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  1. // Generated using ReClass 2015
  2.  
  3.  
  4. class g_pObjectManager;
  5. class ObjectManager;
  6. class _RTL_CRITICAL_SECTION;
  7. class r3dSec_type;
  8. class r3dCamera;
  9. class BulletShellMngr;
  10. class GameObject;
  11. class PrecalculatedMeshShaderConsts;
  12. class SceneBox;
  13. class r3dBox3D;
  14. class r3dString;
  15. class oldstate_s;
  16. class PhysicsObjectConfig;
  17. class ShadowExtrusionData;
  18. class ClientGameLogic;
  19. class r3dNetworkImpl;
  20. class wiInventoryItem;
  21. class PlayerName_s;
  22. class GBGameInfo;
  23. class obj_player;
  24. class PxCapsuleObstacle;
  25. class r3dSec_string;
  26. class IconValue;
  27. class CUberAnim;
  28. class CUberEquip;
  29. class r3dPhysSkeleton;
  30. class CNetCellMover;
  31. class netMoveData_s;
  32. class moveData_s;
  33. class footStepEntry_s;
  34. class CamoTimeLine;
  35. class r3dRenderLayer;
  36. class IDirect3D9;
  37. class D3DPRESENT_PARAMETERS;
  38. class IDirect3DDevice9;
  39. class _D3DCAPS9;
  40. class D3DVSHADERCAPS2_0;
  41. class D3DPSHADERCAPS2_0;
  42. class D3DXVECTOR3;
  43. class D3DXPLANE;
  44. class TArray;
  45. class r3dFogState;
  46. class r3dPixelShader;
  47. class r3dVertexShader;
  48. class std::vector;
  49. class r3dGPUStats;
  50. class N000014B5;
  51. class N000014CA;
  52. class N000015DD;
  53. class N0000162A;
  54. class r3dAnimation;
  55. class r3dSkeleton;
  56. class r3dBone;
  57. class N0000166E;
  58. class PointerToBoneRemap_s;
  59. class BoneRemap_s;
  60. class FLOAT;
  61. class wiCharDataFull;
  62. class N00000A03;
  63. class wiStats;
  64. class INT;
  65. class N00000AA3;
  66. class wiWeaponAttachment;
  67. class N00000ABF;
  68. class N00000AC2;
  69. class N00000B65;
  70. class PlayerLifeProps;
  71. class N00000B97;
  72. class r3dBox3D;
  73. class N00000BB3;
  74. class PhysXWorld;
  75. class N00000723;
  76. class obj_Zombie;
  77. class N00000737;
  78. class N00001327;
  79. class N00001336;
  80. class N00001346;
  81. class r3dSlerpInterpolator;
  82. class r3dVectorAverage;
  83. class RequestAnimTimers;
  84. class PKT_S2C_CreateZombie_s;
  85. class N00001419;
  86. class N0000141D;
  87.  
  88. class g_pObjectManager
  89. {
  90. public:
  91.     ObjectManager* pObjManager; //0x0000
  92. char pad_0x0004[0x64]; //0x0004
  93.  
  94. };//Size=0x0068
  95.  
  96. class ObjectManager
  97. {
  98. public:
  99.     DWORD pObjectAddEvent; //0x0000
  100.     DWORD pObjectDeleteEvent; //0x0004
  101.     int m_FrameId; //0x0008
  102.     DWORD m_pRootBox; //0x000C
  103.     DWORD m_ResourceHelper; //0x0010
  104.     _RTL_CRITICAL_SECTION m_CS; //0x0014
  105.     r3dSec_type MaxObjects; //0x002C MaxObjects
  106.     r3dSec_type pFirstObject; //0x0030 pFirstObject
  107.     r3dSec_type NumObjects; //0x0034 NumObjects
  108.     r3dSec_type pLastObject; //0x0038 pLastObject
  109.     bool bInited; //0x003C
  110.     char pad_0x003D[0x3]; //0x003D
  111.     r3dSec_type CurObjID; //0x0040
  112.     r3dSec_type pObjectArray; //0x0044
  113.     r3dSec_type LastFreeObject; //0x0048
  114.     r3dSec_type MaxStaticObjects; //0x004C
  115.     r3dSec_type NumStaticObjects; //0x0050
  116.     r3dSec_type pStaticObjectArray; //0x0054
  117.     int LastStaticUpdateIdx; //0x0058
  118.     char pad_0x005C[0x84C]; //0x005C
  119.     r3dCamera PrepCam; //0x08A8
  120.     r3dCamera PrepCamInterm; //0x08E8
  121.     r3dVector m_MinimapOrigin; //0x0928
  122.     r3dVector m_MinimapSize; //0x0934
  123.     BulletShellMngr* m_BulletMngr; //0x0940
  124.     int JustLoaded; //0x0944
  125.  
  126. };//Size=0x0948
  127.  
  128. class _RTL_CRITICAL_SECTION
  129. {
  130. public:
  131.     DWORD DebugInfo; //0x0000
  132.     int LockCount; //0x0004
  133.     int RecursionCount; //0x0008
  134.     DWORD OwningThread; //0x000C
  135.     DWORD LockSemaphore; //0x0010
  136.     DWORD SpinCount; //0x0014
  137.  
  138. };//Size=0x0018
  139.  
  140. class r3dSec_type
  141. {
  142. public:
  143. char pad_0x0000[0x4]; //0x0000
  144.  
  145. };//Size=0x0004
  146.  
  147. class r3dCamera
  148. {
  149. public:
  150.     r3dVector point; //0x0000
  151.     float NearClip; //0x000C
  152.     float FarClip; //0x0010
  153.     r3dVector vPointTo; //0x0014
  154.     r3dVector vUP; //0x0020
  155.     float FOV; //0x002C
  156.     int ProjectionType; //0x0030
  157.     float Width; //0x0034
  158.     float Height; //0x0038
  159.     float Aspect; //0x003C
  160.  
  161. };//Size=0x0040
  162.  
  163. class BulletShellMngr
  164. {
  165. public:
  166. char pad_0x0000[0x4]; //0x0000
  167.  
  168. };//Size=0x0004
  169.  
  170. class GameObject
  171. {
  172. public:
  173.     virtual void Function0(); //
  174.     virtual void Function1(); //
  175.     virtual void Function2(); //
  176.     virtual void Function3(); //
  177.     virtual void Function4(); //
  178.     virtual void Function5(); //
  179.     virtual void Function6(); //
  180.     virtual void Function7(); //
  181.     virtual void Function8(); //
  182.     virtual void Function9(); //
  183.  
  184.     r3dSec_type Class; //0x0004
  185.     DWORD hashID; //0x0008
  186.     r3dVector vLoadTimePos; //0x000C
  187.     r3dVector vScl; //0x0018
  188.     r3dVector vPos; //0x0024
  189.     r3dVector vLoadTimeRot; //0x0030
  190.     r3dVector vRot; //0x003C
  191.     DWORD NetworkID; //0x0048
  192.     DWORD PrivateFlags; //0x004C
  193.     r3dSec_type pPrevObject; //0x0050
  194.     r3dSec_type pNextObject; //0x0054
  195.     int FirstUpdate; //0x0058
  196.     bool wasSetSkipOcclusionCheck; //0x005C
  197.     bool m_isSerializable; //0x005D
  198.     bool InMainFrustum; //0x005E
  199.     char pad_0x005F[0x1]; //0x005F
  200.     int m_MinQualityLevel; //0x0060
  201.     PrecalculatedMeshShaderConsts preparedVSConsts; //0x0064
  202.     SceneBox* m_SceneBox; //0x0174
  203.     r3dBox3D bbox_local; //0x0178
  204.     r3dBox3D bbox_world; //0x0190
  205.     float bbox_radius; //0x01A8
  206.     float selfIllumMultiplier; //0x01AC
  207.     D3DXMATRIX mTransform; //0x01B0
  208.     int m_isActive; //0x01F0
  209.     DWORD ID; //0x01F4
  210.     DWORD ownerID; //0x01F8
  211.     int CompoundID; //0x01FC
  212.     r3dVector CompoundOffset; //0x0200
  213.     bool NetworkLocal; //0x020C
  214.     char pad_0x020D[0x3]; //0x020D
  215.     int ObjTypeFlags; //0x0210
  216.     int ObjFlags; //0x0214
  217.     int bPersistent; //0x0218
  218.     r3dString Name; //0x021C
  219.     r3dString FileName; //0x0228
  220.     oldstate_s oldstate; //0x0234
  221.     float time_LifeTime; //0x0258
  222.     int DrawOrder; //0x025C
  223.     float DrawDistanceSq; //0x0260
  224.     bool bLoaded; //0x0264
  225.     char pad_0x0265[0x3]; //0x0265
  226.     char* ownerPrefab; //0x0268
  227.     int serializeFile; //0x026C
  228.     char* PhysicsObject; //0x0270
  229.     bool m_bEnablePhysics; //0x0274
  230.     char pad_0x0275[0x3]; //0x0275
  231.     PhysicsObjectConfig PhysicsConfig; //0x0278
  232.     bool RecreatePhysicsObject; //0x02B4
  233.     bool N0000065F; //0x02B5
  234.     bool N00000765; //0x02B6
  235.     bool N00000768; //0x02B7
  236.     int m_BulletPierceable; //0x02B8
  237.     r3dVector Velocity; //0x02BC
  238.     ShadowExtrusionData ShadowExData; //0x02C8
  239.     float LastShadowExtrusion; //0x0320
  240.     int instancingMeshPtr; //0x0324
  241.     bool ShadowExDirty; //0x0328
  242.     char pad_0x0329[0x3]; //0x0329
  243.     int EditorID; //0x032C
  244.  
