Weapon.dat/GTAVC

Unarmed       	MELEE       2.4	  250  100  1000 8   -1.0 0.6   -1.0   -1.0	0.1	 0.65	0.30	unarmed	   	0  99 6  	0  99 12	99		-1 	-1 	  102000 	0 BrassKnuckle   MELEE       2.0   250  100  1000 16  -1.0 0.8   -1.0   -1.0	0.1  0.8	0.30	unarmed		5  20 14 	3  17 11	99		259 -1 	  102000 	0 ScrewDriver    MELEE       1.8   250  100  1000 45  -1.0 0.5   -1.0   -1.0	0.0  0.7	0.20	screwdrv   	5  99 14 	3  17 11	99		260 -1 	  115000 	1 GolfClub      	MELEE       1.5   250  100  1000 21  -1.0 0.8   -1.0   -1.0	0.1  0.8	0.30	golfclub    5  20 16 	3  15 12	99		261 -1 	  102000 	1 NightStick    	MELEE       1.5   250  100  1000 21  -1.0 0.8   -1.0   -1.0	0.1  0.8	0.30	baseball    5  20 14 	3  17 11	99		262 -1 	  102000 	1 Knife         	MELEE       1.8   250  100  1000 21  -1.0 0.5   -1.0   -1.0	0.0  0.8	0.20	knife       5  99 14 	3  17 11	99		263 -1 	  115000 	1 BaseballBat   	MELEE       2.0   250  100  1000 21  -1.0 0.8   -1.0   -1.0	0.1  0.8	0.30	baseball    5  20 16 	3  17 11	99		264 -1 	  102000	1 Hammer	      	MELEE       1.5   250  100  1000 21  -1.0 0.8   -1.0   -1.0	0.1  0.8	0.30	baseball    5  20 14 	3  17 11	99		265 -1 	  102000	1 Cleaver	      	MELEE       1.9   250  100  1000 24  -1.0 0.6   -1.0   -1.0	0.0  0.9	0.20	knife       5  99 14 	3  17 11	99		266 -1 	  115000	1 Machete	      	MELEE       2.0   250  100  1000 24  -1.0 0.6   -1.0   -1.0	0.0  1.0	0.20	knife       5  99 14 	3  17 11	99		267 -1 	  115000 	1 Katana        	MELEE       2.1   250  100  1000 30  -1.0 0.7   -1.0   -1.0	0.0  1.2	0.30	knife       5  99 14 	3  17 11	99		268 -1 	  115000 	1 Chainsaw      	MELEE       1.7   250  100  1000 35  -1.0 0.55  -1.0   -1.0	0.0  1.3	0.10	chainsaw    5  35 30 	3  99 48	99		269 -1 	  102000 	1
 * 1) Weapons data
 * A: Weapon name
 * B: Fire type
 * 1)   C: Range
 * D: Firing Rate
 * E: Reload
 * F: Amount of Ammunition
 * G: Damage
 * H: Speed
 * I: Radius
 * J: Life span
 * K: Spread
 * L,M,N: Fire offset vector
 * P: animation to play
 * Q: animation to play
 * R: animation loop start
 * S: animation loop end
 * T: point in animation where weapon is fired
 * U: animation2 loop start
 * V: animation2 loop end
 * W: point in animation2 where weapon is fired
 * X: point in anim where we can breakout of anim/attack and run away
 * Y: model id
 * Z: model2 id
 * a: Flags -> Stored in HEX... so (from right to left)
 * 1) 		1st digit	1:USE_GRAVITY 	2:SLOWS_DOWN  	4:DISSIPATES  	8:RAND_SPEED
 * 2) 		2nd digit	1:EXPANDS 		2:EXPLODES  	4:CANAIM		8:CANAIM_WITHARM
 * 3) 		3rd digit	1:1ST_PERSON 	2:HEAVY  		4:THROW			8:RELOAD_LOOP2START
 * 4) 		4th digit	1:USE_2ND		2:GROUND_2ND	4:FINISH_3RD	8:RELOAD
 * 5) 		5th digit	1:FIGHTMODE		2:CROUCHFIRE	4:COP3_RD		8:GROUND_3RD
 * 6) 		6th digit	1:PARTIALATTACK 2:ANIMDETONATE
 * 7)   b: Weapon Slot (Group to which this weapon belongs to, different from Fire type)
 * 8) NOT USED IN THIS VERSION ##############
 * a:	1st person version of anim (using orig HGUN & PUMP cause they work better at mo')
 * b:	1st person vers of 2nd anim
 * 1) 	FPS anims loaded (ie available):	FPS_PUNCH, FPS_BAT, FPS_UZI, FPS_PUMP, FPS_AK, FPS_M16, FPS_ROCKET
 * 2) A            	B           C     D    E    F    G    H   I     J      K    L	 M		N		P       	R  S  T  	U  V  W		X	 	Y	Y	  a			b
 * b:	1st person vers of 2nd anim
 * 1) 	FPS anims loaded (ie available):	FPS_PUNCH, FPS_BAT, FPS_UZI, FPS_PUMP, FPS_AK, FPS_M16, FPS_ROCKET
 * 2) A            	B           C     D    E    F    G    H   I     J      K    L	 M		N		P       	R  S  T  	U  V  W		X	 	Y	Y	  a			b
 * 1) A            	B           C     D    E    F    G    H   I     J      K    L	 M		N		P       	R  S  T  	U  V  W		X	 	Y	Y	  a			b
 * 1) A            	B           C     D    E    F    G    H   I     J      K    L	 M		N		P       	R  S  T  	U  V  W		X	 	Y	Y	  a			b
 * 1) A            	B           C     D    E    F    G    H   I     J      K    L	 M		N		P       	R  S  T  	U  V  W		X	 	Y	Y	  a			b

