private void ParseGun(ExportEntry classExport)
            {
                var uClass   = ObjectBinary.From <UClass>(classExport);
                var defaults = classExport.FileRef.GetUExport(uClass.Defaults);
                var props    = defaults.GetProperties();

                var mesh = props.GetProp <ObjectProperty>("Mesh");

                if (mesh?.ResolveToEntry(classExport.FileRef) is ExportEntry meshExp)
                {
                    var meshProp = meshExp.GetProperty <ObjectProperty>("SkeletalMesh");
                    HasGunMesh = meshProp != null;
                }

                if (classExport.InheritsFrom("SFXHeavyWeapon"))
                {
                    WeaponClassification = EWeaponClassification.HeavyWeapon;
                }
                else if (classExport.InheritsFrom("SFXWeapon_AssaultRifle"))
                {
                    WeaponClassification = EWeaponClassification.AssaultRifle;
                }
                else if (classExport.InheritsFrom("SFXWeapon_HeavyPistol"))
                {
                    WeaponClassification = EWeaponClassification.Pistol;
                }
                else if (classExport.InheritsFrom("SFXWeapon_AutoPistol"))
                {
                    WeaponClassification = EWeaponClassification.SMG;
                }
                else if (classExport.InheritsFrom("SFXWeapon_Shotgun"))
                {
                    WeaponClassification = EWeaponClassification.Shotgun;
                }
                else if (classExport.InheritsFrom("SFXWeapon_SniperRifle"))
                {
                    WeaponClassification = EWeaponClassification.SniperRifle;
                }
                else
                {
                    Debugger.Break();
                }

                var hasShaderCache = classExport.FileRef.FindExport("SeekFreeShaderCache") != null;

                RequiresStartupPackage = hasShaderCache && !classExport.FileRef.FilePath.Contains("Startup", StringComparison.InvariantCultureIgnoreCase);
                ImportOnly             = hasShaderCache;
            }