From 3b1e62e398c1d08eef6f8bba9ff3b188232c9f4c Mon Sep 17 00:00:00 2001 From: Jan Date: Mon, 26 Oct 2020 01:00:24 +0100 Subject: [PATCH] Add dumping of iw4 weapon files --- src/ObjCommon/Game/IW4/InfoStringIW4.cpp | 171 +++ src/ObjCommon/Game/IW4/InfoStringIW4.h | 33 + .../IW4/AssetDumpers/AssetDumperWeapon.cpp | 1185 +++++++++++++++++ .../Game/IW4/AssetDumpers/AssetDumperWeapon.h | 19 + src/ObjWriting/Game/IW4/ZoneDumperIW4.cpp | 11 +- src/ZoneCommon/Game/IW4/IW4.h | 60 + src/ZoneCommon/Game/IW4/IW4_Assets.h | 125 ++ 7 files changed, 1599 insertions(+), 5 deletions(-) create mode 100644 src/ObjCommon/Game/IW4/InfoStringIW4.cpp create mode 100644 src/ObjCommon/Game/IW4/InfoStringIW4.h create mode 100644 src/ObjWriting/Game/IW4/AssetDumpers/AssetDumperWeapon.cpp create mode 100644 src/ObjWriting/Game/IW4/AssetDumpers/AssetDumperWeapon.h diff --git a/src/ObjCommon/Game/IW4/InfoStringIW4.cpp b/src/ObjCommon/Game/IW4/InfoStringIW4.cpp new file mode 100644 index 00000000..13576eeb --- /dev/null +++ b/src/ObjCommon/Game/IW4/InfoStringIW4.cpp @@ -0,0 +1,171 @@ +#include "InfoStringIW4.h" + +#include + +using namespace IW4; + +void InfoStringToStructConverter::FillStructure() +{ +} + +InfoStringToStructConverter::InfoStringToStructConverter(const InfoString& infoString, void* structure, + const cspField_t* fields, const size_t fieldCount) + : InfoStringToStructConverterBase(infoString, structure), + m_fields(fields), + m_field_count(fieldCount) +{ +} + +void InfoStringFromStructConverter::FillFromBaseField(const cspField_t& field) +{ + switch (static_cast(field.iFieldType)) + { + case CSPFT_STRING: + FillFromString(std::string(field.szName), field.iOffset); + break; + + case CSPFT_STRING_MAX_STRING_CHARS: + FillFromStringBuffer(std::string(field.szName), field.iOffset, 1024); + break; + + case CSPFT_STRING_MAX_QPATH: + FillFromStringBuffer(std::string(field.szName), field.iOffset, 64); + break; + + case CSPFT_STRING_MAX_OSPATH: + FillFromStringBuffer(std::string(field.szName), field.iOffset, 256); + break; + + case CSPFT_INT: + FillFromInt(std::string(field.szName), field.iOffset); + break; + + case CSPFT_QBOOLEAN: + FillFromQBoolean(std::string(field.szName), field.iOffset); + break; + + case CSPFT_BOOL: + FillFromBool(std::string(field.szName), field.iOffset); + break; + + case CSPFT_FLOAT: + FillFromFloat(std::string(field.szName), field.iOffset); + break; + + case CSPFT_MPH_TO_INCHES_PER_SEC: + { + const auto* num = reinterpret_cast(reinterpret_cast(m_structure) + field.iOffset); + m_info_string.SetValueForKey(std::string(field.szName), std::to_string(*num / 17.6f)); + break; + } + + case CSPFT_MILLISECONDS: + FillFromMilliseconds(std::string(field.szName), field.iOffset); + break; + + case CSPFT_FX: + { + const auto* fx = *reinterpret_cast(reinterpret_cast(m_structure) + field.iOffset); + + if (fx) + m_info_string.SetValueForKey(std::string(field.szName), std::string(fx->name)); + else + m_info_string.SetValueForKey(std::string(field.szName), ""); + break; + } + + case CSPFT_XMODEL: + { + const auto* model = *reinterpret_cast(reinterpret_cast(m_structure) + field.iOffset); + + if (model) + m_info_string.SetValueForKey(std::string(field.szName), std::string(model->name)); + else + m_info_string.SetValueForKey(std::string(field.szName), ""); + break; + } + + case CSPFT_MATERIAL: + { + const auto* material = *reinterpret_cast(reinterpret_cast(m_structure) + field. + iOffset); + + if (material) + m_info_string.SetValueForKey(std::string(field.szName), std::string(material->info.name)); + else + m_info_string.SetValueForKey(std::string(field.szName), ""); + break; + } + + case CSPFT_PHYS_COLLMAP: + { + const auto* physCollMap = *reinterpret_cast(reinterpret_cast(m_structure) + field. + iOffset); + + if (physCollMap) + m_info_string.SetValueForKey(std::string(field.szName), std::string(physCollMap->name)); + else + m_info_string.SetValueForKey(std::string(field.szName), ""); + break; + } + + case CSPFT_SOUND: + { + const auto* sndAlias = reinterpret_cast(reinterpret_cast(m_structure) + field. + iOffset); + + if (sndAlias->name) + m_info_string.SetValueForKey(std::string(field.szName), std::string(sndAlias->name->soundName)); + else + m_info_string.SetValueForKey(std::string(field.szName), ""); + break; + } + + case CSPFT_TRACER: + { + const auto* tracer = *reinterpret_cast(reinterpret_cast(m_structure) + field. + iOffset); + + if (tracer) + m_info_string.SetValueForKey(std::string(field.szName), std::string(tracer->name)); + else + m_info_string.SetValueForKey(std::string(field.szName), ""); + break; + } + + case CSPFT_NUM_BASE_FIELD_TYPES: + default: + assert(false); + break; + } +} + +void InfoStringFromStructConverter::FillInfoString() +{ + for (auto fieldIndex = 0u; fieldIndex < m_field_count; fieldIndex++) + { + const auto& field = m_fields[fieldIndex]; + assert(field.iFieldType >= 0); + + if (field.iFieldType < CSPFT_NUM_BASE_FIELD_TYPES) + FillFromBaseField(field); + else + FillFromExtensionField(field); + } +} + +InfoStringFromStructConverter::InfoStringFromStructConverter(const void* structure, const cspField_t* fields, + const size_t fieldCount) + : InfoStringFromStructConverterBase(structure), + m_fields(fields), + m_field_count(fieldCount) +{ +} + +InfoStringFromStructConverter::InfoStringFromStructConverter(const void* structure, const cspField_t* fields, const size_t fieldCount, + std::function scriptStringValueCallback) + : InfoStringFromStructConverterBase(structure, std::move(scriptStringValueCallback)), + m_fields(fields), + m_field_count(fieldCount) +{ +} diff --git a/src/ObjCommon/Game/IW4/InfoStringIW4.h b/src/ObjCommon/Game/IW4/InfoStringIW4.h new file mode 100644 index 00000000..eff5661a --- /dev/null +++ b/src/ObjCommon/Game/IW4/InfoStringIW4.h @@ -0,0 +1,33 @@ +#pragma once +#include "Utils/InfoString.h" +#include "Game/IW4/IW4.h" + +namespace IW4 +{ + class InfoStringToStructConverter : public InfoStringToStructConverterBase + { + const cspField_t* m_fields; + size_t m_field_count; + + protected: + void FillStructure() override; + + public: + InfoStringToStructConverter(const InfoString& infoString, void* structure, const cspField_t* fields, size_t fieldCount); + }; + + class InfoStringFromStructConverter : public InfoStringFromStructConverterBase + { + protected: + const cspField_t* m_fields; + size_t m_field_count; + + virtual void FillFromExtensionField(const cspField_t& field) = 0; + void FillFromBaseField(const cspField_t& field); + void FillInfoString() override; + + public: + InfoStringFromStructConverter(const void* structure, const cspField_t* fields, size_t fieldCount); + InfoStringFromStructConverter(const void* structure, const cspField_t* fields, size_t fieldCount, std::function scriptStringValueCallback); + }; +} diff --git a/src/ObjWriting/Game/IW4/AssetDumpers/AssetDumperWeapon.cpp b/src/ObjWriting/Game/IW4/AssetDumpers/AssetDumperWeapon.cpp new file mode 100644 index 00000000..2ee5f46e --- /dev/null +++ b/src/ObjWriting/Game/IW4/AssetDumpers/AssetDumperWeapon.cpp @@ -0,0 +1,1185 @@ +#include "AssetDumperWeapon.h" + +#include +#include + +#include "Game/IW4/InfoStringIW4.h" + +using namespace IW4; + +cspField_t AssetDumperWeapon::weapon_fields[] +{ + {"displayName", offsetof(WeaponFullDef, weapCompleteDef.szDisplayName), CSPFT_STRING}, + {"AIOverlayDescription", offsetof(WeaponFullDef, weapDef.szOverlayName), CSPFT_STRING}, + {"modeName", offsetof(WeaponFullDef, weapDef.szModeName), CSPFT_STRING}, + {"playerAnimType", offsetof(WeaponFullDef, weapDef.playerAnimType), WFT_ANIMTYPE}, + {"gunModel", offsetof(WeaponFullDef, gunXModel[0]), CSPFT_XMODEL}, + {"gunModel2", offsetof(WeaponFullDef, gunXModel[1]), CSPFT_XMODEL}, + {"gunModel3", offsetof(WeaponFullDef, gunXModel[2]), CSPFT_XMODEL}, + {"gunModel4", offsetof(WeaponFullDef, gunXModel[3]), CSPFT_XMODEL}, + {"gunModel5", offsetof(WeaponFullDef, gunXModel[4]), CSPFT_XMODEL}, + {"gunModel6", offsetof(WeaponFullDef, gunXModel[5]), CSPFT_XMODEL}, + {"gunModel7", offsetof(WeaponFullDef, gunXModel[6]), CSPFT_XMODEL}, + {"gunModel8", offsetof(WeaponFullDef, gunXModel[7]), CSPFT_XMODEL}, + {"gunModel9", offsetof(WeaponFullDef, gunXModel[8]), CSPFT_XMODEL}, + {"gunModel10", offsetof(WeaponFullDef, gunXModel[9]), CSPFT_XMODEL}, + {"gunModel11", offsetof(WeaponFullDef, gunXModel[10]), CSPFT_XMODEL}, + {"gunModel12", offsetof(WeaponFullDef, gunXModel[11]), CSPFT_XMODEL}, + {"gunModel13", offsetof(WeaponFullDef, gunXModel[12]), CSPFT_XMODEL}, + {"gunModel14", offsetof(WeaponFullDef, gunXModel[13]), CSPFT_XMODEL}, + {"gunModel15", offsetof(WeaponFullDef, gunXModel[14]), CSPFT_XMODEL}, + {"gunModel16", offsetof(WeaponFullDef, gunXModel[15]), CSPFT_XMODEL}, + {"handModel", offsetof(WeaponFullDef, weapDef.handXModel), CSPFT_XMODEL}, + {"hideTags", offsetof(WeaponFullDef, hideTags), WFT_HIDETAGS}, + {"notetrackSoundMap", offsetof(WeaponFullDef, notetrackSoundMapKeys), WFT_NOTETRACKSOUNDMAP}, + {"notetrackRumbleMap", offsetof(WeaponFullDef, notetrackRumbleMapKeys), WFT_NOTETRACKRUMBLEMAP}, + {"idleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_IDLE]), CSPFT_STRING}, + {"emptyIdleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING}, + {"fireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRE]), CSPFT_STRING}, + {"holdFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING}, + {"lastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LASTSHOT]), CSPFT_STRING}, + {"detonateAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DETONATE]), CSPFT_STRING}, + {"rechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RECHAMBER]), CSPFT_STRING}, + {"meleeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE]), CSPFT_STRING}, + {"meleeChargeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING}, + {"reloadAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD]), CSPFT_STRING}, + {"reloadEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING}, + {"reloadStartAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_START]), CSPFT_STRING}, + {"reloadEndAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_END]), CSPFT_STRING}, + {"raiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RAISE]), CSPFT_STRING}, + {"dropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DROP]), CSPFT_STRING}, + {"firstRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING}, + {"breachRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_BREACH_RAISE]), CSPFT_STRING}, + {"altRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING}, + {"altDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_DROP]), CSPFT_STRING}, + {"quickRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING}, + {"quickDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING}, + {"emptyRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING