AttachmentUnique Asset: Difference between revisions

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__NOTOC__
[[Category:Assets]]
[[Category:BO2]]
The attachment unique asset was added on Black Ops 2 alongside Treyarch's regular attachment asset. This is the the only Call of Duty it has appeared in so far.
The attachment unique asset was added on Black Ops 2 alongside Treyarch's regular attachment asset. This is the the only Call of Duty it has appeared in so far.
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">

Revision as of 17:30, 14 January 2014

The attachment unique asset was added on Black Ops 2 alongside Treyarch's regular attachment asset. This is the the only Call of Duty it has appeared in so far.

enum AttachmentTypes_e
{
  none_ATTACH,
  acog,
  dualclip,
  dualoptic,
  dw,
  extbarrel,
  extclip,
  extramags,
  fastads,
  fastreload,
  fmj,
  gl,
  grip,
  holo,
  ir,
  is,
  longbreath,
  mk,
  mms,
  rangefinder,
  reflex,
  rf,
  sf,
  silencer,
  stackfire,
  stalker,
  steadyaim,
  swayreduc,
  tacknife,
  vzoom,
  ATTACHMENTTYPES_MAX
};

enum weapOverlayReticle_t
{
  WEAPOVERLAYRETICLE_NONE = 0x0,
  WEAPOVERLAYRETICLE_CROSSHAIR = 0x1,
  WEAPOVERLAYRETICLE_MAX
};

struct WeaponUniqueAttachment
{
  char * name;
  AttachmentTypes_e attachmentType;
       char unknown1[0xC];
  char * altWeapon;
  unsigned int altWeaponIndex;
  char * DualWieldWeapon;
  unsigned int DualWieldWeaponIndex;
  short * unknownScriptStringArray1;      //Count = 0x20
  XModel * viewModel;
  XModel * viewModelAdditional;
  XModel * viewModelADS;
  XModel * worldModel;
  XModel * worldModelAdditional;
  char * viewModelTag;
  char * worldModelTag;
  float viewModelOffset[3];
  float worldModelOffset[3];
  float viewModelRotation[3];
  float worldModelRotation[3];
  float viewModelAddOffset[3];
  float worldModelAddOffset[3];
  float viewModelAddRotation[3];
  float worldModelAddRotation[3];
  WeaponCamo * camo;
  bool disableBaseWeaponAttachment;
  bool disableBaseWeaponClip;
  bool overrideBaseWeaponAttachmentOffsets;
  float viewModelOffsetBaseAttachment[3];
  float worldModelOffsetBaseAttachment[3];
  Material * adsOverlayShader;
  Material * adsOverlayShaderLowRes;
  weapOverlayReticle_t adsOverlayReticle;
  int firstRaiseTime;
  int altRaiseTime;
  int altDropTime;
  int reloadAmmoAdd;
  int reloadStartAdd;
  bool segmentedReload;
       char * * unknownStringArray;        //Count = 0x58
       char unknown2[0xC];
  float (* locationDamageMultipliers)[21];  //21
       int unknown3;
  char * fireSound;
  char * fireSoundPlayer;
  char * loopFireSound;
  char * loopFireSoundPlayer;
  char * loopFireEndSound;
  char * loopFireEndSoundPlayer;
  char * startFireSound;
  char * stopFireSound;
  char * startFireSoundPlayer;
  char * stopFireSoundPlayer;
  char * lastShotSound;
  char * lastShotSoundPlayer;
  char * killcamStartFireSound;
  char * killcamStartFireSoundPlayer;
       int unknown4;
  FxEffectDef * viewFlashEffect;
  FxEffectDef * worldFlashEffect;
  Tracer * tracer;
  Tracer * enemyTracer;
  float adsDofStart;
  float adsDofEnd;
  float hipDofStart;
  float hipDofEnd;
  bool overrideLeftHandIK;
  bool overrideLeftHandProneIK;
  float ikLeftHandOffset[3];
  float ikLeftHandRotation[3];
  float ikLeftHandProneOffset[3];
  float ikLeftHandProneRotation[3];
  float customFloat[3];
  int customBool[3];
};

Source Format

There is currently no known source format for the attachment asset. The currently accepted one is extensionless raw text files located at "raw/attachment_unq/" that contain the setting names and new values separated by backslashes. The first entry identifies the file and for attachments, "ATTACHMENTFILE" is used.