Red faceCPlayer,cLTCharacterFx,CCharacterHitBox,ILTFontMan ager Acessing Class

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CPlayer,cLTCharacterFx,CCharacterHitBox,ILTFontMan ager Acessing Class


Hi MPGH, Today I'll show you how to acess some class with 1 ADDR

You can get information about class HERE


Code:
#include <stdint.h>
#define ADDR_CROSSFIRE_ENGINE_CLASS 0x11701E4

#include "SDK\engine\sdk\inc\ltbasedefs.h"
#include "SDK\engine\sdk\inc\iltmessage.h"

class LTVector
{
public:
	float x, y, z;
};
class LTRotation
{
public:
	float x, y, z, w;
};
class LTObject
{
public:
	char _0x0000[4];
	LTVector BoxMin; //0x0004 
	LTVector BoxMax; //0x0010 
	char _0x001C[128];
	LTVector Scale; //0x009C 
	char _0x00A8[4];
	unsigned int Type; //0x00AC 
	char _0x00B0[8];
	LTVector Dimentions; //0x00B8 
	char _0x00C4[12];
	LTVector ModelCullingPosition; //0x00D0 
	char _0x00DC[4];
	LTVector Position; //0x00E0 
	LTRotation Rotation; //0x00EC 
	LTVector Velocity; //0x00FC 
	LTVector GlobalForceOverride; //0x0108 
	char _0x0114[8];
	LTVector Acceleration; //0x011C 
};//Size=0x0128
class CLTClient
{
public:
	char pad_0000[1092]; //0x0000
}; //Size: 0x0444

class ILTCSBase
{
public:
	CLTClient* pCLTClient; //0x0000
	char _0x0001[123];
	bool(WINAPIV *IntersectSegment)(IntersectQuery &iQuery, IntersectInfo *Info); //0x007C 
	char _0x0080[412];
	void(WINAPIV *RunConsoleCommand)(CHAR *Command); //0x021C 
	char _0x0220[508];
	LTRESULT SendToServer(ILTMessage_Read *pMsg, HOBJECT hSender, uint32 flags); //0x041C }; //Size: 0x0293

class CD3DDrawPrim
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class ILTDrawPrim
{
public:
	CD3DDrawPrim* pD3DDrawPrim; //0x0000
	char pad_0004[64]; //0x0004
}; //Size: 0x0044

class CLTPhysicsClient
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class ILTClientPhysics
{
public:
	CLTPhysicsClient* pLTPhysicsClient; //0x0000
	char pad_0004[64]; //0x0004
}; //Size: 0x0044

class CUIWidgetManager
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class ILTWidgetManager
{
public:
	CUIWidgetManager* pUIWidgetManager; //0x0000
	char pad_0004[64]; //0x0004
}; //Size: 0x0044

class D3DRenderStyles
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class ILTRenderStyles
{
public:
	D3DRenderStyles* pD3DRenderStyles; //0x0000
	char pad_0004[64]; //0x0004
}; //Size: 0x0044

class CClientFileMgr
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class IClientFileMgr
{
public:
	CClientFileMgr* pCClientFileMgr; //0x0000
	char pad_0004[64]; //0x0004
}; //Size: 0x0044

class CClientShell
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class CCamera
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class CSideCamera
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class CameraInstanse
{
public:
	int         m_Left, m_Top, m_Right, m_Bottom;
	float       m_xFov, m_yFov;
	int         m_bFullScreen;
	LTVector    m_LightAdd;
}; //Size: 0x0104

class pLTObjectCamera
{
public:
	CameraInstanse* pCameraInstanse; //0x0000
	D3DXVECTOR3 X; //0x0004
	D3DXVECTOR3 Y; //0x0010
	D3DXVECTOR3 Z; //0x001C
	char pad_0028[60]; //0x0028
}; //Size: 0x0064

