feat: T4 weapon loading and dumping (#869)

* feat: T4 weapon loading and dumping

* chore: adjust naming of weapon enum values

* chore: fix typo in type names

* chore: rename t4 weapon loader files

* feat: dump and load gdt weapons for t4

* chore: weapon loaders to use similar logic

---------

Co-authored-by: Jan Laupetin <[email protected]>
This commit is contained in:
mo
2026-07-02 07:10:24 +02:00
committed by GitHub
co-authored by Jan Laupetin
parent ee63355fd2
commit fb4b00398c
32 changed files with 2536 additions and 46 deletions
+9
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#pragma once
namespace T4
{
static constexpr auto INFO_STRING_PREFIX_FLAME_TABLE = "FLAMETABLEFILE";
static constexpr auto INFO_STRING_PREFIX_WEAPON = "WEAPONFILE";
static constexpr auto GDF_FILENAME_WEAPON = "weapon.gdf";
} // namespace T4
@@ -0,0 +1,130 @@
#pragma once
#include "Game/T4/T4.h"
#include <cstddef>
namespace T4
{
inline cspField_t flameTableFields[]{
{"flameVar_streamChunkGravityStart", offsetof(FlameTable, flameVar_streamChunkGravityStart), CSPFT_FLOAT },
{"flameVar_streamChunkGravityEnd", offsetof(FlameTable, flameVar_streamChunkGravityEnd), CSPFT_FLOAT },
{"flameVar_streamChunkMaxSize", offsetof(FlameTable, flameVar_streamChunkMaxSize), CSPFT_FLOAT },
{"flameVar_streamChunkStartSize", offsetof(FlameTable, flameVar_streamChunkStartSize), CSPFT_FLOAT },
{"flameVar_streamChunkEndSize", offsetof(FlameTable, flameVar_streamChunkEndSize), CSPFT_FLOAT },
{"flameVar_streamChunkStartSizeRand", offsetof(FlameTable, flameVar_streamChunkStartSizeRand), CSPFT_FLOAT },
{"flameVar_streamChunkEndSizeRand", offsetof(FlameTable, flameVar_streamChunkEndSizeRand), CSPFT_FLOAT },
{"flameVar_streamChunkDistScalar", offsetof(FlameTable, flameVar_streamChunkDistScalar), CSPFT_FLOAT },
{"flameVar_streamChunkDistSwayScale", offsetof(FlameTable, flameVar_streamChunkDistSwayScale), CSPFT_FLOAT },
{"flameVar_streamChunkDistSwayVelMax", offsetof(FlameTable, flameVar_streamChunkDistSwayVelMax), CSPFT_FLOAT },
{"flameVar_streamChunkSpeed", offsetof(FlameTable, flameVar_streamChunkSpeed), CSPFT_FLOAT },
{"flameVar_streamChunkDecel", offsetof(FlameTable, flameVar_streamChunkDecel), CSPFT_FLOAT },
{"flameVar_streamChunkVelocityAddScale", offsetof(FlameTable, flameVar_streamChunkVelocityAddScale), CSPFT_FLOAT },
{"flameVar_streamChunkDuration", offsetof(FlameTable, flameVar_streamChunkDuration), CSPFT_FLOAT },
{"flameVar_streamChunkDurationScaleMaxVel", offsetof(FlameTable, flameVar_streamChunkDurationScaleMaxVel), CSPFT_FLOAT },
{"flameVar_streamChunkDurationVelScalar", offsetof(FlameTable, flameVar_streamChunkDurationVelScalar), CSPFT_FLOAT },
{"flameVar_streamChunkSizeSpeedScale", offsetof(FlameTable, flameVar_streamChunkSizeSpeedScale), CSPFT_FLOAT },
{"flameVar_streamChunkSizeAgeScale", offsetof(FlameTable, flameVar_streamChunkSizeAgeScale), CSPFT_FLOAT },
{"flameVar_streamChunkSpawnFireIntervalStart", offsetof(FlameTable, flameVar_streamChunkSpawnFireIntervalStart), CSPFT_FLOAT },
{"flameVar_streamChunkSpawnFireIntervalEnd", offsetof(FlameTable, flameVar_streamChunkSpawnFireIntervalEnd), CSPFT_FLOAT },
{"flameVar_streamChunkSpawnFireMinLifeFrac", offsetof(FlameTable, flameVar_streamChunkSpawnFireMinLifeFrac), CSPFT_FLOAT },
{"flameVar_streamChunkSpawnFireMaxLifeFrac", offsetof(FlameTable, flameVar_streamChunkSpawnFireMaxLifeFrac), CSPFT_FLOAT },
{"flameVar_streamChunkFireMinLifeFrac", offsetof(FlameTable, flameVar_streamChunkFireMinLifeFrac), CSPFT_FLOAT },
{"flameVar_streamChunkFireMinLifeFracStart", offsetof(FlameTable, flameVar_streamChunkFireMinLifeFracStart), CSPFT_FLOAT },
{"flameVar_streamChunkFireMinLifeFracEnd", offsetof(FlameTable, flameVar_streamChunkFireMinLifeFracEnd), CSPFT_FLOAT },
{"flameVar_streamChunkDripsMinLifeFrac", offsetof(FlameTable, flameVar_streamChunkDripsMinLifeFrac), CSPFT_FLOAT },
{"flameVar_streamChunkDripsMinLifeFracStart", offsetof(FlameTable, flameVar_streamChunkDripsMinLifeFracStart), CSPFT_FLOAT },
{"flameVar_streamChunkDripsMinLifeFracEnd", offsetof(FlameTable, flameVar_streamChunkDripsMinLifeFracEnd), CSPFT_FLOAT },
{"flameVar_streamChunkRotationRange", offsetof(FlameTable, flameVar_streamChunkRotationRange), CSPFT_FLOAT },
{"flameVar_streamSizeRandSinWave", offsetof(FlameTable, flameVar_streamSizeRandSinWave), CSPFT_FLOAT },
{"flameVar_streamSizeRandCosWave", offsetof(FlameTable, flameVar_streamSizeRandCosWave), CSPFT_FLOAT },
{"flameVar_streamDripsChunkInterval", offsetof(FlameTable, flameVar_streamDripsChunkInterval), CSPFT_FLOAT },
{"flameVar_streamDripsChunkMinFrac", offsetof(FlameTable, flameVar_streamDripsChunkMinFrac), CSPFT_FLOAT },
{"flameVar_streamDripsChunkRandFrac", offsetof(FlameTable, flameVar_streamDripsChunkRandFrac), CSPFT_FLOAT },
{"flameVar_streamSmokeChunkInterval", offsetof(FlameTable, flameVar_streamSmokeChunkInterval), CSPFT_FLOAT },
{"flameVar_streamSmokeChunkMinFrac", offsetof(FlameTable, flameVar_streamSmokeChunkMinFrac), CSPFT_FLOAT },
{"flameVar_streamSmokeChunkRandFrac", offsetof(FlameTable, flameVar_streamSmokeChunkRandFrac), CSPFT_FLOAT },
{"flameVar_streamChunkCullDistSizeFrac", offsetof(FlameTable, flameVar_streamChunkCullDistSizeFrac), CSPFT_FLOAT },
{"flameVar_streamChunkCullMinLife", offsetof(FlameTable, flameVar_streamChunkCullMinLife), CSPFT_FLOAT },
{"flameVar_streamChunkCullMaxLife", offsetof(FlameTable, flameVar_streamChunkCullMaxLife), CSPFT_FLOAT },
{"flameVar_streamFuelSizeStart", offsetof(FlameTable, flameVar_streamFuelSizeStart), CSPFT_FLOAT },
{"flameVar_streamFuelSizeEnd", offsetof(FlameTable, flameVar_streamFuelSizeEnd), CSPFT_FLOAT },
{"flameVar_streamFuelLength", offsetof(FlameTable, flameVar_streamFuelLength), CSPFT_FLOAT },
{"flameVar_streamFuelNumSegments", offsetof(FlameTable, flameVar_streamFuelNumSegments), CSPFT_FLOAT },
{"flameVar_streamFuelAnimLoopTime", offsetof(FlameTable, flameVar_streamFuelAnimLoopTime), CSPFT_FLOAT },
{"flameVar_streamFlameSizeStart", offsetof(FlameTable, flameVar_streamFlameSizeStart), CSPFT_FLOAT },
{"flameVar_streamFlameSizeEnd", offsetof(FlameTable, flameVar_streamFlameSizeEnd), CSPFT_FLOAT },
{"flameVar_streamFlameLength", offsetof(FlameTable, flameVar_streamFlameLength), CSPFT_FLOAT },
{"flameVar_streamFlameNumSegments", offsetof(FlameTable, flameVar_streamFlameNumSegments), CSPFT_FLOAT },
{"flameVar_streamFlameAnimLoopTime", offsetof(FlameTable, flameVar_streamFlameAnimLoopTime), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightRadius", offsetof(FlameTable, flameVar_streamPrimaryLightRadius), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightRadiusFlutter", offsetof(FlameTable, flameVar_streamPrimaryLightRadiusFlutter), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightR", offsetof(FlameTable, flameVar_streamPrimaryLightR), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightG", offsetof(FlameTable, flameVar_streamPrimaryLightG), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightB", offsetof(FlameTable, flameVar_streamPrimaryLightB), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightFlutterR", offsetof(FlameTable, flameVar_streamPrimaryLightFlutterR), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightFlutterG", offsetof(FlameTable, flameVar_streamPrimaryLightFlutterG), CSPFT_FLOAT },
{"flameVar_streamPrimaryLightFlutterB", offsetof(FlameTable, flameVar_streamPrimaryLightFlutterB), CSPFT_FLOAT },
{"flameVar_fireLife", offsetof(FlameTable, flameVar_fireLife), CSPFT_FLOAT },
{"flameVar_fireLifeRand", offsetof(FlameTable, flameVar_fireLifeRand), CSPFT_FLOAT },
{"flameVar_fireSpeedScale", offsetof(FlameTable, flameVar_fireSpeedScale), CSPFT_FLOAT },
