Posts 1–6 of 6 · Page 1 of 1
Class cInfoWeapon
Ponteiro:
Code:
#define ArmaInformacao 0x379EFD14
Classe:
Code:
class cArmaMGR;
class cChamarArma;
class cArmaJogador;
class cInformacaoArma;
class cArmaNome;
class cArmaMGR
{
public:
cChamarArma* pChamar; //0x0000
char _0x0004[56];
float ArmaPosY; //0x003C
float ArmaPosX; //0x0040
char _0x0044[660];
__int32 Vida; //0x02D8
__int32 AP; //0x02DC
__int32 VidaMaxima; //0x02E0
__int32 APMaximo; //0x02E4
char _0x02E8[396];
float Stamina; //0x0474
char _0x0478[72];
};//Size=0x04C0
class cChamarArma
{
public:
char _0x0000[12];
cArmaJogador* pArma; //0x000C
char _0x0010[48];
};//Size=0x0040
class cArmaJogador
{
public:
char _0x0000[152];
DWORD ArmaID; //0x0098
char _0x009C[8];
cInformacaoArma* pArmaInfo; //0x00A4
char _0x00A8[36];
float TamanhoMira; //0x00CC
float TiroEspalhado; //0x00D0
char _0x00D4[12];
__int32 FogoRapido; //0x00E0
__int32 Muniçao; //0x00E4
__int32 CartuchoHacker; //0x00E8
__int32 SemSelecionar; //0x00EC
char _0x00F0[912];
};//Size=0x0480
class cInformacaoArma
{
public:
char _0x0000[20];
cArmaNome* pArmaNome; //0x0014
__int32 MunicaoTotal; //0x0018
char _0x001C[4];
__int32 DanoArma; //0x0020
__int32 DanoFaca; //0x0024
__int32 DanoBomba; //0x0028
char _0x002C[1044];
};//Size=0x0440
class cArmaNome
{
public:
char ArmaNome[20]; //0x0000
char _0x0014[44];
};//Size=0x0040
Modo de Uso:
Code:
cArmaMGR *pMGR = (cArmaMGR*)ArmaInformacao; // definir a classe
if(Variavel[0])
{
if (GetAsyncKeyState(VK_LBUTTON)&1)
pMGR->pChamar->pArma->FogoRapido = 1; // fogo rápido
}
Créditos:
luis3232 //Hacker.Fail
DrUnKeN ChEeTaH
Da pra alterar o dano com isso?

Originally Posted by
NeoStryker
Da pra alterar o dano com isso?
Não, a maioria fica apenas visual, pra altera dano e só da uma pesquisada na classe cWeaponManager...

Originally Posted by
Coder.Anonymous
Não, a maioria fica apenas visual, pra altera dano e só da uma pesquisada na classe cWeaponManager...
Já tentei dessa forma e não teve efeito, devo ter feito da forma errada.
E os créditos da base do MMBOB de onde isso foi retirado?
Code:
struct CWeaponRecord;
enum WeaponState
{
WSNothing = 1,
WSShooting = 3,
WSReloading = 9,
};
struct CClientWeapon
{
virtual void function0(); //0x0000
virtual void function1(); //0x0004
virtual void function2(); //0x0008
virtual void function3(); //0x000C
virtual void function4(); //0x0010
virtual void function5(); //0x0014
virtual void function6(); //0x0018
virtual void function7(); //0x001C
virtual void function8(); //0x0020
virtual void function9(); //0x0024
virtual void function10(); //0x0028
virtual void function11(); //0x002C
virtual void function12(); //0x0030
virtual void function13(); //0x0034
virtual void function14(); //0x0038
virtual void function15(); //0x003C
virtual void function16(); //0x0040
virtual void function17(); //0x0044
virtual void function18(); //0x0048
virtual void function19(); //0x004C
virtual void function20(); //0x0050
virtual void function21(); //0x0054
virtual void function22(); //0x0058
virtual void function23(); //0x005C
virtual void function24(); //0x0060
virtual void function25(); //0x0064
virtual void function26(); //0x0068
virtual void function27(); //0x006C
virtual void function28(); //0x0070
virtual void function29(); //0x0074
virtual void function30(); //0x0078
virtual void function31(); //0x007C
virtual void function32(); //0x0080
virtual void function33(); //0x0084
virtual void function34(); //0x0088
