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This repository was archived by the owner on Feb 2, 2025. It is now read-only.
Better CWeaponInfo #1
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Description
Haven't checked all of them, but they should be correct
Offsets are automatically generated from parStructures
Registered struct CItemInfo, OFFSETS =
FIELDNAME = Name OFFSET = 0x10 TYPE = HASH
FIELDNAME = Model OFFSET = 0x14 TYPE = HASH
FIELDNAME = Audio OFFSET = 0x18 TYPE = HASH
FIELDNAME = Slot OFFSET = 0x1C TYPE = HASH
Registered struct CAmmoInfo, OFFSETS =
BASE CLASS = CItemInfo
FIELDNAME = AmmoMax OFFSET = 0x20 TYPE = INT
FIELDNAME = AmmoMax50 OFFSET = 0x24 TYPE = INT
FIELDNAME = AmmoMax100 OFFSET = 0x28 TYPE = INT
FIELDNAME = AmmoMaxMP OFFSET = 0x2C TYPE = INT
FIELDNAME = AmmoMax50MP OFFSET = 0x30 TYPE = INT
FIELDNAME = AmmoMax100MP OFFSET = 0x34 TYPE = INT
FIELDNAME = AmmoFlags OFFSET = 0x38 TYPE = BITSET
BITSET NAME = InfiniteAmmo BIT = 0
BITSET NAME = AddSmokeOnExplosion BIT = 1
BITSET NAME = Fuse BIT = 2
BITSET NAME = FixedAfterExplosion BIT = 3
FIELDNAME = AmmoSpecialType OFFSET = 0x3C TYPE = ENUM
ENUM NAME = None VALUE = 0
ENUM NAME = ArmorPiercing VALUE = 1
ENUM NAME = Explosive VALUE = 2
ENUM NAME = FMJ VALUE = 3
ENUM NAME = HollowPoint VALUE = 4
ENUM NAME = Incendiary VALUE = 5
ENUM NAME = Tracer VALUE = 6
Registered struct CAmmoProjectileInfo, OFFSETS =
BASE CLASS = CAmmoInfo
FIELDNAME = Damage OFFSET = 0x40 TYPE = FLOAT
FIELDNAME = LifeTime OFFSET = 0x44 TYPE = FLOAT
FIELDNAME = FromVehicleLifeTime OFFSET = 0x48 TYPE = FLOAT
FIELDNAME = LifeTimeAfterImpact OFFSET = 0x4C TYPE = FLOAT
FIELDNAME = LifeTimeAfterExplosion OFFSET = 0x50 TYPE = FLOAT
FIELDNAME = ExplosionTime OFFSET = 0x54 TYPE = FLOAT
FIELDNAME = LaunchSpeed OFFSET = 0x58 TYPE = FLOAT
FIELDNAME = SeparationTime OFFSET = 0x5C TYPE = FLOAT
FIELDNAME = TimeToReachTarget OFFSET = 0x60 TYPE = FLOAT
FIELDNAME = Damping OFFSET = 0x64 TYPE = FLOAT
FIELDNAME = GravityFactor OFFSET = 0x68 TYPE = FLOAT
FIELDNAME = RicochetTolerance OFFSET = 0x6C TYPE = FLOAT
FIELDNAME = PedRicochetTolerance OFFSET = 0x70 TYPE = FLOAT
FIELDNAME = VehicleRicochetTolerance OFFSET = 0x74 TYPE = FLOAT
FIELDNAME = FrictionMultiplier OFFSET = 0x78 TYPE = FLOAT
FIELDNAME = Explosion OFFSET = 0x7C TYPE = STRUCT
STRUCT TYPE = H_0x13B6A1E8
FIELDNAME = FuseFx OFFSET = 0x94 TYPE = HASH
FIELDNAME = H_0xA70A2BEC OFFSET = 0x98 TYPE = HASH
FIELDNAME = TrailFx OFFSET = 0x9C TYPE = HASH
FIELDNAME = TrailFxUnderWater OFFSET = 0xA0 TYPE = HASH
FIELDNAME = FuseFxFP OFFSET = 0xA8 TYPE = HASH
FIELDNAME = PrimedFxFP OFFSET = 0xAC TYPE = HASH
FIELDNAME = TrailFxFadeInTime OFFSET = 0xB0 TYPE = FLOAT
FIELDNAME = TrailFxFadeOutTime OFFSET = 0xB4 TYPE = FLOAT
FIELDNAME = PrimedFx OFFSET = 0xA4 TYPE = HASH
FIELDNAME = DisturbFxDefault OFFSET = 0xB8 TYPE = HASH
FIELDNAME = DisturbFxSand OFFSET = 0xBC TYPE = HASH
FIELDNAME = DisturbFxWater OFFSET = 0xC0 TYPE = HASH
FIELDNAME = DisturbFxDirt OFFSET = 0xC4 TYPE = HASH
FIELDNAME = DisturbFxFoliage OFFSET = 0xC8 TYPE = HASH
FIELDNAME = DisturbFxProbeDist OFFSET = 0xCC TYPE = FLOAT
FIELDNAME = DisturbFxScale OFFSET = 0xD0 TYPE = FLOAT
FIELDNAME = GroundFxProbeDistance OFFSET = 0xD4 TYPE = FLOAT
FIELDNAME = H_0xCE7376F0 OFFSET = 0xD8 TYPE = BOOL
FIELDNAME = LightOnlyActiveWhenStuck OFFSET = 0xD9 TYPE = BOOL
FIELDNAME = LightFlickers OFFSET = 0xDA TYPE = BOOL
FIELDNAME = LightSpeedsUp OFFSET = 0xDB TYPE = BOOL
FIELDNAME = LightBone OFFSET = 0xDC TYPE = STRUCT
STRUCT TYPE = H_0x96EF0B10
FIELDNAME = LightColour OFFSET = 0xE0 TYPE = VECTOR3
FIELDNAME = LightIntensity OFFSET = 0xF0 TYPE = FLOAT
FIELDNAME = LightRange OFFSET = 0xF4 TYPE = FLOAT
FIELDNAME = LightFalloffExp OFFSET = 0xF8 TYPE = FLOAT
FIELDNAME = LightFrequency OFFSET = 0xFC TYPE = FLOAT
FIELDNAME = LightPower OFFSET = 0x100 TYPE = FLOAT