{"flameVar_fireSpeedScaleRand", offsetof(FlameTable, flameVar_fireSpeedScaleRand), CSPFT_FLOAT },
{"flameVar_fireVelocityAddZ", offsetof(FlameTable, flameVar_fireVelocityAddZ), CSPFT_FLOAT },
{"flameVar_fireVelocityAddZRand", offsetof(FlameTable, flameVar_fireVelocityAddZRand), CSPFT_FLOAT },
{"flameVar_fireVelocityAddSideways", offsetof(FlameTable, flameVar_fireVelocityAddSideways), CSPFT_FLOAT },
{"flameVar_fireGravity", offsetof(FlameTable, flameVar_fireGravity), CSPFT_FLOAT },
{"flameVar_fireGravityEnd", offsetof(FlameTable, flameVar_fireGravityEnd), CSPFT_FLOAT },
{"flameVar_fireMaxRotVel", offsetof(FlameTable, flameVar_fireMaxRotVel), CSPFT_FLOAT },
{"flameVar_fireFriction", offsetof(FlameTable, flameVar_fireFriction), CSPFT_FLOAT },
{"flameVar_fireEndSizeAdd", offsetof(FlameTable, flameVar_fireEndSizeAdd), CSPFT_FLOAT },
{"flameVar_fireStartSizeScale", offsetof(FlameTable, flameVar_fireStartSizeScale), CSPFT_FLOAT },
{"flameVar_fireEndSizeScale", offsetof(FlameTable, flameVar_fireEndSizeScale), CSPFT_FLOAT },
{"flameVar_dripsLife", offsetof(FlameTable, flameVar_dripsLife), CSPFT_FLOAT },
{"flameVar_dripsLifeRand", offsetof(FlameTable, flameVar_dripsLifeRand), CSPFT_FLOAT },
{"flameVar_dripsSpeedScale", offsetof(FlameTable, flameVar_dripsSpeedScale), CSPFT_FLOAT },
{"flameVar_dripsSpeedScaleRand", offsetof(FlameTable, flameVar_dripsSpeedScaleRand), CSPFT_FLOAT },
{"flameVar_dripsVelocityAddZ", offsetof(FlameTable, flameVar_dripsVelocityAddZ), CSPFT_FLOAT },
{"flameVar_dripsVelocityAddZRand", offsetof(FlameTable, flameVar_dripsVelocityAddZRand), CSPFT_FLOAT },
{"flameVar_dripsVelocityAddSideways", offsetof(FlameTable, flameVar_dripsVelocityAddSideways), CSPFT_FLOAT },
{"flameVar_dripsGravity", offsetof(FlameTable, flameVar_dripsGravity), CSPFT_FLOAT },
{"flameVar_dripsGravityEnd", offsetof(FlameTable, flameVar_dripsGravityEnd), CSPFT_FLOAT },
{"flameVar_dripsMaxRotVel", offsetof(FlameTable, flameVar_dripsMaxRotVel), CSPFT_FLOAT },
{"flameVar_dripsFriction", offsetof(FlameTable, flameVar_dripsFriction), CSPFT_FLOAT },
{"flameVar_dripsEndSizeAdd", offsetof(FlameTable, flameVar_dripsEndSizeAdd), CSPFT_FLOAT },
{"flameVar_dripsStartSizeScale", offsetof(FlameTable, flameVar_dripsStartSizeScale), CSPFT_FLOAT },
{"flameVar_dripsEndSizeScale", offsetof(FlameTable, flameVar_dripsEndSizeScale), CSPFT_FLOAT },
{"flameVar_smokeLife", offsetof(FlameTable, flameVar_smokeLife), CSPFT_FLOAT },
{"flameVar_smokeLifeRand", offsetof(FlameTable, flameVar_smokeLifeRand), CSPFT_FLOAT },
{"flameVar_smokeSpeedScale", offsetof(FlameTable, flameVar_smokeSpeedScale), CSPFT_FLOAT },
{"flameVar_smokeVelocityAddZ", offsetof(FlameTable, flameVar_smokeVelocityAddZ), CSPFT_FLOAT },
{"flameVar_smokeGravity", offsetof(FlameTable, flameVar_smokeGravity), CSPFT_FLOAT },
{"flameVar_smokeGravityEnd", offsetof(FlameTable, flameVar_smokeGravityEnd), CSPFT_FLOAT },
{"flameVar_smokeMaxRotation", offsetof(FlameTable, flameVar_smokeMaxRotation), CSPFT_FLOAT },
{"flameVar_smokeMaxRotVel", offsetof(FlameTable, flameVar_smokeMaxRotVel), CSPFT_FLOAT },
{"flameVar_smokeFriction", offsetof(FlameTable, flameVar_smokeFriction), CSPFT_FLOAT },
{"flameVar_smokeEndSizeAdd", offsetof(FlameTable, flameVar_smokeEndSizeAdd), CSPFT_FLOAT },
{"flameVar_smokeStartSizeAdd", offsetof(FlameTable, flameVar_smokeStartSizeAdd), CSPFT_FLOAT },
{"flameVar_smokeOriginSizeOfsZScale", offsetof(FlameTable, flameVar_smokeOriginSizeOfsZScale), CSPFT_FLOAT },
{"flameVar_smokeOriginOfsZ", offsetof(FlameTable, flameVar_smokeOriginOfsZ), CSPFT_FLOAT },
{"flameVar_smokeFadein", offsetof(FlameTable, flameVar_smokeFadein), CSPFT_FLOAT },
{"flameVar_smokeFadeout", offsetof(FlameTable, flameVar_smokeFadeout), CSPFT_FLOAT },
{"flameVar_smokeMaxAlpha", offsetof(FlameTable, flameVar_smokeMaxAlpha), CSPFT_FLOAT },
{"flameVar_smokeBrightness", offsetof(FlameTable, flameVar_smokeBrightness), CSPFT_FLOAT },
{"flameVar_smokeOriginOffset", offsetof(FlameTable, flameVar_smokeOriginOffset), CSPFT_FLOAT },
{"flameVar_collisionSpeedScale", offsetof(FlameTable, flameVar_collisionSpeedScale), CSPFT_FLOAT },
{"flameVar_collisionVolumeScale", offsetof(FlameTable, flameVar_collisionVolumeScale), CSPFT_FLOAT },
{"name", offsetof(FlameTable, name), CSPFT_STRING },
{"fire", offsetof(FlameTable, fire), CSPFT_MATERIAL},
{"smoke", offsetof(FlameTable, smoke), CSPFT_MATERIAL},
{"heat", offsetof(FlameTable, heat), CSPFT_MATERIAL},
{"drips", offsetof(FlameTable, drips), CSPFT_MATERIAL},
{"streamFuel", offsetof(FlameTable, streamFuel), CSPFT_MATERIAL},
{"streamFuel2", offsetof(FlameTable, streamFuel2), CSPFT_MATERIAL},
{"streamFlame", offsetof(FlameTable, streamFlame), CSPFT_MATERIAL},
{"streamFlame2", offsetof(FlameTable, streamFlame2), CSPFT_MATERIAL},
{"flameOffLoopSound", offsetof(FlameTable, flameOffLoopSound), CSPFT_SOUND },
{"flameIgniteSound", offsetof(FlameTable, flameIgniteSound), CSPFT_SOUND },
{"flameOnLoopSound", offsetof(FlameTable, flameOnLoopSound), CSPFT_SOUND },
{"flameCooldownSound", offsetof(FlameTable, flameCooldownSound), CSPFT_SOUND },
};
} // namespace T4
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#pragma once
#include "Game/T4/T4.h"
#include <cstddef>
namespace T4
{
inline cspField_t weapon_fields[]{
{"displayName", offsetof(WeaponDef, szDisplayName), CSPFT_STRING },
{"AIOverlayDescription", offsetof(WeaponDef, szOverlayName), CSPFT_STRING },
{"modeName", offsetof(WeaponDef, szModeName), CSPFT_STRING },
{"playerAnimType", offsetof(WeaponDef, playerAnimType), WFT_ANIMTYPE },
{"gunModel", offsetof(WeaponDef, gunXModel[0]), CSPFT_XMODEL },
{"gunModel2", offsetof(WeaponDef, gunXModel[1]), CSPFT_XMODEL },
{"gunModel3", offsetof(WeaponDef, gunXModel[2]), CSPFT_XMODEL },
{"gunModel4", offsetof(WeaponDef, gunXModel[3]), CSPFT_XMODEL },
{"gunModel5", offsetof(WeaponDef, gunXModel[4]), CSPFT_XMODEL },
{"gunModel6", offsetof(WeaponDef, gunXModel[5]), CSPFT_XMODEL },
{"gunModel7", offsetof(WeaponDef, gunXModel[6]), CSPFT_XMODEL },
{"gunModel8", offsetof(WeaponDef, gunXModel[7]), CSPFT_XMODEL },
{"gunModel9", offsetof(WeaponDef, gunXModel[8]), CSPFT_XMODEL },
{"gunModel10", offsetof(WeaponDef, gunXModel[9]), CSPFT_XMODEL },
{"gunModel11", offsetof(WeaponDef, gunXModel[10]), CSPFT_XMODEL },
{"gunModel12", offsetof(WeaponDef, gunXModel[11]), CSPFT_XMODEL },
{"gunModel13", offsetof(WeaponDef, gunXModel[12]), CSPFT_XMODEL },
{"gunModel14", offsetof(WeaponDef, gunXModel[13]), CSPFT_XMODEL },
{"gunModel15", offsetof(WeaponDef, gunXModel[14]), CSPFT_XMODEL },
{"gunModel16", offsetof(WeaponDef, gunXModel[15]), CSPFT_XMODEL },
{"handModel", offsetof(WeaponDef, handXModel), CSPFT_XMODEL },
{"hideTags", offsetof(WeaponDef, hideTags), WFT_HIDETAGS },
{"notetrackSoundMap", offsetof(WeaponDef, notetrackSoundMapKeys), WFT_NOTETRACKSOUNDMAP },
{"idleAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_IDLE]), WFT_ANIM_NAME },
{"emptyIdleAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_EMPTY_IDLE]), WFT_ANIM_NAME },
{"fireAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_FIRE]), WFT_ANIM_NAME },
{"holdFireAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_HOLD_FIRE]), WFT_ANIM_NAME },
{"lastShotAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_LASTSHOT]), WFT_ANIM_NAME },
{"detonateAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_DETONATE]), WFT_ANIM_NAME },
{"rechamberAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_RECHAMBER]), WFT_ANIM_NAME },
{"meleeAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_MELEE]), WFT_ANIM_NAME },
{"meleeChargeAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_MELEE_CHARGE]), WFT_ANIM_NAME },