  245. };//Size=0x0330
  246.  
  247. class PrecalculatedMeshShaderConsts
  248. {
  249. public:
  250.     r3dQuat worldViewProj[4]; //0x0000
  251.     r3dQuat scaledWorld[3]; //0x0040
  252.     r3dQuat normalWorld[3]; //0x0070
  253.     r3dQuat scaledWorldView[3]; //0x00A0
  254.     r3dQuat normalWorldView[3]; //0x00D0
  255.     r3dQuat texcUnpackScale; //0x0100
  256. };//Size=0x0110
  257.  
  258. class SceneBox
  259. {
  260. public:
  261. char pad_0x0000[0x4]; //0x0000
  262.  
  263. };//Size=0x0004
  264.  
  265. class r3dBox3D
  266. {
  267. public:
  268.     r3dVector Org; //0x0000
  269.     r3dVector Size; //0x000C
  270.  
  271. };//Size=0x0018
  272.  
  273. class r3dString
  274. {
  275. public:
  276.     char* data; //0x0000
  277.     int len; //0x0004
  278.     int maxlen; //0x0008
  279.  
  280. };//Size=0x000C
  281.  
  282. class oldstate_s
  283. {
  284. public:
  285.     r3dVector Position; //0x0000
  286.     r3dVector Velocity; //0x000C
  287.     r3dVector Orientation; //0x0018
  288.  
  289. };//Size=0x0024
  290.  
  291. class PhysicsObjectConfig
  292. {
  293. public:
  294.     int group; //0x0000
  295.     int type; //0x0004
  296.     float mass; //0x0008
  297.     float contactOffset; //0x000C
  298.     float controllerRadius; //0x0010
  299.     float controllerHeight; //0x0014
  300.     r3dVector offset; //0x0018
  301.     bool isDynamic; //0x0024
  302.     bool isKinematic; //0x0025
  303.     bool isTrigger; //0x0026
  304.     bool isFastMoving; //0x0027
  305.     bool isVehicle; //0x0028
  306.     bool needBoxCollision; //0x0029
  307.     bool needExplicitCollisionMesh; //0x002A
  308.     bool canModifyContacts; //0x002B
  309.     bool controllerHitCallback; //0x002C
  310.     bool controllerBehaviorCallback; //0x002D
  311.     bool ready; //0x002E
  312.     bool requireNoBounceMaterial; //0x002F
  313.     bool isDestroyed; //0x0030
  314.     bool N000005EF; //0x0031
  315.     bool N0000063F; //0x0032
  316.     bool N00000642; //0x0033
  317.     char* meshFilename; //0x0034
  318.     char* destroyedMeshFilename; //0x0038
  319.  
  320. };//Size=0x003C
  321.  
  322. class ShadowExtrusionData
  323. {
  324. public:
  325.     D3DXMATRIX ToExtrusionBox; //0x0000
  326.     float MinX; //0x0040
  327.     float MinY; //0x0044
  328.     float MinZ; //0x0048
  329.     float MaxX; //0x004C
  330.     float MaxY; //0x0050
  331.     float Extrude; //0x0054
  332.  
  333. };//Size=0x0058
  334.  
  335. class ClientGameLogic
  336. {
  337. public:
  338.     virtual void Function0(); //
  339.     virtual void Function1(); //
  340.     virtual void Function2(); //
  341.     virtual void Function3(); //
  342.     virtual void Function4(); //
  343.     virtual void Function5(); //
  344.     virtual void Function6(); //
  345.     virtual void Function7(); //
  346.     virtual void Function8(); //
  347.     virtual void Function9(); //
  348.  
  349.     char* ptrToImpl; //0x0004
  350.     r3dNetworkImpl* impl_; //0x0008
  351.     int dumpStats_; //0x000C
  352.     int lastPing_; //0x0010
  353.     int CountofSend; //0x0014
  354.     wiInventoryItem devEventItems[72]; //0x0018
  355.     int devEventItemsCount; //0x0918
  356.     int devEventBackpackId; //0x091C
  357.     r3dSec_type players2_[512]; //0x0920
  358.     int CurMaxPlayerIdx; //0x1120
  359.     PlayerName_s playerNames[512]; //0x1124
  360.     DWORD net_lastFreeId; //0xCF124
  361.     float localPlayerConnectedTime; //0xCF128
  362.     r3dSec_type localPlayer_; //0xCF12C
  363.     bool serverConnected_; //0xCF130
  364.     char pad_0xCF131[0x3]; //0xCF131
  365.     int serverVersionStatus_; //0xCF134
  366.     int gameJoinAnswered_; //0xCF138
  367.     int localPlayerIdx_; //0xCF13C
  368.     bool gameStartAnswered_; //0xCF140
  369.     char pad_0xCF141[0x3]; //0xCF141
  370.     int gameStartResult_; //0xCF144
  371.     GBGameInfo m_gameInfo; //0xCF148
  372.     int m_gameCreatorCustomerID; //0xCF17C
  373.     DWORD m_gameVoicePwd; //0xCF180
  374.     DWORD m_gameVoiceId; //0xCF184
  375.     __int64 gameServerTimeOffset; //0xCF188
  376.     __int64 gameStartUtcTime_; //0xCF190
  377.     float lastShadowCacheReset_; //0xCF198
  378.     float gameStartTime_; //0xCF19C
  379.     __int64 m_sessionId; //0xCF1A0
  380.     int disconnectStatus_; //0xCF1A8
  381.     float disconnectReqTime_; //0xCF1AC
  382.     bool gameShuttedDown_; //0xCF1B0
  383.     bool gameDoNotAllowToPlaceObjects; //0xCF1B1
  384.     char pad_0xCF1B2[0x2]; //0xCF1B2
  385.     DWORD nextSecTimeReport_; //0xCF1B4
  386.     DWORD gppDataSeed_; //0xCF1B8
  387.     bool d3dCheatSent2_; //0xCF1BC
  388.     char pad_0xCF1BD[0x3]; //0xCF1BD
  389.     float nextTimeToSendCameraPos; //0xCF1C0
  390.  
  391. };//Size=0xCF1C4
  392.  
  393. class r3dNetworkImpl
  394. {
  395. public:
  396.     char* networkName; //0x0000
  397.     char* peer; //0x0004
  398.     bool isHost; //0x0008
  399.     char pad_0x0009[0x3]; //0x0009
  400.     char* peerData; //0x000C
  401.     DWORD maxPeers; //0x0010
  402. char pad_0x0014[0xE8]; //0x0014
  403.  
  404. };//Size=0x00FC
  405.  
  406. class wiInventoryItem
  407. {
  408. public:
  409.     __int64 InventoryID; //0x0000
  410.     int itemID; //0x0008
  411.     int quantity; //0x000C
  412.     int Var1; //0x0010
  413.     int Var2; //0x0014
  414.     int Var3; //0x0018
  415.     int Var4; //0x001C
  416.  
  417. };//Size=0x0020
  418.  
  419. class PlayerName_s
  420. {
  421. public:
  422.     int reputation; //0x0000
  423.     int groupFlags; //0x0004
  424.     int clanID; //0x0008
  425.     float lastPosX; //0x000C
  426.     float lastPosZ; //0x0010
  427.     char Gamertag[64]; //0x0014
  428.     bool accountFlags; //0x0054
  429.     char pad_0x0055[0x3]; //0x0055
  430.     char c4h_distress[1024]; //0x0058
  431.     char c4h_reward[512]; //0x0458
  432.     float c4h_activeUntil; //0x0658
  433.     float c4h_locX; //0x065C
  434.     float c4h_locZ; //0x0660
  435.     char pad_0x0664[0x4]; //0x0664
  436.     int voiceClientID; //0x0668
  437.     bool voiceIsMuted; //0x066C
  438.     bool voiceEnabled; //0x066D
  439. char pad_0x066E[0x2]; //0x066E
  440.  
