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

    cPlayerInfo remains unchanged.
    You can find it here: showthread.php?t=1060716

    However, cPlayerMgr has changed, and I've reversed some more classes now.
    After someone told me cPlayerMgr is wrong, I decided it's time to look through them.
    So, after reversing for about <30 minutes, I found a new way to handle camera.
    Use this Pointer for new cPlayerMgr: 0x37A99508
    You can thank me later.

    Credits:
    • M4L1F1C

    Code:
    class cPlayerMgr
    {
    public:
    	char pad_0x0000[0x18]; //0x0000
    	cWeapon* pWeapon; //0x0018 
    	char pad_0x001C[0x34]; //0x001C
    	float Pitch; //0x0050 
    	float Yaw; //0x0054 
    	float Roll; //0x0058 
    	char pad_0x005C[0xFC]; //0x005C
    	__int32 CameraObject; //0x0158 
    	char pad_0x015C[0x2E4]; //0x015C
    
    };//Size=0x0440
    
    class cWeapon
    {
    public:
    	char pad_0x0000[0x10]; //0x0000
    	cWepInfo* pWepInfo; //0x0010 
    	char pad_0x0014[0x30]; //0x0014
    
    };//Size=0x0044
    
    class cWepInfo
    {
    public:
    	char pad_0x0000[0x100]; //0x0000
    	D3DXVECTOR3 WeaponPosOnScreen; //0x0100 
    	D3DXVECTOR3 WeaponPos; //0x010C 
    	char pad_0x0118[0x24]; //0x0118
    	__int32 Ammo; //0x013C 
    	__int32 StandardAmmo; //0x0140 
    	__int32 WeaponStatus; //0x0144  ---------- Look explanation below
    	char pad_0x0148[0x2FC]; //0x0148
    
    };//Size=0x0444
    A bit explaining cWepInfo class:
    "WeaponPosOnScreen" -> Shows your weapon positions on screen (Maybe add some local esp or shit, invent something new ).
    "WeaponPos" -> Shows where the weapon is located (mostly like in cObject).
    "Ammo" -> Your current ammo.
    "StandardAmmo" -> The ammo the weapon has pre-set (thus 30 for standard weapon & 1000 for knife)
    "WeaponStatus":
    1 = Idle
    3 = Shooting
    9 = Reloading
    11 = Switching Weapon
    14 = Running with Weapon

    ^^ I'm sure Zooming is there as well, I just didn't have any weapon that could zoom.

    Enjoy!

  2. #2
    M4L1F1C's Avatar
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    Here you have some more.
    I just reversed these.

    I use union in the class for multi-purpose coding.
    I'm not sure about cHitbox class.
    It does work, but I only tested HeadRadius.

    Code:
    class cCharacterFX
    {
    public:
    	char pad_0x0000[0x4]; //0x0000
    	float fTick; //0x0004 
    	char pad_0x0008[0x8]; //0x0008
    	union
    	{
    		cObject *pObject; //0x0010
    		int *Object;      //0x0008
    	};
    	char pad_0x0014[0x2C]; //0x0014
    	__int32 isPlayer; //0x0040 
    	char pad_0x0044[0x34]; //0x0044
    	BYTE spacer_Unknown00; //0x0078 
    	char pad_0x0079[0x4DF]; //0x0079
    	unsigned char spacer_Unknown01; //0x0558 
    	unsigned char bIsDead; //0x0559 
    	bool bSpawnShield; //0x055A 
    	char pad_0x055B[0x9]; //0x055B
    	union
    	{
    		cHitbox *pHitbox; //0x0564
    		int *Hitbox;      //0x0564
    	};
    	char pad_0x0568[0x64]; //0x0568
    	WORD Health; //0x05CC 
    	WORD Armor; //0x05CE 
    	char pad_0x05D0[0x2]; //0x05D0
    	unsigned char spacer_Unknown02; //0x05D2 
    	unsigned char spacer_Unknown03; //0x05D3 
    	__int32 Index; //0x05D4 
    	char pad_0x05D8[0x6AA]; //0x05D8
    
    };//Size=0x0C82
    
    class cHitbox
    {
    public:
    	char pad_0x0000[0x4]; //0x0000
    	D3DXVECTOR3 BodyLocation; //0x0004 
    	D3DXVECTOR3 CameraLocation; //0x0010 
    	char pad_0x001C[0x98]; //0x001C
    	float HeadRadius; //0x00B4 
    	float NutsRadius; //0x00B8 
    	float CenterBodyRadius; //0x00BC 
    	float LeftBodyRadius; //0x00C0 
    	float RightBodyRadius; //0x00C4 
    	D3DXVECTOR3 BodyLocation2; //0x00C8 
    	char pad_0x00D4[0x30]; //0x00D4
    
    };//Size=0x0104
    
    class cSFXMgr
    {
    public:
            cSFXList SFXList[0x3B]; //0x0000
    	unsigned char unknownSpacker; //0x0004
    	char pad_0x0008[0x188]; //0x0008
    	__int32 MaxCharacters; //0x0190 
    	char pad_0x0194[0x2AC]; //0x0194
    
    };//Size=0x0440
    Credits:
    • M4L1F1C

  3. #3
    TheProgrammer's Avatar
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    How do i use this?

  4. #4
    M4L1F1C's Avatar
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    Alright guyes, I've improved cPlayerInfo class.
    I've added: RankID - CountryID (NOT SURE) - KillAssists

    Code:
    class cPlayerInfo
    {
    public:
    	__int32 Index; //0x0000 
    	union
    	{
    		cObject* pObject; //0x0004 
    		int *Object; //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 
    	__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 
    	__int32 GPReceived; //0x01D8 
    	char pad_0x01DC[0x84]; //0x01DC
    	__int32 RankID; //0x0260 
    	char pad_0x0264[0x70]; //0x0264
    	__int32 CountryID; //0x02D4 
    	char pad_0x02D8[0x30]; //0x02D8
    	__int32 KillAssists; //0x0308 
    	char pad_0x030C[0x48]; //0x030C
    	cPlayerInfo* pPlayerPrev; //0x0354 
    	cPlayerInfo* pPlayerNext; //0x0358 
    	char pad_0x035C[0x2CE4]; //0x035C
    
    };//Size=0x3040
    Quote Originally Posted by TheProgrammer View Post
    How do i use this?
    Learn C++ & ASM.

  5. #5
    supercarz1991's Avatar
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    nice to see someone still messing with CA. I was thinking about getting back into it. I haven't touched the game since probably 2012 just after Rez Modding died out.

    If I may post some of what I remember here.

    Code:
    class cWepInfo
    {
    public:
    	char pad_0x0000[0x100]; //0x0000
    	D3DXVECTOR3 WeaponPosOnScreen; //0x0100 
    	D3DXVECTOR3 WeaponPos; //0x010C 
    	char pad_0x0118[0x24]; //0x0118
    	__int32 Ammo; //0x013C 
    	__int32 StandardAmmo; //0x0140 
    	__int32 WeaponStatus; //0x0144  ---------- Look explanation below
    	char pad_0x0148[0x2FC]; //0x0148
    
    };//Size=0x0444
    keep in mind i'm 3+ years out of date, so this might have changed

    WeaponPosition is actually controlled by the 3d model itself and player model location. You could make a really janky telekill for the lols and visually move the model to another player lol

    Ammo and StandardAmmo can actually be modified on client side but you need some S2S trickery to get into the whole "unlimited ammo" thing. Although, I do know that at least last I checked (again, 2012...), things like "knife hacks" (making knife shoot bullets and rockets) still worked. it was pretty funny. It was actually class controlled and there wasn't s2s needed.

    Weapon Status is a fun one. Back when I still made hacks, I would set this to different numbers for some fun outcomes like shooting while sprinting.

    commando: You're probably the best non-coder coder I know LOL


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