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weapon_info.h
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#ifndef _INCLUDE_WEAPON_INFO_H_
#define _INCLUDE_WEAPON_INFO_H_
#include "util.h"
struct CMeleeWeaponInfo {
void * vptr;
float m_fRefireDelay;
char m_aViewModel[80];
char m_aPlayerModel[80];
char m_aAddonAttachment[80];
float m_vAddonOffest[3];
float m_vAddonAngles[3];
char m_aAnimPrefix[16];
float m_fDamage;
int m_iDamageFlags;
int m_iRumbleEffect;
bool m_bDecapitates;
char m_aActivityIdle[80];
char m_aActivityWalk[80];
char m_aActivityRun[80];
char m_aActivityCrouchIdle[80];
char m_aActivityCrouchWalk[80];
char m_aActivityCrouchWalk2[80]; // possibly run + walk animations
char m_aActivityIdleInjured[80];
char m_aActivityWalkInjured[80];
char m_aActivityRunInjured[80];
char m_aActivityIdleCalm[80];
char m_aActivityWalkCalm[80];
char m_aActivityRunCalm[80];
char m_aActivityJump[80];
char m_aActivityDeploy[80];
char m_aActivityShove[80];
char SoundData[20][80]; // 1501
// 3101: 3 bytes should be padding
CUTLVECTOR(char *) PrimaryAttacks; //3104 char[48]
CUTLVECTOR(char *) SecondaryAttacks; //3124 char[48]
int m_iPlayerAnimEvent; // 3144
float m_fWeaponIdleTime; // 3148
char src[80]; // 3152 name of the melee weapon
};
#endif