Code snippets and general CA Info

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Code snippets and general CA Info
Decided to name the thread this since it would be pointless making new threads whenever I wanted to release something random and possibly useful. (could even do with a sticky )

This time its 2 functions from the CameraMgr called PointAtPosition() and MoveCameraToPosition()

Code:
// Point the camera at a position from a position
        void PointAtPosition(const LTVector &pos, const LTRotation &rot, const LTVector &pointFrom);

0x3740FCD0
Code:
// Move the camera to a position over a time period
        void MoveCameraToPosition(LTVector pos, float deltaTime);

0x37410960
Example Usage:
Code:
void AimAtPlayer(HOBJECT player)
{
LTVector vTargetPos;
LTRotation rRot;
g_pLTClient->GetObjectPos(player, &vTargetPos); //g_pLTClient + 0x90
g_pLTClient->GetObjectRotation(player, &rRot); //g_pLTClient + 0x94

PointAtPosition(pos, rot, localposhere);
}

All untested but it seems to be somewhat correct, PointAtPosition could be used for aimbot and MoveCameraToPosition for ghostmode and telekill im assuming.

Goodluck
Lol you're back on here? I remember like 3 years ago I saw you on here haha
here is some classes i was reversing. as you can see some of them are empty, cbf reversing them you do it

if u use them or find them helpful please credit me or something took me a while

also these are for na, no idea if they work for the current patch of eu, i would assume so as eu is normally 1 patch behind na for a week or more

credits to @matypatty for being swagger, and @supercarz1991 for his TO2 source which helped me id and label some of these.

Code:
class CPlayerMgr
{
public:
	char _0x0000[24];
	CClientWeaponMgr* pClientWeaponMgr; //0x0018 
	char _0x001C[12];
	__int32 bLastSent3rdPerson; //0x0028 
	DWORD dwPlayerFlags; //0x002C 
	PlayerState dwPlayerState; //0x0030
	char _0x0034[8];
	LTRotation vRot; //0x003C 
	float fPitch; //0x004C 
	float fYaw; //0x0050 
	float fRoll; //0x0054 
	float fFireJitterPitch; //0x0058 
	float fFireJitterYaw; //0x005C 
	char _0x0060[168];
	BOOL bStartedDuckingDown; //0x0108 
	BOOL bStartedDuckingUp; //0x010C 
	float fCamDuck; //0x0110 
	float fDuckDownV; //0x0114 
	float fDuckUpV; //0x0118 
	float fMaxDuckDist; //0x011C 
	float fStartDuckTime; //0x0120 
	BOOL bCamera; //0x0124 
	D3DXVECTOR3 vSSLightScale; //0x0128 super spy light scale
	CObject* hCameraObj; //0x0134 
	CPlayerCamera* pPlayerCamera; //0x0138 
	BOOL bCameraOnHead; //0x013C 
	BOOL bFirstUpdate; //0x0140 
	BOOL b********dated; //0x0144 
	BOOL bStrafing; //0x0148 
	BOOL bHoldingMouseLook; //0x014C 
};//Size=0x0150

class CObject
{
public:
	char _0x0000[4];
	D3DXVECTOR3 vMinPos; //0x0004 
	D3DXVECTOR3 vMaxPos; //0x0010 
	char _0x001C[156];
	D3DXVECTOR3 DimOffset; //0x00B8 

