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134 lines (113 loc) · 2.58 KB
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Copy pathclasses.hpp
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134 lines (113 loc) · 2.58 KB
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#pragma once
enum Cry_DATA : uintptr_t
{
ssge = 0x141E62C98,
igf = 0x14217C278,
icv = 0x14217B5C8
};
class SSystemGlobalEnvironment
{
public:
ISystem* GetISystem() { return *(ISystem**)((uintptr_t)this + 0xE8); }
IEntitySystem* GetIEntitySystem() { return *(IEntitySystem**)((uintptr_t)this + 0xD8); }
I3DEngine* GetI3DEngine() { return *(I3DEngine**)((uintptr_t)this + 0x100); }
static SSystemGlobalEnvironment* Singleton()
{
return *(SSystemGlobalEnvironment**)ssge;
}
};
class IGameFramework
{
public:
bool GetClientActor(IActor** pIActor)
{
return VIRTUAL<bool(__thiscall*)(PVOID, IActor**)>(this, 142)(this, pIActor);
}
IActorSystem* GetIActorSystem()
{
return VIRTUAL<IActorSystem* (__thiscall*)(PVOID)>(this, 25)(this);
}
static IGameFramework* Singleton()
{
return *(IGameFramework**)igf;
}
};
class ICVar
{
public:
static ICVar* Singleton()
{
return *(ICVar**)icv;
}
template <class T>
inline VOID Set(DWORD64 offset, T value)
{
*(T*)((DWORD64)this + offset) = value;
}
};
class I3DEngine
{
public:
void SetPostEffectParam(const char* pParam, float fValue, bool bForceValue = false)
{
return VIRTUAL<void(__thiscall*)(PVOID, const char*, float, bool)>(this, 144)(this, pParam, fValue, bForceValue);
}
};
class IEntitySystem
{
public:
IEntityIt* GetIEntityIterator()
{
return VIRTUAL<IEntityIt* (__thiscall*)(PVOID)>(this, 21)(this);
}
};
class IEntityIt
{
public:
IEntity* Next()
{
return VIRTUAL<IEntity* (__thiscall*)(PVOID)>(this, 6)(this);
}
};
class IEntity
{
public:
EntityId GetId()
{
return VIRTUAL<EntityId(__thiscall*)(PVOID)>(this, 1)(this);
}
IEntityProxy* GetIEntityProxy(EEntityProxy proxy)
{
return VIRTUAL<IEntityProxy* (__thiscall*)(PVOID, EEntityProxy)>(this, 59)(this, proxy);
}
};
class IEntityProxy
{
public:
void SetHUDSilhouettesParams(float a, float r, float g, float b)
{
VIRTUAL<void(__thiscall*)(PVOID, float, float, float, float)>(this, 44)(this, a, r, g, b);
m_dwRndFlags |= ESilhouettesParams::eAllMap;
}
char pad_0x0000[0x24]; //0x0000
__int32 m_dwRndFlags; //0x0024
};
class IActor
{
public:
void SetRecoilAnimation(int iStatus)
{
VIRTUAL<void(__thiscall*)(PVOID, int)>(this, 91)(this, iStatus);
}
int GetTeam() { return *(int*)((uintptr_t)this + 0x3E0); }
char pad_0x0000[0x10]; //0x0000
IEntity* m_pEntity; //0x0010
};
class IActorSystem
{
public:
IActor* GetActor(int entityId)
{
return VIRTUAL<IActor* (__thiscall*)(PVOID, int)>(this, 15)(this, entityId);
}
};