private IntPtr encryptedActorArrayPtr; //0x0058 public AActor[] AActors() { IntPtr AActorsPtr = Decrypt.ActorArray(encryptedActorArrayPtr); ActorArray actorArray = Driver.Read <ActorArray>(AActorsPtr); IntPtr[] actorPtrArray = Driver.ReadArray <IntPtr>(actorArray.Actors, actorArray.NumActors); AActor[] aActors = new AActor[actorPtrArray.Length]; for (int i = 0; i < actorPtrArray.Length; i++) { aActors[i] = Driver.Read <AActor>(actorPtrArray[i]); } return(aActors); }
private IntPtr playerCameraManagerPtr; //0x0468 public AActor AknowledgedPawn() { IntPtr AknowledgedPawnPtr = Decrypt.InPawn(encryptedAknowledgedPawnPtr); return(Driver.Read <AActor>(AknowledgedPawnPtr)); }
private IntPtr EncryptedPlayerConstrollerPtr; //0x0038 public APlayerController PlayerController() { IntPtr PlayerControllerPtr = Decrypt.PlayerController(EncryptedPlayerConstrollerPtr); return(Driver.Read <APlayerController>(PlayerControllerPtr)); }
private IntPtr encryptedLocalPlayerPtr; //0x0000 public ULocalPlayer LocalPlayer() { IntPtr LocalPlayerPtr = Decrypt.LocalPlayer(encryptedLocalPlayerPtr); return(Driver.Read <ULocalPlayer>(LocalPlayerPtr)); }
public UGameInstance OwningGameInstance() { IntPtr GameInstancePtr = Decrypt.GameInstance(encryptedOwningGameInstancePtr); return(Driver.Read <UGameInstance>(GameInstancePtr)); }
public float Health; //0x0E38 private USkeletalMeshComponent Mesh() { IntPtr MeshPtr = Decrypt.InPawn(encryptedMeshPtr); return(Driver.Read <USkeletalMeshComponent>(MeshPtr)); }
private IntPtr encryptedOwningGameInstancePtr; //0x0A98 public ULevel CurrentLevel() { IntPtr CurrentLevelPtr = Decrypt.ULevel(encryptedCurrentLevelPtr); return(Driver.Read <ULevel>(CurrentLevelPtr)); }