// Generated using ReClass 2015
class g_pObjectManager;
class ObjectManager;
class _RTL_CRITICAL_SECTION;
class r3dSec_type;
class r3dCamera;
class BulletShellMngr;
class GameObject;
class PrecalculatedMeshShaderConsts;
class SceneBox;
class r3dBox3D;
class r3dString;
class oldstate_s;
class PhysicsObjectConfig;
class ShadowExtrusionData;
class ClientGameLogic;
class r3dNetworkImpl;
class wiInventoryItem;
class PlayerName_s;
class GBGameInfo;
class obj_player;
class PxCapsuleObstacle;
class r3dSec_string;
class IconValue;
class CUberAnim;
class CUberEquip;
class r3dPhysSkeleton;
class CNetCellMover;
class netMoveData_s;
class moveData_s;
class footStepEntry_s;
class CamoTimeLine;
class r3dRenderLayer;
class IDirect3D9;
class D3DPRESENT_PARAMETERS;
class IDirect3DDevice9;
class _D3DCAPS9;
class D3DVSHADERCAPS2_0;
class D3DPSHADERCAPS2_0;
class D3DXVECTOR3;
class D3DXPLANE;
class TArray;
class r3dFogState;
class r3dPixelShader;
class r3dVertexShader;
class std::vector;
class r3dGPUStats;
class N000014B5;
class N000014CA;
class N000015DD;
class N0000162A;
class r3dAnimation;
class r3dSkeleton;
class r3dBone;
class N0000166E;
class PointerToBoneRemap_s;
class BoneRemap_s;
class FLOAT;
class wiCharDataFull;
class N00000A03;
class wiStats;
class INT;
class N00000AA3;
class wiWeaponAttachment;
class N00000ABF;
class N00000AC2;
class N00000B65;
class PlayerLifeProps;
class N00000B97;
class r3dBox3D;
class N00000BB3;
class PhysXWorld;
class N00000723;
class obj_Zombie;
class N00000737;
class N00001327;
class N00001336;
class N00001346;
class r3dSlerpInterpolator;
class r3dVectorAverage;
class RequestAnimTimers;
class PKT_S2C_CreateZombie_s;
class N00001419;
class N0000141D;
class g_pObjectManager
{
public:
ObjectManager* pObjManager; //0x0000
char pad_0x0004[0x64]; //0x0004
};//Size=0x0068
class ObjectManager
{
public:
DWORD pObjectAddEvent; //0x0000
DWORD pObjectDeleteEvent; //0x0004
int m_FrameId; //0x0008
DWORD m_pRootBox; //0x000C
DWORD m_ResourceHelper; //0x0010
_RTL_CRITICAL_SECTION m_CS; //0x0014
r3dSec_type MaxObjects; //0x002C MaxObjects
r3dSec_type pFirstObject; //0x0030 pFirstObject
r3dSec_type NumObjects; //0x0034 NumObjects
r3dSec_type pLastObject; //0x0038 pLastObject
bool bInited; //0x003C
char pad_0x003D[0x3]; //0x003D
r3dSec_type CurObjID; //0x0040
r3dSec_type pObjectArray; //0x0044
r3dSec_type LastFreeObject; //0x0048
r3dSec_type MaxStaticObjects; //0x004C
r3dSec_type NumStaticObjects; //0x0050
r3dSec_type pStaticObjectArray; //0x0054
int LastStaticUpdateIdx; //0x0058
char pad_0x005C[0x84C]; //0x005C
r3dCamera PrepCam; //0x08A8
r3dCamera PrepCamInterm; //0x08E8
r3dVector m_MinimapOrigin; //0x0928
r3dVector m_MinimapSize; //0x0934
BulletShellMngr* m_BulletMngr; //0x0940
int JustLoaded; //0x0944
};//Size=0x0948
class _RTL_CRITICAL_SECTION
{
public:
DWORD DebugInfo; //0x0000
int LockCount; //0x0004
int RecursionCount; //0x0008
DWORD OwningThread; //0x000C
DWORD LockSemaphore; //0x0010
DWORD SpinCount; //0x0014
};//Size=0x0018
class r3dSec_type
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class r3dCamera
{
public:
r3dVector point; //0x0000
float NearClip; //0x000C
float FarClip; //0x0010
r3dVector vPointTo; //0x0014
r3dVector vUP; //0x0020
float FOV; //0x002C
int ProjectionType; //0x0030
float Width; //0x0034
float Height; //0x0038
float Aspect; //0x003C
};//Size=0x0040
class BulletShellMngr
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class GameObject
{
public:
virtual void Function0(); //
virtual void Function1(); //
virtual void Function2(); //
virtual void Function3(); //
virtual void Function4(); //
virtual void Function5(); //
virtual void Function6(); //
virtual void Function7(); //
virtual void Function8(); //
virtual void Function9(); //
r3dSec_type Class; //0x0004
DWORD hashID; //0x0008
r3dVector vLoadTimePos; //0x000C
r3dVector vScl; //0x0018
r3dVector vPos; //0x0024
r3dVector vLoadTimeRot; //0x0030
r3dVector vRot; //0x003C
DWORD NetworkID; //0x0048
DWORD PrivateFlags; //0x004C
r3dSec_type pPrevObject; //0x0050
r3dSec_type pNextObject; //0x0054
int FirstUpdate; //0x0058
bool wasSetSkipOcclusionCheck; //0x005C
bool m_isSerializable; //0x005D
bool InMainFrustum; //0x005E
char pad_0x005F[0x1]; //0x005F
int m_MinQualityLevel; //0x0060
PrecalculatedMeshShaderConsts preparedVSConsts; //0x0064
SceneBox* m_SceneBox; //0x0174
r3dBox3D bbox_local; //0x0178
r3dBox3D bbox_world; //0x0190
float bbox_radius; //0x01A8
float selfIllumMultiplier; //0x01AC
D3DXMATRIX mTransform; //0x01B0
int m_isActive; //0x01F0
DWORD ID; //0x01F4
