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structs.h
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structs.h
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#pragma once
// ScriptStruct TslGame.TslPlayerScores
// 0x000C
struct FTslPlayerScores
{
float ScoreByDamage; // 0x0000(0x0004) (CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_IsPlainOldData)
float ScoreByKill; // 0x0004(0x0004) (CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_IsPlainOldData)
float ScoreByRanking; // 0x0008(0x0004) (CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_IsPlainOldData)
};
// ScriptStruct TslGame.TslPlayerStatistics
// 0x0004
struct FTslPlayerStatistics
{
int NumKills; // 0x0000(0x0004) (CPF_ZeroConstructor, CPF_IsPlainOldData)
};
struct FMinimalViewInfo
{
class Vector Location; // 0x0000(0x000C) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_IsPlainOldData)
class FRotator Rotation; // 0x000C(0x000C) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_IsPlainOldData)
float FOV; // 0x0018(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_IsPlainOldData)
float OrthoWidth; // 0x001C(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_IsPlainOldData)
float OrthoNearClipPlane; // 0x0020(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_IsPlainOldData)
float OrthoFarClipPlane; // 0x0024(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_IsPlainOldData)
float AspectRatio; // 0x0028(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_IsPlainOldData)
};
struct FCameraCacheEntry
{
float TimeStamp; // 0x0000(0x0004) (CPF_ZeroConstructor, CPF_IsPlainOldData)
unsigned char UnknownData00[0xC]; // 0x0004(0x000C) MISSED OFFSET
struct FMinimalViewInfo POV; // 0x0010(0x0530)
};
/*
struct FRecoilInfo
{
float VerticalRecoilMin; // 0x0000(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float VerticalRecoilMax; // 0x0004(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float VerticalRecoilVariation; // 0x0008(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float VerticalRecoveryModifier; // 0x000C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float VerticalRecoveryClamp; // 0x0010(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float VerticalRecoveryMax; // 0x0014(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float LeftMax; // 0x0018(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RightMax; // 0x001C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float HorizontalTendency; // 0x0020(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR RecoilCurve; // 0x0028(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
int BulletsPerSwitch; // 0x0030(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float TimePerSwitch; // 0x0034(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bSwitchOnTime; // 0x0038(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilSpeed_Vertical; // 0x003C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilSpeed_Horizontal; // 0x0040(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoverySpeed_Vertical; // 0x0044(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilValue_Climb; // 0x0048(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilValue_Fall; // 0x004C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilModifier_Stand; // 0x0050(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilModifier_Crouch; // 0x0054(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilModifier_Prone; // 0x0058(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
};*/
struct FRecoilInfo {
float VerticalRecoilMin; // 0x0000(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float VerticalRecoilMax; // 0x0004(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float VerticalRecoilVariation; // 0x0008(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float VerticalRecoveryModifier; // 0x000C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float VerticalRecoveryClamp; // 0x0010(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float VerticalRecoveryMax; // 0x0014(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float LeftMax; // 0x0018(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RightMax; // 0x001C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float HorizontalTendency; // 0x0020(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData00[0x4]; // 0x0024(0x0004) MISSED OFFSET
DWORD_PTR RecoilCurve; // 0x0028(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
int BulletsPerSwitch; // 0x0030(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float TimePerSwitch; // 0x0034(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bSwitchOnTime; // 0x0038(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData01[0x3]; // 0x0039(0x0003) MISSED OFFSET
float RecoilSpeed_Vertical; // 0x003C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilSpeed_Horizontal; // 0x0040(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoverySpeed_Vertical; // 0x0044(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilValue_Climb; // 0x0048(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilValue_Fall; // 0x004C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilModifier_Stand; // 0x0050(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilModifier_Crouch; // 0x0054(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilModifier_Prone; // 0x0058(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilHorizontalMinScalar; // 0x005C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
};
/*
struct FTrajectoryWeaponData
{
