&gt;
  Occluder *occluders;&lt;br /&gt;
  unsigned int numOutdoorBounds;&lt;br /&gt;
  GfxOutdoorBounds *outdoorBounds;&lt;br /&gt;
  unsigned int heroLightCount;&lt;br /&gt;
  unsigned int heroLightTreeCount;&lt;br /&gt;
  GfxHeroLight *heroLights;&lt;br /&gt;
  GfxHeroLightTree *heroLightTree;&lt;br /&gt;
  unsigned int lightingFlags;&lt;br /&gt;
  int lightingQuality;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Keep in mind that the checksum is checked on other clients using the mapcrc dvar.&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Sound_Asset&amp;diff=917</id>
		<title>Sound Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Sound_Asset&amp;diff=917"/>
		<updated>2015-06-24T19:27:40Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: /* Black Ops 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:CoD4]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:MW2]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:MW3]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
== Infinity Ward ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct SpeakerLevels&lt;br /&gt;
{&lt;br /&gt;
  int speaker;&lt;br /&gt;
  int numLevels;&lt;br /&gt;
  float levels[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ChannelMap&lt;br /&gt;
{&lt;br /&gt;
  int entryCount;	// how many entries are used&lt;br /&gt;
  SpeakerLevels speakers6];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SpeakerMap&lt;br /&gt;
{&lt;br /&gt;
  bool isDefault;&lt;br /&gt;
  const char *name;&lt;br /&gt;
  ChannelMap channelMaps[2][2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
enum snd_alias_type_t : char&lt;br /&gt;
{&lt;br /&gt;
	SAT_UNKNOWN = 0x0,&lt;br /&gt;
	SAT_LOADED = 0x1,&lt;br /&gt;
	SAT_STREAMED = 0x2,&lt;br /&gt;
	SAT_PRIMED = 0x3,&lt;br /&gt;
	SAT_COUNT = 0x4,&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct StreamFileNamePacked&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int64 offset;&lt;br /&gt;
  unsigned __int64 length;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct StreamFileNameRaw&lt;br /&gt;
{&lt;br /&gt;
  const char *dir;&lt;br /&gt;
  const char *name;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union StreamFileInfo&lt;br /&gt;
{&lt;br /&gt;
  StreamFileNameRaw raw;&lt;br /&gt;
  StreamFileNamePacked packed;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct StreamFileName&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 isLocalized;&lt;br /&gt;
  unsigned __int16 fileIndex;&lt;br /&gt;
  StreamFileInfo info;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct StreamedSound&lt;br /&gt;
{&lt;br /&gt;
  StreamFileName filename;&lt;br /&gt;
  unsigned int totalMsec;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct PrimedSound&lt;br /&gt;
{&lt;br /&gt;
  StreamFileName filename;&lt;br /&gt;
  LoadedSound *loadedPart;&lt;br /&gt;
  int dataOffset;&lt;br /&gt;
  int totalSize;&lt;br /&gt;
  unsigned int primedCrc;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union SoundData&lt;br /&gt;
{&lt;br /&gt;
  LoadedSound *loadSnd;	// SoundFile-&amp;gt;type == SAT_LOADED&lt;br /&gt;
  StreamedSound streamSnd;	// SoundFile-&amp;gt;type == SAT_STREAMED&lt;br /&gt;
  PrimedSound primedSnd;	// SoundFile-&amp;gt;type == SAT_PRIMED&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SoundFile	// 0x10&lt;br /&gt;
{&lt;br /&gt;
	snd_alias_type_t type;&lt;br /&gt;
	bool exists;&lt;br /&gt;
	SoundFileRef sound;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct snd_alias_t&lt;br /&gt;
{&lt;br /&gt;
  const char *aliasName;&lt;br /&gt;
  const char *subtitle;&lt;br /&gt;
  const char *secondaryAliasName;&lt;br /&gt;
  const char *chainAliasName;&lt;br /&gt;
#ifndef COD4&lt;br /&gt;
  const char *mixerGroup;&lt;br /&gt;
#endif&lt;br /&gt;
  SoundFile *soundFile;&lt;br /&gt;
  int sequence;&lt;br /&gt;
  float volMin;&lt;br /&gt;
  float volMax;&lt;br /&gt;
#if defined(MW3) || defined(GHOSTS)&lt;br /&gt;
  int volModIndex;&lt;br /&gt;
#endif&lt;br /&gt;
  float pitchMin;&lt;br /&gt;
  float pitchMax;&lt;br /&gt;
  float distMin;&lt;br /&gt;
  float distMax;&lt;br /&gt;
#ifndef COD4&lt;br /&gt;
  float velocityMin;&lt;br /&gt;
#endif&lt;br /&gt;
  int flags;&lt;br /&gt;
#if defined(MW3) || defined(GHOSTS)&lt;br /&gt;
  char masterPriority;&lt;br /&gt;
  float masterPercentage;&lt;br /&gt;
#endif&lt;br /&gt;
  float slavePercentage;&lt;br /&gt;
  float probability;&lt;br /&gt;
  float lfePercentage;&lt;br /&gt;
  float centerPercentage;&lt;br /&gt;
  int startDelay;&lt;br /&gt;
  SndCurve *volumeFalloffCurve;&lt;br /&gt;
#ifdef GHOSTS&lt;br /&gt;
  SndCurve *lpfCurve;&lt;br /&gt;
  SndCurve *reverbSendCurve;&lt;br /&gt;
#endif&lt;br /&gt;
  float envelopMin;&lt;br /&gt;
  float envelopMax;&lt;br /&gt;
  float envelopPercentage;&lt;br /&gt;
  SpeakerMap *speakerMap;&lt;br /&gt;
#ifdef GHOSTS&lt;br /&gt;
  float wetMixOverride;&lt;br /&gt;
  OcclusionShape *occlusionShape;&lt;br /&gt;
  char allowDoppler;&lt;br /&gt;
  DopplerPreset *dopplerPreset;&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct snd_alias_list_t&lt;br /&gt;
{&lt;br /&gt;
  const char *aliasName;&lt;br /&gt;
  snd_alias_t *head;&lt;br /&gt;
  int count;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
== World at War ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct PrimedSound&lt;br /&gt;
{&lt;br /&gt;
	const char *unknownString;&lt;br /&gt;
	const char *buffer;&lt;br /&gt;
	int size;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct StreamedSound&lt;br /&gt;
{&lt;br /&gt;
	struct&lt;br /&gt;
	{&lt;br /&gt;
		unsigned int hash;&lt;br /&gt;
		const char *dir;&lt;br /&gt;
		const char *name;&lt;br /&gt;
	};&lt;br /&gt;
	PrimedSound *primedSnd;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union SoundFileRef&lt;br /&gt;
{&lt;br /&gt;
	LoadedSound *loadSnd;&lt;br /&gt;
	StreamedSound streamSnd;&lt;br /&gt;
};&lt;br /&gt;
struct SoundFile&lt;br /&gt;
{&lt;br /&gt;
	snd_alias_type_t type;&lt;br /&gt;
	bool exists;&lt;br /&gt;
	SoundFileRef u;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct snd_alias_t	// 0xB8&lt;br /&gt;
{&lt;br /&gt;
	const char *aliasName;&lt;br /&gt;
	unsigned int aliasNameHash;&lt;br /&gt;
	const char *subtitle;&lt;br /&gt;
	const char *secondaryAliasName;&lt;br /&gt;
	const char *chainAliasName;&lt;br /&gt;
	SoundFile *soundFile;&lt;br /&gt;
	int sequence;&lt;br /&gt;
	float volMin;&lt;br /&gt;
	float volMax;&lt;br /&gt;
	float pitchMin;&lt;br /&gt;
	float pitchMax;&lt;br /&gt;
	float distMin;&lt;br /&gt;
	float distMax;&lt;br /&gt;
	float distReverbMax;&lt;br /&gt;
	float slavePercentage;&lt;br /&gt;
	float probability;&lt;br /&gt;
	float lifePercentage;&lt;br /&gt;
	float centerPercentage;&lt;br /&gt;
	float envelopMin;&lt;br /&gt;
	float envelopMax;&lt;br /&gt;
	float realDelay;&lt;br /&gt;
	int minPriority;&lt;br /&gt;
	float maxPriority;&lt;br /&gt;
	float minPriorityThreshold;&lt;br /&gt;
	float maxPriorityThreshold;&lt;br /&gt;
	float reverbSend;&lt;br /&gt;
	float teamVolMod;&lt;br /&gt;
	float teamPitchMod;&lt;br /&gt;
	float occlusionLevel;&lt;br /&gt;
	float occlusionWetDry;&lt;br /&gt;
	float moveTime;&lt;br /&gt;
	int startDelay;&lt;br /&gt;
	int speakerMap;&lt;br /&gt;
	int flags;&lt;br /&gt;
	int volumeFallOffCurve;&lt;br /&gt;
	int reverbFallOffCurve;&lt;br /&gt;
	int volumeMinFallOffCurve;&lt;br /&gt;
	int reverbMinFallOfCurve;&lt;br /&gt;
	int limitCount;&lt;br /&gt;
	int limitType;&lt;br /&gt;
	int entityLimitCount;&lt;br /&gt;
	int entityLimitType;&lt;br /&gt;
	int randomizeType;&lt;br /&gt;
	float cylInnerRadius;&lt;br /&gt;
	float cylOuterRadius;&lt;br /&gt;
	float cylOuterLevel;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct snd_alias_list_t&lt;br /&gt;
{&lt;br /&gt;
	const char *aliasName;&lt;br /&gt;
	snd_alias_t *head;&lt;br /&gt;
	int count;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Black Ops ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct SndIndexEntry&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 value;&lt;br /&gt;
  unsigned __int16 next;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct snd_radverb&lt;br /&gt;
{&lt;br /&gt;
  char name[32];&lt;br /&gt;
  unsigned int id;&lt;br /&gt;
  float smoothing;&lt;br /&gt;
  float earlyTime;&lt;br /&gt;
  float lateTime;&lt;br /&gt;
  float earlyGain;&lt;br /&gt;
  float lateGain;&lt;br /&gt;
  float returnGain;&lt;br /&gt;
  float earlyLpf;&lt;br /&gt;
  float lateLpf;&lt;br /&gt;
  float inputLpf;&lt;br /&gt;
  float dampLpf;&lt;br /&gt;
  float wallReflect;&lt;br /&gt;
  float dryGain;&lt;br /&gt;
  float earlySize;&lt;br /&gt;
  float lateSize;&lt;br /&gt;
  float diffusion;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct snd_snapshot&lt;br /&gt;
{&lt;br /&gt;
  char name[32];&lt;br /&gt;
  unsigned int id;&lt;br /&gt;
  char occlusionName[32];&lt;br /&gt;
  unsigned int occlusionId;&lt;br /&gt;
  float fadeIn;&lt;br /&gt;
  float fadeOut;&lt;br /&gt;
  float distance;&lt;br /&gt;
  unsigned int fadeInCurve;&lt;br /&gt;
  unsigned int fadeOutCurve;&lt;br /&gt;
  float attenuation[64];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct snd_alias_t&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  unsigned int id;&lt;br /&gt;
  const char *subtitle;&lt;br /&gt;
  const char *secondaryname;&lt;br /&gt;
  SoundFile *soundFile;&lt;br /&gt;
  unsigned int flags;&lt;br /&gt;
  unsigned int duck;&lt;br /&gt;
  unsigned int contextType;&lt;br /&gt;
  unsigned int contextValue;&lt;br /&gt;
  unsigned __int16 fluxTime;&lt;br /&gt;
  unsigned __int16 startDelay;&lt;br /&gt;
  unsigned __int16 reverbSend;&lt;br /&gt;
  unsigned __int16 centerSend;&lt;br /&gt;
  unsigned __int16 volMin;&lt;br /&gt;
  unsigned __int16 volMax;&lt;br /&gt;
  unsigned __int16 teamVolMod;&lt;br /&gt;
  unsigned __int16 pitchMin;&lt;br /&gt;
  unsigned __int16 pitchMax;&lt;br /&gt;
  unsigned __int16 teamPitchMod;&lt;br /&gt;
  unsigned __int16 distMin;&lt;br /&gt;
  unsigned __int16 distMax;&lt;br /&gt;
  unsigned __int16 distReverbMax;&lt;br /&gt;
  unsigned __int16 envelopMin;&lt;br /&gt;
  unsigned __int16 envelopMax;&lt;br /&gt;
  unsigned __int16 envelopPercentage;&lt;br /&gt;
  char minPriorityThreshold;&lt;br /&gt;
  char maxPriorityThreshold;&lt;br /&gt;
  char probability;&lt;br /&gt;
  char occlusionLevel;&lt;br /&gt;
  char occlusionWetDry;&lt;br /&gt;
  char minPriority;&lt;br /&gt;
  char maxPriority;&lt;br /&gt;
  char pan;&lt;br /&gt;
  char dryCurve;&lt;br /&gt;
  char wetCurve;&lt;br /&gt;
  char dryMinCurve;&lt;br /&gt;
  char wetMinCurve;&lt;br /&gt;
  char limitCount;&lt;br /&gt;
  char entityLimitCount;&lt;br /&gt;
  char snapshotGroup;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndBank&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  unsigned int aliasCount;&lt;br /&gt;
  snd_alias_list_t *alias;&lt;br /&gt;
  SndIndexEntry *aliasIndex;&lt;br /&gt;
  unsigned int packHash;&lt;br /&gt;
  unsigned int packLocation;&lt;br /&gt;
  unsigned int radverbCount;&lt;br /&gt;
  snd_radverb *radverbs;&lt;br /&gt;
  unsigned int snapshotCount;&lt;br /&gt;
  snd_snapshot *snapshots;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Black Ops 2 ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
enum SndBankState&lt;br /&gt;
{&lt;br /&gt;
  SND_BANK_STATE_NEW = 0x0,&lt;br /&gt;
  SND_BANK_STATE_STREAM_HEADER = 0x1,&lt;br /&gt;
  SND_BANK_STATE_STREAM_TOC = 0x2,&lt;br /&gt;
  SND_BANK_STATE_LOADED_HEADER = 0x3,&lt;br /&gt;
  SND_BANK_STATE_LOADED_TOC = 0x4,&lt;br /&gt;
  SND_BANK_STATE_LOADED_ASSET_WAIT = 0x5,&lt;br /&gt;
  SND_BANK_STATE_LOADED_ASSETS = 0x6,&lt;br /&gt;
  SND_BANK_STATE_READY_TO_USE = 0x7,&lt;br /&gt;
  SND_BANK_STATE_ERROR = 0x8,&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndAssetBankEntry&lt;br /&gt;
{&lt;br /&gt;
  unsigned int id;&lt;br /&gt;
  unsigned int size;&lt;br /&gt;
  unsigned int offset;&lt;br /&gt;
  unsigned int frameCount;&lt;br /&gt;
  char frameRateIndex;&lt;br /&gt;
  char channelCount;&lt;br /&gt;
  char looping;&lt;br /&gt;
  char format;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndLoadedAssets // 0x1C&lt;br /&gt;
{&lt;br /&gt;
  const char *zone;&lt;br /&gt;
  const char *language;&lt;br /&gt;
  unsigned int loadedCount;&lt;br /&gt;
  unsigned int entryCount;&lt;br /&gt;
  SndAssetBankEntry *entries;&lt;br /&gt;
  unsigned int dataSize;&lt;br /&gt;
  char *data;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndDuck	// 0x4C&lt;br /&gt;
{&lt;br /&gt;
  char name[32];&lt;br /&gt;
  unsigned int id;&lt;br /&gt;
  float fadeIn;&lt;br /&gt;
  float fadeOut;&lt;br /&gt;