{"reloadAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_RELOAD]), WFT_ANIM_NAME },
{"reloadEmptyAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_RELOAD_EMPTY]), WFT_ANIM_NAME },
{"reloadStartAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_RELOAD_START]), WFT_ANIM_NAME },
{"reloadEndAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_RELOAD_END]), WFT_ANIM_NAME },
{"raiseAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_RAISE]), WFT_ANIM_NAME },
{"dropAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_DROP]), WFT_ANIM_NAME },
{"firstRaiseAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_FIRST_RAISE]), WFT_ANIM_NAME },
{"altRaiseAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_ALT_RAISE]), WFT_ANIM_NAME },
{"altDropAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_ALT_DROP]), WFT_ANIM_NAME },
{"quickRaiseAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_QUICK_RAISE]), WFT_ANIM_NAME },
{"quickDropAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_QUICK_DROP]), WFT_ANIM_NAME },
{"emptyRaiseAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_EMPTY_RAISE]), WFT_ANIM_NAME },
{"emptyDropAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_EMPTY_DROP]), WFT_ANIM_NAME },
{"sprintInAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_SPRINT_IN]), WFT_ANIM_NAME },
{"sprintLoopAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_SPRINT_LOOP]), WFT_ANIM_NAME },
{"sprintOutAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_SPRINT_OUT]), WFT_ANIM_NAME },
{"deployAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_DEPLOY]), WFT_ANIM_NAME },
{"breakdownAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_BREAKDOWN]), WFT_ANIM_NAME },
{"nightVisionWearAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_NIGHTVISION_WEAR]), WFT_ANIM_NAME },
{"nightVisionRemoveAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_NIGHTVISION_REMOVE]), WFT_ANIM_NAME },
{"adsFireAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_ADS_FIRE]), WFT_ANIM_NAME },
{"adsLastShotAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_ADS_LASTSHOT]), WFT_ANIM_NAME },
{"adsRechamberAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_ADS_RECHAMBER]), WFT_ANIM_NAME },
{"adsUpAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_ADS_UP]), WFT_ANIM_NAME },
{"adsDownAnim", offsetof(WeaponDef, szXAnims[WEAP_ANIM_ADS_DOWN]), WFT_ANIM_NAME },
{"script", offsetof(WeaponDef, szScript), CSPFT_STRING },
{"weaponType", offsetof(WeaponDef, weapType), WFT_WEAPONTYPE },
{"weaponClass", offsetof(WeaponDef, weapClass), WFT_WEAPONCLASS },
{"penetrateType", offsetof(WeaponDef, penetrateType), WFT_PENETRATE_TYPE },
{"impactType", offsetof(WeaponDef, impactType), WFT_IMPACT_TYPE },
{"inventoryType", offsetof(WeaponDef, inventoryType), WFT_INVENTORYTYPE },
{"fireType", offsetof(WeaponDef, fireType), WFT_FIRETYPE },
{"clipType", offsetof(WeaponDef, clipType), WFT_CLIPTYPE },
{"offhandClass", offsetof(WeaponDef, offhandClass), WFT_OFFHAND_CLASS },
{"viewFlashEffect", offsetof(WeaponDef, viewFlashEffect), CSPFT_FX },
{"worldFlashEffect", offsetof(WeaponDef, worldFlashEffect), CSPFT_FX },
{"pickupSound", offsetof(WeaponDef, pickupSound), CSPFT_SOUND },
{"pickupSoundPlayer", offsetof(WeaponDef, pickupSoundPlayer), CSPFT_SOUND },
{"ammoPickupSound", offsetof(WeaponDef, ammoPickupSound), CSPFT_SOUND },
{"ammoPickupSoundPlayer", offsetof(WeaponDef, ammoPickupSoundPlayer), CSPFT_SOUND },
{"projectileSound", offsetof(WeaponDef, projectileSound), CSPFT_SOUND },
{"pullbackSound", offsetof(WeaponDef, pullbackSound), CSPFT_SOUND },
{"pullbackSoundPlayer", offsetof(WeaponDef, pullbackSoundPlayer), CSPFT_SOUND },
{"fireSound", offsetof(WeaponDef, fireSound), CSPFT_SOUND },
{"crackSound", offsetof(WeaponDef, crackSound), CSPFT_SOUND },
{"whizbySound", offsetof(WeaponDef, whizbySound), CSPFT_SOUND },
{"fireSoundPlayer", offsetof(WeaponDef, fireSoundPlayer), CSPFT_SOUND },
{"loopFireSound", offsetof(WeaponDef, fireLoopSound), CSPFT_SOUND },
{"loopFireSoundPlayer", offsetof(WeaponDef, fireLoopSoundPlayer), CSPFT_SOUND },
{"stopFireSound", offsetof(WeaponDef, fireStopSound), CSPFT_SOUND },
{"stopFireSoundPlayer", offsetof(WeaponDef, fireStopSoundPlayer), CSPFT_SOUND },
{"lastShotSound", offsetof(WeaponDef, fireLastSound), CSPFT_SOUND },
{"lastShotSoundPlayer", offsetof(WeaponDef, fireLastSoundPlayer), CSPFT_SOUND },
{"emptyFireSound", offsetof(WeaponDef, emptyFireSound), CSPFT_SOUND },
{"emptyFireSoundPlayer", offsetof(WeaponDef, emptyFireSoundPlayer), CSPFT_SOUND },
{"meleeSwipeSound", offsetof(WeaponDef, meleeSwipeSound), CSPFT_SOUND },
{"meleeSwipeSoundPlayer", offsetof(WeaponDef, meleeSwipeSoundPlayer), CSPFT_SOUND },
{"meleeHitSound", offsetof(WeaponDef, meleeHitSound), CSPFT_SOUND },
{"meleeMissSound", offsetof(WeaponDef, meleeMissSound), CSPFT_SOUND },
{"rechamberSound", offsetof(WeaponDef, rechamberSound), CSPFT_SOUND },
{"rechamberSoundPlayer", offsetof(WeaponDef, rechamberSoundPlayer), CSPFT_SOUND },
{"reloadSound", offsetof(WeaponDef, reloadSound), CSPFT_SOUND },
{"reloadSoundPlayer", offsetof(WeaponDef, reloadSoundPlayer), CSPFT_SOUND },
{"reloadEmptySound", offsetof(WeaponDef, reloadEmptySound), CSPFT_SOUND },
{"reloadEmptySoundPlayer", offsetof(WeaponDef, reloadEmptySoundPlayer), CSPFT_SOUND },
{"reloadStartSound", offsetof(WeaponDef, reloadStartSound), CSPFT_SOUND },
{"reloadStartSoundPlayer", offsetof(WeaponDef, reloadStartSoundPlayer), CSPFT_SOUND },
{"reloadEndSound", offsetof(WeaponDef, reloadEndSound), CSPFT_SOUND },
{"reloadEndSoundPlayer", offsetof(WeaponDef, reloadEndSoundPlayer), CSPFT_SOUND },
{"rotateLoopSound", offsetof(WeaponDef, rotateLoopSound), CSPFT_SOUND },
{"rotateLoopSoundPlayer", offsetof(WeaponDef, rotateLoopSoundPlayer), CSPFT_SOUND },
{"deploySound", offsetof(WeaponDef, deploySound), CSPFT_SOUND },
{"deploySoundPlayer", offsetof(WeaponDef, deploySoundPlayer), CSPFT_SOUND },
{"finishDeploySound", offsetof(WeaponDef, finishDeploySound), CSPFT_SOUND },
{"finishDeploySoundPlayer", offsetof(WeaponDef, finishDeploySoundPlayer), CSPFT_SOUND },
{"breakdownSound", offsetof(WeaponDef, breakdownSound), CSPFT_SOUND },
{"breakdownSoundPlayer", offsetof(WeaponDef, breakdownSoundPlayer), CSPFT_SOUND },
{"finishBreakdownSound", offsetof(WeaponDef, finishBreakdownSound), CSPFT_SOUND },
{"finishBreakdownSoundPlayer", offsetof(WeaponDef, finishBreakdownSoundPlayer), CSPFT_SOUND },
{"detonateSound", offsetof(WeaponDef, detonateSound), CSPFT_SOUND },
{"detonateSoundPlayer", offsetof(WeaponDef, detonateSoundPlayer), CSPFT_SOUND },
{"nightVisionWearSound", offsetof(WeaponDef, nightVisionWearSound), CSPFT_SOUND },
{"nightVisionWearSoundPlayer", offsetof(WeaponDef, nightVisionWearSoundPlayer), CSPFT_SOUND },
{"nightVisionRemoveSound", offsetof(WeaponDef, nightVisionRemoveSound), CSPFT_SOUND },
{"nightVisionRemoveSoundPlayer", offsetof(WeaponDef, nightVisionRemoveSoundPlayer), CSPFT_SOUND },
{"raiseSound", offsetof(WeaponDef, raiseSound), CSPFT_SOUND },
{"raiseSoundPlayer", offsetof(WeaponDef, raiseSoundPlayer), CSPFT_SOUND },
{"firstRaiseSound", offsetof(WeaponDef, firstRaiseSound), CSPFT_SOUND },
{"firstRaiseSoundPlayer", offsetof(WeaponDef, firstRaiseSoundPlayer), CSPFT_SOUND },
{"altSwitchSound", offsetof(WeaponDef, altSwitchSound), CSPFT_SOUND },
{"altSwitchSoundPlayer", offsetof(WeaponDef, altSwitchSoundPlayer), CSPFT_SOUND },
{"putawaySound", offsetof(WeaponDef, putawaySound), CSPFT_SOUND },
{"putawaySoundPlayer", offsetof(WeaponDef, putawaySoundPlayer), CSPFT_SOUND },
{"overheatSound", offsetof(WeaponDef, overheatSound), CSPFT_SOUND },
