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Jun 30th, 2018
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  1. // Generated using ReClass 2016
  2.  
  3. class GameObjectManager;
  4. class LastObjectBase;
  5. class BaseObject;
  6. class GameObject;
  7. class GOMPointer;
  8. class N00000065;
  9. class N00000070;
  10. class LocalGameWorld;
  11. class PlayerList;
  12. class N000000C2;
  13. class Player;
  14. class MovementContext;
  15. class ProceduralWeaponAnimation;
  16. class PlayerBody;
  17. class Profile;
  18. class UnicodeString;
  19. class PlayerInfo;
  20. class Physical;
  21. class N000001DB;
  22. class N000001EA;
  23. class Pedometer;
  24. class PlayerHealth;
  25. class UnknownClass;
  26. class BodyParts;
  27. class BodyPartsHealth;
  28. class LimitedValue;
  29. class Settings;
  30. class LootList;
  31. class N00000205;
  32. class LootItem;
  33. class N0000021B;
  34. class N00000226;
  35. class N00000244;
  36. class N00000248;
  37. class N00000253;
  38. class InventoryItem;
  39. class ItemTemplate;
  40. class N000002B1;
  41. class N000002B4;
  42. class Dictionary;
  43. class N0000038C;
  44. class N0000039F;
  45. class StatisticsManager;
  46. class PlayerBones;
  47. class N000003C1;
  48. class QuestLoot;
  49. class N0000040F;
  50. class N00000412;
  51. class N00000415;
  52. class N00000418;
  53. class N0000041B;
  54. class ExfiltrationController;
  55. class ExfiltrationPointArray;
  56. class ExfiltrationPoint;
  57. class ExitTriggerSettings;
  58. class StringArray;
  59. class ExfiltrationArray;
  60. class GameDateTime;
  61. class LootArray;
  62. class PlayerArray;
  63. class N0000034C;
  64. class N0000035D;
  65. class BoxCollider;
  66. class N0000037F;
  67. class N000003D5;
  68. class N000003E8;
  69. class ShotEffector;
  70. class N000003E5;
  71. class List;
  72. class N00000408;
  73.  
  74. class GameObjectManager
  75. {
  76. public:
  77.     LastObjectBase* last_tagged_object; //0x0000
  78.     BaseObject* tagged_objects; //0x0008
  79.     LastObjectBase* last_active_object; //0x0010
  80.     BaseObject* active_objects; //0x0018
  81.  
  82. }; //Size=0x0020
  83.  
  84. class LastObjectBase
  85. {
  86. public:
  87. private:
  88.     char pad_0x0000[0x8]; //0x0000
  89. public:
  90.     GameObject* last_object; //0x0008
  91. private:
  92.     char pad_0x0010[0x2]; //0x0010
  93.  
  94. }; //Size=0x0012
  95.  
  96. class BaseObject
  97. {
  98. public:
  99. private:
  100.     char pad_0x0000[0x8]; //0x0000
  101. public:
  102.     BaseObject* next; //0x0008
  103.     GameObject* object; //0x0010
  104.  
  105. }; //Size=0x0018
  106.  
  107. class GameObject
  108. {
  109. public:
  110. private:
  111.     char pad_0x0000[0x8]; //0x0000
  112. public:
  113.     __int32 instance_id; //0x0008
  114. private:
  115.     char pad_0x000C[0x24]; //0x000C
  116. public:
  117.     N00000065* label; //0x0030
  118.     __int32 size; //0x0038
  119. private:
  120.     char pad_0x003C[0x4]; //0x003C
  121. public:
  122.     __int32 capacity; //0x0040
  123. private:
  124.     char pad_0x0044[0x4]; //0x0044
  125. public:
  126.     __int32 layer; //0x0048
  127.     __int16 tag; //0x004C
  128.     unsigned char is_active; //0x004E
  129.     unsigned char is_active_cached; //0x004F
  130.     unsigned char is_destroying; //0x0050
  131.     unsigned char is_activating; //0x0051
  132. private:
  133.     char pad_0x0052[0xE]; //0x0052
  134. public:
  135.     char* object_name; //0x0060
  136.  
  137. }; //Size=0x0068
  138.  
  139. class GOMPointer
  140. {
  141. public:
  142.     GameObjectManager* N000000A5; //0x0000
  143.  
  144. }; //Size=0x0008
  145.  
  146. class N00000065
  147. {
  148. public:
  149. private:
  150.     char pad_0x0000[0x18]; //0x0000
  151. public:
  152.     N00000070* N00000069; //0x0018
  153. private:
  154.     char pad_0x0020[0x28]; //0x0020
  155.  
  156. }; //Size=0x0048
  157.  
  158. class N00000070
  159. {
  160. public:
  161. private:
  162.     char pad_0x0000[0x28]; //0x0000
  163. public:
  164.     LocalGameWorld* localgameworld; //0x0028
  165. private:
  166.     char pad_0x0030[0x18]; //0x0030
  167.  
  168. }; //Size=0x0048
  169.  
  170. class LocalGameWorld
  171. {
  172. public:
  173. private:
  174.     char pad_0x0000[0x18]; //0x0000
  175. public:
  176.     ExfiltrationController* exfiltration_controller; //0x0018
  177.     UnknownClass* ballistic_dict; //0x0020
  178.     GameDateTime* game_date_time; //0x0028
  179.     UnicodeString* current_id; //0x0030
  180.     UnknownClass* unknown_list; //0x0038
  181.     PlayerList* ballistic_calculator_cached_list; //0x0040
  182.     UnknownClass* turnables; //0x0048
  183.     LootList* loot_list; //0x0050
  184. private:
  185.     char pad_0x0058[0x8]; //0x0058
  186. public:
  187.     PlayerList* players; //0x0060
  188. private:
  189.     char pad_0x0068[0x18]; //0x0068
  190. public:
  191.     LootList* quest_items; //0x0080
  192.  
  193. }; //Size=0x0088
  194.  
  195. class PlayerList
  196. {
  197. public:
  198. private:
  199.     char pad_0x0000[0x10]; //0x0000
  200. public:
  201.     PlayerArray* data; //0x0010
  202.     __int32 size; //0x0018
  203.     __int32 capacity; //0x001C
  204.  
  205. }; //Size=0x0020
  206.  
  207. class N000000C2
  208. {
  209. public:
  210. private:
  211.     char pad_0x0000[0x20]; //0x0000
  212. public:
  213.     Player* player1; //0x0020
  214.     Player* player2; //0x0028
  215.     Player* player3; //0x0030
  216.  
  217. }; //Size=0x0038
  218.  
  219. class Player
  220. {
  221. public:
  222. private:
  223.     char pad_0x0000[0x30]; //0x0000
  224. public:
  225.     __int64 N000000D8; //0x0030
  226.     __int64 N000000D9; //0x0038
  227.     __int64 N000000DA; //0x0040
  228. private:
  229.     char pad_0x0048[0x8]; //0x0048
  230. public:
  231.     MovementContext* N000000DC; //0x0050
  232.     MovementContext* movement_context; //0x0058
  233.     Pedometer* pedometer; //0x0060
  234.     Dictionary* sensitivity_modifiers; //0x0068
  235. private:
  236.     char pad_0x0070[0x28]; //0x0070
  237. public:
  238.     ProceduralWeaponAnimation* weapon_animation; //0x0098
  239. private:
  240.     char pad_0x00A0[0x10]; //0x00A0
  241. public:
  242.     PlayerBody* body; //0x00B0
  243. private:
  244.     char pad_0x00B8[0x348]; //0x00B8
  245. public:
  246.     Profile* profile; //0x0400
  247.     StatisticsManager* statistics_manager; //0x0408
  248.     Physical* physical; //0x0410
  249. private:
  250.     char pad_0x0418[0x70]; //0x0418
  251. public:
  252.     PlayerBones* player_bones; //0x0488
  253. private:
  254.     char pad_0x0490[0xB0]; //0x0490
  255. public:
  256.     float N000001D8; //0x0540
  257.     Vector3 N000002BD; //0x0544
  258.     Vector3 positon; //0x0550
  259.     Vector3 position2; //0x055C
  260.  
  261. }; //Size=0x0568
  262.  
  263. class MovementContext
  264. {
  265. public:
  266. private:
  267.     char pad_0x0000[0x60]; //0x0000
  268. public:
  269.     Vector3 position; //0x0060
  270. private:
  271.     char pad_0x006C[0xC]; //0x006C
  272. public:
  273.     __int32 N00000154; //0x0078
  274.     float view_height; //0x007C
  275. private:
  276.     char pad_0x0080[0x8]; //0x0080
  277. public:
  278.     float N00000156; //0x0088
  279.     float N00000247; //0x008C
  280. private:
  281.     char pad_0x0090[0x80]; //0x0090
  282. public:
  283.     Vector3 position2; //0x0110
  284. private:
  285.     char pad_0x011C[0xAC]; //0x011C
  286. public:
  287.     float delta_to_legs; //0x01C8
  288. private:
  289.     char pad_0x01CC[0x18]; //0x01CC
  290. public:
  291.     float right_move; //0x01E4
  292.     float forward_move; //0x01E8
  293.     Vector2 viewangle1; //0x01EC
  294.     Vector2 viewangle2; //0x01F4
  295.  
