как мне имея это код узнать адреса m_vecLastCollisionImpactVelocity иm_vecLastCollisionPosn                 /*
    Plugin-SDK (Grand Theft Auto San Andreas) header file
    Authors: GTA Community. See more here
    https://github.com/DK22Pac/plugin-sdk
    Do not delete this comment block. Respect others' work!
*/
#pragma once
#include "PluginBase.h"
#include "CEntity.h"
#include "CColPoint.h"
#include "CVector.h"
#include "CQuaternion.h"
#include "CRealTimeShadow.h"
#include "CRepeatSector.h"
#include "eWeaponType.h"

class CPhysical : public CEntity {
protected:
    CPhysical(plugin::dummy_func_t) : CEntity(plugin::dummy) {}
public:
    int field_38;
    unsigned int m_nLastCollisionTime;
    struct {
        unsigned int b01 : 1;
        unsigned int bApplyGravity : 1;
        unsigned int bDisableCollisionForce : 1;
        unsigned int bCollidable : 1;
        unsigned int bDisableTurnForce : 1;
        unsigned int bDisableMoveForce : 1;
        unsigned int bInfiniteMass : 1;
        unsigned int bDisableZ : 1;

        unsigned int bSubmergedInWater : 1;
        unsigned int bOnSolidSurface : 1;
        unsigned int bBroken : 1;
        unsigned int b12 : 1; // ref @ 0x6F5CF0
        unsigned int b13 : 1;
        unsigned int bDontApplySpeed : 1;
        unsigned int b15 : 1;
        unsigned int b16 : 1;

        unsigned int b17 : 1;
        unsigned int b18 : 1; // ref @ CPhysical::ProcessCollision
        unsigned int bBulletProof : 1;
        unsigned int bFireProof : 1;
        unsigned int bCollisionProof : 1;
        unsigned int bMeleeProof : 1;
        unsigned int bInvulnerable : 1;
        unsigned int bExplosionProof : 1;

        unsigned int b25 : 1;
        unsigned int bAttachedToEntity : 1;
        unsigned int b27 : 1;
        unsigned int bTouchingWater : 1;
        unsigned int bCanBeCollidedWith : 1;
        unsigned int bDestroyed : 1;
        unsigned int b31 : 1;
        unsigned int b32 : 1;
    } m_nPhysicalFlags;
    CVector          m_vecMoveSpeed;
    CVector          m_vecTurnSpeed;
    CVector          m_vecFrictionMoveSpeed;
    CVector          m_vecFrictionTurnSpeed;
    CVector          m_vecForce;
    CVector          m_vecTorque;
    float            m_fMass;
    float            m_fTurnMass;
    float            m_fVelocityFrequency;
    float            m_fAirResistance;
    float            m_fElasticity;
    float            m_fBuoyancyConstant;
    CVector          m_vecCentreOfMass;
    void            *m_pCollisionList;
    void            *m_pMovingList;
    char field_B8;
    unsigned char    m_nNumEntitiesCollided;
    unsigned char    m_nContactSurface;
    char field_BB;
    CEntity         *m_apCollidedEntities[6];
    float            m_fMovingSpeed; // ref @ CTheScripts::IsVehicleStopped
    float            m_fDamageIntensity;
    CEntity         *m_pDamageEntity;
    CVector          m_vecLastCollisionImpactVelocity;
    CVector          m_vecLastCollisionPosn;
    unsigned short   m_nPieceType;
    short field_FA;
    class CPhysical *m_pAttachedTo;
    CVector          m_vecAttachOffset;
    CVector          m_vecAttachedEntityPosn;
    CQuaternion      m_qAttachedEntityRotation;
    CEntity         *m_pEntityIgnoredCollision;
    float            m_fContactSurfaceBrightness;
    float            m_fDynamicLighting;
    CRealTimeShadow *m_pShadowData;
    
    // originally virtual functions
    void ProcessEntityCollision(CEntity *entity, CColPoint *point);
    
    // functions
    void RemoveAndAdd();
    void AddToMovingList();
    void RemoveFromMovingList();
    void SetDamagedPieceRecord(float damageIntensity, CEntity* damagingEntity, CColPoint& colPoint, float distanceMult);
    void ApplyMoveForce(CVector force);
    void ApplyTurnForce(CVector dir, CVector velocity);
    void ApplyForce(CVector dir, CVector velocity, bool flag);
    CVector GetSpeed(CVector direction);
    void ApplyMoveSpeed();
    void ApplyTurnSpeed();
    void ApplyGravity();
    void ApplyFrictionMoveForce(CVector moveForce);
    void ApplyFrictionTurnForce(CVector posn, CVector velocity);
    void ApplyFrictionForce(CVector posn, CVector velocity);
    void SkipPhysics();
    void AddCollisionRecord(CEntity* collidedEntity);
    bool GetHasCollidedWith(CEntity* entity);
    bool GetHasCollidedWithAnyObject();
    bool ApplyCollision(CEntity* entity, CColPoint& colPoint, float& arg2);
    bool ApplySoftCollision(CEntity* entity, CColPoint& colPoint, float& arg2);
    bool ApplySpringCollision(float arg0, CVector& arg1, CVector& arg2, float arg3, float arg4, float& arg5);
    bool ApplySpringCollisionAlt(float arg0, CVector& arg1, CVector& arg2, float arg3, float arg4, CVector& arg5, float& arg6);
    bool ApplySpringDampening(float arg0, float arg1, CVector& arg2, CVector& arg3, CVector& arg4);
    bool ApplySpringDampeningOld(float arg0, float arg1, CVector& arg2, CVector& arg3, CVector& arg4);
    void RemoveRefsToEntity(CEntity* entity);
    void DettachEntityFromEntity(float x, float y, float z, bool useCollision);
    void DettachAutoAttachedEntity();
    float GetLightingFromCol(bool flag);
    float GetLightingTotal();
    bool CanPhysicalBeDamaged(eWeaponType weapon, unsigned char* arg1);
    void ApplyAirResistance();
    bool ApplyCollisionAlt(CEntity* entity, CColPoint& colPoint, float& arg2, CVector& arg3, CVector& arg4);
    bool ApplyFriction(float arg0, CColPoint& colPoint);
    bool ApplyFriction(CPhysical* physical, float arg1, CColPoint& colPoint);
    bool ProcessShiftSectorList(int sectorX, int sectorY);
    static void PlacePhysicalRelativeToOtherPhysical(CPhysical* physical1, CPhysical* physical2, CVector offset);
    float ApplyScriptCollision(CVector arg0, float arg1, float arg2, CVector* arg3);
    void PositionAttachedEntity();
    void ApplySpeed();
    void UnsetIsInSafePosition();
    void ApplyFriction();
    bool ApplyCollision(CPhysical* physical, CColPoint& colPoint, float& arg2, float& arg3);
    bool ApplySoftCollision(CPhysical* physical, CColPoint& colPoint, float& arg2, float& arg3);
    bool ProcessCollisionSectorList(int sectorX, int sectorY);
    bool ProcessCollisionSectorList_SimpleCar(CRepeatSector* sector);
    void AttachEntityToEntity(CEntity* entity, CVector offset, CVector rotation);
    void AttachEntityToEntity(CEntity* entity, CVector* , RtQuat* rotation);
    bool CheckCollision();
    bool CheckCollision_SimpleCar();
};

VALIDATE_SIZE(CPhysical, 0x138);