#pragma once
#include "Game/IW4/IW4.h"

namespace IW4
{
    inline cspField_t weapon_fields[]
    {
        {"displayName", offsetof(WeaponFullDef, weapCompleteDef.szDisplayName), CSPFT_STRING},
        {"AIOverlayDescription", offsetof(WeaponFullDef, weapDef.szOverlayName), CSPFT_STRING},
        {"modeName", offsetof(WeaponFullDef, weapDef.szModeName), CSPFT_STRING},
        {"playerAnimType", offsetof(WeaponFullDef, weapDef.playerAnimType), WFT_ANIMTYPE},
        {"gunModel", offsetof(WeaponFullDef, gunXModel[0]), CSPFT_XMODEL},
        {"gunModel2", offsetof(WeaponFullDef, gunXModel[1]), CSPFT_XMODEL},
        {"gunModel3", offsetof(WeaponFullDef, gunXModel[2]), CSPFT_XMODEL},
        {"gunModel4", offsetof(WeaponFullDef, gunXModel[3]), CSPFT_XMODEL},
        {"gunModel5", offsetof(WeaponFullDef, gunXModel[4]), CSPFT_XMODEL},
        {"gunModel6", offsetof(WeaponFullDef, gunXModel[5]), CSPFT_XMODEL},
        {"gunModel7", offsetof(WeaponFullDef, gunXModel[6]), CSPFT_XMODEL},
        {"gunModel8", offsetof(WeaponFullDef, gunXModel[7]), CSPFT_XMODEL},
        {"gunModel9", offsetof(WeaponFullDef, gunXModel[8]), CSPFT_XMODEL},
        {"gunModel10", offsetof(WeaponFullDef, gunXModel[9]), CSPFT_XMODEL},
        {"gunModel11", offsetof(WeaponFullDef, gunXModel[10]), CSPFT_XMODEL},
        {"gunModel12", offsetof(WeaponFullDef, gunXModel[11]), CSPFT_XMODEL},
        {"gunModel13", offsetof(WeaponFullDef, gunXModel[12]), CSPFT_XMODEL},
        {"gunModel14", offsetof(WeaponFullDef, gunXModel[13]), CSPFT_XMODEL},
        {"gunModel15", offsetof(WeaponFullDef, gunXModel[14]), CSPFT_XMODEL},
        {"gunModel16", offsetof(WeaponFullDef, gunXModel[15]), CSPFT_XMODEL},
        {"handModel", offsetof(WeaponFullDef, weapDef.handXModel), CSPFT_XMODEL},
        {"hideTags", offsetof(WeaponFullDef, hideTags), WFT_HIDETAGS},
        {"notetrackSoundMap", offsetof(WeaponFullDef, notetrackSoundMapKeys), WFT_NOTETRACKSOUNDMAP},
        {"notetrackRumbleMap", offsetof(WeaponFullDef, notetrackRumbleMapKeys), WFT_NOTETRACKRUMBLEMAP},
        {"idleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_IDLE]), CSPFT_STRING},
        {"emptyIdleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING},
        {"fireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRE]), CSPFT_STRING},
        {"holdFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING},
        {"lastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LASTSHOT]), CSPFT_STRING},
        {"detonateAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DETONATE]), CSPFT_STRING},
        {"rechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RECHAMBER]), CSPFT_STRING},
        {"meleeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE]), CSPFT_STRING},
        {"meleeChargeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING},
        {"reloadAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD]), CSPFT_STRING},
        {"reloadEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING},
        {"reloadStartAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_START]), CSPFT_STRING},
        {"reloadEndAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_END]), CSPFT_STRING},
        {"raiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RAISE]), CSPFT_STRING},
        {"dropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DROP]), CSPFT_STRING},
        {"firstRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING},
        {"breachRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_BREACH_RAISE]), CSPFT_STRING},
        {"altRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING},
        {"altDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_DROP]), CSPFT_STRING},
        {"quickRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING},
        {"quickDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING},
        {"emptyRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING},
        {"emptyDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING},
        {"sprintInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING},
        {"sprintLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING},
        {"sprintOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING},
        {"stunnedAnimStart", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_START]), CSPFT_STRING},
        {"stunnedAnimLoop", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_LOOP]), CSPFT_STRING},
        {"stunnedAnimEnd", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_END]), CSPFT_STRING},
        {"nightVisionWearAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING},
        {"nightVisionRemoveAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING},
        {"adsFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING},
        {"adsLastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING},
        {"adsRechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING},
        {"adsUpAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_UP]), CSPFT_STRING},
        {"adsDownAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING},
        {"idleAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_IDLE]), CSPFT_STRING},
        {"emptyIdleAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING},
        {"fireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_FIRE]), CSPFT_STRING},
        {"holdFireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING},
        {"lastShotAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_LASTSHOT]), CSPFT_STRING},
        {"detonateAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_DETONATE]), CSPFT_STRING},
        {"rechamberAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RECHAMBER]), CSPFT_STRING},
        {"meleeAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_MELEE]), CSPFT_STRING},
        {"meleeChargeAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING},
        {"reloadAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD]), CSPFT_STRING},
        {"reloadEmptyAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING},
        {"reloadStartAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_START]), CSPFT_STRING},
        {"reloadEndAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_END]), CSPFT_STRING},
        {"raiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RAISE]), CSPFT_STRING},
        {"dropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_DROP]), CSPFT_STRING},
        {"firstRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING},
        {"breachRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_BREACH_RAISE]), CSPFT_STRING},
        {"altRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING},
        {"altDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ALT_DROP]), CSPFT_STRING},
        {"quickRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING},
        {"quickDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING},
        {"emptyRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING},
        {"emptyDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING},
        {"sprintInAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING},
        {"sprintLoopAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING},
        {"sprintOutAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING},
        {"stunnedAnimStartR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_START]), CSPFT_STRING},
        {"stunnedAnimLoopR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_LOOP]), CSPFT_STRING},
        {"stunnedAnimEndR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_END]), CSPFT_STRING},
        {"nightVisionWearAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING},
        {"nightVisionRemoveAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING},
        {"adsFireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING},
