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	<title>Attachment Asset (AW) - Revision history</title>
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	<updated>2026-07-28T09:27:06Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://codresearch.dev/index.php?title=Attachment_Asset_(AW)&amp;diff=551&amp;oldid=prev</id>
		<title>CraigChrist8239: Created page with &quot;__NOTOC__ Category:Assets Category:AW The attachment asset was added on Modern Warfare 3 and has been on every Call of Duty since (Black Ops 2, Ghosts and Advanced War...&quot;</title>
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		<updated>2014-10-28T21:39:41Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;__NOTOC__ &lt;a href=&quot;/index.php/Category:Assets&quot; title=&quot;Category:Assets&quot;&gt;Category:Assets&lt;/a&gt; &lt;a href=&quot;/index.php?title=Category:AW&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Category:AW (page does not exist)&quot;&gt;Category:AW&lt;/a&gt; The attachment asset was added on Modern Warfare 3 and has been on every Call of Duty since (Black Ops 2, Ghosts and Advanced War...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:AW]]&lt;br /&gt;
The attachment asset was added on Modern Warfare 3 and has been on every Call of Duty since (Black Ops 2, Ghosts and Advanced Warfare). This asset saves alot of space as previously a different weapon asset was required for each combination of attachments on each weapon. Notice that Advanced Warfare has vastly simplified this asset as opposed to Ghosts.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
union unknownAttachmentUnion1&lt;br /&gt;
{&lt;br /&gt;
  //If type 0, always ERROR&lt;br /&gt;
  char (*unknown1)[4]; //Use ERROR instead, not used. Go here if type is 4,5,6,9&lt;br /&gt;
  char * unknownString; //Go here if type isn&amp;#039;t one of the other two qualifiers.&lt;br /&gt;
  char (*unknown2)[4]; //Go here if type is 7 or 8&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct unknownAttachmentDefStruct1&lt;br /&gt;
{&lt;br /&gt;
  char type;&lt;br /&gt;
  unknownAttachmentUnion1 data;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
struct AttachmentDef&lt;br /&gt;
{&lt;br /&gt;
  const char * name;&lt;br /&gt;
  const char * displayName;&lt;br /&gt;
       char unknown1[0x10];&lt;br /&gt;
  XModel * * worldModel;		//2 pointers&lt;br /&gt;
  XModel * *gunXModel;			//2 pointers&lt;br /&gt;
  XModel * *reticleXModel;		//0x20 pointers&lt;br /&gt;
       char (*unknown2)[0x1C];&lt;br /&gt;
       char (*unknown3)[0x48];&lt;br /&gt;
       char *unknown4;			//Size = unknownCount1 &amp;lt;&amp;lt; 1&lt;br /&gt;
       unknownAttachmentDefStruct1 *unknownStruct1;//Count = unknownCount1&lt;br /&gt;
       int unknownCount1;&lt;br /&gt;
       char unknown11[0x18];&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>
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