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class AboutMe final
{
public:
  static const std::string Name() const
  {
    return "Andreas Maerten";
  }

  static const std::vector<std::string> Languages() const
  {
    return {
      "English",
      "Dutch",
      "French"
    };
  }

  static const std::vector<std::string> CodingLangues() const
  {
    return {
      "C++",
      "C#",
      "Java",
      "NodeJS",
      "Python"
    };
  }

  static const std::vector<std::string> Skillset() const
  {
    return {
      "Docker",
      "Github CI/CD",
      "Reverse Engineering",
      "Linux",
      "Git"
    };
  }

  static const std::unordered_map<std::string, std::string> Socials() const
  {
    return {
      { "twitter", "Yimura9" },
      { "discord", "yimura.dev" }
    };
  }
};

🤹 Recent Activity

⬆️ Pushed 1 commit to YimMenu/Translations
🎉 Merged PR #168 in YimMenu/Translations
⬆️ Pushed 1 commit to YimMenu/Translations
🎉 Merged PR #169 in YimMenu/Translations
⬆️ Pushed 4 commits to maybegreat48/YimMenu

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⭐️ 186  📦 Yimura/GTAV-Classes
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gtav-classes's Issues

Missing class?

CPacket, lots of subclasses it looks like through hxd editor. Example CPacketPedCreate

Also another missing class that could be useful is rage::fwDynamicEntityComponent, currently there is pointer to towards it in fwentity, but it is not defined

CNetGamePlayer > get_net_data() inconsistent

CNetGamePlayer > get_net_data function seems to be inconsistent with my testing.

the variable below seems to be available before this (not everything is available for me when you first obtain a CNetGamePlayer e.g: when joining a session)

i found that CNetGamePlayer > CPlayerInfo > m_net_player_data to work much better. is this expected?

"class" specifier

Right now its usage is inconsistent:

rage::fvector3 m_right; //0x0020
char pad_002C[4]; //0x002C
rage::fvector3 m_forward; //0x0030
char pad_003C[4]; //0x003C
rage::fvector3 m_up; //0x0040
char pad_004C[4]; //0x004C
rage::fvector3 m_position; //0x0050

class CBaseModelInfo *m_model_info; //0x0020
char pad_0028[1]; //0x0028
int8_t m_entity_type; //0x0029
char pad_002A[2]; //0x002A
uint8_t m_invisible; //0x002C
char pad_002D[3]; //0x002D
class CNavigation *m_navigation; //0x0030
char pad_0038[16]; //0x0038
class rage::fwDrawData *m_draw_data; //0x0048
char pad_0050[16]; //0x0050
class rage::fvector3 m_right; //0x0060
char pad_006C[4]; //0x006C
class rage::fvector3 m_forward; //0x0070
char pad_007C[4]; //0x007C
class rage::fvector3 m_up; //0x0080
char pad_008C[4]; //0x008C
class rage::fvector3 m_position; //0x0090
char pad_009C[52]; //0x009C
class rage::netObject *m_net_object; //0x00D0

I would personally remove it everywhere.

Better CWeaponInfo

Haven't checked all of them, but they should be correct
Offsets are automatically generated from parStructures

Registered struct CItemInfo, OFFSETS = 
	FIELDNAME = Name OFFSET = 0x10 TYPE = HASH
	FIELDNAME = Model OFFSET = 0x14 TYPE = HASH
	FIELDNAME = Audio OFFSET = 0x18 TYPE = HASH
	FIELDNAME = Slot OFFSET = 0x1C TYPE = HASH

Registered struct CAmmoInfo, OFFSETS = 
	BASE CLASS = CItemInfo
	FIELDNAME = AmmoMax OFFSET = 0x20 TYPE = INT
	FIELDNAME = AmmoMax50 OFFSET = 0x24 TYPE = INT
	FIELDNAME = AmmoMax100 OFFSET = 0x28 TYPE = INT
	FIELDNAME = AmmoMaxMP OFFSET = 0x2C TYPE = INT
	FIELDNAME = AmmoMax50MP OFFSET = 0x30 TYPE = INT
	FIELDNAME = AmmoMax100MP OFFSET = 0x34 TYPE = INT
	FIELDNAME = AmmoFlags OFFSET = 0x38 TYPE = BITSET
		BITSET NAME = InfiniteAmmo BIT = 0
		BITSET NAME = AddSmokeOnExplosion BIT = 1
		BITSET NAME = Fuse BIT = 2
		BITSET NAME = FixedAfterExplosion BIT = 3
	FIELDNAME = AmmoSpecialType OFFSET = 0x3C TYPE = ENUM
		ENUM NAME = None VALUE = 0
		ENUM NAME = ArmorPiercing VALUE = 1
		ENUM NAME = Explosive VALUE = 2
		ENUM NAME = FMJ VALUE = 3
		ENUM NAME = HollowPoint VALUE = 4
		ENUM NAME = Incendiary VALUE = 5
		ENUM NAME = Tracer VALUE = 6