        {"adsLastShotAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING},
        {"adsRechamberAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING},
        {"adsUpAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_UP]), CSPFT_STRING},
        {"adsDownAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING},
        {"idleAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_IDLE]), CSPFT_STRING},
        {"emptyIdleAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING},
        {"fireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_FIRE]), CSPFT_STRING},
        {"holdFireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING},
        {"lastShotAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_LASTSHOT]), CSPFT_STRING},
        {"detonateAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_DETONATE]), CSPFT_STRING},
        {"rechamberAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RECHAMBER]), CSPFT_STRING},
        {"meleeAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_MELEE]), CSPFT_STRING},
        {"meleeChargeAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING},
        {"reloadAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD]), CSPFT_STRING},
        {"reloadEmptyAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING},
        {"reloadStartAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_START]), CSPFT_STRING},
        {"reloadEndAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_END]), CSPFT_STRING},
        {"raiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RAISE]), CSPFT_STRING},
        {"dropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_DROP]), CSPFT_STRING},
        {"firstRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING},
        {"breachRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_BREACH_RAISE]), CSPFT_STRING},
        {"altRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING},
        {"altDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ALT_DROP]), CSPFT_STRING},
        {"quickRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING},
        {"quickDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING},
        {"emptyRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING},
        {"emptyDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING},
        {"sprintInAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING},
        {"sprintLoopAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING},
        {"sprintOutAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING},
        {"stunnedAnimStartL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_START]), CSPFT_STRING},
        {"stunnedAnimLoopL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_LOOP]), CSPFT_STRING},
        {"stunnedAnimEndL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_END]), CSPFT_STRING},
        {"nightVisionWearAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING},
        {"nightVisionRemoveAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING},
        {"adsFireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING},
        {"adsLastShotAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING},
        {"adsRechamberAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING},
        {"adsUpAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_UP]), CSPFT_STRING},
        {"adsDownAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING},
        {"script", offsetof(WeaponFullDef, weapDef.szScript), CSPFT_STRING},
        {"weaponType", offsetof(WeaponFullDef, weapDef.weapType), WFT_WEAPONTYPE},
        {"weaponClass", offsetof(WeaponFullDef, weapDef.weapClass), WFT_WEAPONCLASS},
        {"penetrateType", offsetof(WeaponFullDef, weapDef.penetrateType), WFT_PENETRATE_TYPE},
        {"penetrateMultiplier", offsetof(WeaponFullDef, weapCompleteDef.penetrateMultiplier), CSPFT_FLOAT},
        {"impactType", offsetof(WeaponFullDef, weapCompleteDef.impactType), WFT_IMPACT_TYPE},
        {"inventoryType", offsetof(WeaponFullDef, weapDef.inventoryType), WFT_INVENTORYTYPE},
        {"fireType", offsetof(WeaponFullDef, weapDef.fireType), WFT_FIRETYPE},
        {"offhandClass", offsetof(WeaponFullDef, weapDef.offhandClass), WFT_OFFHAND_CLASS},
        {"viewFlashEffect", offsetof(WeaponFullDef, weapDef.viewFlashEffect), CSPFT_FX},
        {"worldFlashEffect", offsetof(WeaponFullDef, weapDef.worldFlashEffect), CSPFT_FX},
        {"pickupSound", offsetof(WeaponFullDef, weapDef.pickupSound), CSPFT_SOUND},
        {"pickupSoundPlayer", offsetof(WeaponFullDef, weapDef.pickupSoundPlayer), CSPFT_SOUND},
        {"ammoPickupSound", offsetof(WeaponFullDef, weapDef.ammoPickupSound), CSPFT_SOUND},
        {"ammoPickupSoundPlayer", offsetof(WeaponFullDef, weapDef.ammoPickupSoundPlayer), CSPFT_SOUND},
        {"projectileSound", offsetof(WeaponFullDef, weapDef.projectileSound), CSPFT_SOUND},
        {"pullbackSound", offsetof(WeaponFullDef, weapDef.pullbackSound), CSPFT_SOUND},
        {"pullbackSoundPlayer", offsetof(WeaponFullDef, weapDef.pullbackSoundPlayer), CSPFT_SOUND},
        {"fireSound", offsetof(WeaponFullDef, weapDef.fireSound), CSPFT_SOUND},
        {"fireSoundPlayer", offsetof(WeaponFullDef, weapDef.fireSoundPlayer), CSPFT_SOUND},
        {"fireSoundPlayerAkimbo", offsetof(WeaponFullDef, weapDef.fireSoundPlayerAkimbo), CSPFT_SOUND},
        {"loopFireSound", offsetof(WeaponFullDef, weapDef.fireLoopSound), CSPFT_SOUND},
        {"loopFireSoundPlayer", offsetof(WeaponFullDef, weapDef.fireLoopSoundPlayer), CSPFT_SOUND},
        {"stopFireSound", offsetof(WeaponFullDef, weapDef.fireStopSound), CSPFT_SOUND},
        {"stopFireSoundPlayer", offsetof(WeaponFullDef, weapDef.fireStopSoundPlayer), CSPFT_SOUND},
        {"lastShotSound", offsetof(WeaponFullDef, weapDef.fireLastSound), CSPFT_SOUND},
        {"lastShotSoundPlayer", offsetof(WeaponFullDef, weapDef.fireLastSoundPlayer), CSPFT_SOUND},
        {"emptyFireSound", offsetof(WeaponFullDef, weapDef.emptyFireSound), CSPFT_SOUND},
        {"emptyFireSoundPlayer", offsetof(WeaponFullDef, weapDef.emptyFireSoundPlayer), CSPFT_SOUND},
        {"meleeSwipeSound", offsetof(WeaponFullDef, weapDef.meleeSwipeSound), CSPFT_SOUND},
        {"meleeSwipeSoundPlayer", offsetof(WeaponFullDef, weapDef.meleeSwipeSoundPlayer), CSPFT_SOUND},
        {"meleeHitSound", offsetof(WeaponFullDef, weapDef.meleeHitSound), CSPFT_SOUND},
        {"meleeMissSound", offsetof(WeaponFullDef, weapDef.meleeMissSound), CSPFT_SOUND},
        {"rechamberSound", offsetof(WeaponFullDef, weapDef.rechamberSound), CSPFT_SOUND},
        {"rechamberSoundPlayer", offsetof(WeaponFullDef, weapDef.rechamberSoundPlayer), CSPFT_SOUND},
        {"reloadSound", offsetof(WeaponFullDef, weapDef.reloadSound), CSPFT_SOUND},
        {"reloadSoundPlayer", offsetof(WeaponFullDef, weapDef.reloadSoundPlayer), CSPFT_SOUND},
        {"reloadEmptySound", offsetof(WeaponFullDef, weapDef.reloadEmptySound), CSPFT_SOUND},
        {"reloadEmptySoundPlayer", offsetof(WeaponFullDef, weapDef.reloadEmptySoundPlayer), CSPFT_SOUND},
        {"reloadStartSound", offsetof(WeaponFullDef, weapDef.reloadStartSound), CSPFT_SOUND},
        {"reloadStartSoundPlayer", offsetof(WeaponFullDef, weapDef.reloadStartSoundPlayer), CSPFT_SOUND},
        {"reloadEndSound", offsetof(WeaponFullDef, weapDef.reloadEndSound), CSPFT_SOUND},
        {"reloadEndSoundPlayer", offsetof(WeaponFullDef, weapDef.reloadEndSoundPlayer), CSPFT_SOUND},
        {"detonateSound", offsetof(WeaponFullDef, weapDef.detonateSound), CSPFT_SOUND},
        {"detonateSoundPlayer", offsetof(WeaponFullDef, weapDef.detonateSoundPlayer), CSPFT_SOUND},
        {"nightVisionWearSound", offsetof(WeaponFullDef, weapDef.nightVisionWearSound), CSPFT_SOUND},
        {"nightVisionWearSoundPlayer", offsetof(WeaponFullDef, weapDef.nightVisionWearSoundPlayer), CSPFT_SOUND},
        {"nightVisionRemoveSound", offsetof(WeaponFullDef, weapDef.nightVisionRemoveSound), CSPFT_SOUND},
