
enum weapFireType_t
{
WEAPON_FIRETYPE_FULLAUTO = 0x0,
WEAPON_FIRETYPE_SINGLESHOT = 0x1,
WEAPON_FIRETYPE_BURSTFIRE2 = 0x2,
WEAPON_FIRETYPE_BURSTFIRE3 = 0x3,
WEAPON_FIRETYPE_BURSTFIRE4 = 0x4,
WEAPON_FIRETYPE_DOUBLEBARREL = 0x5,
};
enum weapInventoryType_t
{
WEAPON_INVENTORYTYPE_PRIMARY = 0x0,
WEAPON_INVENTORYTYPE_OFFHAND = 0x1,
WEAPON_INVENTORYTYPE_ITEM = 0x2,
WEAPON_INVENTORYTYPE_ALTMODE = 0x3,
WEAPON_INVENTORYTYPE_EXCLUSIVE = 0x4,
WEAPON_INVENTORYTYPE_SCAVENGER = 0x5,
};
enum weapPenetrationType_t
{
WEAPON_PENETRATIONTYPE_NONE = 0x0,
WEAPON_PENETRATIONTYPE_SMALL = 0x1,
WEAPON_PENETRATIONTYPE_MEDIUM = 0x2,
WEAPON_PENETRATIONTYPE_LARGE = 0x3,
};
enum weapClassNames_t
{
WEAPON_WEAPCLASSNAMES_RIFLE = 0x0,
WEAPON_WEAPCLASSNAMES_SNIPER = 0x1,
WEAPON_WEAPCLASSNAMES_MG = 0x2,
WEAPON_WEAPCLASSNAMES_SMG = 0x3,
WEAPON_WEAPCLASSNAMES_SPREAD = 0x4,
WEAPON_WEAPCLASSNAMES_PISTOL = 0x5,
WEAPON_WEAPCLASSNAMES_GRENADE = 0x6,
WEAPON_WEAPCLASSNAMES_ROCKETLAUNCHER = 0x7,
WEAPON_WEAPCLASSNAMES_TURRET = 0x8,
WEAPON_WEAPCLASSNAMES_THROWINGKNIFE = 0x9,
WEAPON_WEAPCLASSNAMES_NONPLAYER = 0xA,
WEAPON_WEAPCLASSNAMES_ITEM = 0xB,
};
Well you can pretty much change everything such as:
- Damage
- Ammo
- Name
- Tracer
- Firing
- etc. and alot more.
Have fun finding them 


enum weapFireType_t
{
WEAPON_FIRETYPE_FULLAUTO = 0x0,
WEAPON_FIRETYPE_SINGLESHOT = 0x1,
WEAPON_FIRETYPE_BURSTFIRE2 = 0x2,
WEAPON_FIRETYPE_BURSTFIRE3 = 0x3,
WEAPON_FIRETYPE_BURSTFIRE4 = 0x4,
WEAPON_FIRETYPE_DOUBLEBARREL = 0x5,
};
enum weapInventoryType_t
{
WEAPON_INVENTORYTYPE_PRIMARY = 0x0,
WEAPON_INVENTORYTYPE_OFFHAND = 0x1,
WEAPON_INVENTORYTYPE_ITEM = 0x2,
WEAPON_INVENTORYTYPE_ALTMODE = 0x3,
WEAPON_INVENTORYTYPE_EXCLUSIVE = 0x4,
WEAPON_INVENTORYTYPE_SCAVENGER = 0x5,
};
enum weapPenetrationType_t
{
WEAPON_PENETRATIONTYPE_NONE = 0x0,
WEAPON_PENETRATIONTYPE_SMALL = 0x1,
WEAPON_PENETRATIONTYPE_MEDIUM = 0x2,
WEAPON_PENETRATIONTYPE_LARGE = 0x3,
};
enum weapClassNames_t
{
WEAPON_WEAPCLASSNAMES_RIFLE = 0x0,
WEAPON_WEAPCLASSNAMES_SNIPER = 0x1,
WEAPON_WEAPCLASSNAMES_MG = 0x2,
WEAPON_WEAPCLASSNAMES_SMG = 0x3,
WEAPON_WEAPCLASSNAMES_SPREAD = 0x4,
WEAPON_WEAPCLASSNAMES_PISTOL = 0x5,
WEAPON_WEAPCLASSNAMES_GRENADE = 0x6,
WEAPON_WEAPCLASSNAMES_ROCKETLAUNCHER = 0x7,
WEAPON_WEAPCLASSNAMES_TURRET = 0x8,
WEAPON_WEAPCLASSNAMES_THROWINGKNIFE = 0x9,
WEAPON_WEAPCLASSNAMES_NONPLAYER = 0xA,
WEAPON_WEAPCLASSNAMES_ITEM = 0xB,
};
Well you can pretty much change everything such as:
- Damage
- Ammo
- Name
- Tracer
- Firing
- etc. and alot more.
