What is going on

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What is going on
So I updated all my addies today and when I went to use esp, it draws fine but all start in the same spot and they slowly float upward. Aimbot is doing the same thing to me. What is going on?
PlayerInfo class was updated
Quote Originally Posted by Flengo View Post
PlayerInfo class was updated
lol no it didn't.
Quote Originally Posted by J View Post


lol no it didn't.
Someone told me it was updated? I still haven't downloaded the dumps posted and checked.
Quote Originally Posted by Flengo View Post


Someone told me it was updated? I still haven't downloaded the dumps posted and checked.
Yea their dumb as fuck lul, The problem is GetNodeTransform. If you guys are using it, it changed.
Quote Originally Posted by J View Post


Yea their dumb as fuck lul, The problem is GetNodeTransform. If you guys are using it, it changed.
I am, how do you go about updating it?

(class im using)
Code:
class cLTModel
{
public:
			virtual void Function0();
			virtual void Function1();
			virtual void Function2();
			virtual void Function3();
			virtual void Function4();
			virtual void Function5();
			virtual void Function6();
			virtual void Function7();
			virtual void Function8();
			virtual void Function9();
			virtual void Function10();
			virtual void Function11();
			virtual void Function12();
	virtual unsigned int GetBoneNode( int* Obj,const char* nodeName, unsigned int Node ); 
	virtual unsigned int GetNodeName( int* Obj, unsigned int Node, char* name, int maxlen ); 
	virtual unsigned int GetNodeTransform( int* Obj, unsigned int hNode, Transform* trans, char bWorldSpace );
	virtual unsigned int GetModelNextNode( int* Obj, unsigned int Node, unsigned int &Next );
			virtual void Function17();
			virtual void Function18();
			virtual void Function19();
			virtual void Function20();
	virtual unsigned int GetNumNodes( int* Obj, unsigned int &num ); 
};
Quote Originally Posted by NotRealPro View Post
I am, how do you go about updating it?

(class im using)
Code:
class cLTModel
{
public:
			virtual void Function0();
			virtual void Function1();
			virtual void Function2();
			virtual void Function3();
			virtual void Function4();
			virtual void Function5();
			virtual void Function6();
			virtual void Function7();
			virtual void Function8();
			virtual void Function9();
			virtual void Function10();
			virtual void Function11();
			virtual void Function12();
	virtual unsigned int GetBoneNode( int* Obj,const char* nodeName, unsigned int Node ); 
	virtual unsigned int GetNodeName( int* Obj, unsigned int Node, char* name, int maxlen ); 
	virtual unsigned int GetNodeTransform( int* Obj, unsigned int hNode, Transform* trans, char bWorldSpace );
	virtual unsigned int GetModelNextNode( int* Obj, unsigned int Node, unsigned int &Next );
			virtual void Function17();
			virtual void Function18();
			virtual void Function19();
			virtual void Function20();
	virtual unsigned int GetNumNodes( int* Obj, unsigned int &num ); 
};
Open up ReClass and have a look around. Can't be that hard if J and I got it to work
Quote Originally Posted by Saltine View Post


Open up ReClass and have a look around. Can't be that hard if J and I got it to work
I dont know how to get the base address for this class, can you point me in the right direction?
I got it working awhile ago, someone close this thread please

(to people also have the same problem, its a super easy fix if you understand classes)
Code:
pLTModel = (cLTModel*)pClientShellBase->ILTModel;
cMisc.add_logg("TheAddress: %X", (DWORD)pClientShellBase->ILTModel);
Then go to reclass and put this address in.
Then, Make at the first address a virtual table and look if the ASM code returns something...
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