Weapon Asset (BO1)
The purpose of the weapon asset should be fairly obvious, but the structure not so much. The weapon asset on Black Ops 1 continues on the Modern Warfare 2 idea of the "WeaponVariantDef". In fact the Black Ops 1 weapondef appears to be related to the MW2 structure more than the WaW one. On Xbox 360 the WeaponVariantDef is 0xE4 bytes, while the WeaponDef is 0x808.
enum weapFireType_t : int
{
WEAPON_FIRETYPE_FULLAUTO = 0x0,
WEAPON_FIRETYPE_SINGLESHOT = 0x1,
WEAPON_FIRETYPE_BURSTFIRE2 = 0x2,
WEAPON_FIRETYPE_BURSTFIRE3 = 0x3,
WEAPON_FIRETYPE_BURSTFIRE4 = 0x4,
WEAPON_FIRETYPE_STACKED_FIRE = 0x5,
WEAPON_FIRETYPE_MINIGUN = 0x6,
WEAPON_FIRETYPE_MAX
};
enum weapInventoryType_t : int
{
WEAPINVENTORY_PRIMARY = 0,
WEAPINVENTORY_OFFHAND = 1,
WEAPINVENTORY_ITEM = 2,
WEAPINVENTORY_ALTMODE = 3,
WEAPINVENTORY_MELEE = 4,
WEAPINVENTORY_MAX
};
enum PenetrateType
{
PENETRATE_TYPE_NONE = 0x0,
PENETRATE_TYPE_SMALL = 0x1,
PENETRATE_TYPE_MEDIUM = 0x2,
PENETRATE_TYPE_LARGE = 0x3,
PENETRATE_TYPE_COUNT = 0x4
};
enum activeReticleType_t : int
{
VEH_ACTIVE_RETICLE_NONE = 0,
VEH_ACTIVE_RETICLE_PIP_ON_A_STICK = 1,
VEH_ACTIVE_RETICLE_BOUNCING_DIAMOND = 2,
VEH_ACTIVE_RETICLE_MAX
};
enum weapType_t : int
{
WEAPTYPE_BULLET = 0,
WEAPTYPE_GRENADE = 1,
WEAPTYPE_PROJECTILE = 2,
WEAPTYPE_BINOCULARS = 3,
WEAPTYPE_GAS = 4,
WEAPTYPE_BOMB = 5,
WEAPTYPE_MINE = 6,
WEAPTYPE_MELEE = 7,
WEAPTYPE_MAX
};
enum weapClass_t : int
{
WEAPCLASS_RIFLE = 0,
WEAPCLASS_MG = 1,
WEAPCLASS_SMG = 2,
WEAPCLASS_SPREAD = 3,
WEAPCLASS_PISTOL = 4,
WEAPCLASS_GRENADE = 5,
WEAPCLASS_ROCKETLAUNCHER = 6,
WEAPCLASS_TURRET = 7,
WEAPCLASS_NON_PLAYER = 8,
WEAPCLASS_GAS = 9,
WEAPCLASS_ITEM = 10,
WEAPCLASS_MELEE = 11,
WEAPCLASS_KILLSTREAK_ALT_STORED = 12,
WEAPCLASS_MAX
};
enum OffhandClass : int
{
OFFHAND_CLASS_NONE = 0,
OFFHAND_CLASS_FRAG_GRENADE = 1,
OFFHAND_CLASS_SMOKE_GRENADE = 2,
OFFHAND_CLASS_FLASH_GRENADE = 3,
OFFHAND_CLASS_GEAR = 4,
OFFHAND_CLASS_MAX
};
enum weapProjExplosion_t
{
WEAPPROJEXP_GRENADE = 0x0,
WEAPPROJEXP_ROCKET = 0x1,
WEAPPROJEXP_FLASHBANG = 0x2,
WEAPPROJEXP_NONE = 0x3,
WEAPPROJEXP_DUD = 0x4,
WEAPPROJEXP_SMOKE = 0x5,
WEAPPROJEXP_HEAVY = 0x6,
WEAPPROJEXP_FIRE = 0x7,
WEAPPROJEXP_NAPALMBLOB = 0x8,
WEAPPROJEXP_BOLT = 0x9,
WEAPPROJEXP_NUM = 0x7
};
enum WeapStickinessType
{
WEAPSTICKINESS_NONE = 0x0,
WEAPSTICKINESS_ALL = 0x1,
WEAPSTICKINESS_ALL_NO_PLAYERS = 0x2,
WEAPSTICKINESS_GROUND = 0x3,
WEAPSTICKINESS_GROUND_WITH_YAW = 0x4,
WEAPSTICKINESS_FLESH = 0x5,
WEAPSTICKINESS_COUNT = 0x6
};
enum weaponIconRatioType_t
{
WEAPON_ICON_RATIO_1TO1 = 0x0,
WEAPON_ICON_RATIO_2TO1 = 0x1,
WEAPON_ICON_RATIO_4TO1 = 0x2,
WEAPON_ICON_RATIO_COUNT = 0x3
};
enum ammoCounterClipType_t
{
AMMO_COUNTER_CLIP_NONE = 0x0,
AMMO_COUNTER_CLIP_MAGAZINE = 0x1,
AMMO_COUNTER_CLIP_SHORTMAGAZINE = 0x2,
AMMO_COUNTER_CLIP_SHOTGUN = 0x3,
AMMO_COUNTER_CLIP_ROCKET = 0x4,
AMMO_COUNTER_CLIP_BELTFED = 0x5,
AMMO_COUNTER_CLIP_ALTWEAPON = 0x6,
AMMO_COUNTER_CLIP_COUNT = 0x7
};
enum weapOverlayReticle_t
{
WEAPOVERLAYRETICLE_NONE = 0x0,
WEAPOVERLAYRETICLE_CROSSHAIR = 0x1,
WEAPOVERLAYRETICLE_NUM = 0x2
};
enum clipType_t
{
WEAPCLIPTYPE_BOTTOM = 0,
WEAPCLIPTYPE_TOP = 1,
