| |
| // global |
| uint64_t uworld_key = 0x8F24238; |
| uint64_t uworld_state = 0x8F24200; |
| uint64_t g_object_state = 0x8D92580; |
| uint64_t g_object_key = 0x8D925B8; |
| uint64_t line_of_sight = 0x4977040; |
| uint64_t bone_matrix = 0x493D160; |
| |
| uint64_t pakman_offset = 0x1B84120; // deref_pointer_in_game_space_fn |
| |
| // world |
| uint64_t persistent_level = 0x38; // world > persistent_level |
| uint64_t game_instance = 0x1A0; // world > game_instance |
| |
| // player |
| uint64_t localplayers_array = 0x40; // world > game_instance > localplayers_array |
| uint64_t localplayer = 0x40; // world > game_instance > localplayers_array[0] |
| uint64_t player_controller = 0x38; // world > game_instance > localplayers_array[0] > playercontroller |
| uint64_t apawn = 0x460; // world > game_instance > localplayers_array[0] > playercontroller > apawn // aactor > apawn |
| |
| // vector |
| uint64_t root_component = 0x230; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component // aactor > root_component |
| uint64_t root_position = 0x164; // world > game_instance > localplayers_array[0] > playercontroller > apawn > root_component > root_position // aactor > root_component > position |
| |
| // controllers |
| uint64_t damage_handler = 0x9A8; // world > game_instance > localplayers_array[0] > playercontroller > apawn > damage_handler // aactor > damage_controller |
| uint64_t camera_controller = 0x440; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller |
| |
| // camera |
| uint64_t camera_position = 0x1260; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_position |
| uint64_t camera_rotation = 0x126C; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_rotation |
| uint64_t camera_fov = 0x1278; // world > game_instance > localplayers_array[0] > playercontroller > camera_controller > camera_fov |
| uint64_t camera_manager = 0x478; // world > game_instance > localplayers_array[0] > playercontroller > camera_manager |
| |
| |
| // level > actors |
| uint64_t actor_array = 0xA0; // world > persistent_level > actor_array |
| uint64_t actors_count = 0xB8; // world > persistent_level > actors_count |
| |
| // level > actors info |
| uint64_t actor_id = 0x18; // world > persistent_level > aactor > actor_id |
| uint64_t unique_id = 0x38; // world > persistent_level > aactor > unique_id |
| uint64_t team_component = 0x628; // world > persistent_level > aactor > player_state > team_component |
| uint64_t team_id = 0xF8; // world > persistent_level > aactor > team_component > team_id |
| uint64_t health = 0x1B0; // world > persistent_level > aactor > damage_controller > health |
| uint64_t dormant = 0x100; // world > persistent_level > aactor > dormant |
| uint64_t player_state = 0x3F0; // world > persistent_level > aactor > player_state |
| |
| |
| uint64_t mesh = 0x430; // world > persistent_level > aactor > mesh |
| uint64_t component_to_world = 0x250; // world > persistent_level > aactor > mesh > component_to_world |
| uint64_t bone_array = 0x5B0; // world > persistent_level > aactor > mesh > bone_array |
| uint64_t bone_count = 0x5B8; // world > persistent_level > aactor > mesh > bone_array + (index * bone_count) |
| |