class ClientWeapon
{
public:
char pad_0x0000[0x4]; //0x0000
__int32 m_pWeaponData; //0x0004
char pad_0x0008[0x4]; //0x0008
WeaponFiringData* m_pWeaponFiringData; //0x000C
__int32 m_pModifier; //0x0010
char pad_0x0014[0xC]; //0x0014
D3DXVECTOR4 m_moveSpeed; //0x0020
D3DXMATRIX m_shootSpace; //0x0030
D3DXMATRIX m_shootSpaceIdentity; //0x0070
char pad_0x00B0[0x118]; //0x00B0
float m_cameraFov; //0x01C8
float m_weaponFov; //0x01CC
float m_fovScaleFactor; //0x01D0
char pad_0x01D4[0x8]; //0x01D4
DWORD m_zoomLevel; //0x01DC gets 0 when out of zoom
DWORD m_zoomMaxLevel; //0x01E0
};//Size=0x01E4

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