BFP4F Classes

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BFP4F Classes
Code:
class IPlayerControlObject;
class IKitObject;
class IWeaponObject;
class CPlayer;
class CSoldier;
class CSoldierSkeleton;
class CVehicle;
class CWeapon;
class CCamera;
class CPhysics;
class CObject;
class CObject_PlayerControlObject;
class CObject_Soldier;
class CObject_Vehicle;
class CObject_Weapon;
class CObject_Kit;
class CObject_Projectile;
class CObject_LPTarget;
class CTemplate;
class CTemplate_SimpleObject;
class CTemplate_Soldier;
class CTemplate_PlayerControlObject;
class CTemplate_GenericFireArm;
class CComponentInfo;
class CComponentInfo_Armor;
class CComponentInfo_Ammo;
class CComponentInfo_Fire;
class CComponentInfo_Recoil;
class CComponentInfo_Deviation;
class CComponentInfo_Target;
class CComponentInfo_Zoom;
class CComponentInfo_Sound;
class CComponentInfo_Animation;
class CComponent;
class CComponent_Armor;
class CComponent_DefaultAmmoComp;
class CComponent_SoldierBasedRecoil;
class CComponent_SoldierDeviationComp;
class CComponent_DefaultAnimation;
class CClassManager;
class CObjectManager;
class CPlayerManager;
class CInputManager;
class CRenderer;
class CRendererInfo;
class CDebugTextWriter;
class CActionbuffer;
class CRayTest;

template<class T>
class CRef
{
public:
	int refCount;
	T object;
};

class IPlayerControlObject
{
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 void function24(); //
	virtual void function25(); //
	virtual void function26(); //
	virtual void function27(); //
	virtual void function28(); //
	virtual void function29(); //
	virtual void function30(); //
	virtual CObject_Weapon* getWeapon(int index); //
};//Size=0x0004(4)

class IKitObject
{
public:
	virtual void function0(); //
};//Size=0x0004(4)

class IWeaponObject
{
public:
	virtual void function0(); //
};//Size=0x0004(4)

class CPlayer
{
public:
	virtual void function0(); //
	char unknown4[92]; //0x0004
	__int32 kit; //0x0060  
		char unknown100[4]; //0x0064
	string playerName; //0x0068  
		char unknown132[32]; //0x0084
	CRef<CObject_PlayerControlObject*>* vehicle; //0x00A4  
	CCamera* camera; //0x00A8  
		char unknown172[156]; //0x00AC
	float FOV; //0x0148  
		char unknown332[8]; //0x014C
	CRef<CObject_Soldier*>* soldier; //0x0154  
		char unknown344[5]; //0x0158
	BYTE alive; //0x015D  
		char unknown350[6]; //0x015E
	__int32 team; //0x0164  
		char unknown360[28]; //0x0168
	__int32 ping; //0x0184  
		char unknown392[228]; //0x0188
	__int32 sprinting; //0x026C  

	inline bool IsSoldier()
	{
		return ((DWORD)vehicle == (DWORD)soldier);
	}

	inline CObject_Soldier* getSoldier()
	{
		if (soldier)
			return soldier->object;

		return NULL;
	}

	inline CObject_PlayerControlObject* getVehicle()
	{
		if (vehicle)
			return vehicle->object;

		return NULL;
	}
};//Size=0x0270(624)

class CSoldier
{
public:
	virtual void function0(); //
		char unknown4[12]; //0x0004
	CTemplate_Soldier* soldierTemplate; //0x0010  
	CRef<CPlayer*>* player; //0x0014  
		char unknown24[128]; //0x0018
	CObject_Weapon* soldierWeapon; //0x0098  
		char unknown156[100]; //0x009C
	__int32 team; //0x0100  
	__int32 weaponSelected; //0x0104  
		char unknown264[36]; //0x0108
	CObject_Kit* kitObject; //0x012C  
		char unknown304[60]; //0x0130
	float bodyYaw; //0x016C  
	float rightSpeed; //0x0170  
	float forwardSpeed; //0x0174  
	__int32 soldierPosture; //0x0178  
	__int32 soldierPostureCur; //0x017C  
	float headPitch; //0x0180  
	float headPitchChange; //0x0184  
	float headYaw; //0x0188  
	float headYawChange; //0x018C  
		char unknown400[4]; //0x0190
	__int32 soldierPostureKey; //0x0194  
		char unknown408[56]; //0x0198
	CSoldierSkeleton* skeleton1p; //0x01D0  
		char unknown468[4]; //0x01D4
	CSoldierSkeleton* skeleton3p; //0x01D8  
};//Size=0x01DC(476)

