Post: Statset Tutorial(what the offsets are)
12-27-2010, 06:38 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); hey guys,i decided to release most of this,heres the class offsets and what value is what.
class offsets(what each value means):
help:
201-241=all the classes up to class 5(e.g 201,221,231,241)

#define CAC_CLASS 200 - 290(for split screen)
#define CAC_PRIMARY 201 - 241
#define CAC_PRIMARY_ATTACHMENT 202 - 242
#define CAC_SECONDARY 203 - 243
#define CAC_SECONDARY_ATTACHMENT 204 - 244
#define CAC_SPECIALTY_EQUIPMENT 205 - 245
#define CAC_SPECIALTY_WEAPON 206 - 246
#define CAC_SPECIALTY_ABILITY 207 - 247
#define CAC_SPECIAL_GRENADE 208 - 248
#define CAC_CAMO 209 - 249

ALL CLASS OFFSETS(huge list):
-the codes you are about to read are needed to be multiplied by its value.so (e.g 4=40,400,4000)

// pistol // function( return the matching stat number from stat column, fetch using reference string in reference column, match this string )
#define REF_M9BERETTA "beretta"
#define REF_COLT45 "colt45"
#define REF_USP "usp"
#define REF_DESERTEAGLE "deserteagle"
#define REF_DESERTEAGLEGOLD "deserteaglegold"
#define STAT_PISTOL_M9BERETTA tablelookup( "mp/statstable.csv", 4, REF_M9BERETTA, 0 )
#define STAT_PISTOL_COLT45 tablelookup( "mp/statstable.csv", 4, REF_COLT45, 0 )
#define STAT_PISTOL_USP tablelookup( "mp/statstable.csv", 4, REF_USP, 0 )
#define STAT_PISTOL_DESERTEAGLE tablelookup( "mp/statstable.csv", 4, REF_DESERTEAGLE, 0 )
#define STAT_PISTOL_DESERTEAGLEGOLD tablelookup( "mp/statstable.csv", 4, REF_DESERTEAGLEGOLD, 0 )

// smg
#define REF_MP5 "mp5"
#define REF_SKORPION "skorpion"
#define REF_UZI "uzi"
#define REF_AK74U "ak74u"
#define REF_P90 "p90"
#define STAT_SMG_MP5 tablelookup( "mp/statstable.csv", 4, REF_MP5, 0 )
#define STAT_SMG_SKORPION tablelookup( "mp/statstable.csv", 4, REF_SKORPION, 0 )
#define STAT_SMG_UZI tablelookup( "mp/statstable.csv", 4, REF_UZI, 0 )
#define STAT_SMG_AK74U tablelookup( "mp/statstable.csv", 4, REF_AK74U, 0 )
#define STAT_SMG_P90 tablelookup( "mp/statstable.csv", 4, REF_P90, 0 )

// assault rifle
#define REF_AK47 "ak47"
#define REF_G3 "g3"
#define REF_G36C "g36c"
#define REF_M16 "m16"
#define REF_M4 "m4"
#define REF_M14 "m14"
#define REF_MP44 "mp44"
#define STAT_ASSAULT_AK47 tablelookup( "mp/statstable.csv", 4, REF_AK47, 0 )
#define STAT_ASSAULT_G3 tablelookup( "mp/statstable.csv", 4, REF_G3, 0 )
#define STAT_ASSAULT_G36C tablelookup( "mp/statstable.csv", 4, REF_G36C, 0 )
#define STAT_ASSAULT_M16 tablelookup( "mp/statstable.csv", 4, REF_M16, 0 )
#define STAT_ASSAULT_M4 tablelookup( "mp/statstable.csv", 4, REF_M4, 0 )
#define STAT_ASSAULT_M14 tablelookup( "mp/statstable.csv", 4, REF_M14, 0 )
#define STAT_ASSAULT_MP44 tablelookup( "mp/statstable.csv", 4, REF_MP44, 0 )

// sniper rifle
#define REF_DRAGUNOVSVD "dragunov"
#define REF_M40A3 "m40a3"
#define REF_BARRETT "barrett"
#define REF_REMINGTON700 "remington700"
#define REF_M21 "m21"
#define STAT_SNIPER_DRAGUNOVSVD tablelookup( "mp/statstable.csv", 4, REF_DRAGUNOVSVD, 0 )
#define STAT_SNIPER_M40A3 tablelookup( "mp/statstable.csv", 4, REF_M40A3, 0 )
#define STAT_SNIPER_BARRETT tablelookup( "mp/statstable.csv", 4, REF_BARRETT, 0 )
#define STAT_SNIPER_REMINGTON700 tablelookup( "mp/statstable.csv", 4, REF_REMINGTON700, 0 )
#define STAT_SNIPER_M21 tablelookup( "mp/statstable.csv", 4, REF_M21, 0 )

