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  1. #1
    nedkoss's Avatar
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    CS:GO Update 2017-08-18T (Spoonfeed thread)

    LoadFromBuffer sig
    Code:
     E8 ? ? ? ? 80 7D F8 00 ? ? 85 DB

    C_BaseCombatWeapon got its shit rearranged and lost quite some vfuncs:
    Code:
    float GetSpread() { return get_vfunc<float(__thiscall*)(void*)>(this, 439)(this); }
    		WeaponInfo_t* GetWeaponData() { return get_vfunc<WeaponInfo_t*(__thiscall*)(void*)>(this, 446)(this); }
    		float GetInaccuracy() { return get_vfunc<float(__thiscall*)(void*)>(this, 469)(this); }
    		void UpdateAccuracyPenalty() { get_vfunc<void(__thiscall*)(void*)>(this, 470)(this); }
    WeaponInfo_t struct updated
    Code:
    class CCSWeaponData
    	{
    	public:
     
    		virtual ~CCSWeaponData() {};
    		/*Parse(KeyValues *, char const*)
    		RefreshDynamicParameters(void)
    		GetPrimaryClipSize(C_EconItemView const*, int, float)const
    		GetSecondaryClipSize(C_EconItemView const*, int, float)const
    		GetDefaultPrimaryClipSize(C_EconItemView const*, int, float)const
    		GetDefaultSecondaryClipSize(C_EconItemView const*, int, float)const
    		GetPrimaryReserveAmmoMax(C_EconItemView const*, int, float)const
    		GetSecondaryReserveAmmoMax(C_EconItemView const*, int, float)const*/
     
    		char* m_szWeaponName; //0x0004 
    		char pad_0x0008[0x8]; //0x0008
    		CCStrike15ItemDefinition* m_pItemDefinition; //0x0010 
    		int m_iMaxClip1; //0x0014 
    		char pad_0x0018[0xC]; //0x0018
    		int m_iMaxAmmo; //0x0024 
    		char pad_0x0028[0x4]; //0x0028
    		char* m_szWorldModel; //0x002C 
    		char* m_szViewModel; //0x0030 
    		char* m_szDroppedModel; //0x0034 
    		char pad_0x0038[0x4]; //0x0038
    		char* N0000054E; //0x003C 
    		char pad_0x0040[0x38]; //0x0040
    		char* N0000055D; //0x0078 
    		char pad_0x007C[0x4]; //0x007C
    		char* m_szAmmoType; //0x0080 
    		char pad_0x0084[0x4]; //0x0084
    		char* m_szLocalizedName; //0x0088 
    		char pad_0x008C[0x3C]; //0x008C
    		int m_eWeaponType; //0x00C8 
    		int m_iPrice; //0x00CC 
    		char pad_0x00D0[0x4]; //0x00D0
    		char* m_szAnimationPrefix; //0x00D4 
    		char pad_0x00D8[0x14]; //0x00D8
    		int m_iDamage; //0x00EC 
    		float m_fArmorRatio; //0x00F0 
    		char pad_0x00F4[0x4]; //0x00F4
    		float m_fPenetration; //0x00F8 
    		char pad_0x00FC[0x8]; //0x00FC
    		float m_fRange; //0x0104 
    		float m_fRangeModifier; //0x0108 
    		char pad_0x010C[0x10]; //0x010C
    		bool m_bHasSilencer; //0x011C 
    		char pad_0x011D[0x10B]; //0x011D
    		bool m_bHasBurstmode; //0x0228 
    		bool m_bIsRevolver; //0x0229 
    		char pad_0x022A[0x1BE]; //0x022A
     
    	};

  2. #2
    Joplin's Avatar
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    ^ Post for attention.
    Alrealy same post got posted on ///
    Last edited by T-800; 08-18-2017 at 05:18 PM.

  3. #3
    IWillLeakYourP2C's Avatar
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    Quote Originally Posted by Joplin View Post
    ^ Post for attention.
    Alrealy same post got posted on uc...
    But not on mpgh so ?

  4. #4
    lol's Avatar
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    strong copy paste xd

  5. #5
    d1ckle's Avatar
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    this guy is a memer stop trying to steal credit

  6. #6
    Zaczero's Avatar
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    netvars list -> https://hastebin.com/ipijocareh.m
    ( not mine ;0 )
    . . . malsignature.com . . .



    [ global rules ] [ scam report ] [ image title ] [ name change ] [ anime force ]
    [ league of legends marketplace rules ] [ battlefield marketplace rules ]

    "because everytime you post a picture of anime in here
    your virginity's time increases by 1 month"
    ~Smoke 2/18/2018


    Former Staff 09-29-2018
    Battlefield Minion 07-21-2018
    Premium Seller 03-04-2018
    Publicist 12-10-2017
    League of Legends Minion 05-31-2017
    Premium 02-05-2017
    Member 10-13-2013

  7. #7
    Stringer5's Avatar
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    fuck you man this is already public you are only a copy paster thats it!!!

