enum weapFireType_t : int
{
WEAPON_FIRETYPE_FULLAUTO = 0x0,
WEAPON_FIRETYPE_SINGLESHOT = 0x1,
WEAPON_FIRETYPE_BURSTFIRE2 = 0x2,
WEAPON_FIRETYPE_BURSTFIRE3 = 0x3,
WEAPON_FIRETYPE_BURSTFIRE4 = 0x4,
WEAPON_FIRETYPE_DOUBLE_BARREL = 0x5,
WEAPON_FIRETYPE_MAX
};
enum weapInventoryType_t : int
{
WEAPINVENTORY_PRIMARY = 0,
WEAPINVENTORY_OFFHAND = 1,
WEAPINVENTORY_ITEM = 2,
WEAPINVENTORY_ALTMODE = 3,
WEAPINVENTORY_EXCLUSIVE = 4,
WEAPINVENTORY_SCAVENGER = 5,
WEAPINVENTORY_MAX
};
enum PenetrateType
{
PENETRATE_TYPE_NONE = 0x0,
PENETRATE_TYPE_SMALL = 0x1,
PENETRATE_TYPE_MEDIUM = 0x2,
PENETRATE_TYPE_LARGE = 0x3,
PENETRATE_TYPE_COUNT = 0x4
};
enum weapType_t : int
{
WEAPTYPE_BULLET = 0,
WEAPTYPE_GRENADE = 1,
WEAPTYPE_PROJECTILE = 2,
WEAPTYPE_RIOTSHIELD = 3,
WEAPTYPE_MAX
};
enum weapClass_t : int
{
WEAPCLASS_RIFLE = 0,
WEAPCLASS_SNIPER = 1,
WEAPCLASS_MG = 2,
WEAPCLASS_SMG = 3,
WEAPCLASS_SPREAD = 4,
WEAPCLASS_PISTOL = 5,
WEAPCLASS_GRENADE = 6,
WEAPCLASS_ROCKETLAUNCHER = 7,
WEAPCLASS_TURRET = 8,
WEAPCLASS_THROWINGKNIFE = 9,
WEAPCLASS_NON_PLAYER = 10,
WEAPCLASS_ITEM = 11,
WEAPCLASS_MAX
};
enum OffhandClass : int
{
OFFHAND_CLASS_NONE = 0,
OFFHAND_CLASS_FRAG_GRENADE = 1,
OFFHAND_CLASS_SMOKE_GRENADE = 2,
OFFHAND_CLASS_FLASH_GRENADE = 3,
OFFHAND_CLASS_MAX
};
enum playerAnimType_t : int
{
none = 0x0,
other = 0x1,
pistol = 0x2,
smg = 0x3,
autorifle = 0x4,
mg = 0x5,
sniper = 0x6,
rocketlauncher = 0x7,
plosive = 0x8,
grenade = 0x9,
turret = 0xA,
c4 = 0xB,
m203 = 0xC,
hold = 0xD,
briefcase = 0xE,
riotshield = 0xF,
laptop = 0x10,
throwingknife = 0x11
};
enum weapStance_t
{
WEAPSTANCE_STAND = 0x0,
WEAPSTANCE_DUCK = 0x1,
WEAPSTANCE_PRONE = 0x2,
WEAPSTANCE_NUM = 0x3
};
enum WeaponDef
{
BG_GetWeaponDef = 0x00032898,
playerAnimtype = 0x28,
weaponType = 0x2C
weaponClass = 0x30,
penetrateType = 0x34,
invetoryType = 0x38,
fireType = 0x3C,
offHandClass = 0x40,
stance = 0x44
};
enum weapFireType_t : int
{
WEAPON_FIRETYPE_FULLAUTO = 0x0,
WEAPON_FIRETYPE_SINGLESHOT = 0x1,
WEAPON_FIRETYPE_BURSTFIRE2 = 0x2,
WEAPON_FIRETYPE_BURSTFIRE3 = 0x3,
WEAPON_FIRETYPE_BURSTFIRE4 = 0x4,
WEAPON_FIRETYPE_DOUBLE_BARREL = 0x5,
WEAPON_FIRETYPE_MAX
};