// shotguns
#define REF_BENELLIM4 "m1014"
#define REF_WINCHESTER1200 "winchester1200"
#define STAT_SHOTGUN_BENELLIM4 tablelookup( "mp/statstable.csv", 4, REF_BENELLIM4, 0 )
#define STAT_SHOTGUN_WINCHESTER1200 tablelookup( "mp/statstable.csv", 4, REF_WINCHESTER1200, 0 )

// lmg
#define REF_RPD "rpd"
#define REF_M249SAW "saw"
#define REF_M60E4 "m60e4"
#define STAT_LMG_RPD tablelookup( "mp/statstable.csv", 4, REF_RPD, 0 )
#define STAT_LMG_M249SAW tablelookup( "mp/statstable.csv", 4, REF_M249SAW, 0 )
#define STAT_LMG_M60E4 tablelookup( "mp/statstable.csv", 4, REF_M60E4, 0 )

// grenades
#define REF_SMOKE_X1 "smoke_grenade"
#define REF_FLASH_X1 "flash_grenade"
#define REF_CONCUSSION_X1 "concussion_grenade"
#define STAT_SMOKE_X1 tablelookup( "mp/statstable.csv", 4, REF_SMOKE_X1, 0 )
#define STAT_FLASH_X1 tablelookup( "mp/statstable.csv", 4, REF_FLASH_X1, 0 )
#define STAT_CONCUSSION_X1 tablelookup( "mp/statstable.csv", 4, REF_CONCUSSION_X1, 0 )

// --------- specialty group 1 ----------
// stat allocation 150 -> 199
#define REF_PARABOLIC "specialty_parabolic"
#define REF_GPSJAMMER "specialty_gpsjammer"
#define REF_ARMORVEST "specialty_armorvest"
#define REF_FRAG_X3 "specialty_fraggrenade"
#define REF_SPECIALGRENADE_X3 "specialty_specialgrenade"
#define REF_CLAYMORE_X2 "claymore_mp"
#define REF_C4_X2 "c4_mp"
#define STAT_PARABOLIC tablelookup( "mp/statstable.csv", 4, REF_PARABOLIC, 1 )
#define STAT_GPSJAMMER tablelookup( "mp/statstable.csv", 4, REF_GPSJAMMER, 1 )
#define STAT_ARMORVEST tablelookup( "mp/statstable.csv", 4, REF_ARMORVEST, 1 )
#define STAT_FRAG_X3 tablelookup( "mp/statstable.csv", 4, REF_FRAG_X3, 1 )
#define STAT_SPECIALGRENADE_X3 tablelookup( "mp/statstable.csv", 4, REF_SPECIALGRENADE_X3, 1 )
#define STAT_CLAYMORE_X2 tablelookup( "mp/statstable.csv", 4, REF_CLAYMORE_X2, 1 )
#define STAT_C4_X2 tablelookup( "mp/statstable.csv", 4, REF_C4_X2, 1 )


// --------- specialty group 2 ---------
#define REF_BULLETDAMAGE "specialty_bulletdamage"
#define REF_BULLETPENETRATION "specialty_bulletpenetration"
#define REF_BULLETACCURACY "specialty_bulletaccuracy"
#define REF_ROF "specialty_rof"
#define REF_FASTRELOAD "specialty_fastreload"
#define REF_EXTRAAMMO "specialty_extraammo"
#define REF_TWOPRIMARIES "specialty_twoprimaries"
#define REF_RPG_X2 "rpg_mp"
#define STAT_BULLETDAMAGE tablelookup( "mp/statstable.csv", 4, REF_BULLETDAMAGE, 1 )
#define STAT_BULLETPENETRATION tablelookup( "mp/statstable.csv", 4, REF_BULLETPENETRATION, 1 )
#define STAT_BULLETACCURACY tablelookup( "mp/statstable.csv", 4, REF_BULLETACCURACY, 1 )
#define STAT_ROF tablelookup( "mp/statstable.csv", 4, REF_ROF, 1 )
#define STAT_FASTRELOAD tablelookup( "mp/statstable.csv", 4, REF_FASTRELOAD, 1 )
#define STAT_EXTRAAMMO tablelookup( "mp/statstable.csv", 4, REF_EXTRAAMMO, 1 )
#define STAT_TWOPRIMARIES tablelookup( "mp/statstable.csv", 4, REF_TWOPRIMARIES, 1 )
#define STAT_RPG_X2 tablelookup( "mp/statstable.csv", 4, REF_RPG_X2, 1 )


