<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="50">
  <CheatEntries>
    <CheatEntry>
      <ID>114982</ID>
      <Description>"&lt;=== Attach to process  and activate mono"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
if syntaxcheck then return end
  if(getCEVersion() &lt; 7.6) then
    ShowMessage('Warning! CE version should be 7.6 or above')
  end

OpenProcess("Bloodshed.exe")
  if(process == nil) then
    ShowMessage('The process is NOT found!')
  end

LaunchMonoDataCollector()
{$asm}


[DISABLE]

</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>114984</ID>
          <Description>"Godmode and get Playerdata address"</Description>
          <Options moHideChildren="1"/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]

aobscanregion(health,com8com1.SCFPS.Health.SetHealth,com8com1.SCFPS.Health.SetHealth+100,F3 0F 11 73 38) // should be unique
alloc(newmem,$100,health)

label(code)
label(return)
label(playerdata)

newmem:
  pushfq
  cmp [rbx+118],1 // isplayer?
  je @f
  //mulss xmm6,xmm6     // apply one-hit-kill by setting remaining life to zero =&gt; ???
  movss [rbx+38],xmm6 // and deal the damge
  jmp code

@@:
  mov [playerdata],rbx  // copy base address of health for further uses

code:
  popfq
  jmp return

playerdata:
  dq 0

health:
  jmp newmem
return:
registersymbol(health playerdata)

[DISABLE]