WEAPCLIPTYPE_LEFT = 2,
WEAPCLIPTYPE_DP28 = 3,
WEAPCLIPTYPE_PTRS = 4,
WEAPCLIPTYPE_LMG = 5,
WEAPCLIPTYPE_COUNT
};
enum WeapOverlayInteface_t
{
WEAPOVERLAYINTERFACE_NONE = 0x0,
WEAPOVERLAYINTERFACE_JAVELIN = 0x1,
WEAPOVERLAYINTERFACE_TURRETSCOPE = 0x2,
WEAPOVERLAYINTERFACECOUNT = 0x3
};
enum weapStance_t
{
WEAPSTANCE_STAND = 0x0,
WEAPSTANCE_DUCK = 0x1,
WEAPSTANCE_PRONE = 0x2,
WEAPSTANCE_NUM = 0x3
};
enum ImpactType
{
IMPACT_TYPE_NONE = 0,
IMPACT_TYPE_BULLET_SMALL = 1,
IMPACT_TYPE_BULLET_LARGE = 2,
IMPACT_TYPE_BULLET_AP = 3,
IMPACT_TYPE_BULLET_XTREME = 4,
IMPACT_TYPE_SHOTGUN = 5,
IMPACT_TYPE_GRENADE_BOUNCE = 6,
IMPACT_TYPE_GRENADE_EXPLODE = 7,
IMPACT_TYPE_RIFLE_GRENADE = 8,
IMPACT_TYPE_ROCKET_EXPLODE = 9,
IMPACT_TYPE_ROCKET_EXPLODE_XTREME = 10,
IMPACT_TYPE_PROJECTILE_DUD = 11,
IMPACT_TYPE_MORTAR_SHELL = 12,
IMPACT_TYPE_TANK_SHELL = 13,
IMPACT_TYPE_BOLT = 14,
IMPACT_TYPE_BLADE = 15,
IMPACT_TYPE_MAX
};
enum guidedMissileType_t
{
MISSILE_GUIDANCE_NONE = 0x0,
MISSILE_GUIDANCE_SIDEWINDER = 0x1,
MISSILE_GUIDANCE_HELLFIRE = 0x2,
MISSILE_GUIDANCE_JAVELIN = 0x3,
MISSILE_GUIDANCE_BALLISTIC = 0x4,
MISSILE_GUIDANCE_WIRE = 0x5,
MISSILE_GUIDANCE_TV = 0x6,
MISSILE_GUIDANCE_MAX
};
enum surfaceNames_t
{
bark,
brick,
carpet,
cloth,
concrete,
dirt,
flesh,
foliage,
glass,
grass,
gravel,
ice,
metal,
mud,
paper,
plaster,
rock,
sand,
snow,
water,
wood,
asphalt,
ceramic,
plastic,
rubber,
cushion,
fruit,
paintedmetal,
player,
tallgrass,
opaqueglass
};
enum offhandSlot_t
{
OFFHAND_SLOT_NONE = 0,
OFFHAND_SLOT_LETAHL = 1,
OFFHAND_SLOT_TACTICAL = 2,
OFFHAND_SLOT_EQUIPMENT = 3,
OFFHAND_SLOT_SPECIFIC_USE = 4,
OFFHAND_SLOT_NUM
};
enum offhandClass_t
{
OFFHAND_CLASS_NONE = 0x0,
OFFHAND_CLASS_FRAG_GRENADE = 0x1,
OFFHAND_CLASS_SMOKE_GRENADE = 0x2,
OFFHAND_CLASS_FLASH_GRENADE = 0x3,
OFFHAND_CLASS_COUNT = 0x4
};
enum rotateType_t
{
WEAPROTATE_BOTH_AXIS,
WEAPROTATE_ONE_AXIS,
WEAPROTATE_CYLINDER,
WAEPROTATE_COUNT
};
#pragma pack(push, 4)
struct ProjectileExplosionEffect
{
FxEffectDef * projExplosionEffect;
bool projExplosionEffectForceNormalUp;
};
struct FlameTable
{
float streamChunkGravityStart;
float streamChunkGravityEnd;
float streamChunkMaxSize;
float streamChunkStartSize;
float streamChunkEndSize;
float streamChunkStartSizeRand;
float streamChunkEndSizeRand;
float streamChunkDistScalar;
float streamChunkDistSwayScale;
float streamChunkDistSwayVelMax;
float streamChunkSpeed;
float streamChunkDecel;
float streamChunkVelocityAddScale;
float streamChunkDuration;
float streamChunkDurationScaleMaxVelocity;
float streamChunkDurationVelScalar;
float streamChunkSizeSpeedScale;
float streamChunkSizeAgeScale;
float streamChunkSpawnFireIntervalStart;
float streamChunkSpawnFireIntervalEnd;
float streamChunkSpawnFireMinLifeFrac;
float streamChunkSpawnFireMaxLifeFrac;
float streamChunkFireMinLifeFrac;
float streamChunkFireMinLifeFracStart;
float streamChunkFireMinLifeFracEnd;
float streamChunkDripsMinLifeFrac;
float streamChunkDripsMinLifeFracStart;
float streamChunkDripsMinLifeFracEnd;
float streamChunkRotationRange;
float streamSizeRandSinWave;
float streamSizeRandCosWave;
float streamDripsChunkInterval;
