<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="45">
  <CheatEntries>
    <CheatEntry>
      <ID>52</ID>
      <Description>"--------------------------------------------- ----------------------------------------------"</Description>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
    <CheatEntry>
      <ID>56</ID>
      <Description>"                                                          DOKA 2 KISHKI EDITION [STEAM VERSION]"</Description>
      <Color>0000FF</Color>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
    <CheatEntry>
      <ID>51</ID>
      <Description>"--------------------------------------------- ----------------------------------------------"</Description>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
    <CheatEntry>
      <ID>4</ID>
      <Description>"PLY MANAGER"</Description>
      <Options moHideChildren="1"/>
      <Color>000080</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : DOKA2.exe
  Version: Steam
  Date   : 2025-03-08
  Author : SeryogaSK
  Web : Habibrahimov.com

  This script does Get Player Pointer
}

[ENABLE]

aobscanmodule(ply_healths,GameAssembly.dll,F3 0F 10 4E 10 0F 57) // should be unique
alloc(newmem,$1000)
alloc(ply_ptr,8)

label(code)
label(return)

newmem:
mov [ply_ptr],esi
code:
  movss xmm1,[esi+10]
  jmp return

ply_healths:
  jmp newmem
return:
registersymbol(ply_healths ply_ptr)

[DISABLE]

ply_healths:
  db F3 0F 10 4E 10

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+5D75A0

GameAssembly.dll+5D7582: 75 09                 - jne GameAssembly.dll+5D758D
GameAssembly.dll+5D7584: 50                    - push eax
GameAssembly.dll+5D7585: E8 E6 56 AC FF        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+5D758A: 83 C4 04              - add esp,04
GameAssembly.dll+5D758D: 6A 00                 - push 00
GameAssembly.dll+5D758F: 57                    - push edi
GameAssembly.dll+5D7590: E8 1B 88 CD FF        - call UnityEngine.Object.op_Implicit
GameAssembly.dll+5D7595: 83 C4 08              - add esp,08
GameAssembly.dll+5D7598: 84 C0                 - test al,al
GameAssembly.dll+5D759A: 0F 85 D6 00 00 00     - jne GameAssembly.dll+5D7676
// ---------- INJECTING HERE ----------
GameAssembly.dll+5D75A0: F3 0F 10 4E 10        - movss xmm1,[esi+10]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+5D75A5: 0F 57 C0              - xorps xmm0,xmm0
GameAssembly.dll+5D75A8: F3 0F 5C 4D 0C        - subss xmm1,[ebp+0C]
GameAssembly.dll+5D75AD: 0F 2F C1              - comiss xmm0,xmm1
GameAssembly.dll+5D75B0: F3 0F 11 4E 10        - movss [esi+10],xmm1
GameAssembly.dll+5D75B5: 0F 82 45 03 00 00     - jb GameAssembly.dll+5D7900
GameAssembly.dll+5D75BB: 8B 7E 0C              - mov edi,[esi+0C]
GameAssembly.dll+5D75BE: C7 46 10 00 00 00 00  - mov [esi+10],00000000
GameAssembly.dll+5D75C5: A1 50 D7 8E 5A        - mov eax,[GameAssembly.dll+79D750]
GameAssembly.dll+5D75CA: F6 80 BB 00 00 00 01  - test byte ptr [eax+000000BB],01
GameAssembly.dll+5D75D1: 74 0F                 - je GameAssembly.dll+5D75E2
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>2</ID>
          <Description>"Base"</Description>
          <ShowAsHex>1</ShowAsHex>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>8 Bytes</VariableType>
          <Address>ply_ptr</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>5</ID>
          <Description>"health"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>[ply_ptr]+10</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>6</ID>
          <Description>"damageFactor"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>[ply_ptr]+1C</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>8</ID>
      <Description>"WPN MANAGER"</Description>
      <Options moHideChildren="1"/>
      <Color>000080</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : DOKA2.exe
  Version: Steam
  Date   : 2025-03-08
  Author : SeryogaSK
  Web : Habibrahimov.com

  This script does Weapon Pointer
}

[ENABLE]

aobscanmodule(ammo,GameAssembly.dll,FF 4F 38 6A 00) // should be unique
alloc(newmem,$1000)
alloc(wpn_ptr,8)

label(code)
label(return)

newmem:
mov [wpn_ptr],edi
code:
  dec [edi+38]
  push 00
  jmp return

ammo:
  jmp newmem
return:
registersymbol(ammo wpn_ptr)

