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    Beta class dump


    NeoIII
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    class fb::GameContext
    {
    
    	class fb::PlayerManager * m_playerManager;                     // this+0x0
    class fb::GameTime * m_gameTime;                     // this+0x4
    class fb::Level * m_level;                     // this+0x8
    class fb::MaterialGridManager * m_materialGridManager;                     // this+0xC
    class fb::ant::AnimationManager * m_animationManager;                     // this+0x10
    class fb::ModelAnimationManager * m_modelAnimationManager;                     // this+0x14
    class fb::MessageManager * m_messageManager;                     // this+0x18
    class fb::BlueprintBundleManager * m_blueprintBundleManager;                     // this+0x1C
    class fb::DLCManager * m_dlcManager;                     // this+0x20
    class fb::DemoControl * m_demoControl;                     // this+0x24
    enum fb::Realm m_realm;                     // this+0x28
    class fb::GameContext * s_currentGameContext;                    
    
    }; // fb::GameContext
    
    
    
    class fb::DLCManager
    {
    
    enum fb::Realm m_realm;                     // this+0x0
    
    }; // fb::DLCManager
    
    class fb::Level
    {
    
    class fb::SubLevel // Inherited class at offset 0x0
    {
    
    									class eastl::vector<fb::EntityCollectionSegment *,fb::eastl_arena_allocator> m_segments;                     // this+0x4
    	class eastl::vector<fb::EntityUid,fb::eastl_arena_allocator> m_deletedEntities;                     // this+0x14
    	const class fb::Blueprint * m_subLevelData;                     // this+0x24
    	class fb::SubLevel * m_parent;                     // this+0x28
    	class fb::SubLevel * m_child;                     // this+0x2C
    	class fb::SubLevel * m_sibling;                     // this+0x30
    	class fb::MemoryArena & m_arena;                     // this+0x34
    	enum fb::ResourceCompartment m_compartment;                     // this+0x38
    	enum fb::Realm m_realm;                     // this+0x3C
    	int m_refCount;                     // this+0x40
    	bool m_isDestroyed;                     // this+0x44
    	class fb::EntityBus * m_rootEntityBus;                     // this+0x48
    	virtual void * __vecDelDtor(unsigned int);	// V: 0x0
    
    }; // fb::SubLevel
    
    	class PreloadedSubLevel
    {
    
    	const char * bundleName;                     // this+0x0
    	enum fb::StreamRealm streamRealm;                     // this+0x4
    
    }; // PreloadedSubLevel
    
    class CreationInfo
    {
    
    	class eastl::fixed_vector<fb::Level::PreloadedSubLevel,64,1,fb::eastl_arena_allocator> preloadedSubLevels;                     // this+0x0
    
    }; // CreationInfo
    
    virtual bool isSubLevelOfCorrectPlatform(const class fb::SubWorldReferenceObjectData *);	// V: 0x4
    struct fb::Guid m_checksum;                     // this+0x4C
    class fb::ScopedPtr<fb::MaterialGridManager> m_materialGridManager;                     // this+0x5C
    class fb::SmartRef<fb::EntityBus> m_entityBus;                     // this+0x60
    class fb::DataResourceProxy<fb::LevelData> m_data;                     // this+0x64
    class fb::ScopedPtr<fb::TeamInfo> m_teamInfo;                     // this+0x68
    struct fb::LevelSetup m_setup;                     // this+0x6C
    class eastl::vector<fb::ResourceProxy<fb::IShaderDatabase,0>,fb::eastl_arena_allocator> m_shaderDatabases;                     // this+0x80
    	virtual void * __vecDelDtor(unsigned int);	// V: 0x0
    
    }; // fb::Level
    
    
    class fb::ModelAnimationManager
    {
    
    	class Entry
    {
    
    	class fb::SpatialEntity * m_targetEntity;                     // this+0x0
    	class fb::GameAnimatable * m_animatable;                     // this+0x4
    	int m_refCount;                     // this+0x8
    	int m_activeCount;                     // this+0xC
    	bool m_addedToUpdateManager;                     // this+0x10
    
    }; // Entry
    
    class fb::ant::AnimationManager * m_animationManager;                     // this+0x0
    class eastl::list<fb::ModelAnimationManager::Entry,fb::eastl_arena_allocator> m_entries;                     // this+0x4
    bool m_server;                     // this+0x10
    
