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Question Warface — Defining Enemies & Actor Filtering in CryEngine 3

byte_corvus

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Anyone currently digging into legacy CryEngine 3 builds? Had to dump an older x86 build of Warface recently to practice some internal logic.

The project is an internal silhouette implementation, but I've hit a wall with the enemy filtering logic. Standard actor systems in CryEngine can be a headache if you don't have the right vtable indices or signatures mapped out.

From what I've gathered, the common approach for filtering is:
Code:
pFrameWork->GetIActorSystem()->GetActor(pEnt->GetID())

The core problem is mapping this out in IDA Pro. I'm looking for the most reliable way to locate:
  1. IActorSystem inside IGameFramework
  2. GetActor inside IActorSystem
  3. GetID inside the IEntity class

Since this is a 32-bit build, the class structures are relatively straightforward compared to modern x64 versions, but finding the entry point for IGameFramework can still be tricky if the symbols are stripped. Usually, you can find the framework by searching for strings related to the game's initialization or by hooking the main engine loop functions. Once you have IGameFramework, the vtable should point you to the ActorSystem.

If anyone has a solid signature or the vtable offsets for these specific functions in the legacy CryEngine branch, it would save a lot of time reversed-engineering the binary from scratch.

anyone got a clean sig for the actor system in this build?
 
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