[DISABLE]

ammo:
  db FF 4F 38 6A 00

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+5F2488

GameAssembly.dll+5F2461: E8 9A 68 FD FF                 - call UnityEngine.ParticleSystem.Play
GameAssembly.dll+5F2466: 83 C4 08                       - add esp,08
GameAssembly.dll+5F2469: 8B 87 9C 00 00 00              - mov eax,[edi+0000009C]
GameAssembly.dll+5F246F: 85 C0                          - test eax,eax
GameAssembly.dll+5F2471: 0F 84 AA 00 00 00              - je GameAssembly.dll+5F2521
GameAssembly.dll+5F2477: 6A 00                          - push 00
GameAssembly.dll+5F2479: FF B7 84 00 00 00              - push [edi+00000084]
GameAssembly.dll+5F247F: 50                             - push eax
GameAssembly.dll+5F2480: E8 2B 7C FF FF                 - call SoundManager.Play
GameAssembly.dll+5F2485: 83 C4 0C                       - add esp,0C
// ---------- INJECTING HERE ----------
GameAssembly.dll+5F2488: FF 4F 38                       - dec [edi+38]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+5F248B: 6A 00                          - push 00
GameAssembly.dll+5F248D: 57                             - push edi
GameAssembly.dll+5F248E: E8 9D 0A 00 00                 - call WeaponBase.UpdateAmmoText
GameAssembly.dll+5F2493: 83 C4 08                       - add esp,08
GameAssembly.dll+5F2496: C7 87 EC 00 00 00 00 00 00 00  - mov [edi+000000EC],00000000
GameAssembly.dll+5F24A0: 5F                             - pop edi
GameAssembly.dll+5F24A1: 5E                             - pop esi
GameAssembly.dll+5F24A2: 5B                             - pop ebx
GameAssembly.dll+5F24A3: 8B E5                          - mov esp,ebp
GameAssembly.dll+5F24A5: 5D                             - pop ebp
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>9</ID>
          <Description>"Base"</Description>
          <ShowAsHex>1</ShowAsHex>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>8 Bytes</VariableType>
          <Address>wpn_ptr</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>10</ID>
          <Description>"weaponType"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+10</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>11</ID>
          <Description>"reloadType"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+14</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>12</ID>
          <Description>"crosshairType"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+18</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>13</ID>
          <Description>"fireMode"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+1C</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>14</ID>
          <Description>"damage"</Description>
          <VariableType>Float</VariableType>
          <Address>[wpn_ptr]+20</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>15</ID>
          <Description>"fireRate"</Description>
          <VariableType>Float</VariableType>
          <Address>[wpn_ptr]+24</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16</ID>
          <Description>"range"</Description>
          <VariableType>Float</VariableType>
          <Address>[wpn_ptr]+28</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>17</ID>
          <Description>"bulletsPerMag"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+2C</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>18</ID>
          <Description>"bulletsLeft"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+30</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>19</ID>
          <Description>"startBullets"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+34</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>20</ID>
          <Description>"loadedBullets"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+38</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>21</ID>
          <Description>"pellets"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+3C</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>22</ID>
          <Description>"spread"</Description>
          <VariableType>Float</VariableType>
          <Address>[wpn_ptr]+40</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>23</ID>
          <Description>"bulletEjectingSpeed"</Description>
          <VariableType>Float</VariableType>
          <Address>[wpn_ptr]+44</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>24</ID>
          <Description>"hasLastFire"</Description>
          <VariableType>Byte</VariableType>
          <Address>[wpn_ptr]+48</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>25</ID>
          <Description>"recoil"</Description>
          <VariableType>Float</VariableType>
          <Address>[wpn_ptr]+4C</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>26</ID>
          <Description>"zombie"</Description>
          <VariableType>Byte</VariableType>
          <Address>[wpn_ptr]+50</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>27</ID>
          <Description>"fist"</Description>
          <VariableType>Byte</VariableType>
