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djhonga2001

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Dec 16th, 2016
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  1. //offset from WORLD
  2. #define OFFSET_PLAYER 0x08 //playerbase
  3.  
  4. //entity offsets
  5. #define OFFSET_ENTITY_POSBASE 0x30 //base of a structure that contains entity coords
  6. #define OFFSET_ENTITY_POSBASE_POS 0x50 //vector3
  7. #define OFFSET_ENTITY_POS 0x90 //vector3
  8. #define OFFSET_ENTITY_HEALTH 0x280 //entity health (except for vehicles); float cur, float max
  9. #define OFFSET_ENTITY_HEALTH_MAX 0x2A0 //they moved this away from curHealth in 1.36 :(
  10. #define OFFSET_ENTITY_ATTACKER 0x2A8 //base to a list of the last 3 entities that attacked the current entity
  11. #define OFFSET_ENTITY_GOD 0x189 //godmode; on = 1, off = 0; byte
  12.  
  13. //player (entity) offsets
  14. #define OFFSET_PLAYER_ARMOR 0x14B0 //armour
  15. #define OFFSET_PLAYER_INFO 0x10B8 //playerInfo struct
  16. #define OFFSET_PLAYER_INFO_WANTED_CAN_CHANGE 0x71C //fWantedCanChange
  17. #define OFFSET_PLAYER_INFO_WANTED 0x798 //wanted level; DWORD
  18. #define OFFSET_PLAYER_INFO_RUN_SPD 0xE8 //run speed; def 1; float
  19. #define OFFSET_PLAYER_INFO_SWIM_SPD 0xE4 //swim speed; def 1; float
  20. #define OFFSET_PLAYER_INFO_FRAMEFLAGS 0x190 //frame flags; DWORD
  21. #define OFFSET_PLAYER_INFO_STAMINA 0xC00 //fStamina
  22. #define OFFSET_PLAYER_INFO_STAMINA_MAX 0xC04 //fStaminaMax
  23. #define OFFSET_PLAYER_VEHICLE 0xD28 //ptr to last used vehicle
  24. #define OFFSET_PLAYER_NAME 0x7C
  25. #define OFFSET_PLAYER_RAGDOLL 0x10A8 //byte; CPed.noRagdoll: 0x20 = off; 0x00/0x01 = on
  26. #define OFFSET_PLAYER_SEATBELT 0x13EC //byte; CPed.seatBelt: 0xC8 = off; 0xC9 = on
  27. #define OFFSET_PLAYER_INVEHICLE 0x146B
  28.  
  29. //vehicle offsets
  30. #define OFFSET_VEHICLE_HEALTH 0x84C //vehicle health; 0.f-1000.f
  31. #define OFFSET_VEHICLE_GRAVITY 0xB7C //fGravity
  32. #define OFFSET_VEHICLE_BULLETPROOF_TIRES 0x883 //btBulletproofTires; (btBulletproofTires & 0x20) ? true : false
  33. #define OFFSET_VEHICLE_HANDLING 0x878
  34. #define OFFSET_VEHICLE_HANDLING_ACCELERATION 0x4C
  35. #define OFFSET_VEHICLE_HANDLING_BRAKEFORCE 0x6C
  36. #define OFFSET_VEHICLE_HANDLING_TRACTION_CURVE_MIN 0x90 //fTractionCurveMin
  37. #define OFFSET_VEHICLE_HANDLING_DEFORM_MULTIPLIER 0xF8 //fDeformationDamageMult
  38. #define OFFSET_VEHICLE_HANDLING_UPSHIFT 0x58
  39. #define OFFSET_VEHICLE_HANDLING_SUSPENSION_FORCE 0xBC //fSuspensionForce
  40.  
