Offsets:
Code:
ClientGameContext: 0x144575330
Main: 0x144544EA8 - Untested
DxRenderer: 0x1445CCA08
DispatchMessage: 0x147A5C030
Classes:
Code:
class ClientDylanCharacter
{
public:
char _0x0000[680];
ClientDylanHealthComponent* m_pClientDylanHealthComponent; //0x02A8 [ClientDylanHealthComponent]
char _0x02B0[352];
ClientAntAnimatableEntity* m_pClientAntAnimatableEntity; //0x0410 [ClientAntAnimatableEntity]
char _0x0418[488];
ClientAimingComponent* m_pClientAimingComponent; //0x0600 [ClientAimingComponent]
ClientCameraAssetComponent* m_pClientCameraAssetComponent; //0x0608 [ClientCameraAssetComponent]
ClientGearComponent* m_pClientGearComponent; //0x0610 [ClientGearComponent]
ClientSelectionComponent* m_pClientSelectionComponent; //0x0618 [ClientSelectionComponent]
ClientBWAnimationComponent* m_pClientBWAnimationComponent; //0x0620 [ClientBWAnimationComponent]
ClientDylanCharacterSimulationComponent* m_pClientDylanCharacterSimulationComponent; //0x0628 [ClientDylanCharacterSimulationComponent]
ClientHintComponent* m_pClientHitCOmponent; //0x0630 [ClientHintComponent]
FBPhysicsComponent* m_pFBPhysicsComponent; //0x0638 [FBPhysicsComponent]
};//Size=0x1068
class ClientPlayer
{
public:
char _0x0000[24];
char PlayerName[12]; //0x0018
char _0x0024[332];
WeakPtr<ClientDylanCharacter> m_character; //0x0170 Weak[ClientDylanCharacter]
char _0x0178[32];
ClientDylanCharacter* m_pClientDylanCharacter; //0x0198 [ClientDylanCharacter]
char _0x01A0[40];
__int32 m_Id; //0x01C8
__int32 m_ConnectionId; //0x01CC
};//Size=0x0840
class ClientPlayerManager
{
public:
char _0x0000[1344];
ClientPlayer* m_pLocalPlayer; //0x0540
char _0x0548[504];
ClientPlayer** m_ppPlayers; //0x0740
__forceinline bool IsValidPtrWithPotentiallyAVTable(PVOID p)
{
return IsValidPtr(p) && IsValidPtr(reinterpret_cast<void**>(p));
}
__forceinline ClientPlayer* getLocalPlayer()
{
return *(ClientPlayer**)((DWORD64)this + 0x540);
}
};
class ClientGameContext
{
public:
char _0x0000[0xB0];
ClientPlayerManager* m_pPlayerManager; //0x00B0
};
class RenderScreenInfo
{
public:
__int32 m_Width; //0x0000
__int32 m_Height; //0x0004
__int32 m_WindowWidth; //0x0008
__int32 m_WindowHeight; //0x000C
float m_RefreshRate; //0x0010
};
class Screen
{
public:
char _0x0000[8];
uintptr_t m_WindowHandle; //0x0008
char _0x0010[56];
BYTE m_TopWindow; //0x0048
BYTE m_Minimized; //0x0049
BYTE m_Maximized; //0x004A
BYTE m_Resizing; //0x004B
char _0x004C[4];
RenderScreenInfo m_ScreenInfo; //0x0050
};
class DxRenderer
{
public:
PAD(0x5F8);
Screen* m_pScreen; //0x05F8
};
Credits to: sycore