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.