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  1. #1
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    Post BF2 v1.50 Classes

    Classes for the latest patch of BF2 ( v1.50! ) :
    Le Go
    Code:
    class CPlayerManager;
    class CPlayer;
    class CInfo;
    class CObject;
    class CHealth;
    class CTemplate;
    class CPhysics;
    class CCamera;
    class CSoldierPtr;
    class CSoldier;
    class CWeapon;
    class CDeviation;
    class CSkeleton;
    class CBone;
    class CRenderer;
    class CClassManager;
    class CTextWriter;
    class CGame;
    class CObjectManager;
    class CRayTest;
    class CPhysicsManager;
    
    class CPlayerManager
    {
    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 CPlayer* GetPlayerByIndex(int Index); //virtual CPlayer* GetPlayerByIndex(int Index);
    	virtual void Function9(); //
    	virtual void Function10(); //
    	virtual void Function11(); //
    	virtual CPlayer* GetLocalPlayer();//virtual CPlayer* GetLocalPlayer();
    
    char _0x0004[4];
    	CPlayer* ActivePlayer; //0x0008 
    char _0x000C[8];
    	DWORD NumberOfPlayers; //0x0014 
    char _0x0018[8];
    	DWORD PlayersPerTeam; //0x0020 
    char _0x0024[8];
    	DWORD NumberOfPlayers_; //0x002C 
    char _0x0030[32];
    	__int32 TotalPlayers; //0x0050 
    char _0x0054[12];
    	CPlayer* LocalPlayer; //0x0060 
    char _0x0064[28];
    
    };//Size=0x0080
    
    class CPlayer
    {
    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 char* GetName(); //virtual char* GetName();
    	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 CVehicle* Vehicle();
    	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 bool Alive();  //virtual bool Alive(); 
    	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* GetKit(); //virtual void* GetKit();
    	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 void Function50(); //
    	virtual void Function51(); //
    	virtual void Function52(); //
    	virtual void Function53(); //
    	virtual void Function54(); //
    	virtual int GetTeam(); //virtual int GetTeam();
    	virtual void Function56(); //
    	virtual void Function57(); //
    	virtual void Function58(); //
    	virtual void Function59(); //
    	virtual void Function60(); //
    	virtual void Function61(); //
    	virtual void Function62(); //
    	virtual void Function63(); //
    	virtual int SquadID(); //virtual int SquadID();
    	virtual void Function65(); //
    	virtual bool IsCommander(); //virtual bool IsCommander();
    	virtual void Function67(); //
    	virtual void Function68(); //
    	virtual void Function69(); //
    	virtual void Function70(); //
    	virtual void Function71(); //
    	virtual void Function72(); //
    	virtual void Function73(); //
    	virtual void Function74(); //
    	virtual void Function75(); //
    	virtual void Function76(); //
    	virtual void Function77(); //
    	virtual void Function78(); //
    	virtual void Function79(); //
    	virtual void Function80(); //
    	virtual void Function81(); //
    	virtual void Function82(); //
    	virtual void Function83(); //
    	virtual void Function84(); //
    	virtual void Function85(); //
    	virtual int Ping(); //virtual int Ping();
    	virtual void Function87(); //
    	virtual void Function88(); //
    	virtual void Function89(); //
    	virtual void Function90(); //
    	virtual int FlagHolder(); //virtual int FlagHolder();
    	virtual CCamera* GetViewMatrix(); //virtual CCamera* GetViewMatrix();
    	virtual void Function93(); //
    	virtual void Function94(); //
    	virtual CCamera* GetPlayerView(void); //virtual CCamera* GetPlayerView(void);
    	virtual void Function96(); //
    	virtual void Function97(); //
    
