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Feb 10th, 2015
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  1. #include <windows.h>
  2.  
  3. #include <d3d9.h>
  4. #pragma comment(lib, "d3d9.lib")
  5.  
  6. #include <d3dx9.h>
  7. #pragma comment(lib, "d3dx9.lib")
  8.  
  9. class ArmaString
  10. {
  11. public:
  12.     __int32 referenceCount; //0x0000  
  13.     __int32 Length; //0x0004  
  14.     char string[150]; //0x0008  
  15. };
  16.  
  17. class scriptValue
  18. {
  19. public:
  20.     char _0x0000[12];
  21.     ArmaString *value;
  22. };
  23.  
  24. class varEntry
  25. {
  26. public:
  27.     DWORD vTable;
  28.     ArmaString* name;
  29.     char _0x0008[4];
  30.     scriptValue* value;
  31. };
  32.  
  33. class EntryArray
  34. {
  35. public:
  36.     varEntry* firstEntry; //0x0000
  37. };
  38.  
  39. class VarTable
  40. {
  41. public:
  42.     char _0x0000[4];
  43.     EntryArray* eArray; //0x0004
  44.     char _0x000C[22];
  45.     BYTE number;
  46. };
  47.  
  48. class EventTable
  49. {
  50. public:
  51. char _0x0000[8];
  52.     DWORD* eventText; //0x0008  
  53.  
  54. };//Size=0x000C  
  55.  
  56. class EventHandler
  57. {
  58. public:
  59. char _0x0000[8];
  60.     EventTable* eventTable; //0x0008  
  61.     __int32 eventTableSize; //0x000C  
  62.     __int32 eventTableMaxSize; //0x0010  
  63.  
  64. };//Size=0x0014
  65.  
  66. class EntityVisualState
  67. {
  68. public:
  69. char _0x0000[4];
  70.     D3DXVECTOR3 dimension; //0x0004  
  71.     D3DXVECTOR3 rotation1; //0x0010  
  72.     D3DXVECTOR3 direction; //0x001C  
  73.     D3DXVECTOR3 coordinates; //0x0028  
  74. char _0x0034[20];
  75.     D3DXVECTOR3 velocity; //0x0048  
  76.     float angularVelocity; //0x0054  
  77.     float zVelocity2; //0x0058  
  78.     float Speed; //0x005C  
  79.     D3DXVECTOR3 acceleration; //0x0060  
  80. char _0x006C[16];
  81.     D3DXVECTOR3 direction2; //0x007C  
  82.     D3DXVECTOR3 rotation2; //0x0088  
  83.     D3DXVECTOR3 direction3; //0x0094  
  84. char _0x00A0[12];
  85.     float fuelLevel; //0x00AC  
  86. char _0x00B0[92];
  87.     D3DXVECTOR3 headCoordinates; //0x010C  
  88.     D3DXVECTOR3 torsoCoordinates; //0x0118  
  89. char _0x0124[0xBC];
  90.     float pitch; //0x01E0
  91. };//Size=0x02E4
  92.  
  93. class CfgVehicle
  94. {
  95. public:
  96. char _0x0000[48];
  97.     ArmaString* entityName; //0x0030  
  98. char _0x0034[56];
  99.     ArmaString* objectType; //0x006C  
  100. char _0x0070[60];
  101.     DWORD* partHit; //0x00AC  
  102.     __int32 partHitCount; //0x00B0  
  103. char _0x00B4[1096];
  104.     DWORD* initializationScript; //0x04FC  
  105. char _0x0500[76];
  106.     DWORD* local; //0x054C  
  107. char _0x0550[157];
  108.     BYTE enableWatch; //0x05ED  
  109. char _0x05EE[2];
  110.     float armor; //0x05F0  
  111. char _0x05F4[12];
  112.     float fuelTankCap; //0x0600  
  113.     float damageResistance; //0x0604  
  114. char _0x0608[4];
  115.     float sensitivity; //0x060C  
  116. char _0x0610[4];
  117.     float brakeDistance; //0x0614  
  118.     float precision; //0x0618  
  119. char _0x061C[58];
  120.     BYTE nightVision; //0x0656  
  121. char _0x0657[117];
  122.     __int32 transportFuel; //0x06CC  
  123.     __int32 transportRepair; //0x06D0  
  124.     __int32 transportAmmo; //0x06D4  
  125.     __int32 transportMaxWeapons; //0x06D8  
  126.     __int32 transportMaxMagazines; //0x06DC  
  127.     __int32 transportMaxBackpacks; //0x06E0  
  128. char _0x06E4[68];
  129.     float maxSpeed; //0x0728  
  130.     float limitedSpeedCoef; //0x072C  
  131. char _0x0730[724];
  132.  
