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  1. #1
    matypatty's Avatar
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    Code snippets and general CA Info

    Decided to name the thread this since it would be pointless making new threads whenever I wanted to release something random and possibly useful. (could even do with a sticky )

    This time its 2 functions from the CameraMgr called PointAtPosition() and MoveCameraToPosition()

    Code:
    // Point the camera at a position from a position
            void PointAtPosition(const LTVector &pos, const LTRotation &rot, const LTVector &pointFrom);
    
    0x3740FCD0
    Code:
    // Move the camera to a position over a time period
            void MoveCameraToPosition(LTVector pos, float deltaTime);
    
    0x37410960
    Example Usage:
    Code:
    void AimAtPlayer(HOBJECT player)
    {
    LTVector vTargetPos;
    LTRotation rRot;
    g_pLTClient->GetObjectPos(player, &vTargetPos); //g_pLTClient + 0x90
    g_pLTClient->GetObjectRotation(player, &rRot); //g_pLTClient + 0x94
    
    PointAtPosition(pos, rot, localposhere);
    }

    All untested but it seems to be somewhat correct, PointAtPosition could be used for aimbot and MoveCameraToPosition for ghostmode and telekill im assuming.

    Goodluck
    Last edited by matypatty; 04-13-2014 at 06:39 AM.

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  3. #2
    Nubzgetkillz's Avatar
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    Lol you're back on here? I remember like 3 years ago I saw you on here haha

    Member since September 25, 2010

    Current Objectives:
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  4. #3
    diegosarria12's Avatar
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    nice work friend

  5. #4
    Timboy67678's Avatar
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    here is some classes i was reversing. as you can see some of them are empty, cbf reversing them you do it

    if u use them or find them helpful please credit me or something took me a while

    also these are for na, no idea if they work for the current patch of eu, i would assume so as eu is normally 1 patch behind na for a week or more

    credits to @matypatty for being swagger, and @supercarz1991 for his TO2 source which helped me id and label some of these.

    Code:
    class CPlayerMgr
    {
    public:
    	char _0x0000[24];
    	CClientWeaponMgr* pClientWeaponMgr; //0x0018 
    	char _0x001C[12];
    	__int32 bLastSent3rdPerson; //0x0028 
    	DWORD dwPlayerFlags; //0x002C 
    	PlayerState dwPlayerState; //0x0030
    	char _0x0034[8];
    	LTRotation vRot; //0x003C 
    	float fPitch; //0x004C 
    	float fYaw; //0x0050 
    	float fRoll; //0x0054 
    	float fFireJitterPitch; //0x0058 
    	float fFireJitterYaw; //0x005C 
    	char _0x0060[168];
    	BOOL bStartedDuckingDown; //0x0108 
    	BOOL bStartedDuckingUp; //0x010C 
    	float fCamDuck; //0x0110 
    	float fDuckDownV; //0x0114 
    	float fDuckUpV; //0x0118 
    	float fMaxDuckDist; //0x011C 
    	float fStartDuckTime; //0x0120 
    	BOOL bCamera; //0x0124 
    	D3DXVECTOR3 vSSLightScale; //0x0128 super spy light scale
    	CObject* hCameraObj; //0x0134 
    	CPlayerCamera* pPlayerCamera; //0x0138 
    	BOOL bCameraOnHead; //0x013C 
    	BOOL bFirstUpdate; //0x0140 
    	BOOL bPlayerUpdated; //0x0144 
    	BOOL bStrafing; //0x0148 
    	BOOL bHoldingMouseLook; //0x014C 
    };//Size=0x0150
    
    class CObject
    {
    public:
    	char _0x0000[4];
    	D3DXVECTOR3 vMinPos; //0x0004 
    	D3DXVECTOR3 vMaxPos; //0x0010 
    	char _0x001C[156];
    	D3DXVECTOR3 DimOffset; //0x00B8 
    