    char _0x0004[84];
    	__int32 Kit; //0x0058 
    char _0x005C[4];
    	string Name; //0x0060 
    char _0x007C[4];
    	CInfo* PlayerObj; //0x0080 
    	CCamera* Camera; //0x0084 
    char _0x0088[44];
    	__int32 PlayerSeat; //0x00B4 
    	__int32 N00327FC0; //0x00B8 wtf?
    char _0x00BC[4];
    	float N00327FC2; //0x00C0   
    	float Zoom; //0x00C4 
    char _0x00C8[4];
    	CSoldierPtr* SoldierObj; //0x00CC 
    	char _0x00D0[5]; //0x00D0 
    	BYTE iAlive; //0x00D5 
    char _0x00D6[2];
    	__int32 iTeam; //0x00D8 
    char _0x00DC[28];
    	DWORD iPing; //0x00F8 
    char _0x00FC[16];
    	__int32 Squad_Number; //0x010C 
    	BYTE N00327FD7; //0x0110 
    	BYTE Squad_Leader; //0x0111 
    char _0x0112[102];
    	BYTE InVehicle; //0x0178  1 = OnFoot || 2 = OnVehicle
    	char N00F34823[3]; //0x0179 
    char _0x017C[8];
    	BYTE N00327FF4; //0x0184 
    	BYTE N00390C6D; //0x0185 
    	BYTE N0039672D; //0x0186 
    	BYTE Sprinting; //0x0187 
    char _0x0188[68];
    	__int32 Weapon_Ammo; //0x01CC 
    char _0x01D0[8];
    	__int32 Weapon_MaxAmmo; //0x01D8 
    char _0x01DC[8];
    	__int32 Weapon_Firemode; //0x01E4 
    char _0x01E8[8];
    	__int32 Weapon_Zoomed; //0x01F0 
    char _0x01F4[8];
    	__int32 Weapon_Mags; //0x01FC 
    char _0x0200[8];
    	__int32 Weapon_Max_Mags; //0x0208 
    char _0x020C[8];
    	float Weapon_Heat_Primary; //0x0214 
    char _0x0218[56];
    	__int32 Vehicle_Pilot; //0x0250 
    	BYTE N003D7618333; //0x0254 
    	WORD N003D7618; //0x0255 
    	BYTE N003D7619; //0x0257 
    	float Weapon_Overheat_Primary; //0x0258 
    	float Weapon_Overheat_Secondary; //0x025C 
    char _0x0260[464];
    
    };//Size=0x0430
    
    class CInfo
    {
    public:
    char _0x0000[4];
    	CObject* Ptr; //0x0004  CRef<CObject*>ObjPtr;
    char _0x0008[52];
    
    };//Size=0x003C
    
    class CObject
    {
    public:
    char _0x0000[4];
    	DWORD ObjectFlags; //0x0004 Untested
    char _0x0008[4];
    	CObject* Obj_Root; //0x000C 
    char _0x0010[4];
    	CTemplate* Obj_Template; //0x0014 
    char _0x0018[36];
    	CHealth* Health; //0x003C 
    char _0x0040[4];
    	CPhysics* Obj_Physics; //0x0044 
    char _0x0048[64];
    	D3DXMATRIX Matrix; //0x0088 
    	D3DXMATRIX N01292717; //0x00C8 
    char _0x0108[256];
    
    };//Size=0x0208
    
    class CHealth
    {
    public:
    char _0x0000[16];
    	float Health; //0x0010 
    char _0x0014[108];
    
    };//Size=0x0080
    
    class CTemplate
    {
    public:
    	virtual void Function0(); //
    	virtual void Function1(); //
    	virtual void Function2(); //
    	virtual void Function3(); //
    	virtual int GetTemplateType(void); //virtual int GetTemplateType(void);
    	virtual void Function5(); //
    	virtual void Function6(); //
    	virtual void Function7(); //
    	virtual void Function8(); //
    	virtual void Function9(); //
    
    char _0x0004[176];
    	float w_gravitymodifier; //0x00B4 
    char _0x00B8[444];
    	float N01209E0D; //0x0274 
    	float w_velocity; //0x0278 
    char _0x027C[32];
    	float w_damage; //0x029C 
    char _0x02A0[188];
    
    };//Size=0x035C
    
    class CPhysics
    {
    public:
    char _0x0000[108];
    	D3DXVECTOR3 Position; //0x006C 
    	D3DXVECTOR3 Speed; //0x0078 
    char _0x0084[16];
    	D3DXVECTOR3 Rotation; //0x0094 
    char _0x00A0[32];
    