Registered struct CAmmoProjectileInfo, OFFSETS = 
	BASE CLASS = CAmmoInfo
	FIELDNAME = Damage OFFSET = 0x40 TYPE = FLOAT
	FIELDNAME = LifeTime OFFSET = 0x44 TYPE = FLOAT
	FIELDNAME = FromVehicleLifeTime OFFSET = 0x48 TYPE = FLOAT
	FIELDNAME = LifeTimeAfterImpact OFFSET = 0x4C TYPE = FLOAT
	FIELDNAME = LifeTimeAfterExplosion OFFSET = 0x50 TYPE = FLOAT
	FIELDNAME = ExplosionTime OFFSET = 0x54 TYPE = FLOAT
	FIELDNAME = LaunchSpeed OFFSET = 0x58 TYPE = FLOAT
	FIELDNAME = SeparationTime OFFSET = 0x5C TYPE = FLOAT
	FIELDNAME = TimeToReachTarget OFFSET = 0x60 TYPE = FLOAT
	FIELDNAME = Damping OFFSET = 0x64 TYPE = FLOAT
	FIELDNAME = GravityFactor OFFSET = 0x68 TYPE = FLOAT
	FIELDNAME = RicochetTolerance OFFSET = 0x6C TYPE = FLOAT
	FIELDNAME = PedRicochetTolerance OFFSET = 0x70 TYPE = FLOAT
	FIELDNAME = VehicleRicochetTolerance OFFSET = 0x74 TYPE = FLOAT
	FIELDNAME = FrictionMultiplier OFFSET = 0x78 TYPE = FLOAT
	FIELDNAME = Explosion OFFSET = 0x7C TYPE = STRUCT
		STRUCT TYPE = H_0x13B6A1E8
	FIELDNAME = FuseFx OFFSET = 0x94 TYPE = HASH
	FIELDNAME = H_0xA70A2BEC OFFSET = 0x98 TYPE = HASH
	FIELDNAME = TrailFx OFFSET = 0x9C TYPE = HASH
	FIELDNAME = TrailFxUnderWater OFFSET = 0xA0 TYPE = HASH
	FIELDNAME = FuseFxFP OFFSET = 0xA8 TYPE = HASH
	FIELDNAME = PrimedFxFP OFFSET = 0xAC TYPE = HASH
	FIELDNAME = TrailFxFadeInTime OFFSET = 0xB0 TYPE = FLOAT
	FIELDNAME = TrailFxFadeOutTime OFFSET = 0xB4 TYPE = FLOAT
	FIELDNAME = PrimedFx OFFSET = 0xA4 TYPE = HASH
	FIELDNAME = DisturbFxDefault OFFSET = 0xB8 TYPE = HASH
	FIELDNAME = DisturbFxSand OFFSET = 0xBC TYPE = HASH
	FIELDNAME = DisturbFxWater OFFSET = 0xC0 TYPE = HASH
	FIELDNAME = DisturbFxDirt OFFSET = 0xC4 TYPE = HASH
	FIELDNAME = DisturbFxFoliage OFFSET = 0xC8 TYPE = HASH
	FIELDNAME = DisturbFxProbeDist OFFSET = 0xCC TYPE = FLOAT
	FIELDNAME = DisturbFxScale OFFSET = 0xD0 TYPE = FLOAT
	FIELDNAME = GroundFxProbeDistance OFFSET = 0xD4 TYPE = FLOAT
	FIELDNAME = H_0xCE7376F0 OFFSET = 0xD8 TYPE = BOOL
	FIELDNAME = LightOnlyActiveWhenStuck OFFSET = 0xD9 TYPE = BOOL
	FIELDNAME = LightFlickers OFFSET = 0xDA TYPE = BOOL
	FIELDNAME = LightSpeedsUp OFFSET = 0xDB TYPE = BOOL
	FIELDNAME = LightBone OFFSET = 0xDC TYPE = STRUCT
		STRUCT TYPE = H_0x96EF0B10
	FIELDNAME = LightColour OFFSET = 0xE0 TYPE = VECTOR3
	FIELDNAME = LightIntensity OFFSET = 0xF0 TYPE = FLOAT
	FIELDNAME = LightRange OFFSET = 0xF4 TYPE = FLOAT
	FIELDNAME = LightFalloffExp OFFSET = 0xF8 TYPE = FLOAT
	FIELDNAME = LightFrequency OFFSET = 0xFC TYPE = FLOAT
	FIELDNAME = LightPower OFFSET = 0x100 TYPE = FLOAT
	FIELDNAME = CoronaSize OFFSET = 0x104 TYPE = FLOAT
	FIELDNAME = CoronaIntensity OFFSET = 0x108 TYPE = FLOAT
	FIELDNAME = CoronaZBias OFFSET = 0x10C TYPE = FLOAT
	FIELDNAME = ProjectileFlags OFFSET = 0x168 TYPE = BITSET
		BITSET NAME = Sticky BIT = 0
		BITSET NAME = DestroyOnImpact BIT = 1
		BITSET NAME = ProcessImpacts BIT = 2
		BITSET NAME = HideDrawable BIT = 3
		BITSET NAME = TrailFxInactiveOnceWet BIT = 4
		BITSET NAME = TrailFxRemovedOnImpact BIT = 5
		BITSET NAME = DoGroundDisturbanceFx BIT = 6
		BITSET NAME = CanBePlaced BIT = 7
		BITSET NAME = NoPullPin BIT = 8
		BITSET NAME = DelayUntilSettled BIT = 9
		BITSET NAME = CanBeDestroyedByDamage BIT = 10
		BITSET NAME = CanBounce BIT = 11
		BITSET NAME = DoubleDamping BIT = 12
		BITSET NAME = H_0x8B0D0C23 BIT = 13
		BITSET NAME = H_0x2E3F9CBA BIT = 14
		BITSET NAME = H_0x6EE86D27 BIT = 15
		BITSET NAME = ApplyDamageOnImpact BIT = 16
		BITSET NAME = SetOnFireOnImpact BIT = 17
		BITSET NAME = DontFireAnyEvents BIT = 18
		BITSET NAME = AlignWithTrajectory BIT = 19
		BITSET NAME = ExplodeAtTrailFxPos BIT = 20
		BITSET NAME = ProximityDetonation BIT = 21
		BITSET NAME = AlignWithTrajectoryYAxis BIT = 22
		BITSET NAME = HomingAttractor BIT = 23
		BITSET NAME = Cluster BIT = 24
		BITSET NAME = H_0xE792E56F BIT = 25
		BITSET NAME = H_0x8A7D429C BIT = 26
		BITSET NAME = H_0xB63DD917 BIT = 27
	FIELDNAME = ProximityActivationTime OFFSET = 0x114 TYPE = FLOAT
	FIELDNAME = H_0xC956F49D OFFSET = 0x118 TYPE = FLOAT
	FIELDNAME = ProximityTriggerRadius OFFSET = 0x11C TYPE = FLOAT
	FIELDNAME = ProximityFuseTimePed OFFSET = 0x120 TYPE = FLOAT
	FIELDNAME = ProximityFuseTimeVehicleMin OFFSET = 0x124 TYPE = FLOAT
	FIELDNAME = ProximityFuseTimeVehicleMax OFFSET = 0x128 TYPE = FLOAT
	FIELDNAME = ProximityFuseTimeVehicleSpeed OFFSET = 0x12C TYPE = FLOAT
	FIELDNAME = ProximityLightColourUntriggered OFFSET = 0x130 TYPE = VECTOR3
	FIELDNAME = ProximityLightFrequencyMultiplierTriggered OFFSET = 0x140 TYPE = FLOAT
	FIELDNAME = H_0x57C7073A OFFSET = 0x110 TYPE = BOOL
	FIELDNAME = H_0xA634660A OFFSET = 0x111 TYPE = BOOL
	FIELDNAME = H_0x4E3BEED4 OFFSET = 0x144 TYPE = FLOAT
	FIELDNAME = ChargedLaunchTime OFFSET = 0x148 TYPE = FLOAT
	FIELDNAME = ChargedLaunchSpeedMult OFFSET = 0x14C TYPE = FLOAT
	FIELDNAME = ClusterExplosionTag OFFSET = 0x150 TYPE = ENUM
		ENUM DATA CANNOT BE OBTAINED! // the normal explosion enum
	FIELDNAME = ClusterExplosionCount OFFSET = 0x154 TYPE = UINT
	FIELDNAME = ClusterMinRadius OFFSET = 0x158 TYPE = FLOAT
	FIELDNAME = ClusterMaxRadius OFFSET = 0x15C TYPE = FLOAT
	FIELDNAME = ClusterInitialDelay OFFSET = 0x160 TYPE = FLOAT
	FIELDNAME = ClusterInbetweenDelay OFFSET = 0x164 TYPE = FLOAT