FIELDNAME = CoronaSize OFFSET = 0x104 TYPE = FLOAT
FIELDNAME = CoronaIntensity OFFSET = 0x108 TYPE = FLOAT
FIELDNAME = CoronaZBias OFFSET = 0x10C TYPE = FLOAT
FIELDNAME = ProjectileFlags OFFSET = 0x168 TYPE = BITSET
BITSET NAME = Sticky BIT = 0
BITSET NAME = DestroyOnImpact BIT = 1
BITSET NAME = ProcessImpacts BIT = 2
BITSET NAME = HideDrawable BIT = 3
BITSET NAME = TrailFxInactiveOnceWet BIT = 4
BITSET NAME = TrailFxRemovedOnImpact BIT = 5
BITSET NAME = DoGroundDisturbanceFx BIT = 6
BITSET NAME = CanBePlaced BIT = 7
BITSET NAME = NoPullPin BIT = 8
BITSET NAME = DelayUntilSettled BIT = 9
BITSET NAME = CanBeDestroyedByDamage BIT = 10
BITSET NAME = CanBounce BIT = 11
BITSET NAME = DoubleDamping BIT = 12
BITSET NAME = H_0x8B0D0C23 BIT = 13
BITSET NAME = H_0x2E3F9CBA BIT = 14
BITSET NAME = H_0x6EE86D27 BIT = 15
BITSET NAME = ApplyDamageOnImpact BIT = 16
BITSET NAME = SetOnFireOnImpact BIT = 17
BITSET NAME = DontFireAnyEvents BIT = 18
BITSET NAME = AlignWithTrajectory BIT = 19
BITSET NAME = ExplodeAtTrailFxPos BIT = 20
BITSET NAME = ProximityDetonation BIT = 21
BITSET NAME = AlignWithTrajectoryYAxis BIT = 22
BITSET NAME = HomingAttractor BIT = 23
BITSET NAME = Cluster BIT = 24
BITSET NAME = H_0xE792E56F BIT = 25
BITSET NAME = H_0x8A7D429C BIT = 26
BITSET NAME = H_0xB63DD917 BIT = 27
FIELDNAME = ProximityActivationTime OFFSET = 0x114 TYPE = FLOAT
FIELDNAME = H_0xC956F49D OFFSET = 0x118 TYPE = FLOAT
FIELDNAME = ProximityTriggerRadius OFFSET = 0x11C TYPE = FLOAT
FIELDNAME = ProximityFuseTimePed OFFSET = 0x120 TYPE = FLOAT
FIELDNAME = ProximityFuseTimeVehicleMin OFFSET = 0x124 TYPE = FLOAT
FIELDNAME = ProximityFuseTimeVehicleMax OFFSET = 0x128 TYPE = FLOAT
FIELDNAME = ProximityFuseTimeVehicleSpeed OFFSET = 0x12C TYPE = FLOAT
FIELDNAME = ProximityLightColourUntriggered OFFSET = 0x130 TYPE = VECTOR3
FIELDNAME = ProximityLightFrequencyMultiplierTriggered OFFSET = 0x140 TYPE = FLOAT
FIELDNAME = H_0x57C7073A OFFSET = 0x110 TYPE = BOOL
FIELDNAME = H_0xA634660A OFFSET = 0x111 TYPE = BOOL
FIELDNAME = H_0x4E3BEED4 OFFSET = 0x144 TYPE = FLOAT
FIELDNAME = ChargedLaunchTime OFFSET = 0x148 TYPE = FLOAT
FIELDNAME = ChargedLaunchSpeedMult OFFSET = 0x14C TYPE = FLOAT
FIELDNAME = ClusterExplosionTag OFFSET = 0x150 TYPE = ENUM
ENUM DATA CANNOT BE OBTAINED! // the normal explosion enum
FIELDNAME = ClusterExplosionCount OFFSET = 0x154 TYPE = UINT
FIELDNAME = ClusterMinRadius OFFSET = 0x158 TYPE = FLOAT
FIELDNAME = ClusterMaxRadius OFFSET = 0x15C TYPE = FLOAT
FIELDNAME = ClusterInitialDelay OFFSET = 0x160 TYPE = FLOAT
FIELDNAME = ClusterInbetweenDelay OFFSET = 0x164 TYPE = FLOAT
Registered struct CAmmoThrownInfo, OFFSETS =
BASE CLASS = CAmmoProjectileInfo
FIELDNAME = ThrownForce OFFSET = 0x170 TYPE = FLOAT
FIELDNAME = ThrownForceFromVehicle OFFSET = 0x174 TYPE = FLOAT
FIELDNAME = AmmoMaxMPBonus OFFSET = 0x178 TYPE = INT
Registered struct CAmmoRocketInfo, OFFSETS =
BASE CLASS = CAmmoProjectileInfo
FIELDNAME = ForwardDragCoeff OFFSET = 0x170 TYPE = FLOAT
FIELDNAME = SideDragCoeff OFFSET = 0x174 TYPE = FLOAT
FIELDNAME = TimeBeforeHoming OFFSET = 0x178 TYPE = FLOAT
FIELDNAME = TimeBeforeSwitchTargetMin OFFSET = 0x17C TYPE = FLOAT
FIELDNAME = TimeBeforeSwitchTargetMax OFFSET = 0x180 TYPE = FLOAT
FIELDNAME = ProximityRadius OFFSET = 0x184 TYPE = FLOAT
FIELDNAME = PitchChangeRate OFFSET = 0x188 TYPE = FLOAT
FIELDNAME = YawChangeRate OFFSET = 0x18C TYPE = FLOAT
FIELDNAME = RollChangeRate OFFSET = 0x190 TYPE = FLOAT
FIELDNAME = MaxRollAngleSin OFFSET = 0x194 TYPE = FLOAT
FIELDNAME = LifeTimePlayerVehicleLockedOverrideMP OFFSET = 0x198 TYPE = FLOAT
FIELDNAME = H_0x37B6212D OFFSET = 0x19C TYPE = STRUCT
STRUCT TYPE = H_0xDACB18BA
Registered struct CWeaponInfo, OFFSETS =
BASE CLASS = CItemInfo
FIELDNAME = DamageType OFFSET = 0x20 TYPE = ENUM
ENUM NAME = UNKNOWN VALUE = 0
