Weaponclass

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Weaponclass
Code:
class CWeapon
{
	public:
	char _0x0000[4];
		__int16 WeaponID; //0x0004 
		char EnglishName[32]; //0x0006 
		char KoreanName[32]; //0x0026 
		char Code[5]; //0x0046 
		BYTE Active; //0x004B 
		__int16 TargetDamageLow1; //0x004C 
		__int16 TargetDamageLow2; //0x004E 
		__int16 TargetDamageLow3; //0x0050 
		__int16 TargetDamageLow4; //0x0052 
		__int16 TargetDamageMid1; //0x0054 
		__int16 TargetDamageMid2; //0x0056 
		__int16 TargetDamageMid3; //0x0058 
		__int16 TargetDamageMid4; //0x005A 
		__int16 TargetDamageHigh1; //0x005C 
		__int16 TargetDamageHigh2; //0x005E 
		__int16 TargetDamageHigh3; //0x0060 
		__int16 TargetDamageHigh4; //0x0062 
	char _0x0064[40];
		__int32 Power; //0x008C 
		__int32 ShootRange; //0x0090 
		__int32 AmmoNum; //0x0094 
		__int32 MagazineNum; //0x0098 
		__int32 EffectRange; //0x009C 
		__int32 Parabola; //0x00A0 
		float ReactAmount; //0x00A4 
		float ReactRecovery; //0x00A8 
		float Accurate; //0x00AC 
		__int32 ShootSpeed; //0x00B0 
		__int32 Weight; //0x00B4 
		float ReloadTime; //0x00B8 
	char _0x00BC[12];
		BYTE bBuy; //0x00C8 
		BYTE Label; //0x00C9 
		BYTE BuyType; //0x00CA 
	char _0x00CB[5];
		__int32 DinarCost1; //0x00D0 
		__int32 DinarCost2; //0x00D4 
		__int32 DinarCost3; //0x00D8 
		__int32 DinarCost4; //0x00DC 
		__int32 DinarCost5; //0x00E0 
		__int32 DinarCost6; //0x00E4 
		__int32 CashCost1; //0x00E8 
		__int32 CashCost2; //0x00EC 
		__int32 CashCost3; //0x00F0 
		__int32 CashCost4; //0x00F4 
		__int32 CashCost5; //0x00F8 
		__int32 CashCost6; //0x00FC 
		__int32 ReqLevel; //0x0100 
		__int32 bUseButton; //0x0104 
		__int16 bPremiumOnly; //0x0108 
		__int16 bShopExchange; //0x010A 
		__int16 SortPoint; //0x010C 
	char _0x010E[10];
		float FirstShootDelayTime; //0x0118 
	char _0x011C[252];
		char BaseWeapon[5]; //0x0218 
		BYTE UsableCQC; //0x021D 
		BYTE UsableBG; //0x021E 
		BYTE UsableAI; //0x021F 
		BYTE UsableEngineer; //0x0220 
		BYTE UsableMedic; //0x0221 
		BYTE UsableSniper; //0x0222 
		BYTE UsableAssault; //0x0223 
		BYTE UsableHeavy; //0x0224 
		BYTE UsableSlot1; //0x0225 
		BYTE UsableSlot2; //0x0226 
		BYTE UsableSlot3; //0x0227 
		BYTE UsableSlot4; //0x0228 
		BYTE UsableSlot5; //0x0229 
		BYTE UsableSlot6; //0x022A 
		BYTE UsableSlot7; //0x022B 
		BYTE UsableSlot8; //0x022C 
		char ScopeTexName[35]; //0x022D 
		__int32 SoundIndex; //0x0250 
	char _0x0254[4];
		BYTE ExtraAmmo; //0x0258 
	char _0x0259[7];
		__int16 Power2; //0x0260 
		__int16 RPM; //0x0262 
		__int16 Accuracy; //0x0264 
		__int16 Recoil; //0x0266 
	char _0x0268[12];
};//Size=0x0274
Code:
#define WR_WEAPONINFO1 0xC44498
#define WR_WEAPONINFO2 0xB37528
credits:
Cyno
Kazbah (Updated Pointers)
Drunken Cheataah (for Reclass)
Splendid.
Quote Originally Posted by XTCKazbah View Post
Code:
class CWeapon
{
	public:
	char _0x0000[4];
		__int16 WeaponID; //0x0004 
