[Information] Structures

07/01/2018 09:45 Ustonovic#1
Since I'm working on a new project I want to share some structures I've already reversed. Most of it I double-checked with the R3p repository to ensure it's correct.

Code:
// Created with ReClass.NET by KN4CK3R

class CharacterScene
{
public:
	char pad_0000[1084]; //0x0000
	float rotation; //0x043C
	char pad_0440[124]; //0x0440
	float animation_speed; //0x04BC
	char pad_04C0[136]; //0x04C0
}; //Size: 0x0548

class CharacterController
{
public:
	char pad_0000[16]; //0x0000
	class CharacterScene* character_scene; //0x0010
	char pad_0018[48]; //0x0018
}; //Size: 0x0048

class Item
{
public:
	char pad_0000[268]; //0x0000
	uint16_t key; //0x010C
	char pad_010E[1]; //0x010E
	uint8_t enchancement_level; //0x010F
	uint8_t type; //0x0110
	uint8_t classification; //0x0111
	char pad_0112[8]; //0x0112
	uint8_t equipment_slot_index; //0x011A
	char pad_011B[69]; //0x011B
	uint32_t weight; //0x0160
	uint8_t is_stackable; //0x0164
	char pad_0165[75]; //0x0165
	uint64_t vendor_sell_price; //0x01B0
	char pad_01B8[56]; //0x01B8
	uint16_t marketplace_register_amount_maximum; //0x01F0
}; //Size: 0x01F2

class InventoryItem
{
public:
	char pad_0000[8]; //0x0000
	class Item* item; //0x0008
	uint32_t amount; //0x0010
	char pad_0014[12]; //0x0014
	uint16_t durability; //0x0020
	uint16_t durability_maximum; //0x0022
	char pad_0024[92]; //0x0024
}; //Size: 0x0080

class InventoryInformation
{
public:
	char pad_0000[16]; //0x0000
	uint64_t money; //0x0010
	char pad_0018[232]; //0x0018
	InventoryItem inventory_items[192]; //0x0100
}; //Size: 0x6100

class Inventory
{
public:
	uint64_t weight; //0x0000
	class InventoryInformation* inventory_information; //0x0008
	char pad_0010[16]; //0x0010
	uint8_t slots_free; //0x0020
	uint8_t slots_total; //0x0021
	char pad_0022[94]; //0x0022
}; //Size: 0x0080

class EquipmentItem
{
public:
	class Item* item; //0x0000
	char pad_0008[16]; //0x0008
	uint16_t durability; //0x0018
	uint16_t durability_maximum; //0x001A
	char pad_001C[108]; //0x001C
}; //Size: 0x0088

class QuickslotInformation
{
public:
	uint8_t type; //0x0000
	char pad_0001[3]; //0x0001
	uint32_t skill_identifier; //0x0004
	char pad_0008[24]; //0x0008
}; //Size: 0x0020

class KnowledgeInformation
{
public:
	char pad_0000[72]; //0x0000
}; //Size: 0x0048

class ActorProxy
{
public:
	char pad_0008[80]; //0x0008
	uint32_t actor_key; //0x0058
	char pad_005C[136]; //0x005C
	uint32_t mana_maximum; //0x00E4
	char pad_00E8[664]; //0x00E8
	class CharacterController* character_controller; //0x0380
	char pad_0388[2136]; //0x0388
	uint16_t dialog_index; //0x0BE0
	char pad_0BE2[1126]; //0x0BE2
	uint32_t critical_hit_rate; //0x1048
	char pad_104C[4]; //0x104C
	uint64_t weight_maximum; //0x1050
	uint64_t experience; //0x1058
	char pad_1060[8]; //0x1060
	uint64_t experience_needed; //0x1068
	float health_regeneration; //0x1070
	uint32_t mana_regeneration; //0x1074
	char pad_1078[144]; //0x1078
	uint8_t level; //0x1108
	char pad_1109[855]; //0x1109
	uint8_t is_pvp_possible; //0x1460
	uint8_t is_pvp_enabled; //0x1461
	char pad_1462[310]; //0x1462
	uint8_t is_tutorial_completed; //0x1598
	char pad_1599[1879]; //0x1599
	Inventory inventory; //0x1CF0
	Inventory inventory_pearl; //0x1D70
	uint64_t weight_equipment; //0x1DF0
	char pad_1DF8[8]; //0x1DF8
	EquipmentItem equipment_items[32]; //0x1E00
	char pad_2F00[64]; //0x2F00
	QuickslotInformation qickslot_informations[20]; //0x2F40
	char pad_31C0[3216]; //0x31C0
	uint16_t energy_maximum_p1; //0x3E50
	char pad_3E52[6]; //0x3E52
	uint16_t energy_maximum_p2; //0x3E58
	uint16_t energy; //0x3E5A
	char pad_3E5C[3212]; //0x3E5C
	class KnowledgeInformation* knowledge_information; //0x4AE8
	char pad_4AF0[944]; //0x4AF0
	uint32_t failstacks; //0x4EA0
	char pad_4EA4[2556]; //0x4EA4
	uint32_t combat_fame; //0x58A0
	uint32_t life_fame; //0x58A4
	uint32_t special_fame; //0x58A8
	char pad_58AC[4256]; //0x58AC

