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sdk.h
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sdk.h
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#pragma once
#include <cstdint>
#include <vector>
uintptr_t FindAddressByOffset(uintptr_t baseaddr, std::vector<uintptr_t>& offsets)
{
uintptr_t final_address = baseaddr;
for (auto el : offsets)
{
final_address = *reinterpret_cast<uintptr_t*>(final_address);
final_address += el;
}
return final_address;
}
// Created with ReClass.NET 1.2 by KN4CK3R
class Vector3
{
public:
float x;
float y;
float z;
};
// Created with ReClass.NET 1.2 by KN4CK3R
enum class TeamIndex : int64_t
{
Count = 3,
Monster = 2,
Neutral = 0,
None = -1,
Player = 1
};
class CharacterMaster
{
public:
char pad_0000[80]; //0x0000
void* inventory; //0x0050
char pad_0058[8]; //0x0058
class PlayerCharacterMasterController* playercharactermastercontroller; //0x0060
void* PlayerStatsComponent; //0x0068
char pad_0070[8]; //0x0070
class Loadout* loadout; //0x0078
char pad_0080[20]; //0x0080
bool SpawnOnStart; //0x0094
int8_t TeamIndex; //0x0095
char pad_0096[6]; //0x0096
bool bodyResolved; //0x009C
char pad_009D[3]; //0x009D
uint32_t _money; //0x00A0
float luck; //0x00A4
bool isBoss; //0x00A8
bool preventGameOver; //0x00A9
char pad_00AA[2]; //0x00AA
Vector3 deathFootPosition; //0x00AC
Vector3 DeathAimVector; //0x00B8
float _internalSurvivalTime; //0x00C4
int32_t killerBodyIndex; //0x00C8
bool preventRespawnUntilNextStageServer; //0x00CC
bool godMode; //0x00CD
uint32_t lostBodyToDeathFlag; //0x00CE
char pad_00D2[2]; //0x00D2
int32_t _miscFlags; //0x00D4
char pad_00D8[209]; //0x00D8
}; //Size: 0x01A9
class PlayerCharacterMasterController
{
public:
char pad_0000[32]; //0x0000
int32_t m_SyncVarDirtyBits; //0x0020
float m_LastSendTime; //0x0024
char pad_0028[8]; //0x0028
void* body; //0x0030
void* bodyInputs; //0x0038
void* bodyMotor; //0x0040
void* master; //0x0048
void* finalmessagetokenserver; //0x0050
void* pingerController; //0x0058
void* resolvedNetworkUserGameObjectInstance; //0x0060
void* resolvedNetworkUserInstance; //0x0068
char pad_0070[8]; //0x0070
void* netid; //0x0078
int32_t networkUserInstanceId; //0x0080
bool networkUserResolved; //0x0084
char pad_0085[3]; //0x0085
float cameraMinPitch; //0x0088
float cameraMaxPitch; //0x008C
Vector3 crosshairPosition; //0x0090
bool sprintInputPressReceived; //0x009C
char pad_009D[3]; //0x009D
float lunarCoinChanceMultiplier; //0x00A0
char pad_00A4[35]; //0x00A4
}; //Size: 0x00C7
class Loadout
{
public:
char pad_0000[16]; //0x0000
void* bodyLoadoutManager; //0x0010
char pad_0018[40]; //0x0018
}; //Size: 0x0040
class BodyLoadoutManager
{
public:
char pad_0000[16]; //0x0000
class BodyLoadout* modifiedBodyLoadouts; //0x0010
char pad_0018[40]; //0x0018
}; //Size: 0x0040
class N00000231
{
public:
void* bodyloadout; //0x0000
char pad_0008[56]; //0x0008
}; //Size: 0x0040
class BodyLoadout
{
public:
char pad_0000[16]; //0x0000
char(*skillPreferences)[15][8]; //0x0010
