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  1. #1
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    AVA Weapon_BaseGun

    Code:
    [class AavaWeap_BaseGun : public AavaWeapon]
    Enums:
    enum EGUNS_WAKINGTYPE
    {
    	EGWT_CLASSIC,
    	EGWT_PATTERN,
    	EGWT_MAX
    };
    
    Consts:
    Structs:
    struct FRangeTable
    {
    	float StartRange; // 0x0
    	float EndRange; // 0x4
    	float DamageRatio; // 0x8
    };
    
    struct FDamageTable
    {
    	unsigned char PerRatio; // 0x0
    	int DamageOffset; // 0x4
    };
    
    struct FFireAnimInfo
    {
    	struct FName AnimName; // 0x0
    	float FirstShotRate; // 0x8
    	float OtherShotRate; // 0xC
    };
    
    struct FSightInfo
    {
    	float FOV; // 0x0
    	float ChangeTime; // 0x4
    };
    
    struct FAccracyPenaltyEntry
    {
    	int iShotFired; // 0x0
    	float AccuracyPenalty; // 0x4
    };
    
    struct FKickbackPenaltyEntry
    {
    	int iShotFired; // 0x0
    	float UpBase; // 0x4
    	float UpRandom; // 0x8
    	float LateralBase; // 0xC
    	float LateralRandom; // 0x10
    };
    
    struct FKickbackRange
    {
    	float Min; // 0x0
    	float Max; // 0x4
    };
    
    struct FSCalcSpread
    {
    	float param1; // 0x0
    	float param2; // 0x4
    };
    
    struct FRifleKickback_Bal
    {
    	float UpBase; // 0x0
    	float LateralBase; // 0x4
    	float UpModifier; // 0x8
    	float LateralModifier; // 0xC
    	float UpMax; // 0x10
    	float LateralMax; // 0x14
    	int DirectionChange; // 0x18
    };
    
    struct FRifleKickback
    {
    	float UpBase; // 0x0
    	float LateralBase; // 0x4
    	float UpModifier; // 0x8
    	float LateralModifier; // 0xC
    	float UpMax; // 0x10
    	float LateralMax; // 0x14
    	int DirectionChange; // 0x18
    };
    