};//Size=0x00C4

class CPlayerCamera
{
public:
	CObject* hTarget; //0x0000 
	CLTClient* pLTClient; //0x0004 
	LTRotation vRot; //0x0008
	D3DXVECTOR3 vPos; //0x0018 
	D3DXVECTOR3 vLastTargetPos; //0x0024 
	D3DXVECTOR3 vLastOptPos; //0x0030 
	LTRotation vLastTarget; //0x003C 
	__int32 nOrientation; //0x004C 
	__int32 nSaveOrientation; //0x0050 
	__int32 nCameraMode; //0x0054 
	__int32 nSaveCameraMode; //0x0058 
	__int32 nPointType; //0x005C 
	float fOptX; //0x0060 
	float fOptY; //0x0064 
	float fPOptZ; //0x0068 
	float fCamDistback; //0x006C 
	float fCamDistUp; //0x0070 
	float fCamDistDiag; //0x0074 
	BOOL bSlide; //0x0078 
	D3DXVECTOR3 vTargetChaseOffset; //0x007C 
	D3DXVECTOR3 vTartegPointAtOffset; //0x0088 
	float fCircleHightOffset; //0x0094 
	float fCircleRadius; //0x0098 
	char _0x009C[44];
	D3DXVECTOR3 vTargetFirstPersonOffset; //0x00C8 
	char _0x00D4[12];
	float fThirdPersonCameraRadiusOut; //0x00E0 
};//Size=0x00E4

class CClientWeaponMgr
{
public:
	CClientWeapon **pClientWeapons; //0x0000 
	__int32 nMaxWeapons; //0x0004 
	__int32 nCurrentIndex; //0x0008 
	CClientWeapon* pCurrentWeapon; //0x000C 
	bool bWeaponsEnabled; //0x0010 
	bool bWeaponsVisible; //0x0011 
	char _0x0014[10];
	__int32 nDefaultWeaponID; //0x001C 
	char _0x0020[4];
	__int32 nLastWeaponID; //0x0024 
};//Size=0x0028

class CClientWeapon
{
public:
	char _0x0000[300];
};//Size=0x012C

class CWeaponInfo
{
public:
	char _0x0000[4];
	__int32 nWeaponID; //0x0004 
	char _0x0008[4];
	__int32 nClientWeaponType; //0x000C 
	char _0x0010[8];
	D3DXVECTOR3 vModelPos; //0x0018 
	D3DXVECTOR3 vMuzzlePos; //0x0024 
	D3DXVECTOR3 vBreachOffset; //0x0030 
	char _0x003C[624];
	__int32 nShotsPerClip; //0x02AC 
	char _0x02B0[52];
	float fZoomTime; //0x02E4 
	DWORD dwMinPerturb; //0x02E8 
	DWORD dwMaxPerturb; //0x02EC 
	float fDuckPerturb; //0x02F0
	float fMoveDuckPerturb; //0x02F4
	DWORD dwZoomedMinPerturb; //0x02F8 
	DWORD dwZoomedMaxPerturb; //0x02FC 
	__int32 nRange; //0x0300 
	char _0x0304[52];
	float fPerturbIncSpeed; //0x0338 
	float fPerturbDecSpeed; //0x033C 
	char _0x0340[4];
	float fZoomedPerturbIncSpeed; //0x0344 
	float fZoomedPerturbDecSpeed; //0x0348 
	char _0x034C[8];
	float fBaseCamRecoilPitch; //0x0354
	float fBaseCamRecoilAccelPitch; //0x0358
	char _0x035C[40];
	float fTripleShotMaxCamRecoilPitch; //0x0384
	float fTripleShotBaseCamRecoilPitch; //0x0388
	char _0x038C[4];
	DWORD dwTripleShotMinPerturb; //0x0390 
	DWORD dwTripleShotMaxPerturb; //0x0394 
	float fTripleShotPerturbIncSpeed; //0x0398 
	float fTripleShotPerturbDecSpeed; //0x039C 
	char _0x03A0[156];
	bool bDisableCrosshair; //0x043C 
	char _0x043D[19];
	float fCameraSwayXFreq; //0x0450
	float fCameraSwayYFreq; //0x0454
};//Size=0x0458