  8. #8
    parademebanir's Avatar
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    Anyone could help me out this is closing my game and I do not know how to upgrade someone would have it updated

    struct CCSWeaponInfo_t

    {
    char __pad0x0063[0x0063];
    char m_pszName[32]; //0x63
    char __pad0x0023[0x0023];
    char m_pszModel[32]; //0xA6
    char __pad0x0682[0x0682];
    int m_nType; //0x748
    char __pad0x0004[0x0004];
    int m_nID; //0x750
    char __pad0x0234[0x0234];
    BYTE m_IsFullAuto; //0x988
    char __pad0x001F[0x001F];
    float m_flPenetration; //0x9A8
    int m_nDamage; //0x9AC
    float m_flRange; //0x8B0
    float m_flRangeModifier; //0x9B4
    int m_nBullets; //0x9B8
    };

  9. #9
    Zaczero's Avatar
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    Quote Originally Posted by Stringer5 View Post
    fuck you man this is already public you are only a copy paster thats it!!!
    but he is first on mpgh
    . . . malsignature.com . . .



    [ global rules ] [ scam report ] [ image title ] [ name change ] [ anime force ]
    [ league of legends marketplace rules ] [ battlefield marketplace rules ]

    "because everytime you post a picture of anime in here
    your virginity's time increases by 1 month"
    ~Smoke 2/18/2018


    Former Staff 09-29-2018
    Battlefield Minion 07-21-2018
    Premium Seller 03-04-2018
    Publicist 12-10-2017
    League of Legends Minion 05-31-2017
    Premium 02-05-2017
    Member 10-13-2013

  10. #10
    iTzMeM8's Avatar
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    laff b1g thread pasted from///// no fucking problem
    Last edited by T-800; 08-18-2017 at 05:18 PM.

  11. #11
    PaLaS0's Avatar
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    n1ce paste from././ u sell?
    Last edited by T-800; 08-18-2017 at 05:18 PM.

  12. The Following User Says Thank You to PaLaS0 For This Useful Post:

    iTzMeM8 (08-18-2017)

  13. #12
    WildAssassinz's Avatar
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    alternative load from buffer sig:

    Code:
    55 8B EC 83 E4 F8 83 EC 34 53 8B 5D 0C 89 4C 24 04
    Current Projects:
    TurtleCheat GlowESP BunnyHop
    HelixGlow (With Permission from nullptr_t)

  14. #13
    Adi2071's Avatar
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    How to fix esp weapon name?