  296. }; //Size=0x01FC
  297.  
  298. class ProceduralWeaponAnimation
  299. {
  300. public:
  301. private:
  302.     char pad_0x0000[0x28]; //0x0000
  303. public:
  304.     DWORD64 breath; //0x0028
  305.     DWORD64 walk; //0x0030
  306.     DWORD64 motion; //0x0038
  307.     DWORD64 force; //0x0040
  308.     ShotEffector* shooting; //0x0048
  309.     DWORD64 turn_away; //0x0050
  310.     DWORD64 custom; //0x0058
  311. private:
  312.     char pad_0x0060[0x10]; //0x0060
  313. public:
  314.     N000003E5* firearm_controller; //0x0070
  315. private:
  316.     char pad_0x0078[0x38]; //0x0078
  317. public:
  318.     __int32 mask; //0x00B0
  319.  
  320. }; //Size=0x00B4
  321.  
  322. class PlayerBody
  323. {
  324. public:
  325. private:
  326.     char pad_0x0000[0x18]; //0x0000
  327. public:
  328.     N000001DB* bones; //0x0018
  329. private:
  330.     char pad_0x0020[0x58]; //0x0020
  331. public:
  332.     __int64 N000001E3; //0x0078
  333.     N000001EA* N000001E4; //0x0080
  334. private:
  335.     char pad_0x0088[0x8]; //0x0088
  336.  
  337. }; //Size=0x0090
  338.  
  339. class Profile
  340. {
  341. public:
  342. private:
  343.     char pad_0x0000[0x10]; //0x0000
  344. public:
  345.     UnicodeString* id; //0x0010
  346.     UnicodeString* account; //0x0018
  347.     UnicodeString* is_player; //0x0020
  348.     PlayerInfo* info; //0x0028
  349.     UnknownClass* customization; //0x0030
  350.     UnknownClass* encyclopedia; //0x0038
  351.     PlayerHealth* health; //0x0040
  352.     UnknownClass* inventory; //0x0048
  353.     UnknownClass* quest_items; //0x0050
  354.     UnknownClass* insured_items; //0x0058
  355.     UnknownClass* skills; //0x0060
  356.     UnknownClass* notes; //0x0068
  357.     UnknownClass* quests; //0x0070
  358.  
  359. }; //Size=0x0078
  360.  
  361. class UnicodeString
  362. {
  363. public:
  364. private:
  365.     char pad_0x0000[0x10]; //0x0000
  366. public:
  367.     __int32 len; //0x0010
  368.     wchar_t data[40]; //0x0014
  369.  
  370. }; //Size=0x0064
  371.  
  372. class PlayerInfo
  373. {
  374. public:
  375. private:
  376.     char pad_0x0000[0x10]; //0x0000
  377. public:
  378.     UnicodeString* name; //0x0010
  379.     UnicodeString* group_id; //0x0018
  380.     UnicodeString* entry_point; //0x0020
  381.     UnicodeString* voice; //0x0028
  382.     Settings* settings; //0x0030
  383. private:
  384.     char pad_0x0038[0x10]; //0x0038
  385. public:
  386.     __int32 side; //0x0048
  387.     __int32 registration_date; //0x004C
  388.     float last_time_played_as_savage; //0x0050
  389. private:
  390.     char pad_0x0054[0x4]; //0x0054
  391. public:
  392.     __int32 unknown_int; //0x0058
  393.  
  394. }; //Size=0x005C
  395.  
  396. class Physical
  397. {
  398. public:
  399. private:
  400.     char pad_0x0000[0x8]; //0x0000
  401.  
  402. }; //Size=0x0008
  403.  
  404. class N000001DB
  405. {
  406. public:
  407. private:
  408.     char pad_0x0000[0x8]; //0x0000
  409.  
  410. }; //Size=0x0008
  411.  
  412. class N000001EA
  413. {
  414. public:
  415. }; //Size=0x0000
  416.  
