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