          <Address>[wpn_ptr]+51</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>28</ID>
          <Description>"pause"</Description>
          <VariableType>Byte</VariableType>
          <Address>[wpn_ptr]+52</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>29</ID>
          <Description>"blaster"</Description>
          <VariableType>Byte</VariableType>
          <Address>[wpn_ptr]+53</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>30</ID>
          <Description>"aimPos"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+68</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>31</ID>
          <Description>"aimingSpeed"</Description>
          <VariableType>Float</VariableType>
          <Address>[wpn_ptr]+74</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>32</ID>
          <Description>"upgradeDamageFactor"</Description>
          <VariableType>Float</VariableType>
          <Address>[wpn_ptr]+B0</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>33</ID>
          <Description>"upgradeDamage"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+B4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>34</ID>
          <Description>"upgradeMagFactor"</Description>
          <VariableType>Float</VariableType>
          <Address>[wpn_ptr]+B8</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>35</ID>
          <Description>"upgradeMag"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+BC</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>36</ID>
          <Description>"upgradeMaxAmmoFactor"</Description>
          <VariableType>Float</VariableType>
          <Address>[wpn_ptr]+C0</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>37</ID>
          <Description>"upgradeMaxAmmo"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+C4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>38</ID>
          <Description>"upgradeRangeFactor"</Description>
          <VariableType>Float</VariableType>
          <Address>[wpn_ptr]+C8</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>39</ID>
          <Description>"upgradeRange"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+CC</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>40</ID>
          <Description>"upgradeRecoilFactor"</Description>
          <VariableType>Float</VariableType>
          <Address>[wpn_ptr]+D0</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>41</ID>
          <Description>"upgradeRecoil"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+D4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>42</ID>
          <Description>"upgradeReloadFactor"</Description>
          <VariableType>Float</VariableType>
          <Address>[wpn_ptr]+D8</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>43</ID>
          <Description>"upgradeReload"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+DC</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>44</ID>
          <Description>"upgradeSteadyFactor"</Description>
          <VariableType>Float</VariableType>
          <Address>[wpn_ptr]+E0</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>45</ID>
          <Description>"upgradeSteady"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+E4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>46</ID>
          <Description>"fireTimer"</Description>
          <VariableType>Float</VariableType>
          <Address>[wpn_ptr]+EC</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>47</ID>
          <Description>"isReloading"</Description>
          <VariableType>Byte</VariableType>
          <Address>[wpn_ptr]+F0</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>48</ID>
          <Description>"isEnabled"</Description>
          <VariableType>Byte</VariableType>
          <Address>[wpn_ptr]+F1</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>49</ID>
          <Description>"originalPos"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[wpn_ptr]+F4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>50</ID>
          <Description>"isAchieved"</Description>
          <VariableType>Byte</VariableType>
          <Address>[wpn_ptr]+120</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>53</ID>
      <Description>"--------------------------------------------- ----------------------------------------------"</Description>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
    <CheatEntry>
      <ID>55</ID>
      <Description>"                                                          TABLE BY SERYOGASK"</Description>
      <Color>0000FF</Color>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
    <CheatEntry>
      <ID>54</ID>
      <Description>"--------------------------------------------- ----------------------------------------------"</Description>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
  <Structures StructVersion="2">
    <Structure Name="HealthManager" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="8" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000008" Description="m_CachedPtr" DisplayMethod="unsigned integer"/>
