#include #include "game/chraicommands.h" #include "game/prop.h" #include "game/inv.h" #include "stagesetup.h" #include "data.h" #include "types.h" struct noisesettings invnoisesettings_00010fd0 = { 0, 0, 0, 1, 6, }; struct noisesettings invnoisesettings_00010fe4 = { 0, 3, 1.4, 1, 6, }; struct noisesettings invnoisesettings_00010ff8 = { 0, 9, 2, 1, 6, }; struct noisesettings invnoisesettings_0001100c = { 0, 14, 2, 1, 6, }; struct noisesettings invnoisesettings_00011020 = { 0, 18, 2, 1, 6, }; struct noisesettings invnoisesettings_00011034 = { 0, 22, 3, 1, 6, }; struct noisesettings invnoisesettings_00011048 = { 0, 25, 15, 5, 6, }; struct noisesettings invnoisesettings_0001105c = { 0, 35, 1, 1, 6, }; struct noisesettings invnoisesettings_00011070 = { 0, 0, 0, 0.2, 2.3509887016446E-38, }; struct noisesettings invnoisesettings_00011084 = { 0.2, 0.2, 0.2, 0.2, 2.3509887016446E-38, }; struct noisesettings invnoisesettings_00011098 = { 0.6, 0.6, 0.6, 0.2, 2.3509887016446E-38, }; struct noisesettings invnoisesettings_000110ac = { 0.6, 0.6, 2.6, 0.2, 2.3509887016446E-38, }; struct inventory_class invclass_default = { 0, 3, 8, 15, 0.9721, 0.9767, 0x10000000, WEAPONCLASSFLAG_AUTOAIM, }; struct inventory_class invclass_smg = { 0, 3, 8, 15, 0.9721, 0.9767, 0x10000000, WEAPONCLASSFLAG_AUTOAIM | WEAPONCLASSFLAG_00000004, }; struct inventory_class invclass_unarmed = { 0, 3, 8, 15, 0.9721, 0.9767, 0x07000000, WEAPONCLASSFLAG_AUTOAIM, }; struct inventory_class invclass_falcon2scope = { 30, 3, 8, 15, 0.9721, 0.9767, 0x15000000, WEAPONCLASSFLAG_AUTOAIM, }; struct inventory_class invclass_heavy = { 30, 3, 8, 15, 0.9721, 0.9767, 0x15000000, WEAPONCLASSFLAG_AUTOAIM | WEAPONCLASSFLAG_00000004, }; struct weaponfunc_shootsingle invfunc_00011160 = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_085, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, NULL, // fire animation 0, // flags &invnoisesettings_00011098, 0, 1, // damage 6, // spread 6, 18, 2, 8, 5, 2, 0, 4, 4, 0x8039, 1, }; struct inventory_ammo invammo_default = { AMMOTYPE_RIFLE, CASING_RIFLE, 30, // clip size NULL, // reload animation 0, // flags }; struct weapon invitem_hammer = { 0, // hi model 0, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function &invammo_default, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 12.5, // left/right -17, // up/down -27.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_000, // short name L_GUN_000, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_DUALWIELD, }; struct weapon invitem_nothing = { 0, // hi model 0, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 12.5, // left/right -17, // up/down -27.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_000, // short name L_GUN_000, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_DUALWIELD, }; struct guncmd invanim_punch_type3[] = { gunscript_playanimation(ANIM_03E9, 0, 10000) gunscript_waittime(7, 2) gunscript_end }; struct guncmd invanim_punch_type1[] = { gunscript_playanimation(ANIM_03EA, 0, 10000) gunscript_waittime(8, 2) gunscript_end }; struct guncmd invanim_punch_type2[] = { gunscript_playanimation(ANIM_041F, 0, 10000) gunscript_waittime(7, 2) gunscript_end }; struct guncmd invanim_punch_type4[] = { gunscript_playanimation(ANIM_0425, 0, 10000) gunscript_waittime(8, 2) gunscript_waittime(18, 3) gunscript_end }; struct guncmd invanim_punch[] = { gunscript_random(20, invanim_punch_type1) gunscript_random(40, invanim_punch_type2) gunscript_random(60, invanim_punch_type3) gunscript_include(0, invanim_punch_type4) gunscript_end }; struct weaponfunc_close invfunc_unarmed_punch = { INVENTORYFUNCTYPE_CLOSE, L_GUN_100, // name 0x00, // unk06 -1, // unk07 &invnoisesettings_00010fd0, invanim_punch, // fire animation FUNCFLAG_MAKEDIZZY | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_BLUNTIMPACT | FUNCFLAG_NOSTUN | FUNCFLAG_00400000, 0.5, // damage 60, 0x00000069, 0x00000069, 0x00000069, 0x40f00000, 0xc20c0000, 0x40f00000, 0xc20c0000, 0xbf800000, 0xbf800000, 0x40000000, 0x40000000, 0x00000000, }; struct weaponfunc_close invfunc_unarmed_disarm = { INVENTORYFUNCTYPE_CLOSE, L_GUN_101, // name 0x00, // unk06 -1, // unk07 &invnoisesettings_00010fd0, invanim_punch, // fire animation FUNCFLAG_MAKEDIZZY | FUNCFLAG_DROPWEAPON | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_BLUNTIMPACT | FUNCFLAG_NOSTUN | FUNCFLAG_00400000, 0.3, // damage 60, 0x00000069, 0x00000069, 0x00000069, 0x40f00000, 0xc20c0000, 0x40f00000, 0xc20c0000, 0xbf800000, 0xbf800000, 0x40000000, 0x40000000, 0x00000000, }; struct weapon invitem_unarmed = { FILE_GCOMBATHANDSLOD, // hi model FILE_GCOMBATHANDSLOD, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation {&invfunc_unarmed_punch, &invfunc_unarmed_disarm}, // functions NULL, // pri ammo NULL, // sec ammo &invclass_unarmed, 1, // sway 7.5, // left/right -41, // up/down -16, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_006, // short name L_GUN_006, // name L_GUN_000, // manufacturer L_GUN_155, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00002000 | WEAPONFLAG_HIDEMENUMODEL | WEAPONFLAG_08000000, }; struct modelpartvisibility invpartvisibility_falcon2[] = { { MODELPART_FALCON2_005A, false }, { MODELPART_FALCON2_002A, false }, { MODELPART_FALCON2_002B, false }, { MODELPART_FALCON2_SCOPE, false }, { MODELPART_FALCON2_SILENCER, false }, { MODELPART_FALCON2_002E, false }, { MODELPART_FALCON2_002F, false }, { 255 }, }; struct modelpartvisibility invpartvisibility_falcon2scope[] = { { MODELPART_FALCON2_005A, false }, { MODELPART_FALCON2_002A, false }, { MODELPART_FALCON2_002B, false }, { MODELPART_FALCON2_SILENCER, false }, { MODELPART_FALCON2_002F, false }, { 255 }, }; struct modelpartvisibility invpartvisibility_falcon2silencer[] = { { MODELPART_FALCON2_005A, false }, { MODELPART_FALCON2_002A, false }, { MODELPART_FALCON2_002B, false }, { MODELPART_FALCON2_SCOPE, false }, { MODELPART_FALCON2_002E, false }, { 255 }, }; struct inventory_typef invf_000113f4[] = { { 1, 0x0000, 1, 0x002a, 0x0000 }, { 1, 0x0000, 1, 0x002b, 0x0000 }, { 1, 0x0000, 1, 0x002c, 0x0000 }, { 1, 0x0000, 1, 0x002d, 0x0000 }, { 1, 0x0000, 1, 0x002e, 0x0000 }, { 1, 0x0000, 1, 0x002f, 0x0000 }, { 1, 0x0000, 1, 0x0035, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct inventory_typef invf_00011444[] = { { 1, 0x0000, 1, 0x002a, 0x0000 }, { 1, 0x0000, 1, 0x002b, 0x0000 }, { 1, 0x0000, 1, 0x002d, 0x0000 }, { 1, 0x0000, 1, 0x002e, 0x0000 }, { 1, 0x0000, 1, 0x002f, 0x0000 }, { 1, 0x0000, 1, 0x0035, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct inventory_typef invf_0001148c[] = { { 1, 0x0000, 1, 0x002a, 0x0000 }, { 1, 0x0000, 1, 0x002b, 0x0000 }, { 1, 0x0000, 1, 0x002c, 0x0000 }, { 1, 0x0000, 1, 0x002e, 0x0000 }, { 1, 0x0000, 1, 0x002f, 0x0000 }, { 1, 0x0000, 1, 0x0035, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_falcon2_reload_0[] = { gunscript_playanimation(ANIM_00ED, 0, 10000) gunscript_showpart(1, 53) gunscript_showpart(1, 43) gunscript_showpart(1, 42) gunscript_playsound(10, SFX_01D8) gunscript_hidepart(19, 42) gunscript_waittime(24, 1) #if VERSION >= VERSION_NTSC_1_0 gunscript_playsound(24, SFX_80F6) #else gunscript_playsound(24, SFX_01D9) #endif gunscript_hidepart(24, 43) gunscript_playsound(53, SFX_01DB) gunscript_waittime(53, 3) gunscript_end }; struct guncmd invanim_falcon2scope_reload_0[] = { gunscript_playanimation(ANIM_0417, 0, 10000) gunscript_showpart(1, 53) gunscript_showpart(1, 43) gunscript_showpart(1, 42) gunscript_playsound(10, SFX_01D8) gunscript_hidepart(19, 42) gunscript_waittime(24, 1) #if VERSION >= VERSION_NTSC_1_0 gunscript_playsound(24, SFX_80F6) #else gunscript_playsound(24, SFX_01D9) #endif gunscript_hidepart(24, 43) gunscript_playsound(53, SFX_01DB) gunscript_waittime(53, 3) gunscript_end }; struct guncmd invanim_falcon2_reload_1[] = { gunscript_playanimation(ANIM_03F1, 0, 10000) gunscript_hidepart(1, 43) gunscript_showpart(1, 42) gunscript_playsound(6, SFX_01D8) gunscript_waittime(50, 1) #if VERSION >= VERSION_NTSC_1_0 gunscript_playsound(50, SFX_80F6) #else gunscript_playsound(50, SFX_01D9) #endif gunscript_playsound(71, SFX_01DB) gunscript_end }; struct guncmd invanim_falcon2_reload[] = { gunscript_include(1, invanim_falcon2_reload_1) gunscript_include(0, invanim_falcon2_reload_0) gunscript_end }; struct guncmd invanim_falcon2scope_reload[] = { gunscript_include(1, invanim_falcon2_reload_1) gunscript_include(0, invanim_falcon2scope_reload_0) gunscript_end }; struct guncmd invanim_falcon2_pistolwhip[] = { gunscript_playanimation(ANIM_03F2, 0, 10000) gunscript_waittime(23, 2) gunscript_end }; struct guncmd invanim_falcon2_equip[] = { gunscript_playanimation(ANIM_00EA, 0, 10000) gunscript_end }; struct guncmd invanim_falcon2_unequip[] = { gunscript_playanimation(ANIM_00EB, 0, 10000) gunscript_end }; struct guncmd invanim_falcon2_shoot[] = { gunscript_playanimation(ANIM_00EC, 0, 10000) gunscript_waittime(9, 5) gunscript_end }; struct weaponfunc_shootsingle invfunc_falcon2_singleshot = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_085, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, invanim_falcon2_shoot, // fire animation 0, // flags &invnoisesettings_00011098, 16, 1, // damage 1, // spread 3, 5, 2, 0, 10, 15, 59.999996185303, 0, 0, 0x804d, 1, }; struct weaponfunc_shootsingle invfunc_falcon2silenced_singleshot = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_085, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fe4, invanim_falcon2_shoot, // fire animation FUNCFLAG_NOMUZZLEFLASH, &invnoisesettings_00011098, 16, 1, // damage 1, // spread 3, 5, 2, 0, 10, 15, 59.999996185303, 0, 0, 0x8054, 1, }; struct weaponfunc_close invfunc_falcon2_pistolwhip = { INVENTORYFUNCTYPE_CLOSE, L_GUN_094, // name 0x00, // unk06 -1, // unk07 &invnoisesettings_00010fd0, invanim_falcon2_pistolwhip, // fire animation FUNCFLAG_MAKEDIZZY | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_BLUNTIMPACT | FUNCFLAG_NOSTUN | FUNCFLAG_00400000, 0.9, // damage 60, 0x00000069, 0x00000069, 0x00000069, 0xc1800000, 0x3f4ccccd, 0x41bc0000, 0xc202cccd, 0xbf800000, 0xbf800000, 0x40000000, 0x40000000, 0x00000000, }; struct inventory_ammo invammo_falcon2 = { AMMOTYPE_PISTOL, CASING_STANDARD, 8, // clip size invanim_falcon2_reload, // reload animation 0, // flags }; struct inventory_ammo invammo_falcon2scope = { AMMOTYPE_PISTOL, CASING_STANDARD, 8, // clip size invanim_falcon2scope_reload, // reload animation 0, // flags }; struct weapon invitem_falcon2 = { FILE_GFALCON2, // hi model FILE_GFALCON2LOD, // lo model invanim_falcon2_equip, // equip animation invanim_falcon2_unequip, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_falcon2_singleshot, &invfunc_falcon2_pistolwhip }, // functions &invammo_falcon2, // pri ammo NULL, // sec ammo &invclass_default, 2, // sway 9, // left/right -15.7, // up/down -23.8, // front/back 1, // unk38 invf_000113f4, // fptr invpartvisibility_falcon2, // part visibility #if VERSION == VERSION_JPN_FINAL L_GUN_257, // short name #else L_GUN_007, // short name #endif L_GUN_007, // name L_GUN_150, // manufacturer L_GUN_156, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_GANGSTA, }; struct weapon invitem_falcon2scope = { FILE_GFALCON2, // hi model FILE_GFALCON2LOD, // lo model invanim_falcon2_equip, // equip animation invanim_falcon2_unequip, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_falcon2_singleshot, &invfunc_falcon2_pistolwhip }, // functions &invammo_falcon2scope, // pri ammo NULL, // sec ammo &invclass_falcon2scope, 1, // sway 9, // left/right -15.7, // up/down -23.8, // front/back 1, // unk38 invf_00011444, // fptr invpartvisibility_falcon2scope, // part visibility L_GUN_077, // short name L_GUN_009, // name L_GUN_150, // manufacturer L_GUN_158, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS, }; struct weapon invitem_falcon2silencer = { FILE_GFALCON2, // hi model FILE_GFALCON2LOD, // lo model invanim_falcon2_equip, // equip animation invanim_falcon2_unequip, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_falcon2silenced_singleshot, &invfunc_falcon2_pistolwhip }, // functions &invammo_falcon2, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 9, // left/right -15.7, // up/down -23.8, // front/back 1, // unk38 invf_0001148c, // fptr invpartvisibility_falcon2silencer, // part visibility L_GUN_078, // short name L_GUN_008, // name L_GUN_150, // manufacturer L_GUN_157, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_GANGSTA, }; struct modelpartvisibility invpartvisibility_magsec[] = { { MODELPART_PISTOL_005A, false }, { MODELPART_PISTOL_0029, false }, { MODELPART_PISTOL_002A, false }, { 255 }, }; struct inventory_typef invf_00011840[] = { { 1, 0x0000, 1, 0x0035, 0x0000 }, { 1, 0x0000, 1, 0x002a, 0x0000 }, { 1, 0x0000, 1, 0x0029, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_magsec_reload_0[] = { gunscript_playanimation(ANIM_0409, 0, 10000) gunscript_showpart(1, 53) gunscript_showpart(1, 41) gunscript_setsoundspeed(3, 1300) gunscript_playsound(3, SFX_01D8) gunscript_showpart(10, 42) gunscript_hidepart(14, 41) gunscript_hidepart(22, 42) gunscript_showpart(22, 41) gunscript_setsoundspeed(27, 1300) #if VERSION >= VERSION_NTSC_1_0 gunscript_playsound(27, SFX_80F6) #else gunscript_playsound(27, SFX_01D9) #endif gunscript_waittime(30, 1) gunscript_waittime(56, 3) gunscript_setsoundspeed(58, 1300) gunscript_playsound(58, SFX_01DB) gunscript_end }; struct guncmd invanim_magsec_reload_1[] = { gunscript_playanimation(ANIM_040A, 0, 10000) gunscript_showpart(1, 41) gunscript_setsoundspeed(5, 1300) gunscript_playsound(5, SFX_01D8) gunscript_hidepart(25, 41) gunscript_setsoundspeed(47, 1300) #if VERSION >= VERSION_NTSC_1_0 gunscript_playsound(47, SFX_80F6) #else gunscript_playsound(47, SFX_01D9) #endif gunscript_waittime(49, 1) gunscript_setsoundspeed(69, 1300) gunscript_playsound(69, SFX_01DB) gunscript_end }; struct guncmd invanim_magsec_reload[] = { gunscript_include(1, invanim_magsec_reload_1) gunscript_include(0, invanim_magsec_reload_0) gunscript_end }; struct guncmd invanim_magsec_equiporshoot[] = { gunscript_playanimation(ANIM_040B, 0, 10000) gunscript_waittime(12, 5) gunscript_end }; struct inventory_class invclass_magsec4 = { 25, 3, 8, 15, 0.9721, 0.9767, 0x11000000, WEAPONCLASSFLAG_AUTOAIM, }; struct weaponfunc_shootsingle invfunc_magsec_singleshot = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_085, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, invanim_magsec_equiporshoot, // fire animation 0, // flags &invnoisesettings_00011098, 16, 1.1, // damage 6, // spread 4, 8, 3, 0, 5, 10, 59.999996185303, 10, 0, 0x804c, 1, }; struct weaponfunc_shootsingle invfunc_magsec_burst = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_128, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, invanim_magsec_equiporshoot, // fire animation FUNCFLAG_BURST3, &invnoisesettings_00011098, 16, 1.1, // damage 10, // spread 9, 14, 0, 0, 8, 12, 59.999996185303, 10, 0, 0x804c, 1, }; struct inventory_ammo invammo_magsec = { AMMOTYPE_PISTOL, CASING_STANDARD, 9, // clip size invanim_magsec_reload, // reload animation 0, // flags }; struct weapon