{"overheatSoundPlayer", offsetof(WeaponDef, overheatSoundPlayer), CSPFT_SOUND },
{"bounceSound", offsetof(WeaponDef, bounceSound), WFT_BOUNCE_SOUND },
{"standMountedWeapdef", offsetof(WeaponDef, standMountedWeapdef), CSPFT_STRING },
{"crouchMountedWeapdef", offsetof(WeaponDef, crouchMountedWeapdef), CSPFT_STRING },
{"proneMountedWeapdef", offsetof(WeaponDef, proneMountedWeapdef), CSPFT_STRING },
{"viewShellEjectEffect", offsetof(WeaponDef, viewShellEjectEffect), CSPFT_FX },
{"worldShellEjectEffect", offsetof(WeaponDef, worldShellEjectEffect), CSPFT_FX },
{"viewLastShotEjectEffect", offsetof(WeaponDef, viewLastShotEjectEffect), CSPFT_FX },
{"worldLastShotEjectEffect", offsetof(WeaponDef, worldLastShotEjectEffect), CSPFT_FX },
{"reticleCenter", offsetof(WeaponDef, reticleCenter), CSPFT_MATERIAL },
{"reticleSide", offsetof(WeaponDef, reticleSide), CSPFT_MATERIAL },
{"reticleCenterSize", offsetof(WeaponDef, iReticleCenterSize), CSPFT_INT },
{"reticleSideSize", offsetof(WeaponDef, iReticleSideSize), CSPFT_INT },
{"reticleMinOfs", offsetof(WeaponDef, iReticleMinOfs), CSPFT_INT },
{"activeReticleType", offsetof(WeaponDef, activeReticleType), WFT_ACTIVE_RETICLE_TYPE },
{"standMoveF", offsetof(WeaponDef, vStandMove[0]), CSPFT_FLOAT },
{"standMoveR", offsetof(WeaponDef, vStandMove[1]), CSPFT_FLOAT },
{"standMoveU", offsetof(WeaponDef, vStandMove[2]), CSPFT_FLOAT },
{"standRotP", offsetof(WeaponDef, vStandRot[0]), CSPFT_FLOAT },
{"standRotY", offsetof(WeaponDef, vStandRot[1]), CSPFT_FLOAT },
{"standRotR", offsetof(WeaponDef, vStandRot[2]), CSPFT_FLOAT },
{"duckedOfsF", offsetof(WeaponDef, vDuckedOfs[0]), CSPFT_FLOAT },
{"duckedOfsR", offsetof(WeaponDef, vDuckedOfs[1]), CSPFT_FLOAT },
{"duckedOfsU", offsetof(WeaponDef, vDuckedOfs[2]), CSPFT_FLOAT },
{"duckedMoveF", offsetof(WeaponDef, vDuckedMove[0]), CSPFT_FLOAT },
{"duckedMoveR", offsetof(WeaponDef, vDuckedMove[1]), CSPFT_FLOAT },
{"duckedMoveU", offsetof(WeaponDef, vDuckedMove[2]), CSPFT_FLOAT },
{"duckedSprintOfsF", offsetof(WeaponDef, duckedSprintOfs[0]), CSPFT_FLOAT },
{"duckedSprintOfsR", offsetof(WeaponDef, duckedSprintOfs[1]), CSPFT_FLOAT },
{"duckedSprintOfsU", offsetof(WeaponDef, duckedSprintOfs[2]), CSPFT_FLOAT },
{"duckedSprintRotP", offsetof(WeaponDef, duckedSprintRot[0]), CSPFT_FLOAT },
{"duckedSprintRotY", offsetof(WeaponDef, duckedSprintRot[1]), CSPFT_FLOAT },
{"duckedSprintRotR", offsetof(WeaponDef, duckedSprintRot[2]), CSPFT_FLOAT },
{"duckedSprintBobH", offsetof(WeaponDef, duckedSprintBob[0]), CSPFT_FLOAT },
{"duckedSprintBobV", offsetof(WeaponDef, duckedSprintBob[1]), CSPFT_FLOAT },
{"duckedSprintScale", offsetof(WeaponDef, duckedSprintScale), CSPFT_FLOAT },
{"sprintOfsF", offsetof(WeaponDef, sprintOfs[0]), CSPFT_FLOAT },
{"sprintOfsR", offsetof(WeaponDef, sprintOfs[1]), CSPFT_FLOAT },
{"sprintOfsU", offsetof(WeaponDef, sprintOfs[2]), CSPFT_FLOAT },
{"sprintRotP", offsetof(WeaponDef, sprintRot[0]), CSPFT_FLOAT },
{"sprintRotY", offsetof(WeaponDef, sprintRot[1]), CSPFT_FLOAT },
{"sprintRotR", offsetof(WeaponDef, sprintRot[2]), CSPFT_FLOAT },
{"sprintBobH", offsetof(WeaponDef, sprintBob[0]), CSPFT_FLOAT },
{"sprintBobV", offsetof(WeaponDef, sprintBob[1]), CSPFT_FLOAT },
{"sprintScale", offsetof(WeaponDef, sprintScale), CSPFT_FLOAT },
{"duckedRotP", offsetof(WeaponDef, vDuckedRot[0]), CSPFT_FLOAT },
{"duckedRotY", offsetof(WeaponDef, vDuckedRot[1]), CSPFT_FLOAT },
{"duckedRotR", offsetof(WeaponDef, vDuckedRot[2]), CSPFT_FLOAT },
{"proneOfsF", offsetof(WeaponDef, vProneOfs[0]), CSPFT_FLOAT },
{"proneOfsR", offsetof(WeaponDef, vProneOfs[1]), CSPFT_FLOAT },
{"proneOfsU", offsetof(WeaponDef, vProneOfs[2]), CSPFT_FLOAT },
{"proneMoveF", offsetof(WeaponDef, vProneMove[0]), CSPFT_FLOAT },
{"proneMoveR", offsetof(WeaponDef, vProneMove[1]), CSPFT_FLOAT },
{"proneMoveU", offsetof(WeaponDef, vProneMove[2]), CSPFT_FLOAT },
{"proneRotP", offsetof(WeaponDef, vProneRot[0]), CSPFT_FLOAT },
{"proneRotY", offsetof(WeaponDef, vProneRot[1]), CSPFT_FLOAT },
{"proneRotR", offsetof(WeaponDef, vProneRot[2]), CSPFT_FLOAT },
{"posMoveRate", offsetof(WeaponDef, fPosMoveRate), CSPFT_FLOAT },
{"posProneMoveRate", offsetof(WeaponDef, fPosProneMoveRate), CSPFT_FLOAT },
{"standMoveMinSpeed", offsetof(WeaponDef, fStandMoveMinSpeed), CSPFT_FLOAT },
{"duckedMoveMinSpeed", offsetof(WeaponDef, fDuckedMoveMinSpeed), CSPFT_FLOAT },
{"proneMoveMinSpeed", offsetof(WeaponDef, fProneMoveMinSpeed), CSPFT_FLOAT },
{"posRotRate", offsetof(WeaponDef, fPosRotRate), CSPFT_FLOAT },
{"posProneRotRate", offsetof(WeaponDef, fPosProneRotRate), CSPFT_FLOAT },
{"standRotMinSpeed", offsetof(WeaponDef, fStandRotMinSpeed), CSPFT_FLOAT },
{"duckedRotMinSpeed", offsetof(WeaponDef, fDuckedRotMinSpeed), CSPFT_FLOAT },
{"proneRotMinSpeed", offsetof(WeaponDef, fProneRotMinSpeed), CSPFT_FLOAT },
{"worldModel", offsetof(WeaponDef, worldModel[0]), CSPFT_XMODEL },
{"worldModel2", offsetof(WeaponDef, worldModel[1]), CSPFT_XMODEL },
{"worldModel3", offsetof(WeaponDef, worldModel[2]), CSPFT_XMODEL },
{"worldModel4", offsetof(WeaponDef, worldModel[3]), CSPFT_XMODEL },
{"worldModel5", offsetof(WeaponDef, worldModel[4]), CSPFT_XMODEL },
{"worldModel6", offsetof(WeaponDef, worldModel[5]), CSPFT_XMODEL },
{"worldModel7", offsetof(WeaponDef, worldModel[6]), CSPFT_XMODEL },
{"worldModel8", offsetof(WeaponDef, worldModel[7]), CSPFT_XMODEL },
{"worldModel9", offsetof(WeaponDef, worldModel[8]), CSPFT_XMODEL },
{"worldModel10", offsetof(WeaponDef, worldModel[9]), CSPFT_XMODEL },
{"worldModel11", offsetof(WeaponDef, worldModel[10]), CSPFT_XMODEL },
{"worldModel12", offsetof(WeaponDef, worldModel[11]), CSPFT_XMODEL },
{"worldModel13", offsetof(WeaponDef, worldModel[12]), CSPFT_XMODEL },
{"worldModel14", offsetof(WeaponDef, worldModel[13]), CSPFT_XMODEL },
{"worldModel15", offsetof(WeaponDef, worldModel[14]), CSPFT_XMODEL },
{"worldModel16", offsetof(WeaponDef, worldModel[15]), CSPFT_XMODEL },
{"worldClipModel", offsetof(WeaponDef, worldClipModel), CSPFT_XMODEL },
{"rocketModel", offsetof(WeaponDef, rocketModel), CSPFT_XMODEL },
{"knifeModel", offsetof(WeaponDef, knifeModel), CSPFT_XMODEL },
{"worldKnifeModel", offsetof(WeaponDef, worldKnifeModel), CSPFT_XMODEL },
{"mountedModel", offsetof(WeaponDef, mountedModel), CSPFT_XMODEL },
{"hudIcon", offsetof(WeaponDef, hudIcon), CSPFT_MATERIAL },
{"hudIconRatio", offsetof(WeaponDef, hudIconRatio), WFT_ICONRATIO_HUD },
{"ammoCounterIcon", offsetof(WeaponDef, ammoCounterIcon), CSPFT_MATERIAL },
{"ammoCounterIconRatio", offsetof(WeaponDef, ammoCounterIconRatio), WFT_ICONRATIO_AMMOCOUNTER},
{"ammoCounterClip", offsetof(WeaponDef, ammoCounterClip), WFT_AMMOCOUNTER_CLIPTYPE },
{"startAmmo", offsetof(WeaponDef, iStartAmmo), CSPFT_INT },
{"ammoName", offsetof(WeaponDef, szAmmoName), CSPFT_STRING },
{"clipName", offsetof(WeaponDef, szClipName), CSPFT_STRING },
{"maxAmmo", offsetof(WeaponDef, iMaxAmmo), CSPFT_INT },
{"clipSize", offsetof(WeaponDef, iClipSize), CSPFT_INT },
{"shotCount", offsetof(WeaponDef, shotCount), CSPFT_INT },
{"sharedAmmoCapName", offsetof(WeaponDef, szSharedAmmoCapName), CSPFT_STRING },
{"sharedAmmoCap", offsetof(WeaponDef, iSharedAmmoCap), CSPFT_INT },
{"unlimitedAmmo", offsetof(WeaponDef, unlimitedAmmo), CSPFT_INT },
{"overheatWeapon", offsetof(WeaponDef, overheatWeapon), CSPFT_INT },
{"overheatRate", offsetof(WeaponDef, overheatRate), CSPFT_FLOAT },
{"cooldownRate", offsetof(WeaponDef, cooldownRate), CSPFT_FLOAT },
{"overheatEndVal", offsetof(WeaponDef, overheatEndVal), CSPFT_FLOAT },
{"coolWhileFiring", offsetof(WeaponDef, coolWhileFiring), CSPFT_INT },
{"damage", offsetof(WeaponDef, damage), CSPFT_INT },
{"damageDuration", offsetof(WeaponDef, damageDuration), CSPFT_FLOAT },