    }; // fb::ModelAnimationManager
    
    class fb::Player
    {
    
    class fb::SupportsWeakPtr // Inherited class at offset 0x8
    {
    
    
    }; // fb::SupportsWeakPtr
    
    virtual class fb::SoldierEntity * getSoldier();	// V: 0x4
    virtual class fb::EntryComponent * getEntry();	// V: 0x8
    virtual bool isInVehicle();	// V: 0xC
    virtual unsigned int getId();	// V: 0x10
    virtual bool isUnlocked(const class fb::UnlockAssetBase *);	// V: 0x18
    	class fb::SmartRef<fb::PlayerData const > m_data;                     // this+0x8
    class fb::MemoryArena * m_memoryArena;                     // this+0xC
    class eastl::basic_string<char,fb::eastl_arena_allocator> m_name;                     // this+0x10
    class fb::OnlineId m_onlineId;                     // this+0x20
    class fb::OnlineId m_groupId;                     // this+0x40
    class fb::OnlineId m_clubId;                     // this+0x60
    enum fb::TeamId m_teamPreference;                     // this+0x80
    unsigned int m_lastVehicleCameraIndex;                     // this+0x84
    unsigned int m_analogInputEnableMask;                     // this+0x88
    unsigned __int64 m_digitalInputEnableMask;                     // this+0x90
    class fb::SmartRef<fb::CharacterCustomizationAsset const > m_selectedCustomizationAsset;                     // this+0x98
    class eastl::fixed_set<fb::UnlockAssetBase const *,37,0,eastl::less<fb::UnlockAssetBase const *>,fb::eastl_arena_allocator> m_selectedActiveUnlocks;                     // this+0x9C
    bool m_isAIPlayer;                     // this+0x320
    bool m_isSpectator;                     // this+0x321
    enum fb::TeamId m_teamId;                     // this+0x324
    	virtual void * __vecDelDtor(unsigned int);	// V: 0x0
    
    }; // fb::Player
    
    class fb::PlayerData
    {
    
    class fb::Asset // Inherited class at offset 0x0
    {
    
    	class fb::DataContainer // Inherited class at offset 0x0
    	{
    
    		class fb::ITypedObject // Inherited class at offset 0x0
    		{
    
    			virtual const class fb::TypeInfo * getType();	// V: 0x0
    
    		}; // fb::ITypedObject
    
    					enum <unnamed-tag>
    		{
    
    			int kMemberType;                     // constant 0x1
    			int kMemberTypeCategory;                     // constant 0x1
    			int kMemberTypeCode;                     // constant 0x3
    			int kMemberInfoOtherFlags;                     // constant 0x0
    
    		}; // <unnamed-tag>
    
    					enum <unnamed-tag>
    		{
    
    			int kDefaultMakeRoomForGuid;                     // constant 0x1
    
    		}; // <unnamed-tag>
    
    														enum <unnamed-tag>
    		{
    
    			int field__Count;                     // constant 0x0
    
    		}; // <unnamed-tag>
    
    					enum <unnamed-tag>
    		{
    
    			int ObjectFlag_ReadOnly;                     // constant 0xFFFF8000
    			int ObjectFlag_PendingResolve;                     // constant 0x4000
    			int ObjectFlag_Aggregated;                     // constant 0x2000
    			int ObjectFlag_Exported;                     // constant 0x1000
    			int ObjectFlag_Destroyed;                     // constant 0x800
    			int ObjectFlag_Invalid;                     // constant 0x400
    			int ObjectFlag_Coverage;                     // constant 0x200
    			int ObjectFlag_HasInstanceEntry;                     // constant 0x100
    
    		}; // <unnamed-tag>
    
    																	class fb::DatabasePartition * m_partition;                     // this+0x4
    		unsigned int m_refCnt;                     // this+0x8
    		unsigned short m_flags;                     // this+0xC
    								virtual void * __vecDelDtor(unsigned int);	// V: 0x4
    
    	}; // fb::DataContainer
    
    																											enum <unnamed-tag>
    	{
    
    		int field__Base;                     // constant 0xFF
    		int field_Name;                     // constant 0x0
    		int field_AssetFormat;                     // constant 0x1
    		int field_Specializations;                     // constant 0x2
    		int field_IsSpecialized;                     // constant 0x3
    		int field_BaseAssetGuid;                     // constant 0x4
    		int field__Count;                     // constant 0x5
    
    	}; // <unnamed-tag>
    
    	class fb::String m_name;                     // this+0x10
    	int m_assetFormat;                     // this+0x14
    	class fb::RefArray<fb::AssetSpecialization> m_specializations;                     // this+0x18
    	bool m_isSpecialized;                     // this+0x1C
    	struct fb::Guid m_baseAssetGuid;                     // this+0x20
    			virtual void * __vecDelDtor(unsigned int);	// V: 0x4
    
    }; // fb::Asset
    
    					enum <unnamed-tag>
    {
    
    	int field__Base;                     // constant 0x4
    	int field_PlayerView;                     // constant 0x5
    	int field_InputConceptDefinition;                     // constant 0x6
    	int field_InputMapping;                     // constant 0x7
    	int field__Count;                     // constant 0x8
    
