<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="46">
  <CheatEntries>
    <CheatEntry>
      <ID>33</ID>
      <Description>"╔══════════════════════════════╗"</Description>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
    <CheatEntry>
      <ID>35</ID>
      <Description>"║ Marsupilami: Hoobadventure (STEAM) ║"</Description>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
    <CheatEntry>
      <ID>44</ID>
      <Description>"╠══════════════════════════════╣"</Description>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
    <CheatEntry>
      <ID>6</ID>
      <Description>"║        === PLAYER MANAGER ===          ║"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{
  ==============================================
   Marsupilami: Hoobadventure Table by SeryogaSK
  ----------------------------------------------
   Game    : Marsupilami Hoobadventure.exe
   Version : xx.xx.xx (Steam)
   Author  : SeryogaSK
   Website : Habibrahimov.com
  ----------------------------------------------
   Warning: Online use may trigger anti-cheat!
  ==============================================

  This script get Player Base Address
}

[ENABLE]

aobscan(ply_fruits,48 63 47 4C 03 C6) // should be unique
alloc(newmem,$1000,ply_fruits)
alloc(ply_base,8)

label(code)
label(return)

newmem:
mov [ply_base],rdi
code:
  movsxd  rax,dword ptr [rdi+4C]
  add eax,esi
  jmp return

ply_fruits:
  jmp newmem
  nop
return:
registersymbol(ply_fruits ply_base)

[DISABLE]

ply_fruits:
  db 48 63 47 4C 03 C6

unregistersymbol(*)
dealloc(*)

{
// ORIGINAL CODE - INJECTION POINT: Marsu.CharacterCollector:AddFruit+b0

Marsu.CharacterCollector:AddFruit+7c: B9 15 00 00 00                 - mov ecx,00000015
Marsu.CharacterCollector:AddFruit+81: 48 8D 64 24 00                 - lea rsp,[rsp+00]
Marsu.CharacterCollector:AddFruit+86: 49 BB 7F C2 16 76 CC 01 00 00  - mov r11,000001CC7616C27F
Marsu.CharacterCollector:AddFruit+90: 41 FF D3                       - call r11
Marsu.CharacterCollector:AddFruit+93: 48 8B C8                       - mov rcx,rax
Marsu.CharacterCollector:AddFruit+96: 48 63 57 50                    - movsxd  rdx,dword ptr [rdi+50]
Marsu.CharacterCollector:AddFruit+9a: 48 8D 6D 00                    - lea rbp,[rbp+00]
Marsu.CharacterCollector:AddFruit+9e: 49 BB AB CB B0 36 CA 01 00 00  - mov r11,000001CA36B0CBAB
Marsu.CharacterCollector:AddFruit+a8: 41 FF D3                       - call r11
Marsu.CharacterCollector:AddFruit+ab: E9 73 01 00 00                 - jmp Marsu.CharacterCollector:AddFruit+223
// ---------- INJECTING HERE ----------
Marsu.CharacterCollector:AddFruit+b0: 48 63 47 4C                    - movsxd  rax,dword ptr [rdi+4C]
// ---------- DONE INJECTING  ----------
Marsu.CharacterCollector:AddFruit+b4: 03 C6                          - add eax,esi
Marsu.CharacterCollector:AddFruit+b6: 89 47 4C                       - mov [rdi+4C],eax
Marsu.CharacterCollector:AddFruit+b9: 85 C0                          - test eax,eax
Marsu.CharacterCollector:AddFruit+bb: 0F 84 2A 01 00 00              - je Marsu.CharacterCollector:AddFruit+1eb
Marsu.CharacterCollector:AddFruit+c1: 48 63 47 4C                    - movsxd  rax,dword ptr [rdi+4C]
Marsu.CharacterCollector:AddFruit+c5: B9 64 00 00 00                 - mov ecx,00000064
Marsu.CharacterCollector:AddFruit+ca: 99                             - cdq 
Marsu.CharacterCollector:AddFruit+cb: F7 F9                          - idiv ecx
Marsu.CharacterCollector:AddFruit+cd: 3B D6                          - cmp edx,esi
Marsu.CharacterCollector:AddFruit+cf: 0F 8D 16 01 00 00              - jnl Marsu.CharacterCollector:AddFruit+1eb
