Thread: Classes

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  1. #1
    supercarz1991's Avatar
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    Classes

    they were requested and i'm feeling lazy, i just C&P'd these from a base, if outdated, my bad, just delete this post then

    Code:
    #ifndef _Class
    #define _Class
    
    
    /*class cPlayerMgr;
    class cClientWeapon;
    class cClientWeaponMgr;
    class PlayerInfo;
    class CILTDrawPrim;
    #define M_PI 3.14159265358979323846f
    #define DegToRad( degree ) ( (degree) * (3.141592654f / 180.0f) )
    #define PITCH 0
    #define YAW 1
    #define ROLL 2
    
    #pragma warning(disable: 4244 4996)
    
    
    #define D3DXMATRIX_WORLD					   0x0080AC4C
    #define D3DXMATRIX_VIEW					       0x0080AC8C
    #define D3DXMATRIX_PROJECTION				   0x0080ACCC
    
    typedef PlayerInfo *(__thiscall *lpGetPlayerByIndex2)(unsigned long ulThis, INT index, INT unk);
    lpGetPlayerByIndex2 GetPlayerByIndex2;
    
    typedef PlayerInfo *(__thiscall *lpGetLocalPlayer2)(unsigned long ulThis);
    lpGetLocalPlayer2 GetLocalPlayer2;
    
    
    
    
    class cCharacterFX
    {
    public:
    			char	unk1[16];
    	int*	Object;			//0x10
    			char	unk2[44];
    	int		IsPlayer;		//0x40
    			char	unk3[40];
    	unsigned char	Index;	//0x6C
    			char unknown112[8]; //0x0070
    	float fStartPitch; //0x0078  
    	float fStartYaw; //0x007C  
    			char unknown128[1224]; //0x0080
    			BYTE unk1287; //0x0548  
    	bool bIsDead; //0x0549  
    	bool bSpawnSheild; //0x054A  
    			BYTE unk5563; //0x054B  
    			char unknown1356[12]; //0x054C
    	int* hHitbox; //0x0558  
    			char unknown1372[96]; //0x055C
    			WORD wUnk; //0x05BC  
    	WORD wHealth; //0x05BE  
    	WORD wArmor; //0x05C0  
    };
    
    class cSFXList
    {
    public:
    			unsigned long	unk0;
    	unsigned long*	List;
    			unsigned long	unk1;
    	int				Num;
    };
    
    class cSFXMgr
    {
    public:
    	cSFXList		SFXList[0x3D];
    };
    
    class cGameClientShell
    {
    public:
    			virtual void Function0();
    			virtual void Function1();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    			virtual void Function7();
    			virtual void Function8();
    			virtual void Function9();
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    			virtual void Function13();
    			virtual void Function14();
    			virtual void Function15();
    			virtual void Function16();
    			virtual void Function17();
    			virtual void Function18();
    			virtual void Function19();
    			virtual void Function20();
    			virtual void Function21();
    			virtual void Function22();
    			virtual void Function23();
    			virtual void Function24();
    			virtual void Function25();
    			virtual void Function26();
    			virtual void Function27();
    			virtual void Function28();
    			virtual void Function29();
    			virtual void Function30();
    			virtual void Function31();
    			virtual void Function32();
    			virtual void Function33();
    			virtual void Function34();
    			virtual void Function35();
    			virtual void Function36();
    			virtual void Function37();
    			virtual void Function38();
    			virtual void Function39();
    			virtual void Function40();
    			virtual void Function41();
    			virtual void Function42();
    			virtual void Function43();
    			virtual void Function44();
    			virtual void Function45();
    	virtual DWORD GetClientInfoMgr();
    	virtual DWORD GetInterfaceManager();
        virtual DWORD GetPlayerManager();
    			virtual void Function49();
    			virtual void Function50();
    			virtual void Function51();
    			virtual void Function52();
    			virtual void Function53();
    			virtual void Function54();
    			virtual void Function55();
    			virtual void Function56();
    	virtual cSFXMgr* GetSFXMgr();
    };
    