Registered struct CAmmoThrownInfo, OFFSETS = 
	BASE CLASS = CAmmoProjectileInfo
	FIELDNAME = ThrownForce OFFSET = 0x170 TYPE = FLOAT
	FIELDNAME = ThrownForceFromVehicle OFFSET = 0x174 TYPE = FLOAT
	FIELDNAME = AmmoMaxMPBonus OFFSET = 0x178 TYPE = INT

Registered struct CAmmoRocketInfo, OFFSETS = 
	BASE CLASS = CAmmoProjectileInfo
	FIELDNAME = ForwardDragCoeff OFFSET = 0x170 TYPE = FLOAT
	FIELDNAME = SideDragCoeff OFFSET = 0x174 TYPE = FLOAT
	FIELDNAME = TimeBeforeHoming OFFSET = 0x178 TYPE = FLOAT
	FIELDNAME = TimeBeforeSwitchTargetMin OFFSET = 0x17C TYPE = FLOAT
	FIELDNAME = TimeBeforeSwitchTargetMax OFFSET = 0x180 TYPE = FLOAT
	FIELDNAME = ProximityRadius OFFSET = 0x184 TYPE = FLOAT
	FIELDNAME = PitchChangeRate OFFSET = 0x188 TYPE = FLOAT
	FIELDNAME = YawChangeRate OFFSET = 0x18C TYPE = FLOAT
	FIELDNAME = RollChangeRate OFFSET = 0x190 TYPE = FLOAT
	FIELDNAME = MaxRollAngleSin OFFSET = 0x194 TYPE = FLOAT
	FIELDNAME = LifeTimePlayerVehicleLockedOverrideMP OFFSET = 0x198 TYPE = FLOAT
	FIELDNAME = H_0x37B6212D OFFSET = 0x19C TYPE = STRUCT
		STRUCT TYPE = H_0xDACB18BA