    Properties:
    unsigned char GunsWakingType; // 0x754
    unsigned char iShotsFired; // 0x755
    unsigned char iDirection; // 0x756
    unsigned char Penetration; // 0x757
    unsigned char PenetrationS; // 0x758
    unsigned char ReloadCnt; // 0x759
    unsigned char SightMode; // 0x75A
    unsigned char m_byteBeforeStateFireModeNum; // 0x75B
    unsigned char iShotsFiredBackUp; // 0x75C
    float TimeToIdleAfterFire; // 0x760
    float IdleInterval; // 0x764
    class UClass* BulletType; // 0x768
    unsigned long bAutoFire : 1; // 0x76C [0x00000001]
    unsigned long NoDecayAccuracyWhenFiring : 1; // 0x76C [0x00000002]
    unsigned long NoPenaltyAccumulatedAccuracy : 1; // 0x76C [0x00000004]
    unsigned long UseAimStateSteadyWhenJumpTop : 1; // 0x76C [0x00000008]
    unsigned long bDisplaySpreadInfoInSightMode : 1; // 0x76C [0x00000010]
    unsigned long bEnableSilencer : 1; // 0x76C [0x00000020]
    unsigned long bMountSilencer : 1; // 0x76C [0x00000040]
    unsigned long bRequestSilencer : 1; // 0x76C [0x00000080]
    unsigned long bForceReload : 1; // 0x76C [0x00000100]
    unsigned long bReloadClip : 1; // 0x76C [0x00000200]
    unsigned long bEnableFireWhenReload : 1; // 0x76C [0x00000400]
    unsigned long bAutoFillAmmo : 1; // 0x76C [0x00000800]
    unsigned long bSupportIronSightsAiming : 1; // 0x76C [0x00001000]
    unsigned long m_bShowInclinometer : 1; // 0x76C [0x00002000]
    unsigned long m_bShowInclinometerA : 1; // 0x76C [0x00004000]
    unsigned long m_bBinocularEffect : 1; // 0x76C [0x00008000]
    unsigned long m_bBinocularEffectA : 1; // 0x76C [0x00010000]
    unsigned long bHideWeaponInSightMode : 1; // 0x76C [0x00020000]
    unsigned long bHideCursorInSightMode : 1; // 0x76C [0x00040000]
    unsigned long bReleaseZoomAfterFire : 1; // 0x76C [0x00080000]
    unsigned long bRecoverZoomAfterFire : 1; // 0x76C [0x00100000]
    unsigned long TryAttachBulletPSC : 1; // 0x76C [0x00200000]
    unsigned long bEnableLaserSight : 1; // 0x76C [0x00400000]
    unsigned long bEjectBulletWhenFire : 1; // 0x76C [0x00800000]
    unsigned long bAvailableInstantZoomFire : 1; // 0x76C [0x01000000]
    unsigned long bSyncSightMode : 1; // 0x76C [0x02000000]
    unsigned long bUseNewPunchAngle : 1; // 0x76C [0x04000000]
    unsigned long m_bUseKickBack : 1; // 0x76C [0x08000000]
    unsigned long m_bNeedToBalanceMultiplier : 1; // 0x76C [0x10000000]
    unsigned long m_bBeforeStateStartFire : 1; // 0x76C [0x20000000]
    unsigned long m_bCanSwitchToNextSightMode_InWeaponFiring : 1; // 0x76C [0x40000000]
    unsigned long bPrePrimaryWeapon : 1; // 0x76C [0x80000000]
    unsigned long UseDamageTable : 1; // 0x770 [0x00000001]
    unsigned long bFootstepSilenceOnZoom : 1; // 0x770 [0x00000002]
    unsigned long bSkipQVCAnimOnZoom : 1; // 0x770 [0x00000004]
    unsigned long bUseWhenMovingA_WhenWalking : 1; // 0x770 [0x00000008]
    unsigned long bUse_KickbackWhenSteady_IfWalking : 1; // 0x770 [0x00000010]
    unsigned long bDontResetReloadCnt : 1; // 0x770 [0x00000020]
    unsigned long bRpgDrawCrossHair : 1; // 0x770 [0x00000040]
    unsigned long bConfirmFiring : 1; // 0x770 [0x00000080]
    unsigned long BugFixDirectionHold : 1; // 0x770 [0x00000100]
    unsigned long SightModebChanged : 1; // 0x770 [0x00000200]
    unsigned long bRecentAimedMode : 1; // 0x770 [0x00000400]
    unsigned long bIgnoreRand : 1; // 0x770 [0x00000800]
    unsigned long bLockedOnTarget : 1; // 0x770 [0x00001000]
    unsigned long bUseFullBodyPreFiringAnim : 1; // 0x770 [0x00002000]
    int NumFiresPerShot; // 0x774
    float LastFire; // 0x778
    float LastAccuracy; // 0x77C
    float LastSpread; // 0x780
    float LastInaccuracy; // 0x784
    float CurrentAccuracy; // 0x788
    float CurrentSpread; // 0x78C
    float CurrentInaccuracy; // 0x790
    float HitDamage; // 0x794
    float CurrentPenaltyMultiplier; // 0x798
    float CurrentAccuracyPenaltyMultiplier; // 0x79C
    float DisplayedSpreadMax; // 0x7A0
    float SpreadDecayTime; // 0x7A4
    float SpreadRestoreRate; // 0x7A8
    float SpreadDisperseRatio; // 0x7AC
    float AimingSpreadRestoreRate; // 0x7B0
    float UpDownSpreadRestoreRate; // 0x7B4
    float InaccuracyRestoreRate; // 0x7B8
    float AccumulatedAccuracy; // 0x7BC
    float AccumulatedAccuracyQueuedTime; // 0x7C0
    float AccumulatedAccuracyRemainTime; // 0x7C4
