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https://github.com/Mr-X-GTA/GTAV-Classes-1.git
synced 2024-12-22 14:37:31 +08:00
1. Fixed wrong offsets. 2. Added most offsets from #1 and corrected offsets after 0x8c8.
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9069c364e4
@ -49,6 +49,81 @@ enum class eWeaponWheelSlot : int32_t
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ThrowableSpecial
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};
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class sWeaponFx
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{
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public:
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enum class eEffectGroup : int32_t
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{
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PunchKick,
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MeleeWood,
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MeleeMetal,
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MeleeSharp,
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_0x260647E1,
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PistolSmall,
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PistalLarge,
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_0x2491FC7D,
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_0xA5EDC328,
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SMG,
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ShotGun,
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RifleAssualt,
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RifleSniper,
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Rocket,
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Grenade,
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Molotov,
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_0x85D962A7,
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Explosion,
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Laser,
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Stungun,
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HeavyMG,
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VehicleMG
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} m_effect_group; //0x00
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uint32_t m_flash_fx_hash; //0x04
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uint32_t m_flash_fx_alt_hash; //0x08
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uint32_t m_flash_fx_fp_hash; //0x0C
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uint32_t m_flash_fx_fp_alt_hash; //0x10
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uint32_t m_smoke_fx_hash; //0x14
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uint32_t m_smoke_fx_fp_hash; //0x18
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float m_muzzle_smoke_fx_min_level; //0x1C
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float m_muzzle_smoke_fx_inc_per_shot; //0x20
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float m_muzzle_smoke_fx_dec_per_sec; //0x24
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char pad_28[8];
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rage::fvector3 m_muzzle_override_offset; //0x30
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char pad_3C[8];
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uint32_t m_shell_fx_hash; //0x44
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uint32_t m_shell_fx_fp_hash; //0x48
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uint32_t m_tracer_fx_hash; //0x4C
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uint32_t m_ped_damage_hash; //0x50
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float m_tracer_fx_chance_sp; //0x54
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float m_tracer_fx_chance_mp; //0x58
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char pad_5C[4];
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float m_flash_fx_chance_sp; //0x60
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float m_flash_fx_chance_mp; //0x64
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float m_flash_fx_alt_chance; //0x68
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float m_flash_fx_scale; //0x6C
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uint8_t m_flash_fx_light_enabled; //0x70
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uint8_t m_flash_fx_light_casts_shadows; //0x71
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char pad_72[2];
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float m_flash_fx_light_offset_dist; //0x74
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char pad_78[8];
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rage::fvector3 m_flash_fx_light_rgba_min; //0x80
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char pad_8C[4];
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rage::fvector3 m_flash_fx_light_rgba_max; //0x90
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char pad_9C[4];
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rage::fvector2 m_flash_fx_light_intensity_minmax; //0xA0
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rage::fvector2 m_flash_fx_light_range_minmax; //0xA8
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rage::fvector2 m_flash_fx_light_falloff_minmax; //0xB0
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uint8_t m_ground_disturb_fx_enabled; // 0xB8
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char pad_B9[3];
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float m_ground_disturb_fx_dist; //0xBC
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uint32_t m_ground_disturb_fx_name_default_hash; //0xC0
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uint32_t m_ground_disturb_fx_name_sand_hash; //0xC4
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uint32_t m_ground_disturb_fx_name_dirt_hash; //0xC8
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uint32_t m_ground_disturb_fx_name_water_hash; //0xCC
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uint32_t m_ground_disturb_fx_name_foliage_hash; //0xD0
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char pad_D4[12];
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} m_weapon_fx;
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static_assert(sizeof(sWeaponFx) == 0xE0);
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class AimingInfo;
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class CWeaponInfo : public CItemInfo
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{
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@ -135,7 +210,25 @@ public:
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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_bullet_bending_near_radius; //0x0154
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float m_bullet_bending_far_radius; //0x0158
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float m_bullet_bending_zoom_radius; //0x015C
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float m_first_person_bullet_bending_near_radius; //0x0160
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float m_first_person_bullet_bending_far_radius; //0x0164
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float m_first_person_bullet_bending_zoom_radius; //0x0168
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char pad_016C[4];
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sWeaponFx m_weapon_fx; //0x0170
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int32_t m_initial_rumble_duration; //0x0250
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float m_initial_rumble_intensity; //0x0254
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float m_initial_rumble_intensity_trigger; //0x0258
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int32_t m_rumble_duration; //0x025C