  441. };//Size=0x0670
  442.  
  443. class GBGameInfo
  444. {
  445. public:
  446.     char name[32]; //0x0000
  447.     bool mapId; //0x0020
  448.     WORD maxPlayers; //0x0021
  449.     char pad_0x0023[0x1]; //0x0023
  450.     DWORD flags; //0x0024
  451.     DWORD gameServerId; //0x0028
  452.     WORD gameTimeLimit; //0x002C
  453.     bool wut; //0x002E
  454.     bool region; //0x002F
  455.     bool channel; //0x0030
  456. char pad_0x0031[0x3]; //0x0031
  457.  
  458. };//Size=0x0034
  459.  
  460. class obj_player : public GameObject
  461. {
  462. public:
  463.     int m_AuraType; //0x0330
  464.     float m_AuraTransarency; //0x0334
  465.     float m_SpawnProtectedUntil; //0x0338
  466.     char m_MinimapTagIconName[64]; //0x033C
  467.     float CurrentSpread; //0x037C
  468.     PxCapsuleObstacle physXObstacle; //0x0380
  469.     int PhysXObstacleIndex; //0x03AC
  470.     int PhysXTerra3WarmUp; //0x03B0
  471.     float nextSendCamPosTime; //0x03B4
  472.     float lastTimeUsedConsumable; //0x03B8
  473.     float currentConsumableCooldownTime; //0x03BC
  474.     WORD lastTradeRequestedFrom; //0x03C0
  475.     char pad_0x03C2[0x2]; //0x03C2
  476.     DWORD CustomerID; //0x03C4
  477.     DWORD GroupID; //0x03C8
  478.     char pad_0x03CC[0x10]; //0x03CC
  479.     r3dSec_string m_EncryptedUserName; //0x03DC
  480.     int ClanID; //0x0420
  481.     int ClanTagColor; //0x0424
  482.     char ClanTag[10]; //0x0428
  483.     char pad_0x0432[0x26]; //0x0432
  484.     int padbitch; //0x0458
  485.     wiCharDataFull CurLoadout; //0x045C
  486.     char pad_0x106C[0x4]; //0x106C
  487.     float m_GearWeight; //0x1070
  488.     bool m_enableRendering; //0x1074
  489.     char pad_0x1075[0x3]; //0x1075
  490.     PlayerLifeProps lifeProperties; //0x1078
  491.     float showSlotsInfoTimer; //0x10C0
  492.     char pad_0x10C4[0x4]; //0x10C4
  493.     bool m_ItemSimulateLeftClick; //0x10C8
  494.     char pad_0x10C9[0x3]; //0x10C9
  495.     r3dBox3D m_OrigBBox; //0x10CC
  496.     bool preparedToFakeDie; //0x10E4
  497.     char pad_0x10E5[0x3]; //0x10E5
  498.     int m_BarricadeMeshPlacement; //0x10E8
  499.     r3dVector m_BarricadeMeshPlacementPosition; //0x10EC
  500.     bool m_BarricadeMeshAllowToPlaceOnTop; //0x10F8
  501.     char pad_0x10F9[0x3]; //0x10F9
  502.     PrecalculatedMeshShaderConsts m_ConsumableItemPlacementMeshVSConsts; //0x10FC
  503.     bool m_canPlaceConsumableItem; //0x120C
  504.     char pad_0x120D[0x3]; //0x120D
  505.     r3dPhysSkeleton* m_PhysSkeleton; //0x1210
  506.     bool m_disablePhysSkeleton; //0x1214
  507.     char pad_0x1215[0x3]; //0x1215
  508.     CUberEquip* uberEquip_; //0x1218
  509.     CUberAnim* uberAnim_; //0x121C
  510.     int PlayerState; //0x1220
  511.     int PlayerMoveDir; //0x1224
  512.     int CreatedFromEditor; //0x1228
  513.     float grenadeReadyTime; //0x122C
  514.     DWORD isFlashlightOn; //0x1230
  515.     char* m_Weapons[7]; //0x1234
  516.     int m_SelectedWeapon; //0x1250
  517.     int m_PrevSelectedWeapon; //0x1254
  518.     bool m_isPressedFireTrigger; //0x1258
  519.     bool m_isAiming; //0x1259
  520.     bool m_isChangedAiming1; //0x125A
  521.     bool m_isInScope; //0x125B
  522.     bool m_isFinishedAiming; //0x125C
  523.     char pad_0x125D[0x3]; //0x125D
  524.     float m_BloodTimer; //0x1260
  525.     float m_HitMarkerFadeout; //0x1264
  526.     char* m_HitMarkerTex; //0x1268
  527.     float ActionUI_pressedKeyTimer; //0x126C
  528.     int GameStats.XP; //0x1270
  529.     int GameStats.GD; //0x1274
  530.     char rewards_[28]; //0x1278
  531.     float lastRewardShowTime_; //0x1294
  532.     float bodyAdjust_x; //0x1298
  533.     float bodyAdjust_y[0]; //0x129C
  534.     float bodyAdjust_y[1]; //0x12A0
  535.     int boneId_Bip01_Spine1; //0x12A4
  536.     int boneId_Bip01_Spine2; //0x12A8
  537.     int boneId_Bip01_Neck; //0x12AC
  538.     int boneId_Bip01_LUpperArm; //0x12B0
  539.     int boneId_Bip01_RUpperArm; //0x12B4
  540.     int boneId_Bip01_Head; //0x12B8
  541.     int boneId_Bip01_R_Hand; //0x12BC
  542.     int boneId_Bip01_L_Hand; //0x12C0
  543.     float m_SpeedBoost; //0x12C4
  544.     float m_SpeedBoostTime; //0x12C8
  545.     float m_MorhineShotTime; //0x12CC
  546.     float m_BandagesEffectTime; //0x12D0
  547.     r3dVector plr_local_Velocity; //0x12D4
  548.     float plr_local_moving_speed; //0x12E0
  549.     float Height; //0x12E4
  550.     float m_Stamina; //0x12E8
  551.     float m_StaminaPenaltyTime; //0x12EC
  552.     r3dVector SniperViewMod; //0x12F0
  553.     bool m_isHoldingBreath; //0x12FC
  554.     DWORD m_Breath; //0x12FD
  555.     char pad_0x1301[0x3]; //0x1301
  556.     float lastDamageRcvd; //0x1304
  557.     float lastTimeHit; //0x1308
  558.     int lastTimeHitBone; //0x130C
  559.     r3dVector lastTimeHitForce; //0x1310
  560.     float BloodEffect; //0x131C
  561.     int bDead; //0x1320
  562.     float TimeOfDeath; //0x1324
  563.     int DeathDamageSource; //0x1328
  564.     r3dVector PosOfDeath; //0x132C
  565.     float TimeOfLastRespawn; //0x1338
  566.     int Dead_KillerID; //0x133C
  567.     bool DisableKillerView; //0x1340
  568.     bool bCrouch; //0x1341
  569.     bool bProne; //0x1342
  570.     bool bOnGround; //0x1343
  571.     float fHeightAboveGround; //0x1344
  572.     float JumpVelocity; //0x1348
  573.     float JumpStartTime; //0x134C
  574.     float StartFallingHeight; //0x1350
  575.     float StartFallingTime; //0x1354
  576.     float pushVelocity; //0x1358
  577.     float pushStartTime; //0x135C
  578.     float pushedDistance; //0x1360
  579.     float pushedTime; //0x1364
  580.     bool bIsSwimming; //0x1368
  581.     char pad_0x1369[0x3B]; //0x1369
  582.     DWORD RecoilCooldown; //0x13A4
  583.     r3dVector RecoilViewMod; //0x13A8
  584.     r3dVector PermRecoilViewMod; //0x13B4
  585.     float m_LastKillTime; //0x13C0
  586.     r3dVector RecoilViewModTarget; //0x13C4
  587.     r3dVector RecoilViewModTarget2; //0x13D0