invitem_magsec = { FILE_GLEEGUN1, // hi model FILE_GMAGSECLOD, // lo model invanim_magsec_equiporshoot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_magsec_singleshot, &invfunc_magsec_burst }, // functions &invammo_magsec, // pri ammo NULL, // sec ammo &invclass_magsec4, 2, // sway 10.5, // left/right -17.2, // up/down -26.5, // front/back 1, // unk38 invf_00011840, // fptr invpartvisibility_magsec, // part visibility L_GUN_010, // short name L_GUN_010, // name L_GUN_151, // manufacturer L_GUN_159, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_GANGSTA, }; struct modelpartvisibility invpartvisibility_dy357[] = { { MODELPART_MAGNUM_005A, false }, { MODELPART_MAGNUM_0028, false }, { MODELPART_MAGNUM_0029, false }, { MODELPART_MAGNUM_002A, false }, { MODELPART_MAGNUM_002B, false }, { MODELPART_MAGNUM_002C, false }, { MODELPART_MAGNUM_002D, false }, { 255 }, }; struct inventory_typef invf_00011a84[] = { { 1, 0x0000, 1, 0x0028, 0x0000 }, { 1, 0x0000, 1, 0x0029, 0x0000 }, { 1, 0x0000, 1, 0x002a, 0x0000 }, { 1, 0x0000, 1, 0x002b, 0x0000 }, { 1, 0x0000, 1, 0x002c, 0x0000 }, { 1, 0x0000, 1, 0x002d, 0x0000 }, { 1, 0x0000, 1, 0x0035, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_dy357_equiporshoot[] = { gunscript_playanimation(ANIM_0406, 0, 10000) gunscript_waittime(12, 5) gunscript_waittime(12, 2) gunscript_end }; struct guncmd invanim_dy357_reload_0[] = { gunscript_playanimation(ANIM_0408, 0, 10000) gunscript_playsound(50, SFX_05CF) gunscript_setsoundspeed(80, 1830) gunscript_playsound(80, SFX_01D8) gunscript_popoutsackofpills(0x0050) gunscript_popoutsackofpills(0x0051) gunscript_popoutsackofpills(0x0052) gunscript_popoutsackofpills(0x0053) gunscript_popoutsackofpills(0x0054) gunscript_popoutsackofpills(0x0055) gunscript_showpart(92, 53) gunscript_showpart(92, 40) gunscript_showpart(92, 41) gunscript_showpart(92, 42) gunscript_showpart(92, 43) gunscript_showpart(92, 44) gunscript_showpart(92, 45) gunscript_setsoundspeed(114, 1210) gunscript_playsound(114, SFX_01D8) gunscript_hidepart(121, 40) gunscript_hidepart(121, 41) gunscript_hidepart(121, 42) gunscript_hidepart(121, 43) gunscript_hidepart(121, 44) gunscript_hidepart(121, 45) gunscript_waittime(123, 1) gunscript_playsound(147, SFX_05CD) gunscript_end }; struct guncmd invanim_dy357_reload_1[] = { gunscript_playanimation(ANIM_0420, 0, 10000) gunscript_playsound(50, SFX_05CF) gunscript_setsoundspeed(80, 1830) gunscript_playsound(80, SFX_01D8) gunscript_popoutsackofpills(0x0050) gunscript_popoutsackofpills(0x0051) gunscript_popoutsackofpills(0x0052) gunscript_popoutsackofpills(0x0053) gunscript_popoutsackofpills(0x0054) gunscript_popoutsackofpills(0x0055) gunscript_setsoundspeed(114, 1210) gunscript_playsound(114, SFX_01D8) gunscript_waittime(123, 1) gunscript_playsound(147, SFX_05CD) gunscript_end }; struct guncmd invanim_dy357_reload[] = { gunscript_include(1, invanim_dy357_reload_1) gunscript_include(0, invanim_dy357_reload_0) gunscript_end }; struct guncmd invanim_dy357_pistolwhip[] = { gunscript_playanimation(ANIM_0407, 0, 10000) gunscript_waittime(23, 2) gunscript_end }; struct weaponfunc_shootsingle invfunc_dy357_singleshot = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_085, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011020, invanim_dy357_equiporshoot, // fire animation 0, // flags &invnoisesettings_00011098, 20, 2, // damage 0, // spread 8, 16, 0, -1, 12, 35, 0, 6, 0, 0x8066, 5, }; struct weaponfunc_shootsingle invfunc_dy357lx_singleshot = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_085, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011020, invanim_dy357_equiporshoot, // fire animation 0, // flags &invnoisesettings_00011098, 30, 200, // damage 0, // spread 8, 24, 0, -1, 12, 35, 0, 6, 0, 0x8066, 5, }; struct weaponfunc_close invfunc_dy357_pistolwhip = { INVENTORYFUNCTYPE_CLOSE, L_GUN_094, // name 0x00, // unk06 -1, // unk07 &invnoisesettings_00010fd0, invanim_dy357_pistolwhip, // fire animation FUNCFLAG_MAKEDIZZY | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_BLUNTIMPACT | FUNCFLAG_NOSTUN | FUNCFLAG_00400000, 0.9, // damage 60, 0x00000069, 0x00000069, 0x00000069, 0x41980000, 0xc195999a, 0x41980000, 0xc195999a, 0xbf800000, 0xbf800000, 0x40000000, 0x40000000, 0x00000000, }; struct inventory_ammo invammo_dy357 = { AMMOTYPE_MAGNUM, CASING_STANDARD, 6, // clip size invanim_dy357_reload, // reload animation 0, // flags }; struct weapon invitem_dy357 = { FILE_GDY357, // hi model FILE_GDY357LOD, // lo model invanim_dy357_equiporshoot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_dy357_singleshot, &invfunc_dy357_pistolwhip }, // functions &invammo_dy357, // pri ammo NULL, // sec ammo &invclass_default, 2, // sway 9.5, // left/right -18.2, // up/down -25.5, // front/back 1, // unk38 invf_00011a84, // fptr invpartvisibility_dy357, // part visibility L_GUN_084, // short name L_GUN_012, // name L_GUN_149, // manufacturer L_GUN_161, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS, }; struct weapon invitem_dy357lx = { FILE_GDY357TRENT, // hi model FILE_GDY357TRENTLOD, // lo model invanim_dy357_equiporshoot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_dy357lx_singleshot, &invfunc_dy357_pistolwhip }, // functions &invammo_dy357, // pri ammo NULL, // sec ammo &invclass_default, 2, // sway 9.5, // left/right -18.2, // up/down -25.5, // front/back 1, // unk38 invf_00011a84, // fptr invpartvisibility_dy357, // part visibility L_GUN_013, // short name L_GUN_013, // name L_GUN_149, // manufacturer L_GUN_162, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS, }; struct modelpartvisibility invpartvisibility_phoenix[] = { { MODELPART_PHOENIX_0028, false }, { 255 }, }; struct inventory_typef invf_00011e00[] = { { 1, 0x0000, 1, 0x0028, 0x0000 }, { 1, 0x0000, 1, 0x0035, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_equiporreload_0[] = { gunscript_playanimation(ANIM_0415, 0, 10000) gunscript_showpart(1, 53) gunscript_showpart(1, 40) gunscript_setsoundspeed(44, 1510) gunscript_playsound(44, SFX_RELOAD_FARSIGHT) gunscript_hidepart(50, 40) gunscript_end }; struct guncmd invanim_phoenix_equiporreload_1[] = { gunscript_playanimation(ANIM_0423, 0, 10000) gunscript_showpart(1, 53) gunscript_showpart(1, 40) gunscript_setsoundspeed(44, 1510) gunscript_playsound(44, SFX_RELOAD_FARSIGHT) gunscript_hidepart(50, 40) gunscript_end }; struct guncmd invanim_phoenix_equiporreload[] = { gunscript_include(1, invanim_phoenix_equiporreload_1) gunscript_include(0, invanim_equiporreload_0) gunscript_end }; struct guncmd invanim_phoenix_shoot[] = { gunscript_playanimation(ANIM_043E, 0, 10000) gunscript_waittime(9, 5) gunscript_end }; struct weaponfunc_shootsingle invfunc_phoenix_singleshot = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_085, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, invanim_phoenix_shoot, // fire animation 0, // flags &invnoisesettings_00011098, 16, 1.1, // damage 3, // spread 3, 5, 2, 0, 10, 15, 59.999996185303, 0, 0, 0x8071, 1, }; struct weaponfunc_shootsingle invfunc_phoenix_explosiveshells = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_095, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, invanim_phoenix_shoot, // fire animation FUNCFLAG_EXPLOSIVESHELLS, &invnoisesettings_00011098, 16, 1.2, // damage 5, // spread 13, 15, 25, 0, 15, 25, 59.999996185303, 0, 0, 0x8072, 1, }; struct inventory_ammo invammo_phoenix = { AMMOTYPE_PISTOL, CASING_NONE, 8, // clip size invanim_phoenix_equiporreload, // reload animation 0, // flags }; struct weapon invitem_phoenix = { FILE_GMAIANPISTOL, // hi model FILE_GMAYANPISTOLLOD, // lo model invanim_phoenix_equiporreload, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_phoenix_singleshot, &invfunc_phoenix_explosiveshells }, // functions &invammo_phoenix, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 9.5, // left/right -16.2, // up/down -23, // front/back 1, // unk38 invf_00011e00, // fptr invpartvisibility_phoenix, // part visibility L_GUN_014, // short name L_GUN_014, // name L_GUN_153, // manufacturer L_GUN_163, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_GANGSTA, }; struct modelpartvisibility invpartvisibility_mauler[] = { { MODELPART_MAULER_002B, false }, { MODELPART_MAULER_005A, false }, { 255 }, }; struct inventory_typef invf_00011fac[] = { { 1, 0x0000, 1, 0x0035, 0x0000 }, { 1, 0x0000, 1, 0x002b, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_mauler_equiporshoot[] = { gunscript_playanimation(ANIM_03F3, 0, 10000) gunscript_waittime(9, 5) gunscript_end }; struct guncmd invanim_mauler_reload_0[] = { gunscript_playanimation(ANIM_03F4, 0, 10000) gunscript_showpart(0, 53) gunscript_setsoundspeed(4, 1200) gunscript_playsound(4, SFX_0053) gunscript_showpart(4, 43) gunscript_hidepart(18, 42) gunscript_setsoundspeed(20, 2500) gunscript_playsound(20, SFX_DOOR_8012) gunscript_waittime(25, 1) gunscript_showpart(25, 42) gunscript_hidepart(25, 43) gunscript_setsoundspeed(27, 2000) gunscript_playsound(27, SFX_05C5) gunscript_setsoundspeed(61, 1000) gunscript_playsound(61, SFX_01DB) gunscript_waittime(61, 3) gunscript_end }; struct guncmd invanim_mauler_reload_1[] = { gunscript_playanimation(ANIM_03F5, 0, 10000) gunscript_setsoundspeed(14, 1200) gunscript_playsound(14, SFX_0053) gunscript_setsoundspeed(40, 2500) gunscript_playsound(40, SFX_DOOR_8012) gunscript_setsoundspeed(47, 2000) gunscript_playsound(47, SFX_05C5) gunscript_waittime(47, 1) gunscript_setsoundspeed(68, 1000) gunscript_playsound(68, SFX_01DB) gunscript_end }; struct guncmd invanim_mauler_reload[] = { gunscript_include(1, invanim_mauler_reload_1) gunscript_include(0, invanim_mauler_reload_0) gunscript_end }; struct guncmd invanim_unused_8007c0bc[] = { gunscript_playanimation(ANIM_03F6, 0, 10000) gunscript_end }; struct weaponfunc_shootsingle invfunc_mauler_singleshot = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_085, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011020, invanim_mauler_equiporshoot, // fire animation 0, // flags &invnoisesettings_00011098, 0, 1.2, // damage 6, // spread 3, 9, 32, 28, 0, 0, 59.999996185303, 4, 0, 0x805b, 1, }; struct weaponfunc_shootsingle invfunc_mauler_chargeshot = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_129, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011020, invanim_mauler_equiporshoot, // fire animation 0, // flags &invnoisesettings_00011098, 0, 1.2, // damage 6, // spread 3, 9, 32, 28, 0, 0, 59.999996185303, 4, 0, 0x805b, 1, }; struct inventory_ammo invammo_mauler = { AMMOTYPE_PISTOL, CASING_NONE, 20, // clip size invanim_mauler_reload, // reload animation 0, // flags }; struct weapon invitem_mauler = { FILE_GSKPISTOL, // hi model FILE_GSKPISTOLLOD, // lo model invanim_mauler_equiporshoot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_mauler_singleshot, &invfunc_mauler_chargeshot }, // functions &invammo_mauler, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 11.5, // left/right -17.5, // up/down -20, // front/back 1, // unk38 invf_00011fac, // fptr invpartvisibility_mauler, // part visibility L_GUN_011, // short name L_GUN_011, // name L_GUN_152, // manufacturer L_GUN_160, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS, }; struct modelpartvisibility invpartvisibility_cmp150[] = { { MODELPART_CMP150_005A, false }, { MODELPART_CMP150_002B, false }, { 255 }, }; struct inventory_typef invf_000121d8[] = { { 1, 0x0000, 1, 0x0035, 0x0000 }, { 1, 0x0000, 1, 0x002b, 0x0000 }, { 1, 0x0000, 1, 0x0047, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_cmp150_reload_0[] = { gunscript_playanimation(ANIM_0115, 0, 10000) gunscript_hidepart(23, 42) gunscript_showpart(33, 53) gunscript_showpart(33, 43) gunscript_setsoundspeed(9, 950) gunscript_playsound(9, SFX_01D8) gunscript_setsoundspeed(44, 950) #if VERSION >= VERSION_NTSC_1_0 gunscript_playsound(44, SFX_80F6) #else gunscript_playsound(44, SFX_01D9) #endif gunscript_hidepart(45, 43) gunscript_showpart(45, 42) gunscript_waittime(45, 1) gunscript_playsound(86, SFX_0431) gunscript_end }; struct guncmd invanim_cmp150_reload_1[] = { gunscript_playanimation(ANIM_0422, 0, 10000) gunscript_hidepart(23, 42) gunscript_showpart(33, 53) gunscript_showpart(33, 43) gunscript_setsoundspeed(20, 950) gunscript_playsound(20, SFX_01D8) gunscript_setsoundspeed(61, 950) #if VERSION >= VERSION_NTSC_1_0 gunscript_playsound(61, SFX_80F6) #else gunscript_playsound(61, SFX_01D9) #endif gunscript_hidepart(61, 43) gunscript_showpart(61, 42) gunscript_waittime(61, 1) gunscript_playsound(76, SFX_0431) gunscript_end }; struct guncmd invanim_cmp150_reload[] = { gunscript_include(1, invanim_cmp150_reload_1) gunscript_include(0, invanim_cmp150_reload_0) gunscript_end }; struct guncmd invanim_cmp150_equiporshoot[] = { gunscript_playanimation(ANIM_0116, 0, 10000) gunscript_waittime(14, 5) gunscript_waitforzreleased(14) gunscript_end }; struct inventory_class invclass_cmp150 = { 0, 3, 8, 15, 0.9721, 0.9767, 0x40000000, WEAPONCLASSFLAG_AUTOAIM | WEAPONCLASSFLAG_00000004, }; struct weaponfunc_shootauto invfunc_cmp150_rapidfire = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_086, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011020, invanim_cmp150_equiporshoot, // fire animation 0, // flags &invnoisesettings_00011098, 0, 1, // damage 9, // spread 6, 18, 0, 6, 4, 3, 0, 0, 3, 0x8040, 1, 900, 900, NULL, NULL, 0, 0, }; struct weaponfunc_shootauto invfunc_cmp150_followlockon = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_102, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011020, invanim_cmp150_equiporshoot, // fire animation 0, // flags &invnoisesettings_00011098, 0, 1, // damage 9, // spread 6, 18, 0, 6, 4, 3, 0, 0, 3, 0x8040, 1, 900, 900, NULL, NULL, 0, 0, }; struct inventory_ammo invammo_cmp150 = { AMMOTYPE_SMG, CASING_STANDARD, 32, // clip size invanim_cmp150_reload, // reload animation 0, // flags }; struct weapon invitem_cmp150 = { FILE_GCMP150, // hi model FILE_GCMP150LOD, // lo model invanim_cmp150_equiporshoot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_cmp150_rapidfire, &invfunc_cmp150_followlockon }, // functions &invammo_cmp150, // pri ammo NULL, // sec ammo &invclass_cmp150, 3, // sway 13, // left/right -17.7, // up/down -27.5, // front/back 1, // unk38 invf_000121d8, // fptr invpartvisibility_cmp150, // part visibility L_GUN_015, // short name L_GUN_015, // name L_GUN_149, // manufacturer L_GUN_164, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_04000000 | WEAPONFLAG_AIMTRACK, }; struct modelpartvisibility invpartvisibility_cyclone[] = { { MODELPART_CYCLONE_005A, false }, { MODELPART_CYCLONE_0028, false }, { 255 }, }; struct inventory_typef invf_0001243c[] = { { 1, 0x0000, 1, 0x0035, 0x0000 }, { 1, 0x0000, 1, 0x0028, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_cyclone_equiporreload_0[] = { gunscript_playanimation(ANIM_040E, 0, 10000) gunscript_showpart(1, 53) gunscript_showpart(1, 40) gunscript_playsound(60, SFX_05D3) gunscript_end }; struct guncmd invanim_cyclone_equiporreload_1[] = { gunscript_playanimation(ANIM_0421, 0, 10000) gunscript_playsound(60, SFX_05D3) gunscript_end }; struct