  417. class Pedometer
  418. {
  419. public:
  420. private:
  421.     char pad_0x0000[0x30]; //0x0000
  422. public:
  423.     Vector3 position; //0x0030
  424.     __int32 movement_state; //0x003C
  425.  
  426. }; //Size=0x0040
  427.  
  428. class PlayerHealth
  429. {
  430. public:
  431. private:
  432.     char pad_0x0000[0x20]; //0x0000
  433. public:
  434.     BodyParts* body_parts; //0x0020
  435.     UnknownClass* destroyed_parts; //0x0028
  436.     UnknownClass* effect_info_list; //0x0030
  437.     UnknownClass* stimulator_info_list; //0x0038
  438.     UnknownClass* health_regen_info; //0x0040
  439.     UnknownClass* hydration_regen_info; //0x0048
  440.     UnknownClass* energy_regen_info; //0x0050
  441.     __int32 health_seed; //0x0058
  442.     unsigned char is_alive; //0x005C
  443. private:
  444.     char pad_0x005D[0x3]; //0x005D
  445. public:
  446.     float damage_coefficient; //0x0060
  447.  
  448. }; //Size=0x0064
  449.  
  450. class UnknownClass
  451. {
  452. public:
  453. private:
  454.     char pad_0x0000[0x40]; //0x0000
  455.  
  456. }; //Size=0x0040
  457.  
  458. class BodyParts
  459. {
  460. public:
  461. private:
  462.     char pad_0x0000[0x10]; //0x0000
  463. public:
  464.     BodyPartsHealth* parts; //0x0010
  465.  
  466. }; //Size=0x0018
  467.  
  468. class BodyPartsHealth
  469. {
  470. public:
  471. private:
  472.     char pad_0x0000[0x18]; //0x0000
  473. public:
  474.     __int64 num_values; //0x0018
  475.     LimitedValue* head; //0x0020
  476.     LimitedValue* chest; //0x0028
  477.     LimitedValue* stomach; //0x0030
  478.     LimitedValue* left_arm; //0x0038
  479.     LimitedValue* right_arm; //0x0040
  480.     LimitedValue* left_leg; //0x0048
  481.     LimitedValue* right_leg; //0x0050
  482.  
  483. }; //Size=0x0058
  484.  
  485. class LimitedValue
  486. {
  487. public:
  488. private:
  489.     char pad_0x0000[0x20]; //0x0000
  490. public:
  491.     float current; //0x0020
  492.     float max; //0x0024
  493.  
  494. }; //Size=0x0028
  495.  
  496. class Settings
  497. {
  498. public:
  499. private:
  500.     char pad_0x0000[0x10]; //0x0000
  501. public:
  502.     __int32 role; //0x0010
  503.     __int32 bot_difficulty; //0x0014
  504.  
  505. }; //Size=0x0018
  506.  
  507. class LootList
  508. {
  509. public:
  510. private:
  511.     char pad_0x0000[0x10]; //0x0000
  512. public:
  513.     LootArray* data; //0x0010
  514.     __int32 size; //0x0018
  515.     __int32 capacity; //0x001C
  516.  
  517. }; //Size=0x0020
  518.  
  519. class N00000205
  520. {
  521. public:
  522. private:
  523.     char pad_0x0000[0x20]; //0x0000
  524. public:
  525.     QuestLoot* first_entry; //0x0020
  526.     QuestLoot* N0000020B; //0x0028
  527.     QuestLoot* N0000020C; //0x0030
  528.     QuestLoot* N0000020D; //0x0038
  529.     QuestLoot* N0000020E; //0x0040
  530.     QuestLoot* N00000403; //0x0048
  531.     N0000040F* N00000404; //0x0050
  532.     N00000412* N00000405; //0x0058
  533.     N00000415* N00000406; //0x0060
  534.     N00000418* N00000407; //0x0068
  535.     N0000041B* N00000408; //0x0070
  536. private:
  537.     char pad_0x0078[0x10]; //0x0078
  538.  
  539. }; //Size=0x0088
  540.  
  541. class LootItem
  542. {
  543. public:
  544. private:
  545.     char pad_0x0000[0x10]; //0x0000
  546. public:
  547.     N0000021B* N00000213; //0x0010
  548. private:
  549.     char pad_0x0018[0x28]; //0x0018
  550. public:
  551.     InventoryItem* item; //0x0040
  552.     UnicodeString* name; //0x0048
  553. private:
  554.     char pad_0x0050[0x8]; //0x0050
  555. public:
  556.     UnicodeString* item_id; //0x0058
  557.     UnicodeString* template_id; //0x0060
  558. private:
  559.     char pad_0x0068[0x10]; //0x0068
  560. public:
  561.     unsigned char use_gravity; //0x0078
  562.     unsigned char random_rotation; //0x0079
  563. private:
  564.     char pad_0x007A[0x2]; //0x007A
  565. public:
  566.     float N000002A3; //0x007C
  567. private:
  568.     char pad_0x0080[0x10]; //0x0080
  569.  