    float RangeModifier; // 0x7C8
    int iRandForSync10000; // 0x7CC
    int iBeforeRandForAddSpread; // 0x7D0
    float fServerFireAmmunitionTime; // 0x7D4
    TArray<int> arr_iRandForSync10000; // 0x7D8
    struct FRifleKickback Kickback_WhenMoving; // 0x7E4
    struct FRifleKickback Kickback_WhenFalling; // 0x800
    struct FRifleKickback Kickback_WhenDucking; // 0x81C
    struct FRifleKickback Kickback_WhenSteady; // 0x838
    struct FSCalcSpread Spread_WhenMoving; // 0x854
    struct FSCalcSpread Spread_WhenFalling; // 0x85C
    struct FSCalcSpread Spread_WhenDucking; // 0x864
    struct FSCalcSpread Spread_WhenSteady; // 0x86C
    float AccuracyDivisor; // 0x874
    float AccuracyOffset; // 0x878
    float AccuracyFactor1; // 0x87C
    float AccuracyFactor2; // 0x880
    float AccuracyFactor3; // 0x884
    float MaxInaccuracy; // 0x888
    float Kickback_LateralLimit; // 0x88C
    float Kickback_UpLimit; // 0x890
    float FireIntervalMultiplierA; // 0x894
    struct FRifleKickback Kickback_WhenMovingA; // 0x898
    struct FRifleKickback Kickback_WhenFallingA; // 0x8B4
    struct FRifleKickback Kickback_WhenDuckingA; // 0x8D0
    struct FRifleKickback Kickback_WhenSteadyA; // 0x8EC
    struct FSCalcSpread Spread_WhenMovingA; // 0x908
    struct FSCalcSpread Spread_WhenFallingA; // 0x910
    struct FSCalcSpread Spread_WhenDuckingA; // 0x918
    struct FSCalcSpread Spread_WhenSteadyA; // 0x920
    float AccuracyDivisorA; // 0x928
    float AccuracyOffsetA; // 0x92C
    float AccuracyFactorA1; // 0x930
    float AccuracyFactorA2; // 0x934
    float AccuracyFactorA3; // 0x938
    float MaxInaccuracyA; // 0x93C
    struct FRifleKickback Kickback_WhenPenalty; // 0x940
    TArray<struct FKickbackPenaltyEntry> KickbackPenaltyTable; // 0x95C
    float KickbackPenaltyAccInterval; // 0x968
    float KickbackPenaltyAccMultiplier; // 0x96C
    float KickbackPenaltyVerticalMax; // 0x970
    float KickbackPenaltyLateralMax; // 0x974
    float AccuracyPenalty; // 0x978
    float AccuracyPenaltyA; // 0x97C
    TArray<struct FAccracyPenaltyEntry> AccuracyPenaltyTable; // 0x980
    TArray<struct FAccracyPenaltyEntry> AccuracyPenaltyATable; // 0x98C
    float AccuracyPenaltyAccMultiplier; // 0x998
    TArray<struct FKickbackRange> KickbackLimiter; // 0x99C
    int DirectionHold; // 0x9A8
    int CurrentDirectionHold; // 0x9AC
    struct FName MountSilencerAnim; // 0x9B0
    struct FName UnMountSilencerAnim; // 0x9B8
    float MountSilencerTime; // 0x9C0
    float UnMountSilencerTime; // 0x9C4
    class USoundCue* WeaponSilencerFireSnd; // 0x9C8
    struct FString WeaponSilencerFireSndName; // 0x9CC
    float RangeModifierS; // 0x9D8
    float HitDamageS; // 0x9DC
    class UMeshComponent* SilencerMesh; // 0x9E0
    struct FString SilencerMeshName; // 0x9E4
    struct FName SilencerBoneName; // 0x9F0
    TArray<class UClass*> InstantHitDamageTypesS; // 0x9F8
    int ClipCnt; // 0xA04
    float ReloadTime; // 0xA08
    struct FName WeaponReloadAnim; // 0xA0C
    struct FName WeaponPreReloadAnim; // 0xA14
    float PreReloadTime; // 0xA1C
    struct FName WeaponPostReloadAnim; // 0xA20
    float PostReloadTime; // 0xA28
    float FastReloadTime; // 0xA2C
    float FillAmmoDelay; // 0xA30
    int FillAmmoCount; // 0xA34
    TArray<struct FName> FillAmmoStates; // 0xA38
    float LastFillAmmoTime; // 0xA44
    float BurstEndTime; // 0xA48
    int BurstCount; // 0xA4C
    int MaxBurst; // 0xA50
    float CoolDownTime; // 0xA54
    int PawnMaxBurst; // 0xA58
    class UMeshComponent* ScopeComp; // 0xA5C
    class UMaterialInstanceConstant* ScopeMIC; // 0xA60
    TArray<struct FSightInfo> SightInfos; // 0xA64
    struct FName SightInAnim; // 0xA70
    struct FName SightOutAnim; // 0xA78
    float fov_start; // 0xA80
    float fov_target; // 0xA84
    float fov_current; // 0xA88
    float fov_transitionTime; // 0xA8C
    float fov_transitionElapsedTime; // 0xA90
    float BobDampingInSight; // 0xA94
    class UParticleSystemComponent* InSightMuzzleFlashPSC; // 0xA98
    class UParticleSystem* InSightMuzzleFlashPSCTemplate; // 0xA9C
    struct FString InSightMuzzleFlashName; // 0xAA0
    float fReleaseZoomAfterFireInterval; // 0xAAC
    float RecoverZoomTime; // 0xAB0
    int ReleasedSightMode; // 0xAB4
    TArray<struct FFireAnimInfo> FireAnimInfos; // 0xAB8