guncmd invanim_cyclone_equiporreload[] = { gunscript_include(1, invanim_cyclone_equiporreload_1) gunscript_include(0, invanim_cyclone_equiporreload_0) gunscript_end }; struct guncmd invanim_cyclone_shoot[] = { gunscript_playanimation(ANIM_043D, 0, 10000) gunscript_waittime(5, 5) gunscript_waitforzreleased(5) gunscript_end }; struct weaponfunc_shootauto invfunc_cyclone_rapidfire = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_086, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011034, invanim_cyclone_shoot, // fire animation 0, // flags &invnoisesettings_00011098, 0, 0.8, // damage 6, // spread 6, 18, 2, 8, 5, 2, 0, 4, 4, 0x805f, 1, 900, 900, NULL, NULL, 0, 0, }; struct weaponfunc_shootauto invfunc_cyclone_magazinedischarge = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_097, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011034, invanim_cyclone_shoot, // fire animation FUNCFLAG_BURST50, &invnoisesettings_00011098, 0, 1.4, // damage 25, // spread 6, 18, 2, 8, 5, 2, 0, 4, 4, 0x8075, 1, 2000, 2000, NULL, NULL, 0, 0, }; struct inventory_ammo invammo_cyclone = { AMMOTYPE_SMG, CASING_NONE, 50, // clip size invanim_cyclone_equiporreload, // reload animation 0, // flags }; struct weapon invitem_cyclone = { FILE_GCYCLONE, // hi model FILE_GCYCLONELOD, // lo model invanim_cyclone_equiporreload, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_cyclone_rapidfire, &invfunc_cyclone_magazinedischarge }, // functions &invammo_cyclone, // pri ammo NULL, // sec ammo &invclass_smg, 1, // sway 21.5, // left/right -26.5, // up/down -35, // front/back 1, // unk38 invf_0001243c, // fptr invpartvisibility_cyclone, // part visibility L_GUN_020, // short name L_GUN_020, // name L_GUN_151, // manufacturer L_GUN_169, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS, }; struct guncmd invanim_rcp120_reload[] = { gunscript_playanimation(ANIM_041A, 0, 10000) gunscript_setsoundspeed(18, 1100) gunscript_playsound(18, SFX_0053) gunscript_showpart(25, 40) gunscript_showpart(50, 41) gunscript_playsound(74, SFX_05C5) gunscript_hidepart(75, 41) gunscript_showpart(75, 40) gunscript_playsound(112, SFX_0431) gunscript_end }; struct guncmd invanim_rcp120_equiporshoot[] = { gunscript_playanimation(ANIM_0424, 0, 10000) gunscript_waittime(10, 5) gunscript_waitforzreleased(10) gunscript_end }; struct modelpartvisibility invpartvisibility_rcp120[] = { { MODELPART_RCP120_005A, false }, { MODELPART_RCP120_0029, false }, { 255 }, }; struct inventory_typef invf_00012658[] = { { 1, 0x0000, 1, 0x0029, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct weaponfunc_shootauto invfunc_rcp120_rapidfire = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_086, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, invanim_rcp120_equiporshoot, // fire animation 0, // flags &invnoisesettings_00011098, 0, 1.2, // damage 6, // spread 6, 18, 0, 6, 4, 3, 0, 0, 4, 0x806d, 1, 1100, 1100, NULL, NULL, 0, 0, }; struct weaponfunc_special invfunc_rcp120_cloak = { INVENTORYFUNCTYPE_SPECIAL, L_GUN_116, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_AUTOSWITCHUNSELECTABLE, HANDATTACKTYPE_RCP120CLOAK, 0x0000001e, 0x00000000, }; struct inventory_ammo invammo_rcp120 = { AMMOTYPE_SMG, CASING_STANDARD, 120, // clip size invanim_rcp120_reload, // reload animation 0, // flags }; struct weapon invitem_rcp120 = { FILE_GRCP120, // hi model FILE_GRCP120LOD, // lo model invanim_rcp120_equiporshoot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_rcp120_rapidfire, &invfunc_rcp120_cloak }, // functions &invammo_rcp120, // pri ammo NULL, // sec ammo &invclass_smg, 3, // sway 13, // left/right -18.2, // up/down -27.5, // front/back 1, // unk38 invf_00012658, // fptr invpartvisibility_rcp120, // part visibility L_GUN_022, // short name L_GUN_022, // name L_GUN_151, // manufacturer L_GUN_170, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN, }; struct guncmd invanim_callisto_equiporreload[] = { gunscript_playanimation(ANIM_0418, 0, 10000) gunscript_showpart(30, 40) gunscript_setsoundspeed(58, 933) gunscript_playsound(58, SFX_RELOAD_FARSIGHT) gunscript_hidepart(79, 40) gunscript_end }; struct guncmd invanim_callisto_shoot[] = { gunscript_playanimation(ANIM_043C, 0, 10000) gunscript_waittime(8, 5) gunscript_waitforzreleased(8) gunscript_end }; struct modelpartvisibility invpartvisibility_callisto[] = { { MODELPART_CALLISTO_0028, false }, { 255 }, }; struct inventory_typef invf_00012798[] = { { 1, 0x0000, 1, 0x0028, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct weaponfunc_shootauto invfunc_callisto_rapidfire = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_086, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, invanim_callisto_shoot, // fire animation 0, // flags &invnoisesettings_00011098, 0, 1.2, // damage 9, // spread 6, 18, 0, 6, 4, 3, 0, 0, 3, 0x8063, 1, 900, 900, NULL, NULL, 0, 0, }; struct weaponfunc_shootauto invfunc_callisto_highimpactshells = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_115, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, invanim_callisto_shoot, // fire animation 0, // flags &invnoisesettings_00011098, 0, 2.4, // damage 9, // spread 6, 18, 0, 6, 4, 3, 0, 0, 3, 0x8064, 5, 300, 300, NULL, NULL, 0, 0, }; struct inventory_ammo invammo_callisto = { AMMOTYPE_SMG, CASING_NONE, 32, // clip size invanim_callisto_equiporreload, // reload animation 0, // flags }; struct weapon invitem_callisto = { FILE_GMAIANSMG, // hi model FILE_GMAYANSMGLOD, // lo model invanim_callisto_equiporreload, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_callisto_rapidfire, &invfunc_callisto_highimpactshells }, // functions &invammo_callisto, // pri ammo NULL, // sec ammo &invclass_smg, 3, // sway 17.5, // left/right -22.7, // up/down -25, // front/back 1, // unk38 invf_00012798, // fptr invpartvisibility_callisto, // part visibility L_GUN_023, // short name L_GUN_023, // name L_GUN_153, // manufacturer L_GUN_171, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS, }; struct inventory_typef invf_000128b8[] = { { 1, 0x0000, 1, 0x0028, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct modelpartvisibility invpartvisibility_dragon[] = { { MODELPART_DRAGON_0028, false }, { MODELPART_DRAGON_005A, false }, { 255 }, }; struct guncmd invanim_dragon_equiporshoot[] = { gunscript_playanimation(ANIM_03F9, 0, 10000) gunscript_end }; struct guncmd invanim_dragon_reload[] = { gunscript_playanimation(ANIM_03FA, 0, 10000) gunscript_playsound(8, SFX_0053) gunscript_hidepart(17, 42) gunscript_showpart(17, 40) gunscript_waittime(41, 1) gunscript_playsound(41, SFX_05C5) gunscript_showpart(41, 42) gunscript_hidepart(41, 40) gunscript_end }; struct weaponfunc_shootauto invfunc_dragon_rapidfire = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_086, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011034, invanim_dragon_equiporshoot, // fire animation 0, // flags &invnoisesettings_00011098, 0, 1.1, // damage 6, // spread 6, 18, 2, 8, 5, 2, 0, 4, 4, 0x8049, 1, 700, 700, NULL, NULL, 0, 0, }; struct weaponfunc_throw invfunc_dragon_selfdestruct = { INVENTORYFUNCTYPE_THROW, L_GUN_118, // name 0x00, // unk06 -1, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_DISCARDWEAPON, 0x000000ff, 240, // activatetime60 60, // recoverytime60 0, // damage }; struct inventory_ammo invammo_dragon = { AMMOTYPE_RIFLE, CASING_RIFLE, 30, // clip size invanim_dragon_reload, // reload animation 0, // flags }; struct weapon invitem_dragon = { FILE_GDYDRAGON, // hi model FILE_GDYDRAGONLOD, // lo model invanim_dragon_equiporshoot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_dragon_rapidfire, &invfunc_dragon_selfdestruct }, // functions &invammo_dragon, // pri ammo NULL, // sec ammo &invclass_heavy, 1, // sway 15, // left/right -29.5, // up/down -27, // front/back 1, // unk38 invf_000128b8, // fptr invpartvisibility_dragon, // part visibility L_GUN_017, // short name L_GUN_017, // name L_GUN_149, // manufacturer L_GUN_166, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_04000000, }; struct inventory_typef invf_00012a08[] = { { 1, 0x0000, 1, 0x0028, 0x0000 }, { 1, 0x0000, 1, 0x0029, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct modelpartvisibility invpartvisibility_superdragon[] = { { MODELPART_SUPERDRAGON_0028, false }, { MODELPART_SUPERDRAGON_0029, false }, { MODELPART_SUPERDRAGON_005A, false }, { 255 }, }; struct guncmd invanim_superdragon_reload[] = { gunscript_playanimation(ANIM_03FB, 0, 10000) gunscript_playsound(8, SFX_0053) gunscript_hidepart(16, 42) gunscript_showpart(16, 40) gunscript_playsound(41, SFX_05C5) gunscript_waittime(43, 1) gunscript_showpart(43, 42) gunscript_hidepart(43, 40) gunscript_end }; struct guncmd invanim_superdragon_grenadereload[] = { gunscript_playanimation(ANIM_03FC, 0, 10000) gunscript_setsoundspeed(6, 700) gunscript_playsound(6, SFX_0053) gunscript_showpart(30, 41) gunscript_hidepart(30, 43) gunscript_hidepart(64, 41) gunscript_showpart(64, 43) gunscript_waittime(64, 1) gunscript_setsoundspeed(66, 850) gunscript_playsound(66, SFX_05C5) gunscript_end }; struct guncmd invanim_superdragon_equiporshoot[] = { gunscript_playanimation(ANIM_03FE, 0, 10000) gunscript_end }; struct guncmd invanim_superdragon_shootgrenade[] = { gunscript_playanimation(ANIM_03FF, 0, 10000) gunscript_end }; struct guncmd invanim_superdragon_pritosec[] = { gunscript_playanimation(ANIM_03FD, 0, 10000) gunscript_end }; struct guncmd invanim_superdragon_sectopri[] = { gunscript_playanimation(ANIM_03FD, 65535, 55536) gunscript_end }; struct weaponfunc_shootauto invfunc_superdragon_rapidfire = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_086, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011034, invanim_superdragon_equiporshoot, // fire animation 0, // flags &invnoisesettings_00011098, 0, 1.2, // damage 6, // spread 6, 18, 2, 8, 5, 2, 0, 4, 4, 0x8049, 1, 700, 700, NULL, NULL, 0, 0, }; struct weaponfunc_shootprojectile invfunc_superdragon_grenadelauncher = { INVENTORYFUNCTYPE_SHOOT_PROJECTILE, L_GUN_098, // name 0x00, // unk06 1, // unk07 &invnoisesettings_00011048, invanim_superdragon_shootgrenade, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_10000000 | FUNCFLAG_20000000, NULL, 0, 1.2, // damage 6, // spread 5, 15, -1, 0, 3, 2, 0, 4, 4, 0x8073, 1, 0x00000123, 0x00000000, 0x3f800000, 0x00000000, 0.08, 0x0000001e, 0x000004b0, 0.1, 0x8053, }; struct inventory_ammo invammo_superdragon = { AMMOTYPE_RIFLE, CASING_RIFLE, 30, // clip size invanim_superdragon_reload, // reload animation 0, // flags }; struct inventory_ammo invammo_superdragon_grenades = { AMMOTYPE_DEVASTATOR, CASING_NONE, 6, // clip size invanim_superdragon_grenadereload, // reload animation 0, // flags }; struct weapon invitem_superdragon = { FILE_GDYSUPERDRAGON, // hi model FILE_GDYSUPERDRAGONLOD, // lo model invanim_superdragon_equiporshoot, // equip animation NULL, // unequip animation invanim_superdragon_pritosec, // pritosec animation invanim_superdragon_sectopri, // sectopri animation { &invfunc_superdragon_rapidfire, &invfunc_superdragon_grenadelauncher }, // functions &invammo_superdragon, // pri ammo &invammo_superdragon_grenades, // sec ammo &invclass_heavy, 1, // sway 15, // left/right -29.5, // up/down -27, // front/back 1, // unk38 invf_00012a08, // fptr invpartvisibility_superdragon, // part visibility L_GUN_018, // short name L_GUN_018, // name L_GUN_149, // manufacturer L_GUN_167, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS, }; struct inventory_typef invf_00012c40[] = { { 1, 0x0000, 1, 0x002a, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct modelpartvisibility invpartvisibility_ar34[] = { { MODELPART_AR34_002A, false }, { MODELPART_AR34_005A, false }, { 255 }, }; struct guncmd invanim_ar34_equiporreload[] = { gunscript_playanimation(ANIM_0419, 0, 10000) gunscript_setsoundspeed(16, 900) gunscript_playsound(16, SFX_0053) gunscript_hidepart(21, 41) gunscript_showpart(50, 42) gunscript_setsoundspeed(67, 1400) gunscript_playsound(67, SFX_8025) gunscript_hidepart(72, 42) gunscript_showpart(72, 41) gunscript_waittime(72, 1) gunscript_setsoundspeed(95, 900) gunscript_playsound(95, SFX_05C5) gunscript_end }; struct inventory_class invclass_ar34 = { 20, 3, 8, 15, 0.9721, 0.9767, 0x15000000, WEAPONCLASSFLAG_AUTOAIM | WEAPONCLASSFLAG_00000004, }; struct weaponfunc_shootauto invfunc_ar34_burstfire = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_087, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011034, NULL, // fire animation FUNCFLAG_BURST3, &invnoisesettings_00011098, 0, 1.4, // damage 8, // spread 6, 18, 2, 8, 5, 2, 0, 4, 5, 0x8059, 1, 750, 750, NULL, NULL, 0, 0, }; struct weaponfunc_shootauto invfunc_ar34_usescope = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_103, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011034, NULL, // fire animation FUNCFLAG_BURST3, &invnoisesettings_00011098, 0, 1.4, // damage 8, // spread 6, 18, 2, 8, 5, 2, 0, 4, 5, 0x8059, 1, 750, 750, NULL, NULL, 0, 0, }; struct inventory_ammo invammo_ar34 = { AMMOTYPE_RIFLE, CASING_RIFLE, 30, // clip size invanim_ar34_equiporreload, // reload animation 0, // flags }; struct weapon invitem_ar34 = { FILE_GAR34, // hi model FILE_GAR34LOD, // lo model invanim_ar34_equiporreload, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_ar34_burstfire, &invfunc_ar34_usescope }, // functions &invammo_ar34, // pri ammo NULL, // sec ammo &invclass_ar34, 1, // sway 11.5, // left/right -25.7, // up/down -30.5, // front/back 1, // unk38 invf_00012c40, // fptr invpartvisibility_ar34, // part visibility L_GUN_016, // short name L_GUN_016, // name L_GUN_000, // manufacturer L_GUN_165, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN | WEAPONFLAG_04000000, }; struct inventory_typef invf_00012df0[] = { { 1, 0x0000, 1, 0x002a, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct modelpartvisibility invpartvisibility_k7avenger[] = { { MODELPART_K7AVENGER_002A, false }, { MODELPART_K7AVENGER_005A, false }, { 255 }, }; struct guncmd invanim_k7avenger_reload[] = { gunscript_playanimation(ANIM_00E9, 0, 10000) gunscript_setsoundspeed(15, 1200) gunscript_playsound(15, SFX_0053) gunscript_hidepart(22, 41) gunscript_showpart(48, 42) gunscript_waittime(68, 1) gunscript_hidepart(69, 42) gunscript_showpart(69, 41) gunscript_setsoundspeed(69, 1400) gunscript_playsound(69, SFX_8025) gunscript_playsound(91, SFX_05C5) gunscript_end }; struct guncmd invanim_k7avenger_equip[] = { gunscript_playanimation(ANIM_00E6, 0, 10000) gunscript_end }; struct guncmd invanim_k7avenger_unequip[] = { gunscript_playanimation(ANIM_00E7, 0, 10000) gunscript_end }; struct guncmd invanim_unused_8007ce6c[] = { gunscript_playanimation(ANIM_00E8, 0, 10000) gunscript_end }; struct inventory_class invclass_k7avenger = { 20, 3, 8, 15, 0.9721, 0.9767, 0x15000000, WEAPONCLASSFLAG_AUTOAIM | WEAPONCLASSFLAG_00000004, }; struct weaponfunc_shootauto invfunc_k7avenger_burstfire = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_087, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011034, NULL, // fire animation FUNCFLAG_BURST3, &invnoisesettings_00011098, 0, 1.5, // damage 