		char EnglishName[32]; //0x0006 
		char KoreanName[32]; //0x0026 
		char Code[5]; //0x0046 
		BYTE Active; //0x004B 
		__int16 TargetDamageLow1; //0x004C 
		__int16 TargetDamageLow2; //0x004E 
		__int16 TargetDamageLow3; //0x0050 
		__int16 TargetDamageLow4; //0x0052 
		__int16 TargetDamageMid1; //0x0054 
		__int16 TargetDamageMid2; //0x0056 
		__int16 TargetDamageMid3; //0x0058 
		__int16 TargetDamageMid4; //0x005A 
		__int16 TargetDamageHigh1; //0x005C 
		__int16 TargetDamageHigh2; //0x005E 
		__int16 TargetDamageHigh3; //0x0060 
		__int16 TargetDamageHigh4; //0x0062 
	char _0x0064[40];
		__int32 Power; //0x008C 
		__int32 ShootRange; //0x0090 
		__int32 AmmoNum; //0x0094 
		__int32 MagazineNum; //0x0098 
		__int32 EffectRange; //0x009C 
		__int32 Parabola; //0x00A0 
		float ReactAmount; //0x00A4 
		float ReactRecovery; //0x00A8 
		float Accurate; //0x00AC 
		__int32 ShootSpeed; //0x00B0 
		__int32 Weight; //0x00B4 
		float ReloadTime; //0x00B8 
	char _0x00BC[12];
		BYTE bBuy; //0x00C8 
		BYTE Label; //0x00C9 
		BYTE BuyType; //0x00CA 
	char _0x00CB[5];
		__int32 DinarCost1; //0x00D0 
		__int32 DinarCost2; //0x00D4 
		__int32 DinarCost3; //0x00D8 
		__int32 DinarCost4; //0x00DC 
		__int32 DinarCost5; //0x00E0 
		__int32 DinarCost6; //0x00E4 
		__int32 CashCost1; //0x00E8 
		__int32 CashCost2; //0x00EC 
		__int32 CashCost3; //0x00F0 
		__int32 CashCost4; //0x00F4 
		__int32 CashCost5; //0x00F8 
		__int32 CashCost6; //0x00FC 
		__int32 ReqLevel; //0x0100 
		__int32 bUseButton; //0x0104 
		__int16 bPremiumOnly; //0x0108 
		__int16 bShopExchange; //0x010A 
		__int16 SortPoint; //0x010C 
	char _0x010E[10];
		float FirstShootDelayTime; //0x0118 
	char _0x011C[252];
		char BaseWeapon[5]; //0x0218 
		BYTE UsableCQC; //0x021D 
		BYTE UsableBG; //0x021E 
		BYTE UsableAI; //0x021F 
		BYTE UsableEngineer; //0x0220 
		BYTE UsableMedic; //0x0221 
		BYTE UsableSniper; //0x0222 
		BYTE UsableAssault; //0x0223 
		BYTE UsableHeavy; //0x0224 
		BYTE UsableSlot1; //0x0225 
		BYTE UsableSlot2; //0x0226 
		BYTE UsableSlot3; //0x0227 
		BYTE UsableSlot4; //0x0228 
		BYTE UsableSlot5; //0x0229 
		BYTE UsableSlot6; //0x022A 
		BYTE UsableSlot7; //0x022B 
		BYTE UsableSlot8; //0x022C 
		char ScopeTexName[35]; //0x022D 
		__int32 SoundIndex; //0x0250 
	char _0x0254[4];
		BYTE ExtraAmmo; //0x0258 
	char _0x0259[7];
		__int16 Power2; //0x0260 
		__int16 RPM; //0x0262 
		__int16 Accuracy; //0x0264 
		__int16 Recoil; //0x0266 
	char _0x0268[12];
};//Size=0x0274
Code:
#define WR_WEAPONINFO1 0xC44498
#define WR_WEAPONINFO2 0xB37528
credits:
Cyno
Kazbah (Updated Pointers)
Drunken Cheataah (for Reclass)
Is a bypass needed to write your own value to these pointers?
__int32 AmmoNum; //0x0094
__int32 Weight; //0x00B4
omg

these are offsets....
Quote Originally Posted by XTCKazbah View Post
omg

these are offsets....
ofcourse... Sry for the spam haha
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