	virtual void Function0();
	virtual void is_character();
	virtual void is_player();
	virtual void is_self_player();
	virtual void Function4();
	virtual void Function5();
	virtual void is_monster();
	virtual void is_npc();
	virtual void is_dead_body();
	virtual void is_vehicle();
	virtual void Function10();
	virtual void is_instance_object();
	virtual void is_house_hold();
	virtual void is_installation_actor();
	virtual void is_collectable();
	virtual void Function15();
	virtual void Function16();
	virtual void Function17();
	virtual void Function18();
	virtual void Function19();
	virtual void is_dark_spirit_monster();
	virtual void Function21();
	virtual void Function22();
	virtual void Function23();
	virtual void Function24();
	virtual void Function25();
	virtual void Function26();
	virtual void Function27();
	virtual void Function28();
	virtual void Function29();
	virtual void Function30();
	virtual void get_position_x();
	virtual void get_position_y_();
	virtual void get_position_z();
	virtual void get_position();
	virtual void Function35();
	virtual void Function36();
	virtual void Function37();
	virtual void Function38();
	virtual void Function39();
	virtual void get_rotation();
	virtual void Function41();
	virtual void Function42();
	virtual void Function43();
	virtual void Function44();
	virtual void Function45();
	virtual void Function46();
	virtual void Function47();
	virtual void Function48();
	virtual void Function49();
	virtual void Function50();
	virtual void Function51();
	virtual void Function52();
	virtual void Function53();
	virtual void Function54();
	virtual void Function55();
	virtual void Function56();
	virtual void Function57();
	virtual void Function58();
	virtual void Function59();
	virtual void get_mana();
	virtual void Function61();
	virtual void Function62();
	virtual void Function63();
	virtual void Function64();
	virtual void Function65();
	virtual void Function66();
	virtual void Function67();
	virtual void Function68();
	virtual void Function69();
	virtual void Function70();
	virtual void Function71();
	virtual void Function72();
	virtual void Function73();
	virtual void Function74();
	virtual void Function75();
	virtual void Function76();
	virtual void Function77();
	virtual void Function78();
	virtual void Function79();
	virtual void Function80();
	virtual void Function81();
	virtual void Function82();
	virtual void Function83();
	virtual void Function84();
	virtual void Function85();
	virtual void Function86();
	virtual void Function87();
	virtual void Function88();
	virtual void Function89();
	virtual void Function90();
	virtual void Function91();
	virtual void Function92();
	virtual void Function93();
	virtual void Function94();
	virtual void Function95();
	virtual void Function96();
	virtual void Function97();
	virtual void Function98();
	virtual void Function99();
	virtual void Function100();
	virtual void Function101();
	virtual void Function102();
	virtual void Function103();
	virtual void Function104();
	virtual void Function105();
	virtual void Function106();
	virtual void Function107();
	virtual void Function108();
	virtual void Function109();
	virtual void Function110();
	virtual void Function111();
	virtual void Function112();
	virtual void Function113();
	virtual void Function114();
	virtual void Function115();
	virtual void Function116();
	virtual void Function117();
	virtual void Function118();
	virtual void Function119();
	virtual void Function120();
	virtual void Function121();
	virtual void Function122();
	virtual void Function123();
	virtual void Function124();
	virtual void Function125();
	virtual void Function126();
	virtual void Function127();
	virtual void Function128();
	virtual void Function129();
	virtual void Function130();
	virtual void Function131();
	virtual void Function132();
	virtual void Function133();
	virtual void Function134();
	virtual void Function135();
	virtual void Function136();
	virtual void Function137();
	virtual void Function138();
	virtual void Function139();
	virtual void Function140();
	virtual void Function141();
	virtual void Function142();
	virtual void Function143();
	virtual void Function144();
	virtual void Function145();
	virtual void Function146();
	virtual void Function147();
	virtual void Function148();
	virtual void Function149();
	virtual void Function150();
	virtual void Function151();
	virtual void Function152();
	virtual void Function153();
	virtual void Function154();
	virtual void Function155();
	virtual void Function156();
	virtual void Function157();
	virtual void Function158();
	virtual void Function159();
	virtual void Function160();
	virtual void Function161();
	virtual void Function162();
	virtual void Function163();
	virtual void Function164();
	virtual void Function165();
	virtual void Function166();
	virtual void Function167();
	virtual void Function168();
	virtual void Function169();
	virtual void Function170();
	virtual void Function171();
	virtual void Function172();
	virtual void Function173();
	virtual void Function174();
	virtual void Function175();
}; //Size: 0x694C

class LocalPlayerActor
{
public:
	char pad_0000[56]; //0x0000
	class ActorProxy* actor_proxy; //0x0038
	char pad_0040[256]; //0x0040
}; //Size: 0x0140

class DialogData
{
public:
	char pad_0000[44]; //0x0000
	uint32_t state; //0x002C
	char pad_0030[336]; //0x0030
}; //Size: 0x0180
It's far from complete but it's a start and you can use it to write your SDK/whatever.
I've also attached the ReClass.Net project file so you can continue there.