  133. };//Size=0x0A04
  134.  
  135. class WeaponModeType
  136. {
  137. public:
  138. char _0x0000[4];
  139.     __int32 scope; //0x0004  
  140. char _0x0008[8];
  141.     __int32 roundsDeducted; //0x0010  
  142.     __int32 burst; //0x0014  
  143. char _0x0018[16];
  144.     float fireRate; //0x0028  
  145.     float dispersion; //0x002C  
  146.     ArmaString* recoil; //0x0030  
  147.     ArmaString* recoilProne; //0x0034  
  148. char _0x0038[10];
  149.     BYTE autoFire; //0x0042  
  150. char _0x0043[1];
  151.  
  152. };//Size=0x0044
  153.  
  154. class ScoreboardEntry
  155. {
  156. public:
  157. char _0x0000[4];
  158.     __int32 scoreboardID; //0x0004  
  159. char _0x0008[0x2C];
  160.     ArmaString* uid; //0x0034  
  161. char _0x0038[0x70];
  162.     ArmaString* playerName; //0x00A8  
  163.  
  164. };//Size=0x008C
  165.  
  166. class Scoreboard
  167. {
  168. public:
  169. char _0x0000[24];
  170.     ScoreboardEntry* scoreboardTable; //0x0018  
  171.     __int32 scoreboardTableCount; //0x001C  
  172.     __int32 scoreboardTableMaxCount; //0x0020  
  173.  
  174. };//Size=0x0024
  175.  
  176. class NetworkManager
  177. {
  178. public:
  179. char _0x0000[36];
  180.     Scoreboard* scoreboard; //0x0024  
  181. char _0x0028[1176];
  182.  
  183. };//Size=0x04C0
  184.  
  185. class Ammunition
  186. {
  187. public:
  188. char _0x0000[48];
  189.     ArmaString* ammoName; //0x0030  
  190. char _0x0034[56];
  191.     ArmaString* bulletModelString; //0x006C  
  192. char _0x0070[208];
  193.     float directDamage; //0x0140  
  194.     float indirectDamage; //0x0144  
  195.     float indirectRange; //0x0148  
  196.     float maxControlRange; //0x014C  
  197.     float maneuverability; //0x0150  
  198.     float trackOversteer; //0x0154  
  199.     float trackLead; //0x0158  
  200.     float initTime; //0x015C  
  201.     float thrustTime; //0x0160  
  202.     float thrust; //0x0164  
  203.     float sideAirFriction; //0x0168  
  204.     float explosionTime; //0x016C  
  205.     float fuseDistance; //0x0170  
  206.     float cost; //0x0174  
  207.     float maxSpeed; //0x0178  
  208.     float simulationStep; //0x017C  
  209. char _0x0180[8];
  210.     float explosive; //0x0188  
  211.     float caliber; //0x018C  
  212.     float deflecting; //0x0190  
  213.     float deflectionSlowDown; //0x0194  
  214.     float timeToLive; //0x0198  
  215.     float airFriction; //0x019C  
  216.     float coefGravity; //0x01A0  
  217.     float typicalSpeed; //0x01A4  
  218. char _0x01A8[24];
  219.     __int32 tracerColor; //0x01C0  
  220.     __int32 tracerColor2; //0x01C4  
  221.     float audibleFire; //0x01C8  
  222.     float visibleFire; //0x01CC  
  223.     float visibleFireTime; //0x01D0  
  224. char _0x01D4[292];
  225.     float tracerScale; //0x02F8  
  226.     float tracerStartTime; //0x02FC  
  227.     float tracerEndTime; //0x0300  
  228.     BYTE nvgOnly; //0x0304  
  229. char _0x0305[307];
  230.     float fireTimeFloor; //0x0438  
  231. char _0x043C[132];
  232.  
