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Apr 26th, 2018
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  1. class AActor : public UObject
  2. {
  3. public:
  4. TEnumAsByte<ENetRole> Role;
  5. TEnumAsByte<ENetRole> RemoteRole;
  6. struct FEncryptedObject Owner;
  7. struct FRepMovement ReplicatedMovement;
  8. struct FRepAttachment AttachmentReplication;
  9. class APawn* Instigator;
  10. unsigned char bCanBeDamaged : 1;
  11. unsigned char bHidden : 1;
  12. unsigned char bReplicateMovement : 1;
  13. unsigned char bTearOff : 1;
  14.  
  15.  
  16.  
  17. class APawn : public AActor
  18. {
  19. public:
  20. class APlayerState* PlayerState; // 0x03E0(0x0008) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData)
  21. uint16_t RemoteViewPitch; // 0x03E8(0x0002) (Net, ZeroConstructor, IsPlainOldData)
  22. class AController* Controller; // 0x03F8(0x0008) (Net, ZeroConstructor, IsPlainOldData)
  23.  
  24.  
  25.  
  26. class ACharacter : public APawn
  27. {
  28. public:
  29. unsigned char UnknownData01[0x10]; // 0x0428(0x0010) UNKNOWN PROPERTY: EncryptedObjectProperty Engine.Character.CharacterMovement
  30. unsigned char UnknownData02[0x10]; // 0x0440(0x0010) UNKNOWN PROPERTY: EncryptedObjectProperty Engine.Character.CapsuleComponent
  31. unsigned char UnknownData03[0x10]; // 0x0450(0x0010) UNKNOWN PROPERTY: EncryptedObjectProperty Engine.Character.ProneCapsuleComponent
  32.  
  33. struct FBasedMovementInfo ReplicatedBasedMovement; // 0x0490(0x0030) (Net)
  34. class UPrimitiveComponent* MovementBase; // 0x0000(0x0008) (ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData)
  35. struct FName BoneName; // 0x0008(0x0008) (ZeroConstructor, IsPlainOldData)
  36. struct FVector_NetQuantize100 Location; // 0x0010(0x000C)
  37. struct FRotator Rotation; // 0x001C(0x000C) (IsPlainOldData)
  38. bool bServerHasBaseComponent; // 0x0028(0x0001) (ZeroConstructor, IsPlainOldData)
  39. bool bRelativeRotation; // 0x0029(0x0001) (ZeroConstructor, IsPlainOldData)
  40. bool bServerHasVelocity; // 0x002A(0x0001) (ZeroConstructor, IsPlainOldData)
  41.  
  42. float AnimRootMotionTranslationScale; // 0x04C0(0x0004) (Net, ZeroConstructor, IsPlainOldData)
  43. float ReplicatedServerLastTransformUpdateTimeStamp; // 0x04E0(0x0004) (Net, ZeroConstructor, IsPlainOldData)
  44. unsigned char ReplicatedMovementMode; // 0x04E4(0x0001) (Net, ZeroConstructor, IsPlainOldData)
  45. unsigned char bIsCrouched : 1; // 0x04EC(0x0001) (BlueprintVisible, BlueprintReadOnly, Net)
  46. float JumpMaxHoldTime; // 0x04F4(0x0004) (Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData)
  47. int JumpMaxCount; // 0x04F8(0x0004) (Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData)
  48.  
  49. struct FRepRootMotionMontage RepRootMotion; // 0x0690(0x0160) (Net)
  50. bool bIsActive; // 0x0000(0x0001) (ZeroConstructor, IsPlainOldData)
  51. class UAnimMontage* AnimMontage; // 0x0008(0x0008) (ZeroConstructor, IsPlainOldData)
  52. float Position; // 0x0010(0x0004) (ZeroConstructor, IsPlainOldData)
  53. struct FVector_NetQuantize100 Location; // 0x0014(0x000C)
  54. struct FRotator Rotation; // 0x0020(0x000C) (IsPlainOldData)
  55. class UPrimitiveComponent* MovementBase; // 0x0030(0x0008) (ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData)
  56. struct FName MovementBaseBoneName; // 0x0038(0x0008) (ZeroConstructor, IsPlainOldData)
  57. bool bRelativePosition; // 0x0040(0x0001) (ZeroConstructor, IsPlainOldData)
  58. bool bRelativeRotation; // 0x0041(0x0001) (ZeroConstructor, IsPlainOldData)
  59.  