Have fun finding them 

enum AnimationType : int
{
none = 0,
default = 1,
other = 2,
sniper = 3,
m203 = 4,
hold = 5,
briefcase = 6,
reviver = 7,
radio = 8,
dualwield = 9,
remotecontrol = 10,
crossbow = 11,
minigun = 12,
beltfed = 13,
g11 = 14,
rearclip = 15,
handleclip = 16,
rearclipsniper = 17,
ballisticknife = 18,
singleknife = 19,
nopump = 20,
hatchet = 21,
grimreaper = 22,
zipline = 23,
riotshield = 24,
tablet = 25,
turned = 26,
screecher = 27,
PLAYER_ANIM_TYPE_MAX
};
enum weapType_t : int
{
WEAPTYPE_BULLET = 0,
WEAPTYPE_GRENADE = 1,
WEAPTYPE_PROJECTILE = 2,
WEAPTYPE_BINOCULARS = 3,
WEAPTYPE_GAS = 4,
WEAPTYPE_BOMB = 5,
WEAPTYPE_MINE = 6,
WEAPTYPE_MELEE = 7,
WEAPTYPE_RIOTSHIELD = 8,
WEAPTYPE_MAX
};
enum weapClass_t : int
{
WEAPCLASS_RIFLE = 0,
WEAPCLASS_MG = 1,
WEAPCLASS_SMG = 2,
WEAPCLASS_SPREAD = 3,
WEAPCLASS_PISTOL = 4,
WEAPCLASS_GRENADE = 5,
WEAPCLASS_ROCKETLAUNCHER = 6,
WEAPCLASS_TURRET = 7,
WEAPCLASS_NON_PLAYER = 8,
WEAPCLASS_GAS = 9,
WEAPCLASS_ITEM = 10,
WEAPCLASS_MELEE = 11,
WEAPCLASS_KILLSTREAK_ALT_STORED_WEAPON = 12,
WEAPCLASS_PISTOL_SPREAD = 13,
WEAPCLASS_MAX
};
enum weapClass_t : int
{
WEAPCLASS_RIFLE = 0,
WEAPCLASS_MG = 1,
WEAPCLASS_SMG = 2,
WEAPCLASS_SPREAD = 3,
WEAPCLASS_PISTOL = 4,
WEAPCLASS_GRENADE = 5,
WEAPCLASS_ROCKETLAUNCHER = 6,
WEAPCLASS_TURRET = 7,
WEAPCLASS_NON_PLAYER = 8,
WEAPCLASS_GAS = 9,
WEAPCLASS_ITEM = 10,
WEAPCLASS_MELEE = 11,
WEAPCLASS_KILLSTREAK_ALT_STORED_WEAPON = 12,
WEAPCLASS_PISTOL_SPREAD = 13,
WEAPCLASS_MAX
};
enum weaponIconRatioType_t : int
{
WEAPON_ICON_RATIO_1TO1 = 0,
WEAPON_ICON_RATIO_2TO1 = 1,
WEAPON_ICON_RATIO_4TO1 = 2,
WEAPON_ICON_RATIO_MAX
};
enum PenetrateType : int
{
PENETRATE_TYPE_NONE = 0,
PENETRATE_TYPE_SMALL = 1,
PENETRATE_TYPE_MEDIUM = 2,
PENETRATE_TYPE_LARGE = 3,
PENETRATE_TYPE_MAX
};
enum weapStance_t : int
{
WEAPSTANCE_STAND = 0x0,
WEAPSTANCE_DUCK = 0x1,
WEAPSTANCE_PRONE = 0x2,
WEAPSTANCE_MAX
};
enum ammoCounterClipType_t : int
{
AMMO_COUNTER_CLIP_NONE = 0,
AMMO_COUNTER_CLIP_MAGAZINE = 1,
AMMO_COUNTER_CLIP_SHORTMAGAZINE = 2,
AMMO_COUNTER_CLIP_SHOTGUN = 3,
AMMO_COUNTER_CLIP_ROCKET = 4,
AMMO_COUNTER_CLIP_BELTFED = 5,
AMMO_COUNTER_CLIP_ALTWEAPON = 6,
AMMO_COUNTER_CLIP_MAX
};
enum weapOverlayReticle_t
{
WEAPOVERLAYRETICLE_NONE = 0x0,
WEAPOVERLAYRETICLE_CROSSHAIR = 0x1,
WEAPOVERLAYRETICLE_MAX
};
enum weapOverlayInterface_t
{
WEAPOVERLAYINTERFACE_NONE = 0x0,
WEAPOVERLAYINTERFACE_JAVELIN = 0x1,
WEAPOVERLAYINTERFACE_TURRETSCOPE = 0x2,
WEAPOVERLAYINTERFACE_MAX
};
enum weapInventoryType_t : int
{
WEAPINVENTORY_PRIMARY = 0,
WEAPINVENTORY_OFFHAND = 1,
WEAPINVENTORY_ITEM = 2,
WEAPINVENTORY_ALTMODE = 3,
WEAPINVENTORY_MELEE = 4,
WEAPINVENTORY_DW_LEFT_HAND = 5,
WEAPINVENTORY_MAX
};
enum ImpactType : int
{
IMPACT_TYPE_NONE = 0,
IMPACT_TYPE_BULLET_SMALL = 1,
IMPACT_TYPE_BULLET_LARGE = 2,
IMPACT_TYPE_BULLET_AP = 3,
IMPACT_TYPE_BULLET_XTREME = 4,
IMPACT_TYPE_SHOTGUN = 5,
IMPACT_TYPE_GRENADE_BOUNCE = 6,
IMPACT_TYPE_GRENADE_EXPLODE = 7,
IMPACT_TYPE_RIFLE_GRENADE = 8,
IMPACT_TYPE_ROCKET_EXPLODE = 9,
IMPACT_TYPE_ROCKET_EXPLODE_XTREME = 10,
IMPACT_TYPE_PROJECTILE_DUD = 11,
IMPACT_TYPE_MORTAR_SHELL = 12,
IMPACT_TYPE_TANK_SHELL = 13,
IMPACT_TYPE_BOLT = 14,
IMPACT_TYPE_BLADE = 15,
IMPACT_TYPE_MAX
};
enum weapFireType_t : int
{
WEAPON_FIRETYPE_FULLAUTO = 0,
WEAPON_FIRETYPE_SINGLESHOT = 1,
WEAPON_FIRETYPE_2ROUNDBURST = 2,
WEAPON_FIRETYPE_3ROUNDBURST = 3,
WEAPON_FIRETYPE_4ROUNDBURST = 4,
WEAPON_FIRETYPE_5ROUNDBURST = 5,
WEAPON_FIRETYPE_STACKEDFIRE = 6,
WEAPON_FIRETYPE_MINIGUN = 7,
WEAPON_FIRETYPE_CHARGESHOT = 8,