  233. };//Size=0x04C0
  234.  
  235. class MagazineType
  236. {
  237. public:
  238. char _0x0000[20];
  239.     ArmaString* magazineName; //0x0014  
  240. char _0x0018[4];
  241.     ArmaString* magazineModel; //0x001C  
  242.     ArmaString* objectType; //0x0020  
  243. char _0x0024[8];
  244.     __int32 magazineCapacity; //0x002C  
  245. char _0x0030[4];
  246.     float muzzleVelocity; //0x0034  
  247. char _0x0038[24];
  248.     ArmaString* action; //0x0050  
  249. char _0x0054[428];
  250.     Ammunition* ammunition; //0x0200  
  251.     __int32 tracersEvery; //0x0204  
  252.     __int32 lastRoundsTracer; //0x0208  
  253. char _0x020C[116];
  254.  
  255. };//Size=0x0280
  256.  
  257. class Magazine
  258. {
  259. public:
  260. char _0x0000[4];
  261.     __int32 references; //0x0004  
  262.     MagazineType* magazineType; //0x0008  
  263.     __int32 ammo1; //0x000C  
  264. char _0x0010[4];
  265.     float fireTimer; //0x0014  
  266. char _0x0018[12];
  267.     __int32 ammo2; //0x0024  
  268.     __int32 Type; //0x0028  
  269.     __int32 itemID; //0x002C  
  270.  
  271. };//Size=0x0030
  272.  
  273. struct MagTable
  274. {
  275.     Magazine* mag;
  276.     int count;
  277. };
  278.  
  279. class Weapon
  280. {
  281. public:
  282. char _0x0000[4];
  283.     Magazine* magazine; //0x0004  
  284.     DWORD* weaponType; //0x0008  
  285.     DWORD* muzzle; //0x000C  
  286.     WeaponModeType* weaponModeType; //0x0010  
  287. char _0x0014[16];
  288. };
  289.  
  290. class Entity
  291. {
  292. public:
  293. char _0x0000[24];
  294.     EntityVisualState* entityVisualState; //0x0018  
  295. char _0x001C[32];
  296.     CfgVehicle* cfgVehicle; //0x003C  
  297. char _0x0040[476];
  298.     DWORD* entityInventory; //0x021C  
  299.  
  300. };//Size=0x0220
  301.  
  302. class InventoryMag
  303. {
  304. public:
  305.     Magazine* item; //0x0000  
  306.  
  307. };//Size=0x0004
  308.  
  309. class Unit
  310. {
  311. public:
  312. char _0x0000[24];
  313.     EntityVisualState* entityVisualState; //0x0018  
  314. char _0x001C[32];
  315.     CfgVehicle* cfgVehicle; //0x003C  
  316. char _0x0040[128];
  317.     float* playerDamage; //0x00C0  
  318.     __int32 damagePartCount; //0x00C4  
  319. char _0x00C8[148];
  320.     __int32 side; //0x015C  
  321. char _0x0160[1];
  322. BYTE landcontact;
  323. char _0x0162[2];
  324.     __int8 hasName; //0x0164  
  325. char _0x0165[167];
  326.     BYTE isDead; //0x020C  
  327. char _0x020D[6];
  328.     BYTE allowDamage; //0x0213  
  329. char _0x0214[152];
  330.     EventHandler eventHandlers[34]; //0x02AC  
  331. char _0x0554[108];
  332.     DWORD* playerVariables; //0x05C0  // <-
  333. char _0x05C4[148];
  334.     float audibleFire; //0x0658  
  335.     float visibleFire; //0x065C  
  336.     float visibleFireTime; //0x0660  
  337. char _0x0664[36];
  338.     DWORD* itemTable; //0x0688  // <-
  339.     __int32 itemTableSize; //0x068C  
  340.     __int32 itemTableMaxSize; //0x0690  
  341.     Weapon* weaponTable; //0x0694  
  342.     __int32 weaponTableSize; //0x0698  
  343.     __int32 weaponTableSize2; //0x069C  
  344.     InventoryMag* inventoryMagTable; //0x06A0  <-