float streamDripsChunkMinFrac;
float streamDripsChunkRandFrac;
float streamSmokeChunkInterval;
float streamSmokeChunkMinFrac;
float streamSmokeChunkRandFrac;
float streamChunkCullDistSizeFrac;
float streamChunkCullMinLife;
float streamChunkCullMaxLife;
float streamFuelSizeStart;
float streamFuelSizeEnd;
float streamFuelLength;
float streamFuelNumSegments;
float streamFuelAnimLoopTime;
float streamFlameSizeStart;
float streamFlameSizeEnd;
float streamFlameLength;
float streamFlameNumSegments;
float streamFlameAnimLoopTime;
float streamPrimaryLightRadius;
float streamPrimaryLightRadiusFlutter;
float streamPrimaryLightColor[3];
float streamPrimaryLightFlutterColor[3];
float fireLife;
float fireLifeRand;
float fireSpeedScale;
float fireSpeedScaleRand;
float fireVelocityAddZ;
float fireVelocityAddZRand;
float fireVelocityAddSideways;
float fireGravity;
float fireGravityEnd;
float fireMaxRotVel;
float fireFriction;
float fireEndSizeAdd;
float fireStartSizeScale;
float fireEndSizeScale;
float dripsLife;
float dripsLifeRand;
float dripsSpeedScale;
float dripsSpeedScaleRand;
float dripsVelocityAddZ;
float dripsVelocityAddZRand;
float dripsVelocityAddSideways;
float dripsGravity;
float dripsGravityEnd;
float dripsMaxRotVel;
float dripsFriction;
float dripsEndSizeAdd;
float dripsStartSizeScale;
float dripsEndSizeScale;
float smokeLife;
float smokeLifeRand;
float smokeSpeedScale;
float smokeVelocityAddZ;
float smokeGravity;
float smokeGravityEnd;
float smokeMaxRotation;
float smokeMaxRotVel;
float smokeFriction;
float smokeEndSizeAdd;
float smokeStartSizeAdd;
float smokeOriginSizeOfsZScale;
float smokeOriginOfsZ;
float smokeFadein;
float smokeFadeout;
float smokeMaxAlpha;
float smokeBrightness;
float smokeOriginOffset;
float collisionSpeedScale;
float collisionVolumeScale;
const char * name;
Material * fire;
Material * smoke;
Material * heat;
Material * drips;
Material * streamFuel;
Material * streamFuel2;
Material * streamFlame;
Material * streamFlame2;
snd_alias_list_name flameOffLoopSound;
snd_alias_list_name flameIgniteSound;
snd_alias_list_name flameOnLoopSound;
snd_alias_list_name flameCooldownSound;
};
struct WeaponDef
{
const char * AIOverlayDescription;
XModel * * gunModel;
XModel * handModel;
const char * modeName;
ScriptString (*noteTrackSoundMapKeys[0x14]);
ScriptString (*notetrackSoundMapValues[0x14]);
int playerAnimType;
weapType_t weaponType;
weapClass_t weaponClass;
PenetrateType penetrateType;
ImpactType impactType;
weapInventoryType_t inventoryType;
weapFireType_t fireType;
clipType_t clipType;
int unknown1;
const char * parentWeaponName;
int jamFireTime;
int tracerFrequency;
float tracerWidth;
float tracerLength;
int overheatWeapon;
float overheatRate;
float cooldownRate;
float overheatEndVal;
bool coolWhileFiring;
bool fuelTankWeapon;
int tankLifeTime;
offhandClass_t offhandClass;
offhandSlot_t offhandSlot;
weapStance_t stance;
FxEffectDef * viewFlashEffect;
FxEffectDef * worldFlashEffect;
snd_alias_list_name pickupSound;
snd_alias_list_name pickupSoundPlayer;
snd_alias_list_name ammoPickupSound;
snd_alias_list_name ammoPickupSoundPlayer;
snd_alias_list_name projectileSound;