ENUM NAME = NONE VALUE = 1
ENUM NAME = MELEE VALUE = 2
ENUM NAME = BULLET VALUE = 3
ENUM NAME = H_0xC5403EC0 VALUE = 4
ENUM NAME = EXPLOSIVE VALUE = 5
ENUM NAME = FIRE VALUE = 6
ENUM NAME = H_0xA869C908 VALUE = 7
ENUM NAME = FALL VALUE = 8
ENUM NAME = H_0xCAE075C0 VALUE = 9
ENUM NAME = ELECTRIC VALUE = 10
ENUM NAME = BARBED_WIRE VALUE = 11
ENUM NAME = FIRE_EXTINGUISHER VALUE = 12
ENUM NAME = SMOKE VALUE = 13
ENUM NAME = WATER_CANNON VALUE = 14
ENUM NAME = H_0x1C8E59AE VALUE = 15
FIELDNAME = Explosion OFFSET = 0x24 TYPE = STRUCT
STRUCT TYPE = H_0xE2667659
FIELDNAME = FireType OFFSET = 0x54 TYPE = ENUM
ENUM NAME = NONE VALUE = 0
ENUM NAME = MELEE VALUE = 1
ENUM NAME = INSTANT_HIT VALUE = 2
ENUM NAME = DELAYED_HIT VALUE = 3
ENUM NAME = PROJECTILE VALUE = 4
ENUM NAME = VOLUMETRIC_PARTICLE VALUE = 5
FIELDNAME = WheelSlot OFFSET = 0x58 TYPE = ENUM
ENUM NAME = WHEEL_PISTOL VALUE = 0
ENUM NAME = WHEEL_SMG VALUE = 1
ENUM NAME = WHEEL_RIFLE VALUE = 2
ENUM NAME = WHEEL_SNIPER VALUE = 3
ENUM NAME = WHEEL_UNARMED_MELEE VALUE = 4
ENUM NAME = WHEEL_SHOTGUN VALUE = 5
ENUM NAME = WHEEL_HEAVY VALUE = 6
ENUM NAME = WHEEL_THROWABLE_SPECIAL VALUE = 7
FIELDNAME = Group OFFSET = 0x5C TYPE = HASH
FIELDNAME = AmmoInfo OFFSET = 0x60 TYPE = STRUCT
STRUCT TYPE CANNOT BE DETERMINED! // CAmmoInfo
FIELDNAME = AimingInfo OFFSET = 0x68 TYPE = STRUCT
STRUCT TYPE CANNOT BE DETERMINED! // not sure
FIELDNAME = ClipSize OFFSET = 0x70 TYPE = UINT
FIELDNAME = AccuracySpread OFFSET = 0x74 TYPE = FLOAT
FIELDNAME = AccurateModeAccuracyModifier OFFSET = 0x78 TYPE = FLOAT
FIELDNAME = RunAndGunAccuracyModifier OFFSET = 0x7C TYPE = FLOAT
FIELDNAME = RunAndGunAccuracyMinOverride OFFSET = 0x80 TYPE = FLOAT
FIELDNAME = RecoilAccuracyMax OFFSET = 0x84 TYPE = FLOAT
FIELDNAME = RecoilErrorTime OFFSET = 0x88 TYPE = FLOAT
FIELDNAME = RecoilRecoveryRate OFFSET = 0x8C TYPE = FLOAT
FIELDNAME = RecoilAccuracyToAllowHeadShotAI OFFSET = 0x90 TYPE = FLOAT
FIELDNAME = MinHeadShotDistanceAI OFFSET = 0x94 TYPE = FLOAT
FIELDNAME = MaxHeadShotDistanceAI OFFSET = 0x98 TYPE = FLOAT
FIELDNAME = HeadShotDamageModifierAI OFFSET = 0x9C TYPE = FLOAT
FIELDNAME = RecoilAccuracyToAllowHeadShotPlayer OFFSET = 0xA0 TYPE = FLOAT
FIELDNAME = MinHeadShotDistancePlayer OFFSET = 0xA4 TYPE = FLOAT
FIELDNAME = MaxHeadShotDistancePlayer OFFSET = 0xA8 TYPE = FLOAT
FIELDNAME = HeadShotDamageModifierPlayer OFFSET = 0xAC TYPE = FLOAT
FIELDNAME = Damage OFFSET = 0xB0 TYPE = FLOAT
FIELDNAME = DamageTime OFFSET = 0xB4 TYPE = FLOAT
FIELDNAME = DamageTimeInVehicle OFFSET = 0xB8 TYPE = FLOAT
FIELDNAME = DamageTimeInVehicleHeadShot OFFSET = 0xBC TYPE = FLOAT
FIELDNAME = H_0x2E225B8E OFFSET = 0xC0 TYPE = FLOAT
FIELDNAME = H_0x1146DD49 OFFSET = 0xC4 TYPE = HASH
FIELDNAME = HitLimbsDamageModifier OFFSET = 0xC8 TYPE = FLOAT
FIELDNAME = NetworkHitLimbsDamageModifier OFFSET = 0xCC TYPE = FLOAT
FIELDNAME = LightlyArmouredDamageModifier OFFSET = 0xD0 TYPE = FLOAT
FIELDNAME = VehicleDamageModifier OFFSET = 0xD4 TYPE = FLOAT
FIELDNAME = Force OFFSET = 0xD8 TYPE = FLOAT
FIELDNAME = ForceHitPed OFFSET = 0xDC TYPE = FLOAT
FIELDNAME = ForceHitVehicle OFFSET = 0xE0 TYPE = FLOAT
FIELDNAME = ForceHitFlyingHeli OFFSET = 0xE4 TYPE = FLOAT
FIELDNAME = OverrideForces OFFSET = 0xE8 TYPE = ARRAY
ARRAY TYPE = STRUCT
STRUCT TYPE = H_0x4B4F9BDC
FIELDNAME = ForceMaxStrengthMult OFFSET = 0xF8 TYPE = FLOAT
FIELDNAME = ForceFalloffRangeStart OFFSET = 0xFC TYPE = FLOAT
FIELDNAME = ForceFalloffRangeEnd OFFSET = 0x100 TYPE = FLOAT
FIELDNAME = ForceFalloffMin OFFSET = 0x104 TYPE = FLOAT
FIELDNAME = ProjectileForce OFFSET = 0x108 TYPE = FLOAT
FIELDNAME = FragImpulse OFFSET = 0x10C TYPE = FLOAT
FIELDNAME = Penetration OFFSET = 0x110 TYPE = FLOAT
FIELDNAME = VerticalLaunchAdjustment OFFSET = 0x114 TYPE = FLOAT
FIELDNAME = DropForwardVelocity OFFSET = 0x118 TYPE = FLOAT
