Weapon layer in Peds
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@@ -3,10 +3,13 @@
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#include "AnimationId.h"
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#include "WeaponType.h"
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enum AssocGroupId;
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class CWeaponInfo {
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// static CWeaponInfo(&ms_apWeaponInfos)[14];
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static CWeaponInfo ms_apWeaponInfos[14];
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static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
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public:
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static int32 ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS];
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eWeaponFire m_eWeaponFire;
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float m_fRange;
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uint32 m_nFiringRate;
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@@ -18,13 +21,16 @@ public:
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float m_fLifespan;
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float m_fSpread;
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CVector m_vecFireOffset;
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AnimationId m_AnimToPlay;
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AnimationId m_Anim2ToPlay;
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AssocGroupId m_AnimToPlay;
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float m_fAnimLoopStart;
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float m_fAnimLoopEnd;
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float m_fAnimFrameFire;
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float m_fAnim2LoopStart;
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float m_fAnim2LoopEnd;
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float m_fAnim2FrameFire;
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float m_fAnimBreakout;
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int32 m_nModelId;
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int32 m_nModel2Id;
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// flags
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uint8 m_bUseGravity : 1;
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uint8 m_bSlowsDown : 1;
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@@ -34,9 +40,24 @@ public:
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uint8 m_bExplodes : 1;
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uint8 m_bCanAim : 1;
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uint8 m_bCanAimWithArm : 1;
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uint8 m_b1stPerson : 1;
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uint8 m_bHeavy : 1;
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uint8 m_bThrow : 1;
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uint8 m_bReloadLoop2Start : 1;
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uint8 m_bUse2nd : 1;
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uint8 m_bGround2nd : 1;
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uint8 m_bFinish3rd : 1;
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uint8 m_bReload : 1;
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uint8 m_bFightMode : 1;
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uint8 m_bCrouchFire : 1;
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uint8 m_bCop3rd : 1;
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uint8 m_bGround3rd : 1;
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uint8 m_bPartialAttack : 1;
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uint8 m_bAnimDetonate : 1;
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uint32 m_nWeaponSlot;
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static void Initialise(void);
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static void LoadWeaponData(void);
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@@ -46,4 +67,4 @@ public:
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static void Shutdown(void);
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};
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VALIDATE_SIZE(CWeaponInfo, 0x54);
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VALIDATE_SIZE(CWeaponInfo, 0x64);
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