snd_alias_list_name pullbackSound;
snd_alias_list_name pullbackSoundPlayer;
snd_alias_list_name fireSound;
snd_alias_list_name fireSoundPlayer;
snd_alias_list_name loopFireSound;
snd_alias_list_name loopFireSoundPlayer;
snd_alias_list_name loopFireEndSound;
snd_alias_list_name loopFireEndSoundPlayer;
snd_alias_list_name stopFireSound;
snd_alias_list_name stopFireSoundPlayer;
snd_alias_list_name lastShotSound;
snd_alias_list_name lastShotSoundPlayer;
snd_alias_list_name emptyFireSound;
snd_alias_list_name emptyFireSoundPlayer;
snd_alias_list_name crackSound;
snd_alias_list_name whizbySound;
snd_alias_list_name meleeSwipeSound;
snd_alias_list_name meleeSwipeSoundPlayer;
snd_alias_list_name meleeHitSound;
snd_alias_list_name meleeMissSound;
snd_alias_list_name rechamberSound;
snd_alias_list_name rechamberSoundPlayer;
snd_alias_list_name reloadSound;
snd_alias_list_name reloadSoundPlayer;
snd_alias_list_name reloadEmptySound;
snd_alias_list_name reloadEmptySoundPlayer;
snd_alias_list_name reloadStartSound;
snd_alias_list_name reloadStartSoundPlayer;
snd_alias_list_name reloadEndSound;
snd_alias_list_name reloadEndSoundPlayer;
snd_alias_list_name rotateLoopSound;
snd_alias_list_name rotateLoopSoundPlayer;
snd_alias_list_name deploySound;
snd_alias_list_name deploySoundPlayer;
snd_alias_list_name finishDeploySound;
snd_alias_list_name finishDeploySoundPlayer;
snd_alias_list_name breakdownSound;
snd_alias_list_name breakdownSoundPlayer;
snd_alias_list_name finishBreakdownSound;
snd_alias_list_name finishBreakdownSoundPlayer;
snd_alias_list_name detonateSound;
snd_alias_list_name detonateSoundPlayer;
snd_alias_list_name nightVisionWearSound;
snd_alias_list_name nightVisionWearSoundPlayer;
snd_alias_list_name nightVisionRemoveSound;
snd_alias_list_name nightVisionRemoveSoundPlayer;
snd_alias_list_name altSwitchSound;
snd_alias_list_name altSwitchSoundPlayer;
snd_alias_list_name raiseSound;
snd_alias_list_name raiseSoundPlayer;
snd_alias_list_name firstRaiseSound;
snd_alias_list_name firstRaiseSoundPlayer;
snd_alias_list_name putawaySound;
snd_alias_list_name putawaySoundPlayer;
snd_alias_list_name overheatSound;
snd_alias_list_name overheatSoundPlayer;
snd_alias_list_name adsZoomSound;
snd_alias_list_name *bounceSound; //Refer to surfaceNames_t
const char * standMountedWeapdef;
const char * crouchMountedWeapdef;
const char * proneMountedWeapdef;
unsigned int standMountedWeapIndex;
unsigned int crouchMountedWeapIndex;
unsigned int proneMountedWeapIndex;
FxEffectDef * viewShellEjectEffect;
FxEffectDef * worldShellEjectEffect;
FxEffectDef * viewLastShotEjectEffect;
FxEffectDef * worldLastShotEjectEffect;
Material *reticleCenter;
Material *reticleSide;
int iReticleCenterSize;
int iReticleSideSize;
int iReticleMinOfs;
activeReticleType_t activeReticleType;
float vStandMove[3];
float vStandRot[3];
float vDuckedOfs[3];
float vDuckedMove[3];
float vDuckedSprintOfs[3];
float vDuckedSprintRot[3];
float vDuckedSprintBob[2];
float duckedSprintScale;
float vSprintOfs[3];
float vSprintRot[3];
float vSprintBob[2];
float sprintScale;
float vLowReadyOfs[3];
float vLowReadyRot[3];
float vDTPOfs[3];