        {"nightVisionRemoveSoundPlayer", offsetof(WeaponFullDef, weapDef.nightVisionRemoveSoundPlayer), CSPFT_SOUND},
        {"raiseSound", offsetof(WeaponFullDef, weapDef.raiseSound), CSPFT_SOUND},
        {"raiseSoundPlayer", offsetof(WeaponFullDef, weapDef.raiseSoundPlayer), CSPFT_SOUND},
        {"firstRaiseSound", offsetof(WeaponFullDef, weapDef.firstRaiseSound), CSPFT_SOUND},
        {"firstRaiseSoundPlayer", offsetof(WeaponFullDef, weapDef.firstRaiseSoundPlayer), CSPFT_SOUND},
        {"altSwitchSound", offsetof(WeaponFullDef, weapDef.altSwitchSound), CSPFT_SOUND},
        {"altSwitchSoundPlayer", offsetof(WeaponFullDef, weapDef.altSwitchSoundPlayer), CSPFT_SOUND},
        {"putawaySound", offsetof(WeaponFullDef, weapDef.putawaySound), CSPFT_SOUND},
        {"putawaySoundPlayer", offsetof(WeaponFullDef, weapDef.putawaySoundPlayer), CSPFT_SOUND},
        {"scanSound", offsetof(WeaponFullDef, weapDef.scanSound), CSPFT_SOUND},
        {"bounceSound", offsetof(WeaponFullDef, weapDef.bounceSound), WFT_BOUNCE_SOUND},
        {"viewShellEjectEffect", offsetof(WeaponFullDef, weapDef.viewShellEjectEffect), CSPFT_FX},
        {"worldShellEjectEffect", offsetof(WeaponFullDef, weapDef.worldShellEjectEffect), CSPFT_FX},
        {"viewLastShotEjectEffect", offsetof(WeaponFullDef, weapDef.viewLastShotEjectEffect), CSPFT_FX},
        {"worldLastShotEjectEffect", offsetof(WeaponFullDef, weapDef.worldLastShotEjectEffect), CSPFT_FX},
        {"reticleCenter", offsetof(WeaponFullDef, weapDef.reticleCenter), CSPFT_MATERIAL},
        {"reticleSide", offsetof(WeaponFullDef, weapDef.reticleSide), CSPFT_MATERIAL},
        {"reticleCenterSize", offsetof(WeaponFullDef, weapDef.iReticleCenterSize), CSPFT_INT},
        {"reticleSideSize", offsetof(WeaponFullDef, weapDef.iReticleSideSize), CSPFT_INT},
        {"reticleMinOfs", offsetof(WeaponFullDef, weapDef.iReticleMinOfs), CSPFT_INT},
        {"activeReticleType", offsetof(WeaponFullDef, weapDef.activeReticleType), WFT_ACTIVE_RETICLE_TYPE},
        {"standMoveF", offsetof(WeaponFullDef, weapDef.vStandMove[0]), CSPFT_FLOAT},
        {"standMoveR", offsetof(WeaponFullDef, weapDef.vStandMove[1]), CSPFT_FLOAT},
        {"standMoveU", offsetof(WeaponFullDef, weapDef.vStandMove[2]), CSPFT_FLOAT},
        {"standRotP", offsetof(WeaponFullDef, weapDef.vStandRot[0]), CSPFT_FLOAT},
        {"standRotY", offsetof(WeaponFullDef, weapDef.vStandRot[1]), CSPFT_FLOAT},
        {"standRotR", offsetof(WeaponFullDef, weapDef.vStandRot[2]), CSPFT_FLOAT},
        {"strafeMoveF", offsetof(WeaponFullDef, weapDef.strafeMove[0]), CSPFT_FLOAT},
        {"strafeMoveR", offsetof(WeaponFullDef, weapDef.strafeMove[1]), CSPFT_FLOAT},
        {"strafeMoveU", offsetof(WeaponFullDef, weapDef.strafeMove[2]), CSPFT_FLOAT},
        {"strafeRotP", offsetof(WeaponFullDef, weapDef.strafeRot[0]), CSPFT_FLOAT},
        {"strafeRotY", offsetof(WeaponFullDef, weapDef.strafeRot[1]), CSPFT_FLOAT},
        {"strafeRotR", offsetof(WeaponFullDef, weapDef.strafeRot[2]), CSPFT_FLOAT},
        {"duckedOfsF", offsetof(WeaponFullDef, weapDef.vDuckedOfs[0]), CSPFT_FLOAT},
        {"duckedOfsR", offsetof(WeaponFullDef, weapDef.vDuckedOfs[1]), CSPFT_FLOAT},
        {"duckedOfsU", offsetof(WeaponFullDef, weapDef.vDuckedOfs[2]), CSPFT_FLOAT},
        {"duckedMoveF", offsetof(WeaponFullDef, weapDef.vDuckedMove[0]), CSPFT_FLOAT},
        {"duckedMoveR", offsetof(WeaponFullDef, weapDef.vDuckedMove[1]), CSPFT_FLOAT},
        {"duckedMoveU", offsetof(WeaponFullDef, weapDef.vDuckedMove[2]), CSPFT_FLOAT},
        {"duckedRotP", offsetof(WeaponFullDef, weapDef.vDuckedRot[0]), CSPFT_FLOAT},
        {"duckedRotY", offsetof(WeaponFullDef, weapDef.vDuckedRot[1]), CSPFT_FLOAT},
        {"duckedRotR", offsetof(WeaponFullDef, weapDef.vDuckedRot[2]), CSPFT_FLOAT},
        {"proneOfsF", offsetof(WeaponFullDef, weapDef.vProneOfs[0]), CSPFT_FLOAT},
        {"proneOfsR", offsetof(WeaponFullDef, weapDef.vProneOfs[1]), CSPFT_FLOAT},
        {"proneOfsU", offsetof(WeaponFullDef, weapDef.vProneOfs[2]), CSPFT_FLOAT},
        {"proneMoveF", offsetof(WeaponFullDef, weapDef.vProneMove[0]), CSPFT_FLOAT},
        {"proneMoveR", offsetof(WeaponFullDef, weapDef.vProneMove[1]), CSPFT_FLOAT},
        {"proneMoveU", offsetof(WeaponFullDef, weapDef.vProneMove[2]), CSPFT_FLOAT},
        {"proneRotP", offsetof(WeaponFullDef, weapDef.vProneRot[0]), CSPFT_FLOAT},
        {"proneRotY", offsetof(WeaponFullDef, weapDef.vProneRot[1]), CSPFT_FLOAT},
        {"proneRotR", offsetof(WeaponFullDef, weapDef.vProneRot[2]), CSPFT_FLOAT},
        {"posMoveRate", offsetof(WeaponFullDef, weapDef.fPosMoveRate), CSPFT_FLOAT},
        {"posProneMoveRate", offsetof(WeaponFullDef, weapDef.fPosProneMoveRate), CSPFT_FLOAT},
        {"standMoveMinSpeed", offsetof(WeaponFullDef, weapDef.fStandMoveMinSpeed), CSPFT_FLOAT},
        {"duckedMoveMinSpeed", offsetof(WeaponFullDef, weapDef.fDuckedMoveMinSpeed), CSPFT_FLOAT},
        {"proneMoveMinSpeed", offsetof(WeaponFullDef, weapDef.fProneMoveMinSpeed), CSPFT_FLOAT},
        {"posRotRate", offsetof(WeaponFullDef, weapDef.fPosRotRate), CSPFT_FLOAT},
        {"posProneRotRate", offsetof(WeaponFullDef, weapDef.fPosProneRotRate), CSPFT_FLOAT},
        {"standRotMinSpeed", offsetof(WeaponFullDef, weapDef.fStandRotMinSpeed), CSPFT_FLOAT},
        {"duckedRotMinSpeed", offsetof(WeaponFullDef, weapDef.fDuckedRotMinSpeed), CSPFT_FLOAT},
        {"proneRotMinSpeed", offsetof(WeaponFullDef, weapDef.fProneRotMinSpeed), CSPFT_FLOAT},
        {"worldModel", offsetof(WeaponFullDef, worldModel[0]), CSPFT_XMODEL},
        {"worldModel2", offsetof(WeaponFullDef, worldModel[1]), CSPFT_XMODEL},
        {"worldModel3", offsetof(WeaponFullDef, worldModel[2]), CSPFT_XMODEL},
        {"worldModel4", offsetof(WeaponFullDef, worldModel[3]), CSPFT_XMODEL},
        {"worldModel5", offsetof(WeaponFullDef, worldModel[4]), CSPFT_XMODEL},
        {"worldModel6", offsetof(WeaponFullDef, worldModel[5]), CSPFT_XMODEL},
        {"worldModel7", offsetof(WeaponFullDef, worldModel[6]), CSPFT_XMODEL},
        {"worldModel8", offsetof(WeaponFullDef, worldModel[7]), CSPFT_XMODEL},
        {"worldModel9", offsetof(WeaponFullDef, worldModel[8]), CSPFT_XMODEL},
        {"worldModel10", offsetof(WeaponFullDef, worldModel[9]), CSPFT_XMODEL},
        {"worldModel11", offsetof(WeaponFullDef, worldModel[10]), CSPFT_XMODEL},
        {"worldModel12", offsetof(WeaponFullDef, worldModel[11]), CSPFT_XMODEL},
        {"worldModel13", offsetof(WeaponFullDef, worldModel[12]), CSPFT_XMODEL},
        {"worldModel14", offsetof(WeaponFullDef, worldModel[13]), CSPFT_XMODEL},
        {"worldModel15", offsetof(WeaponFullDef, worldModel[14]), CSPFT_XMODEL},
        {"worldModel16", offsetof(WeaponFullDef, worldModel[15]), CSPFT_XMODEL},
        {"worldClipModel", offsetof(WeaponFullDef, weapDef.worldClipModel), CSPFT_XMODEL},
        {"rocketModel", offsetof(WeaponFullDef, weapDef.rocketModel), CSPFT_XMODEL},
        {"knifeModel", offsetof(WeaponFullDef, weapDef.knifeModel), CSPFT_XMODEL},
        {"worldKnifeModel", offsetof(WeaponFullDef, weapDef.worldKnifeModel), CSPFT_XMODEL},
        {"hudIcon", offsetof(WeaponFullDef, weapDef.hudIcon), CSPFT_MATERIAL},
        {"hudIconRatio", offsetof(WeaponFullDef, weapDef.hudIconRatio), WFT_ICONRATIO_HUD},
        {"pickupIcon", offsetof(WeaponFullDef, weapDef.pickupIcon), CSPFT_MATERIAL},
        {"pickupIconRatio", offsetof(WeaponFullDef, weapDef.pickupIconRatio), WFT_ICONRATIO_PICKUP},
        {"ammoCounterIcon", offsetof(WeaponFullDef, weapDef.ammoCounterIcon), CSPFT_MATERIAL},
        {"ammoCounterIconRatio", offsetof(WeaponFullDef, weapDef.ammoCounterIconRatio), WFT_ICONRATIO_AMMOCOUNTER},
        {"ammoCounterClip", offsetof(WeaponFullDef, weapDef.ammoCounterClip), WFT_AMMOCOUNTER_CLIPTYPE},
        {"startAmmo", offsetof(WeaponFullDef, weapDef.iStartAmmo), CSPFT_INT},