Registered struct CWeaponInfo, OFFSETS = 
	BASE CLASS = CItemInfo
	FIELDNAME = DamageType OFFSET = 0x20 TYPE = ENUM
		ENUM NAME = UNKNOWN VALUE = 0
		ENUM NAME = NONE VALUE = 1
		ENUM NAME = MELEE VALUE = 2
		ENUM NAME = BULLET VALUE = 3
		ENUM NAME = H_0xC5403EC0 VALUE = 4
		ENUM NAME = EXPLOSIVE VALUE = 5
		ENUM NAME = FIRE VALUE = 6
		ENUM NAME = H_0xA869C908 VALUE = 7
		ENUM NAME = FALL VALUE = 8
		ENUM NAME = H_0xCAE075C0 VALUE = 9
		ENUM NAME = ELECTRIC VALUE = 10
		ENUM NAME = BARBED_WIRE VALUE = 11
		ENUM NAME = FIRE_EXTINGUISHER VALUE = 12
		ENUM NAME = SMOKE VALUE = 13
		ENUM NAME = WATER_CANNON VALUE = 14
		ENUM NAME = H_0x1C8E59AE VALUE = 15
	FIELDNAME = Explosion OFFSET = 0x24 TYPE = STRUCT
		STRUCT TYPE = H_0xE2667659
	FIELDNAME = FireType OFFSET = 0x54 TYPE = ENUM
		ENUM NAME = NONE VALUE = 0
		ENUM NAME = MELEE VALUE = 1
		ENUM NAME = INSTANT_HIT VALUE = 2
		ENUM NAME = DELAYED_HIT VALUE = 3
		ENUM NAME = PROJECTILE VALUE = 4
		ENUM NAME = VOLUMETRIC_PARTICLE VALUE = 5
	FIELDNAME = WheelSlot OFFSET = 0x58 TYPE = ENUM
		ENUM NAME = WHEEL_PISTOL VALUE = 0
		ENUM NAME = WHEEL_SMG VALUE = 1
		ENUM NAME = WHEEL_RIFLE VALUE = 2
		ENUM NAME = WHEEL_SNIPER VALUE = 3
		ENUM NAME = WHEEL_UNARMED_MELEE VALUE = 4
		ENUM NAME = WHEEL_SHOTGUN VALUE = 5
		ENUM NAME = WHEEL_HEAVY VALUE = 6
		ENUM NAME = WHEEL_THROWABLE_SPECIAL VALUE = 7
	FIELDNAME = Group OFFSET = 0x5C TYPE = HASH
	FIELDNAME = AmmoInfo OFFSET = 0x60 TYPE = STRUCT
		STRUCT TYPE CANNOT BE DETERMINED! // CAmmoInfo
	FIELDNAME = AimingInfo OFFSET = 0x68 TYPE = STRUCT
		STRUCT TYPE CANNOT BE DETERMINED! // not sure
	FIELDNAME = ClipSize OFFSET = 0x70 TYPE = UINT
	FIELDNAME = AccuracySpread OFFSET = 0x74 TYPE = FLOAT
	FIELDNAME = AccurateModeAccuracyModifier OFFSET = 0x78 TYPE = FLOAT
	FIELDNAME = RunAndGunAccuracyModifier OFFSET = 0x7C TYPE = FLOAT
	FIELDNAME = RunAndGunAccuracyMinOverride OFFSET = 0x80 TYPE = FLOAT
	FIELDNAME = RecoilAccuracyMax OFFSET = 0x84 TYPE = FLOAT
	FIELDNAME = RecoilErrorTime OFFSET = 0x88 TYPE = FLOAT
	FIELDNAME = RecoilRecoveryRate OFFSET = 0x8C TYPE = FLOAT
	FIELDNAME = RecoilAccuracyToAllowHeadShotAI OFFSET = 0x90 TYPE = FLOAT
	FIELDNAME = MinHeadShotDistanceAI OFFSET = 0x94 TYPE = FLOAT
	FIELDNAME = MaxHeadShotDistanceAI OFFSET = 0x98 TYPE = FLOAT
	FIELDNAME = HeadShotDamageModifierAI OFFSET = 0x9C TYPE = FLOAT
	FIELDNAME = RecoilAccuracyToAllowHeadShotPlayer OFFSET = 0xA0 TYPE = FLOAT
	FIELDNAME = MinHeadShotDistancePlayer OFFSET = 0xA4 TYPE = FLOAT
	FIELDNAME = MaxHeadShotDistancePlayer OFFSET = 0xA8 TYPE = FLOAT
	FIELDNAME = HeadShotDamageModifierPlayer OFFSET = 0xAC TYPE = FLOAT
	FIELDNAME = Damage OFFSET = 0xB0 TYPE = FLOAT
	FIELDNAME = DamageTime OFFSET = 0xB4 TYPE = FLOAT
	FIELDNAME = DamageTimeInVehicle OFFSET = 0xB8 TYPE = FLOAT
	FIELDNAME = DamageTimeInVehicleHeadShot OFFSET = 0xBC TYPE = FLOAT
	FIELDNAME = H_0x2E225B8E OFFSET = 0xC0 TYPE = FLOAT
	FIELDNAME = H_0x1146DD49 OFFSET = 0xC4 TYPE = HASH
	FIELDNAME = HitLimbsDamageModifier OFFSET = 0xC8 TYPE = FLOAT
	FIELDNAME = NetworkHitLimbsDamageModifier OFFSET = 0xCC TYPE = FLOAT
	FIELDNAME = LightlyArmouredDamageModifier OFFSET = 0xD0 TYPE = FLOAT
	FIELDNAME = VehicleDamageModifier OFFSET = 0xD4 TYPE = FLOAT
	FIELDNAME = Force OFFSET = 0xD8 TYPE = FLOAT
	FIELDNAME = ForceHitPed OFFSET = 0xDC TYPE = FLOAT
	FIELDNAME = ForceHitVehicle OFFSET = 0xE0 TYPE = FLOAT
	FIELDNAME = ForceHitFlyingHeli OFFSET = 0xE4 TYPE = FLOAT
	FIELDNAME = OverrideForces OFFSET = 0xE8 TYPE = ARRAY
		ARRAY TYPE = STRUCT
			STRUCT TYPE = H_0x4B4F9BDC
	FIELDNAME = ForceMaxStrengthMult OFFSET = 0xF8 TYPE = FLOAT
	FIELDNAME = ForceFalloffRangeStart OFFSET = 0xFC TYPE = FLOAT
	FIELDNAME = ForceFalloffRangeEnd OFFSET = 0x100 TYPE = FLOAT
	FIELDNAME = ForceFalloffMin OFFSET = 0x104 TYPE = FLOAT
	FIELDNAME = ProjectileForce OFFSET = 0x108 TYPE = FLOAT
	FIELDNAME = FragImpulse OFFSET = 0x10C TYPE = FLOAT
	FIELDNAME = Penetration OFFSET = 0x110 TYPE = FLOAT
	FIELDNAME = VerticalLaunchAdjustment OFFSET = 0x114 TYPE = FLOAT
	FIELDNAME = DropForwardVelocity OFFSET = 0x118 TYPE = FLOAT
	FIELDNAME = Speed OFFSET = 0x11C TYPE = FLOAT
	FIELDNAME = BulletsInBatch OFFSET = 0x120 TYPE = UINT
	FIELDNAME = BatchSpread OFFSET = 0x124 TYPE = FLOAT
	FIELDNAME = ReloadTimeMP OFFSET = 0x128 TYPE = FLOAT
	FIELDNAME = ReloadTimeSP OFFSET = 0x12C TYPE = FLOAT
	FIELDNAME = VehicleReloadTime OFFSET = 0x130 TYPE = FLOAT
	FIELDNAME = AnimReloadRate OFFSET = 0x134 TYPE = FLOAT
	FIELDNAME = BulletsPerAnimLoop OFFSET = 0x138 TYPE = INT
	FIELDNAME = TimeBetweenShots OFFSET = 0x13C TYPE = FLOAT
	FIELDNAME = TimeLeftBetweenShotsWhereShouldFireIsCached OFFSET = 0x140 TYPE = FLOAT
	FIELDNAME = SpinUpTime OFFSET = 0x144 TYPE = FLOAT
	FIELDNAME = SpinTime OFFSET = 0x148 TYPE = FLOAT