WEAPON_FIRETYPE_JETGUN = 9,
WEAPON_FIRETYPE_MAX
};
enum ClipTypes : int
{
bottom = 0,
top = 1,
left = 2,
dp28 = 3,
ptrs = 4,
lmg = 5,
CLIPTYPE_MAX
};
enum BarrelType : int
{
SINGLE = 0,
DUAL = 1,
DUAL_ALT = 2,
QUAD = 3,
QUAD_ALT = 4,
QUAD_DOUBLE_ALT = 5,
BARRELTYPE_MAX
};
enum surfaceNames_t
{
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,
riotshield,
opaqueglass
};
enum StickType : int
{
DONT = 0,
ALL = 1,
ALL_EXCEPT_PLAYER = 2,
GROUND = 3,
GROUND_MAINTAIN_YAW = 4,
FLESH = 5,
STICK_MAX
};
enum RotType : int
{
BOTH_AXIS = 0,
ONE_AXIS = 1,
CYLINDER = 2,
ROTATION_MAX
};
enum guidedMissileType_t
{
MISSILE_GUIDANCE_NONE = 0x0,
MISSILE_GUIDANCE_SIDEWINDER = 0x1,
MISSILE_GUIDANCE_HELLFIRE = 0x2,
MISSILE_GUIDANCE_JAVELIN = 0x3,
MISSILE_GUIDANCE_BALLISTIC = 0x4,
MISSILE_GUIDANCE_WIRE = 0x5,
MISSILE_GUIDANCE_TV = 0x6,
MISSILE_GUIDANCE_DRONE = 0x7,
MISSILE_GUIDANCE_HEAT = 0x8,
MISSILE_GUIDANCE_MAX
};
enum bodyParts_t
{
none,
helmet,
head,
neck,
torso_upper,
torso_mid,
torso_lower,
right_arm_upper,
left_arm_upper,
right_arm_lower,
left_arm_lower,
right_hand,
left_hand,
right_leg_upper,
left_leg_upper,
right_leg_lower,
left_leg_lower,
right_foot,
left_foot,
gun,
riotshield
};
struct ProjectileExplosionEffect
{
FxEffectDef * projExplosionEffect;
bool projExplosionEffectForceNormalUp;
};
struct FlameTable
{
float streamChunkGravityStart;
float streamChunkGravityEnd;
float streamChunkMaxSize;
float streamChunkStartSize;
float streamChunkEndSize;
float streamChunkStartSizeRand;
float streamChunkEndSizeRand;
float streamChunkDistScalar;
float streamChunkDistSwayScale;
float streamChunkDistSwayVelMax;
float streamChunkSpeed;
float streamChunkDecel;
float streamChunkVelocityAddScale;
float streamChunkDuration;
float streamChunkDurationScaleMaxVel;
float streamChunkDurationVelScalar;
float streamChunkSizeSpeedScale;
float streamChunkSizeAgeScale;
float streamChunkSpawnFireIntervalSt;
float streamChunkSpawnFireIntervalEn;
float streamChunkSpawnFireMinLifeFra;
float streamChunkSpawnFireMaxLifeFra;
float streamChunkFireMinLifeFrac;
float streamChunkFireMinLifeFracStar;
float streamChunkFireMinLifeFracEnd;
float streamChunkDripsMinLifeFrac;
float streamChunkDripsMinLifeFracSta;
float streamChunkDripsMinLifeFracEnd;
float streamChunkRotationRange;
float streamSizeRandSinWave;
float streamSizeRandCosWave;
float streamDripsChunkInterval;
float streamDripsChunkMinFrac;
float streamDripsChunkRandFrac;
float streamSmokeChunkInterval;
float streamSmokeChunkMinFrac;
float streamSmokeChunkRandFrac;
float streamChunkCullDistSizeFrac;
float streamChunkCullMinLife;
float streamChunkCullMaxLife;
float streamFuelSizeStart;
float streamFuelSizeEnd;
float streamFuelLength;
float streamFuelNumSegments;
float streamFuelAnimLoopTime;
float streamFlameSizeStart;
float streamFlameSizeEnd;
float streamFlameLength;
float streamFlameNumSegments;
float streamFlameAnimLoopTime;
float streamPrimaryLightRadius;
float streamPrimaryLightRadiusFlutte;
float streamPrimaryLightR;
float streamPrimaryLightG;
float streamPrimaryLightB;
float streamPrimaryLightFlutterR;
float streamPrimaryLightFlutterG;
float streamPrimaryLightFlutterB;
float fireLife;
float fireLifeRand;
float fireSpeedScale;
float fireSpeedScaleRand;
float fireVelocityAddZ;
float fireVelocityAddZRand;
float fireVelocityAddSideways;
float fireGravity;
float fireGravityEnd;
float fireMaxRotVel;
float fireFriction;
float fireEndSizeAdd;
float fireStartSizeScale;
float fireEndSizeScale;
float fireBrightness;