    class cClientInfo
    {
    public:
    	__int32 pPing; //0x0000 
    	__int32 Index; //0x0004 
    char _0x0008[8];
    	char pName[12]; //0x0010 
    char _0x001C[12];
    	int* Object; //0x0028 
    	__int32 pKills; //0x002C 
    	__int32 pDeaths; //0x0030 
    char _0x0034[52];
    	__int32 pFTMission; //0x0068 
    char _0x006C[4];
    	__int32 pTeam; //0x0070 
    char _0x0074[4];
    	BYTE pIsDead; //0x0078 
    char _0x0079[319];
    	__int32 pRank; //0x01B8 
    char _0x01BC[80];
    	__int32 pFTScore; //0x020C 
    	BYTE pFTSpawn; //0x0210 
    char _0x0211[3];
    	__int32 pFTLongestLife; //0x0214 
    	__int32 pFTKill; //0x0218 
    char _0x021C[84];
    	cClientInfo* PlayerNext; //0x0270 
    };//Size=0x0274
    
    
    
    class PointerTo;
    class _Object;
    class CILTDrawPrim;
    
    
    class PointerTo 
    {
    public:
       CHAR pad[4];
       PlayerInfo *first;
       __int32 index;
    };
    
    class _Object
    {
    public:
       CHAR Pad[4];
       D3DXVECTOR3 origin;
    };
    // i know it's same this 
    
    class cWeaponInfo
    {
    public:
    			char unknown0[12]; //0x0000
    	DWORD dwClientWeaponType; //0x000C  
    			char unknown16[16]; //0x0010
    	DWORD dwAlt_InstDamage; //0x0020  
    	DWORD dwInstDamage; //0x0024  
    			DWORD UNK; //0x0028  
    			char unknown44[104]; //0x002C
    	DWORD dwFireSnd; //0x0094  
    			char unknown152[108]; //0x0098
    			float fFireDelay1; //0x0104  
    			float ffiredelay1; //0x0108  
    			DWORD dwMaxAmmo3; //0x010C  
    			DWORD dwMaxAmmo2; //0x0110  
    			char unknown276[276]; //0x0114
    	DWORD dwCrossHairA; //0x0228  
    	DWORD dwCrossHairR; //0x022C  
    	DWORD dwCrossHairG; //0x0230  
    	DWORD dwCrossHairB; //0x0234  
    	BYTE TripleShotMode; //0x0238  
    			char unknown569[3]; //0x0239
    	DWORD dwTripleShotRoundNum; //0x023C  
    	float fDamageRFacter; //0x0240  
    			char unknown580[28]; //0x0244
    			DWORD dwInfiAmmo2;
    	DWORD dwInfiniteAmmo; //0x0264  
    	DWORD dwHideWhenEmpty; //0x0268  
    	DWORD dwIsAmmo; //0x026C  
    			char unknown624[4]; //0x0270
    	DWORD dwShotsPerClip; //0x0274  
    			char unknown632[52]; //0x0278
    	float fZoomTime; //0x02AC  
    	DWORD dwMinPerturb; //0x02B0  
    	DWORD dwMaxPerturb; //0x02B4  
    	float fDuckPerturb; //0x02B8  
    	float fMoveDuckPerturb; //0x02BC  
    	DWORD dwZoomedMinPerturb; //0x02C0  
    	DWORD dwZoomedMaxPerturb; //0x02C4  
    	DWORD dwRange; //0x02C8  
    			char unknown716[12]; //0x02CC
    	DWORD VectorsPerRound; //0x02D8  
    			char unknown732[40]; //0x02DC
    	float fPerturbIncSpeed; //0x0304  
    	float fPerturbDecSpeed; //0x0308  
    			char unknown780[4]; //0x030C
    	float fZoomedPerturbIncSpeed; //0x0310  
    	float fZoomedPerturbDecSpeed; //0x0314  
    			char unknown792[4]; //0x0318
    	float fBaseCamRecoilPitch; //0x031C  
    	float fBaseCamRecoilAccelPitch; //0x0320  
    			char unknown804[36]; //0x0324
    	float fTripleShotMaxCamRecoilPitch; //0x0348  
    	float fTripleShotBaseCamRecoilPitch; //0x034C  
    			char unknown848[8]; //0x0350
    	DWORD dwTripleShotMinPerturb; //0x0358  
    	DWORD dwTripleShotMaxPerturb; //0x035C  
    	float fTripleShotPerturbIncSpeed; //0x0360  
    	float fTripleShotPerturbDecSpeed; //0x0364  
    			char unknown872[112]; //0x0368
    	DWORD dwFireRate; //0x03D8  
    	DWORD dwMoveSpeed; //0x03DC  
    			DWORD ID03B39CC0; //0x03E0  
    			char unknown996[32]; //0x03E4
    	BYTE DisableCrosshair; //0x0404  
    			char unknown1029[27]; //0x0405
    	float fCameraSwayXFreq; //0x0420  
    	float fCameraSwayYFreq; //0x0424  
    			char unknown1064[12]; //0x0428
    	DWORD dwTargetCrosshairFlag; //0x0434  
    	DWORD dwEffectRange; //0x0438  
    			char unknown1084[192]; //0x043C
    	DWORD dwFireDelay; //0x04FC  
    };
    
