Weapon Asset (BO2)
The purpose of the weapon asset should be fairly obvious, but the structure not so much. The weapon asset on Black Ops 2 continues on the Modern Warfare 2 idea of the "WeaponVariantDef". On Xbox 360 the WeaponVariantDef is 0x2CC bytes, while the WeaponDef is 0x990.
enum AnimationType : int
{
none = 0,
default = 1,
other = 2,
sniper = 3,
m203 = 4,
hold = 5,
briefcase = 6,
reviver = 7,
radio = 8,
dualwield = 9,
remotecontrol = 10,
crossbow = 11,
minigun = 12,
beltfed = 13,
g11 = 14,
rearclip = 15,
handleclip = 16,
rearclipsniper = 17,
ballisticknife = 18,
singleknife = 19,
nopump = 20,
hatchet = 21,
grimreaper = 22,
zipline = 23,
riotshield = 24,
tablet = 25,
turned = 26,
screecher = 27,
PLAYER_ANIM_TYPE_MAX
};
enum meansOfDeath_t//WeaponDef->iDamageType
{
MOD_UNKNOWN = 0x0,
MOD_PISTOL_BULLET = 0x1,
MOD_RIFLE_BULLET = 0x2,
MOD_GRENADE = 0x3,
MOD_GRENADE_SPLASH = 0x4,
MOD_PROJECTILE = 0x5,
MOD_PROJECTILE_SPLASH = 0x6,
MOD_MELEE = 0x7,
MOD_BAYONET = 0x8,
MOD_HEAD_SHOT = 0x9,
MOD_CRUSH = 0xA,
MOD_TELEFRAG = 0xB,
MOD_FALLING = 0xC,
MOD_SUICIDE = 0xD,
MOD_TRIGGER_HURT = 0xE,
MOD_EXPLOSIVE = 0xF,
MOD_IMPACT = 0x10,
MOD_BURNED = 0x11,
MOD_HIT_BY_OBJECT = 0x12,
MOD_DROWN = 0x13,
MOD_GAS = 0x14,
MOD_NUM = 0x15
};
enum weapAnimFiles_t//WeaponDef->szXAnims
{
WEAP_ANIM_ROOT = 0x0,
WEAP_ANIM_IDLE = 0x1,
WEAP_ANIM_EMPTY_IDLE = 0x2,
WEAP_ANIM_FIRE_INTRO = 0x3,
WEAP_ANIM_FIRE = 0x4,
WEAP_ANIM_HOLD_FIRE = 0x5,
WEAP_ANIM_LASTSHOT = 0x6,
WEAP_ANIM_FINALSHOT = 0x7,
WEAP_ANIM_RECHAMBER = 0x8,
WEAP_ANIM_MELEE = 0x9,
WEAP_ANIM_MELEE1 = 0xA,
WEAP_ANIM_MELEE2 = 0xB,
WEAP_ANIM_MELEE3 = 0xC,
WEAP_ANIM_MELEE_EMPTY = 0xD,
WEAP_ANIM_MELEE_CHARGE = 0xE,
WEAP_ANIM_MELEE_CHARGE_EMPTY = 0xF,
WEAP_ANIM_RELOAD = 0x10,
WEAP_ANIM_RELOAD_RIGHT = 0x11,
WEAP_ANIM_RELOAD_EMPTY = 0x12,
WEAP_ANIM_RELOAD_START = 0x13,
WEAP_ANIM_RELOAD_END = 0x14,
WEAP_ANIM_RELOAD_QUICK = 0x15,
WEAP_ANIM_RELOAD_QUICK_EMPTY = 0x16,
WEAP_ANIM_RAISE = 0x17,
WEAP_ANIM_FIRST_RAISE = 0x18,
WEAP_ANIM_DROP = 0x19,
WEAP_ANIM_ALT_RAISE = 0x1A,
WEAP_ANIM_ALT_DROP = 0x1B,
WEAP_ANIM_QUICK_RAISE = 0x1C,
WEAP_ANIM_QUICK_DROP = 0x1D,
WEAP_ANIM_EMPTY_RAISE = 0x1E,
WEAP_ANIM_EMPTY_DROP = 0x1F,
WEAP_ANIM_SPRINT_IN = 0x20,
WEAP_ANIM_SPRINT_LOOP = 0x21,
WEAP_ANIM_SPRINT_OUT = 0x22,
WEAP_ANIM_SPRINT_EMPTY_IN = 0x23,
WEAP_ANIM_SPRINT_EMPTY_LOOP = 0x24,
WEAP_ANIM_SPRINT_EMPTY_OUT = 0x25,
WEAP_ANIM_LOWREADY_IN = 0x26,
WEAP_ANIM_LOWREADY_LOOP = 0x27,
WEAP_ANIM_LOWREADY_OUT = 0x28,
WEAP_ANIM_CONT_FIRE_IN = 0x29,
WEAP_ANIM_CONT_FIRE_LOOP = 0x2A,
WEAP_ANIM_CONT_FIRE_OUT = 0x2B,
WEAP_ANIM_CRAWL_IN = 0x2C,
WEAP_ANIM_CRAWL_FORWARD = 0x2D,
WEAP_ANIM_CRAWL_BACK = 0x2E,
WEAP_ANIM_CRAWL_RIGHT = 0x2F,
WEAP_ANIM_CRAWL_LEFT = 0x30,