float dripsLife;
float dripsLifeRand;
float dripsSpeedScale;
float dripsSpeedScaleRand;
float dripsVelocityAddZ;
float dripsVelocityAddZRand;
float dripsVelocityAddSideways;
float dripsGravity;
float dripsGravityEnd;
float dripsMaxRotVel;
float dripsFriction;
float dripsEndSizeAdd;
float dripsStartSizeScale;
float dripsEndSizeScale;
float dripsBrightness;
float smokeLife;
float smokeLifeRand;
float smokeSpeedScale;
float smokeVelocityAddZ;
float smokeGravity;
float smokeGravityEnd;
float smokeMaxRotation;
float smokeMaxRotVel;
float smokeFriction;
float smokeEndSizeAdd;
float smokeStartSizeAdd;
float smokeOriginSizeOfsZScale;
float smokeOriginOfsZ;
float smokeFadein;
float smokeFadeout;
float smokeMaxAlpha;
float smokeBrightness;
float smokeOriginOffset;
float collisionSpeedScale;
float collisionVolumeScale;
const char * name;
Material * fire;
Material * smoke;
Material * heat;
Material * drips;
Material * streamFuel;
Material * streamFuel2;
Material * streamFlame;
Material * streamFlame2;
const char * flameOffLoopSound;
const char * flameIgniteSound;
const char * flameOnLoopSound;
const char * flameCooldownSound;
};
struct WeaponDef
{
const char * AIOverlayDescription;
XModel * * gunModel;
XModel * handModel;
const char * modeName;
ScriptString (*noteTrackSoundMapKeys[0x14]);
ScriptString (*notetrackSoundMapValues[0x14]);
AnimationType playerAnimType;
weapType_t weaponType;
weapClass_t weaponClass;
PenetrateType penetrateType;
ImpactType impactType;
weapInventoryType_t inventoryType;
weapFireType_t fireType;
ClipTypes clipType;
BarrelType barrelType;
int unknown1;
const char * parentWeaponName;
int jamFireTime;
int overheatWeapon;
float overheatRate;
float cooldownRate;
float overheatEndVal;
bool coolWhileFiring;
bool fuelTankWeapon;
int tankLifeTime;
OffhandClass offhandClass;
int offhandSlot;
weapStance_t stance;
FxEffectDef * viewFlashEffect;
FxEffectDef * worldFlashEffect;
FxEffectDef * barrelCooldownEffect;
int barrelCooldownMinCount;
float viewFlashOffset[3];
float worldFlashOffset[3];
char * pickupSound;
char * pickupSoundPlayer;
char * ammoPickupSound;
char * ammoPickupSoundPlayer;
char * projectileSound;
char * pullbackSound;
char * pullbackSoundPlayer;
char * fireSound;
char * fireSoundPlayer;
char * loopFireSound;
char * loopFireSoundPlayer;
char * loopFireEndSound;
char * loopFireEndSoundPlayer;
char * startFireSound;
char * stopFireSound;
char * killcamStartFireSound;
char * startFireSoundPlayer;
char * stopFireSoundPlayer;
char * killcamStartFireSoundPlayer;
char * lastShotSound;
char * lastShotSoundPlayer;
char * emptyFireSound;
char * emptyFireSoundPlayer;
char * crackSound;
char * whizbySound;
char * meleeSwipeSound;
char * meleeSwipeSoundPlayer;
char * meleeHitSound;
char * meleeMissSound;
char * rechamberSound;
char * rechamberSoundPlayer;
char * reloadSound;
char * reloadSoundPlayer;
char * reloadEmptySound;
char * reloadEmptySoundPlayer;
char * reloadStartSound;
char * reloadStartSoundPlayer;
char * reloadEndSound;
char * reloadEndSoundPlayer;
char * rotateLoopSound;
char * rotateLoopSoundPlayer;
char * rotateStopSound;
char * rotateStopSoundPlayer;
char * deploySound;
char * deploySoundPlayer;
char * finishDeploySound;
char * finishDeploySoundPlayer;
char * breakdownSound;
char * breakdownSoundPlayer;
char * finishBreakdownSound;
char * finishBreakdownSoundPlayer;
char * detonateSound;
char * detonateSoundPlayer;
char * nightVisionWearSound;
char * nightVisionWearSoundPlayer;
char * nightVisionRemoveSound;