    };//Size=0x00C4
    
    class CPlayerCamera
    {
    public:
    	CObject* hTarget; //0x0000 
    	CLTClient* pLTClient; //0x0004 
    	LTRotation vRot; //0x0008
    	D3DXVECTOR3 vPos; //0x0018 
    	D3DXVECTOR3 vLastTargetPos; //0x0024 
    	D3DXVECTOR3 vLastOptPos; //0x0030 
    	LTRotation vLastTarget; //0x003C 
    	__int32 nOrientation; //0x004C 
    	__int32 nSaveOrientation; //0x0050 
    	__int32 nCameraMode; //0x0054 
    	__int32 nSaveCameraMode; //0x0058 
    	__int32 nPointType; //0x005C 
    	float fOptX; //0x0060 
    	float fOptY; //0x0064 
    	float fPOptZ; //0x0068 
    	float fCamDistback; //0x006C 
    	float fCamDistUp; //0x0070 
    	float fCamDistDiag; //0x0074 
    	BOOL bSlide; //0x0078 
    	D3DXVECTOR3 vTargetChaseOffset; //0x007C 
    	D3DXVECTOR3 vTartegPointAtOffset; //0x0088 
    	float fCircleHightOffset; //0x0094 
    	float fCircleRadius; //0x0098 
    	char _0x009C[44];
    	D3DXVECTOR3 vTargetFirstPersonOffset; //0x00C8 
    	char _0x00D4[12];
    	float fThirdPersonCameraRadiusOut; //0x00E0 
    };//Size=0x00E4
    
    class CClientWeaponMgr
    {
    public:
    	CClientWeapon **pClientWeapons; //0x0000 
    	__int32 nMaxWeapons; //0x0004 
    	__int32 nCurrentIndex; //0x0008 
    	CClientWeapon* pCurrentWeapon; //0x000C 
    	bool bWeaponsEnabled; //0x0010 
    	bool bWeaponsVisible; //0x0011 
    	char _0x0014[10];
    	__int32 nDefaultWeaponID; //0x001C 
    	char _0x0020[4];
    	__int32 nLastWeaponID; //0x0024 
    };//Size=0x0028
    
    class CClientWeapon
    {
    public:
    	char _0x0000[300];
    };//Size=0x012C
    
    class CWeaponInfo
    {
    public:
    	char _0x0000[4];
    	__int32 nWeaponID; //0x0004 
    	char _0x0008[4];
    	__int32 nClientWeaponType; //0x000C 
    	char _0x0010[8];
    	D3DXVECTOR3 vModelPos; //0x0018 
    	D3DXVECTOR3 vMuzzlePos; //0x0024 
    	D3DXVECTOR3 vBreachOffset; //0x0030 
    	char _0x003C[624];
    	__int32 nShotsPerClip; //0x02AC 
    	char _0x02B0[52];
    	float fZoomTime; //0x02E4 
    	DWORD dwMinPerturb; //0x02E8 
    	DWORD dwMaxPerturb; //0x02EC 
    	float fDuckPerturb; //0x02F0
    	float fMoveDuckPerturb; //0x02F4
    	DWORD dwZoomedMinPerturb; //0x02F8 
    	DWORD dwZoomedMaxPerturb; //0x02FC 
    	__int32 nRange; //0x0300 
    	char _0x0304[52];
    	float fPerturbIncSpeed; //0x0338 
    	float fPerturbDecSpeed; //0x033C 
    	char _0x0340[4];
    	float fZoomedPerturbIncSpeed; //0x0344 
    	float fZoomedPerturbDecSpeed; //0x0348 
    	char _0x034C[8];
    	float fBaseCamRecoilPitch; //0x0354
    	float fBaseCamRecoilAccelPitch; //0x0358
    	char _0x035C[40];
    	float fTripleShotMaxCamRecoilPitch; //0x0384
    	float fTripleShotBaseCamRecoilPitch; //0x0388
    	char _0x038C[4];
    	DWORD dwTripleShotMinPerturb; //0x0390 
    	DWORD dwTripleShotMaxPerturb; //0x0394 
    	float fTripleShotPerturbIncSpeed; //0x0398 
    	float fTripleShotPerturbDecSpeed; //0x039C 
    	char _0x03A0[156];
    	bool bDisableCrosshair; //0x043C 
    	char _0x043D[19];
    	float fCameraSwayXFreq; //0x0450
    	float fCameraSwayYFreq; //0x0454
    };//Size=0x0458
    