health:
  db F3 0F 11 73 38

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+A2D2C9

GameAssembly.dll+A2D296: 80 3D 5B 8D 8B 04 00  - cmp byte ptr [GameAssembly.dll+52E5FF8],00
GameAssembly.dll+A2D29D: 48 8B D9              - mov rbx,rcx
GameAssembly.dll+A2D2A0: 0F 29 74 24 20        - movaps [rsp+20],xmm6
GameAssembly.dll+A2D2A5: 0F 28 F1              - movaps xmm6,xmm1
GameAssembly.dll+A2D2A8: 75 13                 - jne GameAssembly.dll+A2D2BD
GameAssembly.dll+A2D2AA: 48 8D 0D FF 37 5E 04  - lea rcx,[GameAssembly.dll+5010AB0]
GameAssembly.dll+A2D2B1: E8 9A 92 BA FF        - call GameAssembly.il2cpp_get_exception_argument_null+3C0
GameAssembly.dll+A2D2B6: C6 05 3B 8D 8B 04 01  - mov byte ptr [GameAssembly.dll+52E5FF8],01
GameAssembly.dll+A2D2BD: 80 BB 18 01 00 00 00  - cmp byte ptr [rbx+00000118],00
GameAssembly.dll+A2D2C4: F3 0F 5D 73 34        - minss xmm6,[rbx+34]
// ---------- INJECTING HERE ----------
GameAssembly.dll+A2D2C9: F3 0F 11 73 38        - movss [rbx+38],xmm6
// ---------- DONE INJECTING  ----------
GameAssembly.dll+A2D2CE: 74 26                 - je GameAssembly.dll+A2D2F6
GameAssembly.dll+A2D2D0: 48 8B 05 D9 37 5E 04  - mov rax,[GameAssembly.dll+5010AB0]
GameAssembly.dll+A2D2D7: 48 8B 88 B8 00 00 00  - mov rcx,[rax+000000B8]
GameAssembly.dll+A2D2DE: 48 8B 09              - mov rcx,[rcx]
GameAssembly.dll+A2D2E1: 48 85 C9              - test rcx,rcx
GameAssembly.dll+A2D2E4: 74 1B                 - je GameAssembly.dll+A2D301
GameAssembly.dll+A2D2E6: 48 8B 49 20           - mov rcx,[rcx+20]
GameAssembly.dll+A2D2EA: 48 85 C9              - test rcx,rcx
GameAssembly.dll+A2D2ED: 74 12                 - je GameAssembly.dll+A2D301
GameAssembly.dll+A2D2EF: 33 D2                 - xor edx,edx
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>114985</ID>
              <Description>"Address of PlayerHealth Data"</Description>
              <Options moManualExpandCollapse="1"/>
              <ShowAsSigned>0</ShowAsSigned>
              <GroupHeader>1</GroupHeader>
              <Address>playerdata</Address>
              <Offsets>
                <Offset>0</Offset>
              </Offsets>
              <CheatEntries>
                <CheatEntry>
                  <ID>114986</ID>
                  <Description>"initialHealth"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+30</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>114987</ID>
                  <Description>"maximumHealth"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+34</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>114988</ID>
                  <Description>"currentHealth"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+38</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>114989</ID>
                  <Description>"applyDefeatForce"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Byte</VariableType>
                  <Address>+3C</Address>
                  <Offsets>
                    <Offset>0</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>115009</ID>
                  <Description>"knockback"</Description>
                  <GroupHeader>1</GroupHeader>
                  <CheatEntries>
                    <CheatEntry>
                      <ID>115006</ID>
                      <Description>"_chance"</Description>
                      <VariableType>Float</VariableType>
                      <Address>+128</Address>
                      <Offsets>
                        <Offset>20</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>115007</ID>
                      <Description>"_mass"</Description>
                      <VariableType>Float</VariableType>
                      <Address>+128</Address>
                      <Offsets>
                        <Offset>24</Offset>
                      </Offsets>
                    </CheatEntry>
                    <CheatEntry>
                      <ID>115008</ID>
                      <Description>"_massReciprocal"</Description>
                      <VariableType>Float</VariableType>
                      <Address>+128</Address>
                      <Offsets>
                        <Offset>28</Offset>
                      </Offsets>
                    </CheatEntry>
                  </CheatEntries>
                </CheatEntry>
                <CheatEntry>
                  <ID>114991</ID>
                  <Description>"immuneToSmartBomb"</Description>
                  <VariableType>Byte</VariableType>
                  <Address>+4C</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>114992</ID>
                  <Description>"ignoredByHomingProjectiles"</Description>
                  <VariableType>Byte</VariableType>
                  <Address>+4D</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>114993</ID>
                  <Description>"destroyOnDefeat"</Description>
                  <VariableType>Byte</VariableType>
                  <Address>+4E</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>114994</ID>
                  <Description>"setPassableOnDefeat"</Description>
                  <VariableType>Byte</VariableType>
                  <Address>+4F</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>114995</ID>
                  <Description>"invulnerable"</Description>
                  <VariableType>Byte</VariableType>
                  <Address>+A2</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>114996</ID>
                  <Description>"immuneToDamage"</Description>
                  <VariableType>Byte</VariableType>
                  <Address>+A3</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>114997</ID>
                  <Description>"postDamageInvulnerable"</Description>
                  <VariableType>Byte</VariableType>
                  <Address>+A4</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>114998</ID>
                  <Description>"lastDamage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+A8</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>115000</ID>
                  <Description>"healthLastFrame"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+D0</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>115001</ID>
                  <Description>"damageTakenWithinLastFrame"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+D4</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>115002</ID>
                  <Description>"healthLossPercent"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+D8</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>115003</ID>
                  <Description>"hitzoneHit"</Description>
                  <VariableType>Byte</VariableType>
                  <Address>+DC</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>115005</ID>
                  <Description>"isPlayer"</Description>
                  <VariableType>Byte</VariableType>
                  <Address>+118</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>115012</ID>
          <Description>"XP-Multiplier"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]

aobscanregion(xp_add,com8com1.SCFPS.PlayerStats.AddXp,com8com1.SCFPS.PlayerStats.AddXp+200,0F 28 C6 F3 0F 58 83 6C 01 00 00)
alloc(newmem,$100,xp_add)

label(code)
label(return)
label(xp_multiplier)

newmem:
code:
  mulss xmm6,[xp_multiplier]

  // Originalcode:
  movaps xmm0,xmm6
  addss xmm0,[rbx+0000016C]
  movss [rbx+0000016C],xmm0

  jmp return

xp_multiplier:
  dd (float)10.0        // hier Faktor ändern (z.B. 2.0, 5.0, 50.0)

xp_add:
  jmp newmem
  nop 6
return:

registersymbol(xp_add xp_multiplier)

