Thumbs upPointBlank Classes

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PointBlank Classes
I stopped doing hacks for PointBlank so i decided to post my classes here to help who is still doing it...It was for BR so idk if is updated(probably is because those idiots never change them)

Code:
#include "Includes.h"

//Generated using ReClass 2013 

class i3Viewer;
class i3RenderContext;
class Player;
class PlayerName;
class PlayerHealth;
class i3Camera;
class i3SceneTracer;
class i3SoundContext;
class i3InputDeviceManager;
class i3Framework;
class i3AttrStackManager;
class i3RenderAttrList;
class i3MatrixStack;
class i3SceneGraphContext;
class i3StageInfo;
class i3Stage;
class i3World;
class i3GameObj;
class i3SceneObject;
class i3ViewMatrixAttr;
class i3InputMouse;
class i3GameSceneInfo;
class CGameCharaBone;
class CGameCharaBoneContext;
class Bone;
class CHARA_DAMAGEINFO;

//-----------------------------------//
class i3Viewer
{
public:
char _0x0000[8];
	DWORD State; //0x0008 
	void* i3PhysixContext; //0x000C 
	i3RenderContext* RenderContext; //0x0010 
	i3SceneTracer* SceneTracer; //0x0014 
	i3SoundContext* SoundContext; //0x0018 
	char _0x001C[8];
	i3InputDeviceManager* InputDeviceManager; //0x0024 
	void* Timer; //0x0028 
	float UserTime; //0x002C 
	float TimeScale; //0x0030 
	float DeltaTime; //0x0034 
	i3Framework* Framework; //0x0038 
	HWND WindowHandle; //0x003C 
char _0x0040[16];
	BYTE IsFixedResolution; //0x0050 
char _0x0051[3];

};//Size=0x0054

class i3RenderContext
{
public:
	char unk0x0[36];
	DWORD isWindowed;//0x24
	DWORD isReady; //0x28
	char unk0x2C[2196];
	D3DXMATRIX ViewMatrix;//0x8C0
	D3DXMATRIX ProjMatrix; //0x900
	D3DXMATRIX WorldMatrix;//0x940
	char unk0x980[18716];
	DWORD WindowWidth;//0x529C
	DWORD WindowHeight;//0x52A0
	char unk0x52A4[192];
	IDirect3D9* D3D9; //0x5364
	LPDIRECT3DDEVICE9 pDevice; //0x5368
	char unk0x536C[20];
	HWND hWindow; //0x5380
};

class Player
{
public:
	float Yaw;
	float Pitch;
	D3DXVECTOR3 Pos;
};

class PlayerName
{
public:
	char Name[33];
};

class PlayerHealth
{
public:
	float Health; //0x0000 
	char unk[28];
};//Size=0x0020;

class i3Camera
{
public:
char _0x0000[144];
	float FOV; //0x0090 
	float Near; //0x0094 
	float Far; //0x0098 
	DWORD WindowWidth; //0x009C 
	DWORD WindowHeight; //0x00A0 
	DWORD Mode; //0x00A4 
	DWORD Enable; //0x00A8 
	DWORD Style; //0x00AC 
	float UpdateInterval; //0x00B0 
	void* ProjMatrixAttr; //0x00B4 
	i3ViewMatrixAttr* ViewMatrixAttr; //0x00B8 
	void* RenderTargetAttr; //0x00BC 
	void* ClearRenderTargetAttr; //0x00C0 
	void* OutputList; //0x00C4 
	void* SubCamSg; //0x00C8 

};//Size=0x00CC

class i3SceneTracer
{
public:
char _0x0000[8];
	DWORD Style; //0x0008 
	DWORD State; //0x000C 
	i3AttrStackManager* AttrStackManager; //0x0010 
	i3RenderContext* RenderContext; //0x0014 
	i3RenderAttrList* Output; //0x0018
char _0x001C[4];
	i3MatrixStack* ModelViewMatrixStack; //0x0020
char _0x0024[4];
	void* CollisionContext; //0x0028  i3CollisonContext
	i3SceneGraphContext* SgContext; //0x002C 
	i3SoundContext* SoundContext; //0x0030 
	void* PhysiXContext; //0x0034 
	DWORD DisableNodeMask; //0x0038 
char _0x003C[12];
	void* MatrixEnvironment; //0x0048 _tagMatrixEnvironmentInfo
char _0x004C[48];
	float Time; //0x007C 
	i3Camera* CurrentCamera; //0x0080
char _0x0084[12];
	D3DXMATRIX ViewMatrix; //0x0090 
	D3DXMATRIX InverseViewMatrix; //0x00D0  
	D3DXMATRIX Projecti********; //0x0110  
	D3DXMATRIX ViewProjecti********; //0x0150  
	DWORD FrustumCullEnable; //0x0190 
char _0x0194[192];
	DWORD PlaneMask; //0x0254 
	DWORD FrameID; //0x0258 
	DWORD CulledState; //0x025C 
};

class i3SoundContext
{
public:
char _0x0000[80];
	D3DXMATRIX ListnerMatrix; //0x0050 
char _0x0054[12];
	BYTE N003E3217; //0x009C 
	BYTE NeedUpdateListener; //0x009D 
char _0x009E[2];
	DWORD State; //0x00A0 
char _0x00A4[16];
	BYTE MainVolume; //0x00B4 
char _0x00B5[7];
	BYTE PendindEnable; //0x00BC 
char _0x00BD[3];