    Code:
    class CWeaponInfo
    {
    public:
    	char pad_0x0000[4]; // 0x0000
    	char* consoleName; // 0x0004
    	char pad_0008[12]; // 0x0008
    	int iMaxClip1; // 0x0014
    	int iMaxClip2; // 0x0018
    	int iDefaultClip1; // 0x001C
    	int iDefaultClip2; // 0x0020
    	char pad_0024[8]; // 0x0024
    	char* szWorldModel; // 0x002C
    	char* szViewModel; // 0x0030
    	char* szDroppedModel; // 0x0034
    	char pad_0038[4]; // 0x0038
    	char* N0000023E; // 0x003C
    	char pad_0040[56]; // 0x0040
    	char* szEmptySound; // 0x0078
    	char pad_007C[4]; // 0x007C
    	char* szBulletType; // 0x0080
    	char pad_0084[4]; // 0x0084
    	char* szHudName; // 0x0088
    	char* szWeaponName; // 0x008C
    	char pad_0090[56]; // 0x0090
    	int WeaponType; // 0x00C8
    	int iWeaponPrice; // 0x00CC
    	int iKillAward; // 0x00D0
    	char* szAnimationPrefix; // 0x00D4
    	float flCycleTime; // 0x00D8
    	float flCycleTimeAlt; // 0x00DC
    	float flTimeToIdle; // 0x00E0
    	float flIdleInterval; // 0x00E4
    	bool bFullAuto; // 0x00E8
    	char pad_0x00E5[3]; // 0x00E9
    	int iDamage; // 0x00EC
    	float m_flRange; // 0x081C
    	float m_flRangeModifier; //0x0820 
    	float flArmorRatio; // 0x00F0
    	int iBullets; // 0x00F4
    	float flPenetration; // 0x00F8
    	float flFlinchVelocityModifierLarge; // 0x00FC
    	float flFlinchVelocityModifierSmall; // 0x0100
    	float flRange; // 0x0104
    	float flRangeModifier; // 0x0108
    	float flThrowVelocity; // 0x010C
    	char pad_0x010C[12]; // 0x0110
    	bool bHasSilencer; // 0x011C
    	char pad_0x0119[3]; // 0x011D
    	char* pSilencerModel; // 0x0120
    	int iCrosshairMinDistance; // 0x0124
    	int iCrosshairDeltaDistance;// 0x0128 - iTeam?
    	float flMaxPlayerSpeed; // 0x012C
    	float flMaxPlayerSpeedAlt; // 0x0130
    	float flSpread; // 0x0134
    	float flSpreadAlt; // 0x0138
    	float flInaccuracyCrouch; // 0x013C
    	float flInaccuracyCrouchAlt; // 0x0140
    	float flInaccuracyStand; // 0x0144
    	float flInaccuracyStandAlt; // 0x0148
    	float flInaccuracyJumpInitial;// 0x014C
    	float flInaccuracyJump; // 0x0150
    	float flInaccuracyJumpAlt; // 0x0154
    	float flInaccuracyLand; // 0x0158
    	float flInaccuracyLandAlt; // 0x015C
    	float flInaccuracyLadder; // 0x0160
    	float flInaccuracyLadderAlt; // 0x0164
    	float flInaccuracyFire; // 0x0168
    	float flInaccuracyFireAlt; // 0x016C
    	float flInaccuracyMove; // 0x0170
    	float flInaccuracyMoveAlt; // 0x0174
    	float flInaccuracyReload; // 0x0178
    	int iRecoilSeed; // 0x017C
    	float flRecoilAngle; // 0x0180
    	float flRecoilAngleAlt; // 0x0184
    	float flRecoilAngleVariance; // 0x0188
    	float flRecoilAngleVarianceAlt; // 0x018C
    	float flRecoilMagnitude; // 0x0190
    	float flRecoilMagnitudeAlt; // 0x0194
    	float flRecoilMagnitudeVariance; // 0x0198
    	float flRecoilMagnitudeVarianceAlt; // 0x019C
    	float flRecoveryTimeCrouch; // 0x01A0
    	float flRecoveryTimeStand; // 0x01A4
    	float flRecoveryTimeCrouchFinal; // 0x01A8
    	float flRecoveryTimeStandFinal; // 0x01AC
    	int iRecoveryTransitionStartBullet;// 0x01B0 
    	int iRecoveryTransitionEndBullet; // 0x01B4
    	bool bUnzoomAfterShot; // 0x01B8
    	bool bHideViewModelZoomed; // 0x01B9
    	char pad_0x01B5[2]; // 0x01BA
    	char iZoomLevels[3]; // 0x01BC
    	int iZoomFOV[2]; // 0x01C0
    	float fZoomTime[3]; // 0x01C4
    	char* szWeaponClass; // 0x01D4
    	float flAddonScale; // 0x01D8
    	char pad_0x01DC[4]; // 0x01DC
    	char* szEjectBrassEffect; // 0x01E0
    	char* szTracerEffect; // 0x01E4
    	int iTracerFrequency; // 0x01E8
    	int iTracerFrequencyAlt; // 0x01EC
    	char* szMuzzleFlashEffect_1stPerson; // 0x01F0
    	char pad_0x01F4[4]; // 0x01F4
    	char* szMuzzleFlashEffect_3rdPerson; // 0x01F8
    	char pad_0x01FC[4]; // 0x01FC
    	char* szMuzzleSmokeEffect; // 0x0200
    	float flHeatPerShot; // 0x0204
    	char* szZoomInSound; // 0x0208
    	char* szZoomOutSound; // 0x020C
    	float flInaccuracyPitchShift; // 0x0210
    	float flInaccuracySoundThreshold; // 0x0214
    	float flBotAudibleRange; // 0x0218
    	BYTE pad_0x0218[8]; // 0x0220
    	char* pWrongTeamMsg; // 0x0224
    	bool bHasBurstMode; // 0x0228
    	BYTE pad_0x0225[3]; // 0x0229
    	bool bIsRevolver; // 0x022C
    	bool bCannotShootUnderwater; // 0x0230
    };
    
    namespace Engine
    {
    //[junk_enable /]
    	int CBaseWeapon::GetWeaponId()
    	{
    		typedef int( __thiscall* GetWeaponIDFn )( void* );
    		return GetMethod<GetWeaponIDFn>( this , 458 )( this );
    	}
    
    	int	CBaseWeapon::GetWeaponType()
    	{
    		typedef int( __thiscall* GetWeaponTypeFn )( void* );
    		return GetMethod<GetWeaponTypeFn>( this , 453 )( this );
    	}
    
    	int CBaseWeapon::GetWeaponAmmo()
    	{
    		return *(PINT)( ( DWORD )this + Offset::Entity::m_iClip1 );
    	}
    
    	int	CBaseWeapon::GetZoomLevel()
    	{
    		return *(PINT)( ( DWORD )this + Offset::Entity::m_zoomLevel );
    	}
    
    	bool CBaseWeapon::GetWeaponReload()
    	{
    		return *(bool*)( ( DWORD )this + Offset::Entity::m_bCanReload );
    	}
    
    	float CBaseWeapon::GetNextPrimaryAttack()
    	{
    		return *(float*)( ( DWORD )this + Offset::Entity::m_flNextPrimaryAttack );
    	}
    
    	CWeaponInfo* CBaseWeapon::GetWeaponInfo()
    	{
    		typedef CWeaponInfo*( __thiscall* GetWeaponDataFn )( void* );
    		return GetMethod< GetWeaponDataFn >( this , 446 )( this );
    	}
    