    }; // <unnamed-tag>
    
    class fb::CtrRefBase m_playerView;                     // this+0x30
    class fb::CtrRefBase m_inputConceptDefinition;                     // this+0x34
    class fb::CtrRefBase m_inputMapping;                     // this+0x38
    	virtual void * __vecDelDtor(unsigned int);	// V: 0x4
    
    }; // fb::PlayerData
    
    class fb::PlayerManager
    {
    
    	virtual const class eastl::vector<fb::Player *,fb::eastl_arena_allocator> & getPlayers();	// V: 0x4
    virtual const class eastl::vector<fb::Player *,fb::eastl_arena_allocator> & getSpectators();	// V: 0x8
    class fb::SmartRef<fb::PlayerData const > m_playerData;                     // this+0x4
    unsigned int m_maxPlayerCount;                     // this+0x8
    unsigned int m_playerCountBitCount;                     // this+0xC
    unsigned int m_playerIdBitCount;                     // this+0x10
    	virtual void * __vecDelDtor(unsigned int);	// V: 0x0
    
    }; // fb::PlayerManager
    
    class fb::SoldierEntity
    {
    
    	enum DeathType
    {
    
    	int Shot;                     // constant 0x0
    	int ShotInVehicleEntry;                     // constant 0x1
    	int InsideExplodingVehicle;                     // constant 0x2
    	int DeathTypeCount;                     // constant 0x3
    
    }; // DeathType
    
    enum SoldierInteractedStatus
    {
    
    	int SoldierInteractedStatus_None;                     // constant 0x0
    	int SoldierInteractedStatus_BeingInteracted;                     // constant 0x1
    	int SoldierInteractedStatus_BeingInteractedCancelled;                     // constant 0x2
    	int SoldierInteractedStatus_BeingInteractedFinished;                     // constant 0x3
    	int SoldierInteractedStatus_Count;                     // constant 0x4
    
    }; // SoldierInteractedStatus
    
    virtual class fb::BoneCollisionComponent * boneCollisionComponent();	// V: 0x0
    virtual const struct fb::LinearTransform & soldierTransform();	// V: 0x4
    virtual bool isManDown();	// V: 0x8
    virtual bool isInteractiveManDown();	// V: 0xC
    virtual bool hasRestrictedMovement();	// V: 0x10
    virtual bool isFiring();	// V: 0x14
    virtual bool isReloading();	// V: 0x18
    virtual float getManDownTimeLeft();	// V: 0x1C
    virtual const class fb::WeaponSway * getWeaponSway();	// V: 0x20
    virtual const class fb::WeaponFiring * getCurrentWeaponFiring();	// V: 0x24
    virtual const class fb::WeaponFiringData * getCurrentWeaponFiringData();	// V: 0x28
    virtual float moveSpeedMultiplier();	// V: 0x2C
    virtual class fb::SoldierBoundsChecker * boundsChecker();	// V: 0x30
    virtual enum fb::SoldierEntity::DeathType deathType();	// V: 0x34
    virtual enum fb::SoldierEntityActionState::Enum actionState();	// V: 0x40
    	const class fb::SoldierEntityData & m_soldierData;                     // this+0x10
    struct fb::Vec3 m_lastMovementDebugPosition;                     // this+0x20
    unsigned int m_movementDebugIndex;                     // this+0x30
    const struct fb::AutoAimData *[0x3] m_autoAimData;                     // this+0x34
    bool m_overrideLookAt;                     // this+0x40
    struct fb::Vec3 m_lookTarget;                     // this+0x50
    float m_headRotationSpeed;                     // this+0x60
    bool m_allowedToMoveEyes;                     // this+0x64
    float m_waterLevelUpdateTimer;                     // this+0x68
    struct fb::Vec3 m_hitDirection;                     // this+0x70
    const class fb::MaterialContainerPair * m_headMaterial;                     // this+0x80
    const class fb::Component * m_space;                     // this+0x84
    class fb::SupportedShootingCallback * m_supportedShootingCallback;                     // this+0x88
    class fb::EyePositionCallback * m_eyePositionCallback;                     // this+0x8C
    float m_maxHealth;                     // this+0x90
    class fb::CharacterPhysicsEntity * m_characterPhysicsEntity;                     // this+0x94
    struct fb::CharacterPhysicsEntity::CharacterInput m_characterPhysicsEntityInput;                     // this+0xA0
    enum fb::SoldierEntity::SoldierInteractedStatus m_beingInteractedStatus;                     // this+0x100
    float m_waterLevel;                     // this+0x104
    bool m_entryPoseEnabled;                     // this+0x108
    bool m_physicsControlled;                     // this+0x109
    bool m_isShielded;                     // this+0x10A
    class fb::CharacterEntity * m_character;                     // this+0x10C
    
    }; // fb::SoldierEntity
    
    

     

    credits: chod's class dumper

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