typedef float vec[9];
class CWeapon
{
public:
int16_t WeaponIndex; //0x0000
int16_t WeaponClass; //0x0002
char pad_0004[6]; //0x0004
char WeaponName[29]; //0x000A
char pad_0027[2993]; //0x0027
vec PerturbMin; //0x0BD4
char pad_0BF8[324]; //0x0BF8
vec PerturbMax; //0x0D3C
char pad_0D60[324]; //0x0D60
float Range; //0x0EA4
char pad_0EA8[12]; //0x0EA8
float AmmoDamage; //0x0EB4
char pad_0EB8[528]; //0x0EB8
float KnifeNormalRange; //0x10C8
char pad_10CC[8]; //0x10CC
D3DXVECTOR3 KnifeNormalAngle; //0x10D4
char pad_10E0[8]; //0x10E0
float KnifeNormalAniRate; //0x10E8
char pad_10EC[12]; //0x10EC
float KnifeBigshotRange; //0x10F8
char pad_10FC[28]; //0x10FC
float KnifeBigshotAniRate; //0x1118
char pad_111C[116]; //0x111C
float NoZoom; //0x1190
char pad_1194[4]; //0x1194
float KnifeNormalAttack; //0x1198
char pad_119C[188]; //0x119C
float DamageRatioPerNode; //0x1258
char pad_125C[340]; //0x125C
float ReloadAnimRatio; //0x13B0 // 0x13B4
float ChangeWeapon; //0x13B4 // 0x13B8
char pad_13B8[696]; //0x13B8
vec DetailPerturbShot; //0x1670
char pad_1694[324]; //0x1694
vec DetailReactPitchShot; //0x17D8
char pad_17FC[324]; //0x17FC
vec DetailReactYawShot; //0x1940
char pad_1964[6276]; //0x1964
vec BulletPosOffset; //0x31E8
char pad_320C[440]; //0x320C
vec ShotReactPitch; //0x33C4
char pad_33E8[1021]; //0x33E8
int8_t BoomDurationDamage; //0x37E5
char pad_37E6[398]; //0x37E6
vec Knockback; //0x3974
char pad_3998[2056]; //0x3998
}; //Size