	FIELDNAME = SpinDownTime OFFSET = 0x14C TYPE = FLOAT
	FIELDNAME = AlternateWaitTime OFFSET = 0x150 TYPE = FLOAT
	FIELDNAME = BulletBendingNearRadius OFFSET = 0x154 TYPE = FLOAT
	FIELDNAME = BulletBendingFarRadius OFFSET = 0x158 TYPE = FLOAT
	FIELDNAME = BulletBendingZoomedRadius OFFSET = 0x15C TYPE = FLOAT
	FIELDNAME = FirstPersonBulletBendingNearRadius OFFSET = 0x160 TYPE = FLOAT
	FIELDNAME = FirstPersonBulletBendingFarRadius OFFSET = 0x164 TYPE = FLOAT
	FIELDNAME = FirstPersonBulletBendingZoomedRadius OFFSET = 0x168 TYPE = FLOAT
	FIELDNAME = Fx OFFSET = 0x170 TYPE = STRUCT
		STRUCT TYPE = H_0x59D98C0F
	FIELDNAME = InitialRumbleDuration OFFSET = 0x250 TYPE = INT
	FIELDNAME = InitialRumbleIntensity OFFSET = 0x254 TYPE = FLOAT
	FIELDNAME = InitialRumbleIntensityTrigger OFFSET = 0x258 TYPE = FLOAT
	FIELDNAME = RumbleDuration OFFSET = 0x25C TYPE = INT
	FIELDNAME = RumbleIntensity OFFSET = 0x260 TYPE = FLOAT
	FIELDNAME = RumbleIntensityTrigger OFFSET = 0x264 TYPE = FLOAT
	FIELDNAME = RumbleDamageIntensity OFFSET = 0x268 TYPE = FLOAT
	FIELDNAME = InitialRumbleDurationFps OFFSET = 0x26C TYPE = INT
	FIELDNAME = InitialRumbleIntensityFps OFFSET = 0x270 TYPE = FLOAT
	FIELDNAME = RumbleDurationFps OFFSET = 0x274 TYPE = INT
	FIELDNAME = RumbleIntensityFps OFFSET = 0x278 TYPE = FLOAT
	FIELDNAME = NetworkPlayerDamageModifier OFFSET = 0x27C TYPE = FLOAT
	FIELDNAME = NetworkPedDamageModifier OFFSET = 0x280 TYPE = FLOAT
	FIELDNAME = NetworkHeadShotPlayerDamageModifier OFFSET = 0x284 TYPE = FLOAT
	FIELDNAME = LockOnRange OFFSET = 0x288 TYPE = FLOAT
	FIELDNAME = WeaponRange OFFSET = 0x28C TYPE = FLOAT
	FIELDNAME = BulletDirectionOffsetInDegrees OFFSET = 0x8FC TYPE = FLOAT
	FIELDNAME = BulletDirectionPitchOffset OFFSET = 0x900 TYPE = FLOAT
	FIELDNAME = BulletDirectionPitchHomingOffset OFFSET = 0x904 TYPE = FLOAT
	FIELDNAME = AiSoundRange OFFSET = 0x290 TYPE = FLOAT
	FIELDNAME = AiPotentialBlastEventRange OFFSET = 0x294 TYPE = FLOAT
	FIELDNAME = DamageFallOffRangeMin OFFSET = 0x298 TYPE = FLOAT
	FIELDNAME = DamageFallOffRangeMax OFFSET = 0x29C TYPE = FLOAT
	FIELDNAME = DamageFallOffModifier OFFSET = 0x2A8 TYPE = FLOAT
	FIELDNAME = VehicleWeaponHash OFFSET = 0x2B4 TYPE = HASH
	FIELDNAME = DefaultCameraHash OFFSET = 0x2B8 TYPE = HASH
	FIELDNAME = AimCameraHash OFFSET = 0x2BC TYPE = HASH
	FIELDNAME = FireCameraHash OFFSET = 0x2C0 TYPE = HASH
	FIELDNAME = CoverCameraHash OFFSET = 0x2C4 TYPE = HASH
	FIELDNAME = CoverReadyToFireCameraHash OFFSET = 0x2C8 TYPE = HASH
	FIELDNAME = RunAndGunCameraHash OFFSET = 0x2CC TYPE = HASH
	FIELDNAME = CinematicShootingCameraHash OFFSET = 0x2D0 TYPE = HASH
	FIELDNAME = AlternativeOrScopedCameraHash OFFSET = 0x2D4 TYPE = HASH
	FIELDNAME = RunAndGunAlternativeOrScopedCameraHash OFFSET = 0x2D8 TYPE = HASH
	FIELDNAME = CinematicShootingAlternativeOrScopedCameraHash OFFSET = 0x2DC TYPE = HASH
	FIELDNAME = PovTurretCameraHash OFFSET = 0x2E0 TYPE = HASH
	FIELDNAME = CameraFov OFFSET = 0x2FC TYPE = FLOAT
	FIELDNAME = FirstPersonAimFovMin OFFSET = 0x300 TYPE = FLOAT
	FIELDNAME = FirstPersonAimFovMax OFFSET = 0x304 TYPE = FLOAT
	FIELDNAME = FirstPersonScopeFov OFFSET = 0x308 TYPE = FLOAT
	FIELDNAME = FirstPersonScopeAttachmentFov OFFSET = 0x30C TYPE = FLOAT
	FIELDNAME = FirstPersonDrivebyIKOffset OFFSET = 0x310 TYPE = VECTOR3
	FIELDNAME = FirstPersonRNGOffset OFFSET = 0x320 TYPE = VECTOR3
	FIELDNAME = FirstPersonRNGRotationOffset OFFSET = 0x330 TYPE = VECTOR3
	FIELDNAME = FirstPersonLTOffset OFFSET = 0x340 TYPE = VECTOR3
	FIELDNAME = FirstPersonLTRotationOffset OFFSET = 0x350 TYPE = VECTOR3
	FIELDNAME = FirstPersonScopeOffset OFFSET = 0x360 TYPE = VECTOR3
	FIELDNAME = FirstPersonScopeAttachmentOffset OFFSET = 0x370 TYPE = VECTOR3
	FIELDNAME = FirstPersonScopeRotationOffset OFFSET = 0x380 TYPE = VECTOR3
	FIELDNAME = FirstPersonScopeAttachmentRotationOffset OFFSET = 0x390 TYPE = VECTOR3
	FIELDNAME = FirstPersonAsThirdPersonIdleOffset OFFSET = 0x3A0 TYPE = VECTOR3
	FIELDNAME = FirstPersonAsThirdPersonRNGOffset OFFSET = 0x3B0 TYPE = VECTOR3
	FIELDNAME = FirstPersonAsThirdPersonLTOffset OFFSET = 0x3C0 TYPE = VECTOR3
	FIELDNAME = FirstPersonAsThirdPersonScopeOffset OFFSET = 0x3D0 TYPE = VECTOR3
	FIELDNAME = FirstPersonAsThirdPersonWeaponBlockedOffset OFFSET = 0x3E0 TYPE = VECTOR3
	FIELDNAME = FirstPersonDofSubjectMagnificationPowerFactorNear OFFSET = 0x3F0 TYPE = FLOAT
	FIELDNAME = FirstPersonDofMaxNearInFocusDistance OFFSET = 0x3F4 TYPE = FLOAT
	FIELDNAME = FirstPersonDofMaxNearInFocusDistanceBlendLevel OFFSET = 0x3F8 TYPE = FLOAT
	FIELDNAME = FirstPersonScopeAttachmentData OFFSET = 0x400 TYPE = ARRAY
		ARRAY TYPE = STRUCT
			STRUCT TYPE = H_0x6355FAA8
	FIELDNAME = ZoomFactorForAccurateMode OFFSET = 0x410 TYPE = FLOAT
	FIELDNAME = RecoilShakeHash OFFSET = 0x2E4 TYPE = HASH
