OpenAssetTools/src/ObjCommon/Game/T6/Weapon/AttachmentUniqueFields.h

210 lines
31 KiB
C++

#pragma once
#include "Game/T6/T6.h"
namespace T6
{
inline cspField_t attachment_unique_fields[]{
{"attachmentType", offsetof(WeaponAttachmentUniqueFull, attachment.attachmentType), AUFT_ATTACHMENTTYPE },
{"locNone", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT },
{"locHelmet", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT },
{"locHead", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT },
{"locNeck", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_NECK]), CSPFT_FLOAT },
{"locTorsoUpper", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_TORSO_UPR]), CSPFT_FLOAT },
{"locTorsoMid", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_TORSO_MID]), CSPFT_FLOAT },
{"locTorsoLower", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_TORSO_LWR]), CSPFT_FLOAT },
{"locRightArmUpper", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_R_ARM_UPR]), CSPFT_FLOAT },
{"locRightArmLower", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_R_ARM_LWR]), CSPFT_FLOAT },
{"locRightHand", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_R_HAND]), CSPFT_FLOAT },
{"locLeftArmUpper", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_L_ARM_UPR]), CSPFT_FLOAT },
{"locLeftArmLower", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_L_ARM_LWR]), CSPFT_FLOAT },
{"locLeftHand", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_L_HAND]), CSPFT_FLOAT },
{"locRightLegUpper", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_R_LEG_UPR]), CSPFT_FLOAT },
{"locRightLegLower", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_R_LEG_LWR]), CSPFT_FLOAT },
{"locRightFoot", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_R_FOOT]), CSPFT_FLOAT },
{"locLeftLegUpper", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_L_LEG_UPR]), CSPFT_FLOAT },
{"locLeftLegLower", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_L_LEG_LWR]), CSPFT_FLOAT },
{"locLeftFoot", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_L_FOOT]), CSPFT_FLOAT },
{"locGun", offsetof(WeaponAttachmentUniqueFull, locationDamageMultipliers[HITLOC_GUN]), CSPFT_FLOAT },
{"viewModel", offsetof(WeaponAttachmentUniqueFull, attachment.viewModel), CSPFT_XMODEL },
{"viewModelAdditional", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelAdditional), CSPFT_XMODEL },
{"viewModelADS", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelADS), CSPFT_XMODEL },
{"worldModel", offsetof(WeaponAttachmentUniqueFull, attachment.worldModel), CSPFT_XMODEL },
{"worldModelAdditional", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelAdditional), CSPFT_XMODEL },
{"viewModelTag", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelTag), CSPFT_STRING },
{"worldModelTag", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelTag), CSPFT_STRING },
{"viewModelOffsetX", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelOffsets.x), CSPFT_FLOAT },
{"viewModelOffsetY", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelOffsets.y), CSPFT_FLOAT },
{"viewModelOffsetZ", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelOffsets.z), CSPFT_FLOAT },
{"viewModelOffsetPitch", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelRotations.x), CSPFT_FLOAT },
{"viewModelOffsetYaw", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelRotations.y), CSPFT_FLOAT },
{"viewModelOffsetRoll", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelRotations.z), CSPFT_FLOAT },
{"worldModelOffsetX", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelOffsets.x), CSPFT_FLOAT },
{"worldModelOffsetY", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelOffsets.y), CSPFT_FLOAT },
{"worldModelOffsetZ", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelOffsets.z), CSPFT_FLOAT },
{"worldModelOffsetPitch", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelRotations.x), CSPFT_FLOAT },
{"worldModelOffsetYaw", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelRotations.y), CSPFT_FLOAT },
