#pragma once #include namespace diablo2 { namespace structures { struct unit; struct game { char pad_0000[24]; //0x0000 void* critical_section; //0x0018 void* memory_pool; //0x001C char pad_0020[74]; //0x0020 int8_t game_type; //0x006A char pad_006_b[2]; //0x006B int8_t difficulty_level; //0x006D char pad_006_e[2]; //0x006E int32_t expansion; //0x0070 int32_t game_type2; //0x0074 int32_t item_format; //0x0078 int32_t init_seed; //0x007C int32_t object_seed; //0x0080 int32_t init_seed2; //0x0084 void* last_client; //0x0088 structure of last player that entered the game int32_t clients_count; //0x008C int32_t unit_counts[6]; //0x0090 int32_t game_frame; //0x00A8 char pad_00_ac[12]; //0x00AC void* timer_queue; //0x00B8 void* drlg_act[5]; //0x00BC int32_t lo_seed; //0x00D0 int32_t hi_seed; //0x00D4 char pad_00d8[20]; //0x00D8 int32_t monster_seed; //0x00EC void* monster_region[1024]; //0x00F0 void* object_controller; //0x10F0 void* quest_controller; //0x10F4 void* unit_nodes[10]; //0x10F8 unit* unit_list[5][128]; //0x1120 void* tile_list; //0x1B20 int32_t unique_flags[128]; //0x1B24 void* npc_control; //0x1D24 void* arena_control; //0x1D28 void* party_control; //0x1D2C int8_t boss_flags[64]; //0x1D30 int32_t monster_mode_data[17]; //0x1D70 int32_t monster_mode_data_count; //0x1DB4 char pad_1db8[12]; //0x1DB8 int32_t sync_timer; //0x1DC4 char pad_1dc8[32]; //0x1DC8 int32_t uber_baal; //0x1DE8 int32_t uber_diablo; //0x1DEC int32_t uber_mephisto; //0x1DF0 }; //Size: 0x1DF4 static_assert(sizeof(game) == 0x1DF4); } }