  float startDelay;&lt;br /&gt;
  float distance;&lt;br /&gt;
  float length;&lt;br /&gt;
  unsigned int fadeInCurve;&lt;br /&gt;
  unsigned int fadeOutCurve;&lt;br /&gt;
  float (*attenuation)[0x80];&lt;br /&gt;
  float (*filter)[0x80];&lt;br /&gt;
  int updateWhilePaused;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndAlias&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  unsigned int id;&lt;br /&gt;
  const char *subtitle;&lt;br /&gt;
  const char *secondaryname;&lt;br /&gt;
  unsigned int assetId;&lt;br /&gt;
  const char *assetFileName;&lt;br /&gt;
  unsigned int flags0;&lt;br /&gt;
  unsigned int flags1;&lt;br /&gt;
  unsigned int duck;&lt;br /&gt;
  unsigned int contextType;&lt;br /&gt;
  unsigned int contextValue;&lt;br /&gt;
  unsigned int stopOnPlay;&lt;br /&gt;
  unsigned int futzPatch;&lt;br /&gt;
  unsigned __int16 fluxTime;&lt;br /&gt;
  unsigned __int16 startDelay;&lt;br /&gt;
  unsigned __int16 reverbSend;&lt;br /&gt;
  unsigned __int16 centerSend;&lt;br /&gt;
  unsigned __int16 volMin;&lt;br /&gt;
  unsigned __int16 volMax;&lt;br /&gt;
  unsigned __int16 pitchMin;&lt;br /&gt;
  unsigned __int16 pitchMax;&lt;br /&gt;
  unsigned __int16 distMin;&lt;br /&gt;
  unsigned __int16 distMax;&lt;br /&gt;
  unsigned __int16 distReverbMax;&lt;br /&gt;
  unsigned __int16 envelopMin;&lt;br /&gt;
  unsigned __int16 envelopMax;&lt;br /&gt;
  unsigned __int16 envelopPercentage;&lt;br /&gt;
  __int16 fadeIn;&lt;br /&gt;
  __int16 fadeOut;&lt;br /&gt;
  __int16 dopplerScale;&lt;br /&gt;
  char minPriorityThreshold;&lt;br /&gt;
  char maxPriorityThreshold;&lt;br /&gt;
  char probability;&lt;br /&gt;
  char occlusionLevel;&lt;br /&gt;
  char minPriority;&lt;br /&gt;
  char maxPriority;&lt;br /&gt;
  char pan;&lt;br /&gt;
  char limitCount;&lt;br /&gt;
  char entityLimitCount;&lt;br /&gt;
  char duckGroup;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndAliasList // 0x14&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  unsigned int id;&lt;br /&gt;
  SndAlias *head;&lt;br /&gt;
  int count;&lt;br /&gt;
  int sequence;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndRadverb&lt;br /&gt;
{&lt;br /&gt;
  char name[32];&lt;br /&gt;
  unsigned int id;&lt;br /&gt;
  float smoothing;&lt;br /&gt;
  float earlyTime;&lt;br /&gt;
  float lateTime;&lt;br /&gt;
  float earlyGain;&lt;br /&gt;
  float lateGain;&lt;br /&gt;
  float returnGain;&lt;br /&gt;
  float earlyLpf;&lt;br /&gt;
  float lateLpf;&lt;br /&gt;
  float inputLpf;&lt;br /&gt;
  float dampLpf;&lt;br /&gt;
  float wallReflect;&lt;br /&gt;
  float dryGain;&lt;br /&gt;
  float earlySize;&lt;br /&gt;
  float lateSize;&lt;br /&gt;
  float diffusion;&lt;br /&gt;
  float returnHighpass;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndIndexEntry&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 value;&lt;br /&gt;
  unsigned __int16 next;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndAssetBankHeader&lt;br /&gt;
{&lt;br /&gt;
  unsigned int magic;&lt;br /&gt;
  unsigned int version;&lt;br /&gt;
  unsigned int entrySize;&lt;br /&gt;
  unsigned int checksumSize;&lt;br /&gt;
  unsigned int dependencySize;&lt;br /&gt;
  unsigned int entryCount;&lt;br /&gt;
  unsigned int dependencyCount;&lt;br /&gt;
  unsigned int pad32;&lt;br /&gt;
  __int64 fileSize;&lt;br /&gt;
  __int64 entryOffset;&lt;br /&gt;
  __int64 checksumOffset;&lt;br /&gt;
  char checksumChecksum[16];&lt;br /&gt;
  char dependencies[512];&lt;br /&gt;
  char padding[1464];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
#pragma pack(push, 1)&lt;br /&gt;
struct SndRuntimeAssetBank&lt;br /&gt;
{&lt;br /&gt;
  const char *zone;&lt;br /&gt;
  const char *language;&lt;br /&gt;
  int fileHandle;&lt;br /&gt;
  SndAssetBankHeader header;&lt;br /&gt;
  unsigned int entryOffset;&lt;br /&gt;
  char linkTimeChecksum[16];&lt;br /&gt;
  char filename[256];&lt;br /&gt;
  bool indicesLoaded;&lt;br /&gt;
  bool indicesAllocated;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
struct SndDialogScriptIdLookup&lt;br /&gt;
{&lt;br /&gt;
  unsigned int scriptId;&lt;br /&gt;
  unsigned int aliasId;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndBank // 0x1294&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  unsigned int aliasCount;&lt;br /&gt;
  SndAliasList *alias;&lt;br /&gt;
  SndIndexEntry *aliasIndex;&lt;br /&gt;
  unsigned int radverbCount;&lt;br /&gt;
  SndRadverb *radverbs;&lt;br /&gt;
  unsigned int duckCount;&lt;br /&gt;
  SndDuck *ducks;&lt;br /&gt;
  SndRuntimeAssetBank streamAssetBank;&lt;br /&gt;
  SndRuntimeAssetBank loadAssetBank;&lt;br /&gt;
  SndLoadedAssets loadedAssets;&lt;br /&gt;
  unsigned int scriptIdLookupCount;&lt;br /&gt;
  SndDialogScriptIdLookup *scriptIdLookups;&lt;br /&gt;
  SndBankState state;&lt;br /&gt;
  int streamRequestId;&lt;br /&gt;
  bool pendingIo;&lt;br /&gt;
  bool ioError;&lt;br /&gt;
  bool runtimeAssetLoad;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Image_Asset&amp;diff=910</id>
		<title>Image Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Image_Asset&amp;diff=910"/>
		<updated>2015-06-12T20:28:40Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: /* Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts &amp;amp; Advanced Warfare */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:CoD4]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:MW2]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:MW3]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
[[Category:AW]]&lt;br /&gt;
== Call of Duty 4 &amp;amp; World at War ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
union GfxTexture&lt;br /&gt;
{&lt;br /&gt;
	D3DBaseTexture *basemap;&lt;br /&gt;
	D3DTexture *map;&lt;br /&gt;
	D3DVolumeTexture *volmap;	// if GfxImageLoadDef::flags &amp;amp; 8&lt;br /&gt;
	D3DCubeTexture *cubemap;	// if GfxImageLoadDef::flags &amp;amp; 4&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxImageLoadDef&lt;br /&gt;
{&lt;br /&gt;
	char levelCount;&lt;br /&gt;
	char flags;&lt;br /&gt;
	short dimensions[3];&lt;br /&gt;
	_D3DFormat format;&lt;br /&gt;
	GfxTexture texture;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxTextureLoad&lt;br /&gt;
{&lt;br /&gt;
	GfxImageLoadDef *loadDef;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxImage&lt;br /&gt;
{&lt;br /&gt;
	MapType mapType;&lt;br /&gt;
#ifdef PS3&lt;br /&gt;
	CellGcmTexture texture;	// size = 0x18&lt;br /&gt;
#elif defined XBOX&lt;br /&gt;
	GfxTextureLoad texture;&lt;br /&gt;
#endif&lt;br /&gt;
	CardMemory cardMemory;&lt;br /&gt;
	int size;&lt;br /&gt;
	unsigned short width;&lt;br /&gt;
	unsigned short height;&lt;br /&gt;
	unsigned short depth;&lt;br /&gt;
	char category;&lt;br /&gt;
	bool streaming;&lt;br /&gt;
	char *data;&lt;br /&gt;
#ifdef XBOX360&lt;br /&gt;
	char unknown[8];&lt;br /&gt;
#endif&lt;br /&gt;
	const char *name;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
NOTE: In the zone file, if the streaming is set as true, then data is loaded at the end of the zone file.&lt;br /&gt;
== Black Ops ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
union GfxTexture&lt;br /&gt;
{&lt;br /&gt;
	char *data;&lt;br /&gt;
	struct&lt;br /&gt;
	{&lt;br /&gt;
		char unknown[0x3C];&lt;br /&gt;
	};&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxImage&lt;br /&gt;
{&lt;br /&gt;
#ifdef PS3&lt;br /&gt;
	CellGcmTexture texture; // size = 0x18&lt;br /&gt;
#endif&lt;br /&gt;
	char unknown1;&lt;br /&gt;
	char unknown2;&lt;br /&gt;
	char unknown3;&lt;br /&gt;
	char unknown4;&lt;br /&gt;
	int size;&lt;br /&gt;
	unsigned short height;&lt;br /&gt;
	unsigned short width;&lt;br /&gt;
	unsigned short depth;&lt;br /&gt;
	char unknown[6];&lt;br /&gt;
	GfxTexture textureDef;&lt;br /&gt;
	const char *name;&lt;br /&gt;
	int hash;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
== Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts &amp;amp; Advanced Warfare ==&lt;br /&gt;
On Xbox 360 in the GfxTexture, the Common is either 0x03000000 or simply 3. A Common value of 0x03000000 implies that an endian swap (8IN32) needs to be performed on the entire GfxTexture. A value of 3 is the correct value.&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct CardMemory&lt;br /&gt;
{&lt;br /&gt;
  int platform[1];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
union GfxTexture&lt;br /&gt;
{&lt;br /&gt;
#ifdef _XBOX //size = 0x34&lt;br /&gt;
  D3DBaseTexture basemap;&lt;br /&gt;
  D3DTexture map;&lt;br /&gt;
  D3DVolumeTexture volmap;&lt;br /&gt;
  D3DCubeTexture cubemap;&lt;br /&gt;
#elif defined(PS3) //size = 0x18&lt;br /&gt;
	CellGcmTexture texture;	// size = 0x18&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxImage&lt;br /&gt;
{&lt;br /&gt;
  GfxTexture texture;&lt;br /&gt;
#ifdef _XBOX&lt;br /&gt;
  	char unknown[4];&lt;br /&gt;
#endif&lt;br /&gt;
  char mapType;&lt;br /&gt;
  char semantic;&lt;br /&gt;
  char category;&lt;br /&gt;
  char flags;&lt;br /&gt;
  CardMemory cardMemory;&lt;br /&gt;
  unsigned __int16 width;&lt;br /&gt;
  unsigned __int16 height;&lt;br /&gt;
  unsigned __int16 depth;&lt;br /&gt;
	char mipmap;&lt;br /&gt;
  bool streaming;&lt;br /&gt;
  char *pixels;&lt;br /&gt;
	char unknownData[0x20];&lt;br /&gt;
  const char *name;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
NOTE: In the zone file, if streaming is set as true, then data will be found in [[:Modern Warfare PAK Files|PAK files]].&lt;br /&gt;
&lt;br /&gt;
== Black Ops 2 ==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct GfxImage&lt;br /&gt;
{&lt;br /&gt;
#ifdef PS3&lt;br /&gt;
	char unknown1[6];&lt;br /&gt;
	CellGcmTexture texture;	// modified, missing 10 bytes, size = 0xE&lt;br /&gt;
#elif defined (_XBOX)&lt;br /&gt;
	D3DBaseTexture basemap;&lt;br /&gt;
#endif&lt;br /&gt;
	char unknown2;&lt;br /&gt;
	char unknown3;&lt;br /&gt;
	char unknown4;&lt;br /&gt;
	char unknown5;&lt;br /&gt;
	int size;&lt;br /&gt;
  unsigned __int16 width;&lt;br /&gt;
  unsigned __int16 height;&lt;br /&gt;
  unsigned __int16 depth;&lt;br /&gt;
  char levelCount;&lt;br /&gt;
  char streaming;&lt;br /&gt;
  unsigned int baseSize;&lt;br /&gt;
  char *pixels;&lt;br /&gt;
	char unknownData2[0x80];&lt;br /&gt;
  const char *name;&lt;br /&gt;
  unsigned int hash;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:FastFiles&amp;diff=909</id>
		<title>Category:FastFiles</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:FastFiles&amp;diff=909"/>
		<updated>2015-05-21T00:30:14Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FastFiles are the CoD engine&#039;s way of storing Zone files. FastFiles (FFs) almost always have some sort of RSA2048 signature, a zlib compression along the way, and then on later CoDs some encryption. The Zones are a library of [[:Category:Assets|assets]]. Every FF in every CoD game starts the same way...&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Magic || 0x0 || char[8] || &amp;quot;IWffu100&amp;quot; for unsigned fastfiles, &amp;quot;IWff0100&amp;quot; for signed fastfiles, &amp;quot;TAff0100&amp;quot; for treyarch&#039;s Black Ops 2 fastfile, and &amp;quot;S1ff0100&amp;quot; for Sledgehammer Advanced Warfare fastfiles.&lt;br /&gt;
|-&lt;br /&gt;
| Version || 0x8 || int || See below.&lt;br /&gt;
|}&lt;br /&gt;
So by reading the version of the input FF, you can tell what system and game the FF is from. Note that pre-alpha versions of Call of Duty 4 are missing the version integer, and must be handled specially. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || &#039;&#039;&#039;007:QoS&#039;&#039;&#039; ||&#039;&#039;&#039;CoD4&#039;&#039;&#039;||&#039;&#039;&#039;WaW&#039;&#039;&#039;||&#039;&#039;&#039;MW2&#039;&#039;&#039;||&#039;&#039;&#039;BO1&#039;&#039;&#039;||&#039;&#039;&#039;MW3&#039;&#039;&#039;||&#039;&#039;&#039;BO2&#039;&#039;&#039;||&#039;&#039;&#039;Ghosts&#039;&#039;&#039;||&#039;&#039;&#039;CoD: Online&#039;&#039;&#039;||&#039;&#039;&#039;Advanced Warfare&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Xbox 360||0x1D6||0x1||0x183||0x10D||0x1D9||0x70||0x92||0x22E||n/a||0x72E&lt;br /&gt;
|-&lt;br /&gt;
|Playstation 3||0x1D6||0x1||0x183||0x10D||0x1D9||0x70||0x92||0x22E||n/a||0x72E&lt;br /&gt;
|-&lt;br /&gt;
|Wii/Wii-U||N/A||0x1A2||0x19B||n/a||0x1DD||0x6B||n/a||0x22E||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
|PC||N/A||0x5||0x183||0x114||0x1D9||0x1||0x93||0x135||0x13C||0x72E&lt;br /&gt;
|}&lt;br /&gt;
== Pointers in Zone Files ==&lt;br /&gt;