class CCameraBase
{
public:
	CCamera* pCCamera; //0x0000
	CSideCamera* pCSideCamera; //0x0004
	char pad_0008[56]; //0x0008
	pLTObjectCamera* pLTObject; //0x0040
	char pad_0044[448]; //0x0044
}; //Size: 0x0204

class PlayerViewManager
{
public:
	char pad_0000[4]; //0x0000
	LTObject* pLTObject; //0x0004
	char pad_0008[48]; //0x0008
	__int32 CurrentWeaponId; //0x0038
	char pad_003C[24]; //0x003C
	float WeaponZoom; //0x0054
}; //Size: 0x0058

class CPlayerClntBase
{
public:
	char pad_0000[76]; //0x0000
	__int32 CameraObject; //0x004C
	char pad_0050[636]; //0x0050
	PlayerViewManager* pPlayerViewManager; //0x02CC
	char pad_02D0[488]; //0x02D0
	LTObject* pLTObjectNormal; //0x04B8
	LTObject* pLTObjectZM; //0x04BC
	char pad_04C0[4]; //0x04C0
	float Yaw; //0x04C4
	float Pitch; //0x04C8
	float Roll; //0x04CC
	char pad_04D0[32]; //0x04D0
	float CameraYaw; //0x04F0
	char pad_04F4[128]; //0x04F4
	float WalkThroughtWalls1; //0x0574
	float WalkThroughtWalls2; //0x0578
	float WalkThroughtWalls3; //0x057C
	__int32 iHealth; //0x0580
	char pad_0584[88]; //0x0584
	__int32 NoRecoil; //0x05DC
	char pad_05E0[192]; //0x05E0
	__int32 iCurrentWeaponID; //0x06A0
	char pad_06A4[16]; //0x06A4
	__int32 NoReload; //0x06B4
	char pad_06B8[796]; //0x06B8
	float Gravity; //0x09D4
	char pad_09D8[620]; //0x09D8
}; //Size: 0x0C44

class CCharacterHitBox //do by yourself it's easy
{
public:
	char pad_0000[324]; //0x0000
}; //Size: 0x0144

class cLTCharacterFX
{
public:
	char pad_0000[508]; //0x0000
	int8_t IsDead; //0x01FC
	char pad_01FD[15]; //0x01FD
	int8_t SpawnShield; //0x020C
	char pad_020D[799]; //0x020D
	CCharacterHitBox* pCCharacterHitBox; //0x052C
	char pad_0530[124]; //0x0530
}; //Size: 0x05AC

class CPlayer
{
public:
	char pad_0000[8]; //0x0000
	LTObject* pLTObject; //0x0008
	int8_t ClientID; //0x000C
	int8_t Team; //0x000D
	char Name[12]; //0x000E
	char pad_001A[2]; //0x001A
	cLTCharacterFX* CharacterFX; //0x001C
	__int32 PlayerSlotTeam; //0x0020
	char pad_0024[4]; //0x0024
	float Has_C4; //0x0028
	float State; //0x002C
	__int32 Rank; //0x0030
	char pad_0034[8]; //0x0034
	int8_t Health; //0x003C
	char pad_003D[1]; //0x003D
	int8_t Kill; //0x003E
	char pad_003F[1]; //0x003F
}; //Size: 0x0040

class IClientShellStub
{
public:
	CClientShell* pCClientShell; //0x0000
	char pad_0004[36]; //0x0004
	CCameraBase* pCCameraBase; //0x0028
	char pad_002C[60]; //0x002C
	int8_t IsAlive; //0x0068
	char pad_0069[7]; //0x0069
	CPlayerClntBase* pCPlayerClntBase; //0x0070
	int8_t InGame; //0x0074
	char pad_0075[15]; //0x0075
	void* ILTCSBase; //0x0084
	char pad_0088[344]; //0x0088
	CPlayer CPlayer; //0x01E0 // PlayerStart
	char pad_0220[504]; //0x0220
}; //Size: 0x0418