// --------- specialty group 3 ---------
#define REF_HOLDBREATH "specialty_holdbreath"
#define REF_QUIETER "specialty_quieter"
#define REF_LONGERSPRINT "specialty_longersprint"
#define REF_DETECTEXPLOSIVE "specialty_detectexplosive"
#define REF_EXPLOSIVEDAMAGE "specialty_explosivedamage"
#define REF_PISTOLDEATH "specialty_pistoldeath"
#define REF_GRENADEPULLDEATH "specialty_grenadepulldeath"
#define REF_EXPOSEENEMY "specialty_exposeenemy"
#define REF_NULL "specialty_null"
#define STAT_HOLDBREATH tablelookup( "mp/statstable.csv", 4, REF_HOLDBREATH, 1 )
#define STAT_QUIETER tablelookup( "mp/statstable.csv", 4, REF_QUIETER, 1 )
#define STAT_LONGERSPRINT tablelookup( "mp/statstable.csv", 4, REF_LONGERSPRINT, 1 )
#define STAT_DETECTEXPLOSIVE tablelookup( "mp/statstable.csv", 4, REF_DETECTEXPLOSIVE, 1 )
#define STAT_EXPLOSIVEDAMAGE tablelookup( "mp/statstable.csv", 4, REF_EXPLOSIVEDAMAGE, 1 )
#define STAT_PISTOLDEATH tablelookup( "mp/statstable.csv", 4, REF_PISTOLDEATH, 1 )
#define STAT_GRENADEPULLDEATH tablelookup( "mp/statstable.csv", 4, REF_GRENADEPULLDEATH, 1 )
#define STAT_EXPOSEENEMY tablelookup( "mp/statstable.csv", 4, REF_EXPOSEENEMY, 1 )
#define STAT_NULL tablelookup( "mp/statstable.csv", 4, REF_NULL, 1 )

// ---------- CAMO ------------
#define REF_BLACKWHITEMARPAT "camo_blackwhitemarpat"
#define REF_BROCKHUARD "camo_brockhaurd"
#define REF_BUSHDWELLER "camo_bushdweller"
#define REF_STAGGER "camo_stagger"
#define REF_TIGERRED "camo_tigerred"
#define REF_CAMO_NONE "camo_none"
#define REF_GOLDEN "camo_gold"
#define REF_PRESTIGE "camo_prestige"
#define CAMO_BLACKWHITEMARPAT tablelookup( "mp/attachmenttable.csv", 4, REF_BLACKWHITEMARPAT, 11 )
#define CAMO_BROCKHUARD tablelookup( "mp/attachmenttable.csv", 4, REF_BROCKHUARD, 11 )
#define CAMO_BUSHDWELLER tablelookup( "mp/attachmenttable.csv", 4, REF_BUSHDWELLER, 11 )
#define CAMO_STAGGER tablelookup( "mp/attachmenttable.csv", 4, REF_STAGGER, 11 )
#define CAMO_TIGERRED tablelookup( "mp/attachmenttable.csv", 4, REF_TIGERRED, 11 )
#define CAMO_NONE tablelookup( "mp/attachmenttable.csv", 4, REF_CAMO_NONE, 11 )
#define CAMO_GOLDEN tablelookup( "mp/attachmenttable.csv", 4, REF_GOLDEN, 11 )
#define CAMO_PRESTIGE tablelookup( "mp/attachmenttable.csv", 4, REF_PRESTIGE, 11 )

// --------- weapon attachments ----------
#define REF_GL "gl"
#define NUM_GL tablelookup( "mp/attachmenttable.csv", 4, REF_GL, 9 )
#define NAME_GL "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_GL, 3 )

#define REF_GRIP "grip"
#define NUM_GRIP tablelookup( "mp/attachmenttable.csv", 4, REF_GRIP, 9 )
#define NAME_GRIP "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_GRIP, 3 )

#define REF_SCOPE "scoped"
#define NUM_SCOPE tablelookup( "mp/attachmenttable.csv", 4, REF_SCOPE, 9 )
#define NAME_SCOPE "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_SCOPE, 3 )