Infinity Ward implemented their own way of loading data that can already be found earlier in the zone file. What should be an address in memory is instead stored either as -1, -2, or as an offset. If the pointer is -1 or -2, than the data follows the header, typically in order. If the pointer is not -1 or -2, the first 4 bits are extracted and used as an index for the g_streamBlocks array. The other bits are the offset and is added to the data pointer in g_streamBlocks. The offset is only correct after the zone file has been loaded in memory. This is because some data is relocated which changes the size of the zone. Some differences:&lt;br /&gt;
* strings are aligned by 4 bytes&lt;br /&gt;
* asset headers are stored in pools&lt;br /&gt;
* sound, image, and shader programs are stored in pools&lt;br /&gt;
* zone header is removed&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:Assets&amp;diff=839</id>
		<title>Category:Assets</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:Assets&amp;diff=839"/>
		<updated>2015-01-23T06:30:42Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: /* Ghosts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Any pages containing information on game assets will be linked here. This page will also contain information pertaining to any asset on any CoD. &lt;br /&gt;
&lt;br /&gt;
== Pool Structure ==&lt;br /&gt;
Once the assets are loaded from the [[:Category:FastFiles|FastFile and Zones]], they are stored in memory in pools.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
template&amp;lt;typename T&amp;gt; union XAssetPoolEntry&lt;br /&gt;
{&lt;br /&gt;
  T entry;&lt;br /&gt;
  T * next;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
template&amp;lt;typename T, int count&amp;gt; struct XAssetPool&lt;br /&gt;
{&lt;br /&gt;
  T * freeHead;&lt;br /&gt;
  XAssetPoolEntry&amp;lt;T&amp;gt; entries[count];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The pool counts are stored in an int[] in the executable called g_poolSizes. The freeHead is a pointer to the first unused asset in the pool. The next pointer is only used if the current asset is an unused asset, in which case it points to the next asset in ithe pool. Keep in mind that assets that only have a count of 1 are not going to be in a pool.&lt;br /&gt;
== Asset Types ==&lt;br /&gt;
=== Call of Duty 4 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(CoD4)|xmodel]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Call of Duty 4|loaded_sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x4B0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_sp]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_mp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Multiplayer|game_map_mp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (CoD4)|gfx_map]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (CoD4)|menu]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (CoD4)|weapon]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (CoD4)|fx]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Call_of_Duty_4|impactfx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|}&lt;br /&gt;
=== World at War ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#World_at_War|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#World at War|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#World at War|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (WaW)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (WaW)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2096&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (WaW)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#World_at_War|snddriverglobals]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (WaW)|fx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#World_at_War|impactfx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
=== Modern Warfare 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_2|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1FA0&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0xE00&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x546&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Single_Player|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Multiplayer|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW2)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (MW2)|fx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(MW2)|vehicle]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 1 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x13EC&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO1)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO1)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x3CA&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO1)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_1|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO1)|fx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_1|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 1|texturelist]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_1|emblemset]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modern Warfare 3 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Modern_Warfare_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_3|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1260&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x514&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x672&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW3)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Modern_Warfare_3|aipaths]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW3)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (MW3)|attachment]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW3)|weapon]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (MW3)|vehicle]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1450&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(BO2)|xmodel]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1300&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_2|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1440&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops 2|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO2)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:FontIcon Asset|fonticon]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x3800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (BO2)|attachment]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AttachmentUnique Asset|attachmentunique]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:WeaponCamo Asset|weaponcamo]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_2|snddriverglobals]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO2)|fx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_2|impactfx]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 2|texturelist]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_2|emblemset]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptParseTree Asset|scriptparsetree]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Key-Value_Pair_Asset|keyvaluepairs]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (BO2)|vehicle]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:MemoryBlock Asset|memoryblock]]&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Black_Ops_2|tracer]]&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:SkinnedVerts_Asset|skinnedverts]]&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:QDB_Asset|qdb]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Slug_Asset|slug]]&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepTable_Asset|footsteptable]]&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepFxTable_Asset|footstepfxtable]]&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x3F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Wii-U ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Ghosts|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Ghosts|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Ghosts|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x6000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x08&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:LPF Curve Asset|lpfcurve]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Reverb Send Curve Asset|reverbsendcurve]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x9C4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (Ghosts)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x10&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x11&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Ghosts|aipaths]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x12&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x13&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Ghosts|map_ents]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x14&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x15&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (Ghosts)|gfx_map]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x17&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x18&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|fonticon&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x1A&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|unk&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:AnimClass_Asset|animclass]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x2198&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (Ghosts)|attachment]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (Ghosts)|weapon]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0xA0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Ghosts|impactfx]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x29&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(Ghosts)|vehicle]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:NetConstStrings_Asset|netconststrings]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:ReverbPreset_Asset|reverbpresset]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Scriptable_Asset|scriptable]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|colorization&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colorizationset&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tonemapping&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:EquipSndTable_Asset|equipsndtable]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vectorfield&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DopplerPreset_Asset|dopplerpreset]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|particlesimanimation&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Warfare ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Advanced_Warfare|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|phys_collmap&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|physwaterpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|phy_worldmap&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|physconstraint&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1194&lt;br /&gt;
|-&lt;br /&gt;
|xmodelsurfs&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0xCE0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x14A0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N\A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x500&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x11CA0&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x1A70&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x900&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x468&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|soundsubmix&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|lpfcurve&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|reverbsendcurve&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|sndcontext&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|loaded_sound&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp/col_map_sp&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|glass_map&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aipaths&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vehicle_track&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Advanced_Warfare|map_ents]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|fx_map&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x384&lt;br /&gt;
|-&lt;br /&gt;