    	CBaseAttributableItem* CBaseWeapon::GeteAttributableItem()
    	{
    		return (CBaseAttributableItem*)( DWORD )this;
    	}
    
    	const char*	CBaseWeapon::GetName()
    	{
    		typedef const char* ( __thiscall* GetNameFn )( void* );
    		return GetMethod<GetNameFn>( this , 378 )( this );
    	}
    
    	const char*	CBaseWeapon::GetPrintName()
    	{
    		typedef const char* ( __thiscall* GetPrintNameFn )( void* );
    		return GetMethod<GetPrintNameFn>( this , 379 )( this );
    	}
    
    	int* CBaseAttributableItem::GetItemDefinitionIndex()
    	{
    		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iItemDefinitionIndex
    		return (PINT)( ( DWORD )this + Offset::Entity::m_iItemDefinitionIndex );
    	}
    
    	int* CBaseAttributableItem::GetItemIDHigh()
    	{
    		//DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iItemIDHigh
    		return (int*)( ( DWORD )this + Offset::Entity::m_iItemIDHigh );
    	}
    
    	int* CBaseAttributableItem::GetAccountID()
    	{
    		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iAccountID
    		return (int*)( ( DWORD )this + Offset::Entity::m_iAccountID );
    	}
    
    	int* CBaseAttributableItem::GetEntityQuality()
    	{
    		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iEntityQuality
    		return (int*)( ( DWORD )this + Offset::Entity::m_iEntityQuality );
    	}
    
    	int* CBaseAttributableItem::GetOriginalOwnerXuidLow()
    	{
    		// DT_BaseAttributableItem -> m_OriginalOwnerXuidLow
    		return (int*)( ( DWORD )this + Offset::Entity::m_OriginalOwnerXuidLow );
    	}
    
    	int* CBaseAttributableItem::GetOriginalOwnerXuidHigh()
    	{
    		// DT_BaseAttributableItem -> m_OriginalOwnerXuidHigh
    		return (int*)( ( DWORD )this + Offset::Entity::m_OriginalOwnerXuidHigh );
    	}
    
    	int* CBaseAttributableItem::GetFallbackPaintKit()
    	{
    		// DT_BaseAttributableItem -> m_nFallbackPaintKit
    		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackPaintKit );
    	}
    
    	float* CBaseAttributableItem::GetFallbackWear()
    	{
    		// DT_BaseAttributableItem -> m_flFallbackWear
    		return (float*)( ( DWORD )this + Offset::Entity::m_flFallbackWear );
    	}
    
    	int* CBaseAttributableItem::GetFallbackSeed()
    	{
    		// DT_BaseAttributableItem -> m_nFallbackSeed
    		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackSeed );
    	}
    
    	int* CBaseAttributableItem::GetFallbackStatTrak()
    	{
    		// DT_BaseAttributableItem -> m_nFallbackStatTrak
    		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackStatTrak );
    	}
    
    	CBaseViewModel* CBaseAttributableItem::GetViewModel()
    	{
    		return (CBaseViewModel*)( DWORD )this;
    	}
    }
    Last edited by Adi2071; 08-19-2017 at 12:41 PM.

  15. #14
    WildAssassinz's Avatar
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    Quote Originally Posted by Adi2071 View Post
    How to fix esp weapon name?