  345.     __int32 inventoryMagTableSize; //0x06A4  
  346.     __int32 inventoryMagTableMaxSize; //0x06A8  
  347.     Entity* backpack; //0x06AC  
  348. char _0x06B0[36];
  349.     float primaryHeat; //0x06D4  
  350.     float primaryHeat2; //0x06D8  
  351.     float secondaryHeat; //0x06DC  
  352.     __int32 weaponID; //0x06E0  
  353. char _0x06E4[668];
  354.     D3DXVECTOR3 prevPos[10]; //0x0980  
  355. char _0x09F8[32];
  356.     DWORD* aiBrain; //0x0A18  
  357. char _0x0A1C[124];
  358.     __int32 vehicleLocked; //0x0A98  
  359. char _0x0A9C[0x1C];
  360.     D3DXVECTOR3 markerPos; //0x0AB8
  361.     int PAD;
  362.     __int32 playerID; //0x0AC8  
  363. char _0x0ACC[4];
  364.     float innerReticleRelativeYaw; //0x0AD0  
  365.     float innerReticlePitch; //0x0AD4  
  366. char _0x0AD8[8];
  367.     float outerReticlePitch; //0x0AE0  
  368. char _0x0AE4[8];
  369.     float innerReticleWanderY; //0x0AEC  
  370.     float innerReticleWanderX; //0x0AF0  
  371. char _0x0AF4[12];
  372.     float headDirectionX; //0x0B00  
  373.     float headDirectionX2; //0x0B04  
  374. char _0x0B08[12];
  375.     float headDirectionY; //0x0B14  
  376.     float headDirectionY2; //0x0B18  
  377. char _0x0B1C[24];
  378.     float headDirectionAbsoluteY; //0x0B34  
  379. char _0x0B38[12];
  380.     float zoom; //0x0B44  
  381. char _0x0B48[28];
  382.     float lean; //0x0B64  
  383. char _0x0B68[88];
  384.     __int32 hideBody; //0x0BC0  
  385. char _0x0BC4[81];
  386.     BYTE nightVisionTurnedOn; //0x0C15  
  387.     BYTE nightVisionEnabled; //0x0C16  
  388.     BYTE binocularsEnabled; //0x0C17  
  389.     BYTE thermal; //0x0C18  
  390. char _0x0C19[1];
  391.     BYTE zoomedOut; //0x0C1A  
  392.     BYTE zoomedIn; //0x0C1B  
  393. char _0x0C1C[12];
  394.     float customRecoilCoef; //0x0C28  
  395. char _0x0C2C[20];
  396.     float breath; //0x0C40  
  397.     float fatigue; //0x0C44  
  398. char _0x0C48[28];
  399.     float reticleWanderX; //0x0C64  
  400.     float reticleWanderY; //0x0C68  
  401. char _0x0C6C[1280];
  402.     float velocityX; //0x116C  
  403.     float velocityY; //0x1170  
  404.     float velocityZ; //0x1174  
  405.  
  406. };//Size=0x1178
  407.  
  408. class UnitInfo
  409. {
  410. public:
  411. char _0x0000[4];
  412.     Unit* unit; //0x0004  
  413. char _0x0008[44];
  414.  
  415. };//Size=0x0034
  416.  
  417. class Vehicle
  418. {
  419. public:
  420. char _0x0000[24];
  421.     EntityVisualState* coordinates; //0x0018  
  422. char _0x001C[32];
  423.     CfgVehicle* cfgVehicle; //0x003C  
  424. char _0x0040[128];
  425.     DWORD* damageParts; //0x00C0  
  426.     __int32 damagePartsCount; //0x00C4  
  427. char _0x00C8[1272];
  428.     DWORD* unitVariables; //0x05C0  
  429. char _0x05C4[1260];
  430.     Unit* driver; //0x0AB0  
  431. char _0x0AB4[24];
  432.     BYTE N060066D2; //0x0ACC  
  433. char _0x0ACD[2];
  434.     BYTE N0426D661; //0x0ACF  
  435. char _0x0AD0[44];
  436.     DWORD* passengers; //0x0AFC  
  437.     __int32 maxPassengers; //0x0B00  
  438. char _0x0B04[88];
  439.     DWORD* turretTable; //0x0B5C  
  440.     __int32 gunnerTableCount; //0x0B60  
  441.     __int32 gunnerTableMaxCount; //0x0B64  
  442.  
