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Q:

pubg_mobile_memory_hacking_examples-master

DWORD NavMesh = dGet(Entities[i]->entityAddv + 312);
Entities[i]->position = v3fGet(NavMesh + 0x150);
Entities[i]->onEntiyPositionChanged();
Entities[i]->velocity = v3fGet(NavMesh + 0x1A0);
Entities[i]->onEntiyVelocityChanged();

Entities[i]->playerWorld = dGet(entityAddv + 0x138);

// Thats UFT16 wchar
strcpy(Entities[i]->playerName, strGet(dGet(entityAddv + 0x5E8), iGet(entityAddv + 0x5EC) * 2));
strcpy(Entities[i]->playerFlag, strGet(dGet(entityAddv + 0x5F4), 4));
strcpy(Entities[i]->playerID, strGet(dGet(entityAddv + 0x604), 22));

Entities[i]->playerStatus = iGet(Entities[i]->playerWorld + 0x364);
Entities[i]->playerTeamId = iGet(entityAddv + 0x610);
Entities[i]->itsMe = 0;
if(entityAddv == uMyObject){
   myTeamID = Entities[i]->playerTeamId;
   MeEntity = Entities[i];
   Entities[i]->itsMe = 1;
}
Entities[i]->itsFriend = 0;
if(myTeamID == Entities[i]->playerTeamId){
   Entities[i]->itsFriend = 1;
}
Entities[i]->playerIsBot = iGet(entityAddv + 0x2B4) == 0 ? true : false;
DWORD tmpAddv = dGet(entityAddv + 0x308);
Entities[i]->bodyAddv = tmpAddv + 0x140;
Entities[i]->boneAddv = dGet(tmpAddv + 0x580) + 0x30;


Entities[i]->rotation = fGet(Entities[i]->playerWorld + 0x128); // ROTATE

/* PSOE Ites not ineger, bytes, but we will read as integer.
1144306736 standing 
1143847984 crouched  
1143684144 creep */
Entities[i]->playerPose = iGet(Entities[i]->playerWorld + 0x130); 

Entities[i]->playerHealth.max = fGet(Entities[i]->entityAddv + 0x77C);
Entities[i]->playerHealth.cur = fGet(Entities[i]->entityAddv + 0x778);
Entities[i]->playerEnergy.max = fGet(Entities[i]->entityAddv + 0x1408);
Entities[i]->playerEnergy.cur = fGet(Entities[i]->entityAddv + 0x140C);

DWORD weaponsCapsule = dGet(Entities[i]->entityAddv + 0x12C);
Entities[i]->playerIsAttacking = false;
for(int w = 0; w < 4; w++){
   DWORD weaponBase = dGet(weaponsCapsule + w * 4);
   DWORD weaponAmmoBase = dGet(weaponBase + 0x54);
   Entities[i]->playerWeapons[w].activity = iGet(weaponBase + 0xDC);
   Entities[i]->playerWeapons[w].state = iGet(weaponBase + 0x4C0);
   Entities[i]->playerWeapons[w].entityId = iGet(dGet(weaponBase + 0x4BC) + 0xC0);
   Entities[i]->playerWeapons[w].maxAmmo = iGet(weaponAmmoBase + 0x7D4);
   Entities[i]->playerWeapons[w].curAmmo = iGet(weaponAmmoBase + 0x7D0);
}
// Bones
Entities[i]->boneActor = vectorBoneRead(Entities[i]->bodyAddv);
for(int b = 0; b < 15; b++){
   Entities[i]->playerBones[b] = getPlayerBone(Entities[i]->boneAddv, Entities[i]->boneActor, i, b);
}
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DWORD NavMesh = dGet(Entities[i]->entityAddv + 312);
Entities[i]->position = v3fGet(NavMesh + 0x150);
Entities[i]->onEntiyPositionChanged(); 

Entities[i]->velocity = v3fGet(dGet(Entities[i]->entityAddv + 0x54) + 0x78);
Entities[i]->onEntiyVelocityChanged();
DWORD vehicleCommon = dGet(dGet(Entities[i]->entityAddv + 0x54) + 0x4D8);
Entities[i]->vehicleHealth.max = fGet(vehicleCommon + 0x108);
Entities[i]->vehicleHealth.cur = fGet(vehicleCommon + 0x10C);
Entities[i]->vehicleFuel.max = fGet(vehicleCommon + 0x120);
Entities[i]->vehicleFuel.cur = fGet(vehicleCommon + 0x124);
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