^ Post for attention.
Alrealy same post got posted on ///
LoadFromBuffer sig
Code:E8 ? ? ? ? 80 7D F8 00 ? ? 85 DB
C_BaseCombatWeapon got its shit rearranged and lost quite some vfuncs:
WeaponInfo_t struct updatedCode: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); }
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 };
^ Post for attention.
Alrealy same post got posted on ///
Last edited by T-800; 08-18-2017 at 05:18 PM.
this guy is a memer stop trying to steal credit
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
fuck you man this is already public you are only a copy paster thats it!!!
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
};
. . . 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
laff b1g thread pasted from///// no fucking problem
Last edited by T-800; 08-18-2017 at 05:18 PM.
n1ce paste from././ u sell?
Last edited by T-800; 08-18-2017 at 05:18 PM.
iTzMeM8 (08-18-2017)
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 BunnyHopHelixGlow (With Permission from nullptr_t)
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.