To go along with 47448be there are some additional fields needed for .wpn files:
ADS crosshair (some weapons such as the chemical weapons don't have an iron sight and should probably have a crosshair while ADSing)
Vertical Offset (additionally need projectile vertical offset for launcher firemodes, see #416 )
Vertical Scale
Horizontal Scale (maybe combine into one field? e.g. "scale": "X Y" )
HitmarkerShader
Later:
reloadShader (See #212)
overheatShader (Similar to reloadShader, but displays heat level in the crosshair for weapons it makes sense for, or all weapons with heat?)
For above, need to define whether this should be a linearly displayed shader (horizontal bar such as how health and stamina are displayed now), or a circularly drawn one such as exampled in #212
Later Later:
Crosshairs that can dynamically move individual pieces of the crosshair, this can be used to display projectile spread without just scaling the crosshair which starts to look weird once the crosshair is really large.
To go along with 47448be there are some additional fields needed for .wpn files:
ADS crosshair (some weapons such as the chemical weapons don't have an iron sight and should probably have a crosshair while ADSing)
Vertical Offset (additionally need projectile vertical offset for launcher firemodes, see #416 )
Vertical Scale
Horizontal Scale (maybe combine into one field? e.g. "scale": "X Y" )
HitmarkerShader
Later:
reloadShader (See #212)
overheatShader (Similar to reloadShader, but displays heat level in the crosshair for weapons it makes sense for, or all weapons with heat?)
For above, need to define whether this should be a linearly displayed shader (horizontal bar such as how health and stamina are displayed now), or a circularly drawn one such as exampled in #212
Later Later:
Crosshairs that can dynamically move individual pieces of the crosshair, this can be used to display projectile spread without just scaling the crosshair which starts to look weird once the crosshair is really large.