<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="18">
<CheatEntries>
<CheatEntry>
<ID>3</ID>
<Description>"No description"</Description>
<LastState Value="??" Activated="1" RealAddress="00000000"/>
<Color>80000008</Color>
<VariableType>4 Bytes</VariableType>
<Address>AVA.exe +01119CE8</Address>
<Offsets>
<Offset>774</Offset>
<Offset>400</Offset>
<Offset>230</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>4</ID>
<Description>"No description"</Description>
<LastState Value="??" Activated="1" RealAddress="00000000"/>
<Color>80000008</Color>
<VariableType>Byte</VariableType>
<Address>AVA.exe +01119CE8</Address>
<Offsets>
<Offset>759</Offset>
<Offset>400</Offset>
<Offset>230</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols/>
</CheatTable>

class AavaPawn : public AGamePawn
{
public:
class UDynamicLightEnvironmentComponent* LightEnvironment; // 0x049C
class AavaHelmet* Helmet; // 0x04A0
float Helmet_DamageThreshold; // 0x04A4
float arrHelmet_DamageThreshold[ 0xA ]; // 0x04A8
float Armor_Stomach; // 0x04D0
float Armor_Head; // 0x04D4
float Absorb_Stomach; // 0x04D8
float Absorb_Head; // 0x04DC
float Absorb_Chest; // 0x04E0
float Absorb_LeftArm; // 0x04E4
float Absorb_RightArm; // 0x04E8
float Absorb_LeftLeg; // 0x04EC
float Absorb_RightLeg; // 0x04F0
float BulletAbsorbMin[ 0xA ]; // 0x04F4
float BulletAbsorbMax[ 0xA ]; // 0x051C
float Absorb_Knife; // 0x0544
float Absorb_Fire; // 0x0548
float Absorb_Grenade; // 0x054C
float Absorb_KickBack; // 0x0550
float Absorb_Infection; // 0x0554
float fRatio_AvoidHeadShot; // 0x0558
float CriticalKillRatio; // 0x055C
unsigned char CriticalKillMax; // 0x0560
unsigned char CriticalKillCoolMax; // 0x0561
unsigned char ArmorMax; // 0x0562
unsigned char ImpactDirection; // 0x0563
unsigned char BloodSpurtFlags; // 0x0564
unsigned char byteSwitchWeaponNewGroup; // 0x0565
unsigned char Rep_EBlendEvent; // 0x0566
unsigned char Rep_byteAnimPlayCount; // 0x0567
unsigned char m_byteBubbled; // 0x0568
unsigned char WeaponHand; // 0x0569
unsigned char WeaponState; // 0x056A
unsigned char PrvWeaponState; // 0x056B
unsigned char ReloadAnimPlayCount; // 0x056C
unsigned char PreReloadAnimPlayCount; // 0x056D
unsigned char PostReloadAnimPlayCount; // 0x056E
unsigned char PullPinAnimPlayCount; // 0x056F
unsigned char MountSilencerPlayCount; // 0x0570
unsigned char UnMountSilencerPlayCount; // 0x0571
unsigned char WeaponZoomChange; // 0x0572
unsigned char LastQuickVoiceMsg; // 0x0573
unsigned char DamageInfoTag; // 0x0574
unsigned char HeavyWeaponType; // 0x0575
unsigned char ScriptedTarget; // 0x0576
unsigned char TargettedCnt; // 0x0577
unsigned char StressLevel; // 0x0578
unsigned char EncryptKey; // 0x0579
unsigned char DisplayTypeOnHud; // 0x057A
unsigned char BossType; // 0x057B
unsigned char WeaponMode; // 0x057C
unsigned char byteDamagedByProj; // 0x057D
unsigned char InfectionType; // 0x057E
unsigned char MagicIndex; // 0x057F
unsigned char RepMagicIndex; // 0x0580
unsigned char ActivatedDogTagType; // 0x0581
unsigned char DogTagType; // 0x0582
unsigned long m_bTestSetApplied : 1; // 0x0584
unsigned long m_bTestSetApplied_Server : 1; // 0x0584
unsigned long bFixedView : 1; // 0x0584
unsigned long bNoJumpAdjust : 1; // 0x0584
unsigned long bUpdateEyeheight : 1; // 0x0584
unsigned long bWeaponBob : 1; // 0x0584
unsigned long bJustLanded : 1; // 0x0584
unsigned long bLandRecovery : 1; // 0x0584
unsigned long bComponentDebug : 1; // 0x0584
unsigned long m_bBlockedCamera : 1; // 0x0584
unsigned long m_bDyingCameraInit : 1; // 0x0584
unsigned long m_bCameraMoveEnded : 1; // 0x0584
unsigned long m_bShowInclinometer : 1; // 0x0584
unsigned long bNeedSwitchWeapon : 1; // 0x0584
unsigned long bNoDetailMeshes : 1; // 0x0584
unsigned long bLastTakeHitVisibility : 1; // 0x0584
unsigned long bHasHelmet : 1; // 0x0584
unsigned long bWeaponAttachmentVisible : 1; // 0x0584
unsigned long bEnableFootPlacement : 1; // 0x0584
unsigned long bWasCrouched : 1; // 0x0584
unsigned long bNotifyStopFalling : 1; // 0x0584
unsigned long NightvisionActivated : 1; // 0x0584
unsigned long DrownerEffect : 1; // 0x0584
unsigned long bDamageHead : 1; // 0x0584
unsigned long bWallShot : 1; // 0x0584
unsigned long TOH_Play : 1; // 0x0584
unsigned long bReduceFootStep : 1; // 0x0584
unsigned long bIsDash : 1; // 0x0584
unsigned long bSightMode : 1; // 0x0584
unsigned long bRightHandedWeapon : 1; // 0x0584
unsigned long bLimitYawAngle : 1; // 0x0584
unsigned long bLimitPitchAngle : 1; // 0x0584
unsigned long bIsLocalPawn : 1; // 0x0588
unsigned long bThirdPersonDeathCam : 1; // 0x0588
unsigned long bForceHidden : 1; // 0x0588
unsigned long bEnableNightVision : 1; // 0x0588
unsigned long bBlendOutTakeHitPhysics : 1; // 0x0588
unsigned long bIsInScreen : 1; // 0x0588
unsigned long bTargetted : 1; // 0x0588
unsigned long bDetected : 1; // 0x0588
