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Weapon Structure Definition
zeroKilo edited this page Apr 20, 2020
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- For the 3 classes up to 3 weapons are defined over the packet
GetAllDefaultLoadoutKits
inInventoryService
- Weapons in game are defined over the packet
GetTemplateWeaponMaps
inWeaponService
- in the packet for the weapon definitions are 4 std::maps, where the key is usually the weaponID
-
TemplateWeaponList
containing information about the weapon itself -
WeaponCompatibilityBridge
containing list of DWORD ids -
TemplateComponentLists
containing list of map keys -
Components
containing information about components of a weapon
- templatecomponentlists should contain 1 item with key of weapon and value of 1 component map key
- this component should have type = 20 to refer to the GripAndBarrel Component
- from the components the modefierlistid is used to select a modefierlist
- 2 skill modefiers should exist there with modtype 2 and proptype 105 (WCPT_Package_RDVForeGripID_I) & 106 (WCPT_Package_RDVBarrelID_I)
- their methodvalue selects components again by mapkey
- these components should have type 5 (WCMT_ForeGrip) & 6 (WCMT_Barrel)
- from these components the key member is used to load the GAOs