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I'm considering adding the There's We can introduce the new For those wondering how to fetch the IntPtrpatternAddr=Game.FindPattern("45 8B C8 4D 85 DB 7E 59 49 8B 42 08 42 0F B6 14 08");IntPtrptrToptrToCamBaseCameraPool=(patternAddr+*(int*)(patternAddr-11)-7);// use GenericPool interface in NativeMemory to mess withpatternAddr=Game.FindPattern("44 0F 29 40 A8 E8 ? ? ? ? 45 33 ED 48 8B D8 48 85 C0 0F 84");(delegate* unmanaged[Stdcall]<IntPtr>)getActiveCamera=(delegate* unmanaged[Stdcall]<IntPtr>)(patternAddr+*(int*)(patternAddr+6)+10);// gets the active camBaseCamera address |
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Hi@kagikn ! |
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Hi! |
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We know what This is what classcamBaseCamera :publiccamBaseObject {int m_NumUpdatesPerformed;// 0x20 camFrame *m_Frame;// 0x30 camFrame *m_PostEffectFrame;// 0x110 rage::atArray<rage::fwRegdRef<camBaseFrameShaker,rage::fwRefAwareBase>,0,unsignedshort> m_FrameShakers;// 0x1F0uintptr_t m_FrameInterpolator;// 0x200uintptr_t m_DofSettings;// 0x208 rage::fwRegdRef<camCollision,rage::fwRefAwareBase> m_Collision;// 0x210uintptr_t m_Metadata;// 0x218 rage::fwRegdRef<CEntityconst ,rage::fwRefAwareBase> m_AttachParent;// 0x220 rage::fwRegdRef<CEntityconst ,rage::fwRefAwareBase> m_LookAtTarget;// 0x228// _bf230 at 0x230};// size: 0x240
classcamFrame :publicrage::fwRefAwareBase {uintptr_t m_Metadata;// 0x10uintptr_t m_WidgetGroup;// 0x18};// size: 0x20 For those wondering what
classcamFrame :publicrage::fwRefAwareBase { rage::Matrix34 m_WorldMatrix;// 0x10 rage::Vector4 m_DofPlanes;// 0x50 rage::Vector2 m_DofFocusDistanceGridScaling;// 0x60 rage::Vector2 m_DofSubjectMagPowerNearFar;// 0x68float m_Fov;// 0x70float m_NearClip;// 0x74float m_FarClip;// 0x78float m_CameraTimeScaleThisUpdate;// 0x7cfloat m_DofStrength;// 0x80float m_DofBlurDiskRadius;// 0x84float m_DofMaxPixelDepth;// 0x88float m_DofMaxPixelDepthBlendLevel;// 0x8Cfloat m_DofPixelDepthPowerFactor;// 0x90float m_FNumberOfLens;// 0x94float m_FocalLengthMultiplier;// 0x98float m_DofFStopsAtMaxExposure;// 0x9Cfloat m_DofFocusDistanceBias;// 0xA0float m_DofMaxNearInFocusDistance;// 0xA4float m_DofMaxNearInFocusDistanceBlendLevel;// 0xA8float m_DofMaxBlurRadiusAtNearInFocusLimit;// 0xACfloat m_DofBlurDiskRadiusPowerFactorNear;// 0xB0float m_DofOverriddenFocusDistance;// 0xB4float m_DofOverriddenFocusDistanceBlendLevel;// 0xB8float m_DofFocusDistanceIncreaseSpringConstant;// 0xBCfloat m_DofFocusDistanceDecreaseSpringConstant;// 0xC0float m_DofPlanesBlendLevel;// 0xC4float m_DofFullScreenBlurBlendLevel;// 0xC8float m_MotionBlurStrength;// 0xCC rage::fwFlags<unsignedshort>// 0xD0};// size: 0xE0 |
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