class fb::ServerPlayer { class fb::Player // Inherited class at offset 0x0 { class fb::SupportsWeakPtr // Inherited class at offset 0x8 { }; // fb::SupportsWeakPtr virtual class fb::SoldierEntity * getSoldier(); // V: 0x4 virtual class fb::EntryComponent * getEntry(); // V: 0x8 virtual bool isInVehicle(); // V: 0xC virtual unsigned int getId(); // V: 0x10 virtual bool isUnlocked(const class fb::UnlockAssetBase *); // V: 0x18 class fb::SmartRef m_data; // this+0x8 class fb::MemoryArena * m_memoryArena; // this+0xC class eastl::basic_string m_name; // this+0x10 class fb::OnlineId m_onlineId; // this+0x20 class fb::OnlineId m_groupId; // this+0x40 class fb::OnlineId m_clubId; // this+0x60 enum fb::TeamId m_teamPreference; // this+0x80 unsigned int m_lastVehicleCameraIndex; // this+0x84 unsigned int m_analogInputEnableMask; // this+0x88 unsigned __int64 m_digitalInputEnableMask; // this+0x90 class fb::SmartRef m_selectedCustomizationAsset; // this+0x98 class eastl::fixed_set,fb::eastl_arena_allocator> m_selectedActiveUnlocks; // this+0x9C bool m_isAIPlayer; // this+0x320 bool m_isSpectator; // this+0x321 enum fb::TeamId m_teamId; // this+0x324 virtual void * __vecDelDtor(unsigned int); // V: 0x0 }; // fb::Player class fb::network::Serve****** // Inherited class at offset 0x328 { class fb::network::Ghost // Inherited class at offset 0x0 { enum { int GhostMaskInit; // constant 0x1 int GhostMaskDelete; // constant 0x2 int ReservedStates; // constant 0x2 }; // virtual const char * getNetName(); // V: 0x4 virtual const char * getNetClassName(); // V: 0x8 virtual unsigned char getNetClassId(); // V: 0xC virtual class fb::Entity * entityCast(); // V: 0x10 class eastl::hash_set,eastl::equal_to,fb::eastl_arena_allocator,0> m_ghostInfos; // this+0x4 class eastl::vector m_networkables; // this+0x24 unsigned int m_networkableDescriptorSum; // this+0x34 unsigned int m_supportsDeltaCompression; // this+0x38, len(0x1) unsigned int m_allowChangeMask; // this+0x39, len(0x1) unsigned int m_baselineChanged; // this+0x3A, len(0x1) unsigned int m_ownedByGhostFactory; // this+0x3B, len(0x1) unsigned int m_isStaticGhost; // this+0x3C, len(0x1) virtual void * __vecDelDtor(unsigned int); // V: 0x0 }; // fb::network::Ghost class fb::network::Serve******Filter * m_filter; // this+0x3C class fb::SmartRef m_currentBaseline; // this+0x40 class fb::SmartRef m_defaultBaseline; // this+0x44 unsigned int m_serverId; // this+0x48 float m_frequency; // this+0x4C virtual void * __vecDelDtor(unsigned int); // V: 0x0 }; // fb::network::Serve****** class fb::network::IServerNetworkable // Inherited class at offset 0x378 { class fb::network::INetworkable // Inherited class at offset 0x0 { unsigned int m_networkableDescriptorSize; // this+0x4 virtual void * __vecDelDtor(unsigned int); // V: 0x0 }; // fb::network::INetworkable virtual unsigned int ghostWrite(unsigned int, class fb::IBitStreamWrite *, const struct fb::network::ServerNetworkableWriteParameters &); // V: 0x10 class fb::network::Serve****** * m_parentGhost; // this+0x8 unsigned int m_maskInfo; // this+0xC virtual void * __vecDelDtor(unsigned int); // V: 0x0 }; // fb::network::IServerNetworkable class fb::MessageListener // Inherited class at offset 0x388 { enum { int DefaultOrdering; // constant 