Local Player Structs[free]

Posts 1–15 of 19 · Page 1 of 2
Local Player Structs[free]
my mate got this for me , idk where he got it


Code:
377B0858 // Local Pointer for CA NA

class Main;
class Info;
class Stats;
class WepInfo;
class Something;

class Main
{
public:
	Info* goToInfoClass; //0000
};

class Info
{
public:
	char unknown0[8];
	__int32 Unknown1; //0008
	__int32 iCurrentHealth; //000C
	char unknown2[4];
	__int32 iMaxHealth; //0014
        char unknown3[4];
	WepInfo* goToWepInfo;//001C
	Something* goToSomething; //0020
	char unknown4[348];
	float fStamina; //0180
	char unknown5[8];
	__int32 iWeaponSlotInUse; //018C
	float fCameraSomething; //0190
	float fCameraSomething2; //0194
	float fCameraSomething3; //0198
	char unknown6[32];
	Stats* goToStats; //01BC
};

class WepInfo
{
public:
	__int32 iBackPackABulletsLeft; //0000
	__int32 i2ndaryBulletsLeft; //0004
	__int32 Unknown0; //0008
	__int32 iGrenadesLeft; //000C
	__int32 iBackPackBBulletsLeft; //0010
};

class Stats
{
public:
	char unknown0[16];
	char szLocalNameChangesInKill[16]; //0010
	char unknown1[12];
	__int32 iKills; //002C
	__int32 iDeaths; //0030
	char unknown2[44];
	__int32 iHeadShots; //0060
};

class Something
{
public:
	BYTE bIsAlive; //0000
};


can be used to make something like this:





useage eg:
Code:
if( engine->GetLocal()->goToInfoClass->goToSomething->bIsAlive == 1 )
		{
			if( engine->GetLocal()->goToInfoClass->goToStats )
			{	
				//We store our stats into global variables while we are alive because 
				//it reads the stats from the camera object keeping it from reading other peoples stats when we die
				//or something like that...

				cVar.Kills = (float)engine->GetLocal()->goToInfoClass->goToStats->iKills;
				cVar.Deaths = (float)engine->GetLocal()->goToInfoClass->goToStats->iDeaths;
				cVar.Headshots = (float)engine->GetLocal()->goToInfoClass->goToStats->iHeadShots;

				if( cVar.Headshots != 0.0f && cVar.Kills != 0.0f )
					cVar.HeadshotRatio = ( cVar.Headshots / cVar.Kills ) * 100.0f;
				else
					cVar.HeadshotRatio = 0.0f;

				if( cVar.Deaths != 0.0f && cVar.Kills != 0.0f )
					cVar.KillDeathRatio = ( cVar.Kills / cVar.Deaths );
				else
					cVar.KillDeathRatio = 0.0f;
			}
		}



what it does
Thats cool hope it works.
and that cVar.Kills = (float)engine->GetLocal()->goToInfoClass->goToStats->iKills; can also be used with like ammo and health to make like god mode


eg


Code:
// GodMode
if(pMain->goToInfoClass->iCurrentHealth, pMain->goToInfoClass->iCurrentHealth < 100){
    (pMain->goToInfoClass->iCurrentHealth, pMain->goToInfoClass->iCurrentHealth = 100);
}


Code:
//unlimited ammo
if(pMain->goToInfoClass->goToWepInfo->iGrenadesLeft < 2){
    if(pMain->goToInfoClass->goToWepInfo->iGrenadesLeft = 30);
}
Quote Originally Posted by sam1 View Post
and that cVar.Kills = (float)engine->GetLocal()->goToInfoClass->goToStats->iKills; can also be used with like ammo and health to make like god mode


eg


Code:
// GodMode
if(pMain->goToInfoClass->iCurrentHealth, pMain->goToInfoClass->iCurrentHealth < 100){
    (pMain->goToInfoClass->iCurrentHealth, pMain->goToInfoClass->iCurrentHealth = 100);
}


Code:
//unlimited ammo
if(pMain->goToInfoClass->goToWepInfo->iGrenadesLeft < 2){
    if(pMain->goToInfoClass->goToWepInfo->iGrenadesLeft = 30);
}
those are both visual only but still fun
isnt this credit to gellin?
Why does Combat Arms crash when I try to use this? ._.

(Tried a while back, same class)
Already been posted by Crash & Stephen
And made by Gellin.
this is 1:1 leeched by *will not say it, u must only know its leeched*
Open thread should be closed thread.
I made this..
Now me my creds
I thought this was out of date....
This should be useful
Creditz:
Gellin

u can google it..
Posts 1–15 of 19 · Page 1 of 2
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