Code:
class CArmor
{
public:
char unknown0[16]; //0x0000
float fHealth; //0x0010
char unknown20[44]; //0x0014
};//Size=0x0040(64)
class CPhysicsNode
{
public:
char unknown0[72]; //0x0000
D3DXVECTOR3 impulse_force; //0x0048
char unknown76[44]; //0x004C
D3DXVECTOR3 position; //0x0078
D3DXVECTOR3 speed; //0x007C
char unknown128[64]; //0x0080
};//Size=0x00C0(192)
class CTemplate
{
public:
virtual void Function0();
virtual void Function1();
virtual void Function2();
virtual void Function3();
virtual int GetTemplateType(void);
virtual void Function5();
virtual void Function6();
virtual void Function7();
virtual void Function8();
virtual void Function9();
virtual void Function10();
virtual void Function11();
virtual void Function12();
virtual void Function13();
virtual void Function14();
virtual void Function15();
virtual void Function16();
virtual void Function17();
virtual void Function18();
virtual void Function19();
virtual void Function20();
virtual void Function21();
virtual void Function22();
char ID02997C78[28]; //0x0000
DWORD object_id; //0x0020
DWORD template_type; //0x0024
char unknown40[28]; //0x0028
DWORD template_id; //0x0044
char unknown72[736]; //0x0048
float weapon_velocity; //0x0328
char unknown812[1364]; //0x032C
};//Size=0x0304(772)
class CWeapon
{
public:
char unknown0[44]; //0x0000
CTemplate* weapon_template; //0x002C
char unknown48[500]; //0x0030
CDeviation* weapon_deviation; //0x0224
char unknown552[408]; //0x0228
};//Size=0x03C0(960)
class CDeviation
{
public:
char unknown0[4]; //0x0000
float total_deviation; //0x0004
char unknown8[12]; //0x0008
float up_deviation_add; //0x0014
float right_deviation_add; //0x0018
char unknown28[36]; //0x001C
};//Size=0x0040(64)
class CMatrices
{
public:
char unknown[323];
__int32 matrices;
};
class CObject
{
public:
char unknown0[28]; //0x0000
__int32 flags; //0x001C
char unknown32[4]; //0x0020
CObject* object_root; //0x0024
char unknown40[4]; //0x0028
CTemplate* object_template; //0x002C
char unknown48[28]; //0x0030
CArmor* Health; //0x004C
char unknown80[4]; //0x0050
CPhysicsNode* object_physics; //0x0054
char unknown88[96]; //0x0058
D3DXMATRIX Matrix; //0x00B8
char unknown188[4]; //0x00BC
};//Size=0x00C0(192)
class CPlayerInfo
{
public:
char unknown0[32]; //0x0000
CObject* object_root; //0x0020
char unknown36[8]; //0x0024
CTemplate* object_template; //0x002C
char unknown48[28]; //0x0030
CArmor* Armor; //0x004C
char unknown80[4]; //0x0050
CPhysicsNode* Physics; //0x0054
char unknown88[96]; //0x0058
D3DXMATRIX Matrix; //0x00B8
char unknown188[432]; //0x00BC
CWeapon* player_weapon; //0x026C
char unknown624[92]; //0x0270
DWORD SelectedWeapon; //0x02CC
char unknown720[100]; //0x02D0
float bodyYaw; //0x0334
float strafeForce; //0x0338
float forwardForce; //0x033C
DWORD posture; //0x0340
DWORD posture_cur; //0x0344
float headPitch; //0x0348
float headPitchChange; //0x034C
float headYaw; //0x0350
float headYawChange; //0x0354
char unknown856[4]; //0x0358
DWORD posture3; //0x035C
char unknown864[120]; //0x0360
CSkeleton* Skeleton_3p; //0x03D8
char unknown988[36]; //0x03DC
DWORD iStance; //0x0400
};//Size=0x0480(1152)
class CSkeleton
{
public:
char unknown0[16]; //0x0000
CBone* bones; //0x0010
char unknown20[4]; //0x0014
__int32 number_of_bones; //0x0018
char unknown28[8]; //0x001C
D3DXMATRIX* matrices; //0x0024
char unknown40[24]; //0x0028
};//Size=0x0040(64)
class CBone
{
public:
__int32 bone_num; //0x0000
__int16 bone_code; //0x0004
__int16 parent; //0x0006
__int32 unknown; //0x0008
float offset_x; //0x000C
float offset_y; //0x0010
float offset_z; //0x0014
float length; //0x0018
float radius; //0x001C
__int32 material; //0x0020
};//Size=0x0024(36)
class CInfo
{
public:
char unknown0[4]; //0x0000
CObject* soldier_ptr; //0x0004
};//Size=0x0040(64)
class CSoldierInfo
{
public:
char unknown0[4]; //0x0000
CPlayerInfo* soldier_ptr; //0x0004
};//Size=0x0040(64)
class CViewMatrix
{
public:
virtual void function0(); //
virtual void function1(); //
virtual void function2(); //
virtual void function3(); //
virtual void function4(); //
virtual void function5(); //
virtual void function6(); //
virtual void function7(); //
virtual void function8(); //
virtual void function9(); //
virtual void function10(); //
virtual void function11(); //
virtual void function12(); //
virtual void function13(); //
virtual void function14(); //
virtual void function15(); //
virtual void function16(); //
virtual void function17(); //
virtual void function18(); //
virtual void function19(); //
virtual void function20(); //
virtual void function21(); //
virtual void function22(); //
virtual void function23(); //
virtual float GetInsideFieldOfView(); //
char unknown4[268]; //0x0004
D3DXMATRIX Matrix; //0x0110
char unknown276[44]; //0x0114
};//Size=0x0140(320)
class CScoreBoard // Needs updating!