    Code:
    class CWeaponInfo
    {
    public:
    	char pad_0x0000[4]; // 0x0000
    	char* consoleName; // 0x0004
    	char pad_0008[12]; // 0x0008
    	int iMaxClip1; // 0x0014
    	int iMaxClip2; // 0x0018
    	int iDefaultClip1; // 0x001C
    	int iDefaultClip2; // 0x0020
    	char pad_0024[8]; // 0x0024
    	char* szWorldModel; // 0x002C
    	char* szViewModel; // 0x0030
    	char* szDroppedModel; // 0x0034
    	char pad_0038[4]; // 0x0038
    	char* N0000023E; // 0x003C
    	char pad_0040[56]; // 0x0040
    	char* szEmptySound; // 0x0078
    	char pad_007C[4]; // 0x007C
    	char* szBulletType; // 0x0080
    	char pad_0084[4]; // 0x0084
    	char* szHudName; // 0x0088
    	char* szWeaponName; // 0x008C
    	char pad_0090[56]; // 0x0090
    	int WeaponType; // 0x00C8
    	int iWeaponPrice; // 0x00CC
    	int iKillAward; // 0x00D0
    	char* szAnimationPrefix; // 0x00D4
    	float flCycleTime; // 0x00D8
    	float flCycleTimeAlt; // 0x00DC
    	float flTimeToIdle; // 0x00E0
    	float flIdleInterval; // 0x00E4
    	bool bFullAuto; // 0x00E8
    	char pad_0x00E5[3]; // 0x00E9
    	int iDamage; // 0x00EC
    	float m_flRange; // 0x081C
    	float m_flRangeModifier; //0x0820 
    	float flArmorRatio; // 0x00F0
    	int iBullets; // 0x00F4
    	float flPenetration; // 0x00F8
    	float flFlinchVelocityModifierLarge; // 0x00FC
    	float flFlinchVelocityModifierSmall; // 0x0100
    	float flRange; // 0x0104
    	float flRangeModifier; // 0x0108
    	float flThrowVelocity; // 0x010C
    	char pad_0x010C[12]; // 0x0110
    	bool bHasSilencer; // 0x011C
    	char pad_0x0119[3]; // 0x011D
    	char* pSilencerModel; // 0x0120
    	int iCrosshairMinDistance; // 0x0124
    	int iCrosshairDeltaDistance;// 0x0128 - iTeam?
    	float flMaxPlayerSpeed; // 0x012C
    	float flMaxPlayerSpeedAlt; // 0x0130
    	float flSpread; // 0x0134
    	float flSpreadAlt; // 0x0138
    	float flInaccuracyCrouch; // 0x013C
    	float flInaccuracyCrouchAlt; // 0x0140
    	float flInaccuracyStand; // 0x0144
    	float flInaccuracyStandAlt; // 0x0148
    	float flInaccuracyJumpInitial;// 0x014C
    	float flInaccuracyJump; // 0x0150
    	float flInaccuracyJumpAlt; // 0x0154
    	float flInaccuracyLand; // 0x0158
    	float flInaccuracyLandAlt; // 0x015C
    	float flInaccuracyLadder; // 0x0160
    	float flInaccuracyLadderAlt; // 0x0164
    	float flInaccuracyFire; // 0x0168
    	float flInaccuracyFireAlt; // 0x016C
    	float flInaccuracyMove; // 0x0170
    	float flInaccuracyMoveAlt; // 0x0174
    	float flInaccuracyReload; // 0x0178
    	int iRecoilSeed; // 0x017C
    	float flRecoilAngle; // 0x0180
    	float flRecoilAngleAlt; // 0x0184
    	float flRecoilAngleVariance; // 0x0188
    	float flRecoilAngleVarianceAlt; // 0x018C
    	float flRecoilMagnitude; // 0x0190
    	float flRecoilMagnitudeAlt; // 0x0194
    	float flRecoilMagnitudeVariance; // 0x0198
    	float flRecoilMagnitudeVarianceAlt; // 0x019C
    	float flRecoveryTimeCrouch; // 0x01A0
    	float flRecoveryTimeStand; // 0x01A4
    	float flRecoveryTimeCrouchFinal; // 0x01A8
    	float flRecoveryTimeStandFinal; // 0x01AC
    	int iRecoveryTransitionStartBullet;// 0x01B0 
    	int iRecoveryTransitionEndBullet; // 0x01B4
    	bool bUnzoomAfterShot; // 0x01B8
    	bool bHideViewModelZoomed; // 0x01B9
    	char pad_0x01B5[2]; // 0x01BA
    	char iZoomLevels[3]; // 0x01BC
    	int iZoomFOV[2]; // 0x01C0
    	float fZoomTime[3]; // 0x01C4
    	char* szWeaponClass; // 0x01D4
    	float flAddonScale; // 0x01D8
    	char pad_0x01DC[4]; // 0x01DC
    	char* szEjectBrassEffect; // 0x01E0
    	char* szTracerEffect; // 0x01E4
    	int iTracerFrequency; // 0x01E8
    	int iTracerFrequencyAlt; // 0x01EC
    	char* szMuzzleFlashEffect_1stPerson; // 0x01F0
    	char pad_0x01F4[4]; // 0x01F4
    	char* szMuzzleFlashEffect_3rdPerson; // 0x01F8
    	char pad_0x01FC[4]; // 0x01FC
    	char* szMuzzleSmokeEffect; // 0x0200
    	float flHeatPerShot; // 0x0204
    	char* szZoomInSound; // 0x0208
    	char* szZoomOutSound; // 0x020C
    	float flInaccuracyPitchShift; // 0x0210
    	float flInaccuracySoundThreshold; // 0x0214
    	float flBotAudibleRange; // 0x0218
    	BYTE pad_0x0218[8]; // 0x0220
    	char* pWrongTeamMsg; // 0x0224
    	bool bHasBurstMode; // 0x0228
    	BYTE pad_0x0225[3]; // 0x0229
    	bool bIsRevolver; // 0x022C
    	bool bCannotShootUnderwater; // 0x0230
    };
    
    namespace Engine
    {
    //[junk_enable /]
    	int CBaseWeapon::GetWeaponId()
    	{
    		typedef int( __thiscall* GetWeaponIDFn )( void* );
    		return GetMethod<GetWeaponIDFn>( this , 458 )( this );
    	}
    
    	int	CBaseWeapon::GetWeaponType()
    	{
    		typedef int( __thiscall* GetWeaponTypeFn )( void* );
    		return GetMethod<GetWeaponTypeFn>( this , 453 )( this );
    	}
    
    	int CBaseWeapon::GetWeaponAmmo()
    	{
    		return *(PINT)( ( DWORD )this + Offset::Entity::m_iClip1 );
    	}
    
    	int	CBaseWeapon::GetZoomLevel()
    	{
    		return *(PINT)( ( DWORD )this + Offset::Entity::m_zoomLevel );
    	}
    
    	bool CBaseWeapon::GetWeaponReload()
    	{
    		return *(bool*)( ( DWORD )this + Offset::Entity::m_bCanReload );
    	}
    
    	float CBaseWeapon::GetNextPrimaryAttack()
    	{
    		return *(float*)( ( DWORD )this + Offset::Entity::m_flNextPrimaryAttack );
    	}
    