DWORD ownerID; //0x01F8
int CompoundID; //0x01FC
r3dVector CompoundOffset; //0x0200
bool NetworkLocal; //0x020C
char pad_0x020D[0x3]; //0x020D
int ObjTypeFlags; //0x0210
int ObjFlags; //0x0214
int bPersistent; //0x0218
r3dString Name; //0x021C
r3dString FileName; //0x0228
oldstate_s oldstate; //0x0234
float time_LifeTime; //0x0258
int DrawOrder; //0x025C
float DrawDistanceSq; //0x0260
bool bLoaded; //0x0264
char pad_0x0265[0x3]; //0x0265
char* ownerPrefab; //0x0268
int serializeFile; //0x026C
char* PhysicsObject; //0x0270
bool m_bEnablePhysics; //0x0274
char pad_0x0275[0x3]; //0x0275
PhysicsObjectConfig PhysicsConfig; //0x0278
bool RecreatePhysicsObject; //0x02B4
bool N0000065F; //0x02B5
bool N00000765; //0x02B6
bool N00000768; //0x02B7
int m_BulletPierceable; //0x02B8
r3dVector Velocity; //0x02BC
ShadowExtrusionData ShadowExData; //0x02C8
float LastShadowExtrusion; //0x0320
int instancingMeshPtr; //0x0324
bool ShadowExDirty; //0x0328
char pad_0x0329[0x3]; //0x0329
int EditorID; //0x032C
};//Size=0x0330
class PrecalculatedMeshShaderConsts
{
public:
r3dQuat worldViewProj[4]; //0x0000
r3dQuat scaledWorld[3]; //0x0040
r3dQuat normalWorld[3]; //0x0070
r3dQuat scaledWorldView[3]; //0x00A0
r3dQuat normalWorldView[3]; //0x00D0
r3dQuat texcUnpackScale; //0x0100
};//Size=0x0110
class SceneBox
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class r3dBox3D
{
public:
r3dVector Org; //0x0000
r3dVector Size; //0x000C
};//Size=0x0018
class r3dString
{
public:
char* data; //0x0000
int len; //0x0004
int maxlen; //0x0008
};//Size=0x000C
class oldstate_s
{
public:
r3dVector Position; //0x0000
r3dVector Velocity; //0x000C
r3dVector Orientation; //0x0018
};//Size=0x0024
class PhysicsObjectConfig
{
public:
int group; //0x0000
int type; //0x0004
float mass; //0x0008
float contactOffset; //0x000C
float controllerRadius; //0x0010
float controllerHeight; //0x0014
r3dVector offset; //0x0018
bool isDynamic; //0x0024
bool isKinematic; //0x0025
bool isTrigger; //0x0026
bool isFastMoving; //0x0027
bool isVehicle; //0x0028
bool needBoxCollision; //0x0029
bool needExplicitCollisionMesh; //0x002A
bool canModifyContacts; //0x002B
bool controllerHitCallback; //0x002C
bool controllerBehaviorCallback; //0x002D
bool ready; //0x002E
bool requireNoBounceMaterial; //0x002F
bool isDestroyed; //0x0030
bool N000005EF; //0x0031
bool N0000063F; //0x0032
bool N00000642; //0x0033
char* meshFilename; //0x0034
char* destroyedMeshFilename; //0x0038
};//Size=0x003C
class ShadowExtrusionData
{
public:
D3DXMATRIX ToExtrusionBox; //0x0000
float MinX; //0x0040
float MinY; //0x0044
float MinZ; //0x0048
float MaxX; //0x004C
float MaxY; //0x0050
float Extrude; //0x0054
};//Size=0x0058
class ClientGameLogic
{
public:
virtual void Function0(); //
virtual void Function1(); //
virtual void Function2(); //
virtual void Function3(); //
virtual void Function4(); //
virtual void Function5(); //
virtual void Function6(); //
virtual void Function7(); //
virtual void Function8(); //
virtual void Function9(); //
char* ptrToImpl; //0x0004
r3dNetworkImpl* impl_; //0x0008
int dumpStats_; //0x000C
int lastPing_; //0x0010
int CountofSend; //0x0014
wiInventoryItem devEventItems[72]; //0x0018
int devEventItemsCount; //0x0918
int devEventBackpackId; //0x091C
r3dSec_type players2_[512]; //0x0920
int CurMaxPlayerIdx; //0x1120
PlayerName_s playerNames[512]; //0x1124
DWORD net_lastFreeId; //0xCF124
float localPlayerConnectedTime; //0xCF128
r3dSec_type localPlayer_; //0xCF12C
bool serverConnected_; //0xCF130
char pad_0xCF131[0x3]; //0xCF131
int serverVersionStatus_; //0xCF134
int gameJoinAnswered_; //0xCF138
int localPlayerIdx_; //0xCF13C
bool gameStartAnswered_; //0xCF140
char pad_0xCF141[0x3]; //0xCF141
int gameStartResult_; //0xCF144
GBGameInfo m_gameInfo; //0xCF148
int m_gameCreatorCustomerID; //0xCF17C
DWORD m_gameVoicePwd; //0xCF180
DWORD m_gameVoiceId; //0xCF184
__int64 gameServerTimeOffset; //0xCF188
__int64 gameStartUtcTime_; //0xCF190
float lastShadowCacheReset_; //0xCF198
float gameStartTime_; //0xCF19C
__int64 m_sessionId; //0xCF1A0
int disconnectStatus_; //0xCF1A8
float disconnectReqTime_; //0xCF1AC
bool gameShuttedDown_; //0xCF1B0
bool gameDoNotAllowToPlaceObjects; //0xCF1B1
char pad_0xCF1B2[0x2]; //0xCF1B2
DWORD nextSecTimeReport_; //0xCF1B4
DWORD gppDataSeed_; //0xCF1B8
bool d3dCheatSent2_; //0xCF1BC
char pad_0xCF1BD[0x3]; //0xCF1BD
float nextTimeToSendCameraPos; //0xCF1C0
};//Size=0xCF1C4
class r3dNetworkImpl
{
public:
char* networkName; //0x0000
char* peer; //0x0004
bool isHost; //0x0008
char pad_0x0009[0x3]; //0x0009