	FIELDNAME = RecoilShakeHashFirstPerson OFFSET = 0x2E8 TYPE = HASH
	FIELDNAME = AccuracyOffsetShakeHash OFFSET = 0x2EC TYPE = HASH
	FIELDNAME = MinTimeBetweenRecoilShakes OFFSET = 0x2F0 TYPE = UINT
	FIELDNAME = RecoilShakeAmplitude OFFSET = 0x2F4 TYPE = FLOAT
	FIELDNAME = ExplosionShakeAmplitude OFFSET = 0x2F8 TYPE = FLOAT
	FIELDNAME = IkRecoilDisplacement OFFSET = 0x580 TYPE = FLOAT
	FIELDNAME = IkRecoilDisplacementScope OFFSET = 0x584 TYPE = FLOAT
	FIELDNAME = IkRecoilDisplacementScaleBackward OFFSET = 0x588 TYPE = FLOAT
	FIELDNAME = IkRecoilDisplacementScaleVertical OFFSET = 0x58C TYPE = FLOAT
	FIELDNAME = ReticuleHudPosition OFFSET = 0x590 TYPE = VECTOR2
	FIELDNAME = ReticuleHudPositionOffsetForPOVTurret OFFSET = 0x598 TYPE = VECTOR2
	FIELDNAME = AimOffsetMin OFFSET = 0x420 TYPE = VECTOR3
	FIELDNAME = AimProbeLengthMin OFFSET = 0x450 TYPE = FLOAT
	FIELDNAME = AimOffsetMax OFFSET = 0x430 TYPE = VECTOR3
	FIELDNAME = AimProbeLengthMax OFFSET = 0x454 TYPE = FLOAT
	FIELDNAME = AimOffsetMinFPSIdle OFFSET = 0x460 TYPE = VECTOR3
	FIELDNAME = AimOffsetMedFPSIdle OFFSET = 0x470 TYPE = VECTOR3
	FIELDNAME = AimOffsetMaxFPSIdle OFFSET = 0x480 TYPE = VECTOR3
	FIELDNAME = AimOffsetMinFPSLT OFFSET = 0x490 TYPE = VECTOR3
	FIELDNAME = AimOffsetMaxFPSLT OFFSET = 0x4A0 TYPE = VECTOR3
	FIELDNAME = AimOffsetMinFPSRNG OFFSET = 0x4B0 TYPE = VECTOR3
	FIELDNAME = AimOffsetMaxFPSRNG OFFSET = 0x4C0 TYPE = VECTOR3
	FIELDNAME = AimOffsetMinFPSScope OFFSET = 0x4D0 TYPE = VECTOR3
	FIELDNAME = AimOffsetMaxFPSScope OFFSET = 0x4E0 TYPE = VECTOR3
	FIELDNAME = AimOffsetEndPosMinFPSIdle OFFSET = 0x4F0 TYPE = VECTOR3
	FIELDNAME = AimOffsetEndPosMedFPSIdle OFFSET = 0x500 TYPE = VECTOR3
	FIELDNAME = AimOffsetEndPosMaxFPSIdle OFFSET = 0x510 TYPE = VECTOR3
	FIELDNAME = AimOffsetEndPosMinFPSLT OFFSET = 0x520 TYPE = VECTOR3
	FIELDNAME = AimOffsetEndPosMedFPSLT OFFSET = 0x530 TYPE = VECTOR3
	FIELDNAME = AimOffsetEndPosMaxFPSLT OFFSET = 0x540 TYPE = VECTOR3
	FIELDNAME = AimProbeRadiusOverrideFPSIdle OFFSET = 0x550 TYPE = FLOAT
	FIELDNAME = AimProbeRadiusOverrideFPSIdleStealth OFFSET = 0x554 TYPE = FLOAT
	FIELDNAME = AimProbeRadiusOverrideFPSLT OFFSET = 0x558 TYPE = FLOAT
	FIELDNAME = AimProbeRadiusOverrideFPSRNG OFFSET = 0x55C TYPE = FLOAT
	FIELDNAME = AimProbeRadiusOverrideFPSScope OFFSET = 0x560 TYPE = FLOAT
	FIELDNAME = TorsoAimOffset OFFSET = 0x440 TYPE = VECTOR2
	FIELDNAME = TorsoCrouchedAimOffset OFFSET = 0x448 TYPE = VECTOR2
	FIELDNAME = LeftHandIkOffset OFFSET = 0x570 TYPE = VECTOR3
	FIELDNAME = ReticuleMinSizeStanding OFFSET = 0x5A0 TYPE = FLOAT
	FIELDNAME = ReticuleMinSizeCrouched OFFSET = 0x5A4 TYPE = FLOAT
	FIELDNAME = ReticuleScale OFFSET = 0x5A8 TYPE = FLOAT
	FIELDNAME = ReticuleStyleHash OFFSET = 0x5AC TYPE = HASH
	FIELDNAME = FirstPersonReticuleStyleHash OFFSET = 0x5B0 TYPE = HASH
	FIELDNAME = PickupHash OFFSET = 0x5B4 TYPE = HASH
	FIELDNAME = MPPickupHash OFFSET = 0x5B8 TYPE = HASH
	FIELDNAME = HumanNameHash OFFSET = 0x5BC TYPE = HASH
	FIELDNAME = MovementModeConditionalIdle OFFSET = 0x5C4 TYPE = HASH
	FIELDNAME = StatName OFFSET = 0x5F0 TYPE = HASH
	FIELDNAME = KnockdownCount OFFSET = 0x5F8 TYPE = INT
	FIELDNAME = KillshotImpulseScale OFFSET = 0x5FC TYPE = FLOAT
	FIELDNAME = NmShotTuningSet OFFSET = 0x600 TYPE = HASH
	FIELDNAME = AttachPoints OFFSET = 0x604 TYPE = ARRAY
		ARRAY TYPE = STRUCT
			STRUCT TYPE = H_0x71BF947F
	FIELDNAME = GunFeedBone OFFSET = 0x8C4 TYPE = STRUCT
		STRUCT TYPE = H_0x96EF0B10
	FIELDNAME = TargetSequenceGroup OFFSET = 0x8F8 TYPE = HASH
	FIELDNAME = WeaponFlags OFFSET = 0x8C8 TYPE = BITSET
		BITSET NAME = CarriedInHand BIT = 0
		BITSET NAME = Automatic BIT = 1
		BITSET NAME = Silenced BIT = 2
		BITSET NAME = FirstPersonScope BIT = 3
		BITSET NAME = ArmourPenetrating BIT = 4
		BITSET NAME = ApplyBulletForce BIT = 5
		BITSET NAME = Gun BIT = 6
		BITSET NAME = CanLockonOnFoot BIT = 7
		BITSET NAME = CanLockonInVehicle BIT = 8
		BITSET NAME = Homing BIT = 9
		BITSET NAME = CanFreeAim BIT = 10
		BITSET NAME = Heavy BIT = 11
		BITSET NAME = TwoHanded BIT = 12
		BITSET NAME = Launched BIT = 13
		BITSET NAME = MeleeBlade BIT = 14
		BITSET NAME = MeleeClub BIT = 15
		BITSET NAME = AnimReload BIT = 16
		BITSET NAME = AnimCrouchFire BIT = 17
		BITSET NAME = CreateVisibleOrdnance BIT = 18
		BITSET NAME = TreatAsOneHandedInCover BIT = 19
		BITSET NAME = H_0x433706FF BIT = 20
		BITSET NAME = Thrown BIT = 21
		BITSET NAME = Bomb BIT = 22
		BITSET NAME = UsableOnFoot BIT = 23
		BITSET NAME = UsableUnderwater BIT = 24
		BITSET NAME = UsableClimbing BIT = 25
		BITSET NAME = UsableInCover BIT = 26
		BITSET NAME = AllowEarlyExitFromFireAnimAfterBulletFired BIT = 27
		BITSET NAME = DisableRightHandIk BIT = 28
		BITSET NAME = DisableLeftHandIkInCover BIT = 29
		BITSET NAME = DontSwapWeaponIfNoAmmo BIT = 30