    class CAmmoInfo
    {
    public:
    	char _0x0000[64];
    };//Size=0x0040
    
    class CModInfo
    {
    public:
    	char _0x0000[64];
    };//Size=0x0040
    
    class CGearInfo
    {
    public:
    	char _0x0000[64];
    };//Size=0x0040
    
    class CWeaponAnisInfo
    {
    public:
    	char _0x0000[64];
    };//Size=0x0040
    
    //Generated using ReClass 2013 Mod by CypherPresents
    //Real: 0x379E9D50 + 15E0
    class CWeaponMgr
    {
    public:
    	char _0x0000[5600]; //0x0000 
    	CWeaponInfo** pWeaponList; //0x15E0 
    	__int32 nNumWeapons; //0x15E4 
    	CAmmoInfo** pAmmoList; //0x15E8 
    	__int32 nNumAmmos; //0x15EC 
    	CModInfo** pModList; //0x15F0 
    	__int32 nNumMods; //0x15F4 
    	CGearInfo** pGearList; //0x15F8 
    	__int32 nNumGear; //0x15FC 
    	char _0x1600[4];
    	CWeaponAnisInfo** pWeaponAnisList; //0x1604 
    	__int32 nNumWeaponAnis; //0x1608 
    	char _0x160C[4];
    	__int32* pWeaponOrder; //0x1610 
    	char _0x1614[4];
    	__int32 nFirstPlayerWeapon; //0x1618 
    	__int32 nLastPlayerWeapon; //0x161C 
    	__int32* pClasses; //0x1620 
    	char _0x1624[4];
    	__int32 nNumClasses; //0x1628 
    };//Size=0x162C
    
    class CSFXList
    {
    public:
    char _0x0000[4];
    	DWORD *pAgeArray; //0x0004
    	DWORD dwArraySize; //0x0008
    	DWORD dwNumElements; //0x000C
    };//Size=0x0010
    
    class CSFXMgr
    {
    public:
    	CSFXList Item[0x3D]; //0x0000
    };//Size=0x03D0
    
    class cCharacterFX
    {
    public:
    char _0x0000[4];
    	float fTick; //0x0004 
    char _0x0008[8];
    	CObject* obj; //0x0010 
    char _0x0014[44];
    	__int32 bIsPlayer; //0x0040 
    char _0x0044[68];
    	D3DXVECTOR3 ViewAngles; //0x0088 
    char _0x0094[12];
    	D3DXVECTOR3 DimOffset; //0x00A0 
    char _0x00AC[1213];
    	BYTE bIsDead; //0x0569 
    	BYTE bSpawnShield; //0x056A 
    char _0x056C[13];
    	CObject* pHitObj; //0x0578 
    	CHitBox* pHitBox; //0x057C 
    char _0x0580[52];
    	__int32 nWeaponId; //0x05B4 
    char _0x05B8[44];
    	WORD wHealth; //0x05E4 
    	WORD wArmor; //0x05E6 
    char _0x05E8[4];
    	__int32 nID; //0x05EC 
    };//Size=0x05F0
    
    class CHitBox
    {
    public:
    char _0x0000[4];
    	D3DXVECTOR3 MinPos; //0x0004 
    	D3DXVECTOR3 MaxPos; //0x0010 
    char _0x001C[156];
    	D3DXVECTOR3 DimOffset; //0x00B8 
    };//Size=0x00C4
    