        {"shareAmmo", offsetof(WeaponFullDef, weapDef.sharedAmmo), CSPFT_BOOL},
        {"ammoName", offsetof(WeaponFullDef, weapDef.szAmmoName), CSPFT_STRING},
        {"clipName", offsetof(WeaponFullDef, weapDef.szClipName), CSPFT_STRING},
        {"maxAmmo", offsetof(WeaponFullDef, weapDef.iMaxAmmo), CSPFT_INT},
        {"clipSize", offsetof(WeaponFullDef, weapCompleteDef.iClipSize), CSPFT_INT},
        {"shotCount", offsetof(WeaponFullDef, weapDef.shotCount), CSPFT_INT},
        {"sharedAmmoCapName", offsetof(WeaponFullDef, weapDef.szSharedAmmoCapName), CSPFT_STRING},
        {"sharedAmmoCap", offsetof(WeaponFullDef, weapDef.iSharedAmmoCap), CSPFT_INT},
        {"damage", offsetof(WeaponFullDef, weapDef.damage), CSPFT_INT},
        {"playerDamage", offsetof(WeaponFullDef, weapDef.playerDamage), CSPFT_INT},
        {"meleeDamage", offsetof(WeaponFullDef, weapDef.iMeleeDamage), CSPFT_INT},
        {"minDamage", offsetof(WeaponFullDef, weapDef.minDamage), CSPFT_INT},
        {"minPlayerDamage", offsetof(WeaponFullDef, weapDef.minPlayerDamage), CSPFT_INT},
        {"maxDamageRange", offsetof(WeaponFullDef, weapDef.fMaxDamageRange), CSPFT_FLOAT},
        {"minDamageRange", offsetof(WeaponFullDef, weapDef.fMinDamageRange), CSPFT_FLOAT},
        {"destabilizationRateTime", offsetof(WeaponFullDef, weapDef.destabilizationRateTime), CSPFT_FLOAT},
        {"destabilizationCurvatureMax", offsetof(WeaponFullDef, weapDef.destabilizationCurvatureMax), CSPFT_FLOAT},
        {"destabilizeDistance", offsetof(WeaponFullDef, weapDef.destabilizeDistance), CSPFT_INT},
        {"fireDelay", offsetof(WeaponFullDef, weapDef.iFireDelay), CSPFT_MILLISECONDS},
        {"meleeDelay", offsetof(WeaponFullDef, weapDef.iMeleeDelay), CSPFT_MILLISECONDS},
        {"meleeChargeDelay", offsetof(WeaponFullDef, weapDef.meleeChargeDelay), CSPFT_MILLISECONDS},
        {"fireTime", offsetof(WeaponFullDef, weapCompleteDef.iFireTime), CSPFT_MILLISECONDS},
        {"rechamberTime", offsetof(WeaponFullDef, weapDef.iRechamberTime), CSPFT_MILLISECONDS},
        {"rechamberTimeOneHanded", offsetof(WeaponFullDef, weapDef.rechamberTimeOneHanded), CSPFT_MILLISECONDS},
        {"rechamberBoltTime", offsetof(WeaponFullDef, weapDef.iRechamberBoltTime), CSPFT_MILLISECONDS},
        {"holdFireTime", offsetof(WeaponFullDef, weapDef.iHoldFireTime), CSPFT_MILLISECONDS},
        {"detonateTime", offsetof(WeaponFullDef, weapDef.iDetonateTime), CSPFT_MILLISECONDS},
        {"detonateDelay", offsetof(WeaponFullDef, weapDef.iDetonateDelay), CSPFT_MILLISECONDS},
        {"meleeTime", offsetof(WeaponFullDef, weapDef.iMeleeTime), CSPFT_MILLISECONDS},
        {"meleeChargeTime", offsetof(WeaponFullDef, weapDef.meleeChargeTime), CSPFT_MILLISECONDS},
        {"reloadTime", offsetof(WeaponFullDef, weapDef.iReloadTime), CSPFT_MILLISECONDS},
        {"reloadShowRocketTime", offsetof(WeaponFullDef, weapDef.reloadShowRocketTime), CSPFT_MILLISECONDS},
        {"reloadEmptyTime", offsetof(WeaponFullDef, weapDef.iReloadEmptyTime), CSPFT_MILLISECONDS},
        {"reloadAddTime", offsetof(WeaponFullDef, weapDef.iReloadAddTime), CSPFT_MILLISECONDS},
        {"reloadStartTime", offsetof(WeaponFullDef, weapDef.iReloadStartTime), CSPFT_MILLISECONDS},
        {"reloadStartAddTime", offsetof(WeaponFullDef, weapDef.iReloadStartAddTime), CSPFT_MILLISECONDS},
        {"reloadEndTime", offsetof(WeaponFullDef, weapDef.iReloadEndTime), CSPFT_MILLISECONDS},
        {"dropTime", offsetof(WeaponFullDef, weapDef.iDropTime), CSPFT_MILLISECONDS},
        {"raiseTime", offsetof(WeaponFullDef, weapDef.iRaiseTime), CSPFT_MILLISECONDS},
        {"altDropTime", offsetof(WeaponFullDef, weapDef.iAltDropTime), CSPFT_MILLISECONDS},
        {"altRaiseTime", offsetof(WeaponFullDef, weapCompleteDef.iAltRaiseTime), CSPFT_MILLISECONDS},
        {"quickDropTime", offsetof(WeaponFullDef, weapDef.quickDropTime), CSPFT_MILLISECONDS},
        {"quickRaiseTime", offsetof(WeaponFullDef, weapDef.quickRaiseTime), CSPFT_MILLISECONDS},
        {"firstRaiseTime", offsetof(WeaponFullDef, weapCompleteDef.iFirstRaiseTime), CSPFT_MILLISECONDS},
        {"breachRaiseTime", offsetof(WeaponFullDef, weapDef.iBreachRaiseTime), CSPFT_MILLISECONDS},
        {"emptyRaiseTime", offsetof(WeaponFullDef, weapDef.iEmptyRaiseTime), CSPFT_MILLISECONDS},
        {"emptyDropTime", offsetof(WeaponFullDef, weapDef.iEmptyDropTime), CSPFT_MILLISECONDS},
        {"sprintInTime", offsetof(WeaponFullDef, weapDef.sprintInTime), CSPFT_MILLISECONDS},
        {"sprintLoopTime", offsetof(WeaponFullDef, weapDef.sprintLoopTime), CSPFT_MILLISECONDS},
        {"sprintOutTime", offsetof(WeaponFullDef, weapDef.sprintOutTime), CSPFT_MILLISECONDS},
        {"stunnedTimeBegin", offsetof(WeaponFullDef, weapDef.stunnedTimeBegin), CSPFT_MILLISECONDS},
        {"stunnedTimeLoop", offsetof(WeaponFullDef, weapDef.stunnedTimeLoop), CSPFT_MILLISECONDS},
        {"stunnedTimeEnd", offsetof(WeaponFullDef, weapDef.stunnedTimeEnd), CSPFT_MILLISECONDS},
        {"nightVisionWearTime", offsetof(WeaponFullDef, weapDef.nightVisionWearTime), CSPFT_MILLISECONDS},
        {"nightVisionWearTimeFadeOutEnd", offsetof(WeaponFullDef, weapDef.nightVisionWearTimeFadeOutEnd), CSPFT_MILLISECONDS},
        {"nightVisionWearTimePowerUp", offsetof(WeaponFullDef, weapDef.nightVisionWearTimePowerUp), CSPFT_MILLISECONDS},
        {"nightVisionRemoveTime", offsetof(WeaponFullDef, weapDef.nightVisionRemoveTime), CSPFT_MILLISECONDS},
        {"nightVisionRemoveTimePowerDown", offsetof(WeaponFullDef, weapDef.nightVisionRemoveTimePowerDown), CSPFT_MILLISECONDS},
        {"nightVisionRemoveTimeFadeInStart", offsetof(WeaponFullDef, weapDef.nightVisionRemoveTimeFadeInStart), CSPFT_MILLISECONDS},
        {"fuseTime", offsetof(WeaponFullDef, weapDef.fuseTime), CSPFT_MILLISECONDS},
        {"aifuseTime", offsetof(WeaponFullDef, weapDef.aiFuseTime), CSPFT_MILLISECONDS},
        {"lockonSupported", offsetof(WeaponFullDef, weapDef.lockonSupported), CSPFT_BOOL},
        {"requireLockonToFire", offsetof(WeaponFullDef, weapDef.requireLockonToFire), CSPFT_BOOL},
        {"bigExplosion", offsetof(WeaponFullDef, weapDef.bigExplosion), CSPFT_BOOL},
        {"noAdsWhenMagEmpty", offsetof(WeaponFullDef, weapDef.noAdsWhenMagEmpty), CSPFT_BOOL},
        {"inheritsPerks", offsetof(WeaponFullDef, weapDef.inheritsPerks), CSPFT_BOOL},
        {"avoidDropCleanup", offsetof(WeaponFullDef, weapDef.avoidDropCleanup), CSPFT_BOOL},
        {"autoAimRange", offsetof(WeaponFullDef, weapDef.autoAimRange), CSPFT_FLOAT},
        {"aimAssistRange", offsetof(WeaponFullDef, weapDef.aimAssistRange), CSPFT_FLOAT},
        {"aimAssistRangeAds", offsetof(WeaponFullDef, weapDef.aimAssistRangeAds), CSPFT_FLOAT},
        {"aimPadding", offsetof(WeaponFullDef, weapDef.aimPadding), CSPFT_FLOAT},
        {"enemyCrosshairRange", offsetof(WeaponFullDef, weapDef.enemyCrosshairRange), CSPFT_FLOAT},
        {"crosshairColorChange", offsetof(WeaponFullDef, weapDef.crosshairColorChange), CSPFT_BOOL},
        {"moveSpeedScale", offsetof(WeaponFullDef, weapDef.moveSpeedScale), CSPFT_FLOAT},
        {"adsMoveSpeedScale", offsetof(WeaponFullDef, weapDef.adsMoveSpeedScale), CSPFT_FLOAT},
        {"sprintDurationScale", offsetof(WeaponFullDef, weapDef.sprintDurationScale), CSPFT_FLOAT},
        {"idleCrouchFactor", offsetof(WeaponFullDef, weapDef.fIdleCrouchFactor), CSPFT_FLOAT},
        {"idleProneFactor", offsetof(WeaponFullDef, weapDef.fIdleProneFactor), CSPFT_FLOAT},
        {"gunMaxPitch", offsetof(WeaponFullDef, weapDef.fGunMaxPitch), CSPFT_FLOAT},
        {"gunMaxYaw", offsetof(WeaponFullDef, weapDef.fGunMaxYaw), CSPFT_FLOAT},
        {"swayMaxAngle", offsetof(WeaponFullDef, weapDef.swayMaxAngle), CSPFT_FLOAT},
        {"swayLerpSpeed", offsetof(WeaponFullDef, weapDef.swayLerpSpeed), CSPFT_FLOAT},
        {"swayPitchScale", offsetof(WeaponFullDef, weapDef.swayPitchScale), CSPFT_FLOAT},
        {"swayYawScale", offsetof(WeaponFullDef, weapDef.swayYawScale), CSPFT_FLOAT},