|animclass&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x3110&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (AW)|attachment]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x1FB&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|surfacefx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x30&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x31&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x32&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Advanced_Warfare|tracer]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|netconststrings&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reverbpreset&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x180&lt;br /&gt;
|-&lt;br /&gt;
|scriptable&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|equipsndtable&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dopplerpreset&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Laser_Asset|laser]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|skeletonscript&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|clut&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:FastFiles&amp;diff=838</id>
		<title>Category:FastFiles</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:FastFiles&amp;diff=838"/>
		<updated>2015-01-23T06:14:02Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FastFiles are the CoD engine&#039;s way of storing Zone files. FastFiles (FFs) almost always have some sort of RSA2048 signature, a zlib compression along the way, and then on later CoDs some encryption. The Zones are a library of [[:Category:Assets|assets]]. Every FF in every CoD game starts the same way...&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Magic || 0x0 || char[8] || &amp;quot;IWffu100&amp;quot; for unsigned fastfiles, &amp;quot;IWff0100&amp;quot; for signed fastfiles, &amp;quot;TAff0100&amp;quot; for treyarch&#039;s Black Ops 2 fastfile, and &amp;quot;S1ff0100&amp;quot; for Sledgehammer Advanced Warfare fastfiles.&lt;br /&gt;
|-&lt;br /&gt;
| Version || 0x8 || int || See below.&lt;br /&gt;
|}&lt;br /&gt;
So by reading the version of the input FF, you can tell what system and game the FF is from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| ||&#039;&#039;&#039;CoD4&#039;&#039;&#039;||&#039;&#039;&#039;WaW&#039;&#039;&#039;||&#039;&#039;&#039;MW2&#039;&#039;&#039;||&#039;&#039;&#039;BO1&#039;&#039;&#039;||&#039;&#039;&#039;MW3&#039;&#039;&#039;||&#039;&#039;&#039;BO2&#039;&#039;&#039;||&#039;&#039;&#039;Ghosts&#039;&#039;&#039;||&#039;&#039;&#039;CoD: Online&#039;&#039;&#039;||&#039;&#039;&#039;Advanced Warfare&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Xbox 360||0x1||0x183||0x10D||0x1D9||0x70||0x92||0x22E||n/a||0x72E&lt;br /&gt;
|-&lt;br /&gt;
|Playstation 3||0x1||0x183||0x10D||0x1D9||0x70||0x92||0x22E||n/a||0x72E&lt;br /&gt;
|-&lt;br /&gt;
|Wii/Wii-U||0x1A2||0x19B||n/a||0x1DD||0x6B||n/a||0x22E||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
|PC||0x5||0x183||0x114||0x1D9||0x1||0x93||0x135||0x13C||0x72E&lt;br /&gt;
|}&lt;br /&gt;
== Pointers in Zone Files ==&lt;br /&gt;
Infinity Ward implemented their own way of loading data that can already be found earlier in the zone file. What should be an address in memory is instead stored either as -1, -2, or as an offset. If the pointer is -1 or -2, than the data follows the header, typically in order. If the pointer is not -1 or -2, the first 4 bits are extracted and used as an index for the g_streamBlocks array. The other bits are the offset and is added to the data pointer in g_streamBlocks. The offset is only correct after the zone file has been loaded in memory. This is because some data is relocated which changes the size of the zone. Some differences:&lt;br /&gt;
* strings are aligned by 4 bytes&lt;br /&gt;
* asset headers are stored in pools&lt;br /&gt;
* sound, image, and shader programs are stored in pools&lt;br /&gt;
* zone header is removed&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Sound_Driver_Globals_Asset&amp;diff=834</id>
		<title>Sound Driver Globals Asset</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Sound_Driver_Globals_Asset&amp;diff=834"/>
		<updated>2015-01-22T03:49:42Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: /* Infinity Ward Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:CoD4]]&lt;br /&gt;
[[Category:WaW]]&lt;br /&gt;
[[Category:MW2]]&lt;br /&gt;
[[Category:BO1]]&lt;br /&gt;
[[Category:MW3]]&lt;br /&gt;
[[Category:BO2]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
The global sound drivers asset (snddriverglobals) is part of the D3DBSP system produced by Radiant, and has existed on every CoD game so far. Only 1 is loaded into memory at a time, and they control how sound reacts in different rooms, particularly for 5.1 channel systems. While it has remained mostly unchanged on Infinity Ward games, Treyarch has completely changed it.&lt;br /&gt;
== Infinity Ward Games ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct XAUDIOREVERBSETTINGS&lt;br /&gt;
{&lt;br /&gt;
  unsigned int ReflectionsDelay;&lt;br /&gt;
  char ReverbDelay;&lt;br /&gt;
  char RearDelay;&lt;br /&gt;
  char PositionLeft;&lt;br /&gt;
  char PositionRight;&lt;br /&gt;
  char PositionMatrixLeft;&lt;br /&gt;
  char PositionMatrixRight;&lt;br /&gt;
  char EarlyDiffusion;&lt;br /&gt;
  char LateDiffusion;&lt;br /&gt;
  char LowEQGain;&lt;br /&gt;
  char LowEQCutoff;&lt;br /&gt;
  char HighEQGain;&lt;br /&gt;
  char HighEQCutoff;&lt;br /&gt;
  float RoomFilterFreq;&lt;br /&gt;
  float RoomFilterMain;&lt;br /&gt;
  float RoomFilterHF;&lt;br /&gt;
  float ReflectionsGain;&lt;br /&gt;
  float ReverbGain;&lt;br /&gt;
  float DecayTime;&lt;br /&gt;
  float Density;&lt;br /&gt;
  float RoomSize;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct XaReverbSettings&lt;br /&gt;
{&lt;br /&gt;
  int presetOverridden;&lt;br /&gt;
#ifdef IW6&lt;br /&gt;
  XAUDIO2FX_REVERB_I3DL2_PARAMETERS reverbSettings;//Located in xaudio2fx.h which is included in the 360SDK&lt;br /&gt;
#else&lt;br /&gt;
  XAUDIOREVERBSETTINGS reverbSettings;&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndGlobalSettings_t&lt;br /&gt;
{&lt;br /&gt;
  float globalVolumeModifier;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndDriverGlobals&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
#ifdef IW6&lt;br /&gt;
  SndGlobalSettings_t settings;&lt;br /&gt;
#endif&lt;br /&gt;
#ifdef XBOX&lt;br /&gt;
  XaReverbSettings (*reverbSettings)[0x1A];&lt;br /&gt;
#endif&lt;br /&gt;
#ifdef PS3&lt;br /&gt;
  float unknown;&lt;br /&gt;
#endif&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== World at War ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct SndDriverGlobals&lt;br /&gt;
{&lt;br /&gt;
  const char * name;&lt;br /&gt;
       char unknown[0x5C00];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
== Black Ops 1 ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
struct SndGroup&lt;br /&gt;
{&lt;br /&gt;
  char name[0x20];&lt;br /&gt;
  char parent[0x20];&lt;br /&gt;
  unsigned int nameHash;&lt;br /&gt;
  int unknown2;&lt;br /&gt;
  int category;&lt;br /&gt;
  short attenuationSp;&lt;br /&gt;
  short attenuationMp;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndCurve&lt;br /&gt;
{&lt;br /&gt;
  char name[0x20];&lt;br /&gt;
  unsigned int nameHash;&lt;br /&gt;
  vec2_t xy[8];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndPan&lt;br /&gt;
{&lt;br /&gt;
  char name[0x20];&lt;br /&gt;
  unsigned int nameHash;&lt;br /&gt;
  float front;&lt;br /&gt;
  float back;&lt;br /&gt;
  float center;&lt;br /&gt;
  float lfe;&lt;br /&gt;
  float left;&lt;br /&gt;
  float right;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndSnapshotGroup&lt;br /&gt;
{&lt;br /&gt;
  char name[0x20];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndContext&lt;br /&gt;
{&lt;br /&gt;
  int type;&lt;br /&gt;
  int unknown;&lt;br /&gt;
  int values[8];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndMaster&lt;br /&gt;
{&lt;br /&gt;
  char name[0x20];&lt;br /&gt;
  unsigned int nameHash;&lt;br /&gt;
  float notchE;&lt;br /&gt;
  float notchG;&lt;br /&gt;
  float notchF;&lt;br /&gt;
  float notchQ;&lt;br /&gt;
  float lowE;&lt;br /&gt;
  float lowG;&lt;br /&gt;
  float lowF;&lt;br /&gt;
  float lowQ;&lt;br /&gt;
  float peak1E;&lt;br /&gt;
  float peak1G;&lt;br /&gt;
  float peak1F;&lt;br /&gt;
  float peak1Q;&lt;br /&gt;
  float peak2E;&lt;br /&gt;
  float peak2G;&lt;br /&gt;
  float peak2F;&lt;br /&gt;
  float peak2Q;&lt;br /&gt;
  float hiE;&lt;br /&gt;
  float hiG;&lt;br /&gt;
  float hiF;&lt;br /&gt;
  float hiQ;&lt;br /&gt;
  float eqG;&lt;br /&gt;
  float compE;&lt;br /&gt;
  float compPG;&lt;br /&gt;
  float compMG;&lt;br /&gt;
  float compT;&lt;br /&gt;
  float compR;&lt;br /&gt;
  float compTA;&lt;br /&gt;
  float compTR;&lt;br /&gt;
  float limitE;&lt;br /&gt;
  float limitPG;&lt;br /&gt;
  float limitMG;&lt;br /&gt;
  float limitT;&lt;br /&gt;
  float limitR;&lt;br /&gt;
  float limitTA;&lt;br /&gt;
  float limitTR;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndDriverGlobals&lt;br /&gt;
{&lt;br /&gt;
       const char * name;&lt;br /&gt;
       unsigned int groupCount;&lt;br /&gt;
       SndGroup * groups; //Size = ((groupCount &amp;lt;&amp;lt; 2) + groupCount) &amp;lt;&amp;lt; 4&lt;br /&gt;
       unsigned int curveCount;&lt;br /&gt;
       SndCurve * curves; //Size = curveCount * 0x64&lt;br /&gt;
       unsigned int panCount;&lt;br /&gt;
       SndPan * pans; //Size = panCount * 0x3C&lt;br /&gt;
       unsigned int snapshotGroupCount;&lt;br /&gt;
       SndSnapshotGroup * snapshotGroups; //Size = snapshotGroupCount &amp;lt;&amp;lt; 5&lt;br /&gt;
       unsigned int contextCount;&lt;br /&gt;
       SndContext * contexts; //Size = ((contextCount &amp;lt;&amp;lt; 2) + contextCount) &amp;lt;&amp;lt; 3&lt;br /&gt;
       unsigned int masterCount;&lt;br /&gt;
       SndMaster * masters; //Size = masterCount * 0xB0&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Black Ops 2 ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
enum SndMenuCategory&lt;br /&gt;
{&lt;br /&gt;
  SND_CATEGORY_SFX = 0x0,&lt;br /&gt;
  SND_CATEGORY_MUSIC = 0x1,&lt;br /&gt;
  SND_CATEGORY_VOICE = 0x2,&lt;br /&gt;
  SND_CATEGORY_UI = 0x3,&lt;br /&gt;
  SND_CATEGORY_CINEMATIC = 0x4,&lt;br /&gt;
  SND_CATEGORY_COUNT = 0x5,&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndVolumeGroup&lt;br /&gt;
{&lt;br /&gt;
  char name[0x20];&lt;br /&gt;
  char parentName[0x20];&lt;br /&gt;
  unsigned int id;&lt;br /&gt;
  int parentIndex;&lt;br /&gt;
  SndMenuCategory category;&lt;br /&gt;
  unsigned __int16 attenuationSp;&lt;br /&gt;
  unsigned __int16 attenuationMp;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndCurve&lt;br /&gt;
{&lt;br /&gt;
	char name[0x20];&lt;br /&gt;
	unsigned int id;&lt;br /&gt;
	vec2_t points[8];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndPan&lt;br /&gt;
{&lt;br /&gt;
	char name[0x20];&lt;br /&gt;
	unsigned int id;&lt;br /&gt;
	float front;&lt;br /&gt;
	float back;&lt;br /&gt;
	float center;&lt;br /&gt;
	float lfe;&lt;br /&gt;
	float left;&lt;br /&gt;
	float right;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndDuckGroup	// 0x24&lt;br /&gt;
{&lt;br /&gt;
  char name[32];&lt;br /&gt;
  unsigned int id;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndMaster&lt;br /&gt;
{&lt;br /&gt;
  char name[0x20];&lt;br /&gt;
  unsigned int id;&lt;br /&gt;
  int lowE;&lt;br /&gt;
  float lowG;&lt;br /&gt;
  float lowF;&lt;br /&gt;
  float lowQ;&lt;br /&gt;
  int peak1E;&lt;br /&gt;
  float peak1G;&lt;br /&gt;
  float peak1F;&lt;br /&gt;
  float peak1Q;&lt;br /&gt;
  int peak2E;&lt;br /&gt;
  float peak2G;&lt;br /&gt;
  float peak2F;&lt;br /&gt;
  float peak2Q;&lt;br /&gt;
  int hiE;&lt;br /&gt;
  float hiG;&lt;br /&gt;
  float hiF;&lt;br /&gt;
  float hiQ;&lt;br /&gt;
  float eqG;&lt;br /&gt;
  int compE;&lt;br /&gt;
  float compPG;&lt;br /&gt;
  float compMG;&lt;br /&gt;
  float compT;&lt;br /&gt;
  float compR;&lt;br /&gt;
  float compTA;&lt;br /&gt;
  float compTR;&lt;br /&gt;
  int limitE;&lt;br /&gt;
  float limitPG;&lt;br /&gt;
  float limitMG;&lt;br /&gt;
  float limitT;&lt;br /&gt;
  float limitR;&lt;br /&gt;
  float limitTA;&lt;br /&gt;
  float limitTR;&lt;br /&gt;
  float busReverbG;&lt;br /&gt;
  float busFxG;&lt;br /&gt;
  float busVoiceG;&lt;br /&gt;
  float busPfutzG;&lt;br /&gt;
  float busHdrfxG;&lt;br /&gt;
  float busUiG;&lt;br /&gt;
  float busMusicG;&lt;br /&gt;
  float busMovieG;&lt;br /&gt;
  float busVcsG;&lt;br /&gt;
  int busReverbE;&lt;br /&gt;
  int busFxE;&lt;br /&gt;
  int busVoiceE;&lt;br /&gt;
  int busPfutzE;&lt;br /&gt;
  int busHdrfxE;&lt;br /&gt;
  int busUiE;&lt;br /&gt;
  int busMusicE;&lt;br /&gt;
  int busMovieE;&lt;br /&gt;
  int hdrfxCompE;&lt;br /&gt;
  int voiceEqE;&lt;br /&gt;
  int voiceCompE;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndContext&lt;br /&gt;
