GTAV-Classes/weapon/CWeaponInfo.hpp
2024-09-25 01:24:45 +00:00

514 lines
18 KiB
C++

#pragma once
#include "CAmmoInfo.hpp"
#include "CItemInfo.hpp"
#include "CWeaponBoneId.hpp"
#include "../rage/vector.hpp"
#include "../rage/atArray.hpp"
#include "../enums/eExplosionTag.hpp"
#include <cstdint>
#include <bitset>
enum class eDamageType : int32_t
{
Unknown,
None,
Melee,
Bullet,
BulletRubber,
Explosive,
Fire,
Collision,
Fall,
Drown,
Electric,
BarbedWire,
FireExtinguisher,
Smoke,
WaterCannon,
Tranquilizer
};
enum class eFireType : int32_t
{
None,
Melee,
InstantHit,
DelayedHit,
ProjectTile,
VolumetricParticle
};
enum class eWeaponWheelSlot : int32_t
{
Pistol,
SMG,
Rifle,
Sniper,
UnarmedMelee,
ShotGun,
Heavy,
ThrowableSpecial
};
class CAimingInfo
{
public:
uint32_t m_name_hash;//0x00
float m_heading_limit;//0x04
float m_sweep_pitch_min;//0x08
float m_sweep_pitch_max;//0x0C
};
static_assert(sizeof(CAimingInfo) == 0x10);
class sWeaponFx
{
public:
enum class eEffectGroup : int32_t
{
PunchKick,
MeleeWood,
MeleeMetal,
MeleeSharp,
MeleeGeneric,
PistolSmall,
PistolLarge,
PistolSilenced,
Rubber,
SMG,
ShotGun,
RifleAssault,
RifleSniper,
Rocket,
Grenade,
Molotov,
Fire,
Explosion,
Laser,
Stungun,
HeavyMG,
VehicleMG
} m_effect_group; //0x00
uint32_t m_flash_fx_hash; //0x04
uint32_t m_flash_fx_alt_hash; //0x08
uint32_t m_flash_fx_fp_hash; //0x0C
uint32_t m_flash_fx_fp_alt_hash; //0x10
uint32_t m_smoke_fx_hash; //0x14
uint32_t m_smoke_fx_fp_hash; //0x18
float m_muzzle_smoke_fx_min_level; //0x1C
float m_muzzle_smoke_fx_inc_per_shot; //0x20
float m_muzzle_smoke_fx_dec_per_sec; //0x24
char pad_28[8];
rage::fvector3 m_muzzle_override_offset; //0x30
char pad_3C[8];
uint32_t m_shell_fx_hash; //0x44
uint32_t m_shell_fx_fp_hash; //0x48
uint32_t m_tracer_fx_hash; //0x4C
uint32_t m_ped_damage_hash; //0x50
float m_tracer_fx_chance_sp; //0x54
float m_tracer_fx_chance_mp; //0x58
char pad_5C[4];
float m_flash_fx_chance_sp; //0x60
float m_flash_fx_chance_mp; //0x64
float m_flash_fx_alt_chance; //0x68
float m_flash_fx_scale; //0x6C
bool m_flash_fx_light_enabled; //0x70
bool m_flash_fx_light_casts_shadows; //0x71
float m_flash_fx_light_offset_dist; //0x74
char pad_78[8];
rage::fvector3 m_flash_fx_light_rgba_min; //0x80
char pad_8C[4];
rage::fvector3 m_flash_fx_light_rgba_max; //0x90
char pad_9C[4];
rage::fvector2 m_flash_fx_light_intensity_minmax; //0xA0
rage::fvector2 m_flash_fx_light_range_minmax; //0xA8
rage::fvector2 m_flash_fx_light_falloff_minmax; //0xB0
bool m_ground_disturb_fx_enabled; // 0xB8
float m_ground_disturb_fx_dist; //0xBC
uint32_t m_ground_disturb_fx_name_default_hash; //0xC0
uint32_t m_ground_disturb_fx_name_sand_hash; //0xC4
uint32_t m_ground_disturb_fx_name_dirt_hash; //0xC8
uint32_t m_ground_disturb_fx_name_water_hash; //0xCC
uint32_t m_ground_disturb_fx_name_foliage_hash; //0xD0
char pad_D4[12];
};
static_assert(sizeof(sWeaponFx) == 0xE0);
class CWeaponComponentPoint
{
public:
uint32_t m_attach_bone_hash; //0x00
char pad_04[4];
class sComponent
{
public:
uint32_t m_name_hash;
bool m_default;
} m_components[12]; // 0x08
static_assert(sizeof(sComponent) == 8);
int32_t m_component_count; // 0x68
};
static_assert(sizeof(CWeaponComponentPoint) == 0x6c);
class CWeaponSpecValue