float vDTPRot[3];
float vDTPBob[2];
float DTPScale;
float vMantleOfs[3];
float vMantleRot[3];
float vSlideOfs[3];
float vSlideRot[3];
float vDuckedRot[3];
float vProneOfs[3];
float vProneMove[3];
float vProneRot[3];
float vStrafeMove[3];
float vStrafeRot[3];
float fPosMoveRate;
float fPosProneMoveRate;
float fStandMoveMinSpeed;
float fDuckedMoveMinSpeed;
float fProneMoveMinSpeed;
float fPosRotRate;
float fPosProneRotRate;
float fStandRotMinSpeed;
float fDuckedRotMinSpeed;
float fProneRotMinSpeed;
XModel *worldModel[16];
XModel *worldClipModel;
XModel *rocketModel;
XModel *mountedModel;
XModel *additionalMeleeModel;
Material * hudIcon;
weaponIconRatioType_t hudIconRatio;
Material * indicatorIcon;
weaponIconRatioType_t indicatorIconRatio;
Material * ammoCounterIcon;
weaponIconRatioType_t ammoCounterIconRatio;
ammoCounterClipType_t ammoCounterClip;
int iStartAmmo;
int unknown2;
int iMaxAmmo;
int shotCount;
const char *szSharedAmmoCapName;
int iSharedAmmoCapIndex;
int iSharedAmmoCap;
bool unlimitedAmmo;
bool ammoCountClipRelative;
int damage;
float damageDuration;
float damageInterval;
int playerDamage;
int iMeleeDamage;
int iDamageType;
ScriptString explosionTag;
int iFireDelay;
int iMeleeDelay;
int meleeChargeDelay;
int iDetonateDelay;
int iSpinUpTime;
int iSpinDownTime;
float spinRate;
snd_alias_list_name spinLoopSound;
snd_alias_list_name spinLoopSoundPlayer;
snd_alias_list_name startSpinSound;
snd_alias_list_name startSpinSoundPlayer;
snd_alias_list_name stopSpinSound;
snd_alias_list_name stopSpinSoundPlayer;
int iFireTime;
int iLastFireTime;
int iRechamberTime;
int iRechamberBoltTime;
int iHoldFireTime;
int iDetonateTime;
int iMeleeTime;
int meleeChargeTime;
char unknown3[8];
int reloadShowRocketTime;
int unknown4;
int iReloadAddTime;
int iReloadEmptyAddTime;
int iReloadQuickAddTime;
int iReloadQuickEmptyAddTime;
int iReloadStartTime;
int iReloadStartAddTime;
int iReloadEndTime;
int iDropTime;
int iRaiseTime;
int iAltDropTime;
int iQuickDropTime;
int iQuickRaiseTime;
int iFirstRaiseTime;
int iEmptyRaiseTime;
int iEmptyDropTime;
int sprintInTime;
int sprintLoopTime;
int sprintOutTime;
int lowReadyInTime;
int lowReadyLoopTime;
int lowReadyOutTime;
int contFireInTime;
int contFireLoopTime;
int contFireOutTime;
int DTPInTime;
int DTPLoopTime;
int DTPOutTime;
int slideInTime;
int deployTime;
int breakdownTime;
int nightVisionWearTime;
int nightVisionWearTimeFadeOutEnd;
int nightVisionWearTimePowerUp;
int nightVisionRemoveTime;
int nightVisionRemoveTimePowerDown;
int nightVisionRemoveTimeFadeInStart;
int fuseTime;
int aifuseTime;
int lockOnRadius;
int lockOnSpeed;
bool requireLockonToFire;
bool noAdsWhenMagEmpty;
bool avoidDropCleanup;
int stackFire;
float stackFireSpread;
float stackFireAccuracyDecay;
snd_alias_list_name stackSound;
float autoAimRange;
float aimAssistRange;
bool mountableWeapon;
float aimPadding;
float enemyCrosshairRange;
bool crosshairColorChange;
float moveSpeedScale;
float adsMoveSpeedScale;
float sprintDurationScale;
weapOverlayReticle_t adsOverlayReticle;
weapOverlayInterface_t adsOverlayInterface;
float adsOverlayWidth;
float adsOverlayHeight;