  41. //weapon offsets
  42. #define OFFSET_WEAPON_MANAGER 0x10C8 //from playerbase
  43. #define OFFSET_WEAPON_CURRENT 0x20 //from weapon manager
  44. #define OFFSET_WEAPON_AMMOINFO 0x48 //from weaponbase
  45. #define OFFSET_WEAPON_AMMOINFO_MAX 0x28 //ammoinfo
  46. #define OFFSET_WEAPON_AMMOINFO_CUR_1 0x08 //ptr lvl 1, ptr 1
  47. #define OFFSET_WEAPON_AMMOINFO_CUR_2 0x00 //ptr tr lvl 2, ptr 1
  48. #define OFFSET_WEAPON_AMMOINFO_CURAMMO 0x18 //offset to cur ammo
  49. #define OFFSET_WEAPON_AMMOINFO_TYPE 0x0C //offset to projectile type?
  50. #define OFFSET_WEAPON_SPREAD 0x5C //float set to 0
  51. #define OFFSET_WEAPON_BULLET_DMG 0x98 //float times 10 (so when 0, it will stay 0)
  52. #define OFFSET_WEAPON_RELOAD_MULTIPLIER 0x114 //float times 10
  53. #define OFFSET_WEAPON_RECOIL 0x2A4 //float set to 0
  54. #define OFFSET_WEAPON_MODEL_HASH 0x14
  55. #define OFFSET_WEAPON_NAME_HASH 0x10
  56. #define OFFSET_WEAPON_RELOAD_VEHICLE 0x110
  57. #define OFFSET_WEAPON_RANGE 0x25C
  58. #define OFFSET_WEAPON_SPINUP 0x124
  59. #define OFFSET_WEAPON_SPIN 0x128
  60. #define OFFSET_WEAPON_BULLET_BATCH 0x100 //dwBulletInBatch
  61. #define OFFSET_WEAPON_MUZZLE_VELOCITY 0xFC //fMuzzleVelocity
  62. #define OFFSET_WEAPON_BATCH_SPREAD 0x104 //fBatchSpread
  63.  
  64. #define OFFSET_ATTACKER_DISTANCE 0x18 //changed to 0x18, from 0x10
  65.  
  66. #define FLAG_EXPLOSIVE_AMMO ( 1 << 11 )
  67. #define FLAG_FIRE_AMMO ( 1 << 12 )
  68. #define FLAG_EXPLOSIVE_MELEE ( 1 << 13 )
  69. #define FLAG_SUPER_JUMP ( 1 << 14 )
  70. enum perFameFlags
  71. {
  72. EXPLOSIVE_AMMO,
  73. FIRE_AMMO,
  74. EXPLOSIVE_MELEE,
  75. SUPER_JUMP,
  76. MAXFLAGS
  77. };
  78.  
  79. // Generated using ReClass 2015
  80. /**
  81. class CPed
  82. {
  83. public:
  84. char pad_0x0000[0x2C]; //0x0000
  85. BYTE btInvisibleSP; //0x002C
  86. char pad_0x002D[0x1]; //0x002D
  87. BYTE btFreezeMomentum; //0x002E
  88. char pad_0x002F[0x1]; //0x002F
  89. CNavigation* CNavigation; //0x0030
  90. char pad_0x0038[0x58]; //0x0038
  91. Vector3 v3VisualPos; //0x0090
  92. char pad_0x009C[0xED]; //0x009C
  93. BYTE btGodMode; //0x0189
  94. char pad_0x018A[0xF6]; //0x018A
  95. float fHealth; //0x0280
  96. char pad_0x0284[0x1C]; //0x0284
  97. float fHealthMax; //0x02A0
  98. char pad_0x02A4[0x4]; //0x02A4
  99. CAttacker* CAttacker; //0x02A8
  100. char pad_0x02B0[0x70]; //0x02B0
  101. Vector3 v3Velocity; //0x0320
  102. char pad_0x032C[0x9FC]; //0x032C
  103. CVehicle* CVehicleLast; //0x0D28
  104. char pad_0x0D30[0x378]; //0x0D30
  105. BYTE btNoRagdoll; //0x10A8
  106. char pad_0x10A9[0xF]; //0x10A9
  107. CPlayerInfo* CPlayerInfo; //0x10B8
  108. char pad_0x10C0[0x8]; //0x10C0
  109. CWeaponManager* CWeaponManager; //0x10C8
  110. char pad_0x10D0[0x31C]; //0x10D0
  111. BYTE btSeatBelt; //0x13EC
  112. char pad_0x13ED[0xB]; //0x13ED
  113. BYTE btSeatbeltWindshield; //0x13F8
  114. char pad_0x13F9[0x72]; //0x13F9
  115. BYTE btIsInVehicle; //0x146B
  116. char pad_0x146C[0x44]; //0x146C
  117. float fArmor; //0x14B0
  118. char pad_0x14B4[0x3C]; //0x14B4
  119. CVehicle* CVehicleLast2; //0x14F0
  120.  
