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Home › Forum › MultiPlayer Game Hacks & Cheats › Combat Arms Hacks & Cheats › Combat Arms Hack Coding / Programming / Source Code › Combat Arms Unified - Classes & Function (June 2016)

Combat Arms Unified - Classes & Function (June 2016)

Posts 1–3 of 3 · Page 1 of 1
M4
M4L1F1C
Combat Arms Unified - Classes & Function (June 2016)
I had this laying around, it's the best way to get SFXMgr pointer.
Addresses are up2date.

These are the current classes:
Code:
class cPlayerInfo
{
public:
 __int32 Index; //0x0000 
 union
 {
  cObject* pObject; //0x0004 
  int *Object; //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 
 __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 
 __int32 GPReceived; //0x01D8 
 char pad_0x01DC[0x84]; //0x01DC
 __int32 RankID; //0x0260 
 char pad_0x0264[0x70]; //0x0264
 __int32 CountryID; //0x02D4 
 char pad_0x02D8[0x30]; //0x02D8
 __int32 KillAssists; //0x0308 
 char pad_0x030C[0x48]; //0x030C
 cPlayerInfo* pPlayerPrev; //0x0354 
 cPlayerInfo* pPlayerNext; //0x0358 
 char pad_0x035C[0x2CE4]; //0x035C

};//Size=0x3040

class cCharacterFX
{
public:
 char pad_0x0000[0x4]; //0x0000
 float fTick; //0x0004 
 char pad_0x0008[0x8]; //0x0008
 union
 {
  cObject *pObject; //0x0010
  int *Object;      //0x0010
 };
 char pad_0x0014[0x2C]; //0x0014
 __int32 isPlayer; //0x0040 
 char pad_0x0044[0x34]; //0x0044
 BYTE spacer_Unknown00; //0x0078 
 char pad_0x0079[0x4DF]; //0x0079
 unsigned char spacer_Unknown01; //0x0558 
 unsigned char bIsDead; //0x0559 
 bool bSpawnShield; //0x055A 
 char pad_0x055B[0x9]; //0x055B
 union
 {
  cHitbox *pHitbox; //0x0564
  int *Hitbox;      //0x0564
 };
 char pad_0x0568[0x64]; //0x0568
 WORD Health; //0x05CC 
 WORD Armor; //0x05CE 
 char pad_0x05D0[0x2]; //0x05D0
 unsigned char spacer_Unknown02; //0x05D2 
 unsigned char spacer_Unknown03; //0x05D3 
 __int32 Index; //0x05D4 
 char pad_0x05D8[0x6AA]; //0x05D8

};//Size=0x0C82
Engine Function:
Code:
typedef DWORD(__thiscall* oGetSFXMgr)(DWORD dwThis);
oGetSFXMgr GetSFXMgr;
* This engine function is the fastest way to get SFXMgr pointer WITHOUT GameClientShell *

Usage:
Code:
// Addresses (Up2Date)
DWORD dw_SFXThisCall = 0x37ACEAB0;
DWORD dw_SFXFunc = 0x371C7830;

// Assign Address
GetSFXMgr = (oGetSFXMgr)dw_SFXFunc;

// Call Function (& Get pointer back)
dw_SFXMgr = GetSFXMgr((*(DWORD*)dw_SFXThisCall));

// Pointer Usage
cSFXMgr *p_SFXMgr = (cSFXMgr*)dw_SFXMgr;
Credits:
- M4L1F1C
#1 · 10y ago
XX
xXIGORXx
DWORD dw_SFXThisCall = 0x37ACEAB0;
DWORD dw_SFXFunc = 0x371C7830;

please update for Combat Arms Brazil
#2 · 10y ago
DA
DAGER-05
Quote Originally Posted by M4L1F1C View Post
I had this laying around, it's the best way to get SFXMgr pointer.
Addresses are up2date.

These are the current classes:
Code:
class cPlayerInfo
{
public:
 __int32 Index; //0x0000 
 union
 {
  cObject* pObject; //0x0004 
  int *Object; //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 
 __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 
 __int32 GPReceived; //0x01D8 
 char pad_0x01DC[0x84]; //0x01DC
 __int32 RankID; //0x0260 
 char pad_0x0264[0x70]; //0x0264
 __int32 CountryID; //0x02D4 
 char pad_0x02D8[0x30]; //0x02D8
 __int32 KillAssists; //0x0308 
 char pad_0x030C[0x48]; //0x030C
 cPlayerInfo* pPlayerPrev; //0x0354 
 cPlayerInfo* pPlayerNext; //0x0358 
 char pad_0x035C[0x2CE4]; //0x035C

};//Size=0x3040

class cCharacterFX
{
public:
 char pad_0x0000[0x4]; //0x0000
 float fTick; //0x0004 
 char pad_0x0008[0x8]; //0x0008
 union
 {
  cObject *pObject; //0x0010
  int *Object;      //0x0010
 };
 char pad_0x0014[0x2C]; //0x0014
 __int32 isPlayer; //0x0040 
 char pad_0x0044[0x34]; //0x0044
 BYTE spacer_Unknown00; //0x0078 
 char pad_0x0079[0x4DF]; //0x0079
 unsigned char spacer_Unknown01; //0x0558 
 unsigned char bIsDead; //0x0559 
 bool bSpawnShield; //0x055A 
 char pad_0x055B[0x9]; //0x055B
 union
 {
  cHitbox *pHitbox; //0x0564
  int *Hitbox;      //0x0564
 };
 char pad_0x0568[0x64]; //0x0568
 WORD Health; //0x05CC 
 WORD Armor; //0x05CE 
 char pad_0x05D0[0x2]; //0x05D0
 unsigned char spacer_Unknown02; //0x05D2 
 unsigned char spacer_Unknown03; //0x05D3 
 __int32 Index; //0x05D4 
 char pad_0x05D8[0x6AA]; //0x05D8

};//Size=0x0C82
Engine Function:
Code:
typedef DWORD(__thiscall* oGetSFXMgr)(DWORD dwThis);
oGetSFXMgr GetSFXMgr;
* This engine function is the fastest way to get SFXMgr pointer WITHOUT GameClientShell *

Usage:
Code:
// Addresses (Up2Date)
DWORD dw_SFXThisCall = 0x37ACEAB0;
DWORD dw_SFXFunc = 0x371C7830;

// Assign Address
GetSFXMgr = (oGetSFXMgr)dw_SFXFunc;

// Call Function (& Get pointer back)
dw_SFXMgr = GetSFXMgr((*(DWORD*)dw_SFXThisCall));

// Pointer Usage
cSFXMgr *p_SFXMgr = (cSFXMgr*)dw_SFXMgr;
Credits:
- M4L1F1C
bro have you maybe updated ?
class cWeaponInfo
#3 · 10y ago
Posts 1–3 of 3 · Page 1 of 1

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