#define REF_ACOG "acog"
#define NUM_ACOG tablelookup( "mp/attachmenttable.csv", 4, REF_ACOG, 9 )
#define NAME_ACOG "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_ACOG, 3 )

#define REF_SUPPRESSOR "silencer"
#define NUM_SUPPRESSOR tablelookup( "mp/attachmenttable.csv", 4, REF_SUPPRESSOR, 9 )
#define NAME_SUPPRESSOR "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_SUPPRESSOR, 3 )

#define REF_REFLEX "reflex"
#define NUM_REFLEX tablelookup( "mp/attachmenttable.csv", 4, REF_REFLEX, 9 )
#define NAME_REFLEX "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_REFLEX, 3 )

#define REF_ATTACHMENT_NONE "none"
#define NUM_NONE tablelookup( "mp/attachmenttable.csv", 4, REF_ATTACHMENT_NONE, 9 )
#define NAME_NONE "@"+tablelookup( "mp/attachmenttable.csv", 4, REF_ATTACHMENT_NONE, 3 )

// ============================================================================================
// ============================ defines all primary weapons ===================================
// ============================================================================================
//ASSAULT
#define ASSAULT1 PREPROC_PRIMARY( STAT_ASSAULT_M16, \
"M16A4", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_M16 )
#define ASSAULT2 PREPROC_PRIMARY( STAT_ASSAULT_AK47, \
"AK-47", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_AK47 )
#define ASSAULT3 PREPROC_PRIMARY( STAT_ASSAULT_M4, \
"M4 Carbine", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_M4 )
#define ASSAULT4 PREPROC_PRIMARY( STAT_ASSAULT_G36C, \
"G36c", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_G36C )
#define ASSAULT5 PREPROC_PRIMARY( STAT_ASSAULT_G3, \
"G3", ORIGIN_POPUP1, WEAPON_SLOT5, WEAPON_SLOT4, REF_G3 )
#define ASSAULT6 PREPROC_PRIMARY( STAT_ASSAULT_M14, \
"M14", ORIGIN_POPUP1, WEAPON_SLOT6, WEAPON_SLOT5, REF_M14 )

//LMG
#define LMG1 PREPROC_PRIMARY( STAT_LMG_M249SAW, \
"M249 SAW", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_M249SAW )
#define LMG2 PREPROC_PRIMARY( STAT_LMG_RPD, \
"RPD", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_RPD )
#define LMG3 PREPROC_PRIMARY( STAT_LMG_M60E4, \
"M60E4", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_M60E4 )

//SMG
#define SMG1 PREPROC_PRIMARY( STAT_SMG_MP5, \
"MP5", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_MP5 )
#define SMG2 PREPROC_PRIMARY( STAT_SMG_SKORPION, \
"Skorpion", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_SKORPION )
#define SMG3 PREPROC_PRIMARY( STAT_SMG_UZI, \
"Mini-Uzi", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_UZI )
#define SMG4 PREPROC_PRIMARY( STAT_SMG_AK74U, \
"AK-74u", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_AK74U )
#define SMG5 PREPROC_PRIMARY( STAT_SMG_P90, \
"P90", ORIGIN_POPUP1, WEAPON_SLOT5, WEAPON_SLOT4, REF_P90 )

//SHOTGUN
#define SHOTGUN1 PREPROC_PRIMARY( STAT_SHOTGUN_WINCHESTER1200, \
"W1200", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_WINCHESTER1200 )
#define SHOTGUN2 PREPROC_PRIMARY( STAT_SHOTGUN_BENELLIM4, \
"Benelli M4", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_BENELLIM4 )

//SNIPER
#define SNIPER1 PREPROC_PRIMARY( STAT_SNIPER_M21, \
"M21", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_M21 )
#define SNIPER2 PREPROC_PRIMARY( STAT_SNIPER_DRAGUNOVSVD, \
"Dragunov", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_DRAGUNOVSVD )
#define SNIPER3 PREPROC_PRIMARY( STAT_SNIPER_M40A3, \
"M40A3", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_M40A3 )
#define SNIPER4 PREPROC_PRIMARY( STAT_SNIPER_REMINGTON700, \
"R700", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_REMINGTON700 )
#define SNIPER5 PREPROC_PRIMARY( STAT_SNIPER_BARRETT, \
"Barrett .50 Cal", ORIGIN_POPUP1, WEAPON_SLOT5, WEAPON_SLOT4, REF_BARRETT )

