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Hattiwatti

Untitled

Aug 8th, 2016
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C++ 1.19 KB | None | 0 0
  1. class MeshSettings
  2.     {
  3.     public:
  4.         BYTE Pad000[0x10];
  5.         char* m_OverrideShadersShaderName; //+0x10
  6.         char* m_OverrideShadersMeshName; //+0x18
  7.         int m_ForceLod; //+0x20
  8.         float m_GlobalLodScale; //+0x24
  9.         float m_ShadowDistanceScale; //+0x28
  10.         float m_TessellationMaxFactor; //+0x2C
  11.         float m_TessellationForceTessellationFactor; //+0x30
  12.         float m_TessellationMaxDistance; //+0x34
  13.         float m_TessellationMaxDistanceFade; //+0x38
  14.         float m_TessellationMaxDistanceScale; //+0x3C
  15.         float m_TessellationMaxDistanceCullScale; //+0x40
  16.         DWORD m_CastShadowQualityLevel; //+0x44
  17.         DWORD m_CastPlanarReflectionQualityLevel; //+0x48
  18.         DWORD m_CastDynamicReflectionQualityLevel; //+0x4C
  19.         DWORD m_CastStaticReflectionQualityLevel; //+0x50
  20.         BYTE m_LoadingEnabled; //+0x54
  21.         BYTE m_ForceLowestLodInPlanarReflectionsEnable; //+0x55
  22.         BYTE m_TessellationEnable; //+0x56
  23.         BYTE m_TessellationBackFaceCullingEnable; //+0x57
  24.         BYTE m_TessellationScreenSpaceAdativeEnable; //+0x58
  25.         BYTE m_PlanarReflectionTessellationEnable; //+0x59
  26.         BYTE m_DynamicEnvmapTessellationEnable; //+0x5A
  27.  
  28.     public:
  29.         static MeshSettings* GetInstance()
  30.         {
  31.             return *(MeshSettings**)Offsets::GetOffset("OFFSET_MESHSETTINGS");
  32.         }
  33.     };
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