        {"swayHorizScale", offsetof(WeaponFullDef, weapDef.swayHorizScale), CSPFT_FLOAT},
        {"swayVertScale", offsetof(WeaponFullDef, weapDef.swayVertScale), CSPFT_FLOAT},
        {"swayShellShockScale", offsetof(WeaponFullDef, weapDef.swayShellShockScale), CSPFT_FLOAT},
        {"adsSwayMaxAngle", offsetof(WeaponFullDef, weapDef.adsSwayMaxAngle), CSPFT_FLOAT},
        {"adsSwayLerpSpeed", offsetof(WeaponFullDef, weapDef.adsSwayLerpSpeed), CSPFT_FLOAT},
        {"adsSwayPitchScale", offsetof(WeaponFullDef, weapDef.adsSwayPitchScale), CSPFT_FLOAT},
        {"adsSwayYawScale", offsetof(WeaponFullDef, weapDef.adsSwayYawScale), CSPFT_FLOAT},
        {"adsSwayHorizScale", offsetof(WeaponFullDef, weapDef.adsSwayHorizScale), CSPFT_FLOAT},
        {"adsSwayVertScale", offsetof(WeaponFullDef, weapDef.adsSwayVertScale), CSPFT_FLOAT},
        {"rifleBullet", offsetof(WeaponFullDef, weapDef.bRifleBullet), CSPFT_BOOL},
        {"armorPiercing", offsetof(WeaponFullDef, weapDef.armorPiercing), CSPFT_BOOL},
        {"boltAction", offsetof(WeaponFullDef, weapDef.bBoltAction), CSPFT_BOOL},
        {"aimDownSight", offsetof(WeaponFullDef, weapDef.aimDownSight), CSPFT_BOOL},
        {"rechamberWhileAds", offsetof(WeaponFullDef, weapDef.bRechamberWhileAds), CSPFT_BOOL},
        {"bBulletExplosiveDamage", offsetof(WeaponFullDef, weapDef.bBulletExplosiveDamage), CSPFT_BOOL},
        {"adsViewErrorMin", offsetof(WeaponFullDef, weapDef.adsViewErrorMin), CSPFT_FLOAT},
        {"adsViewErrorMax", offsetof(WeaponFullDef, weapDef.adsViewErrorMax), CSPFT_FLOAT},
        {"clipOnly", offsetof(WeaponFullDef, weapDef.bClipOnly), CSPFT_BOOL},
        {"noAmmoPickup", offsetof(WeaponFullDef, weapDef.noAmmoPickup), CSPFT_BOOL},
        {"cookOffHold", offsetof(WeaponFullDef, weapDef.bCookOffHold), CSPFT_BOOL},
        {"adsFire", offsetof(WeaponFullDef, weapDef.adsFireOnly), CSPFT_BOOL},
        {"cancelAutoHolsterWhenEmpty", offsetof(WeaponFullDef, weapDef.cancelAutoHolsterWhenEmpty), CSPFT_BOOL},
        {"disableSwitchToWhenEmpty", offsetof(WeaponFullDef, weapDef.disableSwitchToWhenEmpty), CSPFT_BOOL},
        {"suppressAmmoReserveDisplay", offsetof(WeaponFullDef, weapDef.suppressAmmoReserveDisplay), CSPFT_BOOL},
        {"enhanced", offsetof(WeaponFullDef, weapCompleteDef.enhanced), CSPFT_BOOL},
        {"motionTracker", offsetof(WeaponFullDef, weapCompleteDef.motionTracker), CSPFT_BOOL},
        {"laserSightDuringNightvision", offsetof(WeaponFullDef, weapDef.laserSightDuringNightvision), CSPFT_BOOL},
        {"markableViewmodel", offsetof(WeaponFullDef, weapDef.markableViewmodel), CSPFT_BOOL},
        {"physCollmap", offsetof(WeaponFullDef, weapDef.physCollmap), CSPFT_PHYS_COLLMAP},
        {"noDualWield", offsetof(WeaponFullDef, weapDef.noDualWield), CSPFT_BOOL},
        {"dualWieldViewModelOffset", offsetof(WeaponFullDef, weapDef.dualWieldViewModelOffset), CSPFT_FLOAT},
        {"killIcon", offsetof(WeaponFullDef, weapCompleteDef.killIcon), CSPFT_MATERIAL},
        {"killIconRatio", offsetof(WeaponFullDef, weapDef.killIconRatio), WFT_ICONRATIO_KILL},
        {"flipKillIcon", offsetof(WeaponFullDef, weapDef.flipKillIcon), CSPFT_BOOL},
        {"dpadIcon", offsetof(WeaponFullDef, weapCompleteDef.dpadIcon), CSPFT_MATERIAL},
        {"dpadIconRatio", offsetof(WeaponFullDef, weapCompleteDef.dpadIconRatio), WFT_ICONRATIO_DPAD},
        {"dpadIconShowsAmmo", offsetof(WeaponFullDef, weapCompleteDef.dpadIconShowsAmmo), CSPFT_BOOL},
        {"noPartialReload", offsetof(WeaponFullDef, weapDef.bNoPartialReload), CSPFT_BOOL},
        {"segmentedReload", offsetof(WeaponFullDef, weapDef.bSegmentedReload), CSPFT_BOOL},
        {"reloadAmmoAdd", offsetof(WeaponFullDef, weapDef.iReloadAmmoAdd), CSPFT_INT},
        {"reloadStartAdd", offsetof(WeaponFullDef, weapDef.iReloadStartAdd), CSPFT_INT},
        {"altWeapon", offsetof(WeaponFullDef, weapCompleteDef.szAltWeaponName), CSPFT_STRING},
        {"dropAmmoMin", offsetof(WeaponFullDef, weapDef.ammoDropStockMin), CSPFT_INT},
        {"dropAmmoMax", offsetof(WeaponFullDef, weapCompleteDef.ammoDropStockMax), CSPFT_INT},
        {"ammoDropClipPercentMin", offsetof(WeaponFullDef, weapDef.ammoDropClipPercentMin), CSPFT_INT},
        {"ammoDropClipPercentMax", offsetof(WeaponFullDef, weapDef.ammoDropClipPercentMax), CSPFT_INT},
        {"blocksProne", offsetof(WeaponFullDef, weapDef.blocksProne), CSPFT_BOOL},
        {"silenced", offsetof(WeaponFullDef, weapDef.silenced), CSPFT_BOOL},
        {"isRollingGrenade", offsetof(WeaponFullDef, weapDef.isRollingGrenade), CSPFT_BOOL},
        {"explosionRadius", offsetof(WeaponFullDef, weapDef.iExplosionRadius), CSPFT_INT},
        {"explosionRadiusMin", offsetof(WeaponFullDef, weapDef.iExplosionRadiusMin), CSPFT_INT},
        {"explosionInnerDamage", offsetof(WeaponFullDef, weapDef.iExplosionInnerDamage), CSPFT_INT},
        {"explosionOuterDamage", offsetof(WeaponFullDef, weapDef.iExplosionOuterDamage), CSPFT_INT},
        {"damageConeAngle", offsetof(WeaponFullDef, weapDef.damageConeAngle), CSPFT_FLOAT},
        {"bulletExplDmgMult", offsetof(WeaponFullDef, weapDef.bulletExplDmgMult), CSPFT_FLOAT},
        {"bulletExplRadiusMult", offsetof(WeaponFullDef, weapDef.bulletExplRadiusMult), CSPFT_FLOAT},
        {"projectileSpeed", offsetof(WeaponFullDef, weapDef.iProjectileSpeed), CSPFT_INT},
        {"projectileSpeedUp", offsetof(WeaponFullDef, weapDef.iProjectileSpeedUp), CSPFT_INT},
        {"projectileSpeedForward", offsetof(WeaponFullDef, weapDef.iProjectileSpeedForward), CSPFT_INT},
        {"projectileActivateDist", offsetof(WeaponFullDef, weapDef.iProjectileActivateDist), CSPFT_INT},
        {"projectileLifetime", offsetof(WeaponFullDef, weapDef.projLifetime), CSPFT_FLOAT},
        {"timeToAccelerate", offsetof(WeaponFullDef, weapDef.timeToAccelerate), CSPFT_FLOAT},
        {"projectileCurvature", offsetof(WeaponFullDef, weapDef.projectileCurvature), CSPFT_FLOAT},
        {"projectileModel", offsetof(WeaponFullDef, weapDef.projectileModel), CSPFT_XMODEL},
        {"projExplosionType", offsetof(WeaponFullDef, weapDef.projExplosion), WFT_PROJ_EXPLOSION},
        {"projExplosionEffect", offsetof(WeaponFullDef, weapDef.projExplosionEffect), CSPFT_FX},
        {"projExplosionEffectForceNormalUp", offsetof(WeaponFullDef, weapDef.projExplosionEffectForceNormalUp), CSPFT_BOOL},
        {"projExplosionSound", offsetof(WeaponFullDef, weapDef.projExplosionSound), CSPFT_SOUND},
        {"projDudEffect", offsetof(WeaponFullDef, weapDef.projDudEffect), CSPFT_FX},
        {"projDudSound", offsetof(WeaponFullDef, weapDef.projDudSound), CSPFT_SOUND},
        {"projImpactExplode", offsetof(WeaponFullDef, weapDef.bProjImpactExplode), CSPFT_BOOL},
        {"stickiness", offsetof(WeaponFullDef, weapDef.stickiness), WFT_STICKINESS},
        {"stickToPlayers", offsetof(WeaponFullDef, weapDef.stickToPlayers), CSPFT_BOOL},
        {"hasDetonator", offsetof(WeaponFullDef, weapDef.hasDetonator), CSPFT_BOOL},
        {"disableFiring", offsetof(WeaponFullDef, weapDef.disableFiring), CSPFT_BOOL},
        {"timedDetonation", offsetof(WeaponFullDef, weapDef.timedDetonation), CSPFT_BOOL},
        {"rotate", offsetof(WeaponFullDef, weapDef.rotate), CSPFT_BOOL},
        {"holdButtonToThrow", offsetof(WeaponFullDef, weapDef.holdButtonToThrow), CSPFT_BOOL},
        {"freezeMovementWhenFiring", offsetof(WeaponFullDef, weapDef.freezeMovementWhenFiring), CSPFT_BOOL},
        {"lowAmmoWarningThreshold", offsetof(WeaponFullDef, weapDef.lowAmmoWarningThreshold), CSPFT_FLOAT},
        {"ricochetChance", offsetof(WeaponFullDef, weapDef.ricochetChance), CSPFT_FLOAT},
        {"offhandHoldIsCancelable", offsetof(WeaponFullDef, weapDef.offhandHoldIsCancelable), CSPFT_BOOL},
        {"parallelDefaultBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_DEFAULT]), CSPFT_FLOAT},
        {"parallelBarkBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_BARK]), CSPFT_FLOAT},