  121. bool isGod()
  122. {
  123. return (btGod & 0x01) ? true : false;
  124. }
  125.  
  126. bool isInvisSP()
  127. {
  128. return (btInvisibleSP & 0x01) ? true : false;
  129. }
  130.  
  131. bool hasFrozenMomentum()
  132. {
  133. return (btFreezeMomentum & 0x02) ? true : false;
  134. }
  135.  
  136. bool canBeRagdolled()
  137. {
  138. return (btNoRagdoll & 0x20) ? false : true;
  139. }
  140.  
  141. bool hasSeatbelt()
  142. {
  143. return (btSeatbelt & 0x01) ? true : false;
  144. }
  145.  
  146. bool hasSeatbeltWindshield()
  147. {
  148. return (btSeatBeltWindshield & 0x10) ? true : false;
  149. }
  150.  
  151. bool isInVehicle()
  152. {
  153. return (btIsInVehicle & 0x10) ? false : true;
  154. }
  155. }; //Size=0x14F8
  156.  
  157. class CNavigation
  158. {
  159. public:
  160. char pad_0x0000[0x50]; //0x0000
  161. Vector3 v3Pos; //0x0050
  162.  
  163. }; //Size=0x005C
  164.  
  165. class CAttacker
  166. {
  167. public:
  168. CPed* CPed0; //0x0000
  169. char pad_0x0008[0x10]; //0x0008
  170. CPed* CPed1; //0x0018
  171. char pad_0x0020[0x10]; //0x0020
  172. CPed* CPed2; //0x0030
  173.  
  174. }; //Size=0x0038
  175.  
  176. class CVehicle
  177. {
  178. public:
  179. char pad_0x0000[0x30]; //0x0000
  180. CNavigation* CNavigation; //0x0030
  181. char pad_0x0038[0x10]; //0x0038
  182. CVehicleColorOptions* CVehicleColorOptions; //0x0048
  183. char pad_0x0050[0x40]; //0x0050
  184. Vector3 v3VisualPos; //0x0090
  185. char pad_0x009C[0xED]; //0x009C
  186. BYTE btGodMode; //0x0189
  187. char pad_0x018A[0xF6]; //0x018A
  188. float fHealth; //0x0280
  189. char pad_0x0284[0x1C]; //0x0284
  190. float fHealthMax; //0x02A0
  191. char pad_0x02A4[0x4]; //0x02A4
  192. CAttacker* CAttacker; //0x02A8
  193. char pad_0x02B0[0x59C]; //0x02B0
  194. float fHealth2; //0x084C
  195. char pad_0x0850[0x28]; //0x0850
  196. CVehicleHandling* CVehicleHandling; //0x0878
  197. char pad_0x0880[0x3]; //0x0880
  198. BYTE btBulletproofTires; //0x0883
  199. char pad_0x0884[0x2F8]; //0x0884
  200. float fGravity; //0x0B7C
  201.  
  202. bool isGod()
  203. {
  204. return (btGod & 0x01) ? true : false;
  205. }
  206.  
  207. bool hasBulletproofTires()
  208. {
  209. return (btBulletproofTires & 0x20) ? true : false;
  210. }
  211. }; //Size=0x0B80
  212.  