    class cWeaponMgr
    {
    public:
    			char unknown0[5564];
    	cWeaponInfo** Weapons; //15BC
    	__int32 WeaponCount; //15C0
    };
    
    class cClientWeaponMgr{
    public:
    
    	cClientWeapon** WeaponList;   //0000
    	__int32 MaxWeapons;			  //0004
    	__int32 WeapIndex;			  //0008
    	cClientWeapon* CurrentWeapon; //000C
    	BYTE WeaponsEnabled;		  //0010
    	BYTE WeaponsVisible;		  //0011	
    			char unknown16[20];				
    	__int32 nCurrentWeaponID;	 //0x0024
    };
    class cPlayerMgr
    {
    public:
    			char pad[24];
    	cClientWeaponMgr* WeaponMgr; //0018
    			char unknown0[48];
    	float Pitch; //0048
    	float Yaw; //004C
    	float Roll;
    			char unknown3[220];
    	int* CameraObject; //012C
    
    	__inline cClientWeapon* GetCurrentWeapon()
    	{
    		if( WeaponMgr && WeaponMgr->CurrentWeapon )
    			return WeaponMgr->CurrentWeapon;
    
    		return NULL;
    	}
    };
    
    D3DXVECTOR3 Angles, FinalAimSpot;
    #define SFX_NADE				0x13
    #define SFX_PICKUP				0x17
    #define SFX_CHARACTER			0x18
    #define SFX_MAX					0x3B
    bool bAimbot = false;
    class cLTCientShellBase;
    class cLTClient;
    class cLTDrawPrim;
    class cGameClientShell;
    class cLTModel;
    class cLTCommon;
    class cLTMessage;
    class cFont;
    class cClientWeapon;
    class cObjName;
    class cBaseFX;
    //class cPlayerInfo;
    class cLTMessage;
    class cLTBase;
    class cClientInfoMgr;
    class cMoveMgr;
    
    
    
    
    class cLTClientShellBase
    {
    public:
    	cLTBase* ILTBase;		                //0x0000  
    			char unknown4[16];					  
    	cLTDrawPrim** ILTDrawPrim;			    //0x0014  
    			char unknown24[4];					  
    	cLTModel** ILTModel;				    //0x001C  
    			char unknown32[136];				  
    	cGameClientShell* ILTGameClientShell;	//0x00A8  
    };
    
    
    class CILTDrawPrim
    { 
    public:
        virtual VOID function0();
        virtual VOID function1();
        virtual VOID function2();
        virtual VOID function3();
        virtual VOID function4();
        virtual VOID function5();
        virtual VOID function6();
        virtual VOID function7();
        virtual VOID function8();
    	virtual VOID function9();
    	virtual VOID function10();
        virtual VOID function11();
        virtual VOID function12();
        virtual VOID function13();
        virtual VOID function14();
        virtual VOID function15();
        virtual VOID function16();
        virtual VOID function17();
        virtual VOID function18();
        virtual VOID function19();
        virtual VOID function20();
        virtual VOID function21();
        virtual VOID function22();
        virtual VOID function23();
        virtual VOID function24();
        virtual VOID function25();
        virtual VOID function26();
        virtual VOID function27();
        virtual VOID function28();
        virtual VOID function29();
        virtual VOID function30();
        virtual VOID function31();
        virtual VOID function32();
        virtual VOID function33();
        virtual VOID function34();
        virtual VOID function35();
        virtual VOID function36();
        virtual VOID function37();
        virtual VOID function38();
        virtual VOID function39();
        virtual VOID function40();
        virtual VOID function41();
        virtual VOID function42();
        virtual VOID function43();
        virtual VOID function44();
        virtual VOID function45();
        virtual VOID function46();
        virtual VOID function47();
        virtual VOID function48();
        virtual VOID function49();
        virtual HRESULT Project(FLOAT x, FLOAT y, FLOAT z, D3DXVECTOR3 *pProjectOut, D3DXVECTOR3 *pTransformOut);
        CHAR unknown[17232];
        D3DXMATRIX World; 
        D3DXMATRIX View;
        D3DXMATRIX Projection;
    };
    