Grenade       	PROJECTILE  30.0  100  1    1    75  0.25 -1.0  800.0  1.0	0.0	 0.0	0.0		grenade 	0  99 10 	0  99 6 	99		270 -1 	  2424		2 DetonateGrenade PROJECTILE 30.0  100  1    1    75  0.25 -1.0  800.0  1.0	0.0	 0.0	0.0		grenade		0  99 10 	0  99 6		99		270	291	  2424		2 TearGas        PROJECTILE  30.0  100  1    1    75  0.25 -1.0  800.0  1.0	0.0	 0.0	0.0		grenade 	0  99 10 	0  99 6 	99		271 -1 	  2424		2 Molotov       	PROJECTILE  25.0  100  1    1    75  0.25 -1.0  2000.0 5.0	0.0	 0.0	0.0		grenade 	0  99 10 	0  99 6 	99		272 -1 	  2424		2 Rocket       	PROJECTILE  30.0  100  1    1    75  0.25 -1.0  800.0  1.0	0.0	 0.0	0.0		unarmed		0  99 10 	0  99 6 	99		273 -1 	  2424		2

Colt45        	INSTANT_HIT 30.0  250  450  17   25  -1.0 -1.0  -1.0   -1.0	0.30 0.0	0.09	colt45   	11 18 14  	11 18 12	99		274 -1	  680C0		3 Python        	INSTANT_HIT 30.0  250  1000 6    135 -1.0 -1.0  -1.0   -1.0	0.41 0.03	0.12	python   	10 31 14 	14 37 16	40		275 -1	  28040		3

Shotgun       	INSTANT_HIT 40.0  250  450	1    80  -1.0 -1.0  -1.0   -1.0	0.86 -0.02	0.28	shotgun     12 34 15 	9  26 13	30		277 -1 	  20040		4 Spas12Shotgun  INSTANT_HIT 30.0  250  750  7    100 -1.0 -1.0  -1.0   -1.0	0.85 -0.06	0.19	buddy       14 20 15 	14 20 14 	25		278 -1 	  20040		4 StubbyShotgun  INSTANT_HIT 15.0  250  750  1    120 -1.0 -1.0  -1.0   -1.0	0.55 -0.02	0.13	buddy       14 50 15 	14 56 15	25		279 -1 	  20040		4