class CSoundMgr
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class ILTSound
{
public:
	CSoundMgr* pCSoundMgr; //0x0000
	char pad_0004[64]; //0x0004
}; //Size: 0x0044

class CLTCursor
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class ILTCursor
{
public:
	CLTCursor* pCLTCursor; //0x0000
	char pad_0004[64]; //0x0004
}; //Size: 0x0044

class CLTVideoMgr
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class ILTVideoMgr
{
public:
	CLTVideoMgr* pCLTVideoMgr; //0x0000
	char pad_0004[64]; //0x0004
}; //Size: 0x0044

class CSysTexInterFace
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class ILTTexInterface
{
public:
	CSysTexInterFace* pCSysTexInterFace; //0x0000
	char pad_0004[64]; //0x0004
}; //Size: 0x0044

class CWorldClientBSP
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class IWorldClientBSP
{
public:
	CWorldClientBSP* pCWorldClientBSP; //0x0000
	char pad_0004[128]; //0x0004
}; //Size: 0x0084

class CWorldBlindObjectData
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class IWorldBlindObjectData
{
public:
	CWorldBlindObjectData* pCWorldBlindObjectData; //0x0000
	char pad_0004[64]; //0x0004
}; //Size: 0x0044

class CUIFontManager
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class ILTFontManager
{
public:
	CUIFontManager* pCUIFontManager; //0x0000
	char pad_0004[128]; //0x0004
}; //Size: 0x0084

class pCLTRenderMgr
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class ILTRenderMgr
{
public:
	pCLTRenderMgr* pCLTRenderMgr; //0x0000
	char pad_0004[64]; //0x0004
}; //Size: 0x0044

class CWorldParticleBlockerData
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class IWorldParticleBlockerData
{
public:
	CWorldParticleBlockerData* pCWorldParticleBlockerData; //0x0000
	char pad_0004[64]; //0x0004
}; //Size: 0x0044

class ILTModelClient
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class ILTBenchMarkMgr
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class IWorldShareBSP
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class ILTTransform
{
public:
	char pad_0000[132]; //0x0000
}; //Size: 0x0084

class IClientDebugGraphMgr
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class ICommandLineArgsCommonImp
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class IServerFileMgr
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class CNetHandler
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class CRezPackItm
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class CBaseHashItem
{
public:
	char pad_0000[196]; //0x0000
}; //Size: 0x00C4

class CRezItm
{
public:
	CRezPackItm* pCRezPackItm; //0x0000
	char pad_0004[28]; //0x0004
	CBaseHashItem* pBaseHashItem; //0x0020
	char pad_0024[32]; //0x0024
}; //Size: 0x0044

class ICompress
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class CLTModelServer
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class ILTModelServer
{
public:
	CLTModelServer* pCLTModelServer; //0x0000
	char pad_0004[64]; //0x0004
}; //Size: 0x0044

class CLTCommonClient
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class CLTCommonShared
{
public:
	CLTCommonClient* pCLTCommonClient; //0x0000
	char pad_0004[64]; //0x0004
}; //Size: 0x0044

class CServerFunctions
{
public:
	float ShowGameVars; //0x0000 It's a function Pointer
	char pad_0004[8]; //0x0004
	float ShowUsedFiles; //0x000C It's a function Pointer
	char pad_0010[8]; //0x0010
	float World; //0x0018 It's a function Pointer
	char pad_001C[8]; //0x001C
	float ObjectInfo; //0x0024 It's a function Pointer
	char pad_0028[8]; //0x0028
	float DisableWMPhysics; //0x0030 It's a function Pointer
	char pad_0034[8]; //0x0034
	float ExhaustMemory; //0x003C It's a function Pointer
	char pad_0040[8]; //0x0040
	float SpawnObject; //0x0048 It's a function Pointer
	char pad_004C[8]; //0x004C
}; //Size: 0x0054