char* peerData; //0x000C
DWORD maxPeers; //0x0010
char pad_0x0014[0xE8]; //0x0014
};//Size=0x00FC
class wiInventoryItem
{
public:
__int64 InventoryID; //0x0000
int itemID; //0x0008
int quantity; //0x000C
int Var1; //0x0010
int Var2; //0x0014
int Var3; //0x0018
int Var4; //0x001C
};//Size=0x0020
class PlayerName_s
{
public:
int reputation; //0x0000
int groupFlags; //0x0004
int clanID; //0x0008
float lastPosX; //0x000C
float lastPosZ; //0x0010
char Gamertag[64]; //0x0014
bool accountFlags; //0x0054
char pad_0x0055[0x3]; //0x0055
char c4h_distress[1024]; //0x0058
char c4h_reward[512]; //0x0458
float c4h_activeUntil; //0x0658
float c4h_locX; //0x065C
float c4h_locZ; //0x0660
char pad_0x0664[0x4]; //0x0664
int voiceClientID; //0x0668
bool voiceIsMuted; //0x066C
bool voiceEnabled; //0x066D
char pad_0x066E[0x2]; //0x066E
};//Size=0x0670
class GBGameInfo
{
public:
char name[32]; //0x0000
bool mapId; //0x0020
WORD maxPlayers; //0x0021
char pad_0x0023[0x1]; //0x0023
DWORD flags; //0x0024
DWORD gameServerId; //0x0028
WORD gameTimeLimit; //0x002C
bool wut; //0x002E
bool region; //0x002F
bool channel; //0x0030
char pad_0x0031[0x3]; //0x0031
};//Size=0x0034
class obj_player : public GameObject
{
public:
int m_AuraType; //0x0330
float m_AuraTransarency; //0x0334
float m_SpawnProtectedUntil; //0x0338
char m_MinimapTagIconName[64]; //0x033C
float CurrentSpread; //0x037C
PxCapsuleObstacle physXObstacle; //0x0380
int PhysXObstacleIndex; //0x03AC
int PhysXTerra3WarmUp; //0x03B0
float nextSendCamPosTime; //0x03B4
float lastTimeUsedConsumable; //0x03B8
float currentConsumableCooldownTime; //0x03BC
WORD lastTradeRequestedFrom; //0x03C0
char pad_0x03C2[0x2]; //0x03C2
DWORD CustomerID; //0x03C4
DWORD GroupID; //0x03C8
char pad_0x03CC[0x10]; //0x03CC
r3dSec_string m_EncryptedUserName; //0x03DC
int ClanID; //0x0420
int ClanTagColor; //0x0424
char ClanTag[10]; //0x0428
char pad_0x0432[0x26]; //0x0432
int padbitch; //0x0458
wiCharDataFull CurLoadout; //0x045C
char pad_0x106C[0x4]; //0x106C
float m_GearWeight; //0x1070
bool m_enableRendering; //0x1074
char pad_0x1075[0x3]; //0x1075
PlayerLifeProps lifeProperties; //0x1078
float showSlotsInfoTimer; //0x10C0
char pad_0x10C4[0x4]; //0x10C4
bool m_ItemSimulateLeftClick; //0x10C8
char pad_0x10C9[0x3]; //0x10C9
r3dBox3D m_OrigBBox; //0x10CC
bool preparedToFakeDie; //0x10E4
char pad_0x10E5[0x3]; //0x10E5
int m_BarricadeMeshPlacement; //0x10E8
r3dVector m_BarricadeMeshPlacementPosition; //0x10EC
bool m_BarricadeMeshAllowToPlaceOnTop; //0x10F8
char pad_0x10F9[0x3]; //0x10F9
PrecalculatedMeshShaderConsts m_ConsumableItemPlacementMeshVSConsts; //0x10FC
bool m_canPlaceConsumableItem; //0x120C
char pad_0x120D[0x3]; //0x120D
r3dPhysSkeleton* m_PhysSkeleton; //0x1210
bool m_disablePhysSkeleton; //0x1214
char pad_0x1215[0x3]; //0x1215
CUberEquip* uberEquip_; //0x1218
CUberAnim* uberAnim_; //0x121C
int PlayerState; //0x1220
int PlayerMoveDir; //0x1224
int CreatedFromEditor; //0x1228
float grenadeReadyTime; //0x122C
DWORD isFlashlightOn; //0x1230
char* m_Weapons[7]; //0x1234
int m_SelectedWeapon; //0x1250
int m_PrevSelectedWeapon; //0x1254
bool m_isPressedFireTrigger; //0x1258
bool m_isAiming; //0x1259
bool m_isChangedAiming1; //0x125A
bool m_isInScope; //0x125B
bool m_isFinishedAiming; //0x125C
char pad_0x125D[0x3]; //0x125D
float m_BloodTimer; //0x1260
float m_HitMarkerFadeout; //0x1264
char* m_HitMarkerTex; //0x1268
float ActionUI_pressedKeyTimer; //0x126C
int GameStats.XP; //0x1270
int GameStats.GD; //0x1274
char rewards_[28]; //0x1278
float lastRewardShowTime_; //0x1294
float bodyAdjust_x; //0x1298
float bodyAdjust_y[0]; //0x129C
float bodyAdjust_y[1]; //0x12A0
int boneId_Bip01_Spine1; //0x12A4
int boneId_Bip01_Spine2; //0x12A8
int boneId_Bip01_Neck; //0x12AC
int boneId_Bip01_LUpperArm; //0x12B0
int boneId_Bip01_RUpperArm; //0x12B4
int boneId_Bip01_Head; //0x12B8
int boneId_Bip01_R_Hand; //0x12BC
int boneId_Bip01_L_Hand; //0x12C0
float m_SpeedBoost; //0x12C4
float m_SpeedBoostTime; //0x12C8
float m_MorhineShotTime; //0x12CC
float m_BandagesEffectTime; //0x12D0
r3dVector plr_local_Velocity; //0x12D4
float plr_local_moving_speed; //0x12E0
float Height; //0x12E4
float m_Stamina; //0x12E8
float m_StaminaPenaltyTime; //0x12EC
r3dVector SniperViewMod; //0x12F0
bool m_isHoldingBreath; //0x12FC
DWORD m_Breath; //0x12FD
char pad_0x1301[0x3]; //0x1301
float lastDamageRcvd; //0x1304
float lastTimeHit; //0x1308
int lastTimeHitBone; //0x130C
r3dVector lastTimeHitForce; //0x1310
float BloodEffect; //0x131C
int bDead; //0x1320
float TimeOfDeath; //0x1324