    class CPlayerInfo
    {
    public:
    	__int32 nPing; //0x0000 
    	__int32 nPlayerID; //0x0004 
    	char _0x0008[12];
    	char szName[12]; //0x0014 
    	char _0x0020[12];
    	CObject* Object; //0x002C 
    	__int32 nKills; //0x0030 
    	__int32 nDeaths; //0x0034 
    	char _0x0038[60];
    	__int32 nTeam; //0x0074 
    	char _0x0078[4];
    	BYTE bIsDead; //0x007C 
    	char _0x007D[655];
    	CPlayerInfo* pPrev; //0x030C 
    	CPlayerInfo* pNext; //0x0310 
    };//Size=0x033C
    
    class CClientInfoMgr
    {
    public:
    	char _0x0000[4];
    	CPlayerInfo* pClients; //0x0004 
    	__int32 nLocalID; //0x0008 
    	char _0x000C[256];
    	__int32 nAlphaScore; //0x010C 
    	__int32 nBravoScore; //0x0110 
    
    	__forceinline CPlayerInfo *GetPlayerByID(int nID)
    	{
    		CPlayerInfo *pRet = this->pClients;
    		
    		while (pRet) {
    			if (pRet->nPlayerID == nID)
    				return pRet;			
    			pRet = pRet->pNext;
    		}		
    		return NULL;
    	}
    
    	__forceinline CPlayerInfo *GetLocalPlayer()
    	{
    		return this->GetPlayerByID(this->nLocalID);
    	}
    
    	__forceinline vector<CPlayerInfo *> *GetPlayers()
    	{
    		vector<CPlayerInfo *> *vPlayers = new vector<CPlayerInfo *>();
    		
    		CPlayerInfo *pIter = this->pClients;		
    		
    		while (pIter) {
    			vPlayers->push_back(pIter);
    			pIter = pIter->pNext;
    		}		
    		
    		return vPlayers;
    	}
    
    	__forceinline int GetPlayerCount()
    	{
    		int nCount = 0;
    		
    		CPlayerInfo *pIter = this->pClients;
    		
    		while (pIter) {
    			nCount++;
    			pIter = pIter->pNext;			
    		}		
    		return nCount;
    	}
    
    	__forceinline char *GetplayerName(int nID)
    	{
    		CPlayerInfo *pIter = this->pClients;
    		
    		while (pIter) {
    			if (pIter->nPlayerID = nID)
    				return pIter->szName;			
    			pIter = pIter->pNext;
    		}		
    		return "error";
    	}
    };//Size=0x0114
    
    class CD3DDrawPrim
    {
    public:
    	char pad0[16124]; //0x0000 
    	D3DVIEWPORT9 Viewport; //0x3EFC 
    	char _0x3F14[60];
    	D3DXMATRIX mWorld; //0x3F50 
    	D3DXMATRIX mView; //0x3F90 
    	D3DXMATRIX mProj; //0x3FD0 
    };//Size=0x4010
    Last edited by Timboy67678; 04-28-2014 at 03:25 AM.

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  7. #5
    Dylancool16's Avatar
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    Pro. Look, you know who I am. ;P

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  9. #6
    Timboy67678's Avatar
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    Quote Originally Posted by Dylancool16 View Post
    Pro. Look, you know who I am. ;P
    kelly u wan sum fk

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  11. #7
    Taqi00's Avatar
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    that awes000meee!!