{
public:
float m_spec_fresnel;//0x00
float m_spec_falloff_mult;//0x04
float m_spec_int_mult;//0x08
float m_spec2_factor;//0x0c
float m_spec2_color_int;//0x10
uint32_t m_spec2_color;//0x14
};
static_assert(sizeof(CWeaponSpecValue) == 0x18);
class CWeaponTintSpecValues
{
public:
uint32_t m_name_hash; //0x00
rage::atArray<CWeaponSpecValue> m_tints; //0x08
};
static_assert(sizeof(CWeaponTintSpecValues) == 0x18);
class CFiringPatternAlias
{
public:
uint32_t m_firing_pattern_hash;//0x00
uint32_t m_alias_hash;//0x04
};
static_assert(sizeof(CFiringPatternAlias) == 0x8);
class CWeaponFiringPatternAliases
{
public:
uint32_t m_name_hash; //0x00
rage::atArray<CFiringPatternAlias> m_aliases; //0x08
};
static_assert(sizeof(CWeaponFiringPatternAliases) == 0x18);
class CWeaponUpperBodyFixupExpressionData
{
public:
uint32_t m_name_hash; //0x00
class sData
{
public:
float m_idle;//0x00
float m_walk;//0x04
float m_run;//0x08
} m_data[4];//0x04
};
static_assert(sizeof(CWeaponUpperBodyFixupExpressionData) == 0x34);
class CCamoDiffuseTexIdxs
{
public:
uint32_t m_key_hash; //0x00
class sKeyValue
{
public:
uint32_t m_key;//0x0
uint32_t m_value;//0x4
};
alignas(0x10) rage::atArray<sKeyValue> m_items; //0x10
};
static_assert(sizeof(CCamoDiffuseTexIdxs) == 0x20);
class CWeaponInfo : public CItemInfo
{
public:
eDamageType m_damage_type; //0x0020
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; //0x0024
static_assert(sizeof(sExplosion) == 0x18);
struct sFrontClearTestParams
{
public:
bool m_should_perform_front_clear_test; //0x0000
float m_forward_offset; //0x0004
float m_vertical_offset; //0x0008
float m_horizontal_offset; //0x000C
float m_capsule_radius; //0x0010
float m_capsule_length; //0x0014
} m_front_clear_test_params; //0x003C
static_assert(sizeof(sFrontClearTestParams) == 0x18);
eFireType m_fire_type; //0x0054
eWeaponWheelSlot m_wheel_slot; //0x0058
uint32_t m_group; //0x005C
CAmmoInfo *m_ammo_info; //0x0060
CAimingInfo *m_aiming_info; //0x0068
uint32_t m_clip_size; //0x0070
float m_accuracy_spread; //0x0074
float m_accurate_mode_accuracy_modifier; //0x0078
float m_run_and_gun_accuracy; //0x007C
float m_run_and_gun_min_accuracy; //0x0080
float m_recoil_accuracy_max; //0x0084
float m_recoil_error_time; //0x0088
float m_recoil_recovery_rate; //0x008C
float m_recoil_accuracy_to_allow_headshot_ai; //0x0090
float m_min_headshot_distance_ai; //0x0094
float m_max_headshot_distance_ai; //0x0098
float m_headshot_damage_modifier_ai; //0x009C
float m_recoil_accuracy_to_allow_headshot_player; //0x00A0
float m_min_headshot_distance_player; //0x00A4
float m_max_headshot_distance_player; //0x00A8
float m_headshot_damage_modifier_player; //0x00AC
float m_damage; //0x00B0
float m_damage_time; //0x00B4
float m_damage_time_in_vehicle; //0x00B8
float m_damage_time_in_vehicle_headshot; //0x00BC
float m_endurance_damage; //0x00C0
uint32_t N00000898; //0x00C4
float m_hit_limbs_damage_modifier; //0x00C8
float m_network_hit_limbs_damage_modifier; //0x00CC
float m_lightly_armoured_damage_modifier; //0x00D0
float m_vehicle_damage_modifier; //0x00D4
float m_force; //0x00D8
float m_force_on_ped; //0x00DC
float m_force_on_vehicle; //0x00E0
float m_force_on_heli; //0x00E4
class sBoneForce
{