  588.     r3dVector ViewAngle; //0x13DC
  589.     r3dVector RealAcceleration; //0x13E8
  590.     r3dVector InputAcceleration; //0x13F4
  591.     float m_RemainingSecondWindTime; //0x1400
  592.     r3dVector m_vVision; //0x1404
  593.     D3DXMATRIX DrawRotMatrix; //0x1410
  594.     D3DXMATRIX DrawFullMatrix; //0x1450
  595.     D3DXMATRIX DrawFullMatrix_Localized; //0x1490
  596.     D3DXMATRIX MoveMatrix; //0x14D0
  597.     float m_fPlayerRotation; //0x1510
  598.     float m_fPlayerRotationTarget; //0x1514
  599.     CNetCellMover netMover; //0x1518
  600.     DWORD currentVehicle; //0x1560
  601.     float afterRespawnTimer; //0x1564
  602.     float lastTimeWeaponSwitch; //0x1568
  603.     float padding; //0x156C
  604.     r3dVector viewTargetPos; //0x1570
  605.     r3dVector viewTargetNorm; //0x157C
  606.     float m_ReticleTargetScale; //0x1588
  607.     float m_ReticleCurrentScale; //0x158C
  608.     bool m_isFemaleHero; //0x1590
  609.     char pad_0x1591[0x3]; //0x1591
  610.     int seatPosition; //0x1594
  611.     int Darkness; //0x1598
  612.     bool bAllowToUseWeapons; //0x159C
  613.     bool isHitByVehicle; //0x159D
  614.     char pad_0x159E[0x2]; //0x159E
  615.     int vehicleViewActive_; //0x15A0
  616.     bool m_isVoiceActive; //0x15A4
  617.     char pad_0x15A5[0x3]; //0x15A5
  618.     float footsteps_timeSinceLastMissingHitResult; //0x15A8
  619.     char* footStepsSnd; //0x15AC
  620.     float footstepsSndBaseVolume; //0x15B0
  621.     footStepEntry_s footStepsArr[128]; //0x15B4
  622.     int footStepsArrCount; //0x1BB4
  623.     int currentFootStepsSoundID; //0x1BB8
  624.     char* m_sndBreathSprint; //0x1BBC
  625.     float m_sndBreathBaseVolume; //0x1BC0
  626.     char* m_sndInPain; //0x1BC4
  627.     char* m_sndClothMovementSprint; //0x1BC8
  628.     char* m_sndSniperBreath; //0x1BCC
  629.     char* m_sndSniperHeartSlow; //0x1BD0
  630.     char* m_sndSniperExhale; //0x1BD4
  631.     char* m_sndSwimIdle; //0x1BD8
  632.     char* m_sndSwimSlow; //0x1BDC
  633.     char* m_sndSwim; //0x1BE0
  634.     char* m_sndSwimFast; //0x1BE4
  635.     int m_sndSwimIdleId; //0x1BE8
  636.     int m_sndSwimSlowId; //0x1BEC
  637.     int m_sndSwimId; //0x1BF0
  638.     int m_sndSwimFastId; //0x1BF4
  639.     bool isPlayerInVehicle; //0x1BF8
  640.     bool hasOpenVehicleRequest; //0x1BF9
  641.     char pad_0x1BFA[0x2]; //0x1BFA
  642.     int currentVehicleId; //0x1BFC
  643.     CamoTimeLine camoTimeLine; //0x1C00
  644. char pad_0x1C20[0x88]; //0x1C20
  645.  
  646. };//Size=0x1CA8
  647.  
  648. class PxCapsuleObstacle
  649. {
  650. public:
  651.     int mType; //0x0000
  652.     char* mUserData; //0x0004
  653.     r3dVector mPos; //0x0008
  654.     r3dQuat mRot; //0x0014
  655.     float mHalfHeight; //0x0024
  656.     float mRadius; //0x0028
  657.  
  658. };//Size=0x002C
  659.  
  660. class r3dSec_string
  661. {
  662. public:
  663.     char crypted[64]; //0x0000
  664.     int length; //0x0040
  665.  
  666. };//Size=0x0044
  667.  
  668. class IconValue
  669. {
  670. public:
  671.     char* pObjectInterface; //0x0000
  672.     int Type; //0x0004
  673.     DWORD mValue; //0x0008
  674.  
  675. };//Size=0x000C
  676.  
  677. class CUberAnim
  678. {
  679. public:
  680.     char* data_; //0x0000
  681.     obj_player* player; //0x0004
  682.     r3dAnimation anim; //0x0008
  683.     int reloadAnimTrackID; //0x207C
  684.     int recoilAnimTrackID; //0x2080
  685.     int turnInPlaceTrackID; //0x2084
  686.     int grenadePinPullTrackID; //0x2088
  687.     int grenadeThrowTrackID; //0x208C
  688.     int shootAnimTrackID; //0x2090
  689.     int jumpTrackID; //0x2094
  690.     int jumpState; //0x2098
  691.     int jumpPlayerState; //0x209C
  692.     bool jumpWeInAir; //0x20A0
  693.     char pad_0x20A1[0x3]; //0x20A1
  694.     float jumpAirTime; //0x20A4
  695.     int jumpMoveTrackID; //0x20A8
  696.     int jumpMoveTrackID2; //0x20AC
  697.     int AnimPlayerState; //0x20B0
  698.     int AnimMoveDir; //0x20B4
  699.     FLOAT AnimSpeedStates[19]; //0x20B8
  700.     float AnimSpeedRunFwd; //0x2104
  701. char pad_0x2108[0x3C]; //0x2108
  702.  
  703. };//Size=0x2144
  704.  
  705. class CUberEquip
  706. {
  707. public:
  708. char pad_0x0000[0x4]; //0x0000
  709.  
  710. };//Size=0x0004
  711.  
  712. class r3dPhysSkeleton
  713. {
  714. public:
  715. char pad_0x0000[0x4]; //0x0000
  716.  
  717. };//Size=0x0004
  718.  
  719. class CNetCellMover
  720. {
  721. public:
  722.     GameObject* owner; //0x0000
  723.     float updateDelta; //0x0004
  724.     float nextUpdate; //0x0008
  725.     float cellSize; //0x000C
  726.     netMoveData_s lastMd; //0x0010
  727.     float lastRecv; //0x002C
  728.     moveData_s lastMove; //0x0030
  729.  
  730. };//Size=0x0048
  731.  
  732. class netMoveData_s
  733. {
  734. public:
  735.     r3dVector cell; //0x0000
  736.     r3dVector pos; //0x000C
  737.     bool turnAngle; //0x0018
  738.     bool bendAngle; //0x0019
  739.     WORD state; //0x001A
  740.  
  741. };//Size=0x001C
  742.  
  743. class moveData_s
  744. {
  745. public:
  746.     r3dVector pos; //0x0000
  747.     float turnAngle; //0x000C
  748.     float bendAngle; //0x0010
  749.     WORD state; //0x0014
  750. char pad_0x0016[0x2]; //0x0016
  751.  
  752. };//Size=0x0018
  753.  
  754. class footStepEntry_s
  755. {
  756. public:
  757.     int id; //0x0000
  758.     char* snd; //0x0004
  759.     float base_volume; //0x0008
  760.  
  761. };//Size=0x000C
  762.  
  763. class CamoTimeLine
  764. {
  765. public:
  766.     float transparentCamoAlphaTarget; //0x0000
  767.     float currentTimeSpot; //0x0004
  768.     float transparentCamoAlpha; //0x0008
  769.     float camoMasterTransparency; //0x000C
  770.     float lastCamoTime; //0x0010
  771.     float fadeTime; //0x0014
  772.     float transTime; //0x0018
  773.     float transparencyOnShock; //0x001C
  774.  
  775. };//Size=0x0020
  776.  