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float m_rumble_intensity; //0x0260
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float m_rumble_intensity_trigger; //0x0264
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float m_rumble_damage_intensity; //0x0268
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int32_t m_initial_rumble_duration_fps; //0x026C
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float m_initial_rumble_intensity_fps; //0x0270
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int32_t m_rumble_duration_fps; //0x0274
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float m_rumble_intensity_fps; //0x0278
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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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@ -145,8 +238,10 @@ public:
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float m_ai_potential_blast_event_range; //0x0294
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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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uint32_t m_vehicle_weapon_hash; //0x02A4
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char pad_02A0[8];
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float m_damage_fall_off_modifier; //0x02A8
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char pad_02AC[8];
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uint32_t m_vehicle_weapon_hash; //0x02B4
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uint32_t m_default_camera_hash; //0x02B8
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uint32_t m_aim_camera_hash; //0x02BC
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uint32_t m_fire_camera_hash; //0x02C0
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@ -154,21 +249,107 @@ public:
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uint32_t m_cover_ready_to_fire_hash; //0x02C8
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uint32_t m_run_and_gun_camera_hash; //0x02CC
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uint32_t m_cinematic_shooting_camera_hash; //0x02D0
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uint32_t m_alt_or_scoped_camera_hash; //0x002D4
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uint32_t m_alt_or_scoped_camera_hash; //0x02D4
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uint32_t m_run_and_gun_alt_or_scoped_camera_hash; //0x02D8
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uint32_t m_cinematic_shooting_alt_or_scoped_camera_hash; //0x2DC
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uint32_t m_pov_turret_camera_hash; //0x2E0
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uint32_t m_cinematic_shooting_alt_or_scoped_camera_hash; //0x02DC
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uint32_t m_pov_turret_camera_hash; //0x02E0
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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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uint32_t m_accuracy_offset_shake_hash; //0x02EC
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float m_min_time_between_recoil_shakes; //0x02F0
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float m_recoil_shake_amplitude; //0x02F4
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float m_explosion_shake_amplitude; //0x02F8
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float m_camera_fov; //0x02FC
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float m_first_person_aim_fov_min; //0x0300
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float m_first_person_aim_fov_max; //0x0300
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float m_first_person_aim_fov_max; //0x0304
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float m_first_person_scope_fov; //0x0308
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float m_first_person_scope_attachment_fov; //0x030C
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char pad_00310[636]; //0x00310
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rage::fvector3 m_first_person_driveby_ik_offset; //0x0310
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char pad_031C[4];
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rage::fvector3 m_first_person_rng_offset; //0x0320
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char pad_032C[4];
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rage::fvector3 m_first_person_rng_rotation_offset; //0x0330
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char pad_033C[4];
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rage::fvector3 m_first_person_lt_offset; //0x0340
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char pad_034C[4];
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rage::fvector3 m_first_person_lt_rotation_offset; //0x0350
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char pad_035C[4];
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rage::fvector3 m_first_person_scope_offset; //0x0360
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char pad_036C[4];
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rage::fvector3 m_first_person_scope_attachment_offset; //0x0370
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char pad_037C[4];
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rage::fvector3 m_first_person_scope_rotation_offset; //0x0380
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char pad_038C[4];
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rage::fvector3 m_first_person_scope_attachment_rotation_offset; //0x0390
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char pad_039C[4];
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rage::fvector3 m_first_person_as_third_person_idle_offset; //0x03A0
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char pad_03AC[4];
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rage::fvector3 m_first_person_as_third_person_rng_offset; //0x03B0
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char pad_03BC[4];
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rage::fvector3 m_first_person_as_third_person_lt_offset; //0x03C0
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char pad_03CC[4];
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rage::fvector3 m_first_person_as_third_person_scope_offset; //0x03D0
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char pad_03DC[4];
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rage::fvector3 m_first_person_as_third_person_weapon_blocked_offset; //0x03E0
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char pad_03EC[4];
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float m_first_person_dof_subject_magnification_power_factor_near; //0x03F0
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float m_first_person_dof_max_near_in_focus_distance; //0x03F4
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float m_first_person_dof_max_near_in_focus_distance_blend_level; //0x03F8
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char pad_03FC[4];
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char m_first_person_scope_attachment_data[16]; //0x0400
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float m_zoom_factor_for_accurate_mode; //0x0410
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char pad_0414[12];
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rage::fvector3 m_aim_offset_min; //0x0420
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char pad_042C[4];
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rage::fvector3 m_aim_offset_max; //0x0430
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char pad_043C[4];
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rage::fvector2 m_torso_aim_offset; //0x0440
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rage::fvector2 m_torso_crouched_aim_offset; //0x0448