class CAmmoInfo
{
public:
	char _0x0000[64];
};//Size=0x0040

class CModInfo
{
public:
	char _0x0000[64];
};//Size=0x0040

class CGearInfo
{
public:
	char _0x0000[64];
};//Size=0x0040

class CWeaponAnisInfo
{
public:
	char _0x0000[64];
};//Size=0x0040

//Generated using ReClass 2013 Mod by CypherPresents
//Real: 0x379E9D50 + 15E0
class CWeaponMgr
{
public:
	char _0x0000[5600]; //0x0000 
	CWeaponInfo** pWeaponList; //0x15E0 
	__int32 nNumWeapons; //0x15E4 
	CAmmoInfo** pAmmoList; //0x15E8 
	__int32 nNumAmmos; //0x15EC 
	CModInfo** pModList; //0x15F0 
	__int32 nNumMods; //0x15F4 
	CGearInfo** pGearList; //0x15F8 
	__int32 nNumGear; //0x15FC 
	char _0x1600[4];
	CWeaponAnisInfo** pWeaponAnisList; //0x1604 
	__int32 nNumWeaponAnis; //0x1608 
	char _0x160C[4];
	__int32* pWeaponOrder; //0x1610 
	char _0x1614[4];
	__int32 nFirstPlayerWeapon; //0x1618 
	__int32 nLastPlayerWeapon; //0x161C 
	__int32* pClasses; //0x1620 
	char _0x1624[4];
	__int32 nNumClasses; //0x1628 
};//Size=0x162C

class CSFXList
{
public:
char _0x0000[4];
	DWORD *pAgeArray; //0x0004
	DWORD dwArraySize; //0x0008
	DWORD dwNumElements; //0x000C
};//Size=0x0010

class CSFXMgr
{
public:
	CSFXList Item[0x3D]; //0x0000
};//Size=0x03D0

class cCharacterFX
{
public:
char _0x0000[4];
	float fTick; //0x0004 
char _0x0008[8];
	CObject* obj; //0x0010 
char _0x0014[44];
	__int32 bIsPlayer; //0x0040 
char _0x0044[68];
	D3DXVECTOR3 ViewAngles; //0x0088 
char _0x0094[12];
	D3DXVECTOR3 DimOffset; //0x00A0 
char _0x00AC[1213];
	BYTE bIsDead; //0x0569 
	BYTE bSpawnShield; //0x056A 
char _0x056C[13];
	CObject* pHitObj; //0x0578 
	CHitBox* pHitBox; //0x057C 
char _0x0580[52];
	__int32 nWeaponId; //0x05B4 
char _0x05B8[44];
	WORD wHealth; //0x05E4 
	WORD wArmor; //0x05E6 
char _0x05E8[4];
	__int32 nID; //0x05EC 
};//Size=0x05F0

class CHitBox
{
public:
char _0x0000[4];
	D3DXVECTOR3 MinPos; //0x0004 
	D3DXVECTOR3 MaxPos; //0x0010 
char _0x001C[156];
	D3DXVECTOR3 DimOffset; //0x00B8 
};//Size=0x00C4

class CPlayerInfo
{
public:
	__int32 nPing; //0x0000 
	__int32 nPlayerID; //0x0004 
	char _0x0008[12];
	char szName[12]; //0x0014 
	char _0x0020[12];
	CObject* Object; //0x002C 
	__int32 nKills; //0x0030 
	__int32 nDeaths; //0x0034 
	char _0x0038[60];
	__int32 nTeam; //0x0074 
	char _0x0078[4];
	BYTE bIsDead; //0x007C 
	char _0x007D[655];
	CPlayerInfo* pPrev; //0x030C 
	CPlayerInfo* pNext; //0x0310 
};//Size=0x033C

class CClientInfoMgr
{
public:
	char _0x0000[4];
	CPlayerInfo* pClients; //0x0004 
	__int32 nLocalID; //0x0008 
	char _0x000C[256];
	__int32 nAlphaScore; //0x010C 
	__int32 nBravoScore; //0x0110 

	__forceinline CPlayerInfo *GetPlayerByID(int nID)
	{
		CPlayerInfo *pRet = this->pClients;
		
		while (pRet) {
			if (pRet->nPlayerID == nID)
				return pRet;			
			pRet = pRet->pNext;
		}		
		return NULL;
	}