    	CWeaponInfo* CBaseWeapon::GetWeaponInfo()
    	{
    		typedef CWeaponInfo*( __thiscall* GetWeaponDataFn )( void* );
    		return GetMethod< GetWeaponDataFn >( this , 446 )( this );
    	}
    
    	CBaseAttributableItem* CBaseWeapon::GeteAttributableItem()
    	{
    		return (CBaseAttributableItem*)( DWORD )this;
    	}
    
    	const char*	CBaseWeapon::GetName()
    	{
    		typedef const char* ( __thiscall* GetNameFn )( void* );
    		return GetMethod<GetNameFn>( this , 378 )( this );
    	}
    
    	const char*	CBaseWeapon::GetPrintName()
    	{
    		typedef const char* ( __thiscall* GetPrintNameFn )( void* );
    		return GetMethod<GetPrintNameFn>( this , 379 )( this );
    	}
    
    	int* CBaseAttributableItem::GetItemDefinitionIndex()
    	{
    		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iItemDefinitionIndex
    		return (PINT)( ( DWORD )this + Offset::Entity::m_iItemDefinitionIndex );
    	}
    
    	int* CBaseAttributableItem::GetItemIDHigh()
    	{
    		//DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iItemIDHigh
    		return (int*)( ( DWORD )this + Offset::Entity::m_iItemIDHigh );
    	}
    
    	int* CBaseAttributableItem::GetAccountID()
    	{
    		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iAccountID
    		return (int*)( ( DWORD )this + Offset::Entity::m_iAccountID );
    	}
    
    	int* CBaseAttributableItem::GetEntityQuality()
    	{
    		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iEntityQuality
    		return (int*)( ( DWORD )this + Offset::Entity::m_iEntityQuality );
    	}
    
    	int* CBaseAttributableItem::GetOriginalOwnerXuidLow()
    	{
    		// DT_BaseAttributableItem -> m_OriginalOwnerXuidLow
    		return (int*)( ( DWORD )this + Offset::Entity::m_OriginalOwnerXuidLow );
    	}
    
    	int* CBaseAttributableItem::GetOriginalOwnerXuidHigh()
    	{
    		// DT_BaseAttributableItem -> m_OriginalOwnerXuidHigh
    		return (int*)( ( DWORD )this + Offset::Entity::m_OriginalOwnerXuidHigh );
    	}
    
    	int* CBaseAttributableItem::GetFallbackPaintKit()
    	{
    		// DT_BaseAttributableItem -> m_nFallbackPaintKit
    		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackPaintKit );
    	}
    
    	float* CBaseAttributableItem::GetFallbackWear()
    	{
    		// DT_BaseAttributableItem -> m_flFallbackWear
    		return (float*)( ( DWORD )this + Offset::Entity::m_flFallbackWear );
    	}
    
    	int* CBaseAttributableItem::GetFallbackSeed()
    	{
    		// DT_BaseAttributableItem -> m_nFallbackSeed
    		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackSeed );
    	}
    
    	int* CBaseAttributableItem::GetFallbackStatTrak()
    	{
    		// DT_BaseAttributableItem -> m_nFallbackStatTrak
    		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackStatTrak );
    	}
    
    	CBaseViewModel* CBaseAttributableItem::GetViewModel()
    	{
    		return (CBaseViewModel*)( DWORD )this;
    	}
    }
    they removed it from the class so just use a font
    Current Projects:
    TurtleCheat GlowESP BunnyHop
    HelixGlow (With Permission from nullptr_t)

  16. #15
    Stringer5's Avatar
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    Quote Originally Posted by Adi2071 View Post
    How to fix esp weapon name?



