Hand-recovered structure of the top-level engine object graph for the PC / Remastered
build, derived from analyzing BurnoutPR.exe (see
../../IDA Files/BurnoutPR.exe.i64).
-
bpr_pc_module_offsets.cpp— the nested layout ofBrnGame::BrnGameModule(the root game object,gpBurnoutGame, at0x013FC8E0) and its sub-modules. Each member is annotated with its byte offset inside the parent module, e.g.class WorldModule { /* 0x280 */ BrnWorld::RaceCarEntityModule mRaceCarEntityModule; /* 0x195C40 */ BrnPhysics::PhysicsModule mPhysicsModule; ... };
- It is the skeleton of the engine's runtime object tree: which module owns which sub-module, and exactly where each lives in memory. That lets you turn a raw pointer seen in the disassembler into a named, typed module field.
- The offsets let you walk from
gpBurnoutGameto any subsystem (renderer, world, physics, AI, GUI, sound, network…) when reading PC-build pseudocode. - It records version deltas worth knowing: e.g. the replay module was removed, and
an
UnknownModule(global model dictionary) was added after 1.6 — so the layout here is specific to the analyzed PC revision.