float fAdsBobFactor;
float fAdsViewBobMult;
float fHipSpreadStandMin;
float fHipSpreadDuckedMin;
float fHipSpreadProneMin;
float hipSpreadStandMax;
float hipSpreadDuckedMax;
float hipSpreadProneMax;
float fHipSpreadDecayRate;
float fHipSpreadFireAdd;
float fHipSpreadTurnAdd;
float fHipSpreadMoveAdd;
float fHipSpreadDuckedDecay;
float fHipSpreadProneDecay;
float fHipReticleSidePos;
float fAdsIdleAmount;
float fHipIdleAmount;
float adsIdleSpeed;
float hipIdleSpeed;
float fIdleCrouchFactor;
float fIdleProneFactor;
float fGunMaxPitch;
float fGunMaxYaw;
float swayMaxAngle;
float swayLerpSpeed;
float swayPitchScale;
float swayYawScale;
float swayHorizScale;
float swayVertScale;
float swayShellShockScale;
float adsSwayMaxAngle;
float adsSwayLerpSpeed;
float adsSwayPitchScale;
float adsSwayYawScale;
bool sharedAmmo;
bool rifleBullet;
bool armorPiercing
bool boltAction;
bool useAltTagFlash;
bool useAntiLagRewind;
bool isCarriedKillstreakWeapon;
bool aimDownSight;
bool rechamberWhileAds;
bool reloadWhileAds;
float adsViewErrorMin;
float adsViewErrorMax;
bool cookOffHold;
bool clipOnly;
bool canUseInVehicle;
bool noDropsOrRaises;
bool adsFire;
bool cancelAutoHolsterWhenEmpty;
bool suppressAmmoReserveDisplay;
bool laserSightDuringNightvision;
bool hideThirdPerson;
bool explodeOnGround;
bool throwBack;
bool retrievable;
bool dieOnRespawn;
bool noThirdPersonDropsOrRaises;
bool continuousFire;
bool noPing;
bool forceBounce;
bool useDroppedModelAsStowed;
bool noQuickDropWhenEmpty;
bool keepCrosshairWhenAds;
bool useOnlyAltWeaponHideTagsInAltMode;
Material *killIcon;
weaponIconRatioType_t killIconRatio;
bool flipKillIcon;
bool noPartialReload;
bool segmentedReload;
bool noADSAutoReload;
int iReloadAmmoAdd;
int iReloadStartAdd;
const char * grenadeWeapon;
const char * dualWieldWeapon;
int iDropAmmoMin;
int iDropAmmoMax;
int iDropClipAmmoMin;
int iDropClipAmmoMax;
bool blocksProne;
bool showIndicator;
int isRollingGrenade;
int iExplosionRadius;
int iExplosionRadiusMin;
int iIndicatorRadius;
int iExplosionInnerDamage;
int iExplosionOuterDamage;
float damageConeAngle;
int iProjectileSpeed;
int iProjectileSpeedUp;
int iProjectileSpeedRelativeUp;
int iProjectileSpeedForward;
int iProjectileActivateDist;
float projLifetime;
float timeToAccelerate;
float projectileCurvature;
XModel *projectileModel;
weapProjExposion_t projExplosion;
ProjectileExplosionEffect projExplosionEffect[5];
FxEffectDef * projDudEffect;
snd_alias_list_name projExplosionSound;
snd_alias_list_name projDudSound;
snd_alias_list_name mortarShellSound;
snd_alias_list_name tankShellSound;
bool projImpactExplode;
bool bulletImpactExplode;
WeapStickinessType stickiness;
rotateType_t rotateType;
bool plantable;
bool hasDetonator;
bool timedDetonation;
bool noCrumpleMissile;
bool rotate;
bool keepRolling;
bool holdButtonToThrow;
bool offhandHoldIsCancelable;
bool freezeMovementWhenFiring;
float lowAmmoWarningThreshold;
float meleeChargeRange;
bool useAsMelee;
bool isCameraSensor;
bool isAcousticSensor;
int unknown5;
FxEffectDef * projTrailEffect;
float vPorjectileColor[3];
guidedMissileType_t guidedMissileType;
float maxSteeringAccel;
