For enthusiasts, need help

For enthusiasts:

Good afternoon, I'm looking for a person with free time and knowledge of c ++ (at the level: build a project, catch simple build errors) and the ability to view the application's memory to finalize the unpacker 4.0, you need to run through the structure and find fields that are missing in memory (removed during code generation)

for help, get a library of structures and an unpacker that works with them

struct example:

C++:
struct NDb::client::Scene3D::Geometry : NDb::resourceDB::resources::Resource  {
    unsigned long __dwCheckSum;
    int visualSkeletonSize;
    VECTOR<NDb::client::Scene3D::Geometry_VertexDeclaration> vertexDeclarations;
    BLOb vertexBuffer;
    int version;
    BOOL vb32;
    BOOL useProceduralEffect;
    BOOL useDecals;
    BOOL useColors;
    int startFrame;
    int sourceFileCRC;
    NDb::client::Scene3D::Geometry_SortMode sortMode;
    BLOb skeleton;
    VECTOR<NDb::client::Scene3D::Geometry_NamedNode> sceneNodes;
    float scaleDistanceStart;
    float scaleDistanceEnd;
    STRONG_POINTER<NDb::client::Scene3D::MaterialParams> rootMaterial;
    int realSkeletonSize;
    BOOL portalModel;
    char __PADDING__0;
    char __PADDING__1;
    char __PADDING__2;
    VECTOR<NDb::client::Scene3D::Geometry_KDTreePortalFragment> portalFragments;
    VECTOR<NDb::client::Scene3D::Geometry_ModelPart> parts;
    NDb::client::Scene3D::Geometry_OrientationMode orientationMode;
    BOOL optimizeMesh;
    char __PADDING__3;
    char __PADDING__4;
    char __PADDING__5;
    VECTOR<NDb::client::Scene3D::Geometry_OccluderInfo> occluderInfos;
    VECTOR<NDb::client::Scene3D::Geometry_ModelElement> modelElements;
    NDb::client::Scene3D::Geometry_DateAndTime mayaSourceModifiedDateAndTime; // <-- this field sould be removed
    BOOL lodModel;
    char __PADDING__6;
    char __PADDING__7;
    char __PADDING__8;
    float lodFactor;
    VECTOR<float> lodDistances;
    BOOL largeModel;
    char __PADDING__9;
    char __PADDING__10;
    char __PADDING__11;
    VECTOR<NDb::client::Scene3D::Geometry_NamedJoint> joints;
    BOOL isLocalized;
    char __PADDING__12;
    char __PADDING__13;
    char __PADDING__14;
    BLOb indexBuffer;
    BOOL ignoreZ;
    char __PADDING__15;
    char __PADDING__16;
    char __PADDING__17;
    NDb::client::Scene3D::Geometry_HideRule hideRule;
    int globalID;
    VECTOR<NDb::client::Scene3D::Geometry_KDTreeGeometryFragment> geometryFragments;
    AABB geometryBox;
    float fogFactor;
    VECTOR<NDb::client::Scene3D::Geometry_FlareInfo> flareInfos;
    float fadeDistanceStart;
    float fadeDistanceEnd;
    DB_POINTER<NDb::client::Scene3D::ExportGeometry> exportTemplate; // <-- this field sould be removed
    BOOL exportDefaultAnimation;
    char __PADDING__18;
    char __PADDING__19;
    char __PADDING__20;
    int endFrame;
    BOOL enableDistanceFade;
    BOOL decalModel;
    BOOL castShadows;
    char __PADDING__21;
    FILE_REF binaryFile;
    VECTOR<NDb::client::Scene3D::Geometry_KDTreeAreaFragment> areaFragments;
    BOOL absoluteDistanceFade;
    char __PADDING__22;
    char __PADDING__23;
    char __PADDING__24;
    AABB aabb;
    DB_POINTER<NDb::client::Scene3D::SkeletalAnimation> SkeletalAnimation;
    BASIC_STRING LastExportID; // <-- this field sould be removed too
};
 

Top Bottom