// ============================================================================================
// ===================================== Secondary Weapons ====================================
// ============================================================================================

#define PISTOL1 PREPROC_SECONDARY( STAT_PISTOL_M9BERETTA, \
"M9", ORIGIN_POPUP2, WEAPON_SLOT1, WEAPON_SLOT0, REF_M9BERETTA )
#define PISTOL2 PREPROC_SECONDARY( STAT_PISTOL_USP, \
"USP .45", ORIGIN_POPUP2, WEAPON_SLOT2, WEAPON_SLOT1, REF_USP )
#define PISTOL3 PREPROC_SECONDARY( STAT_PISTOL_COLT45, \
"M1911 Colt .45", ORIGIN_POPUP2, WEAPON_SLOT3, WEAPON_SLOT2, REF_COLT45 )
#define PISTOL4 PREPROC_SECONDARY( STAT_PISTOL_DESERTEAGLE, \
"Desert Eagle", ORIGIN_POPUP2, WEAPON_SLOT4, WEAPON_SLOT3, REF_DESERTEAGLE )
#define PISTOL5 PREPROC_SECONDARY( STAT_PISTOL_DESERTEAGLEGOLD, \
"Desert Eagle Gold", ORIGIN_POPUP2, WEAPON_SLOT5, WEAPON_SLOT4, REF_DESERTEAGLEGOLD )

// ============================================================================================
// ===================================== Primary Camo =========================================

#define CAMO0 PREPROC_CAMO( CAMO_NONE, \
"None", ORIGIN_POPUP1, WEAPON_SLOT1, WEAPON_SLOT0, REF_CAMO_NONE )
#define CAMO1 PREPROC_CAMO( CAMO_BROCKHUARD, \
"Desert", ORIGIN_POPUP1, WEAPON_SLOT2, WEAPON_SLOT1, REF_BROCKHUARD )
#define CAMO2 PREPROC_CAMO( CAMO_BUSHDWELLER, \
"Woodland", ORIGIN_POPUP1, WEAPON_SLOT3, WEAPON_SLOT2, REF_BUSHDWELLER )
#define CAMO3 PREPROC_CAMO( CAMO_BLACKWHITEMARPAT, \
"Digital", ORIGIN_POPUP1, WEAPON_SLOT4, WEAPON_SLOT3, REF_BLACKWHITEMARPAT )
#define CAMO4 PREPROC_CAMO( CAMO_TIGERRED, \
"Red Tiger", ORIGIN_POPUP1, WEAPON_SLOT5, WEAPON_SLOT4, REF_TIGERRED )
#define CAMO5 PREPROC_CAMO( CAMO_STAGGER, \
"Blue Tiger", ORIGIN_POPUP1, WEAPON_SLOT6, WEAPON_SLOT5, REF_STAGGER )

// ============================================================================================
// ===================================== Weapon attachments ===================================
// ============================================================================================

//PRIMARY ATTACHMENTS
#define REFLEX( pslot, porigin, paligny, paligny2, ptype ) PREPROC_ATTACHMENT( pslot, "@WEAPON_REDDOT", NUM_REFLEX, NAME_REFLEX, porigin, paligny, paligny2, execNowOnDvarStringValue ui_perk1_slot 191 "statset "CAC_S_SPECIALTY_EQUIPMENT" 190"; play "mouse_click", ptype )
#define SUPPRESSOR( pslot, porigin, paligny, paligny2, ptype ) PREPROC_ATTACHMENT( pslot, "@WEAPON_SILENCER", NUM_SUPPRESSOR, NAME_SUPPRESSOR, porigin, paligny, paligny2, execNowOnDvarStringValue ui_perk1_slot 191 "statset "CAC_S_SPECIALTY_EQUIPMENT" 190"; play "mouse_click", ptype )
#define GRIP( pslot, porigin, paligny, paligny2, ptype ) PREPROC_ATTACHMENT( pslot, "@WEAPON_GRIP", NUM_GRIP, NAME_GRIP, porigin, paligny, paligny2, execNowOnDvarStringValue ui_perk1_slot 191 "statset "CAC_S_SPECIALTY_EQUIPMENT" 190"; play "mouse_click", ptype )
#define GL( pslot, porigin, paligny, paligny2, ptype ) PREPROC_ATTACHMENT( pslot, "@WEAPON_GRENADE_LAUNCHER", NUM_GL, NAME_GL, porigin, paligny, paligny2, play "mouse_click"; execnow "statset "CAC_S_SPECIALTY_EQUIPMENT" 191", ptype )
#define ATTACH_NONE( pslot, porigin, paligny, paligny2, ptype ) PREPROC_ATTACHMENT( pslot, "@WEAPON_NO_ATTACHMENT", NUM_NONE, NAME_NONE, porigin, paligny, paligny2, execNowOnDvarStringValue ui_perk1_slot 191 "statset "CAC_S_SPECIALTY_EQUIPMENT" 190"; play "mouse_click", ptype )
#define ACOG( pslot, porigin, paligny, paligny2, ptype ) PREPROC_ATTACHMENT( pslot, "@WEAPON_ACOG", NUM_ACOG, NAME_ACOG, porigin, paligny, paligny2, execNowOnDvarStringValue ui_perk1_slot 191 "statset "CAC_S_SPECIALTY_EQUIPMENT" 190"; play "mouse_click", ptype )