        <Element Offset="12" Vartype="Pointer" Bytesize="4" OffsetHex="0000000C" Description="animator" DisplayMethod="unsigned integer"/>
        <Element Offset="16" Vartype="Float" Bytesize="4" OffsetHex="00000010" Description="health" DisplayMethod="unsigned integer"/>
        <Element Offset="20" Vartype="Byte" Bytesize="1" OffsetHex="00000014" Description="isPlayer" DisplayMethod="unsigned integer"/>
        <Element Offset="21" Vartype="Byte" Bytesize="1" OffsetHex="00000015" Description="removeColliderOnDeath" DisplayMethod="unsigned integer"/>
        <Element Offset="24" Vartype="Pointer" Bytesize="4" OffsetHex="00000018" Description="referer" DisplayMethod="unsigned integer"/>
        <Element Offset="28" Vartype="Float" Bytesize="4" OffsetHex="0000001C" Description="damageFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="32" Vartype="Pointer" Bytesize="4" OffsetHex="00000020" Description="healthText" DisplayMethod="unsigned integer"/>
        <Element Offset="36" Vartype="Byte" Bytesize="1" OffsetHex="00000024" Description="fatal" DisplayMethod="unsigned integer"/>
        <Element Offset="37" Vartype="Byte" Bytesize="1" OffsetHex="00000025" Description="isQuest" DisplayMethod="unsigned integer"/>
        <Element Offset="40" Vartype="Pointer" Bytesize="4" OffsetHex="00000028" Description="bodypart" DisplayMethod="unsigned integer"/>
        <Element Offset="44" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000002C" Description="chance" DisplayMethod="unsigned integer"/>
        <Element Offset="48" Vartype="Pointer" Bytesize="4" OffsetHex="00000030" Description="ALocManager" DisplayMethod="unsigned integer"/>
      </Elements>
    </Structure>
    <Structure Name="HealthManager" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="8" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000008" Description="m_CachedPtr" DisplayMethod="unsigned integer"/>
        <Element Offset="12" Vartype="Pointer" Bytesize="4" OffsetHex="0000000C" Description="animator" DisplayMethod="unsigned integer"/>
        <Element Offset="16" Vartype="Float" Bytesize="4" OffsetHex="00000010" Description="health" DisplayMethod="unsigned integer"/>
        <Element Offset="20" Vartype="Byte" Bytesize="1" OffsetHex="00000014" Description="isPlayer" DisplayMethod="unsigned integer"/>
        <Element Offset="21" Vartype="Byte" Bytesize="1" OffsetHex="00000015" Description="removeColliderOnDeath" DisplayMethod="unsigned integer"/>
        <Element Offset="24" Vartype="Pointer" Bytesize="4" OffsetHex="00000018" Description="referer" DisplayMethod="unsigned integer"/>
        <Element Offset="28" Vartype="Float" Bytesize="4" OffsetHex="0000001C" Description="damageFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="32" Vartype="Pointer" Bytesize="4" OffsetHex="00000020" Description="healthText" DisplayMethod="unsigned integer"/>
        <Element Offset="36" Vartype="Byte" Bytesize="1" OffsetHex="00000024" Description="fatal" DisplayMethod="unsigned integer"/>
        <Element Offset="37" Vartype="Byte" Bytesize="1" OffsetHex="00000025" Description="isQuest" DisplayMethod="unsigned integer"/>
        <Element Offset="40" Vartype="Pointer" Bytesize="4" OffsetHex="00000028" Description="bodypart" DisplayMethod="unsigned integer"/>
        <Element Offset="44" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000002C" Description="chance" DisplayMethod="unsigned integer"/>
        <Element Offset="48" Vartype="Pointer" Bytesize="4" OffsetHex="00000030" Description="ALocManager" DisplayMethod="unsigned integer"/>
      </Elements>
    </Structure>
    <Structure Name="HealthManager" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="8" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000008" Description="m_CachedPtr" DisplayMethod="unsigned integer"/>
        <Element Offset="12" Vartype="Pointer" Bytesize="4" OffsetHex="0000000C" Description="animator" DisplayMethod="unsigned integer"/>
        <Element Offset="16" Vartype="Float" Bytesize="4" OffsetHex="00000010" Description="health" DisplayMethod="unsigned integer"/>
        <Element Offset="20" Vartype="Byte" Bytesize="1" OffsetHex="00000014" Description="isPlayer" DisplayMethod="unsigned integer"/>
        <Element Offset="21" Vartype="Byte" Bytesize="1" OffsetHex="00000015" Description="removeColliderOnDeath" DisplayMethod="unsigned integer"/>
        <Element Offset="24" Vartype="Pointer" Bytesize="4" OffsetHex="00000018" Description="referer" DisplayMethod="unsigned integer"/>
        <Element Offset="28" Vartype="Float" Bytesize="4" OffsetHex="0000001C" Description="damageFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="32" Vartype="Pointer" Bytesize="4" OffsetHex="00000020" Description="healthText" DisplayMethod="unsigned integer"/>
        <Element Offset="36" Vartype="Byte" Bytesize="1" OffsetHex="00000024" Description="fatal" DisplayMethod="unsigned integer"/>
        <Element Offset="37" Vartype="Byte" Bytesize="1" OffsetHex="00000025" Description="isQuest" DisplayMethod="unsigned integer"/>
