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CWeaponInfo.hpp
141
CWeaponInfo.hpp
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#pragma once
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#pragma once
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#include "CAmmoInfo.hpp"
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#include "CAmmoInfo.hpp"
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#include "CItemInfo.hpp"
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class CWeaponInfo
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enum eDamageType : int32_t
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{
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Unknown,
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None,
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Melee,
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Bullet,
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_0xC5403EC0,
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Explosive,
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Fire,
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_0xA869C908,
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Fall,
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_0xCAE075C0,
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Electric,
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BarbedWire,
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FireExtinguisher,
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Smoke,
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WaterCannon,
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_0x1C8E59AE
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};
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enum eFireType : int32_t
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{
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None,
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Melee,
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InstantHit,
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DelayedHit,
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ProjectTile,
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VolumetricParticle
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};
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enum eWheelSlot : int32_t
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{
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Pistol,
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SMG,
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Rifle,
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Sniper,
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UnarmedMelee,
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ShotGun,
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Heavy,
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Throwable
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};
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class AimingInfo;
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class CWeaponInfo : public CItemInfo
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{
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{
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public:
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public:
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char pad_0000[16]; //0x0000
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eDamageType m_damage_type; //0x0020
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uint32_t m_name_hash; //0x0010
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char pad_0024[48]; //0x0024
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uint32_t m_model_hash; //0x0014
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eFireType m_fire_type; //0x0054
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char pad_0018[12]; //0x0018
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eWheelSlot m_wheel_slot; //0x0058
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uint32_t m_impact_explosion; //0x0024
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uint32_t m_group; //0x005C
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char pad_0028[56]; //0x0028
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class CAmmoInfo *m_ammo_info; //0x0060
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class CAmmoInfo* m_ammo_info; //0x0060
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class AimingInfo *m_aiming_info; //0x0068
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char pad_0068[20]; //0x0068
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uint32_t m_clip_size; //0x0070
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float m_spread; //0x007C
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float m_accuracy_spread; //0x0074
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char pad_0080[60]; //0x0080
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float m_accurate_mode_accuracy_modifier; //0x0078
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float m_bullet_dmg; //0x00BC
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float m_run_and_gun_accuracy; //0x007C
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char pad_00C0[28]; //0x00C0
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float m_run_and_gun_min_accuracy; //0x0080
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float m_recoil_accuracy_max; //0x0084
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float m_recoil_error_time; //0x0088
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float m_recoil_recovery_rate; //0x008C
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float m_recoil_accuracy_to_allow_headshot_ai; //0x0090
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float m_min_headshot_distance_ai; //0x0094
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float m_max_headshot_distance_ai; //0x0098
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float m_headshot_damage_modifier_ai; //0x009C
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float m_recoil_accuracy_to_allow_headshot_player; //0x00A0
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float m_min_headshot_distance_player; //0x00A4
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float m_max_headshot_distance_player; //0x00A8
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float m_headshot_damage_modifier_player; //0x00AC
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float m_damage; //0x00B0
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float m_damage_time; //0x00B4
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float m_damage_time_in_vehicle; //0x00B8
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float m_damage_time_in_vehicle_headshot; //0x00BC
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float N000008F9; //0x00C0
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uint32_t N00000898; //0x00C4
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float m_hit_limbs_damage_modifier; //0x00C8
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float m_network_hit_limbs_damage_modifier; //0x00CC
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float m_lightly_armoured_damage_modifier; //0x00D0
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float m_vehicle_damage_modifier; //0x00D4
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float m_force; //0x00D8
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float m_force_on_ped; //0x00DC
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float m_force_on_ped; //0x00DC
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float m_force_on_vehicle; //0x00E0
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float m_force_on_vehicle; //0x00E0
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float m_force_on_heli; //0x00E4
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float m_force_on_heli; //0x00E4
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char pad_00E8[40]; //0x00E8
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char pad_00E8[16]; //0x00E8
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float m_force_max_strength_mult; //0x00F8
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float m_force_falloff_range_start; //0x00FC
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float m_force_falloff_range_end; //0x0100
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float m_force_falloff_range_min; //0x0104
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float m_project_force; //0x0108
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float m_frag_impulse; //0x010C
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float m_penetration; //0x0110
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float m_penetration; //0x0110
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char pad_0114[8]; //0x0114
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float m_vertical_launch_adjustment; //0x0114
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float m_muzzle_velocity; //0x011C
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float m_drop_forward_velocity; //0x0118
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char pad_0120[16]; //0x0120
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float m_speed; //0x011C
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float m_vehicle_reload_mult; //0x0130
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uint32_t m_bullets_in_batch; //0x0120
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float m_reload_mult; //0x0134
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float m_batch_spread; //0x0124
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char pad_0138[12]; //0x0138
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float m_reload_time_mp; //0x0128
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float m_spinup; //0x0144
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float m_reload_time_sp; //0x012C
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float m_spin; //0x0148
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float m_vehicle_reload_time; //0x0130
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char pad_014C[316]; //0x014C
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float m_anim_reload_time; //0x0134
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int32_t m_bullets_per_anime_loop; //0x0138
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float m_time_between_shots; //0x013C
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float m_time_left_between_shots_where_should_fire_is_cached; //0x0140
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float m_spinup_time; //0x0144
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float m_spin_time; //0x0148
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float m_spindown_time; //0x014C
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float m_alternate_wait_time; //0x0150
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char pad_0154[296]; //0x0154
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float m_network_player_damage_modifier; //0x027C
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float m_network_ped_damage_modifier; //0x0280
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float m_network_headshot_modifier; //0x0284
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float m_lock_on_range; //0x0288
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float m_lock_on_range; //0x0288
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float m_weapon_range; //0x028C
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float m_weapon_range; //0x028C
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char pad_0290[100]; //0x0290
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char pad_0290[8]; //0x0290
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float m_accuracy_recoil; //0x02F4
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float m_damage_fall_off_range_min; //0x0298
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float m_damage_fall_off_range_max; //0x029C
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float m_damage_fall_off_modifier; //0x02A0
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char pad_02A4[64]; //0x02A4
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uint32_t m_recoil_shake_hash; //0x02E4
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uint32_t m_recoil_shake_hash_first_person; //0x02E8
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float m_min_time_between_recoil_shakes; //0x02EC
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float m_recoil_shake_amplitude; //0x02F0
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float m_explosion_shake_amplitude; //0x02F4
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}; //Size: 0x02F8
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}; //Size: 0x02F8
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static_assert(sizeof(CWeaponInfo) == 0x2F8);
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static_assert(sizeof(CWeaponInfo) == 0x2F8);
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