TerrainData
Code:
public TerrainData data {
get {
var l0 = ui.M.Read<long>(ui.M.AddressOfProcess + ui.M.base_offsets[OffsetsName.GameStateOffset]); //0x262ED88
var l1 = ui.M.Read<long>(l0 + 0x8);
var l2 = ui.M.Read<long>(l1 + 0x8);
var l3 = ui.M.Read<long>(l2 + 0x40);
addr = l3 + 0x750;
return ui.M.Read<TerrainData>(addr);
}
}
[StructLayout(LayoutKind.Explicit, Pack = 1)]
public struct TerrainData {
[FieldOffset(0x18)] public long Cols;
[FieldOffset(0x20)] public long Rows;
[FieldOffset(0xD8)] public NativePtrArray LayerMelee;
[FieldOffset(0xF0)] public NativePtrArray LayerRanged;
[FieldOffset(0x108)] public int BytesPerRow;
}
local player position:
Code:
me.Pos = ui.M.Read<Vector3>(ui.M.AddressOfProcess + 0x2639D88 - 0x8);
Entity list .... WIP