int DeathDamageSource; //0x1328
r3dVector PosOfDeath; //0x132C
float TimeOfLastRespawn; //0x1338
int Dead_KillerID; //0x133C
bool DisableKillerView; //0x1340
bool bCrouch; //0x1341
bool bProne; //0x1342
bool bOnGround; //0x1343
float fHeightAboveGround; //0x1344
float JumpVelocity; //0x1348
float JumpStartTime; //0x134C
float StartFallingHeight; //0x1350
float StartFallingTime; //0x1354
float pushVelocity; //0x1358
float pushStartTime; //0x135C
float pushedDistance; //0x1360
float pushedTime; //0x1364
bool bIsSwimming; //0x1368
char pad_0x1369[0x3B]; //0x1369
DWORD RecoilCooldown; //0x13A4
r3dVector RecoilViewMod; //0x13A8
r3dVector PermRecoilViewMod; //0x13B4
float m_LastKillTime; //0x13C0
r3dVector RecoilViewModTarget; //0x13C4
r3dVector RecoilViewModTarget2; //0x13D0
r3dVector ViewAngle; //0x13DC
r3dVector RealAcceleration; //0x13E8
r3dVector InputAcceleration; //0x13F4
float m_RemainingSecondWindTime; //0x1400
r3dVector m_vVision; //0x1404
D3DXMATRIX DrawRotMatrix; //0x1410
D3DXMATRIX DrawFullMatrix; //0x1450
D3DXMATRIX DrawFullMatrix_Localized; //0x1490
D3DXMATRIX MoveMatrix; //0x14D0
float m_fPlayerRotation; //0x1510
float m_fPlayerRotationTarget; //0x1514
CNetCellMover netMover; //0x1518
DWORD currentVehicle; //0x1560
float afterRespawnTimer; //0x1564
float lastTimeWeaponSwitch; //0x1568
float padding; //0x156C
r3dVector viewTargetPos; //0x1570
r3dVector viewTargetNorm; //0x157C
float m_ReticleTargetScale; //0x1588
float m_ReticleCurrentScale; //0x158C
bool m_isFemaleHero; //0x1590
char pad_0x1591[0x3]; //0x1591
int seatPosition; //0x1594
int Darkness; //0x1598
bool bAllowToUseWeapons; //0x159C
bool isHitByVehicle; //0x159D
char pad_0x159E[0x2]; //0x159E
int vehicleViewActive_; //0x15A0
bool m_isVoiceActive; //0x15A4
char pad_0x15A5[0x3]; //0x15A5
float footsteps_timeSinceLastMissingHitResult; //0x15A8
char* footStepsSnd; //0x15AC
float footstepsSndBaseVolume; //0x15B0
footStepEntry_s footStepsArr[128]; //0x15B4
int footStepsArrCount; //0x1BB4
int currentFootStepsSoundID; //0x1BB8
char* m_sndBreathSprint; //0x1BBC
float m_sndBreathBaseVolume; //0x1BC0
char* m_sndInPain; //0x1BC4
char* m_sndClothMovementSprint; //0x1BC8
char* m_sndSniperBreath; //0x1BCC
char* m_sndSniperHeartSlow; //0x1BD0
char* m_sndSniperExhale; //0x1BD4
char* m_sndSwimIdle; //0x1BD8
char* m_sndSwimSlow; //0x1BDC
char* m_sndSwim; //0x1BE0
char* m_sndSwimFast; //0x1BE4
int m_sndSwimIdleId; //0x1BE8
int m_sndSwimSlowId; //0x1BEC
int m_sndSwimId; //0x1BF0
int m_sndSwimFastId; //0x1BF4
bool isPlayerInVehicle; //0x1BF8
bool hasOpenVehicleRequest; //0x1BF9
char pad_0x1BFA[0x2]; //0x1BFA
int currentVehicleId; //0x1BFC
CamoTimeLine camoTimeLine; //0x1C00
char pad_0x1C20[0x88]; //0x1C20
};//Size=0x1CA8
class PxCapsuleObstacle
{
public:
int mType; //0x0000
char* mUserData; //0x0004
r3dVector mPos; //0x0008
r3dQuat mRot; //0x0014
float mHalfHeight; //0x0024
float mRadius; //0x0028
};//Size=0x002C
class r3dSec_string
{
public:
char crypted[64]; //0x0000
int length; //0x0040
};//Size=0x0044
class IconValue
{
public:
char* pObjectInterface; //0x0000
int Type; //0x0004
DWORD mValue; //0x0008
};//Size=0x000C
class CUberAnim
{
public:
char* data_; //0x0000
obj_player* player; //0x0004
r3dAnimation anim; //0x0008
int reloadAnimTrackID; //0x207C
int recoilAnimTrackID; //0x2080
int turnInPlaceTrackID; //0x2084
int grenadePinPullTrackID; //0x2088
int grenadeThrowTrackID; //0x208C
int shootAnimTrackID; //0x2090
int jumpTrackID; //0x2094
int jumpState; //0x2098
int jumpPlayerState; //0x209C
bool jumpWeInAir; //0x20A0
char pad_0x20A1[0x3]; //0x20A1
float jumpAirTime; //0x20A4
int jumpMoveTrackID; //0x20A8
int jumpMoveTrackID2; //0x20AC
int AnimPlayerState; //0x20B0
int AnimMoveDir; //0x20B4
FLOAT AnimSpeedStates[19]; //0x20B8
float AnimSpeedRunFwd; //0x2104
char pad_0x2108[0x3C]; //0x2108
};//Size=0x2144
class CUberEquip
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class r3dPhysSkeleton
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class CNetCellMover
{
public:
GameObject* owner; //0x0000
float updateDelta; //0x0004
float nextUpdate; //0x0008
float cellSize; //0x000C
netMoveData_s lastMd; //0x0010
float lastRecv; //0x002C
moveData_s lastMove; //0x0030
};//Size=0x0048
class netMoveData_s
{
public:
r3dVector cell; //0x0000
r3dVector pos; //0x000C
bool turnAngle; //0x0018
bool bendAngle; //0x0019
WORD state; //0x001A
};//Size=0x001C
class moveData_s
{
public:
r3dVector pos; //0x0000
float turnAngle; //0x000C
float bendAngle; //0x0010
WORD state; //0x0014
char pad_0x0016[0x2]; //0x0016
