Thread: BFP4F Classes

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  1. #1
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    BFP4F Classes

    Code:
    class IPlayerControlObject;
    class IKitObject;
    class IWeaponObject;
    class CPlayer;
    class CSoldier;
    class CSoldierSkeleton;
    class CVehicle;
    class CWeapon;
    class CCamera;
    class CPhysics;
    class CObject;
    class CObject_PlayerControlObject;
    class CObject_Soldier;
    class CObject_Vehicle;
    class CObject_Weapon;
    class CObject_Kit;
    class CObject_Projectile;
    class CObject_LPTarget;
    class CTemplate;
    class CTemplate_SimpleObject;
    class CTemplate_Soldier;
    class CTemplate_PlayerControlObject;
    class CTemplate_GenericFireArm;
    class CComponentInfo;
    class CComponentInfo_Armor;
    class CComponentInfo_Ammo;
    class CComponentInfo_Fire;
    class CComponentInfo_Recoil;
    class CComponentInfo_Deviation;
    class CComponentInfo_Target;
    class CComponentInfo_Zoom;
    class CComponentInfo_Sound;
    class CComponentInfo_Animation;
    class CComponent;
    class CComponent_Armor;
    class CComponent_DefaultAmmoComp;
    class CComponent_SoldierBasedRecoil;
    class CComponent_SoldierDeviationComp;
    class CComponent_DefaultAnimation;
    class CClassManager;
    class CObjectManager;
    class CPlayerManager;
    class CInputManager;
    class CRenderer;
    class CRendererInfo;
    class CDebugTextWriter;
    class CActionbuffer;
    class CRayTest;
    
    template<class T>
    class CRef
    {
    public:
    	int refCount;
    	T object;
    };
    
    class IPlayerControlObject
    {
    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 CObject_Weapon* getWeapon(int index); //
    };//Size=0x0004(4)
    
    class IKitObject
    {
    public:
    	virtual void function0(); //
    };//Size=0x0004(4)
    
    class IWeaponObject
    {
    public:
    	virtual void function0(); //
    };//Size=0x0004(4)
    
    class CPlayer
    {
    public:
    	virtual void function0(); //
    	char unknown4[92]; //0x0004
    	__int32 kit; //0x0060  
    		char unknown100[4]; //0x0064
    	string playerName; //0x0068  
    		char unknown132[32]; //0x0084
    	CRef<CObject_PlayerControlObject*>* vehicle; //0x00A4  
    	CCamera* camera; //0x00A8  
    		char unknown172[156]; //0x00AC
    	float FOV; //0x0148  
    		char unknown332[8]; //0x014C
    	CRef<CObject_Soldier*>* soldier; //0x0154  
    		char unknown344[5]; //0x0158
    	BYTE alive; //0x015D  
    		char unknown350[6]; //0x015E
    	__int32 team; //0x0164  
    		char unknown360[28]; //0x0168
    	__int32 ping; //0x0184  
    		char unknown392[228]; //0x0188
    	__int32 sprinting; //0x026C  
    
    	inline bool IsSoldier()
    	{
    		return ((DWORD)vehicle == (DWORD)soldier);
    	}
    
    	inline CObject_Soldier* getSoldier()
    	{
    		if (soldier)
    			return soldier->object;
    
    		return NULL;
    	}
    
    	inline CObject_PlayerControlObject* getVehicle()
    	{
    		if (vehicle)
    			return vehicle->object;
    
    		return NULL;
    	}
    };//Size=0x0270(624)
    
    class CSoldier
    {
    public:
    	virtual void function0(); //
    		char unknown4[12]; //0x0004
    	CTemplate_Soldier* soldierTemplate; //0x0010  
    	CRef<CPlayer*>* player; //0x0014  
    		char unknown24[128]; //0x0018
    	CObject_Weapon* soldierWeapon; //0x0098  
    		char unknown156[100]; //0x009C
    	__int32 team; //0x0100  
    	__int32 weaponSelected; //0x0104  
    		char unknown264[36]; //0x0108
    	CObject_Kit* kitObject; //0x012C  
    		char unknown304[60]; //0x0130
    	float bodyYaw; //0x016C  
    	float rightSpeed; //0x0170  
    	float forwardSpeed; //0x0174  
    	__int32 soldierPosture; //0x0178  
    	__int32 soldierPostureCur; //0x017C  
    	float headPitch; //0x0180  
    	float headPitchChange; //0x0184  
    	float headYaw; //0x0188  
    	float headYawChange; //0x018C  
    		char unknown400[4]; //0x0190
    	__int32 soldierPostureKey; //0x0194  
    		char unknown408[56]; //0x0198
    	CSoldierSkeleton* skeleton1p; //0x01D0  
    		char unknown468[4]; //0x01D4
    	CSoldierSkeleton* skeleton3p; //0x01D8  
    };//Size=0x01DC(476)
    