unsigned long bUseBinocular : 1; // 0x0588
unsigned long bDrawGrenadeIndicator : 1; // 0x0588
unsigned long bDrawNotifyTargetted : 1; // 0x0588
unsigned long bEnableAutoLookAtControl : 1; // 0x0588
unsigned long bCursorLookAtControl : 1; // 0x0588
unsigned long bShowIndicator : 1; // 0x0588
unsigned long bLastHero : 1; // 0x0588
unsigned long bSpecialInHUD : 1; // 0x0588
unsigned long bButOnlyDetected : 1; // 0x0588
unsigned long bHideInHudIfNotRecentDamage : 1; // 0x0588
unsigned long bGetDamageFromSameTeam : 1; // 0x0588
unsigned long bPendingStopAnim : 1; // 0x0588
unsigned long bSaveDogTag : 1; // 0x0588
unsigned long bFindEnemySkipMoveToActor : 1; // 0x0588
unsigned long bTransluscent : 1; // 0x0588
unsigned long bToggleDirtOnDead : 1; // 0x0588
unsigned long bIgnoreHitSlowDown : 1; // 0x0588
unsigned long bBlockedDamage : 1; // 0x0588
unsigned long m_bJumpingNow : 1; // 0x0588
unsigned long bViewEffect : 1; // 0x0588
unsigned long bAnimReady : 1; // 0x0588
unsigned long bDashWhenZooming : 1; // 0x0588
unsigned long bAutoMountSilencer : 1; // 0x0588
unsigned long bUseCrosshairForSniper : 1; // 0x0588
unsigned long bHaveCrosshairItem : 1; // 0x058C
unsigned long bCacheRequested : 1; // 0x058C
unsigned long bCacheLoaded : 1; // 0x058C
unsigned long bWeaponCacheRequested : 1; // 0x058C
unsigned long bWeaponCacheLoaded : 1; // 0x058C
unsigned long bPendingVisible : 1; // 0x058C
unsigned long bOutdoor : 1; // 0x058C
unsigned long bKilledByHeadShot : 1; // 0x058C
unsigned long bKilledByFireSword : 1; // 0x058C
unsigned long bIsViewTargetPawn : 1; // 0x058C
unsigned long bUnfoldedParachute : 1; // 0x058C
unsigned long bUpDownStateChanged : 1; // 0x058C
unsigned long bStartNailMark_CameraEffect : 1; // 0x058C
unsigned long bStartFireMark_CameraEffect : 1; // 0x058C
unsigned long bNailMark_CameraEffect : 1; // 0x058C
unsigned long bFireMark_CameraEffect : 1; // 0x058C
float m_fCriticalDamageRatio; // 0x0590
float CurrentBulletAbsorbRatio; // 0x0594
struct Vector3 FixedViewLoc; // 0x0598
struct Rotator FixedViewRot; // 0x05A4
float CameraScale; // 0x05B0
float CurrentCameraScale; // 0x05B4
float CameraScaleTime; // 0x05B8
float fThirdPersonCamDistance; // 0x05BC
struct Vector3 ThirdPersonCamOffset; // 0x05C0
float fFixCameraScale; // 0x05CC
float CameraScaleMin; // 0x05D0
float CameraScaleMax; // 0x05D4
float SlopeBoostFriction; // 0x05D8
float Bob; // 0x05DC
float LandBob; // 0x05E0
float JumpBob; // 0x05E4
float AppliedBob; // 0x05E8
float bobtime; // 0x05EC
float LadderTime; // 0x05F0
int LadderFootstepIndex; // 0x05F4
struct Vector3 WalkBob; // 0x05F8
struct Vector3 PunchAngle; // 0x0604
struct Vector3 PunchAngleVel; // 0x0610
struct Vector3 RepPunchAngle; // 0x061C
struct Vector3 RecentMaxPunchAngle; // 0x0628
int LinkedHealthMax; // 0x0634
int iImpactLocation; // 0x0638
struct Vector3 ImpactLocation0; // 0x063C
struct Vector3 ImpactLocation1; // 0x0648
struct Vector3 ImpactLocation2; // 0x0654
struct Vector3 ImpactLocation3; // 0x0660
struct Vector3 ImpactLocation4; // 0x066C
struct Vector3 ImpactLocation5; // 0x0678
struct Vector3 ImpactLocation6; // 0x0684
struct Vector3 ImpactLocation7; // 0x0690
struct Vector3 m_RecentKillerLoc; // 0x069C
struct Rotator m_rCurrentDyingRotation; // 0x06A8
float m_fRemainTimeToTargetRotation; // 0x06B4
float m_fStartTimeToTargetRotation; // 0x06B8
float m_fRecentUpdateTime; // 0x06BC
float m_fDeadBodyDistance; // 0x06C0
float m_fDeadBodyDistanceVel; // 0x06C4
int m_iDyingCameraType; // 0x06C8
struct Vector3 m_vHeadLastLocation; // 0x06CC
float m_fEndHitStun; // 0x06D8
float m_fHitStunCoolTime; // 0x06DC
float m_fDashFovSmoothFactor; // 0x06E0
float m_fDashFovSmoothTime; // 0x06E4
float m_fBeforeDispatchTime; // 0x06E8
struct Vector3 m_vBeforeDispatchLocation; // 0x06EC
float m_fTakeHitAimFactor; // 0x06F8
float m_fResentDashTime; // 0x06FC
float Rep_fSyncAnimRate; // 0x0700
struct FName Rep_nmFullBodyAnim; // 0x0704
int Rep_iPhaseEmitterSet; // 0x070C
class UavaSearchingTarget* mAvaSearchingTarget; // 0x0710
class UParticleSystem* m_ParticleSysBubbled; // 0x0714
class AavaEmit_Follow* m_EmtBubbled; // 0x0718
float m_fSpeedUpRatio; // 0x071C
float m_fBackUpCollisionHeight; // 0x0720
float m_fBackUpCollisionRadius; // 0x0724
float m_fBackUpCrouchHeight; // 0x0728
float m_fBackUpCrouchRadius; // 0x072C
struct Vector3 m_vBackUpMeshTranslation; // 0x0730
float fCurrentScale; // 0x073C
TArray< struct FString > m_strPsStateNames; // 0x0740
struct FString m_strBubbleInName; // 0x074C
struct FString m_strBubbleOutName; // 0x0758
class UAudioComponent* m_acBubbleIn; // 0x0764
int m_Local_iWeakPointContinualHit; // 0x0768
float m_Local_fWeakPointRecentHitSecond; // 0x076C
int m_Local_iWeakPointContinualHitSum; // 0x0770
int m_Local_iContinualBlockedHit; // 0x0774
float BaseEyeHeightWhenCrouched; // 0x0778