int32_t bodyindex; //0x0018
int32_t skinPreference; //0x001C
char pad_0020[32]; //0x0020
}; //Size: 0x0040
class HealthComponent
{
public:
char pad_0000[16]; //0x0000
void* m_CachedPtr; //0x0010
char pad_0018[80]; //0x0018
float health; //0x0068
float shield; //0x006C
float barrier; //0x0070
float magnetiCharge; //0x0074
bool dontShowHealthbar; //0x0078
char pad_0079[3]; //0x0079
float globalDeathEventChanceCoefficient; //0x007C
char pad_0080[12]; //0x0080
bool godMode; //0x008C
char pad_008D[7]; //0x008D
bool isInFrozenState; //0x0094
char pad_0095[15]; //0x0095
bool wasAlive; //0x00A4
char pad_00A5[3]; //0x00A5
float adaptiveArmorValue; //0x00A8
char pad_00AC[217]; //0x00AC
}; //Size: 0x0185
class N000003E2
{
public:
char pad_0000[40]; //0x0000
class HealthComponent* hc; //0x0028
char pad_0030[16]; //0x0030
}; //Size: 0x0040
class CameraRigController
{
public:
char pad_0000[24]; //0x0000
void* scenecam; //0x0018
void* uicam; //0x0020
void* skyboxcam; //0x0028
void* sprintingParticleSystem; //0x0030
void* overrideCam; //0x0038
void* _viewer; //0x0040
void* _localUserViewer; //0x0048
void* hud; //0x0050
void* previousTarget; //0x0058
void* target; //0x0060
void* targetBody; //0x0068
void* firstPersonTarget; //0x0070
void* targetParams; //0x0078
class AimAssistInfo* lastAimAssist; //0x0080
char pad_0088[24]; //0x0088
class AimAssistInfo* aimAssist; //0x00A0
char pad_00A8[24]; //0x00A8
class HurtBox* lastCrosshairHurtBox; //0x00C0
float baseFov; //0x00C8
float currentFov; //0x00CC
float fovVelocity; //0x00D0
bool enableFading; //0x00D4
char pad_00D5[3]; //0x00D5
float fadeStartDistance; //0x00D8
float fadeEndDistance; //0x00DC
bool disableSpectating; //0x00E0
char pad_00E1[3]; //0x00E1
float maxAimRaycastDistance; //0x00E4
char pad_00E8[146]; //0x00E8
int8_t targetTeamIndex; //0x017A
char pad_017B[1]; //0x017B
float pitch; //0x017C
float yaw; //0x0180
Vector3 crosshairWorldPosition; //0x0184
float currentCameraDistance; //0x0190
float cameraDistanceVelocity; //0x0194
char pad_0198[48]; //0x0198
float hitmarkerAlpha; //0x01C8
float hitmarkerTimer; //0x01CC
char pad_01D0[564]; //0x01D0
}; //Size: 0x0404
class AimAssistInfo
{
public:
char pad_0000[16]; //0x0000
void* aimAssistHurtbox; //0x0010
Vector3 localPositionOnHurtbox; //0x0018
Vector3 worldPosition; //0x0024
char pad_0030[24]; //0x0030
}; //Size: 0x0048
class HurtBox
{
public:
char pad_0000[24]; //0x0000
class HealthComponent* healthComponent; //0x0018
void* hurtBoxGroup; //0x0020
void* collider; //0x0028
bool isBullseye; //0x0030
char pad_0031[3]; //0x0031
int32_t damageModifier; //0x0034
int8_t teamIndex; //0x0038
int16_t indexInGroup; //0x0039
char pad_003B[1]; //0x003B
float volume; //0x003C
char pad_0040[4]; //0x0040
}; //Size: 0x0044
class CharacterBody
{
public:
char pad_0000[112]; //0x0000
void* inventory; //0x0070
char pad_0078[56]; //0x0078
class HealthComponent* healthComponent; //0x00B0
char pad_00B8[376]; //0x00B8
int32_t bodyIndex; //0x0230
int32_t activeBuffsListCount; //0x0234