{
public:
char unknown0[4]; //0x0000
__int32 Score; //0x0004
__int32 TotalScore; //0x0008
char unknown12[36]; //0x000C
__int32 Deaths; //0x0030
__int32 Kills; //0x0034
char unknown56[16]; //0x0038
__int32 Rank; //0x0048
};//Size=0x004C(76)
class CRenderer // Needs updating!
{
public:
virtual void AddRef( void ); //
virtual void GetRef( void ); //
virtual void function2(); //
virtual void function3(); //
virtual void function4(); //
virtual void function5(); //
virtual void function6(); //
virtual void function7(); //
virtual void function8(); //
virtual void function9(); //
virtual void RenderScreen (void* param1, void* param2, void* param3); //
virtual void function11(); //
virtual void function12(); //
virtual void function13(); //
virtual void function14(); //
virtual void function15(); //
virtual void function16(); //
virtual void function17(); //
virtual void function18(); //
virtual void function19(); //
virtual void function20(); //
virtual void function21(); //
virtual void function22(); //
virtual void function23(); //
virtual void function24(); //
virtual void DrawConsole( void ); //
virtual void function26(); //
virtual void function27(); //
virtual void function28(); //
virtual void function29(); //
virtual void function30(); //
virtual void function31(); //
virtual void function32(); //
virtual void function33(); //
virtual void function34(); //
virtual void function35(); //
virtual void function36(); //
virtual void function37(); //
virtual void function38(); //
virtual void function39(); //
virtual void function40(); //
virtual void function41(); //
virtual void function42(); //
virtual void function43(); //
virtual void function44(); //
virtual void function45(); //
virtual void function46(); //
virtual void function47(); //
virtual void function48(); //
virtual void function49(); //
virtual void function50(); //
virtual void function51(); //
virtual void function52(); //
virtual void function53(); //
virtual BYTE DrawOverlay( void ); //
virtual BYTE Present( int code ); //
virtual void function56(); //
virtual void function57(); //
char unknown4[4]; //0x0004
IDirect3D9* pDirect3D; //0x0008
IDirect3DDevice9* pDirect3Ddev; //0x000C
char unknown16[20]; //0x0010
__int32 vid_width; //0x0024
__int32 vid_height; //0x0028
};//Size=0x06C4(1732)
class CPlayerManager
{
public:
virtual void AddRef();
virtual int GetRef();
virtual void Release();
virtual void Function3();
virtual void Function4();
virtual void Function5();
virtual void Function6();
virtual void Function7();
virtual CPlayer* GetPlayerByIndex(int Index);
virtual void Function9();
virtual void Function10();
virtual void Function11();
virtual CPlayer* GetLocalPlayer();
char unknown0[32]; //0x0000
DWORD amountOfPlayers; //0x0024
char unknown40[192]; //0x0028
CPlayer* LocalPlayer; //0x00E8
char unknown236[24]; //0x00EC
};//Size=0x0070(112)
class CPlayer
{
public:
char unknown0[96]; //0x0000
__int32 Kit; //0x0060
char unknown100[8]; //0x0064
char Name[16]; //0x006C
char unknown124[40]; //0x007C
CInfo* Soldier; //0x00A4
CViewMatrix* ViewMatrix; //0x00A8
char unknown172[156]; //0x00AC
float zoom; //0x0148
float zoom2; //0x014C
char unknown336[4]; //0x0150
CSoldierInfo* SoldierObj; //0x0154
char unknownrand[5]; //0x0158
BYTE Alive; //0x015D
char unknownrand2[6]; //0x015E
DWORD Team; //0x0164
char unknown360[28]; //0x0168
DWORD Ping; //0x0184