};//Size=0x0018
class footStepEntry_s
{
public:
int id; //0x0000
char* snd; //0x0004
float base_volume; //0x0008
};//Size=0x000C
class CamoTimeLine
{
public:
float transparentCamoAlphaTarget; //0x0000
float currentTimeSpot; //0x0004
float transparentCamoAlpha; //0x0008
float camoMasterTransparency; //0x000C
float lastCamoTime; //0x0010
float fadeTime; //0x0014
float transTime; //0x0018
float transparencyOnShock; //0x001C
};//Size=0x0020
class r3dRenderLayer
{
public:
int bInited; //0x0000
int Version; //0x0004
DWORD HLibWin; //0x0008
int DeviceType; //0x000C
DWORD pdi; //0x0010 IDirectInput8*
IDirect3D9* pd3d; //0x0014
D3DPRESENT_PARAMETERS d3dpp; //0x0018
IDirect3DDevice9* pd3ddev; //0x0050
_D3DCAPS9 d3dCaps; //0x0054
r3dVector CameraPosition; //0x0184
r3dVector DistanceCullRefPos; //0x0190
char pad_0x019C[0x4]; //0x019C
D3DXMATRIX ViewMatrix; //0x01A0
D3DXMATRIX InvViewMatrix; //0x01E0
D3DXMATRIX ProjMatrix; //0x0220
D3DXMATRIX ViewProjMatrix; //0x0260
D3DXMATRIX InvProjMatrix; //0x02A0
D3DXMATRIX ViewMatrix_Localized; //0x02E0
D3DXMATRIX InvViewMatrix_Localized; //0x0320
D3DXMATRIX ViewProjMatrix_Localized; //0x0360
r3dVector LocalizationPos; //0x03A0
D3DXVECTOR3 FrustumCorners[8]; //0x03AC
D3DXPLANE FrustumPlanes[6]; //0x040C
float NearClip; //0x046C
float FarClip; //0x0470
TArray m_CameraStack; //0x0474
char* FirstTexture; //0x0480
TArray ThumbnailTextures; //0x0484
int LastThumbUpdated; //0x0490
int bFullScreen; //0x0494
int CurrentBPP; //0x0498
float ScreenW; //0x049C
float ScreenH; //0x04A0
float ScreenW2; //0x04A4
float ScreenH2; //0x04A8
float ViewX; //0x04AC
float ViewY; //0x04B0
float ViewW; //0x04B4
float ViewH; //0x04B8
float ViewMinZ; //0x04BC
float ViewMaxZ; //0x04C0
r3dFogState Fog; //0x04C4
DWORD AmbientColor; //0x04D4
r3dGPUStats Stats; //0x04D8
char VertexShaderProfileName[16]; //0x0548
char PixelShaderProfileName[16]; //0x0558
int NumPixelShaders; //0x0568
r3dPixelShader PixelShaders[1536]; //0x056C
int NumVertexShaders; //0x8156C
r3dVertexShader VertexShaders[1536]; //0x81570
int CurrentPixelShaderID; //0x102570
int CurrentVertexShaderID; //0x102574
int SupportsVertexTextureFetch; //0x102578
int SupportsR32FBlending; //0x10257C
int SupportsOQ; //0x102580
int SupportsEventQueries; //0x102584
int SupportsStampQueries; //0x102588
int SupportsNULLRenderTarget; //0x10258C
int SupportsHWShadowMapping; //0x102590
int SupportsRESZResolve; //0x102594
int SupportsINTZTextures; //0x102598
int NVApiActive; //0x10259C
int NVApiStereoMode; //0x1025A0
char* NVApiStereoHandle; //0x1025A4
int ActiveStereoEye; //0x1025A8
int AllowNullViewport; //0x1025AC
int ForceBlackPixelShader; //0x1025B0
int ForceBlackPixelShaderId; //0x1025B4
int DeviceAvailable; //0x1025B8
int DoubleDepthShadowPath; //0x1025BC
int ShadowPassType; //0x1025C0
int DefaultCullMode; //0x1025C4
int CurrentCullMode; //0x1025C8
bool ShadowSliceIndexBit; //0x1025CC
char pad_0x1025CD[0x3]; //0x1025CD
std::vector VertexDecls; //0x1025D0
TArray resources_; //0x1025EC
TArray ScreenBuffers_; //0x1025F8
bool deviceLost_; //0x102604
bool allowShaderLoading_; //0x102605
char pad_0x102606[0x2]; //0x102606
int ZRange; //0x102608
int PresentEye; //0x10260C
char* pfnGetVertColor; //0x102610
int InstanceCount; //0x102614
int ActiveCommandCount; //0x102618
int LastIssueActiveCommandsCount; //0x10261C
char* PendingQuery; //0x102620
char* MainRT; //0x102624
char* MainDSS; //0x102628
int MainDSSFormat; //0x10262C
char* RTs[0]; //0x102630
char* RTs[1]; //0x102634
char* RTs[2]; //0x102638
char* RTs[3]; //0x10263C
char* DSS; //0x102640
char* sysMemSurfaceForScreenShots; //0x102644
char* sysMemTextureForFrontBufferCopy; //0x102648
TArray TexturesToDelete; //0x10264C
int FrustumType; //0x102658
};//Size=0x10265C
class IDirect3D9
{
public:
virtual void Function0(); //
virtual void Function1(); //
virtual void Function2(); //
virtual void Function3(); //
virtual void Function4(); //
virtual void Function5(); //
virtual void Function6(); //
virtual void Function7(); //
virtual void Function8(); //
virtual void Function9(); //
};//Size=0x0004
class D3DPRESENT_PARAMETERS
{
public:
int BackBufferWidth; //0x0000
int BackBufferHeight; //0x0004
int BackBufferFormat; //0x0008
int BackBufferCount; //0x000C
int MultiSampleType; //0x0010
DWORD MultiSampleQuality; //0x0014
int SwapEffect; //0x0018
DWORD hDeviceWindow; //0x001C
int Windowed; //0x0020
int EnableAutoDepthStencil; //0x0024
int AutoDepthStencilFormat; //0x0028
int Flags; //0x002C
int FullScreen_RefreshRateInHz; //0x0030
int PresentationInterval; //0x0034