    class CSoldierSkeleton
    {
    public:
    		char unknown0[216]; //0x0000
    	D3DXMATRIX* matrices; //0x00D8  
    	__int32 numBones; //0x00DC  
    };//Size=0x00E0(224)
    
    class CVehicle
    {
    public:
    	virtual void function0(); //
    		char unknown4[8]; //0x0004
    	CTemplate_PlayerControlObject* vehicleTemplate; //0x000C  
    		char unknown16[8]; //0x0010
    	__int32 vehicleSeat; //0x0018  
    	CRef<CPlayer*>* player; //0x001C  
    	CRef<CObject_Soldier*>* soldier; //0x0020  
    		char unknown36[36]; //0x0024
    	CCamera* camera; //0x0048  
    		char unknown76[216]; //0x004C
    	CObject_Weapon* weaponPrimary; //0x0124  
    	CObject_Weapon* weaponSecondary; //0x0128  
    };//Size=0x012C(300)
    
    class CWeapon : public IWeaponObject
    {
    public:
    	virtual void function0(); //
    		char unknown8[60]; //0x0008
    	CComponentInfo_Fire* fireComp; //0x0044  
    		char unknown72[4]; //0x0048
    	CComponentInfo_Zoom* zoomComponent; //0x004C  
    	CComponentInfo_Sound* soundComp; //0x0050  
    	CComponentInfo_Ammo* ammoComp; //0x0054 ok 
    	CComponentInfo_Recoil* recoilComp; //0x0058 ok 
    	CComponentInfo_Target* targetComp; //0x005C  
    	CComponentInfo_Deviation* deviationComp; //0x0060 ok 
    		char unknown100[76]; //0x0064
    	CRef<CPlayer*> playerInfo; //0x00B0  
    	CTemplate_GenericFireArm* weponTemplate; //0x00B4  
    		char unknown184[8]; //0x00B8
    	__int32 numAmmo; //0x00C0  
    };//Size=0x00C4(196)
    
    class CCamera
    {
    public:
    	virtual void function0(); //
    		char unknown4[268]; //0x0004
    	D3DXMATRIX matrix; //0x0110  
    };//Size=0x0150(336)
    
    class CPhysics
    {
    public:
    	virtual void function0(); //	
    		char unknown4[16]; //0x0004
    	CObject* ownerObject; //0x0014  
    		char unknown24[12]; //0x0018
    	D3DXVECTOR3 impulseForce; //0x0024  
    		char unknown48[36]; //0x0030
    	float drag; //0x0054  
    	float mass; //0x0058  
    	float gravityModefier; //0x005C  
    		char unknown96[4]; //0x0060
    	BYTE hasDriver; //0x0064  
    		char unknown101[11]; //0x0065
    	D3DXVECTOR3 position; //0x0070  
    	D3DXVECTOR3 speed; //0x007C  
    	float floaterMod; //0x0088  
    		char unknown140[8]; //0x008C
    	__int32 refCount; //0x0094  
    	D3DXVECTOR3 rotation; //0x0098  
    		char unknown164[72]; //0x00A4
    	D3DXVECTOR3 dragModefier; //0x00EC  
    		char unknown248[28]; //0x00F8
    	D3DXVECTOR3 inertiaModeifer; //0x0114  
    };//Size=0x0120(288)
    