6, // spread 6, 18, 2, 8, 5, 2, 0, 4, 4, 0x805a, 1, 950, 950, NULL, NULL, 0, 0, }; struct weaponfunc_shootauto invfunc_k7avenger_threatdetector = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_119, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011034, NULL, // fire animation FUNCFLAG_BURST3 | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_THREATDETECTOR, &invnoisesettings_00011098, 0, 1.5, // damage 6, // spread 6, 18, 2, 8, 5, 2, 0, 4, 4, 0x805a, 1, 950, 950, NULL, NULL, 0, 0, }; struct inventory_ammo invammo_k7avenger = { AMMOTYPE_RIFLE, CASING_RIFLE, 25, // clip size invanim_k7avenger_reload, // reload animation 0, // flags }; struct weapon invitem_k7avenger = { FILE_GK7AVENGER, // hi model FILE_GAVENGERLOD, // lo model invanim_k7avenger_equip, // equip animation invanim_k7avenger_unequip, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_k7avenger_burstfire, &invfunc_k7avenger_threatdetector }, // functions &invammo_k7avenger, // pri ammo NULL, // sec ammo &invclass_k7avenger, 1, // sway 6.5, // left/right -24, // up/down -27, // front/back 1, // unk38 invf_00012df0, // fptr invpartvisibility_k7avenger, // part visibility L_GUN_019, // short name L_GUN_019, // name L_GUN_149, // manufacturer L_GUN_168, // description #if VERSION >= VERSION_NTSC_1_0 WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS, #else // NTSC beta uses "an" in "Picked up an K7 Avenger" WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN, #endif }; struct inventory_typef invf_00012fc8[] = { { 1, 0x0000, 1, 0x002a, 0x0000 }, { 1, 0x0000, 1, 0x0029, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct modelpartvisibility invpartvisibility_laptopgun[] = { { MODELPART_LAPTOPGUN_005A, false }, { MODELPART_LAPTOPGUN_0029, false }, { MODELPART_LAPTOPGUN_002A, false }, { 255 }, }; struct guncmd invanim_laptopgun_reload[] = { gunscript_playanimation(ANIM_00E4, 0, 10000) gunscript_setsoundspeed(4, 1630) gunscript_playsound(4, SFX_RELOAD_04FB) gunscript_setsoundspeed(15, 1436) gunscript_playsound(15, SFX_04FA) gunscript_playsound(25, SFX_04F7) gunscript_showpart(40, 41) gunscript_playsound(42, SFX_0053) gunscript_showpart(48, 42) gunscript_hidepart(55, 41) gunscript_hidepart(63, 42) gunscript_showpart(63, 41) gunscript_playsound(63, SFX_04F8) gunscript_hidepart(85, 41) gunscript_waittime(85, 1) gunscript_playsound(85, SFX_05C5) gunscript_playsound(91, SFX_04F9) gunscript_end }; struct guncmd invanim_laptopgun_shoot[] = { gunscript_playanimation(ANIM_00E5, 0, 10000) gunscript_waittime(10, 5) gunscript_waitforzreleased(10) gunscript_end }; struct guncmd invanim_laptopgun_equip[] = { gunscript_playanimation(ANIM_00E2, 0, 10000) gunscript_setsoundspeed(15, 720) gunscript_playsound(15, SFX_04F7) gunscript_playsound(35, SFX_04F7) gunscript_playsound(58, SFX_04F8) gunscript_end }; struct guncmd invanim_laptopgun_unequip[] = { gunscript_playanimation(ANIM_00E3, 0, 10000) gunscript_playsound(1, SFX_04F7) gunscript_setsoundspeed(25, 720) gunscript_playsound(25, SFX_04F7) gunscript_playsound(50, SFX_04F8) gunscript_end }; struct weaponfunc_shootauto invfunc_laptopgun_burstfire = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_087, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011020, invanim_laptopgun_shoot, // fire animation FUNCFLAG_BURST3, &invnoisesettings_00011098, 0, 1.15, // damage 6, // spread 6, 18, 2, 8, 5, 2, 0, 4, 4, 0x8044, 1, 1000, 1000, NULL, NULL, 0, 0, }; struct weaponfunc_throw invfunc_laptopgun_deploy = { INVENTORYFUNCTYPE_THROW, L_GUN_117, // name 0x00, // unk06 -1, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_STICKTOWALL | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_DISCARDWEAPON | FUNCFLAG_00800000, 0x00000157, 240, // activatetime60 60, // recoverytime60 0, // damage }; struct inventory_ammo invammo_laptopgun = { AMMOTYPE_SMG, CASING_NONE, 50, // clip size invanim_laptopgun_reload, // reload animation 0, // flags }; struct weapon invitem_laptopgun = { FILE_GPCGUN, // hi model FILE_GPCGUNLOD, // lo model invanim_laptopgun_equip, // equip animation invanim_laptopgun_unequip, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_laptopgun_burstfire, &invfunc_laptopgun_deploy }, // functions &invammo_laptopgun, // pri ammo NULL, // sec ammo &invclass_heavy, 1.2, // sway 16, // left/right -17.7, // up/down -14.5, // front/back 1, // unk38 invf_00012fc8, // fptr invpartvisibility_laptopgun, // part visibility #if VERSION >= VERSION_PAL_FINAL L_GUN_251, // short name #else L_GUN_024, // short name #endif L_GUN_024, // name L_GUN_150, // manufacturer L_GUN_172, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_04000000, }; struct inventory_typef invf_000131dc[] = { { 1, 0x0000, 1, 0x002b, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct modelpartvisibility invpartvisibility_shotgun[] = { { MODELPART_SHOTGUN_002B, false }, { MODELPART_SHOTGUN_005A, false }, { 255 }, }; struct guncmd invanim_shotgun_reload[] = { gunscript_playanimation(ANIM_03ED, 0, 10000) gunscript_showpart(1, 43) gunscript_playsound(67, SFX_01D8) gunscript_waittime(74, 1) gunscript_hidepart(75, 43) gunscript_repeatuntilfull(0x0054, 0x0000, 0x0032) gunscript_playsound(103, SFX_RELOAD_04FB) gunscript_end }; struct guncmd invanim_shotgun_equiporsingleshot[] = { gunscript_playanimation(ANIM_03EE, 0, 10000) gunscript_waittime(9, 2) gunscript_playsound(34, SFX_RELOAD_04FB) gunscript_end }; struct guncmd invanim_shotgun_doubleshot[] = { gunscript_playanimation(ANIM_042C, 0, 10000) gunscript_waittime(9, 2) gunscript_playsound(54, SFX_RELOAD_04FB) gunscript_end }; struct weaponfunc_shootsingle invfunc_shotgun_single = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_089, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011048, invanim_shotgun_equiporsingleshot, // fire animation 0, // flags &invnoisesettings_00011098, 0, 0.6, // damage 30, // spread 20, 28, 0, 0, 0, 0, 0, 4, 0, 0x8055, 1, }; struct weaponfunc_shootsingle invfunc_shotgun_double = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_105, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011048, invanim_shotgun_doubleshot, // fire animation FUNCFLAG_BURST2, &invnoisesettings_00011098, 0, 0.6, // damage 16, // spread 20, 28, 0, 0, 0, 0, 0, 4, 0, 0x8055, 1, }; struct inventory_ammo invammo_shotgun = { AMMOTYPE_SHOTGUN, CASING_SHOTGUN, 9, // clip size invanim_shotgun_reload, // reload animation AMMOFLAG_INCREMENTALRELOAD, // flags }; struct weapon invitem_shotgun = { FILE_GSHOTGUN, // hi model FILE_GSHOTGUNLOD, // lo model invanim_shotgun_equiporsingleshot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_shotgun_single, &invfunc_shotgun_double }, // functions &invammo_shotgun, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 12, // left/right -16.7, // up/down -21, // front/back 1, // unk38 invf_000131dc, // fptr invpartvisibility_shotgun, // part visibility #if VERSION >= VERSION_PAL_FINAL L_GUN_253, // short name #else L_GUN_025, // short name #endif L_GUN_025, // name L_GUN_149, // manufacturer L_GUN_173, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS, }; f32 var8006d33c[] = {0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0}; f32 var8006d36c[] = {1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0}; struct modelpartvisibility invpartvisibility_reaper[] = { { MODELPART_REAPER_005A, false }, { MODELPART_REAPER_005B, false }, { MODELPART_REAPER_005C, false }, { MODELPART_REAPER_002B, false }, { 255 }, }; struct inventory_typef invf_000133c8[] = { { 1, 0x0000, 1, 0x002b, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_reaper_shoot[] = { gunscript_playanimation(ANIM_0400, 0, 10000) gunscript_waittime(12, 5) gunscript_end }; struct guncmd invanim_reaper_reload[] = { gunscript_playanimation(ANIM_0401, 0, 10000) gunscript_playsound(49, SFX_05C7) gunscript_hidepart(70, 42) gunscript_showpart(90, 43) gunscript_playsound(124, SFX_05C6) gunscript_showpart(134, 42) gunscript_hidepart(134, 43) gunscript_waittime(134, 1) gunscript_end }; struct guncmd invanim_reaper_equip[] = { gunscript_playanimation(ANIM_0427, 0, 10000) gunscript_end }; struct guncmd invanim_reaper_unequip[] = { gunscript_playanimation(ANIM_0428, 0, 10000) gunscript_end }; struct weaponfunc_shootauto invfunc_reaper_shoot = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_088, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001105c, invanim_reaper_shoot, // fire animation FUNCFLAG_BURST3, &invnoisesettings_000110ac, 0, 1.2, // damage 56, // spread 3, 9, 32, 28, 0, 0, 0, 4, 2, 0x803f, 1, 60, 1800, var8006d33c, var8006d36c, 88, 88, }; struct weaponfunc_close invfunc_reaper_grind = { INVENTORYFUNCTYPE_CLOSE, L_GUN_106, // name 0x00, // unk06 -1, // unk07 &invnoisesettings_0001100c, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH, 0.05, // damage 80, 0x00000069, 0x00000069, 0x00000069, 0xbf000000, 0xc1a9999a, 0xbf000000, 0xc1a9999a, 0xbf800000, 0xbf800000, 0x40000000, 0x40000000, 0x00000000, }; struct inventory_ammo invammo_reaper = { AMMOTYPE_REAPER, CASING_REAPER, 200, // clip size invanim_reaper_reload, // reload animation 0, // flags }; struct weapon invitem_reaper = { FILE_GSKMINIGUN, // hi model FILE_GSKMINIGUNLOD, // lo model invanim_reaper_equip, // equip animation invanim_reaper_unequip, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_reaper_shoot, &invfunc_reaper_grind }, // functions &invammo_reaper, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 4, // left/right -21.2, // up/down -30.5, // front/back 1, // unk38 invf_000133c8, // fptr invpartvisibility_reaper, // part visibility L_GUN_026, // short name L_GUN_026, // name L_GUN_152, // manufacturer L_GUN_174, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS, }; struct modelpartvisibility invpartvisibility_rocketlauncher[] = { { MODELPART_ROCKET_0028, false }, { 255 }, }; struct inventory_typef invf_00013564[] = { { 1, 0x0000, 1, 0x0028, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_rocketlauncher_reload[] = { gunscript_playanimation(ANIM_03EF, 0, 10000) gunscript_setsoundspeed(16, 900) gunscript_playsound(16, SFX_04F9) gunscript_playsound(40, SFX_0053) gunscript_showpart(24, 40) gunscript_waittime(76, 1) gunscript_hidepart(76, 40) gunscript_playsound(77, SFX_05D1) gunscript_setsoundspeed(106, 1000) gunscript_playsound(106, SFX_04F9) gunscript_playsound(123, SFX_0053) gunscript_playsound(135, SFX_04FA) gunscript_end }; struct guncmd invanim_rockerlauncher_equiporshoot[] = { gunscript_playanimation(ANIM_03F0, 0, 10000) gunscript_end }; struct inventory_class invclass_rocketlauncher = { 0, 3, 8, 15, 0.9721, 0.9767, 0x30000000, WEAPONCLASSFLAG_AUTOAIM, }; struct weaponfunc_shootprojectile invfunc_rockerlauncher_shoot = { INVENTORYFUNCTYPE_SHOOT_PROJECTILE, L_GUN_091, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011048, invanim_rockerlauncher_equiporshoot, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_08000000, NULL, 0, 1, // damage 6, // spread 3, 12, 15, 0, 3, 2, 0, 4, 4, 0x8053, 1, 0x0000011f, 0x00000000, 0x40066666, 0x0000003c, 0, 0x00000000, 0xffffffff, 0.05, 0x8053, }; struct weaponfunc_shootprojectile invfunc_rocketlauncher_homing = { INVENTORYFUNCTYPE_SHOOT_PROJECTILE, L_GUN_092, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011048, invanim_rockerlauncher_equiporshoot, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_08000000 | FUNCFLAG_HOMINGROCKET, NULL, 0, 1, // damage 6, // spread 3, 12, 15, 0, 3, 2, 0, 4, 4, 0x8053, 1, 0x0000011f, 0x00000000, 0x40066666, 0x00000000, 0, 0x00000005, 0xffffffff, 0.05, 0x8053, }; struct inventory_ammo invammo_rocketlauncher = { AMMOTYPE_ROCKET, CASING_NONE, 1, // clip size invanim_rocketlauncher_reload, // reload animation 0, // flags }; struct weapon invitem_rocketlauncher = { FILE_GDYROCKET, // hi model FILE_GROCKETLOD, // lo model invanim_rockerlauncher_equiporshoot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_rockerlauncher_shoot, &invfunc_rocketlauncher_homing }, // functions &invammo_rocketlauncher, // pri ammo NULL, // sec ammo &invclass_rocketlauncher, 1, // sway 24.5, // left/right -25.2, // up/down -30, // front/back 1, // unk38 invf_00013564, // fptr invpartvisibility_rocketlauncher, // part visibility L_GUN_080, // short name L_GUN_027, // name L_GUN_149, // manufacturer L_GUN_175, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_AIMTRACK, }; struct guncmd invanim_slayer_equiporshoot[] = { gunscript_playanimation(ANIM_042A, 0, 10000) gunscript_end }; struct guncmd invanim_slayer_reload[] = { gunscript_playanimation(ANIM_0429, 0, 10000) gunscript_setsoundspeed(52, 800) gunscript_playsound(52, SFX_0053) gunscript_playsound(79, SFX_EYESPYHIT) gunscript_setsoundspeed(126, 900) gunscript_playsound(126, SFX_RELOAD_04FB) gunscript_end }; struct weaponfunc_shootprojectile invfunc_slayer_shoot = { INVENTORYFUNCTYPE_SHOOT_PROJECTILE, L_GUN_091, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011048, invanim_slayer_equiporshoot, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_08000000, NULL, 0, 1, // damage 6, // spread 3, 12, 15, 0, 3, 2, 0, 4, 4, 0x8067, 1, 0x00000120, 0x00000000, 0x40833333, 0x0000000a, 0, 0x00000000, 0xffffffff, 0.05, 0x8053, }; struct weaponfunc_shootprojectile invfunc_slayer_flybywire = { INVENTORYFUNCTYPE_SHOOT_PROJECTILE, L_GUN_093, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011048, NULL, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_FLYBYWIRE | FUNCFLAG_08000000 | FUNCFLAG_20000000, NULL, 0, 1, // damage 6, // spread 3, 12, 15, 0, 3, 2, 0, 4, 4, 0x8067, 1, 0x00000120, 0x00000000, 0x40833333, 0x0000000a, 0, 0x00000000, 0xffffffff, 0.05, 0x8068, }; struct inventory_ammo invammo_slayer = { AMMOTYPE_ROCKET, CASING_NONE, 1, // clip size invanim_slayer_reload, // reload animation 0, // flags }; struct weapon invitem_slayer = { FILE_GSKROCKET, // hi model FILE_GSKROCKETLOD, // lo model invanim_slayer_equiporshoot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_slayer_shoot, &invfunc_slayer_flybywire }, // functions &invammo_slayer, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 22.5, // left/right -32, // up/down -40.