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Weapon Structure Definition

zeroKilo edited this page Apr 19, 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 the weaponID
  1. TemplateWeaponList containing information about the weapon itself
  2. WeaponCompatibilityBridge containing list of DWORD ids
  3. TemplateComponentLists containing list of DWORD ids
  4. Components containing information about components of a weapon
  • so for each weapon these 4 things have to be defined

ForeGrip and Barrel

  1. templatecomponentlists should contain 1 item with key of weapon and value of 2 component map keys
  2. from the components the modefierlistid is used to select a modefierlist
  3. 2 skill modefiers should exist there with modtype 2 and proptype 105 & 106 for grip and barrel
  4. their methodvalue selects components again by mapkey
  5. from these components the key member is used th load the GAOs
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