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	<id>https://codresearch.dev/index.php?action=history&amp;feed=atom&amp;title=Attachment_Asset_%28MW3%29</id>
	<title>Attachment Asset (MW3) - Revision history</title>
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	<updated>2026-06-06T06:28:28Z</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_(MW3)&amp;diff=367&amp;oldid=prev</id>
		<title>CraigChrist8239: Created page with &quot;__NOTOC__ Category:Assets Category:MW3 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...&quot;</title>
		<link rel="alternate" type="text/html" href="https://codresearch.dev/index.php?title=Attachment_Asset_(MW3)&amp;diff=367&amp;oldid=prev"/>
		<updated>2014-02-17T19:13:18Z</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/Category:MW3&quot; title=&quot;Category:MW3&quot;&gt;Category:MW3&lt;/a&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...&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:MW3]]&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;
struct unknownAttachmentStruct1&lt;br /&gt;
{&lt;br /&gt;
  char unknown1[0x10];&lt;br /&gt;
  Tracer * tracer;&lt;br /&gt;
  int unknown2[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct unknownAttachmentStruct2&lt;br /&gt;
{&lt;br /&gt;
  int unknown1[2];&lt;br /&gt;
  Material * unknownMaterials[2];&lt;br /&gt;
  char unknown2[0x10];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct unknownAttachmentStruct3&lt;br /&gt;
{&lt;br /&gt;
  AdsOverlayStruct unknownStruct;&lt;br /&gt;
  int unknown;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct unknownAttachmentStruct4&lt;br /&gt;
{&lt;br /&gt;
  Material * unknownMaterials[2];&lt;br /&gt;
  char unknown[0xC];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct unknownAttachmentStruct5&lt;br /&gt;
{&lt;br /&gt;
  char * unknownStrings[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct unknownAttachmentStruct6&lt;br /&gt;
{&lt;br /&gt;
  char unknown1[0x20];&lt;br /&gt;
  XModel * unknownModel;&lt;br /&gt;
  int unknown2;&lt;br /&gt;
  FxEffectDef * unknownFx1;&lt;br /&gt;
  int unknown3;&lt;br /&gt;
  [[:Category:Utilities#snd_alias_list_name|snd_alias_list_name]] unknownSound1;&lt;br /&gt;
  FxEffectDef * unknownFx2;&lt;br /&gt;
  [[:Category:Utilities#snd_alias_list_name|snd_alias_list_name]] unknownSound2;&lt;br /&gt;
  char unknown4[0x10];&lt;br /&gt;
  FxEffectDef * unknownFx3;&lt;br /&gt;
  char unknown5[4];&lt;br /&gt;
  FxEffectDef * unknownFx4;&lt;br /&gt;
  [[:Category:Utilities#snd_alias_list_name|snd_alias_list_name]] unknownSound3;&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[0xC];&lt;br /&gt;
  XModel * * worldModel;  //Count = 0x10&lt;br /&gt;
  XModel * *gunXModel;  //Count = 0x10&lt;br /&gt;
  XModel * *reticleXModel;  //Count = 8&lt;br /&gt;
       unknownAttachmentStruct1 * unknownStruct1;&lt;br /&gt;
       char (*unknown2)[7];&lt;br /&gt;
       char (*unknown3)[2];&lt;br /&gt;
       char (*unknown4)[2];&lt;br /&gt;
       unknownAttachmentStruct2 * unknownStruct2;&lt;br /&gt;
       char (*unknown5)[0xC];&lt;br /&gt;
       char (*unknown6)[0x18];&lt;br /&gt;
       char (*unknown7)[0x1C];&lt;br /&gt;
       char (*unknown8)[0x4C];&lt;br /&gt;
       char (*unknown9)[0x18];&lt;br /&gt;
       char (*unknownA)[0x38];&lt;br /&gt;
       char (*unknownB)[0x38];&lt;br /&gt;
       char (*unknownC)[0x30];&lt;br /&gt;
       char (*unknownD)[0x50];&lt;br /&gt;
       char (*unknownE)[0x28];&lt;br /&gt;
       unknownAttachmentStruct3 * unknownStruct3;&lt;br /&gt;
       unknownAttachmentStruct4 * unknownStruct4;&lt;br /&gt;
       unknownAttachmentStruct5 * unknownStruct5;&lt;br /&gt;
       unknownAttachmentStruct6 * unknownStruct6;&lt;br /&gt;
       char unknown11[0x38];&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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