        <Element Offset="40" Vartype="Pointer" Bytesize="4" OffsetHex="00000028" Description="bodypart" DisplayMethod="unsigned integer"/>
        <Element Offset="44" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000002C" Description="chance" DisplayMethod="unsigned integer"/>
        <Element Offset="48" Vartype="Pointer" Bytesize="4" OffsetHex="00000030" Description="ALocManager" DisplayMethod="unsigned integer"/>
      </Elements>
    </Structure>
    <Structure Name="String" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="8" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000008" Description="Length" DisplayMethod="unsigned integer"/>
        <Element Offset="12" Vartype="Unicode String" Bytesize="128" OffsetHex="0000000C" Description="Value" DisplayMethod="unsigned integer"/>
      </Elements>
    </Structure>
    <Structure Name="WeaponBase" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="8" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000008" Description="m_CachedPtr" DisplayMethod="unsigned integer"/>
        <Element Offset="12" Vartype="String" Bytesize="1" OffsetHex="0000000C" Description="weaponName" DisplayMethod="unsigned integer"/>
        <Element Offset="16" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000010" Description="weaponType" DisplayMethod="unsigned integer"/>
        <Element Offset="20" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000014" Description="reloadType" DisplayMethod="unsigned integer"/>
        <Element Offset="24" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000018" Description="crosshairType" DisplayMethod="unsigned integer"/>
        <Element Offset="28" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000001C" Description="fireMode" DisplayMethod="unsigned integer"/>
        <Element Offset="32" Vartype="Float" Bytesize="4" OffsetHex="00000020" Description="damage" DisplayMethod="unsigned integer"/>
        <Element Offset="36" Vartype="Float" Bytesize="4" OffsetHex="00000024" Description="fireRate" DisplayMethod="unsigned integer"/>
        <Element Offset="40" Vartype="Float" Bytesize="4" OffsetHex="00000028" Description="range" DisplayMethod="unsigned integer"/>
        <Element Offset="44" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000002C" Description="bulletsPerMag" DisplayMethod="unsigned integer"/>
        <Element Offset="48" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000030" Description="bulletsLeft" DisplayMethod="unsigned integer"/>
        <Element Offset="52" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000034" Description="startBullets" DisplayMethod="unsigned integer"/>
        <Element Offset="56" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000038" Description="loadedBullets" DisplayMethod="unsigned integer"/>
        <Element Offset="60" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000003C" Description="pellets" DisplayMethod="unsigned integer"/>
        <Element Offset="64" Vartype="Float" Bytesize="4" OffsetHex="00000040" Description="spread" DisplayMethod="unsigned integer"/>
        <Element Offset="68" Vartype="Float" Bytesize="4" OffsetHex="00000044" Description="bulletEjectingSpeed" DisplayMethod="unsigned integer"/>
        <Element Offset="72" Vartype="Byte" Bytesize="1" OffsetHex="00000048" Description="hasLastFire" DisplayMethod="unsigned integer"/>
        <Element Offset="76" Vartype="Float" Bytesize="4" OffsetHex="0000004C" Description="recoil" DisplayMethod="unsigned integer"/>
        <Element Offset="80" Vartype="Byte" Bytesize="1" OffsetHex="00000050" Description="zombie" DisplayMethod="unsigned integer"/>
        <Element Offset="81" Vartype="Byte" Bytesize="1" OffsetHex="00000051" Description="fist" DisplayMethod="unsigned integer"/>
        <Element Offset="82" Vartype="Byte" Bytesize="1" OffsetHex="00000052" Description="pause" DisplayMethod="unsigned integer"/>
        <Element Offset="83" Vartype="Byte" Bytesize="1" OffsetHex="00000053" Description="blaster" DisplayMethod="unsigned integer"/>
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        <Element Offset="92" Vartype="Pointer" Bytesize="4" OffsetHex="0000005C" Description="rewardText" DisplayMethod="unsigned integer"/>
        <Element Offset="96" Vartype="Pointer" Bytesize="4" OffsetHex="00000060" Description="weaponNameText" DisplayMethod="unsigned integer"/>
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        <Element Offset="104" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000068" Description="aimPos" DisplayMethod="unsigned integer"/>
        <Element Offset="116" Vartype="Float" Bytesize="4" OffsetHex="00000074" Description="aimingSpeed" DisplayMethod="unsigned integer"/>
        <Element Offset="120" Vartype="Pointer" Bytesize="4" OffsetHex="00000078" Description="fundSystem" DisplayMethod="unsigned integer"/>
        <Element Offset="124" Vartype="Pointer" Bytesize="4" OffsetHex="0000007C" Description="levelSystem" DisplayMethod="unsigned integer"/>