    TArray<struct FFireAnimInfo> AltFireAnimInfos; // 0xAC4
    TArray<struct FFireAnimInfo> IronSightFireAnimInfos; // 0xAD0
    float FireAnimFirstShotTotalRate; // 0xADC
    float FireAnimOtherShotTotalRate; // 0xAE0
    float AltFireAnimFirstShotTotalRate; // 0xAE4
    float AltFireAnimOtherShotTotalRate; // 0xAE8
    float IronSightFireAnimFirstShotTotalRate; // 0xAEC
    float IronSightFireAnimOtherShotTotalRate; // 0xAF0
    struct FName LastFireAnim; // 0xAF4
    struct FName LastAltFireAnim; // 0xAFC
    struct FName IronSightLastFireAnim; // 0xB04
    float LastFireInterval; // 0xB0C
    class UavaBulletTrailComponent* BulletTrailComponent; // 0xB10
    int TrailCount; // 0xB14
    int TrailInterval; // 0xB18
    class UParticleSystem* BulletTemplete; // 0xB1C
    class UParticleSystemComponent* BulletPSC; // 0xB20
    struct FString BulletPSName; // 0xB24
    class AavaEmitter* BulletEmitter; // 0xB30
    class USoundCue* WeaponNoAmmoSnd; // 0xB34
    float LastNoAmmoSoundPlayTime; // 0xB38
    float NoAmmoSoundInterval; // 0xB3C
    float UnZoomPenalty; // 0xB40
    float CrossHairMultiflier; // 0xB44
    float LastHitTime; // 0xB48
    class APawn* LastHitPawn; // 0xB4C
    float LastHitDamage; // 0xB50
    float UnZoomSpreadAmp; // 0xB54
    float ZoomSpreadAmp; // 0xB58
    int ReloadableCount; // 0xB5C
    float m_fWalkBobZ; // 0xB60
    float m_fApplyPunchAngleRatio; // 0xB64
    float m_fApplyCrosshairGap; // 0xB68
    struct FRifleKickback_Bal Kickback_BalanceMultiplier; // 0xB6C
    float BalanceMultiplier_HitDamage; // 0xB88
    float BalanceMultiplier_FireInterval; // 0xB8C
    float BalanceMultiplier_KickbackUpLimit; // 0xB90
    float BalanceMultiplier_KickbackLateralLimit; // 0xB94
    float BalanceMultiplier_SpreadParams1; // 0xB98
    float BalanceMultiplier_SpreadParams2; // 0xB9C
    float BalanceMultiplier_SpreadDecayTime; // 0xBA0
    float BalanceMultiplier_MaxInaccuracy; // 0xBA4
    float AimInaccuracyOffset; // 0xBA8
    float AimInaccuracyTime; // 0xBAC
    float AimInaccuracyInitialOffset; // 0xBB0
    float AimInaccuracyInitialTime; // 0xBB4
    int MultiShoot; // 0xBB8
    TArray<struct FDamageTable> DamageTables; // 0xBBC
    TArray<struct FRangeTable> RangeTables; // 0xBC8
    float RangeBaseNumerator; // 0xBD4
    float RangeBaseDemominator; // 0xBD8
    float RangeExtender; // 0xBDC
    float RangeSilencerModifier; // 0xBE0
    float RangeSightModeModifier; // 0xBE4
    float BurstEndWaiting; // 0xBE8
    int OverrideCrossHairColorType; // 0xBEC
    int OverrideCrossHairShapeType; // 0xBF0
    float fRatio_MissHeadShot; // 0xBF4
    int iHitOtherCharacter; // 0xBF8
    TArray<struct FVector2D> Kickbacks; // 0xBFC
    int iWeaponKillCount; // 0xC08
    float fDamageRatio_ByWeaponKillCount; // 0xC0C
    float fMaxValue_ByWeaponKillCount; // 0xC10
    float fDamageRatio_ByWeaponKillCount_ForAI; // 0xC14
    float fMaxValue_ByWeaponKillCount_ForAI; // 0xC18
    float MacroFiringMargin; // 0xC1C
    float CeaseToFireAbs; // 0xC20
    float SingleShotMultiplier; // 0xC24
    class USoundCue* sndCueReserveForFireSound; // 0xC28
    float fTimeOf_SndCueReserveForFireSound; // 0xC2C
    int nFireOffset; // 0xC30
    int nFireOffsetA; // 0xC34
    int iFiredBulletCount; // 0xC38
    int iFireStartBulletCount; // 0xC3C
    float fRecentFiredTime; // 0xC40
    float fRecentFiredTimePrev; // 0xC44
    int iFireCountInServer; // 0xC48
    int iDamageBulletCountPerFire; // 0xC4C
    int iSameBulletDamageCount; // 0xC50
    float fTime_WarmUpForFire; // 0xC54
    float fTime_StartWeaponFiring; // 0xC58
    TArray<int> PP_FiringSound2_Queue; // 0xC5C
    class AavaPawn* recentDamagedPawn; // 0xC68
    float LockCheckTime; // 0xC6C
    float LockRange; // 0xC70
    float LockAim; // 0xC74
    float LockAcquireTime; // 0xC78
    float LockTolerance; // 0xC7C
    class USoundCue* LockAcquiredSound; // 0xC80
    class USoundCue* LockLostSound; // 0xC84
    class USoundCue* LockOnWarningSound; // 0xC88
    class AActor* LockedTarget; // 0xC8C
    class AActor* PendingLockedTarget; // 0xC90
    float PendingLockedTargetTime; // 0xC94
    float LastValidTargetTime; // 0xC98
    float LastLockedOnTime; // 0xC9C
    int iPreFiringIdx; // 0xCA0
    TArray<float> PreFiringTime; // 0xCA4
    TArray<struct FName> PreFiringAnim; // 0xCB0