// ============================================================================================
// ===================================== Specialty: Equipment =================================
// ============================================================================================
#define CLOSE_POPUP_PERK1 close CAC_PREFIX"popup_cac_perk1" close CAC_PREFIX"popup_cac_perk1"

#define C42 PREPROC_PERK( STAT_C4_X2, CLOSE_POPUP_PERK1, \
"@PERKS_C4_X_2", ORIGIN_POPUP5, PERK_SLOT1, PERK_SLOT0, PERK_HL1, CAC_SPECIALTY_EQUIPMENT, REF_C4_X2, "5" )

#define CLAYMORE2 PREPROC_PERK( STAT_CLAYMORE_X2, CLOSE_POPUP_PERK1, \
"@PERKS_CLAYMORE_X_2", ORIGIN_POPUP5, PERK_SLOT2, PERK_SLOT1, PERK_HL2, CAC_SPECIALTY_EQUIPMENT, REF_CLAYMORE_X2, "5" )

#define SPECIALGRENADE_X3 PREPROC_PERK( STAT_SPECIALGRENADE_X3, CLOSE_POPUP_PERK1, \
"@PERKS_SPECIAL_GRENADES_X_3", ORIGIN_POPUP5, PERK_SLOT3, PERK_SLOT2, PERK_HL3, CAC_SPECIALTY_EQUIPMENT, REF_SPECIALGRENADE_X3, "5" )

#define GPSJAMMER PREPROC_PERK( STAT_GPSJAMMER, CLOSE_POPUP_PERK1, \
"@PERKS_UAV_JAMMER", ORIGIN_POPUP5, PERK_SLOT4, PERK_SLOT3, PERK_HL4, CAC_SPECIALTY_EQUIPMENT, REF_GPSJAMMER, "5" )

#define RPG2 PREPROC_PERK( STAT_RPG_X2, CLOSE_POPUP_PERK1, \
"@PERKS_RPG7_X_2", ORIGIN_POPUP5, PERK_SLOT5, PERK_SLOT4, PERK_HL5, CAC_SPECIALTY_EQUIPMENT, REF_RPG_X2, "5" )

#define GRENADE4 PREPROC_PERK( STAT_FRAG_X3, CLOSE_POPUP_PERK1, \
"@PERKS_FRAG_X_3", ORIGIN_POPUP5, PERK_SLOT6, PERK_SLOT5, PERK_HL6, CAC_SPECIALTY_EQUIPMENT, REF_FRAG_X3, "5" )

#define PARABOLIC PREPROC_PERK( STAT_PARABOLIC, CLOSE_POPUP_PERK1, \
"@PERKS_EAVESDROP", ORIGIN_POPUP5, PERK_SLOT7, PERK_SLOT6, PERK_HL7, CAC_SPECIALTY_EQUIPMENT, REF_PARABOLIC, "5" )

// ============================================================================================
// ===================================== Specialty: abilities =================================
// ============================================================================================
#define CLOSE_POPUP_PERK2 close CAC_PREFIX"popup_cac_perk2" close CAC_PREFIX"popup_cac_perk2"

#define QUIETER PREPROC_PERK( STAT_QUIETER, CLOSE_POPUP_PERK2, \
"@PERKS_DEAD_SILENCE", ORIGIN_POPUP7, PERK_SLOT1, PERK_SLOT0, PERK_HL1, CAC_SPECIALTY_ABILITY, REF_QUIETER, "7" )

