|
1 |
| -#ifndef _ENTITY_H |
2 |
| -#define _ENTITY_H |
| 1 | +#ifndef ENTITY_HEADER |
| 2 | +#define ENTITY_HEADER |
3 | 3 |
|
4 | 4 | #ifndef TYPE
|
5 | 5 | #define TYPE(x) ((uintptr_t)x)
|
6 | 6 | #endif /* TYPE */
|
7 | 7 |
|
8 | 8 | typedef struct PlayerVtable
|
9 | 9 | {
|
10 |
| - void (* function_1)(void); // To Reverse Engineer |
11 |
| - void (* function_2)(void); // To Reverse Engineer |
12 |
| - void (* function_3)(void); // To Reverse Engineer |
13 |
| - void (* function_4)(void); // To Reverse Engineer |
14 |
| - void (* function_5)(void); // To Reverse Engineer |
15 |
| - void (* function_6)(void); // To Reverse Engineer |
16 |
| - void (* function_7)(void); // To Reverse Engineer |
17 |
| - void (* function_8)(void); // To Reverse Engineer |
18 |
| - void (* function_9)(void); // To Reverse Engineer |
19 |
| - void (* function_10)(void); // To Reverse Engineer |
20 |
| - void (* function_11)(void); // To Reverse Engineer |
21 |
| - void (* function_12)(void); // To Reverse Engineer |
22 |
| - void (__thiscall * function_13)(void *, int, int); // To Reverse Engineer |
| 10 | + void (__stdcall * func_00_10CD6AF0)(int arg1, int arg2, void * unknown); // To Reverse Engineer |
| 11 | + void (__stdcall * func_01_10CD6B00)(void); // To Reverse Engineer |
| 12 | + void (__stdcall * func_02_10CD6B10)(void); // To Reverse Engineer |
| 13 | + void (__thiscall * func_03_10B8C520)(void * this, unsigned char byte); // To Reverse Engineer |
| 14 | + void (__fastcall * func_04_1098DCC0)(int arg1); // To Reverse Engineer |
| 15 | + void (__fastcall * func_05_10A7E240)(int * arg1); // To Reverse Engineer |
| 16 | + void (__stdcall * func_06_10A799B0)(void); // To Reverse Engineer |
| 17 | + void (__fastcall * func_07_10CD7AC0)(int arg1); // To Reverse Engineer |
| 18 | + void (__fastcall * func_08_10B7E0A0)(int * arg1); // To Reverse Engineer |
| 19 | + void (__fastcall * func_09_10993690)(int arg1); // To Reverse Engineer |
| 20 | + void (__thiscall * func_10_1098DD40)(void * this); // To Reverse Engineer |
| 21 | + void (__fastcall * func_11_1092B9A0)(int arg1); // To Reverse Engineer |
| 22 | + void (__thiscall * func_12_10CF51B0)(void * this, int arg1, int arg2); // arg1 == 0x2B2 and arg2 != 0 |
| 23 | + void (__thiscall * func_13_10CEE8A0)(void * this, int arg1, int arg2, int arg3); // args are non-zero |
| 24 | + void (__stdcall * func_14_10A797F0)(void); // To Reverse Engineer |
| 25 | + void (__stdcall * func_15_10CD6AD0)(void); // To Reverse Engineer |
| 26 | + void (__fastcall * func_16_109957C0)(int arg1); // To Reverse Engineer |
| 27 | + void (__thiscall * func_17_1098FDE0)(void * this, int arg1); // if arg2 == _DAT_111f690c |
| 28 | + void (__thiscall * func_18_10CF4890)(void * this, int arg1, int arg2, int arg3); // WHOLE LOTTA GANG SHIT |
| 29 | + void (__thiscall * func_19_10CDB320)(void * this, int arg1, int arg2, int arg3); // WHOLE LOTTA GANG SHIT |
| 30 | + void (__thiscall * func_20_10CDFEB0)(void * this); // Maybe not a fastcall???? |