FIELDNAME = Speed OFFSET = 0x11C TYPE = FLOAT
FIELDNAME = BulletsInBatch OFFSET = 0x120 TYPE = UINT
FIELDNAME = BatchSpread OFFSET = 0x124 TYPE = FLOAT
FIELDNAME = ReloadTimeMP OFFSET = 0x128 TYPE = FLOAT
FIELDNAME = ReloadTimeSP OFFSET = 0x12C TYPE = FLOAT
FIELDNAME = VehicleReloadTime OFFSET = 0x130 TYPE = FLOAT
FIELDNAME = AnimReloadRate OFFSET = 0x134 TYPE = FLOAT
FIELDNAME = BulletsPerAnimLoop OFFSET = 0x138 TYPE = INT
FIELDNAME = TimeBetweenShots OFFSET = 0x13C TYPE = FLOAT
FIELDNAME = TimeLeftBetweenShotsWhereShouldFireIsCached OFFSET = 0x140 TYPE = FLOAT
FIELDNAME = SpinUpTime OFFSET = 0x144 TYPE = FLOAT
FIELDNAME = SpinTime OFFSET = 0x148 TYPE = FLOAT
FIELDNAME = SpinDownTime OFFSET = 0x14C TYPE = FLOAT
FIELDNAME = AlternateWaitTime OFFSET = 0x150 TYPE = FLOAT
FIELDNAME = BulletBendingNearRadius OFFSET = 0x154 TYPE = FLOAT
FIELDNAME = BulletBendingFarRadius OFFSET = 0x158 TYPE = FLOAT
FIELDNAME = BulletBendingZoomedRadius OFFSET = 0x15C TYPE = FLOAT
FIELDNAME = FirstPersonBulletBendingNearRadius OFFSET = 0x160 TYPE = FLOAT
FIELDNAME = FirstPersonBulletBendingFarRadius OFFSET = 0x164 TYPE = FLOAT
FIELDNAME = FirstPersonBulletBendingZoomedRadius OFFSET = 0x168 TYPE = FLOAT
FIELDNAME = Fx OFFSET = 0x170 TYPE = STRUCT
STRUCT TYPE = H_0x59D98C0F
FIELDNAME = InitialRumbleDuration OFFSET = 0x250 TYPE = INT
FIELDNAME = InitialRumbleIntensity OFFSET = 0x254 TYPE = FLOAT
FIELDNAME = InitialRumbleIntensityTrigger OFFSET = 0x258 TYPE = FLOAT
FIELDNAME = RumbleDuration OFFSET = 0x25C TYPE = INT
FIELDNAME = RumbleIntensity OFFSET = 0x260 TYPE = FLOAT
FIELDNAME = RumbleIntensityTrigger OFFSET = 0x264 TYPE = FLOAT
FIELDNAME = RumbleDamageIntensity OFFSET = 0x268 TYPE = FLOAT
FIELDNAME = InitialRumbleDurationFps OFFSET = 0x26C TYPE = INT
FIELDNAME = InitialRumbleIntensityFps OFFSET = 0x270 TYPE = FLOAT
FIELDNAME = RumbleDurationFps OFFSET = 0x274 TYPE = INT
FIELDNAME = RumbleIntensityFps OFFSET = 0x278 TYPE = FLOAT
FIELDNAME = NetworkPlayerDamageModifier OFFSET = 0x27C TYPE = FLOAT
FIELDNAME = NetworkPedDamageModifier OFFSET = 0x280 TYPE = FLOAT
FIELDNAME = NetworkHeadShotPlayerDamageModifier OFFSET = 0x284 TYPE = FLOAT
FIELDNAME = LockOnRange OFFSET = 0x288 TYPE = FLOAT
FIELDNAME = WeaponRange OFFSET = 0x28C TYPE = FLOAT
FIELDNAME = BulletDirectionOffsetInDegrees OFFSET = 0x8FC TYPE = FLOAT
FIELDNAME = BulletDirectionPitchOffset OFFSET = 0x900 TYPE = FLOAT
FIELDNAME = BulletDirectionPitchHomingOffset OFFSET = 0x904 TYPE = FLOAT
FIELDNAME = AiSoundRange OFFSET = 0x290 TYPE = FLOAT
FIELDNAME = AiPotentialBlastEventRange OFFSET = 0x294 TYPE = FLOAT
FIELDNAME = DamageFallOffRangeMin OFFSET = 0x298 TYPE = FLOAT
FIELDNAME = DamageFallOffRangeMax OFFSET = 0x29C TYPE = FLOAT
FIELDNAME = DamageFallOffModifier OFFSET = 0x2A8 TYPE = FLOAT
FIELDNAME = VehicleWeaponHash OFFSET = 0x2B4 TYPE = HASH
FIELDNAME = DefaultCameraHash OFFSET = 0x2B8 TYPE = HASH
FIELDNAME = AimCameraHash OFFSET = 0x2BC TYPE = HASH
FIELDNAME = FireCameraHash OFFSET = 0x2C0 TYPE = HASH
FIELDNAME = CoverCameraHash OFFSET = 0x2C4 TYPE = HASH
FIELDNAME = CoverReadyToFireCameraHash OFFSET = 0x2C8 TYPE = HASH
FIELDNAME = RunAndGunCameraHash OFFSET = 0x2CC TYPE = HASH
FIELDNAME = CinematicShootingCameraHash OFFSET = 0x2D0 TYPE = HASH
FIELDNAME = AlternativeOrScopedCameraHash OFFSET = 0x2D4 TYPE = HASH
FIELDNAME = RunAndGunAlternativeOrScopedCameraHash OFFSET = 0x2D8 TYPE = HASH
FIELDNAME = CinematicShootingAlternativeOrScopedCameraHash OFFSET = 0x2DC TYPE = HASH
FIELDNAME = PovTurretCameraHash OFFSET = 0x2E0 TYPE = HASH
FIELDNAME = CameraFov OFFSET = 0x2FC TYPE = FLOAT
FIELDNAME = FirstPersonAimFovMin OFFSET = 0x300 TYPE = FLOAT
FIELDNAME = FirstPersonAimFovMax OFFSET = 0x304 TYPE = FLOAT
FIELDNAME = FirstPersonScopeFov OFFSET = 0x308 TYPE = FLOAT
FIELDNAME = FirstPersonScopeAttachmentFov OFFSET = 0x30C TYPE = FLOAT