virtual void function35(); //0x008C
virtual void function36(); //0x0090
virtual void function37(); //0x0094
virtual void function38(); //0x0098
virtual void function39(); //0x009C
virtual void function40(); //0x00A0
virtual void function41(); //0x00A4
virtual void function42(); //0x00A8
virtual void function43(); //0x00AC
virtual void function44(); //0x00B0
virtual void function45(); //0x00B4
virtual void function46(); //0x00B8
virtual void function47(); //0x00BC
virtual void function48(); //0x00C0
virtual void function49(); //0x00C4
virtual void function50(); //0x00C8
virtual void function51(); //0x00CC
virtual void function52(); //0x00D0
virtual void function53(); //0x00D4
virtual void function54(); //0x00D8
virtual void function55(); //0x00DC
virtual void function56(); //0x00E0
virtual void function57(); //0x00E4
virtual void function58(); //0x00E8
virtual void function59(); //0x00EC
virtual void function60(); //0x00F0
virtual void function61(); //0x00F4
virtual void function62(); //0x00F8
virtual void function63(); //0x00FC
virtual void function64(); //0x0100
virtual void function65(); //0x0104
virtual void function66(); //0x0108
virtual void function67(); //0x010C
virtual void function68(); //0x0110
virtual void function69(); //0x0114
virtual void function70(); //0x0118
virtual void function71(); //0x011C
virtual void function72(); //0x0120
virtual void function73(); //0x0124
virtual void function74(); //0x0128
virtual int32 GetAmmoCount(); //0x012C
virtual void function76(); //0x0130
virtual void function77(); //0x0134
virtual void function78(); //0x0138
virtual void function79(); //0x013C
virtual void function80(); //0x0140
virtual void function81(); //0x0144
virtual void function82(); //0x0148
virtual void function83(); //0x014C
virtual void function84(); //0x0150
virtual void function85(); //0x0154
virtual void function86(); //0x0158
virtual void function87(); //0x015C
virtual void Fire(int Nothing); //0x0160
char unknown4[148]; //0x0000
uint32 nWeaponID; //0x0098
char unknown156[4]; //0x009C
CWeaponRecord* pRecord; //0x00A0
char unknown164[4]; //0x00A4
LTVector Pos; //0x00A8
char unknown180[12]; //0x00B4
uint32 LastShootTicks; //0x00C0
char unknown196[8]; //0x00C4
float fMovePerturb; //0x00CC
char unknown208[20]; //0x00D0
uint32 nAmmoInClip; //0x00E4
uint32 nClipSize; //0x00E8
WeaponState nState; //0x00EC
};
//0x4A8 something
//0x488=name of model piece
//0xA0=pWeaponRecord
//vTable 0x12C=GetAmmo
//0xE0=IsShooting
struct CWeaponRecord
{
virtual void function0(); //0x0000
uint32 nID; //0x0004
char unknown8[72]; //0x0008
char* pName; //0x0050
char unknown84[628]; //0x0054
uint32 nRange; //0x02C8
char unknown716[304]; //0x02CC
uint32 nFireRate; //0x03FC
uint32 nFireRate2; //0x0400
char unknown1028[12]; //0x0404
int bNoSelect; //0x0410
int bNoSelect2; //0x0414
char unknown1048[116]; //0x0418
char* PieceName; //0x048C
};
class CClientWeaponMgr
{
public:
CClientWeapon** WeaponList; //0x0000
uint32 MaxWeaponID; //0x0004
uint32 CurrentWeaponIndex; //0x0008
CClientWeapon* CurrentWeapon; //0x000C
char unknown16[20]; //0x0010
uint32 nCurrentWeaponID; //0x0024
};
class CWeaponDB
{
public:
virtual void function0(); //0x0000
char unknown4[5560]; //0x0004
CWeaponRecord** WeaponList; //0x15BC
int MaxWeaponID; //0x15C0
int** AmmoList; //0x15C4
int MaxAmmoID; //0x15C8
};

Originally Posted by
New - Hacker
E os créditos da base do MMBOB de onde isso foi retirado?