float WeaponSpread; // 0x0000(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float AimingSpreadModifier; // 0x0004(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ScopingSpreadModifier; // 0x0008(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float FiringSpreadBase; // 0x000C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float StandRecoveryTime; // 0x0010(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float CrouchRecoveryTime; // 0x0014(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ProneRecoveryTime; // 0x0018(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoveryInterval; // 0x001C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilSpeed; // 0x0020(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilRecoverySpeed; // 0x0024(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilPatternScale; // 0x0028(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float InitialSpeed; // 0x002C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
int HitDamage; // 0x0030(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RangeModifier; // 0x0034(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ReferenceDistance; // 0x0038(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float TravelDistanceMax; // 0x003C(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte IsPenetrable; // 0x0040(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
};*/
struct FTrajectoryWeaponData {
float WeaponSpread; // 0x0000(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float AimingSpreadModifier; // 0x0004(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ScopingSpreadModifier; // 0x0008(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float FiringSpreadBase; // 0x000C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float StandRecoveryTime; // 0x0010(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float CrouchRecoveryTime; // 0x0014(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ProneRecoveryTime; // 0x0018(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoveryInterval; // 0x001C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilSpeed; // 0x0020(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilRecoverySpeed; // 0x0024(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilPatternScale; // 0x0028(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float InitialSpeed; // 0x002C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
int HitDamage; // 0x0030(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RangeModifier; // 0x0034(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ReferenceDistance; // 0x0038(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float TravelDistanceMax; // 0x003C(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
bool IsPenetrable; // 0x0040(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData00[0x7]; // 0x0041(0x0007) MISSED OFFSET
DWORD_PTR DamageType; // 0x0048(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
};
struct FWeaponGunAnim
{
DWORD_PTR Fire; // 0x0000(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bLoopedFire : 1; // 0x0008(0x0001) (CPF_Edit, CPF_DisableEditOnInstance)
unsigned char UnknownData00[0x7]; // 0x0009(0x0007) MISSED OFFSET
DWORD_PTR Reload; // 0x0010(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR CharacterGripBlendspace; // 0x0018(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR CharacterLHGripBlendspace; // 0x0020(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR CharacterFire; // 0x0028(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR CharacterFireCycle; // 0x0030(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR CharacterFireSelector; // 0x0038(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR CharacterReloadTactical; // 0x0040(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR CharacterReloadCharge; // 0x0048(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR CharacterReloadByOneStart; // 0x0050(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR CharacterReloadByOneStop; // 0x0058(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR CharacterReloadByOneSingle; // 0x0060(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR WeaponReloadTactical; // 0x0068(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR WeaponReloadCharge; // 0x0070(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ReloadDurationTactical; // 0x0078(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ReloadDurationCharge; // 0x007C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ReloadDurationStart; // 0x0080(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ReloadDurationLoop; // 0x0084(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ReloadDurationMagOut; // 0x0088(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char bUseBoltAction : 1; // 0x008C(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData01[0x3]; // 0x008D(0x0003) MISSED OFFSET
float FireCycleDelay; // 0x0090(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float FireCycleDuration; // 0x0094(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bCycleAfterLastShot : 1; // 0x0098(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bCycleDuringReload : 1; // 0x0099(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData02[0x6]; // 0x009A(0x0006) MISSED OFFSET
DWORD_PTR ShotCameraShake; // 0x00A0(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR ShotCameraShakeIronsight; // 0x00A8(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR ShotCameraShakeADS; // 0x00B0(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR CycleCameraAnim; // 0x00B8(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float RecoilKickADS; // 0x00C0(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
Vector RecoilADSSocketOffsetScale; // 0x00C4(0x000C) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
Vector MagDropLinearVelocity; // 0x00D0(0x000C) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