	__forceinline CPlayerInfo *GetLocalPlayer()
	{
		return this->GetPlayerByID(this->nLocalID);
	}

	__forceinline vector<CPlayerInfo *> *GetPlayers()
	{
		vector<CPlayerInfo *> *vPlayers = new vector<CPlayerInfo *>();
		
		CPlayerInfo *pIter = this->pClients;		
		
		while (pIter) {
			vPlayers->push_back(pIter);
			pIter = pIter->pNext;
		}		
		
		return vPlayers;
	}

	__forceinline int GetPlayerCount()
	{
		int nCount = 0;
		
		CPlayerInfo *pIter = this->pClients;
		
		while (pIter) {
			nCount++;
			pIter = pIter->pNext;			
		}		
		return nCount;
	}

	__forceinline char *GetplayerName(int nID)
	{
		CPlayerInfo *pIter = this->pClients;
		
		while (pIter) {
			if (pIter->nPlayerID = nID)
				return pIter->szName;			
			pIter = pIter->pNext;
		}		
		return "error";
	}
};//Size=0x0114

class CD3DDrawPrim
{
public:
	char pad0[16124]; //0x0000 
	D3DVIEWPORT9 Viewport; //0x3EFC 
	char _0x3F14[60];
	D3DXMATRIX mWorld; //0x3F50 
	D3DXMATRIX mView; //0x3F90 
	D3DXMATRIX mProj; //0x3FD0 
};//Size=0x4010
Quote Originally Posted by Timboy67678 View Post
here is some classes i was reversing. as you can see some of them are empty, cbf reversing them you do it

if u use them or find them helpful please credit me or something took me a while

also these are for na, no idea if they work for the current patch of eu, i would assume so as eu is normally 1 patch behind na for a week or more

credits to @matypatty for being swagger, and @supercarz1991 for his TO2 source which helped me id and label some of these.

Code:
class CPlayerMgr
{
public:
    char _0x0000[24];
    CClientWeaponMgr* pClientWeaponMgr; //0x0018 
    char _0x001C[12];
    __int32 bLastSent3rdPerson; //0x0028 
    DWORD dwPlayerFlags; //0x002C 
    PlayerState dwPlayerState; //0x0030
    char _0x0034[8];
    LTRotation vRot; //0x003C 
    float fPitch; //0x004C 
    float fYaw; //0x0050 
    float fRoll; //0x0054 
    float fFireJitterPitch; //0x0058 
    float fFireJitterYaw; //0x005C 
    char _0x0060[168];
    BOOL bStartedDuckingDown; //0x0108 
    BOOL bStartedDuckingUp; //0x010C 
    float fCamDuck; //0x0110 
    float fDuckDownV; //0x0114 
    float fDuckUpV; //0x0118 
    float fMaxDuckDist; //0x011C 
    float fStartDuckTime; //0x0120 
    BOOL bCamera; //0x0124 
    D3DXVECTOR3 vSSLightScale; //0x0128 super spy light scale
    CObject* hCameraObj; //0x0134 
    CPlayerCamera* pPlayerCamera; //0x0138 
    BOOL bCameraOnHead; //0x013C 
    BOOL bFirstUpdate; //0x0140 
    BOOL b********dated; //0x0144 
    BOOL bStrafing; //0x0148 
    BOOL bHoldingMouseLook; //0x014C 
};//Size=0x0150

class CObject
{
public:
    char _0x0000[4];
    D3DXVECTOR3 vMinPos; //0x0004 
    D3DXVECTOR3 vMaxPos; //0x0010 
    char _0x001C[156];
    D3DXVECTOR3 DimOffset; //0x00B8 