  12. #8
    matypatty's Avatar
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    Well found this little function, pretty interesting.
    You can switch to screen 2 which is like a GM test screen and you can join and host games (inb4 supercarz has an orgasm)

    Code:
    void pSwitchToScreen(int screen)
    {
    	__asm{
    		mov eax, screen;
    		push eax;
    		mov ecx, 379996c0h;
    		mov eax, 373B1B70h;
    		call eax;
    	}
    }
    please give credits to myself and timboy67678, its pretty obvious if you use it and we will find you.

    these might also help you:

    to bypass the server.cfg check jump from 0x3727FE15 to 0x3727FE8F

    to call launch game on the host screen since there is no button:
    Code:
    void pLaunchGame(int unk)
    {
    	__asm
    	{
    		mov eax, unk;
    		push unk;
    		mov eax, 3727ECB0h;
    		call eax;
    	}
    }
    pls dont make a private server thats illegal

    Last edited by matypatty; 05-12-2014 at 02:03 AM.

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  14. #9
    evancraig2's Avatar
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    Welcome back!



    MPGH User Since:01/ 16/2011

  15. #10
    _ReturnsBR_'s Avatar
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    Someone I Can Pass The Address Of The GOAT HackShield Updated Cheat Engine?
    Last edited by _ReturnsBR_; 05-15-2014 at 02:40 PM.

  16. #11
    zikox's Avatar
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    Quote Originally Posted by Timboy67678 View Post
    here is some classes i was reversing. as you can see some of them are empty, cbf reversing them you do it

    if u use them or find them helpful please credit me or something took me a while

    also these are for na, no idea if they work for the current patch of eu, i would assume so as eu is normally 1 patch behind na for a week or more

    credits to @matypatty for being swagger, and @supercarz1991 for his TO2 source which helped me id and label some of these.

    Code:
    class CPlayerMgr
    {
    public:
        char _0x0000[24];
        CClientWeaponMgr* pClientWeaponMgr; //0x0018 
        char _0x001C[12];
        __int32 bLastSent3rdPerson; //0x0028 
        DWORD dwPlayerFlags; //0x002C 
        PlayerState dwPlayerState; //0x0030
        char _0x0034[8];
        LTRotation vRot; //0x003C 
        float fPitch; //0x004C 
        float fYaw; //0x0050 
        float fRoll; //0x0054 
        float fFireJitterPitch; //0x0058 
        float fFireJitterYaw; //0x005C 
        char _0x0060[168];
        BOOL bStartedDuckingDown; //0x0108 
        BOOL bStartedDuckingUp; //0x010C 
        float fCamDuck; //0x0110 
        float fDuckDownV; //0x0114 
        float fDuckUpV; //0x0118 
        float fMaxDuckDist; //0x011C 
        float fStartDuckTime; //0x0120 
        BOOL bCamera; //0x0124 
        D3DXVECTOR3 vSSLightScale; //0x0128 super spy light scale
        CObject* hCameraObj; //0x0134 
        CPlayerCamera* pPlayerCamera; //0x0138 
        BOOL bCameraOnHead; //0x013C 
        BOOL bFirstUpdate; //0x0140 
        BOOL bPlayerUpdated; //0x0144 
        BOOL bStrafing; //0x0148 
        BOOL bHoldingMouseLook; //0x014C 
    };//Size=0x0150
    
    class CObject
    {
    public:
        char _0x0000[4];
        D3DXVECTOR3 vMinPos; //0x0004 
        D3DXVECTOR3 vMaxPos; //0x0010 
        char _0x001C[156];
        D3DXVECTOR3 DimOffset; //0x00B8 
    
