aoty1018 发表于 2024-10-14 18:42:40

和平jy高清版SDK和部分数据

GWorld = qword_14D863B50
GEngine = qword_14D861248
FName::ToString = sub_143FB7A40
ProcessEvent    index = 5B
staticFindObject = sub_14423F800


Caption = "和平精英模拟器高清版"
Class = "UnrealWindow"



和平精英骨骼
head, neck_01, spine_03, spine_02, spine_01, pelvis;
hand_l, lowerarm_l, upperarm_l, clavicle_l, clavicle_r, upperarm_r, lowerarm_r, hand_r;
ball_l, foot_l, calf_l, thigh_l, thigh_r, calf_r, foot_r, ball_r;



ULocalPlayer解密:Encrypt_ULocalPlayer ^ //用来取本人 或者直接队伍player判断


玩家类继承关系为:
class ABP_TrainPlayerPawn_C : public ABP_PlayerPawn_C
class ABP_PlayerPawn_C : public ASTExtraPlayerCharacter
class ASTExtraPlayerCharacter : public ASTExtraBaseCharacter
class ASTExtraBaseCharacter : public ASTExtraCharacter
class ASTExtraCharacter : public AUAECharacter
class AUAECharacter : public ACharacter



血量等的数据都在这几个类下,武器类载具类物品类在这几个类下都有。


struct _Offsets {
    struct {
      uint16_t Objects =0x0;               
      //uint16_t NumChunks = 0x;//同.,只有一个大块                       
      uint16_t NumElements = qword_14D6A8A80;       
    }TUObjectArray;
    struct {
      uint16_t Size = 0x18;
      uint16_t Object = 0x0;
    } FUObjectItem;
    struct {
      uint16_t Class = 0x10;
      uint16_t Name = 0x18;
      uint16_t Outer = 0x20;
    } UObject;
    struct {
      uint16_t SuperStruct = 0x30;
      uint16_t ChildProperties = 0x38;
      uint16_t PropertiesSize = 0x40;
    } UStruct;
    struct {
      uint16_t Name = 0x0;
      uint16_t Value = 0x8;
      uint16_t Size = 0x10;
      uint16_t Names = 0x40;
    } UEnum;
    struct {
      uint16_t Func = 0xB0;
    } UFunction;
    struct {
      uint16_t Class = 0x10;
      uint16_t Next =        0x28;
      uint16_t Name = 0x18;
    } FField;
    struct {
      uint16_t ElementSize = 0x34;
      uint16_t Offset = 0x44;
      uint16_t Size = 0x70;
    } FProperty;
};



DMA的话自己去FName::ToString扣算法

87221149 发表于 2024-11-8 10:25:41

请在来一份最新的高清PCSDK 谢谢!
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