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    1. #1
      Kim Kong Trasher
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      ArmA 3 reversals

      Silent VPN
      Just started working on ArmA 3, this is what I have so far.. Still lacking object types and player id's.

      Code:
      class CLIENTPTR;
      class World;
      class EntityPool;
      class Entity;
      struct WorldSpace;
      struct EntityClass;
      
      class ArmaString;
      
      class CLIENTPTR
      {
      public:
      
      	World* worldPtr; //0x0000 
      	
      };//Size=0x0004
      
      class World
      {
      public:
      	char unk[2416];				// 0x000
      	float fMyHeading1; 			// 0x970
      	char unk0[12];				// 0x974
      	float fMyHeading1Neg;		// 0x980
      	char unk1[4];				// 0x984
      	float fMyHeading2;			// 0x988
      	float fLocalX;				// 0x98C
      	float fLocalZ;				// 0x990
      	float fLocalY;				// 0x994
      	char unk2[460];				// 0x998
      	EntityPool* firstEntities;	// 0xB64	very close to you
      	int nFirstPoolSize;			// 0xB68
      	int nFirstPoolMaxSize;		// 0xB6C
      	char unk3[156];				// 0xB70
      	EntityPool* secondEntities;	// 0xC0C	close to you
      	int nSecondPoolSize;		// 0xC10
      	int nSecondPoolMaxSize;		// 0xC14
      	char unk4[156];				// 0xC18
      	EntityPool* thirdEntities;	// 0xCB4	average distance
      	int nThirdPoolSize;			// 0xCB8
      	int nThirdPoolMaxSize;		// 0xCBC
      	char unk5[156];				// 0xCC0 
      	EntityPool* forthEntities;	// 0xD5C 	further away from you
      	int nForthPoolSize;			// 0xD60
      	int nForthPoolMaxSize;		// 0xD64
      	
      	char padding[3016];			// 0xC18 padding is off, useless anyhow
      	BYTE bScopedIn; 			// 0x17E0 
      	
      };//Size=0x17E1
      
      class EntityPool
      {
      public:
      	Entity* entities[256];		// 256 is just a wild random, iterate according to pool size, and prolly better of to increase the size
      };
      
      class Entity
      {
      public:
      	char unk0[0x130];			// 0x000
      	EntityClass entityClass;	// 0x130
      	char unk1[44];				// 0x134			
      	WorldSpace* worldSpace;		// 0x160
      };
      
      struct WorldSpace
      {
      	char unk0[4];
      	float fHeading1
      	char unk1[4];
      	float fHeading2;
      	char unk2[4];
      	float fHeading21;
      	char unk3[4];
      	float fHeading22;
      	char unk4[8];
      	float fXcoord;
      	float fZcoord;
      	float fYcoord;
      };
      
      struct EntityClass {
      	char unk0[0x2C];
      	ArmaString* className;		// 0x2C
      	char unk1[4];				// 0x30
      	ArmaString* classSkinPath;	// 0x34;
      };
      
      
      class ArmaString 
      {
      public:
      	char unk0[4];
      	int len;
      	char string[128];
      };
      CLIENTPTR is 0x1652C10
      Last edited by c5; 07-21-2013 at 12:15 PM.
      ArmA 3 reversals

    2. #2
      Kim Kong Trasher
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      Object type is in the same EntityClass structure I posted above at 0xCC, it's an arma string aswell.

      And a few patterns:

      Code:
      == arma 3 == CLIENT PTR (PATTERN)
      