[DISABLE]

xp_add:
  db 0F 28 C6 F3 0F 58 83 6C 01 00 00

unregistersymbol(xp_add xp_multiplier)
dealloc(newmem)


</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>115016</ID>
          <Description>"Get 999.999 Shards at the vendor"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
aobscanregion(moneyshards,com8com1.SCFPS.InfoBarController.UpdateMoneyDisplay,com8com1.SCFPS.InfoBarController.UpdateMoneyDisplay+100,F3 0F 10 40 28 0F 2E 83) // should be unique
alloc(newmem,$100,moneyshards)

label(code)
label(return)
label(value)

newmem:
  movss xmm0,[value]
  movss [rax+28],xmm0
code:
  movss xmm0,[rax+28]
  jmp return

value:
  dd (float)999999

moneyshards:
  jmp newmem
return:
registersymbol(moneyshards)

[DISABLE]

moneyshards:
  db F3 0F 10 40 28

unregistersymbol(moneyshards)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+7EF733

GameAssembly.dll+7EF700: E8 4B 6E DE FF           - call GameAssembly.il2cpp_get_exception_argument_null+3C0
GameAssembly.dll+7EF705: C6 05 14 56 AF 04 01     - mov byte ptr [GameAssembly.dll+52E4D20],01
GameAssembly.dll+7EF70C: 48 8B 05 55 FD 7E 04     - mov rax,[GameAssembly.dll+4FDF468]
GameAssembly.dll+7EF713: 4C 8B 80 B8 00 00 00     - mov r8,[rax+000000B8]
GameAssembly.dll+7EF71A: 49 8B 00                 - mov rax,[r8]
GameAssembly.dll+7EF71D: 48 85 C0                 - test rax,rax
GameAssembly.dll+7EF720: 0F 84 A0 00 00 00        - je GameAssembly.dll+7EF7C6
GameAssembly.dll+7EF726: 48 8B 40 60              - mov rax,[rax+60]
GameAssembly.dll+7EF72A: 48 85 C0                 - test rax,rax
GameAssembly.dll+7EF72D: 0F 84 93 00 00 00        - je GameAssembly.dll+7EF7C6
// ---------- INJECTING HERE ----------
GameAssembly.dll+7EF733: F3 0F 10 40 28           - movss xmm0,[rax+28]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+7EF738: 0F 2E 83 FC 00 00 00     - ucomiss xmm0,[rbx+000000FC]
GameAssembly.dll+7EF73F: F3 0F 11 83 EC 00 00 00  - movss [rbx+000000EC],xmm0
GameAssembly.dll+7EF747: 7A 06                    - jp GameAssembly.dll+7EF74F
GameAssembly.dll+7EF749: 75 04                    - jne GameAssembly.dll+7EF74F
GameAssembly.dll+7EF74B: 33 C9                    - xor ecx,ecx
GameAssembly.dll+7EF74D: EB 05                    - jmp GameAssembly.dll+7EF754
GameAssembly.dll+7EF74F: B9 01 00 00 00           - mov ecx,00000001
GameAssembly.dll+7EF754: 8B C7                    - mov eax,edi
GameAssembly.dll+7EF756: 0B C1                    - or eax,ecx
GameAssembly.dll+7EF758: 74 55                    - je GameAssembly.dll+7EF7AF
}
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>115022</ID>
          <Description>"Scripted Damage Booster"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]

aobscan(playerstats_dmg,0F 10 8A D4 00 00 00 0F 29 84 24 B0 00 00 00 0F 10 82 E4 00 00 00) // sollte eindeutig sein
alloc(newmem,$1000,playerstats_dmg)

label(code)
label(return)

alloc(PlayerDmgMult,16)

PlayerDmgMult:
dd (float)5.0
dd (float)5.0
dd (float)5.0
dd (float)5.0

newmem:
  // Original: Stats-Block ab +0xD4 laden
  movups xmm1,[rdx+000000D4]