    };//Size=0x00C4
    
    class CPlayerCamera
    {
    public:
        CObject* hTarget; //0x0000 
        CLTClient* pLTClient; //0x0004 
        LTRotation vRot; //0x0008
        D3DXVECTOR3 vPos; //0x0018 
        D3DXVECTOR3 vLastTargetPos; //0x0024 
        D3DXVECTOR3 vLastOptPos; //0x0030 
        LTRotation vLastTarget; //0x003C 
        __int32 nOrientation; //0x004C 
        __int32 nSaveOrientation; //0x0050 
        __int32 nCameraMode; //0x0054 
        __int32 nSaveCameraMode; //0x0058 
        __int32 nPointType; //0x005C 
        float fOptX; //0x0060 
        float fOptY; //0x0064 
        float fPOptZ; //0x0068 
        float fCamDistback; //0x006C 
        float fCamDistUp; //0x0070 
        float fCamDistDiag; //0x0074 
        BOOL bSlide; //0x0078 
        D3DXVECTOR3 vTargetChaseOffset; //0x007C 
        D3DXVECTOR3 vTartegPointAtOffset; //0x0088 
        float fCircleHightOffset; //0x0094 
        float fCircleRadius; //0x0098 
        char _0x009C[44];
        D3DXVECTOR3 vTargetFirstPersonOffset; //0x00C8 
        char _0x00D4[12];
        float fThirdPersonCameraRadiusOut; //0x00E0 
    };//Size=0x00E4
    
    class CClientWeaponMgr
    {
    public:
        CClientWeapon **pClientWeapons; //0x0000 
        __int32 nMaxWeapons; //0x0004 
        __int32 nCurrentIndex; //0x0008 
        CClientWeapon* pCurrentWeapon; //0x000C 
        bool bWeaponsEnabled; //0x0010 
        bool bWeaponsVisible; //0x0011 
        char _0x0014[10];
        __int32 nDefaultWeaponID; //0x001C 
        char _0x0020[4];
        __int32 nLastWeaponID; //0x0024 
    };//Size=0x0028
    
    class CClientWeapon
    {
    public:
        char _0x0000[300];
    };//Size=0x012C
    
    class CWeaponInfo
    {
    public:
        char _0x0000[4];
        __int32 nWeaponID; //0x0004 
        char _0x0008[4];
        __int32 nClientWeaponType; //0x000C 
        char _0x0010[8];
        D3DXVECTOR3 vModelPos; //0x0018 
        D3DXVECTOR3 vMuzzlePos; //0x0024 
        D3DXVECTOR3 vBreachOffset; //0x0030 
        char _0x003C[624];
        __int32 nShotsPerClip; //0x02AC 
        char _0x02B0[52];
        float fZoomTime; //0x02E4 
        DWORD dwMinPerturb; //0x02E8 
        DWORD dwMaxPerturb; //0x02EC 
        float fDuckPerturb; //0x02F0
        float fMoveDuckPerturb; //0x02F4
        DWORD dwZoomedMinPerturb; //0x02F8 
        DWORD dwZoomedMaxPerturb; //0x02FC 
        __int32 nRange; //0x0300 
        char _0x0304[52];
        float fPerturbIncSpeed; //0x0338 
        float fPerturbDecSpeed; //0x033C 
        char _0x0340[4];
        float fZoomedPerturbIncSpeed; //0x0344 
        float fZoomedPerturbDecSpeed; //0x0348 
        char _0x034C[8];
        float fBaseCamRecoilPitch; //0x0354
        float fBaseCamRecoilAccelPitch; //0x0358
        char _0x035C[40];
        float fTripleShotMaxCamRecoilPitch; //0x0384
        float fTripleShotBaseCamRecoilPitch; //0x0388
        char _0x038C[4];
        DWORD dwTripleShotMinPerturb; //0x0390 
        DWORD dwTripleShotMaxPerturb; //0x0394 
        float fTripleShotPerturbIncSpeed; //0x0398 
        float fTripleShotPerturbDecSpeed; //0x039C 
        char _0x03A0[156];
        bool bDisableCrosshair; //0x043C 
        char _0x043D[19];
        float fCameraSwayXFreq; //0x0450
        float fCameraSwayYFreq; //0x0454
    };//Size=0x0458
    
    class CAmmoInfo
    {
    public:
        char _0x0000[64];
    };//Size=0x0040
    
    class CModInfo
    {
    public:
        char _0x0000[64];
    };//Size=0x0040
    
    class CGearInfo
    {
    public:
        char _0x0000[64];
    };//Size=0x0040
    
    class CWeaponAnisInfo
    {
    public:
        char _0x0000[64];
    };//Size=0x0040
    