  213. class CPlayerInfo
  214. {
  215. public:
  216. char pad_0x0000[0x7C]; //0x0000
  217. char sName[10]; //0x007C
  218. char pad_0x0086[0x5E]; //0x0086
  219. float fSwimSpeed; //0x00E4
  220. float fRunSpeed; //0x00E8
  221. char pad_0x00EC[0xA5]; //0x00EC
  222. BYTE btFrameFlags; //0x0191
  223. char pad_0x0192[0x55E]; //0x0192
  224. CWantedData CWantedData; //0x06F0
  225. char pad_0x079C[0x464]; //0x079C
  226. float fStamina; //0x0C00
  227. float fStaminaMax; //0x0C04
  228.  
  229. }; //Size=0x0C08
  230.  
  231. class CWeaponManager
  232. {
  233. public:
  234. char pad_0x0000[0x20]; //0x0000
  235. CWeapon* CWeaponCur; //0x0020
  236.  
  237. }; //Size=0x0028
  238.  
  239. class CWeapon
  240. {
  241. public:
  242. char pad_0x0000[0x10]; //0x0000
  243. DWORD dwNameHash; //0x0010
  244. DWORD dwModelHash; //0x0014
  245. char pad_0x0018[0x24]; //0x0018
  246. DWORD dwAmmoType; //0x003C
  247. DWORD dwWeaponWheelSlot; //0x0040
  248. char pad_0x0044[0x4]; //0x0044
  249. CAmmoInfo* CAmmoInfo; //0x0048
  250. char pad_0x0050[0xC]; //0x0050
  251. float fSpread; //0x005C
  252. char pad_0x0060[0x38]; //0x0060
  253. float fBulletDamage; //0x0098
  254. char pad_0x009C[0x1C]; //0x009C
  255. float fForce; //0x00B8
  256. float fForcePed; //0x00BC
  257. float fForceVehicle; //0x00C0
  258. float fForceFlying; //0x00C4
  259. char pad_0x00C8[0x34]; //0x00C8
  260. float fMuzzleVelocity; //0x00FC
  261. DWORD dwBulletInBatch; //0x0100
  262. float fBatchSpread; //0x0104
  263. char pad_0x0108[0x8]; //0x0108
  264. float fVehicleReloadTime; //0x0110
  265. float fAnimReloadRate; //0x0114
  266. char pad_0x0118[0xC]; //0x0118
  267. float fSpinUpTime; //0x0124
  268. float fSpinTime; //0x0128
  269. char pad_0x012C[0x12C]; //0x012C
  270. float fLockOnRange; //0x0258
  271. float fWeaponRange; //0x025C
  272. char pad_0x0260[0x44]; //0x0260
  273. float fRecoil; //0x02A4
  274.  
  275. }; //Size=0x02A8
  276.  
  277. class CAmmoInfo
  278. {
  279. public:
  280. char pad_0x0000[0x28]; //0x0000
  281. DWORD dwMaxAmmo; //0x0028
  282. char pad_0x002C[0x14]; //0x002C
  283.  
  284. }; //Size=0x0040
  285.  
  286. class CVehicleColors
  287. {
  288. public:
  289. char pad_0x0000[0xA4]; //0x0000
  290. BYTE btPrimaryBlue; //0x00A4
  291. BYTE btPrimaryGreen; //0x00A5
  292. BYTE btPrimaryRed; //0x00A6
  293. BYTE btPrimaryAlpha; //0x00A7
  294. BYTE btSecondaryBlue; //0x00A8
  295. BYTE btSecondaryGreen; //0x00A9
  296. BYTE btSecondaryRed; //0x00AA
  297. BYTE btSecondaryAlpha; //0x00AB
  298.  
  299. }; //Size=0x00AC
  300.  
  301. class CVehicleColorOptions
  302. {
  303. public:
  304. char pad_0x0000[0x20]; //0x0000
  305. CVehicleColors* CVehicleColor; //0x0020
  306.  