WEAP_ANIM_CRAWL_OUT = 0x31,
WEAP_ANIM_CRAWL_EMPTY_IN = 0x32,
WEAP_ANIM_CRAWL_EMPTY_FORWARD = 0x33,
WEAP_ANIM_CRAWL_EMPTY_BACK = 0x34,
WEAP_ANIM_CRAWL_EMPTY_RIGHT = 0x35,
WEAP_ANIM_CRAWL_EMPTY_LEFT = 0x36,
WEAP_ANIM_CRAWL_EMPTY_OUT = 0x37,
WEAP_ANIM_DEPLOY = 0x38,
WEAP_ANIM_BREAKDOWN = 0x39,
WEAP_ANIM_DETONATE = 0x3A,
WEAP_ANIM_NIGHTVISION_WEAR = 0x3B,
WEAP_ANIM_NIGHTVISION_REMOVE = 0x3C,
WEAP_ANIM_ADS_FIRE = 0x3D,
WEAP_ANIM_ADS_LASTSHOT = 0x3E,
WEAP_ANIM_ADS_FIRE_INTRO = 0x3F,
WEAP_ANIM_ADS_RECHAMBER = 0x40,
WEAP_ANIM_DTP_IN = 0x41,
WEAP_ANIM_DTP_LOOP = 0x42,
WEAP_ANIM_DTP_OUT = 0x43,
WEAP_ANIM_DTP_EMPTY_IN = 0x44,
WEAP_ANIM_DTP_EMPTY_LOOP = 0x45,
WEAP_ANIM_DTP_EMPTY_OUT = 0x46,
WEAP_ANIM_SLIDE_IN = 0x47,
WEAP_ANIM_MANTLE = 0x48,
WEAP_ANIM_CAMERA_SPRINT_LOOP = 0x49,
WEAP_ANIM_CAMERA_DTP_IN = 0x4A,
WEAP_ANIM_CAMERA_DTP_LOOP = 0x4B,
WEAP_ANIM_CAMERA_DTP_OUT = 0x4C,
WEAP_ANIM_CAMERA_MANTLE = 0x4D,
WEAP_ANIM_FIRE_LEFT = 0x4E,
WEAP_ANIM_LASTSHOT_LEFT = 0x4F,
WEAP_ANIM_FINALSHOT_LEFT = 0x50,
WEAP_ANIM_IDLE_LEFT = 0x51,
WEAP_ANIM_EMPTY_IDLE_LEFT = 0x52,
WEAP_ANIM_RELOAD_EMPTY_LEFT = 0x53,
WEAP_ANIM_RELOAD_LEFT = 0x54,
WEAP_ANIM_ADS_UP = 0x55,
WEAP_ANIM_ADS_DOWN = 0x56,
WEAP_ANIM_ADS_UP_OTHER_SCOPE = 0x57,
NUM_WEAP_ANIMS = 0x58
};
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_RIOTSHIELD = 8,
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_WEAPON = 12,
WEAPCLASS_PISTOL_SPREAD = 13,
WEAPCLASS_MAX
};
enum weaponIconRatioType_t : int
{
WEAPON_ICON_RATIO_1TO1 = 0,
WEAPON_ICON_RATIO_2TO1 = 1,
WEAPON_ICON_RATIO_4TO1 = 2,
WEAPON_ICON_RATIO_MAX
};
enum PenetrateType : int
{
PENETRATE_TYPE_NONE = 0,
PENETRATE_TYPE_SMALL = 1,
PENETRATE_TYPE_MEDIUM = 2,
PENETRATE_TYPE_LARGE = 3,
PENETRATE_TYPE_MAX
};
enum weapStance_t : int
{
WEAPSTANCE_STAND = 0x0,
WEAPSTANCE_DUCK = 0x1,
WEAPSTANCE_PRONE = 0x2,
WEAPSTANCE_MAX
};
enum ammoCounterClipType_t : int
{
AMMO_COUNTER_CLIP_NONE = 0,
AMMO_COUNTER_CLIP_MAGAZINE = 1,
AMMO_COUNTER_CLIP_SHORTMAGAZINE = 2,
AMMO_COUNTER_CLIP_SHOTGUN = 3,
AMMO_COUNTER_CLIP_ROCKET = 4,
AMMO_COUNTER_CLIP_BELTFED = 5,
AMMO_COUNTER_CLIP_ALTWEAPON = 6,
AMMO_COUNTER_CLIP_MAX
};
enum weapOverlayReticle_t
{
WEAPOVERLAYRETICLE_NONE = 0x0,
WEAPOVERLAYRETICLE_CROSSHAIR = 0x1,
WEAPOVERLAYRETICLE_MAX
};
enum weapOverlayInterface_t
{
WEAPOVERLAYINTERFACE_NONE = 0x0,
WEAPOVERLAYINTERFACE_JAVELIN = 0x1,
WEAPOVERLAYINTERFACE_TURRETSCOPE = 0x2,
WEAPOVERLAYINTERFACE_MAX
};
enum weapInventoryType_t : int
{
WEAPINVENTORY_PRIMARY = 0,
WEAPINVENTORY_OFFHAND = 1,
WEAPINVENTORY_ITEM = 2,
WEAPINVENTORY_ALTMODE = 3,
WEAPINVENTORY_MELEE = 4,
WEAPINVENTORY_DW_LEFT_HAND = 5,
WEAPINVENTORY_MAX
};
enum ImpactType : int
{