enum weapInventoryType_t : int
{
WEAPINVENTORY_PRIMARY = 0,
WEAPINVENTORY_OFFHAND = 1,
WEAPINVENTORY_ITEM = 2,
WEAPINVENTORY_ALTMODE = 3,
WEAPINVENTORY_EXCLUSIVE = 4,
WEAPINVENTORY_SCAVENGER = 5,
WEAPINVENTORY_MAX
};
enum PenetrateType
{
PENETRATE_TYPE_NONE = 0x0,
PENETRATE_TYPE_SMALL = 0x1,
PENETRATE_TYPE_MEDIUM = 0x2,
PENETRATE_TYPE_LARGE = 0x3,
PENETRATE_TYPE_COUNT = 0x4
};
enum weapType_t : int
{
WEAPTYPE_BULLET = 0,
WEAPTYPE_GRENADE = 1,
WEAPTYPE_PROJECTILE = 2,
WEAPTYPE_RIOTSHIELD = 3,
WEAPTYPE_MAX
};
enum weapClass_t : int
{
WEAPCLASS_RIFLE = 0,
WEAPCLASS_SNIPER = 1,
WEAPCLASS_MG = 2,
WEAPCLASS_SMG = 3,
WEAPCLASS_SPREAD = 4,
WEAPCLASS_PISTOL = 5,
WEAPCLASS_GRENADE = 6,
WEAPCLASS_ROCKETLAUNCHER = 7,
WEAPCLASS_TURRET = 8,
WEAPCLASS_THROWINGKNIFE = 9,
WEAPCLASS_NON_PLAYER = 10,
WEAPCLASS_ITEM = 11,
WEAPCLASS_MAX
};
enum OffhandClass : int
{
OFFHAND_CLASS_NONE = 0,
OFFHAND_CLASS_FRAG_GRENADE = 1,
OFFHAND_CLASS_SMOKE_GRENADE = 2,
OFFHAND_CLASS_FLASH_GRENADE = 3,
OFFHAND_CLASS_MAX
};
enum playerAnimType_t : int
{
none = 0x0,
other = 0x1,
pistol = 0x2,
smg = 0x3,
autorifle = 0x4,
mg = 0x5,
sniper = 0x6,
rocketlauncher = 0x7,
plosive = 0x8,
grenade = 0x9,
turret = 0xA,
c4 = 0xB,
m203 = 0xC,
hold = 0xD,
briefcase = 0xE,
riotshield = 0xF,
laptop = 0x10,
throwingknife = 0x11
};
enum weapStance_t
{
WEAPSTANCE_STAND = 0x0,
WEAPSTANCE_DUCK = 0x1,
WEAPSTANCE_PRONE = 0x2,
WEAPSTANCE_NUM = 0x3
};
enum WeaponDef
{
BG_GetWeaponDef = 0x00032898,
playerAnimtype = 0x28,
weaponType = 0x2C
weaponClass = 0x30,
penetrateType = 0x34,
invetoryType = 0x38,
fireType = 0x3C,
offHandClass = 0x40,
stance = 0x44
};
enum weapFireType_t : int
{
WEAPON_FIRETYPE_FULLAUTO = 0x0,
WEAPON_FIRETYPE_SINGLESHOT = 0x1,
WEAPON_FIRETYPE_BURSTFIRE2 = 0x2,
WEAPON_FIRETYPE_BURSTFIRE3 = 0x3,
WEAPON_FIRETYPE_BURSTFIRE4 = 0x4,
WEAPON_FIRETYPE_DOUBLE_BARREL = 0x5,
WEAPON_FIRETYPE_MAX
};
enum weapInventoryType_t : int
{
WEAPINVENTORY_PRIMARY = 0,
WEAPINVENTORY_OFFHAND = 1,
WEAPINVENTORY_ITEM = 2,
WEAPINVENTORY_ALTMODE = 3,
WEAPINVENTORY_EXCLUSIVE = 4,
WEAPINVENTORY_SCAVENGER = 5,
WEAPINVENTORY_MAX
};
enum PenetrateType
{
PENETRATE_TYPE_NONE = 0x0,
PENETRATE_TYPE_SMALL = 0x1,
