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Classes.h
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Classes.h
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#pragma once
// Generated using ReClass 2016
#include <cstdint>
struct Vector4
{
float x;
float y;
float z;
float w;
Vector4(float x, float y, float z, float w)
{
this->x = x;
this->y = y;
this->z = z;
this->w = w;
}
};
struct Vector3
{
float x;
float y;
float z;
Vector3()
{
x = 0;
y = 0;
z = 0;
}
Vector3(float x, float y, float z)
{
this->x = x;
this->y = y;
this->z = z;
}
};
struct Vector2
{
float x;
float y;
Vector2()
{
x = 0;
y = 0;
}
Vector2(float x, float y)
{
this->x = x;
this->y = y;
}
};
// Generated using ReClass 2016
class World;
class pWorld;
class Map;
class PlayerArray;
class MainScreen;
class GameScreen;
class MainView;
class ObjectManager;
class Player;
enum class EnumUnitDataClass : int16_t //From Age of Empires 2013
{
InvalidClass = -1,
Archer = 0,
Artifact = 1,
TradeBoat = 2,
Building = 3,
Civilian = 4,
OceanFish = 5,
Infantry = 6,
BerryBush = 7,
StoneMine = 8,
PreyAnimal = 9,
PredatorAnimal = 10,
Miscellaneous = 11,
Cavalry = 12,
SiegeWeapon = 13,
Terrain = 14,
Tree = 15,
TreeStump = 16,
Healer = 17,
Monk = 18,
TradeCart = 19,
TransportBoat = 20,
FishingBoat = 21,
Warship = 22,
Conquistador = 23,
WarElephant = 24,
Hero = 25,
ElephantArcher = 26,
Wall = 27,
Phalanx = 28,
DomesticAnimal = 29,
Flag = 30,
DeepSeaFish = 31,
GoldMine = 32,
ShoreFish = 33,
Cliff = 34,
Petard = 35,
CavalryArcher = 36,
Doppelganger = 37,
Bird = 38,
Gate = 39,
SalvagePile = 40,
ResourcePile = 41,
Relic = 42,
MonkWithRelic = 43,
HandCannoneer = 44,
TwoHandedSwordsman = 45,
Pikeman = 46,
Scout = 47,
OreMine = 48,
Farm = 49,
Spearman = 50,
PackedUnit = 51,
Tower = 52,
BoardingBoat = 53,
UnpackedSiegeUnit = 54,
Ballista = 55,
Raider = 56,
CavalryRaider = 57,
Livestock = 58,
King = 59,
MiscBuilding = 60,
ControlledAnimal = 61
};
class PathfindingSystem
{
public:
World* GetWorld()
{
return *reinterpret_cast<World**>((uint64_t)this + 0x18);
}
};
class Resources
{
public:
float food; //0x0000
float wood; //0x0004
float stone; //0x0008
float gold; //0x000C
float popSpaceLeft; //0x0010
char pad_0x0014[0x4]; //0x0014
float age; //0x0018
char pad_0x001C[0x10]; //0x001C
float currentPop; //0x002C
char pad_0x0030[0x64]; //0x0030
float villagerCount; //0x0094
}; //Size=0x0098
class Player
{
public:
char pad_0x0000[0x28]; //0x0000
ObjectManager* pObjectManager; //0x0028
char pad_0x0030[0x40]; //0x0030
Resources* pResources; //0x0070
char pad_0x0078[0xE0]; //0x0078
int* pColor; //0x0158
char pad_0x0160[0x18]; //0x0160
float xScreenPos; //0x0178
float yScreenPos; //0x017C
char pad_0x0180[0x9210]; //0x0170
char* name; //0x9390
void SetCameraPosition(Vector2 pos)
{
xScreenPos = pos.x;
yScreenPos = pos.y;
}
void SetCameraPosition(Vector3 pos)
{
xScreenPos = pos.x;
yScreenPos = pos.y;
}
}; //Size=0x93A0
class World
{
public:
char pad_0x0000[0x80]; //0x0000
__int32 gameTime; //0x0080
char pad_0x0084[0x1C]; //0x0084
Map* pMap; //0x00A0