FIELDNAME = FirstPersonDrivebyIKOffset OFFSET = 0x310 TYPE = VECTOR3
FIELDNAME = FirstPersonRNGOffset OFFSET = 0x320 TYPE = VECTOR3
FIELDNAME = FirstPersonRNGRotationOffset OFFSET = 0x330 TYPE = VECTOR3
FIELDNAME = FirstPersonLTOffset OFFSET = 0x340 TYPE = VECTOR3
FIELDNAME = FirstPersonLTRotationOffset OFFSET = 0x350 TYPE = VECTOR3
FIELDNAME = FirstPersonScopeOffset OFFSET = 0x360 TYPE = VECTOR3
FIELDNAME = FirstPersonScopeAttachmentOffset OFFSET = 0x370 TYPE = VECTOR3
FIELDNAME = FirstPersonScopeRotationOffset OFFSET = 0x380 TYPE = VECTOR3
FIELDNAME = FirstPersonScopeAttachmentRotationOffset OFFSET = 0x390 TYPE = VECTOR3
FIELDNAME = FirstPersonAsThirdPersonIdleOffset OFFSET = 0x3A0 TYPE = VECTOR3
FIELDNAME = FirstPersonAsThirdPersonRNGOffset OFFSET = 0x3B0 TYPE = VECTOR3
FIELDNAME = FirstPersonAsThirdPersonLTOffset OFFSET = 0x3C0 TYPE = VECTOR3
FIELDNAME = FirstPersonAsThirdPersonScopeOffset OFFSET = 0x3D0 TYPE = VECTOR3
FIELDNAME = FirstPersonAsThirdPersonWeaponBlockedOffset OFFSET = 0x3E0 TYPE = VECTOR3
FIELDNAME = FirstPersonDofSubjectMagnificationPowerFactorNear OFFSET = 0x3F0 TYPE = FLOAT
FIELDNAME = FirstPersonDofMaxNearInFocusDistance OFFSET = 0x3F4 TYPE = FLOAT
FIELDNAME = FirstPersonDofMaxNearInFocusDistanceBlendLevel OFFSET = 0x3F8 TYPE = FLOAT
FIELDNAME = FirstPersonScopeAttachmentData OFFSET = 0x400 TYPE = ARRAY
ARRAY TYPE = STRUCT
STRUCT TYPE = H_0x6355FAA8
FIELDNAME = ZoomFactorForAccurateMode OFFSET = 0x410 TYPE = FLOAT
FIELDNAME = RecoilShakeHash OFFSET = 0x2E4 TYPE = HASH
FIELDNAME = RecoilShakeHashFirstPerson OFFSET = 0x2E8 TYPE = HASH
FIELDNAME = AccuracyOffsetShakeHash OFFSET = 0x2EC TYPE = HASH
FIELDNAME = MinTimeBetweenRecoilShakes OFFSET = 0x2F0 TYPE = UINT
FIELDNAME = RecoilShakeAmplitude OFFSET = 0x2F4 TYPE = FLOAT
FIELDNAME = ExplosionShakeAmplitude OFFSET = 0x2F8 TYPE = FLOAT
FIELDNAME = IkRecoilDisplacement OFFSET = 0x580 TYPE = FLOAT
FIELDNAME = IkRecoilDisplacementScope OFFSET = 0x584 TYPE = FLOAT
FIELDNAME = IkRecoilDisplacementScaleBackward OFFSET = 0x588 TYPE = FLOAT
FIELDNAME = IkRecoilDisplacementScaleVertical OFFSET = 0x58C TYPE = FLOAT
FIELDNAME = ReticuleHudPosition OFFSET = 0x590 TYPE = VECTOR2
FIELDNAME = ReticuleHudPositionOffsetForPOVTurret OFFSET = 0x598 TYPE = VECTOR2
FIELDNAME = AimOffsetMin OFFSET = 0x420 TYPE = VECTOR3
FIELDNAME = AimProbeLengthMin OFFSET = 0x450 TYPE = FLOAT
FIELDNAME = AimOffsetMax OFFSET = 0x430 TYPE = VECTOR3
FIELDNAME = AimProbeLengthMax OFFSET = 0x454 TYPE = FLOAT
FIELDNAME = AimOffsetMinFPSIdle OFFSET = 0x460 TYPE = VECTOR3
FIELDNAME = AimOffsetMedFPSIdle OFFSET = 0x470 TYPE = VECTOR3
FIELDNAME = AimOffsetMaxFPSIdle OFFSET = 0x480 TYPE = VECTOR3
FIELDNAME = AimOffsetMinFPSLT OFFSET = 0x490 TYPE = VECTOR3
FIELDNAME = AimOffsetMaxFPSLT OFFSET = 0x4A0 TYPE = VECTOR3
FIELDNAME = AimOffsetMinFPSRNG OFFSET = 0x4B0 TYPE = VECTOR3
FIELDNAME = AimOffsetMaxFPSRNG OFFSET = 0x4C0 TYPE = VECTOR3
FIELDNAME = AimOffsetMinFPSScope OFFSET = 0x4D0 TYPE = VECTOR3
FIELDNAME = AimOffsetMaxFPSScope OFFSET = 0x4E0 TYPE = VECTOR3
FIELDNAME = AimOffsetEndPosMinFPSIdle OFFSET = 0x4F0 TYPE = VECTOR3
FIELDNAME = AimOffsetEndPosMedFPSIdle OFFSET = 0x500 TYPE = VECTOR3
FIELDNAME = AimOffsetEndPosMaxFPSIdle OFFSET = 0x510 TYPE = VECTOR3
FIELDNAME = AimOffsetEndPosMinFPSLT OFFSET = 0x520 TYPE = VECTOR3
FIELDNAME = AimOffsetEndPosMedFPSLT OFFSET = 0x530 TYPE = VECTOR3
FIELDNAME = AimOffsetEndPosMaxFPSLT OFFSET = 0x540 TYPE = VECTOR3
FIELDNAME = AimProbeRadiusOverrideFPSIdle OFFSET = 0x550 TYPE = FLOAT
FIELDNAME = AimProbeRadiusOverrideFPSIdleStealth OFFSET = 0x554 TYPE = FLOAT
FIELDNAME = AimProbeRadiusOverrideFPSLT OFFSET = 0x558 TYPE = FLOAT
FIELDNAME = AimProbeRadiusOverrideFPSRNG OFFSET = 0x55C TYPE = FLOAT
FIELDNAME = AimProbeRadiusOverrideFPSScope OFFSET = 0x560 TYPE = FLOAT
FIELDNAME = TorsoAimOffset OFFSET = 0x440 TYPE = VECTOR2
