Class cInfoWeapon

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?
Quote Originally Posted by NeoStryker View Post
Da pra alterar o dano com isso?
Não, a maioria fica apenas visual, pra altera dano e só da uma pesquisada na classe cWeaponManager...
Quote Originally Posted by Coder.Anonymous View Post
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
};
Quote Originally Posted by New - Hacker View Post
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 bem
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