{&lt;br /&gt;
	int type;&lt;br /&gt;
	int value[8];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndSidechainDuck&lt;br /&gt;
{&lt;br /&gt;
  char name[32];&lt;br /&gt;
  unsigned int id;&lt;br /&gt;
  float g;&lt;br /&gt;
  float f;&lt;br /&gt;
  float q;&lt;br /&gt;
  float ta;&lt;br /&gt;
  float tr;&lt;br /&gt;
  float tf;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndFutz&lt;br /&gt;
{&lt;br /&gt;
  char name[0x20];&lt;br /&gt;
  unsigned int id;&lt;br /&gt;
  float bpfF;&lt;br /&gt;
  float bpfQ;&lt;br /&gt;
  float lsG;&lt;br /&gt;
  float lsF;&lt;br /&gt;
  float lsQ;&lt;br /&gt;
  float dist;&lt;br /&gt;
  float preG;&lt;br /&gt;
  float postG;&lt;br /&gt;
  float th;&lt;br /&gt;
  float tg;&lt;br /&gt;
  float clippre;&lt;br /&gt;
  float clippost;&lt;br /&gt;
  float blend;&lt;br /&gt;
  unsigned int startAliasId;&lt;br /&gt;
  unsigned int stopAliasId;&lt;br /&gt;
  unsigned int loopAliasId;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct SndDriverGlobals&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  unsigned int groupCount;&lt;br /&gt;
  SndVolumeGroup *groups;&lt;br /&gt;
  unsigned int curveCount;&lt;br /&gt;
  SndCurve *curves;&lt;br /&gt;
  unsigned int panCount;&lt;br /&gt;
  SndPan *pans;&lt;br /&gt;
  unsigned int duckGroupCount;&lt;br /&gt;
  SndDuckGroup *duckGroups;&lt;br /&gt;
  unsigned int contextCount;&lt;br /&gt;
  SndContext *contexts;&lt;br /&gt;
  unsigned int masterCount;&lt;br /&gt;
  SndMaster *masters;&lt;br /&gt;
  unsigned int voiceDuckCount;&lt;br /&gt;
  SndSidechainDuck *voiceDucks;&lt;br /&gt;
  unsigned int futzCount;&lt;br /&gt;
  SndFutz *futzes;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=DVARs_(Ghosts)&amp;diff=833</id>
		<title>DVARs (Ghosts)</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=DVARs_(Ghosts)&amp;diff=833"/>
		<updated>2015-01-22T02:46:47Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ghosts]]&lt;br /&gt;
[[Category:Game Structures]]&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
/* dvar-&amp;gt;flags */&lt;br /&gt;
#define DVAR_SCRIPT_DEFINED		0x10&lt;br /&gt;
&lt;br /&gt;
union DvarLimits&lt;br /&gt;
{&lt;br /&gt;
	struct {&lt;br /&gt;
		int stringCount;&lt;br /&gt;
		const char *const *strings;&lt;br /&gt;
	} enumeration;&lt;br /&gt;
 &lt;br /&gt;
	struct {&lt;br /&gt;
		int min;&lt;br /&gt;
		int max;&lt;br /&gt;
	} integer;&lt;br /&gt;
 &lt;br /&gt;
	struct {&lt;br /&gt;
		float min;&lt;br /&gt;
		float max;&lt;br /&gt;
	} value, vector;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
union DvarValue&lt;br /&gt;
{&lt;br /&gt;
	bool enabled;&lt;br /&gt;
	int integer;&lt;br /&gt;
	unsigned int unsignedInt;&lt;br /&gt;
	float value;&lt;br /&gt;
	float vector[4];&lt;br /&gt;
	const char *string;&lt;br /&gt;
	char color[4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct dvar_t&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  unsigned int flags;&lt;br /&gt;
  enum : char&lt;br /&gt;
  {&lt;br /&gt;
    DVAR_TYPE_BOOL = 0x0,&lt;br /&gt;
    DVAR_TYPE_FLOAT = 0x1,&lt;br /&gt;
    DVAR_TYPE_FLOAT_2 = 0x2,&lt;br /&gt;
    DVAR_TYPE_FLOAT_3 = 0x3,&lt;br /&gt;
    DVAR_TYPE_FLOAT_4 = 0x4,&lt;br /&gt;
    DVAR_TYPE_INT = 0x5,&lt;br /&gt;
    DVAR_TYPE_ENUM = 0x6,&lt;br /&gt;
    DVAR_TYPE_STRING = 0x7,&lt;br /&gt;
    DVAR_TYPE_COLOR = 0x8,&lt;br /&gt;
    DVAR_TYPE_FLOAT_3_COLOR = 0x9,&lt;br /&gt;
    DVAR_TYPE_COUNT = 0xA,&lt;br /&gt;
  } type;&lt;br /&gt;
  bool modified;&lt;br /&gt;
  DvarValue current;&lt;br /&gt;
  DvarValue latched;&lt;br /&gt;
  DvarValue reset;&lt;br /&gt;
  DvarLimits domain;&lt;br /&gt;
  dvar_t *hashNext;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=DVARs_(Ghosts)&amp;diff=832</id>
		<title>DVARs (Ghosts)</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=DVARs_(Ghosts)&amp;diff=832"/>
		<updated>2015-01-22T02:46:00Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ghosts]]&lt;br /&gt;
[[Category:Game Structures]]&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
/* dvar-&amp;gt;flags */&lt;br /&gt;
#define DVAR_SCRIPT_DEFINED		0x10&lt;br /&gt;
&lt;br /&gt;
union DvarLimits&lt;br /&gt;
{&lt;br /&gt;
	struct {&lt;br /&gt;
		int stringCount;&lt;br /&gt;
		const char **strings;&lt;br /&gt;
	} enumeration;&lt;br /&gt;
 &lt;br /&gt;
	struct {&lt;br /&gt;
		int min;&lt;br /&gt;
		int max;&lt;br /&gt;
	} integer;&lt;br /&gt;
 &lt;br /&gt;
	struct {&lt;br /&gt;
		float min;&lt;br /&gt;
		float max;&lt;br /&gt;
	} value, vector;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
union DvarValue&lt;br /&gt;
{&lt;br /&gt;
	bool enabled;&lt;br /&gt;
	int integer;&lt;br /&gt;
	unsigned int unsignedInt;&lt;br /&gt;
	float value;&lt;br /&gt;
	float vector[4];&lt;br /&gt;
	const char *string;&lt;br /&gt;
	char color[4];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct dvar_t&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  unsigned int flags;&lt;br /&gt;
  enum : char&lt;br /&gt;
  {&lt;br /&gt;
    DVAR_TYPE_BOOL = 0x0,&lt;br /&gt;
    DVAR_TYPE_FLOAT = 0x1,&lt;br /&gt;
    DVAR_TYPE_FLOAT_2 = 0x2,&lt;br /&gt;
    DVAR_TYPE_FLOAT_3 = 0x3,&lt;br /&gt;
    DVAR_TYPE_FLOAT_4 = 0x4,&lt;br /&gt;
    DVAR_TYPE_INT = 0x5,&lt;br /&gt;
    DVAR_TYPE_ENUM = 0x6,&lt;br /&gt;
    DVAR_TYPE_STRING = 0x7,&lt;br /&gt;
    DVAR_TYPE_COLOR = 0x8,&lt;br /&gt;
    DVAR_TYPE_FLOAT_3_COLOR = 0x9,&lt;br /&gt;
    DVAR_TYPE_COUNT = 0xA,&lt;br /&gt;
  } type;&lt;br /&gt;
  bool modified;&lt;br /&gt;
  DvarValue current;&lt;br /&gt;
  DvarValue latched;&lt;br /&gt;
  DvarValue reset;&lt;br /&gt;
  DvarLimits domain;&lt;br /&gt;
  dvar_t *hashNext;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=DVARs_(Ghosts)&amp;diff=831</id>
		<title>DVARs (Ghosts)</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=DVARs_(Ghosts)&amp;diff=831"/>
		<updated>2015-01-22T02:32:45Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: Created page with &amp;quot;Category:Ghosts Category:Game Structures &amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt; /* dvar-&amp;gt;flags */ #define DVAR_SCRIPT_DEFINED		0x10  struct dvar_t {   const char *name;   unsigned int fl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ghosts]]&lt;br /&gt;
[[Category:Game Structures]]&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
/* dvar-&amp;gt;flags */&lt;br /&gt;
#define DVAR_SCRIPT_DEFINED		0x10&lt;br /&gt;
&lt;br /&gt;
struct dvar_t&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  unsigned int flags;&lt;br /&gt;
  enum : char&lt;br /&gt;
  {&lt;br /&gt;
    DVAR_TYPE_BOOL = 0x0,&lt;br /&gt;
    DVAR_TYPE_FLOAT = 0x1,&lt;br /&gt;
    DVAR_TYPE_FLOAT_2 = 0x2,&lt;br /&gt;
    DVAR_TYPE_FLOAT_3 = 0x3,&lt;br /&gt;
    DVAR_TYPE_FLOAT_4 = 0x4,&lt;br /&gt;
    DVAR_TYPE_INT = 0x5,&lt;br /&gt;
    DVAR_TYPE_ENUM = 0x6,&lt;br /&gt;
    DVAR_TYPE_STRING = 0x7,&lt;br /&gt;
    DVAR_TYPE_COLOR = 0x8,&lt;br /&gt;
    DVAR_TYPE_FLOAT_3_COLOR = 0x9,&lt;br /&gt;
    DVAR_TYPE_COUNT = 0xA,&lt;br /&gt;
  } type;&lt;br /&gt;
  bool modified;&lt;br /&gt;
  DvarValue current;&lt;br /&gt;
  DvarValue latched;&lt;br /&gt;
  DvarValue reset;&lt;br /&gt;
  DvarLimits domain;&lt;br /&gt;
  dvar_t *hashNext;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Category:Assets&amp;diff=830</id>
		<title>Category:Assets</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Category:Assets&amp;diff=830"/>
		<updated>2015-01-22T01:30:03Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Any pages containing information on game assets will be linked here. This page will also contain information pertaining to any asset on any CoD. &lt;br /&gt;
&lt;br /&gt;
== Pool Structure ==&lt;br /&gt;
Once the assets are loaded from the [[:Category:FastFiles|FastFile and Zones]], they are stored in memory in pools.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
template&amp;lt;typename T&amp;gt; union XAssetPoolEntry&lt;br /&gt;
{&lt;br /&gt;
  T entry;&lt;br /&gt;
  T * next;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
template&amp;lt;typename T, int count&amp;gt; struct XAssetPool&lt;br /&gt;
{&lt;br /&gt;
  T * freeHead;&lt;br /&gt;
  XAssetPoolEntry&amp;lt;T&amp;gt; entries[count];&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The pool counts are stored in an int[] in the executable called g_poolSizes. The freeHead is a pointer to the first unused asset in the pool. The next pointer is only used if the current asset is an unused asset, in which case it points to the next asset in ithe pool. Keep in mind that assets that only have a count of 1 are not going to be in a pool.&lt;br /&gt;
== Asset Types ==&lt;br /&gt;
=== Call of Duty 4 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(CoD4)|xmodel]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x06&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Call of Duty 4|loaded_sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x4B0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_sp]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (CoD4)|col_map_mp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Multiplayer|game_map_mp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (CoD4)|gfx_map]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (CoD4)|menu]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (CoD4)|weapon]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (CoD4)|fx]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Call_of_Duty_4|impactfx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|}&lt;br /&gt;
=== World at War ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#World_at_War|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Call_of_Duty_4_.26_World_at_War|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Call_of_Duty_4_.26_World_at_War|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x960&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#World at War|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#World at War|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x640&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (WaW)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (WaW)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (WaW)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2096&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (WaW)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#World_at_War|snddriverglobals]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (WaW)|fx]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#World_at_War|impactfx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Call_of_Duty_4_.26_World_at_War|stringtable]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|}&lt;br /&gt;
=== Modern Warfare 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Call_of_Duty_4_.26_Modern_Warfare_2|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_2|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x600&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1FA0&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0xE00&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x546&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Single_Player|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Multiplayer|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW2)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (MW2)|fx]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(MW2)|vehicle]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 1 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x13EC&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x3E8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1000&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO1)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#World_at_War_.26_Black_Ops_1|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Call_of_Duty_4_Single_Player_.26_World_at_War_.26_Black_Ops_1|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO1)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO1)|menu]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x3CA&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x2400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO1)|weapon]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_1|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO1)|fx]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_1|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x50&lt;br /&gt;
|-&lt;br /&gt;