FIELDNAME = TorsoCrouchedAimOffset OFFSET = 0x448 TYPE = VECTOR2
FIELDNAME = LeftHandIkOffset OFFSET = 0x570 TYPE = VECTOR3
FIELDNAME = ReticuleMinSizeStanding OFFSET = 0x5A0 TYPE = FLOAT
FIELDNAME = ReticuleMinSizeCrouched OFFSET = 0x5A4 TYPE = FLOAT
FIELDNAME = ReticuleScale OFFSET = 0x5A8 TYPE = FLOAT
FIELDNAME = ReticuleStyleHash OFFSET = 0x5AC TYPE = HASH
FIELDNAME = FirstPersonReticuleStyleHash OFFSET = 0x5B0 TYPE = HASH
FIELDNAME = PickupHash OFFSET = 0x5B4 TYPE = HASH
FIELDNAME = MPPickupHash OFFSET = 0x5B8 TYPE = HASH
FIELDNAME = HumanNameHash OFFSET = 0x5BC TYPE = HASH
FIELDNAME = MovementModeConditionalIdle OFFSET = 0x5C4 TYPE = HASH
FIELDNAME = StatName OFFSET = 0x5F0 TYPE = HASH
FIELDNAME = KnockdownCount OFFSET = 0x5F8 TYPE = INT
FIELDNAME = KillshotImpulseScale OFFSET = 0x5FC TYPE = FLOAT
FIELDNAME = NmShotTuningSet OFFSET = 0x600 TYPE = HASH
FIELDNAME = AttachPoints OFFSET = 0x604 TYPE = ARRAY
ARRAY TYPE = STRUCT
STRUCT TYPE = H_0x71BF947F
FIELDNAME = GunFeedBone OFFSET = 0x8C4 TYPE = STRUCT
STRUCT TYPE = H_0x96EF0B10
FIELDNAME = TargetSequenceGroup OFFSET = 0x8F8 TYPE = HASH
FIELDNAME = WeaponFlags OFFSET = 0x8C8 TYPE = BITSET
BITSET NAME = CarriedInHand BIT = 0
BITSET NAME = Automatic BIT = 1
BITSET NAME = Silenced BIT = 2
BITSET NAME = FirstPersonScope BIT = 3
BITSET NAME = ArmourPenetrating BIT = 4
BITSET NAME = ApplyBulletForce BIT = 5
BITSET NAME = Gun BIT = 6
BITSET NAME = CanLockonOnFoot BIT = 7
BITSET NAME = CanLockonInVehicle BIT = 8
BITSET NAME = Homing BIT = 9
BITSET NAME = CanFreeAim BIT = 10
BITSET NAME = Heavy BIT = 11
BITSET NAME = TwoHanded BIT = 12
BITSET NAME = Launched BIT = 13
BITSET NAME = MeleeBlade BIT = 14
BITSET NAME = MeleeClub BIT = 15
BITSET NAME = AnimReload BIT = 16
BITSET NAME = AnimCrouchFire BIT = 17
BITSET NAME = CreateVisibleOrdnance BIT = 18
BITSET NAME = TreatAsOneHandedInCover BIT = 19
BITSET NAME = H_0x433706FF BIT = 20
BITSET NAME = Thrown BIT = 21
BITSET NAME = Bomb BIT = 22
BITSET NAME = UsableOnFoot BIT = 23
BITSET NAME = UsableUnderwater BIT = 24
BITSET NAME = UsableClimbing BIT = 25
BITSET NAME = UsableInCover BIT = 26
BITSET NAME = AllowEarlyExitFromFireAnimAfterBulletFired BIT = 27
BITSET NAME = DisableRightHandIk BIT = 28
BITSET NAME = DisableLeftHandIkInCover BIT = 29
BITSET NAME = DontSwapWeaponIfNoAmmo BIT = 30
BITSET NAME = H_0xFF2EED4F BIT = 31
BITSET NAME = DoesRevivableDamage BIT = 32
BITSET NAME = NoFriendlyFireDamage BIT = 33
BITSET NAME = Detonator BIT = 34
BITSET NAME = DisplayRechargeTimeHUD BIT = 35
BITSET NAME = OnlyFireOneShot BIT = 36
BITSET NAME = OnlyFireOneShotPerTriggerPress BIT = 37
BITSET NAME = UseLegDamageVoice BIT = 38
BITSET NAME = H_0x6913F3A8 BIT = 39
BITSET NAME = CanBeFiredLikeGun BIT = 40
BITSET NAME = OnlyAllowFiring BIT = 41
BITSET NAME = NoLeftHandIK BIT = 42
BITSET NAME = NoLeftHandIKWhenBlocked BIT = 43
BITSET NAME = H_0x94214125 BIT = 44
BITSET NAME = H_0x1D00ABC3 BIT = 45
BITSET NAME = Vehicle BIT = 46
BITSET NAME = EnforceAimingRestrictions BIT = 47
BITSET NAME = ForceEjectShellAfterFiring BIT = 48
BITSET NAME = NonViolent BIT = 49
BITSET NAME = NonLethal BIT = 50
BITSET NAME = Scary BIT = 51
BITSET NAME = AllowCloseQuarterKills BIT = 52
BITSET NAME = DisablePlayerBlockingInMP BIT = 53
BITSET NAME = StaticReticulePosition BIT = 54
BITSET NAME = CanPerformArrest BIT = 55
BITSET NAME = H_0xF1DA2249 BIT = 56
BITSET NAME = AllowMeleeIntroAnim BIT = 57
BITSET NAME = ManualDetonation BIT = 58
BITSET NAME = SuppressGunshotEvent BIT = 59
BITSET NAME = HiddenFromWeaponWheel BIT = 60
BITSET NAME = AllowDriverLockOnToAmbientPeds BIT = 61
BITSET NAME = NeedsGunCockingInCover BIT = 62
BITSET NAME = ThrowOnly BIT = 63
BITSET NAME = NoAutoRunWhenFiring BIT = 64
BITSET NAME = DisableIdleVariations BIT = 65
BITSET NAME = HasLowCoverReloads BIT = 66
