CWeapon
{
public:
char space0[1704];
float NoRecoil7;
char space1[368];
float Damage;
char space2[568];
float KnifeNormalRange;
char space3[8];
float KnifeNormalAngle;
char space4[4];
float KnifeNormalAniRate;
char space5[12];
float KnifeBigshotRange;
char space6[8];
float KnifeBigshotAngle;
char space7[8];
float KnifeBigshotAniRate;
float KnifeNormalRange2;
char space8[8];
float KnifeNormalAngle2;
char space9[12];
float KnifeNormalAniRate2;
char space10[4];
float KnifeBigshotRange2;
char space11[4];
float KnifeBigshotAngle2;
char space12[16];
float KnifeBigshotAniRate2;
char space13[12];
float RapidFire;
char space14[276];
float KnifeNormalAmmoDamage;
char space15[8];
float KnifeBigshotAmmoDamage;
char space16[8];
float KnifeNormalAmmoDamage2;
char space17[8];
float KnifeBigshotAmmoDamage2;
char space18[16];
float NoReload;
char space19[700];
float NoRecoil1;
char space20[356];
float NoRecoil3;
char space21[356];
float NoRecoil2;
char space22[380];
float SniperNoDelay;
char space23[8668];
float NoRecoil6;
char space24[12];
float NoRecoil5;
char space25[460];
float NoRecoil4;
char space26[1879789];
float Range;
};
CBasicPlayerInfo
{
public:
char space0[136];
float SeeGhost1;
float SeeGhost2;
float SeeGhost3;
};
CWall
{
public:
char space0[1384];
float ShootTroghWall1;
float ShootTroghWall2;
float ShootTroghWall3;
};