    class CObject
    {
    public:
    	virtual void function0(); //	
    		char unknown4[24]; //0x0004
    	DWORD flags; //0x001C  
    	CObject* objectRoot; //0x0020  
    		char unknown36[4]; //0x0024
    	__int32 objectIndex; //0x0028  
    	CTemplate_SimpleObject* objectTemplate; //0x002C  
    		char unknown48[28]; //0x0030
    	CComponentInfo_Armor* objectArmor; //0x004C  
    		char unknown80[4]; //0x0050
    	CPhysics* objectPhysics; //0x0054  
    		char unknown88[96]; //0x0058
    	D3DXMATRIX objectMatrix; //0x00B8  
    		char unknown248[8]; //0x00F8
    	D3DXVECTOR3 positionSecondary; //0x0100  
    	D3DXVECTOR3 rotationSecondary; //0x010C  
    	float boundingSphereRadius; //0x0118  
    		char unknown284[164]; //0x011C
    	__int32 classEnd; //0x01C0  
    };//Size=0x01C4(452)
    
    class CObject_PlayerControlObject : public CObject, public IPlayerControlObject
    {
    public: 
    };//Size=0x01C8(456)
    
    class CObject_Soldier : public CObject_PlayerControlObject, public CSoldier
    {
    public:
    };//Size=0x03A4(932)
    
    class CObject_Vehicle : public CObject_PlayerControlObject, public CVehicle
    {
    public:
    };//Size=0x02F4(756)
    
    class CObject_Weapon : public CObject, public CWeapon
    {
    public:
    };//Size=0x0288(648)
    
    class CObject_Kit : public CObject
    {
    public:
    };//Size=0x0210(528)
    
    class CObject_Projectile : public CObject
    {
    public:
    };//Size=0x01C4(452)
    
    class CObject_LPTarget : public CObject
    {
    public:
    };//Size=0x01C4(452)
    
    class CTemplate
    {
    public:
    		char unknown0[12]; //0x0000
    	string templateName; //0x000C  
    		char unknown40[92]; //0x0028
    	__int32 CTemplate_End; //0x0084  
    };//Size=0x0088(136)
    
    class CTemplate_SimpleObject : public CTemplate
    {
    public:
    		char unknown136[476]; //0x0088
    };//Size=0x0264(612)
    
    class CTemplate_Soldier : public CTemplate_SimpleObject
    {
    public:
    	virtual void function0(); //
    };//Size=0x026C(616)
    
    class CTemplate_PlayerControlObject : public CTemplate_SimpleObject
    {
    public:
    	virtual void function0(); //
    };//Size=0x026C(616)
    
    class CTemplate_GenericFireArm : public CTemplate_SimpleObject
    {
    public:
    		char unknown612[196]; //0x0264
    	float velocity; //0x0328  
    };//Size=0x032C(812)
    
    class CComponentInfo
    {
    public:
    }; //Size=0x0000(0)
    
    class CComponentInfo_Armor : public CComponentInfo
    {
    public:
    	virtual void function0(); //
    	__int32 refCount; //0x0004  
    	CComponent_Armor* component; //0x0008  
    	CObject* ownerObject; //0x000C  
    	float hitPoints; //0x0010  
    };//Size=0x0014(20)
    
    class CComponentInfo_Ammo : public CComponentInfo
    {
    public:
    	virtual void function0(); //
    		char unknown4[96]; //0x0004
    	CComponent* component; //0x0064  
    };//Size=0x0068(104)
    
    class CComponentInfo_Fire : public CComponentInfo
    {
    public:
    	virtual void function0(); //
    		char unknown4[40]; //0x0004
    	__int32 fireMode; //0x002C  
    		char unknown48[12]; //0x0030
    	__int32 ammoSize; //0x003C  
    	__int32 magSize; //0x0040  
    		char unknown68[96]; //0x0044
    	CComponent* component; //0x00A4  
    	D3DXMATRIX projectileStartPosition; //0x00A8  
    };//Size=0x00E8(232)
    
    
    class CComponentInfo_Recoil : public CComponentInfo
    {
    public:
    	virtual void function0(); //
    		char unknown4[68]; //0x0004
    	CComponent* component; //0x0048  
    	__int32 refCount; //0x004C  
    };//Size=0x0050(80)
    
    class CComponentInfo_Deviation : public CComponentInfo
    {
    public:
    	virtual void function0(); //
    	float totalDeviation; //0x0004  
    		char unknown8[4]; //0x0008
    	float additionalDeviUp; //0x000C  
    	float additionalDeviRight; //0x0010  
    		char unknown20[8]; //0x0014
    	CComponent* component; //0x001C  
    };//Size=0x0020(32)
    