{"damageInterval", offsetof(WeaponDef, damageInterval), CSPFT_FLOAT },
{"playerDamage", offsetof(WeaponDef, playerDamage), CSPFT_INT },
{"meleeDamage", offsetof(WeaponDef, iMeleeDamage), CSPFT_INT },
{"minDamage", offsetof(WeaponDef, minDamage), CSPFT_INT },
{"minPlayerDamage", offsetof(WeaponDef, minPlayerDamage), CSPFT_INT },
{"maxDamageRange", offsetof(WeaponDef, fMaxDamageRange), CSPFT_FLOAT },
{"minDamageRange", offsetof(WeaponDef, fMinDamageRange), CSPFT_FLOAT },
{"destabilizationRateTime", offsetof(WeaponDef, destabilizationRateTime), CSPFT_FLOAT },
{"destabilizationCurvatureMax", offsetof(WeaponDef, destabilizationCurvatureMax), CSPFT_FLOAT },
{"destabilizeDistance", offsetof(WeaponDef, destabilizeDistance), CSPFT_INT },
{"fireDelay", offsetof(WeaponDef, iFireDelay), CSPFT_MILLISECONDS },
{"meleeDelay", offsetof(WeaponDef, iMeleeDelay), CSPFT_MILLISECONDS },
{"meleeChargeDelay", offsetof(WeaponDef, meleeChargeDelay), CSPFT_MILLISECONDS },
{"fireTime", offsetof(WeaponDef, iFireTime), CSPFT_MILLISECONDS },
{"rechamberTime", offsetof(WeaponDef, iRechamberTime), CSPFT_MILLISECONDS },
{"rechamberBoltTime", offsetof(WeaponDef, iRechamberBoltTime), CSPFT_MILLISECONDS },
{"holdFireTime", offsetof(WeaponDef, iHoldFireTime), CSPFT_MILLISECONDS },
{"detonateTime", offsetof(WeaponDef, iDetonateTime), CSPFT_MILLISECONDS },
{"detonateDelay", offsetof(WeaponDef, iDetonateDelay), CSPFT_MILLISECONDS },
{"meleeTime", offsetof(WeaponDef, iMeleeTime), CSPFT_MILLISECONDS },
{"meleeChargeTime", offsetof(WeaponDef, meleeChargeTime), CSPFT_MILLISECONDS },
{"reloadTime", offsetof(WeaponDef, iReloadTime), CSPFT_MILLISECONDS },
{"reloadShowRocketTime", offsetof(WeaponDef, reloadShowRocketTime), CSPFT_MILLISECONDS },
{"reloadEmptyTime", offsetof(WeaponDef, iReloadEmptyTime), CSPFT_MILLISECONDS },
{"reloadAddTime", offsetof(WeaponDef, iReloadAddTime), CSPFT_MILLISECONDS },
{"reloadEmptyAddTime", offsetof(WeaponDef, reloadEmptyAddTime), CSPFT_MILLISECONDS },
{"reloadStartTime", offsetof(WeaponDef, iReloadStartTime), CSPFT_MILLISECONDS },
{"reloadStartAddTime", offsetof(WeaponDef, iReloadStartAddTime), CSPFT_MILLISECONDS },
{"reloadEndTime", offsetof(WeaponDef, iReloadEndTime), CSPFT_MILLISECONDS },
{"dropTime", offsetof(WeaponDef, iDropTime), CSPFT_MILLISECONDS },
{"raiseTime", offsetof(WeaponDef, iRaiseTime), CSPFT_MILLISECONDS },
{"altDropTime", offsetof(WeaponDef, iAltDropTime), CSPFT_MILLISECONDS },
{"altRaiseTime", offsetof(WeaponDef, iAltRaiseTime), CSPFT_MILLISECONDS },
{"quickDropTime", offsetof(WeaponDef, quickDropTime), CSPFT_MILLISECONDS },
{"quickRaiseTime", offsetof(WeaponDef, quickRaiseTime), CSPFT_MILLISECONDS },
{"firstRaiseTime", offsetof(WeaponDef, iFirstRaiseTime), CSPFT_MILLISECONDS },
{"emptyRaiseTime", offsetof(WeaponDef, iEmptyRaiseTime), CSPFT_MILLISECONDS },
{"emptyDropTime", offsetof(WeaponDef, iEmptyDropTime), CSPFT_MILLISECONDS },
{"sprintInTime", offsetof(WeaponDef, sprintInTime), CSPFT_MILLISECONDS },
{"sprintLoopTime", offsetof(WeaponDef, sprintLoopTime), CSPFT_MILLISECONDS },
{"sprintOutTime", offsetof(WeaponDef, sprintOutTime), CSPFT_MILLISECONDS },
{"deployTime", offsetof(WeaponDef, deployTime), CSPFT_MILLISECONDS },
{"breakdownTime", offsetof(WeaponDef, breakdownTime), CSPFT_MILLISECONDS },
{"nightVisionWearTime", offsetof(WeaponDef, nightVisionWearTime), CSPFT_MILLISECONDS },
{"nightVisionWearTimeFadeOutEnd", offsetof(WeaponDef, nightVisionWearTimeFadeOutEnd), CSPFT_MILLISECONDS },
{"nightVisionWearTimePowerUp", offsetof(WeaponDef, nightVisionWearTimePowerUp), CSPFT_MILLISECONDS },
{"nightVisionRemoveTime", offsetof(WeaponDef, nightVisionRemoveTime), CSPFT_MILLISECONDS },
{"nightVisionRemoveTimePowerDown", offsetof(WeaponDef, nightVisionRemoveTimePowerDown), CSPFT_MILLISECONDS },
{"nightVisionRemoveTimeFadeInStart", offsetof(WeaponDef, nightVisionRemoveTimeFadeInStart), CSPFT_MILLISECONDS },
{"fuseTime", offsetof(WeaponDef, fuseTime), CSPFT_MILLISECONDS },
{"aifuseTime", offsetof(WeaponDef, aiFuseTime), CSPFT_MILLISECONDS },
{"requireLockonToFire", offsetof(WeaponDef, requireLockonToFire), CSPFT_BOOL },
{"noAdsWhenMagEmpty", offsetof(WeaponDef, noAdsWhenMagEmpty), CSPFT_BOOL },
{"avoidDropCleanup", offsetof(WeaponDef, avoidDropCleanup), CSPFT_BOOL },
{"autoAimRange", offsetof(WeaponDef, autoAimRange), CSPFT_FLOAT },
{"aimAssistRange", offsetof(WeaponDef, aimAssistRange), CSPFT_FLOAT },
{"aimAssistRangeAds", offsetof(WeaponDef, aimAssistRangeAds), CSPFT_FLOAT },
{"mountableWeapon", offsetof(WeaponDef, mountableWeapon), CSPFT_BOOL },
{"aimPadding", offsetof(WeaponDef, aimPadding), CSPFT_FLOAT },
{"enemyCrosshairRange", offsetof(WeaponDef, enemyCrosshairRange), CSPFT_FLOAT },
{"crosshairColorChange", offsetof(WeaponDef, crosshairColorChange), CSPFT_BOOL },
{"moveSpeedScale", offsetof(WeaponDef, moveSpeedScale), CSPFT_FLOAT },
{"adsMoveSpeedScale", offsetof(WeaponDef, adsMoveSpeedScale), CSPFT_FLOAT },
{"sprintDurationScale", offsetof(WeaponDef, sprintDurationScale), CSPFT_FLOAT },
{"idleCrouchFactor", offsetof(WeaponDef, fIdleCrouchFactor), CSPFT_FLOAT },
{"idleProneFactor", offsetof(WeaponDef, fIdleProneFactor), CSPFT_FLOAT },
{"gunMaxPitch", offsetof(WeaponDef, fGunMaxPitch), CSPFT_FLOAT },
{"gunMaxYaw", offsetof(WeaponDef, fGunMaxYaw), CSPFT_FLOAT },
{"swayMaxAngle", offsetof(WeaponDef, swayMaxAngle), CSPFT_FLOAT },
{"swayLerpSpeed", offsetof(WeaponDef, swayLerpSpeed), CSPFT_FLOAT },
{"swayPitchScale", offsetof(WeaponDef, swayPitchScale), CSPFT_FLOAT },
{"swayYawScale", offsetof(WeaponDef, swayYawScale), CSPFT_FLOAT },
{"swayHorizScale", offsetof(WeaponDef, swayHorizScale), CSPFT_FLOAT },
{"swayVertScale", offsetof(WeaponDef, swayVertScale), CSPFT_FLOAT },
{"swayShellShockScale", offsetof(WeaponDef, swayShellShockScale), CSPFT_FLOAT },
{"adsSwayMaxAngle", offsetof(WeaponDef, adsSwayMaxAngle), CSPFT_FLOAT },
{"adsSwayLerpSpeed", offsetof(WeaponDef, adsSwayLerpSpeed), CSPFT_FLOAT },
{"adsSwayPitchScale", offsetof(WeaponDef, adsSwayPitchScale), CSPFT_FLOAT },
{"adsSwayYawScale", offsetof(WeaponDef, adsSwayYawScale), CSPFT_FLOAT },
{"adsSwayHorizScale", offsetof(WeaponDef, adsSwayHorizScale), CSPFT_FLOAT },
{"adsSwayVertScale", offsetof(WeaponDef, adsSwayVertScale), CSPFT_FLOAT },
{"rifleBullet", offsetof(WeaponDef, bRifleBullet), CSPFT_BOOL },
{"armorPiercing", offsetof(WeaponDef, armorPiercing), CSPFT_BOOL },
{"boltAction", offsetof(WeaponDef, bBoltAction), CSPFT_BOOL },
{"aimDownSight", offsetof(WeaponDef, aimDownSight), CSPFT_BOOL },
{"rechamberWhileAds", offsetof(WeaponDef, bRechamberWhileAds), CSPFT_BOOL },
{"adsViewErrorMin", offsetof(WeaponDef, adsViewErrorMin), CSPFT_FLOAT },
{"adsViewErrorMax", offsetof(WeaponDef, adsViewErrorMax), CSPFT_FLOAT },
{"clipOnly", offsetof(WeaponDef, bClipOnly), CSPFT_BOOL },
{"canUseInVehicle", offsetof(WeaponDef, canUseInVehicle), CSPFT_BOOL },
{"noDropsOrRaises", offsetof(WeaponDef, noDropsOrRaises), CSPFT_BOOL },
{"cookOffHold", offsetof(WeaponDef, bCookOffHold), CSPFT_BOOL },
{"adsFire", offsetof(WeaponDef, adsFireOnly), CSPFT_BOOL },
{"cancelAutoHolsterWhenEmpty", offsetof(WeaponDef, cancelAutoHolsterWhenEmpty), CSPFT_BOOL },
{"suppressAmmoReserveDisplay", offsetof(WeaponDef, suppressAmmoReserveDisplay), CSPFT_BOOL },
{"enhanced", offsetof(WeaponDef, enhanced), CSPFT_BOOL },
{"laserSightDuringNightvision", offsetof(WeaponDef, laserSightDuringNightvision), CSPFT_BOOL },
{"bayonet", offsetof(WeaponDef, bayonet), CSPFT_BOOL },
{"killIcon", offsetof(WeaponDef, killIcon), CSPFT_MATERIAL },
{"killIconRatio", offsetof(WeaponDef, killIconRatio), WFT_ICONRATIO_KILL },
{"flipKillIcon", offsetof(WeaponDef, flipKillIcon), CSPFT_BOOL },
