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Author Topic: [Reversing] Full New Vegas SDK Reclass  (Read 168 times)

Offline cargokitty

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[Reversing] Full New Vegas SDK Reclass
« on: March 26, 2018, 11:08:55 am »
Quote
// Created with ReClass.NET by KN4CK3R

class CItemCount
{
public:
   int32_t TheCount; //0x0000 If its more than ONE then you have multiple as the game checks
   char pad_0004[64]; //0x0004
}; //Size: 0x0044

class CItemType
{
public:
   char pad_0000[28]; //0x0000
   char* Name; //0x001C
   char pad_0020[36]; //0x0020
}; //Size: 0x0044

class CItem
{
public:
   char pad_0000[28]; //0x0000
   char* Name; //0x001C
   char pad_0020[36]; //0x0020
   class CItemCount* Count; //0x0044
   char pad_0048[16]; //0x0048
   class CItemType* Type; //0x0058
}; //Size: 0x005C

class CItemList
{
public:
   CItem Items[128]; //0x0000
}; //Size: 0x2E00

class CCharacterVoiceType
{
public:
   char pad_0000[28]; //0x0000
   char* Name; //0x001C
}; //Size: 0x0020

class CCharacterFaction
{
public:
   char pad_0000[28]; //0x0000
   char* Name; //0x001C
   char pad_0020[36]; //0x0020
}; //Size: 0x0044

class CCharacterNameHolder
{
public:
   class CCharacterFaction* Faction; //0x0000
   char pad_0004[16]; //0x0004
   char* Name; //0x0014
   char pad_0018[44]; //0x0018
}; //Size: 0x0044

class CCharacterRace
{
public:
   char pad_0000[28]; //0x0000
   char* Name; //0x001C
   char pad_0020[36]; //0x0020
}; //Size: 0x0044

class CCharacterDataContainer
{
public:
   char pad_0000[52]; //0x0000
   char* CProjectile_Name; //0x0034
   char pad_0038[24]; //0x0038
   class CCharacterVoiceType* VoiceType; //0x0050
   char pad_0054[8]; //0x0054
   class CCharacterNameHolder* NameHolder; //0x005C
   char pad_0060[116]; //0x0060
   char* Name; //0x00D4
   char pad_00D8[8]; //0x00D8
   char* ModelName; //0x00E0
   char pad_00E4[44]; //0x00E4
   class CCharacterRace* Race; //0x0110
   char pad_0114[112]; //0x0114
}; //Size: 0x0184

class CExtraData
{
public:
   char pad_0000[20]; //0x0000
}; //Size: 0x0014

class CExtraDataList
{
public:
   CExtraData ExtraDatas[1024]; //0x0000
}; //Size: 0x5000

class CSceneRoot
{
public:
   char pad_0000[68]; //0x0000
}; //Size: 0x0044

class CBody
{
public:
   char pad_0000[20]; //0x0000
   class CSceneRoot* SceneRoot; //0x0014
   char pad_0018[44]; //0x0018
}; //Size: 0x0044

class CProjectile
{
public:
   char pad_0000[52]; //0x0000
   char* Name; //0x0034
   char pad_0038[8]; //0x0038
   char* ModelName; //0x0040
   char pad_0044[32]; //0x0044
   float Gravity; //0x0064
   float Speed; //0x0068
   float Range; //0x006C
   char pad_0070[92]; //0x0070
   int32_t N00001D75; //0x00CC End of Class!!!
}; //Size: 0x00D0

class CWeapon
{
public:
   char pad_0000[52]; //0x0000
   char* GunName; //0x0034
   char pad_0038[8]; //0x0038
   char* GunModel; //0x0040
   char pad_0044[28]; //0x0044
   char* PipgunModel; //0x0060
   char pad_0064[144]; //0x0064
   int8_t Type; //0x00F4
   char pad_00F5[3]; //0x00F5
   float N00002F60; //0x00F8
   float N00002F61; //0x00FC
   uint8_t N00002F62; //0x0100
   uint8_t N0000309E; //0x0101
   uint8_t N000030A1; //0x0102
   uint8_t N0000309F; //0x0103
   float MinSpread; //0x0104
   float Spread; //0x0108
   char pad_010C[4]; //0x010C
   float SightFOV; //0x0110
   char pad_0114[4]; //0x0114
   class CProjectile* Projectile; //0x0118
   char pad_011C[1]; //0x011C
   int8_t AttackAnim; //0x011D
   int8_t ProjectileCount; //0x011E
   int8_t N000038D6; //0x011F
   float MinRange; //0x0120
   float MaxRange; //0x0124
   char pad_0128[12]; //0x0128
   float FireRate; //0x0134
}; //Size: 0x0138