  // Alles in diesem Block hochskalieren
  mulps xmm1,[PlayerDmgMult]

code:
  // Rest vom Originalcode
  movaps [rsp+000000B0],xmm0
  movups xmm0,[rdx+000000E4]

  jmp return

// Injection
playerstats_dmg:
  jmp newmem
  nop 2

return:

registersymbol(playerstats_dmg)
registersymbol(PlayerDmgMult)

[DISABLE]

playerstats_dmg:
  db 0F 10 8A D4 00 00 00 0F 29 84 24 B0 00 00 00 0F 10 82 E4 00 00 00

unregistersymbol(playerstats_dmg)
unregistersymbol(PlayerDmgMult)

dealloc(newmem)
dealloc(PlayerDmgMult)


</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>115024</ID>
          <Description>"Get Stats for Combat"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]

aobscanmodule(data,GameAssembly.dll,0F 10 82 08 01 00 00 8B) // should be unique
alloc(newmem,$100,data)

label(code)
label(return)
label(stats)

newmem:
  mov [stats],rdx
code:
  movups xmm0,[rdx+00000108]
  jmp return

stats:
  dq 0

data:
  jmp newmem
  nop 2
return:
registersymbol(data stats)

[DISABLE]

data:
  db 0F 10 82 08 01 00 00

unregistersymbol(*)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+85F419

GameAssembly.dll+85F408: CC                       - int 3 
GameAssembly.dll+85F409: CC                       - int 3 
GameAssembly.dll+85F40A: CC                       - int 3 
GameAssembly.dll+85F40B: CC                       - int 3 
GameAssembly.dll+85F40C: CC                       - int 3 
GameAssembly.dll+85F40D: CC                       - int 3 
GameAssembly.dll+85F40E: CC                       - int 3 
GameAssembly.dll+85F40F: CC                       - int 3 
com8com1.SCFPS.PlayerStats.GetCombinedStatsModifiers: 40 53                    - push rbx
GameAssembly.dll+85F412: 48 81 EC 70 01 00 00     - sub rsp,00000170
// ---------- INJECTING HERE ----------
GameAssembly.dll+85F419: 0F 10 82 08 01 00 00     - movups xmm0,[rdx+00000108]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+85F420: 8B 82 68 01 00 00        - mov eax,[rdx+00000168]
GameAssembly.dll+85F426: 48 8B D9                 - mov rbx,rcx
GameAssembly.dll+85F429: 0F 10 8A 18 01 00 00     - movups xmm1,[rdx+00000118]
GameAssembly.dll+85F430: 4C 8D 44 24 20           - lea r8,[rsp+20]
GameAssembly.dll+85F435: 89 84 24 80 00 00 00     - mov [rsp+00000080],eax
GameAssembly.dll+85F43C: 0F 29 44 24 20           - movaps [rsp+20],xmm0
GameAssembly.dll+85F441: 48 8D 8C 24 00 01 00 00  - lea rcx,[rsp+00000100]
GameAssembly.dll+85F449: 0F 10 82 28 01 00 00     - movups xmm0,[rdx+00000128]
GameAssembly.dll+85F450: 8B 82 04 01 00 00        - mov eax,[rdx+00000104]
GameAssembly.dll+85F456: 45 33 C9                 - xor r9d,r9d
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>115025</ID>
              <Description>"Beginn of Data"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <GroupHeader>1</GroupHeader>
              <Address>stats</Address>
              <Offsets>
                <Offset>0</Offset>
              </Offsets>
              <CheatEntries>
                <CheatEntry>
                  <ID>115031</ID>
                  <Description>"Runspeed"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Float</VariableType>
                  <Address>+ac</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>115029</ID>
                  <Description>"Attraction"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Float</VariableType>
                  <Address>+b8</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>115028</ID>
                  <Description>"Luck"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>0000FF</Color>
                  <VariableType>Float</VariableType>
                  <Address>+d0</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>115033</ID>
                  <Description>"Might"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <Color>0000FF</Color>
