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Full entity struct :D
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class Entity { | |
void** vtable; // 0 | |
SynchedEntityData data; // 4; 28 bytes | |
float x; // 32 | |
float y; // 36 | |
float z; // 40 | |
ChunkPos chunkPos; // 44; 8 bytes | |
int entityId; // 52 | |
float viewScale; // 56 | |
TileSource* region; // 60 | |
bool added; // 64; aligned 4 bytes | |
Level* level; // 68 | |
float xo; // 72 | |
float yo; // 76 | |
float zo; // 80 | |
float motionX; // 84 | |
float motionY; // 88 | |
float motionZ; // 92 | |
float yaw; // 96 | |
float pitch; // 100 | |
float prevYaw; // 104 | |
float prevPitch; // 108 | |
float rideYaw; // 112 | |
float ridePitch; // 116 | |
float terrainSurfaceOffset; // 120 | |
Vec3 lastLightDir; // 124 | |
Color lastLightColor; // 136 | |
AABB bb; // 152 | |
float heightOffset; // 180 | |
float width; // 184 | |
float height; // 188 | |
float prevWalkDist; // 192 | |
float walkDist; // 196 | |
float xold; // 200 | |
float yold; // 204 | |
float zold; // 208 | |
float slideOffset; // 212 | |
float shoeSize; // 216 | |
float pushThrough; // 220 | |
int ticks; // 224 | |
int invulnerableTime; // 228 | |
int airSupply; // 232 | |
int onFire; // 236 | |
int fireticks; // 240 | |
int renderType; // 244 | |
Entity* rider; // 248 | |
Entity* riding; // 252 | |
float fallDist; // 256 | |
bool blocksBuilding; // 260; alot of crazy bools, aligning goes nuts here. Offsets may vary. | |
bool onGround; // 261 | |
bool horizontalCollision; // 262 | |
bool verticalCollision; // 263 | |
bool collision; // 264 | |
bool hurtMarked; // 265 | |
bool noPhysics; // 266 | |
bool invisible; // 267 | |
bool reallyRemoveIfPlayer; // 268 | |
bool wasInWater; // 269 | |
int airCapacity; // 270 | |
bool makeStepSound; // 274 | |
bool fireImmune; // 275 | |
bool firstTick; // 286 | |
int nextStep; // 277 | |
bool stuckInWeb; // 281 | |
bool dead; // 285 | |
}; |
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