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  1. #1
    M4L1F1C's Avatar
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    Combat Arms Unified - Classes

    Allot has changed, both in cPlayerInfo & cPlayerMgr.

    Credits:
    • M4L1F1C

    Enjoy.

    Code:
    class cPlayerInfo
    {
    public:
    	__int32 Index; //0x0000 
    	cObject* pObject; //0x0004 
    	unsigned char bIsDead; //0x0008 
    	char pad_0x0009[0x3]; //0x0009
    	__int32 TeamID; //0x000C 
    	char pad_0x0010[0x8]; //0x0010
    	__int32 ClientID; //0x0018 
    	char pad_0x001C[0xC]; //0x001C
    	char cName[16]; //0x0028 
    	char pad_0x0038[0x8]; //0x0038
    	__int32 Kills; //0x0040 
    	__int32 Deaths; //0x0044 
    	__int32 KillCombo; //0x0048 --> Not Sure
    	__int32 TotalDeaths; //0x004C 
    	__int32 TotalKills; //0x0050 
    	char pad_0x0054[0x4]; //0x0054
    	__int32 Suicides; //0x0058 
    	__int32 HeadShots; //0x005C 
    	char pad_0x0060[0x174]; //0x0060
    	__int32 ExpReceived; //0x01D4  --> After game ended you get this.
    	__int32 GPReceived; //0x01D8  --> After game ended you get this.
    	char pad_0x01DC[0x178]; //0x01DC
    	cPlayerInfo* pPlayerPrev; //0x0354 
    	cPlayerInfo* pPlayerNext; //0x0358 
    	char pad_0x035C[0x2CE4]; //0x035C
    
    };//Size=0x3040
    
    class cObject
    {
    public:
    	char pad_0x0000[0x4]; //0x0000
    	D3DXVECTOR3 FeetPos; //0x0004 
    	D3DXVECTOR3 HeadPos; //0x0010 
    	char pad_0x001C[0xAC]; //0x001C
    	D3DXVECTOR3 RootPos; //0x00C8 
    	char pad_0x00D4[0x330]; //0x00D4
    
    };//Size=0x0404
    
    class cPlayerMgr
    {
    public:
    	INT* CameraObject; //0x0000 
    	char pad_0x0004[0x28]; //0x0004
    	D3DXVECTOR3 CameraPos; //0x002C 
    	char pad_0x0038[0x4]; //0x0038
    	float Pitch; //0x003C 
    	float Yaw; //0x0040 
    	float Roll; //0x0044 
    	char pad_0x0048[0x38]; //0x0048
    
    };//Size=0x0080

  2. The Following 2 Users Say Thank You to M4L1F1C For This Useful Post:

    Aprediz_do_hamilton (05-24-2016),Coder.DiasII (12-15-2015)

  3. #2
    Coder.DiasII's Avatar
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    Good Job !!!
    • Registered - February 03, 2012
    • Contributor since August 05, 2014



    CombatArms Brasil


    PointBlank Brasil


  4. The Following User Says Thank You to Coder.DiasII For This Useful Post:

    M4L1F1C (12-15-2015)

  5. #3
    Dave84311's Avatar
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    I giggled, same engine?





    THE EYE OF AN ADMINISTRATOR IS UPON YOU. ANY WRONG YOU DO IM GONNA SEE, WHEN YOU'RE ON MPGH, LOOK BEHIND YOU, 'CAUSE THATS WHERE IM GONNA BE


    "First they ignore you. Then they laugh at you. Then they fight you. Then you lose.” - Dave84311HAD VIRTUAL DETOX

  6. #4
    M4L1F1C's Avatar
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    Quote Originally Posted by Dave84311 View Post
    I giggled, same engine?
    Same Engine, different Anti-Cheat.
    It's funny how they still not patch stuff like this.

    I'll try to keep this thread updated with every new CA update

  7. #5
    Fєηix's Avatar
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    It looks like your PlayerMgr is outdated

    Code:
    class cClientWeapon
    {
    public:
        char _0x0000[312];
        __int32 FireWeapon; //0x0138
        __int32 CurrentAmmo; //0x013C
        char _0x0140[16];
        __int32 WeaponReload; //0x0150
    
        void Fire(bool fire = true)
        {
            if(fire)
                FireWeapon = 1;
        }
    };//Size=0x0438
    
    class cClientWeaponMgr
    {
    public:
        cClientWeapon** WeaponList; //0x0000
        char _0x0004[12];
        cClientWeapon* CurrentWeapon; //0x0010
        char _0x0014[44];
    };//Size=0x0040
    
    class cPlayerMgr
    {
    public:
        char _0x0000[24];
        cClientWeaponMgr *ClientWeaponManager; //0x0018
        char _0x001C[56];
        float Pitch; //0x0054
        float Yaw; //0x0058
        float Rool; //0x005C
        char _0x0060[248];
        __int32 *CameraObject; //0x0158
    