class IServerConsoleState
{
public:
	char pad_0000[20]; //0x0000
	CServerFunctions* pServerFunctions; //0x0014
	char pad_0018[44]; //0x0018
}; //Size: 0x0044

class ILTServer
{
public:
	char pad_0000[152]; //0x0000
	virtual LTRESULT GetObjectPos(HLOCALOBJ hObj, LTVector *pPos) = 0; //0x0098
	virtual LTRESULT GetObjectPos2(HLOCALOBJ hObj, LTVector *pPos) = 0; //0x009C
	char pad_00A0[68]; //0x00A0
	virtual LTRESULT GetWorldBox(LTVector &min, LTVector &max) = 0; //0x00E4
	void* FindObjectIntersections; //0x00E8
	char pad_00EC[8]; //0x00EC
	virtual LTRESULT FindNamedObjects(const char *pName, BaseObjArray<HOBJECT> &objArray, uint32 *nTotalFound = NULL) = 0; //0x00F4
	virtual LTRESULT SendToObject(ILTMessage_Read *pMsg, HOBJECT hSender, HOBJECT hSendTo, uint32 flags) = 0; //0x00F8
	virtual LTRESULT SendToServer(ILTMessage_Read *pMsg, HOBJECT hSender, uint32 flags) = 0; //0x00FC
	virtual LTRESULT SetObjectSFXMessage(HOBJECT hObject,ILTMessage_Read *pMsg) = 0; //0x0100
	virtual LTRESULT SendToClient(ILTMessage_Read *pMsg,HCLIENT hSendTo, uint32 flags) = 0; //0x0104
	virtual LTRESULT SendSFXMessage(ILTMessage_Read *pMsg, uint32 flags) = 0; //0x0108
	virtual LTRESULT GetClientPing(HCLIENT hClient, float &ping) = 0; //0x010C
	char pad_0110[8]; //0x0110
	virtual LTRESULT GetClientAddr(HCLIENT hClient, uint8 pAddr[4], uint16 *pPort) = 0; //0x0118
	char pad_011C[8]; //0x011C
	virtual LTRESULT GetObjectName(HOBJECT hObject, char *pName,uint32 nameBufSize) = 0; //0x0124
	void* GetNetFlags; //0x0128
	void* SetNetFlags; //0x012C
	char pad_0130[4]; //0x0130
	void* GetClassDef; //0x0134
	char pad_0138[4]; //0x0138
	void* GetClassName; //0x013C
	char pad_0140[4]; //0x0140
	void* ThreadLoadFile; //0x0144
	void* UnloadFile; //0x0148
	void* GetHPolyObject; //0x014C
	char pad_0150[1884]; //0x0150
}; //Size: 0x08AC
class ILTPhysics
{
public:
	ILTServer* pLTServer; //0x0000
	void* GetTcpIpAddress; //0x0004
	char pad_0008[60]; //0x0008
}; //Size: 0x0044

