cWeaponInfo Data:12/06/15 | Hora:21:30

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cWeaponInfo Data:12/06/15 | Hora:21:30
Code:
class cWeaponInfo
{
public:
char _0x0000[4];
	DWORD dwInstDamage; //0x0004 
char _0x0008[4];
	DWORD dwClientWeaponType; //0x000C 
char _0x0010[20];
	DWORD dwAlt_InstDamage; //0x0024 
char _0x0028[96];
	DWORD dwFireSnd; //0x0088 
char _0x008C[120];
	float fFireDelay1; //0x0104 
	float ffiredelay1; //0x0108 
char _0x010C[324];
	DWORD dwTripleShotRoundNum; //0x0250 
	float fDamageRFacter; //0x0254 
char _0x0258[24];
	DWORD dwInfiniteAmmo; //0x0270 
char _0x0274[4];
	DWORD dwHideWhenEmpty; //0x0278 
	DWORD dwShotsPerClip; //0x027C 
char _0x0280[4];
	BYTE TripleShotMode; //0x0284 
char _0x0285[51];
	float fZoomTime; //0x02B8 
	DWORD dwMaxPerturb; //0x02BC 
	DWORD dwMaxPerturb; //0x02C0 
	float fDuckPerturb; //0x02C4 
	float fMoveDuckPerturb; //0x02C8 
	DWORD dwZoomedMinPerturb; //0x02CC 
	DWORD dwZoomedMaxPerturb; //0x02D0 
	DWORD dwRange; //0x02D4 
char _0x02D8[12];
	DWORD dwVectorsPerRound; //0x02E4 
char _0x02E8[40];
	float fPerturbIncSpeed; //0x0310 
	float fPerturbDecSpeed; //0x0314 
char _0x0318[4];
	float fZoomedPerturbIncSpeed; //0x031C 
	float fZoomedPerturbDecSpeed; //0x0320 
char _0x0324[4];
	float fBaseCamRecoilPitch; //0x0328 
	float fBaseCamRecoilAccelPitch; //0x032C 
char _0x0330[36];
	float fTripleShotMaxCamRecoilPitch; //0x0354 
	float fTripleShotBaseCamRecoilPitch; //0x0358 
char _0x035C[8];
	DWORD fTripleShotMaxCamRecoilPitch; //0x0364 
	DWORD fTripleShotBaseCamRecoilPitch; //0x0368 
	float fTripleShotPerturbIncSpeed; //0x036C 
	float fTripleShotPerturbDecSpeed; //0x0370 
char _0x0374[108];
	BYTE DisableCrosshair; //0x03E0 
char _0x03E1[19];
	float fCameraSwayXSpeed; //0x03F4 
	float fCameraSwayYSpeed; //0x03F8 
	float fCameraSwayXFreq; //0x03FC 
	float fCameraSwayYFreq; //0x0400 
	DWORD dwGrenadeSpeed; //0x0404 
char _0x0408[4];
	DWORD dwEffectrange; //0x040C 
char _0x0410[4];
	DWORD dwGuntype; //0x0414 
char _0x0418[40];

};//Size=0x0440

Code:
Créditos:
ReturnsBR
Fênix
luizimloko
Quote Originally Posted by Coder.Anonymous View Post
e desde quando essa classe mudo?
Desde o dia 11/06/2015
Quote Originally Posted by Coder.Anonymous View Post
e desde quando essa classe mudo?
Desde quando vc não tem inteligencia para perceber as coisas!
você e tão burro, que da até dó.
um dia você aprende, tenho fé.
Quote Originally Posted by Coder.Anonymous View Post
você e tão burro, que da até dó.
um dia você aprende, tenho fé.
Aprendo sim... a vida é um aprendizado! ao contrário de alguns que acham que já conhece tudo eu sempre aprendo coisas novas a cada dia!