};//Size=0x0038
class IDirect3DDevice9
{
public:
virtual void Function0(); //
virtual void Function1(); //
virtual void Function2(); //
virtual void Function3(); //
virtual void Function4(); //
virtual void Function5(); //
virtual void Function6(); //
virtual void Function7(); //
virtual void Function8(); //
virtual void Function9(); //
char pad_0x0004[0x40]; //0x0004
};//Size=0x0044
class _D3DCAPS9
{
public:
int DeviceType; //0x0000
int AdapterOrdinal; //0x0004
DWORD Caps; //0x0008
DWORD Caps2; //0x000C
DWORD Caps3; //0x0010
DWORD PresentationIntervals; //0x0014
DWORD CursorCaps; //0x0018
DWORD DevCaps; //0x001C
DWORD PrimitiveMiscCaps; //0x0020
DWORD RasterCaps; //0x0024
DWORD ZCmpCaps; //0x0028
DWORD SrcBlendCaps; //0x002C
DWORD DestBlendCaps; //0x0030
DWORD AlphaCmpCaps; //0x0034
DWORD ShadeCaps; //0x0038
DWORD TextureCaps; //0x003C
DWORD TextureFilterCaps; //0x0040
DWORD CubeTextureFilterCaps; //0x0044
DWORD VolumeTextureFilterCaps; //0x0048
DWORD TextureAddressCaps; //0x004C
DWORD VolumeTextureAddressCaps; //0x0050
DWORD LineCaps; //0x0054
DWORD MaxTextureWidth; //0x0058
DWORD MaxTextureHeight; //0x005C
DWORD MaxVolumeExtent; //0x0060
DWORD MaxTextureRepeat; //0x0064
DWORD MaxTextureAspectRatio; //0x0068
DWORD MaxAnisotropy; //0x006C
float MaxVertexW; //0x0070
float GuardBandLeft; //0x0074
float GuardBandTop; //0x0078
float GuardBandRight; //0x007C
float GuardBandBottom; //0x0080
float ExtentsAdjust; //0x0084
DWORD StencilCaps; //0x0088
DWORD FVFCaps; //0x008C
DWORD TextureOpCaps; //0x0090
DWORD MaxTextureBlendStages; //0x0094
DWORD MaxSimultaneousTextures; //0x0098
DWORD VertexProcessingCaps; //0x009C
DWORD MaxActiveLights; //0x00A0
DWORD MaxUserClipPlanes; //0x00A4
DWORD MaxVertexBlendMatrices; //0x00A8
DWORD MaxVertexBlendMatrixIndex; //0x00AC
float MaxPointSize; //0x00B0
DWORD MaxPrimitiveCount; //0x00B4
DWORD MaxVertexIndex; //0x00B8
DWORD MaxStreams; //0x00BC
DWORD MaxStreamStride; //0x00C0
DWORD VertexShaderVersion; //0x00C4
DWORD MaxVertexShaderConst; //0x00C8
DWORD PixelShaderVersion; //0x00CC
float PixelShader1xMaxValue; //0x00D0
DWORD DevCaps2; //0x00D4
float MaxNpatchTessellationLevel; //0x00D8
DWORD Reserved5; //0x00DC
DWORD MasterAdapterOrdinal; //0x00E0
DWORD AdapterOrdinalInGroup; //0x00E4
DWORD NumberOfAdaptersInGroup; //0x00E8
DWORD DeclTypes; //0x00EC
DWORD NumSimultaneousRTs; //0x00F0
DWORD StretchRectFilterCaps; //0x00F4
D3DVSHADERCAPS2_0 VS20Caps; //0x00F8
D3DPSHADERCAPS2_0 PS20Caps; //0x0108
DWORD VertexTextureFilterCaps; //0x011C
DWORD MaxVShaderInstructionsExecuted; //0x0120
DWORD MaxPShaderInstructionsExecuted; //0x0124
DWORD MaxVertexShader30InstructionSlots; //0x0128
DWORD MaxPixelShader30InstructionSlots; //0x012C
};//Size=0x0130
class D3DVSHADERCAPS2_0
{
public:
DWORD Caps; //0x0000
int DynamicFlowControlDepth; //0x0004
int NumTemps; //0x0008
int StaticFlowControlDepth; //0x000C
};//Size=0x0010
class D3DPSHADERCAPS2_0
{
public:
DWORD Caps; //0x0000
int DynamicFlowControlDepth; //0x0004
int NumTemps; //0x0008
int StaticFlowControlDepth; //0x000C
int NumInstructionSlots; //0x0010
};//Size=0x0014
class D3DXVECTOR3
{
public:
r3dVector N00001277; //0x0000
};//Size=0x000C
class D3DXPLANE
{
public:
float a; //0x0000
float b; //0x0004
float c; //0x0008
float d; //0x000C
};//Size=0x0010
class TArray
{
public:
char* mElems; //0x0000
int mCount; //0x0004
int mSpace; //0x0008
};//Size=0x000C
class r3dFogState
{
public:
int Enabled; //0x0000
DWORD Color; //0x0004
float Start; //0x0008
float End; //0x000C
};//Size=0x0010
class r3dPixelShader
{
public:
char* m_pShader; //0x0000
char Name[64]; //0x0004
char FileName[260]; //0x0044
int bSystem; //0x0148
TArray Macros; //0x014C
};//Size=0x0158
class r3dVertexShader
{
public:
char* m_pShader; //0x0000
char Name[64]; //0x0004
char FileName[260]; //0x0044
int bSystem; //0x0148
TArray Macros; //0x014C
};//Size=0x0158
class std::vector
{
public:
char pad_0x0000[0x1C]; //0x0000
};//Size=0x001C
class r3dGPUStats
{
public:
int mTexMem; //0x0000
int mPlayerTexMem; //0x0004
int mUITexMem; //0x0008
int mBufferMem; //0x000C
int mUIBufferMem; //0x0010
int mPlayerBufferMem; //0x0014
int mRenderTargetMem; //0x0018
int mTerrainBufferDXMem; //0x001C
int mGrassBufferDXMem; //0x0020
int mOtherBufferDXMem; //0x0024
int mVMemTotal; //0x0028
int mNumMaterialChanges; //0x002C
int mNumModesChanges; //0x0030
int mNumTextureChanges; //0x0034
int mNumTrianglesRendered; //0x0038
int mAverageStripLength; //0x003C
int mNumDraws; //0x0040
int mNumTerrainDraws; //0x0044
int mNumTerrainTris; //0x0048