int projIgnitionDelay;
FxEffectDef *projIgnitionEffect;
snd_alias_list_name projIgnitionSound;
float fAdsAimPitch;
float fAdsCrosshairInFrac;
float fAdsCrosshairOutFrac;
int adsGunKickReducedKickBullets;
float adsGunKickReducedKickPercent;
float fAdsGunKickPitchMin;
float fAdsGunKickPitchMax;
float fAdsGunKickYawMin;
float fAdsGunKickYawMax;
float fAdsGunKickAccel;
float fAdsGunKickSpeedMax;
float fAdsGunKickSpeedDecay;
float fAdsGunKickStaticDecay;
float fAdsViewKickPitchMin;
float fAdsViewKickPitchMax;
float fAdsViewKickYawMin;
float fAdsViewKickYawMax;
float fAdsViewScatterMin;
float fAdsViewScatterMax;
float fAdsSpread;
int hipGunKickReducedKickBullets;
float hipGunKickReducedKickPercent;
float fHipGunKickPitchMin;
float fHipGunKickPitchMax;
float fHipGunKickYawMin;
float fHipGunKickYawMax;
float fHipGunKickAccel;
float fHipGunKickSpeedMax;
float fHipGunKickSpeedDecay;
float fHipGunKickStaticDecay;
float fHipViewKickPitchMin;
float fHipViewKickPitchMax;
float fHipViewKickYawMin;
float fHipViewKickYawMax;
float fHipViewScatterMin;
float fHipViewScatterMax;
float fightDist;
float maxDist;
const char * aiVsAiAccuracyGraphName;
const char * aiVsPlayerAccuracyGraphName;
vec2_t * aiVsAiAccuracyGraphKnots;
vec2_t * aiVsPlayerAccuracyGraphKnots;
vec2_t * aiVsAiOriginalAccuracyGraphKnots;
vec2_t * aiVsPlayerOriginalAccuracyGraphKnots;
int aiVsAiAccuracyGraphKnotCount;
int aiVsPlayerAccuracyGraphKnotCount;
int aiVsAiOriginalAccuracyGraphKnotCount;
int aiVsPlayerOriginalAccuracyGraphKnotCount;
int iPositionReloadTransTime;
float leftArc;
float rightArc;
float topArc;
float bottomArc;
float accuracy;
float aiSpread;
float playerSpread;
float minTurnSpeed[2];
float maxTurnSpeed[2];
float pitchConvergenceTime;
float yawConvergenceTime;
float suppressTime;
float maxRange;
float fAnimHorRotateInc;
float fPlayerPositionDist;
const char *szUseHintString;
const char *dropHintString;
int iUseHintStringIndex;
int dropHintStringIndex;
float horizViewJitter;
float vertViewJitter;
const char *szScript;
int minDamage;
int minPlayerDamage;
float fMaxDamageRange;
float fMinDamageRange;
float destabilizationRateTime;
float destabilizationCurvatureMax;
int destabilizeDistance;
float * locationDamageMultipliers; //Refer to bodyParts_t
const char *fireRumble;
const char *meleeImpactRumble;
const char *reloadRumble;
float adsDofStart;
float adsDofEnd;
float hipDofStart;
float hipDofEnd;
float scanSpeed;
float scanAccel;
int scanPauseTime;
const char * flameTableFirstPerson;
const char * flameTableThirdPerson;
FlameTable * firstPersonFlameTable;
FlameTable * thirdPersonFlameTable;
FxEffectDef * tagFx_preparationEffect;
FxEffectDef * tagFlash_preparationEffect;
bool doGibbing;
float maxGibDistance;
};
#pragma pack(pop)
struct XAnimsList
{
const char * szDefaultXAnim;
const char * szIdleXAnim;
const char * szEmptyIdleXAnim;
const char * szFireXAnim;
const char * szHoldFireXAnim;
const char * szLastShotXAnim;
const char * szRechamberXAnim;
const char * szMeleeXAnim;
const char * szMeleeChargeXAnim;
const char * szReloadXAnim;
const char * szReloadRightXAnim;
const char * szReloadEmptyXAnim;