char * nightVisionRemoveSoundPlayer;
char * altSwitchSound;
char * altSwitchSoundPlayer;
char * raiseSound;
char * raiseSoundPlayer;
char * firstRaiseSound;
char * firstRaiseSoundPlayer;
char * adsRaiseSoundPlayer;
char * adsLowerSoundPlayer;
char * putawaySound;
char * putawaySoundPlayer;
char * overheatSound;
char * overheatSoundPlayer;
char * adsZoomSound;
char * shellCasing;
char * shellCasingPlayer;
char * * bounceSounds; //Refer to surfaceNames_t
const char * standMountedWeapdef;
const char * crouchMountedWeapdef;
const char * proneMountedWeapdef;
unsigned int standMountedWeapIndex;
unsigned int crouchMountedWeapIndex;
unsigned int proneMountedWeapIndex;
FxEffectDef * viewShellEjectEffect;
FxEffectDef * worldShellEjectEffect;
FxEffectDef * viewLastShotEjectEffect;
FxEffectDef * worldLastShotEjectEffect;
Material *reticleCenter;
Material *reticleSide;
int iReticleCenterSize;
int iReticleSideSize;
int iReticleMinOfs;
activeReticleType_t activeReticleType;
float vStandMove[3];
float vStandRot[3];
float vDuckedOfs[3];
float vDuckedMove[3];
float vDuckedSprintOfs[3];
float vDuckedSprintRot[3];
float vDuckedSprintBob[2];
float duckedSprintScale;
float vSprintOfs[3];
float vSprintRot[3];
float vSprintBob[2];
float sprintScale;
float vLowReadyOfs[3];
float vLowReadyRot[3];
float vRideOfs[3];
float vRideRot[3];
float vDTPOfs[3];
float vDTPRot[3];
float vDTPBob[2];
float DTPScale;
float vMantleOfs[3];
float vMantleRot[3];
float vSlideOfs[3];
float vSlideRot[3];
float vDuckedRot[3];
float vProneOfs[3];
float vProneMove[3];
float vProneRot[3];
float vStrafeMove[3];
float vStrafeRot[3];
float fPosMoveRate;
float fPosProneMoveRate;
float fStandMoveMinSpeed;
float fDuckedMoveMinSpeed;
float fProneMoveMinSpeed;
float fPosRotRate;
float fPosProneRotRate;
float fStandRotMinSpeed;
float fDuckedRotMinSpeed;
float fProneRotMinSpeed;
XModel * *worldModel;
XModel *worldClipModel;
XModel *rocketModel;
XModel *mountedModel;
XModel *additionalMeleeModel;
Material * fireTypeIcon;
Material * hudIcon;
weaponIconRatioType_t hudIconRatio;
Material * indicatorIcon;
weaponIconRatioType_t indicatorIconRatio;
Material * ammoCounterIcon;
weaponIconRatioType_t ammoCounterIconRatio;
ammoCounterClipType_t ammoCounterClip;
int iStartAmmo;
int iMaxAmmo;
int shotCount;
const char *szSharedAmmoCapName;
int iSharedAmmoCapIndex;
int iSharedAmmoCap;
bool unlimitedAmmo;
bool ammoCountClipRelative;
int damage[6];
float damageRange[6];
int minPlayerDamage;
float damageDuration;
float damageInterval;
int playerDamage;
int iMeleeDamage;
int iDamageType;
ScriptString explosionTag;
int iFireDelay;
int iMeleeDelay;
int meleeChargeDelay;
int iDetonateDelay;
int iSpinUpTime;
int iSpinDownTime;
float spinRate;
char * spinLoopSound;
char * spinLoopSoundPlayer;
char * startSpinSound;
char * startSpinSoundPlayer;
char * stopSpinSound;
char * stopSpinSoundPlayer;
bool applySpinPitch;
int fireTime;
int iFireTime;
int iLastFireTime;
int iRechamberTime;
int iRechamberBoltTime;
int iHoldFireTime;
int iDetonateTime;
int iMeleeTime;
int iBurstFireDelay;
int meleeChargeTime;
char unknown2[0x8];
int reloadShowRocketTime;
int iReloadEmtpyTime;
int iReloadAddTime;
int iReloadEmptyAddTime;
int iReloadQuickAddTime;
int iReloadQuickEmptyAddTime;
int iReloadStartTime;
int iReloadStartAddTime;
int iReloadEndTime;
int iDropTime;
int iRaiseTime;
int iAltDropTime;
int iQuickDropTime;
int iQuickRaiseTime;
int iFirstRaiseTime;
int iEmptyRaiseTime;
int iEmptyDropTime;
int sprintInTime;
