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