Selected firegroup - index into the weapon definition's FIRE_GROUPS array. For multi-firegroup weapons (e.g. the crossbow: 0=wooden, 1=flaming, 2=explosive arrow) the client cycles this with "B" and notifies the server via Weapon.SwitchFireModeRequest (0x830c); it drives which ammo/projectile is used. Single-firegroup weapons stay at 0 and behave exactly as before.
Selected firemode within the current firegroup (hip 0 / ADS 1). Index into the firegroup's FIRE_MODES.
Required for the reload packet to work every time (especially shotgun)
Id of the item - See ServerItemDefinitions.json for more information
Global universal Id of the weapon
OptionalreloadTime it takes for a weapon to reload
Amount of ammo in the weapon