Base: 010810D0 NetworkMgr/PlayerInfoBase: 01075260 Transformations: 0109ECE4 Worldtime: 010B2DB8 D3D9 Device + Offset: 01079AA0 + 000018A0
class CWorld {
public:
char _0x0000[1912];
CObjectTable* Objects; //0x0778
char _0x077C[572];
CObjTbl SmokeEffectsTable; //0x09B8
char _0x09CC[168];
CObjTbl AnimalTable; //0x0A74
char _0x0A88[148];
CObjTbl FarAnimalTable; //0x0B1C
char _0x0B30[316];
CObjTbl FarFarAnimalTable; //0x0C6C up to 1000 worldunits
char _0x0C80[152];
CObjTbl EffectsTable; //0x0D18
char _0x0D2C[148];
CObjTbl FarEffectsTable; //0x0DC0
char _0x0DD4[488];
CObjTbl DroppedItemTable; //0x0FBC
char _0x0FD0[148];
CObjTbl FarDroppedItemTable; //0x1064 didnt check that one
char _0x1078[316];
CObjTbl ItemTable; //0x11B4
char _0x11C8[148];
CObjTbl FarBuildingTable; //0x125C PAPI, municipal office
char _0x1270[192];
CObjTbl InvalidItemTable; //0x1330
char _0x1344[640];
CEntity* LocalPlayer; //0x15C4
};
BYTE land_contact; //0x0199 BYTE water_contact; //0x019A BYTE islocal; //0x019C BYTE isdead; //0x027C CGameVariablesTable* GameVariables; //0x0640 __int32 GameVariables_Count; //0x0644 __int32 playerid; //0x07E0 CItem *InventorySlot[12]; //0x0A14 CItem *QuickSlot[10]; //0x0A44 CWeaponPtr* weapon; //0x0A78 equippedweapon/iteminhands float recoil; //0x0C34 set to 0 float fatigue_diff; //0x0C50 set to 0 float fatigue; //0x0C54 set to 1 WORD state; //0x0CE0 BYTE stance; //0x12E0
BYTE ruined; //0x027C CItemContainer* ItemContainer; //0x028C was 0x274 before
CItem **slots; //0x0684 __int32 num_slots; //0x0688 DWORD ammo_count1; //0x0698 CWeaponPtr* magazine; //0x06A0 DWORD ammo_count2; //0x06B0
Base: 0109D4C8 NetworkMgr: 01091668 Transformations: 010BB13C Worldtime: 010CF210 D3D9 Device + Offset: 01095DE0 + 000018A0
class CWorld {
public:
char _0x0000[1912];
CObjectTable* Objects; //0x0778
char _0x077C[572];
CObjTbl SmokeEffectsTable; //0x09B8
char _0x09CC[168];
CObjTbl AnimalTable; //0x0A74
char _0x0A88[148];
CObjTbl FarAnimalTable; //0x0B1C
char _0x0B30[316];
CObjTbl FarFarAnimalTable; //0x0C6C up to 1000 worldunits
char _0x0C80[152];
CObjTbl EffectsTable; //0x0D18
char _0x0D2C[148];
CObjTbl FarEffectsTable; //0x0DC0
char _0x0DD4[488];
CObjTbl DroppedItemTable; //0x0FBC
char _0x0FD0[148];
CObjTbl FarDroppedItemTable; //0x1064 didnt check that one
char _0x1078[316];
CObjTbl ItemTable; //0x11B4
char _0x11C8[148];
CObjTbl FarBuildingTable; //0x125C PAPI, municipal office
char _0x1270[192];
CObjTbl InvalidItemTable; //0x1330
char _0x1344[640];
CEntity* LocalPlayer; //0x15C4
};
class CObjTbl {
public:
CObject **obj; //0x0000
__int32 size; //0x0004
__int32 max_size; //0x0008
char _0x000C[8];
};//Size=0x0014
BYTE objectContact; //0x0198 BYTE landContact; //0x0199 BYTE waterContact; //0x019A BYTE local; //0x019C BYTE isDead; //0x0274 CGameVariablesTable* GameVariables; //0x064C __int32 GameVariables_Count; //0x0650 __int32 playerid; //0x07E8 CItem *InventorySlot[12]; //0x0A1C CItem *QuickSlot[10]; //0x0A4C CWeaponPtr* weapon; //0x0A80 equippedweapon/iteminhands float recoil; //0x0C3C float fatigue_diff; //0x0C58 float fatigue; //0x0C5C WORD state; //0x0CE8 BYTE stance; //0x12E8
BYTE ruined; //0x0274
CItemContainer* ItemContainer; //0x0284
class CItemContainer
{
public:
char _0x0000[12];
CObjTbl items; //0x000C
};
CItem **slots; //0x068C __int32 num_slots; //0x0690 DWORD ammo_count1; //0x06A0 CWeaponPtr* magazine; //0x06A8 DWORD ammo_count2; //0x06B8
CArmaString* ObjectClassName; //0x0034 CArmaString* ObjectName; //0x0070 CArmaString* CleanObjectName; //0x058C was 0x588 before DWORD max_ammo; //0x0B84