};//Size=0x00C4

class CPlayerCamera
{
public:
    CObject* hTarget; //0x0000 
    CLTClient* pLTClient; //0x0004 
    LTRotation vRot; //0x0008
    D3DXVECTOR3 vPos; //0x0018 
    D3DXVECTOR3 vLastTargetPos; //0x0024 
    D3DXVECTOR3 vLastOptPos; //0x0030 
    LTRotation vLastTarget; //0x003C 
    __int32 nOrientation; //0x004C 
    __int32 nSaveOrientation; //0x0050 
    __int32 nCameraMode; //0x0054 
    __int32 nSaveCameraMode; //0x0058 
    __int32 nPointType; //0x005C 
    float fOptX; //0x0060 
    float fOptY; //0x0064 
    float fPOptZ; //0x0068 
    float fCamDistback; //0x006C 
    float fCamDistUp; //0x0070 
    float fCamDistDiag; //0x0074 
    BOOL bSlide; //0x0078 
    D3DXVECTOR3 vTargetChaseOffset; //0x007C 
    D3DXVECTOR3 vTartegPointAtOffset; //0x0088 
    float fCircleHightOffset; //0x0094 
    float fCircleRadius; //0x0098 
    char _0x009C[44];
    D3DXVECTOR3 vTargetFirstPersonOffset; //0x00C8 
    char _0x00D4[12];
    float fThirdPersonCameraRadiusOut; //0x00E0 
};//Size=0x00E4

class CClientWeaponMgr
{
public:
    CClientWeapon **pClientWeapons; //0x0000 
    __int32 nMaxWeapons; //0x0004 
    __int32 nCurrentIndex; //0x0008 
    CClientWeapon* pCurrentWeapon; //0x000C 
    bool bWeaponsEnabled; //0x0010 
    bool bWeaponsVisible; //0x0011 
    char _0x0014[10];
    __int32 nDefaultWeaponID; //0x001C 
    char _0x0020[4];
    __int32 nLastWeaponID; //0x0024 
};//Size=0x0028

class CClientWeapon
{
public:
    char _0x0000[300];
};//Size=0x012C

class CWeaponInfo
{
public:
    char _0x0000[4];
    __int32 nWeaponID; //0x0004 
    char _0x0008[4];
    __int32 nClientWeaponType; //0x000C 
    char _0x0010[8];
    D3DXVECTOR3 vModelPos; //0x0018 
    D3DXVECTOR3 vMuzzlePos; //0x0024 
    D3DXVECTOR3 vBreachOffset; //0x0030 
    char _0x003C[624];
    __int32 nShotsPerClip; //0x02AC 
    char _0x02B0[52];
    float fZoomTime; //0x02E4 
    DWORD dwMinPerturb; //0x02E8 
    DWORD dwMaxPerturb; //0x02EC 
    float fDuckPerturb; //0x02F0
    float fMoveDuckPerturb; //0x02F4
    DWORD dwZoomedMinPerturb; //0x02F8 
    DWORD dwZoomedMaxPerturb; //0x02FC 
    __int32 nRange; //0x0300 
    char _0x0304[52];
    float fPerturbIncSpeed; //0x0338 
    float fPerturbDecSpeed; //0x033C 
    char _0x0340[4];
    float fZoomedPerturbIncSpeed; //0x0344 
    float fZoomedPerturbDecSpeed; //0x0348 
    char _0x034C[8];
    float fBaseCamRecoilPitch; //0x0354
    float fBaseCamRecoilAccelPitch; //0x0358
    char _0x035C[40];
    float fTripleShotMaxCamRecoilPitch; //0x0384
    float fTripleShotBaseCamRecoilPitch; //0x0388
    char _0x038C[4];
    DWORD dwTripleShotMinPerturb; //0x0390 
    DWORD dwTripleShotMaxPerturb; //0x0394 
    float fTripleShotPerturbIncSpeed; //0x0398 
    float fTripleShotPerturbDecSpeed; //0x039C 
    char _0x03A0[156];
    bool bDisableCrosshair; //0x043C 
    char _0x043D[19];
    float fCameraSwayXFreq; //0x0450
    float fCameraSwayYFreq; //0x0454
};//Size=0x0458