    };//Size=0x00C0
    
    class CCamera
    {
    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 float GetInsideFOV(void); //virtual float GetInsideFOV(void);
    
    	__int32 Valid; //0x0004 
    	__int32 Perspective; //0x0008 
    char _0x000C[172];
    	D3DXMATRIX Matrix; //0x00B8 
    char _0x00F8[16];
    
    };//Size=0x0108
    
    class CSoldierPtr
    {
    public:
    char _0x0000[4];
    	CSoldier* Ptr; //0x0004 
    char _0x0008[56];
    
    };//Size=0x0040
    
    class CSoldier
    {
    public:
    char _0x0000[20];
    	CTemplate* Obj_Template; //0x0014 
    char _0x0018[36];
    	CHealth* Health; //0x003C 
    char _0x0040[4];
    	CPhysics* Obj_Physics; //0x0044
    char _0x0048[64];
    	D3DXMATRIX Matrix; //0x0088
    char _0x00C8[240];
    	CWeapon* Player_Weapon; //0x01B8 
    char _0x01BC[36];
    	__int32 Current_Weapon_Slot; //0x01E0 
    char _0x01E4[64];
    	float N01453A9F; //0x0224 
    	float N01453AA0; //0x0228 
    	float N01453AA1; //0x022C 
    	__int32 sPosture; //0x0230 
    	__int32 sCurPosture; //0x0234 
    	float Head_Pitch; //0x0238 
    	float Head_Pitch_Change; //0x023C 
    	float Head_Yaw; //0x0240 
    	float Head_Yaw_Change; //0x0244 
    char _0x0248[64];
    	CSkeleton* Skeleton_1P; //0x0288 
    char _0x028C[4];
    	CSkeleton* Skeleton_3P; //0x0290 
    char _0x0294[20];
    
    };//Size=0x02A8
    
    class CWeapon
    {
    public:
    char _0x0000[136];
    	D3DXMATRIX w_matrix; //0x0088 
    char _0x00C8[216];
    	CDeviation* Weapon_Deviation; //0x01A0 
    char _0x01A4[68];
    	CTemplate* Weapon_Template; //0x01E8 
    char _0x01EC[8];
    
    };//Size=0x01F4
    
    class CDeviation
    {
    public:
    char _0x0000[4];
    	float DeviationTotal; //0x0004 
    char _0x0008[48];
    
    };//Size=0x0038
    
    class CSkeleton
    {
    public:
    char _0x0000[8];
    	CBone* Bones; //0x0008 
    char _0x000C[4];
    	D3DXMATRIX* matrices;; //0x0010 
    	__int32 iTotBones; //0x0014 
    char _0x0018[232];
    
    };//Size=0x0100
    
    class CBone
    {
    public:
    	__int32 Bone_Number; //0x0000 
    	__int16 Bone_Code; //0x0004 
    	__int16 Bone_Parent; //0x0006 
    char _0x0008[4];
    	float Bone_Ofs_x; //0x000C 
    	float Bone_Ofs_y; //0x0010 
    	float Bone_Ofs_z; //0x0014 
    	float Bone_Lenght; //0x0018 
    	float Bone_Radius; //0x001C 
    	__int32 Bone_Material; //0x0020 
    char _0x0024[28];
    
    };//Size=0x0040
    
    class CPhysicsManager
    {
    public:
    char _0x0000[8];
    	float p_gravity; //0x0008 
    
