Black Ops 3 Source Code Explorer
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An script explorer for Black Ops 3 by ZeRoY
_statstable.gsh
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#define STATS_TABLE_MAX_ITEMS 256
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#define STATS_TABLE_COL_NUMBERING 0 // unique unsigned int - general numbering of all items
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#define STATS_TABLE_COL_GROUP 2 // string - item group name, "primary" "secondary" "inventory" "specialty" "grenades" "special grenades" "stow back" "stow side" "attachment"
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#define STATS_TABLE_COL_NAME 3 // string - name of the item, "Extreme Conditioning"
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#define STATS_TABLE_COL_REFERENCE 4 // string - reference string of the item, "m203" "svt40" "bulletdamage" "c4"
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#define STATS_TABLE_COL_COUNT 5 // signed int - item count, if exists, -1 = has no count
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#define STATS_TABLE_COL_IMAGE 6 // string - item's image file name
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#define STATS_TABLE_COL_DESC 7 // long string - item's description
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#define STATS_TABLE_COL_ATTACHMENTS 8 // long string - item's other string data, reserved
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#define STATS_TABLE_COL_SORT_KEY 9 // signed int - item's other number data, used for attachment number representations
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#define STATS_TABLE_COL_UNLOCK_LEVEL 10 // unsigned int - represents if item is unlocked by default
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#define STATS_TABLE_COL_DEFAULT_CLASS 11 // signed int - item's other number data, used for primary weapon camo skin number representations
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#define STATS_TABLE_COL_ALLOCATION 12 // signed int - allocation cost of the item
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#define STATS_TABLE_COL_SLOT 13 // string - slot for the given item
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#define STATS_TABLE_COL_MOMENTUM 16 // signed int - momentum cost
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#define ATTACHMENT_TABLE_COL_NUMBERING 0 //
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#define ATTACHMENT_TABLE_COL_TYPE 1 //
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#define ATTACHMENT_TABLE_COL_BOT_PROB 15 //
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_statstable.gsh
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