  570. }; //Size=0x0090
  571.  
  572. class N0000021B
  573. {
  574. public:
  575. private:
  576.     char pad_0x0000[0x30]; //0x0000
  577. public:
  578.     N00000226* N00000222; //0x0030
  579. private:
  580.     char pad_0x0038[0x48]; //0x0038
  581.  
  582. }; //Size=0x0080
  583.  
  584. class N00000226
  585. {
  586. public:
  587. private:
  588.     char pad_0x0000[0x30]; //0x0000
  589. public:
  590.     N00000244* N0000022D; //0x0030
  591. private:
  592.     char pad_0x0038[0x28]; //0x0038
  593. public:
  594.     char* name; //0x0060
  595. private:
  596.     char pad_0x0068[0x10]; //0x0068
  597.  
  598. }; //Size=0x0078
  599.  
  600. class N00000244
  601. {
  602. public:
  603. private:
  604.     char pad_0x0000[0x8]; //0x0000
  605. public:
  606.     N00000248* N00000246; //0x0008
  607.  
  608. }; //Size=0x0010
  609.  
  610. class N00000248
  611. {
  612. public:
  613. private:
  614.     char pad_0x0000[0x38]; //0x0000
  615. public:
  616.     N00000253* N00000250; //0x0038
  617. private:
  618.     char pad_0x0040[0x8]; //0x0040
  619.  
  620. }; //Size=0x0048
  621.  
  622. class N00000253
  623. {
  624. public:
  625. private:
  626.     char pad_0x0000[0x90]; //0x0000
  627. public:
  628.     Vector3 position; //0x0090
  629. private:
  630.     char pad_0x009C[0x28]; //0x009C
  631.  
  632. }; //Size=0x00C4
  633.  
  634. class InventoryItem
  635. {
  636. public:
  637. private:
  638.     char pad_0x0000[0x10]; //0x0000
  639. public:
  640.     UnicodeString* id; //0x0010
  641.     UnknownClass* parent; //0x0018
  642.     ItemTemplate* temp; //0x0020
  643. private:
  644.     char pad_0x0028[0x8]; //0x0028
  645. public:
  646.     N000002B1* components; //0x0030
  647.     N000002B4* qualities; //0x0038
  648.     unsigned char unlimited_count; //0x0040
  649. private:
  650.     char pad_0x0041[0x3]; //0x0041
  651. public:
  652.     __int32 buy_restriction_max; //0x0044
  653.     __int32 buy_restriction_current; //0x0048
  654.     __int32 stack_objects_count; //0x004C
  655.     __int32 version; //0x0050
  656.  
  657. }; //Size=0x0054
  658.  
  659. class ItemTemplate
  660. {
  661. public:
  662. private:
  663.     char pad_0x0000[0x10]; //0x0000
  664. public:
  665.     UnicodeString* name; //0x0010
  666.     UnicodeString* short_name; //0x0018
  667.     UnicodeString* description; //0x0020
  668.     UnicodeString* item_sound; //0x0028
  669. private:
  670.     char pad_0x0030[0x10]; //0x0030
  671. public:
  672.     UnicodeString* conflicting_items; //0x0040
  673.     UnicodeString* id; //0x0048
  674.     UnicodeString* name_2; //0x0050
  675.     UnicodeString* parent; //0x0058
  676. private:
  677.     char pad_0x0060[0x8]; //0x0060
  678. public:
  679.     float weight; //0x0068
  680.     unsigned char examined_by_default; //0x006C
  681. private:
  682.     char pad_0x006D[0x3]; //0x006D
  683. public:
  684.     float examine_time; //0x0070
  685.     unsigned char quest_item; //0x0074
  686. private:
  687.     char pad_0x0075[0x7]; //0x0075
  688. public:
  689.     __int32 width; //0x007C
  690.     __int32 height; //0x0080
  691.     __int32 extra_size_left; //0x0084
  692.     __int32 extra_size_right; //0x0088
  693.     __int32 extra_size_up; //0x008C
  694.     __int32 extra_size_down; //0x0090
  695.     unsigned char extra_size_force_add; //0x0094
  696. private:
  697.     char pad_0x0095[0x3]; //0x0095
  698. public:
  699.     __int32 stack_max_size; //0x0098
  700.     __int32 stack_objects_count; //0x009C
  701.     __int32 credits_price; //0x00A0
  702.     __int32 rarity; //0x00A4
  703.     float spawn_chance; //0x00A8
  704.     unsigned char not_shown_in_slot; //0x00AC
  705. private:
  706.     char pad_0x00AD[0x3]; //0x00AD
  707. public:
  708.     __int32 loot_experience; //0x00B0
  709.     unsigned char hide_entrails; //0x00B4
  710. private:
  711.     char pad_0x00B5[0x3]; //0x00B5
  712. public:
  713.     __int32 examine_experience; //0x00B8
  714.     __int32 repair_cost; //0x00BC
  715.     __int32 repair_speed; //0x00C0
  716.     unsigned char merges_with_children; //0x00C4
  717. private:
  718.     char pad_0x00C5[0x3]; //0x00C5
  719. public:
  720.     DWORD64 type; //0x00C8
  721.  