|[[:PackIndex Asset|packindex]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 1|texturelist]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_1|emblemset]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modern Warfare 3 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Modern_Warfare_3|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Modern_Warfare_3|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1260&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x514&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x30&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x672&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (MW3)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Modern_Warfare_3|aipaths]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Modern_Warfare_3|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (MW3)|gfx_map]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|0x264&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x1B58&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (MW3)|attachment]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (MW3)|weapon]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Modern_Warfare_2_.26_3|impactfx]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x64&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (MW3)|vehicle]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Ops 2 ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|xmodelpieces&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|False&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Black_Ops_1_.26_2|physpreset]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x41&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysConstraints Asset|physconstraints]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[DestructibleDef Asset|destructibledef]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Black_Ops_1_.26_2|xanim]]&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x1450&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Asset_(BO2)|xmodel]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x578&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Black Ops &amp;amp; Black Ops 2|material]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x1300&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Black Ops 2|pixelshader]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x07&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Black Ops &amp;amp; Black Ops 2|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|0x708&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x226&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Black_Ops_2|image]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x1440&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Black Ops 2|sound]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|sound_patch&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_sp]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (BO2)|col_map_mp]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Black_Ops_2|com_map]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_sp]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Game_Map_Asset#Black_Ops_2|game_map_mp]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Black_Ops_2|map_ents]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (BO2)|gfx_map]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Call_of_Duty_4_.26_World_at_War_.26_Modern_Warfare_2_.26_Black_Ops_1_.26_2|lightdef]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x13&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Black_Ops_2|font]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:FontIcon Asset|fonticon]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0xA4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (BO2)|menu]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x1C2&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x3800&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (BO2)|weapon]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|weapondef&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponvariant&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|weaponfull&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (BO2)|attachment]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:AttachmentUnique Asset|attachmentunique]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:WeaponCamo Asset|weaponcamo]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Black_Ops_2|snddriverglobals]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX Asset (BO2)|fx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x258&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Black_Ops_2|impactfx]]&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x24&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mpbody&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x25&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mphead&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x26&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x27&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Call_of_Duty_4_.26_World_at_War_.26_Black_Ops_1_.26_2|rawfile]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Black_Ops_1_.26_2|stringtable]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:XGlobals Asset|xGlobals]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DDL Asset|ddl]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasses Asset|glasses]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:TextureSet Asset#Black Ops 2|texturelist]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|n/a&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Emblem_Set_Asset#Black_Ops_2|emblemset]]&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptParseTree Asset|scriptparsetree]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:Key-Value_Pair_Asset|keyvaluepairs]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle Asset (BO2)|vehicle]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:MemoryBlock Asset|memoryblock]]&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Black_Ops_2|tracer]]&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x32&lt;br /&gt;
|-&lt;br /&gt;
|[[:SkinnedVerts_Asset|skinnedverts]]&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:QDB_Asset|qdb]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Slug_Asset|slug]]&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepTable_Asset|footsteptable]]&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:FootstepFxTable_Asset|footstepfxtable]]&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:ZBarrier Asset|zbarrier]]&lt;br /&gt;
|0x3D&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|0x3E&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x3C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|assetlist&lt;br /&gt;
|0x3F&lt;br /&gt;
|0x40&lt;br /&gt;
|0x3D&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|report&lt;br /&gt;
|0x40&lt;br /&gt;
|0x41&lt;br /&gt;
|0x3E&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|depend&lt;br /&gt;
|0x41&lt;br /&gt;
|0x42&lt;br /&gt;
|0x3F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Ghosts|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Physical_Collision_Map_Asset|phys_collmap]]&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:XAnim_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|xanim]]&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x1040&lt;br /&gt;
|-&lt;br /&gt;
|[[:XModel_Surface_Asset#Ghosts|xmodelsurfs]]&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x8A0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Material Asset#Ghosts|material]]&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertex Shader Asset#Call of Duty 4 &amp;amp; World at War &amp;amp; Modern Warfare 2 &amp;amp; Modern Warfare 3 &amp;amp; Ghosts|vertexshader]]&lt;br /&gt;
|n/a&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0x6000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixel Shader Asset#Modern Warfare 3 &amp;amp; Ghosts|pixelshader]]&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x1800&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x200&lt;br /&gt;
|-&lt;br /&gt;
|[[:Technique Set Asset|techset]]&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x10C0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Asset#Infinity Ward|sound]]&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound Curve Asset|sndcurve]]&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:LPF Curve Asset|lpfcurve]]&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Reverb Send Curve Asset|reverbsendcurve]]&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Loaded Sound Asset#Modern Warfare 2 &amp;amp; 3 &amp;amp; Ghosts|loaded_sound]]&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x9C4&lt;br /&gt;
|-&lt;br /&gt;
|[[:Collision Map Asset (Ghosts)|col_map_mp/col_map_sp]]&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x13&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:COM_Map_Asset#Call_of_Duty_4_.26_Modern_Warfare_2_.26_3_.26_Ghosts|com_map]]&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Glass_Map_Asset|glass_map]]&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:AIPaths_Asset#Ghosts|aipaths]]&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Track_Asset|vehicle_track]]&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Ghosts|map_ents]]&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[:FX_Map_Asset|fx_map]]&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Graphics Map Asset (Ghosts)|gfx_map]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x1C&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:AnimClass_Asset|animclass]]&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|0x2198&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (Ghosts)|attachment]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x60&lt;br /&gt;
|-&lt;br /&gt;
|[[:Weapon Asset (Ghosts)|weapon]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x23&lt;br /&gt;
|True&lt;br /&gt;
|0xA0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Sound_Driver_Globals_Asset#Infinity_Ward_Games|snddriverglobals]]&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|[[:ImpactFX_Asset#Ghosts|impactfx]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[:SurfaceFX Asset|surfacefx]]&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x28&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x29&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x2A&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2B&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|[[:LeaderboardDef_Asset|leaderboarddef]]&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2F&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x30&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Modern_Warfare_2_.26_3_.26_Ghosts|tracer]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x31&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:Vehicle_Asset_(Ghosts)|vehicle]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x32&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|[[:AddonMapEnts_Asset|addon_map_ents]]&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:NetConstStrings_Asset|netconststrings]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:ReverbPreset_Asset|reverbpresset]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|[[:Scriptable_Asset|scriptable]]&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|colorization&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|colorizationset&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|tonemapping&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:EquipSndTable_Asset|equipsndtable]]&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vectorfield&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:DopplerPreset_Asset|dopplerpreset]]&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|particlesimanimation&lt;br /&gt;
|n/a&lt;br /&gt;
|n/a&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Warfare ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;font-size:13px;line-height:21px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Asset Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Xbox 360 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PS3 ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|PC ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Is Used&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Pool Count&lt;br /&gt;
|-&lt;br /&gt;