int sprintLoopTime;
int sprintOutTime;
int lowReadyInTime;
int lowReadyLoopTime;
int lowReadyOutTime;
int contFireInTime;
int contFireLoopTime;
int contFireOutTime;
int DTPInTime;
int DTPLoopTime;
int DTPOutTime;
int crawlInTime;
int crawlForwardTime;
int crawlBackTime;
int crawlRightTime;
int crawlLeftTime;
int crawlOutFireTime;
int crawlOutTime;
int slideInTime;
int deployTime;
int breakdownTime;
int fireTime2; //For some reason, BO2 has 2 instances of these. I have never seen them not equal.
int nightVisionWearTime;
int nightVisionWearTimeFadeOutEnd;
int nightVisionWearTimePowerUp;
int nightVisionRemoveTime;
int nightVisionRemoveTimePowerDown;
int nightVisionRemoveTimeFadeInStart;
int fuseTime;
int aifuseTime;
int lockOnRadius;
int lockOnSpeed;
bool requireLockonToFire;
bool noAdsWhenMagEmpty;
bool avoidDropCleanup;
int stackFire;
float stackFireSpread;
float stackFireAccuracyDecay;
char * stackSound;
float autoAimRange;
float aimAssistRange;
bool mountableWeapon;
float aimPadding;
float enemyCrosshairRange;
bool crosshairColorChange;
float moveSpeedScale;
float adsMoveSpeedScale;
float sprintDurationScale;
weapOverlayReticle_t adsOverlayReticle;
weapOverlayInterface_t adsOverlayInterface;
float adsOverlayWidth;
float adsOverlayHeight;
float fAdsBobFactor;
float fAdsViewBobMult;
bool holdBreathToSteady;
float fHipSpreadStandMin;
float fHipSpreadDuckedMin;
float fHipSpreadProneMin;
float hipSpreadStandMax;
float hipSpreadDuckedMax;
float hipSpreadProneMax;
float fHipSpreadDecayRate;
float fHipSpreadFireAdd;
float fHipSpreadTurnAdd;
float fHipSpreadMoveAdd;
float fHipSpreadDuckedDecay;
float fHipSpreadProneDecay;
float fHipReticleSidePos;
float fAdsIdleAmount;
float fHipIdleAmount;
float adsIdleSpeed;
float hipIdleSpeed;
float fIdleCrouchFactor;
float fIdleProneFactor;
float fGunMaxPitch;
float fGunMaxYaw;
float swayMaxAngle;
float swayLerpSpeed;
float swayPitchScale;
float swayYawScale;
float swayHorizScale;
float swayVertScale;
float swayShellShockScale;
float adsSwayMaxAngle;
float adsSwayLerpSpeed;
float adsSwayPitchScale;
float adsSwayYawScale;
bool sharedAmmo;
bool rifleBullet;
bool armorPiercing;
bool airburstWeapon;
bool boltAction;
bool useAltTagFlash;
bool useAntiLagRewind;
bool isCarriedKillstreakWeapon;
bool aimDownSight;
bool rechamberWhileAds;
bool reloadWhileAds;
float adsViewErrorMin;
float adsViewErrorMax;
bool cookOffHold;
bool clipOnly;
bool canUseInVehicle;
bool noDropsOrRaises;
bool adsFire;
bool cancelAutoHolsterWhenEmpty;
bool suppressAmmoReserveDisplay;
bool laserSight;
bool laserSightDuringNightvision;
bool hideThirdPerson;
bool bayonet;
bool dualWield;
bool explodeOnGround;
bool throwBack;
bool retrievable;
bool dieOnRespawn;
bool noThirdPersonDropsOrRaises;
bool continuousFire;
bool noPing;
bool forceBounce;
bool useDroppedModelAsStowed;
bool noQuickDropWhenEmpty;
bool keepCrosshairWhenAds;
bool useOnlyAltWeaponHideTagsInAltMode;
bool altWeaponAdsOnly;
bool altWeaponDisableSwitching;
Material *killIcon;
weaponIconRatioType_t killIconRatio;
bool flipKillIcon;
bool noPartialReload;
bool segmentedReload;
bool noADSAutoReload;
int iReloadAmmoAdd;
int iReloadStartAdd;
const char * grenadeWeapon;
const char * dualWieldWeapon;
unsigned int dualWieldWeaponIndex;
int iDropAmmoMin;
int iDropAmmoMax;
int iDropClipAmmoMin;
int iDropClipAmmoMax;
int iShotsBeforeRechamber;
bool blocksProne;
bool showIndicator;
int isRollingGrenade;
int useBallisticPrediction;
int isValuable;
int isTacticalInsertion;
bool isReviveWeapon;