    class CComponentInfo_Target : public CComponentInfo
    {
    public:
    	virtual void function0(); //
    		char unknown4[24]; //0x0004
    	CRef<CObject_LPTarget*>* targetObject; //0x001C  
    		char unknown32[20]; //0x0020
    	BYTE isLocked; //0x0034  
    	BYTE isActive; //0x0035  
    		char unknown54[2]; //0x0036
    	CComponent* component; //0x0038  
    	__int32 refCount; //0x003C  
    		char unknown64[4]; //0x0040
    	CRef<CObject_Projectile*>* targetProjectileObject; //0x0044  
    		char unknown72[56]; //0x0048
    };//Size=0x0080(128)
    
    class CComponentInfo_Zoom : public CComponentInfo
    {
    public:
    	virtual void function0(); //
    	CComponent* component; //0x0004  
    };//Size=0x0008(8)
    
    class CComponentInfo_Sound : public CComponentInfo
    {
    public:
    	virtual void function0(); //
    		char unknown4[4]; //0x0004
    	CComponent* component; //0x0008  
    };//Size=0x000C(12)
    
    class CComponent
    {
    public:
    }; //Size=0x0000(0)
    
    class CComponent_Armor : public CComponent
    {
    public:
    	virtual void function0(); //
    		char unknown4[4]; //0x0004
    	__int32 refCount; //0x0008  
    		char unknown12[1]; //0x000C
    	BYTE alignLastEffectToHitDirection; //0x000D  
    		char unknown14[298]; //0x000E
    	float wreckHitPoints; //0x0138  
    	float hitPoints; //0x013C  
    	float maxHitPoints; //0x0140  
    		char unknown324[4]; //0x0144
    	float attackDamage; //0x0148  
    	float angleMod; //0x014C  
    	float speedMod; //0x0150  
    		char unknown340[4]; //0x0154
    	float explosionRadius; //0x0158  
    	float explosionDamage; //0x015C  
    		char unknown352[4]; //0x0160
    	float explosionForce; //0x0164  
    	float explosionForceMod; //0x0168  
    	float explosionForceMax; //0x016C  
    	float wreckExplosionRadius; //0x0170  
    	float wreckExplosionDamage; //0x0174  
    		char unknown376[4]; //0x0178
    	float wreckExplosionForce; //0x017C  
    	float wreckExplosionForceMod; //0x0180  
    	float wreckExplosionForceMax; //0x0184  
    	float hpLostWhileCriticalDamage; //0x0188  
    	float hpLostWhileUpSideDown; //0x018C  
    	float hpLostWhileInWater; //0x0190  
    	float hpLostWhileInDeepWater; //0x0194  
    	float waterDamageDelay; //0x0198  
    	float deepWaterDamageDelay; //0x019C  
    	float waterLevel; //0x01A0  
    	float deepWaterLevel; //0x01A4  
    		char unknown424[4]; //0x01A8
    	float criticalDamage; //0x01AC  
    		char unknown432[4]; //0x01B0
    	float timeToStayAsWreck; //0x01B4  
    	float timeToStayafterDestroyed; //0x01B8  
    	float wreckDelay; //0x01BC  
    };//Size=0x01C0(448)
    
    class CComponent_DefaultAmmoComp : public CComponent
    {
    public:
    	virtual void function0(); //
    		char unknown4[4]; //0x0004
    	__int32 ammoType; //0x0008  
    	float reloadTime; //0x000C  
    		char unknown16[4]; //0x0010
    	float firstShotExtraTime; //0x0014  
    	__int32 firstShotExtraTime1; //0x0018  
    	float lastShotExtraTime; //0x001C  
    	float lastShotExtraTime1; //0x0020  
    	float changeMagAt; //0x0024  
    	BYTE autoReload; //0x0028  
    	BYTE instantReloadOnEnable; //0x0029  
    		char unknown42[2]; //0x002A
    	float minimumTimeUntilReload; //0x002C  
    	__int32 minimumTimeUntilReload1; //0x0030  
    	__int32 nrOfMags; //0x0034  
    	__int32 magSize; //0x0038  
    	__int32 reloadAmount; //0x003C  
    	BYTE toggleWhenNoAmmo; //0x0040  
    	BYTE reloadWithoutPlayer; //0x0041  
    		char unknown66[2]; //0x0042
    };//Size=0x0044(68)
    