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_029, // short name L_GUN_029, // name L_GUN_152, // manufacturer L_GUN_177, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_02000000, }; struct inventory_typef invf_unused_8006d890[] = { { 1, 0x0000, 1, 0x0029, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_devastator_equiporshoot[] = { gunscript_playanimation(ANIM_03F7, 0, 10000) gunscript_end }; struct guncmd invanim_devastator_reload[] = { gunscript_playanimation(ANIM_03F8, 0, 10000) gunscript_setsoundspeed(15, 600) gunscript_playsound(15, SFX_0053) gunscript_hidepart(22, 42) gunscript_showpart(36, 41) gunscript_setsoundspeed(47, 700) gunscript_playsound(47, SFX_05C5) gunscript_hidepart(47, 41) gunscript_showpart(47, 42) gunscript_waittime(47, 1) gunscript_playsound(66, SFX_05CC) gunscript_end }; struct weaponfunc_shootprojectile invfunc_devastator_shoot = { INVENTORYFUNCTYPE_SHOOT_PROJECTILE, L_GUN_098, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011048, invanim_devastator_equiporshoot, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_10000000 | FUNCFLAG_20000000, NULL, 0, 1, // damage 6, // spread 5, 58, -1, 0, 5, 8, 0, 4, 4, 0x8073, 1, 0x00000122, 0x00000000, 0x3f800000, 0x00000000, 0.08, 0x00000028, 0x000004b0, 0.3, 0x8053, }; struct weaponfunc_shootprojectile invfunc_devastator_wallhugger = { INVENTORYFUNCTYPE_SHOOT_PROJECTILE, L_GUN_099, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011048, invanim_devastator_equiporshoot, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_STICKTOWALL | FUNCFLAG_10000000 | FUNCFLAG_20000000, NULL, 0, 1, // damage 6, // spread 5, 58, -1, 0, 5, 8, 0, 4, 4, 0x8073, 1, 0x00000122, 0x00000000, 0x3f800000, 0x00000000, 0.08, 0x00000028, 0x00000168, 0.3, 0x8053, }; struct inventory_ammo invammo_devastator = { AMMOTYPE_DEVASTATOR, CASING_NONE, 8, // clip size invanim_devastator_reload, // reload animation AMMOFLAG_QTYAFFECTSPARTVIS, // flags }; struct modelpartvisibility invpartvisibility_devastator[] = { { MODELPART_DEVASTATOR_0029, false }, { 255 }, }; struct weapon invitem_devastator = { FILE_GDYDEVASTATOR, // hi model FILE_GDEVASTATORLOD, // lo model invanim_devastator_equiporshoot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_devastator_shoot, &invfunc_devastator_wallhugger }, // functions &invammo_devastator, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 19.5, // left/right -25.5, // up/down -29, // front/back 1, // unk38 NULL, // fptr invpartvisibility_devastator, // part visibility L_GUN_028, // short name L_GUN_028, // name L_GUN_149, // manufacturer L_GUN_176, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS, }; struct weaponfunc invfunc_mine_threatdetector = { INVENTORYFUNCTYPE_NONE, L_GUN_119, // name 0x00, // unk06 -1, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_THREATDETECTOR, }; struct guncmd invanim_mine_equiporreload[] = { gunscript_playanimation(ANIM_0430, 0, 10000) gunscript_end }; struct guncmd invanim_mine_unequip[] = { gunscript_playanimation(ANIM_0431, 0, 10000) gunscript_end }; struct guncmd invanim_mine_throw[] = { gunscript_playanimation(ANIM_0435, 0, 10000) gunscript_waitforzreleased(10) gunscript_waittime(13, 2) gunscript_end }; struct weaponfunc_throw invfunc_timedmine_throw = { INVENTORYFUNCTYPE_THROW, L_GUN_120, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, invanim_mine_throw, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000, 0x00000113, 240, // activatetime60 0, // recoverytime60 0, // damage }; struct inventory_ammo invammo_timedmine = { AMMOTYPE_TIMED_MINE, CASING_NONE, 1, // clip size invanim_mine_equiporreload, // reload animation AMMOFLAG_EQUIPPEDISRESERVE, // flags }; struct weapon invitem_timedmine = { FILE_GTIMEDMINE, // hi model FILE_GTIMEDMINE, // lo model invanim_mine_equiporreload, // equip animation invanim_mine_unequip, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_timedmine_throw, &invfunc_mine_threatdetector }, // functions &invammo_timedmine, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 8, // left/right -15, // up/down -23, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility #if VERSION >= VERSION_PAL_FINAL L_GUN_255, // short name #else L_GUN_038, // short name #endif L_GUN_038, // name L_GUN_000, // manufacturer L_GUN_185, // description WEAPONFLAG_00000001 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS, }; struct inventory_typef invf_00013b40[] = { { 5, 0x0000, 3, 0x0035, 0x0000 }, { 5, 0x0000, 3, 0x0029, 0x0000 }, { 6, 0x0000, 3, 0x0036, 0x0000 }, { 6, 0x0000, 3, 0x0028, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_remotemine_equiporreload[] = { gunscript_playanimation(ANIM_0432, 0, 10000) gunscript_end }; struct guncmd invanim_remotemine_unequip[] = { gunscript_playanimation(ANIM_0433, 0, 10000) gunscript_end }; struct guncmd invanim_remotemine_throw[] = { gunscript_playanimation(ANIM_0436, 0, 10000) gunscript_waitforzreleased(10) gunscript_waittime(11, 2) gunscript_end }; struct weaponfunc_throw invfunc_remotemine_throw = { INVENTORYFUNCTYPE_THROW, L_GUN_122, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, invanim_remotemine_throw, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000, 0x00000115, 240, // activatetime60 0, // recoverytime60 0, // damage }; struct weaponfunc_special invfunc_remotemine_detonate = { INVENTORYFUNCTYPE_SPECIAL, L_GUN_123, // name 0x00, // unk06 -1, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_AUTOSWITCHUNSELECTABLE, HANDATTACKTYPE_DETONATE, 0x0000001e, 0x00000000, }; struct inventory_ammo invammo_remotemine = { AMMOTYPE_REMOTE_MINE, CASING_NONE, 1, // clip size invanim_remotemine_equiporreload, // reload animation AMMOFLAG_EQUIPPEDISRESERVE, // flags }; struct modelpartvisibility invpartvisibility_remotemine[] = { { MODELPART_REMOTEMINE_0029, false }, { 255 }, }; struct weapon invitem_remotemine = { FILE_GREMOTEMINE, // hi model FILE_GREMOTEMINE, // lo model invanim_remotemine_equiporreload, // equip animation invanim_remotemine_unequip, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_remotemine_throw, &invfunc_remotemine_detonate }, // functions &invammo_remotemine, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 4, // left/right -15, // up/down -23, // front/back 1, // unk38 invf_00013b40, // fptr invpartvisibility_remotemine, // part visibility #if VERSION >= VERSION_PAL_FINAL L_GUN_252, // short name #else L_GUN_040, // short name #endif L_GUN_040, // name L_GUN_000, // manufacturer L_GUN_187, // description WEAPONFLAG_00000001 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS, }; struct weaponfunc_throw invfunc_proxymine_throw = { INVENTORYFUNCTYPE_THROW, L_GUN_121, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, invanim_mine_throw, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000, 0x00000114, 240, // activatetime60 0, // recoverytime60 0, // damage }; struct inventory_ammo invammo_proximitymine = { AMMOTYPE_PROXY_MINE, CASING_NONE, 1, // clip size invanim_mine_equiporreload, // reload animation AMMOFLAG_EQUIPPEDISRESERVE, // flags }; struct weapon invitem_proximitymine = { FILE_GPROXIMITYMINE, // hi model FILE_GPROXIMITYMINE, // lo model invanim_mine_equiporreload, // equip animation invanim_mine_unequip, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_proxymine_throw, &invfunc_mine_threatdetector }, // functions &invammo_proximitymine, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 8, // left/right -15, // up/down -23, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_081, // short name L_GUN_039, // name L_GUN_000, // manufacturer L_GUN_186, // description WEAPONFLAG_00000001 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS, }; struct guncmd invanim_ecmmine_equiporreload[] = { gunscript_playanimation(ANIM_0437, 0, 10000) gunscript_end }; struct guncmd invanim_ecmmine_unequip[] = { gunscript_playanimation(ANIM_0438, 0, 10000) gunscript_end }; struct guncmd invanim_ecmmine_throw[] = { gunscript_playanimation(ANIM_0438, 0, 10000) gunscript_waittime(23, 2) gunscript_end }; struct weaponfunc_throw invfunc_ecmmine_throw = { INVENTORYFUNCTYPE_THROW, L_GUN_140, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, invanim_ecmmine_throw, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000, 0x00000116, 240, // activatetime60 60, // recoverytime60 0, // damage }; struct inventory_ammo invammo_ecmmine = { AMMOTYPE_ECM_MINE, CASING_NONE, 1, // clip size invanim_ecmmine_equiporreload, // reload animation AMMOFLAG_EQUIPPEDISRESERVE, // flags }; struct weapon invitem_ecmmine = { FILE_GECMMINE, // hi model FILE_GECMMINE, // lo model invanim_ecmmine_equiporreload, // equip animation invanim_ecmmine_unequip, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_ecmmine_throw, NULL }, // functions &invammo_ecmmine, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 14, // left/right -25, // up/down -31.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility #if VERSION >= VERSION_JPN_FINAL L_GUN_256, // short name #else L_GUN_041, // short name #endif L_GUN_041, // name L_GUN_000, // manufacturer L_GUN_188, // description WEAPONFLAG_00000001 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN | WEAPONFLAG_08000000, }; // Some unfinished Reaper-like gun. The name is "Timed Mine". The primary // function is detonate (and it works). It can't shoot. struct weapon invitem_unused_8007dd88 = { FILE_GSKMINIGUN, // hi model FILE_GSKMINIGUNLOD, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_remotemine_detonate, NULL }, // functions NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_038, // short name L_GUN_038, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_00000040 | WEAPONFLAG_08000000, }; struct inventory_typef invf_00013df8[] = { { 1, 0x0000, 1, 0x0035, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_grenade_throw[] = { gunscript_playanimation(ANIM_0426, 0, 10000) gunscript_popoutsackofpills(0x0006) gunscript_playsound(6, SFX_05C1) gunscript_waitforzreleased(43) gunscript_waittime(49, 2) gunscript_end }; struct guncmd invanim_grenade_equiporreload[] = { gunscript_playanimation(ANIM_042B, 0, 10000) gunscript_end }; struct weaponfunc_throw invfunc_grenade_throw = { INVENTORYFUNCTYPE_THROW, L_GUN_124, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, invanim_grenade_throw, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH, 0x00000112, 240, // activatetime60 60, // recoverytime60 0, // damage }; struct weaponfunc_throw invfunc_grenade_pinball = { INVENTORYFUNCTYPE_THROW, L_GUN_125, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, invanim_grenade_throw, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH, 0x00000112, 90, // activatetime60 60, // recoverytime60 0, // damage }; struct inventory_ammo invammo_grenade = { AMMOTYPE_GRENADE, CASING_NONE, 1, // clip size invanim_grenade_equiporreload, // reload animation AMMOFLAG_EQUIPPEDISRESERVE | AMMOFLAG_QTYAFFECTSPARTVIS, // flags }; struct weapon invitem_grenade = { FILE_GGRENADE, // hi model FILE_GGRENADELOD, // lo model invanim_grenade_equiporreload, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_grenade_throw, &invfunc_grenade_pinball }, // functions &invammo_grenade, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 17, // left/right -19.7, // up/down -21, // front/back 1, // unk38 invf_00013df8, // fptr NULL, // part visibility L_GUN_036, // short name L_GUN_036, // name L_GUN_000, // manufacturer L_GUN_183, // description WEAPONFLAG_00000001 | WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS, }; struct weaponfunc_throw invfunc_nbomb_throw = { INVENTORYFUNCTYPE_THROW, L_GUN_134, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, invanim_grenade_throw, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_MAKEDIZZY | FUNCFLAG_DROPWEAPON | FUNCFLAG_NOMUZZLEFLASH, 0x00000110, 240, // activatetime60 60, // recoverytime60 0, // damage }; struct weaponfunc_throw invfunc_nbomb_proxy = { INVENTORYFUNCTYPE_THROW, L_GUN_127, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, invanim_grenade_throw, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_MAKEDIZZY | FUNCFLAG_DROPWEAPON | FUNCFLAG_NOMUZZLEFLASH, 0x00000110, 240, // activatetime60 60, // recoverytime60 0, // damage }; struct inventory_ammo invammo_nbomb = { AMMOTYPE_NBOMB, CASING_NONE, 1, // clip size invanim_grenade_equiporreload, // reload animation AMMOFLAG_EQUIPPEDISRESERVE | AMMOFLAG_QTYAFFECTSPARTVIS, // flags }; struct weapon invitem_nbomb = { FILE_GNBOMB, // hi model FILE_GNBOMBLOD, // lo model invanim_grenade_equiporreload, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_nbomb_throw, &invfunc_nbomb_proxy }, // functions &invammo_nbomb, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 17, // left/right -19.7, // up/down -21, // front/back 1, // unk38 invf_00013df8, // fptr NULL, // part visibility L_GUN_037, // short name L_GUN_037, // name L_GUN_000, // manufacturer L_GUN_184, // description WEAPONFLAG_00000001 | WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN, }; struct inventory_typef invf_00013fa4[] = { { 1, 0x0000, 1, 0x0028, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_farsight_reload[] = { gunscript_playanimation(ANIM_03EB, 0, 10000) gunscript_showpart(1, 40) gunscript_playsound(72, SFX_RELOAD_FARSIGHT) gunscript_waittime(76, 1) gunscript_hidepart(82, 40) gunscript_end }; struct guncmd invanim_farsight_equiporshoot[] = { gunscript_playanimation(ANIM_03EC, 0, 10000) gunscript_end }; struct inventory_class invclass_farsight = { 0, 3, 8, 15, 0.9721, 0.9767, 0x16000000, WEAPONCLASSFLAG_MANUALZOOM | WEAPONCLASSFLAG_00000004, }; struct weaponfunc_shootsingle invfunc_farsight_shoot = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_090, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011034, invanim_farsight_equiporshoot, // fire animation 0, // flags &invnoisesettings_00011098, 0, 100, // damage 0, // spread 70, 40, 0, 0, 0, 0, 0, 0, 4, SFX_813E, 5, }; struct weaponfunc_shootsingle invfunc_farsight_targetlocator = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_111, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011034, invanim_farsight_equiporshoot, // fire animation 0, // flags &invnoisesettings_00011098, 0, 100, // damage 0, // spread 70, 40, 0, 0, 0, 0, 0, 0, 4, SFX_813E, 5, }; struct inventory_ammo invammo_farsight = { AMMOTYPE_FARSIGHT, CASING_NONE, 8, // clip size invanim_farsight_reload, // reload animation 0, // flags }; struct modelpartvisibility invpartvisibility_farsight[] = { { MODELPART_FARSIGHT_0028, false }, { 255 }, }; struct weapon invitem_farsight = { FILE_GZ2020, // hi model FILE_GZ2020LOD, // lo model invanim_farsight_equiporshoot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_farsight_shoot, &invfunc_farsight_targetlocator }, // functions &invammo_farsight, // pri ammo NULL, // sec ammo &invclass_farsight, 6, // sway 21.5, // left/right -25.2, // up/down -32.5, // front/back 1, // unk38 invf_00013fa4, // fptr invpartvisibility_farsight, // part visibility L_GUN_079, // short name L_GUN_031, // name L_GUN_000, // manufacturer L_GUN_178, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS, }; struct inventory_typef invf_00014100[] = { { 1, 0x0000, 1, 0x0035, 0x0000 }, { 1, 0x0000, 1, 0x0029, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_crossbow_reload[] = { gunscript_playanimation(ANIM_00D4, 0, 10000) gunscript_hidepart(1, 40) gunscript_showpart(1, 41) gunscript_showpart(1, 53) gunscript_hidepart(19, 40) gunscript_showpart(19, 41) gunscript_playsound(45, SFX_04FC) gunscript_waittime(50, 1) gunscript_hidepart(50, 41) gunscript_showpart(50, 40) gunscript_repeatuntilfull(0x0044, 0x0000, 0x0013) gunscript_end }; struct guncmd invanim_crossbow_shoot[] = { gunscript_playanimation(ANIM_00C2, 0, 10000) gunscript_hidepart(20, 40) gunscript_playsound(37, SFX_04F8) gunscript_end }; struct guncmd invanim_crossbow_unequip[] = { gunscript_playanimation(ANIM_00D3, 0, 10000) gunscript_hidepart(1, 40) gunscript_playsound(37, SFX_04F8) gunscript_end }; struct guncmd invanim_crosbow_equip[] = { gunscript_playanimation(ANIM_00C1, 0, 