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    Mr.Taiwanese's Avatar
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    Ironsight Steam Struct & Offsets

    First, Thanks @[MPGH]Jhem He did it all indirectly and provide some assist.

    No bulls*hit.
    it just a memory struct.
    for dev / coders
    maybe same as EU ver.


    Code:
    class Actor
    {
    public:
        char pad_0000[8]; //0x0000
        D3DXVECTOR3 Position; //0x0008
        char pad_0014[48]; //0x0014
        float Health; //0x0044
        char pad_0048[40]; //0x0048
        class WeaponIntance *WeapIntance; //0x0070
    };
    
    class WeaponIntance
    {
    public:
        char pad_0000[16]; //0x0000
        class WeaponStructs *WeapStruct; //0x0010
    };
    
    class WeaponStructs
    {
    public:
        char pad_0000[4]; //0x0000
        int8_t WeaponID; //0x0004
        char pad_0005[3]; //0x0005
        int32_t Skin; //0x0008
        char pad_000C[12]; //0x000C
        int8_t Ammo; //0x0018
        char pad_0019[111]; //0x0019
        int8_t Fire_Rate; //0x0088
        char pad_0089[23]; //0x0089
        float Reloading_Speed; //0x00A0
        float Reload_Speed; //0x00A4
        char pad_00A8[28]; //0x00A8
        int8_t BulletPerShoot; //0x00C4
        char pad_00C5[1]; //0x00C5
        int8_t FireType; //0x00C6
        char pad_00C7[65]; //0x00C7
        float Spread; //0x0108
        float Moving_Spread; //0x010C
        char pad_0110[51]; //0x0110
        int8_t RecoilBack_Y1; //0x0143
        char pad_0144[3]; //0x0144
        int8_t RecoilBack_Y2; //0x0147
        char pad_0148[27]; //0x0148
        int8_t RecoilBack_X1; //0x0163
        char pad_0164[3]; //0x0164
        int8_t RecoilBack_X2; //0x0167
        float Recoil; //0x0168
        char pad_016C[8]; //0x016C
        float Shake; //0x0174
        char pad_0178[224]; //0x0178
        int8_t SightType; //0x0258
        char pad_0259[2]; //0x0259
        int8_t SightSkin; //0x025B
        char pad_025C[108]; //0x025C
        int8_t BulletType; //0x02C8
        char pad_02C9[35]; //0x02C9
        int8_t Sec_WeaponID; //0x02EC
        char pad_02ED[3]; //0x02ED
        int32_t Sec_Skin; //0x02F0
        char pad_02F4[12]; //0x02F4
        int8_t Sec_Ammo; //0x0300
        char pad_0301[111]; //0x0301
        float Sec_Reloading_Speed; //0x0370
        char pad_0374[24]; //0x0374
        float Sec_Reload_Speed; //0x038C
        char pad_0390[28]; //0x0390
        int8_t Sec_BulletPerShoot; //0x03AC
        char pad_03AD[1]; //0x03AD
        int8_t Sec_FireType; //0x03AE
        char pad_03AF[65]; //0x03AF
        float Sec_Spread; //0x03F0
        float Sec_MovingSpread; //0x03F4
        char pad_03F8[11]; //0x03F8
        int8_t Sec_RecoilBack_Y1; //0x0403
        char pad_0404[3]; //0x0404
        int8_t Sec_RecoilBack_Y2; //0x0407
        char pad_0408[27]; //0x0408
        int8_t Sec_RecoilBack_X1; //0x0423
        char pad_0424[3]; //0x0424
        int8_t Sec_RecoilBack_X2; //0x0427
        float Sec_Recoil; //0x0428
    };
    --------------

    Thanks:
    N_FIDANzza - share somethings.
    Finz Rus
    [MPGH]Jhem - He did it all indirectly.
    KN4CK3R - ReClass v1.2
    Last edited by Solaris; 01-18-2020 at 06:14 AM.

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