    //Generated using ReClass 2013 Mod by CypherPresents
    //Real: 0x379E9D50 + 15E0
    class CWeaponMgr
    {
    public:
        char _0x0000[5600]; //0x0000 
        CWeaponInfo** pWeaponList; //0x15E0 
        __int32 nNumWeapons; //0x15E4 
        CAmmoInfo** pAmmoList; //0x15E8 
        __int32 nNumAmmos; //0x15EC 
        CModInfo** pModList; //0x15F0 
        __int32 nNumMods; //0x15F4 
        CGearInfo** pGearList; //0x15F8 
        __int32 nNumGear; //0x15FC 
        char _0x1600[4];
        CWeaponAnisInfo** pWeaponAnisList; //0x1604 
        __int32 nNumWeaponAnis; //0x1608 
        char _0x160C[4];
        __int32* pWeaponOrder; //0x1610 
        char _0x1614[4];
        __int32 nFirstPlayerWeapon; //0x1618 
        __int32 nLastPlayerWeapon; //0x161C 
        __int32* pClasses; //0x1620 
        char _0x1624[4];
        __int32 nNumClasses; //0x1628 
    };//Size=0x162C
    
    class CSFXList
    {
    public:
    char _0x0000[4];
        DWORD *pAgeArray; //0x0004
        DWORD dwArraySize; //0x0008
        DWORD dwNumElements; //0x000C
    };//Size=0x0010
    
    class CSFXMgr
    {
    public:
        CSFXList Item[0x3D]; //0x0000
    };//Size=0x03D0
    
    class cCharacterFX
    {
    public:
    char _0x0000[4];
        float fTick; //0x0004 
    char _0x0008[8];
        CObject* obj; //0x0010 
    char _0x0014[44];
        __int32 bIsPlayer; //0x0040 
    char _0x0044[68];
        D3DXVECTOR3 ViewAngles; //0x0088 
    char _0x0094[12];
        D3DXVECTOR3 DimOffset; //0x00A0 
    char _0x00AC[1213];
        BYTE bIsDead; //0x0569 
        BYTE bSpawnShield; //0x056A 
    char _0x056C[13];
        CObject* pHitObj; //0x0578 
        CHitBox* pHitBox; //0x057C 
    char _0x0580[52];
        __int32 nWeaponId; //0x05B4 
    char _0x05B8[44];
        WORD wHealth; //0x05E4 
        WORD wArmor; //0x05E6 
    char _0x05E8[4];
        __int32 nID; //0x05EC 
    };//Size=0x05F0
    
    class CHitBox
    {
    public:
    char _0x0000[4];
        D3DXVECTOR3 MinPos; //0x0004 
        D3DXVECTOR3 MaxPos; //0x0010 
    char _0x001C[156];
        D3DXVECTOR3 DimOffset; //0x00B8 
    };//Size=0x00C4
    
    class CPlayerInfo
    {
    public:
        __int32 nPing; //0x0000 
        __int32 nPlayerID; //0x0004 
        char _0x0008[12];
        char szName[12]; //0x0014 
        char _0x0020[12];
        CObject* Object; //0x002C 
        __int32 nKills; //0x0030 
        __int32 nDeaths; //0x0034 
        char _0x0038[60];
        __int32 nTeam; //0x0074 
        char _0x0078[4];
        BYTE bIsDead; //0x007C 
        char _0x007D[655];
        CPlayerInfo* pPrev; //0x030C 
        CPlayerInfo* pNext; //0x0310 
    };//Size=0x033C
    
    class CClientInfoMgr
    {
    public:
        char _0x0000[4];
        CPlayerInfo* pClients; //0x0004 
        __int32 nLocalID; //0x0008 
        char _0x000C[256];
        __int32 nAlphaScore; //0x010C 
        __int32 nBravoScore; //0x0110 
    