10000) gunscript_playsound(32, SFX_04FC) gunscript_playsound(75, SFX_04F8) gunscript_end }; struct weaponfunc_shootprojectile invfunc_crossbow_lethal = { INVENTORYFUNCTYPE_SHOOT_PROJECTILE, L_GUN_112, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fe4, invanim_crossbow_shoot, // fire animation FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000, NULL, 0, 100, // damage 6, // spread 3, 12, 15, 0, 3, 2, 0, 4, 4, 0x8056, 1, 0x00000121, 0x00000000, 0x40066666, 0x00000000, 0, 0x0000003c, 0xffffffff, 0.05, -1, }; struct weaponfunc_shootprojectile invfunc_crossbow_shoot = { INVENTORYFUNCTYPE_SHOOT_PROJECTILE, L_GUN_107, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fe4, invanim_crossbow_shoot, // fire animation FUNCFLAG_MAKEDIZZY | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000, NULL, 0, 1, // damage 6, // spread 3, 12, 15, 0, 3, 2, 0, 4, 4, 0x8056, 1, 0x00000121, 0x00000000, 0x40066666, 0x00000000, 0, 0x0000003c, 0xffffffff, 0.05, -1, }; struct inventory_ammo invammo_crossbow = { AMMOTYPE_CROSSBOW, CASING_NONE, 5, // clip size invanim_crossbow_reload, // reload animation AMMOFLAG_INCREMENTALRELOAD, // flags }; struct modelpartvisibility invpartvisibility_crossbow[] = { { MODELPART_CROSSBOW_0028, false }, { MODELPART_CROSSBOW_0029, false }, { MODELPART_CROSSBOW_002A, false }, { 255 }, }; struct weapon invitem_crossbow = { FILE_GCROSSBOW, // hi model FILE_GCROSSBOWLOD, // lo model invanim_crosbow_equip, // equip animation invanim_crossbow_unequip, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_crossbow_shoot, &invfunc_crossbow_lethal }, // functions &invammo_crossbow, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 11, // left/right -15, // up/down -21, // front/back 1, // unk38 invf_00014100, // fptr invpartvisibility_crossbow, // part visibility L_GUN_033, // short name L_GUN_033, // name L_GUN_000, // manufacturer L_GUN_180, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS, }; struct inventory_typef invf_00014314[] = { { 1, 0x0000, 1, 0x0028, 0x0000 }, { 1, 0x0000, 1, 0x0035, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_tranquilizer_lethalinject[] = { gunscript_playanimation(ANIM_0411, 0, 10000) gunscript_waittime(18, 2) gunscript_end }; struct guncmd invanim_tranquilizer_equiporshoot[] = { gunscript_playanimation(ANIM_042D, 0, 10000) gunscript_waittime(7, 5) gunscript_end }; struct guncmd invanim_tranquilizer_reload[] = { gunscript_playanimation(ANIM_0410, 0, 10000) gunscript_showpart(1, 53) gunscript_showpart(1, 40) gunscript_showpart(1, 42) gunscript_hidepart(1, 41) gunscript_popoutsackofpills(0x0001) gunscript_setsoundspeed(3, 3500) gunscript_playsound(3, SFX_DOOR_8016) gunscript_waittime(39, 1) gunscript_hidepart(39, 42) gunscript_showpart(39, 41) gunscript_setsoundspeed(39, 3500) gunscript_playsound(39, SFX_HIT_MUD_8083) gunscript_setsoundspeed(63, 2070) gunscript_playsound(63, SFX_04F5) gunscript_setsoundspeed(72, 3000) gunscript_playsound(72, SFX_PRESS_SWITCH) gunscript_end }; struct weaponfunc_shootsingle invfunc_tranquilizer_shoot = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_107, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fe4, invanim_tranquilizer_equiporshoot, // fire animation FUNCFLAG_MAKEDIZZY, &invnoisesettings_00011098, 16, 0.25, // damage 3, // spread 3, 5, 5, 0, 1, 0, 59.999996185303, 0, 0, 0x8057, 1, }; struct weaponfunc_close invfunc_tranquilizer_lethal = { INVENTORYFUNCTYPE_CLOSE, L_GUN_108, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fe4, invanim_tranquilizer_lethalinject, // fire animation FUNCFLAG_NOMUZZLEFLASH, 100, // damage 60, 0x00000069, 0x00000069, 0x00000069, 0x41200000, 0xc181999a, 0x41200000, 0xc181999a, 0xbf800000, 0xbf800000, 0x40000000, 0x40000000, 0x00000000, }; struct inventory_ammo invammo_tranquilizer = { AMMOTYPE_SEDATIVE, CASING_NONE, 8, // clip size invanim_tranquilizer_reload, // reload animation 0, // flags }; struct modelpartvisibility invpartvisibility_tranquilizer[] = { { MODELPART_TRANQUILIZER_0028, false }, { MODELPART_TRANQUILIZER_0029, false }, { MODELPART_TRANQUILIZER_002A, false }, { 255 }, }; struct weapon invitem_tranquilizer = { FILE_GDRUGGUN, // hi model FILE_GDRUGGUNLOD, // lo model invanim_tranquilizer_equiporshoot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_tranquilizer_shoot, &invfunc_tranquilizer_lethal }, // functions &invammo_tranquilizer, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 10, // left/right -15.2, // up/down -24, // front/back 1, // unk38 invf_00014314, // fptr invpartvisibility_tranquilizer, // part visibility #if VERSION >= VERSION_PAL_FINAL L_GUN_247, // short name #else L_GUN_034, // short name #endif L_GUN_034, // name L_GUN_000, // manufacturer L_GUN_181, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS, }; struct inventory_ammo invammo_psychosisgun = { AMMOTYPE_PSYCHOSIS, CASING_NONE, 8, // clip size invanim_tranquilizer_reload, // reload animation 0, // flags }; struct weaponfunc_shootsingle invfunc_psychosisgun_shoot = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_131, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fe4, invanim_tranquilizer_equiporshoot, // fire animation FUNCFLAG_MAKEDIZZY | FUNCFLAG_PSYCHOSIS, &invnoisesettings_00011098, 16, 0.5, // damage 3, // spread 3, 5, 5, 0, 1, 0, 59.999996185303, 0, 0, 0x8057, 1, }; struct weapon invitem_psychosisgun = { FILE_GDRUGGUN, // hi model FILE_GDRUGGUNLOD, // lo model invanim_tranquilizer_equiporshoot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_psychosisgun_shoot, NULL }, // functions &invammo_psychosisgun, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 10, // left/right -16.2, // up/down -28.5, // front/back 1, // unk38 invf_00014314, // fptr invpartvisibility_tranquilizer, // part visibility L_GUN_082, // short name L_GUN_049, // name L_GUN_000, // manufacturer L_GUN_210, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS, }; struct inventory_typef invf_00014590[] = { { 1, 0x0000, 1, 0x0029, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_sniperrifle_equip[] = { gunscript_playanimation(ANIM_040C, 0, 10000) gunscript_end }; struct guncmd invanim_sniperrifle_reload[] = { gunscript_playanimation(ANIM_040F, 0, 10000) gunscript_setsoundspeed(22, 850) gunscript_playsound(22, SFX_01D8) gunscript_showpart(42, 41) gunscript_hidepart(42, 40) gunscript_setsoundspeed(72, 850) #if VERSION >= VERSION_NTSC_1_0 gunscript_playsound(72, SFX_80F6) #else gunscript_playsound(72, SFX_01D9) #endif gunscript_hidepart(72, 41) gunscript_showpart(72, 40) gunscript_waittime(72, 1) gunscript_end }; struct inventory_class invclass_sniperrifle = { 0, 3, 8, 15, 0.9721, 0.9767, 0x15000000, WEAPONCLASSFLAG_MANUALZOOM | WEAPONCLASSFLAG_00000004, }; struct weaponfunc_shootsingle invfunc_sniperrifle_singleshot = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_085, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010ff8, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH, &invnoisesettings_00011098, 16, 1.2, // damage 0, // spread 6, 10, 0, 0, 8, 0, 0, 0, 4, 0x8058, 1, }; struct weaponfunc_special invfunc_sniperrifle_crouch = { INVENTORYFUNCTYPE_SPECIAL, L_GUN_130, // name 0x00, // unk06 -1, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_AUTOSWITCHUNSELECTABLE, HANDATTACKTYPE_CROUCH, 0x0000001e, 0x00000000, }; struct inventory_ammo invammo_sniperrifle = { AMMOTYPE_RIFLE, CASING_RIFLE, 8, // clip size invanim_sniperrifle_reload, // reload animation 0, // flags }; struct modelpartvisibility invpartvisibility_sniperrifle[] = { { MODELPART_SNIPERRIFLE_0029, false }, { 255 }, }; struct weapon invitem_sniperrifle = { FILE_GSNIPERRIFLE, // hi model FILE_GSNIPERLOD, // lo model invanim_sniperrifle_equip, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_sniperrifle_singleshot, &invfunc_sniperrifle_crouch }, // functions &invammo_sniperrifle, // pri ammo NULL, // sec ammo &invclass_sniperrifle, 6, // sway 21, // left/right -27.2, // up/down -31.5, // front/back 1, // unk38 invf_00014590, // fptr invpartvisibility_sniperrifle, // part visibility #if VERSION >= VERSION_PAL_FINAL L_GUN_254, // short name #else L_GUN_032, // short name #endif L_GUN_032, // name L_GUN_000, // manufacturer L_GUN_179, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS, }; struct guncmd invanim_laser_equip[] = { gunscript_playanimation(ANIM_042E, 0, 10000) gunscript_end }; struct guncmd invanim_laser_unequip[] = { gunscript_playanimation(ANIM_042F, 0, 10000) gunscript_end }; struct weaponfunc_shootsingle invfunc_laser_pulse = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_132, // name 0x00, // unk06 -1, // unk07 &invnoisesettings_0001100c, NULL, // fire animation 0, // flags &invnoisesettings_00011098, 0, 1, // damage 0, // spread 6, 18, 24, -1, 0, 0, 0, 0, 3, 0x8043, 1, }; struct weaponfunc_shootauto invfunc_laser_stream = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_133, // name 0x00, // unk06 -1, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation 0, // flags &invnoisesettings_00011084, 0, 0.1, // damage 0, // spread 6, 18, 0, 6, 4, 3, 0, 0, 3, 0, 1, 3600, 3600, NULL, NULL, 0, 0, }; struct weapon invitem_laser = { FILE_GLASER, // hi model FILE_GLASERLOD, // lo model invanim_laser_equip, // equip animation invanim_laser_unequip, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_laser_pulse, &invfunc_laser_stream }, // functions NULL, // pri ammo NULL, // sec ammo &invclass_default, 3, // sway -12, // left/right -12.7, // up/down -21.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_047, // short name L_GUN_047, // name L_GUN_150, // manufacturer L_GUN_189, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_DONTCOUNTSHOTS | WEAPONFLAG_04000000, }; struct modelpartvisibility invpartvisibility_classic[] = { { MODELPART_CLASSICGUN_005A, false }, { 255 }, }; struct inventory_typef invf_000147fc[] = { { 1, 0x0000, 1, 0x0035, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_pp9i_equiporshoot[] = { gunscript_playanimation(ANIM_0440, 0, 10000) gunscript_waittime(10, 5) gunscript_end }; struct weaponfunc_shootsingle invfunc_pp9i_shoot = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_085, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, invanim_pp9i_equiporshoot, // fire animation 0, // flags &invnoisesettings_00011098, 16, 1, // damage 1, // spread 4, 8, 3, 0, 3, 10, 29.999998092651, 0, 0, 0x8069, 1, }; struct inventory_ammo invammo_pp9i = { AMMOTYPE_PISTOL, CASING_STANDARD, 7, // clip size NULL, // reload animation 0, // flags }; struct weapon invitem_pp9i = { FILE_GWPPK, // hi model FILE_GWPPK, // lo model invanim_pp9i_equiporshoot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_pp9i_shoot, NULL }, // functions &invammo_pp9i, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 10, // left/right -14.8, // up/down -19, // front/back 1, // unk38 invf_000147fc, // fptr invpartvisibility_classic, // part visibility L_GUN_050, // short name L_GUN_050, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_GANGSTA, }; struct guncmd invanim_cc13_equiporshoot[] = { gunscript_playanimation(ANIM_043F, 0, 10000) gunscript_waittime(10, 5) gunscript_end }; struct weaponfunc_shootsingle invfunc_cc13_shoot = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_085, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, invanim_cc13_equiporshoot, // fire animation 0, // flags &invnoisesettings_00011098, 16, 1, // damage 6, // spread 4, 8, 3, 0, 5, 10, 59.999996185303, 0, 0, 0x806a, 1, }; struct inventory_ammo invammo_cc13 = { AMMOTYPE_PISTOL, CASING_STANDARD, 8, // clip size NULL, // reload animation 0, // flags }; struct weapon invitem_cc13 = { FILE_GTT33, // hi model FILE_GTT33, // lo model invanim_cc13_equiporshoot, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_cc13_shoot, NULL }, // functions &invammo_cc13, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 10, // left/right -17, // up/down -26.5, // front/back 1, // unk38 invf_000147fc, // fptr invpartvisibility_classic, // part visibility L_GUN_051, // short name L_GUN_051, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_GANGSTA, }; struct weaponfunc_shootauto invfunc_kl01313_shoot = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_086, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, NULL, // fire animation 0, // flags &invnoisesettings_00011098, 0, 0.6, // damage 15, // spread 0, 0, 0, 6, 0, 0, 0, 0, 11, 0x806b, 1, 450, 450, NULL, NULL, 0, 0, }; struct inventory_ammo invammo_kl01313 = { AMMOTYPE_SMG, CASING_STANDARD, 20, // clip size NULL, // reload animation 0, // flags }; struct weapon invitem_kl01313 = { FILE_GSKORPION, // hi model FILE_GSKORPION, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_kl01313_shoot, NULL }, // functions &invammo_kl01313, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 8.5, // left/right -13, // up/down -29.5, // front/back 1, // unk38 NULL, // fptr invpartvisibility_classic, // part visibility L_GUN_052, // short name L_GUN_052, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00008000, }; struct weaponfunc_shootauto invfunc_kf7special_shoot = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_087, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, NULL, // fire animation FUNCFLAG_BURST3, &invnoisesettings_00011098, 0, 1, // damage 10, // spread 4, 12, 0, 6, 4.5, 2, 0, 3, 4, 0x806c, 1, 450, 450, NULL, NULL, 0, 0, }; struct inventory_ammo invammo_kf7special = { AMMOTYPE_RIFLE, CASING_RIFLE, 30, // clip size NULL, // reload animation 0, // flags }; struct weapon invitem_kf7special = { FILE_GAK47, // hi model FILE_GAK47, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_kf7special_shoot, NULL }, // functions &invammo_kf7special, // pri ammo NULL, // sec ammo &invclass_heavy, 2, // sway 13, // left/right -21, // up/down -13.5, // front/back 1, // unk38 NULL, // fptr invpartvisibility_classic, // part visibility L_GUN_053, // short name L_GUN_053, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00008000, }; struct weaponfunc_shootauto invfunc_zzt9mm_shoot = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_086, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, NULL, // fire animation 0, // flags &invnoisesettings_00011098, 0, 1, // damage 9, // spread 6, 18, 0, 6, 4, 3, 0, 0, 4, 0x806d, 1, 600, 600, NULL, NULL, 0, 0, }; struct inventory_ammo invammo_zzt9mm = { AMMOTYPE_SMG, CASING_STANDARD, 32, // clip size NULL, // reload animation 0, // flags }; struct weapon invitem_zzt9mm = { FILE_GUZI, // hi model FILE_GUZI, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_zzt9mm_shoot, NULL }, // functions &invammo_zzt9mm, // pri ammo NULL, // sec ammo &invclass_smg, 0.5, // sway 11, // left/right -24.5, // up/down -37, // front/back 1, // unk38 NULL, // fptr invpartvisibility_classic, // part visibility L_GUN_054, // short name L_GUN_054, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00008000, }; struct weaponfunc_shootauto invfunc_dmc_shoot = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_086, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, NULL, // fire animation 0, // flags &invnoisesettings_00011098, 0, 1, // damage 7, // spread 6, 18, 