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>7</ID>
          <Description>"base"</Description>
          <ShowAsHex>1</ShowAsHex>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>8 Bytes</VariableType>
          <Address>ply_base</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>17</ID>
          <Description>"Invulnerable"</Description>
          <VariableType>Byte</VariableType>
          <Address>[ply_base]+18</Address>
          <Offsets>
            <Offset>F4</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>12</ID>
              <Description>"invicibilitydurationSelf"</Description>
              <VariableType>Float</VariableType>
              <Address>[ply_base]+18</Address>
              <Offsets>
                <Offset>E0</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>14</ID>
              <Description>"TemporaryInvulnerable"</Description>
              <VariableType>Byte</VariableType>
              <Address>[ply_base]+18</Address>
              <Offsets>
                <Offset>E8</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>13</ID>
          <Description>"CurrentHealth"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[ply_base]+18</Address>
          <Offsets>
            <Offset>E4</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>15</ID>
              <Description>"InitialHealth"</Description>
              <VariableType>4 Bytes</VariableType>
              <Address>[ply_base]+18</Address>
              <Offsets>
                <Offset>EC</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>16</ID>
              <Description>"MaximumHealth"</Description>
              <VariableType>4 Bytes</VariableType>
              <Address>[ply_base]+18</Address>
              <Offsets>
                <Offset>F0</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>8</ID>
          <Description>"trackGhosts"</Description>
          <VariableType>Byte</VariableType>
          <Address>[ply_base]+49</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>9</ID>
          <Description>"fruits"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[ply_base]+4C</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>10</ID>
          <Description>"bonusFruits"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[ply_base]+50</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>11</ID>
          <Description>"dojocollectables"</Description>
          <VariableType>Byte</VariableType>
          <Address>[ply_base]+54</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>18</ID>
          <Description>"TurnRedOnHit"</Description>
          <VariableType>Byte</VariableType>
          <Address>[ply_base]+18</Address>
          <Offsets>
            <Offset>F6</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>19</ID>
          <Description>"ImmuneToKnockback"</Description>
          <VariableType>Byte</VariableType>
          <Address>[ply_base]+18</Address>
          <Offsets>
            <Offset>F7</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>21</ID>
      <Description>"║       === DOJO TIMER ===                      ║"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{
  ==============================================
   Marsupilami: Hoobadventure Table by SeryogaSK
  ----------------------------------------------
   Game    : Marsupilami Hoobadventure.exe
   Version : xx.xx.xx (Steam)
   Author  : SeryogaSK
   Website : Habibrahimov.com
  ----------------------------------------------
   Warning: Online use may trigger anti-cheat!
  ==============================================