    class CComponent_SoldierBasedRecoil : public CComponent
    {
    public:
    	virtual void function0(); //
    		char unknown4[4]; //0x0004
    	__int32 refCount; //0x0008  
    	__int32 recoilForceUp0; //0x000C  
    	float recoilForceUp1; //0x0010  
    	float recoilForceUp2; //0x0014  
    	__int32 recoilForceUp3; //0x0018  
    		char unknown28[4]; //0x001C
    	__int32 recoilForceLeftRight0; //0x0020  
    	float recoilForceLeftRight1; //0x0024  
    	float recoilForceLeftRight2; //0x0028  
    	__int32 recoilForceLeftRight3; //0x002C  
    		char unknown48[4]; //0x0030
    	BYTE hasRecoilForce; //0x0034  
    	BYTE goBackOnRecoil; //0x0035  
    		char unknown54[2]; //0x0036
    	float zoomModefier; //0x0038  
    	__int32 recoilGraphFrameCount; //0x003C  
    	float recoilGraphExponent; //0x0040  
    	float recoilGraphTotalMovement; //0x0044  
    };//Size=0x0048(72)
    
    class CComponent_SoldierDeviationComp : public CComponent
    {
    public:
    	virtual void function0(); //
    		char unknown4[4]; //0x0004
    	float fireDevAdd; //0x0008  
    	float fireDevSub; //0x000C  
    	float fireDevMax; //0x0010  
    	float fireDevMin; //0x0014  
    		char unknown24[8]; //0x0018
    	float turnDevAddPitch; //0x0020  
    	float turnDevAddYaw; //0x0024  
    	float turnDevSub; //0x0028  
    	float turnDevMax; //0x002C  
    	float speedDevAddForward; //0x0030  
    	float speedDevAddStrafe; //0x0034  
    	float speedDevSub; //0x0038  
    	float speedDevMax; //0x003C  
    	float miscDevAddJump; //0x0040  
    	float miscDevSub; //0x0044  
    	float miscDevMax; //0x0048  
    	float devModStand; //0x004C  
    	float devModCrouch; //0x0050  
    	float devModLie; //0x0054  
    	float devModZoom; //0x0058  
    };//Size=0x005C(92)
    
    class CClassManager
    {
    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* GetClassPointerByName(string* pszClassname); //
    };//Size=0x0004(4)
    
    class CObjectManager
    {
    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 CObject* GetObjectByIndex(int Index); //
        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 BYTE Intersect( CObject* inter_obj, D3DXVECTOR3* inter_point, D3DXVECTOR3* inter_angle, int* inter_mat, D3DXVECTOR3* ray_start, D3DXVECTOR3* ray_end, CRayTest* ray, BOOL unk1, BOOL unk2, BOOL unk3, BOOL unk4, BOOL unk5 );; //
    };//Size=0x0004(4)
    
    class CPlayerManager
    {
    public:
        virtual void AddRef();
        virtual int GetRef();
        virtual void Release();
        virtual void Function3();
        virtual void Function4();
        virtual void Function5();
        virtual void Function6();
        virtual void Function7();
        virtual CPlayer* GetPlayerByIndex(int Index);
        virtual void Function9();
        virtual void Function10();
        virtual void Function11();
        virtual CPlayer* GetLocalPlayer();
    	__int32 refCount; //0x0004  
    		char unknown8[28]; //0x0008
    	__int32 numPlayers; //0x0024  
    		char unknown40[192]; //0x0028
    	CPlayer* clientPlayer; //0x00E8  
    
    	inline CPlayer* GetClient()
    	{
    		return clientPlayer;
    	}
    };//Size=0x00EC(236)
    
    class CInputManager
    {
    public:
        virtual void function0(); //
    };//Size=0x0004(4)
    