|[[:PhysPreset_Asset#Advanced_Warfare|physpreset]]&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|0x00&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|phys_collmap&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|0x01&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|physwaterpreset&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x02&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|phy_worldmap&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x03&lt;br /&gt;
|True&lt;br /&gt;
|0x1&lt;br /&gt;
|-&lt;br /&gt;
|physconstraint&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x04&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|xanim&lt;br /&gt;
|0x02&lt;br /&gt;
|0x02&lt;br /&gt;
|0x05&lt;br /&gt;
|True&lt;br /&gt;
|0x1194&lt;br /&gt;
|-&lt;br /&gt;
|xmodelsurfs&lt;br /&gt;
|0x03&lt;br /&gt;
|0x03&lt;br /&gt;
|0x06&lt;br /&gt;
|True&lt;br /&gt;
|0xC00&lt;br /&gt;
|-&lt;br /&gt;
|xmodel&lt;br /&gt;
|0x04&lt;br /&gt;
|0x04&lt;br /&gt;
|0x07&lt;br /&gt;
|True&lt;br /&gt;
|0xCE0&lt;br /&gt;
|-&lt;br /&gt;
|material&lt;br /&gt;
|0x05&lt;br /&gt;
|0x05&lt;br /&gt;
|0x08&lt;br /&gt;
|True&lt;br /&gt;
|0x14A0&lt;br /&gt;
|-&lt;br /&gt;
|computeshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x09&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|vertexshader&lt;br /&gt;
|N\A&lt;br /&gt;
|0x06&lt;br /&gt;
|0x0A&lt;br /&gt;
|True&lt;br /&gt;
|0x500&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0B&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|domainshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0C&lt;br /&gt;
|True&lt;br /&gt;
|0x3000&lt;br /&gt;
|-&lt;br /&gt;
|hullshader&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0D&lt;br /&gt;
|True&lt;br /&gt;
|0x11CA0&lt;br /&gt;
|-&lt;br /&gt;
|pixelshader&lt;br /&gt;
|0x06&lt;br /&gt;
|0x07&lt;br /&gt;
|0x0E&lt;br /&gt;
|True&lt;br /&gt;
|0x1A70&lt;br /&gt;
|-&lt;br /&gt;
|vertexdecl&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0x0F&lt;br /&gt;
|True&lt;br /&gt;
|0x900&lt;br /&gt;
|-&lt;br /&gt;
|techset&lt;br /&gt;
|0x07&lt;br /&gt;
|0x08&lt;br /&gt;
|0x10&lt;br /&gt;
|True&lt;br /&gt;
|0x468&lt;br /&gt;
|-&lt;br /&gt;
|[[:Image_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|image]]&lt;br /&gt;
|0x08&lt;br /&gt;
|0x09&lt;br /&gt;
|0x11&lt;br /&gt;
|True&lt;br /&gt;
|0x1060&lt;br /&gt;
|-&lt;br /&gt;
|sound&lt;br /&gt;
|0x09&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x12&lt;br /&gt;
|True&lt;br /&gt;
|0x3E80&lt;br /&gt;
|-&lt;br /&gt;
|soundsubmix&lt;br /&gt;
|0x0A&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x14&lt;br /&gt;
|True&lt;br /&gt;
|0x100&lt;br /&gt;
|-&lt;br /&gt;
|sndcurve&lt;br /&gt;
|0x0B&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x15&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|lpfcurve&lt;br /&gt;
|0x0C&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x16&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|reverbsendcurve&lt;br /&gt;
|0x0D&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x17&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|sndcontext&lt;br /&gt;
|0x0E&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x18&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|loaded_sound&lt;br /&gt;
|0x0F&lt;br /&gt;
|0x10&lt;br /&gt;
|0x19&lt;br /&gt;
|True&lt;br /&gt;
|0xFA0&lt;br /&gt;
|-&lt;br /&gt;
|col_map_mp/col_map_sp&lt;br /&gt;
|0x10&lt;br /&gt;
|0x11&lt;br /&gt;
|0x1A&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|com_map&lt;br /&gt;
|0x11&lt;br /&gt;
|0x12&lt;br /&gt;
|0x1B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|glass_map&lt;br /&gt;
|0x12&lt;br /&gt;
|0x13&lt;br /&gt;
|0x1C&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|aipaths&lt;br /&gt;
|0x13&lt;br /&gt;
|0x14&lt;br /&gt;
|0x1D&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|vehicle_track&lt;br /&gt;
|0x14&lt;br /&gt;
|0x15&lt;br /&gt;
|0x1E&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[:MapEnts_Asset#Advanced_Warfare|map_ents]]&lt;br /&gt;
|0x15&lt;br /&gt;
|0x16&lt;br /&gt;
|0x1F&lt;br /&gt;
|True&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|fx_map&lt;br /&gt;
|0x16&lt;br /&gt;
|0x17&lt;br /&gt;
|0x20&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map&lt;br /&gt;
|0x17&lt;br /&gt;
|0x18&lt;br /&gt;
|0x21&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|gfx_map_trzone&lt;br /&gt;
|0x18&lt;br /&gt;
|0x19&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|col_map_trzone&lt;br /&gt;
|0x19&lt;br /&gt;
|0x1A&lt;br /&gt;
|N/A&lt;br /&gt;
|True&lt;br /&gt;
|0x12&lt;br /&gt;
|-&lt;br /&gt;
|[[:Lightdef_Asset#Modern_Warfare_3_.26_Ghosts_.26_Advanced_Warfare|lightdef]]&lt;br /&gt;
|0x1A&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x22&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|ui_map&lt;br /&gt;
|0x1B&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x23&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Font_Asset#Infinity_Ward_Games_.26_World_at_War_.26_Black_Ops_1|font]]&lt;br /&gt;
|0x1C&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x24&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:MenuFile Asset|menufile]]&lt;br /&gt;
|0x1D&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x25&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:Menu Asset (MW3)|menu]]&lt;br /&gt;
|0x1E&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x26&lt;br /&gt;
|True&lt;br /&gt;
|0x384&lt;br /&gt;
|-&lt;br /&gt;
|animclass&lt;br /&gt;
|0x1F&lt;br /&gt;
|0x20&lt;br /&gt;
|0x27&lt;br /&gt;
|True&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|[[:Localize Asset|localize]]&lt;br /&gt;
|0x20&lt;br /&gt;
|0x21&lt;br /&gt;
|0x28&lt;br /&gt;
|True&lt;br /&gt;
|0x3110&lt;br /&gt;
|-&lt;br /&gt;
|[[:Attachment Asset (AW)|attachment]]&lt;br /&gt;
|0x21&lt;br /&gt;
|0x22&lt;br /&gt;
|0x29&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|weapon&lt;br /&gt;
|0x22&lt;br /&gt;
|0x23&lt;br /&gt;
|0x2A&lt;br /&gt;
|True&lt;br /&gt;
|0x1FB&lt;br /&gt;
|-&lt;br /&gt;
|snddriverglobals&lt;br /&gt;
|0x23&lt;br /&gt;
|0x24&lt;br /&gt;
|0x2B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fx&lt;br /&gt;
|0x24&lt;br /&gt;
|0x25&lt;br /&gt;
|0x2C&lt;br /&gt;
|True&lt;br /&gt;
|0x800&lt;br /&gt;
|-&lt;br /&gt;
|impactfx&lt;br /&gt;
|0x25&lt;br /&gt;
|0x26&lt;br /&gt;
|0x2D&lt;br /&gt;
|True&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|surfacefx&lt;br /&gt;
|0x26&lt;br /&gt;
|0x27&lt;br /&gt;
|0x2E&lt;br /&gt;
|True&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|aitype&lt;br /&gt;
|0x27&lt;br /&gt;
|0x28&lt;br /&gt;
|0x2F&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|mptype&lt;br /&gt;
|0x28&lt;br /&gt;
|0x29&lt;br /&gt;
|0x30&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|character&lt;br /&gt;
|0x29&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x31&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|xmodelalias&lt;br /&gt;
|0x2A&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x32&lt;br /&gt;
|False&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[:Rawfile_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|rawfile]]&lt;br /&gt;
|0x2B&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x33&lt;br /&gt;
|True&lt;br /&gt;
|0x400&lt;br /&gt;
|-&lt;br /&gt;
|[[:ScriptFile_Asset|scriptfile]]&lt;br /&gt;
|0x2C&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x34&lt;br /&gt;
|True&lt;br /&gt;
|0x300&lt;br /&gt;
|-&lt;br /&gt;
|[[:StringTable_Asset#Modern_Warfare_2_.26_3_.26_Ghosts_.26_Advanced_Warfare|stringtable]]&lt;br /&gt;
|0x2D&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x35&lt;br /&gt;
|True&lt;br /&gt;
|0x190&lt;br /&gt;
|-&lt;br /&gt;
|leaderboarddef&lt;br /&gt;
|0x2E&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x36&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|[[:StructuredDataDef Asset|structureddatadef]]&lt;br /&gt;
|0x2F&lt;br /&gt;
|0x30&lt;br /&gt;
|0x37&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|[[:Tracer_Asset#Advanced_Warfare|tracer]]&lt;br /&gt;
|0x30&lt;br /&gt;
|0x31&lt;br /&gt;
|0x38&lt;br /&gt;
|True&lt;br /&gt;
|0x18&lt;br /&gt;
|-&lt;br /&gt;
|vehicle&lt;br /&gt;
|0x31&lt;br /&gt;
|0x32&lt;br /&gt;
|0x39&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|addon_map_ents&lt;br /&gt;
|0x32&lt;br /&gt;
|0x33&lt;br /&gt;
|0x3A&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|netconststrings&lt;br /&gt;
|0x33&lt;br /&gt;
|0x34&lt;br /&gt;
|0x3B&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reverbpreset&lt;br /&gt;
|0x34&lt;br /&gt;
|0x35&lt;br /&gt;
|0x3C&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|luafile&lt;br /&gt;
|0x35&lt;br /&gt;
|0x36&lt;br /&gt;
|0x3D&lt;br /&gt;
|True&lt;br /&gt;
|0x180&lt;br /&gt;
|-&lt;br /&gt;
|scriptable&lt;br /&gt;
|0x36&lt;br /&gt;
|0x37&lt;br /&gt;
|0x3E&lt;br /&gt;
|True&lt;br /&gt;
|0x80&lt;br /&gt;
|-&lt;br /&gt;
|equipsndtable&lt;br /&gt;
|0x37&lt;br /&gt;
|0x38&lt;br /&gt;
|0x3F&lt;br /&gt;
|True&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dopplerpreset&lt;br /&gt;
|0x38&lt;br /&gt;
|0x39&lt;br /&gt;
|0x40&lt;br /&gt;
|True&lt;br /&gt;
|0x40&lt;br /&gt;
|-&lt;br /&gt;
|[[:Laser_Asset|laser]]&lt;br /&gt;
|0x39&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x41&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|-&lt;br /&gt;
|skeletonscript&lt;br /&gt;
|0x3A&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x42&lt;br /&gt;
|True&lt;br /&gt;
|0x10&lt;br /&gt;
|-&lt;br /&gt;
|clut&lt;br /&gt;
|0x3B&lt;br /&gt;
|0x3C&lt;br /&gt;
|0x43&lt;br /&gt;
|True&lt;br /&gt;
|0x20&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Attachment_Asset_(Ghosts)&amp;diff=828</id>
		<title>Attachment Asset (Ghosts)</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Attachment_Asset_(Ghosts)&amp;diff=828"/>
		<updated>2015-01-22T01:24:35Z</updated>

		<summary type="html">&lt;p&gt;CraigChrist8239: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:Ghosts]]&lt;br /&gt;
The attachment asset was added on Modern Warfare 3 and has been on every Call of Duty since (Black Ops 2 and Ghosts). This asset saves alot of space as previously a different weapon asset was required for each combination of attachments on each weapon.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
enum AttachmentType&lt;br /&gt;
{&lt;br /&gt;
  ATTACHMENT_SCOPE = 0x0,&lt;br /&gt;
  ATTACHMENT_UNDERBARREL = 0x1,&lt;br /&gt;
  ATTACHMENT_OTHER = 0x2,&lt;br /&gt;
  ATTACHMENT_COUNT = 0x3&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
enum weapType_t&lt;br /&gt;
{&lt;br /&gt;
  WEAPTYPE_NONE = 0x0,&lt;br /&gt;
  WEAPTYPE_BULLET = 0x1,&lt;br /&gt;
  WEAPTYPE_GRENADE = 0x2,&lt;br /&gt;
  WEAPTYPE_PROJECTILE = 0x3,&lt;br /&gt;
  WEAPTYPE_RIOTSHIELD = 0x4,&lt;br /&gt;
  WEAPTYPE_NUM = 0x5&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
enum weapClass_t&lt;br /&gt;
{&lt;br /&gt;
  WEAPCLASS_RIFLE = 0x0,&lt;br /&gt;
  WEAPCLASS_SNIPER = 0x1,&lt;br /&gt;
  WEAPCLASS_MG = 0x2,&lt;br /&gt;
  WEAPCLASS_SMG = 0x3,&lt;br /&gt;
  WEAPCLASS_SPREAD = 0x4,&lt;br /&gt;
  WEAPCLASS_PISTOL = 0x5,&lt;br /&gt;
  WEAPCLASS_GRENADE = 0x6,&lt;br /&gt;
  WEAPCLASS_ROCKETLAUNCHER = 0x7,&lt;br /&gt;
  WEAPCLASS_TURRET = 0x8,&lt;br /&gt;
  WEAPCLASS_THROWINGKNIFE = 0x9,&lt;br /&gt;
  WEAPCLASS_NON_PLAYER = 0xA,&lt;br /&gt;
  WEAPCLASS_ITEM = 0xB,&lt;br /&gt;
  WEAPCLASS_NUM = 0xC&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
enum PenetrateType&lt;br /&gt;
{&lt;br /&gt;
  PENETRATE_TYPE_NONE = 0x0,&lt;br /&gt;
  PENETRATE_TYPE_SMALL = 0x1,&lt;br /&gt;
  PENETRATE_TYPE_MEDIUM = 0x2,&lt;br /&gt;
  PENETRATE_TYPE_LARGE = 0x3,&lt;br /&gt;
  PENETRATE_TYPE_COUNT = 0x4&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
enum ImpactType&lt;br /&gt;
{&lt;br /&gt;
  IMPACT_TYPE_NONE = 0x0,&lt;br /&gt;
  IMPACT_TYPE_BULLET_SMALL = 0x1,&lt;br /&gt;
  IMPACT_TYPE_BULLET_LARGE = 0x2,&lt;br /&gt;
  IMPACT_TYPE_BULLET_AP = 0x3,&lt;br /&gt;
  IMPACT_TYPE_BULLET_EXPLODE = 0x4,&lt;br /&gt;
  IMPACT_TYPE_SHOTGUN = 0x5,&lt;br /&gt;
  IMPACT_TYPE_SHOTGUN_EXPLODE = 0x6,&lt;br /&gt;
  IMPACT_TYPE_GRENADE_BOUNCE = 0x7,&lt;br /&gt;
  IMPACT_TYPE_GRENADE_EXPLODE = 0x8,&lt;br /&gt;
  IMPACT_TYPE_ROCKET_EXPLODE = 0x9,&lt;br /&gt;
  IMPACT_TYPE_PROJECTILE_DUD = 0xA,&lt;br /&gt;
  IMPACT_TYPE_COUNT = 0xB&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
enum weapFireType_t&lt;br /&gt;
{&lt;br /&gt;
  WEAPON_FIRETYPE_FULLAUTO = 0x0,&lt;br /&gt;
  WEAPON_FIRETYPE_SINGLESHOT = 0x1,&lt;br /&gt;
  WEAPON_FIRETYPE_BURSTFIRE2 = 0x2,&lt;br /&gt;
  WEAPON_FIRETYPE_BURSTFIRE3 = 0x3,&lt;br /&gt;
  WEAPON_FIRETYPE_BURSTFIRE4 = 0x4,&lt;br /&gt;
  WEAPON_FIRETYPE_DOUBLEBARREL = 0x5,&lt;br /&gt;
  WEAPON_FIRETYPECOUNT = 0x6,&lt;br /&gt;