public:
int32_t m_bone_tag; //0x00
float m_force_front;//0x04
float m_force_back;//0x08
};
static_assert(sizeof(sBoneForce) == 0xc);
rage::atArray<sBoneForce> m_override_forces; //0x00E8
float m_force_max_strength_mult; //0x00F8
float m_force_falloff_range_start; //0x00FC
float m_force_falloff_range_end; //0x0100
float m_force_falloff_range_min; //0x0104
float m_project_force; //0x0108
float m_frag_impulse; //0x010C
float m_penetration; //0x0110
float m_vertical_launch_adjustment; //0x0114
float m_drop_forward_velocity; //0x0118
float m_speed; //0x011C
uint32_t m_bullets_in_batch; //0x0120
float m_batch_spread; //0x0124
float m_reload_time_mp; //0x0128
float m_reload_time_sp; //0x012C
float m_vehicle_reload_time; //0x0130
float m_anim_reload_time; //0x0134
int32_t m_bullets_per_anime_loop; //0x0138
float m_time_between_shots; //0x013C
float m_time_left_between_shots_where_should_fire_is_cached; //0x0140
float m_spinup_time; //0x0144
float m_spin_time; //0x0148
float m_spindown_time; //0x014C
float m_alternate_wait_time; //0x0150
float m_bullet_bending_near_radius; //0x0154
float m_bullet_bending_far_radius; //0x0158
float m_bullet_bending_zoom_radius; //0x015C
float m_first_person_bullet_bending_near_radius; //0x0160
float m_first_person_bullet_bending_far_radius; //0x0164
float m_first_person_bullet_bending_zoom_radius; //0x0168
char pad_016C[4];
sWeaponFx m_weapon_fx; //0x0170
int32_t m_initial_rumble_duration; //0x0250
float m_initial_rumble_intensity; //0x0254
float m_initial_rumble_intensity_trigger; //0x0258
int32_t m_rumble_duration; //0x025C
float m_rumble_intensity; //0x0260
float m_rumble_intensity_trigger; //0x0264
float m_rumble_damage_intensity; //0x0268
int32_t m_initial_rumble_duration_fps; //0x026C
float m_initial_rumble_intensity_fps; //0x0270
int32_t m_rumble_duration_fps; //0x0274
float m_rumble_intensity_fps; //0x0278
float m_network_player_damage_modifier; //0x027C
float m_network_ped_damage_modifier; //0x0280
float m_network_headshot_modifier; //0x0284
float m_lock_on_range; //0x0288
float m_weapon_range; //0x028C
float m_ai_sound_range; //0x0290
float m_ai_potential_blast_event_range; //0x0294
float m_damage_fall_off_range_min; //0x0298
float m_damage_fall_off_range_max; //0x029C
char pad_02A0[8];
float m_damage_fall_off_modifier; //0x02A8
char pad_02AC[8];
uint32_t m_vehicle_weapon_hash; //0x02B4
uint32_t m_default_camera_hash; //0x02B8
uint32_t m_aim_camera_hash; //0x02BC
uint32_t m_fire_camera_hash; //0x02C0
uint32_t m_cover_camera_hash; //0x02C4
uint32_t m_cover_ready_to_fire_hash; //0x02C8
uint32_t m_run_and_gun_camera_hash; //0x02CC
uint32_t m_cinematic_shooting_camera_hash; //0x02D0
uint32_t m_alt_or_scoped_camera_hash; //0x02D4
uint32_t m_run_and_gun_alt_or_scoped_camera_hash; //0x02D8
uint32_t m_cinematic_shooting_alt_or_scoped_camera_hash; //0x02DC
uint32_t m_pov_turret_camera_hash; //0x02E0
uint32_t m_recoil_shake_hash; //0x02E4
uint32_t m_recoil_shake_hash_first_person; //0x02E8
uint32_t m_accuracy_offset_shake_hash; //0x02EC
float m_min_time_between_recoil_shakes; //0x02F0
float m_recoil_shake_amplitude; //0x02F4
float m_explosion_shake_amplitude; //0x02F8
float m_camera_fov; //0x02FC
float m_first_person_aim_fov_min; //0x0300