        __inline cClientWeapon *GetCurrentWeapon(void)
        {
            if(ClientWeaponManager && ClientWeaponManager->CurrentWeapon)
                return ClientWeaponManager->CurrentWeapon;
    
            return NULL;
        }
    };//Size=0x015C

  8. #6
    M4L1F1C's Avatar
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    Quote Originally Posted by Fєηix View Post
    It looks like your PlayerMgr is outdated

    Code:
    class cClientWeapon
    {
    public:
        char _0x0000[312];
        __int32 FireWeapon; //0x0138
        __int32 CurrentAmmo; //0x013C
        char _0x0140[16];
        __int32 WeaponReload; //0x0150
    
        void Fire(bool fire = true)
        {
            if(fire)
                FireWeapon = 1;
        }
    };//Size=0x0438
    
    class cClientWeaponMgr
    {
    public:
        cClientWeapon** WeaponList; //0x0000
        char _0x0004[12];
        cClientWeapon* CurrentWeapon; //0x0010
        char _0x0014[44];
    };//Size=0x0040
    
    class cPlayerMgr
    {
    public:
        char _0x0000[24];
        cClientWeaponMgr *ClientWeaponManager; //0x0018
        char _0x001C[56];
        float Pitch; //0x0054
        float Yaw; //0x0058
        float Rool; //0x005C
        char _0x0060[248];
        __int32 *CameraObject; //0x0158
    
        __inline cClientWeapon *GetCurrentWeapon(void)
        {
            if(ClientWeaponManager && ClientWeaponManager->CurrentWeapon)
                return ClientWeaponManager->CurrentWeapon;
    
            return NULL;
        }
    };//Size=0x015C
    No it's not.
    It's working perfectly.

    That old CABR copy/pasted shit classes won't work on Unified.

  9. #7
    Fєηix's Avatar
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    Quote Originally Posted by M4L1F1C View Post
    No it's not.
    It's working perfectly.

    That old CABR copy/pasted shit classes won't work on Unified.
    really ? tell me more about it





    Last edited by Fєηix; 12-18-2015 at 09:20 PM.

  10. #8
    Coder.DiasII's Avatar
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    maybe the pointers are different but for me
    Code:
    float Pitch; //0x0054
    float Yaw; //0x0058
    Works Fine
    • Registered - February 03, 2012
    • Contributor since August 05, 2014



    CombatArms Brasil


    PointBlank Brasil


  11. #9
    M4L1F1C's Avatar
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    Quote Originally Posted by Fєηix View Post
    [FONT="Arial"][B]

    really ? tell me more about it
    You're using a different pointer, which one do you use?

  12. #10
    Fєηix's Avatar
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    Quote Originally Posted by M4L1F1C View Post
    You're using a different pointer, which one do you use?
    Code:
    #define ADDR_PLAYERMANAGER	    0x37ABABA4
    Code:
    373BAACA  |. 68 F0757E37    PUSH CS.377E75F0                         ;  ASCII "CPlayerMgr::ResetCamera() fFovX : %f"
    373BAACF  |. 50             PUSH EAX
    373BAAD0  |. 8B42 18        MOV EAX,DWORD PTR DS:[EDX+18]
    373BAAD3  |. FFD0           CALL EAX
    373BAAD5  |. 83C4 10        ADD ESP,10
    373BAAD8  |. 833D 80D5A537 >CMP DWORD PTR DS:[37A5D580],0
    373BAADF  |. 74 08          JE SHORT CS.373BAAE9
    373BAAE1  |. D905 84D5A537  FLD DWORD PTR DS:[37A5D584]
    373BAAE7  |. EB 02          JMP SHORT CS.373BAAEB
    373BAAE9  |> D9EE           FLDZ
    373BAAEB  |> 833D 5CD5A537 >CMP DWORD PTR DS:[37A5D55C],0
    373BAAF2  |. D95C24 0C      FSTP DWORD PTR SS:[ESP+C]
    373BAAF6  |. 74 08          JE SHORT CS.373BAB00
    373BAAF8  |. D905 60D5A537  FLD DWORD PTR DS:[37A5D560]
    373BAAFE  |. EB 02          JMP SHORT CS.373BAB02
    373BAB00  |> D9EE           FLDZ
    373BAB02  |> 8BB6 58010000  MOV ESI,DWORD PTR DS:[ESI+158] >>>>>>>> CameraObject
    373BAB08  |. D95C24 08      FSTP DWORD PTR SS:[ESP+8]