class CSoldierSkeleton
{
public:
		char unknown0[216]; //0x0000
	D3DXMATRIX* matrices; //0x00D8  
	__int32 numBones; //0x00DC  
};//Size=0x00E0(224)

class CVehicle
{
public:
	virtual void function0(); //
		char unknown4[8]; //0x0004
	CTemplate_PlayerControlObject* vehicleTemplate; //0x000C  
		char unknown16[8]; //0x0010
	__int32 vehicleSeat; //0x0018  
	CRef<CPlayer*>* player; //0x001C  
	CRef<CObject_Soldier*>* soldier; //0x0020  
		char unknown36[36]; //0x0024
	CCamera* camera; //0x0048  
		char unknown76[216]; //0x004C
	CObject_Weapon* weaponPrimary; //0x0124  
	CObject_Weapon* weaponSecondary; //0x0128  
};//Size=0x012C(300)

class CWeapon : public IWeaponObject
{
public:
	virtual void function0(); //
		char unknown8[60]; //0x0008
	CComponentInfo_Fire* fireComp; //0x0044  
		char unknown72[4]; //0x0048
	CComponentInfo_Zoom* zoomComponent; //0x004C  
	CComponentInfo_Sound* soundComp; //0x0050  
	CComponentInfo_Ammo* ammoComp; //0x0054 ok 
	CComponentInfo_Recoil* recoilComp; //0x0058 ok 
	CComponentInfo_Target* targetComp; //0x005C  
	CComponentInfo_Deviation* deviationComp; //0x0060 ok 
		char unknown100[76]; //0x0064
	CRef<CPlayer*> playerInfo; //0x00B0  
	CTemplate_GenericFireArm* weponTemplate; //0x00B4  
		char unknown184[8]; //0x00B8
	__int32 numAmmo; //0x00C0  
};//Size=0x00C4(196)

class CCamera
{
public:
	virtual void function0(); //
		char unknown4[268]; //0x0004
	D3DXMATRIX matrix; //0x0110  
};//Size=0x0150(336)

class CPhysics
{
public:
	virtual void function0(); //	
		char unknown4[16]; //0x0004
	CObject* ownerObject; //0x0014  
		char unknown24[12]; //0x0018
	D3DXVECTOR3 impulseForce; //0x0024  
		char unknown48[36]; //0x0030
	float drag; //0x0054  
	float mass; //0x0058  
	float gravityModefier; //0x005C  
		char unknown96[4]; //0x0060
	BYTE hasDriver; //0x0064  
		char unknown101[11]; //0x0065
	D3DXVECTOR3 position; //0x0070  
	D3DXVECTOR3 speed; //0x007C  
	float floaterMod; //0x0088  
		char unknown140[8]; //0x008C
	__int32 refCount; //0x0094  
	D3DXVECTOR3 rotation; //0x0098  
		char unknown164[72]; //0x00A4
	D3DXVECTOR3 dragModefier; //0x00EC  
		char unknown248[28]; //0x00F8
	D3DXVECTOR3 inertiaModeifer; //0x0114  
};//Size=0x0120(288)

class CObject
{
public:
	virtual void function0(); //	
		char unknown4[24]; //0x0004
	DWORD flags; //0x001C  
	CObject* objectRoot; //0x0020  
		char unknown36[4]; //0x0024
	__int32 objectIndex; //0x0028  
	CTemplate_SimpleObject* objectTemplate; //0x002C  
		char unknown48[28]; //0x0030
	CComponentInfo_Armor* objectArmor; //0x004C  
		char unknown80[4]; //0x0050
	CPhysics* objectPhysics; //0x0054  
		char unknown88[96]; //0x0058
	D3DXMATRIX objectMatrix; //0x00B8  
		char unknown248[8]; //0x00F8
	D3DXVECTOR3 positionSecondary; //0x0100  
	D3DXVECTOR3 rotationSecondary; //0x010C  
	float boundingSphereRadius; //0x0118  
		char unknown284[164]; //0x011C
	__int32 classEnd; //0x01C0  
};//Size=0x01C4(452)

class CObject_PlayerControlObject : public CObject, public IPlayerControlObject
{
public: 
};//Size=0x01C8(456)

class CObject_Soldier : public CObject_PlayerControlObject, public CSoldier
{
public:
};//Size=0x03A4(932)

class CObject_Vehicle : public CObject_PlayerControlObject, public CVehicle
{
public:
};//Size=0x02F4(756)

class CObject_Weapon : public CObject, public CWeapon
{
public:
};//Size=0x0288(648)