{"worldModelOffsetRoll", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelRotations.z), CSPFT_FLOAT },
{"viewModelAddOffsetX", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelAddOffsets.x), CSPFT_FLOAT },
{"viewModelAddOffsetY", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelAddOffsets.y), CSPFT_FLOAT },
{"viewModelAddOffsetZ", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelAddOffsets.z), CSPFT_FLOAT },
{"viewModelAddOffsetPitch", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelAddRotations.x), CSPFT_FLOAT },
{"viewModelAddOffsetYaw", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelAddRotations.y), CSPFT_FLOAT },
{"viewModelAddOffsetRoll", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelAddRotations.z), CSPFT_FLOAT },
{"worldModelAddOffsetX", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelAddOffsets.x), CSPFT_FLOAT },
{"worldModelAddOffsetY", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelAddOffsets.y), CSPFT_FLOAT },
{"worldModelAddOffsetZ", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelAddOffsets.z), CSPFT_FLOAT },
{"worldModelAddOffsetPitch", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelAddRotations.x), CSPFT_FLOAT },
{"worldModelAddOffsetYaw", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelAddRotations.y), CSPFT_FLOAT },
{"worldModelAddOffsetRoll", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelAddRotations.z), CSPFT_FLOAT },
{"hideTags", offsetof(WeaponAttachmentUniqueFull, hideTags), AUFT_HIDETAGS },
{"camo", offsetof(WeaponAttachmentUniqueFull, attachment.weaponCamo), AUFT_CAMO },
{"disableBaseWeaponAttachment", offsetof(WeaponAttachmentUniqueFull, attachment.disableBaseWeaponAttachment), CSPFT_BOOL },
{"disableBaseWeaponClip", offsetof(WeaponAttachmentUniqueFull, attachment.disableBaseWeaponClip), CSPFT_BOOL },
{"overrideBaseWeaponAttachmentOffsets", offsetof(WeaponAttachmentUniqueFull, attachment.overrideBaseWeaponAttachmentOffsets), CSPFT_BOOL },
{"viewModelOffsetBaseAttachmentX", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelOffsetBaseAttachment.x), CSPFT_FLOAT },
{"viewModelOffsetBaseAttachmentY", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelOffsetBaseAttachment.y), CSPFT_FLOAT },
{"viewModelOffsetBaseAttachmentZ", offsetof(WeaponAttachmentUniqueFull, attachment.viewModelOffsetBaseAttachment.z), CSPFT_FLOAT },
{"worldModelOffsetBaseAttachmentX", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelOffsetBaseAttachment.x), CSPFT_FLOAT },
{"worldModelOffsetBaseAttachmentY", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelOffsetBaseAttachment.y), CSPFT_FLOAT },
{"worldModelOffsetBaseAttachmentZ", offsetof(WeaponAttachmentUniqueFull, attachment.worldModelOffsetBaseAttachment.z), CSPFT_FLOAT },
{"altWeapon", offsetof(WeaponAttachmentUniqueFull, attachment.szAltWeaponName), CSPFT_STRING },
{"DualWieldWeapon", offsetof(WeaponAttachmentUniqueFull, attachment.szDualWieldWeaponName), CSPFT_STRING },
{"adsOverlayShader", offsetof(WeaponAttachmentUniqueFull, attachment.overlayMaterial), CSPFT_MATERIAL_STREAM},
{"adsOverlayShaderLowRes", offsetof(WeaponAttachmentUniqueFull, attachment.overlayMaterialLowRes), CSPFT_MATERIAL_STREAM},
{"adsOverlayReticle", offsetof(WeaponAttachmentUniqueFull, attachment.overlayReticle), AUFT_OVERLAYRETICLE },
{"firstRaiseTime", offsetof(WeaponAttachmentUniqueFull, attachment.iFirstRaiseTime), CSPFT_MILLISECONDS },
{"altRaiseTime", offsetof(WeaponAttachmentUniqueFull, attachment.iAltRaiseTime), CSPFT_MILLISECONDS },
{"altDropTime", offsetof(WeaponAttachmentUniqueFull, attachment.iAltDropTime), CSPFT_MILLISECONDS },
{"reloadAmmoAdd", offsetof(WeaponAttachmentUniqueFull, attachment.iReloadAmmoAdd), CSPFT_INT },
{"reloadStartAdd", offsetof(WeaponAttachmentUniqueFull, attachment.iReloadStartAdd), CSPFT_INT },
{"segmentedReload", offsetof(WeaponAttachmentUniqueFull, attachment.bSegmentedReload), CSPFT_BOOL },
{"idleAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_IDLE]), CSPFT_STRING },
