For anyone who wants it, i will be leaving the class structures that im currently using


and yes, i mixed languages when naming and dont follow any naming convention, need to fix this later

Code:
class Entidade
{
public:
	char pad_0000[48]; //0x0000
	int32_t Id; //0x0030
	int32_t N00000289; //0x0034
	char pad_0038[4]; //0x0038
	Vector2 ServerPos; //0x003C
	char pad_0044[28]; //0x0044
	int32_t IsActive; //0x0060
	int32_t CamRotation; //0x0064
	Vector2 local_pos; //0x0068
	char pad_0070[4]; //0x0070
	float ScaleX; //0x0074
	float ScaleY; //0x0078
	char pad_007C[100]; //0x007C
	Vector2 objectRotation; //0x00E0
	char pad_00E8[144]; //0x00E8
	Vector2 Acceleration; //0x0178
	char pad_0180[48]; //0x0180
	int32_t Defesa; //0x01B0
	char pad_01B4[68]; //0x01B4
	int32_t Level; //0x01F8
	char pad_01FC[4]; //0x01FC
	int32_t MaxHealth; //0x0200
	int32_t Health; //0x0204
	char pad_0208[124]; //0x0208
	int32_t FaceDirection; //0x0284
	char pad_0288[8]; //0x0288
	int32_t Action; //0x0290
	char pad_0294[28]; //0x0294
	class hkLook* InventarioRedirect; //0x02B0
	char pad_02B8[400]; //0x02B8
	int32_t atk_animation; //0x0448
	char pad_044C[24]; //0x044C
	int32_t Atk; //0x0464
	float Speed; //0x0468
	float Dex; //0x046C
	int32_t Vit; //0x0470
	int32_t Wisdom; //0x0474
	char pad_0478[96]; //0x0478
	int32_t AtkExtra; //0x04D8
	int32_t DefExtra; //0x04DC
	int32_t SpeedExtra; //0x04E0
	int32_t VitExtra; //0x04E4
	int32_t WisExtra; //0x04E8
	int32_t DexExtra; //0x04EC
	char pad_04F0[40]; //0x04F0
	int32_t Xp; //0x0518
	char pad_051C[4]; //0x051C
	int32_t MaxXp; //0x0520
	char pad_0524[12]; //0x0524
	int32_t Fame; //0x0530
	int32_t MaxFame; //0x0534
	int32_t MaxMana; //0x0538
	float Mana; //0x053C
	char pad_0540[16]; //0x0540
	float BonusXp; //0x0550
	char pad_0554[4]; //0x0554
	int32_t ExtraHealth; //0x0558
	int32_t ExtraMana; //0x055C
	char pad_0560[56]; //0x0560
	int64_t PetPointer; //0x0598
	char pad_05A0[4]; //0x05A0
	int32_t PowerLevel; //0x05A4
	float TileVelocity; //0x05A8
	char pad_05AC[4]; //0x05AC
	Vector2 MoveTrigger; //0x05B0
	char pad_05B8[4]; //0x05B8
	int32_t shotsFired; //0x05BC
}; //Size: 0x05C0
static_assert(sizeof(Entidade) == 0x5C0);
Code:
class hkLook
{
public:
	char pad_0000[16]; //0x0000
	class Inventario* Inventory; //0x0010
}; //Size: 0x0018
static_assert(sizeof(hkLook) == 0x18);
Code:
class Inventario
{
public:
	char pad_0000[24]; //0x0000
	int32_t TotalIndex; //0x0018
	char pad_001C[4]; //0x001C
	int32_t WeaponId; //0x0020
	int32_t SkillItemId; //0x0024
	int32_t ArmorId; //0x0028
	int32_t RingId; //0x002C
	int32_t Inventory1Id; //0x0030
	int32_t Inventory2Id; //0x0034
	int32_t Inventory3Id; //0x0038
	int32_t Inventory4Id; //0x003C
	int32_t Inventory5Id; //0x0040
	int32_t Inventory6Id; //0x0044
	int32_t Inventory7Id; //0x0048
	int32_t Inventory8Id; //0x004C
	int32_t Inventory9Id; //0x0050
	int32_t Inventory10Id; //0x0054
	int32_t Inventory11Id; //0x0058
	int32_t Inventory12Id; //0x005C
	int32_t Inventory13Id; //0x0060
	int32_t Inventory14Id; //0x0064
	int32_t Inventory15Id; //0x0068
	int32_t Inventory16Id; //0x006C
	int32_t Inventory17Id; //0x0070
	int32_t Inventory18Id; //0x0074
	int32_t Inventory19Id; //0x0078
	int32_t Inventory20Id; //0x007C
	int32_t Inventory21Id; //0x0080
	int32_t Inventory22Id; //0x0084
	int32_t Inventory23Id; //0x0088
	int32_t Inventory24Id; //0x008C
}; //Size: 0x0090
static_assert(sizeof(Inventario) == 0x90);