0, 6, 4, 3, 0, 0, 4, 0x806e, 1, 450, 450, NULL, NULL, 0, 0, }; struct inventory_ammo invammo_dmc = { AMMOTYPE_SMG, CASING_STANDARD, 30, // clip size NULL, // reload animation 0, // flags }; struct weapon invitem_dmc = { FILE_GMP5K, // hi model FILE_GMP5K, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_dmc_shoot, NULL }, // functions &invammo_dmc, // pri ammo NULL, // sec ammo &invclass_smg, 1, // sway 16.5, // left/right -22.9, // up/down -35, // front/back 1, // unk38 NULL, // fptr invpartvisibility_classic, // part visibility L_GUN_055, // short name L_GUN_055, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00008000, }; struct weaponfunc_shootauto invfunc_ar53_shoot = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_087, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, NULL, // fire animation FUNCFLAG_BURST3, &invnoisesettings_00011098, 0, 1.4, // damage 6, // spread 6, 18, 2, 8, 5, 2, 0, 4, 5, 0x806f, 1, 550, 550, NULL, NULL, 0, 0, }; struct inventory_ammo invammo_ar53 = { AMMOTYPE_RIFLE, CASING_RIFLE, 30, // clip size NULL, // reload animation 0, // flags }; struct weapon invitem_ar53 = { FILE_GM16, // hi model FILE_GM16, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_ar53_shoot, NULL }, // functions &invammo_ar53, // pri ammo NULL, // sec ammo &invclass_heavy, 6, // sway 11, // left/right -19.2, // up/down -21.5, // front/back 1, // unk38 NULL, // fptr invpartvisibility_classic, // part visibility L_GUN_056, // short name L_GUN_056, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00008000 | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN, }; struct weaponfunc_shootauto invfunc_rcp45_shoot = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_086, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, NULL, // fire animation 0, // flags &invnoisesettings_00011098, 0, 1.8, // damage 6, // spread 4, 8, 0, 3, 3.5, 2, 0, 4, 2, 0x8070, 1, 600, 600, NULL, NULL, 0, 0, }; struct inventory_ammo invammo_rcp45 = { AMMOTYPE_SMG, CASING_STANDARD, 80, // clip size NULL, // reload animation 0, // flags }; struct weapon invitem_rcp45 = { FILE_GFNP90, // hi model FILE_GFNP90, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_rcp45_shoot, NULL }, // functions &invammo_rcp45, // pri ammo NULL, // sec ammo &invclass_smg, 4, // sway 11, // left/right -22.3, // up/down -29, // front/back 1, // unk38 NULL, // fptr invpartvisibility_classic, // part visibility L_GUN_057, // short name L_GUN_057, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00008000 | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN, }; struct weaponfunc invfunc_briefcase_use = { INVENTORYFUNCTYPE_NONE, L_GUN_000, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation 0, // flags }; struct inventory_typef invf_unused_8006edcc[] = { { 0, 0x001e, 0, 0x0002, 0x0001 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct weapon invitem_briefcase2 = { FILE_GFALCON2LOD, // hi model FILE_GFALCON2LOD, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_briefcase_use, &invfunc_briefcase_use }, // functions NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 12.5, // left/right -17, // up/down -27.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_071, // short name L_GUN_071, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_00000800 | WEAPONFLAG_HIDEMENUMODEL | WEAPONFLAG_DONTCOUNTSHOTS | WEAPONFLAG_DETERMINER_S_THE | WEAPONFLAG_DETERMINER_F_THE, }; struct weaponfunc_shootauto invfunc_59_rapidfire = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_086, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, NULL, // fire animation 0, // flags &invnoisesettings_00011098, 0, 1, // damage 6, // spread 6, 18, 2, 8, 5, 2, 0, 4, 4, 0x8059, 2, 900, 900, NULL, NULL, 0, 0, }; struct inventory_ammo invammo_59 = { AMMOTYPE_SMG, CASING_RIFLE, 27, // clip size NULL, // reload animation 0, // flags }; struct weapon invitem_59 = { 0, // hi model 0, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_59_rapidfire, NULL }, // functions &invammo_59, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 16.5, // left/right -19.5, // up/down -24, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_000, // short name L_GUN_000, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_DUALWIELD, }; struct weaponfunc_shootauto invfunc_5a_rapidfire = { INVENTORYFUNCTYPE_SHOOT_AUTOMATIC, L_GUN_086, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, NULL, // fire animation 0, // flags &invnoisesettings_00011098, 0, 1, // damage 6, // spread 6, 18, 2, 8, 5, 2, 0, 4, 4, 0x803f, 1, 900, 900, NULL, NULL, 0, 0, }; struct inventory_ammo invammo_5a = { AMMOTYPE_SMG, CASING_RIFLE, 27, // clip size NULL, // reload animation 0, // flags }; struct weapon invitem_5a = { 0, // hi model 0, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_5a_rapidfire, NULL }, // functions &invammo_5a, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 16.5, // left/right -19.5, // up/down -24, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_000, // short name L_GUN_000, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_DUALWIELD, }; struct inventory_typef invf_00014fc0[] = { { 1, 0x0000, 1, 0x0035, 0x0000 }, { 0, 0x0000, 0, 0x0000, 0x0000 }, }; struct guncmd invanim_combatknife_equip[] = { gunscript_playanimation(ANIM_0403, 0, 10000) gunscript_waittime(24, 2) gunscript_end }; struct guncmd invanim_combatknife_slash2[] = { gunscript_playanimation(ANIM_0404, 0, 10000) gunscript_waittime(24, 2) gunscript_end }; struct guncmd invanim_combatknife_slash[] = { gunscript_random(50, invanim_combatknife_slash2) gunscript_include(0, invanim_combatknife_equip) gunscript_end }; struct guncmd invanim_combatknife_pritosec[] = { gunscript_playanimation(ANIM_0405, 0, 10000) gunscript_playsound(30, SFX_80A7) gunscript_playsound(40, SFX_80A6) gunscript_end }; struct guncmd invanim_combatknife_sectopri[] = { gunscript_playanimation(ANIM_0405, 65535, 55536) gunscript_playsound(10, SFX_80A8) gunscript_playsound(20, SFX_80A6) gunscript_end }; struct guncmd invanim_combatknife_throw[] = { gunscript_playanimation(ANIM_041B, 0, 10000) gunscript_waitforzreleased(12) gunscript_waittime(16, 2) gunscript_end }; struct guncmd invanim_unused_8007f05c[] = { gunscript_playanimation(ANIM_041C, 0, 10000) gunscript_waittime(22, 1) gunscript_end }; struct guncmd invanim_combatknife_reload[] = { gunscript_include(2, invanim_combatknife_sectopri) gunscript_include(0, invanim_combatknife_pritosec) gunscript_end }; struct weaponfunc_close invfunc_combatknife_slash = { INVENTORYFUNCTYPE_CLOSE, L_GUN_109, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, invanim_combatknife_slash, // fire animation FUNCFLAG_NOMUZZLEFLASH, 2, // damage 70, 0x00000069, 0x00000069, 0x00000069, 0x41300000, 0xc1cc0000, 0x41300000, 0xc1cc0000, 0xbf800000, 0xbf800000, 0x40000000, 0x40000000, 0x00000000, }; struct weaponfunc_throw invfunc_combatknife_throw = { INVENTORYFUNCTYPE_THROW, L_GUN_110, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, invanim_combatknife_throw, // fire animation FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000, 0x0000010f, 240, // activatetime60 60, // recoverytime60 1, // damage }; struct inventory_ammo invammo_combatknife = { AMMOTYPE_KNIFE, CASING_NONE, 1, // clip size invanim_combatknife_reload, // reload animation AMMOFLAG_EQUIPPEDISRESERVE | AMMOFLAG_QTYAFFECTSPARTVIS, // flags }; struct weapon invitem_combatknife = { FILE_GKNIFE, // hi model FILE_GKNIFELOD, // lo model invanim_combatknife_equip, // equip animation NULL, // unequip animation invanim_combatknife_pritosec, // pritosec animation invanim_combatknife_sectopri, // sectopri animation { &invfunc_combatknife_slash, &invfunc_combatknife_throw }, // functions &invammo_combatknife, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 18.5, // left/right -26.5, // up/down -28, // front/back 1, // unk38 invf_00014fc0, // fptr NULL, // part visibility L_GUN_083, // short name L_GUN_035, // name L_GUN_000, // manufacturer L_GUN_182, // description WEAPONFLAG_00000001 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_TRACKTIMEUSED | WEAPONFLAG_00000400 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_00008000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_04000000, }; struct weaponfunc_throw invfunc_bug_throw = { INVENTORYFUNCTYPE_THROW, L_GUN_000, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000, 0x00000012, 240, // activatetime60 60, // recoverytime60 0, // damage }; struct weaponfunc_throw invfunc_targetamplifier_throw = { INVENTORYFUNCTYPE_THROW, L_GUN_000, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_00800000, 0x000001b1, 240, // activatetime60 60, // recoverytime60 0, // damage }; struct inventory_ammo invammo_bug = { AMMOTYPE_BUG, CASING_NONE, 1, // clip size NULL, // reload animation AMMOFLAG_EQUIPPEDISRESERVE, // flags }; struct weapon invitem_commsrider = { FILE_PCHRBUG, // hi model FILE_PCHRBUG, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_bug_throw, NULL }, // functions &invammo_bug, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_222, // short name L_GUN_222, // name L_GUN_000, // manufacturer L_GUN_204, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_08000000, }; struct weapon invitem_tracerbug = { FILE_PCHRBUG, // hi model FILE_PCHRBUG, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_bug_throw, NULL }, // functions &invammo_bug, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_223, // short name L_GUN_223, // name L_GUN_000, // manufacturer L_GUN_205, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_08000000, }; struct weapon invitem_targetamplifier = { FILE_PTARGETAMP, // hi model FILE_PTARGETAMP, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_targetamplifier_throw, NULL }, // functions &invammo_bug, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_235, // short name L_GUN_224, // name L_GUN_000, // manufacturer L_GUN_206, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_08000000, }; struct weaponfunc_device invfunc_nightvision_primary = { INVENTORYFUNCTYPE_DEVICE, L_GUN_135, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH, DEVICE_NIGHTVISION, }; struct weapon invitem_nightvision = { FILE_PCHRNIGHTSIGHT, // hi model FILE_PCHRNIGHTSIGHT, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_nightvision_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility #if VERSION >= VERSION_PAL_FINAL L_GUN_244, // short name #else L_GUN_059, // short name #endif L_GUN_059, // name L_GUN_000, // manufacturer L_GUN_191, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000080 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_08000000, }; struct weaponfunc invfunc_horizonscanner_primary = { INVENTORYFUNCTYPE_NONE, L_GUN_139, // name 0x00, // unk06 -1, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation 0, // flags }; struct inventory_class invclass_horizonscanner = { 0, 3, 8, 15, 0.9721, 0.9767, 0x05000000, WEAPONCLASSFLAG_MANUALZOOM | WEAPONCLASSFLAG_00000004, }; struct weapon invitem_horizonscanner = { FILE_PBINOCULARS, // hi model FILE_PBINOCULARS, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_horizonscanner_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo &invclass_horizonscanner, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_234, // short name L_GUN_076, // name L_GUN_000, // manufacturer L_GUN_196, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN | WEAPONFLAG_08000000, }; struct weaponfunc_device invfunc_cloak_primary = { INVENTORYFUNCTYPE_DEVICE, L_GUN_116, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH, DEVICE_CLOAKDEVICE, }; struct inventory_ammo invammo_cloakingdevice = { AMMOTYPE_CLOAK, CASING_NONE, 10, // clip size NULL, // reload animation AMMOFLAG_NORESERVE, // flags }; struct weapon invitem_cloakingdevice = { FILE_PCHRCLOAKER, // hi model FILE_PCHRCLOAKER, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_cloak_primary, NULL }, // functions &invammo_cloakingdevice, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_073, // short name L_GUN_073, // name L_GUN_000, // manufacturer L_GUN_195, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_04000000, }; struct weaponfunc_special invfunc_combatboost_boost = { INVENTORYFUNCTYPE_SPECIAL, L_GUN_113, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH, HANDATTACKTYPE_BOOST, 0x0000001e, 0x05c90000, }; struct weaponfunc_special invfunc_combatboost_revert = { INVENTORYFUNCTYPE_SPECIAL, L_GUN_114, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH, HANDATTACKTYPE_REVERTBOOST, 0x0000001e, 0x05c90000, }; struct inventory_ammo invammo_combatboost = { AMMOTYPE_BOOST, CASING_NONE, 4, // clip size NULL, // reload animation AMMOFLAG_NORESERVE, // flags }; struct weapon invitem_combatboost = { FILE_PCHRSPEEDPILL, // hi model FILE_PCHRSPEEDPILL, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_combatboost_boost, &invfunc_combatboost_revert }, // functions &invammo_combatboost, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_232, // short name L_GUN_074, // name L_GUN_000, // manufacturer L_GUN_190, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_04000000 | WEAPONFLAG_DETERMINER_S_SOME | WEAPONFLAG_DETERMINER_F_SOME, }; struct weaponfunc_device invfunc_suicidepill_primary = { INVENTORYFUNCTYPE_DEVICE, L_GUN_000, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH, DEVICE_SUICIDEPILL, }; struct weapon invitem_suicidepill = { 0, // hi model 0, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_suicidepill_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility #if VERSION >= VERSION_PAL_FINAL L_GUN_246, // short name #else L_GUN_072, // short name #endif L_GUN_072, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_08000000, }; struct weaponfunc_device invfunc_irscanner_primary = { INVENTORYFUNCTYPE_DEVICE, L_GUN_138, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH, DEVICE_IRSCANNER, }; struct weapon invitem_irscanner = { FILE_GIRSCANNER, // hi model FILE_GIRSCANNER, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_irscanner_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_069, // short name L_GUN_069, // name L_GUN_000, // manufacturer L_GUN_194, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_DUALWIELD | WEAPONFLAG_08000000, }; struct weaponfunc invfunc_disguise_primary = { INVENTORYFUNCTYPE_NONE, L_GUN_143, // name 0x00, // unk06 -1, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation 0, // flags }; struct weapon invitem_disguise40 = { 0, // hi model 0, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_disguise_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility #if VERSION >= VERSION_PAL_FINAL L_GUN_250, // short name #else L_GUN_043, // short name #endif L_GUN_043, // name L_GUN_000, // manufacturer L_GUN_211, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_08000000 | WEAPONFLAG_FIRETOACTIVATE, }; struct weapon invitem_disguise41 = { 0, // hi model 0, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_disguise_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility #if VERSION >= VERSION_PAL_FINAL L_GUN_250, // short name #else