char pad_0x00A8[0xB0]; //0x00A8
float camX; //0x0158
float camY; //0x015C
char pad_0x0160[0x148]; //0x0168
PlayerArray* pPlayerArray; //0x02A8
}; //Size=0x02A8
class pWorld
{
public:
World* pWorld; //0x0000
}; //Size=0x0008
class Map
{
public:
int32_t GetTileSize()
{
static int32_t tileOffset = 0x5B38;
return *reinterpret_cast<int32_t*>((int64_t)this + tileOffset);
}
}; //Size=0x5CC8
class CommHandler
{
public:
char pad_0x0000[0xC08]; //0x0000
unsigned char isGamePaused; //0x0C08
};
class Game
{
public:
char pad_0x0000[0x298]; //0x0000
CommHandler* pCommHandler; //0x0298
char pad_0x02A0[0x1A8]; //0x02A0
}; //Size=0x0448
class MainScreen
{
public:
GameScreen* pGameScreen; //0x0000
char pad_0x0008[0x38]; //0x0008
}; //Size=0x0040
class GameScreen
{
public:
char pad_0x0000[0x48]; //0x0000
__int32 mouseX; //0x0048
__int32 mosueY; //0x004C
char pad_0x0050[0x5C]; //0x0050
__int32 ScreenResX; //0x00AC
__int32 ScreenResX2; //0x00B0
__int32 ScreenResY; //0x00B4
__int32 ScreenResY2; //0x00B8
char pad_0x00BC[0xD4]; //0x00BC
MainView* pMainView; //0x0190
char pad_0x0198[0x30]; //0x0198
}; //Size=0x01C8
class MainView
{
public:
char pad_0x0000[0x2C0]; //0x0000
float ScreenPosX; //0x02C0
float ScreenPosY; //0x02C4
float ScreenPosZ; //0x02C8
}; //Size=0x02CC
class UnitData
{
public:
char pad_0x0000[0x20]; //0x0000
__int16 Class; //0x0020
char pad_0x0022[0x26]; //0x0022
__int16 unk; //0x0048
__int16 maxHp; //0x004A
char pad_0x004C[0x8]; //0x004C
float collisionX; //0x0054
float collisionY; //0x0058
float collisionZ; //0x005C
char pad_0x0060[0x120]; //0x0060
char* name; //0x0180
}; //Size=0x0408
class Unit
{
public:
char pad_0x0000[0x10]; //0x0000
UnitData* pUnitData; //0x0010
Player* pOwner; //0x0018
char pad_0x0020[0x70]; //0x0020
float fHealth; //0x0090
char pad_0x0094[0x4]; //0x0094
Vector3 position;
//When moving sadly height isnt set. When attack it works.
Vector3* GetTargetPosition()
{
uint64_t actionList = *reinterpret_cast<uint64_t*>((uint64_t)this + 0x288);
if (!actionList){return NULL;}
uint64_t targetDataWrapper = *reinterpret_cast<uint64_t*>(actionList + 0x10);
if (!targetDataWrapper) { return NULL; }
uint64_t actionMoveTo = *reinterpret_cast<uint64_t*>(targetDataWrapper);
if (!actionMoveTo) { return NULL; }
return reinterpret_cast<Vector3*>(actionMoveTo + 0x38);
}
typedef char(__fastcall* fhsMoveToCaller)(Unit* unit, Unit* targetUnit, World* world, int64_t zero, float xPos, float yPos, int zero2);
void MoveTo(World* world, float xPos, float yPos)
{
static fhsMoveToCaller moveUnitCaller = (fhsMoveToCaller)((int64_t)GetModuleHandle(NULL) + 0xc863a0); //outdated and desync
moveUnitCaller(this, 0, world, 0, xPos, yPos, 0);
}
}; //Size=0x0250
class ObjectManager
{
public:
char pad_0x0000[0x8]; //0x0000
Unit** units; //0x0008
__int32 Count; //0x0010
}; //Size=0x0018
class PlayerData
{
public:
Player* player; //0x0000
void* unk; //0x0008
};
class PlayerArray
{
public:
PlayerData playerData[8]; //0x0008
}; //Size: 0x0074
class PlayerName
{
public:
char pad_0000[68]; //0x0000
}; //Size: 0x0044