{"idleAnimLeft", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_IDLE_LEFT]), CSPFT_STRING },
{"emptyIdleAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING },
{"emptyIdleAnimLeft", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_EMPTY_IDLE_LEFT]), CSPFT_STRING },
{"fireIntroAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_FIRE_INTRO]), CSPFT_STRING },
{"fireAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_FIRE]), CSPFT_STRING },
{"fireAnimLeft", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_FIRE_LEFT]), CSPFT_STRING },
{"holdFireAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING },
{"lastShotAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_LASTSHOT]), CSPFT_STRING },
{"lastShotAnimLeft", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_LASTSHOT_LEFT]), CSPFT_STRING },
{"flourishAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_FINALSHOT]), CSPFT_STRING },
{"flourishAnimLeft", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_FINALSHOT_LEFT]), CSPFT_STRING },
{"detonateAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DETONATE]), CSPFT_STRING },
{"rechamberAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RECHAMBER]), CSPFT_STRING },
{"meleeAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MELEE]), CSPFT_STRING },
{"meleeAnimEmpty", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MELEE_EMPTY]), CSPFT_STRING },
{"meleeAnim1", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MELEE1]), CSPFT_STRING },
{"meleeAnim2", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MELEE2]), CSPFT_STRING },
{"meleeAnim3", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MELEE3]), CSPFT_STRING },
{"meleeChargeAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING },
{"meleeChargeAnimEmpty", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MELEE_CHARGE_EMPTY]), CSPFT_STRING },
{"reloadAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD]), CSPFT_STRING },
{"reloadAnimRight", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_RIGHT]), CSPFT_STRING },
{"reloadAnimLeft", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_LEFT]), CSPFT_STRING },
{"reloadEmptyAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING },
{"reloadEmptyAnimLeft", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_EMPTY_LEFT]), CSPFT_STRING },
{"reloadStartAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_START]), CSPFT_STRING },
{"reloadEndAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_END]), CSPFT_STRING },
{"reloadQuickAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_QUICK]), CSPFT_STRING },
{"reloadQuickEmptyAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RELOAD_QUICK_EMPTY]), CSPFT_STRING },
{"raiseAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_RAISE]), CSPFT_STRING },
{"dropAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DROP]), CSPFT_STRING },
{"firstRaiseAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING },
{"altRaiseAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING },
{"altDropAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ALT_DROP]), CSPFT_STRING },
{"quickRaiseAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING },
{"quickDropAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING },
{"emptyRaiseAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING },
{"emptyDropAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING },
{"sprintInAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING },
{"sprintLoopAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING },
{"sprintOutAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING },
{"sprintInEmptyAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_SPRINT_EMPTY_IN]), CSPFT_STRING },
{"sprintLoopEmptyAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_SPRINT_EMPTY_LOOP]), CSPFT_STRING },
{"sprintOutEmptyAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_SPRINT_EMPTY_OUT]), CSPFT_STRING },
{"lowReadyInAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_LOWREADY_IN]), CSPFT_STRING },