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        <Element Offset="136" Vartype="Pointer" Bytesize="4" OffsetHex="00000088" Description="controller" DisplayMethod="unsigned integer"/>
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        <Element Offset="144" Vartype="Pointer" Bytesize="4" OffsetHex="00000090" Description="bulletImpact" DisplayMethod="unsigned integer"/>
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        <Element Offset="152" Vartype="Pointer" Bytesize="4" OffsetHex="00000098" Description="emptyCase" DisplayMethod="unsigned integer"/>
        <Element Offset="156" Vartype="Pointer" Bytesize="4" OffsetHex="0000009C" Description="soundManager" DisplayMethod="unsigned integer"/>
        <Element Offset="160" Vartype="Pointer" Bytesize="4" OffsetHex="000000A0" Description="shootPoint" DisplayMethod="unsigned integer"/>
        <Element Offset="164" Vartype="Pointer" Bytesize="4" OffsetHex="000000A4" Description="muzzlePoint" DisplayMethod="unsigned integer"/>
        <Element Offset="168" Vartype="Pointer" Bytesize="4" OffsetHex="000000A8" Description="caseSpawnPoint" DisplayMethod="unsigned integer"/>
        <Element Offset="172" Vartype="Pointer" Bytesize="4" OffsetHex="000000AC" Description="muzzleflash" DisplayMethod="unsigned integer"/>
        <Element Offset="176" Vartype="Float" Bytesize="4" OffsetHex="000000B0" Description="upgradeDamageFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="180" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000B4" Description="upgradeDamage" DisplayMethod="unsigned integer"/>
        <Element Offset="184" Vartype="Float" Bytesize="4" OffsetHex="000000B8" Description="upgradeMagFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="188" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000BC" Description="upgradeMag" DisplayMethod="unsigned integer"/>
        <Element Offset="192" Vartype="Float" Bytesize="4" OffsetHex="000000C0" Description="upgradeMaxAmmoFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="196" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000C4" Description="upgradeMaxAmmo" DisplayMethod="unsigned integer"/>
        <Element Offset="200" Vartype="Float" Bytesize="4" OffsetHex="000000C8" Description="upgradeRangeFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="204" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000CC" Description="upgradeRange" DisplayMethod="unsigned integer"/>
        <Element Offset="208" Vartype="Float" Bytesize="4" OffsetHex="000000D0" Description="upgradeRecoilFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="212" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000D4" Description="upgradeRecoil" DisplayMethod="unsigned integer"/>
        <Element Offset="216" Vartype="Float" Bytesize="4" OffsetHex="000000D8" Description="upgradeReloadFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="220" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000DC" Description="upgradeReload" DisplayMethod="unsigned integer"/>
        <Element Offset="224" Vartype="Float" Bytesize="4" OffsetHex="000000E0" Description="upgradeSteadyFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="228" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000E4" Description="upgradeSteady" DisplayMethod="unsigned integer"/>
        <Element Offset="232" Vartype="Pointer" Bytesize="4" OffsetHex="000000E8" Description="animator" DisplayMethod="unsigned integer"/>
        <Element Offset="236" Vartype="Float" Bytesize="4" OffsetHex="000000EC" Description="fireTimer" DisplayMethod="unsigned integer"/>
        <Element Offset="240" Vartype="Byte" Bytesize="1" OffsetHex="000000F0" Description="isReloading" DisplayMethod="unsigned integer"/>
        <Element Offset="241" Vartype="Byte" Bytesize="1" OffsetHex="000000F1" Description="isEnabled" DisplayMethod="unsigned integer"/>
        <Element Offset="244" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000F4" Description="originalPos" DisplayMethod="unsigned integer"/>
        <Element Offset="256" Vartype="Pointer" Bytesize="4" OffsetHex="00000100" Description="crosshair" DisplayMethod="unsigned integer"/>
        <Element Offset="260" Vartype="Pointer" Bytesize="4" OffsetHex="00000104" Description="prefabManager" DisplayMethod="unsigned integer"/>
        <Element Offset="264" Vartype="Pointer" Bytesize="4" OffsetHex="00000108" Description="spriteManager" DisplayMethod="unsigned integer"/>
        <Element Offset="268" Vartype="Pointer" Bytesize="4" OffsetHex="0000010C" Description="crosshairCross" DisplayMethod="unsigned integer"/>
        <Element Offset="272" Vartype="Pointer" Bytesize="4" OffsetHex="00000110" Description="crosshairCrossAim" DisplayMethod="unsigned integer"/>
        <Element Offset="276" Vartype="Pointer" Bytesize="4" OffsetHex="00000114" Description="crosshairCircle" DisplayMethod="unsigned integer"/>
        <Element Offset="280" Vartype="Pointer" Bytesize="4" OffsetHex="00000118" Description="crosshairCircleAim" DisplayMethod="unsigned integer"/>