int mNumOcclusionQueries; //0x004C
int mNumParticlesRendered; //0x0050
int mNumLocks; //0x0054
int mNumLocksDiscard; //0x0058
int mNumLocksNooverwrite; //0x005C
int mBytesLocked; //0x0060
int mNumVisGridOcclusions; //0x0064
int mNumDoubleShadowDips; //0x0068
int mNumShadowDips; //0x006C
};//Size=0x0070
class N000014B5
{
public:
char pad_0x0000[0x40]; //0x0000
};//Size=0x0040
class N000014CA
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class N000015DD
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class N0000162A
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class r3dAnimation
{
public:
char pad_0x0000[0x18]; //0x0000
int bInited; //0x0018
bool bSkelDirty; //0x001C
char pad_0x001D[0x3]; //0x001D
r3dSkeleton* pSkeleton; //0x0020
D3DXMATRIX mRotation; //0x0024
r3dVector vPosition; //0x0064
char* pAnimPool; //0x0070
PointerToBoneRemap_s pBoneRemaps[2048]; //0x0074
};//Size=0x2074
class r3dSkeleton
{
public:
char* pFileName; //0x0000
DWORD pAdjustBoneCallback; //0x0004
DWORD dwCallbackData1; //0x0008
int bLoaded; //0x000C
int dwSkeletonId; //0x0010
int NumBones; //0x0014
r3dBone* Bones; //0x0018
char* BoneNames; //0x001C
};//Size=0x0020
class r3dBone
{
public:
char* Name; //0x0000
int iBoneId; //0x0004
int iParentId; //0x0008
float fLength; //0x000C
float fCollisionRadius; //0x0010
D3DXMATRIX mAbsPlacement; //0x0014
r3dQuat qRelPlacement; //0x0054
r3dVector vRelPlacement; //0x0064
r3dQuat qCur; //0x0070
r3dVector vCur; //0x0080
D3DXMATRIX mBonePlacement; //0x008C
D3DXMATRIX CurrentTM; //0x00CC
};//Size=0x010C
class N0000166E
{
public:
char pad_0x0000[0x6C]; //0x0000
};//Size=0x006C
class PointerToBoneRemap_s
{
public:
BoneRemap_s* pBoneRemap; //0x0000
};//Size=0x0004
class BoneRemap_s
{
public:
char pad_0x0000[0x84]; //0x0000
};//Size=0x0084
class FLOAT
{
public:
float N00001740; //0x0000
};//Size=0x0004
class wiCharDataFull
{
public:
int LoadoutID; //0x0000
char Gamertag[64]; //0x0004
int Hardcore; //0x0044
int HeroItemID; //0x0048
int HeadIdx; //0x004C
int BodyIdx; //0x0050
int LegsIdx; //0x0054
int BackpackID; //0x0058
int Alive; //0x005C
char DeathUtcTime[8]; //0x0060
char pad_0x0068[0x4]; //0x0068
float SecToRevive; //0x006C
float Health; //0x0070
float Hunger; //0x0074
float Thirst; //0x0078
float Toxic; //0x007C
float MedBleeding; //0x0080
float MedFeverCold; //0x0084
float MedFoodPoison; //0x0088
float MedBloodInfection; //0x008C
int GameMapId; //0x0090
DWORD GameServerId; //0x0094
r3dVector GamePos; //0x0098
float GameDir; //0x00A4
DWORD GameFlags; //0x00A8
char SecFromLastGame[8]; //0x00AC
wiStats stats; //0x00B4
INT Skills[50]; //0x00E0
char pad_0x01A8[0x4]; //0x01A8
int ClanID; //0x01AC
int ClanRank; //0x01B0
char ClanTag[10]; //0x01B4
char pad_0x01BE[0x2]; //0x01BE
int ClanTagColor; //0x01C0
int BackpackSize; //0x01C4
int someint; //0x01C8
wiInventoryItem Items[72]; //0x01CC
wiWeaponAttachment Attachment[0]; //0x0ACC
wiWeaponAttachment Attachment[1]; //0x0AEC
INT RecipesLearned[64]; //0x0B0C
int NumRecipes; //0x0C0C
};//Size=0x0C10
class N00000A03
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class wiStats
{
public:
int XP; //0x0000
int SpendXP; //0x0004
int TimePlayed; //0x0008
int Reputation; //0x000C
int KilledZombies; //0x0010
int KilledSurvivors; //0x0014
int KilledBandits; //0x0018
DWORD Deaths; //0x001C
DWORD ShotsFired; //0x0020
DWORD ShotsHits; //0x0024
DWORD ShotsHeadshots; //0x0028
};//Size=0x002C
class INT
{
public:
int int; //0x0000
};//Size=0x0004
class N00000AA3
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class wiWeaponAttachment
{
public:
INT attachments[8]; //0x0000
};//Size=0x0020
class N00000ABF
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class N00000AC2
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class N00000B65
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class PlayerLifeProps
{
public:
float standStillVisiblity; //0x0000
float walkVisibility; //0x0004
float runVisibility; //0x0008
float sprintVisibility; //0x000C
float swimIdleVisibility; //0x0010
float swimSlowVisibility; //0x0014
float swimVisibility; //0x0018
float swimFastVisibility; //0x001C
float walkNoise; //0x0020
float runNoise; //0x0024
float sprintNoise; //0x0028
float fireNoise; //0x002C
float swimSlowNoise; //0x0030
float swimNoise; //0x0034
float swimFastNoise; //0x0038
float smell; //0x003C
obj_player* owner; //0x0040
bool weaponFired; //0x0044
char pad_0x0045[0x3]; //0x0045
};//Size=0x0048
class N00000B97
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class r3dBox3D
{
public:
r3dVector Org; //0x0000
r3dVector Size; //0x000C
};//Size=0x0018
class N00000BB3
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class PhysXWorld
{
public:
bool m_needFetchResults; //0x0000
char pad_0x0001[0x3]; //0x0001
char* PhysXFoundation; //0x0004
char* PhysXProfileZoneMgr; //0x0008
char* PhysXSDK; //0x000C
char* PhysXScene; //0x0010
char* CharacterManager; //0x0014
char* Cooking; //0x0018
char* defaultMaterial; //0x001C
char* noBounceMaterial; //0x0020
char* m_VehicleManager; //0x0024
char* m_PlayerObstaclesManager; //0x0028
char* m_VehicleObstacleManager; //0x002C
_RTL_CRITICAL_SECTION concurrencyGuard; //0x0030
char pad_0x0048[0xC]; //0x0048
};//Size=0x0054
class N00000723
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class obj_Zombie : public GameObject
{
public:
int m_typeIndex; //0x0330
bool m_isFemale; //0x0334
bool m_isIdleCrouched; //0x0335
bool m_isIdleEating; //0x0336
char pad_0x0337[0x1]; //0x0337
int attackCounter; //0x0338
int superAttackDir; //0x033C
float m_sndMaxDistScream; //0x0340
float m_sndMaxDistIdle; //0x0344
float m_sndMaxDistChase; //0x0348
float m_sndMaxDistAttack; //0x034C
float m_sndMaxDistAll; //0x0350
char* m_sndScreamHandle; //0x0354
char* m_sndIdleHandle; //0x0358
char* m_sndChaseHandle; //0x035C
char* m_sndAttackHandle; //0x0360
float m_sndAttackLength; //0x0364
float m_sndAttackNextPlayTime; //0x0368
char* m_sndDeathHandle; //0x036C
char* m_sndHurtHandle; //0x0370
int prevAttackFrame; //0x0374
int prevWalkFrame; //0x0378
int prevRunFrame; //0x037C
int prevSprintFrame; //0x0380
bool gotDebugMove; //0x0384
char pad_0x0385[0x3]; //0x0385
r3dVector dbgAiInfo.from; //0x0388
r3dVector dbgAiInfo.to; //0x0394
PKT_S2C_CreateZombie_s CreateParams; //0x03A0
r3dAnimation anim_; //0x03E4
int ZombieAnimState; //0x2458
int ZombieAnimStateLevel; //0x245C
int ZombieAnimGroup; //0x2460
RequestAnimTimers ZombieReqAnimTimers; //0x2464
r3dVectorAverage AvgVelocity; //0x2478
r3dSlerpInterpolator turnInterp; //0x24A8
int physSkeletonIndex; //0x24D8
int isPhysInRagdoll; //0x24DC
int wasVisible; //0x24E0
DWORD targetId; //0x24E4
char* zombieParts[0]; //0x24E8
char* zombieParts[1]; //0x24EC
char* zombieParts[2]; //0x24F0
char* zombieParts[3]; //0x24F4
bool gotLocalBbox; //0x24F8
char pad_0x24F9[0x3]; //0x24F9
CNetCellMover netMover; //0x24FC
int PhysXObstacleIndex; //0x2544
r3dVector lastTimeHitPos; //0x2548
int lastTimeDmgType; //0x2554
int lastTimeHitBoneID; //0x2558
int staggeredTrack; //0x255C
int attackTrack; //0x2560
int holdAttackTrack; //0x2564
int WalkTrack; //0x2568
int RunTrack; //0x256C
int SprintTrack; //0x2570
float walkSpeed; //0x2574
float SprintTimer; //0x2578
float SprintFalloffTimer; //0x257C
int ZombieState; //0x2580
bool bDead; //0x2584
char pad_0x2585[0x3]; //0x2585
int UpdateWarmUp; //0x2588
bool PhysicsOn; //0x258C
char pad_0x258D[0x3]; //0x258D
};//Size=0x2590
class N00000737
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class N00001327
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class N00001336
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class N00001346
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class r3dSlerpInterpolator
{
public:
r3dQuat m_start; //0x0000
r3dQuat m_finish; //0x0010
float m_timeToFinish; //0x0020
float m_elapsedTime; //0x0024
float m_finishAngle; //0x0028
bool m_isPaused; //0x002C
bool m_isFinished; //0x002D
char pad_0x002E[0x2]; //0x002E
};//Size=0x0030
class r3dVectorAverage
{
public:
int CurrentSample; //0x0000
float SetTimer; //0x0004
float MinTime; //0x0008
r3dVector Samples[0]; //0x000C
r3dVector Samples[1]; //0x0018
r3dVector Samples[2]; //0x0024
};//Size=0x0030
class RequestAnimTimers
{
public:
float IdleReqTime; //0x0000
float WalkReqTime; //0x0004
float RunReqTime; //0x0008
float SprintReqTime; //0x000C
float CurAnimReqTime; //0x0010
};//Size=0x0014
class PKT_S2C_CreateZombie_s
{
public:
WORD spawnID; //0x0000
char pad_0x0002[0x2]; //0x0002
r3dVector spawnPos; //0x0004
float spawnDir; //0x0010
r3dVector moveCell; //0x0014
DWORD HeroItemID; //0x0020
bool HeadIdx; //0x0024
bool BodyIdx; //0x0025
bool LegsIdx; //0x0026
bool something; //0x0027
bool State; //0x0028
bool FastZombie; //0x0029
char pad_0x002A[0x2]; //0x002A
float WalkSpeed; //0x002C
float RunSpeed; //0x0030
float SprintMaxSpeed; //0x0034
float SprintMaxTime; //0x0038
float SprintSlope; //0x003C
float SprintCooldownTime; //0x0040
};//Size=0x0044
class N00001419
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004
class N0000141D
{
public:
char pad_0x0000[0x4]; //0x0000
};//Size=0x0004