class CAmmoInfo
{
public:
    char _0x0000[64];
};//Size=0x0040

class CModInfo
{
public:
    char _0x0000[64];
};//Size=0x0040

class CGearInfo
{
public:
    char _0x0000[64];
};//Size=0x0040

class CWeaponAnisInfo
{
public:
    char _0x0000[64];
};//Size=0x0040

//Generated using ReClass 2013 Mod by CypherPresents
//Real: 0x379E9D50 + 15E0
class CWeaponMgr
{
public:
    char _0x0000[5600]; //0x0000 
    CWeaponInfo** pWeaponList; //0x15E0 
    __int32 nNumWeapons; //0x15E4 
    CAmmoInfo** pAmmoList; //0x15E8 
    __int32 nNumAmmos; //0x15EC 
    CModInfo** pModList; //0x15F0 
    __int32 nNumMods; //0x15F4 
    CGearInfo** pGearList; //0x15F8 
    __int32 nNumGear; //0x15FC 
    char _0x1600[4];
    CWeaponAnisInfo** pWeaponAnisList; //0x1604 
    __int32 nNumWeaponAnis; //0x1608 
    char _0x160C[4];
    __int32* pWeaponOrder; //0x1610 
    char _0x1614[4];
    __int32 nFirstPlayerWeapon; //0x1618 
    __int32 nLastPlayerWeapon; //0x161C 
    __int32* pClasses; //0x1620 
    char _0x1624[4];
    __int32 nNumClasses; //0x1628 
};//Size=0x162C

class CSFXList
{
public:
char _0x0000[4];
    DWORD *pAgeArray; //0x0004
    DWORD dwArraySize; //0x0008
    DWORD dwNumElements; //0x000C
};//Size=0x0010

class CSFXMgr
{
public:
    CSFXList Item[0x3D]; //0x0000
};//Size=0x03D0

class cCharacterFX
{
public:
char _0x0000[4];
    float fTick; //0x0004 
char _0x0008[8];
    CObject* obj; //0x0010 
char _0x0014[44];
    __int32 bIsPlayer; //0x0040 
char _0x0044[68];
    D3DXVECTOR3 ViewAngles; //0x0088 
char _0x0094[12];
    D3DXVECTOR3 DimOffset; //0x00A0 
char _0x00AC[1213];
    BYTE bIsDead; //0x0569 
    BYTE bSpawnShield; //0x056A 
char _0x056C[13];
    CObject* pHitObj; //0x0578 
    CHitBox* pHitBox; //0x057C 
char _0x0580[52];
    __int32 nWeaponId; //0x05B4 
char _0x05B8[44];
    WORD wHealth; //0x05E4 
    WORD wArmor; //0x05E6 
char _0x05E8[4];
    __int32 nID; //0x05EC 
};//Size=0x05F0

class CHitBox
{
public:
char _0x0000[4];
    D3DXVECTOR3 MinPos; //0x0004 
    D3DXVECTOR3 MaxPos; //0x0010 
char _0x001C[156];
    D3DXVECTOR3 DimOffset; //0x00B8 
};//Size=0x00C4

class CPlayerInfo
{
public:
    __int32 nPing; //0x0000 
    __int32 nPlayerID; //0x0004 
    char _0x0008[12];
    char szName[12]; //0x0014 
    char _0x0020[12];
    CObject* Object; //0x002C 
    __int32 nKills; //0x0030 
    __int32 nDeaths; //0x0034 
    char _0x0038[60];
    __int32 nTeam; //0x0074 
    char _0x0078[4];
    BYTE bIsDead; //0x007C 
    char _0x007D[655];
    CPlayerInfo* pPrev; //0x030C 
    CPlayerInfo* pNext; //0x0310 
};//Size=0x033C

class CClientInfoMgr
{
public:
    char _0x0000[4];
    CPlayerInfo* pClients; //0x0004 
    __int32 nLocalID; //0x0008 
    char _0x000C[256];
    __int32 nAlphaScore; //0x010C 
    __int32 nBravoScore; //0x0110 

    __forceinline CPlayerInfo *GetPlayerByID(int nID)
    {
        CPlayerInfo *pRet = this->pClients;
        
        while (pRet) {
            if (pRet->nPlayerID == nID)
                return pRet;            
            pRet = pRet->pNext;
        }        
        return NULL;
    }