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 weapFireType_t : int
{
WEAPON_FIRETYPE_FULLAUTO = 0,
WEAPON_FIRETYPE_SINGLESHOT = 1,
WEAPON_FIRETYPE_2ROUNDBURST = 2,
WEAPON_FIRETYPE_3ROUNDBURST = 3,
WEAPON_FIRETYPE_4ROUNDBURST = 4,
WEAPON_FIRETYPE_5ROUNDBURST = 5,
WEAPON_FIRETYPE_STACKEDFIRE = 6,
WEAPON_FIRETYPE_MINIGUN = 7,
WEAPON_FIRETYPE_CHARGESHOT = 8,
WEAPON_FIRETYPE_JETGUN = 9,
WEAPON_FIRETYPE_MAX
};
enum weapClipType_t : int
{
WEAPON_CLIPTYPE_BOTTOM = 0x0,
WEAPON_CLIPTYPE_TOP = 0x1,
WEAPON_CLIPTYPE_LEFT = 0x2,
WEAPON_CLIPTYPE_DP28 = 0x3,
WEAPON_CLIPTYPE_PTRS = 0x4,
WEAPON_CLIPTYPE_LMG = 0x5,
WEAPON_CLIPTYPECOUNT = 0x6,
};
enum barrelType_t : int
{
BARREL_TYPE_SINGLE = 0x0,
BARREL_TYPE_DUAL = 0x1,
BARREL_TYPE_DUAL_ALTERNATE = 0x2,
BARREL_TYPE_QUAD = 0x3,
BARREL_TYPE_QUAD_ALTERNATE = 0x4,
BARREL_TYPE_QUAD_DOUBLE_ALTERNATE = 0x5,
BARREL_TYPE_COUNT = 0x6
};
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,
riotshield,
opaqueglass
};
enum WeapStickinessType
{
WEAPSTICKINESS_NONE = 0x0,
WEAPSTICKINESS_ALL = 0x1,
WEAPSTICKINESS_ALL_NO_SENTIENTS = 0x2,
WEAPSTICKINESS_GROUND = 0x3,
WEAPSTICKINESS_GROUND_WITH_YAW = 0x4,
WEAPSTICKINESS_FLESH = 0x5,
WEAPSTICKINESS_COUNT = 0x6
};
enum WeapRotateType
{
WEAPROTATE_GRENADE_ROTATE = 0x0,
WEAPROTATE_BLADE_ROTATE = 0x1,
WEAPROTATE_CYLINDER_ROTATE = 0x2,
WEAPROTATE_COUNT = 0x3
};
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_DRONE = 0x7,
MISSILE_GUIDANCE_HEAT = 0x8,
MISSILE_GUIDANCE_MAX
};
enum hitLocation_t
{
HITLOC_NONE = 0x0,
HITLOC_HELMET = 0x1,
HITLOC_HEAD = 0x2,
HITLOC_NECK = 0x3,
HITLOC_TORSO_UPR = 0x4,
HITLOC_TORSO_MID = 0x5,
HITLOC_TORSO_LWR = 0x6,
HITLOC_R_ARM_UPR = 0x7,
HITLOC_L_ARM_UPR = 0x8,
HITLOC_R_ARM_LWR = 0x9,
HITLOC_L_ARM_LWR = 0xA,
HITLOC_R_HAND = 0xB,
HITLOC_L_HAND = 0xC,
HITLOC_R_LEG_UPR = 0xD,
HITLOC_L_LEG_UPR = 0xE,
HITLOC_R_LEG_LWR = 0xF,
HITLOC_L_LEG_LWR = 0x10,
HITLOC_R_FOOT = 0x11,
HITLOC_L_FOOT = 0x12,
HITLOC_GUN = 0x13,
HITLOC_RIOT = 0x14,
HITLOC_NUM = 0x15,
};
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 streamChunkDurationScaleMaxVel;
float streamChunkDurationVelScalar;
float streamChunkSizeSpeedScale;
float streamChunkSizeAgeScale;
float streamChunkSpawnFireIntervalSt;
float streamChunkSpawnFireIntervalEn;
float streamChunkSpawnFireMinLifeFra;
float streamChunkSpawnFireMaxLifeFra;
float streamChunkFireMinLifeFrac;
float streamChunkFireMinLifeFracStar;
float streamChunkFireMinLifeFracEnd;
float streamChunkDripsMinLifeFrac;
float streamChunkDripsMinLifeFracSta;
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 streamPrimaryLightRadiusFlutte;
float streamPrimaryLightR;
float streamPrimaryLightG;
float streamPrimaryLightB;
float streamPrimaryLightFlutterR;
float streamPrimaryLightFlutterG;