  60. struct FRootMotionSourceGroup AuthoritativeRootMotion; // 0x0048(0x0100)
  61. bool bHasAdditiveSources; // 0x00E8(0x0001) (ZeroConstructor, IsPlainOldData)
  62. bool bHasOverrideSources; // 0x00E9(0x0001) (ZeroConstructor, IsPlainOldData)
  63. struct FVector_NetQuantize10 LastPreAdditiveVelocity; // 0x00EC(0x000C)
  64. bool bIsAdditiveVelocityApplied; // 0x00F8(0x0001) (ZeroConstructor, IsPlainOldData)
  65.  
  66. struct FRootMotionSourceSettings LastAccumulatedSettings; // 0x00F9(0x0001)
  67. unsigned char Flags; // 0x0000(0x0001) (ZeroConstructor, IsPlainOldData)
  68.  
  69. struct FVector_NetQuantize10 Acceleration; // 0x0148(0x000C)
  70. struct FVector_NetQuantize10 LinearVelocity; // 0x0154(0x000C)
  71.  
  72.  
  73.  
  74.  
  75.  
  76. class AMutableCharacter : public ACharacter
  77. {
  78. public:
  79. TArray<unsigned char> InstanceDescriptor; // 0x0878(0x0010) (Edit, Net, ZeroConstructor, EditConst)
  80.  
  81.  
  82.  
  83.  
  84.  
  85.  
  86. class ATslCharacter : public AMutableCharacter
  87. {
  88. public:
  89.  
  90. unsigned char CharacterState; // 0x0891(0x0001) (Net, ZeroConstructor, Transient, IsPlainOldData)
  91. ECastAnim Remote_CastAnim; // 0x09AB(0x0001) (Net, ZeroConstructor, Transient, IsPlainOldData)
  92. struct FEncryptedObject (class AInventoryFacade*) InventoryFacade; // 0x0A00(0x0010) (Net, Transient)
  93. struct FEncryptedObject (class ATeam*) Team; // 0x0A70(0x0010) (Net, Transient)
  94. float GroggyHealthMax; // 0x0B00(0x0004) (Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData)
  95. int SpectatedCount; // 0x0B08(0x0004) (Net, ZeroConstructor, Transient, IsPlainOldData)
  96. unsigned char bIsScopingRemote : 1; // 0x0B54(0x0001) (Net, Transient)
  97. unsigned char bIsAimingRemote : 1; // 0x0B54(0x0001) (Net, Transient)
  98. unsigned char bIsFirstPersonRemote : 1; // 0x0B54(0x0001) (Net, Transient)
  99. unsigned char bIsInVehicleRemote : 1; // 0x0B54(0x0001) (Net, Transient)
  100. float HealthMax; // 0x0C34(0x0004) (Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData)
  101. float Health; // 0x0C3C(0x0004) (Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData)
  102. float BoostGaugeMax; // 0x0C90(0x0004) (Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData)
  103. bool bWantsToCancelVault; // 0x0CD0(0x0001) (Net, ZeroConstructor, IsPlainOldData)
  104. bool bIsHoldingBreath; // 0x0D88(0x0001) (Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData)
  105. float BuffFinalSpreadFactor; // 0x0D8C(0x0004) (Net, ZeroConstructor, Transient, IsPlainOldData)
  106. EEquipableItemSoundType ShoesSoundType; // 0x0D90(0x0001) (Net, ZeroConstructor, Transient, IsPlainOldData)
  107. class AWeaponProcessor* WeaponProcessor; // 0x0DB0(0x0008) (Net, ZeroConstructor, Transient, IsPlainOldData)
  108. float BoostGauge; // 0x0E18(0x0004) (Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData)
  109. unsigned char CurrentWeaponZoomLevel; // 0x0E22(0x0001) (Net, ZeroConstructor, Transient, IsPlainOldData)
  110. struct FTakeHitInfo LastTakeHitInfo; // 0x0ED0(0x0058) (Net, Transient)
  111. float ActualDamage; // 0x0000(0x0004) (ZeroConstructor, IsPlainOldData)
  112. class UClass* DamageType; // 0x0008(0x0008) (ZeroConstructor, IsPlainOldData)
  113. TWeakObjectPtr<class ATslPlayerState> PlayerInstigator; // 0x0010(0x0008) (ZeroConstructor, IsPlainOldData)
  114. struct FVector_NetQuantize DamageOrigin; // 0x0018(0x000C)