  443. };//Size=0x0B68
  444.  
  445. class EntityTable
  446. {
  447. public:
  448.     UnitInfo* unitInfo; //0x0000  
  449.     Entity* e; //0x0004
  450.     float xCoord; //0x0008  
  451.     float yCoord; //0x000C  
  452.     float zCoord; //0x0010  
  453. char _0x0014[32];
  454.  
  455. };//Size=0x0034
  456.  
  457. class EntityTablePointer
  458. {
  459. public:
  460.     EntityTable* entityTable; //0x0000  
  461.     __int32 objectTableSize; //0x0004  
  462.  
  463. };//Size=0x0008
  464.  
  465. class EntityList
  466. {
  467. public:
  468.     Entity* entity; //0x0000  
  469.  
  470. };//Size=0x0004
  471.  
  472. class EntitiesDistributed
  473. {
  474. public:
  475. char _0x0000[8];
  476.     EntityList* table1; //0x0008  
  477.     __int32 table1Size; //0x000C  
  478. char _0x0010[160];
  479.     EntityList* table2; //0x00B0  
  480.     __int32 table2Size; //0x00B4  
  481. char _0x00B8[160];
  482.     EntityList* table3; //0x0158  
  483.     __int32 table3Size; //0x015C  
  484. char _0x0160[160];
  485.     EntityList* table4; //0x0200  
  486.     __int32 table4Size; //0x0204  
  487. char _0x0208[120];
  488.  
  489. };//Size=0x0280
  490.  
  491. class World
  492. {
  493. public:
  494. char _0x0000[8];
  495.     DWORD* inGameUI; //0x0008  
  496. char _0x000C[1520];
  497.     EntityTablePointer* entityTablePointer; //0x05FC  
  498.     DWORD* variableTableInfo; //0x0600  
  499. char _0x0604[428];
  500.     __int32 gameMode; //0x07B0  
  501. char _0x07B4[4];
  502.     float speedMultiplier; //0x07B8  
  503. char _0x07BC[0x16C];
  504.     EntitiesDistributed* table1; //0x0928  
  505. char _0x0880[0x2A0];
  506.     EntitiesDistributed* table2; //0x0BCC  
  507. char _0x0B24[0x348];
  508.     EntitiesDistributed* table3; //0x0F18  
  509. char _0x0DC8[1164];
  510.     UnitInfo* cameraOn; //0x13A8  
  511. char _0x13AC[4];
  512.     UnitInfo* cplayerOn; //0x13B0  
  513.     UnitInfo* realPlayer; //0x13B4  
  514. char _0x13B8[48];
  515.     float actualOvercast; //0x13E8  
  516.     float wantedOvercast; //0x13EC  
  517.     __int32 nextWeatherChange; //0x13F0  
  518.     float currentFogLevel; //0x13F4  
  519.     float fogTarget; //0x13F8  
  520. char _0x13FC[32];
  521.     __int32 weatherTime; //0x141C  
  522. char _0x1420[8];
  523.     BYTE playerManual; //0x1428  
  524.     BYTE playerSuspended; //0x1429  
  525. char _0x142A[30];  
  526.     __int32 N0D09AD19; //0x1448  
  527. char _0x144C[92];
  528.     DWORD* currentCampaign; //0x14A8  
  529. char _0x14AC[4];
  530.     __int32 N0D09B79F; //0x14B0  
  531. char _0x14B4[52];
  532.     float viewDistanceHard; //0x14E8  
  533.     float viewDistanceMin; //0x14EC  
  534.     float grass; //0x14F0  
  535. char _0x14F4[36];
  536.     __int32 initTableCount; //0x1518  
  537.     __int32 initTableMaxCount; //0x151C  
  538. char _0x1520[4];
  539.  
  540. };//Size=0x1524
  541.  
  542. class WorldPointer
  543. {
  544. public:
  545.     World* world; //0x0000  
  546. char _0x0004[2556];
  547.  
  548. };//Size=0x0A00
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