  722. }; //Size=0x00D0
  723.  
  724. class N000002B1
  725. {
  726. public:
  727. private:
  728.     char pad_0x0000[0x8]; //0x0000
  729.  
  730. }; //Size=0x0008
  731.  
  732. class N000002B4
  733. {
  734. public:
  735. private:
  736.     char pad_0x0000[0x8]; //0x0000
  737.  
  738. }; //Size=0x0008
  739.  
  740. class Dictionary
  741. {
  742. public:
  743. private:
  744.     char pad_0x0000[0x20]; //0x0000
  745. public:
  746.     UnknownClass* keys; //0x0020
  747.     UnknownClass* values; //0x0028
  748. private:
  749.     char pad_0x0030[0x8]; //0x0030
  750. public:
  751.     __int32 size; //0x0038
  752. private:
  753.     char pad_0x003C[0xC]; //0x003C
  754.  
  755. }; //Size=0x0048
  756.  
  757. class N0000038C
  758. {
  759. public:
  760.     N0000039F* N0000038D; //0x0000
  761.  
  762. }; //Size=0x0008
  763.  
  764. class N0000039F
  765. {
  766. public:
  767. private:
  768.     char pad_0x0000[0x48]; //0x0000
  769.  
  770. }; //Size=0x0048
  771.  
  772. class StatisticsManager
  773. {
  774. public:
  775. private:
  776.     char pad_0x0000[0x8]; //0x0000
  777.  
  778. }; //Size=0x0008
  779.  
  780. class PlayerBones
  781. {
  782. public:
  783. private:
  784.     char pad_0x0000[0x30]; //0x0000
  785. public:
  786.     N000003C1* neck; //0x0030
  787. private:
  788.     char pad_0x0038[0x10]; //0x0038
  789.  
  790. }; //Size=0x0048
  791.  
  792. class N000003C1
  793. {
  794. public:
  795. private:
  796.     char pad_0x0000[0x88]; //0x0000
  797.  
  798. }; //Size=0x0088
  799.  
  800. class QuestLoot
  801. {
  802. public:
  803. private:
  804.     char pad_0x0000[0x10]; //0x0000
  805. public:
  806.     UnicodeString* id; //0x0010
  807.     InventoryItem* item; //0x0018
  808. private:
  809.     char pad_0x0020[0x8]; //0x0020
  810. public:
  811.     Vector3 position; //0x0028
  812.     Vector3 rotation; //0x0034
  813.     unsigned char is_static; //0x0040
  814.     unsigned char use_gravity; //0x0041
  815.     unsigned char random_rotation; //0x0042
  816.  
  817. }; //Size=0x0043
  818.  
  819. class N0000040F
  820. {
  821. public:
  822. private:
  823.     char pad_0x0000[0x8]; //0x0000
  824.  
  825. }; //Size=0x0008
  826.  
  827. class N00000412
  828. {
  829. public:
  830. private:
  831.     char pad_0x0000[0x8]; //0x0000
  832.  
  833. }; //Size=0x0008
  834.  
  835. class N00000415
  836. {
  837. public:
  838. private:
  839.     char pad_0x0000[0x8]; //0x0000
  840.  
  841. }; //Size=0x0008
  842.  