float streamPrimaryLightFlutterB;
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 fireBrightness;
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 dripsBrightness;
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;
const char * flameOffLoopSound;
const char * flameIgniteSound;
const char * flameOnLoopSound;
const char * flameCooldownSound;
};
enum OffhandClass
{
OFFHAND_CLASS_NONE = 0x0,
OFFHAND_CLASS_FRAG_GRENADE = 0x1,
OFFHAND_CLASS_SMOKE_GRENADE = 0x2,
OFFHAND_CLASS_FLASH_GRENADE = 0x3,
OFFHAND_CLASS_GEAR = 0x4,
OFFHAND_CLASS_SUPPLYDROP_MARKER = 0x5,
OFFHAND_CLASS_COUNT = 0x6,
};
enum OffhandSlot
{
OFFHAND_SLOT_NONE = 0x0,
OFFHAND_SLOT_LETHAL_GRENADE = 0x1,
OFFHAND_SLOT_TACTICAL_GRENADE = 0x2,
OFFHAND_SLOT_EQUIPMENT = 0x3,
OFFHAND_SLOT_SPECIFIC_USE = 0x4,
OFFHAND_SLOT_COUNT = 0x5,
};
struct WeaponDef
{
const char *szOverlayName;
XModel **gunXModel;
XModel *handXModel;
const char *szModeName;
ScriptString (*noteTrackSoundMapKeys)[0x14];
ScriptString (*notetrackSoundMapValues)[0x14];
AnimationType playerAnimType;
weapType_t weaponType;
weapClass_t weaponClass;
PenetrateType penetrateType;
ImpactType impactType;
weapInventoryType_t inventoryType;
weapFireType_t fireType;
weapClipType_t clipType;
barrelType_t barrelType;
int itemIndex;
const char * parentWeaponName;
int iJamFireTime;
int overheatWeapon;
float overheatRate;
float cooldownRate;
float overheatEndVal;
bool coolWhileFiring;
bool fuelTankWeapon;
int iTankLifeTime;
OffhandClass offhandClass;
OffhandSlot offhandSlot;
weapStance_t stance;
FxEffectDef * viewFlashEffect;
FxEffectDef * worldFlashEffect;
FxEffectDef * barrelCooldownEffect;
int barrelCooldownMinCount;
vec3_t vViewFlashOffset;
vec3_t vWorldFlashOffset;
char * pickupSound;
char * pickupSoundPlayer;
char * ammoPickupSound;
char * ammoPickupSoundPlayer;
char * projectileSound;
char * pullbackSound;
char * pullbackSoundPlayer;
char * fireSound;
char * fireSoundPlayer;
char * loopFireSound;
char * loopFireSoundPlayer;
char * loopFireEndSound;
char * loopFireEndSoundPlayer;
char * startFireSound;
char * stopFireSound;
char * killcamStartFireSound;
char * startFireSoundPlayer;
char * stopFireSoundPlayer;
char * killcamStartFireSoundPlayer;
char * lastShotSound;
char * lastShotSoundPlayer;
char * emptyFireSound;
char * emptyFireSoundPlayer;
char * crackSound;
char * whizbySound;
char * meleeSwipeSound;
char * meleeSwipeSoundPlayer;
char * meleeHitSound;
char * meleeMissSound;
char * rechamberSound;
char * rechamberSoundPlayer;
char * reloadSound;
char * reloadSoundPlayer;
char * reloadEmptySound;
char * reloadEmptySoundPlayer;
char * reloadStartSound;
char * reloadStartSoundPlayer;
char * reloadEndSound;