float LastUpdateEyeHeight; // 0x077C
int LODBias; // 0x0780
TArray< struct FName > HitBones; // 0x0784
class UClass* SoundGroupClass; // 0x0790
class UClass* SparkEmitterClass; // 0x0794
class UClass* BloodEmitterClass; // 0x0798
class UClass* BloodEmitterClassTeen; // 0x079C
class UClass* DeathEmitterClass; // 0x07A0
class UClass* ShieldEmitterClass; // 0x07A4
struct FParticleList BloodEmitter; // 0x07A8
struct FParticleList BloodEmitterTeen; // 0x07B4
struct FParticleList SparkEmitter; // 0x07C0
struct FParticleList ShieldEmitter; // 0x07CC
struct FParticleList DeathEmitter; // 0x07D8
float fAddedExposeTimeByAttack; // 0x07E4
float AdjustedAllStateSpeedPct; // 0x07E8
float AdjustedChrAimSpeedPct; // 0x07EC
float AdjustedChrWalkSpeedPct; // 0x07F0
float AdjustedChrRunSpeedPct; // 0x07F4
float AdjustedChrSprintSpeedPct; // 0x07F8
float AdjustedChrCrouchAimSpeedPct; // 0x07FC
float AdjustedChrCrouchSpeedPct; // 0x0800
float AdjustedChrCrouchSprintSpeedPct; // 0x0804
float TransAllSpeedPct; // 0x0808
float LowSpeedByChrType; // 0x080C
float LowAimSpeed; // 0x0810
float LowWalkSpeed; // 0x0814
float LowRunSpeed; // 0x0818
float LowSprintSpeed; // 0x081C
float LowCrouchAimSpeed; // 0x0820
float LowCrouchSpeed; // 0x0824
float LowCrouchSprintSpeed; // 0x0828
float MaxAimSpeed; // 0x082C
float MaxWalkSpeed; // 0x0830
float MaxRunSpeed; // 0x0834
float MaxSprintSpeed; // 0x0838
float MaxCrouchAimSpeed; // 0x083C
float MaxCrouchSpeed; // 0x0840
float MaxCrouchSprintSpeed; // 0x0844
struct FDamagedKickBack DamagedKickBackInfo[ 0x8 ]; // 0x0848
struct FTakeHitInfo LastTakeHitInfo; // 0x0948
float LastTakeHitTimeout; // 0x0984
float LastImpactTime; // 0x0988
float ImpactReFireDelay; // 0x098C
float LandSoundRetriggerTime; // 0x0990
float LastLandSoundPlayTime; // 0x0994
TArray< struct FPawnImpactContext > Ragdoll_Impacts; // 0x0998
float LastHoverboardTime; // 0x09A4
float MinHoverboardInterval; // 0x09A8
class AavaWeapon* CurrentWeapon; // 0x09AC
class AavaWeaponAttachment* CurrentWeaponAttachment; // 0x09B0
struct FName WeaponSocket; // 0x09B4
struct FName WeaponSocket2; // 0x09BC
float FireRateMultiplier; // 0x09C4
float LastPainSound; // 0x09C8
float DeathTime; // 0x09CC
int LookYaw; // 0x09D0
float RagdollLifespan; // 0x09D4
struct FName LeftFootBone; // 0x09D8
struct FName RightFootBone; // 0x09E0
struct FName LeftFootControlName; // 0x09E8
struct FName RightFootControlName; // 0x09F0
float BaseTranslationOffset; // 0x09F8
float CrouchTranslationOffset; // 0x09FC
float OldLocationZ; // 0x0A00
float ZSmoothingRate; // 0x0A04
float MaxFootPlacementDistSquared; // 0x0A08
class USkelControlFootPlacement* LeftLegControl; // 0x0A0C
class USkelControlFootPlacement* RightLegControl; // 0x0A10
float CustomGravityScaling; // 0x0A14
class UavaAnimBlendByWeaponType* weaponTypeBlend; // 0x0A18
class UavaAnimBlendByPosture* WeaponTypeBlendLowBody; // 0x0A1C
class UavaAnimBlendByEvent* eventBlend; // 0x0A20
class UavaAnimBlendByWeaponState* weaponStateBlend; // 0x0A24
class UavaAnimBlendByDamage* DamageBlend; // 0x0A28
float NightvisionActivatedTime; // 0x0A2C
struct Vector3 TOH_Momentum; // 0x0A30
int FootStepSoundLeft; // 0x0A3C
float fReduceFootStep; // 0x0A40
class AavaPickupProvider* TouchedPP; // 0x0A44
TArray< class AavaPickup* > TouchedPickUp; // 0x0A48
class AavaPickup* TouchedPickUp_Rep[ 0x20 ]; // 0x0A54
int TouchedPickup_Count; // 0x0AD4
class AavaPawn* TouchedDeadPawn; // 0x0AD8
struct FWeaponTypeAmp WeapTypeAmp[ 0xA ]; // 0x0ADC
struct FWeaponTypeAmp2 WeapTypeAmp2[ 0xA ]; // 0x0BCC
struct FWeaponTypeAdd WeapTypeAdd[ 0xA ]; // 0x0C6C
struct FWeaponTypeAdd2 WeapTypeAdd2[ 0xA ]; // 0x0D5C
float DamageByWeaponTypes[ 0xA ]; // 0x0D84
float ForcedReloadAmp[ 0xA ]; // 0x0DAC
float ForcedEquipAmp[ 0xA ]; // 0x0DD4
float MinimapScale; // 0x0DFC
float AimSpeedPct; // 0x0E00
float CrouchAimSpeedPct; // 0x0E04
float RunPct; // 0x0E08
float SprintPct; // 0x0E0C
float CrouchSprintPct; // 0x0E10
float ChrBaseSpeedPct; // 0x0E14
float ChrAimSpeedPct; // 0x0E18
float ChrWalkSpeedPct; // 0x0E1C
float ChrCrouchSpeedPct; // 0x0E20
float ChrCrouchAimSpeedPct; // 0x0E24
float ChrSprintSpeedPct; // 0x0E28
float ChrCrouchSprintSpeedPct; // 0x0E2C
float FallingDamageAmp; // 0x0E30
float DamageAmpMultiply; // 0x0E34
float HeadDefenceRate; // 0x0E38
float ProjectileVelAmp; // 0x0E3C
float ThrowableWeapReadyAmp; // 0x0E40
float SpeedPctByChrType; // 0x0E44
float MaxSpeedByChrType; // 0x0E48
float m_fIncreasedLimit; // 0x0E4C
float m_fAdditionalSprintSpeedPct; // 0x0E50
struct Rotator LastRotation; // 0x0E54
float LastRotationInterpolatedTime; // 0x0E60
class AavaWeapon* PossessedWeapon[ 0xE ]; // 0x0E64
class AavaWeapon* PrvPossessedWeapon[ 0xE ]; // 0x0E9C
float MaxLimitYawAngle; // 0x0ED4
float MinLimitYawAngle; // 0x0ED8
float MinLimitPitchAngle; // 0x0EDC
float MaxLimitPitchAngle; // 0x0EE0
TArray< class UClass* > DefaultWeapons; // 0x0EE4
class AavaFixedHeavyWeapon* GripHeavyWeapon; // 0x0EF0
int RemoteViewYaw; // 0x0EF4
int typeID; // 0x0EF8
struct Vector3 OffsetLow; // 0x0EFC
struct Vector3 OffsetMid; // 0x0F08
struct Vector3 OffsetHigh; // 0x0F14
struct Vector3 OffsetLow_Crouch; // 0x0F20
struct Vector3 OffsetMid_Crouch; // 0x0F2C
struct Vector3 OffsetHigh_Crouch; // 0x0F38
struct Vector3 Viewport_OffsetLow; // 0x0F44
struct Vector3 Viewport_OffsetMid; // 0x0F50
struct Vector3 Viewport_OffsetHigh; // 0x0F5C
struct Vector3 WorstLocOffset; // 0x0F68
float QuickChatUpdateTime; // 0x0F74
class AavaWeapon* SpecialInventory; // 0x0F78
float fTakeHitPhysicsMultiflier; // 0x0F7C
float fComboHitPhysicsMultiflier; // 0x0F80
float fTakeHitPhysicsStartWeight; // 0x0F84
float TakeHitPhysicsBlendOutSpeed; // 0x0F88
class UPhysicsAsset* RagdollPhysicsAsset; // 0x0F8C
class UPhysicsAsset* TakeHitPhysicsAsset; // 0x0F90
float LastDetectedTime; // 0x0F94
float TargettedTime; // 0x0F98
class AavaPlayerController* LocalPC; // 0x0F9C
float StressDecTime; // 0x0FA0
int StressValue; // 0x0FA4
int DefaultTeam; // 0x0FA8
float LastKillTime; // 0x0FAC
struct Vector3 HeadTestOffset; // 0x0FB0
struct Vector3 HeadViewOffset; // 0x0FBC
struct Vector3 HeadViewCollision; // 0x0FC8
float fLastFireTime; // 0x0FD4
class USkeletalMeshComponent* EyeBallComp; // 0x0FD8
class USkelControlLookAt* LookAtControl; // 0x0FDC
class USkelControlLookAt* LeftEyeControl; // 0x0FE0
class USkelControlLookAt* RightEyeControl; // 0x0FE4
class ATriggerVolume* BombVolume; // 0x0FE8
class AavaUseVolume* TouchedUseVolume; // 0x0FEC
TArray< class USequenceObject* > DogTagPickUpEvents; // 0x0FF0
TArray< class AavaBot* > Trackers; // 0x0FFC
int IconCode; // 0x1008
class AavaFactoryActor* ParentFactory; // 0x100C
class AavaPickUp_Indicator* Indicator; // 0x1010
int iDashDamage; // 0x1014
int AIPresetID; // 0x1018
int RepUpdatePawn; // 0x101C
float DefaultCollisionHeight; // 0x1020
float DefaultCollisionRadius; // 0x1024
float DistanceThreshold; // 0x1028
class UMaterialInstance* TransMaterial; // 0x102C
TArray< class UMaterialInstance* > OrigMaterials; // 0x1030
float TransluscentTimer; // 0x103C
float TransluscentTimerMax; // 0x1040
struct FName nameRecentHitBone; // 0x1044
struct Vector3 vRecentHitLocation; // 0x104C
float EndViewtargetTime; // 0x1058
TArray< struct FTargetPointInfo > TargetPoints; // 0x105C
TArray< class UActorComponent* > ComponentsAlive; // 0x1068
int LastSeeThroughIndex; // 0x1074
float EquipTimeModifier; // 0x1078
float BehindModifiers[ 0x3 ]; // 0x107C
float MagicStartTime; // 0x1088
float MagicDurationTime; // 0x108C
TArray< struct FMagicEffectInfo > MagicEffects; // 0x1090
int CacheRequests; // 0x109C
int CacheCount; // 0x10A0
int WeaponCacheCount; // 0x10A4
int WeaponCacheRequests; // 0x10A8
float LastOutDoorTime; // 0x10AC
struct FString LastChatMessage; // 0x10B0
float LastChatTime; // 0x10BC
int LastChatType; // 0x10C0
int iHealingRange; // 0x10C4
float fHealingTime; // 0x10C8
int iHealingAddHealth; // 0x10CC
class UAnimNodeSlot* FullBodyAnimSlot; // 0x10D0
int LastMoney; // 0x10D4
float ProtectionTime; // 0x10D8
float ActivatedDogTagTime; // 0x10DC
float KickBackUpMultiplier; // 0x10E0
float KickBackLateralMultiplier; // 0x10E4
class AavaAirVolume* AirVolume; // 0x10E8
class UStaticMeshComponent* ParachuteMeshComp; // 0x10EC
class USkeletalMeshComponent* ParachuteSkelMeshComp; // 0x10F0
class AavaParachuteVolume* ParachuteVolume; // 0x10F4
class AavaParachuteVolume* SavedParachuteVolume; // 0x10F8
struct FName RepParachuteMeshName; // 0x10FC
struct FName RepParachuteAnimSetName; // 0x1104
class UClass* ParachuteClass; // 0x110C
int ParachuteIconCode; // 0x1110
float UnfoldedTime; // 0x1114
float ParachuteDamageAdd; // 0x1118
float WarningVolumeTime; // 0x111C
class AavaWarningVolume* WarningVolume; // 0x1120
class UClass* KillBuffClass; // 0x1124
TArray< struct FBodyEffect > BodyEffects; // 0x1128
int MultiJumpRemaining; // 0x1134
TArray< struct FGiveWeaponByCoolTime > WeapNCoolTimes; // 0x1138
float TotalSpreadAdd; // 0x1144
float WeaponBobDampingAdd; // 0x1148
float SilencerMountPctAdd; // 0x114C
float FixedSniperLastFireInterval; // 0x1150
float ReduceFireIntervalPct; // 0x1154
class UClass* LastDyingDamageType; // 0x1158
TArray< struct FPP_AttachmentImpactEffect > PP_AttachmentImpactEffectQueue; // 0x115C
TArray< struct FPP_AttachmentImpactEffect > PP_FireEfffectsQueue; // 0x1168
float HealRateMultiplier; // 0x1174
}
class AavaWeapon : public AWeapon
{
public:
class UClass* AmmoPickupClass; // 0x0318
int AmmoCount; // 0x031C
int MaxAmmoCount; // 0x0320
int LimitAmmoCount; // 0x0324
unsigned long bInitMaxAmmoCount : 1; // 0x0328
unsigned long bCanPickupAmmoOnly : 1; // 0x0328
unsigned long bSuperWeapon : 1; // 0x0328
unsigned long bNeverForwardPendingFire : 1; // 0x0328
unsigned long bDynamicMuzzleFlashes : 1; // 0x0328
unsigned long bMuzzleFlashPSCLoops : 1; // 0x0328
unsigned long FireImpulse : 1; // 0x0328
unsigned long bBeginFireWithoutAmmo : 1; // 0x0328
unsigned long DropOnlyOneAmmo : 1; // 0x0328
unsigned long PickUpAddAmmo : 1; // 0x0328
unsigned long bDrawInRadar : 1; // 0x0328
unsigned long bAlwaysDrawIcon : 1; // 0x0328
unsigned long bInitializedMesh : 1; // 0x0328
unsigned long bAdjustWeaponModifier : 1; // 0x0328
unsigned long bRemoveReserved : 1; // 0x0328
unsigned long bSpecialInventory : 1; // 0x0328
unsigned long bAlwaysOnRadar : 1; // 0x0328
unsigned long bHideWeaponMenu : 1; // 0x0328
unsigned long bNoSelectable : 1; // 0x0328
unsigned long bAlwaysDisplayCrossHair : 1; // 0x0328
unsigned long bUseSearchingTarget : 1; // 0x0328
unsigned long bDisplayAmmoCount : 1; // 0x0328
unsigned long bDropWhenDead : 1; // 0x0328
unsigned long bDropIfHasAmmo : 1; // 0x0328
unsigned long bRemoveIfDroppedZeroAmmo : 1; // 0x0328
unsigned long bRemoveDroppedWeapon : 1; // 0x0328
unsigned long bAvailableAbandonWeapon : 1; // 0x0328
unsigned long bInfinityAmmo : 1; // 0x0328
unsigned long DestroyWeaponEmpty : 1; // 0x0328
unsigned long bFireWhenJumping : 1; // 0x0328
unsigned long bFullAnimWhenFalling : 1; // 0x0328
unsigned long bSwitchWeaponWhenEmpty : 1; // 0x0328
unsigned long bOwnerEventDied : 1; // 0x032C
unsigned long bDisplayOnHUD : 1; // 0x032C
unsigned long bOnlyMyTeam : 1; // 0x032C
unsigned long bCantDropWeapon : 1; // 0x032C
unsigned long bKnockBackAllCharacter : 1; // 0x032C
unsigned long bIgnoreItemMesh : 1; // 0x032C
unsigned long bFirstRestoreWeaponAmmo : 1; // 0x032C
unsigned long bOwnership : 1; // 0x032C
unsigned long bDoNotSaveWeapon : 1; // 0x032C
float MinReloadPct; // 0x0330
struct FViewShakeInfo FireShake; // 0x0334
struct FName EffectSockets; // 0x037C
class UClass* AttachmentClass; // 0x0384
class AavaWeaponAttachment* WeaponAttachment; // 0x0388
unsigned char InventoryGroup; // 0x038C
unsigned char m_eAnimState; // 0x038D
unsigned char PickUpTeamNum; // 0x038E
unsigned char WeaponType; // 0x038F
unsigned char ModifiersRepDone; // 0x0390
TArray< unsigned char > PP_StartFire_Mode_Queue; // 0x0394
float GroupWeight; // 0x03A0
float InventoryWeight; // 0x03A4
TArray< struct FName > WeaponFireAnim; // 0x03A8
TArray< struct FName > WeaponAltFireAnim; // 0x03B4
TArray< struct FName > WeaponIronSightFireAnim; // 0x03C0
struct FName WeaponPutDownAnim; // 0x03CC
struct FName WeaponEquipAnim; // 0x03D4
float fForceEquipTimeOneOff; // 0x03DC
TArray< struct FName > WeaponIdleAnims; // 0x03E0
TArray< struct FName > WeaponIronSightIdleAnims; // 0x03EC
int IdleContinuousCnt; // 0x03F8
int MinIdleContinuousCnt; // 0x03FC
int m_iKnockBackWeapon; // 0x0400
float m_fKnockBack_CharMult; // 0x0404
float m_fKnockBackStunTime; // 0x0408
float m_fKnockBackStunCoolTime; // 0x040C
float m_fRateOfPlayAnim; // 0x0410
int iAddAmmoPlus; // 0x0414
float fHitFiringSoundRatioMax; // 0x0418
float fHitFiringSoundRatio; // 0x041C
float fHitPainSoundRatio; // 0x0420
class USoundCue* WeaponFireSnd; // 0x0424
class USoundCue* WeaponPutDownSnd; // 0x0428
float BobDamping; // 0x042C
float BobDampingInDash; // 0x0430
float JumpDamping; // 0x0434
float MaxPitchLag; // 0x0438
float MaxYawLag; // 0x043C
float RotLagSpeed; // 0x0440
struct Color WeaponColor; // 0x0444
struct Color WeaponColorInNVG; // 0x0448
int KeyBindSlot; // 0x044C
class UClass* MuzzleFlashLightClass; // 0x0450
class UavaGunMuzzleFlashLight* MuzzleFlashLight; // 0x0454
struct FName MuzzleFlashSocket; // 0x0458
class UStaticMeshComponent* MuzzleFlashMesh; // 0x0460
class UParticleSystemComponent* MuzzleFlashPSC; // 0x0464
class UParticleSystemComponent* AbsMuzzleFlashPSC; // 0x0468
class UParticleSystem* MuzzleFlashPSCTemplate; // 0x046C
class UParticleSystem* MuzzleFlashAltPSCTemplate; // 0x0470
class UParticleSystem* AbsMuzzleFlashPSCTemplate; // 0x0474
class UParticleSystem* AbsMuzzleFlashAltPSCTemplate; // 0x0478
struct Color MuzzleFlashColor; // 0x047C
float MuzzleFlashDuration; // 0x0480
struct Color MuzzleLightColor; // 0x0484
float MuzzleLightRadius; // 0x0488
float MuzzleLightBrightness; // 0x048C
struct Vector3 PlayerViewOffset; // 0x0490
int OwnerStatsID; // 0x049C
float WeaponFOV; // 0x04A0
TArray< struct Vector3 > FireOffsetEx; // 0x04A4
class UClass* PickUpClass; // 0x04B0
float PickUpLifeTime; // 0x04B4
int IndicatorType; // 0x04B8
struct Vector3 ThrowOffset; // 0x04BC
float BaseSpeed; // 0x04C8
float AimSpeedPct; // 0x04CC
float WalkSpeedPct; // 0x04D0
float CrouchSpeedPct; // 0x04D4
float CrouchAimSpeedPct; // 0x04D8
float SwimSpeedPct; // 0x04DC
float SprintSpeedPct; // 0x04E0
float CrouchSprintSpeedPct; // 0x04E4
struct FName WeaponDashStartAnims; // 0x04E8
struct FName WeaponDashEndAnims; // 0x04F0
struct FName WeaponDashIdleAnims; // 0x04F8
class UAnimNodeSequence* DashStartAnimNode; // 0x0500
TArray< struct FName > QuickVoiceAnim; // 0x0504
class USkeletalMeshComponent* ArmComponent; // 0x0510
class USkeletalMeshComponent* HandComponent; // 0x0514
TArray< struct FWeaponItemPart > ItemParts; // 0x0518
TArray< struct FCharacterWeaponCombine > arrCharacterWeaponCombines; // 0x0524
TArray< class UClass* > DefaultModifiers; // 0x0530
TArray< class UClass* > BaseModifiers; // 0x053C
class UClass* WeaponModifiers[ 0xA ]; // 0x0548
float MaintenanceRate; // 0x0570
int RadarIconCode; // 0x0574
struct Color RadarIconColor; // 0x0578
class UTexture2D* CrossHairMtrl; // 0x057C
int CrossHairSizeX; // 0x0580
int CrossHairSizeY; // 0x0584
struct FString StatusStr; // 0x0588
int StatusPriority; // 0x0594
float DropVelocity; // 0x0598
struct FString ItemShortName; // 0x059C
int GIMIndexWhenPickUp; // 0x05A8
int GIMIndexWhenEquip; // 0x05AC
class AavaPickupProvider* PickUpProvider; // 0x05B0
float FullAnimFallingSpeed; // 0x05B4
float BaseFOV; // 0x05B8
TArray< struct FSDebugWeaponLine > DebugWeaponLines; // 0x05BC
int IconTeamIndex[ 0x2 ]; // 0x05C8
int RepNewStateIndex; // 0x05D0
struct FName RepNewState; // 0x05D4
TArray< struct FName > WeaponStateMap; // 0x05DC
TArray< struct FString > RecRepStates; // 0x05E8
TArray< struct FString > WeaponParticles; // 0x05F4
TArray< struct FMuzzleFlash > MuzzleFlashes; // 0x0600
int LastMuzzleFlashIndex; // 0x060C
float DamageMultipliers[ 0x8 ]; // 0x0610
float ActiveTime; // 0x0630
class UParticleSystem* pWeapParticleSystem; // 0x0634
class UParticleSystemComponent* pWeapParticleComponent; // 0x0638
class UavaWeaponEffectManager* WeapEffectManager; // 0x063C
class UParticleSystemComponent* KillEffectPSC; // 0x0640
class UParticleSystemComponent* PassiveEffectPSC; // 0x0644
class UParticleSystem* KillEffectPSCTemplate; // 0x0648
class UParticleSystem* PassiveEffectPSCTemplate; // 0x064C
TArray< struct FStructKnockBackValue > arrKnockBackValue; // 0x0650
struct FString OwnerName; // 0x065C
int iPriorityForBot; // 0x0668
struct FString specialSkillDesc; // 0x066C
class UClass* TransmogrifyingWeapCls; // 0x0678
struct FString EUArmMeshName; // 0x067C
struct FString NRFArmMeshName; // 0x0688
struct FString DefaultHandMeshName; // 0x0694
struct FString BaseSkelMeshName; // 0x06A0
struct FString BaseAnimSetName; // 0x06AC
struct FString WeaponSkin[ 0x3 ]; // 0x06B8
struct FString ArmMeshName; // 0x06DC
struct FString ArmSkinName; // 0x06E8
struct FString HandMeshName; // 0x06F4
struct FString HandSkinName; // 0x0700
struct FString MuzzleFlashName; // 0x070C
struct FString MuzzleFlashAltName; // 0x0718
struct FString AbsMuzzleFlashName; // 0x0724
struct FString AbsMuzzleFlashAltName; // 0x0730
struct FString WeaponFireSndName; // 0x073C
struct FString ScopeMeshName; // 0x0748
}
class AavaWeap_BaseGun : public AavaWeapon
{
public:
unsigned char GunsWakingType; // 0x0754
unsigned char iShotsFired; // 0x0755
unsigned char iDirection; // 0x0756
unsigned char Penetration; // 0x0757
unsigned char PenetrationS; // 0x0758
unsigned char ReloadCnt; // 0x0759
unsigned char SightMode; // 0x075A
unsigned char m_byteBeforeStateFireModeNum; // 0x075B
unsigned char iShotsFiredBackUp; // 0x075C
float TimeToIdleAfterFire; // 0x0760
float IdleInterval; // 0x0764
class UClass* BulletType; // 0x0768
unsigned long bAutoFire : 1; // 0x076C
unsigned long NoDecayAccuracyWhenFiring : 1; // 0x076C
unsigned long NoPenaltyAccumulatedAccuracy : 1; // 0x076C
unsigned long UseAimStateSteadyWhenJumpTop : 1; // 0x076C
unsigned long bDisplaySpreadInfoInSightMode : 1; // 0x076C
unsigned long bEnableSilencer : 1; // 0x076C
unsigned long bMountSilencer : 1; // 0x076C
unsigned long bRequestSilencer : 1; // 0x076C
unsigned long bForceReload : 1; // 0x076C
unsigned long bReloadClip : 1; // 0x076C
unsigned long bEnableFireWhenReload : 1; // 0x076C
unsigned long bAutoFillAmmo : 1; // 0x076C
unsigned long bSupportIronSightsAiming : 1; // 0x076C
unsigned long m_bShowInclinometer : 1; // 0x076C
unsigned long m_bShowInclinometerA : 1; // 0x076C
unsigned long m_bBinocularEffect : 1; // 0x076C
unsigned long m_bBinocularEffectA : 1; // 0x076C
unsigned long bHideWeaponInSightMode : 1; // 0x076C
unsigned long bHideCursorInSightMode : 1; // 0x076C
unsigned long bReleaseZoomAfterFire : 1; // 0x076C
unsigned long bRecoverZoomAfterFire : 1; // 0x076C
unsigned long TryAttachBulletPSC : 1; // 0x076C
unsigned long bEnableLaserSight : 1; // 0x076C
unsigned long bEjectBulletWhenFire : 1; // 0x076C
unsigned long bAvailableInstantZoomFire : 1; // 0x076C
unsigned long bSyncSightMode : 1; // 0x076C
unsigned long bUseNewPunchAngle : 1; // 0x076C
unsigned long m_bUseKickBack : 1; // 0x076C
unsigned long m_bNeedToBalanceMultiplier : 1; // 0x076C
unsigned long m_bBeforeStateStartFire : 1; // 0x076C
unsigned long m_bCanSwitchToNextSightMode_InWeaponFiring : 1; // 0x076C
unsigned long bPrePrimaryWeapon : 1; // 0x076C
unsigned long UseDamageTable : 1; // 0x0770
unsigned long bFootstepSilenceOnZoom : 1; // 0x0770
unsigned long bSkipQVCAnimOnZoom : 1; // 0x0770
unsigned long bUseWhenMovingA_WhenWalking : 1; // 0x0770
unsigned long bUse_KickbackWhenSteady_IfWalking : 1; // 0x0770
unsigned long bDontResetReloadCnt : 1; // 0x0770
unsigned long bRpgDrawCrossHair : 1; // 0x0770
unsigned long bConfirmFiring : 1; // 0x0770
unsigned long BugFixDirectionHold : 1; // 0x0770
unsigned long SightModebChanged : 1; // 0x0770
unsigned long bRecentAimedMode : 1; // 0x0770
unsigned long bIgnoreRand : 1; // 0x0770
unsigned long bLockedOnTarget : 1; // 0x0770
unsigned long bUseFullBodyPreFiringAnim : 1; // 0x0770
int NumFiresPerShot; // 0x0774
float LastFire; // 0x0778
float LastAccuracy; // 0x077C
float LastSpread; // 0x0780
float LastInaccuracy; // 0x0784
float CurrentAccuracy; // 0x0788
float CurrentSpread; // 0x078C
float CurrentInaccuracy; // 0x0790
float HitDamage; // 0x0794
float CurrentPenaltyMultiplier; // 0x0798
float CurrentAccuracyPenaltyMultiplier; // 0x079C
float DisplayedSpreadMax; // 0x07A0
float SpreadDecayTime; // 0x07A4
float SpreadRestoreRate; // 0x07A8
float SpreadDisperseRatio; // 0x07AC
float AimingSpreadRestoreRate; // 0x07B0
float UpDownSpreadRestoreRate; // 0x07B4
float InaccuracyRestoreRate; // 0x07B8
float AccumulatedAccuracy; // 0x07BC
float AccumulatedAccuracyQueuedTime; // 0x07C0
float AccumulatedAccuracyRemainTime; // 0x07C4
float RangeModifier; // 0x07C8
int iRandForSync10000; // 0x07CC
int iBeforeRandForAddSpread; // 0x07D0
float fServerFireAmmunitionTime; // 0x07D4
TArray< int > arr_iRandForSync10000; // 0x07D8
struct FRifleKickback Kickback_WhenMoving; // 0x07E4
struct FRifleKickback Kickback_WhenFalling; // 0x0800
struct FRifleKickback Kickback_WhenDucking; // 0x081C
struct FRifleKickback Kickback_WhenSteady; // 0x0838
struct FSCalcSpread Spread_WhenMoving; // 0x0854
struct FSCalcSpread Spread_WhenFalling; // 0x085C
struct FSCalcSpread Spread_WhenDucking; // 0x0864
struct FSCalcSpread Spread_WhenSteady; // 0x086C
float AccuracyDivisor; // 0x0874
float AccuracyOffset; // 0x0878
float AccuracyFactor1; // 0x087C
float AccuracyFactor2; // 0x0880
float AccuracyFactor3; // 0x0884
float MaxInaccuracy; // 0x0888
float Kickback_LateralLimit; // 0x088C
float Kickback_UpLimit; // 0x0890
float FireIntervalMultiplierA; // 0x0894
struct FRifleKickback Kickback_WhenMovingA; // 0x0898
struct FRifleKickback Kickback_WhenFallingA; // 0x08B4
struct FRifleKickback Kickback_WhenDuckingA; // 0x08D0
struct FRifleKickback Kickback_WhenSteadyA; // 0x08EC
struct FSCalcSpread Spread_WhenMovingA; // 0x0908
struct FSCalcSpread Spread_WhenFallingA; // 0x0910
struct FSCalcSpread Spread_WhenDuckingA; // 0x0918
struct FSCalcSpread Spread_WhenSteadyA; // 0x0920
float AccuracyDivisorA; // 0x0928
float AccuracyOffsetA; // 0x092C
float AccuracyFactorA1; // 0x0930
float AccuracyFactorA2; // 0x0934
float AccuracyFactorA3; // 0x0938
float MaxInaccuracyA; // 0x093C
struct FRifleKickback Kickback_WhenPenalty; // 0x0940
TArray< struct FKickbackPenaltyEntry > KickbackPenaltyTable; // 0x095C
float KickbackPenaltyAccInterval; // 0x0968
float KickbackPenaltyAccMultiplier; // 0x096C
float KickbackPenaltyVerticalMax; // 0x0970
float KickbackPenaltyLateralMax; // 0x0974
float AccuracyPenalty; // 0x0978
float AccuracyPenaltyA; // 0x097C
TArray< struct FAccracyPenaltyEntry > AccuracyPenaltyTable; // 0x0980
TArray< struct FAccracyPenaltyEntry > AccuracyPenaltyATable; // 0x098C
float AccuracyPenaltyAccMultiplier; // 0x0998
TArray< struct FKickbackRange > KickbackLimiter; // 0x099C
int DirectionHold; // 0x09A8
int CurrentDirectionHold; // 0x09AC
struct FName MountSilencerAnim; // 0x09B0
struct FName UnMountSilencerAnim; // 0x09B8
float MountSilencerTime; // 0x09C0
float UnMountSilencerTime; // 0x09C4
class USoundCue* WeaponSilencerFireSnd; // 0x09C8
struct FString WeaponSilencerFireSndName; // 0x09CC
float RangeModifierS; // 0x09D8
float HitDamageS; // 0x09DC
class UMeshComponent* SilencerMesh; // 0x09E0
struct FString SilencerMeshName; // 0x09E4
struct FName SilencerBoneName; // 0x09F0
TArray< class UClass* > InstantHitDamageTypesS; // 0x09F8
int ClipCnt; // 0x0A04
float ReloadTime; // 0x0A08
struct FName WeaponReloadAnim; // 0x0A0C
struct FName WeaponPreReloadAnim; // 0x0A14
float PreReloadTime; // 0x0A1C
struct FName WeaponPostReloadAnim; // 0x0A20
float PostReloadTime; // 0x0A28
float FastReloadTime; // 0x0A2C
float FillAmmoDelay; // 0x0A30
int FillAmmoCount; // 0x0A34
TArray< struct FName > FillAmmoStates; // 0x0A38
float LastFillAmmoTime; // 0x0A44
float BurstEndTime; // 0x0A48
int BurstCount; // 0x0A4C
int MaxBurst; // 0x0A50
float CoolDownTime; // 0x0A54
int PawnMaxBurst; // 0x0A58
class UMeshComponent* ScopeComp; // 0x0A5C
class UMaterialInstanceConstant* ScopeMIC; // 0x0A60
TArray< struct FSightInfo > SightInfos; // 0x0A64
struct FName SightInAnim; // 0x0A70
struct FName SightOutAnim; // 0x0A78
float fov_start; // 0x0A80
float fov_target; // 0x0A84
float fov_current; // 0x0A88
float fov_transitionTime; // 0x0A8C
float fov_transitionElapsedTime; // 0x0A90
float BobDampingInSight; // 0x0A94
class UParticleSystemComponent* InSightMuzzleFlashPSC; // 0x0A98
class UParticleSystem* InSightMuzzleFlashPSCTemplate; // 0x0A9C
struct FString InSightMuzzleFlashName; // 0x0AA0
float fReleaseZoomAfterFireInterval; // 0x0AAC
float RecoverZoomTime; // 0x0AB0
int ReleasedSightMode; // 0x0AB4
TArray< struct FFireAnimInfo > FireAnimInfos; // 0x0AB8
TArray< struct FFireAnimInfo > AltFireAnimInfos; // 0x0AC4
TArray< struct FFireAnimInfo > IronSightFireAnimInfos; // 0x0AD0
float FireAnimFirstShotTotalRate; // 0x0ADC
float FireAnimOtherShotTotalRate; // 0x0AE0
float AltFireAnimFirstShotTotalRate; // 0x0AE4
float AltFireAnimOtherShotTotalRate; // 0x0AE8
float IronSightFireAnimFirstShotTotalRate; // 0x0AEC
float IronSightFireAnimOtherShotTotalRate; // 0x0AF0
struct FName LastFireAnim; // 0x0AF4
struct FName LastAltFireAnim; // 0x0AFC
struct FName IronSightLastFireAnim; // 0x0B04
float LastFireInterval; // 0x0B0C
class UavaBulletTrailComponent* BulletTrailComponent; // 0x0B10
int TrailCount; // 0x0B14
int TrailInterval; // 0x0B18
class UParticleSystem* BulletTemplete; // 0x0B1C
class UParticleSystemComponent* BulletPSC; // 0x0B20
struct FString BulletPSName; // 0x0B24
class AavaEmitter* BulletEmitter; // 0x0B30
class USoundCue* WeaponNoAmmoSnd; // 0x0B34
float LastNoAmmoSoundPlayTime; // 0x0B38
float NoAmmoSoundInterval; // 0x0B3C
float UnZoomPenalty; // 0x0B40
float CrossHairMultiflier; // 0x0B44
float LastHitTime; // 0x0B48
class APawn* LastHitPawn; // 0x0B4C
float LastHitDamage; // 0x0B50
float UnZoomSpreadAmp; // 0x0B54
float ZoomSpreadAmp; // 0x0B58
int ReloadableCount; // 0x0B5C
float m_fWalkBobZ; // 0x0B60
float m_fApplyPunchAngleRatio; // 0x0B64
float m_fApplyCrosshairGap; // 0x0B68
struct FRifleKickback_Bal Kickback_BalanceMultiplier; // 0x0B6C
float BalanceMultiplier_HitDamage; // 0x0B88
float BalanceMultiplier_FireInterval; // 0x0B8C
float BalanceMultiplier_KickbackUpLimit; // 0x0B90
float BalanceMultiplier_KickbackLateralLimit; // 0x0B94
float BalanceMultiplier_SpreadParams1; // 0x0B98
float BalanceMultiplier_SpreadParams2; // 0x0B9C
float BalanceMultiplier_SpreadDecayTime; // 0x0BA0
float BalanceMultiplier_MaxInaccuracy; // 0x0BA4
float AimInaccuracyOffset; // 0x0BA8
float AimInaccuracyTime; // 0x0BAC
float AimInaccuracyInitialOffset; // 0x0BB0
float AimInaccuracyInitialTime; // 0x0BB4
int MultiShoot; // 0x0BB8
TArray< struct FDamageTable > DamageTables; // 0x0BBC
TArray< struct FRangeTable > RangeTables; // 0x0BC8
float RangeBaseNumerator; // 0x0BD4
float RangeBaseDemominator; // 0x0BD8
float RangeExtender; // 0x0BDC
float RangeSilencerModifier; // 0x0BE0
float RangeSightModeModifier; // 0x0BE4
float BurstEndWaiting; // 0x0BE8
int OverrideCrossHairColorType; // 0x0BEC
int OverrideCrossHairShapeType; // 0x0BF0
float fRatio_MissHeadShot; // 0x0BF4
int iHitOtherCharacter; // 0x0BF8
TArray< struct Vector2 > Kickbacks; // 0x0BFC
int iWeaponKillCount; // 0x0C08
float fDamageRatio_ByWeaponKillCount; // 0x0C0C
float fMaxValue_ByWeaponKillCount; // 0x0C10
float fDamageRatio_ByWeaponKillCount_ForAI; // 0x0C14
float fMaxValue_ByWeaponKillCount_ForAI; // 0x0C18
float MacroFiringMargin; // 0x0C1C
float CeaseToFireAbs; // 0x0C20
float SingleShotMultiplier; // 0x0C24
class USoundCue* sndCueReserveForFireSound; // 0x0C28
float fTimeOf_SndCueReserveForFireSound; // 0x0C2C
int nFireOffset; // 0x0C30
int nFireOffsetA; // 0x0C34
int iFiredBulletCount; // 0x0C38
int iFireStartBulletCount; // 0x0C3C
float fRecentFiredTime; // 0x0C40
float fRecentFiredTimePrev; // 0x0C44
int iFireCountInServer; // 0x0C48
int iDamageBulletCountPerFire; // 0x0C4C
int iSameBulletDamageCount; // 0x0C50
float fTime_WarmUpForFire; // 0x0C54
float fTime_StartWeaponFiring; // 0x0C58
TArray< int > PP_FiringSound2_Queue; // 0x0C5C
class AavaPawn* recentDamagedPawn; // 0x0C68
float LockCheckTime; // 0x0C6C
float LockRange; // 0x0C70
float LockAim; // 0x0C74
float LockAcquireTime; // 0x0C78
float LockTolerance; // 0x0C7C
class USoundCue* LockAcquiredSound; // 0x0C80
class USoundCue* LockLostSound; // 0x0C84
class USoundCue* LockOnWarningSound; // 0x0C88
class AActor* LockedTarget; // 0x0C8C
class AActor* PendingLockedTarget; // 0x0C90
float PendingLockedTargetTime; // 0x0C94
float LastValidTargetTime; // 0x0C98
float LastLockedOnTime; // 0x0C9C
int iPreFiringIdx; // 0x0CA0
TArray< float > PreFiringTime; // 0x0CA4
TArray< struct FName > PreFiringAnim; // 0x0CB0
}