L_GUN_043, // short name #endif L_GUN_043, // name L_GUN_000, // manufacturer L_GUN_211, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_08000000 | WEAPONFLAG_FIRETOACTIVATE, }; struct weaponfunc_device invfunc_camspy_deploy = { INVENTORYFUNCTYPE_DEVICE, L_GUN_136, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH, DEVICE_EYESPY, }; struct weapon invitem_camspy = { FILE_CEYESPY, // hi model FILE_CEYESPY, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_camspy_deploy, NULL }, // functions NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_060, // short name L_GUN_060, // name L_GUN_000, // manufacturer L_GUN_192, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALWIELD | WEAPONFLAG_08000000, }; struct weaponfunc_device invfunc_rtracker_primary = { INVENTORYFUNCTYPE_DEVICE, L_GUN_142, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH, DEVICE_RTRACKER, }; struct weapon invitem_rtracker = { FILE_PRUSSDAR, // hi model FILE_PRUSSDAR, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_rtracker_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_070, // short name L_GUN_070, // name L_GUN_000, // manufacturer L_GUN_198, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALWIELD | WEAPONFLAG_08000000, }; struct weaponfunc_device invfunc_xray_primary = { INVENTORYFUNCTYPE_DEVICE, L_GUN_137, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH, DEVICE_XRAYSCANNER, }; struct weapon invitem_xrayscanner = { FILE_PXRAYSPECS, // hi model FILE_PXRAYSPECS, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_xray_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_233, // short name L_GUN_065, // name L_GUN_000, // manufacturer L_GUN_193, // description #if VERSION >= VERSION_NTSC_1_0 WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_DETERMINER_S_AN | WEAPONFLAG_DETERMINER_F_AN | WEAPONFLAG_08000000, #else // NTSC beta uses "a" in "Picked up a X-ray scanner" WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_00000040 | WEAPONFLAG_08000000, #endif }; struct guncmd invanim_datauplink_equip[] = { gunscript_playanimation(ANIM_0439, 0, 10000) gunscript_end }; struct guncmd invanim_datauplink_unequip[] = { gunscript_playanimation(ANIM_043A, 0, 10000) gunscript_end }; struct guncmd invanim_unused_8007f794[] = { gunscript_playanimation(ANIM_043B, 0, 10000) gunscript_end }; struct weaponfunc_special invfunc_datauplink_primary = { INVENTORYFUNCTYPE_SPECIAL, L_GUN_141, // name 0x00, // unk06 -1, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_AUTOSWITCHUNSELECTABLE, HANDATTACKTYPE_UPLINK, 0x0000001e, 0x00000000, }; struct weapon invitem_datauplink = { FILE_GCOMMSUPLINK, // hi model FILE_GCOMMSUPLINK, // lo model invanim_datauplink_equip, // equip animation invanim_datauplink_unequip, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_datauplink_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 8, // left/right -16.2, // up/down -17.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility #if VERSION >= VERSION_PAL_FINAL L_GUN_243, // short name #else L_GUN_075, // short name #endif L_GUN_075, // name L_GUN_000, // manufacturer L_GUN_197, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_00000040 | WEAPONFLAG_00002000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_08000000 | WEAPONFLAG_FIRETOACTIVATE, }; struct weapon invitem_doordecoder = { FILE_PCHRDOORDECODER, // hi model FILE_PCHRDOORDECODER, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 35, // left/right -26.7, // up/down -41, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility #if VERSION >= VERSION_PAL_FINAL L_GUN_245, // short name #else L_GUN_063, // short name #endif L_GUN_063, // name L_GUN_000, // manufacturer L_GUN_200, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_08000000 | WEAPONFLAG_FIRETOACTIVATE, }; struct weapon invitem_rocket = { FILE_GCYCLONE, // hi model FILE_GCYCLONELOD, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function &invammo_default, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 12.5, // left/right -17, // up/down -27.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_044, // short name L_GUN_044, // name L_GUN_000, // manufacturer L_GUN_000, // description 0, // flags }; struct weapon invitem_homingrocket = { FILE_GCYCLONE, // hi model FILE_GCYCLONELOD, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function &invammo_default, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 12.5, // left/right -17, // up/down -27.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_045, // short name L_GUN_045, // name L_GUN_000, // manufacturer L_GUN_000, // description 0, // flags }; struct weapon invitem_grenaderound = { FILE_GCYCLONE, // hi model FILE_GCYCLONELOD, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_devastator_shoot, &invfunc_devastator_wallhugger }, // functions &invammo_default, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 12.5, // left/right -17, // up/down -27.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_046, // short name L_GUN_046, // name L_GUN_000, // manufacturer L_GUN_000, // description 0, // flags }; struct weapon invitem_bolt = { FILE_GCYCLONE, // hi model FILE_GCYCLONELOD, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_crossbow_shoot, &invfunc_crossbow_lethal }, // functions &invammo_default, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 12.5, // left/right -17, // up/down -27.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_048, // short name L_GUN_048, // name L_GUN_000, // manufacturer L_GUN_000, // description 0, // flags }; struct weaponfunc_special invfunc_unused_8006f9a4 = { INVENTORYFUNCTYPE_SPECIAL, L_GUN_144, // "Place Explosives" 0x00, // unk06 -1, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH | FUNCFLAG_AUTOSWITCHUNSELECTABLE, HANDATTACKTYPE_UPLINK, 0x0000001e, 0x00000000, }; struct weapon invitem_skedarbomb = { FILE_PSKEDARBOMB, // hi model FILE_PSKEDARBOMB, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 15.5, // left/right -20.2, // up/down -33.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility #if VERSION >= VERSION_JPN_FINAL L_GUN_259, // short name #else L_GUN_221, // short name #endif L_GUN_221, // name L_GUN_000, // manufacturer L_GUN_203, // description WEAPONFLAG_FIRETOACTIVATE, }; struct weapon invitem_explosives = { FILE_PEXPLOSIVEBRICK, // hi model FILE_PEXPLOSIVEBRICK, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 15.5, // left/right -20.2, // up/down -33.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_064, // short name L_GUN_064, // name L_GUN_000, // manufacturer L_GUN_202, // description WEAPONFLAG_FIRETOACTIVATE, }; struct weaponfunc_device invfunc_presidentscanner_primary = { INVENTORYFUNCTYPE_DEVICE, L_GUN_142, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00010fd0, NULL, // fire animation FUNCFLAG_NOMUZZLEFLASH, DEVICE_RTRACKER, }; struct weapon invitem_presidentscanner = { FILE_PRUSSDAR, // hi model FILE_PRUSSDAR, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_presidentscanner_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 0, // left/right -39.5, // up/down -55.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_231, // short name L_GUN_219, // name L_GUN_000, // manufacturer L_GUN_199, // description WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALWIELD | WEAPONFLAG_08000000, }; struct weapon invitem_autosurgeon = { FILE_PAUTOSURGEON, // hi model FILE_PAUTOSURGEON, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 15.5, // left/right -20.2, // up/down -33.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility #if VERSION >= VERSION_PAL_FINAL L_GUN_248, // short name #else L_GUN_220, // short name #endif L_GUN_220, // name L_GUN_000, // manufacturer L_GUN_201, // description WEAPONFLAG_08000000 | WEAPONFLAG_FIRETOACTIVATE, }; struct weapon invitem_flightplans = { FILE_PSAFEITEM, // hi model FILE_PSAFEITEM, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 15.5, // left/right -20.2, // up/down -33.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_225, // short name L_GUN_225, // name L_GUN_000, // manufacturer L_GUN_207, // description WEAPONFLAG_08000000, }; struct weapon invitem_researchtape = { FILE_PRESEARCHTAPE, // hi model FILE_PRESEARCHTAPE, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 15.5, // left/right -20.2, // up/down -33.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_226, // short name L_GUN_226, // name L_GUN_000, // manufacturer L_GUN_208, // description WEAPONFLAG_08000000, }; struct weapon invitem_backupdisk = { FILE_PZIGGYCARD, // hi model FILE_PZIGGYCARD, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 15.5, // left/right -20.2, // up/down -33.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility #if VERSION >= VERSION_PAL_FINAL L_GUN_249, // short name #else L_GUN_227, // short name #endif L_GUN_227, // name L_GUN_000, // manufacturer L_GUN_209, // description WEAPONFLAG_08000000, }; struct weapon invitem_briefcase = { FILE_PKEYCARD, // hi model FILE_PKEYCARD, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 15.5, // left/right -20.2, // up/down -33.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_229, // short name L_GUN_229, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_HIDEMENUMODEL | WEAPONFLAG_08000000, }; struct weapon invitem_suitcase = { FILE_PCHRBRIEFCASE, // hi model FILE_PCHRBRIEFCASE, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 15.5, // left/right -20.2, // up/down -33.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility #if VERSION >= VERSION_JPN_FINAL L_GUN_258, // short name #else L_GUN_067, // short name #endif L_GUN_067, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_08000000 | WEAPONFLAG_FIRETOACTIVATE, }; struct weapon invitem_necklace = { FILE_PCHRCHAIN, // hi model FILE_PCHRCHAIN, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 15.5, // left/right -20.2, // up/down -33.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_230, // short name L_GUN_230, // name L_GUN_000, // manufacturer L_GUN_238, // description WEAPONFLAG_08000000, }; #if VERSION >= VERSION_NTSC_1_0 struct weapon invitem_shieldtechitem = { FILE_PCHRSHIELD, // hi model FILE_PCHRSHIELD, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 15.5, // left/right -20.2, // up/down -33.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_240, // short name L_GUN_240, // name L_GUN_000, // manufacturer L_GUN_241, // description WEAPONFLAG_08000000, }; #endif struct weapon invitem_keycard = { FILE_PKEYCARD, // hi model FILE_PKEYCARD, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 15.5, // left/right -20.2, // up/down -33.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_228, // short name L_GUN_228, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_08000000, }; struct weaponfunc_shootprojectile invfunc_rocketlauncher34_primary = { INVENTORYFUNCTYPE_SHOOT_PROJECTILE, L_GUN_000, // name 0x00, // unk06 0, // unk07 &invnoisesettings_00011048, invanim_rockerlauncher_equiporshoot, // fire animation FUNCFLAG_NOAUTOAIM | FUNCFLAG_08000000, NULL, 0, 1, // damage 6, // spread 3, 12, 15, 0, 3, 2, 0, 4, 4, 0x8053, 1, 0x0000011f, 0x00000000, 0x40066666, 0x00000014, 0, 0x00000000, 0xffffffff, 0.05, 0x8053, }; struct inventory_ammo invammo_rocketlauncher34 = { AMMOTYPE_ROCKET, CASING_NONE, 1, // clip size invanim_rocketlauncher_reload, // reload animation 0, // flags }; struct weapon invitem_rocketlauncher_34 = { FILE_GDYROCKET, // hi model FILE_GROCKETLOD, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_rocketlauncher34_primary, NULL }, // functions &invammo_rocketlauncher34, // pri ammo NULL, // sec ammo &invclass_rocketlauncher, 1, // sway 24.5, // left/right -25.2, // up/down -30, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_080, // short name L_GUN_027, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_00002000 | WEAPONFLAG_00004000 | WEAPONFLAG_HASHANDS | WEAPONFLAG_AIMTRACK, }; struct guncmd invanim_tester_shoot[] = { gunscript_playanimation(ANIM_0112, 0, 10000) gunscript_end }; struct weaponfunc_shootsingle invfunc_tester_primary = { INVENTORYFUNCTYPE_SHOOT_SINGLE, L_GUN_000, // name 0x00, // unk06 0, // unk07 &invnoisesettings_0001100c, invanim_tester_shoot, // fire animation 0, // flags &invnoisesettings_00011070, 16, 1, // damage 6, // spread 4, 8, 3, 0, 0, 0, 59.999996185303, 0, 0, 0x804d, 1, }; struct inventory_ammo invammo_tester = { AMMOTYPE_PISTOL, CASING_STANDARD, 8, // clip size NULL, // reload animation 0, // flags }; struct weapon invitem_tester = { FILE_GTESTGUN, // hi model FILE_GTESTGUN, // lo model NULL, // equip animation NULL, // unequip animation NULL, // pritosec animation NULL, // sectopri animation { &invfunc_tester_primary, NULL }, // functions &invammo_tester, // pri ammo NULL, // sec ammo &invclass_default, 1, // sway 15.5, // left/right -20.2, // up/down -33.5, // front/back 1, // unk38 NULL, // fptr NULL, // part visibility L_GUN_058, // short name L_GUN_058, // name L_GUN_000, // manufacturer L_GUN_000, // description WEAPONFLAG_00000004 | WEAPONFLAG_ONEHANDED | WEAPONFLAG_AICANUSE | WEAPONFLAG_DUALFLIP | WEAPONFLAG_00000040 | WEAPONFLAG_00000400 | WEAPONFLAG_00002000 | WEAPONFLAG_00008000, }; struct weapon *g_Weapons[] = { &invitem_nothing, &invitem_unarmed, &invitem_falcon2, &invitem_falcon2silencer, &invitem_falcon2scope, &invitem_magsec, &invitem_mauler, &invitem_phoenix, &invitem_dy357, &invitem_dy357lx, &invitem_cmp150, &invitem_cyclone, &invitem_callisto, &invitem_rcp120, &invitem_laptopgun, &invitem_dragon, &invitem_k7avenger, &invitem_ar34, &invitem_superdragon, &invitem_shotgun, &invitem_reaper, &invitem_sniperrifle, &invitem_farsight, &invitem_devastator, &invitem_rocketlauncher, &invitem_slayer, &invitem_combatknife, &invitem_crossbow, &invitem_tranquilizer, &invitem_laser, &invitem_grenade, &invitem_nbomb, &invitem_timedmine, &invitem_proximitymine, &invitem_remotemine, &invitem_combatboost, &invitem_pp9i, &invitem_cc13, &invitem_kl01313, &invitem_kf7special, &invitem_zzt9mm, &invitem_dmc, &invitem_ar53, &invitem_rcp45, &invitem_psychosisgun, &invitem_nightvision, &invitem_camspy, &invitem_xrayscanner, &invitem_irscanner, &invitem_cloakingdevice, &invitem_horizonscanner, &invitem_tester, &invitem_rocketlauncher_34, &invitem_ecmmine, &invitem_datauplink, &invitem_rtracker, &invitem_presidentscanner, &invitem_doordecoder, &invitem_autosurgeon, &invitem_explosives, &invitem_skedarbomb, &invitem_commsrider, &invitem_tracerbug, &invitem_targetamplifier, &invitem_disguise40, &invitem_disguise41, &invitem_flightplans, &invitem_researchtape, &invitem_backupdisk, &invitem_keycard, &invitem_keycard, &invitem_keycard, &invitem_keycard, &invitem_keycard, &invitem_keycard, &invitem_keycard, &invitem_keycard, &invitem_suitcase, &invitem_briefcase, #if VERSION >= VERSION_NTSC_1_0 &invitem_shieldtechitem, #endif &invitem_necklace, &invitem_hammer, &invitem_hammer, &invitem_rocket, &invitem_homingrocket, &invitem_grenaderound, &invitem_bolt, &invitem_briefcase2, &invitem_rocket, &invitem_59, &invitem_5a, &invitem_hammer, &invitem_hammer, &invitem_suicidepill, };