| 31 | + int (__stdcall * func_21_10CDB910)(void); // To Reverse Engineer |
| 32 | + int (__stdcall * func_22_1092AF90)(void); // To Reverse Engineer |
| 33 | + int (__stdcall * func_23_1092AFA0)(void); // To Reverse Engineer |
| 34 | + int (__thiscall * func_24_10A88BD0)(void * this, int arg1, int arg2, int arg3, // wtf ....................... |
| 35 | + int arg4, void * arg5,void * arg6,void * arg7, int arg8, int arg9, // ........................... |
| 36 | + int arg10); // ....................is this |
| 37 | + void (__stdcall * func_25_1092AFB0)(void); // To Reverse Engineer |
| 38 | + void (__stdcall * func_26_1092AFC0)(void); // To Reverse Engineer |
| 39 | + void (__stdcall * func_27_1092AFD0)(void); // To Reverse Engineer |
| 40 | + void (__thiscall * func_28_10B852D0)(void * unknown); // No fucking clue but its huge |
23 | 41 | } PlayerVtable;
|
24 | 42 |
|
25 |
| -typedef struct Entity |
| 43 | +typedef struct _Entity |
26 | 44 | {
|
27 |
| - PlayerVtable* lpVtable; // + 0x0000 |
28 |
| - char _0xE8[0xE4]; |
29 |
| - float x; // + 0x00E8 |
30 |
| - float y; // + 0x00EC |
31 |
| - float z; // + 0x00F0 |
32 |
| - char _0x420[0x32C]; |
33 |
| - int health; // + 0x0420 |
| 45 | + PlayerVtable* lpVtable; // + 0x0000 |
| 46 | + char __0x0E8__[0x0E4]; // [ padding ] |
| 47 | + float x; // + 0x00E8 |
| 48 | + float y; // + 0x00EC |
| 49 | + float z; // + 0x00F0 |
| 50 | + char __0x420__[0x32C]; // [ padding ] |
| 51 | + int health; // + 0x0420 |
34 | 52 | } Entity;
|
35 | 53 |
|
36 |
| -typedef struct EntityObject |
| 54 | +typedef struct _GameWorld |
37 | 55 | {
|
38 |
| - struct Entity* entity; |
39 |
| -} EntityObject; |
| 56 | + Entity** entities; |
| 57 | + unsigned n_entities; |
| 58 | +} GameWorld; |
40 | 59 |
|
41 |
| -typedef struct EntityList |
| 60 | +typedef struct _Door |
42 | 61 | {
|
43 |
| - struct EntityObject entities[99]; |
44 |
| -} EntityList; |
45 |
| - |
46 |
| -typedef struct Door |
47 |
| -{ |
48 |
| - unsigned int door_type; // + 0x0000 |
49 |
| - char _0x4B8[0x4B4]; |
50 |
| - int access; // + 0x04B8 |
| 62 | + unsigned door_type; // + 0x0000 |
| 63 | + char __0x4B8__[0x4B4]; // [ padding ] |
| 64 | + int access; // + 0x04B8 |
51 | 65 | } Door;
|
52 | 66 |
|
53 |
| -typedef struct Weapon |
| 67 | +typedef struct _Weapon |
54 | 68 | {
|
55 |
| - int current_ammo; // + 0x0000 |
56 |
| - int max_clip_size; // + 0x0004 |
57 |
| - int total_ammo; // + 0x0008 |
58 |
| - char _0x51C[0xF0]; |
59 |
| - float minimum_reticle; // + 0x051C |
60 |
| - float bloom_x; // + 0x0520 |
61 |
| - float bloom_y; // + 0x0524 |
| 69 | + int current_ammo; // + 0x0000 |
| 70 | + int max_clip_size; // + 0x0004 |
| 71 | + int total_ammo; // + 0x0008 |
| 72 | + char __0x51C__[0x0F0]; // [ padding ] |
| 73 | + float minimum_reticle; // + 0x051C |
| 74 | + float bloom_x; // + 0x0520 |
| 75 | + float bloom_y; // + 0x0524 |
62 | 76 | } Weapon;
|
63 | 77 |
|
64 |
| -#endif |
| 78 | +#endif /* ENTITY_HEADER */ |
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