和平jy高清版SDK和部分数据
GWorld = qword_14D863B50GEngine = 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
请在来一份最新的高清PCSDK 谢谢!
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