  13. #11
    M4L1F1C's Avatar
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    Quote Originally Posted by Fєηix View Post


    Code:
    #define ADDR_PLAYERMANAGER	    0x37ABABA4
    Code:
    373BAACA  |. 68 F0757E37    PUSH CS.377E75F0                         ;  ASCII "CPlayerMgr::ResetCamera() fFovX : %f"
    373BAACF  |. 50             PUSH EAX
    373BAAD0  |. 8B42 18        MOV EAX,DWORD PTR DS:[EDX+18]
    373BAAD3  |. FFD0           CALL EAX
    373BAAD5  |. 83C4 10        ADD ESP,10
    373BAAD8  |. 833D 80D5A537 >CMP DWORD PTR DS:[37A5D580],0
    373BAADF  |. 74 08          JE SHORT CS.373BAAE9
    373BAAE1  |. D905 84D5A537  FLD DWORD PTR DS:[37A5D584]
    373BAAE7  |. EB 02          JMP SHORT CS.373BAAEB
    373BAAE9  |> D9EE           FLDZ
    373BAAEB  |> 833D 5CD5A537 >CMP DWORD PTR DS:[37A5D55C],0
    373BAAF2  |. D95C24 0C      FSTP DWORD PTR SS:[ESP+C]
    373BAAF6  |. 74 08          JE SHORT CS.373BAB00
    373BAAF8  |. D905 60D5A537  FLD DWORD PTR DS:[37A5D560]
    373BAAFE  |. EB 02          JMP SHORT CS.373BAB02
    373BAB00  |> D9EE           FLDZ
    373BAB02  |> 8BB6 58010000  MOV ESI,DWORD PTR DS:[ESI+158] >>>>>>>> CameraObject
    373BAB08  |. D95C24 08      FSTP DWORD PTR SS:[ESP+8]
    Yeah, I was using this one:
    Code:
    ___:371ACFAC
    ___:371ACFAC loc_371ACFAC:                           ; CODE XREF: sub_371ACE90+105j
    ___:371ACFAC                 cmp     byte ptr [esi+5C8h], 0
    ___:371ACFB3                 jz      short loc_371ACFCA
    ___:371ACFB5                 mov     eax, dword_37A7B548
    ___:371ACFBA                 mov     ecx, [eax]
    ___:371ACFBC                 mov     edx, [ecx+18h]
    ___:371ACFBF                 push    offset aSetfpchasing_0 ; "SetFpChasingINfo FPCHASINGUPDATE_BOMBPL"...
    ___:371ACFC4                 push    eax
    ___:371ACFC5                 call    edx
    ___:371ACFC7                 add     esp, 8
    ___:371ACFCA
    ___:371ACFCA loc_371ACFCA:                           ; CODE XREF: sub_371ACE90+123j
    ___:371ACFCA                 mov     ecx, dword_37ABABA4
    ___:371ACFD0                 call    sub_373B7840
    ___:371ACFD5                 test    eax, eax
    ___:371ACFD7                 jz      loc_371AD067
    ___:371ACFDD                 mov     ecx, dword_37ABABA4
    ___:371ACFE3                 mov     eax, [ecx]
    ___:371ACFE5                 mov     edx, [eax+40h]
    ___:371ACFE8                 mov     esi, [esi+10h]
    While I was reversing Player Camera it gave me that pointer so I thought I was correct.

    Thanks for correcting me.

    EDIT:

    We're using the same exact pointer...
    Last edited by M4L1F1C; 12-19-2015 at 10:19 AM.

  14. #12
    Skaterforeva1's Avatar
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    Anyone know if these are still up to day?

    //Sorry for the old bump but it wasn't very far down on the list

    ^Suck it!


  15. #13
    Fєηix's Avatar
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    Quote Originally Posted by Skaterforeva1 View Post
    Anyone know if these are still up to day?

    //Sorry for the old bump but it wasn't very far down on the list
    Good, at least in CABR yes!

  16. #14
    M4L1F1C's Avatar
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    Quote Originally Posted by Skaterforeva1 View Post
    Anyone know if these are still up to day?

    //Sorry for the old bump but it wasn't very far down on the list
    I don't know if classes changed for CA Unified.
    But they did change ALLOT of functions.

    That's why I wanted old dumps: http://www.mpgh.net/forum/showthread.php?t=1099971
    So I can update new classes.

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