A simple tool made for reverse engineers that automatically calculates the correct padding in data structures based on positions of known structure members.
Easy Input
Auto aligning comments
Supports arrays
Specifiers
Class and struct declaration
Pointers
64 or 32-bit option
Alerts for: typos and errors
32-Bit, Custom name: centity_s, Custom size: 0x204
int eventParam 0x164
short CurrentVaild 0x0
char Alive 0x2
Vector3 origin 0x18
int flags2 0x38
int number 0xDC
int eType 0xE0
char PlayerPose 0xE4
int IsAlive 0x1DC
char Shooting 0xE5
char Zoomed 0xE6
unsigned int item 0x16C
char event[4] 0x17C
int eventParams 0x19C
Vector3 angles 0x24
short WeaponNum 0x1A8struct centity_s
{
short CurrentVaild; //0x0000
char Alive; //0x0002
char _0x0003[0x15]; //0x0003
Vector3 origin; //0x0018
Vector3 angles; //0x0024
char _0x0030[0x8]; //0x0030
int flags2; //0x0038
char _0x003C[0xA0]; //0x003C
int number; //0x00DC
int eType; //0x00E0
char PlayerPose; //0x00E4
char Shooting; //0x00E5
char Zoomed; //0x00E6
char _0x00E7[0x7D]; //0x00E7
int eventParam; //0x0164
char _0x0168[0x4]; //0x0168
unsigned int item; //0x016C
char _0x0170[0xC]; //0x0170
char event[4]; //0x017C
char _0x0180[0x1C]; //0x0180
int eventParams; //0x019C
char _0x01A0[0x8]; //0x01A0
short WeaponNum; //0x01A8
char _0x01AA[50]; //0x01AA
int IsAlive; //0x01DC
char _0x01E0[0x24]; //0x01E0
//size: 0x204
};32-Bit, Custom name: ClientEntity
class ClientPlayer *player[18] 0x10struct ClientEntity
{
char _0x0000[0x10]; //0x0000
class ClientPlayer * player[18]; //0x0010
//size: 0x0058
};