    Code:
    class CWeaponInfo
    {
    public:
    	char pad_0x0000[4]; // 0x0000
    	char* consoleName; // 0x0004
    	char pad_0008[12]; // 0x0008
    	int iMaxClip1; // 0x0014
    	int iMaxClip2; // 0x0018
    	int iDefaultClip1; // 0x001C
    	int iDefaultClip2; // 0x0020
    	char pad_0024[8]; // 0x0024
    	char* szWorldModel; // 0x002C
    	char* szViewModel; // 0x0030
    	char* szDroppedModel; // 0x0034
    	char pad_0038[4]; // 0x0038
    	char* N0000023E; // 0x003C
    	char pad_0040[56]; // 0x0040
    	char* szEmptySound; // 0x0078
    	char pad_007C[4]; // 0x007C
    	char* szBulletType; // 0x0080
    	char pad_0084[4]; // 0x0084
    	char* szHudName; // 0x0088
    	char* szWeaponName; // 0x008C
    	char pad_0090[56]; // 0x0090
    	int WeaponType; // 0x00C8
    	int iWeaponPrice; // 0x00CC
    	int iKillAward; // 0x00D0
    	char* szAnimationPrefix; // 0x00D4
    	float flCycleTime; // 0x00D8
    	float flCycleTimeAlt; // 0x00DC
    	float flTimeToIdle; // 0x00E0
    	float flIdleInterval; // 0x00E4
    	bool bFullAuto; // 0x00E8
    	char pad_0x00E5[3]; // 0x00E9
    	int iDamage; // 0x00EC
    	float m_flRange; // 0x081C
    	float m_flRangeModifier; //0x0820 
    	float flArmorRatio; // 0x00F0
    	int iBullets; // 0x00F4
    	float flPenetration; // 0x00F8
    	float flFlinchVelocityModifierLarge; // 0x00FC
    	float flFlinchVelocityModifierSmall; // 0x0100
    	float flRange; // 0x0104
    	float flRangeModifier; // 0x0108
    	float flThrowVelocity; // 0x010C
    	char pad_0x010C[12]; // 0x0110
    	bool bHasSilencer; // 0x011C
    	char pad_0x0119[3]; // 0x011D
    	char* pSilencerModel; // 0x0120
    	int iCrosshairMinDistance; // 0x0124
    	int iCrosshairDeltaDistance;// 0x0128 - iTeam?
    	float flMaxPlayerSpeed; // 0x012C
    	float flMaxPlayerSpeedAlt; // 0x0130
    	float flSpread; // 0x0134
    	float flSpreadAlt; // 0x0138
    	float flInaccuracyCrouch; // 0x013C
    	float flInaccuracyCrouchAlt; // 0x0140
    	float flInaccuracyStand; // 0x0144
    	float flInaccuracyStandAlt; // 0x0148
    	float flInaccuracyJumpInitial;// 0x014C
    	float flInaccuracyJump; // 0x0150
    	float flInaccuracyJumpAlt; // 0x0154
    	float flInaccuracyLand; // 0x0158
    	float flInaccuracyLandAlt; // 0x015C
    	float flInaccuracyLadder; // 0x0160
    	float flInaccuracyLadderAlt; // 0x0164
    	float flInaccuracyFire; // 0x0168
    	float flInaccuracyFireAlt; // 0x016C
    	float flInaccuracyMove; // 0x0170
    	float flInaccuracyMoveAlt; // 0x0174
    	float flInaccuracyReload; // 0x0178
    	int iRecoilSeed; // 0x017C
    	float flRecoilAngle; // 0x0180
    	float flRecoilAngleAlt; // 0x0184
    	float flRecoilAngleVariance; // 0x0188
    	float flRecoilAngleVarianceAlt; // 0x018C
    	float flRecoilMagnitude; // 0x0190
    	float flRecoilMagnitudeAlt; // 0x0194
    	float flRecoilMagnitudeVariance; // 0x0198
    	float flRecoilMagnitudeVarianceAlt; // 0x019C
    	float flRecoveryTimeCrouch; // 0x01A0
    	float flRecoveryTimeStand; // 0x01A4
    	float flRecoveryTimeCrouchFinal; // 0x01A8
    	float flRecoveryTimeStandFinal; // 0x01AC
    	int iRecoveryTransitionStartBullet;// 0x01B0 
    	int iRecoveryTransitionEndBullet; // 0x01B4
    	bool bUnzoomAfterShot; // 0x01B8
    	bool bHideViewModelZoomed; // 0x01B9
    	char pad_0x01B5[2]; // 0x01BA
    	char iZoomLevels[3]; // 0x01BC
    	int iZoomFOV[2]; // 0x01C0
    	float fZoomTime[3]; // 0x01C4
    	char* szWeaponClass; // 0x01D4
    	float flAddonScale; // 0x01D8
    	char pad_0x01DC[4]; // 0x01DC
    	char* szEjectBrassEffect; // 0x01E0
    	char* szTracerEffect; // 0x01E4
    	int iTracerFrequency; // 0x01E8
    	int iTracerFrequencyAlt; // 0x01EC
    	char* szMuzzleFlashEffect_1stPerson; // 0x01F0
    	char pad_0x01F4[4]; // 0x01F4
    	char* szMuzzleFlashEffect_3rdPerson; // 0x01F8
    	char pad_0x01FC[4]; // 0x01FC
    	char* szMuzzleSmokeEffect; // 0x0200
    	float flHeatPerShot; // 0x0204
    	char* szZoomInSound; // 0x0208
    	char* szZoomOutSound; // 0x020C
    	float flInaccuracyPitchShift; // 0x0210
    	float flInaccuracySoundThreshold; // 0x0214
    	float flBotAudibleRange; // 0x0218
    	BYTE pad_0x0218[8]; // 0x0220
    	char* pWrongTeamMsg; // 0x0224
    	bool bHasBurstMode; // 0x0228
    	BYTE pad_0x0225[3]; // 0x0229
    	bool bIsRevolver; // 0x022C
    	bool bCannotShootUnderwater; // 0x0230
    };
    