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float m_aim_probe_length_min; //0x0450
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float m_aim_probe_length_max; //0x0454
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char pad_0458[8];
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rage::fvector3 m_aim_offset_min_fps_idle; //0x0460
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char pad_046C[4];
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rage::fvector3 m_aim_offset_med_fps_idle; //0x0470
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char pad_047C[4];
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rage::fvector3 m_aim_offset_max_fps_idle; //0x0480
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char pad_048C[4];
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rage::fvector3 m_aim_offset_min_fps_lt; //0x0490
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char pad_049C[4];
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rage::fvector3 m_aim_offset_max_fps_lt; //0x04A0
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char pad_04AC[4];
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rage::fvector3 m_aim_offset_min_fps_rng; //0x04B0
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char pad_04BC[4];
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rage::fvector3 m_aim_offset_max_fps_rng; //0x04C0
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char pad_04CC[4];
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rage::fvector3 m_aim_offset_min_fps_scope; //0x04D0
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char pad_04DC[4];
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rage::fvector3 m_aim_offset_max_fps_scope; //0x04E0
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char pad_04EC[4];
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rage::fvector3 m_aim_offset_end_pos_min_fps_idle; //0x04F0
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char pad_04FC[4];
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rage::fvector3 m_aim_offset_end_pos_med_fps_idle; //0x0500
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char pad_050C[4];
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rage::fvector3 m_aim_offset_end_pos_max_fps_idle; //0x0510
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char pad_051C[4];
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rage::fvector3 m_aim_offset_end_pos_min_fps_lt; //0x0520
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char pad_052C[4];
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rage::fvector3 m_aim_offset_end_pos_med_fps_lt; //0x0530
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char pad_053C[4];
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rage::fvector3 m_aim_offset_end_pos_max_fps_lt; //0x0540
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char pad_054C[4];
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float m_probe_radius_override_fps_idle; // 0x0550
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float m_probe_radius_override_fps_idle_stealth; // 0x0554
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float m_probe_radius_override_fps_lt; // 0x0558
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float m_probe_radius_override_fps_rng; // 0x055C
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float m_probe_radius_override_fps_scope; // 0x0560
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char pad_0564[12];
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rage::fvector3 m_left_hand_ik_offset; //0x0570
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char pad_057C[4];
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float m_ik_recoil_displacement; //0x0580
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float m_ik_recoil_displacement_scope; //0x0584
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float m_ik_recoil_displacement_scale_backward; //0x0588
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float m_ik_recoil_displacement_scale_vertical; //0x058C
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rage::fvector2 m_reticule_hud_position; //0x0590
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rage::fvector2 m_reticule_hud_position_pov_turret; //0x0598
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float m_reticule_min_size_standing; //0x05A0
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@ -186,7 +367,8 @@ public:
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int8_t m_hud_speed; //0x05CA
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int8_t m_hud_capacity; //0x05CB
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int8_t m_hud_accuracy; //0x05CC
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float m_hud_range; //0x05CD
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int8_t m_hud_range; //0x05CD
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char pad_05CE[2];
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float m_aiming_breathing_additive_weight; //0x05D0
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float m_firing_breathing_additive_weight; //0x05D4
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float m_stealth_aiming_breathing_additive_weight; //0x5D8
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@ -196,5 +378,25 @@ public:
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float m_stealth_aiming_lean_additive_weight; //0x05E8
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float m_stealth_firing_lean_additive_weight; //0x05EC
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char m_stat_name[8]; //0x05F0
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}; //Size: 0x05E8
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static_assert(sizeof(CWeaponInfo) == 0x5E8);
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int32_t m_knockdown_count; //0x05F8
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float m_killshot_impulse_scale; //0x05FC
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uint32_t m_nm_shot_tuning_set_hash; //0x0600
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char pad_0604[764];
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uint64_t m_weapon_flags_bitset[3]; //0x0900
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char m_tint_spec_values[8]; //0x0918
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char m_firing_pattern_aliases[8]; //0x0920
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char m_reload_upper_body_fixup_expression_data[8]; //0x0928
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uint32_t m_target_sequence_group_hash; //0x0930
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float m_bullet_direction_offset_in_degrees; //0x0934
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float m_bullet_direction_pitch_offset; //0x0938
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float m_bullet_direction_pitch_homing_offset; //0x093C
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float pad_0940[5];
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float m_expand_ped_capsule_radius; //0x0954
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float m_vehicle_attack_angle; //0x0958
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float m_torso_ik_angle_limit; //0x095C
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float pad_0960;
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float m_melee_right_fist_target_health_damage_scaler; //0x0964
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float m_airborne_aircraft_lock_on_multiplier; //0x0968
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float m_armoured_vehicle_glass_damage_override; //0x096C
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};
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static_assert(sizeof(CWeaponInfo) == 0x0970);
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