Vector MagDropAngularVelocity; // 0x00DC(0x000C) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float InertiaInterpMultiplier; // 0x00E8(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float InertiaClampMultiplier; // 0x00EC(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
};
/*struct FWeaponData
{
float TargetingFOV;
float HoldBreathFOV;
DWORD_PTR Rarity;
Vector SocketOffset_Shoulder;
Vector SocketOffset_Hand;
byte bApplyGripPoseLeft;
EWeaponGripLeftHand WeaponGripLeft;
EWeaponClass WeaponClass;
byte bUseDefaultScoreMultiplier;
float ScoreMultiplierByDamage;
float ScoreMultiplierByKill;
float SwayModifier_Pitch;
float SwayModifier_YawOffset;
float SwayModifier_Movement;
float SwayModifier_Stand;
float SwayModifier_Crouch;
float SwayModifier_Prone;
float CameraDOF_Range;
float CameraDOF_NearRange;
float CameraDOF_Power;
byte bUseDynamicReverbAK;
unsigned char UnknownData00[0x3];
float CurrentWeaponZero;
float MinWeaponZero;
float MaxWeaponZero;
float AnimationKick;
unsigned char UnknownData01[0x4];
DWORD_PTR RecoilMontage;
byte DestructibleDoor;
EThrownWeaponType ThrownType;
unsigned char UnknownData02[0x2];
float WeaponEquipDuration;
float WeaponReadyDuration;
byte bForceFireAfterEquip;
unsigned char UnknownData03[0x3];
float PhysicalBodyHitImpactPower;
};*/
/*struct FWeaponData
{
float TargetingFOV; // 0x0000(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float HoldBreathFOV; // 0x0004(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR Rarity; // 0x0008(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
Vector SocketOffset_Shoulder; // 0x0010(0x000C) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
Vector SocketOffset_Hand; // 0x001C(0x000C) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bApplyGripPoseLeft; // 0x0028(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
EWeaponGripLeftHand WeaponGripLeft; // 0x0029(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
EWeaponClass WeaponClass; // 0x002A(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bUseDefaultScoreMultiplier; // 0x002B(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ScoreMultiplierByDamage; // 0x002C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ScoreMultiplierByKill; // 0x0030(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float SwayModifier_Pitch; // 0x0034(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float SwayModifier_YawOffset; // 0x0038(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float SwayModifier_Movement; // 0x003C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float SwayModifier_Stand; // 0x0040(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float SwayModifier_Crouch; // 0x0044(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float SwayModifier_Prone; // 0x0048(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float CameraDOF_Range; // 0x004C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float CameraDOF_NearRange; // 0x0050(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float CameraDOF_Power; // 0x0054(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bUseDynamicReverbAK; // 0x0058(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData00[0x3]; // 0x0059(0x0003) MISSED OFFSET
float CurrentWeaponZero; // 0x005C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float MinWeaponZero; // 0x0060(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float MaxWeaponZero; // 0x0064(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float AnimationKick; // 0x0068(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData01[0x4]; // 0x006C(0x0004) MISSED OFFSET
class UAnimMontage* RecoilMontage; // 0x0070(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte DestructibleDoor; // 0x0078(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
EThrownWeaponType ThrownType; // 0x0079(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData02[0x2]; // 0x007A(0x0002) MISSED OFFSET
float WeaponEquipDuration; // 0x007C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float WeaponReadyDuration; // 0x0080(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bForceFireAfterEquip; // 0x0084(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData03[0x3]; // 0x0085(0x0003) MISSED OFFSET
float PhysicalBodyHitImpactPower; // 0x0088(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
};*/
struct FWeaponData {
float TargetingFOV; // 0x0000(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float HoldBreathFOV; // 0x0004(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR Rarity; // 0x0008(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
Vector SocketOffset_Shoulder; // 0x0010(0x000C) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
Vector SocketOffset_Hand; // 0x001C(0x000C) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
bool bApplyGripPoseLeft; // 0x0028(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
EWeaponGripLeftHand WeaponGripLeft; // 0x0029(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
EWeaponClass WeaponClass; // 0x002A(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
bool bUseDefaultScoreMultiplier; // 0x002B(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ScoreMultiplierByDamage; // 0x002C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ScoreMultiplierByKill; // 0x0030(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float SwayModifier_Pitch; // 0x0034(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float SwayModifier_YawOffset; // 0x0038(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float SwayModifier_Movement; // 0x003C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float SwayModifier_Stand; // 0x0040(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float SwayModifier_Crouch; // 0x0044(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float SwayModifier_Prone; // 0x0048(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float CameraDOF_Range; // 0x004C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float CameraDOF_NearRange; // 0x0050(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float CameraDOF_Power; // 0x0054(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
