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Generated with TheFeckless UE3 SDK Generator v1.4_Beta-Rev.51
Game Ver: 37476
GObjects = 0x01981384
GNames = 0x0199445C
SdkHeaders.h:
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Game Ver: 37476
GObjects = 0x01981384
GNames = 0x0199445C
SdkHeaders.h:
C++:
/*
#############################################################################################
# Black Squad (1.0.0.0) SDK
# Generated with TheFeckless UE3 SDK Generator v1.4_Beta-Rev.51
# ========================================================================================= #
# File: SdkHeaders.h
# ========================================================================================= #
# Credits: uNrEaL, Tamimego, SystemFiles, R00T88, _silencer, the1domo, K@N@VEL
# Thanks: HOOAH07, lowHertz
# Forums: www.memoryhackers.org
#############################################################################################
*/
/*
# ========================================================================================= #
# Defines
# ========================================================================================= #
*/
#define GObjects 0x01981384
#define GNames 0x0199445C
/*
# ========================================================================================= #
# Structs
# ========================================================================================= #
*/
template< class T > struct TArray
{
public:
T* Data;
int Count;
int Max;
public:
TArray()
{
Data = NULL;
Count = Max = 0;
};
public:
int Num()
{
return this->Count;
};
T& operator() ( int i )
{
return this->Data[ i ];
};
const T& operator() ( int i ) const
{
return this->Data[ i ];
};
void Add ( T InputData )
{
Data = (T*) realloc ( Data, sizeof ( T ) * ( Count + 1 ) );
Data[ Count++ ] = InputData;
Max = Count;
};
void Clear()
{
free ( Data );
Count = Max = 0;
};
};
struct FNameEntry
{
unsigned char UnknownData00[ 0x10 ];
wchar_t Name[ 0x10 ];
};
struct FName
{
int Index;
unsigned char unknownData00[ 0x4 ];
FName() : Index ( 0 ) {};
FName ( int i ) : Index ( i ) {};
~FName() {};
FName ( wchar_t* FindName )
{
static TArray< int > NameCache;
for ( int i = 0; i < NameCache.Count; ++i )
{
if ( ! wcscmp ( this->Names()->Data[ NameCache ( i ) ]->Name, FindName ) )
{
Index = NameCache ( i );
return;
}
}
for ( int i = 0; i < this->Names()->Count; ++i )
{
if ( this->Names()->Data[ i ] )
{
if ( ! wcscmp ( this->Names()->Data[ i ]->Name, FindName ) )
{
NameCache.Add ( i );
Index = i;
}
}
}
};
static TArray< FNameEntry* >* Names()
{
return (TArray< FNameEntry* >*) GNames;
};
wchar_t* GetName()
{
return this->Names()->Data[ Index ]->Name;
};
bool operator == ( const FName& A ) const
{
return ( Index == A.Index );
};
};
struct FString : public TArray< wchar_t >
{
FString() {};
FString ( wchar_t* Other )
{
this->Max = this->Count = *Other ? ( wcslen ( Other ) + 1 ) : 0;
if ( this->Count )
this->Data = Other;
};
~FString() {};
FString operator = ( wchar_t* Other )
{
if ( this->Data != Other )
{
this->Max = this->Count = *Other ? ( wcslen ( Other ) + 1 ) : 0;
if ( this->Count )
this->Data = Other;
}
return *this;
};
};
struct FScriptDelegate
{
unsigned char UnknownData00[ 0xC ];
};
/*
# ========================================================================================= #
# Includes
# ========================================================================================= #
*/
#include "SDK_HEADERS\Core_structs.h"
#include "SDK_HEADERS\Core_classes.h"
#include "SDK_HEADERS\Core_f_structs.h"
#include "SDK_HEADERS\Core_functions.h"
#include "SDK_HEADERS\Engine_structs.h"
#include "SDK_HEADERS\Engine_classes.h"
#include "SDK_HEADERS\Engine_f_structs.h"
#include "SDK_HEADERS\Engine_functions.h"
#include "SDK_HEADERS\GameFramework_structs.h"
#include "SDK_HEADERS\GameFramework_classes.h"
#include "SDK_HEADERS\GameFramework_f_structs.h"
#include "SDK_HEADERS\GameFramework_functions.h"
#include "SDK_HEADERS\Grip_structs.h"
#include "SDK_HEADERS\Grip_classes.h"
#include "SDK_HEADERS\Grip_f_structs.h"
#include "SDK_HEADERS\Grip_functions.h"
#include "SDK_HEADERS\Cognition_structs.h"
#include "SDK_HEADERS\Cognition_classes.h"
#include "SDK_HEADERS\Cognition_f_structs.h"
#include "SDK_HEADERS\Cognition_functions.h"
#include "SDK_HEADERS\IpDrv_structs.h"
#include "SDK_HEADERS\IpDrv_classes.h"
#include "SDK_HEADERS\IpDrv_f_structs.h"
#include "SDK_HEADERS\IpDrv_functions.h"
#include "SDK_HEADERS\XAudio2_structs.h"
#include "SDK_HEADERS\XAudio2_classes.h"
#include "SDK_HEADERS\XAudio2_f_structs.h"
#include "SDK_HEADERS\XAudio2_functions.h"
#include "SDK_HEADERS\GFxUI_structs.h"
#include "SDK_HEADERS\GFxUI_classes.h"
#include "SDK_HEADERS\GFxUI_f_structs.h"
#include "SDK_HEADERS\GFxUI_functions.h"
#include "SDK_HEADERS\WinDrv_structs.h"
#include "SDK_HEADERS\WinDrv_classes.h"
#include "SDK_HEADERS\WinDrv_f_structs.h"
#include "SDK_HEADERS\WinDrv_functions.h"
#include "SDK_HEADERS\OnlineSubsystemPC_structs.h"
#include "SDK_HEADERS\OnlineSubsystemPC_classes.h"
#include "SDK_HEADERS\OnlineSubsystemPC_f_structs.h"
#include "SDK_HEADERS\OnlineSubsystemPC_functions.h"
#include "SDK_HEADERS\CombatGame_structs.h"
#include "SDK_HEADERS\CombatGame_classes.h"
#include "SDK_HEADERS\CombatGame_f_structs.h"
#include "SDK_HEADERS\CombatGame_functions.h"
#include "SDK_HEADERS\combatgamecontent_structs.h"
#include "SDK_HEADERS\combatgamecontent_classes.h"
#include "SDK_HEADERS\combatgamecontent_f_structs.h"
#include "SDK_HEADERS\combatgamecontent_functions.h"
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