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Class.h
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#pragma once
class AItem_Weapon_General
{
public:
char pad_0000[692]; //0x0000
int32_t WeaponDamage; //0x02B4
char pad_02B8[8]; //0x02B8
int32_t MaxMagazineAmmo; //0x02C0
int32_t MaxStockAmmo; //0x02C4
float TimeBetweenShots; //0x02C8
char pad_02CC[4]; //0x02CC
float WeaponRecoil; //0x02D0
float WeaponRecoilAlphaPerShot; //0x02D4
float AccuracyHip; //0x02D8
float AccuracySight; //0x02DC
float SpreadShot; //0x02E0
char pad_02E4[32]; //0x02E4
bool bIsPremium; //0x0304
bool bIsAvailable; //0x0305
char pad_0306[130]; //0x0306
int32_t CurrentMagazineAmmo; //0x0388
uint16_t CurrentStockAmmo; //0x038C
char pad_038E[2]; //0x038E
float CurrentSpread; //0x0390
}; //Size: 0x0394
class UHealthStatsComponent
{
public:
char pad_0000[192]; //0x0000
int32_t Health; //0x00C0
float Stamina; //0x00C4
char pad_00C8[959]; //0x00C8
}; //Size: 0x0487
/*
Info:
- Health is stored in the server-side
- Stamina is stored in the client-side (so can be modified)
- Current spread is manipulated by AccuracyHip and AccuracySight
- Don't set TimeBetweenShots less to 0.f or any negative value else will not work
*/