};

class i3InputDeviceManager
{
public:
char _0x0000[8];
	void* InputKeyboard; //0x0008  i3InputKeyboard *
	i3InputMouse* InputMouse; //0x000C  i3InputMouse
char _0x0010[32];
	DWORD IsMapped; //0x0030 
char _0x0034[8];
	DWORD AnalogMapCount; //0x003C 
	DWORD GetButtonMapCount; //0x0040 

};//Size=0x0044

class i3Framework
{
public:
char _0x0000[96];
	i3StageInfo* StartStageInfo; //0x0060 i3StageInfo
	void* CmnResList; //0x0064 i3StringList
char _0x0068[8];
	DWORD State; //0x0070 
char _0x0074[20];
	float LocalTime; //0x0088 
	i3Viewer* Viewer; //0x008C 
	void* ResourceManager; //0x0090  i3ResourceManager
	void* EffectManager; //0x0094 i3EffectManager 
	i3Stage* CurrentStage; //0x0098 i3Stage
char _0x009C[24];
	DWORD PrevStageIndex; //0x00B4 
	i3SceneGraphContext* SgContext; //0x00B8  i3SceneGraphContext 
	DWORD FadeEffect; //0x00BC 
	float StageSwitchFadeTime; //0x00C0 
	i3Camera* DefaultCamera; //0x00C4 i3Camera
char _0x00C8[28];
	void* OnMouseTarget; //0x00E4 i3EventReceiver
	void* InputDispatchManager; //0x00E8  i3InputDispatchManager
	void* UIManager; //0x00EC i3UIManager
char _0x00F0[4];
	void* UIRenderer; //0x00F4 i3UIRenderer

};//Size=0x00F8

class i3AttrStackManager
{
public:
char _0x0000[8];
	BYTE IsEnable; //0x0008 
};

class i3RenderAttrList
{
public:
char _0x0000[16];
	void* AttrList; //0x0010 i3List 
char _0x0014[8];
	float Dist; //0x001C 

};//Size=0x0020

class i3MatrixStack
{
public:
char _0x0000[8];
	DWORD IsModified; //0x0008 

};//Size=0x000C

class i3SceneGraphContext
{
public:
char _0x0000[8];
	void* LightList; //0x0008 i3List
char _0x000C[12];
	void* _3DRoot; //0x0018 i3LayerRootNode
	void* _2DRoot; //0x001C i3AttrSet
	void* DebugTextRoot; //0x0020 i3AttrSet
char _0x0024[20];
	BYTE BoundEnable; //0x0038 
char _0x0039[107];
	void* CurrentCamera; //0x00A4 i3Camera
char _0x00A8[4];
	DWORD CurrentPortal; //0x00AC 

};//Size=0x00B0

class i3StageInfo
{
public:
char _0x0000[20];
	DWORD FadeInColor; //0x0014 
	float FadeInTime; //0x0018 
	DWORD FadeOutColor; //0x001C 
	float FadeOutTime; //0x0020 
	void* NextStage; //0x0024 i3StageInfo
	DWORD JumpType; //0x0028 
	void* RSCPath; //0x002C  i3StringList
char _0x0030[8];
	void* InstanceManagerInfoList; //0x0038 i3List
char _0x003C[4];
	void* ElementInstanceManagerInfoList; //0x0040 i3List

};//Size=0x0044

class i3Stage
{
public:
char _0x0000[72];
	i3Framework* Framework; //0x0048 i3Framework
	i3World* World; //0x004C i3World
	i3GameSceneInfo* GameSceneInfo; // //0x0050 i3GameSceneInfo
	void* RespawnObjList; //0x0054 i3List
char _0x0058[36];
	DWORD LayerCount; //0x007C 
char _0x0080[308];
	float BattleIdle; //0x01B4 
	float RoomIdle; //0x01B8 

};//Size=0x01BC

class i3World
{
public:
char _0x0000[240];
	void* WorldRoot; //0x00F0  i3AttrSet
	void* SkyRoot; //0x00F4  i3AttrSet
char _0x00F8[44];
	void* SgWorld; //0x0124 i3SceneGraphInfo
	void* SgSky; //0x0128 i3SceneGraphInfo
	void* SgWorldCollision; //0x012C i3SceneGraphInfo
	void* SgHitCollition; //0x0130 i3SceneGraphInfo
	void* SgLightVolumeCollision; //0x0134 i3SceneGraphInfo
	void* WorldSectionTable; //0x0138 i3WorldSectionTable
	void* MapSectorTable; //0x013C i3MapSectorTable