{"lowReadyLoopAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_LOWREADY_LOOP]), CSPFT_STRING },
{"lowReadyOutAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_LOWREADY_OUT]), CSPFT_STRING },
{"contFireInAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CONT_FIRE_IN]), CSPFT_STRING },
{"contFireLoopAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CONT_FIRE_LOOP]), CSPFT_STRING },
{"contFireOutAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CONT_FIRE_OUT]), CSPFT_STRING },
{"crawlInAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_IN]), CSPFT_STRING },
{"crawlForwardAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_FORWARD]), CSPFT_STRING },
{"crawlBackAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_BACK]), CSPFT_STRING },
{"crawlRightAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_RIGHT]), CSPFT_STRING },
{"crawlLeftAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_LEFT]), CSPFT_STRING },
{"crawlOutAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_OUT]), CSPFT_STRING },
{"crawlEmptyInAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_EMPTY_IN]), CSPFT_STRING },
{"crawlEmptyForwardAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_EMPTY_FORWARD]), CSPFT_STRING },
{"crawlEmptyBackAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_EMPTY_BACK]), CSPFT_STRING },
{"crawlEmptyRightAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_EMPTY_RIGHT]), CSPFT_STRING },
{"crawlEmptyLeftAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_EMPTY_LEFT]), CSPFT_STRING },
{"crawlEmptyOutAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CRAWL_EMPTY_OUT]), CSPFT_STRING },
{"deployAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DEPLOY]), CSPFT_STRING },
{"breakdownAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_BREAKDOWN]), CSPFT_STRING },
{"nightVisionWearAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING },
{"nightVisionRemoveAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING },
{"adsFireAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING },
{"adsLastShotAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING },
{"adsRechamberAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING },
{"adsUpAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ADS_UP]), CSPFT_STRING },
{"adsDownAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING },
{"adsUpOtherScopeAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ADS_UP_OTHER_SCOPE]), CSPFT_STRING },
{"adsFireIntroAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_ADS_FIRE_INTRO]), CSPFT_STRING },
{"dtp_in", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DTP_IN]), CSPFT_STRING },
{"dtp_loop", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DTP_LOOP]), CSPFT_STRING },
{"dtp_out", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DTP_OUT]), CSPFT_STRING },
{"dtp_empty_in", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DTP_EMPTY_IN]), CSPFT_STRING },
{"dtp_empty_loop", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DTP_EMPTY_LOOP]), CSPFT_STRING },
{"dtp_empty_out", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_DTP_EMPTY_OUT]), CSPFT_STRING },
{"slide_in", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_SLIDE_IN]), CSPFT_STRING },
{"mantleAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_MANTLE]), CSPFT_STRING },
{"sprintCameraAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CAMERA_SPRINT_LOOP]), CSPFT_STRING },
{"dtpInCameraAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CAMERA_DTP_IN]), CSPFT_STRING },
{"dtpLoopCameraAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CAMERA_DTP_LOOP]), CSPFT_STRING },
{"dtpOutCameraAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CAMERA_DTP_OUT]), CSPFT_STRING },
{"mantleCameraAnim", offsetof(WeaponAttachmentUniqueFull, szXAnims[WEAP_ANIM_CAMERA_MANTLE]), CSPFT_STRING },
{"fireSound", offsetof(WeaponAttachmentUniqueFull, attachment.fireSound), CSPFT_STRING },
{"fireSoundPlayer", offsetof(WeaponAttachmentUniqueFull, attachment.fireSoundPlayer), CSPFT_STRING },
