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Mar 29th, 2017
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  1. class CSWeaponInfo { public:     /*virtual void Function0(); //     virtual void Function1(); //     virtual void Parse(KeyValues *pKeyValuesData, const char *szWeaponName); //     virtual void RefreshDynamicParameters(void); //     virtual void Function4(); //     virtual void Function5(); //     virtual void Function6(); //     virtual void Function7(); //     virtual void Function8(); //*/       /*char pad_0x0004[0x2]; //0x0004     char m_pszName[32]; //0x0006     char pad_0x0026[0x7E]; //0x0026     __int16 N0000002E; //0x00A4     char m_pszModelName[32]; //0x00A6     char pad_0x00C6[0x6DE]; //0x00C6     BYTE m_IsFullAuto; //0x07A4     char pad_0x07A5[0x7]; //0x07A5     __int32 m_iPrice; //0x07AC     float m_flArmorRatio; //0x07B0     char pad_0x07B4[0x10]; //0x07B4     float m_flPenetration; //0x07C4     __int32 m_iDamage; //0x07C8     float m_flRange; //0x07CC     float m_flRangeModifier; //0x07D0     char pad_0x07D4[0x4]; //0x07D4     float m_flCycleTime; //0x07D8 */       char _0x0000[2048];     __int32 ammo_type; //0x0800     char _0x0804[52];     __int32 weapon_type; //0x0838     __int32 weapon_team; //0x083C     __int32 weapon_id; //0x0840     BYTE m_IsFullAuto; //0x0844     char _0x0845[3];     float heat_per_shot; //0x0848     __int32 price; //0x084C     float m_flArmorRatio; //0x0850     float speed1; //0x0854     float speed2; //0x0858     __int32 crosshair_min; //0x085C     __int32 crosshair_delta; //0x0860     float m_flPenetration; //0x0864     __int32 m_iDamage; //0x0868     float m_flRange; //0x086C     float m_flRangeModifier; //0x0870     __int32 bullets; //0x0874     float cycle1; //0x0878     float cycle2; //0x087C     char _0x0880[416];     float spread; //0x0A20     float spread2; //0x0A24   };
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