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Weapon Structure Definition

zeroKilo edited this page Apr 20, 2020 · 16 revisions

Weapon Structure Definition

  • For the 3 classes up to 3 weapons are defined over the packet GetAllDefaultLoadoutKits in InventoryService
  • Weapons in game are defined over the packet GetTemplateWeaponMaps in WeaponService

Template Weapon Maps

  • in the packet for the weapon definitions are 4 std::maps, where the key is usually the weaponID
  1. TemplateWeaponList containing information about the weapon itself
  2. WeaponCompatibilityBridge containing list of DWORD ids
  3. TemplateComponentLists containing list of map keys
  4. Components containing information about components of a weapon

ForeGrip and Barrel

  1. templatecomponentlists should contain 1 item with key of weapon and value of 1 component map key
  2. this component should have type = 20 to refer to the GripAndBarrel Component
  3. from the components the modefierlistid is used to select a modefierlist
  4. 2 skill modefiers should exist there with modtype 2 and proptype 105 (WCPT_Package_RDVForeGripID_I) & 106 (WCPT_Package_RDVBarrelID_I)
  5. their methodvalue selects components again by mapkey
  6. these components should have type 5 (WCMT_ForeGrip) & 6 (WCMT_Barrel)
  7. from these components the key member is used to load the GAOs
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