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Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код:
#define gEnv (*(SSуstemGlobalEnvironment**)0x1926580)
#define gRender (*(IRenderer**)0x1B4A50C)
#define pGameCVars (*(SCVars**)0x01B5CA48)
Код:
class IActor
{
public:
char pad_0x0000[0x8]; //0x0000
IEntity* m_pEntity; //0x0008
IGameObject* m_pGameObject; //0x000C
EntityId m_pID; //0x0010
char pad_0x0014[0x8]; //0x0014
IInventory* m_pInventory; //0x001C
char pad_0x0020[0x20]; //0x0020
DWORD64 Health; //0x0040
char pad_0x0048[0x2FC]; //0x0048
__int32 TeamId; //0x0344
char pad_0x0348[0x58]; //0x0348
__int32 ClassId; //0x03A0
char pad_0x03A4[0x570]; //0x03A4
Matrix34 m_worldTM; //0x0914
char pad_0x0944[0x20]; //0x0944
CPlayerRotation* m_pPlayerRotation; //0x0964
char pad_0x0968[0x1C]; //0x0968
Vec3 m_pos; //0x0984
char pad_0x0990[0x118]; //0x0990
float viewPivot; //0x0AA8
char pad_0x0AAC[0x8]; //0x0AAC
float viewDistance; //0x0AB4
float viewHeightOffset; //0x0AB8
float viewFoVScale; //0x0ABC
float viewSensitivity; //0x0AC0
float viewLimitDir; //0x0AC4
char pad_0x0AC8[0x8]; //0x0AC8
float viewLimitYaw; //0x0AD0
float viewLimitPitch; //0x0AD4
char pad_0x0AD8[0x8]; //0x0AD8
float weaponBobbingMultiplier; //0x0AE0
float weaponInertiaMultiplier; //0x0AE4
float speedMultiplier; //0x0AE8
float useAdditiveAiming; //0x0AEC
float strafeMultiplier; //0x0AF0
char pad_0x0AF4[0x4]; //0x0AF4
float backwardMultiplier; //0x0AF8
float crouchMultiplier; //0x0AFC
float claymore_detector_radius; //0x0B00
float claymore_activation_delay_mul; //0x0B04
char pad_0x0B08[0x4]; //0x0B08
float hp_regeneration_hps; //0x0B0C
float hp_regeneration_timeout; //0x0B10
float armor_regen_hps; //0x0B14
float armor_regen_timeout; //0x0B18
float inertia; //0x0B1C
float inertiaAccel; //0x0B20
float jumpHeight; //0x0B24
float slopeSlowdown; //0x0B28
float leanAngle; //0x0B2C
char pad_0x0B30[0x104]; //0x0B30
float hasteTimeMult; //0x0C34
float hasteSpeedMult; //0x0C38
float slideDistanceMult; //0x0C3C
float minStaminaToStartHaste; //0x0C40
char pad_0x0C44[0x44]; //0x0C44
float knockBackResistance; //0x0C88
char pad_0x0C8C[0x46C]; //0x0C8C
}; //Size=0xC84
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