    
    
    class Something
    {
    public:
    	bool bIsAlive; //0000
    };
    
    class WepInfo
    {
    public:
    	__int32 iBackPackABulletsLeft;  //0000
    	__int32 i2ndaryBulletsLeft;		//0004
    			__int32 Unknown0;	    
    	__int32 iGrenadesLeft;			//000C
    	__int32 iBackPackBBulletsLeft;  //0010
    };
    
    class Info
    {
    public:
    			char unknown0[12];		//0x0000
    	__int32 iHP;					//0x000C  
    	__int32 iAP;					//0x0010  
    	__int32 iMaxHP;					//0x0014  
    	__int32 iMaxAP;					//0x0018  
    	WepInfo* gotoWepInfo;			//0x001C  
    	Something* goToSomething;		//0x0020  
    			char unknown36[352];	
    	float fStamina;					//0x0184  
    	__int32 iIsRunning;				//0x0188  
    	__int32 iIsJumping;				//0x018C  
    	__int32 iWeaponSlotInUse;		//0x0190  
    			char unknown404[44];	//0x0194
    	PlayerInfo* goToPlayers;			//0x01C0  		
    };
    
    class LocalInfo
    {
    public:
    	Info* goToInfoClass; //0000
    };
    
    
    
    class cMoveMgr {
    public:
    
    	char offset0[0x60];
    	bool bIsInAir;
    
    };
    	cLTClientShellBase*	pClientShellBase;
    	cGameClientShell*	pGameClientShell;
    	cClientInfoMgr*		pClientInfoMgr;
    	cPlayerMgr*			pPlayerManager;
    	cLTDrawPrim*		pLTDrawPrim;
    	cLTClient*			pLTClient;
    	cLTModel*			pLTModel;
    	cLTBase*			pLTBase;
    	LocalInfo*			pLocal;
    
    	cFont*				pWarningFont;
    	cFont*				pSmallFont;
    	cFont*				pMenuFont;
    
    	DWORD				dwClientFxEntry;
    cLTClientShellBase* GetClientShellBase()
    	{
    		return pClientShellBase;
    	}
    
    	cGameClientShell* GetGameClientShell()
    	{
    		return pGameClientShell;
    	}
    
    	cClientInfoMgr* GetClientInfoMgr()
    	{
    		return pClientInfoMgr;
    	}
    
    	cPlayerMgr* GetPlayerMgr()
    	{
    		return pPlayerManager;
    	}
    
    	cLTBase* GetLTBase()
    	{
    		return pLTBase;
    	}
    
    	cLTModel* GetLTModel()
    	{
    		return pLTModel;
    	}
    
    	cLTClient* GetLTClient()
    	{
    		return pLTClient;
    	}
    
    	cLTDrawPrim* GetLTDrawPrim()
    	{
    		return pLTDrawPrim;
    	}
    
    	LocalInfo* GetLocal()
    	{
    		return pLocal;
    	}
    
    	//////////////////////////////////////////////////////////////////////////
    	//								Font Pointers							//
    	//////////////////////////////////////////////////////////////////////////
    
     	cFont* GetSmallFont()
     	{
     		return pSmallFont;
     	}
    
    	cFont* GetWarningFont()
    	{
    		return pWarningFont;
    	}
    
    	cFont* GetMenuFont()
    	{
    		return pMenuFont;
    	}
    
    
    
    	//////////////////////////////////////////////////////////////////////////
    	//																		//
    	//////////////////////////////////////////////////////////////////////////
    
    class PlayerInfo
    {
    public:
    	__int32 Unknown0;
    	__int32 index;
    	__int32 Unknown1;
    	__int32 Unknown2;
    	CHAR Name[12];
    	CHAR unknown3[12];
    	_Object *obj;
    	CHAR unknown4[68];
    	__int32 Team; 
    	__int32 unknown5;
    	__int8 IsDead;
    };
    
    class cPlayerInfo
    {
    public:
    	__int32 Unknown0;
    	__int32 index;
    	__int32 Unknown1;
    	__int32 Unknown2;
    	CHAR Name[12];
    	CHAR unknown3[12];
    	int *obj;
    	CHAR unknown4[68];
    	__int32 Team; 
    	__int32 unknown5;
    	__int8 IsDead;
    };
    
    
    
    class cPlayerInfo{
    public:
    	char _0x0000[4];
    	     __int32 Index; //0x0004 
        char _0x0008[8];
    	char pName[12]; //0x0010 
        char _0x001C[12];
    	int* Object; //0x0028 
    	     __int32 pKills; //0x002C 
    	     __int32 pDeaths; //0x0030 
        char _0x0034[48];
    	     __int32 pFTMission; //0x0064 FireTeam Misson
        char _0x0068[8];
    	     __int32 pTeam; //0x0070 
        char _0x0074[4];
    	     BYTE pIsDead; //0x0078 
        char _0x0079[307];
    	     __int32 pRank; //0x01AC 
        char _0x01B0[80];
    	     __int32 pFTScore; //0x0200 FiteTeam Score 
        char _0x0204[4];
    	     __int32 pFTLongestLife; //0x0208 FireTeam LongestLife  : Value / 60 = time
    	     __int32 pFTKill; //0x020C FireTeam Kill score
        char _0x0210[80];
    	cPlayerInfo* PlayerNext; //0x0260 
    
    };
    
    void AngleVectors( const float* angles, float* forward, float* right, float* up )
    {
    	
    	float angle;
    	static float	sr, sp, sy, cr, cp, cy, t;
    
    	angle = angles[YAW];
    	sy = sin(angle);
    	cy = cos(angle);
    
    	angle = angles[PITCH];
    	sp = sin(angle);
    	cp = cos(angle);
    
    	angle =  angles[ROLL];
    	sr = sin(angle);
    	cr = cos(angle);
    
    	if( forward )
    	{
    		forward[0] = cp*cy;
    		forward[1] = cp*sy;
    		forward[2] = -sp;
    	}
    	if( right )
    	{
    		t = sr*sp;
    		right[0] = ( -1*t*cy+-1*cr*-sy );
    		right[1] = ( -1*t*sy+-1*cr*cy );
    		right[2] = -1*sr*cp;
    	}
    	if( up )
    	{
    		t = cr*sp;
    		up[0] = ( t*cy+-sr*-sy );
    		up[1] = ( t*sy+-sr*cy );
    		up[2] = cr*cp;
    	}
    }
    
    void VectorAngles( const float* forward, float* angles )
    {
    	float tmp, yaw, pitch;
    
    	if( forward[2] == 0 && forward[0] == 0 )
    	{
    		yaw = 0;
    
    		if( forward[2] > 0 )
    			pitch = 90;
    		else
    			pitch = 270;
    	}
    	else 
    	{
    		yaw = ( atan2( forward[2], -forward[0] ) * 179 / M_PI )-90;
    
    		if( yaw < 0 )
    			yaw += 359;
    
    		tmp = sqrt( forward[0] * forward[0] + forward[2] * forward[2] );
    		pitch = ( atan2( forward[1], tmp) * 179 / M_PI );
    
    		if( pitch < 0 )
    			pitch += 359; 
    	}
    
    	angles[0] = -pitch;
    	angles[1] = yaw;
    	angles[2] = 0;
    }
    
    void GetAngleToTarget(D3DXVECTOR3 vTargetPos, D3DXVECTOR3 vCameraPos, D3DXVECTOR3& vAngles)
    {
    	D3DXVECTOR3 vDelta;
    	vDelta.x = vTargetPos.x - vCameraPos.x;
    	vDelta.y = vTargetPos.y - vCameraPos.y;
    	vDelta.z = vTargetPos.z - vCameraPos.z;
    
    	VectorAngles( (float*)&vDelta, (float*)&vAngles );
    
    	if( vAngles.x > 179.0f )          
    		vAngles.x  -= 359.0f; 
    	else if( vAngles.x < -179.0f )    
    		vAngles.x   += 359.0f; 
    
    	if( vAngles.y > 179.0f )            
    		vAngles.y     -= 359.0f; 
    	else if( vAngles.y < -179.0f )      
    		vAngles.y    += 359.0f; 
    }
    
    D3DXVECTOR3 MyGetObjectMaxPos( 	int *obj ) 
    {
    	return *(D3DXVECTOR3*)( obj + 0x4 );
    }*/
    
    
    
    
    
    #endif
    i don't even know where i got the base so don't ask for credits

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


  2. The Following 3 Users Say Thank You to supercarz1991 For This Useful Post:

    NotRealPro (06-24-2012),pDevice (06-05-2012),PikaMucha_Itu (06-05-2012)

  3. #2
    iDarkness's Avatar
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    I dont think they work anymore.. But thanks.