const char * szReloadStartXAnim;
const char * szReloadEndXAnim;
const char * szReloadQuickXAnim;
const char * szReloadQuickEmptyXAnim;
const char * szRaiseXAnim;
const char * szFirstRaiseXAnim;
const char * szDropXAnim;
const char * szAltRaiseXAnim;
const char * szAltDropXAnim;
const char * szQuickRaiseXAnim;
const char * szQuickDropXAnim;
const char * szEmptyRaiseXAnim;
const char * szEmptyDropXAnim;
const char * szSprintInXAnim;
const char * szSprintLoopXAnim;
const char * szSprintOutXAnim;
const char * szSprintInEmtpyXAnim;
const char * szSprintLoopEmptyXAnim;
const char * szSprintOutEmptyXAnim;
const char * szLowReadyInXAnim;
const char * szLowReadyLoopXAnim;
const char * szLowReadyOutXAnim;
const char * szContFireInXAnim;
const char * szContFireLoopXAnim;
const char * szContFireOutXAnim;
const char * szDeployXAnim;
const char * szBreakdownXAnim;
const char * szDetonateXAnim;
const char * szNightVisionWearXAnim;
const char * szNightVisionRemoveXAnim;
const char * szAdsFireXAnim;
const char * szAdsLastShotXAnim;
const char * szAdsRechamberXAnim;
const char * szDTPInXAnim;
const char * szDTPLoopXAnim;
const char * szDTPOutXAnim;
const char * szDTPInEmtpyXAnim;
const char * szDTPLoopEmptyXAnim;
const char * szDTPOutEmptyXAnim;
const char * szSlideInXAnim;
const char * szMantleXAnim;
const char * szSprintCameraXAnim;
const char * szDTPInCameraXAnim;
const char * szDTPLoopCameraXAnim;
const char * szDTPOutCameraXAnim;
const char * szMantleCameraXAnim;
const char * szFireLeftXAnim;
const char * szLastShotLeftXAnim;
const char * szIdleLeftXAnim;
const char * szEmptyIdleXAnim;
const char * szReloadEmptyLeftXAnim;
const char * szReloadLeftXAnim;
const char * szADSUpXAnim;
const char * szADSDownXAnim;
};
#pragma pack(push, 4)
struct WeaponVariantDef
{
char * szInternalName;
int unknown1;
WeaponDef * WeaponDef;
char * szDisplayName;
XAnimsList * szXAnims;
const char * altWeapon;
ScriptString (*hideTags[0x20]);
int unknown2;
int iClipSize;
int iReloadTime;
int iReloadEmptyTime;
int iReloadQuickTime;
int iReloadQuickEmptyTime;
int iAdsTransInTime;
int iAdsTransOutTime;
int iAltRaiseTime;
const char *szAmmoName;
int iAmmoIndex;
const char *szClipName;
int iClipIndex;
float aimAssistRangeAds;
float adsSwayHorizScale;
float adsSwayVertScale;
float fAdsViewKickCenterSpeed;
float fHipViewKickCenterSpeed;
float fAdsZoomFov[3];
float adsZoomInFrac;
float adsZoomOutFrac;
float adsOverlayAlphaScale;
int unknown3;
int unknown4;
bool silenced;
bool dualMag;
bool fullMetalJacket;
bool hollowPoint;
bool rapidFire;
Material * AdsOverlayShader;
Material * AdsOverlayShaderLowRes;
Material * dpadIcon;
weaponIconRatioType_t dpadIconRatio;
float ikLeftHandOffset[3];
float ikLeftHandRotation[3];
float ikLeftHandProneOffset[3];
float ikLeftHandProneRotation[3];
float ikLeftHandUiViewerOffset[3];
float ikLeftHandUiViewerRotation[3];
};
#pragma pack(pop)
Source Format
The weapon source files are raw text files with no extension, located at "raw/weapons/sp/" for SP weapons and "raw/weapons/mp/" for MP weapons. 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 weapons the identifier string is "WEAPONFILE".