class CObject_Kit : public CObject
{
public:
};//Size=0x0210(528)

class CObject_Projectile : public CObject
{
public:
};//Size=0x01C4(452)

class CObject_LPTarget : public CObject
{
public:
};//Size=0x01C4(452)

class CTemplate
{
public:
		char unknown0[12]; //0x0000
	string templateName; //0x000C  
		char unknown40[92]; //0x0028
	__int32 CTemplate_End; //0x0084  
};//Size=0x0088(136)

class CTemplate_SimpleObject : public CTemplate
{
public:
		char unknown136[476]; //0x0088
};//Size=0x0264(612)

class CTemplate_Soldier : public CTemplate_SimpleObject
{
public:
	virtual void function0(); //
};//Size=0x026C(616)

class CTemplate_PlayerControlObject : public CTemplate_SimpleObject
{
public:
	virtual void function0(); //
};//Size=0x026C(616)

class CTemplate_GenericFireArm : public CTemplate_SimpleObject
{
public:
		char unknown612[196]; //0x0264
	float velocity; //0x0328  
};//Size=0x032C(812)

class CComponentInfo
{
public:
}; //Size=0x0000(0)

class CComponentInfo_Armor : public CComponentInfo
{
public:
	virtual void function0(); //
	__int32 refCount; //0x0004  
	CComponent_Armor* component; //0x0008  
	CObject* ownerObject; //0x000C  
	float hitPoints; //0x0010  
};//Size=0x0014(20)

class CComponentInfo_Ammo : public CComponentInfo
{
public:
	virtual void function0(); //
		char unknown4[96]; //0x0004
	CComponent* component; //0x0064  
};//Size=0x0068(104)

class CComponentInfo_Fire : public CComponentInfo
{
public:
	virtual void function0(); //
		char unknown4[40]; //0x0004
	__int32 fireMode; //0x002C  
		char unknown48[12]; //0x0030
	__int32 ammoSize; //0x003C  
	__int32 magSize; //0x0040  
		char unknown68[96]; //0x0044
	CComponent* component; //0x00A4  
	D3DXMATRIX projectileStartPosition; //0x00A8  
};//Size=0x00E8(232)


class CComponentInfo_Recoil : public CComponentInfo
{
public:
	virtual void function0(); //
		char unknown4[68]; //0x0004
	CComponent* component; //0x0048  
	__int32 refCount; //0x004C  
};//Size=0x0050(80)

class CComponentInfo_Deviation : public CComponentInfo
{
public:
	virtual void function0(); //
	float totalDeviation; //0x0004  
		char unknown8[4]; //0x0008
	float additionalDeviUp; //0x000C  
	float additionalDeviRight; //0x0010  
		char unknown20[8]; //0x0014
	CComponent* component; //0x001C  
};//Size=0x0020(32)

class CComponentInfo_Target : public CComponentInfo
{
public:
	virtual void function0(); //
		char unknown4[24]; //0x0004
	CRef<CObject_LPTarget*>* targetObject; //0x001C  
		char unknown32[20]; //0x0020
	BYTE isLocked; //0x0034  
	BYTE isActive; //0x0035  
		char unknown54[2]; //0x0036
	CComponent* component; //0x0038  
	__int32 refCount; //0x003C  
		char unknown64[4]; //0x0040
	CRef<CObject_Projectile*>* targetProjectileObject; //0x0044  
		char unknown72[56]; //0x0048
};//Size=0x0080(128)

class CComponentInfo_Zoom : public CComponentInfo
{
public:
	virtual void function0(); //
	CComponent* component; //0x0004  
};//Size=0x0008(8)

class CComponentInfo_Sound : public CComponentInfo
{
public:
	virtual void function0(); //
		char unknown4[4]; //0x0004
	CComponent* component; //0x0008  
};//Size=0x000C(12)

class CComponent
{
public:
}; //Size=0x0000(0)