bool bUseDynamicReverbAK; // 0x0058(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData00[0x3]; // 0x0059(0x0003) MISSED OFFSET
float CurrentWeaponZero; // 0x005C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float MinWeaponZero; // 0x0060(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float MaxWeaponZero; // 0x0064(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float AnimationKick; // 0x0068(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData01[0x4]; // 0x006C(0x0004) MISSED OFFSET
class UAnimMontage* RecoilMontage; // 0x0070(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
bool DestructibleDoor; // 0x0078(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
EThrownWeaponType ThrownType; // 0x0079(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData02[0x2]; // 0x007A(0x0002) MISSED OFFSET
float WeaponEquipDuration; // 0x007C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float WeaponReadyDuration; // 0x0080(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
bool bForceFireAfterEquip; // 0x0084(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData03[0x3]; // 0x0085(0x0003) MISSED OFFSET
float PhysicalBodyHitImpactPower; // 0x0088(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData04[0x4]; // 0x008C(0x0004) MISSED OFFSET
};
/*struct FWeaponGunData
{
DWORD_PTR AmmoItemClass; // 0x0000(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR TracerClass; // 0x0008(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
int AmmoPerClip; // 0x0010(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float TimeBetweenShots; // 0x0014(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float NoAnimReloadDuration; // 0x0018(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData00[20];
//TArray<byte> FiringModes; // 0x0020(0x0010) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance)
int BurstShots; // 0x0030(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float BurstDelay; // 0x0034(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
int BulletPerFiring; // 0x0038(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float FiringBulletsSpread; // 0x003C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bIsArrowProjectile; // 0x0040(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bRotationFromBarrelWhenScoped; // 0x0041(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
EWeaponReloadMethod ReloadMethod; // 0x0042(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte UnknownData01; // 0x0043(0x0001) MISSED OFFSET
float ReloadDurationByOneInitial; // 0x0044(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ReloadDurationByOneLoop; // 0x0048(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float MovementModifierAim; // 0x004C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float MovementModifierScope; // 0x0050(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float WeaponLength; // 0x0054(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ShoulderLength; // 0x0058(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float WeaponSuppressorLength; // 0x005C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float TraceRadius; // 0x0060(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float TraceAdditiveZ; // 0x0064(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte DebugWeaponCollision; // 0x0068(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData02[0x3];
Vector HandWeaponOffset; // 0x006C(0x000C) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bManualCycleAfterShot; // 0x0078(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData03[0x3];
float LongTailDelay; // 0x007C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
};*/
/*struct FWeaponGunData
{
DWORD_PTR AmmoItemClass; // 0x0000(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR TracerClass; // 0x0008(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
int AmmoPerClip; // 0x0010(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float TimeBetweenShots; // 0x0014(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float NoAnimReloadDuration; // 0x0018(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
//unsigned char UnknownData00[0x4]; // 0x001C(0x0004) MISSED OFFSET
unsigned char UnknownData00[20];//TArray<TEnumAsByte<EFiringMode>> FiringModes; // 0x0020(0x0010) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance)
int BurstShots; // 0x0030(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float BurstDelay; // 0x0034(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
int BulletPerFiring; // 0x0038(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float FiringBulletsSpread; // 0x003C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bIsArrowProjectile; // 0x0040(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bRotationFromBarrelWhenScoped; // 0x0041(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
EWeaponReloadMethod ReloadMethod; // 0x0042(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData01[0x1]; // 0x0043(0x0001) MISSED OFFSET