}, + {"emptyDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING}, + {"sprintInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING}, + {"sprintLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING}, + {"sprintOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING}, + {"stunnedAnimStart", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_START]), CSPFT_STRING}, + {"stunnedAnimLoop", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_LOOP]), CSPFT_STRING}, + {"stunnedAnimEnd", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_END]), CSPFT_STRING}, + {"nightVisionWearAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING}, + {"nightVisionRemoveAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING}, + {"adsFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING}, + {"adsLastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING}, + {"adsRechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING}, + {"adsUpAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_UP]), CSPFT_STRING}, + {"adsDownAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING}, + {"idleAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_IDLE]), CSPFT_STRING}, + {"emptyIdleAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING}, + {"fireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_FIRE]), CSPFT_STRING}, + {"holdFireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING}, + {"lastShotAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_LASTSHOT]), CSPFT_STRING}, + {"detonateAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_DETONATE]), CSPFT_STRING}, + {"rechamberAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RECHAMBER]), CSPFT_STRING}, + {"meleeAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_MELEE]), CSPFT_STRING}, + {"meleeChargeAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING}, + {"reloadAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD]), CSPFT_STRING}, + {"reloadEmptyAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING}, + {"reloadStartAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_START]), CSPFT_STRING}, + {"reloadEndAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_END]), CSPFT_STRING}, + {"raiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RAISE]), CSPFT_STRING}, + {"dropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_DROP]), CSPFT_STRING}, + {"firstRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING}, + {"breachRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_BREACH_RAISE]), CSPFT_STRING}, + {"altRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING}, + {"altDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ALT_DROP]), CSPFT_STRING}, + {"quickRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING}, + {"quickDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING}, + {"emptyRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING}, + {"emptyDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING}, + {"sprintInAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING}, + {"sprintLoopAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING}, + {"sprintOutAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING}, + {"stunnedAnimStartR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_START]), CSPFT_STRING}, + {"stunnedAnimLoopR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_LOOP]), CSPFT_STRING}, + {"stunnedAnimEndR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_END]), CSPFT_STRING}, + {"nightVisionWearAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING}, + {"nightVisionRemoveAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING}, + {"adsFireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING}, + {"adsLastShotAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING}, + {"adsRechamberAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING}, + {"adsUpAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_UP]), CSPFT_STRING}, + {"adsDownAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING}, + {"idleAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_IDLE]), CSPFT_STRING}, + {"emptyIdleAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING}, + {"fireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_FIRE]), CSPFT_STRING}, + {"holdFireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING}, + {"lastShotAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_LASTSHOT]), CSPFT_STRING}, + {"detonateAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_DETONATE]), CSPFT_STRING}, + {"rechamberAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RECHAMBER]), CSPFT_STRING}, + {"meleeAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_MELEE]), CSPFT_STRING}, + {"meleeChargeAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING}, + {"reloadAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD]), CSPFT_STRING}, + {"reloadEmptyAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING}, + {"reloadStartAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_START]), CSPFT_STRING}, + {"reloadEndAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_END]), CSPFT_STRING}, + {"raiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RAISE]), CSPFT_STRING}, + {"dropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_DROP]), CSPFT_STRING}, + {"firstRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING}, + {"breachRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_BREACH_RAISE]), CSPFT_STRING}, + {"altRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING}, + {"altDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ALT_DROP]), CSPFT_STRING}, + {"quickRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING}, + {"quickDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING}, + {"emptyRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING}, + {"emptyDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING}, + {"sprintInAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING}, + {"sprintLoopAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING}, + {"sprintOutAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING}, + {"stunnedAnimStartL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_START]), CSPFT_STRING}, + {"stunnedAnimLoopL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_LOOP]), CSPFT_STRING}, + {"stunnedAnimEndL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_END]), CSPFT_STRING}, + {"nightVisionWearAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING}, + {"nightVisionRemoveAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING}, + {"adsFireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING}, + {"adsLastShotAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING}, + {"adsRechamberAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING}, + {"adsUpAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_UP]), CSPFT_STRING}, + {"adsDownAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING}, + {"script", offsetof(WeaponFullDef, weapDef.szScript), CSPFT_STRING}, + {"weaponType", offsetof(WeaponFullDef, weapDef.weapType), WFT_WEAPONTYPE}, + {"weaponClass", offsetof(WeaponFullDef, weapDef.weapClass), WFT_WEAPONCLASS}, + {"penetrateType", offsetof(WeaponFullDef, weapDef.penetrateType), WFT_PENETRATE_TYPE}, + {"penetrateMultiplier", offsetof(WeaponFullDef, weapCompleteDef.penetrateMultiplier), CSPFT_FLOAT}, + {"impactType", offsetof(WeaponFullDef, weapCompleteDef.impactType), WFT_IMPACT_TYPE}, + {"inventoryType", offsetof(WeaponFullDef, weapDef.inventoryType), WFT_INVENTORYTYPE}, + {"fireType", offsetof(WeaponFullDef, weapDef.fireType), WFT_FIRETYPE}, + {"offhandClass", offsetof(WeaponFullDef, weapDef.offhandClass), WFT_OFFHAND_CLASS}, + {"viewFlashEffect", offsetof(WeaponFullDef, weapDef.viewFlashEffect), CSPFT_FX}, + {"worldFlashEffect", offsetof(WeaponFullDef, weapDef.worldFlashEffect), CSPFT_FX}, + {"pickupSound", offsetof(WeaponFullDef, weapDef.pickupSound), CSPFT_SOUND}, + {"pickupSoundPlayer", offsetof(WeaponFullDef, weapDef.pickupSoundPlayer), CSPFT_SOUND}, + {"ammoPickupSound", offsetof(WeaponFullDef, weapDef.ammoPickupSound), CSPFT_SOUND}, + {"ammoPickupSoundPlayer", offsetof(WeaponFullDef, weapDef.ammoPickupSoundPlayer), CSPFT_SOUND}, + {"projectileSound", offsetof(WeaponFullDef, weapDef.projectileSound), CSPFT_SOUND}, + {"pullbackSound", offsetof(WeaponFullDef, weapDef.pullbackSound), CSPFT_SOUND}, + {"pullbackSoundPlayer", offsetof(WeaponFullDef, weapDef.pullbackSoundPlayer), CSPFT_SOUND}, + {"fireSound", offsetof(WeaponFullDef, weapDef.fireSound), CSPFT_SOUND}, + {"fireSoundPlayer", offsetof(WeaponFullDef, weapDef.fireSoundPlayer), CSPFT_SOUND}, + {"fireSoundPlayerAkimbo", offsetof(WeaponFullDef, weapDef.fireSoundPlayerAkimbo), CSPFT_SOUND}, + {"loopFireSound", offsetof(WeaponFullDef, weapDef.fireLoopSound), CSPFT_SOUND}, + {"loopFireSoundPlayer", offsetof(WeaponFullDef, weapDef.fireLoopSoundPlayer), CSPFT_SOUND}, + {"stopFireSound", offsetof(WeaponFullDef, weapDef.fireStopSound), CSPFT_SOUND}, + {"stopFireSoundPlayer", offsetof(WeaponFullDef, weapDef.fireStopSoundPlayer), CSPFT_SOUND}, + {"lastShotSound", offsetof(WeaponFullDef, weapDef.fireLastSound), CSPFT_SOUND}, + {"lastShotSoundPlayer", offsetof(WeaponFullDef, weapDef.fireLastSoundPlayer), CSPFT_SOUND}, + {"emptyFireSound", offsetof(WeaponFullDef, weapDef.emptyFireSound), CSPFT_SOUND}, + {"emptyFireSoundPlayer", offsetof(WeaponFullDef, weapDef.emptyFireSoundPlayer), CSPFT_SOUND}, + {"meleeSwipeSound", offsetof(WeaponFullDef, weapDef.meleeSwipeSound), CSPFT_SOUND}, + {"meleeSwipeSoundPlayer", offsetof(WeaponFullDef, weapDef.meleeSwipeSoundPlayer), CSPFT_SOUND}, + {"meleeHitSound", offsetof(WeaponFullDef, weapDef.meleeHitSound), CSPFT_SOUND}, + {"meleeMissSound", offsetof(WeaponFullDef, weapDef.meleeMissSound), CSPFT_SOUND}, + {"rechamberSound", offsetof(WeaponFullDef, weapDef.rechamberSound), CSPFT_SOUND}, + {"rechamberSoundPlayer", offsetof(WeaponFullDef, weapDef.rechamberSoundPlayer), CSPFT_SOUND}, + {"reloadSound", offsetof(WeaponFullDef, weapDef.reloadSound), CSPFT_SOUND}, + {"reloadSoundPlayer", offsetof(WeaponFullDef, weapDef.reloadSoundPlayer), CSPFT_SOUND}, + {"reloadEmptySound", offsetof(WeaponFullDef, weapDef.reloadEmptySound), CSPFT_SOUND}, + {"reloadEmptySoundPlayer", offsetof(WeaponFullDef, weapDef.reloadEmptySoundPlayer), CSPFT_SOUND}, + {"reloadStartSound", offsetof(WeaponFullDef, weapDef.reloadStartSound), CSPFT_SOUND}, + {"reloadStartSoundPlayer", offsetof(WeaponFullDef, weapDef.reloadStartSoundPlayer), CSPFT_SOUND}, + {"reloadEndSound", offsetof(WeaponFullDef, weapDef.reloadEndSound), CSPFT_SOUND}, + {"reloadEndSoundPlayer", offsetof(WeaponFullDef, weapDef.reloadEndSoundPlayer), CSPFT_SOUND}, + {"detonateSound", offsetof(WeaponFullDef, weapDef.detonateSound), CSPFT_SOUND}, + {"detonateSoundPlayer", offsetof(WeaponFullDef, weapDef.detonateSoundPlayer), CSPFT_SOUND}, + {"nightVisionWearSound", offsetof(WeaponFullDef, weapDef.nightVisionWearSound), CSPFT_SOUND}, + {"nightVisionWearSoundPlayer", offsetof(WeaponFullDef, weapDef.nightVisionWearSoundPlayer), CSPFT_SOUND}, + {"nightVisionRemoveSound", offsetof(WeaponFullDef, weapDef.nightVisionRemoveSound), CSPFT_SOUND}, + {"nightVisionRemoveSoundPlayer", offsetof(WeaponFullDef, weapDef.nightVisionRemoveSoundPlayer), CSPFT_SOUND}, + {"raiseSound", offsetof(WeaponFullDef, weapDef.raiseSound), CSPFT_SOUND}, + {"raiseSoundPlayer", offsetof(WeaponFullDef, weapDef.raiseSoundPlayer), CSPFT_SOUND}, + {"firstRaiseSound", offsetof(WeaponFullDef, weapDef.firstRaiseSound), CSPFT_SOUND}, + {"firstRaiseSoundPlayer", offsetof(WeaponFullDef, weapDef.firstRaiseSoundPlayer), CSPFT_SOUND}, + {"altSwitchSound", offsetof(WeaponFullDef, weapDef.altSwitchSound), CSPFT_SOUND}, + {"altSwitchSoundPlayer", offsetof(WeaponFullDef, weapDef.altSwitchSoundPlayer), CSPFT_SOUND}, + {"putawaySound", offsetof(WeaponFullDef, weapDef.putawaySound), CSPFT_SOUND}, + {"putawaySoundPlayer", offsetof(WeaponFullDef, weapDef.putawaySoundPlayer), CSPFT_SOUND}, + {"scanSound", offsetof(WeaponFullDef, weapDef.scanSound), CSPFT_SOUND}, + {"bounceSound", offsetof(WeaponFullDef, weapDef.bounceSound), WFT_BOUNCE_SOUND}, + {"viewShellEjectEffect", offsetof(WeaponFullDef, weapDef.viewShellEjectEffect), CSPFT_FX}, + {"worldShellEjectEffect", offsetof(WeaponFullDef, weapDef.worldShellEjectEffect), CSPFT_FX}, + {"viewLastShotEjectEffect", offsetof(WeaponFullDef, weapDef.viewLastShotEjectEffect), CSPFT_FX}, + {"worldLastShotEjectEffect", offsetof(WeaponFullDef, weapDef.worldLastShotEjectEffect), CSPFT_FX}, + {"reticleCenter", offsetof(WeaponFullDef, weapDef.reticleCenter), CSPFT_MATERIAL}, + {"reticleSide", offsetof(WeaponFullDef, weapDef.reticleSide), CSPFT_MATERIAL}, + {"reticleCenterSize", offsetof(WeaponFullDef, weapDef.iReticleCenterSize), CSPFT_INT}, + {"reticleSideSize", offsetof(WeaponFullDef, weapDef.iReticleSideSize), CSPFT_INT}, + {"reticleMinOfs", offsetof(WeaponFullDef, weapDef.iReticleMinOfs), CSPFT_INT}, + {"activeReticleType", offsetof(WeaponFullDef, weapDef.activeReticleType), WFT_ACTIVE_RETICLE_TYPE}, + {"standMoveF", offsetof(WeaponFullDef, weapDef.vStandMove[0]), CSPFT_FLOAT}, + {"standMoveR", offsetof(WeaponFullDef, weapDef.vStandMove[1]), CSPFT_FLOAT}, + {"standMoveU", offsetof(WeaponFullDef, weapDef.vStandMove[2]), CSPFT_FLOAT}, + {"standRotP", offsetof(WeaponFullDef, weapDef.vStandRot[0]), CSPFT_FLOAT}, + {"standRotY", offsetof(WeaponFullDef, weapDef.vStandRot[1]), CSPFT_FLOAT}, + {"standRotR", offsetof(WeaponFullDef, weapDef.vStandRot[2]), CSPFT_FLOAT}, + {"strafeMoveF", offsetof(WeaponFullDef, weapDef.strafeMove[0]), CSPFT_FLOAT}, + {"strafeMoveR", offsetof(WeaponFullDef, weapDef.strafeMove[1]), CSPFT_FLOAT}, + {"strafeMoveU", offsetof(WeaponFullDef, weapDef.strafeMove[2]), CSPFT_FLOAT}, + {"strafeRotP", offsetof(WeaponFullDef, weapDef.strafeRot[0]), CSPFT_FLOAT}, + {"strafeRotY", offsetof(WeaponFullDef, weapDef.strafeRot[1]), CSPFT_FLOAT}, + {"strafeRotR", offsetof(WeaponFullDef, weapDef.strafeRot[2]), CSPFT_FLOAT}, + {"duckedOfsF", offsetof(WeaponFullDef, weapDef.vDuckedOfs[0]), CSPFT_FLOAT}, + {"duckedOfsR", offsetof(WeaponFullDef, weapDef.vDuckedOfs[1]), CSPFT_FLOAT}, + {"duckedOfsU", offsetof(WeaponFullDef, weapDef.vDuckedOfs[2]), CSPFT_FLOAT}, + {"duckedMoveF", offsetof(WeaponFullDef, weapDef.vDuckedMove[0]), CSPFT_FLOAT}, + {"duckedMoveR", offsetof(WeaponFullDef, weapDef.vDuckedMove[1]), CSPFT_FLOAT}, + {"duckedMoveU", offsetof(WeaponFullDef, weapDef.vDuckedMove[2]), CSPFT_FLOAT}, + {"duckedRotP", offsetof(WeaponFullDef, weapDef.vDuckedRot[0]), CSPFT_FLOAT}, + {"duckedRotY", offsetof(WeaponFullDef, weapDef.vDuckedRot[1]), CSPFT_FLOAT}, + {"duckedRotR", offsetof(WeaponFullDef, weapDef.vDuckedRot[2]), CSPFT_FLOAT}, + {"proneOfsF", offsetof(WeaponFullDef, weapDef.vProneOfs[0]), CSPFT_FLOAT}, + {"proneOfsR", offsetof(WeaponFullDef, weapDef.vProneOfs[1]), CSPFT_FLOAT}, + {"proneOfsU", offsetof(WeaponFullDef, weapDef.vProneOfs[2]), CSPFT_FLOAT}, + {"proneMoveF", offsetof(WeaponFullDef, weapDef.vProneMove[0]), CSPFT_FLOAT}, + {"proneMoveR", offsetof(WeaponFullDef, weapDef.vProneMove[1]), CSPFT_FLOAT}, + {"proneMoveU", offsetof(WeaponFullDef, weapDef.vProneMove[2]), CSPFT_FLOAT}, + {"proneRotP", offsetof(WeaponFullDef, weapDef.vProneRot[0]), CSPFT_FLOAT}, + {"proneRotY", offsetof(WeaponFullDef, weapDef.vProneRot[1]), CSPFT_FLOAT}, + {"proneRotR", offsetof(WeaponFullDef, weapDef.vProneRot[2]), CSPFT_FLOAT}, + {"posMoveRate", offsetof(WeaponFullDef, weapDef.fPosMoveRate), CSPFT_FLOAT}, + {"posProneMoveRate", offsetof(WeaponFullDef, weapDef.fPosProneMoveRate), CSPFT_FLOAT}, + {"standMoveMinSpeed", offsetof(WeaponFullDef, weapDef.fStandMoveMinSpeed), CSPFT_FLOAT}, + {"duckedMoveMinSpeed", offsetof(WeaponFullDef, weapDef.fDuckedMoveMinSpeed), CSPFT_FLOAT}, + {"proneMoveMinSpeed", offsetof(WeaponFullDef, weapDef.fProneMoveMinSpeed), CSPFT_FLOAT}, + {"posRotRate", offsetof(WeaponFullDef, weapDef.fPosRotRate), CSPFT_FLOAT}, + {"posProneRotRate", offsetof(WeaponFullDef, weapDef.fPosProneRotRate), CSPFT_FLOAT}, + {"standRotMinSpeed", offsetof(WeaponFullDef, weapDef.fStandRotMinSpeed), CSPFT_FLOAT}, + {"duckedRotMinSpeed", offsetof(WeaponFullDef, weapDef.fDuckedRotMinSpeed), CSPFT_FLOAT}, + {"proneRotMinSpeed", offsetof(WeaponFullDef, weapDef.fProneRotMinSpeed), CSPFT_FLOAT}, + {"worldModel", offsetof(WeaponFullDef, worldModel[0]), CSPFT_XMODEL}, + {"worldModel2", offsetof(WeaponFullDef, worldModel[1]), CSPFT_XMODEL}, + {"worldModel3", offsetof(WeaponFullDef, worldModel[2]), CSPFT_XMODEL}, + {"worldModel4", offsetof(WeaponFullDef, worldModel[3]), CSPFT_XMODEL}, + {"worldModel5", offsetof(WeaponFullDef, worldModel[4]), CSPFT_XMODEL}, + {"worldModel6", offsetof(WeaponFullDef, worldModel[5]), CSPFT_XMODEL}, + {"worldModel7", offsetof(WeaponFullDef, worldModel[6]), CSPFT_XMODEL}, + {"worldModel8", offsetof(WeaponFullDef, worldModel[7]), CSPFT_XMODEL}, + {"worldModel9", offsetof(WeaponFullDef, worldModel[8]), CSPFT_XMODEL}, + {"worldModel10", offsetof(WeaponFullDef, worldModel[9]), CSPFT_XMODEL}, + {"worldModel11", offsetof(WeaponFullDef, worldModel[10]), CSPFT_XMODEL}, + {"worldModel12", offsetof(WeaponFullDef, worldModel[11]), CSPFT_XMODEL}, + {"worldModel13", offsetof(WeaponFullDef, worldModel[12]), CSPFT_XMODEL}, + {"worldModel14", offsetof(WeaponFullDef, worldModel[13]), CSPFT_XMODEL}, + {"worldModel15", offsetof(WeaponFullDef, worldModel[14]), CSPFT_XMODEL}, + {"worldModel16", offsetof(WeaponFullDef, worldModel[15]), CSPFT_XMODEL}, + {"worldClipModel", offsetof(WeaponFullDef, weapDef.worldClipModel), CSPFT_XMODEL}, + {"rocketModel", offsetof(WeaponFullDef, weapDef.rocketModel), CSPFT_XMODEL}, + {"knifeModel", offsetof(WeaponFullDef, weapDef.knifeModel), CSPFT_XMODEL}, + {"worldKnifeModel", offsetof(WeaponFullDef, weapDef.worldKnifeModel), CSPFT_XMODEL}, + {"hudIcon", offsetof(WeaponFullDef, weapDef.hudIcon), CSPFT_MATERIAL}, + {"hudIconRatio", offsetof(WeaponFullDef, weapDef.hudIconRatio), WFT_ICONRATIO_HUD}, + {"pickupIcon", offsetof(WeaponFullDef, weapDef.pickupIcon), CSPFT_MATERIAL}, + {"pickupIconRatio", offsetof(WeaponFullDef, weapDef.pickupIconRatio), WFT_ICONRATIO_PICKUP}, + {"ammoCounterIcon", offsetof(WeaponFullDef, weapDef.ammoCounterIcon), CSPFT_MATERIAL}, + {"ammoCounterIconRatio", offsetof(WeaponFullDef, weapDef.ammoCounterIconRatio), WFT_ICONRATIO_AMMOCOUNTER}, + {"ammoCounterClip", offsetof(WeaponFullDef, weapDef.ammoCounterClip), WFT_AMMOCOUNTER_CLIPTYPE}, + {"startAmmo", offsetof(WeaponFullDef, weapDef.iStartAmmo), CSPFT_INT}, + {"shareAmmo", offsetof(WeaponFullDef, weapDef.sharedAmmo), CSPFT_BOOL}, + {"ammoName", offsetof(WeaponFullDef, weapDef.szAmmoName), CSPFT_STRING}, + {"clipName", offsetof(WeaponFullDef, weapDef.szClipName), CSPFT_STRING}, + {"maxAmmo", offsetof(WeaponFullDef, weapDef.iMaxAmmo), CSPFT_INT}, + {"clipSize", offsetof(WeaponFullDef, weapCompleteDef.iClipSize), CSPFT_INT}, + {"shotCount", offsetof(WeaponFullDef, weapDef.shotCount), CSPFT_INT}, + {"sharedAmmoCapName", offsetof(WeaponFullDef, weapDef.szSharedAmmoCapName), CSPFT_STRING}, + {"sharedAmmoCap", offsetof(WeaponFullDef, weapDef.iSharedAmmoCap), CSPFT_INT}, + {"damage", offsetof(WeaponFullDef, weapDef.damage), CSPFT_INT}, + {"playerDamage", offsetof(WeaponFullDef, weapDef.playerDamage), CSPFT_INT}, + {"meleeDamage", offsetof(WeaponFullDef, weapDef.iMeleeDamage), CSPFT_INT}, + {"minDamage", offsetof(WeaponFullDef, weapDef.minDamage), CSPFT_INT}, + {"minPlayerDamage", offsetof(WeaponFullDef, weapDef.minPlayerDamage), CSPFT_INT}, + {"maxDamageRange", offsetof(WeaponFullDef, weapDef.fMaxDamageRange), CSPFT_FLOAT}, + {"minDamageRange", offsetof(WeaponFullDef, weapDef.fMinDamageRange), CSPFT_FLOAT}, + {"destabilizationRateTime", offsetof(WeaponFullDef, weapDef.destabilizationRateTime), CSPFT_FLOAT}, + {"destabilizationCurvatureMax", offsetof(WeaponFullDef, weapDef.destabilizationCurvatureMax), CSPFT_FLOAT}, + {"destabilizeDistance", offsetof(WeaponFullDef, weapDef.destabilizeDistance), CSPFT_INT}, + {"fireDelay", offsetof(WeaponFullDef, weapDef.iFireDelay), CSPFT_MILLISECONDS}, + {"meleeDelay", offsetof(WeaponFullDef, weapDef.iMeleeDelay), CSPFT_MILLISECONDS}, + {"meleeChargeDelay", offsetof(WeaponFullDef, weapDef.meleeChargeDelay), CSPFT_MILLISECONDS}, + {"fireTime", offsetof(WeaponFullDef, weapCompleteDef.iFireTime), CSPFT_MILLISECONDS}, + {"rechamberTime", offsetof(WeaponFullDef, weapDef.iRechamberTime), CSPFT_MILLISECONDS}, + {"rechamberTimeOneHanded", offsetof(WeaponFullDef, weapDef.rechamberTimeOneHanded), CSPFT_MILLISECONDS}, + {"rechamberBoltTime", offsetof(WeaponFullDef, weapDef.iRechamberBoltTime), CSPFT_MILLISECONDS}, + {"holdFireTime", offsetof(WeaponFullDef, weapDef.iHoldFireTime), CSPFT_MILLISECONDS}, + {"detonateTime", offsetof(WeaponFullDef, weapDef.iDetonateTime), CSPFT_MILLISECONDS}, + {"detonateDelay", offsetof(WeaponFullDef, weapDef.iDetonateDelay), CSPFT_MILLISECONDS}, + {"meleeTime", offsetof(WeaponFullDef, weapDef.iMeleeTime), CSPFT_MILLISECONDS}, + {"meleeChargeTime", offsetof(WeaponFullDef, weapDef.meleeChargeTime), CSPFT_MILLISECONDS}, + {"reloadTime", offsetof(WeaponFullDef, weapDef.iReloadTime), CSPFT_MILLISECONDS}, + {"reloadShowRocketTime", offsetof(WeaponFullDef, weapDef.reloadShowRocketTime), CSPFT_MILLISECONDS}, + {"reloadEmptyTime", offsetof(WeaponFullDef, weapDef.iReloadEmptyTime), CSPFT_MILLISECONDS}, + {"reloadAddTime", offsetof(WeaponFullDef, weapDef.iReloadAddTime), CSPFT_MILLISECONDS}, + {"reloadStartTime", offsetof(WeaponFullDef, weapDef.iReloadStartTime), CSPFT_MILLISECONDS}, + {"reloadStartAddTime", offsetof(WeaponFullDef, weapDef.iReloadStartAddTime), CSPFT_MILLISECONDS}, + {"reloadEndTime", offsetof(WeaponFullDef, weapDef.iReloadEndTime), CSPFT_MILLISECONDS}, + {"dropTime", offsetof(WeaponFullDef, weapDef.iDropTime), CSPFT_MILLISECONDS}, + {"raiseTime", offsetof(WeaponFullDef, weapDef.iRaiseTime), CSPFT_MILLISECONDS}, + {"altDropTime", offsetof(WeaponFullDef, weapDef.iAltDropTime), CSPFT_MILLISECONDS}, + {"altRaiseTime", offsetof(WeaponFullDef, weapCompleteDef.iAltRaiseTime), CSPFT_MILLISECONDS}, + {"quickDropTime", offsetof(WeaponFullDef, weapDef.quickDropTime), CSPFT_MILLISECONDS}, + {"quickRaiseTime", offsetof(WeaponFullDef, weapDef.quickRaiseTime), CSPFT_MILLISECONDS}, + {"firstRaiseTime", offsetof(WeaponFullDef, weapCompleteDef.iFirstRaiseTime), CSPFT_MILLISECONDS}, + {"breachRaiseTime", offsetof(WeaponFullDef, weapDef.iBreachRaiseTime), CSPFT_MILLISECONDS}, + {"emptyRaiseTime", offsetof(WeaponFullDef, weapDef.iEmptyRaiseTime), CSPFT_MILLISECONDS}, + {"emptyDropTime", offsetof(WeaponFullDef, weapDef.iEmptyDropTime), CSPFT_MILLISECONDS}, + {"sprintInTime", offsetof(WeaponFullDef, weapDef.sprintInTime), CSPFT_MILLISECONDS}, + {"sprintLoopTime", offsetof(WeaponFullDef, weapDef.sprintLoopTime), CSPFT_MILLISECONDS}, + {"sprintOutTime", offsetof(WeaponFullDef, weapDef.sprintOutTime), CSPFT_MILLISECONDS}, + {"stunnedTimeBegin", offsetof(WeaponFullDef, weapDef.stunnedTimeBegin), CSPFT_MILLISECONDS}, + {"stunnedTimeLoop", offsetof(WeaponFullDef, weapDef.stunnedTimeLoop), CSPFT_MILLISECONDS}, + {"stunnedTimeEnd", offsetof(WeaponFullDef, weapDef.stunnedTimeEnd), CSPFT_MILLISECONDS}, + {"nightVisionWearTime", offsetof(WeaponFullDef, weapDef.nightVisionWearTime), CSPFT_MILLISECONDS}, + {"nightVisionWearTimeFadeOutEnd", offsetof(WeaponFullDef, weapDef.nightVisionWearTimeFadeOutEnd), CSPFT_MILLISECONDS}, + {"nightVisionWearTimePowerUp", offsetof(WeaponFullDef, weapDef.nightVisionWearTimePowerUp), CSPFT_MILLISECONDS}, + {"nightVisionRemoveTime", offsetof(WeaponFullDef, weapDef.nightVisionRemoveTime), CSPFT_MILLISECONDS}, + {"nightVisionRemoveTimePowerDown", offsetof(WeaponFullDef, weapDef.nightVisionRemoveTimePowerDown), CSPFT_MILLISECONDS}, + {"nightVisionRemoveTimeFadeInStart", offsetof(WeaponFullDef, weapDef.nightVisionRemoveTimeFadeInStart), CSPFT_MILLISECONDS}, + {"fuseTime", offsetof(WeaponFullDef, weapDef.fuseTime), CSPFT_MILLISECONDS}, + {"aifuseTime", offsetof(WeaponFullDef, weapDef.aiFuseTime), CSPFT_MILLISECONDS}, + {"lockonSupported", offsetof(WeaponFullDef, weapDef.lockonSupported), CSPFT_BOOL}, + {"requireLockonToFire", offsetof(WeaponFullDef, weapDef.requireLockonToFire), CSPFT_BOOL}, + {"bigExplosion", offsetof(WeaponFullDef, weapDef.bigExplosion), CSPFT_BOOL}, + {"noAdsWhenMagEmpty", offsetof(WeaponFullDef, weapDef.noAdsWhenMagEmpty), CSPFT_BOOL}, + {"inheritsPerks", offsetof(WeaponFullDef, weapDef.inheritsPerks), CSPFT_BOOL}, + {"avoidDropCleanup", offsetof(WeaponFullDef, weapDef.avoidDropCleanup), CSPFT_BOOL}, + {"autoAimRange", offsetof(WeaponFullDef, weapDef.autoAimRange), CSPFT_FLOAT}, + {"aimAssistRange", offsetof(WeaponFullDef, weapDef.aimAssistRange), CSPFT_FLOAT}, + {"aimAssistRangeAds", offsetof(WeaponFullDef, weapDef.aimAssistRangeAds), CSPFT_FLOAT}, + {"aimPadding", offsetof(WeaponFullDef, weapDef.aimPadding), CSPFT_FLOAT}, + {"enemyCrosshairRange", offsetof(WeaponFullDef, weapDef.enemyCrosshairRange), CSPFT_FLOAT}, + {"crosshairColorChange", offsetof(WeaponFullDef, weapDef.crosshairColorChange), CSPFT_BOOL}, + {"moveSpeedScale", offsetof(WeaponFullDef, weapDef.moveSpeedScale), CSPFT_FLOAT}, + {"adsMoveSpeedScale", offsetof(WeaponFullDef, weapDef.adsMoveSpeedScale), CSPFT_FLOAT}, + {"sprintDurationScale", offsetof(WeaponFullDef, weapDef.sprintDurationScale), CSPFT_FLOAT}, + {"idleCrouchFactor", offsetof(WeaponFullDef, weapDef.fIdleCrouchFactor), CSPFT_FLOAT}, + {"idleProneFactor", offsetof(WeaponFullDef, weapDef.fIdleProneFactor), CSPFT_FLOAT}, + {"gunMaxPitch", offsetof(WeaponFullDef, weapDef.fGunMaxPitch), CSPFT_FLOAT}, + {"gunMaxYaw", offsetof(WeaponFullDef, weapDef.fGunMaxYaw), CSPFT_FLOAT}, + {"swayMaxAngle", offsetof(WeaponFullDef, weapDef.swayMaxAngle), CSPFT_FLOAT}, + {"swayLerpSpeed", offsetof(WeaponFullDef, weapDef.swayLerpSpeed), CSPFT_FLOAT}, + {"swayPitchScale", offsetof(WeaponFullDef, weapDef.swayPitchScale), CSPFT_FLOAT}, + {"swayYawScale", offsetof(WeaponFullDef, weapDef.swayYawScale), CSPFT_FLOAT}, + {"swayHorizScale", offsetof(WeaponFullDef, weapDef.swayHorizScale), CSPFT_FLOAT}, + {"swayVertScale", offsetof(WeaponFullDef, weapDef.swayVertScale), CSPFT_FLOAT}, + {"swayShellShockScale", offsetof(WeaponFullDef, weapDef.swayShellShockScale), CSPFT_FLOAT}, + {"adsSwayMaxAngle", offsetof(WeaponFullDef, weapDef.adsSwayMaxAngle), CSPFT_FLOAT}, + {"adsSwayLerpSpeed", offsetof(WeaponFullDef, weapDef.adsSwayLerpSpeed), CSPFT_FLOAT}, + {"adsSwayPitchScale", offsetof(WeaponFullDef, weapDef.adsSwayPitchScale), CSPFT_FLOAT}, + {"adsSwayYawScale", offsetof(WeaponFullDef, weapDef.adsSwayYawScale), CSPFT_FLOAT}, + {"adsSwayHorizScale", offsetof(WeaponFullDef, weapDef.adsSwayHorizScale), CSPFT_FLOAT}, + {"adsSwayVertScale", offsetof(WeaponFullDef, weapDef.adsSwayVertScale), CSPFT_FLOAT}, + {"rifleBullet", offsetof(WeaponFullDef, weapDef.bRifleBullet), CSPFT_BOOL}, + {"armorPiercing", offsetof(WeaponFullDef, weapDef.armorPiercing), CSPFT_BOOL}, + {"boltAction", offsetof(WeaponFullDef, weapDef.bBoltAction), CSPFT_BOOL}, + {"aimDownSight", offsetof(WeaponFullDef, weapDef.aimDownSight), CSPFT_BOOL}, + {"rechamberWhileAds", offsetof(WeaponFullDef, weapDef.bRechamberWhileAds), CSPFT_BOOL}, + {"bBulletExplosiveDamage", offsetof(WeaponFullDef, weapDef.bBulletExplosiveDamage), CSPFT_BOOL}, + {"adsViewErrorMin", offsetof(WeaponFullDef, weapDef.adsViewErrorMin), CSPFT_FLOAT}, + {"adsViewErrorMax", offsetof(WeaponFullDef, weapDef.adsViewErrorMax), CSPFT_FLOAT}, + {"clipOnly", offsetof(WeaponFullDef, weapDef.bClipOnly), CSPFT_BOOL}, + {"noAmmoPickup", offsetof(WeaponFullDef, weapDef.noAmmoPickup), CSPFT_BOOL}, + {"cookOffHold", offsetof(WeaponFullDef, weapDef.bCookOffHold), CSPFT_BOOL}, + {"adsFire", offsetof(WeaponFullDef, weapDef.adsFireOnly), CSPFT_BOOL}, + {"cancelAutoHolsterWhenEmpty", offsetof(WeaponFullDef, weapDef.cancelAutoHolsterWhenEmpty), CSPFT_BOOL}, + {"disableSwitchToWhenEmpty", offsetof(WeaponFullDef, weapDef.disableSwitchToWhenEmpty), CSPFT_BOOL}, + {"suppressAmmoReserveDisplay", offsetof(WeaponFullDef, weapDef.suppressAmmoReserveDisplay), CSPFT_BOOL}, + {"enhanced", offsetof(WeaponFullDef, weapCompleteDef.enhanced), CSPFT_BOOL}, + {"motionTracker", offsetof(WeaponFullDef, weapCompleteDef.motionTracker), CSPFT_BOOL}, + {"laserSightDuringNightvision", offsetof(WeaponFullDef, weapDef.laserSightDuringNightvision), CSPFT_BOOL}, + {"markableViewmodel", offsetof(WeaponFullDef, weapDef.markableViewmodel), CSPFT_BOOL}, + {"physCollmap", offsetof(WeaponFullDef, weapDef.physCollmap), CSPFT_PHYS_COLLMAP}, + {"noDualWield", offsetof(WeaponFullDef, weapDef.noDualWield), CSPFT_BOOL}, + {"dualWieldViewModelOffset", offsetof(WeaponFullDef, weapDef.dualWieldViewModelOffset), CSPFT_FLOAT}, + {"killIcon", offsetof(WeaponFullDef, weapCompleteDef.killIcon), CSPFT_MATERIAL}, + {"killIconRatio", offsetof(WeaponFullDef, weapDef.killIconRatio), WFT_ICONRATIO_KILL}, + {"flipKillIcon", offsetof(WeaponFullDef, weapDef.flipKillIcon), CSPFT_BOOL}, + {"dpadIcon", offsetof(WeaponFullDef, weapCompleteDef.dpadIcon), CSPFT_MATERIAL}, + {"dpadIconRatio", offsetof(WeaponFullDef, weapCompleteDef.dpadIconRatio), WFT_ICONRATIO_DPAD}, + {"dpadIconShowsAmmo", offsetof(WeaponFullDef, weapCompleteDef.dpadIconShowsAmmo), CSPFT_BOOL}, + {"noPartialReload", offsetof(WeaponFullDef, weapDef.bNoPartialReload), CSPFT_BOOL}, + {"segmentedReload", offsetof(WeaponFullDef, weapDef.bSegmentedReload), CSPFT_BOOL}, + {"reloadAmmoAdd", offsetof(WeaponFullDef, weapDef.iReloadAmmoAdd), CSPFT_INT}, + {"reloadStartAdd", offsetof(WeaponFullDef, weapDef.iReloadStartAdd), CSPFT_INT}, + {"altWeapon", offsetof(WeaponFullDef, weapCompleteDef.szAltWeaponName), CSPFT_STRING}, + {"dropAmmoMin", offsetof(WeaponFullDef, weapDef.ammoDropStockMin), CSPFT_INT}, + {"dropAmmoMax", offsetof(WeaponFullDef, weapCompleteDef.ammoDropStockMax), CSPFT_INT}, + {"ammoDropClipPercentMin", offsetof(WeaponFullDef, weapDef.ammoDropClipPercentMin), CSPFT_INT}, + {"ammoDropClipPercentMax", offsetof(WeaponFullDef, weapDef.ammoDropClipPercentMax), CSPFT_INT}, + {"blocksProne", offsetof(WeaponFullDef, weapDef.blocksProne), CSPFT_BOOL}, + {"silenced", offsetof(WeaponFullDef, weapDef.silenced), CSPFT_BOOL}, + {"isRollingGrenade", offsetof(WeaponFullDef, weapDef.isRollingGrenade), CSPFT_BOOL}, + {"explosionRadius", offsetof(WeaponFullDef, weapDef.iExplosionRadius), CSPFT_INT}, + {"explosionRadiusMin", offsetof(WeaponFullDef, weapDef.iExplosionRadiusMin), CSPFT_INT}, + {"explosionInnerDamage", offsetof(WeaponFullDef, weapDef.iExplosionInnerDamage), CSPFT_INT}, + {"explosionOuterDamage", offsetof(WeaponFullDef, weapDef.iExplosionOuterDamage), CSPFT_INT}, + {"damageConeAngle", offsetof(WeaponFullDef, weapDef.damageConeAngle), CSPFT_FLOAT}, + {"bulletExplDmgMult", offsetof(WeaponFullDef, weapDef.bulletExplDmgMult), CSPFT_FLOAT}, + {"bulletExplRadiusMult", offsetof(WeaponFullDef, weapDef.bulletExplRadiusMult), CSPFT_FLOAT}, + {"projectileSpeed", offsetof(WeaponFullDef, weapDef.iProjectileSpeed), CSPFT_INT}, + {"projectileSpeedUp", offsetof(WeaponFullDef, weapDef.iProjectileSpeedUp), CSPFT_INT}, + {"projectileSpeedForward", offsetof(WeaponFullDef, weapDef.iProjectileSpeedForward), CSPFT_INT}, + {"projectileActivateDist", offsetof(WeaponFullDef, weapDef.iProjectileActivateDist), CSPFT_INT}, + {"projectileLifetime", offsetof(WeaponFullDef, weapDef.projLifetime), CSPFT_FLOAT}, + {"timeToAccelerate", offsetof(WeaponFullDef, weapDef.timeToAccelerate), CSPFT_FLOAT}, + {"projectileCurvature", offsetof(WeaponFullDef, weapDef.projectileCurvature), CSPFT_FLOAT}, + {"projectileModel", offsetof(WeaponFullDef, weapDef.projectileModel), CSPFT_XMODEL}, + {"projExplosionType", offsetof(WeaponFullDef, weapDef.projExplosion), WFT_PROJ_EXPLOSION}, + {"projExplosionEffect", offsetof(WeaponFullDef, weapDef.projExplosionEffect), CSPFT_FX}, + {"projExplosionEffectForceNormalUp", offsetof(WeaponFullDef, weapDef.projExplosionEffectForceNormalUp), CSPFT_BOOL}, + {"projExplosionSound", offsetof(WeaponFullDef, weapDef.projExplosionSound), CSPFT_SOUND}, + {"projDudEffect", offsetof(WeaponFullDef, weapDef.projDudEffect), CSPFT_FX}, + {"projDudSound", offsetof(WeaponFullDef, weapDef.projDudSound), CSPFT_SOUND}, + {"projImpactExplode", offsetof(WeaponFullDef, weapDef.bProjImpactExplode), CSPFT_BOOL}, + {"stickiness", offsetof(WeaponFullDef, weapDef.stickiness), WFT_STICKINESS}, + {"stickToPlayers", offsetof