float m_first_person_aim_fov_max; //0x0304
float m_first_person_scope_fov; //0x0308
float m_first_person_scope_attachment_fov; //0x030C
rage::fvector3 m_first_person_driveby_ik_offset; //0x0310
char pad_031C[4];
rage::fvector3 m_first_person_rng_offset; //0x0320
char pad_032C[4];
rage::fvector3 m_first_person_rng_rotation_offset; //0x0330
char pad_033C[4];
rage::fvector3 m_first_person_lt_offset; //0x0340
char pad_034C[4];
rage::fvector3 m_first_person_lt_rotation_offset; //0x0350
char pad_035C[4];
rage::fvector3 m_first_person_scope_offset; //0x0360
char pad_036C[4];
rage::fvector3 m_first_person_scope_attachment_offset; //0x0370
char pad_037C[4];
rage::fvector3 m_first_person_scope_rotation_offset; //0x0380
char pad_038C[4];
rage::fvector3 m_first_person_scope_attachment_rotation_offset; //0x0390
char pad_039C[4];
rage::fvector3 m_first_person_as_third_person_idle_offset; //0x03A0
char pad_03AC[4];
rage::fvector3 m_first_person_as_third_person_rng_offset; //0x03B0
char pad_03BC[4];
rage::fvector3 m_first_person_as_third_person_lt_offset; //0x03C0
char pad_03CC[4];
rage::fvector3 m_first_person_as_third_person_scope_offset; //0x03D0
char pad_03DC[4];
rage::fvector3 m_first_person_as_third_person_weapon_blocked_offset; //0x03E0
char pad_03EC[4];
float m_first_person_dof_subject_magnification_power_factor_near; //0x03F0
float m_first_person_dof_max_near_in_focus_distance; //0x03F4
float m_first_person_dof_max_near_in_focus_distance_blend_level; //0x03F8
char pad_03FC[4];
class sFirstPersonScopeAttachmentData
{
public:
uint32_t m_name_hash; //0x00
float m_first_person_scope_attachment_fov; //0x04
alignas(0x10) rage::fvector3 m_first_person_scope_attachment_offset; //0x10
alignas(0x10) rage::fvector3 m_first_person_scope_attachment_rotation_offset; //0x20
};
static_assert(sizeof(sFirstPersonScopeAttachmentData) == 0x30);
rage::atArray<sFirstPersonScopeAttachmentData> m_first_person_scope_attachment_data; //0x0400
float m_zoom_factor_for_accurate_mode; //0x0410
char pad_0414[12];
rage::fvector3 m_aim_offset_min; //0x0420
char pad_042C[4];
rage::fvector3 m_aim_offset_max; //0x0430
char pad_043C[4];
rage::fvector2 m_torso_aim_offset; //0x0440
rage::fvector2 m_torso_crouched_aim_offset; //0x0448
float m_aim_probe_length_min; //0x0450
float m_aim_probe_length_max; //0x0454
char pad_0458[8];
rage::fvector3 m_aim_offset_min_fps_idle; //0x0460
char pad_046C[4];
rage::fvector3 m_aim_offset_med_fps_idle; //0x0470
char pad_047C[4];
rage::fvector3 m_aim_offset_max_fps_idle; //0x0480
char pad_048C[4];
rage::fvector3 m_aim_offset_min_fps_lt; //0x0490
char pad_049C[4];
rage::fvector3 m_aim_offset_max_fps_lt; //0x04A0
char pad_04AC[4];
rage::fvector3 m_aim_offset_min_fps_rng; //0x04B0
char pad_04BC[4];
rage::fvector3 m_aim_offset_max_fps_rng; //0x04C0
char pad_04CC[4];
rage::fvector3 m_aim_offset_min_fps_scope; //0x04D0
char pad_04DC[4];
rage::fvector3 m_aim_offset_max_fps_scope; //0x04E0
char pad_04EC[4];
rage::fvector3 m_aim_offset_end_pos_min_fps_idle; //0x04F0
char pad_04FC[4];
rage::fvector3 m_aim_offset_end_pos_med_fps_idle; //0x0500
char pad_050C[4];
rage::fvector3 m_aim_offset_end_pos_max_fps_idle; //0x0510
char pad_051C[4];