vlw flw
90% da class Esta igual, mais o resto mudou.
Good Work.
O povo que olha o no recoil e no spread diz que não mudou.
Quote Originally Posted by gibam761 View Post
#define WeaponManager 0x37A6B62C
só para No Recoil a class

class cWeaponInfo/*cWeaponInfo*/
{
public:
CHAR unknown0[808];/*0x0000*/
FLOAT fBaseCamRecoilPitch;/*0x0328*/
FLOAT fBaseCamRecoilAccelPitch;/*0x032C*/
CHAR unknown1[36];/*0x0330*/
FLOAT fTripleShotMaxCamRecoilPitch;/*0x0354*/
FLOAT fTripleShotBaseCamRecoilPitch;/*0x0358*/
CHAR unknown2[160];/*0x035C*/
FLOAT fCameraSwayXFreq;/*0x03FC*/
FLOAT fCameraSwayYFreq;/*0x0400*/
};/*Size=0x0404*/

class cWeaponManager/*cWeaponManager*/
{
public:
CHAR unknown0[5600];/*0x0000*/
cWeaponInfo** Weapons;/*0x15E0*/
__int32 WeaponCount;/*0x15E4*/
};/*Size=0x15E8*/
DWORD dwMaxPerturb; //0x02BC
DWORD dwMaxPerturb; //0x02C0

conserta isso ai para o pessoal, fora isso está funcionando perfeitamente testado e aprovado, aproposito está de parabens, bom trabalho!
Quote Originally Posted by Coder_Bremyarck View Post
DWORD dwMaxPerturb; //0x02BC
DWORD dwMaxPerturb; //0x02C0

conserta isso ai para o pessoal, fora isso está funcionando perfeitamente testado e aprovado, aproposito está de parabens, bom trabalho!

Pronto Tirei o Bug Foi erro meu não tinha visto isso
class cWeaponInfo //cWeaponInfo
{
public:
CHAR unknown0[4]; //0x0000
DWORD dwInstDamage; //0x0004
CHAR unknown1[4]; //0x0008
DWORD dwClientWeaponType; //0x000C
CHAR unknown2[20]; //0x0010
DWORD Alt_InstDamage; //0x0024
CHAR unknown3[96]; //0x0028
DWORD dwFireSnd; //0x0088
CHAR unknown4[120]; //0x008C
FLOAT fFireDelay1; //0x0104
FLOAT ffiredelay1; //0x0108
CHAR unknown5[324]; //0x010C
DWORD dwTripleShotRoundNum; //0x0250
FLOAT fDamageRFacter; //0x0254
CHAR unknown6[24]; //0x0258
DWORD dwInfiniteAmmo; //0x0270
DWORD dwHideWhenEmpty; //0x0274
CHAR unknown7[4]; //0x0278
DWORD dwShotsPerClip; //0x027C
CHAR unknown8[4]; //0x0280
BYTE TripleShotMode; //0x0284
CHAR unknown9[51]; //0x0285
FLOAT fZoomTime; //0x02B8
DWORD dwMinPerturb; //0x02BC
DWORD dwMaxPerturb; //0x02C0
FLOAT fDuckPerturb; //0x02C4
FLOAT fMoveDuckPerturb; //0x02C8
DWORD dwZoomedMinPerturb; //0x02CC
DWORD dwZoomedMaxPerturb; //0x02D0
DWORD dwRange; //0x02D4
CHAR unknown10[12]; //0x02D8
DWORD VectorsPerRound; //0x02E4
CHAR unknown11[40]; //0x02E8
FLOAT fPerturbIncSpeed; //0x0310
FLOAT fPerturbDecSpeed; //0x0314
CHAR unknown12[4]; //0x0318
FLOAT fZoomedPerturbIncSpeed; //0x031C
FLOAT fZoomedPerturbDecSpeed; //0x0320
CHAR unknown13[4]; //0x0324
FLOAT fBaseCamRecoilPitch; //0x0328
FLOAT fBaseCamRecoilAccelPitch; //0x032C
CHAR unknown14[36]; //0x0330
FLOAT fTripleShotMaxCamRecoilPitch; //0x0354
FLOAT fTripleShotBaseCamRecoilPitch; //0x0358
DWORD BaseCamBackJitter; //0x035C
DWORD BackJitterRecover; //0x0360
DWORD dwTripleShotMinPerturb; //0x0364
DWORD dwTripleShotMaxPerturb; //0x0368
FLOAT fTripleShotPerturbIncSpeed; //0x036C
FLOAT fTripleShotPerturbDecSpeed; //0x0370
CHAR unknown15[108]; //0x0374
BYTE DisableCrosshair; //0x03E0
CHAR unknown16[3]; //0x03E1
DWORD dwContinuousFire; //0x03E4
CHAR unknown17[4]; //0x03E8
DWORD NoSelect; //0x03EC
CHAR unknown18[4]; //0x03F0
FLOAT fCameraSwayXFreq; //0x03F4
FLOAT fCameraSwayYFreq; //0x03F8
CHAR unknown19[8]; //0x03FC
DWORD dwGrenadeSpeed; //0x0404
CHAR unknown20[4]; //0x0408
DWORD dwEffectRange; //0x040C
};//Size=0x0410
- - - Updated - - -