		BITSET NAME = H_0xFF2EED4F BIT = 31
		BITSET NAME = DoesRevivableDamage BIT = 32
		BITSET NAME = NoFriendlyFireDamage BIT = 33
		BITSET NAME = Detonator BIT = 34
		BITSET NAME = DisplayRechargeTimeHUD BIT = 35
		BITSET NAME = OnlyFireOneShot BIT = 36
		BITSET NAME = OnlyFireOneShotPerTriggerPress BIT = 37
		BITSET NAME = UseLegDamageVoice BIT = 38
		BITSET NAME = H_0x6913F3A8 BIT = 39
		BITSET NAME = CanBeFiredLikeGun BIT = 40
		BITSET NAME = OnlyAllowFiring BIT = 41
		BITSET NAME = NoLeftHandIK BIT = 42
		BITSET NAME = NoLeftHandIKWhenBlocked BIT = 43
		BITSET NAME = H_0x94214125 BIT = 44
		BITSET NAME = H_0x1D00ABC3 BIT = 45
		BITSET NAME = Vehicle BIT = 46
		BITSET NAME = EnforceAimingRestrictions BIT = 47
		BITSET NAME = ForceEjectShellAfterFiring BIT = 48
		BITSET NAME = NonViolent BIT = 49
		BITSET NAME = NonLethal BIT = 50
		BITSET NAME = Scary BIT = 51
		BITSET NAME = AllowCloseQuarterKills BIT = 52
		BITSET NAME = DisablePlayerBlockingInMP BIT = 53
		BITSET NAME = StaticReticulePosition BIT = 54
		BITSET NAME = CanPerformArrest BIT = 55
		BITSET NAME = H_0xF1DA2249 BIT = 56
		BITSET NAME = AllowMeleeIntroAnim BIT = 57
		BITSET NAME = ManualDetonation BIT = 58
		BITSET NAME = SuppressGunshotEvent BIT = 59
		BITSET NAME = HiddenFromWeaponWheel BIT = 60
		BITSET NAME = AllowDriverLockOnToAmbientPeds BIT = 61
		BITSET NAME = NeedsGunCockingInCover BIT = 62
		BITSET NAME = ThrowOnly BIT = 63
		BITSET NAME = NoAutoRunWhenFiring BIT = 64
		BITSET NAME = DisableIdleVariations BIT = 65
		BITSET NAME = HasLowCoverReloads BIT = 66
		BITSET NAME = HasLowCoverSwaps BIT = 67
		BITSET NAME = DontBreakRopes BIT = 68
		BITSET NAME = CookWhileAiming BIT = 69
		BITSET NAME = UseLeftHandIkWhenAiming BIT = 70
		BITSET NAME = DropWhenCooked BIT = 71
		BITSET NAME = NotAWeapon BIT = 72
		BITSET NAME = RemoveEarlyWhenEnteringVehicles BIT = 73
		BITSET NAME = DontBlendFireOutro BIT = 74
		BITSET NAME = DiscardWhenOutOfAmmo BIT = 75
		BITSET NAME = DelayedFiringAfterAutoSwap BIT = 76
		BITSET NAME = EnforceFiringAngularThreshold BIT = 77
		BITSET NAME = ForcesActionMode BIT = 78
		BITSET NAME = CreatesAPotentialExplosionEventWhenFired BIT = 79
		BITSET NAME = CreateBulletExplosionWhenOutOfTime BIT = 80
		BITSET NAME = DelayedFiringAfterAutoSwapPreviousWeapon BIT = 81
		BITSET NAME = DisableCombatRoll BIT = 82
		BITSET NAME = NoWheelStats BIT = 83
		BITSET NAME = ProcessGripAnim BIT = 84
		BITSET NAME = DisableStealth BIT = 85
		BITSET NAME = DangerousLookingMeleeWeapon BIT = 86
		BITSET NAME = QuitTransitionToIdleIntroOnWeaponChange BIT = 87
		BITSET NAME = DisableLeftHandIkWhenOnFoot BIT = 88
		BITSET NAME = IgnoreHelmets BIT = 89
		BITSET NAME = Rpg BIT = 90
		BITSET NAME = NoAmmoDisplay BIT = 91
		BITSET NAME = TorsoIKForWeaponBlock BIT = 92
		BITSET NAME = LongWeapon BIT = 93
		BITSET NAME = H_0xAF443B5F BIT = 94
		BITSET NAME = H_0xE3C63C3B BIT = 95
		BITSET NAME = H_0x1E3D23FF BIT = 96
		BITSET NAME = AssistedAimVehicleWeapon BIT = 97
		BITSET NAME = CanBlowUpVehicleAtZeroBodyHealth BIT = 98
		BITSET NAME = IgnoreAnimReloadRateModifiers BIT = 99
		BITSET NAME = DisableIdleAnimationFilter BIT = 100
		BITSET NAME = H_0x7B27E96A BIT = 101
		BITSET NAME = H_0xBDBBC7FE BIT = 102
		BITSET NAME = HomingToggle BIT = 103
		BITSET NAME = ApplyVehicleDamageToEngine BIT = 104
		BITSET NAME = Turret BIT = 105
		BITSET NAME = DisableAimAngleChecksForReticule BIT = 106
		BITSET NAME = AllowMovementDuringFirstPersonScope BIT = 107
		BITSET NAME = DriveByMPOnly BIT = 108
		BITSET NAME = H_0xD5E173D6 BIT = 109
		BITSET NAME = CreateWeaponWithNoModel BIT = 110
		BITSET NAME = RemoveWhenUnequipped BIT = 111
		BITSET NAME = BlockAmbientIdles BIT = 112
		BITSET NAME = NotUnarmed BIT = 113
		BITSET NAME = UseFPSAimIK BIT = 114
		BITSET NAME = DisableFPSScope BIT = 115
		BITSET NAME = DisableFPSAimForScope BIT = 116
		BITSET NAME = EnableFPSRNGOnly BIT = 117
		BITSET NAME = EnableFPSIdleOnly BIT = 118
		BITSET NAME = MeleeHatchet BIT = 119
		BITSET NAME = UseAlternateFPDrivebyClipset BIT = 120
		BITSET NAME = AttachFPSLeftHandIKToRight BIT = 121
		BITSET NAME = OnlyUseAimingInfoInFPS BIT = 122
		BITSET NAME = UseFPSAnimatedRecoil BIT = 123
		BITSET NAME = UseFPSSecondaryMotion BIT = 124
		BITSET NAME = HasFPSProjectileWeaponAnims BIT = 125
		BITSET NAME = AllowMeleeBlock BIT = 126
		BITSET NAME = DontPlayDryFireAnim BIT = 127
		BITSET NAME = SwapToUnarmedWhenOutOfThrownAmmo BIT = 128
		BITSET NAME = PlayOutOfAmmoAnim BIT = 129
		BITSET NAME = DisableIdleAnimationFilterWhenReloading BIT = 130
		BITSET NAME = OnFootHoming BIT = 131
		BITSET NAME = DamageCausesDisputes BIT = 132
		BITSET NAME = UsePlaneExplosionDamageCapInMP BIT = 133
		BITSET NAME = FPSOnlyExitFireAnimAfterRecoilEnds BIT = 134