char unknown392[212]; //0x0188
DWORD InVehicle; //0x025C
char unknown608[12]; //0x0260
DWORD Sprinting; //0x026C
char unknown624[680]; //0x0270
};//Size=0x0518(1304)
class CClassManager
{
public:
virtual void function0(); //
virtual void function1(); //
virtual void function2(); //
virtual void function3(); //
virtual void function4(); //
virtual void function5(); //
virtual void function6(); //
virtual void function7(); //
virtual void function8(); //
virtual void function9(); //
virtual void function10(); //
virtual void function11(); //
virtual void function12(); //
virtual void function13(); //
virtual void function14(); //
virtual void function15(); //
virtual void function16(); //
virtual void function17(); //
virtual void* GetClassPointerByName(string* pszClassname); //
};//Size=0x0004(4)
class CActionBuffer
{
public:
float InputFlags[64]; //0x0000
};//Size=0x0040(64)
#endif
Other Stuff:
Code:
class CObject
{
public:
char unknown0[28]; //0x0000
__int32 flags; //0x001C
char unknown32[4]; //0x0020
CObject* object_root; //0x0024
char unknown40[4]; //0x0028
CTemplate* object_template; //0x002C
char unknown48[28]; //0x0030
CArmor* Health; //0x004C
char unknown80[4]; //0x0050
CPhysicsNode* object_physics; //0x0054
char unknown88[96]; //0x0058
D3DXMATRIX Matrix; //0x00B8
};//Size=0x00F8
class CSoldier : public CObject
{
public:
char unknown0[360]; //0x00F8
CWeapon* player_weapon; //0x0260
char unknown612[104]; //0x0264
__int32 SelectedWeapon; //0x02CC
char unknown720[100]; //0x02D0
float body_yaw; //0x0334
float LeftRightForce; //0x0338
float ForwardBackwardForce; //0x033C
__int32 Posture_Cur2; //0x0340
__int32 Posture; //0x0344
float head_pitch; //0x0348
float head_pitchChange; //0x034C
float head_yaw; //0x0350
float head_yawChange; //0x0354
char unknown856[4]; //0x0358
__int32 Posture_Cur; //0x035C
char unknown864[56]; //0x0360
CSkeleton* Skeleton_1p; //0x0398
char unknown924[4]; //0x039C
CSkeleton* Skeleton_3p; //0x03A0
char unknown932[29]; //0x03A4
BYTE IsLanding; //0x03C1
BYTE Jumping; //0x03C2
char unknown963[273]; //0x03C3
};//Size=0x04D4(1236)
class CWeapon : public CObject
{
public:
char unknown48[300]; //0x0030
CDeviation* weapon_deviation; //0x0224
char unknown552[408]; //0x0228
};//Size=0x03C0(960)
Code:
class CPlayer
{
public:
char unknown0[96]; //0x0000
__int32 Kit; //0x0060
char unknown100[8]; //0x0064
char Name[16]; //0x006C
char unknown124[40]; //0x007C
CInfo* Soldier; //0x00A4
CViewMatrix* ViewMatrix; //0x00A8
char unknown172[156]; //0x00AC
float zoom; //0x0148
float zoom2; //0x014C
char unknown336[4]; //0x0150
CSoldierInfo* SoldierObj; //0x0154
char unknownrand[5]; //0x0158
BYTE Alive; //0x015D
char unknownrand2[6]; //0x015E
DWORD Team; //0x0164
char unknown360[12]; //0x0168
BYTE isDead; //0x0174
BYTE ID03B70998; //0x0175
BYTE ID088B6760; //0x0176
BYTE ID088B66E0; //0x0177
char unknown376[12]; //0x0178
DWORD Ping; //0x0184
char unknown392[12]; //0x0188
CScoreBoard* ScoreBoard; //0x0194
char unknown408[196]; //0x0198
DWORD InVehicle; //0x025C
char unknown608[12]; //0x0260
DWORD Sprinting; //0x026C
char unknown624[680]; //0x0270
};//Size=0x0518(1304)
class CScoreBoard
{
public:
char unknown0[4]; //0x0000
__int32 Score; //0x0004
char unknown8[48]; //0x0008
__int32 Deaths; //0x0038
__int32 Kills; //0x003C
char unknown64[16]; //0x0040
__int32 Rank; //0x0050
char unknown84[44]; //0x0054
};//Size=0x0080(128)