  777. class r3dRenderLayer
  778. {
  779. public:
  780.     int bInited; //0x0000
  781.     int Version; //0x0004
  782.     DWORD HLibWin; //0x0008
  783.     int DeviceType; //0x000C
  784.     DWORD pdi; //0x0010 IDirectInput8*
  785.     IDirect3D9* pd3d; //0x0014
  786.     D3DPRESENT_PARAMETERS d3dpp; //0x0018
  787.     IDirect3DDevice9* pd3ddev; //0x0050
  788.     _D3DCAPS9 d3dCaps; //0x0054
  789.     r3dVector CameraPosition; //0x0184
  790.     r3dVector DistanceCullRefPos; //0x0190
  791.     char pad_0x019C[0x4]; //0x019C
  792.     D3DXMATRIX ViewMatrix; //0x01A0
  793.     D3DXMATRIX InvViewMatrix; //0x01E0
  794.     D3DXMATRIX ProjMatrix; //0x0220
  795.     D3DXMATRIX ViewProjMatrix; //0x0260
  796.     D3DXMATRIX InvProjMatrix; //0x02A0
  797.     D3DXMATRIX ViewMatrix_Localized; //0x02E0
  798.     D3DXMATRIX InvViewMatrix_Localized; //0x0320
  799.     D3DXMATRIX ViewProjMatrix_Localized; //0x0360
  800.     r3dVector LocalizationPos; //0x03A0
  801.     D3DXVECTOR3 FrustumCorners[8]; //0x03AC
  802.     D3DXPLANE FrustumPlanes[6]; //0x040C
  803.     float NearClip; //0x046C
  804.     float FarClip; //0x0470
  805.     TArray m_CameraStack; //0x0474
  806.     char* FirstTexture; //0x0480
  807.     TArray ThumbnailTextures; //0x0484
  808.     int LastThumbUpdated; //0x0490
  809.     int bFullScreen; //0x0494
  810.     int CurrentBPP; //0x0498
  811.     float ScreenW; //0x049C
  812.     float ScreenH; //0x04A0
  813.     float ScreenW2; //0x04A4
  814.     float ScreenH2; //0x04A8
  815.     float ViewX; //0x04AC
  816.     float ViewY; //0x04B0
  817.     float ViewW; //0x04B4
  818.     float ViewH; //0x04B8
  819.     float ViewMinZ; //0x04BC
  820.     float ViewMaxZ; //0x04C0
  821.     r3dFogState Fog; //0x04C4
  822.     DWORD AmbientColor; //0x04D4
  823.     r3dGPUStats Stats; //0x04D8
  824.     char VertexShaderProfileName[16]; //0x0548
  825.     char PixelShaderProfileName[16]; //0x0558
  826.     int NumPixelShaders; //0x0568
  827.     r3dPixelShader PixelShaders[1536]; //0x056C
  828.     int NumVertexShaders; //0x8156C
  829.     r3dVertexShader VertexShaders[1536]; //0x81570
  830.     int CurrentPixelShaderID; //0x102570
  831.     int CurrentVertexShaderID; //0x102574
  832.     int SupportsVertexTextureFetch; //0x102578
  833.     int SupportsR32FBlending; //0x10257C
  834.     int SupportsOQ; //0x102580
  835.     int SupportsEventQueries; //0x102584
  836.     int SupportsStampQueries; //0x102588
  837.     int SupportsNULLRenderTarget; //0x10258C
  838.     int SupportsHWShadowMapping; //0x102590
  839.     int SupportsRESZResolve; //0x102594
  840.     int SupportsINTZTextures; //0x102598
  841.     int NVApiActive; //0x10259C
  842.     int NVApiStereoMode; //0x1025A0
  843.     char* NVApiStereoHandle; //0x1025A4
  844.     int ActiveStereoEye; //0x1025A8
  845.     int AllowNullViewport; //0x1025AC
  846.     int ForceBlackPixelShader; //0x1025B0
  847.     int ForceBlackPixelShaderId; //0x1025B4
  848.     int DeviceAvailable; //0x1025B8
  849.     int DoubleDepthShadowPath; //0x1025BC
  850.     int ShadowPassType; //0x1025C0
  851.     int DefaultCullMode; //0x1025C4
  852.     int CurrentCullMode; //0x1025C8
  853.     bool ShadowSliceIndexBit; //0x1025CC
  854.     char pad_0x1025CD[0x3]; //0x1025CD
  855.     std::vector VertexDecls; //0x1025D0
  856.     TArray resources_; //0x1025EC
  857.     TArray ScreenBuffers_; //0x1025F8
  858.     bool deviceLost_; //0x102604
  859.     bool allowShaderLoading_; //0x102605
  860.     char pad_0x102606[0x2]; //0x102606
  861.     int ZRange; //0x102608
  862.     int PresentEye; //0x10260C
  863.     char* pfnGetVertColor; //0x102610
  864.     int InstanceCount; //0x102614
  865.     int ActiveCommandCount; //0x102618
  866.     int LastIssueActiveCommandsCount; //0x10261C
  867.     char* PendingQuery; //0x102620
  868.     char* MainRT; //0x102624
  869.     char* MainDSS; //0x102628
  870.     int MainDSSFormat; //0x10262C
  871.     char* RTs[0]; //0x102630
  872.     char* RTs[1]; //0x102634
  873.     char* RTs[2]; //0x102638
  874.     char* RTs[3]; //0x10263C
  875.     char* DSS; //0x102640
  876.     char* sysMemSurfaceForScreenShots; //0x102644
  877.     char* sysMemTextureForFrontBufferCopy; //0x102648
  878.     TArray TexturesToDelete; //0x10264C
  879.     int FrustumType; //0x102658
  880.  
  881. };//Size=0x10265C
  882.  
  883. class IDirect3D9
  884. {
  885. public:
  886.     virtual void Function0(); //
  887.     virtual void Function1(); //
  888.     virtual void Function2(); //
  889.     virtual void Function3(); //
  890.     virtual void Function4(); //
  891.     virtual void Function5(); //
  892.     virtual void Function6(); //
  893.     virtual void Function7(); //
  894.     virtual void Function8(); //
  895.     virtual void Function9(); //
  896.  
  897. };//Size=0x0004
  898.  
  899. class D3DPRESENT_PARAMETERS
  900. {
  901. public:
  902.     int BackBufferWidth; //0x0000
  903.     int BackBufferHeight; //0x0004
  904.     int BackBufferFormat; //0x0008
  905.     int BackBufferCount; //0x000C
  906.     int MultiSampleType; //0x0010
  907.     DWORD MultiSampleQuality; //0x0014
  908.     int SwapEffect; //0x0018
  909.     DWORD hDeviceWindow; //0x001C
  910.     int Windowed; //0x0020
  911.     int EnableAutoDepthStencil; //0x0024
  912.     int AutoDepthStencilFormat; //0x0028
  913.     int Flags; //0x002C
  914.     int FullScreen_RefreshRateInHz; //0x0030
  915.     int PresentationInterval; //0x0034
  916.  
  917. };//Size=0x0038
  918.  
  919. class IDirect3DDevice9
  920. {
  921. public:
  922.     virtual void Function0(); //
  923.     virtual void Function1(); //
  924.     virtual void Function2(); //
  925.     virtual void Function3(); //
  926.     virtual void Function4(); //
  927.     virtual void Function5(); //
  928.     virtual void Function6(); //
  929.     virtual void Function7(); //
  930.     virtual void Function8(); //
  931.     virtual void Function9(); //
  932.  
  933. char pad_0x0004[0x40]; //0x0004
  934.  
  935. };//Size=0x0044
  936.  
  937. class _D3DCAPS9
  938. {
  939. public:
  940.     int DeviceType; //0x0000
  941.     int AdapterOrdinal; //0x0004
  942.     DWORD Caps; //0x0008
  943.     DWORD Caps2; //0x000C
  944.     DWORD Caps3; //0x0010
  945.     DWORD PresentationIntervals; //0x0014
  946.     DWORD CursorCaps; //0x0018
  947.     DWORD DevCaps; //0x001C
  948.     DWORD PrimitiveMiscCaps; //0x0020
  949.     DWORD RasterCaps; //0x0024
  950.     DWORD ZCmpCaps; //0x0028
  951.     DWORD SrcBlendCaps; //0x002C
  952.     DWORD DestBlendCaps; //0x0030
  953.     DWORD AlphaCmpCaps; //0x0034
  954.     DWORD ShadeCaps; //0x0038
  955.     DWORD TextureCaps; //0x003C
  956.     DWORD TextureFilterCaps; //0x0040
  957.     DWORD CubeTextureFilterCaps; //0x0044
  958.     DWORD VolumeTextureFilterCaps; //0x0048
  959.     DWORD TextureAddressCaps; //0x004C
  960.     DWORD VolumeTextureAddressCaps; //0x0050
  961.     DWORD LineCaps; //0x0054
  962.     DWORD MaxTextureWidth; //0x0058
  963.     DWORD MaxTextureHeight; //0x005C
  964.     DWORD MaxVolumeExtent; //0x0060
  965.     DWORD MaxTextureRepeat; //0x0064
  966.     DWORD MaxTextureAspectRatio; //0x0068
  967.     DWORD MaxAnisotropy; //0x006C
  968.     float MaxVertexW; //0x0070
  969.     float GuardBandLeft; //0x0074
  970.     float GuardBandTop; //0x0078
  971.     float GuardBandRight; //0x007C
  972.     float GuardBandBottom; //0x0080
  973.     float ExtentsAdjust; //0x0084
  974.     DWORD StencilCaps; //0x0088
  975.     DWORD FVFCaps; //0x008C
  976.     DWORD TextureOpCaps; //0x0090
  977.     DWORD MaxTextureBlendStages; //0x0094
  978.     DWORD MaxSimultaneousTextures; //0x0098
  979.     DWORD VertexProcessingCaps; //0x009C
  980.     DWORD MaxActiveLights; //0x00A0
  981.     DWORD MaxUserClipPlanes; //0x00A4
  982.     DWORD MaxVertexBlendMatrices; //0x00A8
  983.     DWORD MaxVertexBlendMatrixIndex; //0x00AC
  984.     float MaxPointSize; //0x00B0
  985.     DWORD MaxPrimitiveCount; //0x00B4
  986.     DWORD MaxVertexIndex; //0x00B8
  987.     DWORD MaxStreams; //0x00BC
  988.     DWORD MaxStreamStride; //0x00C0
  989.     DWORD VertexShaderVersion; //0x00C4
  990.     DWORD MaxVertexShaderConst; //0x00C8
  991.     DWORD PixelShaderVersion; //0x00CC
  992.     float PixelShader1xMaxValue; //0x00D0
  993.     DWORD DevCaps2; //0x00D4
  994.     float MaxNpatchTessellationLevel; //0x00D8
  995.     DWORD Reserved5; //0x00DC
  996.     DWORD MasterAdapterOrdinal; //0x00E0
  997.     DWORD AdapterOrdinalInGroup; //0x00E4
  998.     DWORD NumberOfAdaptersInGroup; //0x00E8
  999.     DWORD DeclTypes; //0x00EC
  1000.     DWORD NumSimultaneousRTs; //0x00F0
  1001.     DWORD StretchRectFilterCaps; //0x00F4
  1002.     D3DVSHADERCAPS2_0 VS20Caps; //0x00F8
  1003.     D3DPSHADERCAPS2_0 PS20Caps; //0x0108
  1004.     DWORD VertexTextureFilterCaps; //0x011C
  1005.     DWORD MaxVShaderInstructionsExecuted; //0x0120
  1006.     DWORD MaxPShaderInstructionsExecuted; //0x0124
  1007.     DWORD MaxVertexShader30InstructionSlots; //0x0128
  1008.     DWORD MaxPixelShader30InstructionSlots; //0x012C
  1009.  