class CComponent_Armor : public CComponent
{
public:
	virtual void function0(); //
		char unknown4[4]; //0x0004
	__int32 refCount; //0x0008  
		char unknown12[1]; //0x000C
	BYTE alignLastEffectToHitDirection; //0x000D  
		char unknown14[298]; //0x000E
	float wreckHitPoints; //0x0138  
	float hitPoints; //0x013C  
	float maxHitPoints; //0x0140  
		char unknown324[4]; //0x0144
	float attackDamage; //0x0148  
	float angleMod; //0x014C  
	float speedMod; //0x0150  
		char unknown340[4]; //0x0154
	float explosionRadius; //0x0158  
	float explosionDamage; //0x015C  
		char unknown352[4]; //0x0160
	float explosionForce; //0x0164  
	float explosionForceMod; //0x0168  
	float explosionForceMax; //0x016C  
	float wreckExplosionRadius; //0x0170  
	float wreckExplosionDamage; //0x0174  
		char unknown376[4]; //0x0178
	float wreckExplosionForce; //0x017C  
	float wreckExplosionForceMod; //0x0180  
	float wreckExplosionForceMax; //0x0184  
	float hpLostWhileCriticalDamage; //0x0188  
	float hpLostWhileUpSideDown; //0x018C  
	float hpLostWhileInWater; //0x0190  
	float hpLostWhileInDeepWater; //0x0194  
	float waterDamageDelay; //0x0198  
	float deepWaterDamageDelay; //0x019C  
	float waterLevel; //0x01A0  
	float deepWaterLevel; //0x01A4  
		char unknown424[4]; //0x01A8
	float criticalDamage; //0x01AC  
		char unknown432[4]; //0x01B0
	float timeToStayAsWreck; //0x01B4  
	float timeToStayafterDestroyed; //0x01B8  
	float wreckDelay; //0x01BC  
};//Size=0x01C0(448)

class CComponent_DefaultAmmoComp : public CComponent
{
public:
	virtual void function0(); //
		char unknown4[4]; //0x0004
	__int32 ammoType; //0x0008  
	float reloadTime; //0x000C  
		char unknown16[4]; //0x0010
	float firstShotExtraTime; //0x0014  
	__int32 firstShotExtraTime1; //0x0018  
	float lastShotExtraTime; //0x001C  
	float lastShotExtraTime1; //0x0020  
	float changeMagAt; //0x0024  
	BYTE autoReload; //0x0028  
	BYTE instantReloadOnEnable; //0x0029  
		char unknown42[2]; //0x002A
	float minimumTimeUntilReload; //0x002C  
	__int32 minimumTimeUntilReload1; //0x0030  
	__int32 nrOfMags; //0x0034  
	__int32 magSize; //0x0038  
	__int32 reloadAmount; //0x003C  
	BYTE toggleWhenNoAmmo; //0x0040  
	BYTE reloadWithoutPlayer; //0x0041  
		char unknown66[2]; //0x0042
};//Size=0x0044(68)

class CComponent_SoldierBasedRecoil : public CComponent
{
public:
	virtual void function0(); //
		char unknown4[4]; //0x0004
	__int32 refCount; //0x0008  
	__int32 recoilForceUp0; //0x000C  
	float recoilForceUp1; //0x0010  
	float recoilForceUp2; //0x0014  
	__int32 recoilForceUp3; //0x0018  
		char unknown28[4]; //0x001C
	__int32 recoilForceLeftRight0; //0x0020  
	float recoilForceLeftRight1; //0x0024  
	float recoilForceLeftRight2; //0x0028  
	__int32 recoilForceLeftRight3; //0x002C  
		char unknown48[4]; //0x0030
	BYTE hasRecoilForce; //0x0034  
	BYTE goBackOnRecoil; //0x0035  
		char unknown54[2]; //0x0036
	float zoomModefier; //0x0038  
	__int32 recoilGraphFrameCount; //0x003C  
	float recoilGraphExponent; //0x0040  
	float recoilGraphTotalMovement; //0x0044  
};//Size=0x0048(72)

class CComponent_SoldierDeviationComp : public CComponent
{
public:
	virtual void function0(); //
		char unknown4[4]; //0x0004
	float fireDevAdd; //0x0008  
	float fireDevSub; //0x000C  
	float fireDevMax; //0x0010  
	float fireDevMin; //0x0014  
		char unknown24[8]; //0x0018
	float turnDevAddPitch; //0x0020  
	float turnDevAddYaw; //0x0024  
	float turnDevSub; //0x0028  
	float turnDevMax; //0x002C  
	float speedDevAddForward; //0x0030  
	float speedDevAddStrafe; //0x0034  
	float speedDevSub; //0x0038  
	float speedDevMax; //0x003C  
	float miscDevAddJump; //0x0040  
	float miscDevSub; //0x0044  
	float miscDevMax; //0x0048  
	float devModStand; //0x004C  
	float devModCrouch; //0x0050  
	float devModLie; //0x0054  
	float devModZoom; //0x0058  
};//Size=0x005C(92)