class CWeaponInfo
{
public:
   char pad_0000[8]; //0x0000
   class CWeapon* DaWeap; //0x0008
}; //Size: 0x000C

class CAmmoProjectile
{
public:
   char pad_0000[68]; //0x0000
}; //Size: 0x0044

class CAmmoItem
{
public:
   char pad_0000[4]; //0x0000
   int32_t Type; //0x0004 40 is Weapon 41 is Weapon Fuel
   char pad_0008[44]; //0x0008
   char* FullName; //0x0034
   char pad_0038[8]; //0x0038
   char* ModelName; //0x0040
   char pad_0044[28]; //0x0044
   char* HudIconName; //0x0060
   char pad_0064[12]; //0x0064
   char* HudIconGlowName; //0x0070
   char pad_0074[52]; //0x0074
   float Speed; //0x00A8
   uint32_t Flags; //0x00AC
   uint32_t ProjectilesPerShoot; //0x00B0
   class CAmmoProjectile* Projectile; //0x00B4
   float Weight; //0x00B8
   char pad_00BC[8]; //0x00BC
   char* ShortName; //0x00C4
   char pad_00C8[28]; //0x00C8
}; //Size: 0x00E4

class CAmmoInfo
{
public:
   char pad_0000[4]; //0x0000
   uint32_t Count; //0x0004
   class CAmmoItem* AmmoItem; //0x0008
}; //Size: 0x000C

class CProcess
{
public:
   char pad_0000[276]; //0x0000
   class CWeaponInfo* CurrentWeaponInfo; //0x0114
   class CAmmoInfo* CurrentAmmoInfo; //0x0118
   char pad_011C[544]; //0x011C
   float Breath; //0x033C
   char pad_0340[260]; //0x0340
}; //Size: 0x0444

class CBip
{
public:
   char pad_0000[8]; //0x0000
   char* Name; //0x0008
   char pad_000C[120]; //0x000C
}; //Size: 0x0084

class CNode
{
public:
   char pad_0000[8]; //0x0000
   char* BoneName; //0x0008
   char pad_000C[128]; //0x000C
   Vector3 PositionOfBone; //0x008C
   char pad_0098[28]; //0x0098
}; //Size: 0x00B4

class CRagdollBipList
{
public:
   class CNode* Bones[128]; //0x0000
}; //Size: 0x0200

class CSkeleton
{
public:
   char pad_0000[324]; //0x0000
}; //Size: 0x0144

class CRagdollShareData
{
public:
   char pad_0000[8]; //0x0000
   class CSkeleton* Skeleton; //0x0008
   char pad_000C[56]; //0x000C
}; //Size: 0x0044

class CRagdoll
{
public:
   char pad_0000[66]; //0x0000
   int16_t CanDoBones; //0x0042
   char pad_0044[20]; //0x0044
   class CBip* Bip01; //0x0058
   char pad_005C[60]; //0x005C
   int32_t MaxBones1; //0x0098
   int32_t MaxBones2; //0x009C
   char pad_00A0[4]; //0x00A0
   class CRagdollBipList* RagdollBipList; //0x00A4
   char pad_00A8[508]; //0x00A8
   class CRagdollShareData* RagdollShareData; //0x02A4
   char pad_02A8[36]; //0x02A8
}; //Size: 0x02CC

class CBGSNote
{
public:
   char pad_0000[76]; //0x0000
   char* Name; //0x004C
   char pad_0050[45]; //0x0050
   bool IsNoteRead; //0x007D
   char pad_007E[200]; //0x007E
}; //Size: 0x0146