bool bUseRigidBodyOnVehicle;
int iExplosionRadius;
int iExplosionRadiusMin;
int iIndicatorRadius;
int iExplosionInnerDamage;
int iExplosionOuterDamage;
float damageConeAngle;
int iProjectileSpeed;
int iProjectileSpeedUp;
int iProjectileSpeedRelativeUp;
int iProjectileSpeedForward;
float projectileTakeParentVel;
int iProjectileActivateDist;
float projLifetime;
float timeToAccelerate;
float projectileCurvature;
XModel *projectileModel;
weapProjExposion_t projExplosion;
ProjectileExplosionEffect projExplosionEffect[5];
FxEffectDef * projDudEffect;
char * projExplosionSound;
char * projDudSound;
char * mortarShellSound;
char * tankShellSound;
bool projImpactExplode;
bool sentientImpactExplode;
bool explodeWhenStationary;
bool bulletImpactExplode;
StickType stickiness;
RotType rotateType;
bool plantable;
bool hasDetonator;
bool timedDetonation;
bool noCrumpleMissile;
bool rotate;
bool keepRolling;
bool holdButtonToThrow;
bool offhandHoldIsCancelable;
bool freezeMovementWhenFiring;
float lowAmmoWarningThreshold;
bool bDisallowAtMatchStart;
float meleeChargeRange;
bool useAsMelee;
bool isCameraSensor;
bool isAcousticSensor;
bool isLaserSensor;
bool isHoldeUseGrenade;
char unknown3[0xB];
FxEffectDef * projTrailEffect;
float vPorjectileColor[3];
guidedMissileType_t guidedMissileType;
float maxSteeringAccel;
int projIgnitionDelay;
FxEffectDef *projIgnitionEffect;
char * projIgnitionSound;
float fAdsAimPitch;
float fAdsCrosshairInFrac;
float fAdsCrosshairOutFrac;
int adsGunKickReducedKickBullets;
float adsGunKickReducedKickPercent;
float fAdsGunKickPitchMin;
float fAdsGunKickPitchMax;
float fAdsGunKickYawMin;
float fAdsGunKickYawMax;
float fAdsGunKickAccel;
float fAdsGunKickSpeedMax;
float fAdsGunKickSpeedDecay;
float fAdsGunKickStaticDecay;
float fAdsViewKickPitchMin;
float fAdsViewKickPitchMax;
float fAdsViewKickMinMagnitude;
float fAdsViewKickYawMin;
float fAdsViewKickYawMax;
float fAdsRecoilReductionRate;
float fAdsRecoilReductionLimit;
float fAdsRecoilReturnRate;
float fAdsViewScatterMin;
float fAdsViewScatterMax;
float fAdsSpread;
int hipGunKickReducedKickBullets;
float hipGunKickReducedKickPercent;
float fHipGunKickPitchMin;
float fHipGunKickPitchMax;
float fHipGunKickYawMin;
float fHipGunKickYawMax;
float fHipGunKickAccel;
float fHipGunKickSpeedMax;
float fHipGunKickSpeedDecay;
float fHipGunKickStaticDecay;
float fHipViewKickPitchMin;
float fHipViewKickPitchMax;
float fHipViewKickMinMagnitude;
float fHipViewKickYawMin;
float fHipViewKickYawMax;
float fHipViewScatterMin;
float fHipViewScatterMax;
float fAdsViewKickCenterDuckedScale;
float fAdsViewKickCenterProneScale;
float fAntiQuickScopeTime;
float fAntiQuickScopeScale;
float fAntiQuickScopeSpreadMultiplier;
float fAntiQuickScopeSpreadMax;
float fAntiQuickScopeSwayFactor;
float fightDist;
float maxDist;
const char * aiVsAiAccuracyGraphName;
const char * aiVsPlayerAccuracyGraphName;
[[:Vectors#vec2_t|vec2_t]] * aiVsAiAccuracyGraphKnots;
[[:Vectors#vec2_t|vec2_t]] * aiVsPlayerAccuracyGraphKnots;
[[:Vectors#vec2_t|vec2_t]] * aiVsAiOriginalAccuracyGraphKnots;
[[:Vectors#vec2_t|vec2_t]] * aiVsPlayerOriginalAccuracyGraphKnots;
int aiVsAiAccuracyGraphKnotCount;
int aiVsPlayerAccuracyGraphKnotCount;
int aiVsAiOriginalAccuracyGraphKnotCount;
int aiVsPlayerOriginalAccuracyGraphKnotCount;
int iPositionReloadTransTime;
float leftArc;
float rightArc;
float topArc;
float bottomArc;
float accuracy;
float aiSpread;
float playerSpread;
float minTurnSpeed[2];
float maxTurnSpeed[2];