    class CRenderer
    {
    public:
    	virtual void function0(); //
    		char unknown4[4]; //0x0004
    	IDirect3D9* pDirect3D; //0x0008  
    	IDirect3DDevice9* device; //0x000C  
    		char unknown16[20]; //0x0010
    	__int32 screenWidth; //0x0024  
    	__int32 screenHeight; //0x0028  
    		char unknown44[24]; //0x002C
    	__int32 isWindowed; //0x0044  
    		char unknown72[4]; //0x0048
    	__int32 refreshRate; //0x004C  
    		char unknown80[240]; //0x0050
    	CRendererInfo* renderInfo; //0x0140  
    };//Size=0x0144(324)
    
    class CRendererInfo
    {
    public:
    		char unknown0[16]; //0x0000
    	float screenWidth; //0x0010  
    	float screenHeight; //0x0014  
    		char unknown24[12]; //0x0018
    	float viewFOV; //0x0024  
    		char unknown40[20]; //0x0028
    	D3DXMATRIX viewMatrix; //0x003C  
    		char unknown124[48]; //0x007C
    	D3DXVECTOR3 lookAt; //0x00AC  
    };//Size=0x00B8(184)
    
    class CDebugTextWriter
    {
    public:
    	virtual void AddRef( void );
    	virtual int GetRef( void );
    	virtual void Destructor( void );
    	virtual bool bVerifyGUID( DWORD dwId );
    	virtual bool bSetFontNeedsReload( bool bTest );
    	virtual bool bIsFontLoaded( void );
    	virtual bool bSetVisible( bool bVisible );
    	virtual DWORD dwGetTextColor();
    	virtual void SetColor( DWORD dwColor );
    	virtual void DrawColouredTextin3dSpaceEX( void );
    	virtual void DrawColouredTextin3dSpace( D3DXVECTOR3* pPos, DWORD dwColor, std::string* strText, float flTest );
    	virtual void DrawTextColouredEX();
    	virtual void DrawTextColoured( int x, int y, DWORD dwTextColor, std::string* strText, BOOL bIsConFont = 0 );
    	virtual void DrawTextCenteredin3dSpaceEX();
    	virtual void DrawTextCenteredin3dSpace( D3DXVECTOR3* pPos, std::string* strText, float flTest );
    	virtual void DrawTextEx( int x, int y, BOOL bIsConFont, BOOL bIsUnknown = 0, std::string* strText = NULL, BOOL bIsUnknown2 = 0 );
    	virtual void DrawText( int x, int y, std::string* strText, BOOL bIsConFont = 0 );
    };
    
    class CActionBuffer
    {
    public:
        float inputKeys[64]; //0x0000  
    };//Size=0x0040(64)
    
    class CRayTest
    {
    public:
        CRayTest( CObject* obj );
        virtual BYTE TestObject(CObject* obj); //
        virtual int iGetMask(void); //
        virtual BYTE function2(int a); //
        virtual BYTE TestMaterial(int material); //
    	virtual BYTE function3(int unknown); //
        CObject* ignore_object; //0x0004  
        __int32 mask; //0x0008  
    };//Size=0x000C(12)
    Credits : Revolty

  2. The Following 2 Users Say Thank You to **Seals** For This Useful Post:

    Alex1000pvp (06-25-2011),kibbles18 (07-01-2011)

  3. #2
    Alex1000pvp's Avatar
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    Yeehaw
    its kind of annoying... you release things i've been trying to find.. niCe share
    Micky Mouse: Miny we have to break up...
    Miny Mouse:Are you Fucking crazy?
    Micky Mouse:No,I am fucking Daisy..!!


    Did you see the??

    I AM READY TO DANCE..!!







    Dont press this LINK..!!


  4. #3

  5. #4
    Alex1000pvp's Avatar
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    yeah google... but i have not the time to do that and i am impatient.. so i spent most of my day playing Cod mw2 or Battlefield..
    Micky Mouse: Miny we have to break up...
    Miny Mouse:Are you Fucking crazy?
    Micky Mouse:No,I am fucking Daisy..!!


    Did you see the??

    I AM READY TO DANCE..!!







    Dont press this LINK..!!


  6. #5
    dooma626's Avatar
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    what does this do?

  7. #6
    CurseOfExcalibur's Avatar
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    Nice classes it can help new hack coders.

  8. #7
    ♪~ ᕕ(ᐛ)ᕗ's Avatar
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    No problem.