Code:
struct CWeaponRecord;
enum WeaponState
{
WSNothing = 1,
WSShooting = 3,
WSReloading = 9,
};
struct CClientWeapon
{
virtual void function0(); //0x0000
virtual void function1(); //0x0004
virtual void function2(); //0x0008
virtual void function3(); //0x000C
virtual void function4(); //0x0010
virtual void function5(); //0x0014
virtual void function6(); //0x0018
virtual void function7(); //0x001C
virtual void function8(); //0x0020
virtual void function9(); //0x0024
virtual void function10(); //0x0028
virtual void function11(); //0x002C
virtual void function12(); //0x0030
virtual void function13(); //0x0034
virtual void function14(); //0x0038
virtual void function15(); //0x003C
virtual void function16(); //0x0040
virtual void function17(); //0x0044
virtual void function18(); //0x0048
virtual void function19(); //0x004C
virtual void function20(); //0x0050
virtual void function21(); //0x0054
virtual void function22(); //0x0058
virtual void function23(); //0x005C
virtual void function24(); //0x0060
virtual void function25(); //0x0064
virtual void function26(); //0x0068
virtual void function27(); //0x006C
virtual void function28(); //0x0070
virtual void function29(); //0x0074
virtual void function30(); //0x0078
virtual void function31(); //0x007C
virtual void function32(); //0x0080
virtual void function33(); //0x0084
virtual void function34(); //0x0088
virtual void function35(); //0x008C
virtual void function36(); //0x0090
virtual void function37(); //0x0094
virtual void function38(); //0x0098
virtual void function39(); //0x009C
virtual void function40(); //0x00A0
virtual void function41(); //0x00A4
virtual void function42(); //0x00A8
virtual void function43(); //0x00AC
virtual void function44(); //0x00B0
virtual void function45(); //0x00B4
virtual void function46(); //0x00B8
virtual void function47(); //0x00BC
virtual void function48(); //0x00C0
virtual void function49(); //0x00C4
virtual void function50(); //0x00C8
virtual void function51(); //0x00CC
virtual void function52(); //0x00D0
virtual void function53(); //0x00D4
virtual void function54(); //0x00D8
virtual void function55(); //0x00DC
virtual void function56(); //0x00E0
virtual void function57(); //0x00E4
virtual void function58(); //0x00E8
virtual void function59(); //0x00EC
virtual void function60(); //0x00F0
virtual void function61(); //0x00F4
virtual void function62(); //0x00F8
virtual void function63(); //0x00FC
virtual void function64(); //0x0100
virtual void function65(); //0x0104
virtual void function66(); //0x0108
virtual void function67(); //0x010C
virtual void function68(); //0x0110
virtual void function69(); //0x0114
virtual void function70(); //0x0118
virtual void function71(); //0x011C
virtual void function72(); //0x0120
virtual void function73(); //0x0124
virtual void function74(); //0x0128
virtual int32 GetAmmoCount(); //0x012C
virtual void function76(); //0x0130
virtual void function77(); //0x0134
virtual void function78(); //0x0138
virtual void function79(); //0x013C
virtual void function80(); //0x0140
virtual void function81(); //0x0144
virtual void function82(); //0x0148
virtual void function83(); //0x014C
virtual void function84(); //0x0150
virtual void function85(); //0x0154
virtual void function86(); //0x0158
virtual void function87(); //0x015C
virtual void Fire(int Nothing); //0x0160
char unknown4[148]; //0x0000
uint32 nWeaponID; //0x0098
char unknown156[4]; //0x009C
CWeaponRecord* pRecord; //0x00A0
char unknown164[4]; //0x00A4
LTVector Pos; //0x00A8
char unknown180[12]; //0x00B4
uint32 LastShootTicks; //0x00C0
char unknown196[8]; //0x00C4
float fMovePerturb; //0x00CC
char unknown208[20]; //0x00D0
uint32 nAmmoInClip; //0x00E4
uint32 nClipSize; //0x00E8
WeaponState nState; //0x00EC
};
//0x4A8 something
//0x488=name of model piece
//0xA0=pWeaponRecord
//vTable 0x12C=GetAmmo
//0xE0=IsShooting
struct CWeaponRecord
{
virtual void function0(); //0x0000
uint32 nID; //0x0004
char unknown8[72]; //0x0008
char* pName; //0x0050
char unknown84[628]; //0x0054
uint32 nRange; //0x02C8
char unknown716[304]; //0x02CC
uint32 nFireRate; //0x03FC
uint32 nFireRate2; //0x0400
char unknown1028[12]; //0x0404
int bNoSelect; //0x0410
int bNoSelect2; //0x0414
char unknown1048[116]; //0x0418
char* PieceName; //0x048C
};
class CClientWeaponMgr
{
public:
CClientWeapon** WeaponList; //0x0000
uint32 MaxWeaponID; //0x0004
uint32 CurrentWeaponIndex; //0x0008
CClientWeapon* CurrentWeapon; //0x000C
char unknown16[20]; //0x0010
uint32 nCurrentWeaponID; //0x0024
};
class CWeaponDB
{
public:
virtual void function0(); //0x0000
char unknown4[5560]; //0x0004
CWeaponRecord** WeaponList; //0x15BC
int MaxWeaponID; //0x15C0
int** AmmoList; //0x15C4
int MaxAmmoID; //0x15C8
};
Na realidade que eu nem retirei da base dele, na hora de fazer a classe, descobri os offsets de um endereço, e fui procurando..
Mas tudo bemPosts 1–6 of 6 · Page 1 of 1
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