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	<id>https://codresearch.dev/index.php?action=history&amp;feed=atom&amp;title=Attachment_Asset_%28BO2%29</id>
	<title>Attachment Asset (BO2) - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://codresearch.dev/index.php?action=history&amp;feed=atom&amp;title=Attachment_Asset_%28BO2%29"/>
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	<updated>2026-06-05T23:58:07Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.42.3</generator>
	<entry>
		<id>https://codresearch.dev/index.php?title=Attachment_Asset_(BO2)&amp;diff=659&amp;oldid=prev</id>
		<title>CraigChrist8239 at 23:58, 20 December 2014</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Attachment_Asset_(BO2)&amp;diff=659&amp;oldid=prev"/>
		<updated>2014-12-20T23:58:58Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://codresearch.dev/index.php?title=Attachment_Asset_(BO2)&amp;amp;diff=659&amp;amp;oldid=188&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Attachment_Asset_(BO2)&amp;diff=188&amp;oldid=prev</id>
		<title>CraigChrist8239 at 01:16, 14 January 2014</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Attachment_Asset_(BO2)&amp;diff=188&amp;oldid=prev"/>
		<updated>2014-01-14T01:16:33Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:16, 14 January 2014&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;__NOTOC__&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Assets]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:BO2]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&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;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&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;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
	<entry>
		<id>https://codresearch.dev/index.php?title=Attachment_Asset_(BO2)&amp;diff=187&amp;oldid=prev</id>
		<title>CraigChrist8239: Created page with &quot;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 ...&quot;</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Attachment_Asset_(BO2)&amp;diff=187&amp;oldid=prev"/>
		<updated>2014-01-13T23:49:21Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;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 ...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&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 AttachmentTypes_e&lt;br /&gt;
{&lt;br /&gt;
  none_ATTACH,&lt;br /&gt;
  acog,&lt;br /&gt;
  dualclip,&lt;br /&gt;
  dualoptic,&lt;br /&gt;
  dw,&lt;br /&gt;
  extbarrel,&lt;br /&gt;
  extclip,&lt;br /&gt;
  extramags,&lt;br /&gt;
  fastads,&lt;br /&gt;
  fastreload,&lt;br /&gt;
  fmj,&lt;br /&gt;
  gl,&lt;br /&gt;
  grip,&lt;br /&gt;
  holo,&lt;br /&gt;
  ir,&lt;br /&gt;
  is,&lt;br /&gt;
  longbreath,&lt;br /&gt;
  mk,&lt;br /&gt;
  mms,&lt;br /&gt;
  rangefinder,&lt;br /&gt;
  reflex,&lt;br /&gt;
  rf,&lt;br /&gt;
  sf,&lt;br /&gt;
  silencer,&lt;br /&gt;
  stackfire,&lt;br /&gt;
  stalker,&lt;br /&gt;
  steadyaim,&lt;br /&gt;
  swayreduc,&lt;br /&gt;
  tacknife,&lt;br /&gt;
  vzoom,&lt;br /&gt;
  ATTACHMENTTYPES_MAX&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
enum PenetrateType : int&lt;br /&gt;
{&lt;br /&gt;
  PENETRATE_TYPE_NONE = 0,&lt;br /&gt;
  PENETRATE_TYPE_SMALL = 1,&lt;br /&gt;
  PENETRATE_TYPE_MEDIUM = 2,&lt;br /&gt;
  PENETRATE_TYPE_LARGE = 3,&lt;br /&gt;
