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re3/src/weapons/WeaponInfo.h

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#pragma once
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#include "AnimManager.h"
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#include "AnimationId.h"
#include "WeaponType.h"
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enum AssocGroupId;
class CWeaponInfo {
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static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
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static char ms_aWeaponNames[WEAPONTYPE_TOTALWEAPONS][32];
public:
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static uint16 ms_aReloadSampleTime[WEAPONTYPE_TOTALWEAPONS];
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static int32 ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS];
eWeaponFire m_eWeaponFire;
float m_fRange;
uint32 m_nFiringRate;
uint32 m_nReload;
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int32 m_nAmountofAmmunition;
uint32 m_nDamage;
float m_fSpeed;
float m_fRadius;
float m_fLifespan;
float m_fSpread;
CVector m_vecFireOffset;
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AssocGroupId m_AnimToPlay;
float m_fAnimLoopStart;
float m_fAnimLoopEnd;
float m_fAnimFrameFire;
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float m_fAnim2LoopStart;
float m_fAnim2LoopEnd;
float m_fAnim2FrameFire;
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float m_fAnimBreakout;
int32 m_nModelId;
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int32 m_nModel2Id;
// flags
uint8 m_bUseGravity : 1;
uint8 m_bSlowsDown : 1;
uint8 m_bDissipates : 1;
uint8 m_bRandSpeed : 1;
uint8 m_bExpands : 1;
uint8 m_bExplodes : 1;
uint8 m_bCanAim : 1;
uint8 m_bCanAimWithArm : 1;
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uint8 m_b1stPerson : 1;
uint8 m_bHeavy : 1;
uint8 m_bThrow : 1;
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uint8 m_bReloadLoop2Start : 1;
uint8 m_bUse2nd : 1;
uint8 m_bGround2nd : 1;
uint8 m_bFinish3rd : 1;
uint8 m_bReload : 1;
uint8 m_bFightMode : 1;
uint8 m_bCrouchFire : 1;
uint8 m_bCop3rd : 1;
uint8 m_bGround3rd : 1;
uint8 m_bPartialAttack : 1;
uint8 m_bAnimDetonate : 1;
uint32 m_nWeaponSlot;
static void Initialise(void);
static void LoadWeaponData(void);
static CWeaponInfo *GetWeaponInfo(eWeaponType weaponType);
static eWeaponFire FindWeaponFireType(char *name);
static eWeaponType FindWeaponType(char *name);
static void Shutdown(void);
};
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VALIDATE_SIZE(CWeaponInfo, 0x64);