mirror of
https://github.com/Laupetin/OpenAssetTools.git
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feat: load iw4 weapons from raw
This commit is contained in:
@ -173,4 +173,10 @@ namespace IW4
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"rear",
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"all",
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};
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inline const char* bounceSoundSuffixes[]{
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"_default", "_bark", "_brick", "_carpet", "_cloth", "_concrete", "_dirt", "_flesh", "_foliage", "_glass", "_grass",
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"_gravel", "_ice", "_metal", "_mud", "_paper", "_plaster", "_rock", "_sand", "_snow", "_water", "_wood",
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"_asphalt", "_ceramic", "_plastic", "_rubber", "_cushion", "_fruit", "_painted_metal", "_riot_shield", "_slush",
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};
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} // namespace IW4
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@ -28,114 +28,114 @@ namespace IW4
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{"hideTags", offsetof(WeaponFullDef, hideTags), WFT_HIDETAGS },
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{"notetrackSoundMap", offsetof(WeaponFullDef, notetrackSoundMapKeys), WFT_NOTETRACKSOUNDMAP },
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{"notetrackRumbleMap", offsetof(WeaponFullDef, notetrackRumbleMapKeys), WFT_NOTETRACKRUMBLEMAP },
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{"idleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_IDLE]), CSPFT_STRING },
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{"emptyIdleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING },
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{"fireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRE]), CSPFT_STRING },
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{"holdFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING },
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{"lastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LASTSHOT]), CSPFT_STRING },
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{"detonateAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DETONATE]), CSPFT_STRING },
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{"rechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RECHAMBER]), CSPFT_STRING },
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{"meleeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE]), CSPFT_STRING },
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{"meleeChargeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING },
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{"reloadAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD]), CSPFT_STRING },
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{"reloadEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING },
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{"reloadStartAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_START]), CSPFT_STRING },
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{"reloadEndAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_END]), CSPFT_STRING },
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{"raiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RAISE]), CSPFT_STRING },
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{"dropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DROP]), CSPFT_STRING },
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{"firstRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING },
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{"breachRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_BREACH_RAISE]), CSPFT_STRING },
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{"altRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING },
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{"altDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_DROP]), CSPFT_STRING },
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{"quickRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING },
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{"quickDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING },
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{"emptyRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING },
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{"emptyDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING },
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{"sprintInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING },
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{"sprintLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING },
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{"sprintOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING },
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{"stunnedAnimStart", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_START]), CSPFT_STRING },
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{"stunnedAnimLoop", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_LOOP]), CSPFT_STRING },
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{"stunnedAnimEnd", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_END]), CSPFT_STRING },
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{"nightVisionWearAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING },
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{"nightVisionRemoveAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING },
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{"adsFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING },
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{"adsLastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING },
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{"adsRechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING },
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{"adsUpAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_UP]), CSPFT_STRING },
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{"adsDownAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING },
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{"idleAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_IDLE]), CSPFT_STRING },
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{"emptyIdleAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING },
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{"fireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_FIRE]), CSPFT_STRING },
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{"holdFireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING },
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{"lastShotAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_LASTSHOT]), CSPFT_STRING },
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{"detonateAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_DETONATE]), CSPFT_STRING },
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{"rechamberAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RECHAMBER]), CSPFT_STRING },
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{"meleeAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_MELEE]), CSPFT_STRING },