class CQuestObjective
{
public:
   char pad_0000[8]; //0x0000
   char* Name; //0x0008
   char pad_000C[24]; //0x000C
}; //Size: 0x0024

class CQuest
{
public:
   char pad_0000[52]; //0x0000
   char* Name; //0x0034
   char pad_0038[20]; //0x0038
   class CQuestObjective* QuestObjective; //0x004C
   char pad_0050[180]; //0x0050
}; //Size: 0x0104

class CCharacter
{
public:
   char pad_0000[4]; //0x0000
   int8_t Type; //0x0004
   char pad_0005[3]; //0x0005
   uint32_t PossibleType; //0x0008
   char pad_000C[20]; //0x000C
   class CCharacterDataContainer* DataContainer; //0x0020
   Vector3 Angles; //0x0024
   Vector3 Position; //0x0030
   float SpeedScaleModifier; //0x003C
   char pad_0040[8]; //0x0040
   class CExtraDataList* ExtraDataList; //0x0048
   char pad_004C[24]; //0x004C
   class CBody* Body; //0x0064
   class CProcess* Process; //0x0068
   char pad_006C[64]; //0x006C
   class CRagdoll* Ragdoll; //0x00AC
   char pad_00B0[84]; //0x00B0
   int32_t PossibleIsDead5; //0x0104 2 is ded, uint8 if 4 then its in COMBAT
   int32_t PossibleIsDead4; //0x0108 2 is ded
   char pad_010C[28]; //0x010C
   int32_t PossibleIsDead3; //0x0128 0 is ded
   int32_t PossibleIsDead2; //0x012C 0 is ded
   int32_t PossibleIsDead1; //0x0130 0 is ded
   char pad_0134[24]; //0x0134
   bool IsSwimming; //0x014C
   char pad_014D[39]; //0x014D
   int32_t PossibleIsDead; //0x0174 1 is ded
   char pad_0178[252]; //0x0178
   float NegativeAP; //0x0274
   char pad_0278[352]; //0x0278
   float Experience; //0x03D8
   char pad_03DC[208]; //0x03DC
   float NegativeHP; //0x04AC
   char pad_04B0[48]; //0x04B0
   float NegativeAP1; //0x04E0
   char pad_04E4[48]; //0x04E4
   float NegativeHeadCondition; //0x0514
   float NegativeBodyCondition; //0x0518
   float NegativeLeftArmCondition; //0x051C
   float NegativeRightArmCondition; //0x0520
   float NegativeLeftLegCondition; //0x0524
   float NegativeRightLegCondition; //0x0528
   char pad_052C[92]; //0x052C
   float Radiation; //0x0588
   char pad_058C[72]; //0x058C
   float NegativeH20; //0x05D4
   float NegativeFood; //0x05D8
   float NegativeSleep; //0x05DC
   char pad_05E0[4]; //0x05E0
   class CBGSNote* CurrentNote; //0x05E4
   char pad_05E8[152]; //0x05E8
   uint8_t DisabledControls; //0x0680
   char pad_0681[55]; //0x0681
   class CQuest* ActiveQuest; //0x06B8
   char pad_06BC[228]; //0x06BC
   Vector3 N0000021B; //0x07A0
   char pad_07AC[52]; //0x07AC
   float FreecamAngleX; //0x07E0
   float FreecamAngleY; //0x07E4
   Vector3 N0000022D; //0x07E8
   char pad_07F4[1336]; //0x07F4
   Vector3 VisualCameraPosition; //0x0D2C
   char pad_0D38[28]; //0x0D38
   Vector3 CameraOffsetSomething; //0x0D54
   char pad_0D60[12]; //0x0D60
   float SecondsInCombat; //0x0D6C
   char pad_0D70[100]; //0x0D70
   Vector3 SomeKindOfPlayerEyePos; //0x0DD4
   Vector3 N00001758; //0x0DE0
   char pad_0DEC[132]; //0x0DEC
}; //Size: 0x0E70