#define LONGERSPRINT PREPROC_PERK( STAT_LONGERSPRINT, CLOSE_POPUP_PERK2, \
"@PERKS_EXTREME_CONDITIONING", ORIGIN_POPUP7, PERK_SLOT2, PERK_SLOT1, PERK_HL2, CAC_SPECIALTY_ABILITY, REF_LONGERSPRINT, "7" )

#define EXPLOSIVEDAMAGE PREPROC_PERK( STAT_EXPLOSIVEDAMAGE, CLOSE_POPUP_PERK2, \
"@PERKS_SONIC_BOOM", ORIGIN_POPUP7, PERK_SLOT3, PERK_SLOT2, PERK_HL3, CAC_SPECIALTY_ABILITY, REF_EXPLOSIVEDAMAGE, "7" )

#define HOLDBREATH PREPROC_PERK( STAT_HOLDBREATH, CLOSE_POPUP_PERK2, \
"@PERKS_IRON_LUNGS", ORIGIN_POPUP7, PERK_SLOT4, PERK_SLOT3, PERK_HL4, CAC_SPECIALTY_ABILITY, REF_HOLDBREATH, "7" )

#define DETECTEXPLOSIVE PREPROC_PERK( STAT_DETECTEXPLOSIVE, CLOSE_POPUP_PERK2, \
"@PERKS_BOMB_SQUAD", ORIGIN_POPUP7, PERK_SLOT5, PERK_SLOT4, PERK_HL5, CAC_SPECIALTY_ABILITY, REF_DETECTEXPLOSIVE, "7" )

#define EXTRAAMMO PREPROC_PERK( STAT_EXTRAAMMO, CLOSE_POPUP_PERK2, \
"@PERKS_BANDOLIER", ORIGIN_POPUP7, PERK_SLOT6, PERK_SLOT5, PERK_HL6, CAC_SPECIALTY_ABILITY, REF_EXTRAAMMO, "7" )

#define BULLETACCURACY PREPROC_PERK( STAT_BULLETACCURACY, CLOSE_POPUP_PERK2, \
"@PERKS_STEADY_AIM", ORIGIN_POPUP7, PERK_SLOT7, PERK_SLOT6, PERK_HL7, CAC_SPECIALTY_ABILITY, REF_BULLETACCURACY, "7" )

// ============================================================================================
// ===================================== Specialty: Weapons ===================================
// ============================================================================================
#define CLOSE_POPUP_PERK3 close CAC_PREFIX"popup_cac_perk3" close CAC_PREFIX"popup_cac_perk3" \
execnowondvarstringvalue ui_dual_primaries true "statset "CAC_S_SECONDARY" 0; statset "CAC_S_SECONDARY_ATTACHMENT" 0; set ui_dual_primaries false"

#define BULLETDAMAGE PREPROC_PERK( STAT_BULLETDAMAGE, CLOSE_POPUP_PERK3, \
"@PERKS_STOPPING_POWER", ORIGIN_POPUP6, PERK_SLOT1, PERK_SLOT0, PERK_HL1, CAC_SPECIALTY_WEAPON, REF_BULLETDAMAGE, "6" )

#define FASTRELOAD PREPROC_PERK( STAT_FASTRELOAD, CLOSE_POPUP_PERK3, \
"@PERKS_SLEIGHT_OF_HAND", ORIGIN_POPUP6, PERK_SLOT2, PERK_SLOT1, PERK_HL2, CAC_SPECIALTY_WEAPON, REF_FASTRELOAD, "6" )

#define ARMORVEST PREPROC_PERK( STAT_ARMORVEST, CLOSE_POPUP_PERK3, \
"@PERKS_JUGGERNAUT", ORIGIN_POPUP6, PERK_SLOT3, PERK_SLOT2, PERK_HL3, CAC_SPECIALTY_WEAPON, REF_ARMORVEST, "6" )

#define BULLETPENETRATION PREPROC_PERK( STAT_BULLETPENETRATION, CLOSE_POPUP_PERK3, \
"@PERKS_DEEP_IMPACT", ORIGIN_POPUP6, PERK_SLOT4, PERK_SLOT3, PERK_HL4, CAC_SPECIALTY_WEAPON, REF_BULLETPENETRATION, "6" )

#define ROF PREPROC_PERK( STAT_ROF, CLOSE_POPUP_PERK3, \
"@PERKS_DOUBLE_TAP", ORIGIN_POPUP6, PERK_SLOT5, PERK_SLOT4, PERK_HL5, CAC_SPECIALTY_WEAPON, REF_ROF, "6" )