        {"parallelBrickBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_BRICK]), CSPFT_FLOAT},
        {"parallelCarpetBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CARPET]), CSPFT_FLOAT},
        {"parallelClothBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CLOTH]), CSPFT_FLOAT},
        {"parallelConcreteBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CONCRETE]), CSPFT_FLOAT},
        {"parallelDirtBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_DIRT]), CSPFT_FLOAT},
        {"parallelFleshBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_FLESH]), CSPFT_FLOAT},
        {"parallelFoliageBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_FOLIAGE]), CSPFT_FLOAT},
        {"parallelGlassBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_GLASS]), CSPFT_FLOAT},
        {"parallelGrassBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_GRASS]), CSPFT_FLOAT},
        {"parallelGravelBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_GRAVEL]), CSPFT_FLOAT},
        {"parallelIceBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_ICE]), CSPFT_FLOAT},
        {"parallelMetalBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_METAL]), CSPFT_FLOAT},
        {"parallelMudBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_MUD]), CSPFT_FLOAT},
        {"parallelPaperBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PAPER]), CSPFT_FLOAT},
        {"parallelPlasterBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PLASTER]), CSPFT_FLOAT},
        {"parallelRockBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_ROCK]), CSPFT_FLOAT},
        {"parallelSandBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_SAND]), CSPFT_FLOAT},
        {"parallelSnowBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_SNOW]), CSPFT_FLOAT},
        {"parallelWaterBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_WATER]), CSPFT_FLOAT},
        {"parallelWoodBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_WOOD]), CSPFT_FLOAT},
        {"parallelAsphaltBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_ASPHALT]), CSPFT_FLOAT},
        {"parallelCeramicBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CERAMIC]), CSPFT_FLOAT},
        {"parallelPlasticBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PLASTIC]), CSPFT_FLOAT},
        {"parallelRubberBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_RUBBER]), CSPFT_FLOAT},
        {"parallelCushionBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_CUSHION]), CSPFT_FLOAT},
        {"parallelFruitBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_FRUIT]), CSPFT_FLOAT},
        {"parallelPaintedMetalBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_PAINTED_METAL]), CSPFT_FLOAT},
        {"parallelRiotShieldBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_RIOT_SHIELD]), CSPFT_FLOAT},
        {"parallelSlushBounce", offsetof(WeaponFullDef, parallelBounce[SURF_TYPE_SLUSH]), CSPFT_FLOAT},
        {"perpendicularDefaultBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_DEFAULT]), CSPFT_FLOAT},
        {"perpendicularBarkBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_BARK]), CSPFT_FLOAT},
        {"perpendicularBrickBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_BRICK]), CSPFT_FLOAT},
        {"perpendicularCarpetBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CARPET]), CSPFT_FLOAT},
        {"perpendicularClothBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CLOTH]), CSPFT_FLOAT},
        {"perpendicularConcreteBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CONCRETE]), CSPFT_FLOAT},
        {"perpendicularDirtBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_DIRT]), CSPFT_FLOAT},
        {"perpendicularFleshBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_FLESH]), CSPFT_FLOAT},
        {"perpendicularFoliageBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_FOLIAGE]), CSPFT_FLOAT},
        {"perpendicularGlassBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_GLASS]), CSPFT_FLOAT},
        {"perpendicularGrassBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_GRASS]), CSPFT_FLOAT},
        {"perpendicularGravelBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_GRAVEL]), CSPFT_FLOAT},
        {"perpendicularIceBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_ICE]), CSPFT_FLOAT},
        {"perpendicularMetalBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_METAL]), CSPFT_FLOAT},
        {"perpendicularMudBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_MUD]), CSPFT_FLOAT},
        {"perpendicularPaperBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PAPER]), CSPFT_FLOAT},
        {"perpendicularPlasterBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PLASTER]), CSPFT_FLOAT},
        {"perpendicularRockBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_ROCK]), CSPFT_FLOAT},
        {"perpendicularSandBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_SAND]), CSPFT_FLOAT},
        {"perpendicularSnowBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_SNOW]), CSPFT_FLOAT},
        {"perpendicularWaterBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_WATER]), CSPFT_FLOAT},
        {"perpendicularWoodBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_WOOD]), CSPFT_FLOAT},
        {"perpendicularAsphaltBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_ASPHALT]), CSPFT_FLOAT},
        {"perpendicularCeramicBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CERAMIC]), CSPFT_FLOAT},
        {"perpendicularPlasticBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PLASTIC]), CSPFT_FLOAT},
        {"perpendicularRubberBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_RUBBER]), CSPFT_FLOAT},
        {"perpendicularCushionBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_CUSHION]), CSPFT_FLOAT},
        {"perpendicularFruitBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_FRUIT]), CSPFT_FLOAT},
        {"perpendicularPaintedMetalBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_PAINTED_METAL]), CSPFT_FLOAT},
        {"perpendicularRiotShieldBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_RIOT_SHIELD]), CSPFT_FLOAT},
        {"perpendicularSlushBounce", offsetof(WeaponFullDef, perpendicularBounce[SURF_TYPE_SLUSH]), CSPFT_FLOAT},
        {"projTrailEffect", offsetof(WeaponFullDef, weapDef.projTrailEffect), CSPFT_FX},
        {"projBeaconEffect", offsetof(WeaponFullDef, weapDef.projBeaconEffect), CSPFT_FX},
        {"projectileRed", offsetof(WeaponFullDef, weapDef.vProjectileColor[0]), CSPFT_FLOAT},
        {"projectileGreen", offsetof(WeaponFullDef, weapDef.vProjectileColor[1]), CSPFT_FLOAT},
        {"projectileBlue", offsetof(WeaponFullDef, weapDef.vProjectileColor[2]), CSPFT_FLOAT},
        {"guidedMissileType", offsetof(WeaponFullDef, weapDef.guidedMissileType), WFT_GUIDED_MISSILE_TYPE},
        {"maxSteeringAccel", offsetof(WeaponFullDef, weapDef.maxSteeringAccel), CSPFT_FLOAT},
        {"projIgnitionDelay", offsetof(WeaponFullDef, weapDef.projIgnitionDelay), CSPFT_INT},
        {"projIgnitionEffect", offsetof(WeaponFullDef, weapDef.projIgnitionEffect), CSPFT_FX},
        {"projIgnitionSound", offsetof(WeaponFullDef, weapDef.projIgnitionSound), CSPFT_SOUND},
        {"adsTransInTime", offsetof(WeaponFullDef, weapCompleteDef.iAdsTransInTime), CSPFT_MILLISECONDS},
        {"adsTransOutTime", offsetof(WeaponFullDef, weapCompleteDef.iAdsTransOutTime), CSPFT_MILLISECONDS},
        {"adsIdleAmount", offsetof(WeaponFullDef, weapDef.fAdsIdleAmount), CSPFT_FLOAT},
        {"adsIdleSpeed", offsetof(WeaponFullDef, weapDef.adsIdleSpeed), CSPFT_FLOAT},
        {"adsZoomFov", offsetof(WeaponFullDef, weapCompleteDef.fAdsZoomFov), CSPFT_FLOAT},
        {"adsZoomInFrac", offsetof(WeaponFullDef, weapDef.fAdsZoomInFrac), CSPFT_FLOAT},
        {"adsZoomOutFrac", offsetof(WeaponFullDef, weapDef.fAdsZoomOutFrac), CSPFT_FLOAT},