  843. class N00000418
  844. {
  845. public:
  846. private:
  847.     char pad_0x0000[0x8]; //0x0000
  848.  
  849. }; //Size=0x0008
  850.  
  851. class N0000041B
  852. {
  853. public:
  854. private:
  855.     char pad_0x0000[0x8]; //0x0000
  856.  
  857. }; //Size=0x0008
  858.  
  859. class ExfiltrationController
  860. {
  861. public:
  862. private:
  863.     char pad_0x0000[0x18]; //0x0000
  864. public:
  865.     ExfiltrationArray* exfiltration_points; //0x0018
  866.     ExfiltrationArray* scav_exfiltration_points; //0x0020
  867.     float unknown_float; //0x0028
  868.  
  869. }; //Size=0x002C
  870.  
  871. class ExfiltrationPointArray
  872. {
  873. public:
  874. private:
  875.     char pad_0x0000[0x18]; //0x0000
  876. public:
  877.     __int32 size; //0x0018
  878. private:
  879.     char pad_0x001C[0x4]; //0x001C
  880. public:
  881.     ExfiltrationPoint* first_entry; //0x0020
  882.     ExfiltrationPoint* N00000440; //0x0028
  883.     ExfiltrationPoint* N00000441; //0x0030
  884.     ExfiltrationPoint* N00000442; //0x0038
  885.     ExfiltrationPoint* N00000443; //0x0040
  886.     ExfiltrationPoint* N00000444; //0x0048
  887.     ExfiltrationPoint* N00000445; //0x0050
  888. private:
  889.     char pad_0x0058[0x30]; //0x0058
  890.  
  891. }; //Size=0x0088
  892.  
  893. class ExfiltrationPoint
  894. {
  895. public:
  896. private:
  897.     char pad_0x0000[0x28]; //0x0000
  898. public:
  899.     PlayerList* queued_players; //0x0028
  900.     ExitTriggerSettings* settings; //0x0030
  901. private:
  902.     char pad_0x0038[0x18]; //0x0038
  903. public:
  904.     PlayerList* entered; //0x0050
  905.     StringArray* eligible_entry_points; //0x0058
  906. private:
  907.     char pad_0x0060[0x18]; //0x0060
  908. public:
  909.     __int8 exfiltration_status; //0x0078
  910. private:
  911.     char pad_0x0079[0x3]; //0x0079
  912. public:
  913.     float exfiltration_start_time; //0x007C
  914. private:
  915.     char pad_0x0080[0x8]; //0x0080
  916.  
  917. }; //Size=0x0088
  918.  
  919. class ExitTriggerSettings
  920. {
  921. public:
  922. private:
  923.     char pad_0x0000[0x10]; //0x0000
  924. public:
  925.     UnicodeString* name; //0x0010
  926.     UnicodeString* item_to_bring; //0x0018
  927.     __int32 players_count; //0x0020
  928.     float exfiltration_time; //0x0024
  929.     unsigned char one_off; //0x0028
  930. private:
  931.     char pad_0x0029[0x3]; //0x0029
  932. public:
  933.     float chance; //0x002C
  934.     float min_time; //0x0030
  935.     float max_time; //0x0034
  936.     __int32 count; //0x0038
  937.  
  938. }; //Size=0x003C
  939.  
  940. class StringArray
  941. {
  942. public:
  943. private:
  944.     char pad_0x0000[0x18]; //0x0000
  945. public:
  946.     __int32 size; //0x0018
  947. private:
  948.     char pad_0x001C[0x4]; //0x001C
  949. public:
  950.     UnicodeString* first_entry; //0x0020
  951. private:
  952.     char pad_0x0028[0x20]; //0x0028
  953.  
  954. }; //Size=0x0048
  955.  
  956. class ExfiltrationArray
  957. {
  958. public:
  959. private:
  960.     char pad_0x0000[0x18]; //0x0000
  961. public:
  962.     __int64 size; //0x0018
  963.     ExfiltrationPoint* first_entry; //0x0020
  964.  
  965. }; //Size=0x0028
  966.  
  967. class GameDateTime
  968. {
  969. public:
  970. private:
  971.     char pad_0x0000[0x10]; //0x0000
  972. public:
  973.     unsigned char N000004CF; //0x0010
  974. private:
  975.     char pad_0x0011[0x7]; //0x0011
  976. public:
  977.     __int64 N000004D0; //0x0018
  978.     __int64 N000004D1; //0x0020
  979.     __int64 N000004D2; //0x0028
  980.     __int64 N000004D3; //0x0030
  981.     float N000004D4; //0x0038
  982.     float N000004DF; //0x003C
  983.  
