Combat Arms Unified - Classes

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Combat Arms Unified - Classes
Allot has changed, both in cPlayerInfo & cPlayerMgr.

Credits:
• M4L1F1C

Enjoy.

Code:
class cPlayerInfo
{
public:
	__int32 Index; //0x0000 
	cObject* pObject; //0x0004 
	unsigned char bIsDead; //0x0008 
	char pad_0x0009[0x3]; //0x0009
	__int32 TeamID; //0x000C 
	char pad_0x0010[0x8]; //0x0010
	__int32 ClientID; //0x0018 
	char pad_0x001C[0xC]; //0x001C
	char cName[16]; //0x0028 
	char pad_0x0038[0x8]; //0x0038
	__int32 Kills; //0x0040 
	__int32 Deaths; //0x0044 
	__int32 KillCombo; //0x0048 --> Not Sure
	__int32 TotalDeaths; //0x004C 
	__int32 TotalKills; //0x0050 
	char pad_0x0054[0x4]; //0x0054
	__int32 Suicides; //0x0058 
	__int32 HeadShots; //0x005C 
	char pad_0x0060[0x174]; //0x0060
	__int32 ExpReceived; //0x01D4  --> After game ended you get this.
	__int32 GPReceived; //0x01D8  --> After game ended you get this.
	char pad_0x01DC[0x178]; //0x01DC
	cPlayerInfo* pPlayerPrev; //0x0354 
	cPlayerInfo* pPlayerNext; //0x0358 
	char pad_0x035C[0x2CE4]; //0x035C

};//Size=0x3040

class cObject
{
public:
	char pad_0x0000[0x4]; //0x0000
	D3DXVECTOR3 FeetPos; //0x0004 
	D3DXVECTOR3 HeadPos; //0x0010 
	char pad_0x001C[0xAC]; //0x001C
	D3DXVECTOR3 RootPos; //0x00C8 
	char pad_0x00D4[0x330]; //0x00D4

};//Size=0x0404

class cPlayerMgr
{
public:
	INT* CameraObject; //0x0000 
	char pad_0x0004[0x28]; //0x0004
	D3DXVECTOR3 CameraPos; //0x002C 
	char pad_0x0038[0x4]; //0x0038
	float Pitch; //0x003C 
	float Yaw; //0x0040 
	float Roll; //0x0044 
	char pad_0x0048[0x38]; //0x0048

};//Size=0x0080
Quote Originally Posted by Dave84311 View Post
I giggled, same engine?
Same Engine, different Anti-Cheat.
It's funny how they still not patch stuff like this.

I'll try to keep this thread updated with every new CA update
It looks like your PlayerMgr is outdated

Code:
class cClientWeapon
{
public:
    char _0x0000[312];
    __int32 FireWeapon; //0x0138
    __int32 CurrentAmmo; //0x013C
    char _0x0140[16];
    __int32 WeaponReload; //0x0150

    void Fire(bool fire = true)
    {
        if(fire)
            FireWeapon = 1;
    }
};//Size=0x0438

class cClientWeaponMgr
{
public:
    cClientWeapon** WeaponList; //0x0000
    char _0x0004[12];
    cClientWeapon* CurrentWeapon; //0x0010
    char _0x0014[44];
};//Size=0x0040

class cPlayerMgr
{
public:
    char _0x0000[24];
    cClientWeaponMgr *ClientWeaponManager; //0x0018
    char _0x001C[56];
    float Pitch; //0x0054
    float Yaw; //0x0058
    float Rool; //0x005C
    char _0x0060[248];
    __int32 *CameraObject; //0x0158

    __inline cClientWeapon *GetCurrentWeapon(void)
    {
        if(ClientWeaponManager && ClientWeaponManager->CurrentWeapon)
            return ClientWeaponManager->CurrentWeapon;

        return NULL;
    }
};//Size=0x015C
Quote Originally Posted by Fix2 View Post
It looks like your PlayerMgr is outdated

Code:
class cClientWeapon
{
public:
    char _0x0000[312];
    __int32 FireWeapon; //0x0138
    __int32 CurrentAmmo; //0x013C
    char _0x0140[16];
    __int32 WeaponReload; //0x0150

    void Fire(bool fire = true)
    {
        if(fire)
            FireWeapon = 1;
    }
};//Size=0x0438

class cClientWeaponMgr
{
public:
    cClientWeapon** WeaponList; //0x0000
    char _0x0004[12];
    cClientWeapon* CurrentWeapon; //0x0010
    char _0x0014[44];
};//Size=0x0040

class cPlayerMgr
{
public:
    char _0x0000[24];
    cClientWeaponMgr *ClientWeaponManager; //0x0018
    char _0x001C[56];
    float Pitch; //0x0054
    float Yaw; //0x0058
    float Rool; //0x005C
    char _0x0060[248];
    __int32 *CameraObject; //0x0158

    __inline cClientWeapon *GetCurrentWeapon(void)
    {
        if(ClientWeaponManager && ClientWeaponManager->CurrentWeapon)
            return ClientWeaponManager->CurrentWeapon;

        return NULL;
    }
};//Size=0x015C
No it's not.
It's working perfectly.

That old CABR copy/pasted shit classes won't work on Unified.
Quote Originally Posted by M4L1F1C View Post
No it's not.
It's working perfectly.