0x64 }; // virtual void onMessage(const class fb::Message &); // V: 0x0 int m_refCntListener; // this+0x4 }; // fb::MessageListener class fb::BitArray m_unlocksBitArray; // this+0x390 class fb::ScopedPtr m_ownPlayerView; // this+0x3A4 class fb::ServerPlayerView * m_playerView; // this+0x3A8 unsigned int m_id; // this+0x3AC unsigned char m_connectionId; // this+0x3B0 class fb::EntryInput * m_entryInput; // this+0x3B4 class fb::ServerSoldierEntity * m_soldier; // this+0x3B8 class fb::ServerCharacterEntity * m_character; // this+0x3BC class fb::WeakPtr m_soldierCorpse; // this+0x3C0 class fb::ServerSoldierEntity * m_customizationSoldier; // this+0x3C4 unsigned int m_attachedPartId; // this+0x3C8 unsigned int m_attachedEntryId; // this+0x3CC class fb::ServerControllableEntity * m_attachedControllable; // this+0x3D0 unsigned int m_oldAttachedPartId; // this+0x3D4 unsigned int m_oldAttachedEntryId; // this+0x3D8 class fb::WeakPtr m_oldAttachedControllable; // this+0x3DC unsigned int m_controlledEntryId; // this+0x3E0 class fb::ServerControllableEntity * m_controlledControllable; // this+0x3E4 bool m_isIngame; // this+0x3E8 float m_timeAlive; // this+0x3EC class fb::WeakPtr m_currentVehicleInteractionEntity; // this+0x3F0 class fb::WeakPtr m_oldVehicleInteractionEntity; // this+0x3F4 bool m_voicePluggedIn; // this+0x3F8 bool m_voiceThroughSpeakers; // this+0x3F9 bool m_isTalking; // this+0x3FA bool m_isTalkingOnTheRadio; // this+0x3FB class ViewGhostFilter { class fb::network::Serve******Filter // Inherited class at offset 0x0 { virtual bool onGhost(class fb::network::Serve****** *, class fb::network::EngineConnectionPeer *); // V: 0x0 }; // fb::network::Serve******Filter class fb::ServerPlayerView * m_view; // this+0x4 }; // ViewGhostFilter class fb::ScopedPtr m_viewGhostFilter; // this+0x3FC class fb::ScopedPtr m_gameView; // this+0x400 bool m_clientControlledCamera; // this+0x404 struct fb::LinearTransform m_clientCameraTransform; // this+0x410 struct fb::Vec3 m_deathPosition; // this+0x450 class fb::SmartRef m_selectedKit; // this+0x460 float m_ammoCrateTimer; // this+0x464 float m_ammoPickupTimer; // this+0x468 float m_vehicleInteractTimer; // this+0x46C float m_switchTeamTimer; // this+0x470 float m_forcedSwitchTeamTimer; // this+0x474 float m_joinedTeamTimer; // this+0x478 bool m_isLevelLoaded; // this+0x47C bool m_isLevelLinked; // this+0x47D bool m_hasEnteredLevel; // this+0x47E bool m_isAllowedToSpawn; // this+0x47F bool m_isLoadingFromSave; // this+0x480 float m_ghostCreationWaitingTime; // this+0x484 int m_ghostCreationCount; // this+0x488 float m_interactionTimer; // this+0x48C bool m_gotChangeVehicleAction; // this+0x490 class fb::WeakTokenHolder m_weakTokenHolder; // this+0x494 enum fb::TeamId m_lastKilledByTeamId; // this+0x498 class PlayerWeaponSelection { const class fb::SoldierWeaponUnlockAsset * m_weapon; // this+0x0 const class fb::UnlockAssetBase *[0x5] m_unlocks; // this+0x4 unsigned int m_unlockCount; // this+0x18 }; // PlayerWeaponSelection class { class eastl::fixed_vector visual; // this+0x0 class eastl::fixed_vector weapons; // this+0x54 }; // struct fb::ServerPlayer:: m_soldierCustomization; // this+0x49C virtual void * __vecDelDtor(unsigned int); // V: 0x0 }; // fb::ServerPlayer