GTAV-Classes/weapon/CAmmoProjectileInfo.hpp

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2024-09-24 21:24:45 -04:00
#pragma once
#include "CAmmoInfo.hpp"
#include "CWeaponBoneId.hpp"
#include "../rage/vector.hpp"
#include "../enums/eExplosionTag.hpp"
#include <cstdint>
class CAmmoProjectileInfo : public CAmmoInfo
{
public:
float m_damage; // 0x0040
float m_lifetime; // 0x0044
float m_from_vehicle_lifetime; //0x0048
float m_lifetime_after_impact; //0x004C
float m_lifetime_after_explosion; //0x0050
float m_explosion_time; //0x0054
float m_launch_speed; //0x0058
float m_separation_time; //0x005C
float m_time_to_reach_target; //0x0060
float m_amping; //0x0064
float m_gravity_factor; //0x0068
float m_ricochet_tolerance; //0x006C
float m_ped_ricochet_tolerance; //0x0070
float m_vehicle_ricochet_tolerance; //0x0074
float m_friction_multiplier; //0x0078
class sExplosion
{
public:
enum eExplosionTag m_default; //0x0000
enum eExplosionTag m_hit_car; //0x0004
enum eExplosionTag m_hit_truck; //0x0008
enum eExplosionTag m_hit_bike; //0x000C
enum eExplosionTag m_hit_boat; //0x0010
enum eExplosionTag m_hit_plane; //0x0014
} m_explosion;
uint32_t m_m_fuse_fx_hash; //0x0094
uint32_t m_m_proximity_fx_hash; //0x0098
uint32_t m_m_trail_fx_hash; //0x009C
uint32_t m_trail_fx_under_water_hash; //0x00A0
uint32_t m_primed_fx_hash; //0x00A4
uint32_t m_fuse_fx_fp_hash; //0x00A8
uint32_t m_primed_fx_fp_hash; //0x00AC
float m_trail_fx_fade_in_time; //0x00B0
float m_trail_fx_fade_out_time; //0x00B4
uint32_t m_disturb_fx_default_hash; //0x00B8
uint32_t m_disturb_fx_sand_hash; //0x00BC
uint32_t m_disturb_fx_water_hash; //0x00C0
uint32_t m_disturb_fx_dirt_hash; //0x00C4
uint32_t m_disturb_fx_foliage_hash; //0x00C8
float m_disturb_fx_probe_dist; //0x00CC
float m_disturb_fx_scale; //0x00D0
float m_ground_fx_probe_distance; //0x00D4
bool m_fx_alt_tint_colour; //0x00D8
bool pad_00D9;
bool m_light_only_active_when_stuck; //0x00DA
bool m_light_flickers; //0x00DB
bool m_light_speeds_up; //0x00DC
bool pad_00DD;
class CWeaponBoneId m_light_bone; //0x00DE
rage::fvector4 m_light_colour; //0x00E0
float m_light_intensity; //0x00F0
float m_light_range; //0x00F4
float m_light_falloff_exp; //0x00F8
float m_light_frequency; //0x00FC
float m_light_power; //0x0100
float m_corona_size; //0x0104
float m_corona_intensity; //0x0108
float m_corona_z_bias; //0x010C
bool m_proximity_affects_firing_player; //0x0110
bool m_proximity_can_be_triggered_by_peds; //0x0111
float m_proximity_activation_time; //0x0114
float m_proximity_repeated_detonation_activation_time; //0x0118
float m_proximity_trigger_radius; //0x011C
float m_proximity_fuse_time_ped; //0x0120
float m_proximity_fuse_time_vehicle_min; //0x0124
float m_proximity_fuse_time_vehicle_max; //0x0128
float m_proximity_fuse_time_vehicle_speed; //0x012C
rage::fvector4 m_proximity_light_colour_untriggered; //0x0130
float m_proximity_light_frequency_multiplier_triggered; //0x0140
float m_time_to_ignore_owner; //0x0144
float m_charged_launch_time; //0x0148
float m_charged_launch_speed_mult; //0x014C
enum eExplosionTag m_cluster_explosion_tag; //0x0150
uint32_t m_cluster_explosion_count; //0x0154
float m_cluster_min_radius; //0x0158
float m_cluster_max_radius; //0x015C
float m_cluster_initial_delay; //0x0160
float m_cluster_inbetween_delay; //0x0164
enum Flags : uint32_t
{
Sticky,
DestroyOnImpact,
ProcessImpacts,
HideDrawable,
TrailFxInactiveOnceWet,
TrailFxRemovedOnImpact,
DoGroundDisturbanceFx,
CanBePlaced,
NoPullPin,
DelayUntilSettled,
CanBeDestroyedByDamage,
CanBounce,
DoubleDamping,
StickToPeds,
_0x02E3F9CBA,
ThrustUnderwater,
ApplyDamageOnImpact,
SetOnFireOnImpact,
DontFireAnyEvents,
AlignWithTrajectory,
ExplodeAtTrailFxPos,
ProximityDetonation,
AlignWithTrajectoryYAxis,
HomingAttractor,
Cluster,
PreventMaxProjectileHelpText,
_0x08A7D429C,
UseGravityOutOfWater,
MissionThrowable
} m_projectile_flags; //0x0168
char pad_016C[4]; //0x016C
};
static_assert(sizeof(CAmmoProjectileInfo) == 0x170);