Post: (Release)WeaponDef 1.15 [DEX]
02-14-2014, 05:00 PM #1
Raz0rMind
I love BadChoicesZ
(adsbygoogle = window.adsbygoogle || []).push({}); Hello NGU User,

I'm releasing this because I didn't saw something new in the BO2 Section, for some people it's new but for some it isn't, I have this now for a quiet while and don't have any use for it anymore.

However, with this tool u can call any weapon you want to, so now you can either map out some assets or just leave it.(Or just maybe remake the uTor Tool) Winky Winky

Here's a Screenshot:
You must login or register to view this content.

How to use it:

1. Connect and Attach
2. Be in a private match
3. Type in the numericUpDown the gun value you want to
4. Then click on retrieve
(In example on the screenshot on top I set it to 14 which is the Peecekeaper)


Here are some enums(Thanks to iMaes):
    
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,
};


What can I do with WeaponDef?
    
Well you can pretty much change everything such as:
- Damage
- Ammo
- Name
- Tracer
- Firing
- etc. and alot more.

Have fun finding them Smile


Here's a video what you can do with WeaponDef:


Download Link:
You must login or register to view this content.

Virus Scan:
You must login or register to view this content.

You can either figure out whats the value for each weapon or just go in the BO2 Section, there are bunch a bunch of threads.

Credits:
SC58 (Offset and help)
iMaes (some enums)
BadChoicesZ (Teaching me)
Chury89 (Encryption)
Therifboy (RPC)
Enstone
iMSCx (PS3Lib)

Drack


You must login or register to view this content.
(adsbygoogle = window.adsbygoogle || []).push({});

The following 17 users say thank you to Raz0rMind for this useful post:

-SuperMan, Asian, EG6, EliteHackzPS3, FM|T Enstone, FusionIsDaName, Mango_Knife, John, Notorious, SC58, SWAT CLAN, Taylor, ThePaaqoHD, VezahMoDz, Fatality, xPAQz
02-14-2014, 09:41 PM #11
Originally posted by Raz0rMind View Post
That makes no sense, commenting at first that I'm the leacher.


I never said you were a leecher :derp:
02-14-2014, 09:48 PM #12
SnaY
Former Lead of GS
Originally posted by Raz0rMind View Post
Hello NGU User,

I'm releasing this because I didn't saw something new in the BO2 Section, for some people it's new but for some it isn't, I have this now for a quiet while and don't have any use for it anymore.

However, with this tool u can call any weapon you want to, so now you can either map out some assets or just leave it.(Or just maybe remake the uTor Tool) Winky Winky

Here's a Screenshot:
You must login or register to view this content.

How to use it:

1. Connect and Attach
2. Be in a private match
3. Type in the numericUpDown the gun value you want to (Here's a Weaponlist You must login or register to view this content. thanks to seb5594)
4. Then click on retrieve
(In example on the screenshot on top I set it to 14 which is the Peecekeaper)


Here are some enums(Thanks to iMaes):
    
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,
};


What can I do with WeaponDef?
    
Well you can pretty much change everything such as:
- Damage
- Ammo
- Name
- Tracer
- Firing
- etc. and alot more.

Have fun finding them Smile


Here's a video what you can do with WeaponDef:


Download Link:
You must login or register to view this content.

Virus Scan:
You must login or register to view this content.

You can either figure out whats the value for each weapon or just use this -> You must login or register to view this content. (Thanks to seb5594)


Credits:
SC58 (Offset and help)
iMaes (some enums)
BadChoicesZ (Teaching me)
Chury89 (Encryption)
Therifboy (RPC)
Enstone
iMSCx (PS3Lib)

Drack


You must login or register to view this content.


Well that is the full weapon def...

    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];
};



Credits: CodResearch Wiki
02-14-2014, 09:59 PM #13
Raz0rMind
I love BadChoicesZ
Originally posted by EyeX32 View Post
I groaned because those enums are leeched No No

COD Reseach wiki :whistle:


It's not because you're too dumb to find them, that I can't find them on my own.
02-14-2014, 10:02 PM #14
Raz0rMind
I love BadChoicesZ
Originally posted by seb5594 View Post
Sorry buddy, but this isn't really worth a release, because you don't even explain how to use the Weapondefs. You really think if you post some enums ppl know how to use it?

Your Credits are wrong
- Why get enstone credits? I can't see in your App CCAPI
- Therifboy created this RPC? He fixed it but it's chocos
- You copyn pasted every enum from iMaes, not some (You must login or register to view this content.)

I just typed in google the first enum and got this
You must login or register to view this content.
If you want ppl to figure out on there own then post everything what needed is...
I'm not hating you but a little Application which return the Weapon Def Offset for a Weapon isn't really usefull. A good C# Script with helping editing those enums would be much better than this :yes:


"Sorry buddy, but this isn't really worth a release, because you don't even explain how to use the Weapondefs. You really think if you post some enums ppl know how to use it?"
-> Maybe I want to give some hints and not release the whole content, there is no fun then.

So Enstone did only CCAPI ? He did more than you will ever do.

"Therifboy created this RPC?"
He fixed it but it's chocos
Choco didn't even fix his rpc in six months, and making a rpc isn't that hard (maybe it's for you)

"You copyn pasted every enum from iMaes, not some (https://www.se7ensins.com/forums/thre...pondef.925075/)"
I gave him credits ? can you read? so because some of the name are the same, it means I didn't find them ? Are you dumb ?
02-15-2014, 01:04 AM #15
SC58
Former Staff
Originally posted by seb5594 View Post
Sorry buddy, but this isn't really worth a release, because you don't even explain how to use the Weapondefs. You really think if you post some enums ppl know how to use it?

Your Credits are wrong
- Why get enstone credits? I can't see in your App CCAPI
- Therifboy created this RPC? He fixed it but it's chocos
- You copyn pasted every enum from iMaes, not some (You must login or register to view this content.)

I just typed in google the first enum and got this
You must login or register to view this content.
If you want ppl to figure out on there own then post everything what needed is...
I'm not hating you but a little Application which return the Weapon Def Offset for a Weapon isn't really usefull. A good C# Script with helping editing those enums would be much better than this :yes:


Posting links to 7s is not aloud so might wanna remove the link plus codresearch page is from aero and Craig....

Plus who care doesnt look like anyone else was doing this/could do it tbh most yall cant even find the offset if it wasnt for me back when i first got it non of yall would have ever got it so no hate its just a game lol

The following 2 users say thank you to SC58 for this useful post:

EG6, Raz0rMind

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo