First, Thanks @[MPGH]Jhem He did it all indirectly and provide some assist.

No bulls*hit.
it just a memory struct.
for dev / coders
maybe same as EU ver.


Code:
class Actor
{
public:
    char pad_0000[8]; //0x0000
    D3DXVECTOR3 Position; //0x0008
    char pad_0014[48]; //0x0014
    float Health; //0x0044
    char pad_0048[40]; //0x0048
    class WeaponIntance *WeapIntance; //0x0070
};

class WeaponIntance
{
public:
    char pad_0000[16]; //0x0000
    class WeaponStructs *WeapStruct; //0x0010
};

class WeaponStructs
{
public:
    char pad_0000[4]; //0x0000
    int8_t WeaponID; //0x0004
    char pad_0005[3]; //0x0005
    int32_t Skin; //0x0008
    char pad_000C[12]; //0x000C
    int8_t Ammo; //0x0018
    char pad_0019[111]; //0x0019
    int8_t Fire_Rate; //0x0088
    char pad_0089[23]; //0x0089
    float Reloading_Speed; //0x00A0
    float Reload_Speed; //0x00A4
    char pad_00A8[28]; //0x00A8
    int8_t BulletPerShoot; //0x00C4
    char pad_00C5[1]; //0x00C5
    int8_t FireType; //0x00C6
    char pad_00C7[65]; //0x00C7
    float Spread; //0x0108
    float Moving_Spread; //0x010C
    char pad_0110[51]; //0x0110
    int8_t RecoilBack_Y1; //0x0143
    char pad_0144[3]; //0x0144
    int8_t RecoilBack_Y2; //0x0147
    char pad_0148[27]; //0x0148
    int8_t RecoilBack_X1; //0x0163
    char pad_0164[3]; //0x0164
    int8_t RecoilBack_X2; //0x0167
    float Recoil; //0x0168
    char pad_016C[8]; //0x016C
    float Shake; //0x0174
    char pad_0178[224]; //0x0178
    int8_t SightType; //0x0258
    char pad_0259[2]; //0x0259
    int8_t SightSkin; //0x025B
    char pad_025C[108]; //0x025C
    int8_t BulletType; //0x02C8
    char pad_02C9[35]; //0x02C9
    int8_t Sec_WeaponID; //0x02EC
    char pad_02ED[3]; //0x02ED
    int32_t Sec_Skin; //0x02F0
    char pad_02F4[12]; //0x02F4
    int8_t Sec_Ammo; //0x0300
    char pad_0301[111]; //0x0301
    float Sec_Reloading_Speed; //0x0370
    char pad_0374[24]; //0x0374
    float Sec_Reload_Speed; //0x038C
    char pad_0390[28]; //0x0390
    int8_t Sec_BulletPerShoot; //0x03AC
    char pad_03AD[1]; //0x03AD
    int8_t Sec_FireType; //0x03AE
    char pad_03AF[65]; //0x03AF
    float Sec_Spread; //0x03F0
    float Sec_MovingSpread; //0x03F4
    char pad_03F8[11]; //0x03F8
    int8_t Sec_RecoilBack_Y1; //0x0403
    char pad_0404[3]; //0x0404
    int8_t Sec_RecoilBack_Y2; //0x0407
    char pad_0408[27]; //0x0408
    int8_t Sec_RecoilBack_X1; //0x0423
    char pad_0424[3]; //0x0424
    int8_t Sec_RecoilBack_X2; //0x0427
    float Sec_Recoil; //0x0428
};
--------------

Thanks:
N_FIDANzza - share somethings.
Finz Rus
[MPGH]Jhem - He did it all indirectly.
KN4CK3R - ReClass v1.2