rage::fvector3 m_aim_offset_end_pos_min_fps_lt; //0x0520
char pad_052C[4];
rage::fvector3 m_aim_offset_end_pos_med_fps_lt; //0x0530
char pad_053C[4];
rage::fvector3 m_aim_offset_end_pos_max_fps_lt; //0x0540
char pad_054C[4];
float m_aim_probe_radius_override_fps_idle; // 0x0550
float m_aim_probe_radius_override_fps_idle_stealth; // 0x0554
float m_aim_probe_radius_override_fps_lt; // 0x0558
float m_aim_probe_radius_override_fps_rng; // 0x055C
float m_aim_probe_radius_override_fps_scope; // 0x0560
char pad_0564[12];
rage::fvector3 m_left_hand_ik_offset; //0x0570
char pad_057C[4];
float m_ik_recoil_displacement; //0x0580
float m_ik_recoil_displacement_scope; //0x0584
float m_ik_recoil_displacement_scale_backward; //0x0588
float m_ik_recoil_displacement_scale_vertical; //0x058C
rage::fvector2 m_reticule_hud_position; //0x0590
rage::fvector2 m_reticule_hud_position_pov_turret; //0x0598
float m_reticule_min_size_standing; //0x05A0
float m_reticule_min_size_crouched; //0x05A4
float m_reticule_scale; //0x05A8
uint32_t m_reticule_style_hash; //0x05AC
uint32_t m_first_person_reticule_style_hash; //0x05B0
uint32_t m_pickup_hash; //0x05B4
uint32_t m_mp_pickup_hash; //0x05B8
uint32_t m_human_name_hash; //0x05BC
uint32_t m_audio_collision_hash; //0x05C0
uint32_t m_movement_mode_conditional_idle_hash; //0x05C4
uint8_t m_ammo_diminishing_rate; //0x05C8
int8_t m_hud_damage; //0x05C9
int8_t m_hud_speed; //0x05CA
int8_t m_hud_capacity; //0x05CB
int8_t m_hud_accuracy; //0x05CC
int8_t m_hud_range; //0x05CD
float m_aiming_breathing_additive_weight; //0x05D0
float m_firing_breathing_additive_weight; //0x05D4
float m_stealth_aiming_breathing_additive_weight; //0x5D8
float m_stealth_firing_breathing_additive_weight; //0x5DC
float m_aiming_lean_additive_weight; //0x05E0
float m_firing_lean_additive_weight; //0x05E4
float m_stealth_aiming_lean_additive_weight; //0x05E8
float m_stealth_firing_lean_additive_weight; //0x05EC
char* m_stat_name; //0x05F0
int32_t m_knockdown_count; //0x05F8
float m_killshot_impulse_scale; //0x05FC
uint32_t m_nm_shot_tuning_set_hash; //0x0600
CWeaponComponentPoint m_attach_points[7]; //0x0604
int32_t m_attach_point_count; //0x08f8
CWeaponBoneId m_gun_feed_bone; //0x08fc
std::bitset<192> m_weapon_flags; //0x0900
CWeaponTintSpecValues *m_tint_spec_values; //0x0918
CWeaponFiringPatternAliases *m_firing_pattern_aliases; //0x0920
CWeaponUpperBodyFixupExpressionData *m_reload_upper_body_fixup_expression_data; //0x0928
uint32_t m_target_sequence_group_hash; //0x0930
float m_bullet_direction_offset_in_degrees; //0x0934
float m_bullet_direction_pitch_offset; //0x0938
float m_bullet_direction_pitch_homing_offset; //0x093C
char pad_0940[20];
float m_expand_ped_capsule_radius; //0x0954
float m_vehicle_attack_angle; //0x0958
float m_torso_ik_angle_limit; //0x095C
float m_melee_damage_multiplier; //0x0960
float m_melee_right_fist_target_health_damage_scaler; //0x0964
float m_airborne_aircraft_lock_on_multiplier; //0x0968
float m_armoured_vehicle_glass_damage_override; //0x096C
char pad_0970[8];
rage::atArray<CCamoDiffuseTexIdxs> m_camo_diffuse_tex_idxs;//0x0978
CWeaponBoneId m_rotate_barrel_bone;//0x988
CWeaponBoneId m_rotate_barrel_bone2;//0x98A
};
static_assert(sizeof(CWeaponInfo) == 0x0990);