BITSET NAME = HasLowCoverSwaps BIT = 67
BITSET NAME = DontBreakRopes BIT = 68
BITSET NAME = CookWhileAiming BIT = 69
BITSET NAME = UseLeftHandIkWhenAiming BIT = 70
BITSET NAME = DropWhenCooked BIT = 71
BITSET NAME = NotAWeapon BIT = 72
BITSET NAME = RemoveEarlyWhenEnteringVehicles BIT = 73
BITSET NAME = DontBlendFireOutro BIT = 74
BITSET NAME = DiscardWhenOutOfAmmo BIT = 75
BITSET NAME = DelayedFiringAfterAutoSwap BIT = 76
BITSET NAME = EnforceFiringAngularThreshold BIT = 77
BITSET NAME = ForcesActionMode BIT = 78
BITSET NAME = CreatesAPotentialExplosionEventWhenFired BIT = 79
BITSET NAME = CreateBulletExplosionWhenOutOfTime BIT = 80
BITSET NAME = DelayedFiringAfterAutoSwapPreviousWeapon BIT = 81
BITSET NAME = DisableCombatRoll BIT = 82
BITSET NAME = NoWheelStats BIT = 83
BITSET NAME = ProcessGripAnim BIT = 84
BITSET NAME = DisableStealth BIT = 85
BITSET NAME = DangerousLookingMeleeWeapon BIT = 86
BITSET NAME = QuitTransitionToIdleIntroOnWeaponChange BIT = 87
BITSET NAME = DisableLeftHandIkWhenOnFoot BIT = 88
BITSET NAME = IgnoreHelmets BIT = 89
BITSET NAME = Rpg BIT = 90
BITSET NAME = NoAmmoDisplay BIT = 91
BITSET NAME = TorsoIKForWeaponBlock BIT = 92
BITSET NAME = LongWeapon BIT = 93
BITSET NAME = H_0xAF443B5F BIT = 94
BITSET NAME = H_0xE3C63C3B BIT = 95
BITSET NAME = H_0x1E3D23FF BIT = 96
BITSET NAME = AssistedAimVehicleWeapon BIT = 97
BITSET NAME = CanBlowUpVehicleAtZeroBodyHealth BIT = 98
BITSET NAME = IgnoreAnimReloadRateModifiers BIT = 99
BITSET NAME = DisableIdleAnimationFilter BIT = 100
BITSET NAME = H_0x7B27E96A BIT = 101
BITSET NAME = H_0xBDBBC7FE BIT = 102
BITSET NAME = HomingToggle BIT = 103
BITSET NAME = ApplyVehicleDamageToEngine BIT = 104
BITSET NAME = Turret BIT = 105
BITSET NAME = DisableAimAngleChecksForReticule BIT = 106
BITSET NAME = AllowMovementDuringFirstPersonScope BIT = 107
BITSET NAME = DriveByMPOnly BIT = 108
BITSET NAME = H_0xD5E173D6 BIT = 109
BITSET NAME = CreateWeaponWithNoModel BIT = 110
BITSET NAME = RemoveWhenUnequipped BIT = 111
BITSET NAME = BlockAmbientIdles BIT = 112
BITSET NAME = NotUnarmed BIT = 113
BITSET NAME = UseFPSAimIK BIT = 114
BITSET NAME = DisableFPSScope BIT = 115
BITSET NAME = DisableFPSAimForScope BIT = 116
BITSET NAME = EnableFPSRNGOnly BIT = 117
BITSET NAME = EnableFPSIdleOnly BIT = 118
BITSET NAME = MeleeHatchet BIT = 119
BITSET NAME = UseAlternateFPDrivebyClipset BIT = 120
BITSET NAME = AttachFPSLeftHandIKToRight BIT = 121
BITSET NAME = OnlyUseAimingInfoInFPS BIT = 122
BITSET NAME = UseFPSAnimatedRecoil BIT = 123
BITSET NAME = UseFPSSecondaryMotion BIT = 124
BITSET NAME = HasFPSProjectileWeaponAnims BIT = 125
BITSET NAME = AllowMeleeBlock BIT = 126
BITSET NAME = DontPlayDryFireAnim BIT = 127
BITSET NAME = SwapToUnarmedWhenOutOfThrownAmmo BIT = 128
BITSET NAME = PlayOutOfAmmoAnim BIT = 129
BITSET NAME = DisableIdleAnimationFilterWhenReloading BIT = 130
BITSET NAME = OnFootHoming BIT = 131
BITSET NAME = DamageCausesDisputes BIT = 132
BITSET NAME = UsePlaneExplosionDamageCapInMP BIT = 133
BITSET NAME = FPSOnlyExitFireAnimAfterRecoilEnds BIT = 134
BITSET NAME = SkipVehiclePetrolTankDamage BIT = 135
BITSET NAME = DontAutoSwapOnPickUp BIT = 136
BITSET NAME = DisableTorsoIKAboveAngleThreshold BIT = 137
BITSET NAME = MeleeFist BIT = 138
BITSET NAME = NotAllowedForDriveby BIT = 139
BITSET NAME = AttachReloadObjectToRightHand BIT = 140
BITSET NAME = CanBeAimedLikeGunWithoutFiring BIT = 141
BITSET NAME = MeleeMachete BIT = 142
BITSET NAME = HideReticule BIT = 143
BITSET NAME = UseHolsterAnimation BIT = 144
BITSET NAME = BlockFirstPersonStateTransitionWhileFiring BIT = 145
BITSET NAME = ForceFullFireAnimation BIT = 146
BITSET NAME = DisableLeftHandIkInDriveby BIT = 147
BITSET NAME = CanUseInVehMelee BIT = 148
BITSET NAME = UseVehicleWeaponBoneForward BIT = 149
BITSET NAME = UseManualTargetingMode BIT = 150