  984. }; //Size=0x0040
  985.  
  986. class LootArray
  987. {
  988. public:
  989. private:
  990.     char pad_0x0000[0x18]; //0x0000
  991. public:
  992.     __int64 capacity; //0x0018
  993.     LootItem* first_entry; //0x0020
  994.  
  995. }; //Size=0x0028
  996.  
  997. class PlayerArray
  998. {
  999. public:
  1000. private:
  1001.     char pad_0x0000[0x18]; //0x0000
  1002. public:
  1003.     __int64 capacity; //0x0018
  1004.     Player* first_entry; //0x0020
  1005.  
  1006. }; //Size=0x0028
  1007.  
  1008. class N0000034C
  1009. {
  1010. public:
  1011. private:
  1012.     char pad_0x0000[0x10]; //0x0000
  1013. public:
  1014.     N0000035D* N0000034F; //0x0010
  1015.     __int32 N00000350; //0x0018
  1016.     __int32 N0000035A; //0x001C
  1017. private:
  1018.     char pad_0x0020[0x28]; //0x0020
  1019.  
  1020. }; //Size=0x0048
  1021.  
  1022. class N0000035D
  1023. {
  1024. public:
  1025. private:
  1026.     char pad_0x0000[0x20]; //0x0000
  1027. public:
  1028.     UnicodeString* N00000362; //0x0020
  1029.     UnicodeString* N00000363; //0x0028
  1030. private:
  1031.     char pad_0x0030[0x18]; //0x0030
  1032.  
  1033. }; //Size=0x0048
  1034.  
  1035. class BoxCollider
  1036. {
  1037. public:
  1038. private:
  1039.     char pad_0x0000[0x10]; //0x0000
  1040. public:
  1041.     N0000037F* N0000036C; //0x0010
  1042. private:
  1043.     char pad_0x0018[0x30]; //0x0018
  1044.  
  1045. }; //Size=0x0048
  1046.  
  1047. class N0000037F
  1048. {
  1049. public:
  1050. private:
  1051.     char pad_0x0000[0x78]; //0x0000
  1052. public:
  1053.     Vector3 unknown; //0x0078
  1054. private:
  1055.     char pad_0x0084[0x68]; //0x0084
  1056.  
  1057. }; //Size=0x00EC
  1058.  
  1059. class N000003D5
  1060. {
  1061. public:
  1062. private:
  1063.     char pad_0x0000[0x10]; //0x0000
  1064. public:
  1065.     N000003E8* N000003D8; //0x0010
  1066. private:
  1067.     char pad_0x0018[0x70]; //0x0018
  1068.  
  1069. }; //Size=0x0088
  1070.  
  1071. class N000003E8
  1072. {
  1073. public:
  1074. private:
  1075.     char pad_0x0000[0x108]; //0x0000
  1076.  
  1077. }; //Size=0x0108
  1078.  
  1079. class ShotEffector
  1080. {
  1081. public:
  1082. private:
  1083.     char pad_0x0000[0x38]; //0x0000
  1084. public:
  1085.     Vector2 recoil_strength_xy; //0x0038
  1086.     Vector2 recoil_strength_z; //0x0040
  1087. private:
  1088.     char pad_0x0048[0x1C]; //0x0048
  1089. public:
  1090.     float intensity; //0x0064
  1091.     float stiffness; //0x0068
  1092. private:
  1093.     char pad_0x006C[0x1C]; //0x006C
  1094.  
  1095. }; //Size=0x0088
  1096.  
  1097. class N000003E5
  1098. {
  1099. public:
  1100. private:
  1101.     char pad_0x0000[0x8]; //0x0000
  1102.  
  1103. }; //Size=0x0008
  1104.  
  1105. class List
  1106. {
  1107. public:
  1108. private:
  1109.     char pad_0x0000[0x10]; //0x0000
  1110. public:
  1111.     N00000408* data; //0x0010
  1112.     __int32 size; //0x0018
  1113.     __int32 capacity; //0x001C
  1114.  
  1115. }; //Size=0x0020
  1116.  
  1117. class N00000408
  1118. {
  1119. public:
  1120. private:
  1121.     char pad_0x0000[0x18]; //0x0000
  1122. public:
  1123.     __int64 capacity; //0x0018
  1124.     UnknownClass* first_entry; //0x0020
  1125.  
  1126. }; //Size=0x0028
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