float ReloadDurationByOneInitial; // 0x0044(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ReloadDurationByOneLoop; // 0x0048(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float MovementModifierAim; // 0x004C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float MovementModifierScope; // 0x0050(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float WeaponLength; // 0x0054(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ShoulderLength; // 0x0058(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float WeaponSuppressorLength; // 0x005C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float TraceRadius; // 0x0060(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float TraceAdditiveZ; // 0x0064(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte DebugWeaponCollision ; // 0x0068(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData02[0x3]; // 0x0069(0x0003) MISSED OFFSET
Vector HandWeaponOffset; // 0x006C(0x000C) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
Vector HandWeaponOffsetFPP; // 0x0078(0x000C) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bManualCycleAfterShot ; // 0x0084(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
byte bManualCycleInitialStateReady; // 0x0085(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData03[0x2]; // 0x0086(0x0002) MISSED OFFSET
float LongTailDelay; // 0x0088(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
};*/
struct FWeaponGunData {
DWORD_PTR AmmoItemClass; // 0x0000(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
DWORD_PTR TracerClass; // 0x0008(0x0008) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
int AmmoPerClip; // 0x0010(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float TimeBetweenShots; // 0x0014(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float NoAnimReloadDuration; // 0x0018(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData00[20];//TArray<TEnumAsByte<EFiringMode>> FiringModes; // 0x0020(0x0010) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance)
int BurstShots; // 0x0030(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float BurstDelay; // 0x0034(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
int BulletPerFiring; // 0x0038(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_BlueprintReadOnly, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float FiringBulletsSpread; // 0x003C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
bool bIsArrowProjectile; // 0x0040(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
bool bRotationFromBarrelWhenScoped; // 0x0041(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
EWeaponReloadMethod ReloadMethod; // 0x0042(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData01[0x1]; // 0x0043(0x0001) MISSED OFFSET
float ReloadDurationByOneInitial; // 0x0044(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ReloadDurationByOneLoop; // 0x0048(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float MovementModifierAim; // 0x004C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float MovementModifierScope; // 0x0050(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float WeaponLength; // 0x0054(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float ShoulderLength; // 0x0058(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float WeaponSuppressorLength; // 0x005C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float TraceRadius; // 0x0060(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float TraceAdditiveZ; // 0x0064(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
bool DebugWeaponCollision; // 0x0068(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData02[0x3]; // 0x0069(0x0003) MISSED OFFSET
Vector HandWeaponOffset; // 0x006C(0x000C) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
Vector HandWeaponOffsetFPP; // 0x0078(0x000C) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
bool bManualCycleAfterShot; // 0x0084(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
bool bManualCycleInitialStateReady; // 0x0085(0x0001) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData03[0x2]; // 0x0086(0x0002) MISSED OFFSET
float LongTailDelay; // 0x0088(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
unsigned char UnknownData04[0x4]; // 0x008C(0x0004) MISSED OFFSET
};
struct FWeaponDeviationData {
float DeviationBase; // 0x0000(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float DeviationBaseAim; // 0x0004(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float DeviationBaseADS; // 0x0008(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float DeviationRecoilGain; // 0x000C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float DeviationRecoilGainAim; // 0x0010(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float DeviationRecoilGainADS; // 0x0014(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float DeviationMax; // 0x0018(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float DeviationMinMove; // 0x001C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float DeviationMaxMove; // 0x0020(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float DeviationMoveMultiplier; // 0x0024(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float DeviationMoveMinReferenceVelocity; // 0x0028(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float DeviationMoveMaxReferenceVelocity; // 0x002C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float DeviationStanceStand; // 0x0030(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float DeviationStanceCrouch; // 0x0034(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float DeviationStanceProne; // 0x0038(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
float DeviationStanceJump; // 0x003C(0x0004) (CPF_Edit, CPF_ZeroConstructor, CPF_DisableEditOnInstance, CPF_IsPlainOldData)
};
struct FBoxSphereBounds
{
Vector Origin; // 0x0000(0x000C) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_SaveGame, CPF_IsPlainOldData)
Vector BoxExtent; // 0x000C(0x000C) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_SaveGame, CPF_IsPlainOldData)
float SphereRadius; // 0x0018(0x0004) (CPF_Edit, CPF_BlueprintVisible, CPF_ZeroConstructor, CPF_SaveGame, CPF_IsPlainOldData)
};