        <Element Offset="284" Vartype="Pointer" Bytesize="4" OffsetHex="0000011C" Description="weaponBob" DisplayMethod="unsigned integer"/>
        <Element Offset="288" Vartype="Byte" Bytesize="1" OffsetHex="00000120" Description="isAchieved" DisplayMethod="unsigned integer"/>
      </Elements>
    </Structure>
    <Structure Name="WeaponBase" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
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        <Element Offset="12" Vartype="String" Bytesize="1" OffsetHex="0000000C" Description="weaponName" DisplayMethod="unsigned integer"/>
        <Element Offset="16" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000010" Description="weaponType" DisplayMethod="unsigned integer"/>
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        <Element Offset="24" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000018" Description="crosshairType" DisplayMethod="unsigned integer"/>
        <Element Offset="28" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000001C" Description="fireMode" DisplayMethod="unsigned integer"/>
        <Element Offset="32" Vartype="Float" Bytesize="4" OffsetHex="00000020" Description="damage" DisplayMethod="unsigned integer"/>
        <Element Offset="36" Vartype="Float" Bytesize="4" OffsetHex="00000024" Description="fireRate" DisplayMethod="unsigned integer"/>
        <Element Offset="40" Vartype="Float" Bytesize="4" OffsetHex="00000028" Description="range" DisplayMethod="unsigned integer"/>
        <Element Offset="44" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000002C" Description="bulletsPerMag" DisplayMethod="unsigned integer"/>
        <Element Offset="48" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000030" Description="bulletsLeft" DisplayMethod="unsigned integer"/>
        <Element Offset="52" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000034" Description="startBullets" DisplayMethod="unsigned integer"/>
        <Element Offset="56" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000038" Description="loadedBullets" DisplayMethod="unsigned integer"/>
        <Element Offset="60" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000003C" Description="pellets" DisplayMethod="unsigned integer"/>
        <Element Offset="64" Vartype="Float" Bytesize="4" OffsetHex="00000040" Description="spread" DisplayMethod="unsigned integer"/>
        <Element Offset="68" Vartype="Float" Bytesize="4" OffsetHex="00000044" Description="bulletEjectingSpeed" DisplayMethod="unsigned integer"/>
        <Element Offset="72" Vartype="Byte" Bytesize="1" OffsetHex="00000048" Description="hasLastFire" DisplayMethod="unsigned integer"/>
        <Element Offset="76" Vartype="Float" Bytesize="4" OffsetHex="0000004C" Description="recoil" DisplayMethod="unsigned integer"/>
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        <Element Offset="81" Vartype="Byte" Bytesize="1" OffsetHex="00000051" Description="fist" DisplayMethod="unsigned integer"/>
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        <Element Offset="84" Vartype="Pointer" Bytesize="4" OffsetHex="00000054" Description="laserbeam" DisplayMethod="unsigned integer"/>
        <Element Offset="88" Vartype="Pointer" Bytesize="4" OffsetHex="00000058" Description="shotpoint" DisplayMethod="unsigned integer"/>
        <Element Offset="92" Vartype="Pointer" Bytesize="4" OffsetHex="0000005C" Description="rewardText" DisplayMethod="unsigned integer"/>
        <Element Offset="96" Vartype="Pointer" Bytesize="4" OffsetHex="00000060" Description="weaponNameText" DisplayMethod="unsigned integer"/>
        <Element Offset="100" Vartype="Pointer" Bytesize="4" OffsetHex="00000064" Description="weaponAmmoText" DisplayMethod="unsigned integer"/>
        <Element Offset="104" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000068" Description="aimPos" DisplayMethod="unsigned integer"/>
        <Element Offset="116" Vartype="Float" Bytesize="4" OffsetHex="00000074" Description="aimingSpeed" DisplayMethod="unsigned integer"/>
        <Element Offset="120" Vartype="Pointer" Bytesize="4" OffsetHex="00000078" Description="fundSystem" DisplayMethod="unsigned integer"/>
        <Element Offset="124" Vartype="Pointer" Bytesize="4" OffsetHex="0000007C" Description="levelSystem" DisplayMethod="unsigned integer"/>
        <Element Offset="128" Vartype="Pointer" Bytesize="4" OffsetHex="00000080" Description="drySound" DisplayMethod="unsigned integer"/>
        <Element Offset="132" Vartype="Pointer" Bytesize="4" OffsetHex="00000084" Description="gunFireSound" DisplayMethod="unsigned integer"/>
        <Element Offset="136" Vartype="Pointer" Bytesize="4" OffsetHex="00000088" Description="controller" DisplayMethod="unsigned integer"/>
        <Element Offset="140" Vartype="Pointer" Bytesize="4" OffsetHex="0000008C" Description="hitParticle" DisplayMethod="unsigned integer"/>
        <Element Offset="144" Vartype="Pointer" Bytesize="4" OffsetHex="00000090" Description="bulletImpact" DisplayMethod="unsigned integer"/>
