Исходник Warface - Classes/Offsets [15.06.2021]

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SSystemGlobalEnvironment Interface:
C++:
ISingleton = 0x141E63CF8,
ISystem = 0xF0,
IEntitySyste = 0xE0,
IRenderer = 0x48,
IPhysicalWorld = 0x70
GameFramework Interface:
C++:
IActorSystem = 0x04E0,
ISingleton = 0x14217D408, // string -> Failed to create the GameFramework Interface!
IGetClientActor = 0x470
IRenderer Interface:
C++:
IGetViewCamera = 0x1720,
IGetDirectDevice = 0xA760
C++:
class IEntityMapIt
{
public:
    virtual ~IEntityMapIt() = 0;
    virtual void AddRef() = 0;
    virtual void Release() = 0;
    virtual void MoveFirst() = 0;
    virtual bool IsEnd() = 0;
    virtual IEntity* This() = 0;
    virtual IEntity* NextMap() = 0;

};
C++:
class IEntity
{
public:

    class IEntityClass* GetEntityClass()     {
        return CryInterfaces::cast_index<IEntityClass* (__fastcall*)(PVOID64)>(this, 0x18)(this);
    }

    EntityId GetEntityId()     {
        return *(EntityId*)((DWORD64)this + 0x18);
    }
    const char* GetName()    {
        return CryInterfaces::cast_index<const char* (__thiscall*)(PVOID)>(this, 0x60)(this);
    }
    const Matrix34 GetWorldTM() { //string: "GetWorldBoundsCenter";  LODWORD 2
        return CryInterfaces::cast_index <const Matrix34& (__thiscall*)(PVOID)>(this, 0xB8)(this);
    }

    class ICharacterInstance* GetCharacter(int nSlot) { //string: "GetCharacter"
        return CryInterfaces::cast_index <ICharacterInstance* (__thiscall*)(PVOID, int)>(this, 664)(this, nSlot);
    }


};

enum offsets_winapi : DWORD64{
    i_strstr = 0x1417AD3B6,
    i_malloc = 0x1417AD51E,
    i_sleep = 0x1400A2A80,
    i_free = 0x1417AD518,
    i_memcpy = 0x1417AD3CE,
    i_memset = 0x1417AD3DA,
    i_get_async_key_state = 0x1400A2B60

    game_framework = 0x14217D408,

void ClientHit(SClientGameHitInfo* info)
    {
        return CryInterfaces::cast_index<void(__thiscall*)(PVOID, SClientGameHitInfo*)>(this, 0x4E0)(this, info);
    }
    int GetHitTypeId(const char* type){
        return CryInterfaces::cast_index<int(__thiscall*)(PVOID, const char*)>(this, 0x140)(this, type);
    }
    int GetHitMaterialId(const char* materialName) {
        return CryInterfaces::cast_index<int(__thiscall*)(PVOID, const char*)>(this, 0x390)(this, materialName);
    }
    struct ISurfaceType* GetHitMaterial(int materialId) {
        return CryInterfaces::cast_index<ISurfaceType* (__thiscall*)(PVOID, int)>(this, 0x398)(this, materialId);
    }
void* CVisual::HudSilhouettes(EntityId Entityid, float Red, float Green, float Blue)
{
    Color silhouette_color;
    silhouette_color.r = Red;
    silhouette_color.g = Green;
    silhouette_color.b = Blue;
    silhouette_color.a = 1.000f;

    using FunctionTypeSilhoutte = void* (__fastcall*)(__int64, EntityId, Color, bool, bool, float);
    FunctionTypeSilhoutte GetSilhouettes = (FunctionTypeSilhoutte)(0x1414ED6E0);

    return GetSilhouettes(NULL, Entityid, silhouette_color, false, false, 1000.f);
}
class IItem
{
public:
    class IWeapon* GetWeapon()
    {
        return (IWeapon*)((uintptr_t)this + 0x28);
    }
};
class IWeapon {
public:
    void SetBulletPostion(Vec3& Position) { return CryInterfaces::cast_index<void(__fastcall*)(PVOID, Vec3&)>(this, Offsets ::SetFiringPos)(this, Position); }
private:
    enum Offsets : DWORD64 {
        SetFiringPos= 0x2F0,
    };
};
 
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strodfane
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C++:
Код:
class IEntityMapIt
{
public:
    virtual ~IEntityMapIt() = 0;
    virtual void AddRef() = 0;
    virtual void Release() = 0;
    virtual void MoveFirst() = 0;
    virtual bool IsEnd() = 0;
    virtual IEntity* This() = 0;
    virtual IEntity* NextMap() = 0;

};
это для чего?
 
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Next

по теме:
пишите какие нужны, если свободен буду скину.
C++:
class ICharacterInstance {
public:
    class ISkeletonPose* GetISkeletonPose() { //string: "GetBoneLocal"; LODWORD 5
        return CryInterfaces::cast_index <ISkeletonPose* (__fastcall*)(PVOID)>(this, 40)(this);
    }
};

class ISkeletonPose {
public:
    __int64 GetJointIDByName(const char* szJointName) { //strings: "GetBoneNameFromTable" and "Bip01"
        return CryInterfaces::cast_index <__int64(__thiscall*)(PVOID, const char*)>(this, 24)(this, szJointName);
    }

    const QuatT& GetAbsJointByID(int nJointID) { //strings: "GetBonePos" and "RgtArm01"
        return CryInterfaces::cast_index <const QuatT& (__thiscall*)(PVOID, int)>(this, 56)(this, nJointID);
    }
}
class IPhysicalWorld {
public:
    int RayWorldIntersection(const Vec3& org, const Vec3& dir, int objtypes, unsigned int flags, IRayHit* hits, int nMaxHits, IPhysicalEntity** pSkipEnts = 0, int nSkipEnts = 0, void* pForeignData = 0, int iForeignData = 0, const char* pNameTag = "RayWorldIntersection(Game)", IRayHitCached* phitLast = 0, int iCaller = 4){
        using oRayWorldIntersection = int(__fastcall*)(PVOID, const Vec3&, const Vec3&, int, unsigned int, IRayHit*, int, IPhysicalEntity**, int, void*, int, const char*, IRayHitCached*, int);
        return CryInterfaces::cast_index<oRayWorldIntersection> (this, 0x308)(this, org, dir, objtypes, flags, hits, nMaxHits, pSkipEnts, nSkipEnts, pForeignData, iForeignData, pNameTag, phitLast, iCaller);
    }
    bool isVisible(Vec3 shootPos, Vec3 pos){
        IRayHit tmpHit;
        return !this->RayWorldIntersection(shootPos, pos - shootPos, 0x100 | 1, 0xA | 0x400, &tmpHit, 1);
    }
};

;
 
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Warface - Classes/Offsets [5.07.21]
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