  This script give Unl. Time for Dojo
}

[ENABLE]

aobscan(wlt_timer,F3 0F 10 46 30 F3 0F 5A C0 66) // should be unique
alloc(newmem,$1000,wlt_timer)

label(code)
label(return)

newmem:
mov [rsi+30],(float)99
code:
  movss xmm0,[rsi+30]
  jmp return

wlt_timer:
  jmp newmem
return:
registersymbol(wlt_timer)

[DISABLE]

wlt_timer:
  db F3 0F 10 46 30

unregistersymbol(wlt_timer)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Marsu.Dojo_Timer:Update+23

1CA36BE231E: 00 00                    - add [rax],al
Marsu.Dojo_Timer:Update: 55                       - push rbp
Marsu.Dojo_Timer:Update+1: 48 8B EC                 - mov rbp,rsp
Marsu.Dojo_Timer:Update+4: 48 83 EC 40              - sub rsp,40
Marsu.Dojo_Timer:Update+8: 48 89 75 F8              - mov [rbp-08],rsi
Marsu.Dojo_Timer:Update+c: 48 8B F1                 - mov rsi,rcx
Marsu.Dojo_Timer:Update+f: 48 C7 45 F0 00 00 00 00  - mov qword ptr [rbp-10],00000000
Marsu.Dojo_Timer:Update+17: 0F B6 46 28              - movzx eax,byte ptr [rsi+28]
Marsu.Dojo_Timer:Update+1b: 85 C0                    - test eax,eax
Marsu.Dojo_Timer:Update+1d: 0F 84 A6 02 00 00        - je Marsu.Dojo_Timer:Update+2c9
// ---------- INJECTING HERE ----------
Marsu.Dojo_Timer:Update+23: F3 0F 10 46 30           - movss xmm0,[rsi+30]
// ---------- DONE INJECTING  ----------
Marsu.Dojo_Timer:Update+28: F3 0F 5A C0              - cvtss2sd xmm0,xmm0
Marsu.Dojo_Timer:Update+2c: 66 0F 57 C9              - xorpd xmm1,xmm1
Marsu.Dojo_Timer:Update+30: 66 0F 2F C8              - comisd xmm1,xmm0
Marsu.Dojo_Timer:Update+34: 0F 82 D6 00 00 00        - jb Marsu.Dojo_Timer:Update+110
Marsu.Dojo_Timer:Update+3a: C6 46 28 00              - mov byte ptr [rsi+28],00
Marsu.Dojo_Timer:Update+3e: 66 0F 57 C0              - xorpd xmm0,xmm0
Marsu.Dojo_Timer:Update+42: F2 0F 5A E8              - cvtsd2ss xmm5,xmm0
Marsu.Dojo_Timer:Update+46: F3 0F 11 6E 30           - movss [rsi+30],xmm5
Marsu.Dojo_Timer:Update+4b: 48 8B 4E 20              - mov rcx,[rsi+20]
Marsu.Dojo_Timer:Update+4f: 33 D2                    - xor edx,edx
}
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>32</ID>
      <Description>"║       === LEVEL TIMER ===                      ║"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{
  ==============================================
   Marsupilami: Hoobadventure Table by SeryogaSK
  ----------------------------------------------
   Game    : Marsupilami Hoobadventure.exe
   Version : xx.xx.xx (Steam)
   Author  : SeryogaSK
   Website : Habibrahimov.com
  ----------------------------------------------
   Warning: Online use may trigger anti-cheat!
  ==============================================

  This script give Unl. Time for Time Challenge
}

[ENABLE]

aobscan(lvl_timpl,F3 0F 10 46 78 F3 0F 5A C0 F3 0F 10 4E 7C) // should be unique
alloc(newmem,$1000,lvl_timpl)

label(code)
label(return)

newmem:
mov [rsi+78],(float)0
code:
  movss xmm0,[rsi+78]
  jmp return

lvl_timpl:
  jmp newmem
return:
registersymbol(lvl_timpl)

[DISABLE]

lvl_timpl:
  db F3 0F 10 46 78

unregistersymbol(lvl_timpl)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Marsu.LevelManager:Update+1e

