BF2 VTable

Posts 1–8 of 8 · Page 1 of 1
BF2 VTable
Her ya go guys.
i have no use for it anymore.
learn from it, not leech it.
Code:


class CClassManager;
class COverlay;
class CRenderer;
class CNametagManager;
class CHeightmapCluster;
class CPostProductionFrameWork;
class CControlMapManager;
class CControlMap;

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* pCreateOverlay( DWORD dwID1 = 0x13C70, DWORD dwID2 = 0x13882, DWORD dwID3 = 0 ); //
    virtual void function13(); //
    virtual void function14(); //
    virtual void function15(); //
    virtual void function16(); //
    virtual void function17(); //
    virtual void* pGetObjectByName( const string* name ); //
    virtual void function19(); //
    virtual void function20(); //
    virtual void function21(); //
    virtual void* pGetInternalObjectByName( const string* name ); //
}//Size=0x0004(4)


class COverlay
{
public:
    virtual void AddRef( void ); //
    virtual int GetRef( void ); //
    virtual void OverlayDestroy( void ); //
    virtual bool bCheckClassUniqueID( DWORD dwUniqueID = 0x13882 ); //
    virtual void OverlayTextureDraw( void ); //
    virtual void ScaleW( float* flBuffer ); //
    virtual void SetDimensions( float* pflBuffer ); //
    virtual void ScaleH( float* flBuffer ); //
    virtual void Overlay_08( void ); //
    virtual float flGetAlpha( void ); //
    virtual void SetAlpha( float flAlpha ); //
    virtual void LoadOverlay( string* pszOverlayName ); //
    virtual void Overlay_12( void ); //
    DWORD m_dwSecondVMT; //0x0004  
    __int32 m_iUnknown; //0x0008  
    float m_flXPos; //0x000C  
    float m_flYPos; //0x0010  
    float m_flWidth; //0x0014  
    float m_flHeight; //0x0018  
    __int32 m_iUnknown5; //0x001C  
    float m_flAlpha; //0x0020  
    __int32 m_iUnknown6; //0x0024  
    __int32 m_iUnknown7; //0x0028  
    __int32 m_iUnknown8; //0x002C  
    __int32 m_iUnknown9; //0x0030  
    const char* m_pszObjectName; //0x0034  
    __int32 m_iUnknown10; //0x0038  
    __int32 m_iUnknown11; //0x003C  
    __int32 m_iUnknown12; //0x0040  
}//Size=0x0044(68)


class CRenderer
{
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 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 function25(); //
    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 DrawOverlay(void); //
    virtual void function52(); //
    virtual void function53(); //
    virtual void function54(); //
    virtual void function55(); //
        char unknown4[8]; //0x0004
    void* m_pDevice; //0x000C  
        char unknown16[1256]; //0x0010
    float maxViewDistance; //0x04F8  
        char unknown1276[432]; //0x04FC
    __int32 drawFps; //0x06AC  
        char unknown1712[2]; //0x06B0
    BYTE drawSkyDome; //0x06B2  
    BYTE drawSunFlare; //0x06B3  
        char unknown1716[1]; //0x06B4
    BYTE drawPostProduction; //0x06B5  
}//Size=0x06B6(1718)


class CNametagManager
{
public:
        char unknown0[996]; //0x0000
    CObject* aimed_object; //0x03E4  
}//Size=0x03E8(1000)

class CHeightmapCluster
{
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 GetSeaWaterLevel(void); //
    virtual void function25(); //
    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(); //
}//Size=0x0004(4)


class CPostProductionFrameWork
{
public:
        char unknown0[32]; //0x0000
    float fogColor_r; //0x0020  
    float fogColor_g; //0x0024  
    float fogColor_b; //0x0028  
    float fogStart; //0x002C  
    float fogEnd; //0x0030  
    float fogBase1; //0x0034  
    float fogBase2; //0x0038  
}//Size=0x003C(60)

class CControlMapManager
{
public:
        char unknown0[36]; //0x0000
    CControlMap* active_controlmap; //0x0024  
}//Size=0x0028(40)

class CControlMap
{
public:
        char unknown0[8]; //0x0000
    string cmap_name; //0x0008  
        char unknown12[64]; //0x000C
    BYTE invertMouse; //0x004C  
        char unknown77[3]; //0x004D
    float mouse_sensitivity; //0x0050  
        char unknown84[4]; //0x0054
    float deg_per_pixel_x; //0x0058  
    float deg_per_pixel_y; //0x005C  
        char unknown96[8]; //0x0060
    float yaw_factor; //0x0068  
    float pitch_factor; //0x006C  
}//Size=0x0070(112)
Sry for my ignorance but... for what is this?
I believe it's addies.
Or if not a code for a hack.
can someone turn that to a dll or so? would be awsome
lol ignorant choobs xD
@pikachu501 i lol'd

This is damn usefull but i dont like bf2 so i will not make a hack, but still good job and thanks for releasing it
I dont get it....
Posts 1–8 of 8 · Page 1 of 1
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Talk with us