class CDx9Renderer
{
public:
   char pad_0000[648]; //0x0000
   int32_t D3D9Device; //0x0288
   char pad_028C[1780]; //0x028C
   Matrix4x4 ViewMatrix; //0x0980
   char pad_09C0[1724]; //0x09C0
}; //Size: 0x107C

class CGeometry
{
public:
   char pad_0000[4]; //0x0000
   int32_t Somethin; //0x0004
   char* Name; //0x0008
   char pad_000C[260]; //0x000C
}; //Size: 0x0110

class CGameWorld // 11DEA10
{
public:
   char pad_0000[44]; //0x0000
   class CCharacter* LocalPlayer; //0x002C
   char pad_0030[4112]; //0x0030
}; //Size: 0x1040

class CPool
{
public:
   char* PoolName; //0x0000
   int32_t Start; //0x0004
   char pad_0008[120]; //0x0008
   int32_t MaybeMaxElements; //0x0080
}; //Size: 0x0084

class CPoolList
{
public:
   class CPool* Pools[64]; //0x0000
}; //Size: 0x0100

class CWeaponCondition
{
public:
   char pad_0000[12]; //0x0000
   float Condition; //0x000C
}; //Size: 0x0010

class CClimate
{
public:
   char pad_0000[260]; //0x0000
}; //Size: 0x0104

class CBigList
{
public:
   char pad_0000[24]; //0x0000
   class CClimate* Climate; //0x0018
   char pad_001C[132]; //0x001C
   class CItemList* Items; //0x00A0
   char pad_00A4[156]; //0x00A4
}; //Size: 0x0140

class CEntityList
{
public:
   class CCharacter* Entity[8192]; //0x0000
}; //Size: 0x8000

class CEntityListHolder
{
public:
   char pad_0000[8]; //0x0000
   class CEntityList* List; //0x0008
   char pad_000C[24]; //0x000C
   int32_t Characters; //0x0024
   char pad_0028[2332]; //0x0028
}; //Size: 0x0944

class CActiveQuestTarget
{
public:
   char pad_0000[12]; //0x0000
   class CCharacter* QuestTarget; //0x000C
   char pad_0010[32]; //0x0010
   Vector3 StartPosition; //0x0030
   char pad_003C[12]; //0x003C
   char N00001A2F[128]; //0x0048
}; //Size: 0x00C8

class CQuestTarget
{
public:
   class CActiveQuestTarget* ActiveQuestTarget; //0x0000
   char pad_0004[320]; //0x0004
}; //Size: 0x0144

class CSetting
{
public:
   char pad_0000[4]; //0x0000
   float Value; //0x0004
   char* Name; //0x0008
}; //Size: 0x000C

class CFogData
{
public:
   char pad_0000[44]; //0x0000
   float FogStart; //0x002C
   float FogEnd; //0x0030
   char pad_0034[16]; //0x0034
}; //Size: 0x0044

class CAtmosphere
{
public:
   char pad_0000[12]; //0x0000
   class CFogData* FogData; //0x000C
   char pad_0010[52]; //0x0010
}; //Size: 0x0044

class CSky
{
public:
   char pad_0000[32]; //0x0000
   class CAtmosphere* Atmosphere; //0x0020
   char pad_0024[32]; //0x0024
}; //Size: 0x0044

class CSkyHolder
{
public:
   char pad_0000[104]; //0x0000
   class CSky* Sky; //0x0068
   char pad_006C[28]; //0x006C
}; //Size: 0x0088

class N000018A6
{
public:
   int8_t N000018A7; //0x0000
   char pad_0001[63]; //0x0001
}; //Size: 0x0040

class CVisibleBick
{
public:
   class CCharacter* N000018FC; //0x0000
   char pad_0004[24]; //0x0004
   bool N00001903; //0x001C
   char pad_001D[291]; //0x001D
}; //Size: 0x0140

class CDataHandlerProjectileList
{
public:
   CProjectile ListEntries[128]; //0x0000
   char pad_6800[204]; //0x6800
}; //Size: 0x68CC

class CDataHandler
{
public:
   char pad_0000[320]; //0x0000
   class CDataHandlerProjectileList* ProjectileList; //0x0140
   char pad_0144[764]; //0x0144
}; //Size: 0x0440




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