1CA36B42DFC: 00 00                 - add [rax],al
1CA36B42DFE: 00 00                 - add [rax],al
Marsu.LevelManager:Update: 55                    - push rbp
Marsu.LevelManager:Update+1: 48 8B EC              - mov rbp,rsp
Marsu.LevelManager:Update+4: 48 83 EC 40           - sub rsp,40
Marsu.LevelManager:Update+8: 48 89 75 F8           - mov [rbp-08],rsi
Marsu.LevelManager:Update+c: 48 8B F1              - mov rsi,rcx
Marsu.LevelManager:Update+f: 0F B6 86 80 00 00 00  - movzx eax,byte ptr [rsi+00000080]
Marsu.LevelManager:Update+16: 85 C0                 - test eax,eax
Marsu.LevelManager:Update+18: 0F 84 1C 02 00 00     - je Marsu.LevelManager:Update+23a
// ---------- INJECTING HERE ----------
Marsu.LevelManager:Update+1e: F3 0F 10 46 78        - movss xmm0,[rsi+78]
// ---------- DONE INJECTING  ----------
Marsu.LevelManager:Update+23: F3 0F 5A C0           - cvtss2sd xmm0,xmm0
Marsu.LevelManager:Update+27: F3 0F 10 4E 7C        - movss xmm1,[rsi+7C]
Marsu.LevelManager:Update+2c: F3 0F 5A C9           - cvtss2sd xmm1,xmm1
Marsu.LevelManager:Update+30: 66 0F 2F C8           - comisd xmm1,xmm0
Marsu.LevelManager:Update+34: 0F 86 00 02 00 00     - jbe Marsu.LevelManager:Update+23a
Marsu.LevelManager:Update+3a: F3 0F 10 46 78        - movss xmm0,[rsi+78]
Marsu.LevelManager:Update+3f: F3 0F 5A C0           - cvtss2sd xmm0,xmm0
Marsu.LevelManager:Update+43: F2 0F 11 45 E8        - movsd [rbp-18],xmm0
Marsu.LevelManager:Update+48: 48 8D 64 24 00        - lea rsp,[rsp+00]
Marsu.LevelManager:Update+4d: 90                    - nop 
}
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>45</ID>
      <Description>"╠══════════════════════════════╣"</Description>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
    <CheatEntry>
      <ID>36</ID>
      <Description>"║   TIP: Right-click values to set hotkeys!  ║"</Description>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
    <CheatEntry>
      <ID>37</ID>
      <Description>"║       === Habibrahimov.com ===           ║"</Description>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
    <CheatEntry>
      <ID>34</ID>
      <Description>"╠══════════════════════════════╣"</Description>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
    <CheatEntry>
      <ID>39</ID>
      <Description>"║     === Latest Update 07.11.25 ===        ║"</Description>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
    <CheatEntry>
      <ID>40</ID>
      <Description>"╚══════════════════════════════╝"</Description>
      <GroupHeader>1</GroupHeader>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
  <Structures StructVersion="2">
    <Structure Name="CharacterCollector" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="16" Vartype="Pointer" Bytesize="8" OffsetHex="00000010" Description="m_CachedPtr" DisplayMethod="unsigned integer"/>
        <Element Offset="24" Vartype="Pointer" Bytesize="8" OffsetHex="00000018" Description="_healthMarsu" DisplayMethod="unsigned integer"/>
        <Element Offset="32" Vartype="Pointer" Bytesize="8" OffsetHex="00000020" Description="feathers" DisplayMethod="unsigned integer"/>
        <Element Offset="40" Vartype="Pointer" Bytesize="8" OffsetHex="00000028" Description="eggs" DisplayMethod="unsigned integer"/>
        <Element Offset="48" Vartype="Pointer" Bytesize="8" OffsetHex="00000030" Description="ghostEggs" DisplayMethod="unsigned integer"/>
        <Element Offset="56" Vartype="Pointer" Bytesize="8" OffsetHex="00000038" Description="chronos" DisplayMethod="unsigned integer"/>
        <Element Offset="72" Vartype="Byte" Bytesize="1" OffsetHex="00000048" Description="initialized" DisplayMethod="unsigned integer"/>
        <Element Offset="73" Vartype="Byte" Bytesize="1" OffsetHex="00000049" Description="trackGhosts" DisplayMethod="unsigned integer"/>
        <Element Offset="76" Vartype="4 Bytes" Bytesize="4" OffsetHex="0000004C" Description="fruits" DisplayMethod="unsigned integer"/>
        <Element Offset="80" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000050" Description="bonusFruits" DisplayMethod="unsigned integer"/>
        <Element Offset="84" Vartype="Byte" Bytesize="1" OffsetHex="00000054" Description="dojocollectables" DisplayMethod="unsigned integer"/>
      </Elements>
    </Structure>
    <Structure Name="CharacterCollector" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="16" Vartype="Pointer" Bytesize="8" OffsetHex="00000010" Description="m_CachedPtr" DisplayMethod="unsigned integer"/>
        <Element Offset="24" Vartype="Pointer" Bytesize="8" OffsetHex="00000018" Description="_healthMarsu" DisplayMethod="unsigned integer">
          <Structure Name="Health" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
            <Elements>
              <Element Offset="16" Vartype="Pointer" Bytesize="8" OffsetHex="00000010" Description="m_CachedPtr" DisplayMethod="unsigned integer"/>