  1010. };//Size=0x0130
  1011.  
  1012. class D3DVSHADERCAPS2_0
  1013. {
  1014. public:
  1015.     DWORD Caps; //0x0000
  1016.     int DynamicFlowControlDepth; //0x0004
  1017.     int NumTemps; //0x0008
  1018.     int StaticFlowControlDepth; //0x000C
  1019.  
  1020. };//Size=0x0010
  1021.  
  1022. class D3DPSHADERCAPS2_0
  1023. {
  1024. public:
  1025.     DWORD Caps; //0x0000
  1026.     int DynamicFlowControlDepth; //0x0004
  1027.     int NumTemps; //0x0008
  1028.     int StaticFlowControlDepth; //0x000C
  1029.     int NumInstructionSlots; //0x0010
  1030.  
  1031. };//Size=0x0014
  1032.  
  1033. class D3DXVECTOR3
  1034. {
  1035. public:
  1036.     r3dVector N00001277; //0x0000
  1037.  
  1038. };//Size=0x000C
  1039.  
  1040. class D3DXPLANE
  1041. {
  1042. public:
  1043.     float a; //0x0000
  1044.     float b; //0x0004
  1045.     float c; //0x0008
  1046.     float d; //0x000C
  1047.  
  1048. };//Size=0x0010
  1049.  
  1050. class TArray
  1051. {
  1052. public:
  1053.     char* mElems; //0x0000
  1054.     int mCount; //0x0004
  1055.     int mSpace; //0x0008
  1056.  
  1057. };//Size=0x000C
  1058.  
  1059. class r3dFogState
  1060. {
  1061. public:
  1062.     int Enabled; //0x0000
  1063.     DWORD Color; //0x0004
  1064.     float Start; //0x0008
  1065.     float End; //0x000C
  1066.  
  1067. };//Size=0x0010
  1068.  
  1069. class r3dPixelShader
  1070. {
  1071. public:
  1072.     char* m_pShader; //0x0000
  1073.     char Name[64]; //0x0004
  1074.     char FileName[260]; //0x0044
  1075.     int bSystem; //0x0148
  1076.     TArray Macros; //0x014C
  1077.  
  1078. };//Size=0x0158
  1079.  
  1080. class r3dVertexShader
  1081. {
  1082. public:
  1083.     char* m_pShader; //0x0000
  1084.     char Name[64]; //0x0004
  1085.     char FileName[260]; //0x0044
  1086.     int bSystem; //0x0148
  1087.     TArray Macros; //0x014C
  1088.  
  1089. };//Size=0x0158
  1090.  
  1091. class std::vector
  1092. {
  1093. public:
  1094. char pad_0x0000[0x1C]; //0x0000
  1095.  
  1096. };//Size=0x001C
  1097.  
  1098. class r3dGPUStats
  1099. {
  1100. public:
  1101.     int mTexMem; //0x0000
  1102.     int mPlayerTexMem; //0x0004
  1103.     int mUITexMem; //0x0008
  1104.     int mBufferMem; //0x000C
  1105.     int mUIBufferMem; //0x0010
  1106.     int mPlayerBufferMem; //0x0014
  1107.     int mRenderTargetMem; //0x0018
  1108.     int mTerrainBufferDXMem; //0x001C
  1109.     int mGrassBufferDXMem; //0x0020
  1110.     int mOtherBufferDXMem; //0x0024
  1111.     int mVMemTotal; //0x0028
  1112.     int mNumMaterialChanges; //0x002C
  1113.     int mNumModesChanges; //0x0030
  1114.     int mNumTextureChanges; //0x0034
  1115.     int mNumTrianglesRendered; //0x0038
  1116.     int mAverageStripLength; //0x003C
  1117.     int mNumDraws; //0x0040
  1118.     int mNumTerrainDraws; //0x0044
  1119.     int mNumTerrainTris; //0x0048
  1120.     int mNumOcclusionQueries; //0x004C
  1121.     int mNumParticlesRendered; //0x0050
  1122.     int mNumLocks; //0x0054
  1123.     int mNumLocksDiscard; //0x0058
  1124.     int mNumLocksNooverwrite; //0x005C
  1125.     int mBytesLocked; //0x0060
  1126.     int mNumVisGridOcclusions; //0x0064
  1127.     int mNumDoubleShadowDips; //0x0068
  1128.     int mNumShadowDips; //0x006C
  1129.  
  1130. };//Size=0x0070
  1131.  
  1132. class N000014B5
  1133. {
  1134. public:
  1135. char pad_0x0000[0x40]; //0x0000
  1136.  
  1137. };//Size=0x0040
  1138.  
  1139. class N000014CA
  1140. {
  1141. public:
  1142. char pad_0x0000[0x4]; //0x0000
  1143.  
  1144. };//Size=0x0004
  1145.  
  1146. class N000015DD
  1147. {
  1148. public:
  1149. char pad_0x0000[0x4]; //0x0000
  1150.  
  1151. };//Size=0x0004
  1152.  
  1153. class N0000162A
  1154. {
  1155. public:
  1156. char pad_0x0000[0x4]; //0x0000
  1157.  
  1158. };//Size=0x0004
  1159.  
  1160. class r3dAnimation
  1161. {
  1162. public:
  1163.     char pad_0x0000[0x18]; //0x0000
  1164.     int bInited; //0x0018
  1165.     bool bSkelDirty; //0x001C
  1166.     char pad_0x001D[0x3]; //0x001D
  1167.     r3dSkeleton* pSkeleton; //0x0020
  1168.     D3DXMATRIX mRotation; //0x0024
  1169.     r3dVector vPosition; //0x0064
  1170.     char* pAnimPool; //0x0070
  1171.     PointerToBoneRemap_s pBoneRemaps[2048]; //0x0074
  1172.  
  1173. };//Size=0x2074
  1174.  
  1175. class r3dSkeleton
  1176. {
  1177. public:
  1178.     char* pFileName; //0x0000
  1179.     DWORD pAdjustBoneCallback; //0x0004
  1180.     DWORD dwCallbackData1; //0x0008
  1181.     int bLoaded; //0x000C
  1182.     int dwSkeletonId; //0x0010
  1183.     int NumBones; //0x0014
  1184.     r3dBone* Bones; //0x0018
  1185.     char* BoneNames; //0x001C
  1186.  
  1187. };//Size=0x0020
  1188.  
  1189. class r3dBone
  1190. {
  1191. public:
  1192.     char* Name; //0x0000
  1193.     int iBoneId; //0x0004
  1194.     int iParentId; //0x0008
  1195.     float fLength; //0x000C
  1196.     float fCollisionRadius; //0x0010
  1197.     D3DXMATRIX mAbsPlacement; //0x0014
  1198.     r3dQuat qRelPlacement; //0x0054
  1199.     r3dVector vRelPlacement; //0x0064
  1200.     r3dQuat qCur; //0x0070
  1201.     r3dVector vCur; //0x0080
  1202.     D3DXMATRIX mBonePlacement; //0x008C
  1203.     D3DXMATRIX CurrentTM; //0x00CC
  1204.  