#define TWOPRIMARIES PREPROC_PERK( STAT_TWOPRIMARIES, close CAC_PREFIX"popup_cac_perk3" close CAC_PREFIX"popup_cac_perk3" scriptMenuResponse "secondary,"REF_M16 scriptMenuResponse "attachment,secondary,"REF_ATTACHMENT_NONE execnow "statset "CAC_S_SECONDARY" 25; statset "CAC_S_SECONDARY_ATTACHMENT" 0; set ui_dual_primaries true", \
"@PERKS_OVERKILL", ORIGIN_POPUP6, PERK_SLOT6, PERK_SLOT5, PERK_HL6, CAC_SPECIALTY_WEAPON, REF_TWOPRIMARIES, "6" )

#define PISTOLDEATH PREPROC_PERK( STAT_PISTOLDEATH, CLOSE_POPUP_PERK3, \
"@PERKS_LAST_STAND", ORIGIN_POPUP6, PERK_SLOT7, PERK_SLOT6, PERK_HL7, CAC_SPECIALTY_WEAPON, REF_PISTOLDEATH, "6" )

#define GRENADEPULLDEATH PREPROC_PERK( STAT_GRENADEPULLDEATH, CLOSE_POPUP_PERK3, \
"@PERKS_MARTYRDOM", ORIGIN_POPUP6, PERK_SLOT8, PERK_SLOT7, PERK_HL8, CAC_SPECIALTY_WEAPON, REF_GRENADEPULLDEATH, "6" )

// ============================================================================================
// ===================================== Special Grenades =====================================
// ============================================================================================

#define FLASH_X1 PREPROC_SGRENADE( STAT_FLASH_X1, \
"@WEAPON_FLASH_GRENADE", ORIGIN_POPUP4, WEAPON_SLOT1, WEAPON_SLOT0, REF_FLASH_X1, play "mouse_click"; )

#define CONCUSSION_X1 PREPROC_SGRENADE( STAT_CONCUSSION_X1, \
"@WEAPON_STUN_GRENADE", ORIGIN_POPUP4, WEAPON_SLOT2, WEAPON_SLOT1, REF_CONCUSSION_X1, play "mouse_click"; )

#define SMOKE_X1 PREPROC_SGRENADE( STAT_SMOKE_X1, \
"@WEAPON_SMOKE_GRENADE", ORIGIN_POPUP4, WEAPON_SLOT3, WEAPON_SLOT2, REF_SMOKE_X1, play "mouse_click"; )


credit to me for finding this first.and help from others(402 etc...)
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The following 8 users say thank you to Uk_ViiPeR for this useful post:

bad_carma, FourzerotwoFAILS, Galbiy, gangsta-, iDioxide34, Kif, NSixtyFourFAILS, saudi--fantom
12-27-2010, 06:53 PM #2
NSixtyFourFAILS
Can’t trickshot me!
Nice Post Rhys Lad
12-27-2010, 06:54 PM #3
bad_carma
Usertitle?
not quite sure what you mean by this tho, the statSet offsets were numbers. im not quite sure how to use this information
12-27-2010, 06:55 PM #4
saudi--fantom
Do a barrel roll!
wow nice keep going
12-27-2010, 06:58 PM #5
Originally posted by carma View Post
not quite sure what you mean by this tho, the statSet offsets were numbers. im not quite sure how to use this information


ignore most of it,look at the numbers,not the text.and btw,there is text inthere that will work :p
good luck finding them.
12-27-2010, 08:08 PM #6
bad_carma
Usertitle?
Originally posted by UK
ignore most of it,look at the numbers,not the text.and btw,there is text inthere that will work :p
good luck finding them.


i do see the numbers, but arent most of the numbers the same?

---------- Post added at 01:08 PM ---------- Previous post was at 11:59 AM ----------

i take it i need something else other than just this guide right?
12-27-2010, 08:20 PM #7
D@ EnVvY!
OMG did you read this?
I don't get it, I know that the offset for MP5 is 10, but i can't find out how I'm suppose to see that in your code, can tou explain one more time for a slow one? Smile

Verry nice thread Smile
12-28-2010, 12:27 AM #8
K honestly WTF!!! these make new since
they are a number I found most of them but not like this
01-28-2011, 06:55 PM #9
!x-MONKEY-BOMB!
League Champion
I read the whole thing twice and don't understand were are the numbers? :O

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