        {"adsOverlayShader", offsetof(WeaponFullDef, weapDef.overlayMaterial), CSPFT_MATERIAL},
        {"adsOverlayShaderLowRes", offsetof(WeaponFullDef, weapDef.overlayMaterialLowRes), CSPFT_MATERIAL},
        {"adsOverlayShaderEMP", offsetof(WeaponFullDef, weapDef.overlayMaterialEMP), CSPFT_MATERIAL},
        {"adsOverlayShaderEMPLowRes", offsetof(WeaponFullDef, weapDef.overlayMaterialEMPLowRes), CSPFT_MATERIAL},
        {"adsOverlayReticle", offsetof(WeaponFullDef, weapDef.overlayReticle), WFT_OVERLAYRETICLE},
        {"adsOverlayInterface", offsetof(WeaponFullDef, weapDef.overlayInterface), WFT_OVERLAYINTERFACE},
        {"adsOverlayWidth", offsetof(WeaponFullDef, weapDef.overlayWidth), CSPFT_FLOAT},
        {"adsOverlayHeight", offsetof(WeaponFullDef, weapDef.overlayHeight), CSPFT_FLOAT},
        {"adsOverlayWidthSplitscreen", offsetof(WeaponFullDef, weapDef.overlayWidthSplitscreen), CSPFT_FLOAT},
        {"adsOverlayHeightSplitscreen", offsetof(WeaponFullDef, weapDef.overlayHeightSplitscreen), CSPFT_FLOAT},
        {"adsBobFactor", offsetof(WeaponFullDef, weapDef.fAdsBobFactor), CSPFT_FLOAT},
        {"adsViewBobMult", offsetof(WeaponFullDef, weapDef.fAdsViewBobMult), CSPFT_FLOAT},
        {"adsAimPitch", offsetof(WeaponFullDef, weapDef.fAdsAimPitch), CSPFT_FLOAT},
        {"adsCrosshairInFrac", offsetof(WeaponFullDef, weapDef.fAdsCrosshairInFrac), CSPFT_FLOAT},
        {"adsCrosshairOutFrac", offsetof(WeaponFullDef, weapDef.fAdsCrosshairOutFrac), CSPFT_FLOAT},
        {"adsReloadTransTime", offsetof(WeaponFullDef, weapDef.iPositionReloadTransTime), CSPFT_MILLISECONDS},
        {"adsGunKickReducedKickBullets", offsetof(WeaponFullDef, weapDef.adsGunKickReducedKickBullets), CSPFT_INT},
        {"adsGunKickReducedKickPercent", offsetof(WeaponFullDef, weapDef.adsGunKickReducedKickPercent), CSPFT_FLOAT},
        {"adsGunKickPitchMin", offsetof(WeaponFullDef, weapDef.fAdsGunKickPitchMin), CSPFT_FLOAT},
        {"adsGunKickPitchMax", offsetof(WeaponFullDef, weapDef.fAdsGunKickPitchMax), CSPFT_FLOAT},
        {"adsGunKickYawMin", offsetof(WeaponFullDef, weapDef.fAdsGunKickYawMin), CSPFT_FLOAT},
        {"adsGunKickYawMax", offsetof(WeaponFullDef, weapDef.fAdsGunKickYawMax), CSPFT_FLOAT},
        {"adsGunKickAccel", offsetof(WeaponFullDef, weapDef.fAdsGunKickAccel), CSPFT_FLOAT},
        {"adsGunKickSpeedMax", offsetof(WeaponFullDef, weapDef.fAdsGunKickSpeedMax), CSPFT_FLOAT},
        {"adsGunKickSpeedDecay", offsetof(WeaponFullDef, weapDef.fAdsGunKickSpeedDecay), CSPFT_FLOAT},
        {"adsGunKickStaticDecay", offsetof(WeaponFullDef, weapDef.fAdsGunKickStaticDecay), CSPFT_FLOAT},
        {"adsViewKickPitchMin", offsetof(WeaponFullDef, weapDef.fAdsViewKickPitchMin), CSPFT_FLOAT},
        {"adsViewKickPitchMax", offsetof(WeaponFullDef, weapDef.fAdsViewKickPitchMax), CSPFT_FLOAT},
        {"adsViewKickYawMin", offsetof(WeaponFullDef, weapDef.fAdsViewKickYawMin), CSPFT_FLOAT},
        {"adsViewKickYawMax", offsetof(WeaponFullDef, weapDef.fAdsViewKickYawMax), CSPFT_FLOAT},
        {"adsViewKickCenterSpeed", offsetof(WeaponFullDef, weapCompleteDef.fAdsViewKickCenterSpeed), CSPFT_FLOAT},
        {"adsSpread", offsetof(WeaponFullDef, weapDef.fAdsSpread), CSPFT_FLOAT},
        {"guidedMissileType", offsetof(WeaponFullDef, weapDef.guidedMissileType), WFT_GUIDED_MISSILE_TYPE},
        {"hipSpreadStandMin", offsetof(WeaponFullDef, weapDef.fHipSpreadStandMin), CSPFT_FLOAT},
        {"hipSpreadDuckedMin", offsetof(WeaponFullDef, weapDef.fHipSpreadDuckedMin), CSPFT_FLOAT},
        {"hipSpreadProneMin", offsetof(WeaponFullDef, weapDef.fHipSpreadProneMin), CSPFT_FLOAT},
        {"hipSpreadMax", offsetof(WeaponFullDef, weapDef.hipSpreadStandMax), CSPFT_FLOAT},
        {"hipSpreadDuckedMax", offsetof(WeaponFullDef, weapDef.hipSpreadDuckedMax), CSPFT_FLOAT},
        {"hipSpreadProneMax", offsetof(WeaponFullDef, weapDef.hipSpreadProneMax), CSPFT_FLOAT},
        {"hipSpreadDecayRate", offsetof(WeaponFullDef, weapDef.fHipSpreadDecayRate), CSPFT_FLOAT},
        {"hipSpreadFireAdd", offsetof(WeaponFullDef, weapDef.fHipSpreadFireAdd), CSPFT_FLOAT},
        {"hipSpreadTurnAdd", offsetof(WeaponFullDef, weapDef.fHipSpreadTurnAdd), CSPFT_FLOAT},
        {"hipSpreadMoveAdd", offsetof(WeaponFullDef, weapDef.fHipSpreadMoveAdd), CSPFT_FLOAT},
        {"hipSpreadDuckedDecay", offsetof(WeaponFullDef, weapDef.fHipSpreadDuckedDecay), CSPFT_FLOAT},
        {"hipSpreadProneDecay", offsetof(WeaponFullDef, weapDef.fHipSpreadProneDecay), CSPFT_FLOAT},
        {"hipReticleSidePos", offsetof(WeaponFullDef, weapDef.fHipReticleSidePos), CSPFT_FLOAT},
        {"hipIdleAmount", offsetof(WeaponFullDef, weapDef.fHipIdleAmount), CSPFT_FLOAT},
        {"hipIdleSpeed", offsetof(WeaponFullDef, weapDef.hipIdleSpeed), CSPFT_FLOAT},
        {"hipGunKickReducedKickBullets", offsetof(WeaponFullDef, weapDef.hipGunKickReducedKickBullets), CSPFT_INT},
        {"hipGunKickReducedKickPercent", offsetof(WeaponFullDef, weapDef.hipGunKickReducedKickPercent), CSPFT_FLOAT},
        {"hipGunKickPitchMin", offsetof(WeaponFullDef, weapDef.fHipGunKickPitchMin), CSPFT_FLOAT},
        {"hipGunKickPitchMax", offsetof(WeaponFullDef, weapDef.fHipGunKickPitchMax), CSPFT_FLOAT},
        {"hipGunKickYawMin", offsetof(WeaponFullDef, weapDef.fHipGunKickYawMin), CSPFT_FLOAT},
        {"hipGunKickYawMax", offsetof(WeaponFullDef, weapDef.fHipGunKickYawMax), CSPFT_FLOAT},
        {"hipGunKickAccel", offsetof(WeaponFullDef, weapDef.fHipGunKickAccel), CSPFT_FLOAT},
        {"hipGunKickSpeedMax", offsetof(WeaponFullDef, weapDef.fHipGunKickSpeedMax), CSPFT_FLOAT},
        {"hipGunKickSpeedDecay", offsetof(WeaponFullDef, weapDef.fHipGunKickSpeedDecay), CSPFT_FLOAT},
        {"hipGunKickStaticDecay", offsetof(WeaponFullDef, weapDef.fHipGunKickStaticDecay), CSPFT_FLOAT},
        {"hipViewKickPitchMin", offsetof(WeaponFullDef, weapDef.fHipViewKickPitchMin), CSPFT_FLOAT},
        {"hipViewKickPitchMax", offsetof(WeaponFullDef, weapDef.fHipViewKickPitchMax), CSPFT_FLOAT},
        {"hipViewKickYawMin", offsetof(WeaponFullDef, weapDef.fHipViewKickYawMin), CSPFT_FLOAT},
        {"hipViewKickYawMax", offsetof(WeaponFullDef, weapDef.fHipViewKickYawMax), CSPFT_FLOAT},
        {"hipViewKickCenterSpeed", offsetof(WeaponFullDef, weapCompleteDef.fHipViewKickCenterSpeed), CSPFT_FLOAT},
        {"leftArc", offsetof(WeaponFullDef, weapDef.leftArc), CSPFT_FLOAT},
        {"rightArc", offsetof(WeaponFullDef, weapDef.rightArc), CSPFT_FLOAT},
        {"topArc", offsetof(WeaponFullDef, weapDef.topArc), CSPFT_FLOAT},
        {"bottomArc", offsetof(WeaponFullDef, weapDef.bottomArc), CSPFT_FLOAT},
        {"accuracy", offsetof(WeaponFullDef, weapDef.accuracy), CSPFT_FLOAT},
        {"aiSpread", offsetof(WeaponFullDef, weapDef.aiSpread), CSPFT_FLOAT},
        {"playerSpread", offsetof(WeaponFullDef, weapDef.playerSpread), CSPFT_FLOAT},
        {"maxVertTurnSpeed", offsetof(WeaponFullDef, weapDef.maxTurnSpeed[0]), CSPFT_FLOAT},
        {"maxHorTurnSpeed", offsetof(WeaponFullDef, weapDef.maxTurnSpeed[1]), CSPFT_FLOAT},
        {"minVertTurnSpeed", offsetof(WeaponFullDef, weapDef.minTurnSpeed[0]), CSPFT_FLOAT},
        {"minHorTurnSpeed", offsetof(WeaponFullDef, weapDef.minTurnSpeed[1]), CSPFT_FLOAT},
        {"pitchConvergenceTime", offsetof(WeaponFullDef, weapDef.pitchConvergenceTime), CSPFT_FLOAT},
        {"yawConvergenceTime", offsetof(WeaponFullDef, weapDef.yawConvergenceTime), CSPFT_FLOAT},
        {"suppressionTime", offsetof(WeaponFullDef, weapDef.suppressTime), CSPFT_FLOAT},
        {"maxRange", offsetof(WeaponFullDef, weapDef.maxRange), CSPFT_FLOAT},
        {"animHorRotateInc", offsetof(WeaponFullDef, weapDef.fAnimHorRotateInc), CSPFT_FLOAT},
        {"playerPositionDist", offsetof(WeaponFullDef, weapDef.fPlayerPositionDist), CSPFT_FLOAT},
        {"stance", offsetof(WeaponFullDef, weapDef.stance), WFT_STANCE},
        {"useHintString", offsetof(WeaponFullDef, weapDef.szUseHintString), CSPFT_STRING},