        __forceinline CPlayerInfo *GetPlayerByID(int nID)
        {
            CPlayerInfo *pRet = this->pClients;
            
            while (pRet) {
                if (pRet->nPlayerID == nID)
                    return pRet;            
                pRet = pRet->pNext;
            }        
            return NULL;
        }
    
        __forceinline CPlayerInfo *GetLocalPlayer()
        {
            return this->GetPlayerByID(this->nLocalID);
        }
    
        __forceinline vector<CPlayerInfo *> *GetPlayers()
        {
            vector<CPlayerInfo *> *vPlayers = new vector<CPlayerInfo *>();
            
            CPlayerInfo *pIter = this->pClients;        
            
            while (pIter) {
                vPlayers->push_back(pIter);
                pIter = pIter->pNext;
            }        
            
            return vPlayers;
        }
    
        __forceinline int GetPlayerCount()
        {
            int nCount = 0;
            
            CPlayerInfo *pIter = this->pClients;
            
            while (pIter) {
                nCount++;
                pIter = pIter->pNext;            
            }        
            return nCount;
        }
    
        __forceinline char *GetplayerName(int nID)
        {
            CPlayerInfo *pIter = this->pClients;
            
            while (pIter) {
                if (pIter->nPlayerID = nID)
                    return pIter->szName;            
                pIter = pIter->pNext;
            }        
            return "error";
        }
    };//Size=0x0114
    
    class CD3DDrawPrim
    {
    public:
        char pad0[16124]; //0x0000 
        D3DVIEWPORT9 Viewport; //0x3EFC 
        char _0x3F14[60];
        D3DXMATRIX mWorld; //0x3F50 
        D3DXMATRIX mView; //0x3F90 
        D3DXMATRIX mProj; //0x3FD0 
    };//Size=0x4010
    Thank man for class i want to be back Hack CANA But i didnt know from where to start thank i will test it in CAEU TO

    Quote Originally Posted by zikox View Post
    Thank man for class i want to be back Hack CANA But i didnt know from where to start thank i will test it in CAEU TO
    Btw if you have skype add me Sorrykid12
    Last edited by Flengo; 05-19-2014 at 05:07 PM.

  17. #12
    AVGN's Avatar
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    You da man Matt like always



    ^Thanks to RJ^




  18. #13
    supercarz1991's Avatar
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    Quote Originally Posted by matypatty View Post
    Well found this little function, pretty interesting.
    You can switch to screen 2 which is like a GM test screen and you can join and host games (inb4 supercarz has an orgasm)

    Code:
    void pSwitchToScreen(int screen)
    {
    	__asm{
    		mov eax, screen;
    		push eax;
    		mov ecx, 379996c0h;
    		mov eax, 373B1B70h;
    		call eax;
    	}
    }
    please give credits to myself and timboy67678, its pretty obvious if you use it and we will find you.

    these might also help you:

    to bypass the server.cfg check jump from 0x3727FE15 to 0x3727FE8F

    to call launch game on the host screen since there is no button:
    Code:
    void pLaunchGame(int unk)
    {
    	__asm
    	{
    		mov eax, unk;
    		push unk;
    		mov eax, 3727ECB0h;
    		call eax;
    	}
    }
    pls dont make a private server thats illegal

    your quite a bit late

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


  19. #14
    XarutoUsoCrack's Avatar
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    Quote Originally Posted by matypatty View Post

    pls dont make a private server thats illegal
    br's understood:

    "pls make a private server, thats totally legal"

    gud stuf, tehnxh fur post1ng.

    +r3p

  20. #15
    matypatty's Avatar
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    Quote Originally Posted by supercarz1991 View Post
    your quite a bit late
    im talking about an actual private server

  21. The Following User Says Thank You to matypatty For This Useful Post:

    Timboy67678 (05-26-2014)

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