float pitchConvergenceTime;
float yawConvergenceTime;
float suppressTime;
float maxRange;
float fAnimHorRotateInc;
float fPlayerPositionDist;
const char *szUseHintString;
const char *dropHintString;
int iUseHintStringIndex;
int dropHintStringIndex;
float horizViewJitter;
float vertViewJitter;
float cameraShakeScale;
int cameraShakeDuration;
int cameraShakeRadius;
float explosionCameraShakeScale;
int explosionCameraShakeDuration;
int explosionCameraSHakeRadius;
const char *szScript;
float destabilizationRateTime;
float destabilizationCurvatureMax;
int destabilizeDistance;
float * locationDamageMultipliers; //Refer to bodyParts_t
const char *fireRumble;
const char *meleeImpactRumble;
const char *reloadRumble;
const char *explosionRumble;
Tracer * tracer;
Tracer * enemyTracer;
float adsDofStart;
float adsDofEnd;
float hipDofStart;
float hipDofEnd;
float scanSpeed;
float scanAccel;
int scanPauseTime;
const char * flameTableFirstPerson;
const char * flameTableThirdPerson;
FlameTable * firstPersonFlameTable;
FlameTable * thirdPersonFlameTable;
FxEffectDef * tagFx_preparationEffect;
FxEffectDef * tagFlash_preparationEffect;
bool doGibbing;
float maxGibDistance;
float altScopeADSTransInTime;
float altScopeADSTransOutTime;
int introFireTime;
int introFireLength;
FxEffectDef * meleeSwipeEffect; //FxEffectDef
FxEffectDef * meleeImpactEffect; //FxEffectDef
FxEffectDef * meleeImpactNoBloodEffect;
char * throwBackType;
WeaponCamo * camo;
float customFloat[3];
__declspec(align(4)) bool customBool0;
__declspec(align(4)) bool customBool1;
__declspec(align(4)) bool customBool2;
};
struct WeaponVarientDef
{
char * name;
int unknown1;
WeaponDef * info;
const char * szDisplayName;
const char * altWeapon;
const char * attachmentUnique;
WeaponAttachment **attachments; //Count = 0x3F
WeaponUniqueAttachment **unqAttachments; //Count = 0x5F
char * * unknownStringArray1; //Count = 0x58
ScriptString (*hideTags[0x20]);
XModel **unknownModelArray1; //Count = 8
XModel **unknownModelArray2; //Count = 8
char * * unknownStringArray2; //Count = 8
char * * unknownStringArray3; //Count = 8
float attachViewModelOffset[8][3];
float attachWorldModelOffset[8][3];
float attachViewModelRotation[8][3];
float attachWorldModelRotation[8][3];
float stowedModelOffsets[3];
float stowedModelRotation[3];
char unknown2[0x8];
bool ignoreAttachments;
int iClipSize;
int iReloadTime;
int iReloadEmptyTime;
int iReloadQuickTime;
int iReloadQuickEmptyTime;
int iAdsTransInTime;
int iAdsTransOutTime;
int iAltRaiseTime;
const char *szAmmoDisplayName;
const char *szAmmoName;
int iAmmoIndex;
const char *szClipName;
int iClipIndex;
float aimAssistRangeAds;
float adsSwayHorizScale;
float adsSwayVertScale;
float fAdsViewKickCenterSpeed;
float fHipViewKickCenterSpeed;
float fAdsZoomFov[3];
float adsZoomInFrac;
float adsZoomOutFrac;
float adsOverlayAlphaScale;
int unknown3;
int unknown4;
bool silenced;
bool dualMag;
bool infrared;
bool tvguided;
int perks[2];
bool antiQuickScope;
Material * AdsOverlayShader;
Material * AdsOverlayShaderLowRes;
Material * dpadIcon;
weaponIconRatioType_t dpadIconRatio;
bool noAmmoOnDpadIcon;
bool mmsWeapon;
bool mssInScope;
float mmsFOV;
float mmsAspect;
float mmsMaxDist;
float ikLeftHandIdlePos[3];
float ikLeftHandOffset[3];
float ikLeftHandRotation[3];
bool usingLeftHandProneIK;
float ikLeftHandProneOffset[3];
float ikLeftHandProneRotation[3];
float ikLeftHandUiViewerOffset[3];
float ikLeftHandUiViewerRotation[3];
};
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