(WeaponFullDef, weapDef.stickToPlayers), CSPFT_BOOL}, + {"hasDetonator", offsetof(WeaponFullDef, weapDef.hasDetonator), CSPFT_BOOL}, + {"disableFiring", offsetof(WeaponFullDef, weapDef.disableFiring), CSPFT_BOOL}, + {"timedDetonation", offsetof(WeaponFullDef, weapDef.timedDetonation), CSPFT_BOOL}, + {"rotate", offsetof(WeaponFullDef, weapDef.rotate), CSPFT_BOOL}, + {"holdButtonToThrow", offsetof(WeaponFullDef, weapDef.holdButtonToThrow), CSPFT_BOOL}, + {"freezeMovementWhenFiring", offsetof(WeaponFullDef, weapDef.freezeMovementWhenFiring), CSPFT_BOOL}, + {"lowAmmoWarningThreshold", offsetof(WeaponFullDef, weapDef.lowAmmoWarningThreshold), CSPFT_FLOAT}, + {"ricochetChance", offsetof(WeaponFullDef, weapDef.ricochetChance), CSPFT_FLOAT}, + {"offhandHoldIsCancelable", offsetof(WeaponFullDef, weapDef.offhandHoldIsCancelable), CSPFT_BOOL}, + {"parallelDefaultBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_DEFAULT]), CSPFT_FLOAT}, + {"parallelBarkBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_BARK]), CSPFT_FLOAT}, + {"parallelBrickBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_BRICK]), CSPFT_FLOAT}, + {"parallelCarpetBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CARPET]), CSPFT_FLOAT}, + {"parallelClothBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CLOTH]), CSPFT_FLOAT}, + {"parallelConcreteBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CONCRETE]), CSPFT_FLOAT}, + {"parallelDirtBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_DIRT]), CSPFT_FLOAT}, + {"parallelFleshBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_FLESH]), CSPFT_FLOAT}, + {"parallelFoliageBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_FOLIAGE]), CSPFT_FLOAT}, + {"parallelGlassBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_GLASS]), CSPFT_FLOAT}, + {"parallelGrassBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_GRASS]), CSPFT_FLOAT}, + {"parallelGravelBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_GRAVEL]), CSPFT_FLOAT}, + {"parallelIceBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_ICE]), CSPFT_FLOAT}, + {"parallelMetalBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_METAL]), CSPFT_FLOAT}, + {"parallelMudBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_MUD]), CSPFT_FLOAT}, + {"parallelPaperBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PAPER]), CSPFT_FLOAT}, + {"parallelPlasterBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PLASTER]), CSPFT_FLOAT}, + {"parallelRockBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_ROCK]), CSPFT_FLOAT}, + {"parallelSandBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_SAND]), CSPFT_FLOAT}, + {"parallelSnowBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_SNOW]), CSPFT_FLOAT}, + {"parallelWaterBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_WATER]), CSPFT_FLOAT}, + {"parallelWoodBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_WOOD]), CSPFT_FLOAT}, + {"parallelAsphaltBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_ASPHALT]), CSPFT_FLOAT}, + {"parallelCeramicBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CERAMIC]), CSPFT_FLOAT}, + {"parallelPlasticBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PLASTIC]), CSPFT_FLOAT}, + {"parallelRubberBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_RUBBER]), CSPFT_FLOAT}, + {"parallelCushionBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CUSHION]), CSPFT_FLOAT}, + {"parallelFruitBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_FRUIT]), CSPFT_FLOAT}, + {"parallelPaintedMetalBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PAINTED_METAL]), CSPFT_FLOAT}, + {"parallelRiotShieldBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_RIOT_SHIELD]), CSPFT_FLOAT}, + {"parallelSlushBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_SLUSH]), CSPFT_FLOAT}, + {"perpendicularDefaultBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_DEFAULT]), CSPFT_FLOAT}, + {"perpendicularBarkBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_BARK]), CSPFT_FLOAT}, + {"perpendicularBrickBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_BRICK]), CSPFT_FLOAT}, + {"perpendicularCarpetBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CARPET]), CSPFT_FLOAT}, + {"perpendicularClothBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CLOTH]), CSPFT_FLOAT}, + {"perpendicularConcreteBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CONCRETE]), CSPFT_FLOAT}, + {"perpendicularDirtBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_DIRT]), CSPFT_FLOAT}, + {"perpendicularFleshBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_FLESH]), CSPFT_FLOAT}, + {"perpendicularFoliageBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_FOLIAGE]), CSPFT_FLOAT}, + {"perpendicularGlassBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_GLASS]), CSPFT_FLOAT}, + {"perpendicularGrassBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_GRASS]), CSPFT_FLOAT}, + {"perpendicularGravelBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_GRAVEL]), CSPFT_FLOAT}, + {"perpendicularIceBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_ICE]), CSPFT_FLOAT}, + {"perpendicularMetalBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_METAL]), CSPFT_FLOAT}, + {"perpendicularMudBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_MUD]), CSPFT_FLOAT}, + {"perpendicularPaperBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PAPER]), CSPFT_FLOAT}, + {"perpendicularPlasterBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PLASTER]), CSPFT_FLOAT}, + {"perpendicularRockBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_ROCK]), CSPFT_FLOAT}, + {"perpendicularSandBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_SAND]), CSPFT_FLOAT}, + {"perpendicularSnowBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_SNOW]), CSPFT_FLOAT}, + {"perpendicularWaterBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_WATER]), CSPFT_FLOAT}, + {"perpendicularWoodBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_WOOD]), CSPFT_FLOAT}, + {"perpendicularAsphaltBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_ASPHALT]), CSPFT_FLOAT}, + {"perpendicularCeramicBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CERAMIC]), CSPFT_FLOAT}, + {"perpendicularPlasticBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PLASTIC]), CSPFT_FLOAT}, + {"perpendicularRubberBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_RUBBER]), CSPFT_FLOAT}, + {"perpendicularCushionBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CUSHION]), CSPFT_FLOAT}, + {"perpendicularFruitBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_FRUIT]), CSPFT_FLOAT}, + {"perpendicularPaintedMetalBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PAINTED_METAL]), CSPFT_FLOAT}, + {"perpendicularRiotShieldBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_RIOT_SHIELD]), CSPFT_FLOAT}, + {"perpendicularSlushBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_SLUSH]), CSPFT_FLOAT}, + {"projTrailEffect", offsetof(WeaponFullDef, weapDef.projTrailEffect), CSPFT_FX}, + {"projBeaconEffect", offsetof(WeaponFullDef, weapDef.projBeaconEffect), CSPFT_FX}, + {"projectileRed", offsetof(WeaponFullDef, weapDef.vProjectileColor[0]), CSPFT_FLOAT}, + {"projectileGreen", offsetof(WeaponFullDef, weapDef.vProjectileColor[1]), CSPFT_FLOAT}, + {"projectileBlue", offsetof(WeaponFullDef, weapDef.vProjectileColor[2]), CSPFT_FLOAT}, + {"guidedMissileType", offsetof(WeaponFullDef, weapDef.guidedMissileType), WFT_GUIDED_MISSILE_TYPE}, + {"maxSteeringAccel", offsetof(WeaponFullDef, weapDef.maxSteeringAccel), CSPFT_FLOAT}, + {"projIgnitionDelay", offsetof(WeaponFullDef, weapDef.projIgnitionDelay), CSPFT_INT}, + {"projIgnitionEffect", offsetof(WeaponFullDef, weapDef.projIgnitionEffect), CSPFT_FX}, + {"projIgnitionSound", offsetof(WeaponFullDef, weapDef.projIgnitionSound), CSPFT_SOUND}, + {"adsTransInTime", offsetof(WeaponFullDef, weapCompleteDef.iAdsTransInTime), CSPFT_MILLISECONDS}, + {"adsTransOutTime", offsetof(WeaponFullDef, weapCompleteDef.iAdsTransOutTime), CSPFT_MILLISECONDS}, + {"adsIdleAmount", offsetof(WeaponFullDef, weapDef.fAdsIdleAmount), CSPFT_FLOAT}, + {"adsIdleSpeed", offsetof(WeaponFullDef, weapDef.adsIdleSpeed), CSPFT_FLOAT}, + {"adsZoomFov", offsetof(WeaponFullDef, weapCompleteDef.fAdsZoomFov), CSPFT_FLOAT}, + {"adsZoomInFrac", offsetof(WeaponFullDef, weapDef.fAdsZoomInFrac), CSPFT_FLOAT}, + {"adsZoomOutFrac", offsetof(WeaponFullDef, weapDef.fAdsZoomOutFrac), CSPFT_FLOAT}, + {"adsOverlayShader", offsetof(WeaponFullDef, weapDef.overlayMaterial), CSPFT_MATERIAL}, + {"adsOverlayShaderLowRes", offsetof(WeaponFullDef, weapDef.overlayMaterialLowRes), CSPFT_MATERIAL}, + {"adsOverlayShaderEMP", offsetof(WeaponFullDef, weapDef.overlayMaterialEMP), CSPFT_MATERIAL}, + {"adsOverlayShaderEMPLowRes", offsetof(WeaponFullDef, weapDef.overlayMaterialEMPLowRes), CSPFT_MATERIAL}, + {"adsOverlayReticle", offsetof(WeaponFullDef, weapDef.overlayReticle), WFT_OVERLAYRETICLE}, + {"adsOverlayInterface", offsetof(WeaponFullDef, weapDef.overlayInterface), WFT_OVERLAYINTERFACE}, + {"adsOverlayWidth", offsetof(WeaponFullDef, weapDef.overlayWidth), CSPFT_FLOAT}, + {"adsOverlayHeight", offsetof(WeaponFullDef, weapDef.overlayHeight), CSPFT_FLOAT}, + {"adsOverlayWidthSplitscreen", offsetof(WeaponFullDef, weapDef.overlayWidthSplitscreen), CSPFT_FLOAT}, + {"adsOverlayHeightSplitscreen", offsetof(WeaponFullDef, weapDef.overlayHeightSplitscreen), CSPFT_FLOAT}, + {"adsBobFactor", offsetof(WeaponFullDef, weapDef.fAdsBobFactor), CSPFT_FLOAT}, + {"adsViewBobMult", offsetof(WeaponFullDef, weapDef.fAdsViewBobMult), CSPFT_FLOAT}, + {"adsAimPitch", offsetof(WeaponFullDef, weapDef.fAdsAimPitch), CSPFT_FLOAT}, + {"adsCrosshairInFrac", offsetof(WeaponFullDef, weapDef.fAdsCrosshairInFrac), CSPFT_FLOAT}, + {"adsCrosshairOutFrac", offsetof(WeaponFullDef, weapDef.fAdsCrosshairOutFrac), CSPFT_FLOAT}, + {"adsReloadTransTime", offsetof(WeaponFullDef, weapDef.iPositionReloadTransTime), CSPFT_MILLISECONDS}, + {"adsGunKickReducedKickBullets", offsetof(WeaponFullDef, weapDef.adsGunKickReducedKickBullets), CSPFT_INT}, + {"adsGunKickReducedKickPercent", offsetof(WeaponFullDef, weapDef.adsGunKickReducedKickPercent), CSPFT_FLOAT}, + {"adsGunKickPitchMin", offsetof(WeaponFullDef, weapDef.fAdsGunKickPitchMin), CSPFT_FLOAT}, + {"adsGunKickPitchMax", offsetof(WeaponFullDef, weapDef.fAdsGunKickPitchMax), CSPFT_FLOAT}, + {"adsGunKickYawMin", offsetof(WeaponFullDef, weapDef.fAdsGunKickYawMin), CSPFT_FLOAT}, + {"adsGunKickYawMax", offsetof(WeaponFullDef, weapDef.fAdsGunKickYawMax), CSPFT_FLOAT}, + {"adsGunKickAccel", offsetof(WeaponFullDef, weapDef.fAdsGunKickAccel), CSPFT_FLOAT}, + {"adsGunKickSpeedMax", offsetof(WeaponFullDef, weapDef.fAdsGunKickSpeedMax), CSPFT_FLOAT}, + {"adsGunKickSpeedDecay", offsetof(WeaponFullDef, weapDef.fAdsGunKickSpeedDecay), CSPFT_FLOAT}, + {"adsGunKickStaticDecay", offsetof(WeaponFullDef, weapDef.fAdsGunKickStaticDecay), CSPFT_FLOAT}, + {"adsViewKickPitchMin", offsetof(WeaponFullDef, weapDef.fAdsViewKickPitchMin), CSPFT_FLOAT}, + {"adsViewKickPitchMax", offsetof(WeaponFullDef, weapDef.fAdsViewKickPitchMax), CSPFT_FLOAT}, + {"adsViewKickYawMin", offsetof(WeaponFullDef, weapDef.fAdsViewKickYawMin), CSPFT_FLOAT}, + {"adsViewKickYawMax", offsetof(WeaponFullDef, weapDef.fAdsViewKickYawMax), CSPFT_FLOAT}, + {"adsViewKickCenterSpeed", offsetof(WeaponFullDef, weapCompleteDef.fAdsViewKickCenterSpeed), CSPFT_FLOAT}, + {"adsSpread", offsetof(WeaponFullDef, weapDef.fAdsSpread), CSPFT_FLOAT}, + {"guidedMissileType", offsetof(WeaponFullDef, weapDef.guidedMissileType), WFT_GUIDED_MISSILE_TYPE}, + {"hipSpreadStandMin", offsetof(WeaponFullDef, weapDef.fHipSpreadStandMin), CSPFT_FLOAT}, + {"hipSpreadDuckedMin", offsetof(WeaponFullDef, weapDef.fHipSpreadDuckedMin), CSPFT_FLOAT}, + {"hipSpreadProneMin", offsetof(WeaponFullDef, weapDef.fHipSpreadProneMin), CSPFT_FLOAT}, + {"hipSpreadMax", offsetof(WeaponFullDef, weapDef.hipSpreadStandMax), CSPFT_FLOAT}, + {"hipSpreadDuckedMax", offsetof(WeaponFullDef, weapDef.hipSpreadDuckedMax), CSPFT_FLOAT}, + {"hipSpreadProneMax", offsetof(WeaponFullDef, weapDef.hipSpreadProneMax), CSPFT_FLOAT}, + {"hipSpreadDecayRate", offsetof(WeaponFullDef, weapDef.fHipSpreadDecayRate), CSPFT_FLOAT}, + {"hipSpreadFireAdd", offsetof(WeaponFullDef, weapDef.fHipSpreadFireAdd), CSPFT_FLOAT}, + {"hipSpreadTurnAdd", offsetof(WeaponFullDef, weapDef.fHipSpreadTurnAdd), CSPFT_FLOAT}, + {"hipSpreadMoveAdd", offsetof(WeaponFullDef, weapDef.fHipSpreadMoveAdd), CSPFT_FLOAT}, + {"hipSpreadDuckedDecay", offsetof(WeaponFullDef, weapDef.fHipSpreadDuckedDecay), CSPFT_FLOAT}, + {"hipSpreadProneDecay", offsetof(WeaponFullDef, weapDef.fHipSpreadProneDecay), CSPFT_FLOAT}, + {"hipReticleSidePos", offsetof(WeaponFullDef, weapDef.fHipReticleSidePos), CSPFT_FLOAT}, + {"hipIdleAmount", offsetof(WeaponFullDef, weapDef.fHipIdleAmount), CSPFT_FLOAT}, + {"hipIdleSpeed", offsetof(WeaponFullDef, weapDef.hipIdleSpeed), CSPFT_FLOAT}, + {"hipGunKickReducedKickBullets", offsetof(WeaponFullDef, weapDef.hipGunKickReducedKickBullets), CSPFT_INT}, + {"hipGunKickReducedKickPercent", offsetof(WeaponFullDef, weapDef.hipGunKickReducedKickPercent), CSPFT_FLOAT}, + {"hipGunKickPitchMin", offsetof(WeaponFullDef, weapDef.fHipGunKickPitchMin), CSPFT_FLOAT}, + {"hipGunKickPitchMax", offsetof(WeaponFullDef, weapDef.fHipGunKickPitchMax), CSPFT_FLOAT}, + {"hipGunKickYawMin", offsetof(WeaponFullDef, weapDef.fHipGunKickYawMin), CSPFT_FLOAT}, + {"hipGunKickYawMax", offsetof(WeaponFullDef, weapDef.fHipGunKickYawMax), CSPFT_FLOAT}, + {"hipGunKickAccel", offsetof(WeaponFullDef, weapDef.fHipGunKickAccel), CSPFT_FLOAT}, + {"hipGunKickSpeedMax", offsetof(WeaponFullDef, weapDef.fHipGunKickSpeedMax), CSPFT_FLOAT}, + {"hipGunKickSpeedDecay", offsetof(WeaponFullDef, weapDef.fHipGunKickSpeedDecay), CSPFT_FLOAT}, + {"hipGunKickStaticDecay", offsetof(WeaponFullDef, weapDef.fHipGunKickStaticDecay), CSPFT_FLOAT}, + {"hipViewKickPitchMin", offsetof(WeaponFullDef, weapDef.fHipViewKickPitchMin), CSPFT_FLOAT}, + {"hipViewKickPitchMax", offsetof(WeaponFullDef, weapDef.fHipViewKickPitchMax), CSPFT_FLOAT}, + {"hipViewKickYawMin", offsetof(WeaponFullDef, weapDef.fHipViewKickYawMin), CSPFT_FLOAT}, + {"hipViewKickYawMax", offsetof(WeaponFullDef, weapDef.fHipViewKickYawMax), CSPFT_FLOAT}, + {"hipViewKickCenterSpeed", offsetof(WeaponFullDef, weapCompleteDef.fHipViewKickCenterSpeed), CSPFT_FLOAT}, + {"leftArc", offsetof(WeaponFullDef, weapDef.leftArc), CSPFT_FLOAT}, + {"rightArc", offsetof(WeaponFullDef, weapDef.rightArc), CSPFT_FLOAT}, + {"topArc", offsetof(WeaponFullDef, weapDef.topArc), CSPFT_FLOAT}, + {"bottomArc", offsetof(WeaponFullDef, weapDef.bottomArc), CSPFT_FLOAT}, + {"accuracy", offsetof(WeaponFullDef, weapDef.accuracy), CSPFT_FLOAT}, + {"aiSpread", offsetof(WeaponFullDef, weapDef.aiSpread), CSPFT_FLOAT}, + {"playerSpread", offsetof(WeaponFullDef, weapDef.playerSpread), CSPFT_FLOAT}, + {"maxVertTurnSpeed", offsetof(WeaponFullDef, weapDef.maxTurnSpeed[0]), CSPFT_FLOAT}, + {"maxHorTurnSpeed", offsetof(WeaponFullDef, weapDef.maxTurnSpeed[1]), CSPFT_FLOAT}, + {"minVertTurnSpeed", offsetof(WeaponFullDef, weapDef.minTurnSpeed[0]), CSPFT_FLOAT}, + {"minHorTurnSpeed", offsetof(WeaponFullDef, weapDef.minTurnSpeed[1]), CSPFT_FLOAT}, + {"pitchConvergenceTime", offsetof(WeaponFullDef, weapDef.pitchConvergenceTime), CSPFT_FLOAT}, + {"yawConvergenceTime", offsetof(WeaponFullDef, weapDef.yawConvergenceTime), CSPFT_FLOAT}, + {"suppressionTime", offsetof(WeaponFullDef, weapDef.suppressTime), CSPFT_FLOAT}, + {"maxRange", offsetof(WeaponFullDef, weapDef.maxRange), CSPFT_FLOAT}, + {"animHorRotateInc", offsetof(WeaponFullDef, weapDef.fAnimHorRotateInc), CSPFT_FLOAT}, + {"playerPositionDist", offsetof(WeaponFullDef, weapDef.fPlayerPositionDist), CSPFT_FLOAT}, + {"stance", offsetof(WeaponFullDef, weapDef.stance), WFT_STANCE}, + {"useHintString", offsetof(WeaponFullDef, weapDef.szUseHintString), CSPFT_STRING}, + {"dropHintString", offsetof(WeaponFullDef, weapDef.dropHintString), CSPFT_STRING}, + {"horizViewJitter", offsetof(WeaponFullDef, weapDef.horizViewJitter), CSPFT_FLOAT}, + {"vertViewJitter", offsetof(WeaponFullDef, weapDef.vertViewJitter), CSPFT_FLOAT}, + {"scanSpeed", offsetof(WeaponFullDef, weapDef.scanSpeed), CSPFT_FLOAT}, + {"scanAccel", offsetof(WeaponFullDef, weapDef.scanAccel), CSPFT_FLOAT}, + {"scanPauseTime", offsetof(WeaponFullDef, weapDef.scanPauseTime), CSPFT_MILLISECONDS}, + {"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT}, + {"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT}, + {"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName0), CSPFT_STRING}, + {"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName1), CSPFT_STRING}, + {"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT}, + {"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT}, + {"locHead", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT}, + {"locNeck", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NECK]), CSPFT_FLOAT}, + {"locTorsoUpper", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_TORSO_UPR]), CSPFT_FLOAT}, + {"locTorsoLower", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_TORSO_LWR]), CSPFT_FLOAT}, + {"locRightArmUpper", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_ARM_UPR]), CSPFT_FLOAT}, + {"locRightArmLower", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_ARM_LWR]), CSPFT_FLOAT}, + {"locRightHand", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_HAND]), CSPFT_FLOAT}, + {"locLeftArmUpper", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_ARM_UPR]), CSPFT_FLOAT}, + {"locLeftArmLower", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_ARM_LWR]), CSPFT_FLOAT}, + {"locLeftHand", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_HAND]), CSPFT_FLOAT}, + {"locRightLegUpper", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_LEG_UPR]), CSPFT_FLOAT}, + {"locRightLegLower", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_LEG_LWR]), CSPFT_FLOAT}, + {"locRightFoot", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_FOOT]), CSPFT_FLOAT}, + {"locLeftLegUpper", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_LEG_UPR]), CSPFT_FLOAT}, + {"locLeftLegLower", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_LEG_LWR]), CSPFT_FLOAT}, + {"locLeftFoot", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_FOOT]), CSPFT_FLOAT}, + {"locGun", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_GUN]), CSPFT_FLOAT}, + {"fireRumble", offsetof(WeaponFullDef, weapDef.fireRumble), CSPFT_STRING}, + {"meleeImpactRumble", offsetof(WeaponFullDef, weapDef.meleeImpactRumble), CSPFT_STRING}, + {"tracerType", offsetof(WeaponFullDef, weapDef.tracerType), CSPFT_TRACER}, + {"adsDofStart", offsetof(WeaponFullDef, weapCompleteDef.adsDofStart), CSPFT_FLOAT}, + {"adsDofEnd", offsetof(WeaponFullDef, weapCompleteDef.adsDofEnd), CSPFT_FLOAT}, + {"turretScopeZoomRate", offsetof(WeaponFullDef, weapDef.turretScopeZoomRate), CSPFT_FLOAT}, + {"turretScopeZoomMin", offsetof(WeaponFullDef, weapDef.turretScopeZoomMin), CSPFT_FLOAT}, + {"turretScopeZoomMax", offsetof(WeaponFullDef, weapDef.turretScopeZoomMax), CSPFT_FLOAT}, + {"thermalScope", offsetof(WeaponFullDef, weapDef.thermalScope), CSPFT_BOOL}, + {"altModeSameWeapon", offsetof(WeaponFullDef, weapDef.altModeSameWeapon), CSPFT_BOOL}, + {"turretOverheatUpRate", offsetof(WeaponFullDef, weapDef.turretOverheatUpRate), CSPFT_FLOAT}, + {"turretOverheatDownRate", offsetof(WeaponFullDef, weapDef.turretOverheatDownRate), CSPFT_FLOAT}, + {"turretOverheatPenalty", offsetof(WeaponFullDef, weapDef.turretOverheatPenalty), CSPFT_FLOAT}, + {"turretOverheatSound", offsetof(WeaponFullDef, weapDef.turretOverheatSound), CSPFT_SOUND}, + {"turretOverheatEffect", offsetof(WeaponFullDef, weapDef.turretOverheatEffect), CSPFT_FX}, + {"turretBarrelSpinEnabled", offsetof(WeaponFullDef, weapDef.turretBarrelSpinEnabled), CSPFT_BOOL}, + {"turretBarrelSpinUpTime", offsetof(WeaponFullDef, weapDef.turretBarrelSpinUpTime), CSPFT_FLOAT}, + {"turretBarrelSpinDownTime", offsetof(WeaponFullDef, weapDef.turretBarrelSpinDownTime), CSPFT_FLOAT}, + {"turretBarrelSpinRumble", offsetof(WeaponFullDef, weapDef.turretBarrelSpinRumble), CSPFT_STRING}, + {"turretBarrelSpinSpeed", offsetof(WeaponFullDef, weapDef.turretBarrelSpinSpeed), CSPFT_FLOAT}, + {"turretBarrelSpinMaxSnd", offsetof(WeaponFullDef, weapDef.turretBarrelSpinMaxSnd), CSPFT_SOUND}, + {"turretBarrelSpinUpSnd1", offsetof(WeaponFullDef, weapDef.turretBarrelSpinUpSnd[0]), CSPFT_SOUND}, + {"turretBarrelSpinUpSnd2", offsetof(WeaponFullDef, weapDef.turretBarrelSpinUpSnd[1]), CSPFT_SOUND}, + {"turretBarrelSpinUpSnd3", offsetof(WeaponFullDef, weapDef.turretBarrelSpinUpSnd[2]), CSPFT_SOUND}, + {"turretBarrelSpinUpSnd4", offsetof(WeaponFullDef, weapDef.turretBarrelSpinUpSnd[3]), CSPFT_SOUND}, + {"turretBarrelSpinDownSnd1", offsetof(WeaponFullDef, weapDef.turretBarrelSpinDownSnd[0]), CSPFT_SOUND}, + {"turretBarrelSpinDownSnd2", offsetof(WeaponFullDef, weapDef.turretBarrelSpinDownSnd[1]), CSPFT_SOUND}, + {"turretBarrelSpinDownSnd3", offsetof(WeaponFullDef, weapDef.turretBarrelSpinDownSnd[2]), CSPFT_SOUND}, + {"turretBarrelSpinDownSnd4", offsetof(WeaponFullDef, weapDef.turretBarrelSpinDownSnd[3]), CSPFT_SOUND}, + {"missileConeSoundEnabled", offsetof(WeaponFullDef, weapDef.missileConeSoundEnabled), CSPFT_BOOL}, + {"missileConeSoundAlias", offsetof(WeaponFullDef, weapDef.missileConeSoundAlias), CSPFT_SOUND}, + {"missileConeSoundAliasAtBase", offsetof(WeaponFullDef, weapDef.missileConeSoundAliasAtBase), CSPFT_SOUND}, + {"missileConeSoundRadiusAtTop", offsetof(WeaponFullDef, weapDef.missileConeSoundRadiusAtTop), CSPFT_FLOAT}, + {"missileConeSoundRadiusAtBase", offsetof(WeaponFullDef, weapDef.missileConeSoundRadiusAtBase), CSPFT_FLOAT}, + {"missileConeSoundHeight", offsetof(WeaponFullDef, weapDef.missileConeSoundHeight), CSPFT_FLOAT}, + {"missileConeSoundOriginOffset", offsetof(WeaponFullDef, weapDef.missileConeSoundOriginOffset), CSPFT_FLOAT}, + {"missileConeSoundVolumescaleAtCore", offsetof(WeaponFullDef, weapDef.missileConeSoundVolumescaleAtCore), CSPFT_FLOAT}, + {"missileConeSoundVolumescaleAtEdge", offsetof(WeaponFullDef, weapDef.missileConeSoundVolumescaleAtEdge), CSPFT_FLOAT}, + {"missileConeSoundVolumescaleCoreSize", offsetof(WeaponFullDef, weapDef.missileConeSoundVolumescaleCoreSize), CSPFT_FLOAT}, + {"missileConeSoundPitchshiftEnabled", offsetof(WeaponFullDef, weapDef.missileConeSoundPitchshiftEnabled), CSPFT_BOOL}, + {"missileConeSoundPitchAtTop", offsetof(WeaponFullDef, weapDef.missileConeSoundPitchAtTop), CSPFT_FLOAT}, + {"missileConeSoundPitchAtBottom", offsetof(WeaponFullDef, weapDef.missileConeSoundPitchAtBottom), CSPFT_FLOAT}, + {"missileConeSoundPitchTopSize", offsetof(WeaponFullDef, weapDef.missileConeSoundPitchTopSize), CSPFT_FLOAT}, + {"missileConeSoundPitchBottomSize", offsetof(WeaponFullDef, weapDef.missileConeSoundPitchBottomSize), CSPFT_FLOAT}, + {"missileConeSoundCrossfadeEnabled", offsetof(WeaponFullDef, weapDef.missileConeSoundCrossfadeEnabled), CSPFT_BOOL}, + {"missileConeSoundCrossfadeTopSize", offsetof(WeaponFullDef, weapDef.missileConeSoundCrossfadeTopSize), CSPFT_FLOAT}, + {"missileConeSoundCrossfadeBottomSize", offsetof(WeaponFullDef, weapDef.missileConeSoundCrossfadeBottomSize), CSPFT_FLOAT}, +}; + +namespace IW4 +{ + const char* szWeapTypeNames[] + { + "bullet", + "grenade", + "projectile", + "riotshield", + }; + + const char* szWeapClassNames[] + { + "rifle", + "sniper", + "mg", + "smg", + "spread", + "pistol", + "grenade", + "rocketlauncher", + "turret", + "throwingknife", + "non-player", + "item", + }; + + const char* szWeapOverlayReticleNames[] + { + "none", + "crosshair", + }; + + const char* szWeapInventoryTypeNames[] + { + "primary", + "offhand", + "item", + "altmode", + "exclusive", + "scavenger", + }; + + const char* szWeapFireTypeNames[] + { + "Full Auto", + "Single Shot", + "2-Round Burst", + "3-Round Burst", + "4-Round Burst", + "Double Barrel", + }; + + const char* penetrateTypeNames[] + { + "none", + "small", + "medium", + "large", + }; + + const char* impactTypeNames[] + { + "none", + "bullet_small", + "bullet_large", + "bullet_ap", + "bullet_explode", + "shotgun", + "shotgun_explode", + "grenade_bounce", + "grenade_explode", + "rocket_explode", + "projectile_dud", + }; + + const char* szWeapStanceNames[] + { + "stand", + "duck", + "prone", + }; + + const char* szProjectileExplosionNames[] + { + "grenade", + "rocket", + "flashbang", + "none", + "dud", + "smoke", + "heavy explosive", + }; + + const char* offhandClassNames[] + { + "None", + "Frag Grenade", + "Smoke Grenade", + "Flash Grenade", + "Throwing Knife", + "Other", + }; + + const char* playerAnimTypeNames[] + { + "none", + "other", + "pistol", + "smg", + "autorifle", + "mg", + "sniper", + "rocketlauncher", + "explosive", + "grenade", + "turret", + "c4", + "m203", + "hold", + "briefcase", + "riotshield", + "laptop", + "throwingknife", + }; + + const char* activeReticleNames[] + { + "None", + "Pip-On-A-Stick", + "Bouncing diamond", + }; + + const char* guidedMissileNames[] + { + "None", + "Sidewinder", + "Hellfire", + "Javelin", + }; + + const char* stickinessNames[] + { + "Don't stick", + "Stick to all", + "Stick to all, orient to surface", + "Stick to ground", + "Stick to ground, maintain yaw", + "Knife", + }; + + const char* overlayInterfaceNames[] + { + "None", + "Javelin", + "Turret Scope", + }; + + const char* ammoCounterClipNames[] + { + "None", + "Magazine", + "ShortMagazine", + "Shotgun", + "Rocket", + "Beltfed", + "AltWeapon", + }; + + const char* weapIconRatioNames[] + { + "1:1", + "2:1", + "4:1", + }; + + class InfoStringFromWeaponConverter final : public InfoStringFromStructConverter + { + protected: + void FillFromExtensionField(const cspField_t& field) override + { + switch (static_cast(field.iFieldType)) + { + case WFT_WEAPONTYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapTypeNames, _countof(szWeapTypeNames)); + break; + + case WFT_WEAPONCLASS: + FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapClassNames, _countof(szWeapClassNames)); + break; + + case WFT_OVERLAYRETICLE: + FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapOverlayReticleNames, _countof(szWeapOverlayReticleNames)); + break; + + case WFT_PENETRATE_TYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, penetrateTypeNames, _countof(penetrateTypeNames)); + break; + + case WFT_IMPACT_TYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, impactTypeNames, _countof(impactTypeNames)); + break; + + case WFT_STANCE: + FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapStanceNames, _countof(szWeapStanceNames)); + break; + + case WFT_PROJ_EXPLOSION: + FillFromEnumInt(std::string(field.szName), field.iOffset, szProjectileExplosionNames, _countof(szProjectileExplosionNames)); + break; + + case WFT_OFFHAND_CLASS: + FillFromEnumInt(std::string(field.szName), field.iOffset, offhandClassNames, _countof(offhandClassNames)); + break; + + case WFT_ANIMTYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, playerAnimTypeNames, _countof(playerAnimTypeNames)); + break; + + case WFT_ACTIVE_RETICLE_TYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, activeReticleNames, _countof(activeReticleNames)); + break; + + case WFT_GUIDED_MISSILE_TYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, guidedMissileNames, _countof(guidedMissileNames)); + break; + + case WFT_BOUNCE_SOUND: + { + const auto* bounceSound = *reinterpret_cast(reinterpret_cast(m_structure) + field.iOffset); + + if (bounceSound && bounceSound->name) + { + const std::string firstBounceSound(bounceSound->name->soundName); + const auto endOfBouncePrefix = firstBounceSound.rfind("_default"); + assert(endOfBouncePrefix != std::string::npos); + + if (endOfBouncePrefix != std::string::npos) + { + m_info_string.SetValueForKey(std::string(field.szName), + firstBounceSound.substr(0, endOfBouncePrefix)); + } + else + m_info_string.SetValueForKey(std::string(field.szName), ""); + } + else + m_info_string.SetValueForKey(std::string(field.szName), ""); + + break; + } + + case WFT_STICKINESS: + FillFromEnumInt(std::string(field.szName), field.iOffset, stickinessNames, _countof(stickinessNames)); + break; + + case WFT_OVERLAYINTERFACE: + FillFromEnumInt(std::string(field.szName), field.iOffset, overlayInterfaceNames, _countof(overlayInterfaceNames)); + break; + + case WFT_INVENTORYTYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapInventoryTypeNames, _countof(szWeapInventoryTypeNames)); + break; + + case WFT_FIRETYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, szWeapFireTypeNames, _countof(szWeapFireTypeNames)); + break; + + case WFT_AMMOCOUNTER_CLIPTYPE: + FillFromEnumInt(std::string(field.szName), field.iOffset, ammoCounterClipNames, _countof(ammoCounterClipNames)); + break; + + case WFT_ICONRATIO_HUD: + case WFT_ICONRATIO_PICKUP: + case WFT_ICONRATIO_AMMOCOUNTER: + case WFT_ICONRATIO_KILL: + case WFT_ICONRATIO_DPAD: + FillFromEnumInt(std::string(field.szName), field.iOffset, weapIconRatioNames, _countof(weapIconRatioNames)); + break; + + case WFT_HIDETAGS: + { + const auto* hideTags = reinterpret_cast(reinterpret_cast(m_structure) + field.iOffset); + std::stringstream ss; + bool first = true; + + for (auto i = 0u; i < _countof(WeaponFullDef::hideTags); i++) + { + const auto& str = m_get_scr_string(hideTags[i]); + if (!str.empty()) + { + if (!first) + ss << "\n"; + else + first = false; + + ss << str; + } + } + + m_info_string.SetValueForKey(std::string(field.szName), ss.str()); + break; + } + + case WFT_NOTETRACKSOUNDMAP: + { + const auto* keys = reinterpret_cast(reinterpret_cast(m_structure) + field.iOffset); + const auto* values = &keys[_countof(WeaponFullDef::notetrackSoundMapKeys)]; + std::stringstream ss; + bool first = true; + + for (auto i = 0u; i < _countof(WeaponFullDef::notetrackSoundMapKeys); i++) + { + const auto& key = m_get_scr_string(keys[i]); + const auto& value = m_get_scr_string(values[i]); + if (!key.empty()) + { + if (!first) + ss << "\n"; + else + first = false; + + ss << key; + + if (!value.empty()) + ss << " " << value; + } + } + + m_info_string.SetValueForKey(std::string(field.szName), ss.str()); + break; + } + + case WFT_NOTETRACKRUMBLEMAP: + { + const auto* keys = reinterpret_cast(reinterpret_cast(m_structure) + field.iOffset); + const auto* values = &keys[_countof(WeaponFullDef::notetrackRumbleMapKeys)]; + std::stringstream ss; + bool first = true; + + for (auto i = 0u; i < _countof(WeaponFullDef::notetrackRumbleMapKeys); i++) + { + const auto& key = m_get_scr_string(keys[i]); + const auto& value = m_get_scr_string(values[i]); + if (!key.empty()) + { + if (!first) + ss << "\n"; + else + first = false; + + ss << key; + + if (!value.empty()) + ss << " " << value; + } + } + + m_info_string.SetValueForKey(std::string(field.szName), ss.str()); + break; + } + + case WFT_NUM_FIELD_TYPES: + default: + assert(false); + break; + } + } + + public: + InfoStringFromWeaponConverter(const WeaponFullDef* structure, const cspField_t* fields, const size_t fieldCount, std::function scriptStringValueCallback) + : InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback)) + { + } + }; +} + +void AssetDumperWeapon::CopyToFullDef(const WeaponCompleteDef* weapon, WeaponFullDef* fullDef) +{ + fullDef->weapCompleteDef = *weapon; + + if (weapon->weapDef) + { + fullDef->weapDef = *weapon->weapDef; + fullDef->weapCompleteDef.weapDef = &fullDef->weapDef; + } + + if (weapon->hideTags) + { + memcpy_s(fullDef->hideTags, sizeof WeaponFullDef::hideTags, weapon->hideTags, sizeof(scr_string_t) * _countof(WeaponFullDef::hideTags)); + fullDef->weapCompleteDef.hideTags = fullDef->hideTags; + } + + if (weapon->szXAnims) + { + memcpy_s(fullDef->szXAnims, sizeof WeaponFullDef::szXAnims, weapon->szXAnims, sizeof(void*) * NUM_WEAP_ANIMS); + fullDef->weapCompleteDef.szXAnims = fullDef->szXAnims; + } + + if (fullDef->weapDef.gunXModel) + { + memcpy_s(fullDef->gunXModel, sizeof WeaponFullDef::gunXModel, fullDef->weapDef.gunXModel, sizeof(void*) * _countof(WeaponFullDef::gunXModel)); + fullDef->weapDef.gunXModel = fullDef->gunXModel; + } + + if (fullDef->weapDef.szXAnimsRightHanded) + { + memcpy_s(fullDef->szXAnimsRightHanded, sizeof WeaponFullDef::szXAnimsRightHanded, fullDef->weapDef.szXAnimsRightHanded, sizeof(void*) * NUM_WEAP_ANIMS); + fullDef->weapDef.szXAnimsRightHanded = fullDef->szXAnimsRightHanded; + } + + if (fullDef->weapDef.szXAnimsLeftHanded) + { + memcpy_s(fullDef->szXAnimsLeftHanded, sizeof WeaponFullDef::szXAnimsLeftHanded, fullDef->weapDef.szXAnimsLeftHanded, sizeof(void*) * NUM_WEAP_ANIMS); + fullDef->weapDef.szXAnimsLeftHanded = fullDef->szXAnimsLeftHanded; + } + + if (fullDef->weapDef.notetrackSoundMapKeys) + { + memcpy_s(fullDef->notetrackSoundMapKeys, sizeof WeaponFullDef::notetrackSoundMapKeys, fullDef->weapDef.notetrackSoundMapKeys, + sizeof(scr_string_t) * _countof(WeaponFullDef::notetrackSoundMapKeys)); + fullDef->weapDef.notetrackSoundMapKeys = fullDef->notetrackSoundMapKeys; + } + + if (fullDef->weapDef.notetrackSoundMapValues) + { + memcpy_s(fullDef->notetrackSoundMapValues, sizeof WeaponFullDef::notetrackSoundMapValues, fullDef->weapDef.notetrackSoundMapValues, + sizeof(scr_string_t) * _countof(WeaponFullDef::notetrackSoundMapKeys)); + fullDef->weapDef.notetrackSoundMapValues = fullDef->notetrackSoundMapValues; + } + + if (fullDef->weapDef.notetrackRumbleMapKeys) + { + memcpy_s(fullDef->notetrackRumbleMapKeys, sizeof WeaponFullDef::notetrackRumbleMapKeys, fullDef->weapDef.notetrackRumbleMapKeys, + sizeof(scr_string_t) * _countof(WeaponFullDef::notetrackRumbleMapKeys)); + fullDef->weapDef.notetrackRumbleMapKeys = fullDef->notetrackRumbleMapKeys; + } + + if (fullDef->weapDef.notetrackRumbleMapValues) + { + memcpy_s(fullDef->notetrackRumbleMapValues, sizeof WeaponFullDef::notetrackRumbleMapValues, fullDef->weapDef.notetrackRumbleMapValues, + sizeof(scr_string_t) * _countof(WeaponFullDef::notetrackRumbleMapKeys)); + fullDef->weapDef.notetrackRumbleMapValues = fullDef->notetrackRumbleMapValues; + } + + if (fullDef->weapDef.worldModel) + { + memcpy_s(fullDef->worldModel, sizeof WeaponFullDef::worldModel, fullDef->weapDef.worldModel, sizeof(void*) * _countof(WeaponFullDef::worldModel)); + fullDef->weapDef.worldModel = fullDef->worldModel; + } + + if (fullDef->weapDef.parallelBounce) + { + memcpy_s(fullDef->parallelBounce, sizeof WeaponFullDef::parallelBounce, fullDef->weapDef.parallelBounce, sizeof(float) * _countof(WeaponFullDef::parallelBounce)); + fullDef->weapDef.parallelBounce = fullDef->parallelBounce; + } + + if (fullDef->weapDef.perpendicularBounce) + { + memcpy_s(fullDef->perpendicularBounce, sizeof WeaponFullDef::perpendicularBounce, fullDef->weapDef.perpendicularBounce, sizeof(float) * _countof(WeaponFullDef::perpendicularBounce)); + fullDef->weapDef.perpendicularBounce = fullDef->perpendicularBounce; + } + + if (fullDef->weapDef.locationDamageMultipliers) + { + memcpy_s(fullDef->locationDamageMultipliers, sizeof WeaponFullDef::locationDamageMultipliers, fullDef->weapDef.locationDamageMultipliers, + sizeof(float) * _countof(WeaponFullDef::locationDamageMultipliers)); + fullDef->weapDef.locationDamageMultipliers = fullDef->locationDamageMultipliers; + } +} + +bool AssetDumperWeapon::ShouldDump(XAssetInfo* asset) +{ + return true; +} + +std::string AssetDumperWeapon::GetFileNameForAsset(Zone* zone, XAssetInfo* asset) +{ + return "weapons/" + asset->m_name; +} + +void AssetDumperWeapon::DumpAsset(Zone* zone, XAssetInfo* asset, FileAPI::File* out) +{ + auto* fullDef = new WeaponFullDef; + memset(fullDef, 0, sizeof WeaponFullDef); + CopyToFullDef(asset->Asset(), fullDef); + + InfoStringFromWeaponConverter converter(fullDef, weapon_fields, _countof(weapon_fields), [asset](const scr_string_t scrStr) -> std::string + { + assert(scrStr < asset->m_zone->m_script_strings.size()); + if (scrStr >= asset->m_zone->m_script_strings.size()) + return ""; + + return asset->m_zone->m_script_strings[scrStr]; + }); + + const auto infoString = converter.Convert(); + const auto stringValue = infoString.ToString("WEAPONFILE"); + out->Write(stringValue.c_str(), 1, stringValue.length()); + + delete fullDef; +} diff --git a/src/ObjWriting/Game/IW4/AssetDumpers/AssetDumperWeapon.h b/src/ObjWriting/Game/IW4/AssetDumpers/AssetDumperWeapon.h new file mode 100644 index 00000000..940671ff --- /dev/null +++ b/src/ObjWriting/Game/IW4/AssetDumpers/AssetDumperWeapon.h @@ -0,0 +1,19 @@ +#pragma once + +#include "Dumping/AbstractAssetDumper.h" +#include "Game/IW4/IW4.h" + +namespace IW4 +{ + class AssetDumperWeapon final : public AbstractAssetDumper + { + static cspField_t weapon_fields[]; + + static void CopyToFullDef(const WeaponCompleteDef* weapon, WeaponFullDef* fullDef); + + protected: + bool ShouldDump(XAssetInfo* asset) override; + std::string GetFileNameForAsset(Zone* zone, XAssetInfo* asset) override; + void DumpAsset(Zone* zone, XAssetInfo* asset, FileAPI::File* out) override; + }; +} diff --git a/src/ObjWriting/Game/IW4/ZoneDumperIW4.cpp b/src/ObjWriting/Game/IW4/ZoneDumperIW4.cpp index 3c85e336..1093e857 100644 --- a/src/ObjWriting/Game/IW4/ZoneDumperIW4.cpp +++ b/src/ObjWriting/Game/IW4/ZoneDumperIW4.cpp @@ -3,12 +3,13 @@ #include "Game/IW4/GameIW4.h" #include "Game/IW4/GameAssetPoolIW4.h" +#include "AssetDumpers/AssetDumperAddonMapEnts.h" +#include "AssetDumpers/AssetDumperGfxImage.h" +#include "AssetDumpers/AssetDumperLoadedSound.h" +#include "AssetDumpers/AssetDumperLocalizeEntry.h" #include "AssetDumpers/AssetDumperRawFile.h" #include "AssetDumpers/AssetDumperStringTable.h" -#include "AssetDumpers/AssetDumperLocalizeEntry.h" -#include "AssetDumpers/AssetDumperGfxImage.h" -#include "AssetDumpers/AssetDumperAddonMapEnts.h" -#include "AssetDumpers/AssetDumperLoadedSound.h" +#include "AssetDumpers/AssetDumperWeapon.h" using namespace IW4; @@ -53,7 +54,7 @@ bool ZoneDumper::DumpZone(Zone* zone, const std::string& basePath) const // DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list) // DUMP_ASSET_POOL(AssetDumpermenuDef_t, m_menu_def) DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize) - // DUMP_ASSET_POOL(AssetDumperWeaponCompleteDef, m_weapon) + DUMP_ASSET_POOL(AssetDumperWeapon, m_weapon) // DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals) // DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx) // DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table) diff --git a/src/ZoneCommon/Game/IW4/IW4.h b/src/ZoneCommon/Game/IW4/IW4.h index 15c74157..6cc65616 100644 --- a/src/ZoneCommon/Game/IW4/IW4.h +++ b/src/ZoneCommon/Game/IW4/IW4.h @@ -51,4 +51,64 @@ namespace IW4 int assetCount; XAsset* assets; }; + + struct cspField_t + { + const char* szName; + int iOffset; + int iFieldType; + }; + + enum csParseFieldType_t + { + CSPFT_STRING = 0, + CSPFT_STRING_MAX_STRING_CHARS, + CSPFT_STRING_MAX_QPATH, + CSPFT_STRING_MAX_OSPATH, + CSPFT_INT, + CSPFT_QBOOLEAN, + CSPFT_BOOL, + CSPFT_FLOAT, + CSPFT_MPH_TO_INCHES_PER_SEC, + CSPFT_MILLISECONDS, + CSPFT_FX, + CSPFT_XMODEL, + CSPFT_MATERIAL, + CSPFT_PHYS_COLLMAP, + CSPFT_SOUND, + CSPFT_TRACER, + + CSPFT_NUM_BASE_FIELD_TYPES, + }; + + enum weapFieldType_t + { + WFT_WEAPONTYPE = CSPFT_NUM_BASE_FIELD_TYPES, + WFT_WEAPONCLASS, + WFT_OVERLAYRETICLE, + WFT_PENETRATE_TYPE, + WFT_IMPACT_TYPE, + WFT_STANCE, + WFT_PROJ_EXPLOSION, + WFT_OFFHAND_CLASS, + WFT_ANIMTYPE, + WFT_ACTIVE_RETICLE_TYPE, + WFT_GUIDED_MISSILE_TYPE, + WFT_BOUNCE_SOUND, + WFT_STICKINESS, + WFT_OVERLAYINTERFACE, + WFT_INVENTORYTYPE, + WFT_FIRETYPE, + WFT_AMMOCOUNTER_CLIPTYPE, + WFT_ICONRATIO_HUD, + WFT_ICONRATIO_PICKUP, + WFT_ICONRATIO_AMMOCOUNTER, + WFT_ICONRATIO_KILL, + WFT_ICONRATIO_DPAD, + WFT_HIDETAGS, + WFT_NOTETRACKSOUNDMAP, + WFT_NOTETRACKRUMBLEMAP, + + WFT_NUM_FIELD_TYPES, + }; } \ No newline at end of file diff --git a/src/ZoneCommon/Game/IW4/IW4_Assets.h b/src/ZoneCommon/Game/IW4/IW4_Assets.h index 2c9f97d5..b45b5db8 100644 --- a/src/ZoneCommon/Game/IW4/IW4_Assets.h +++ b/src/ZoneCommon/Game/IW4/IW4_Assets.h @@ -3118,6 +3118,112 @@ namespace IW4 MISSILE_GUIDANCE_COUNT }; + enum weapAnimFiles_t + { + WEAP_ANIM_ROOT = 0x0, + WEAP_ANIM_IDLE = 0x1, + WEAP_ANIM_EMPTY_IDLE = 0x2, + WEAP_ANIM_FIRE = 0x3, + WEAP_ANIM_HOLD_FIRE = 0x4, + WEAP_ANIM_LASTSHOT = 0x5, + WEAP_ANIM_RECHAMBER = 0x6, + WEAP_ANIM_MELEE = 0x7, + WEAP_ANIM_MELEE_CHARGE = 0x8, + WEAP_ANIM_RELOAD = 0x9, + WEAP_ANIM_RELOAD_EMPTY = 0xA, + WEAP_ANIM_RELOAD_START = 0xB, + WEAP_ANIM_RELOAD_END = 0xC, + WEAP_ANIM_RAISE = 0xD, + WEAP_ANIM_FIRST_RAISE = 0xE, + WEAP_ANIM_BREACH_RAISE = 0xF, + WEAP_ANIM_DROP = 0x10, + WEAP_ANIM_ALT_RAISE = 0x11, + WEAP_ANIM_ALT_DROP = 0x12, + WEAP_ANIM_QUICK_RAISE = 0x13, + WEAP_ANIM_QUICK_DROP = 0x14, + WEAP_ANIM_EMPTY_RAISE = 0x15, + WEAP_ANIM_EMPTY_DROP = 0x16, + WEAP_ANIM_SPRINT_IN = 0x17, + WEAP_ANIM_SPRINT_LOOP = 0x18, + WEAP_ANIM_SPRINT_OUT = 0x19, + WEAP_ANIM_STUNNED_START = 0x1A, + WEAP_ANIM_STUNNED_LOOP = 0x1B, + WEAP_ANIM_STUNNED_END = 0x1C, + WEAP_ANIM_DETONATE = 0x1D, + WEAP_ANIM_NIGHTVISION_WEAR = 0x1E, + WEAP_ANIM_NIGHTVISION_REMOVE = 0x1F, + WEAP_ANIM_ADS_FIRE = 0x20, + WEAP_ANIM_ADS_LASTSHOT = 0x21, + WEAP_ANIM_ADS_RECHAMBER = 0x22, + WEAP_ANIM_ADS_UP = 0x23, + WEAP_ANIM_ADS_DOWN = 0x24, + + NUM_WEAP_ANIMS, + }; + + enum materialSurfType_t + { + SURF_TYPE_DEFAULT, + SURF_TYPE_BARK, + SURF_TYPE_BRICK, + SURF_TYPE_CARPET, + SURF_TYPE_CLOTH, + SURF_TYPE_CONCRETE, + SURF_TYPE_DIRT, + SURF_TYPE_FLESH, + SURF_TYPE_FOLIAGE, + SURF_TYPE_GLASS, + SURF_TYPE_GRASS, + SURF_TYPE_GRAVEL, + SURF_TYPE_ICE, + SURF_TYPE_METAL, + SURF_TYPE_MUD, + SURF_TYPE_PAPER, + SURF_TYPE_PLASTER, + SURF_TYPE_ROCK, + SURF_TYPE_SAND, + SURF_TYPE_SNOW, + SURF_TYPE_WATER, + SURF_TYPE_WOOD, + SURF_TYPE_ASPHALT, + SURF_TYPE_CERAMIC, + SURF_TYPE_PLASTIC, + SURF_TYPE_RUBBER, + SURF_TYPE_CUSHION, + SURF_TYPE_FRUIT, + SURF_TYPE_PAINTED_METAL, + SURF_TYPE_RIOT_SHIELD, + SURF_TYPE_SLUSH, + + SURF_TYPE_NUM + }; + + enum hitLocation_t + { + HITLOC_NONE = 0x0, + HITLOC_HELMET = 0x1, + HITLOC_HEAD = 0x2, + HITLOC_NECK = 0x3, + HITLOC_TORSO_UPR = 0x4, + HITLOC_TORSO_LWR = 0x5, + HITLOC_R_ARM_UPR = 0x6, + HITLOC_L_ARM_UPR = 0x7, + HITLOC_R_ARM_LWR = 0x8, + HITLOC_L_ARM_LWR = 0x9, + HITLOC_R_HAND = 0xA, + HITLOC_L_HAND = 0xB, + HITLOC_R_LEG_UPR = 0xC, + HITLOC_L_LEG_UPR = 0xD, + HITLOC_R_LEG_LWR = 0xE, + HITLOC_L_LEG_LWR = 0xF, + HITLOC_R_FOOT = 0x10, + HITLOC_L_FOOT = 0x11, + HITLOC_GUN = 0x12, + HITLOC_SHIELD = 0x13, + + HITLOC_NUM, + }; + struct snd_alias_list_name { const char* soundName; @@ -3591,6 +3697,25 @@ namespace IW4 bool dpadIconShowsAmmo; }; + struct WeaponFullDef + { + WeaponCompleteDef weapCompleteDef; + WeaponDef weapDef; + unsigned __int16 hideTags[32]; + const char* szXAnims[37]; + XModel* gunXModel[16]; + const char* szXAnimsRightHanded[37]; + const char* szXAnimsLeftHanded[37]; + unsigned __int16 notetrackSoundMapKeys[16]; + unsigned __int16 notetrackSoundMapValues[16]; + unsigned __int16 notetrackRumbleMapKeys[16]; + unsigned __int16 notetrackRumbleMapValues[16]; + XModel* worldModel[16]; + float parallelBounce[31]; + float perpendicularBounce[31]; + float locationDamageMultipliers[20]; + }; + enum VehicleAxleType { VEH_AXLE_FRONT = 0x0,