{"loopFireSound", offsetof(WeaponAttachmentUniqueFull, attachment.fireLoopSound), CSPFT_STRING },
{"loopFireSoundPlayer", offsetof(WeaponAttachmentUniqueFull, attachment.fireLoopSoundPlayer), CSPFT_STRING },
{"loopFireEndSound", offsetof(WeaponAttachmentUniqueFull, attachment.fireLoopEndSound), CSPFT_STRING },
{"loopFireEndSoundPlayer", offsetof(WeaponAttachmentUniqueFull, attachment.fireLoopEndSoundPlayer), CSPFT_STRING },
{"startFireSound", offsetof(WeaponAttachmentUniqueFull, attachment.fireStartSound), CSPFT_STRING },
{"stopFireSound", offsetof(WeaponAttachmentUniqueFull, attachment.fireStopSound), CSPFT_STRING },
{"startFireSoundPlayer", offsetof(WeaponAttachmentUniqueFull, attachment.fireStartSoundPlayer), CSPFT_STRING },
{"stopFireSoundPlayer", offsetof(WeaponAttachmentUniqueFull, attachment.fireStopSoundPlayer), CSPFT_STRING },
{"lastShotSound", offsetof(WeaponAttachmentUniqueFull, attachment.fireLastSound), CSPFT_STRING },
{"lastShotSoundPlayer", offsetof(WeaponAttachmentUniqueFull, attachment.fireLastSoundPlayer), CSPFT_STRING },
{"killcamStartFireSound", offsetof(WeaponAttachmentUniqueFull, attachment.fireKillcamSound), CSPFT_STRING },
{"killcamStartFireSoundPlayer", offsetof(WeaponAttachmentUniqueFull, attachment.fireKillcamSoundPlayer), CSPFT_STRING },
{"viewFlashEffect", offsetof(WeaponAttachmentUniqueFull, attachment.viewFlashEffect), CSPFT_FX },
{"worldFlashEffect", offsetof(WeaponAttachmentUniqueFull, attachment.worldFlashEffect), CSPFT_FX },
{"tracerType", offsetof(WeaponAttachmentUniqueFull, attachment.tracerType), CSPFT_TRACER },
{"enemyTracerType", offsetof(WeaponAttachmentUniqueFull, attachment.enemyTracerType), CSPFT_TRACER },
{"adsDofStart", offsetof(WeaponAttachmentUniqueFull, attachment.adsDofStart), CSPFT_FLOAT },
{"adsDofEnd", offsetof(WeaponAttachmentUniqueFull, attachment.adsDofEnd), CSPFT_FLOAT },
{"overrideLeftHandIK", offsetof(WeaponAttachmentUniqueFull, attachment.bOverrideLeftHandIK), CSPFT_BOOL },
{"overrideLeftHandProneIK", offsetof(WeaponAttachmentUniqueFull, attachment.bOverrideLeftHandProneIK), CSPFT_BOOL },
{"ikLeftHandOffsetF", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandOffset.x), CSPFT_FLOAT },
{"ikLeftHandOffsetR", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandOffset.y), CSPFT_FLOAT },
{"ikLeftHandOffsetU", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandOffset.z), CSPFT_FLOAT },
{"ikLeftHandRotationP", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandRotation.x), CSPFT_FLOAT },
{"ikLeftHandRotationY", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandRotation.y), CSPFT_FLOAT },
{"ikLeftHandRotationR", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandRotation.z), CSPFT_FLOAT },
{"ikLeftHandProneOffsetF", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandProneOffset.x), CSPFT_FLOAT },
{"ikLeftHandProneOffsetR", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandProneOffset.y), CSPFT_FLOAT },
{"ikLeftHandProneOffsetU", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandProneOffset.z), CSPFT_FLOAT },
{"ikLeftHandProneRotationP", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandProneRotation.x), CSPFT_FLOAT },
{"ikLeftHandProneRotationY", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandProneRotation.y), CSPFT_FLOAT },
{"ikLeftHandProneRotationR", offsetof(WeaponAttachmentUniqueFull, attachment.ikLeftHandProneRotation.z), CSPFT_FLOAT },
{"customFloat0", offsetof(WeaponAttachmentUniqueFull, attachment.customFloat0), CSPFT_FLOAT },
{"customFloat1", offsetof(WeaponAttachmentUniqueFull, attachment.customFloat1), CSPFT_FLOAT },
{"customFloat2", offsetof(WeaponAttachmentUniqueFull, attachment.customFloat2), CSPFT_FLOAT },
{"customBool0", offsetof(WeaponAttachmentUniqueFull, attachment.customBool0), CSPFT_BOOL },
{"customBool1", offsetof(WeaponAttachmentUniqueFull, attachment.customBool1), CSPFT_BOOL },
{"customBool2", offsetof(WeaponAttachmentUniqueFull, attachment.customBool2), CSPFT_BOOL },
};
} // namespace T6