DayZ SA Offsets
All Credits go to Gordon`
Im just copy pasting it.
DayZ experimental 0.49.0.124857
World-Offsets shifted by 4 bytes:
Object/Person
Item:
Weapon:
ObjectClass (at Object/Item/Weapon + 0x70):
Im just copy pasting it.
DayZ experimental 0.49.0.124857
Code:
Base: 00FAE180 NetworkMgr: 00FA2500 Transformations: 00FC0A4 Worldtime: 00FDDE38 D3D9 Device + Offset: 00FA67E0 + 000018A0
Structs & Offsets
World-Offsets shifted by 4 bytes:
Code:
class CWorld
{
public:
char _0x0000[1916];
CObjectTable* Objects; //0x077C
char _0x0780[572];
CObjTbl SmokeEffectsTable; //0x09BC
char _0x09D0[168];
CObjTbl AnimalTable; //0x0A78
char _0x0A8C[148];
CObjTbl FarAnimalTable; //0x0B20
char _0x0B34[316];
CObjTbl FarFarAnimalTable; //0x0C70 up to 1000 worldunits
char _0x0C84[152];
CObjTbl EffectsTable; //0x0D1C
char _0x0D30[148];
CObjTbl FarEffectsTable; //0x0DC4
char _0x0DD8[488];
CObjTbl DroppedItemTable; //0x0FC0
char _0x0FD4[148];
CObjTbl FarDroppedItemTable; //0x1068 didnt check that one
char _0x107C[316];
CObjTbl ItemTable; //0x11B8
char _0x11CC[148];
CObjTbl FarBuildingTable; //0x1260 PAPI, municipal office
char _0x1274[192];
CObjTbl InvalidItemTable; //0x1334
char _0x1348[848];
CEntity* LocalPlayer; //0x1698
};
class CObjTbl {
public:
CObject **obj; //0x0000
__int32 size; //0x0004
__int32 max_size; //0x0008
char _0x000C[8];
};
Code:
CObjectVisualState* visualstate; //0x0024 CObjectClass* ObjectClass; //0x0070 DWORD time; //0x00C0 BYTE objectContact; //0x0198 BYTE landContact; //0x0199 BYTE waterContact; //0x019A BYTE _delete; //0x019B BYTE local; //0x019C BYTE invisble; //0x019D BYTE isDead; //0x0274 BYTE isStopped; //0x0275 BYTE inFormation; //0x0276 BYTE showFlag; //0x0277 BYTE isUpsideDown; //0x0278 BYTE userStopped; //0x0279 BYTE pilotLight; //0x027A BYTE collisionLight; //0x027B BYTE allowDamage; //0x027C BYTE locked; //0x027D 0 = moving, 1 = not moving BYTE lockedAsWaiting; //0x027E CGameVariablesTable* GameVariables; //0x0660 __int32 GameVariables_Count; //0x0664 __int32 playerid; //0x0800 CItem *InventorySlot[12]; //0x0A34 CItem *QuickSlot[10]; //0x0A64 CWeaponPtr* weapon; //0x0A98 float pitch[30]; //0x0AA4 float recoil; //0x0C54 float fatigue_diff; //0x0C70 float fatigue; //0x0C74 BYTE swim; //0x0C8C WORD state2; //0x0CF8 WORD state; //0x0D00 BYTE stance; //0x1300
Code:
CObjectClass* ObjectClass; //0x0070
BYTE reset; //0x019E
BYTE ruined; //0x0274
CItemContainer* ItemContainer; //0x0284
class CItemContainer
{
public:
char _0x0000[12];
CObjTbl items; //0x000C
};
Code:
CObjectClass* ObjectClass; //0x0070 CItem **slots; //0x06A4 __int32 num_slots; //0x06A8 DWORD ammo_test1; //0x06AC DWORD ammo_count1; //0x06B8 CWeaponPtr* magazine; //0x06C0 DWORD ammo_test2; //0x06C4 DWORD ammo_count2; //0x06D0 (setting ammo_test2 on the magazin to 0 or -1 makes you shoot ~100 bullets a second)
Code:
CArmaString* ObjectClassName; //0x0034 CArmaString* ObjectModelPath; //0x003C CArmaString* ObjectName; //0x0070 CArmaString* CleanObjectName; //0x059C CArmaString* CleanObjectName2; //0x05A0 __int32 inventorySlotId; //0x0A7C BYTE showInHands; //0x0B10 __int32 max_stack; //0x0B18 BYTE melee; //0x0B20 BYTE slots_needed; //0x0B30 DWORD max_ammo; //0x0B94