    };//Size=0x0040
    
    class CRenderer
    {
    public:
    char _0x0000[8];
    	IDirect3D9 * Direct3D_Device; //0x0008 
    	IDirect3DDevice9 * Game_Device; //0x000C  
    char _0x0010[20];
    	D3DXVECTOR2 ScreenInfo; //0x0024 
    char _0x002C[1648];
    	BYTE N00FA8F34; //0x069C 
    	BYTE N01061B57; //0x069D 
    	BYTE N01053840; //0x069E 
    	BYTE bDrawWater; //0x069F 
    	BYTE N00FA8F33; //0x06A0 
    	BYTE N01048FDA; //0x06A1 
    	BYTE N0104978B; //0x06A2 
    	BYTE bShowBodies; //0x06A3 
    	BYTE N00FA8F32; //0x06A4 
    	BYTE bShowGround; //0x06A5 
    	BYTE bShowGrass; //0x06A6 
    	BYTE bShowThrees; //0x06A7 
    	BYTE bShowFriendlyTags; //0x06A8 Nametags
    	BYTE N00FBAEB4; //0x06A9 
    	BYTE N00FC0334; //0x06AA 
    	BYTE N00FBAEB5; //0x06AB 
    	__int32 DrawFps; //0x06AC 
    	BYTE N00DCC523; //0x06B0 
    	BYTE bShowHud; //0x06B1 
    	BYTE bDrawSky; //0x06B2 
    	BYTE bDrawSunFlare; //0x06B3 
    	BYTE bDrawConsole; //0x06B4 
    };//Size=0x06B5
    
    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 int GetClassPtrByName( string* szClassname ); //
    };//Size=0x004C(76)
    
    const D3DCOLOR TextOutline = D3DCOLOR_RGBA( 0, 0, 0, 200 );
    
    class CTextWriter
    {
    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 DrawText( int x, int y, DWORD txColor, string* Text, BOOL SomeWtfParm = 0 ); 
    
        void ShadowedText( int x, int y, DWORD txColor, string* Text)
        {
            DrawText( x-1, y, TextOutline, Text );
            DrawText( x+1, y, TextOutline, Text );
            DrawText( x, y-1, TextOutline, Text );
            DrawText( x, y+1, TextOutline, Text );
            DrawText( x, y  , txColor,Text );
        }
    };
    
    class CSpreadTable
    {
    public:
        float table[1024]; //0x0000  
    };//Size=0x0400(1024) 
    
    class CGame
    {
    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 int getCounter( void ); //
        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 void function50(); //
        virtual void function51(); //
        virtual void function52(); //
        virtual void function53(); //
        virtual void function54(); //
        virtual void function55(); //
        virtual void function56(); //
        virtual void function57(); //
        virtual void function58(); //
        virtual void function59(); //
        virtual void function60(); //
        virtual string* getMapName( void ); //
        virtual string* getGameMode( void ); //
    };//Size=0x0004(4) 
    
    class CActionBuffer
    {
    public:
        float InputFlags[64]; //0x0000  
    };//Size=0x0040(64)
    
    class CInputManager
    {
    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 CActionBuffer* GetNextActionBuffer();
    	virtual CActionBuffer* GetCurrentActionBuffer();
    };
    
    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 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 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 = FALSE );
    };
    
    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);
    
    	DWORD mask;
    	CObject* ignore_object;
    };
    
    CRayTest::CRayTest(CObject* obj)
    {
    	mask = 0x100;
    	ignore_object = obj;
    }
    BYTE CRayTest::TestObject(CObject* obj)
    {
    	if(!obj)
    	{
    		return byte(mask);
    	}
    
    	if(obj->Obj_Root)
    		obj = obj->Obj_Root;
    
    	if(obj == ignore_object)
    		return FALSE;
    
    
    	return (obj->ObjectFlags & mask) == mask;
    }
    int  CRayTest::iGetMask( void )
    {
    	return mask;
    }
    BYTE CRayTest::function2(int /*a*/)
    {
    	return TRUE;
    }
    BYTE CRayTest::TestMaterial(int /*material*/)
    {
    	return TRUE;
    }
    
    
    
    
    CClassManager  * _ClassManager;
    CRenderer      * _Renderer;
    CTextWriter    * _TextWriter;
    CPlayerManager * _PlayerManager;
    CInputManager  *_InputManager;
    CObjectManager *_ObjectManager;
    CPhysicsManager * _PhysicsManager;
    Credits (non particular order)
    Patrick | His bf2 sdk | RayTest and more!
    Freeheadshot | Some tips
    Shakai | Alot of tips
    CypherPresents | Helped
    xCyniu

  2. #2
    WizdomNKush's Avatar
    Join Date
    Feb 2013
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    I see no one even uses/code hacks for BF2.
    Hack by me coming soon maybe with PBSS Blocker
    Last edited by WizdomNKush; 03-03-2013 at 09:58 PM.

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