  WEAPON_FIRETYPE_BURSTFIRE_FIRST = 0x2,&lt;br /&gt;
  WEAPON_FIRETYPE_BURSTFIRE_LAST = 0x4&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
enum weapOverlayReticle_t&lt;br /&gt;
{&lt;br /&gt;
  WEAPOVERLAYRETICLE_NONE = 0x0,&lt;br /&gt;
  WEAPOVERLAYRETICLE_CROSSHAIR = 0x1,&lt;br /&gt;
  WEAPOVERLAYRETICLE_NUM = 0x2&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
enum weaponIconRatioType_t&lt;br /&gt;
{&lt;br /&gt;
  WEAPON_ICON_RATIO_1TO1 = 0x0,&lt;br /&gt;
  WEAPON_ICON_RATIO_2TO1 = 0x1,&lt;br /&gt;
  WEAPON_ICON_RATIO_4TO1 = 0x2,&lt;br /&gt;
  WEAPON_ICON_RATIO_COUNT = 0x3&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
enum ammoCounterClipType_t&lt;br /&gt;
{&lt;br /&gt;
  AMMO_COUNTER_CLIP_NONE = 0x0,&lt;br /&gt;
  AMMO_COUNTER_CLIP_MAGAZINE = 0x1,&lt;br /&gt;
  AMMO_COUNTER_CLIP_SHORTMAGAZINE = 0x2,&lt;br /&gt;
  AMMO_COUNTER_CLIP_SHOTGUN = 0x3,&lt;br /&gt;
  AMMO_COUNTER_CLIP_ROCKET = 0x4,&lt;br /&gt;
  AMMO_COUNTER_CLIP_BELTFED = 0x5,&lt;br /&gt;
  AMMO_COUNTER_CLIP_ALTWEAPON = 0x6,&lt;br /&gt;
  AMMO_COUNTER_CLIP_COUNT = 0x7&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
enum weapProjExposion_t&lt;br /&gt;
{&lt;br /&gt;
  WEAPPROJEXP_GRENADE = 0x0,&lt;br /&gt;
  WEAPPROJEXP_ROCKET = 0x1,&lt;br /&gt;
  WEAPPROJEXP_FLASHBANG = 0x2,&lt;br /&gt;
  WEAPPROJEXP_NONE = 0x3,&lt;br /&gt;
  WEAPPROJEXP_DUD = 0x4,&lt;br /&gt;
  WEAPPROJEXP_SMOKE = 0x5,&lt;br /&gt;
  WEAPPROJEXP_HEAVY = 0x6,&lt;br /&gt;
  WEAPPROJEXP_NUM = 0x7&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct __declspec(align(8)) AttAmmoGeneral&lt;br /&gt;
{&lt;br /&gt;
  PenetrateType penetrateType;&lt;br /&gt;
  float penetrateMultiplier;&lt;br /&gt;
  ImpactType impactType;&lt;br /&gt;
  weapFireType_t fireType;&lt;br /&gt;
  TracerDef *tracerType;&lt;br /&gt;
  bool rifleBullet;&lt;br /&gt;
  bool armorPiercing;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttSight&lt;br /&gt;
{&lt;br /&gt;
  bool aimDownSight;&lt;br /&gt;
  bool adsFire;&lt;br /&gt;
  bool rechamberWhileAds;&lt;br /&gt;
  bool noAdsWhenMagEmpty;&lt;br /&gt;
  bool canHoldBreath;&lt;br /&gt;
  bool canVariableZoom;&lt;br /&gt;
  bool hideRailWithThisScope;&lt;br /&gt;
  bool useScopeDrift;&lt;br /&gt;
  bool useDualFOV;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttReload&lt;br /&gt;
{&lt;br /&gt;
  bool noPartialReload;&lt;br /&gt;
  bool segmentedReload;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttAddOns&lt;br /&gt;
{&lt;br /&gt;
  bool motionTracker;&lt;br /&gt;
  bool silenced;&lt;br /&gt;
  bool riotShield;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttGeneral&lt;br /&gt;
{&lt;br /&gt;
  bool boltAction;&lt;br /&gt;
  bool inheritsPerks;&lt;br /&gt;
  bool reticleSpin45;&lt;br /&gt;
  float enemyCrosshairRange;&lt;br /&gt;
  Material *reticleCenter;&lt;br /&gt;
  Material *reticleSide;&lt;br /&gt;
  int reticleCenterSize;&lt;br /&gt;
  int reticleSideSize;&lt;br /&gt;
  float moveSpeedScale;&lt;br /&gt;
  float adsMoveSpeedScale;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttAimAssist&lt;br /&gt;
{&lt;br /&gt;
  float autoAimRange;&lt;br /&gt;
  float aimAssistRange;&lt;br /&gt;
  float aimAssistRangeAds;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttAmmunition&lt;br /&gt;
{&lt;br /&gt;
  int maxAmmo;&lt;br /&gt;
  int startAmmo;&lt;br /&gt;
  int clipSize;&lt;br /&gt;
  int shotCount;&lt;br /&gt;
  int reloadAmmoAdd;&lt;br /&gt;
  int reloadStartAdd;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttDamage&lt;br /&gt;
{&lt;br /&gt;
  int damage;&lt;br /&gt;
  int minDamage;&lt;br /&gt;
  int meleeDamage;&lt;br /&gt;
  float maxDamageRange;&lt;br /&gt;
  float minDamageRange;&lt;br /&gt;
  int playerDamage;&lt;br /&gt;
  int minPlayerDamage;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttLocationDamage&lt;br /&gt;
{&lt;br /&gt;
  float locNone;&lt;br /&gt;
  float locHelmet;&lt;br /&gt;
  float locHead;&lt;br /&gt;
  float locNeck;&lt;br /&gt;
  float locTorsoUpper;&lt;br /&gt;
  float locTorsoLower;&lt;br /&gt;
  float locRightArmUpper;&lt;br /&gt;
  float locRightArmLower;&lt;br /&gt;
  float locRightHand;&lt;br /&gt;
  float locLeftArmUpper;&lt;br /&gt;
  float locLeftArmLower;&lt;br /&gt;
  float locLeftHand;&lt;br /&gt;
  float locRightLegUpper;&lt;br /&gt;
  float locRightLegLower;&lt;br /&gt;
  float locRightFoot;&lt;br /&gt;
  float locLeftLegUpper;&lt;br /&gt;
  float locLeftLegLower;&lt;br /&gt;
  float locLeftFoot;&lt;br /&gt;
  float locGun;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttIdleSettings&lt;br /&gt;
{&lt;br /&gt;
  float hipIdleAmount;&lt;br /&gt;
  float hipIdleSpeed;&lt;br /&gt;
  float idleCrouchFactor;&lt;br /&gt;
  float idleProneFactor;&lt;br /&gt;
  float adsIdleLerpStartTime;&lt;br /&gt;
  float adsIdleLerpTime;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttADSSettings&lt;br /&gt;
{&lt;br /&gt;
  float adsSpread;&lt;br /&gt;
  float adsAimPitch;&lt;br /&gt;
  float adsTransInTime;&lt;br /&gt;
  float adsTransOutTime;&lt;br /&gt;
  int adsReloadTransTime;&lt;br /&gt;
  float adsCrosshairInFrac;&lt;br /&gt;
  float adsCrosshairOutFrac;&lt;br /&gt;
  float adsZoomFov;&lt;br /&gt;
  float adsZoomInFrac;&lt;br /&gt;
  float adsZoomOutFrac;&lt;br /&gt;
  float adsFovLerpTime;&lt;br /&gt;
  float adsBobFactor;&lt;br /&gt;
  float adsViewBobMult;&lt;br /&gt;
  float adsFireRateScale;&lt;br /&gt;
  float adsDamageRangeScale;&lt;br /&gt;
  float adsFireAnimFrac;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttScopeDriftSettings&lt;br /&gt;
{&lt;br /&gt;
  float fScopeDriftDelay;&lt;br /&gt;
  float fScopeDriftLerpInTime;&lt;br /&gt;
  float fScopeDriftSteadyTime;&lt;br /&gt;
  float fScopeDriftLerpOutTime;&lt;br /&gt;
  float fScopeDriftSteadyFactor;&lt;br /&gt;
  float fScopeDriftUnsteadyFactor;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttHipSpread&lt;br /&gt;
{&lt;br /&gt;
  float hipSpreadStandMin;&lt;br /&gt;
  float hipSpreadDuckedMin;&lt;br /&gt;
  float hipSpreadProneMin;&lt;br /&gt;
  float hipSpreadMax;&lt;br /&gt;
  float hipSpreadDuckedMax;&lt;br /&gt;
  float hipSpreadProneMax;&lt;br /&gt;
  float hipSpreadFireAdd;&lt;br /&gt;
  float hipSpreadTurnAdd;&lt;br /&gt;
  float hipSpreadMoveAdd;&lt;br /&gt;
  float hipSpreadDecayRate;&lt;br /&gt;
  float hipSpreadDuckedDecay;&lt;br /&gt;
  float hipSpreadProneDecay;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttGunKick&lt;br /&gt;
{&lt;br /&gt;
  int hipGunKickReducedKickBullets;&lt;br /&gt;
  float hipGunKickReducedKickPercent;&lt;br /&gt;
  float hipGunKickPitchMin;&lt;br /&gt;
  float hipGunKickPitchMax;&lt;br /&gt;
  float hipGunKickYawMin;&lt;br /&gt;
  float hipGunKickYawMax;&lt;br /&gt;
  float hipGunKickMagMin;&lt;br /&gt;
  float hipGunKickAccel;&lt;br /&gt;
  float hipGunKickSpeedMax;&lt;br /&gt;
  float hipGunKickSpeedDecay;&lt;br /&gt;
  float hipGunKickStaticDecay;&lt;br /&gt;
  int adsGunKickReducedKickBullets;&lt;br /&gt;
  float adsGunKickReducedKickPercent;&lt;br /&gt;
  float adsGunKickPitchMin;&lt;br /&gt;
  float adsGunKickPitchMax;&lt;br /&gt;
  float adsGunKickYawMin;&lt;br /&gt;
  float adsGunKickYawMax;&lt;br /&gt;
  float adsGunKickMagMin;&lt;br /&gt;
  float adsGunKickAccel;&lt;br /&gt;
  float adsGunKickSpeedMax;&lt;br /&gt;
  float adsGunKickSpeedDecay;&lt;br /&gt;
  float adsGunKickStaticDecay;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttViewKick&lt;br /&gt;
{&lt;br /&gt;
  float hipViewKickPitchMin;&lt;br /&gt;
  float hipViewKickPitchMax;&lt;br /&gt;
  float hipViewKickYawMin;&lt;br /&gt;
  float hipViewKickYawMax;&lt;br /&gt;
  float hipViewKickMagMin;&lt;br /&gt;
  float hipViewKickCenterSpeed;&lt;br /&gt;
  float adsViewKickPitchMin;&lt;br /&gt;
  float adsViewKickPitchMax;&lt;br /&gt;
  float adsViewKickYawMin;&lt;br /&gt;
  float adsViewKickYawMax;&lt;br /&gt;
  float adsViewKickMagMin;&lt;br /&gt;
  float adsViewKickCenterSpeed;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct __declspec(align(8)) ADSOverlay&lt;br /&gt;
{&lt;br /&gt;
  Material *shader;&lt;br /&gt;
  Material *shaderLowRes;&lt;br /&gt;
  Material *shaderEMP;&lt;br /&gt;
  Material *shaderEMPLowRes;&lt;br /&gt;
  weapOverlayReticle_t reticle;&lt;br /&gt;
  float width;&lt;br /&gt;
  float height;&lt;br /&gt;
  float widthSplitscreen;&lt;br /&gt;
  float heightSplitscreen;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct __declspec(align(8)) AttADSOverlay&lt;br /&gt;
{&lt;br /&gt;
  ADSOverlay overlay;&lt;br /&gt;
  bool hybridToggle;&lt;br /&gt;
  bool thermalScope;&lt;br /&gt;
  bool thermalToggle;&lt;br /&gt;
  bool outlineEnemies;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct __declspec(align(8)) AttUI&lt;br /&gt;
{&lt;br /&gt;
  Material *dpadIcon;&lt;br /&gt;
  Material *ammoCounterIcon;&lt;br /&gt;
  weaponIconRatioType_t dpadIconRatio;&lt;br /&gt;
  weaponIconRatioType_t ammoCounterIconRatio;&lt;br /&gt;
  ammoCounterClipType_t ammoCounterClip;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttRumbles&lt;br /&gt;
{&lt;br /&gt;
  const char *fireRumble;&lt;br /&gt;
  const char *meleeImpactRumble;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct AttProjectile&lt;br /&gt;
{&lt;br /&gt;
  int explosionRadius;&lt;br /&gt;
  int explosionInnerDamage;&lt;br /&gt;
  int explosionOuterDamage;&lt;br /&gt;
  float damageConeAngle;&lt;br /&gt;
  int projectileSpeed;&lt;br /&gt;
  int projectileSpeedUp;&lt;br /&gt;
  int projectileActivateDist;&lt;br /&gt;
  float projectileLifetime;&lt;br /&gt;
  const char *projectileName;&lt;br /&gt;
  XModel *projectileModel;&lt;br /&gt;
  weapProjExposion_t projExplosionType;&lt;br /&gt;
  FxEffectDef *projExplosionEffect;&lt;br /&gt;
  bool projExplosionEffectForceNormalUp;&lt;br /&gt;
  snd_alias_list_name projExplosionSound;&lt;br /&gt;
  FxEffectDef *projDudEffect;&lt;br /&gt;
  snd_alias_list_name projDudSound;&lt;br /&gt;
  bool projImpactExplode;&lt;br /&gt;
  float destabilizationRateTime;&lt;br /&gt;
  float destabilizationCurvatureMax;&lt;br /&gt;
  int destabilizeDistance;&lt;br /&gt;
  FxEffectDef *projTrailEffect;&lt;br /&gt;
  int projIgnitionDelay;&lt;br /&gt;
  FxEffectDef *projIgnitionEffect;&lt;br /&gt;
  snd_alias_list_name projIgnitionSound;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct __declspec(align(4)) WeaponAttachment&lt;br /&gt;
{&lt;br /&gt;
  const char *szInternalName;&lt;br /&gt;
  const char *szDisplayName;&lt;br /&gt;
  AttachmentType type;&lt;br /&gt;
  weapType_t weaponType;&lt;br /&gt;
  weapClass_t weapClass;&lt;br /&gt;
  XModel **worldModels;&lt;br /&gt;
  XModel **viewModels;&lt;br /&gt;
  XModel **reticleViewModels;&lt;br /&gt;
  AttAmmoGeneral *ammogeneral;&lt;br /&gt;
  AttSight *sight;&lt;br /&gt;
  AttReload *reload;&lt;br /&gt;
  AttAddOns *addOns;&lt;br /&gt;
  AttGeneral *general;&lt;br /&gt;
  AttAimAssist *aimAssist;&lt;br /&gt;
  AttAmmunition *ammunition;&lt;br /&gt;
  AttDamage *damage;&lt;br /&gt;
  AttLocationDamage *locationDamage;&lt;br /&gt;
  AttIdleSettings *idleSettings;&lt;br /&gt;
  AttADSSettings *adsSettings;&lt;br /&gt;
  AttADSSettings *adsSettingsMain;&lt;br /&gt;
  AttScopeDriftSettings *scopeDriftSettings;&lt;br /&gt;
  AttScopeDriftSettings *scopeDriftSettingsMain;&lt;br /&gt;
  AttHipSpread *hipSpread;&lt;br /&gt;
  AttGunKick *gunKick;&lt;br /&gt;
  AttViewKick *viewKick;&lt;br /&gt;
  AttADSOverlay *adsOverlay;&lt;br /&gt;
  AttUI *ui;&lt;br /&gt;
  AttRumbles *rumbles;&lt;br /&gt;
  AttProjectile *projectile;&lt;br /&gt;
  float ammunitionScale;&lt;br /&gt;
  float damageScale;&lt;br /&gt;
  float damageScaleMin;&lt;br /&gt;
  float stateTimersScale;&lt;br /&gt;
  float fireTimersScale;&lt;br /&gt;
  float idleSettingsScale;&lt;br /&gt;
  float adsSettingsScale;&lt;br /&gt;
  float adsSettingsScaleMain;&lt;br /&gt;
  float hipSpreadScale;&lt;br /&gt;
  float gunKickScale;&lt;br /&gt;
  float viewKickScale;&lt;br /&gt;
  float viewCenterScale;&lt;br /&gt;
  int loadIndex;&lt;br /&gt;
  bool hideIronSightsWithThisAttachment;&lt;br /&gt;
  bool shareAmmoWithAlt;&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
== Source Format ==&lt;br /&gt;
There is currently no known source format for the attachment asset. The currently accepted one is extensionless raw text files located at &amp;quot;raw/attachment/&amp;quot; that contain the setting names and new values seperated by backslashes. The first entry identifies the file and for attachments, &amp;quot;ATTACHMENTFILE&amp;quot; is used.&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
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