{"dpadIcon", offsetof(WeaponDef, dpadIcon), CSPFT_MATERIAL },
{"dpadIconRatio", offsetof(WeaponDef, dpadIconRatio), WFT_ICONRATIO_DPAD },
{"noPartialReload", offsetof(WeaponDef, bNoPartialReload), CSPFT_BOOL },
{"segmentedReload", offsetof(WeaponDef, bSegmentedReload), CSPFT_BOOL },
{"noADSAutoReload", offsetof(WeaponDef, noADSAutoReload), CSPFT_BOOL },
{"reloadAmmoAdd", offsetof(WeaponDef, iReloadAmmoAdd), CSPFT_INT },
{"reloadStartAdd", offsetof(WeaponDef, iReloadStartAdd), CSPFT_INT },
{"altWeapon", offsetof(WeaponDef, szAltWeaponName), CSPFT_STRING },
{"dropAmmoMin", offsetof(WeaponDef, iDropAmmoMin), CSPFT_INT },
{"dropAmmoMax", offsetof(WeaponDef, iDropAmmoMax), CSPFT_INT },
{"blocksProne", offsetof(WeaponDef, blocksProne), CSPFT_BOOL },
{"silenced", offsetof(WeaponDef, silenced), CSPFT_BOOL },
{"explosionRadius", offsetof(WeaponDef, iExplosionRadius), CSPFT_INT },
{"explosionRadiusMin", offsetof(WeaponDef, iExplosionRadiusMin), CSPFT_INT },
{"explosionInnerDamage", offsetof(WeaponDef, iExplosionInnerDamage), CSPFT_INT },
{"explosionOuterDamage", offsetof(WeaponDef, iExplosionOuterDamage), CSPFT_INT },
{"damageConeAngle", offsetof(WeaponDef, damageConeAngle), CSPFT_FLOAT },
{"projectileSpeed", offsetof(WeaponDef, iProjectileSpeed), CSPFT_INT },
{"projectileSpeedUp", offsetof(WeaponDef, iProjectileSpeedUp), CSPFT_INT },
{"projectileSpeedForward", offsetof(WeaponDef, iProjectileSpeedForward), CSPFT_INT },
{"projectileActivateDist", offsetof(WeaponDef, iProjectileActivateDist), CSPFT_INT },
{"projectileLifetime", offsetof(WeaponDef, projLifetime), CSPFT_FLOAT },
{"timeToAccelerate", offsetof(WeaponDef, timeToAccelerate), CSPFT_FLOAT },
{"projectileCurvature", offsetof(WeaponDef, projectileCurvature), CSPFT_FLOAT },
{"projectileModel", offsetof(WeaponDef, projectileModel), CSPFT_XMODEL },
{"projExplosionType", offsetof(WeaponDef, projExplosion), WFT_PROJ_EXPLOSION },
{"projExplosionEffect", offsetof(WeaponDef, projExplosionEffect), CSPFT_FX },
{"projExplosionEffectForceNormalUp", offsetof(WeaponDef, projExplosionEffectForceNormalUp), CSPFT_BOOL },
{"projExplosionSound", offsetof(WeaponDef, projExplosionSound), CSPFT_SOUND },
{"projDudEffect", offsetof(WeaponDef, projDudEffect), CSPFT_FX },
{"projDudSound", offsetof(WeaponDef, projDudSound), CSPFT_SOUND },
{"projImpactExplode", offsetof(WeaponDef, bProjImpactExplode), CSPFT_BOOL },
{"mortarShellSound", offsetof(WeaponDef, mortarShellSound), CSPFT_SOUND },
{"tankShellSound", offsetof(WeaponDef, tankShellSound), CSPFT_SOUND },
{"stickiness", offsetof(WeaponDef, stickiness), WFT_STICKINESS },
{"hasDetonator", offsetof(WeaponDef, hasDetonator), CSPFT_BOOL },
{"timedDetonation", offsetof(WeaponDef, timedDetonation), CSPFT_BOOL },
{"rotate", offsetof(WeaponDef, rotate), CSPFT_BOOL },
{"holdButtonToThrow", offsetof(WeaponDef, holdButtonToThrow), CSPFT_BOOL },
{"freezeMovementWhenFiring", offsetof(WeaponDef, freezeMovementWhenFiring), CSPFT_BOOL },
{"lowAmmoWarningThreshold", offsetof(WeaponDef, lowAmmoWarningThreshold), CSPFT_FLOAT },
{"parallelDefaultBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_DEFAULT]), CSPFT_FLOAT },
{"parallelBarkBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_BARK]), CSPFT_FLOAT },
{"parallelBrickBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_BRICK]), CSPFT_FLOAT },
{"parallelCarpetBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_CARPET]), CSPFT_FLOAT },
{"parallelClothBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_CLOTH]), CSPFT_FLOAT },
{"parallelConcreteBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_CONCRETE]), CSPFT_FLOAT },
{"parallelDirtBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_DIRT]), CSPFT_FLOAT },
{"parallelFleshBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_FLESH]), CSPFT_FLOAT },
{"parallelFoliageBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_FOLIAGE]), CSPFT_FLOAT },
{"parallelGlassBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_GLASS]), CSPFT_FLOAT },
{"parallelGrassBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_GRASS]), CSPFT_FLOAT },
{"parallelGravelBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_GRAVEL]), CSPFT_FLOAT },
{"parallelIceBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_ICE]), CSPFT_FLOAT },
{"parallelMetalBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_METAL]), CSPFT_FLOAT },
{"parallelMudBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_MUD]), CSPFT_FLOAT },
{"parallelPaperBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_PAPER]), CSPFT_FLOAT },
{"parallelPlasterBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_PLASTER]), CSPFT_FLOAT },
{"parallelRockBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_ROCK]), CSPFT_FLOAT },
{"parallelSandBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_SAND]), CSPFT_FLOAT },
{"parallelSnowBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_SNOW]), CSPFT_FLOAT },
{"parallelWaterBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_WATER]), CSPFT_FLOAT },
{"parallelWoodBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_WOOD]), CSPFT_FLOAT },
{"parallelAsphaltBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_ASPHALT]), CSPFT_FLOAT },
{"parallelCeramicBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_CERAMIC]), CSPFT_FLOAT },
{"parallelPlasticBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_PLASTIC]), CSPFT_FLOAT },
{"parallelRubberBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_RUBBER]), CSPFT_FLOAT },
{"parallelCushionBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_CUSHION]), CSPFT_FLOAT },
{"parallelFruitBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_FRUIT]), CSPFT_FLOAT },
{"parallelPaintedMetalBounce", offsetof(WeaponDef, parallelBounce[SURF_TYPE_PAINTED_METAL]), CSPFT_FLOAT },
{"perpendicularDefaultBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_DEFAULT]), CSPFT_FLOAT },
{"perpendicularBarkBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_BARK]), CSPFT_FLOAT },
{"perpendicularBrickBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_BRICK]), CSPFT_FLOAT },
{"perpendicularCarpetBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_CARPET]), CSPFT_FLOAT },
{"perpendicularClothBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_CLOTH]), CSPFT_FLOAT },
{"perpendicularConcreteBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_CONCRETE]), CSPFT_FLOAT },
{"perpendicularDirtBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_DIRT]), CSPFT_FLOAT },
{"perpendicularFleshBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_FLESH]), CSPFT_FLOAT },
{"perpendicularFoliageBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_FOLIAGE]), CSPFT_FLOAT },
{"perpendicularGlassBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_GLASS]), CSPFT_FLOAT },
{"perpendicularGrassBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_GRASS]), CSPFT_FLOAT },
{"perpendicularGravelBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_GRAVEL]), CSPFT_FLOAT },
{"perpendicularIceBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_ICE]), CSPFT_FLOAT },
{"perpendicularMetalBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_METAL]), CSPFT_FLOAT },
{"perpendicularMudBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_MUD]), CSPFT_FLOAT },
{"perpendicularPaperBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_PAPER]), CSPFT_FLOAT },
{"perpendicularPlasterBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_PLASTER]), CSPFT_FLOAT },
{"perpendicularRockBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_ROCK]), CSPFT_FLOAT },