PENETRATE_TYPE_MEDIUM = 0x2,
PENETRATE_TYPE_LARGE = 0x3,
PENETRATE_TYPE_COUNT = 0x4
};
enum weapType_t : int
{
WEAPTYPE_BULLET = 0,
WEAPTYPE_GRENADE = 1,
WEAPTYPE_PROJECTILE = 2,
WEAPTYPE_RIOTSHIELD = 3,
WEAPTYPE_MAX
};
enum weapClass_t : int
{
WEAPCLASS_RIFLE = 0,
WEAPCLASS_SNIPER = 1,
WEAPCLASS_MG = 2,
WEAPCLASS_SMG = 3,
WEAPCLASS_SPREAD = 4,
WEAPCLASS_PISTOL = 5,
WEAPCLASS_GRENADE = 6,
WEAPCLASS_ROCKETLAUNCHER = 7,
WEAPCLASS_TURRET = 8,
WEAPCLASS_THROWINGKNIFE = 9,
WEAPCLASS_NON_PLAYER = 10,
WEAPCLASS_ITEM = 11,
WEAPCLASS_MAX
};
enum OffhandClass : int
{
OFFHAND_CLASS_NONE = 0,
OFFHAND_CLASS_FRAG_GRENADE = 1,
OFFHAND_CLASS_SMOKE_GRENADE = 2,
OFFHAND_CLASS_FLASH_GRENADE = 3,
OFFHAND_CLASS_MAX
};
enum playerAnimType_t : int
{
none = 0x0,
other = 0x1,
pistol = 0x2,
smg = 0x3,
autorifle = 0x4,
mg = 0x5,
sniper = 0x6,
rocketlauncher = 0x7,
plosive = 0x8,
grenade = 0x9,
turret = 0xA,
c4 = 0xB,
m203 = 0xC,
hold = 0xD,
briefcase = 0xE,
riotshield = 0xF,
laptop = 0x10,
throwingknife = 0x11
};
enum weapStance_t
{
WEAPSTANCE_STAND = 0x0,
WEAPSTANCE_DUCK = 0x1,
WEAPSTANCE_PRONE = 0x2,
WEAPSTANCE_NUM = 0x3
};
enum WeaponDef
{
BG_GetWeaponDef = 0x00032898,
playerAnimtype = 0x28,
weaponType = 0x2C
weaponClass = 0x30,
penetrateType = 0x34,
invetoryType = 0x38,
fireType = 0x3C,
offHandClass = 0x40,
stance = 0x44
};
int getNumParts(char*szModelName)
{
int xmodel = DB_FindXAssetHeader(0x4, szModelName);
return *(unsigned char*)(xmodel + 4);
}
char* getPartName(char*szModelName, int dwBoneId)
{
int xmodel = DB_FindXAssetHeader(0x4, szModelName);
if(dwBoneId < *(unsigned char*)(xmodel + 4))
{
return SL_ConvertToString(*(short*)((dwBoneId * 2) + *(int*)(xmodel + 0x24)));
}
return "(NULL)";
}
int getNumParts(char*szModelName)
{
int xmodel = DB_FindXAssetHeader(0x4, szModelName);
return *(unsigned char*)(xmodel + 4);
}
char* getPartName(char*szModelName, int dwBoneId)
{
int xmodel = DB_FindXAssetHeader(0x4, szModelName);
if(dwBoneId < *(unsigned char*)(xmodel + 4))
{
return SL_ConvertToString(*(short*)((dwBoneId * 2) + *(int*)(xmodel + 0x24)));
}
return "(NULL)";
}
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