char * reloadEndSoundPlayer;
char * rotateLoopSound;
char * rotateLoopSoundPlayer;
char * rotateStopSound;
char * rotateStopSoundPlayer;
char * deploySound;
char * deploySoundPlayer;
char * finishDeploySound;
char * finishDeploySoundPlayer;
char * breakdownSound;
char * breakdownSoundPlayer;
char * finishBreakdownSound;
char * finishBreakdownSoundPlayer;
char * detonateSound;
char * detonateSoundPlayer;
char * nightVisionWearSound;
char * nightVisionWearSoundPlayer;
char * nightVisionRemoveSound;
char * nightVisionRemoveSoundPlayer;
char * altSwitchSound;
char * altSwitchSoundPlayer;
char * raiseSound;
char * raiseSoundPlayer;
char * firstRaiseSound;
char * firstRaiseSoundPlayer;
char * adsRaiseSoundPlayer;
char * adsLowerSoundPlayer;
char * putawaySound;
char * putawaySoundPlayer;
char * overheatSound;
char * overheatSoundPlayer;
char * adsZoomSound;
char * shellCasing;
char * shellCasingPlayer;
char * * bounceSounds; //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;
vec3_t vViewShellEjectOffset;
vec3_t vWorldShellEjectOffset;
vec3_t vViewShellEjectRotation;
vec3_t vWorldShellEjectRotation;
Material *reticleCenter;
Material *reticleSide;
int iReticleCenterSize;
int iReticleSideSize;
int iReticleMinOfs;
activeReticleType_t activeReticleType;
vec3_t vStandMove;
vec3_t vStandRot;
vec3_t vDuckedOfs;
vec3_t vDuckedMove;
vec3_t vDuckedSprintOfs;
vec3_t vDuckedSprintRot;
vec2_t vDuckedSprintBob;
float fDuckedSprintCycleScale;
vec3_t vSprintOfs;
vec3_t vSprintRot;
vec2_t vSprintBob;
float fSprintCycleScale;
vec3_t vLowReadyOfs;
vec3_t vLowReadyRot;
vec3_t vRideOfs;
vec3_t vRideRot;
vec3_t vDtpOfs;
vec3_t vDtpRot;
vec2_t vDtpBob;
float fDtpCycleScale;
vec3_t vMantleOfs;
vec3_t vMantleRot;
vec3_t vSlideOfs;
vec3_t vSlideRot;
vec3_t vDuckedRot;
vec3_t vProneOfs;
vec3_t vProneMove;
vec3_t vProneRot;
vec3_t vStrafeMove;
vec3_t vStrafeRot;
float fPosMoveRate;
float fPosProneMoveRate;
float fStandMoveMinSpeed;
float fDuckedMoveMinSpeed;
float fProneMoveMinSpeed;
float fPosRotRate;
float fPosProneRotRate;
float fStandRotMinSpeed;
float fDuckedRotMinSpeed;
float fProneRotMinSpeed;
XModel * *worldModel;
XModel *worldClipModel;
XModel *rocketModel;
XModel *mountedModel;
XModel *additionalMeleeModel;
Material * fireTypeIcon;
Material * hudIcon;
weaponIconRatioType_t hudIconRatio;
Material * indicatorIcon;
weaponIconRatioType_t indicatorIconRatio;
Material * ammoCounterIcon;
weaponIconRatioType_t ammoCounterIconRatio;
ammoCounterClipType_t ammoCounterClip;
int iStartAmmo;
int iMaxAmmo;
int shotCount;
const char *szSharedAmmoCapName;
int iSharedAmmoCapIndex;
int iSharedAmmoCap;
bool unlimitedAmmo;
bool ammoCountClipRelative;
int damage[6];
float damageRange[6];