{"perpendicularSandBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_SAND]), CSPFT_FLOAT },
{"perpendicularSnowBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_SNOW]), CSPFT_FLOAT },
{"perpendicularWaterBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_WATER]), CSPFT_FLOAT },
{"perpendicularWoodBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_WOOD]), CSPFT_FLOAT },
{"perpendicularAsphaltBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_ASPHALT]), CSPFT_FLOAT },
{"perpendicularCeramicBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_CERAMIC]), CSPFT_FLOAT },
{"perpendicularPlasticBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_PLASTIC]), CSPFT_FLOAT },
{"perpendicularRubberBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_RUBBER]), CSPFT_FLOAT },
{"perpendicularCushionBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_CUSHION]), CSPFT_FLOAT },
{"perpendicularFruitBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_FRUIT]), CSPFT_FLOAT },
{"perpendicularPaintedMetalBounce", offsetof(WeaponDef, perpendicularBounce[SURF_TYPE_PAINTED_METAL]), CSPFT_FLOAT },
{"projTrailEffect", offsetof(WeaponDef, projTrailEffect), CSPFT_FX },
{"projectileRed", offsetof(WeaponDef, vProjectileColor[0]), CSPFT_FLOAT },
{"projectileGreen", offsetof(WeaponDef, vProjectileColor[1]), CSPFT_FLOAT },
{"projectileBlue", offsetof(WeaponDef, vProjectileColor[2]), CSPFT_FLOAT },
{"guidedMissileType", offsetof(WeaponDef, guidedMissileType), WFT_GUIDED_MISSILE_TYPE },
{"maxSteeringAccel", offsetof(WeaponDef, maxSteeringAccel), CSPFT_FLOAT },
{"projIgnitionDelay", offsetof(WeaponDef, projIgnitionDelay), CSPFT_INT },
{"projIgnitionEffect", offsetof(WeaponDef, projIgnitionEffect), CSPFT_FX },
{"projIgnitionSound", offsetof(WeaponDef, projIgnitionSound), CSPFT_SOUND },
{"tagFx_preparationEffect", offsetof(WeaponDef, tagFx_preparationEffect), CSPFT_FX },
{"tagFlash_preparationEffect", offsetof(WeaponDef, tagFlash_preparationEffect), CSPFT_FX },
{"adsTransInTime", offsetof(WeaponDef, iAdsTransInTime), CSPFT_MILLISECONDS },
{"adsTransOutTime", offsetof(WeaponDef, iAdsTransOutTime), CSPFT_MILLISECONDS },
{"adsIdleAmount", offsetof(WeaponDef, fAdsIdleAmount), CSPFT_FLOAT },
{"adsIdleSpeed", offsetof(WeaponDef, adsIdleSpeed), CSPFT_FLOAT },
{"adsZoomFov", offsetof(WeaponDef, fAdsZoomFov), CSPFT_FLOAT },
{"adsZoomInFrac", offsetof(WeaponDef, fAdsZoomInFrac), CSPFT_FLOAT },
{"adsZoomOutFrac", offsetof(WeaponDef, fAdsZoomOutFrac), CSPFT_FLOAT },
{"adsOverlayShader", offsetof(WeaponDef, overlayMaterial), CSPFT_MATERIAL },
{"adsOverlayShaderLowRes", offsetof(WeaponDef, overlayMaterialLowRes), CSPFT_MATERIAL },
{"adsOverlayReticle", offsetof(WeaponDef, overlayReticle), WFT_OVERLAYRETICLE },
{"adsOverlayInterface", offsetof(WeaponDef, overlayInterface), WFT_OVERLAYINTERFACE },
{"adsOverlayWidth", offsetof(WeaponDef, overlayWidth), CSPFT_FLOAT },
{"adsOverlayHeight", offsetof(WeaponDef, overlayHeight), CSPFT_FLOAT },
{"adsBobFactor", offsetof(WeaponDef, fAdsBobFactor), CSPFT_FLOAT },
{"adsViewBobMult", offsetof(WeaponDef, fAdsViewBobMult), CSPFT_FLOAT },
{"adsAimPitch", offsetof(WeaponDef, fAdsAimPitch), CSPFT_FLOAT },
{"adsCrosshairInFrac", offsetof(WeaponDef, fAdsCrosshairInFrac), CSPFT_FLOAT },
{"adsCrosshairOutFrac", offsetof(WeaponDef, fAdsCrosshairOutFrac), CSPFT_FLOAT },
{"adsReloadTransTime", offsetof(WeaponDef, iPositionReloadTransTime), CSPFT_MILLISECONDS },
{"adsGunKickReducedKickBullets", offsetof(WeaponDef, adsGunKickReducedKickBullets), CSPFT_INT },
{"adsGunKickReducedKickPercent", offsetof(WeaponDef, adsGunKickReducedKickPercent), CSPFT_FLOAT },
{"adsGunKickPitchMin", offsetof(WeaponDef, fAdsGunKickPitchMin), CSPFT_FLOAT },
{"adsGunKickPitchMax", offsetof(WeaponDef, fAdsGunKickPitchMax), CSPFT_FLOAT },
{"adsGunKickYawMin", offsetof(WeaponDef, fAdsGunKickYawMin), CSPFT_FLOAT },
{"adsGunKickYawMax", offsetof(WeaponDef, fAdsGunKickYawMax), CSPFT_FLOAT },
{"adsGunKickAccel", offsetof(WeaponDef, fAdsGunKickAccel), CSPFT_FLOAT },
{"adsGunKickSpeedMax", offsetof(WeaponDef, fAdsGunKickSpeedMax), CSPFT_FLOAT },
{"adsGunKickSpeedDecay", offsetof(WeaponDef, fAdsGunKickSpeedDecay), CSPFT_FLOAT },
{"adsGunKickStaticDecay", offsetof(WeaponDef, fAdsGunKickStaticDecay), CSPFT_FLOAT },
{"adsViewKickPitchMin", offsetof(WeaponDef, fAdsViewKickPitchMin), CSPFT_FLOAT },
{"adsViewKickPitchMax", offsetof(WeaponDef, fAdsViewKickPitchMax), CSPFT_FLOAT },
{"adsViewKickYawMin", offsetof(WeaponDef, fAdsViewKickYawMin), CSPFT_FLOAT },
{"adsViewKickYawMax", offsetof(WeaponDef, fAdsViewKickYawMax), CSPFT_FLOAT },
{"adsViewKickCenterSpeed", offsetof(WeaponDef, fAdsViewKickCenterSpeed), CSPFT_FLOAT },
{"adsSpread", offsetof(WeaponDef, fAdsSpread), CSPFT_FLOAT },
{"hipSpreadStandMin", offsetof(WeaponDef, fHipSpreadStandMin), CSPFT_FLOAT },
{"hipSpreadDuckedMin", offsetof(WeaponDef, fHipSpreadDuckedMin), CSPFT_FLOAT },
{"hipSpreadProneMin", offsetof(WeaponDef, fHipSpreadProneMin), CSPFT_FLOAT },
{"hipSpreadMax", offsetof(WeaponDef, hipSpreadStandMax), CSPFT_FLOAT },
{"hipSpreadDuckedMax", offsetof(WeaponDef, hipSpreadDuckedMax), CSPFT_FLOAT },
{"hipSpreadProneMax", offsetof(WeaponDef, hipSpreadProneMax), CSPFT_FLOAT },
{"hipSpreadDecayRate", offsetof(WeaponDef, fHipSpreadDecayRate), CSPFT_FLOAT },
{"hipSpreadFireAdd", offsetof(WeaponDef, fHipSpreadFireAdd), CSPFT_FLOAT },
{"hipSpreadTurnAdd", offsetof(WeaponDef, fHipSpreadTurnAdd), CSPFT_FLOAT },
{"hipSpreadMoveAdd", offsetof(WeaponDef, fHipSpreadMoveAdd), CSPFT_FLOAT },
{"hipSpreadDuckedDecay", offsetof(WeaponDef, fHipSpreadDuckedDecay), CSPFT_FLOAT },
{"hipSpreadProneDecay", offsetof(WeaponDef, fHipSpreadProneDecay), CSPFT_FLOAT },
{"hipReticleSidePos", offsetof(WeaponDef, fHipReticleSidePos), CSPFT_FLOAT },
{"hipIdleAmount", offsetof(WeaponDef, fHipIdleAmount), CSPFT_FLOAT },
{"hipIdleSpeed", offsetof(WeaponDef, hipIdleSpeed), CSPFT_FLOAT },
{"hipGunKickReducedKickBullets", offsetof(WeaponDef, hipGunKickReducedKickBullets), CSPFT_INT },
{"hipGunKickReducedKickPercent", offsetof(WeaponDef, hipGunKickReducedKickPercent), CSPFT_FLOAT },
{"hipGunKickPitchMin", offsetof(WeaponDef, fHipGunKickPitchMin), CSPFT_FLOAT },
{"hipGunKickPitchMax", offsetof(WeaponDef, fHipGunKickPitchMax), CSPFT_FLOAT },
{"hipGunKickYawMin", offsetof(WeaponDef, fHipGunKickYawMin), CSPFT_FLOAT },
{"hipGunKickYawMax", offsetof(WeaponDef, fHipGunKickYawMax), CSPFT_FLOAT },
{"hipGunKickAccel", offsetof(WeaponDef, fHipGunKickAccel), CSPFT_FLOAT },
{"hipGunKickSpeedMax", offsetof(WeaponDef, fHipGunKickSpeedMax), CSPFT_FLOAT },
{"hipGunKickSpeedDecay", offsetof(WeaponDef, fHipGunKickSpeedDecay), CSPFT_FLOAT },
{"hipGunKickStaticDecay", offsetof(WeaponDef, fHipGunKickStaticDecay), CSPFT_FLOAT },
{"hipViewKickPitchMin", offsetof(WeaponDef, fHipViewKickPitchMin), CSPFT_FLOAT },
{"hipViewKickPitchMax", offsetof(WeaponDef, fHipViewKickPitchMax), CSPFT_FLOAT },
{"hipViewKickYawMin", offsetof(WeaponDef, fHipViewKickYawMin), CSPFT_FLOAT },
{"hipViewKickYawMax", offsetof(WeaponDef, fHipViewKickYawMax), CSPFT_FLOAT },
{"hipViewKickCenterSpeed", offsetof(WeaponDef, fHipViewKickCenterSpeed), CSPFT_FLOAT },
{"leftArc", offsetof(WeaponDef, leftArc), CSPFT_FLOAT },
{"rightArc", offsetof(WeaponDef, rightArc), CSPFT_FLOAT },
{"topArc", offsetof(WeaponDef, topArc), CSPFT_FLOAT },
{"bottomArc", offsetof(WeaponDef, bottomArc), CSPFT_FLOAT },
{"accuracy", offsetof(WeaponDef, accuracy), CSPFT_FLOAT },
{"aiSpread", offsetof(WeaponDef, aiSpread), CSPFT_FLOAT },
{"playerSpread", offsetof(WeaponDef, playerSpread), CSPFT_FLOAT },
{"maxVertTurnSpeed", offsetof(WeaponDef, maxTurnSpeed[0]), CSPFT_FLOAT },
