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class.h
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#ifndef CLASS_H
#define CLASS_H
#include "base.h"
#include "struct.h"
#pragma pack(1)
template <typename T>
class TArray
{
public:
void Initialize()
{
Data = new T[2];
Count = 0;
Max = 0;
}
void push(T Actor, T Actor1)
{
Data = new T[2];
Data[0] = Actor;
Data[1] = Actor1;
Count = 2;
Max = 2;
};
void Pop()
{
delete[] Data;
};
T* Data;
int Count;
int Max;
};
class USceneComponent
{
public:
//char pa_00[0x0250];
//FTransform ComponentToWorld;
char pa_00[0x238];
double ModelYaw;
};
class APlayerState
{
public:
char pa_0000[0x02F0];
class AActor* PawnPrivate;// ±¾ÈËÍæ¼Ò
char pa_02F8[0x0108];
char Team;// 400
char pa_0401[0x017];
class UInventoryComponent_Game* InventoryComponent;
};
class APlayerCameraManager
{
public:
char pa_0000[0x2230];
Vector3 Pos;
};
class AController
{
public:
char pa_0000[0x0330];
APlayerCameraManager* PlayerCameraManager;
};
class UHealthStatsComponent
{
public:
char pa_0000[0x00E0];
char Health;
bool bIsAlive;
bool bHealthProtection;
char pa_00E3[0x0001];
float LastTimeTakeDamage;
float Stamina;
};
class AActor
{
public:
char pa_0000[0x0190];
USceneComponent* RootComponent;
char pa_0198[0x0100];
APlayerState* PlayerState;// 298
char pa_02A0[0x0010]; // ÒÉËÆ0x18
AController* Controller; // 2B0
char pa_02B8[0x0040];
void* Mesh; // 2F8 ÒÉËÆ278
char pa_0300[0x033C];
float ControllerPitchRotation; // 0x063C(0x0004)
float ControllerYawRotation; // 0x0640(0x0004)
char pa_0644[0x00CC];
UHealthStatsComponent* HealthStatsComponent;
string GetName();
bool IsVisible(AActor* LocalPlayer, int32_t BoneIndex);
};
class ULevel
{
public:
char pa_0000[0x0098];
TArray<AActor*> Actors;
};
class UObject
{
char pa_0000[0x0028];
};
class AItem_Weapon_General
{
public:
char pa_0000[0x0322];
enum class EWeaponShootingType WeaponShootingType;
char pa_0323[0x0001];
int32_t WeaponDamage;
float DamageMultiplierHead;
char pa_032C[0x0004];
void* DamageCurve;
int32_t MaxMagazineAmmo;
int32_t MaxStockAmmo;
float TimeBetweenShots;
float WeaponUpRecoil;
float WeaponBackwardRecoil;
float WeaponRecoilAlphaPerShot;
float WeaponRecoilLift;
float AccuracyHip;
float AccuracySight;
float SpreadShot;
float Mobility;
char pa_0364[0x0004];
void* ProjectileClass;
float MuzzleVelocityMultiplier;
};
class UInventoryComponent_Game
{
public:
char pa_0000[0x0F0];
AItem_Weapon_General* CurrentWeapon;
};
class AGameStateBase
{
public:
char pa_0000[0x0290];
TArray<APlayerState*> PlayerArray;
};
class UGameInstance
{
public:
void* GetPlayerController();
AActor* GetPlayer();
};
class UWorld : public UObject
{
public:
char pad_0028[0x0008]; // 0x0028(0x0008)
ULevel* PersistentLevel; // 0x0030(0x0008)
void* NetDriver; // 0x0038(0x0008)
void* LineBatcher; // 0x0040(0x0008)
void* PersistentLineBatcher; // 0x0048(0x0008)
void* ForegroundLineBatcher; // 0x0050(0x0008)
void* NetworkManager; // 0x0058(0x0008)
void* PhysicsCollisionHandler; // 0x0060(0x0008)
TArray<UObject*> ExtraReferencedObjects; // 0x0068(0x0010)
TArray<UObject*> PerModuleDataObjects; // 0x0078(0x0010)
TArray<void*> StreamingLevels; // 0x0088(0x0010)
char pa_98[0x0038]; // 0x0098(0x0028)
ULevel* CurrentLevelPendingVisibility; // 0x00D0(0x0008)
ULevel* CurrentLevelPendingInvisibility; // 0x00D8(0x0008)
void* DemoNetDriver; // 0x00E0(0x0008)
void* MyParticleEventManager; // 0x00E8(0x0008)
void* DefaultPhysicsVolume; // 0x00F0(0x0008)
char pad_00F8[0x001E]; // 0x00F8(0x001E)
char bAreConstraintsDirty; // 0x0116(0x0001)
char pad_0117[0x0009]; // 0x0117(0x0009)
void* NavigationSystem; // 0x0120(0x0008)
void* AuthorityGameMode; // 0x0128(0x0008)
AGameStateBase* GameState; // 0x0130(0x0008)
void* AISystem; // 0x0138(0x0008)
void* AvoidanceManager; // 0x0140(0x0008)
TArray<ULevel*> Levels; // 0x0148(0x0010)
char pad_0168[0x0038]; // 0x0168(0x0028)
UGameInstance* OwningGameInstance; // 0x0190(0x0008)
};
#pragma pack()
#endif