              <Element Offset="24" Vartype="Pointer" Bytesize="8" OffsetHex="00000018" Description="DamageEffect" DisplayMethod="unsigned integer"/>
              <Element Offset="32" Vartype="Pointer" Bytesize="8" OffsetHex="00000020" Description="DamageSfx" DisplayMethod="unsigned integer"/>
              <Element Offset="40" Vartype="Pointer" Bytesize="8" OffsetHex="00000028" Description="DeathEffect" DisplayMethod="unsigned integer"/>
              <Element Offset="48" Vartype="Pointer" Bytesize="8" OffsetHex="00000030" Description="modelToHideWhenDestroyed" DisplayMethod="unsigned integer"/>
              <Element Offset="56" Vartype="Pointer" Bytesize="8" OffsetHex="00000038" Description="OnHit" DisplayMethod="unsigned integer"/>
              <Element Offset="64" Vartype="Pointer" Bytesize="8" OffsetHex="00000040" Description="OnLoseHealth" DisplayMethod="unsigned integer"/>
              <Element Offset="72" Vartype="Pointer" Bytesize="8" OffsetHex="00000048" Description="UpdateHealth" DisplayMethod="unsigned integer"/>
              <Element Offset="80" Vartype="Pointer" Bytesize="8" OffsetHex="00000050" Description="OnHitZero" DisplayMethod="unsigned integer"/>
              <Element Offset="88" Vartype="Pointer" Bytesize="8" OffsetHex="00000058" Description="OnRevive" DisplayMethod="unsigned integer"/>
              <Element Offset="96" Vartype="Pointer" Bytesize="8" OffsetHex="00000060" Description="OnDeath" DisplayMethod="unsigned integer"/>
              <Element Offset="104" Vartype="Pointer" Bytesize="8" OffsetHex="00000068" Description="OnDeathWithSource" DisplayMethod="unsigned integer"/>
              <Element Offset="112" Vartype="Pointer" Bytesize="8" OffsetHex="00000070" Description="OnDisapear" DisplayMethod="unsigned integer"/>
              <Element Offset="120" Vartype="Pointer" Bytesize="8" OffsetHex="00000078" Description="_initialColor" DisplayMethod="unsigned integer"/>
              <Element Offset="128" Vartype="Pointer" Bytesize="8" OffsetHex="00000080" Description="_renderer" DisplayMethod="unsigned integer"/>
              <Element Offset="136" Vartype="Pointer" Bytesize="8" OffsetHex="00000088" Description="_materials" DisplayMethod="unsigned integer"/>
              <Element Offset="144" Vartype="Pointer" Bytesize="8" OffsetHex="00000090" Description="_character" DisplayMethod="unsigned integer"/>
              <Element Offset="152" Vartype="Pointer" Bytesize="8" OffsetHex="00000098" Description="_controller" DisplayMethod="unsigned integer"/>
              <Element Offset="160" Vartype="Pointer" Bytesize="8" OffsetHex="000000A0" Description="_collider2D" DisplayMethod="unsigned integer"/>
              <Element Offset="168" Vartype="Pointer" Bytesize="8" OffsetHex="000000A8" Description="_autoRespawn" DisplayMethod="unsigned integer"/>
              <Element Offset="176" Vartype="Pointer" Bytesize="8" OffsetHex="000000B0" Description="_animators" DisplayMethod="unsigned integer"/>
              <Element Offset="184" Vartype="Pointer" Bytesize="8" OffsetHex="000000B8" Description="_deathHandler" DisplayMethod="unsigned integer"/>
              <Element Offset="192" Vartype="Pointer" Bytesize="8" OffsetHex="000000C0" Description="deathSoundFx" DisplayMethod="unsigned integer"/>
              <Element Offset="200" Vartype="Pointer" Bytesize="8" OffsetHex="000000C8" Description="disappearingSoundFx" DisplayMethod="unsigned integer"/>
              <Element Offset="208" Vartype="Pointer" Bytesize="8" OffsetHex="000000D0" Description="destroyCoroutine" DisplayMethod="unsigned integer"/>
              <Element Offset="216" Vartype="Pointer" Bytesize="8" OffsetHex="000000D8" Description="deathEffectInstance" DisplayMethod="unsigned integer"/>
              <Element Offset="224" Vartype="Float" Bytesize="4" OffsetHex="000000E0" Description="invicibilitydurationSelf" DisplayMethod="unsigned integer"/>
              <Element Offset="228" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000E4" Description="CurrentHealth" DisplayMethod="unsigned integer"/>
              <Element Offset="232" Vartype="Byte" Bytesize="1" OffsetHex="000000E8" Description="TemporaryInvulnerable" DisplayMethod="unsigned integer"/>
              <Element Offset="236" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000EC" Description="InitialHealth" DisplayMethod="unsigned integer"/>
              <Element Offset="240" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000F0" Description="MaximumHealth" DisplayMethod="unsigned integer"/>
              <Element Offset="244" Vartype="Byte" Bytesize="1" OffsetHex="000000F4" Description="Invulnerable" DisplayMethod="unsigned integer"/>
              <Element Offset="245" Vartype="Byte" Bytesize="1" OffsetHex="000000F5" Description="playDamageFeedbackButDontTakeDamage" DisplayMethod="unsigned integer"/>