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  4. #3
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    Good joob bro !

  5. #4
    Nightmare's Avatar
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    Nice job brother!

  6. #5
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    Nice, but these do not work anymore.

  7. #6
    steven1578's Avatar
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    These do still work ^^,, i recognise some of these classes from mine
    R.I.P Grandma! 3-17-2012

  8. #7
    BadBurrito's Avatar
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    The clientinfo (or cplayer) class is 100% outdated, the others might work, here is the new clpayer class for eu
    Code:
    class c_player
    {
    public:
    	__int32 pPing; //0x0000 
    	__int32 ClientID; //0x0004 
    char _0x0008[8];
    	char Name[12]; //0x0010 
    char _0x001C[12];
    	int* Object; //0x0028 
    	__int32 Kills; //0x002C 
    	__int32 Deaths; //0x0030 
    char _0x0034[52];
    	__int32 pFTMission; //0x0068 
    char _0x006C[4];
    	__int32 TeamID; //0x0070 
    char _0x0074[4];
    	BYTE isDead; //0x0078 
    char _0x0079[319];
    	__int32 pRank; //0x01B8 
    char _0x01BC[80];
    	__int32 pFTScore; //0x020C 
    	BYTE pFTSpawn; //0x0210 
    char _0x0211[3];
    	__int32 pFTLongestLife; //0x0214 
    	__int32 pFTKill; //0x0218 
    char _0x021C[140];
    	c_player* Previous; //0x308 
    	c_player* Next; //0x312  
    }

  9. The Following User Says Thank You to BadBurrito For This Useful Post:

    NotRealPro (06-24-2012)

  10. #8
    supercarz1991's Avatar
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    ^^ thanks for posting

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


  11. #9
    Void()'s Avatar
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    Quote Originally Posted by BadBurrito View Post
    The clientinfo (or cplayer) class is 100% outdated, the others might work, here is the new clpayer class for eu
    Code:
    class c_player
    {
    public:
    	__int32 pPing; //0x0000 
    	__int32 ClientID; //0x0004 
    char _0x0008[8];
    	char Name[12]; //0x0010 
    char _0x001C[12];
    	int* Object; //0x0028 
    	__int32 Kills; //0x002C 
    	__int32 Deaths; //0x0030 
    char _0x0034[52];
    	__int32 pFTMission; //0x0068 
    char _0x006C[4];
    	__int32 TeamID; //0x0070 
    char _0x0074[4];
    	BYTE isDead; //0x0078 
    char _0x0079[319];
    	__int32 pRank; //0x01B8 
    char _0x01BC[80];
    	__int32 pFTScore; //0x020C 
    	BYTE pFTSpawn; //0x0210 
    char _0x0211[3];
    	__int32 pFTLongestLife; //0x0214 
    	__int32 pFTKill; //0x0218 
    char _0x021C[140];
    	c_player* Previous; //0x308 
    	c_player* Next; //0x312  
    }
    Thanks, thats exactly what I needed!

  12. #10
    Lucas`'s Avatar
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    Possibility That This From A Leaked Vip?

    & Very Nice Share

  13. #11
    kibbles18's Avatar
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    and why the fuck in the function prototypes is unsigned long used, and in the classes DWORD is used? too lazy to change unsigned long to DWORD or visa versa
    Way she fuckin goes boys

  14. #12
    iTzSeyeko™JR #1's Avatar
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    Good job bro.

  15. #13
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    ty man just made a class hack and health hack with ap 500 ty

  16. #14
    supercarz1991's Avatar
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    Quote Originally Posted by mocano1415 View Post
    ty man just made a class hack and health hack with ap 500 ty
    i lol'd cuz that wont work. the only way to hack HP is to send the data to server so the server knows your hp as well or ur still gonna get killed from 100 to 0 even though your at 500

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


  17. #15
    Xipher's Avatar
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    Quote Originally Posted by mocano1415 View Post
    ty man just made a class hack and health hack with ap 500 ty
    Really?
    Let me introduce you to my friend, "Pics or it didn't happen"

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