constexpr std::uintptr_t g_framework = 0x142A90A28;
static auto GetCGameFrameWork() {
return mem->RPM<CGameFrameWork*>(offsets::GameFrameWork::g_framework);
}
static CRenderer* GetCRenderer() {
auto SSGE = mem->RPM< std::uintptr_t > ( 0x142A2B099 );
auto base = mem->RPM< std::uintptr_t > ( ( SSGE ^ 0xD33C03E8B6561F1FuLL ) + 0x59);
return reinterpret_cast< CRenderer* > ( base ^ 0x506E553EE4D926F6LL );
}
constexpr std::uintptr_t SkeletonPos = 0xA80;
// character_instance
auto GetSkeletonPos() {
return (CSkeletonPose*)((std::uintptr_t)this + offsets::CharacterInstance::SkeletonPos);
}
//renderer
constexpr std::uintptr_t GameWindowWidth = 0x14B7F8;
constexpr std::uintptr_t GameWindowHeight = 0x14B7FC;
constexpr std::uintptr_t SystemWidth = 0x142AEC5B8;
constexpr std::uintptr_t SystemHeight = 0x142AEC5BC;
constexpr std::uintptr_t ProjectionMat = 0x142A4F898;
constexpr std::uintptr_t ModelViewMat = 0x142A4F858;