Tec9           INSTANT_HIT 30.0  250  500  50   20  -1.0 -1.0  -1.0   -1.0	0.45 -0.05	0.11	colt45 		11 15 14  	11 15 12 	99		281 -1 	  280C0		5 Uzi           	INSTANT_HIT 45.0  250  500  30   20  -1.0 -1.0  -1.0   -1.0	0.45  0.00	0.12	uzi		   	12 14 12  	11 13 12 	25		282 -1 	  28840		5 SilencedIngram 	INSTANT_HIT 30.0 250  500  30   15  -1.0 -1.0  -1.0   -1.0	0.36  0.02	0.11	colt45 		11 13 13  	11 13 11 	99		283 -1 	  280C0		5 Mp5           	INSTANT_HIT 45.0  250  500  30   35  -1.0 -1.0  -1.0   -1.0	0.51 -0.01	0.20	uzi		   	11 14 11  	11 14 12 	30		284 -1 	  28840		5

m4 			INSTANT_HIT 90.0  250  1000 30   40  -1.0 -1.0  -1.0   -1.0	0.88 -0.04	0.16	rifle       14 17 15 	14 17 15	99		280 -1 	  28050		6 Ruger          INSTANT_HIT 90.0  250  1000 30   35  -1.0 -1.0  -1.0   -1.0	1.00 -0.06	0.17	rifle   	12 17 14  	11 16 13 	99		276 -1 	  28040		6 SniperRifle   	INSTANT_HIT 100.0 500  1401 1    125 -1.0 -1.0  -1.0   -1.0	0.0	 0.66	0.05	unarmed     12 15 14   	0  10 3 	99		285 -1 	  100		8 LaserScope     INSTANT_HIT 100.0 150  1401 7    125 -1.0 -1.0  -1.0   -1.0	0.0	 0.66	0.05	unarmed     2  8  3  	0  10 3 	99		286 -1 	  100		8

RocketLauncher 	PROJECTILE 55.0  100  1200 1    75  2.0  -1.0  1000.0 1.0	0.42 0.0	0.05	unarmed     0  99 14 	0  99 14	99		287 -1	  324		7 FlameThrower  	AREA_EFFECT 5.1   100  100  500  25  0.65 0.075 1000.0 3.0	1.30 0.0	0.56	flame       12 13 12  	6  7  7 	25		288 -1	  1E		7

M60   	       	INSTANT_HIT 75.0  1    500  100  130 -1.0 -1.0  -1.0   -1.0	1.0  0.00	0.23	m60     	12 16 13  	10 12 10	30		289 -1	  8040 		7 Minigun       	INSTANT_HIT 75.0  1    350  500  140 -1.0 -1.0  -1.0   -1.0	1.28 0.00	0.50	flame     	11 12 11 	11 12 11	35		290 294	  200		7

Detonator     	PROJECTILE  25.0  100  1    1    0   2.0  -1.0  2000.0 5.0	0.0	 0.0	0.13	man		    0  10 3  	0  10 3  	99		291 -1	  200024	9 HeliCannon	  	INSTANT_HIT 100.0 1    100  150  100 -1.0 -1.0  -1.0   -1.0 1.00 0.00   0.23    m60			12 16 13 	10 14 12 	30		289 -1	  8040		7

Camera   		CAMERA 		100.0 500  1401 36   0 	-1.0 -1.0  -1.0   -1.0	0.0	 0.66	0.05	unarmed     0  10 3  	0  10 3  	25		292 -1	  100		9

ENDWEAPONDATA