int32_t eliteBuffCount; //0x0238
int32_t pendingTonicAfflictionCount; //0x023C
int32_t bodyFlags; //0x0240
int32_t masterObjectId; //0x0244
bool linkedToMaster; //0x0248
bool isPlayerControlled; //0x0249
bool disablingHurtBoxes; //0x024A
char pad_024B[1]; //0x024B
int32_t previousEquipmentIndex; //0x024C
char pad_0250[4]; //0x0250
bool hasEffectiveAuthority; //0x0254
bool _isSprinting; //0x0255
char pad_0256[2]; //0x0256
float outOfCombatStopwatch; //0x0258
float outOfDangerStopwatch; //0x025C
bool outOfCombat; //0x0260
bool _outOfDanger; //0x0261
char pad_0262[2]; //0x0262
Vector3 previousPosition; //0x0264
float notMovingStopwatch; //0x0270
bool rootMotionInMainState; //0x0274
char pad_0275[3]; //0x0275
float mainRootSpeed; //0x0278
float baseMaxHealth; //0x027C
float baseRegen; //0x0280
float baseMaxShield; //0x0284
float baseMoveSpeed; //0x0288
float baseAcceleration; //0x028C
float baseJumpPower; //0x0290
float baseDamage; //0x0294
float baseAttackSpeed; //0x0298
float baseCrit; //0x029C
float baseArmor; //0x02A0
float baseJumpCount; //0x02A4
float sprintingSpeedMultiplier; //0x02A8
float autoCalculateLevelStats; //0x02AC
float levelMaxHealth; //0x02B0
float levelRegen; //0x02B4
float levelMaxShield; //0x02B8
float levelMoveSpeed; //0x02BC
float levelJumpPower; //0x02C0
float levelDamage; //0x02C4
float levelAttackSpeed; //0x02C8
float levelCrit; //0x02CC
float levelArmor; //0x02D0
float experience; //0x02D4
float level; //0x02D8
float maxhealth; //0x02DC
float maxBarrier; //0x02E0
float barrierDecayRate; //0x02E4
float regen; //0x02E8
float maxShield; //0x02EC
float moveSpeed; //0x02F0
float acceleration; //0x02F4
float jumpPower; //0x02F8
int32_t maxJumpCoun; //0x02FC
float maxJumpHeight; //0x0300
float damage; //0x0304
float attackSpeed; //0x0308
float crit; //0x030C
float armor; //0x0310
float critHeal; //0x0314
float cursePenalty; //0x0318
bool hasOneShotProtection; //0x031C
bool isGlass; //0x031D
char pad_031E[2]; //0x031E
float oneShotProtectionFraction; //0x0320
bool statsDirty; //0x0324
char pad_0325[3]; //0x0325
float aimTimer; //0x0328
float warCryTimer; //0x032C
bool _warCryReady; //0x0330
char pad_0331[3]; //0x0331
int32_t killCount; //0x0334
float teslaBuffRollTimer; //0x0338
float teslaFireTimer; //0x033C
float teslaResetListTimer; //0x0340
float teslaResetListInterval; //0x0344
bool teslaCrit; //0x0348
char pad_0349[3]; //0x0349
float helfireLifetime; //0x034C
bool wasLucky; //0x0350
char pad_0351[3]; //0x0351
bool guardResummonCooldown; //0x0354
char pad_0355[3]; //0x0355
float poisonballTimer; //0x0358
float wardResummonCooldown; //0x035C
float spreadBloomDecayTime; //0x0360
float spreadBloomInternal; //0x0364
bool hideCrosshair; //0x0368
char pad_0369[3]; //0x0369
float multiKillTimer; //0x036C
int32_t multiKillCount; //0x0370
float radius; //0x0374
char pad_0378[4]; //0x0378
bool isChampion; //0x037C
bool isElite; //0x037D
char pad_037E[2]; //0x037E
int32_t skinIndex; //0x0380
int32_t localStartTime; //0x0384
}; //Size: 0x0388