              <Element Offset="246" Vartype="Byte" Bytesize="1" OffsetHex="000000F6" Description="TurnRedOnHit" DisplayMethod="unsigned integer"/>
              <Element Offset="247" Vartype="Byte" Bytesize="1" OffsetHex="000000F7" Description="ImmuneToKnockback" DisplayMethod="unsigned integer"/>
              <Element Offset="248" Vartype="Byte" Bytesize="1" OffsetHex="000000F8" Description="FlickerModelDuringInvicibility" DisplayMethod="unsigned integer"/>
              <Element Offset="252" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000FC" Description="flickerMethod" DisplayMethod="unsigned integer"/>
              <Element Offset="256" Vartype="Pointer" Bytesize="8" OffsetHex="00000100" Description="_flickerColor" DisplayMethod="unsigned integer"/>
              <Element Offset="272" Vartype="Float" Bytesize="4" OffsetHex="00000110" Description="DelayBeforeDestruction" DisplayMethod="unsigned integer"/>
              <Element Offset="276" Vartype="Float" Bytesize="4" OffsetHex="00000114" Description="DelayBeforeHidingVisual" DisplayMethod="unsigned integer"/>
              <Element Offset="280" Vartype="Byte" Bytesize="1" OffsetHex="00000118" Description="CollisionsOffOnDeath" DisplayMethod="unsigned integer"/>
              <Element Offset="281" Vartype="Byte" Bytesize="1" OffsetHex="00000119" Description="canFlicker" DisplayMethod="unsigned integer"/>
              <Element Offset="282" Vartype="Byte" Bytesize="1" OffsetHex="0000011A" Description="_initialized" DisplayMethod="unsigned integer"/>
              <Element Offset="283" Vartype="Byte" Bytesize="1" OffsetHex="0000011B" Description="instantKillInDojo" DisplayMethod="unsigned integer"/>
            </Elements>
          </Structure>
        </Element>
        <Element Offset="32" Vartype="Pointer" Bytesize="8" OffsetHex="00000020" Description="feathers" DisplayMethod="unsigned integer">
          <Structure Name="Boolean[]" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
            <Elements>
              <Element Offset="24" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000018" Description="Count" DisplayMethod="unsigned integer"/>
              <Element Offset="32" Vartype="Byte" Bytesize="1" OffsetHex="00000020" Description="[0]Boolean" DisplayMethod="unsigned integer"/>
              <Element Offset="33" Vartype="Byte" Bytesize="1" OffsetHex="00000021" Description="[1]Boolean" DisplayMethod="unsigned integer"/>
              <Element Offset="34" Vartype="Byte" Bytesize="1" OffsetHex="00000022" Description="[2]Boolean" DisplayMethod="unsigned integer"/>
              <Element Offset="35" Vartype="Byte" Bytesize="1" OffsetHex="00000023" Description="[3]Boolean" DisplayMethod="unsigned integer"/>
              <Element Offset="36" Vartype="Byte" Bytesize="1" OffsetHex="00000024" Description="[4]Boolean" DisplayMethod="unsigned integer"/>
              <Element Offset="37" Vartype="Byte" Bytesize="1" OffsetHex="00000025" Description="[5]Boolean" DisplayMethod="unsigned integer"/>
              <Element Offset="38" Vartype="Byte" Bytesize="1" OffsetHex="00000026" Description="[6]Boolean" DisplayMethod="unsigned integer"/>
              <Element Offset="39" Vartype="Byte" Bytesize="1" OffsetHex="00000027" Description="[7]Boolean" DisplayMethod="unsigned integer"/>
              <Element Offset="40" Vartype="Byte" Bytesize="1" OffsetHex="00000028" Description="[8]Boolean" DisplayMethod="unsigned integer"/>
              <Element Offset="41" Vartype="Byte" Bytesize="1" OffsetHex="00000029" Description="[9]Boolean" DisplayMethod="unsigned integer"/>
            </Elements>
          </Structure>
        </Element>
        <Element Offset="40" Vartype="Pointer" Bytesize="8" OffsetHex="00000028" Description="eggs" DisplayMethod="unsigned integer">
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          <Structure Name="GameObject" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
            <Elements>
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            </Elements>
          </Structure>
        </Element>
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        <Element Offset="304" Vartype="Byte" Bytesize="1" OffsetHex="00000130" Description="blockInput" DisplayMethod="unsigned integer"/>
      </Elements>
    </Structure>
  </Structures>
  <LuaScript>-- Cheat Table Decorator
function decorateSSKTable()
  local mainForm = getMainForm()

  -- Main Form Styling
  mainForm.Caption = 'Marsupilami: Hoobadventure (Steam) - Enhanced Table [by SeryogaSK] {Habibrahimov.com}'
  mainForm.Color = 0x2B2B2B  -- Dark background
  mainForm.Font.Color = 0xE6E6E6 -- Light text
  getAutoAttachList().add("Marsupilami Hoobadventure.exe")
end

-- Execute when table loads
decorateSSKTable()


</LuaScript>
</CheatTable>