Code:
/*Endereço*/
#define ADDR_WEAPONSET          0x37A6B018
 
pMochila->Inventário->CharacterHack = ID;/*Personagem ID*/
pMochila->Inventário->Slots->Principal->PrincipalID = ID;/*Arma ID*/
 
class cInformações/*cInformações*/
{
public:
        CHAR unknown0[20];/*0x0000*/
        union {
                __int32 PrincipalID1;/*0x0000*/
                __int32 SecundáriaID1;/*0x0004*/
                __int32 ArmaBrancaID1;/*0x0008*/
                __int32 ApoioID1;/*0x000C*/
        };
        union {
                __int32 PrincipalID2;/*0x0000*/
                __int32 SecundáriaID2;/*0x0004*/
                __int32 ArmaBrancaID2;/*0x0008*/
                __int32 ApoioID2;/*0x000C*/
        };
};/*Size=0x0020*/
 
 
class cSlots/*cSlots*/
{
public:
        cInformações *Principal;/*0x0000*/
        cInformações *Secundária;/*0x0004*/
        cInformações *ArmaBranca;/*0x0008*/
        cInformações *Apoio;/*0x000C*/
};/*Size=0x0010*/
 
class cInventário
{
public:
        CHAR unknown0[8];/*0x0000*/
        cSlots *Slots;/*0x0008*/
        CHAR unknown1[232];/*0x000C*/
        __int32 CharacterHack;/*0x00F4*/
};/*Size=0x00F8*/
 
class cMochila/*cMochila*/
{
public:
CHAR unknown0[492];/*0x0000*/
        cInventário* Inventário;/*0x01EC*/
CHAR unknown1[632];/*0x01F0*/
        __int32 Câmera;/*0x0468*/
CHAR unknown2[8];/*0x046C*/
        __int32 NomeCor; /*0x0474*/
        __int32 ClãCor;/*0x0478*/
CHAR unknown3[4];/*0x047C*/
        __int32 NívelCash;/*0x0480*/
CHAR unknown4[4];/*0x0484*/
        __int32 Bandeira;/*0x0488*/
CHAR unknown5[108];/*0x048C*/
        __int32 CamuflagemPatente;/*0x04F8*/
};/*Size=0x04FC*/
Quote Originally Posted by Coder_Bremyarck View Post
+REP só pelo bom comportamento... rs
O seu REP + não aumenta o REP dele
+REP não só significa visualizado na postagem, mas pessoalmente dizendo ele já tem boa reputação que na qual acarreta também em respeito de saber se comportar ao contrario de alguns daqui que só sabem retalhar o comentário e/ou conteúdo dos outros.
Posts 115 of 19 · Page 1 of 2
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