    __forceinline CPlayerInfo *GetLocalPlayer()
    {
        return this->GetPlayerByID(this->nLocalID);
    }

    __forceinline vector<CPlayerInfo *> *GetPlayers()
    {
        vector<CPlayerInfo *> *vPlayers = new vector<CPlayerInfo *>();
        
        CPlayerInfo *pIter = this->pClients;        
        
        while (pIter) {
            vPlayers->push_back(pIter);
            pIter = pIter->pNext;
        }        
        
        return vPlayers;
    }

    __forceinline int GetPlayerCount()
    {
        int nCount = 0;
        
        CPlayerInfo *pIter = this->pClients;
        
        while (pIter) {
            nCount++;
            pIter = pIter->pNext;            
        }        
        return nCount;
    }

    __forceinline char *GetplayerName(int nID)
    {
        CPlayerInfo *pIter = this->pClients;
        
        while (pIter) {
            if (pIter->nPlayerID = nID)
                return pIter->szName;            
            pIter = pIter->pNext;
        }        
        return "error";
    }
};//Size=0x0114

class CD3DDrawPrim
{
public:
    char pad0[16124]; //0x0000 
    D3DVIEWPORT9 Viewport; //0x3EFC 
    char _0x3F14[60];
    D3DXMATRIX mWorld; //0x3F50 
    D3DXMATRIX mView; //0x3F90 
    D3DXMATRIX mProj; //0x3FD0 
};//Size=0x4010
Thank man for class i want to be back Hack CANA But i didnt know from where to start thank i will test it in CAEU TO

Quote Originally Posted by zikox View Post
Thank man for class i want to be back Hack CANA But i didnt know from where to start thank i will test it in CAEU TO
Btw if you have skype add me Sorrykid12
Pro. Look, you know who I am. ;P
Quote Originally Posted by Dylancool16 View Post
Pro. Look, you know who I am. ;P
kelly u wan sum fk
that awes000meee!!
Well found this little function, pretty interesting.
You can switch to screen 2 which is like a GM test screen and you can join and host games (inb4 supercarz has an orgasm)

Code:
void pSwitchToScreen(int screen)
{
	__asm{
		mov eax, screen;
		push eax;
		mov ecx, 379996c0h;
		mov eax, 373B1B70h;
		call eax;
	}
}
please give credits to myself and timboy67678, its pretty obvious if you use it and we will find you.

these might also help you:

to bypass the server.cfg check jump from 0x3727FE15 to 0x3727FE8F

to call launch game on the host screen since there is no button:
Code:
void pLaunchGame(int unk)
{
	__asm
	{
		mov eax, unk;
		push unk;
		mov eax, 3727ECB0h;
		call eax;
	}
}
pls dont make a private server thats illegal

Quote Originally Posted by matypatty View Post
Well found this little function, pretty interesting.
You can switch to screen 2 which is like a GM test screen and you can join and host games (inb4 supercarz has an orgasm)

Code:
void pSwitchToScreen(int screen)
{
	__asm{
		mov eax, screen;
		push eax;
		mov ecx, 379996c0h;
		mov eax, 373B1B70h;
		call eax;
	}
}
please give credits to myself and timboy67678, its pretty obvious if you use it and we will find you.

these might also help you:

to bypass the server.cfg check jump from 0x3727FE15 to 0x3727FE8F

to call launch game on the host screen since there is no button:
Code:
void pLaunchGame(int unk)
{
	__asm
	{
		mov eax, unk;
		push unk;
		mov eax, 3727ECB0h;
		call eax;
	}
}
pls dont make a private server thats illegal

your quite a bit late
Quote Originally Posted by matypatty View Post

pls dont make a private server thats illegal
br's understood:

"pls make a private server, thats totally legal"

gud stuf, tehnxh fur post1ng.

+r3p
Quote Originally Posted by supercarz1991 View Post
your quite a bit late
im talking about an actual private server
Someone I Can Pass The Address Of The GOAT HackShield Updated Cheat Engine?
You da man Matt like always
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