		BITSET NAME = SkipVehiclePetrolTankDamage BIT = 135
		BITSET NAME = DontAutoSwapOnPickUp BIT = 136
		BITSET NAME = DisableTorsoIKAboveAngleThreshold BIT = 137
		BITSET NAME = MeleeFist BIT = 138
		BITSET NAME = NotAllowedForDriveby BIT = 139
		BITSET NAME = AttachReloadObjectToRightHand BIT = 140
		BITSET NAME = CanBeAimedLikeGunWithoutFiring BIT = 141
		BITSET NAME = MeleeMachete BIT = 142
		BITSET NAME = HideReticule BIT = 143
		BITSET NAME = UseHolsterAnimation BIT = 144
		BITSET NAME = BlockFirstPersonStateTransitionWhileFiring BIT = 145
		BITSET NAME = ForceFullFireAnimation BIT = 146
		BITSET NAME = DisableLeftHandIkInDriveby BIT = 147
		BITSET NAME = CanUseInVehMelee BIT = 148
		BITSET NAME = UseVehicleWeaponBoneForward BIT = 149
		BITSET NAME = UseManualTargetingMode BIT = 150
		BITSET NAME = IgnoreTracerVfxMuzzleDirectionCheck BIT = 151
		BITSET NAME = IgnoreHomingCloseThresholdCheck BIT = 152
		BITSET NAME = LockOnRequiresAim BIT = 153
		BITSET NAME = DisableCameraPullAround BIT = 154
		BITSET NAME = VehicleChargedLaunch BIT = 155
		BITSET NAME = ForcePedAsFiringEntity BIT = 156
		BITSET NAME = FiringEntityIgnoresExplosionDamage BIT = 157
		BITSET NAME = H_0xBB719965 BIT = 158
		BITSET NAME = H_0x8AA35BC0 BIT = 159
		BITSET NAME = H_0x11E55FB6 BIT = 160
		BITSET NAME = H_0xACD57DF5 BIT = 161
		BITSET NAME = H_0x562550DB BIT = 162
		BITSET NAME = H_0xAB04FFFF BIT = 163
		BITSET NAME = H_0xC0665B3C BIT = 164
		BITSET NAME = H_0x968627D2 BIT = 165
		BITSET NAME = H_0x276762D5 BIT = 166
		BITSET NAME = H_0x68F30C0A BIT = 167
		BITSET NAME = H_0x614E1388 BIT = 168
		BITSET NAME = H_0xA9CB74E6 BIT = 169
		BITSET NAME = H_0x53D0CED3 BIT = 170
		BITSET NAME = H_0x3E678BAC BIT = 171
		BITSET NAME = H_0xC2A180AE BIT = 172
		BITSET NAME = H_0xC03C4B08 BIT = 173
		BITSET NAME = H_0x7CACFF1F BIT = 174
		BITSET NAME = H_0x59E93B2E BIT = 175
		BITSET NAME = H_0x5D94EE44 BIT = 176
		BITSET NAME = H_0xB79F9589 BIT = 177
		BITSET NAME = H_0xE662D423 BIT = 178
	FIELDNAME = TintSpecValues OFFSET = 0x8E0 TYPE = STRUCT
		STRUCT TYPE CANNOT BE DETERMINED!
	FIELDNAME = FiringPatternAliases OFFSET = 0x8E8 TYPE = STRUCT
		STRUCT TYPE CANNOT BE DETERMINED!
	FIELDNAME = ReloadUpperBodyFixupExpressionData OFFSET = 0x8F0 TYPE = STRUCT
		STRUCT TYPE CANNOT BE DETERMINED!
	FIELDNAME = AmmoDiminishingRate OFFSET = 0x5C8 TYPE = UCHAR
	FIELDNAME = AimingBreathingAdditiveWeight OFFSET = 0x5D0 TYPE = FLOAT
	FIELDNAME = FiringBreathingAdditiveWeight OFFSET = 0x5D4 TYPE = FLOAT
	FIELDNAME = StealthAimingBreathingAdditiveWeight OFFSET = 0x5D8 TYPE = FLOAT
	FIELDNAME = StealthFiringBreathingAdditiveWeight OFFSET = 0x5DC TYPE = FLOAT
	FIELDNAME = AimingLeanAdditiveWeight OFFSET = 0x5E0 TYPE = FLOAT
	FIELDNAME = FiringLeanAdditiveWeight OFFSET = 0x5E4 TYPE = FLOAT
	FIELDNAME = StealthAimingLeanAdditiveWeight OFFSET = 0x5E8 TYPE = FLOAT
	FIELDNAME = StealthFiringLeanAdditiveWeight OFFSET = 0x5EC TYPE = FLOAT
	FIELDNAME = ExpandPedCapsuleRadius OFFSET = 0x91C TYPE = FLOAT
	FIELDNAME = AudioCollisionHash OFFSET = 0x5C0 TYPE = HASH
	FIELDNAME = HudDamage OFFSET = 0x5C9 TYPE = CHAR
	FIELDNAME = HudSpeed OFFSET = 0x5CA TYPE = CHAR
	FIELDNAME = HudCapacity OFFSET = 0x5CB TYPE = CHAR
	FIELDNAME = HudAccuracy OFFSET = 0x5CC TYPE = CHAR
	FIELDNAME = HudRange OFFSET = 0x5CD TYPE = CHAR
	FIELDNAME = VehicleAttackAngle OFFSET = 0x920 TYPE = FLOAT
	FIELDNAME = TorsoIKAngleLimit OFFSET = 0x924 TYPE = FLOAT
	FIELDNAME = H_0x806EA8CF OFFSET = 0x928 TYPE = FLOAT
	FIELDNAME = MeleeRightFistTargetHealthDamageScaler OFFSET = 0x92C TYPE = FLOAT
	FIELDNAME = AirborneAircraftLockOnMultiplier OFFSET = 0x930 TYPE = FLOAT
	FIELDNAME = ArmouredVehicleGlassDamageOverride OFFSET = 0x934 TYPE = FLOAT
	FIELDNAME = CamoDiffuseTexIdxs OFFSET = 0x938 TYPE = MAP
		MAP KEY TYPE = HASH
		MAP VALUE TYPE = MAP
			MAP KEY TYPE = UINT
			MAP VALUE TYPE = UINT
	FIELDNAME = RotateBarrelBone OFFSET = 0x950 TYPE = STRUCT
		STRUCT TYPE = H_0x96EF0B10
	FIELDNAME = RotateBarrelBone2 OFFSET = 0x952 TYPE = STRUCT
		STRUCT TYPE = H_0x96EF0B10
	FIELDNAME = FrontClearTestParams OFFSET = 0x3C TYPE = STRUCT
		STRUCT TYPE = H_0xD3809540

Registered struct H_0x13B6A1E8, OFFSETS = 
	FIELDNAME = Default OFFSET = 0x0 TYPE = ENUM
		ENUM DATA CANNOT BE OBTAINED! // standard explosion enum for all of them
	FIELDNAME = HitCar OFFSET = 0x4 TYPE = ENUM
		ENUM DATA CANNOT BE OBTAINED!
	FIELDNAME = HitTruck OFFSET = 0x8 TYPE = ENUM
		ENUM DATA CANNOT BE OBTAINED!
	FIELDNAME = HitBike OFFSET = 0xC TYPE = ENUM
		ENUM DATA CANNOT BE OBTAINED!
	FIELDNAME = HitBoat OFFSET = 0x10 TYPE = ENUM
		ENUM DATA CANNOT BE OBTAINED!
	FIELDNAME = HitPlane OFFSET = 0x14 TYPE = ENUM
		ENUM DATA CANNOT BE OBTAINED!

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