int minPlayerDamage;
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;
const char *spinLoopSound;
const char *spinLoopSoundPlayer;
const char *startSpinSound;
const char *startSpinSoundPlayer;
const char *stopSpinSound;
const char *stopSpinSoundPlayer;
bool applySpinPitch;
int iFireTime;
int iLastFireTime;
int iRechamberTime;
int iRechamberBoltTime;
int iHoldFireTime;
int iDetonateTime;
int iMeleeTime;
int iBurstDelayTime;
int meleeChargeTime;
int iReloadTimeRight;
int iReloadTimeLeft;
int reloadShowRocketTime;
int iReloadEmptyTimeLeft;
int iReloadAddTime;
int iReloadEmptyAddTime;
int iReloadQuickAddTime;
int iReloadQuickEmptyAddTime;
int iReloadStartTime;
int iReloadStartAddTime;
int iReloadEndTime;
int iDropTime;
int iRaiseTime;
int iAltDropTime;
int quickDropTime;
int quickRaiseTime;
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 crawlInTime;
int crawlForwardTime;
int crawlBackTime;
int crawlRightTime;
int crawlLeftTime;
int crawlOutFireTime;
int crawlOutTime;
int slideInTime;
int deployTime;
int breakdownTime;
int iFlourishTime;
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;
unsigned int stackFire;
float stackFireSpread;
float stackFireAccuracyDecay;
const char *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 overlayWidth;
float overlayHeight;
float fAdsBobFactor;
float fAdsViewBobMult;
bool bHoldBreathToSteady;
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 bRifleBullet;
bool armorPiercing;
bool bAirburstWeapon;
bool bBoltAction;
bool bUseAltTagFlash;
bool bUseAntiLagRewind;
bool bIsCarriedKillstreakWeapon;
bool aimDownSight;
bool bRechamberWhileAds;
bool bReloadWhileAds;
float adsViewErrorMin;
float adsViewErrorMax;
bool bCookOffHold;
bool bClipOnly;
bool bCanUseInVehicle;
bool bNoDropsOrRaises;
bool adsFireOnly;
bool cancelAutoHolsterWhenEmpty;
bool suppressAmmoReserveDisplay;
bool laserSight;
bool laserSightDuringNightvision;
bool bHideThirdPerson;
bool bHasBayonet;
bool bDualWield;
bool bExplodeOnGround;
bool bThrowBack;
bool bRetrievable;
bool bDieOnRespawn;
bool bNoThirdPersonDropsOrRaises;
bool bContinuousFire;
bool bNoPing;
bool bForceBounce;
bool bUseDroppedModelAsStowed;
bool bNoQuickDropWhenEmpty;
bool bKeepCrosshairWhenADS;
bool bUseOnlyAltWeaoponHideTagsInAltMode;
bool bAltWeaponAdsOnly;
bool bAltWeaponDisableSwitching;
Material *killIcon;
weaponIconRatioType_t killIconRatio;
bool flipKillIcon;
bool bNoPartialReload;
bool bSegmentedReload;
bool bNoADSAutoReload;
int iReloadAmmoAdd;
int iReloadStartAdd;
const char *szSpawnedGrenadeWeaponName;
const char *szDualWieldWeaponName;
unsigned int dualWieldWeaponIndex;
int iDropAmmoMin;
int iDropAmmoMax;
int iDropClipAmmoMin;
int iDropClipAmmoMax;