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 function12(); //
    virtual void function13(); //
    virtual void function14(); //
    virtual void function15(); //
    virtual void function16(); //
    virtual void function17(); //
    virtual void* GetClassPointerByName(string* pszClassname); //
};//Size=0x0004(4)

class CObjectManager
{
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 CObject* GetObjectByIndex(int Index); //
    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 BYTE Intersect( CObject* inter_obj, D3DXVECTOR3* inter_point, D3DXVECTOR3* inter_angle, int* inter_mat, D3DXVECTOR3* ray_start, D3DXVECTOR3* ray_end, CRayTest* ray, BOOL unk1, BOOL unk2, BOOL unk3, BOOL unk4, BOOL unk5 );; //
};//Size=0x0004(4)

class CPlayerManager
{
public:
    virtual void AddRef();
    virtual int GetRef();
    virtual void Release();
    virtual void Function3();
    virtual void Function4();
    virtual void Function5();
    virtual void Function6();
    virtual void Function7();
    virtual CPlayer* GetPlayerByIndex(int Index);
    virtual void Function9();
    virtual void Function10();
    virtual void Function11();
    virtual CPlayer* GetLocalPlayer();
	__int32 refCount; //0x0004  
		char unknown8[28]; //0x0008
	__int32 numPlayers; //0x0024  
		char unknown40[192]; //0x0028
	CPlayer* clientPlayer; //0x00E8  

	inline CPlayer* GetClient()
	{
		return clientPlayer;
	}
};//Size=0x00EC(236)

class CInputManager
{
public:
    virtual void function0(); //
};//Size=0x0004(4)

class CRenderer
{
public:
	virtual void function0(); //
		char unknown4[4]; //0x0004
	IDirect3D9* pDirect3D; //0x0008  
	IDirect3DDevice9* device; //0x000C  
		char unknown16[20]; //0x0010
	__int32 screenWidth; //0x0024  
	__int32 screenHeight; //0x0028  
		char unknown44[24]; //0x002C
	__int32 isWindowed; //0x0044  
		char unknown72[4]; //0x0048
	__int32 refreshRate; //0x004C  
		char unknown80[240]; //0x0050
	CRendererInfo* renderInfo; //0x0140  
};//Size=0x0144(324)

class CRendererInfo
{
public:
		char unknown0[16]; //0x0000
	float screenWidth; //0x0010  
	float screenHeight; //0x0014  
		char unknown24[12]; //0x0018
	float viewFOV; //0x0024  
		char unknown40[20]; //0x0028
	D3DXMATRIX viewMatrix; //0x003C  
		char unknown124[48]; //0x007C
	D3DXVECTOR3 lookAt; //0x00AC  
};//Size=0x00B8(184)

class CDebugTextWriter
{
public:
	virtual void AddRef( void );
	virtual int GetRef( void );
	virtual void Destructor( void );
	virtual bool bVerifyGUID( DWORD dwId );
	virtual bool bSetFontNeedsReload( bool bTest );
	virtual bool bIsFontLoaded( void );
	virtual bool bSetVisible( bool bVisible );
	virtual DWORD dwGetTextColor();
	virtual void SetColor( DWORD dwColor );
	virtual void DrawColouredTextin3dSpaceEX( void );
	virtual void DrawColouredTextin3dSpace( D3DXVECTOR3* pPos, DWORD dwColor, std::string* strText, float flTest );
	virtual void DrawTextColouredEX();
	virtual void DrawTextColoured( int x, int y, DWORD dwTextColor, std::string* strText, BOOL bIsConFont = 0 );
	virtual void DrawTextCenteredin3dSpaceEX();
	virtual void DrawTextCenteredin3dSpace( D3DXVECTOR3* pPos, std::string* strText, float flTest );
	virtual void DrawTextEx( int x, int y, BOOL bIsConFont, BOOL bIsUnknown = 0, std::string* strText = NULL, BOOL bIsUnknown2 = 0 );
	virtual void DrawText( int x, int y, std::string* strText, BOOL bIsConFont = 0 );
};

class CActionBuffer
{
public:
    float inputKeys[64]; //0x0000  
};//Size=0x0040(64)

class CRayTest
{
public:
    CRayTest( CObject* obj );
    virtual BYTE TestObject(CObject* obj); //
    virtual int iGetMask(void); //
    virtual BYTE function2(int a); //
    virtual BYTE TestMaterial(int material); //
	virtual BYTE function3(int unknown); //
    CObject* ignore_object; //0x0004  
    __int32 mask; //0x0008  
};//Size=0x000C(12)
Credits : Revolty
its kind of annoying... you release things i've been trying to find.. niCe share
Thank you, btw you can find so many classes or tuts on Google. It won't be that hard.
yeah google... but i have not the time to do that and i am impatient.. so i spent most of my day playing Cod mw2 or Battlefield..
what does this do?
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