  307. }; //Size=0x0028
  308.  
  309. class CVehicleHandling
  310. {
  311. public:
  312. char pad_0x0000[0xC]; //0x0000
  313. float fMass; //0x000C
  314. char pad_0x0010[0x10]; //0x0010
  315. Vector3 v3CentreOfMassOffset; //0x0020
  316. char pad_0x002C[0x4]; //0x002C
  317. Vector3 v3InertiaMult; //0x0030
  318. char pad_0x003C[0x4]; //0x003C
  319. float fPercentSubmerged; //0x0040
  320. char pad_0x0044[0x8]; //0x0044
  321. float fAcceleration; //0x004C
  322. BYTE btInitialDriveGears; //0x0050
  323. char pad_0x0051[0x3]; //0x0051
  324. float fDriveInertia; //0x0054
  325. float fClutchChangeRateScaleUpShift; //0x0058
  326. float fClutchChangeRateScaleDownShift; //0x005C
  327. float fInitialDriveForce; //0x0060
  328. char pad_0x0064[0x8]; //0x0064
  329. float fBrakeForce; //0x006C
  330. char pad_0x0070[0x4]; //0x0070
  331. float fBrakeBiasFront; //0x0074
  332. char pad_0x0078[0x4]; //0x0078
  333. float fHandBrakeForce; //0x007C
  334. char pad_0x0080[0x8]; //0x0080
  335. float fTractionCurveMax; //0x0088
  336. char pad_0x008C[0x4]; //0x008C
  337. float fTractionCurveMin; //0x0090
  338. char pad_0x0094[0xC]; //0x0094
  339. float fTractionSpringDeltaMax; //0x00A0
  340. char pad_0x00A4[0x4]; //0x00A4
  341. float fLowSpeedTractionLossMult; //0x00A8
  342. float fCamberStiffnesss; //0x00AC
  343. float fTractionBiasFront; //0x00B0
  344. float fTwoMinus_fTractionBiasFront; //0x00B4
  345. float fTractionLossMult; //0x00B8
  346. float fSuspensionForce; //0x00BC
  347. float fSuspensionCompDamp; //0x00C0
  348. float fSuspensionReboundDamp; //0x00C4
  349. float fSuspensionUpperLimit; //0x00C8
  350. float fSuspensionLowerLimit; //0x00CC
  351. char pad_0x00D0[0xC]; //0x00D0
  352. float fAntiRollBarForce; //0x00DC
  353. char pad_0x00E0[0x8]; //0x00E0
  354. float fRollCentreHeightFront; //0x00E8
  355. float fRollCentreHeightRear; //0x00EC
  356. float fCollisionDamageMult; //0x00F0
  357. float fWeaponDamageMult; //0x00F4
  358. float fDeformationDamageMult; //0x00F8
  359. float fEngineDamageMult; //0x00FC
  360. float fPetrolTankVolume; //0x0100
  361. float fOilVolume; //0x0104
  362.  
  363. }; //Size=0x0108
  364.  
  365. class CWantedData
  366. {
  367. public:
  368. char pad_0x0000[0x2C]; //0x0000
  369. float fWantedCanChange; //0x002C
  370. char pad_0x0030[0x10]; //0x0030
  371. Vector3 v3WantedCenterPos; //0x0040
  372. char pad_0x004C[0x4]; //0x004C
  373. Vector3 v3WantedCenterPos2; //0x0050
  374. char pad_0x005C[0x38]; //0x005C
  375. BYTE btFlag0; //0x0094
  376. BYTE btFlag1; //0x0095
  377. BYTE btFlag2; //0x0096
  378. BYTE btFlag3; //0x0097
  379. char pad_0x0098[0xC]; //0x0098
  380. DWORD dwWantedLevelFake; //0x00A4
  381. DWORD dwWantedLevel; //0x00A8
  382.  
  383. }; //Size=0x00AC
  384. **/
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