  1205. };//Size=0x010C
  1206.  
  1207. class N0000166E
  1208. {
  1209. public:
  1210. char pad_0x0000[0x6C]; //0x0000
  1211.  
  1212. };//Size=0x006C
  1213.  
  1214. class PointerToBoneRemap_s
  1215. {
  1216. public:
  1217.     BoneRemap_s* pBoneRemap; //0x0000
  1218.  
  1219. };//Size=0x0004
  1220.  
  1221. class BoneRemap_s
  1222. {
  1223. public:
  1224. char pad_0x0000[0x84]; //0x0000
  1225.  
  1226. };//Size=0x0084
  1227.  
  1228. class FLOAT
  1229. {
  1230. public:
  1231.     float N00001740; //0x0000
  1232.  
  1233. };//Size=0x0004
  1234.  
  1235. class wiCharDataFull
  1236. {
  1237. public:
  1238.     int LoadoutID; //0x0000
  1239.     char Gamertag[64]; //0x0004
  1240.     int Hardcore; //0x0044
  1241.     int HeroItemID; //0x0048
  1242.     int HeadIdx; //0x004C
  1243.     int BodyIdx; //0x0050
  1244.     int LegsIdx; //0x0054
  1245.     int BackpackID; //0x0058
  1246.     int Alive; //0x005C
  1247.     char DeathUtcTime[8]; //0x0060
  1248.     char pad_0x0068[0x4]; //0x0068
  1249.     float SecToRevive; //0x006C
  1250.     float Health; //0x0070
  1251.     float Hunger; //0x0074
  1252.     float Thirst; //0x0078
  1253.     float Toxic; //0x007C
  1254.     float MedBleeding; //0x0080
  1255.     float MedFeverCold; //0x0084
  1256.     float MedFoodPoison; //0x0088
  1257.     float MedBloodInfection; //0x008C
  1258.     int GameMapId; //0x0090
  1259.     DWORD GameServerId; //0x0094
  1260.     r3dVector GamePos; //0x0098
  1261.     float GameDir; //0x00A4
  1262.     DWORD GameFlags; //0x00A8
  1263.     char SecFromLastGame[8]; //0x00AC
  1264.     wiStats stats; //0x00B4
  1265.     INT Skills[50]; //0x00E0
  1266.     char pad_0x01A8[0x4]; //0x01A8
  1267.     int ClanID; //0x01AC
  1268.     int ClanRank; //0x01B0
  1269.     char ClanTag[10]; //0x01B4
  1270.     char pad_0x01BE[0x2]; //0x01BE
  1271.     int ClanTagColor; //0x01C0
  1272.     int BackpackSize; //0x01C4
  1273.     int someint; //0x01C8
  1274.     wiInventoryItem Items[72]; //0x01CC
  1275.     wiWeaponAttachment Attachment[0]; //0x0ACC
  1276.     wiWeaponAttachment Attachment[1]; //0x0AEC
  1277.     INT RecipesLearned[64]; //0x0B0C
  1278.     int NumRecipes; //0x0C0C
  1279.  
  1280. };//Size=0x0C10
  1281.  
  1282. class N00000A03
  1283. {
  1284. public:
  1285. char pad_0x0000[0x4]; //0x0000
  1286.  
  1287. };//Size=0x0004
  1288.  
  1289. class wiStats
  1290. {
  1291. public:
  1292.     int XP; //0x0000
  1293.     int SpendXP; //0x0004
  1294.     int TimePlayed; //0x0008
  1295.     int Reputation; //0x000C
  1296.     int KilledZombies; //0x0010
  1297.     int KilledSurvivors; //0x0014
  1298.     int KilledBandits; //0x0018
  1299.     DWORD Deaths; //0x001C
  1300.     DWORD ShotsFired; //0x0020
  1301.     DWORD ShotsHits; //0x0024
  1302.     DWORD ShotsHeadshots; //0x0028
  1303.  
  1304. };//Size=0x002C
  1305.  
  1306. class INT
  1307. {
  1308. public:
  1309.     int int; //0x0000
  1310.  
  1311. };//Size=0x0004
  1312.  
  1313. class N00000AA3
  1314. {
  1315. public:
  1316. char pad_0x0000[0x4]; //0x0000
  1317.  
  1318. };//Size=0x0004
  1319.  
  1320. class wiWeaponAttachment
  1321. {
  1322. public:
  1323.     INT attachments[8]; //0x0000
  1324.  
  1325. };//Size=0x0020
  1326.  
  1327. class N00000ABF
  1328. {
  1329. public:
  1330. char pad_0x0000[0x4]; //0x0000
  1331.  
  1332. };//Size=0x0004
  1333.  
  1334. class N00000AC2
  1335. {
  1336. public:
  1337. char pad_0x0000[0x4]; //0x0000
  1338.  
  1339. };//Size=0x0004
  1340.  
  1341. class N00000B65
  1342. {
  1343. public:
  1344. char pad_0x0000[0x4]; //0x0000
  1345.  
  1346. };//Size=0x0004
  1347.  
  1348. class PlayerLifeProps
  1349. {
  1350. public:
  1351.     float standStillVisiblity; //0x0000
  1352.     float walkVisibility; //0x0004
  1353.     float runVisibility; //0x0008
  1354.     float sprintVisibility; //0x000C
  1355.     float swimIdleVisibility; //0x0010
  1356.     float swimSlowVisibility; //0x0014
  1357.     float swimVisibility; //0x0018
  1358.     float swimFastVisibility; //0x001C
  1359.     float walkNoise; //0x0020
  1360.     float runNoise; //0x0024
  1361.     float sprintNoise; //0x0028
  1362.     float fireNoise; //0x002C
  1363.     float swimSlowNoise; //0x0030
  1364.     float swimNoise; //0x0034
  1365.     float swimFastNoise; //0x0038
  1366.     float smell; //0x003C
  1367.     obj_player* owner; //0x0040
  1368.     bool weaponFired; //0x0044
  1369. char pad_0x0045[0x3]; //0x0045
  1370.  
  1371. };//Size=0x0048
  1372.  
  1373. class N00000B97
  1374. {
  1375. public:
  1376. char pad_0x0000[0x4]; //0x0000
  1377.  
  1378. };//Size=0x0004
  1379.  
  1380. class r3dBox3D
  1381. {
  1382. public:
  1383.     r3dVector Org; //0x0000
  1384.     r3dVector Size; //0x000C
  1385.  
  1386. };//Size=0x0018
  1387.  
  1388. class N00000BB3
  1389. {
  1390. public:
  1391. char pad_0x0000[0x4]; //0x0000
  1392.  
  1393. };//Size=0x0004
  1394.  
  1395. class PhysXWorld
  1396. {
  1397. public:
  1398.     bool m_needFetchResults; //0x0000
  1399.     char pad_0x0001[0x3]; //0x0001
  1400.     char* PhysXFoundation; //0x0004
  1401.     char* PhysXProfileZoneMgr; //0x0008
  1402.     char* PhysXSDK; //0x000C
  1403.     char* PhysXScene; //0x0010
  1404.     char* CharacterManager; //0x0014
  1405.     char* Cooking; //0x0018
  1406.     char* defaultMaterial; //0x001C
  1407.     char* noBounceMaterial; //0x0020
  1408.     char* m_VehicleManager; //0x0024
  1409.     char* m_PlayerObstaclesManager; //0x0028
  1410.     char* m_VehicleObstacleManager; //0x002C
  1411.     _RTL_CRITICAL_SECTION concurrencyGuard; //0x0030
  1412. char pad_0x0048[0xC]; //0x0048
  1413.  
  1414. };//Size=0x0054
  1415.  
  1416. class N00000723
  1417. {
  1418. public:
  1419. char pad_0x0000[0x4]; //0x0000
  1420.  
  1421. };//Size=0x0004
  1422.  