int iShotsBeforeRechamber;
bool blocksProne;
bool bShowIndicator;
int isRollingGrenade;
int useBallisticPrediction;
int isValuable;
int isTacticalInsertion;
bool isReviveWeapon;
bool bUseRigidBodyOnVehicle;
int iExplosionRadius;
int iExplosionRadiusMin;
int iIndicatorRadius;
int iExplosionInnerDamage;
int iExplosionOuterDamage;
float damageConeAngle;
int iProjectileSpeed;
int iProjectileSpeedUp;
int iProjectileSpeedRelativeUp;
int iProjectileSpeedForward;
float fProjectileTakeParentVelocity;
int iProjectileActivateDist;
float projLifetime;
float timeToAccelerate;
float projectileCurvature;
XModel *projectileModel;
weapProjExposion_t projExplosion;
ProjectileExplosionEffect projExplosionEffect[5];
FxEffectDef * projDudEffect;
const char *projExplosionSound;
const char *projDudSound;
const char *mortarShellSound;
const char *tankShellSound;
bool bProjImpactExplode;
bool bProjSentientImpactExplode;
bool bProjExplodeWhenStationary;
bool bBulletImpactExplode;
WeapStickinessType stickiness;
WeapRotateType rotateType;
bool plantable;
bool hasDetonator;
bool timedDetonation;
bool noCrumpleMissile;
bool rotate;
bool keepRolling;
bool holdButtonToThrow;
bool offhandHoldIsCancelable;
bool freezeMovementWhenFiring;
float lowAmmoWarningThreshold;
bool bDisallowAtMatchStart;
float meleeChargeRange;
bool bUseAsMelee;
bool isCameraSensor;
bool isAcousticSensor;
bool isLaserSensor;
bool isHoldUseGrenade;
float *parallelBounce;
float *perpendicularBounce;
FxEffectDef * projTrailEffect;
vec3_t vProjectileColor;
guidedMissileType_t guidedMissileType;
float maxSteeringAccel;
int projIgnitionDelay;
FxEffectDef *projIgnitionEffect;
const char *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 fAdsViewKickMinMagnitude;
float fAdsViewKickYawMin;
float fAdsViewKickYawMax;
float fAdsRecoilReductionRate;
float fAdsRecoilReductionLimit;
float fAdsRecoilReturnRate;
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 fHipViewKickMinMagnitude;
float fHipViewKickYawMin;
float fHipViewKickYawMax;
float fHipViewScatterMin;
float fHipViewScatterMax;
float fAdsViewKickCenterDuckedScale;
float fAdsViewKickCenterProneScale;
float fAntiQuickScopeTime;
float fAntiQuickScopeScale;
float fAntiQuickScopeSpreadMultiplier;
float fAntiQuickScopeSpreadMax;
float fAntiQuickScopeSwayFactor;
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;
float cameraShakeScale;
int cameraShakeDuration;
int cameraShakeRadius;
float explosionCameraShakeScale;
int explosionCameraShakeDuration;
int explosionCameraSHakeRadius;
const char *szScript;
float destabilizationRateTime;
float destabilizationCurvatureMax;
int destabilizeDistance;
float * locationDamageMultipliers; //Refer to hitLocation_t