                  <VariableType>Float</VariableType>
                  <Address>+d4</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>115027</ID>
                  <Description>"Armor"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Float</VariableType>
                  <Address>+ec</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>115032</ID>
                  <Description>"Found Jewels"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Float</VariableType>
                  <Address>+17c</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
  <Structures StructVersion="2">
    <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="m_CancellationTokenSource" DisplayMethod="unsigned integer"/>
        <Element Offset="32" Vartype="Pointer" Bytesize="8" OffsetHex="00000020" Description="animator" DisplayMethod="unsigned integer"/>
        <Element Offset="40" Vartype="Pointer" Bytesize="8" OffsetHex="00000028" Description="buffProcessor" DisplayMethod="unsigned integer"/>
        <Element Offset="48" Vartype="Float" Bytesize="4" OffsetHex="00000030" Description="initialHealth" DisplayMethod="unsigned integer"/>
        <Element Offset="52" Vartype="Float" Bytesize="4" OffsetHex="00000034" Description="maximumHealth" DisplayMethod="unsigned integer"/>
        <Element Offset="56" Vartype="Float" Bytesize="4" OffsetHex="00000038" Description="currentHealth" DisplayMethod="unsigned integer"/>
        <Element Offset="60" Vartype="Byte" Bytesize="1" OffsetHex="0000003C" Description="applyDefeatForce" DisplayMethod="unsigned integer"/>
        <Element Offset="64" Vartype="Pointer" Bytesize="8" OffsetHex="00000040" Description="defeatForce" DisplayMethod="unsigned integer"/>
        <Element Offset="76" Vartype="Byte" Bytesize="1" OffsetHex="0000004C" Description="immuneToSmartBomb" DisplayMethod="unsigned integer"/>
        <Element Offset="77" Vartype="Byte" Bytesize="1" OffsetHex="0000004D" Description="ignoredByHomingProjectiles" DisplayMethod="unsigned integer"/>
        <Element Offset="78" Vartype="Byte" Bytesize="1" OffsetHex="0000004E" Description="destroyOnDefeat" DisplayMethod="unsigned integer"/>
        <Element Offset="79" Vartype="Byte" Bytesize="1" OffsetHex="0000004F" Description="setPassableOnDefeat" DisplayMethod="unsigned integer"/>
        <Element Offset="80" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000050" Description="removalBehaviour" DisplayMethod="unsigned integer"/>
        <Element Offset="84" Vartype="Float" Bytesize="4" OffsetHex="00000054" Description="delayBeforeDestruction" DisplayMethod="unsigned integer"/>
        <Element Offset="88" Vartype="Pointer" Bytesize="8" OffsetHex="00000058" Description="transDefeatedVariant" DisplayMethod="unsigned integer"/>
        <Element Offset="96" Vartype="Pointer" Bytesize="8" OffsetHex="00000060" Description="transOverkillVariant" DisplayMethod="unsigned integer"/>
        <Element Offset="104" Vartype="Byte" Bytesize="1" OffsetHex="00000068" Description="customizeDefeatSpawnPosition" DisplayMethod="unsigned integer"/>
        <Element Offset="112" Vartype="Pointer" Bytesize="8" OffsetHex="00000070" Description="transDefeatSpawnPosition" DisplayMethod="unsigned integer"/>
        <Element Offset="120" Vartype="Pointer" Bytesize="8" OffsetHex="00000078" Description="lootBag" DisplayMethod="unsigned integer"/>
        <Element Offset="128" Vartype="Pointer" Bytesize="8" OffsetHex="00000080" Description="healthBar" DisplayMethod="unsigned integer"/>
        <Element Offset="136" Vartype="Byte" Bytesize="1" OffsetHex="00000088" Description="canSpawnFloatingTextOnDamage" DisplayMethod="unsigned integer"/>
        <Element Offset="144" Vartype="Pointer" Bytesize="8" OffsetHex="00000090" Description="feedbacksOnDamage" DisplayMethod="unsigned integer"/>