    namespace Engine
    {
    //[junk_enable /]
    	int CBaseWeapon::GetWeaponId()
    	{
    		typedef int( __thiscall* GetWeaponIDFn )( void* );
    		return GetMethod<GetWeaponIDFn>( this , 458 )( this );
    	}
    
    	int	CBaseWeapon::GetWeaponType()
    	{
    		typedef int( __thiscall* GetWeaponTypeFn )( void* );
    		return GetMethod<GetWeaponTypeFn>( this , 453 )( this );
    	}
    
    	int CBaseWeapon::GetWeaponAmmo()
    	{
    		return *(PINT)( ( DWORD )this + Offset::Entity::m_iClip1 );
    	}
    
    	int	CBaseWeapon::GetZoomLevel()
    	{
    		return *(PINT)( ( DWORD )this + Offset::Entity::m_zoomLevel );
    	}
    
    	bool CBaseWeapon::GetWeaponReload()
    	{
    		return *(bool*)( ( DWORD )this + Offset::Entity::m_bCanReload );
    	}
    
    	float CBaseWeapon::GetNextPrimaryAttack()
    	{
    		return *(float*)( ( DWORD )this + Offset::Entity::m_flNextPrimaryAttack );
    	}
    
    	CWeaponInfo* CBaseWeapon::GetWeaponInfo()
    	{
    		typedef CWeaponInfo*( __thiscall* GetWeaponDataFn )( void* );
    		return GetMethod< GetWeaponDataFn >( this , 446 )( this );
    	}
    
    	CBaseAttributableItem* CBaseWeapon::GeteAttributableItem()
    	{
    		return (CBaseAttributableItem*)( DWORD )this;
    	}
    
    	const char*	CBaseWeapon::GetName()
    	{
    		typedef const char* ( __thiscall* GetNameFn )( void* );
    		return GetMethod<GetNameFn>( this , 378 )( this );
    	}
    
    	const char*	CBaseWeapon::GetPrintName()
    	{
    		typedef const char* ( __thiscall* GetPrintNameFn )( void* );
    		return GetMethod<GetPrintNameFn>( this , 379 )( this );
    	}
    
    	int* CBaseAttributableItem::GetItemDefinitionIndex()
    	{
    		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iItemDefinitionIndex
    		return (PINT)( ( DWORD )this + Offset::Entity::m_iItemDefinitionIndex );
    	}
    
    	int* CBaseAttributableItem::GetItemIDHigh()
    	{
    		//DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iItemIDHigh
    		return (int*)( ( DWORD )this + Offset::Entity::m_iItemIDHigh );
    	}
    
    	int* CBaseAttributableItem::GetAccountID()
    	{
    		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iAccountID
    		return (int*)( ( DWORD )this + Offset::Entity::m_iAccountID );
    	}
    
    	int* CBaseAttributableItem::GetEntityQuality()
    	{
    		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iEntityQuality
    		return (int*)( ( DWORD )this + Offset::Entity::m_iEntityQuality );
    	}
    
    	int* CBaseAttributableItem::GetOriginalOwnerXuidLow()
    	{
    		// DT_BaseAttributableItem -> m_OriginalOwnerXuidLow
    		return (int*)( ( DWORD )this + Offset::Entity::m_OriginalOwnerXuidLow );
    	}
    
    	int* CBaseAttributableItem::GetOriginalOwnerXuidHigh()
    	{
    		// DT_BaseAttributableItem -> m_OriginalOwnerXuidHigh
    		return (int*)( ( DWORD )this + Offset::Entity::m_OriginalOwnerXuidHigh );
    	}
    
    	int* CBaseAttributableItem::GetFallbackPaintKit()
    	{
    		// DT_BaseAttributableItem -> m_nFallbackPaintKit
    		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackPaintKit );
    	}
    
    	float* CBaseAttributableItem::GetFallbackWear()
    	{
    		// DT_BaseAttributableItem -> m_flFallbackWear
    		return (float*)( ( DWORD )this + Offset::Entity::m_flFallbackWear );
    	}
    
    	int* CBaseAttributableItem::GetFallbackSeed()
    	{
    		// DT_BaseAttributableItem -> m_nFallbackSeed
    		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackSeed );
    	}
    
    	int* CBaseAttributableItem::GetFallbackStatTrak()
    	{
    		// DT_BaseAttributableItem -> m_nFallbackStatTrak
    		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackStatTrak );
    	}
    
    	CBaseViewModel* CBaseAttributableItem::GetViewModel()
    	{
    		return (CBaseViewModel*)( DWORD )this;
    	}
    }
    how did you fix chams through walls mate?

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