const char *fireRumble;
const char *meleeImpactRumble;
const char *reloadRumble;
const char *explosionRumble;
TracerDef *tracerType;
TracerDef *enemyTracerType;
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;
float altScopeADSTransInTime;
float altScopeADSTransOutTime;
int iIntroFireTime;
int iIntroFireLength;
FxEffectDef * meleeSwipeEffect; //FxEffectDef
FxEffectDef * meleeImpactEffect; //FxEffectDef
FxEffectDef * meleeImpactNoBloodEffect;
const char *throwBackType;
WeaponCamo * camo;
float customFloat[3];
__declspec(align(4)) bool customBool0;
__declspec(align(4)) bool customBool1;
__declspec(align(4)) bool customBool2;
};
struct WeaponVariantDef
{
char * name;
int iVariantCount;
WeaponDef *weapDef;
const char *szDisplayName;
const char *szAltWeaponName;
const char *szAttachmentUnique;
WeaponAttachment **attachments; //Count = 0x3F
WeaponAttachmentUnique **attachmentUniques; //Count = 0x5F
const char **szXAnims; //Count = 0x58
ScriptString (*hideTags)[0x20];
XModel **attachViewModel; //Count = 8
XModel **attachWorldModel; //Count = 8
const char **attachViewModelTag; //Count = 8
const char **attachWorldModelTag; //Count = 8
vec3_t attachViewModelOffset[8];
vec3_t attachWorldModelOffset[8];
vec3_t attachViewModelRotation[8];
vec3_t attachWorldModelRotation[8];
vec3_t stowedModelOffsets;
vec3_t stowedModelRotations;
unsigned int altWeaponIndex;
int iAttachments;
bool bIgnoreAttachments;
int iClipSize;
int iReloadTime;
int iReloadEmptyTime;
int iReloadQuickTime;
int iReloadQuickEmptyTime;
int iAdsTransInTime;
int iAdsTransOutTime;
int iAltRaiseTime;
const char *szAmmoDisplayName;
const char *szAmmoName;
int iAmmoIndex;
const char *szClipName;
int iClipIndex;
float fAimAssistRangeAds;
float fAdsSwayHorizScale;
float fAdsSwayVertScale;
float fAdsViewKickCenterSpeed;
float fHipViewKickCenterSpeed;
float fAdsZoomFov[3];
float fAdsZoomInFrac;
float fAdsZoomOutFrac;
float fOverlayAlphaScale;
float fOOPosAnimLength[2];
bool bSilenced;
bool bDualMag;
bool bInfraRed;
bool bTVGuided;
unsigned int perks[2];
bool bAntiQuickScope;
Material *overlayMaterial;
Material *overlayMaterialLowRes;
Material *dpadIcon;
weaponIconRatioType_t dpadIconRatio;
bool noAmmoOnDpadIcon;
bool mmsWeapon;
bool mmsInScope;
float mmsFOV;
float mmsAspect;
float mmsMaxDist;
vec3_t ikLeftHandIdlePos;
vec3_t ikLeftHandOffset;
vec3_t ikLeftHandRotation;
bool bUsingLeftHandProneIK;
vec3_t ikLeftHandProneOffset;
vec3_t ikLeftHandProneRotation;
vec3_t ikLeftHandUiViewerOffset;
vec3_t ikLeftHandUiViewerRotation;
};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 (Speculation is that zombie weapons go in "raw/weapons/zm/"). 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".