{"maxHorTurnSpeed", offsetof(WeaponDef, maxTurnSpeed[1]), CSPFT_FLOAT },
{"minVertTurnSpeed", offsetof(WeaponDef, minTurnSpeed[0]), CSPFT_FLOAT },
{"minHorTurnSpeed", offsetof(WeaponDef, minTurnSpeed[1]), CSPFT_FLOAT },
{"pitchConvergenceTime", offsetof(WeaponDef, pitchConvergenceTime), CSPFT_FLOAT },
{"yawConvergenceTime", offsetof(WeaponDef, yawConvergenceTime), CSPFT_FLOAT },
{"suppressionTime", offsetof(WeaponDef, suppressTime), CSPFT_FLOAT },
{"maxRange", offsetof(WeaponDef, maxRange), CSPFT_FLOAT },
{"animHorRotateInc", offsetof(WeaponDef, fAnimHorRotateInc), CSPFT_FLOAT },
{"playerPositionDist", offsetof(WeaponDef, fPlayerPositionDist), CSPFT_FLOAT },
{"stance", offsetof(WeaponDef, stance), WFT_STANCE },
{"useHintString", offsetof(WeaponDef, szUseHintString), CSPFT_STRING },
{"dropHintString", offsetof(WeaponDef, dropHintString), CSPFT_STRING },
{"horizViewJitter", offsetof(WeaponDef, horizViewJitter), CSPFT_FLOAT },
{"vertViewJitter", offsetof(WeaponDef, vertViewJitter), CSPFT_FLOAT },
{"fightDist", offsetof(WeaponDef, fightDist), CSPFT_FLOAT },
{"maxDist", offsetof(WeaponDef, maxDist), CSPFT_FLOAT },
{"aiVsAiAccuracyGraph", offsetof(WeaponDef, aiVsAiAccuracyGraphName), CSPFT_STRING },
{"aiVsPlayerAccuracyGraph", offsetof(WeaponDef, aiVsPlayerAccuracyGraphName), CSPFT_STRING },
{"locNone", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT },
{"locHelmet", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT },
{"locHead", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT },
{"locNeck", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_NECK]), CSPFT_FLOAT },
{"locTorsoUpper", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_TORSO_UPR]), CSPFT_FLOAT },
{"locTorsoLower", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_TORSO_LWR]), CSPFT_FLOAT },
{"locRightArmUpper", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_R_ARM_UPR]), CSPFT_FLOAT },
{"locRightArmLower", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_R_ARM_LWR]), CSPFT_FLOAT },
{"locRightHand", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_R_HAND]), CSPFT_FLOAT },
{"locLeftArmUpper", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_L_ARM_UPR]), CSPFT_FLOAT },
{"locLeftArmLower", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_L_ARM_LWR]), CSPFT_FLOAT },
{"locLeftHand", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_L_HAND]), CSPFT_FLOAT },
{"locRightLegUpper", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_R_LEG_UPR]), CSPFT_FLOAT },
{"locRightLegLower", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_R_LEG_LWR]), CSPFT_FLOAT },
{"locRightFoot", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_R_FOOT]), CSPFT_FLOAT },
{"locLeftLegUpper", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_L_LEG_UPR]), CSPFT_FLOAT },
{"locLeftLegLower", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_L_LEG_LWR]), CSPFT_FLOAT },
{"locLeftFoot", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_L_FOOT]), CSPFT_FLOAT },
{"locGun", offsetof(WeaponDef, locationDamageMultipliers[HITLOC_GUN]), CSPFT_FLOAT },
{"fireRumble", offsetof(WeaponDef, fireRumble), CSPFT_STRING },
{"meleeImpactRumble", offsetof(WeaponDef, meleeImpactRumble), CSPFT_STRING },
{"adsDofStart", offsetof(WeaponDef, adsDofStart), CSPFT_FLOAT },
{"adsDofEnd", offsetof(WeaponDef, adsDofEnd), CSPFT_FLOAT },
{"flameTableFirstPerson", offsetof(WeaponDef, flameTableFirstPerson), CSPFT_STRING },
{"flameTableThirdPerson", offsetof(WeaponDef, flameTableThirdPerson), CSPFT_STRING },
};
} // namespace T4
@@ -0,0 +1,181 @@
#pragma once
#include "Game/T4/T4.h"
#include <type_traits>
namespace T4
{
inline const char* szWeapTypeNames[]{
"bullet",
"grenade",
"projectile",
"binoculars",
"gas",
"bomb",
"mine",
};
static_assert(std::extent_v<decltype(szWeapTypeNames)> == WEAPTYPE_NUM);
inline const char* szWeapClassNames[]{
"rifle",
"mg",
"smg",
"spread",
"pistol",
"grenade",
"rocketlauncher",
"turret",
"non-player",
"gas",
"item",
};
static_assert(std::extent_v<decltype(szWeapClassNames)> == WEAPCLASS_NUM);
inline const char* szWeapOverlayReticleNames[]{
"none",
"crosshair",
};
static_assert(std::extent_v<decltype(szWeapOverlayReticleNames)> == WEAPOVERLAYRETICLE_NUM);
inline const char* penetrateTypeNames[]{
"none",
"small",
"medium",
"large",
};
static_assert(std::extent_v<decltype(penetrateTypeNames)> == PENETRATE_TYPE_NUM);
inline const char* impactTypeNames[]{
"none",
"bullet_small",
"bullet_large",
"bullet_ap",
"shotgun",
"grenade_bounce",
"grenade_explode",
"rifle_grenade",
"rocket_explode",
"projectile_dud",
"mortar_shell",
"tank_shell",
};
static_assert(std::extent_v<decltype(impactTypeNames)> == IMPACT_TYPE_NUM);
inline const char* szWeapStanceNames[]{
"stand",
"duck",
"prone",
};
static_assert(std::extent_v<decltype(szWeapStanceNames)> == WEAPSTANCE_NUM);
inline const char* szProjectileExplosionNames[]{
"grenade",
"rocket",
"flashbang",
"none",
"dud",
"smoke",
"heavy explosive",
"fire",
"napalmblob",
};
static_assert(std::extent_v<decltype(szProjectileExplosionNames)> == WEAPPROJEXP_NUM);
inline const char* offhandClassNames[]{
"None",
"Frag Grenade",
"Smoke Grenade",
"Flash Grenade",
};
static_assert(std::extent_v<decltype(offhandClassNames)> == OFFHAND_CLASS_NUM);
// mp/playeranimtypes.txt
inline const char* playerAnimTypeNames[]{
"none", "other", "pistol", "smg", "autorifle", "mg", "sniper", "rocketlauncher", "explosive", "grenade",
"turret", "c4", "m203", "hold", "briefcase", "gas", "revivee", "reviver", "radio",
};
inline const char* activeReticleNames[]{
"None",
"Pip-On-A-Stick",
"Bouncing diamond",
};
static_assert(std::extent_v<decltype(activeReticleNames)> == VEH_ACTIVE_RETICLE_NUM);
inline const char* guidedMissileNames[]{
"None",
"Sidewinder",
"Hellfire",
"Javelin",
"Ballistic",
};
static_assert(std::extent_v<decltype(guidedMissileNames)> == MISSILE_GUIDANCE_NUM);
inline const char* stickinessNames[]{
"Don't stick",
"Stick to all",
"Stick to ground",
"Stick to ground, maintain yaw",
};
static_assert(std::extent_v<decltype(stickinessNames)> == WEAPSTICKINESS_NUM);
inline const char* overlayInterfaceNames[]{
"None",
"Javelin",
"Turret Scope",
};
static_assert(std::extent_v<decltype(overlayInterfaceNames)> == WEAPOVERLAYINTERFACE_NUM);
inline const char* szWeapInventoryTypeNames[]{
"primary",
"offhand",
"item",
"altmode",
};
static_assert(std::extent_v<decltype(szWeapInventoryTypeNames)> == WEAPINVENTORY_NUM);
inline const char* szWeapFireTypeNames[]{
"Full Auto",
"Single Shot",
"2-Round Burst",
"3-Round Burst",
"4-Round Burst",
};
static_assert(std::extent_v<decltype(szWeapFireTypeNames)> == WEAPON_FIRETYPE_NUM);
inline const char* szWeapClipTypeNames[]{
"bottom",
"top",
"left",
"dp28",
"ptrs",
"lmg",
};
static_assert(std::extent_v<decltype(szWeapClipTypeNames)> == WEAPON_CLIPTYPE_NUM);
inline const char* ammoCounterClipNames[]{
"None",
"Magazine",
"ShortMagazine",
"Shotgun",
"Rocket",
"Beltfed",
"AltWeapon",
};
static_assert(std::extent_v<decltype(ammoCounterClipNames)> == AMMO_COUNTER_CLIP_NUM);
inline const char* weapIconRatioNames[]{
"1:1",
"2:1",
"4:1",
};
static_assert(std::extent_v<decltype(weapIconRatioNames)> == WEAPON_ICON_RATIO_NUM);
inline const char* bounceSoundSuffixes[]{
"_default", "_bark", "_brick", "_carpet", "_cloth", "_concrete", "_dirt", "_flesh", "_foliage", "_glass", "_grass",
"_gravel", "_ice", "_metal", "_mud", "_paper", "_plaster", "_rock", "_sand", "_snow", "_water", "_wood",
"_asphalt", "_ceramic", "_plastic", "_rubber", "_cushion", "_fruit", "_paintedmetal", "_player", "_tallgrass",
};
static_assert(std::extent_v<decltype(bounceSoundSuffixes)> == SURF_TYPE_NUM);
} // namespace T4