  PENETRATE_TYPE_MAX &lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
enum weapFireType_t : int&lt;br /&gt;
{&lt;br /&gt;
  WEAPON_FIRETYPE_FULLAUTO = 0,&lt;br /&gt;
  WEAPON_FIRETYPE_SINGLESHOT = 1,&lt;br /&gt;
  WEAPON_FIRETYPE_2ROUNDBURST = 2,&lt;br /&gt;
  WEAPON_FIRETYPE_3ROUNDBURST = 3,&lt;br /&gt;
  WEAPON_FIRETYPE_4ROUNDBURST = 4,&lt;br /&gt;
  WEAPON_FIRETYPE_5ROUNDBURST = 5,&lt;br /&gt;
  WEAPON_FIRETYPE_STACKEDFIRE = 6,&lt;br /&gt;
  WEAPON_FIRETYPE_MINIGUN = 7,&lt;br /&gt;
  WEAPON_FIRETYPE_CHARGESHOT = 8,&lt;br /&gt;
  WEAPON_FIRETYPE_JETGUN = 9,&lt;br /&gt;
  WEAPON_FIRETYPE_MAX&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct WeaponAttachment&lt;br /&gt;
{&lt;br /&gt;
  const char * name;&lt;br /&gt;
  const char * szDisplayName;&lt;br /&gt;
  AttachmentTypes_e attachmentType;&lt;br /&gt;
       int unknown1;&lt;br /&gt;
  PenetrateType penetrateType;&lt;br /&gt;
  weapFireType_t fireType;&lt;br /&gt;
  int firstRaisePriority;&lt;br /&gt;
  float hipIdleAmount;&lt;br /&gt;
  bool altWeaponAdsOnly;&lt;br /&gt;
  bool altWeaponDisableSwitching;&lt;br /&gt;
  int altScopeADSTransInTime;&lt;br /&gt;
  int altScopeADSTransOutTime;&lt;br /&gt;
  bool silenced;&lt;br /&gt;
  bool dualMag;&lt;br /&gt;
  bool laserSight;&lt;br /&gt;
  bool infrared;&lt;br /&gt;
  bool useAsMelee;&lt;br /&gt;
  bool dualWield;&lt;br /&gt;
  bool sharedAmmo;&lt;br /&gt;
  float damageRangeScale;&lt;br /&gt;
  float adsZoomFov[3];&lt;br /&gt;
  float adsZoomInFrac;&lt;br /&gt;
  float adsZoomOutFrac;&lt;br /&gt;
  float adsTransInTimeScale;&lt;br /&gt;
  float adsTransOutTimeScale;&lt;br /&gt;
  float adsRecoilReductionRate;&lt;br /&gt;
  float adsRecoilReductionLimit;&lt;br /&gt;
  float adsViewKickCenterSpeedScale;&lt;br /&gt;
  float adsIdleAmountScale;&lt;br /&gt;
  bool swayOverride;&lt;br /&gt;
  float swayMaxAngle;&lt;br /&gt;
  float swayLerpSpeed;&lt;br /&gt;
  float swayPitchScale;&lt;br /&gt;
  float swayYawScale;&lt;br /&gt;
  float swayHorizScale;&lt;br /&gt;
  float swayVertScale;&lt;br /&gt;
  bool adsSwayOverride;&lt;br /&gt;
  float adsSwayMaxAngle;&lt;br /&gt;
  float adsSwayLerpSpeed;&lt;br /&gt;
  float adsSwayPitchScale;&lt;br /&gt;
  float adsSwayYawScale;&lt;br /&gt;
  float adsSwayHorizScale;&lt;br /&gt;
  float adsSwayVertScale;&lt;br /&gt;
  float adsMoveSpeedScale;&lt;br /&gt;
  float hipSpreadMinScale;&lt;br /&gt;
  float hipSpreadMaxScale;&lt;br /&gt;
  float strafeRotR;&lt;br /&gt;
  float standMoveF;&lt;br /&gt;
  float standRot[3];&lt;br /&gt;
  float fireTimeScale;&lt;br /&gt;
  float reloadTimeScale;&lt;br /&gt;
  float reloadEmptyTimeScale;&lt;br /&gt;
  float reloadAddTimeScale;&lt;br /&gt;
  float reloadQuickTimeScale;&lt;br /&gt;
  float reloadQuickEmptyTimeScale;&lt;br /&gt;
  float reloadQuickAddTimeScale;&lt;br /&gt;
  bool mmsWeapon;&lt;br /&gt;
  bool mmsInScope;&lt;br /&gt;
  float mmsFOV;&lt;br /&gt;
  float mmsAspect;&lt;br /&gt;
  float mmsMaxDist;&lt;br /&gt;
  float clipSizeScale;&lt;br /&gt;
  int clipSize;&lt;br /&gt;
  float stackFire;&lt;br /&gt;
  float stackFireSpread;&lt;br /&gt;
  float stackFireAccuracyDecay;&lt;br /&gt;
  int perks[2];&lt;br /&gt;
  float customFloat[3];&lt;br /&gt;
  int customBool[3];&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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