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{"meleeChargeAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING },
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{"reloadAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD]), CSPFT_STRING },
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{"reloadEmptyAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING },
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{"reloadStartAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_START]), CSPFT_STRING },
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{"reloadEndAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_END]), CSPFT_STRING },
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{"raiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RAISE]), CSPFT_STRING },
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{"dropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_DROP]), CSPFT_STRING },
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{"firstRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING },
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{"breachRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_BREACH_RAISE]), CSPFT_STRING },
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{"altRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING },
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{"altDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ALT_DROP]), CSPFT_STRING },
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{"quickRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING },
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{"quickDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING },
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{"emptyRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING },
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{"emptyDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING },
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{"sprintInAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING },
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{"sprintLoopAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING },
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{"sprintOutAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING },
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{"stunnedAnimStartR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_START]), CSPFT_STRING },
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{"stunnedAnimLoopR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_LOOP]), CSPFT_STRING },
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{"stunnedAnimEndR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_END]), CSPFT_STRING },
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{"nightVisionWearAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING },
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{"nightVisionRemoveAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING },
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{"adsFireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING },
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{"adsLastShotAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING },
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{"adsRechamberAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING },
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{"adsUpAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_UP]), CSPFT_STRING },
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{"adsDownAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING },
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{"idleAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_IDLE]), CSPFT_STRING },
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{"emptyIdleAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_IDLE]), CSPFT_STRING },
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{"fireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_FIRE]), CSPFT_STRING },
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{"holdFireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_HOLD_FIRE]), CSPFT_STRING },
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{"lastShotAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_LASTSHOT]), CSPFT_STRING },
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{"detonateAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_DETONATE]), CSPFT_STRING },
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{"rechamberAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RECHAMBER]), CSPFT_STRING },
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{"meleeAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_MELEE]), CSPFT_STRING },
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{"meleeChargeAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_MELEE_CHARGE]), CSPFT_STRING },
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{"reloadAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD]), CSPFT_STRING },
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{"reloadEmptyAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_EMPTY]), CSPFT_STRING },
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{"reloadStartAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_START]), CSPFT_STRING },
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{"reloadEndAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_END]), CSPFT_STRING },
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{"raiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RAISE]), CSPFT_STRING },
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{"dropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_DROP]), CSPFT_STRING },
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{"firstRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_FIRST_RAISE]), CSPFT_STRING },
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{"breachRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_BREACH_RAISE]), CSPFT_STRING },
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{"altRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ALT_RAISE]), CSPFT_STRING },
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{"altDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ALT_DROP]), CSPFT_STRING },
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{"quickRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_QUICK_RAISE]), CSPFT_STRING },
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{"quickDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_QUICK_DROP]), CSPFT_STRING },
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{"emptyRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_RAISE]), CSPFT_STRING },
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{"emptyDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_DROP]), CSPFT_STRING },
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{"sprintInAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_IN]), CSPFT_STRING },
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{"sprintLoopAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_LOOP]), CSPFT_STRING },
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{"sprintOutAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_OUT]), CSPFT_STRING },
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{"stunnedAnimStartL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_START]), CSPFT_STRING },