BITSET NAME = IgnoreTracerVfxMuzzleDirectionCheck BIT = 151
BITSET NAME = IgnoreHomingCloseThresholdCheck BIT = 152
BITSET NAME = LockOnRequiresAim BIT = 153
BITSET NAME = DisableCameraPullAround BIT = 154
BITSET NAME = VehicleChargedLaunch BIT = 155
BITSET NAME = ForcePedAsFiringEntity BIT = 156
BITSET NAME = FiringEntityIgnoresExplosionDamage BIT = 157
BITSET NAME = H_0xBB719965 BIT = 158
BITSET NAME = H_0x8AA35BC0 BIT = 159
BITSET NAME = H_0x11E55FB6 BIT = 160
BITSET NAME = H_0xACD57DF5 BIT = 161
BITSET NAME = H_0x562550DB BIT = 162
BITSET NAME = H_0xAB04FFFF BIT = 163
BITSET NAME = H_0xC0665B3C BIT = 164
BITSET NAME = H_0x968627D2 BIT = 165
BITSET NAME = H_0x276762D5 BIT = 166
BITSET NAME = H_0x68F30C0A BIT = 167
BITSET NAME = H_0x614E1388 BIT = 168
BITSET NAME = H_0xA9CB74E6 BIT = 169
BITSET NAME = H_0x53D0CED3 BIT = 170
BITSET NAME = H_0x3E678BAC BIT = 171
BITSET NAME = H_0xC2A180AE BIT = 172
BITSET NAME = H_0xC03C4B08 BIT = 173
BITSET NAME = H_0x7CACFF1F BIT = 174
BITSET NAME = H_0x59E93B2E BIT = 175
BITSET NAME = H_0x5D94EE44 BIT = 176
BITSET NAME = H_0xB79F9589 BIT = 177
BITSET NAME = H_0xE662D423 BIT = 178
FIELDNAME = TintSpecValues OFFSET = 0x8E0 TYPE = STRUCT
STRUCT TYPE CANNOT BE DETERMINED!
FIELDNAME = FiringPatternAliases OFFSET = 0x8E8 TYPE = STRUCT
STRUCT TYPE CANNOT BE DETERMINED!
FIELDNAME = ReloadUpperBodyFixupExpressionData OFFSET = 0x8F0 TYPE = STRUCT
STRUCT TYPE CANNOT BE DETERMINED!
FIELDNAME = AmmoDiminishingRate OFFSET = 0x5C8 TYPE = UCHAR
FIELDNAME = AimingBreathingAdditiveWeight OFFSET = 0x5D0 TYPE = FLOAT
FIELDNAME = FiringBreathingAdditiveWeight OFFSET = 0x5D4 TYPE = FLOAT
FIELDNAME = StealthAimingBreathingAdditiveWeight OFFSET = 0x5D8 TYPE = FLOAT
FIELDNAME = StealthFiringBreathingAdditiveWeight OFFSET = 0x5DC TYPE = FLOAT
FIELDNAME = AimingLeanAdditiveWeight OFFSET = 0x5E0 TYPE = FLOAT
FIELDNAME = FiringLeanAdditiveWeight OFFSET = 0x5E4 TYPE = FLOAT
FIELDNAME = StealthAimingLeanAdditiveWeight OFFSET = 0x5E8 TYPE = FLOAT
FIELDNAME = StealthFiringLeanAdditiveWeight OFFSET = 0x5EC TYPE = FLOAT
FIELDNAME = ExpandPedCapsuleRadius OFFSET = 0x91C TYPE = FLOAT
FIELDNAME = AudioCollisionHash OFFSET = 0x5C0 TYPE = HASH
FIELDNAME = HudDamage OFFSET = 0x5C9 TYPE = CHAR
FIELDNAME = HudSpeed OFFSET = 0x5CA TYPE = CHAR
FIELDNAME = HudCapacity OFFSET = 0x5CB TYPE = CHAR
FIELDNAME = HudAccuracy OFFSET = 0x5CC TYPE = CHAR
FIELDNAME = HudRange OFFSET = 0x5CD TYPE = CHAR
FIELDNAME = VehicleAttackAngle OFFSET = 0x920 TYPE = FLOAT
FIELDNAME = TorsoIKAngleLimit OFFSET = 0x924 TYPE = FLOAT
FIELDNAME = H_0x806EA8CF OFFSET = 0x928 TYPE = FLOAT
FIELDNAME = MeleeRightFistTargetHealthDamageScaler OFFSET = 0x92C TYPE = FLOAT
FIELDNAME = AirborneAircraftLockOnMultiplier OFFSET = 0x930 TYPE = FLOAT
FIELDNAME = ArmouredVehicleGlassDamageOverride OFFSET = 0x934 TYPE = FLOAT
FIELDNAME = CamoDiffuseTexIdxs OFFSET = 0x938 TYPE = MAP
MAP KEY TYPE = HASH
MAP VALUE TYPE = MAP
MAP KEY TYPE = UINT
MAP VALUE TYPE = UINT
FIELDNAME = RotateBarrelBone OFFSET = 0x950 TYPE = STRUCT
STRUCT TYPE = H_0x96EF0B10
FIELDNAME = RotateBarrelBone2 OFFSET = 0x952 TYPE = STRUCT
STRUCT TYPE = H_0x96EF0B10
FIELDNAME = FrontClearTestParams OFFSET = 0x3C TYPE = STRUCT
STRUCT TYPE = H_0xD3809540
Registered struct H_0x13B6A1E8, OFFSETS =
FIELDNAME = Default OFFSET = 0x0 TYPE = ENUM
ENUM DATA CANNOT BE OBTAINED! // standard explosion enum for all of them
FIELDNAME = HitCar OFFSET = 0x4 TYPE = ENUM
ENUM DATA CANNOT BE OBTAINED!
FIELDNAME = HitTruck OFFSET = 0x8 TYPE = ENUM
ENUM DATA CANNOT BE OBTAINED!
FIELDNAME = HitBike OFFSET = 0xC TYPE = ENUM
ENUM DATA CANNOT BE OBTAINED!
FIELDNAME = HitBoat OFFSET = 0x10 TYPE = ENUM
ENUM DATA CANNOT BE OBTAINED!
FIELDNAME = HitPlane OFFSET = 0x14 TYPE = ENUM
ENUM DATA CANNOT BE OBTAINED!Metadata
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