        {"dropHintString", offsetof(WeaponFullDef, weapDef.dropHintString), CSPFT_STRING},
        {"horizViewJitter", offsetof(WeaponFullDef, weapDef.horizViewJitter), CSPFT_FLOAT},
        {"vertViewJitter", offsetof(WeaponFullDef, weapDef.vertViewJitter), CSPFT_FLOAT},
        {"scanSpeed", offsetof(WeaponFullDef, weapDef.scanSpeed), CSPFT_FLOAT},
        {"scanAccel", offsetof(WeaponFullDef, weapDef.scanAccel), CSPFT_FLOAT},
        {"scanPauseTime", offsetof(WeaponFullDef, weapDef.scanPauseTime), CSPFT_MILLISECONDS},
        {"fightDist", offsetof(WeaponFullDef, weapDef.fightDist), CSPFT_FLOAT},
        {"maxDist", offsetof(WeaponFullDef, weapDef.maxDist), CSPFT_FLOAT},
        {"aiVsAiAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName0), CSPFT_STRING},
        {"aiVsPlayerAccuracyGraph", offsetof(WeaponFullDef, weapDef.accuracyGraphName1), CSPFT_STRING},
        {"locNone", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NONE]), CSPFT_FLOAT},
        {"locHelmet", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HELMET]), CSPFT_FLOAT},
        {"locHead", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_HEAD]), CSPFT_FLOAT},
        {"locNeck", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_NECK]), CSPFT_FLOAT},
        {"locTorsoUpper", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_TORSO_UPR]), CSPFT_FLOAT},
        {"locTorsoLower", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_TORSO_LWR]), CSPFT_FLOAT},
        {"locRightArmUpper", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_ARM_UPR]), CSPFT_FLOAT},
        {"locRightArmLower", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_ARM_LWR]), CSPFT_FLOAT},
        {"locRightHand", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_HAND]), CSPFT_FLOAT},
        {"locLeftArmUpper", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_ARM_UPR]), CSPFT_FLOAT},
        {"locLeftArmLower", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_ARM_LWR]), CSPFT_FLOAT},
        {"locLeftHand", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_HAND]), CSPFT_FLOAT},
        {"locRightLegUpper", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_LEG_UPR]), CSPFT_FLOAT},
        {"locRightLegLower", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_LEG_LWR]), CSPFT_FLOAT},
        {"locRightFoot", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_R_FOOT]), CSPFT_FLOAT},
        {"locLeftLegUpper", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_LEG_UPR]), CSPFT_FLOAT},
        {"locLeftLegLower", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_LEG_LWR]), CSPFT_FLOAT},
        {"locLeftFoot", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_L_FOOT]), CSPFT_FLOAT},
        {"locGun", offsetof(WeaponFullDef, locationDamageMultipliers[HITLOC_GUN]), CSPFT_FLOAT},
        {"fireRumble", offsetof(WeaponFullDef, weapDef.fireRumble), CSPFT_STRING},
        {"meleeImpactRumble", offsetof(WeaponFullDef, weapDef.meleeImpactRumble), CSPFT_STRING},
        {"tracerType", offsetof(WeaponFullDef, weapDef.tracerType), CSPFT_TRACER},
        {"adsDofStart", offsetof(WeaponFullDef, weapCompleteDef.adsDofStart), CSPFT_FLOAT},
        {"adsDofEnd", offsetof(WeaponFullDef, weapCompleteDef.adsDofEnd), CSPFT_FLOAT},
        {"turretScopeZoomRate", offsetof(WeaponFullDef, weapDef.turretScopeZoomRate), CSPFT_FLOAT},
        {"turretScopeZoomMin", offsetof(WeaponFullDef, weapDef.turretScopeZoomMin), CSPFT_FLOAT},
        {"turretScopeZoomMax", offsetof(WeaponFullDef, weapDef.turretScopeZoomMax), CSPFT_FLOAT},
        {"thermalScope", offsetof(WeaponFullDef, weapDef.thermalScope), CSPFT_BOOL},
        {"altModeSameWeapon", offsetof(WeaponFullDef, weapDef.altModeSameWeapon), CSPFT_BOOL},
        {"turretOverheatUpRate", offsetof(WeaponFullDef, weapDef.turretOverheatUpRate), CSPFT_FLOAT},
        {"turretOverheatDownRate", offsetof(WeaponFullDef, weapDef.turretOverheatDownRate), CSPFT_FLOAT},
        {"turretOverheatPenalty", offsetof(WeaponFullDef, weapDef.turretOverheatPenalty), CSPFT_FLOAT},
        {"turretOverheatSound", offsetof(WeaponFullDef, weapDef.turretOverheatSound), CSPFT_SOUND},
        {"turretOverheatEffect", offsetof(WeaponFullDef, weapDef.turretOverheatEffect), CSPFT_FX},
        {"turretBarrelSpinEnabled", offsetof(WeaponFullDef, weapDef.turretBarrelSpinEnabled), CSPFT_BOOL},
        {"turretBarrelSpinUpTime", offsetof(WeaponFullDef, weapDef.turretBarrelSpinUpTime), CSPFT_FLOAT},
        {"turretBarrelSpinDownTime", offsetof(WeaponFullDef, weapDef.turretBarrelSpinDownTime), CSPFT_FLOAT},
        {"turretBarrelSpinRumble", offsetof(WeaponFullDef, weapDef.turretBarrelSpinRumble), CSPFT_STRING},
        {"turretBarrelSpinSpeed", offsetof(WeaponFullDef, weapDef.turretBarrelSpinSpeed), CSPFT_FLOAT},
        {"turretBarrelSpinMaxSnd", offsetof(WeaponFullDef, weapDef.turretBarrelSpinMaxSnd), CSPFT_SOUND},
        {"turretBarrelSpinUpSnd1", offsetof(WeaponFullDef, weapDef.turretBarrelSpinUpSnd[0]), CSPFT_SOUND},
        {"turretBarrelSpinUpSnd2", offsetof(WeaponFullDef, weapDef.turretBarrelSpinUpSnd[1]), CSPFT_SOUND},
        {"turretBarrelSpinUpSnd3", offsetof(WeaponFullDef, weapDef.turretBarrelSpinUpSnd[2]), CSPFT_SOUND},
        {"turretBarrelSpinUpSnd4", offsetof(WeaponFullDef, weapDef.turretBarrelSpinUpSnd[3]), CSPFT_SOUND},
        {"turretBarrelSpinDownSnd1", offsetof(WeaponFullDef, weapDef.turretBarrelSpinDownSnd[0]), CSPFT_SOUND},
        {"turretBarrelSpinDownSnd2", offsetof(WeaponFullDef, weapDef.turretBarrelSpinDownSnd[1]), CSPFT_SOUND},
        {"turretBarrelSpinDownSnd3", offsetof(WeaponFullDef, weapDef.turretBarrelSpinDownSnd[2]), CSPFT_SOUND},
        {"turretBarrelSpinDownSnd4", offsetof(WeaponFullDef, weapDef.turretBarrelSpinDownSnd[3]), CSPFT_SOUND},
        {"missileConeSoundEnabled", offsetof(WeaponFullDef, weapDef.missileConeSoundEnabled), CSPFT_BOOL},
        {"missileConeSoundAlias", offsetof(WeaponFullDef, weapDef.missileConeSoundAlias), CSPFT_SOUND},
        {"missileConeSoundAliasAtBase", offsetof(WeaponFullDef, weapDef.missileConeSoundAliasAtBase), CSPFT_SOUND},
        {"missileConeSoundRadiusAtTop", offsetof(WeaponFullDef, weapDef.missileConeSoundRadiusAtTop), CSPFT_FLOAT},
        {"missileConeSoundRadiusAtBase", offsetof(WeaponFullDef, weapDef.missileConeSoundRadiusAtBase), CSPFT_FLOAT},
        {"missileConeSoundHeight", offsetof(WeaponFullDef, weapDef.missileConeSoundHeight), CSPFT_FLOAT},
        {"missileConeSoundOriginOffset", offsetof(WeaponFullDef, weapDef.missileConeSoundOriginOffset), CSPFT_FLOAT},
        {"missileConeSoundVolumescaleAtCore", offsetof(WeaponFullDef, weapDef.missileConeSoundVolumescaleAtCore), CSPFT_FLOAT},
        {"missileConeSoundVolumescaleAtEdge", offsetof(WeaponFullDef, weapDef.missileConeSoundVolumescaleAtEdge), CSPFT_FLOAT},
        {"missileConeSoundVolumescaleCoreSize", offsetof(WeaponFullDef, weapDef.missileConeSoundVolumescaleCoreSize), CSPFT_FLOAT},
        {"missileConeSoundPitchshiftEnabled", offsetof(WeaponFullDef, weapDef.missileConeSoundPitchshiftEnabled), CSPFT_BOOL},
        {"missileConeSoundPitchAtTop", offsetof(WeaponFullDef, weapDef.missileConeSoundPitchAtTop), CSPFT_FLOAT},
        {"missileConeSoundPitchAtBottom", offsetof(WeaponFullDef, weapDef.missileConeSoundPitchAtBottom), CSPFT_FLOAT},
        {"missileConeSoundPitchTopSize", offsetof(WeaponFullDef, weapDef.missileConeSoundPitchTopSize), CSPFT_FLOAT},
        {"missileConeSoundPitchBottomSize", offsetof(WeaponFullDef, weapDef.missileConeSoundPitchBottomSize), CSPFT_FLOAT},
        {"missileConeSoundCrossfadeEnabled", offsetof(WeaponFullDef, weapDef.missileConeSoundCrossfadeEnabled), CSPFT_BOOL},
        {"missileConeSoundCrossfadeTopSize", offsetof(WeaponFullDef, weapDef.missileConeSoundCrossfadeTopSize), CSPFT_FLOAT},
        {"missileConeSoundCrossfadeBottomSize", offsetof(WeaponFullDef, weapDef.missileConeSoundCrossfadeBottomSize), CSPFT_FLOAT},
    };
}