  115. struct FVector_NetQuantize RelHitLocation; // 0x0024(0x000C)
  116. struct FName BoneName; // 0x0030(0x0008) (ZeroConstructor, IsPlainOldData)
  117. float DamageMaxRadius; // 0x0038(0x0004) (ZeroConstructor, IsPlainOldData)
  118. Byte ShotDirPitch; // 0x003C(0x0001) (ZeroConstructor, IsPlainOldData)
  119. Byte ShotDirYaw; // 0x003D(0x0001) (ZeroConstructor, IsPlainOldData)
  120. Bool bPointDamage : 1; // 0x003E(0x0001)
  121. Bool bRadialDamage : 1; // 0x003E(0x0001)
  122. Bool bKilled : 1; // 0x003E(0x0001)
  123. Byte EnsureReplicationByte; // 0x003F(0x0001) (ZeroConstructor, IsPlainOldData)
  124. struct FName AttackerWeaponName; // 0x0040(0x0008) (ZeroConstructor, IsPlainOldData)
  125. struct FVector AttackerLocation; // 0x0048(0x000C) (IsPlainOldData)
  126. ETargetingType TargetingType; // 0x0F30(0x0001) (Net, ZeroConstructor, Transient, IsPlainOldData)
  127. float ReviveCastingTime; // 0x0F58(0x0004) (Net, ZeroConstructor, Transient, IsPlainOldData)
  128. bool bWantsToRun : 1; // 0x0F5C(0x0001) (Net, Transient)
  129. unsigned char bWantsToSprint : 1; // 0x0F5C(0x0001) (Net, Transient)
  130. unsigned char bWantsToSprintingAuto : 1; // 0x0F5C(0x0001) (Net, Transient)
  131. unsigned char bWantsToRollingLeft : 1; // 0x0F5C(0x0001) (Net, Transient)
  132. unsigned char bWantsToRollingRight : 1; // 0x0F5C(0x0001) (Net, Transient)
  133. unsigned char bIsPeekLeft : 1; // 0x0F5C(0x0001) (Net, Transient)
  134. unsigned char bIsPeekRight : 1; // 0x0F5C(0x0001) (Net, Transient)
  135. unsigned char IgnoreRotation : 1; // 0x0F5C(0x0001) (Net, Transient)
  136. unsigned char bIsGroggying : 1; // 0x0F5D(0x0001) (Edit, BlueprintVisible, BlueprintReadOnly, Net, EditConst)
  137. unsigned char bIsThirdPerson : 1; // 0x0F64(0x0001) (Net, Transient)
  138. unsigned char bIsReviving : 1; // 0x0F64(0x0001) (Net, Transient)
  139. unsigned char bIsWeaponObstructed : 1; // 0x0F64(0x0001) (Net, Transient)
  140. unsigned char bIsCoatEquipped : 1; // 0x0F64(0x0001) (Net, Transient)
  141. unsigned char bIsZombie : 1; // 0x0F64(0x0001) (Net, Transient)
  142. unsigned char bIsThrowHigh : 1; // 0x0F64(0x0001) (Net, Transient)
  143. bool bUseRightShoulderAiming; // 0x0F68(0x0001) (Net, ZeroConstructor, Transient, IsPlainOldData)
  144. struct FRotator GunDirectionSway; // 0x0F6C(0x000C) (Net, Transient, IsPlainOldData)
  145. struct FVector_NetQuantizeNormal AimOffsets; // 0x0F78(0x000C) (Net, Transient)
  146. struct FEncryptedObject (Old AController) NetOwnerController; // 0x10F0(0x0010) (Net, Transient)
  147. bool bAimStateActive; // 0x1184(0x0001) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData)
  148. bool bServerFinishedVault; // 0x1240(0x0001) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData)
  149. float GroggyHealth; // 0x12B4(0x0004) (Edit, BlueprintVisible, Net, ZeroConstructor, IsPlainOldData)
  150. class UVehicleRiderComponent* VehicleRiderComponent; // 0x1368(0x0008) (Edit, BlueprintVisible, ExportObject, BlueprintReadOnly, Net, ZeroConstructor, EditConst, InstancedReference, IsPlainOldData)
  151. bool bIsActiveRagdollActive; // 0x15EC(0x0001) (Net, ZeroConstructor, IsPlainOldData)
  152. TEnumAsByte<EStanceMode> PreReplicatedStanceMode; // 0x16A0(0x0001) (Net, ZeroConstructor, IsPlainOldData)
  153. bool bIsDemoVaulting_CP; // 0x1849(0x0001) (Net, ZeroConstructor, Transient, IsPlainOldData)
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