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Structs.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace PUBGMESP
{
[StructLayout(LayoutKind.Sequential)]
public struct RECT
{
public int left;
public int top;
public int right;
public int bottom;
}
[StructLayout(LayoutKind.Explicit)]
internal struct FTTransform
{
[FieldOffset(0x00)]
public Vector4 Rotation;
[FieldOffset(0x10)]
public Vector3 Translation;
[FieldOffset(0x1C)]
public Vector3 Scale3D;
}
[StructLayout(LayoutKind.Explicit)]
internal struct FTTransform2
{
[FieldOffset(0x00)]
public Vector4 Rotation;
[FieldOffset(0x10)]
public Vector3 Translation;
[FieldOffset(0x20)]
public Vector3 Scale3D;
}
[StructLayout(LayoutKind.Sequential)]
internal struct D3DMatrix
{
public float _11, _12, _13, _14;
public float _21, _22, _23, _24;
public float _31, _32, _33, _34;
public float _41, _42, _43, _44;
}
[StructLayout(LayoutKind.Sequential)]
public struct Vector2
{
public float X;
public float Y;
}
[StructLayout(LayoutKind.Sequential)]
public struct Vector3
{
public float X;
public float Y;
public float Z;
}
[StructLayout(LayoutKind.Sequential)]
public struct Vector4
{
public float X;
public float Y;
public float Z;
public float W;
public Vector4(float x, float y, float z, float w) : this()
{
this.W = w;
this.X = x;
this.Y = y;
this.Z = z;
}
}
}