Enjoy!
Code:
struct POINTERS
{
DWORD Player = 0xA9AEC8;
DWORD Server = 0xA99E6C;
DWORD Remote = 0xBCA67C;
DWORD Weapon = 0xAB89A0;
DWORD State = 0xA9AED0;
DWORD Matrix = 0xA61D10;
DWORD User = 0xA99E6C;
DWORD UserBase = 0xA9B4C4;
DWORD ViewAngles = 0xA98598;
}Pointers;
struct MEMORY
{
DWORD STW = 0x8854D4;
DWORD WUW = 0x8854D4;
DWORD Speed = 0x8C0A88;
DWORD NoWater1 = 0xAA1DD0;
DWORD NoWater2 = 0xAA1DD4;
DWORD GMWarning = 0xAE5C7C;
DWORD NoBounds1 = 0xBD9D04;
DWORD NoBounds2 = 0x27FE9;
DWORD NoBounds3 = 0x1DD800;
DWORD HideName = 0xAEB48C;
DWORD BreakLimit = 0x88C4B8;
DWORD BoneShot1 = 0x8C16E0;
DWORD BoneShot2 = 0xBE4018;
DWORD PlantAnywhere = 0xA985D6;
DWORD DefuseAnywhere = 0x92406C;
DWORD QuickPlantDefuse = 0xA985BC;
DWORD SniperX2 = 0xA1590007;
DWORD AssaultX2 = 0xA98606;
DWORD Bandage = 0xA98607;
DWORD Vaccine = 0xA98608;
}Memory;
struct OFFSETS
{
struct POSITION
{
DWORD X = 0x10304;
DWORD Y = 0x10314;
DWORD Z = 0x1030C;
}Position;
struct VIEW
{
DWORD X = 0x101D8;
DWORD Y = 0x101E0;
DWORD Z = 0x101DC;
DWORD _3D = 0x101A4;
}View;
struct SLOT
{
DWORD _1 = 0x34148;
DWORD _2 = 0x34149;
DWORD _3 = 0x3414A;
DWORD _4 = 0x3414B;
DWORD _5 = 0x3414C;
DWORD _6 = 0x3414D;
DWORD _7 = 0x3414E;
DWORD _8 = 0x3414F;
}Slot;
struct RECOIL
{
DWORD _1 = 0xC440;
DWORD _2 = 0xC444;
DWORD _3 = 0xC448;
}Recoil;
struct WEAPON
{
DWORD _1 = 0x101F0;
DWORD _2 = 0x101F2;
DWORD _3 = 0x101F4;
}Weapon;
struct AUTO
{
DWORD Plant = 0x10374;
DWORD Defuse = 0x10378;
DWORD Shot = 0x1038A;
}Auto;
struct STATE
{
DWORD Weapon = 0xC4D4;
DWORD Player = 0xC4D8;
}State;
DWORD FallDamage = 0x102EC;
DWORD Delay = 0x10414;
DWORD MyIndex = 0xC49C;
DWORD Pitch = 0x101AC;
DWORD Yaw = 0x101C8;
}Offsets;