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{"stunnedAnimLoopL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_LOOP]), CSPFT_STRING },
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{"stunnedAnimEndL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_END]), CSPFT_STRING },
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{"nightVisionWearAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_NIGHTVISION_WEAR]), CSPFT_STRING },
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{"nightVisionRemoveAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_NIGHTVISION_REMOVE]), CSPFT_STRING },
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{"adsFireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_FIRE]), CSPFT_STRING },
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{"adsLastShotAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_LASTSHOT]), CSPFT_STRING },
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{"adsRechamberAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_RECHAMBER]), CSPFT_STRING },
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{"adsUpAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_UP]), CSPFT_STRING },
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{"adsDownAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_DOWN]), CSPFT_STRING },
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{"idleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_IDLE]), WFT_ANIM_NAME },
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{"emptyIdleAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_IDLE]), WFT_ANIM_NAME },
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{"fireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRE]), WFT_ANIM_NAME },
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{"holdFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_HOLD_FIRE]), WFT_ANIM_NAME },
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{"lastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_LASTSHOT]), WFT_ANIM_NAME },
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{"detonateAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DETONATE]), WFT_ANIM_NAME },
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{"rechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RECHAMBER]), WFT_ANIM_NAME },
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{"meleeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE]), WFT_ANIM_NAME },
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{"meleeChargeAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_MELEE_CHARGE]), WFT_ANIM_NAME },
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{"reloadAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD]), WFT_ANIM_NAME },
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{"reloadEmptyAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_EMPTY]), WFT_ANIM_NAME },
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{"reloadStartAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_START]), WFT_ANIM_NAME },
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{"reloadEndAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RELOAD_END]), WFT_ANIM_NAME },
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{"raiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_RAISE]), WFT_ANIM_NAME },
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{"dropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_DROP]), WFT_ANIM_NAME },
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{"firstRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_FIRST_RAISE]), WFT_ANIM_NAME },
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{"breachRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_BREACH_RAISE]), WFT_ANIM_NAME },
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{"altRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_RAISE]), WFT_ANIM_NAME },
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{"altDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ALT_DROP]), WFT_ANIM_NAME },
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{"quickRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_RAISE]), WFT_ANIM_NAME },
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{"quickDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_QUICK_DROP]), WFT_ANIM_NAME },
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{"emptyRaiseAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_RAISE]), WFT_ANIM_NAME },
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{"emptyDropAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_EMPTY_DROP]), WFT_ANIM_NAME },
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{"sprintInAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_IN]), WFT_ANIM_NAME },
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{"sprintLoopAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_LOOP]), WFT_ANIM_NAME },
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{"sprintOutAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_SPRINT_OUT]), WFT_ANIM_NAME },
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{"stunnedAnimStart", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_START]), WFT_ANIM_NAME },
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{"stunnedAnimLoop", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_LOOP]), WFT_ANIM_NAME },
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{"stunnedAnimEnd", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_STUNNED_END]), WFT_ANIM_NAME },
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{"nightVisionWearAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_WEAR]), WFT_ANIM_NAME },
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{"nightVisionRemoveAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_NIGHTVISION_REMOVE]), WFT_ANIM_NAME },
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{"adsFireAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_FIRE]), WFT_ANIM_NAME },
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{"adsLastShotAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_LASTSHOT]), WFT_ANIM_NAME },
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{"adsRechamberAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_RECHAMBER]), WFT_ANIM_NAME },
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{"adsUpAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_UP]), WFT_ANIM_NAME },
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{"adsDownAnim", offsetof(WeaponFullDef, szXAnims[WEAP_ANIM_ADS_DOWN]), WFT_ANIM_NAME },
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{"idleAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_IDLE]), WFT_ANIM_NAME },
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{"emptyIdleAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_IDLE]), WFT_ANIM_NAME },
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{"fireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_FIRE]), WFT_ANIM_NAME },
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{"holdFireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_HOLD_FIRE]), WFT_ANIM_NAME },
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{"lastShotAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_LASTSHOT]), WFT_ANIM_NAME },
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{"detonateAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_DETONATE]), WFT_ANIM_NAME },
