[[[[[ MemoryMan.dll + 00027E8C ] + 798 ] + 504 ] + 14 ] + 8 ] = PB. Player Base, address.
[ PB + 28 ] = last target, int64
[ PB + 40 ] = health, float, 0-100 (Only after your health has decreased at least once )
[ PB + 80 ] = Distance to target/10, float
[ PB + 100 ] = X/10, float
[ PB + 104 ] = Z/10, float
[ PB + 108 ] = Y/10, float
[ PB + 114 ] = Angle degrees, float.
[ PB + 120 ] = Companion X/10, float.
[ PB + 124 ] = Companion Z/10, float.
[ PB + 128 ] = Companion Y/10, float.
[ swtor.exe + 01084E50 ] = Player identifier, int64
[ swtor.exe + 1080AC4 ] = Player X/10, float
[ swtor.exe + 1080AC8 ] = Player Z/10, float
[ swtor.exe + 1080ACC ] = Player Y/10, float
[ [ swtor.exe + 107CBC0 ] + 3C ] = Player angle, float, in radians, with origin in Y axix
[ [ swtor.exe + 107BE0 ] + 62C ] = MA. Mob Array
[[[[[[[ MA + 4*<mob number> ] + 14 ] + 48 ] + 14 ] + 14 ] + C0 ] + 8 ] = MI. Mob Info Structure.
[ MI + 0 ] = X/10, float
[ MI + 4 ] = Z/10, float
[ MI + 8 ] = Y/10, float
[ MI + 54 ] = health, float
[ MI + 68 ] = ¿Some kind of ID, seen several mobs with same value here?, int64
[swtor.exe + 0107C8BC] = MN. Mob Node, belonging to circular and double linked list.
Each node of the list contains :
[ MN + 38 ] = High ID, int32
[ MN + 3C ] = Low ID, int32
[ MN + 40 ] = Next MN, address
[ MN + 44 ] = Previous MN, address
[ MN + 54 ] = X/10, float
[ MN + 58 ] = Y/10, float
[ MN + 5C ] = Z/10, float
Special thanks to tearf for contributing the mob linked list info to the forum.