};//Size=0x0140

class i3AttrList
{
public:
char _0x0000[24];
	void* DefaultAttr; //0x0018  i3RenderAttr
char _0x001C[4];
	DWORD TraceMode; //0x0020 
	DWORD ID; //0x0024 
	void* Next; //0x0028 i3AttrList
char _0x002C[8];
	void* Attrs; //0x0034 
char _0x0038[8];
	DWORD Priority; //0x0040 

};//Size=0x0044

class i3GameObj
{
public:
char _0x0000[100];
	void* AttachNode; //0x0064 i3Node
char _0x0068[24];
	D3DXMATRIX InitialMatrix; //0x0080 
char _0x00C0[8];
	DWORD ActiveState; //0x00C8 
	BYTE DynamicActiveState; //0x00CC 
char _0x00CD[3];
	i3SceneObject* SceneObject; //0x00D0 i3SceneObject
char _0x00D4[4];
	DWORD PortalID; //0x00D8 
char _0x00DC[12];
	DWORD Layer; //0x00E8 

};//Size=0x00EC

class i3SceneObject
{
public:
char _0x0000[144];
	float TimeScale; //0x0090 
	void* BoneList; //0x0094 i3BinList 
char _0x0098[4];
	void* Body; //0x009C i3Body
	void* WorldSpaceSource; //0x00A0 i3Node
	void* CurrentAnim; //0x00A4 i3Animation

};//Size=0x00A8

class i3ViewMatrixAttr
{
public:
char _0x0000[16];
	D3DXMATRIX Matrix; //0x0010 

};//Size=0x0050

class i3InputMouse
{
public:
char _0x0000[16];
	float GetX; //0x0010 
	float GetY; //0x0014 
	float GetZ; //0x0018 
	DWORD ButtonState; //0x001C 
	DWORD StrokeButtonState; //0x0020 
	float DeltaX; //0x0024 
	float DeltaY; //0x0028 
	float DeltaZ; //0x002C 

};//Size=0x0030

class i3GameSceneInfo
{
public:
char _0x0000[20];
	DWORD InstanceCount; //0x0014 
};//Size=0x0018

class CGameCharaBase
{
public:
char _0x0000[8];
	void* pRes; //0x0008 
	void* pCharaInfo; //0x000C 
char _0x0010[284];
	void* m_pCharaInfo; //0x012C 
char _0x0130[4];
	void* m_pUpdateContext; //0x0134 
	void* m_pInputContext; //0x0138 
	void* m_pActionContext; //0x013C 
	void* m_pAnimContext; //0x0140 
	void* m_pWeaponContext; //0x0144 
	void* m_pMoveContext; //0x0148 
char _0x014C[4];
	void* m_pEquipContext; //0x0150 
	void* m_pCameraContext; //0x0154 
	CGameCharaBoneContext* m_BoneContext; //0x0158 
	void* m_pSoundContext; //0x015C 
	void* m_pCollisionContext; //0x0160 
	void* m_pAIContext; //0x0164 
	void* m_pHUDContext; //0x0168 
};//Size=0x016C

class CGameCharaBoneContext
{
public:
char _0x0000[228];
	int* m_IdxBone; //0x00E4 
	Bone* m_Bone; //0x00E8 

};//Size=0x00EC

class Bone
{
public:
	D3DXMATRIX m_Bone;
};

class CHARA_DAMAGEINFO
{
public:
char _0x0000[20];
	DWORD nKillerIdxz; //0x0014 
char _0x0018[4];
	DWORD nVictimIdx; //0x001C 
	DWORD WeaponSlot; //0x0020 
	DWORD WeaponNumber; //0x0024 
char _0x0028[16];
	DWORD HitPart; //0x0038 
char _0x003C[4];

};//Size=0x0040

struct CTeam
{
 BYTE iTeam;
};
Credits:
CypherPresents
[LNL]sLowBurN
Thanks , but we have to build it at a .dll ?
nice share , good job
does it works for warface?
Quote Originally Posted by Relax1977 View Post
does it works for warface?
lolz this for pb
thx to shared, btw can u tell me hook undetect,,?
thx! good give away =)
i have something wrong if i compile this script in
DWORD State; //0x0008
can anybody help me
Quote Originally Posted by JerryALFS View Post
i have something wrong if i compile this script in
DWORD State; //0x0008
can anybody help me
build with msvc++
i know build with msvc++ but when i built it always have something wrong make build failed,i already use include and lib but its dont make any changed still failed when build
Quote Originally Posted by JerryALFS View Post
i know build with msvc++ but when i built it always have something wrong make build failed,i already use include and lib but its dont make any changed still failed when build
learn c++
yes i do now i can finished something scriipt into dl
Nice code huh??
Looks like my post in UC but with your name on it...Those credits where who inspired you to steal it?These noobs go crazy theres days.
imgur.com/eF1UB48
Have some respect and create your code, or at least change the fucking description...
Posts 1–13 of 13 · Page 1 of 1
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