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{"rechamberAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RECHAMBER]), WFT_ANIM_NAME },
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{"meleeAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_MELEE]), WFT_ANIM_NAME },
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{"meleeChargeAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_MELEE_CHARGE]), WFT_ANIM_NAME },
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{"reloadAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD]), WFT_ANIM_NAME },
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{"reloadEmptyAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_EMPTY]), WFT_ANIM_NAME },
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{"reloadStartAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_START]), WFT_ANIM_NAME },
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{"reloadEndAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RELOAD_END]), WFT_ANIM_NAME },
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{"raiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_RAISE]), WFT_ANIM_NAME },
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{"dropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_DROP]), WFT_ANIM_NAME },
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{"firstRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_FIRST_RAISE]), WFT_ANIM_NAME },
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{"breachRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_BREACH_RAISE]), WFT_ANIM_NAME },
|
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{"altRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ALT_RAISE]), WFT_ANIM_NAME },
|
||||
{"altDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ALT_DROP]), WFT_ANIM_NAME },
|
||||
{"quickRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_QUICK_RAISE]), WFT_ANIM_NAME },
|
||||
{"quickDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_QUICK_DROP]), WFT_ANIM_NAME },
|
||||
{"emptyRaiseAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_RAISE]), WFT_ANIM_NAME },
|
||||
{"emptyDropAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_EMPTY_DROP]), WFT_ANIM_NAME },
|
||||
{"sprintInAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_IN]), WFT_ANIM_NAME },
|
||||
{"sprintLoopAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_LOOP]), WFT_ANIM_NAME },
|
||||
{"sprintOutAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_SPRINT_OUT]), WFT_ANIM_NAME },
|
||||
{"stunnedAnimStartR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_START]), WFT_ANIM_NAME },
|
||||
{"stunnedAnimLoopR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_LOOP]), WFT_ANIM_NAME },
|
||||
{"stunnedAnimEndR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_STUNNED_END]), WFT_ANIM_NAME },
|
||||
{"nightVisionWearAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_NIGHTVISION_WEAR]), WFT_ANIM_NAME },
|
||||
{"nightVisionRemoveAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_NIGHTVISION_REMOVE]), WFT_ANIM_NAME },
|
||||
{"adsFireAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_FIRE]), WFT_ANIM_NAME },
|
||||
{"adsLastShotAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_LASTSHOT]), WFT_ANIM_NAME },
|
||||
{"adsRechamberAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_RECHAMBER]), WFT_ANIM_NAME },
|
||||
{"adsUpAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_UP]), WFT_ANIM_NAME },
|
||||
{"adsDownAnimR", offsetof(WeaponFullDef, szXAnimsRightHanded[WEAP_ANIM_ADS_DOWN]), WFT_ANIM_NAME },
|
||||
{"idleAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_IDLE]), WFT_ANIM_NAME },
|
||||
{"emptyIdleAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_IDLE]), WFT_ANIM_NAME },
|
||||
{"fireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_FIRE]), WFT_ANIM_NAME },
|
||||
{"holdFireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_HOLD_FIRE]), WFT_ANIM_NAME },
|
||||
{"lastShotAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_LASTSHOT]), WFT_ANIM_NAME },
|
||||
{"detonateAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_DETONATE]), WFT_ANIM_NAME },
|
||||
{"rechamberAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RECHAMBER]), WFT_ANIM_NAME },
|
||||
{"meleeAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_MELEE]), WFT_ANIM_NAME },
|
||||
{"meleeChargeAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_MELEE_CHARGE]), WFT_ANIM_NAME },
|
||||
{"reloadAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD]), WFT_ANIM_NAME },
|
||||
{"reloadEmptyAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_EMPTY]), WFT_ANIM_NAME },
|
||||
{"reloadStartAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_START]), WFT_ANIM_NAME },
|
||||
{"reloadEndAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RELOAD_END]), WFT_ANIM_NAME },
|
||||
{"raiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_RAISE]), WFT_ANIM_NAME },
|
||||
{"dropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_DROP]), WFT_ANIM_NAME },
|
||||
{"firstRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_FIRST_RAISE]), WFT_ANIM_NAME },
|
||||
{"breachRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_BREACH_RAISE]), WFT_ANIM_NAME },
|
||||
{"altRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ALT_RAISE]), WFT_ANIM_NAME },
|
||||
{"altDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ALT_DROP]), WFT_ANIM_NAME },
|
||||
{"quickRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_QUICK_RAISE]), WFT_ANIM_NAME },
|
||||
{"quickDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_QUICK_DROP]), WFT_ANIM_NAME },
|
||||
{"emptyRaiseAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_RAISE]), WFT_ANIM_NAME },
|
||||
{"emptyDropAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_EMPTY_DROP]), WFT_ANIM_NAME },
|
||||
{"sprintInAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_IN]), WFT_ANIM_NAME },
|
||||
{"sprintLoopAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_LOOP]), WFT_ANIM_NAME },
|
||||
{"sprintOutAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_SPRINT_OUT]), WFT_ANIM_NAME },
|
||||
{"stunnedAnimStartL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_START]), WFT_ANIM_NAME },
|
||||
{"stunnedAnimLoopL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_LOOP]), WFT_ANIM_NAME },
|
||||
{"stunnedAnimEndL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_STUNNED_END]), WFT_ANIM_NAME },
|
||||
{"nightVisionWearAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_NIGHTVISION_WEAR]), WFT_ANIM_NAME },
|
||||
{"nightVisionRemoveAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_NIGHTVISION_REMOVE]), WFT_ANIM_NAME },
|
||||
{"adsFireAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_FIRE]), WFT_ANIM_NAME },
|
||||
{"adsLastShotAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_LASTSHOT]), WFT_ANIM_NAME },
|
||||
{"adsRechamberAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_RECHAMBER]), WFT_ANIM_NAME },
|
||||
{"adsUpAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_UP]), WFT_ANIM_NAME },
|
||||
{"adsDownAnimL", offsetof(WeaponFullDef, szXAnimsLeftHanded[WEAP_ANIM_ADS_DOWN]), WFT_ANIM_NAME },
|
||||
{"script", offsetof(WeaponFullDef, weapDef.szScript), CSPFT_STRING },
|
||||
{"weaponType", offsetof(WeaponFullDef, weapDef.weapType), WFT_WEAPONTYPE },
|
||||
{"weaponClass", offsetof(WeaponFullDef, weapDef.weapClass), WFT_WEAPONCLASS },
|
||||
|
Reference in New Issue
Block a user