        <Element Offset="148" Vartype="Pointer" Bytesize="4" OffsetHex="00000094" Description="gunSmoke" DisplayMethod="unsigned integer"/>
        <Element Offset="152" Vartype="Pointer" Bytesize="4" OffsetHex="00000098" Description="emptyCase" DisplayMethod="unsigned integer"/>
        <Element Offset="156" Vartype="Pointer" Bytesize="4" OffsetHex="0000009C" Description="soundManager" DisplayMethod="unsigned integer"/>
        <Element Offset="160" Vartype="Pointer" Bytesize="4" OffsetHex="000000A0" Description="shootPoint" DisplayMethod="unsigned integer"/>
        <Element Offset="164" Vartype="Pointer" Bytesize="4" OffsetHex="000000A4" Description="muzzlePoint" DisplayMethod="unsigned integer"/>
        <Element Offset="168" Vartype="Pointer" Bytesize="4" OffsetHex="000000A8" Description="caseSpawnPoint" DisplayMethod="unsigned integer"/>
        <Element Offset="172" Vartype="Pointer" Bytesize="4" OffsetHex="000000AC" Description="muzzleflash" DisplayMethod="unsigned integer"/>
        <Element Offset="176" Vartype="Float" Bytesize="4" OffsetHex="000000B0" Description="upgradeDamageFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="180" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000B4" Description="upgradeDamage" DisplayMethod="unsigned integer"/>
        <Element Offset="184" Vartype="Float" Bytesize="4" OffsetHex="000000B8" Description="upgradeMagFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="188" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000BC" Description="upgradeMag" DisplayMethod="unsigned integer"/>
        <Element Offset="192" Vartype="Float" Bytesize="4" OffsetHex="000000C0" Description="upgradeMaxAmmoFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="196" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000C4" Description="upgradeMaxAmmo" DisplayMethod="unsigned integer"/>
        <Element Offset="200" Vartype="Float" Bytesize="4" OffsetHex="000000C8" Description="upgradeRangeFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="204" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000CC" Description="upgradeRange" DisplayMethod="unsigned integer"/>
        <Element Offset="208" Vartype="Float" Bytesize="4" OffsetHex="000000D0" Description="upgradeRecoilFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="212" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000D4" Description="upgradeRecoil" DisplayMethod="unsigned integer"/>
        <Element Offset="216" Vartype="Float" Bytesize="4" OffsetHex="000000D8" Description="upgradeReloadFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="220" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000DC" Description="upgradeReload" DisplayMethod="unsigned integer"/>
        <Element Offset="224" Vartype="Float" Bytesize="4" OffsetHex="000000E0" Description="upgradeSteadyFactor" DisplayMethod="unsigned integer"/>
        <Element Offset="228" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000E4" Description="upgradeSteady" DisplayMethod="unsigned integer"/>
        <Element Offset="232" Vartype="Pointer" Bytesize="4" OffsetHex="000000E8" Description="animator" DisplayMethod="unsigned integer"/>
        <Element Offset="236" Vartype="Float" Bytesize="4" OffsetHex="000000EC" Description="fireTimer" DisplayMethod="unsigned integer"/>
        <Element Offset="240" Vartype="Byte" Bytesize="1" OffsetHex="000000F0" Description="isReloading" DisplayMethod="unsigned integer"/>
        <Element Offset="241" Vartype="Byte" Bytesize="1" OffsetHex="000000F1" Description="isEnabled" DisplayMethod="unsigned integer"/>
        <Element Offset="244" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000F4" Description="originalPos" DisplayMethod="unsigned integer"/>
        <Element Offset="256" Vartype="Pointer" Bytesize="4" OffsetHex="00000100" Description="crosshair" DisplayMethod="unsigned integer"/>
        <Element Offset="260" Vartype="Pointer" Bytesize="4" OffsetHex="00000104" Description="prefabManager" DisplayMethod="unsigned integer"/>
        <Element Offset="264" Vartype="Pointer" Bytesize="4" OffsetHex="00000108" Description="spriteManager" DisplayMethod="unsigned integer"/>
        <Element Offset="268" Vartype="Pointer" Bytesize="4" OffsetHex="0000010C" Description="crosshairCross" DisplayMethod="unsigned integer"/>
        <Element Offset="272" Vartype="Pointer" Bytesize="4" OffsetHex="00000110" Description="crosshairCrossAim" DisplayMethod="unsigned integer"/>
        <Element Offset="276" Vartype="Pointer" Bytesize="4" OffsetHex="00000114" Description="crosshairCircle" DisplayMethod="unsigned integer"/>
        <Element Offset="280" Vartype="Pointer" Bytesize="4" OffsetHex="00000118" Description="crosshairCircleAim" DisplayMethod="unsigned integer"/>
        <Element Offset="284" Vartype="Pointer" Bytesize="4" OffsetHex="0000011C" Description="weaponBob" DisplayMethod="unsigned integer"/>
        <Element Offset="288" Vartype="Byte" Bytesize="1" OffsetHex="00000120" Description="isAchieved" DisplayMethod="unsigned integer"/>
      </Elements>
    </Structure>
  </Structures>
</CheatTable>