That old CABR copy/pasted shit classes won't work on Unified.
really ? tell me more about it





maybe the pointers are different but for me
Code:
float Pitch; //0x0054
float Yaw; //0x0058
Works Fine
Quote Originally Posted by Fix2 View Post
[FONT="Arial"][B]

really ? tell me more about it
You're using a different pointer, which one do you use?
Quote Originally Posted by M4L1F1C View Post
You're using a different pointer, which one do you use?
Code:
#define ADDR_PLAYERMANAGER	    0x37ABABA4
Code:
373BAACA  |. 68 F0757E37    PUSH CS.377E75F0                         ;  ASCII "CPlayerMgr::ResetCamera() fFovX : %f"
373BAACF  |. 50             PUSH EAX
373BAAD0  |. 8B42 18        MOV EAX,DWORD PTR DS:[EDX+18]
373BAAD3  |. FFD0           CALL EAX
373BAAD5  |. 83C4 10        ADD ESP,10
373BAAD8  |. 833D 80D5A537 >CMP DWORD PTR DS:[37A5D580],0
373BAADF  |. 74 08          JE SHORT CS.373BAAE9
373BAAE1  |. D905 84D5A537  FLD DWORD PTR DS:[37A5D584]
373BAAE7  |. EB 02          JMP SHORT CS.373BAAEB
373BAAE9  |> D9EE           FLDZ
373BAAEB  |> 833D 5CD5A537 >CMP DWORD PTR DS:[37A5D55C],0
373BAAF2  |. D95C24 0C      FSTP DWORD PTR SS:[ESP+C]
373BAAF6  |. 74 08          JE SHORT CS.373BAB00
373BAAF8  |. D905 60D5A537  FLD DWORD PTR DS:[37A5D560]
373BAAFE  |. EB 02          JMP SHORT CS.373BAB02
373BAB00  |> D9EE           FLDZ
373BAB02  |> 8BB6 58010000  MOV ESI,DWORD PTR DS:[ESI+158] >>>>>>>> CameraObject
373BAB08  |. D95C24 08      FSTP DWORD PTR SS:[ESP+8]
Quote Originally Posted by Fix2 View Post


Code:
#define ADDR_PLAYERMANAGER	    0x37ABABA4
Code:
373BAACA  |. 68 F0757E37    PUSH CS.377E75F0                         ;  ASCII "CPlayerMgr::ResetCamera() fFovX : %f"
373BAACF  |. 50             PUSH EAX
373BAAD0  |. 8B42 18        MOV EAX,DWORD PTR DS:[EDX+18]
373BAAD3  |. FFD0           CALL EAX
373BAAD5  |. 83C4 10        ADD ESP,10
373BAAD8  |. 833D 80D5A537 >CMP DWORD PTR DS:[37A5D580],0
373BAADF  |. 74 08          JE SHORT CS.373BAAE9
373BAAE1  |. D905 84D5A537  FLD DWORD PTR DS:[37A5D584]
373BAAE7  |. EB 02          JMP SHORT CS.373BAAEB
373BAAE9  |> D9EE           FLDZ
373BAAEB  |> 833D 5CD5A537 >CMP DWORD PTR DS:[37A5D55C],0
373BAAF2  |. D95C24 0C      FSTP DWORD PTR SS:[ESP+C]
373BAAF6  |. 74 08          JE SHORT CS.373BAB00
373BAAF8  |. D905 60D5A537  FLD DWORD PTR DS:[37A5D560]
373BAAFE  |. EB 02          JMP SHORT CS.373BAB02
373BAB00  |> D9EE           FLDZ
373BAB02  |> 8BB6 58010000  MOV ESI,DWORD PTR DS:[ESI+158] >>>>>>>> CameraObject
373BAB08  |. D95C24 08      FSTP DWORD PTR SS:[ESP+8]
Yeah, I was using this one:
Code:
___:371ACFAC
___:371ACFAC loc_371ACFAC:                           ; CODE XREF: sub_371ACE90+105j
___:371ACFAC                 cmp     byte ptr [esi+5C8h], 0
___:371ACFB3                 jz      short loc_371ACFCA
___:371ACFB5                 mov     eax, dword_37A7B548
___:371ACFBA                 mov     ecx, [eax]
___:371ACFBC                 mov     edx, [ecx+18h]
___:371ACFBF                 push    offset aSetfpchasing_0 ; "SetFpChasingINfo FPCHASINGUPDATE_BOMBPL"...
___:371ACFC4                 push    eax
___:371ACFC5                 call    edx
___:371ACFC7                 add     esp, 8
___:371ACFCA
___:371ACFCA loc_371ACFCA:                           ; CODE XREF: sub_371ACE90+123j
___:371ACFCA                 mov     ecx, dword_37ABABA4
___:371ACFD0                 call    sub_373B7840
___:371ACFD5                 test    eax, eax
___:371ACFD7                 jz      loc_371AD067
___:371ACFDD                 mov     ecx, dword_37ABABA4
___:371ACFE3                 mov     eax, [ecx]
___:371ACFE5                 mov     edx, [eax+40h]
___:371ACFE8                 mov     esi, [esi+10h]
While I was reversing Player Camera it gave me that pointer so I thought I was correct.

Thanks for correcting me.

EDIT:

We're using the same exact pointer...
Anyone know if these are still up to day?

//Sorry for the old bump but it wasn't very far down on the list
Quote Originally Posted by Skaterforeva1 View Post
Anyone know if these are still up to day?

//Sorry for the old bump but it wasn't very far down on the list
Good, at least in CABR yes!
Quote Originally Posted by Skaterforeva1 View Post
Anyone know if these are still up to day?

//Sorry for the old bump but it wasn't very far down on the list
I don't know if classes changed for CA Unified.
But they did change ALLOT of functions.

That's why I wanted old dumps: http://www.mpgh.net/forum/showthread.php?t=1099971
So I can update new classes.
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