  2. #2
    ccman32's Avatar
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    Didn't i post this already? O.o

  3. #3
    decaprion1's Avatar
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    ccman32 where are you my friend ? we w8ing you for a long time ......... make a free hack with uav ...... we are w8ing ..... dont let us w8 again ...pls

  4. #4
    HOOSIER's Avatar
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    Quote Originally Posted by decaprion1 View Post
    ccman32 where are you my friend ? we w8ing you for a long time ......... make a free hack with uav ...... we are w8ing ..... dont let us w8 again ...pls
    He makes a Very good , very fair priced V.I.P hack why not just get it ? Why beg him when you could just earn $10 dollars and get his hack .. It is worth every penny and it does take his time and effort to make hacks . He spent a long time getting to his his level of ability and is do his rewards from his and his teams efforts . The web page is amazing and the service is excellent .
    You would be better off asking him for advice on how to learn at your level . Which would be start learning to use cheat engine , start learning C++ . Right now you are coding at A --C level
    Last edited by HOOSIER; 09-03-2015 at 06:20 AM.

  5. #5
    HOOSIER's Avatar
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    Quote Originally Posted by ccman32 View Post
    Didn't i post this already? O.o
    Yes i thought that my list had a few extras but i was wrong .
    I feel kinda stupid lol .

  6. #6
    anthonytheixD's Avatar
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    leecher xD lol!!

  7. #7
    dabieell12's Avatar
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    What do this???

  8. #8
    dannier's Avatar
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    what do this ?

  9. #9
    dabieell12's Avatar
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    I'm a C++ programmer but i'm a bigginer! could some1 learn me C++ hacking please?? Ccman32 could u ?? Or another1...PLEASE HELP ME!!

  10. #10
    HOOSIER's Avatar
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    Quote Originally Posted by dabieell12 View Post
    I'm a C++ programmer but i'm a bigginer! could some1 learn me C++ hacking please?? Ccman32 could u ?? Or another1...PLEASE HELP ME!!
    start with basic projects and work up from there , lots of info out there

  11. #11
    dabieell12's Avatar
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    Thanks! But please explain me what means 'basic progects' ...what basic progects??... hacks??... or an usual program??

  12. #12
    HOOSIER's Avatar
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    I hope this helps and explains it well enough .

    Quote Originally Posted by dabieell12 View Post
    Thanks! But please explain me what means 'basic progects' ...what basic progects??... hacks??... or an usual program??
    You need to learn the C++ language basics first https://www.youtube.com/playlist?lis...85DE8440AA6B83

    Then after that learn to use cheat engine



    and also how to make simple trainers .



    You can also find lots of good information on this channel ...

  13. #13
    leditirane's Avatar
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    @HOOSIER is posibile to trade gun from 1 acc in ather acc?sorry for my bed english

  14. #14
    HOOSIER's Avatar
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    No sorry can not be done .

  15. The Following User Says Thank You to HOOSIER For This Useful Post:

    leditirane (10-21-2015)

  16. #15
    FireBirdBlaster's Avatar
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    yeah, i am a great fan of MPGH, but these codes or sources, whatever they called it, i have actully no idea to get this work, but anyway, thanks, #HOOSIER

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