  1423. class obj_Zombie : public GameObject
  1424. {
  1425. public:
  1426.     int m_typeIndex; //0x0330
  1427.     bool m_isFemale; //0x0334
  1428.     bool m_isIdleCrouched; //0x0335
  1429.     bool m_isIdleEating; //0x0336
  1430.     char pad_0x0337[0x1]; //0x0337
  1431.     int attackCounter; //0x0338
  1432.     int superAttackDir; //0x033C
  1433.     float m_sndMaxDistScream; //0x0340
  1434.     float m_sndMaxDistIdle; //0x0344
  1435.     float m_sndMaxDistChase; //0x0348
  1436.     float m_sndMaxDistAttack; //0x034C
  1437.     float m_sndMaxDistAll; //0x0350
  1438.     char* m_sndScreamHandle; //0x0354
  1439.     char* m_sndIdleHandle; //0x0358
  1440.     char* m_sndChaseHandle; //0x035C
  1441.     char* m_sndAttackHandle; //0x0360
  1442.     float m_sndAttackLength; //0x0364
  1443.     float m_sndAttackNextPlayTime; //0x0368
  1444.     char* m_sndDeathHandle; //0x036C
  1445.     char* m_sndHurtHandle; //0x0370
  1446.     int prevAttackFrame; //0x0374
  1447.     int prevWalkFrame; //0x0378
  1448.     int prevRunFrame; //0x037C
  1449.     int prevSprintFrame; //0x0380
  1450.     bool gotDebugMove; //0x0384
  1451.     char pad_0x0385[0x3]; //0x0385
  1452.     r3dVector dbgAiInfo.from; //0x0388
  1453.     r3dVector dbgAiInfo.to; //0x0394
  1454.     PKT_S2C_CreateZombie_s CreateParams; //0x03A0
  1455.     r3dAnimation anim_; //0x03E4
  1456.     int ZombieAnimState; //0x2458
  1457.     int ZombieAnimStateLevel; //0x245C
  1458.     int ZombieAnimGroup; //0x2460
  1459.     RequestAnimTimers ZombieReqAnimTimers; //0x2464
  1460.     r3dVectorAverage AvgVelocity; //0x2478
  1461.     r3dSlerpInterpolator turnInterp; //0x24A8
  1462.     int physSkeletonIndex; //0x24D8
  1463.     int isPhysInRagdoll; //0x24DC
  1464.     int wasVisible; //0x24E0
  1465.     DWORD targetId; //0x24E4
  1466.     char* zombieParts[0]; //0x24E8
  1467.     char* zombieParts[1]; //0x24EC
  1468.     char* zombieParts[2]; //0x24F0
  1469.     char* zombieParts[3]; //0x24F4
  1470.     bool gotLocalBbox; //0x24F8
  1471.     char pad_0x24F9[0x3]; //0x24F9
  1472.     CNetCellMover netMover; //0x24FC
  1473.     int PhysXObstacleIndex; //0x2544
  1474.     r3dVector lastTimeHitPos; //0x2548
  1475.     int lastTimeDmgType; //0x2554
  1476.     int lastTimeHitBoneID; //0x2558
  1477.     int staggeredTrack; //0x255C
  1478.     int attackTrack; //0x2560
  1479.     int holdAttackTrack; //0x2564
  1480.     int WalkTrack; //0x2568
  1481.     int RunTrack; //0x256C
  1482.     int SprintTrack; //0x2570
  1483.     float walkSpeed; //0x2574
  1484.     float SprintTimer; //0x2578
  1485.     float SprintFalloffTimer; //0x257C
  1486.     int ZombieState; //0x2580
  1487.     bool bDead; //0x2584
  1488.     char pad_0x2585[0x3]; //0x2585
  1489.     int UpdateWarmUp; //0x2588
  1490.     bool PhysicsOn; //0x258C
  1491. char pad_0x258D[0x3]; //0x258D
  1492.  
  1493. };//Size=0x2590
  1494.  
  1495. class N00000737
  1496. {
  1497. public:
  1498. char pad_0x0000[0x4]; //0x0000
  1499.  
  1500. };//Size=0x0004
  1501.  
  1502. class N00001327
  1503. {
  1504. public:
  1505. char pad_0x0000[0x4]; //0x0000
  1506.  
  1507. };//Size=0x0004
  1508.  
  1509. class N00001336
  1510. {
  1511. public:
  1512. char pad_0x0000[0x4]; //0x0000
  1513.  
  1514. };//Size=0x0004
  1515.  
  1516. class N00001346
  1517. {
  1518. public:
  1519. char pad_0x0000[0x4]; //0x0000
  1520.  
  1521. };//Size=0x0004
  1522.  
  1523. class r3dSlerpInterpolator
  1524. {
  1525. public:
  1526.     r3dQuat m_start; //0x0000
  1527.     r3dQuat m_finish; //0x0010
  1528.     float m_timeToFinish; //0x0020
  1529.     float m_elapsedTime; //0x0024
  1530.     float m_finishAngle; //0x0028
  1531.     bool m_isPaused; //0x002C
  1532.     bool m_isFinished; //0x002D
  1533. char pad_0x002E[0x2]; //0x002E
  1534.  
  1535. };//Size=0x0030
  1536.  
  1537. class r3dVectorAverage
  1538. {
  1539. public:
  1540.     int CurrentSample; //0x0000
  1541.     float SetTimer; //0x0004
  1542.     float MinTime; //0x0008
  1543.     r3dVector Samples[0]; //0x000C
  1544.     r3dVector Samples[1]; //0x0018
  1545.     r3dVector Samples[2]; //0x0024
  1546.  
  1547. };//Size=0x0030
  1548.  
  1549. class RequestAnimTimers
  1550. {
  1551. public:
  1552.     float IdleReqTime; //0x0000
  1553.     float WalkReqTime; //0x0004
  1554.     float RunReqTime; //0x0008
  1555.     float SprintReqTime; //0x000C
  1556.     float CurAnimReqTime; //0x0010
  1557.  
  1558. };//Size=0x0014
  1559.  
  1560. class PKT_S2C_CreateZombie_s
  1561. {
  1562. public:
  1563.     WORD spawnID; //0x0000
  1564.     char pad_0x0002[0x2]; //0x0002
  1565.     r3dVector spawnPos; //0x0004
  1566.     float spawnDir; //0x0010
  1567.     r3dVector moveCell; //0x0014
  1568.     DWORD HeroItemID; //0x0020
  1569.     bool HeadIdx; //0x0024
  1570.     bool BodyIdx; //0x0025
  1571.     bool LegsIdx; //0x0026
  1572.     bool something; //0x0027
  1573.     bool State; //0x0028
  1574.     bool FastZombie; //0x0029
  1575.     char pad_0x002A[0x2]; //0x002A
  1576.     float WalkSpeed; //0x002C
  1577.     float RunSpeed; //0x0030
  1578.     float SprintMaxSpeed; //0x0034
  1579.     float SprintMaxTime; //0x0038
  1580.     float SprintSlope; //0x003C
  1581.     float SprintCooldownTime; //0x0040
  1582.  
  1583. };//Size=0x0044
  1584.  
  1585. class N00001419
  1586. {
  1587. public:
  1588. char pad_0x0000[0x4]; //0x0000
  1589.  
  1590. };//Size=0x0004
  1591.  
  1592. class N0000141D
  1593. {
  1594. public:
  1595. char pad_0x0000[0x4]; //0x0000
  1596.  
  1597. };//Size=0x0004
  1598.  
  1599.  

Sigs:

TEXT Code:
  1. // EnableD3DAntiCheatCodepath: C6 05 ? ? ? ? ? C7 84 24 ? ? ? ? ? ? ? ?
  2. // p2pSendToHost: 80 3D ? ? ? ? ? 57 8B F8
  3. // GetPlayer(): 81 FE ? ? ? ? 7C 14 6A 67
  4. // preparePacket: 56 8B F0 85 FF 75 17
  5. // executeWeaponFireLocalPlayer: 81 EC ? ? ? ? 53 55 56 57 8B F9 80 BF -> search fro string "line %d: wpn\n"
  6. // SendToHost: 53 8B 5C 24 08 8B 03 55  -> Search for string "!impl->isHost"
  7. // ProcessBulletHit: 81 EC ? ? ? ? 53 8B 9C 24 ? ? ? ? 55 8B AC 24 ? ? ? ? 56 8B B4 24 -> Search for string "owner->NetworkLocal==true"
  8. // SpreadIncrease: F3 0F 59 04 85 ? ? ? ? F3 0F 58 83
  9. // r3dRenderer: A1 ? ? ? ? 56 57 8B F1
  10. // Keyboard: A3 ? ? ? ? 6A 01 6A 0C
  11. // KbdPressed: 68 ? ? ? ? E8 ? ? ? ? 68 ? ? ? ? 6A 00 68 ? ? ? ? E8 ? ? ? ? 83 C4 24 83 3D
  12. // KbdState: 83 3C 8D ? ? ? ? ? 8D 14 8D
  13. // g_pPhysicsWorld: A1 ? ? ? ? 83 C0 30

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