      0041900A   8939             MOV DWORD PTR DS:[ECX],EDI
      0041900C   6A 00            PUSH 0x0
      0041900E   8BC8             MOV ECX,EAX
      00419010   E8 8B4F3A00      CALL arma3.007BDFA0
      00419015   8BF0             MOV ESI,EAX
      00419017   EB 02            JMP SHORT arma3.0041901B
      00419019   33F6             XOR ESI,ESI
      0041901B   8B16             MOV EDX,DWORD PTR DS:[ESI]
      0041901D   8D43 18          LEA EAX,DWORD PTR DS:[EBX+0x18]
      00419020   50               PUSH EAX
      00419021   8B82 80000000    MOV EAX,DWORD PTR DS:[EDX+0x80]
      00419027   8BCE             MOV ECX,ESI
      00419029   FFD0             CALL EAX
      0041902B   8B0D 102C6501    MOV ECX,DWORD PTR DS:[0x1652C10]   // client ptr
      00419031   56               PUSH ESI
      00419032   81C1 000E0000    ADD ECX,0xE00
      00419038   E8 739F5C00      CALL arma3.009E2FB0
      0041903D   8B7424 34        MOV ESI,DWORD PTR SS:[ESP+0x34]
      00419041   8BCF             MOV ECX,EDI
      00419043   83CA FF          OR EDX,0xFFFFFFFF
      00419046   F0:0FC111        LOCK XADD DWORD PTR DS:[ECX],EDX         ; LOCK prefix
      
      === arma 3 === TRANSFORMATION PTR (PATTERN)
      
      00419125   F3:0F1080 C40100>MOVSS XMM0,DWORD PTR DS:[EAX+0x1C4]
      0041912D   51               PUSH ECX
      0041912E   8B4D 08          MOV ECX,DWORD PTR SS:[EBP+0x8]
      00419131   F3:0F110424      MOVSS DWORD PTR SS:[ESP],XMM0
      00419136   57               PUSH EDI
      00419137   51               PUSH ECX
      00419138   56               PUSH ESI
      00419139   E8 823A0000      CALL arma3.0041CBC0
      0041913E   8B15 84956C01    MOV EDX,DWORD PTR DS:[0x16C9584]	// transformation
      00419144   8B82 DC000000    MOV EAX,DWORD PTR DS:[EDX+0xDC]        // offset
      0041914A   F3:0F1050 2C     MOVSS XMM2,DWORD PTR DS:[EAX+0x2C]
      0041914F   F3:0F1040 28     MOVSS XMM0,DWORD PTR DS:[EAX+0x28]
      00419154   F3:0F5C43 18     SUBSS XMM0,DWORD PTR DS:[EBX+0x18]
      00419159   F3:0F1048 30     MOVSS XMM1,DWORD PTR DS:[EAX+0x30]
      0041915E   F3:0F105B 20     MOVSS XMM3,DWORD PTR DS:[EBX+0x20]
      Last edited by c5; 07-20-2013 at 04:14 PM.
      ArmA 3 reversals

    3. #3
      Kim Kong Trasher
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      Yeah that's the way I hooked present from swapchain. Offset seems different though, interesting.
      ArmA 3 reversals

    4. #4
      Kim Kong Trasher
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      I know man, directx11 is just horrible from our point of view. I haven't tried anything with textures yet and don't know if I will (too complicated lol), need to make my primitives draw perfectly first. And that already is a pain itself lol..
      ArmA 3 reversals

    5. #5
      Kim Kong Trasher
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      2 from the top of my head, if I remember correctly.

      I was using fontwrapper aswell, I noticed it had some functionality of drawing vertices aswell, gonna take a look at that I guess. Tried s0beits method before but the effects11.lib fucked it up for me big time duh, don't know why..
      ArmA 3 reversals

    6. #6
      Kim Kong Trasher
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      Yeah, sorry, I've got it the same way. Device, context and swapchain.
      ArmA 3 reversals

    7. #7
      Kim Kong Trasher
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      That's what I get for rendering a filled rectangle lol

      ArmA 3 reversals
      ArmA 3 reversals

    8. #8
      Kim Kong Trasher
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      Little bit of stuff missing, yeah?
      ArmA 3 reversals

    9. #9
      Kim Kong Trasher
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      Quote Originally Posted by Crypt View Post
      Yeah, I'm trying to grab the matrixes that way (view, proj, word), are they in the same struct as your local position?
      I think camera was there indeed, and world, but I get them from another structure.
      ArmA 3 reversals

    10. #10
      Kim Kong Trasher
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      Silent VPN
      I wonder how 'easy' it is to do wireframe, more than 8 lines I'm used to I guess.
      ArmA 3 reversals

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