        <Element Offset="152" Vartype="Pointer" Bytesize="8" OffsetHex="00000098" Description="feedbacksOnDefeat" DisplayMethod="unsigned integer"/>
        <Element Offset="160" Vartype="Byte" Bytesize="1" OffsetHex="000000A0" Description="feedbackIsProportionalToDamage" DisplayMethod="unsigned integer"/>
        <Element Offset="161" Vartype="Byte" Bytesize="1" OffsetHex="000000A1" Description="temporarilyInvulnerable" DisplayMethod="unsigned integer"/>
        <Element Offset="162" Vartype="Byte" Bytesize="1" OffsetHex="000000A2" Description="invulnerable" DisplayMethod="unsigned integer"/>
        <Element Offset="163" Vartype="Byte" Bytesize="1" OffsetHex="000000A3" Description="immuneToDamage" DisplayMethod="unsigned integer"/>
        <Element Offset="164" Vartype="Byte" Bytesize="1" OffsetHex="000000A4" Description="postDamageInvulnerable" DisplayMethod="unsigned integer"/>
        <Element Offset="168" Vartype="Float" Bytesize="4" OffsetHex="000000A8" Description="lastDamage" DisplayMethod="unsigned integer"/>
        <Element Offset="172" Vartype="Float" Bytesize="4" OffsetHex="000000AC" Description="lastDamageTime" DisplayMethod="unsigned integer"/>
        <Element Offset="176" Vartype="Pointer" Bytesize="8" OffsetHex="000000B0" Description="lastDamageDirection" DisplayMethod="unsigned integer"/>
        <Element Offset="192" Vartype="Pointer" Bytesize="8" OffsetHex="000000C0" Description="lastDamagePositions" DisplayMethod="unsigned integer"/>
        <Element Offset="200" Vartype="Pointer" Bytesize="8" OffsetHex="000000C8" Description="goLastInstigator" DisplayMethod="unsigned integer"/>
        <Element Offset="208" Vartype="Float" Bytesize="4" OffsetHex="000000D0" Description="healthLastFrame" DisplayMethod="unsigned integer"/>
        <Element Offset="212" Vartype="Float" Bytesize="4" OffsetHex="000000D4" Description="damageTakenWithinLastFrame" DisplayMethod="unsigned integer"/>
        <Element Offset="216" Vartype="Float" Bytesize="4" OffsetHex="000000D8" Description="healthLossPercent" DisplayMethod="unsigned integer"/>
        <Element Offset="220" Vartype="Byte" Bytesize="1" OffsetHex="000000DC" Description="hitzoneHit" DisplayMethod="unsigned integer"/>
        <Element Offset="224" Vartype="Pointer" Bytesize="8" OffsetHex="000000E0" Description="OnDefeat" DisplayMethod="unsigned integer"/>
        <Element Offset="232" Vartype="Pointer" Bytesize="8" OffsetHex="000000E8" Description="OnHit" DisplayMethod="unsigned integer"/>
        <Element Offset="240" Vartype="Pointer" Bytesize="8" OffsetHex="000000F0" Description="OnHitZero" DisplayMethod="unsigned integer"/>
        <Element Offset="248" Vartype="Pointer" Bytesize="8" OffsetHex="000000F8" Description="OnRevive" DisplayMethod="unsigned integer"/>
        <Element Offset="256" Vartype="Pointer" Bytesize="8" OffsetHex="00000100" Description="coll" DisplayMethod="unsigned integer"/>
        <Element Offset="264" Vartype="Byte" Bytesize="1" OffsetHex="00000108" Description="initialized" DisplayMethod="unsigned integer"/>
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        </Element>
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        </Element>
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        <Element Offset="380" Vartype="Float" Bytesize="4" OffsetHex="0000017C" Description="money" DisplayMethod="unsigned integer"/>
        <Element Offset="384" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000180" Description="revivals" DisplayMethod="unsigned integer"/>
        <Element Offset="388" Vartype="Float" Bytesize="4" OffsetHex="00000184" Description="damageTaken" DisplayMethod="unsigned integer"/>
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      </Elements>
    </Structure>
  </Structures>
</CheatTable>