class ILTServerPhysics
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class CrossFire_Engine_Class
{
public:
	ILTCSBase* pLTCSBase; //0x0000
	ILTDrawPrim* pLTDrawPrim; //0x0004
	ILTClientPhysics* pLTClientPhysics; //0x0008
	ILTWidgetManager* pLTWidgetManager; //0x000C
	ILTRenderStyles* pLTRenderStyles; //0x0010
	IClientFileMgr* pClientFileMgr; //0x0014
	IClientShellStub* pClientShellStub; //0x0018
	ILTSound* pLTSound; //0x001C
	ILTCursor* pLTCursor; //0x0020
	ILTVideoMgr* pLTVideoMgr; //0x0024
	ILTTexInterface* pLTTexInterface; //0x0028
	IWorldClientBSP* pWorldClientBSP; //0x002C
	IWorldBlindObjectData* pWorldBlindObjectData; //0x0030
	ILTFontManager* pLTFontManager; //0x0034
	ILTRenderMgr* pLTRenderMgr; //0x0038
	IWorldParticleBlockerData* pWorldParticleBlockerData; //0x003C
	ILTModelClient* pLTModelClient; //0x0040
	ILTBenchMarkMgr* pLTBenchMarkMgr; //0x0044
	char pad_0048[4]; //0x0048
	IWorldShareBSP* pWorldShareBSP; //0x004C
	ILTTransform* pLTTransform; //0x0050
	char pad_0054[12]; //0x0054
	IClientDebugGraphMgr* pClientDebugGraphMgr; //0x0060
	char pad_0064[12]; //0x0064
	ICommandLineArgsCommonImp* pCommandLine; //0x0070
	char pad_0074[8]; //0x0074
	IServerFileMgr* pServerFileMgr; //0x007C
	char pad_0080[8]; //0x0080
	CNetHandler* pCNetHandler; //0x0088
	char pad_008C[76]; //0x008C
	CRezItm* pCRezItm; //0x00D8
	char pad_00DC[200]; //0x00DC
	ICompress* pCompress; //0x01A4
	char pad_01A8[2000]; //0x01A8
	ILTModelServer* pLTModelServer; //0x0978
	char pad_097C[20]; //0x097C
	CLTCommonShared* pCLTCommonShared; //0x0990
	char pad_0994[16]; //0x0994
	IServerConsoleState* pServerConsoleState; //0x09A4
	char pad_09A8[20]; //0x09A8
	ILTPhysics* pILTPhysics; //0x09BC
	char pad_09C0[1080]; //0x09C0
	ILTServerPhysics* pLTServerPhysics; //0x0DF8
	char pad_0DFC[68]; //0x0DFC
}; //Size: 0x0E40
CrossFire_Engine_Class  *pCrossFire_Engine_Class;
How get ADDR?
Code:
006B51E0  /. 55             PUSH EBP
006B51E1  |. 8BEC           MOV EBP,ESP
006B51E3  |. 68 94010000    PUSH 194                                 ; /Arg3 = 00000194
006B51E8  |. 68 E4011701    PUSH CROSSFIR.011701E4                   ; |Arg2 = 011701E4 // ADDR_ENGINE_CLASS
006B51ED  |. 68 BC806F00    PUSH CROSSFIR.006F80BC                   ; |Arg1 = 006F80BC ASCII "ILTClient.Default"
006B51F2  |. B9 44401701    MOV ECX,CROSSFIR.01174044                ; |
006B51F7  |. E8 0482D5FF    CALL CROSSFIR.0040D400                   ; \CROSSFIR.0040D400
006B51FC  |. 68 00306D00    PUSH CROSSFIR.006D3000
006B5201  |. E8 D9DCEFFF    CALL CROSSFIR.005B2EDF
006B5206  |. 83C4 04        ADD ESP,4
006B5209  |. 5D             POP EBP
006B520A  \. C3             RETN
How to use?
Code:
void CALL_FUNCTIONS(int NoRecoil, int NoReload, int WTW, int FlyHack)
{
	pCrossFire_Engine_Class = (CrossFire_Engine_Class *)(ADDR_CROSSFIRE_ENGINE_CLASS);
	if (pCrossFire_Engine_Class->pClientShellStub->InGame == 1)
	{
		//InGame
		if (NoRecoil)
		{
			pCrossFire_Engine_Class->pClientShellStub->pCPlayerClntBase->NoRecoil = 0;
		}
		if (NoReload)
		{
			pCrossFire_Engine_Class->pClientShellStub->pCPlayerClntBase->NoReload= 12;
		}
		if (WTW)
		{
			if (GetAsyncKeyState('T'))
			{
				pCrossFire_Engine_Class->pClientShellStub->pCPlayerClntBase->WalkThroughtWalls1 = -56.0f;
				pCrossFire_Engine_Class->pClientShellStub->pCPlayerClntBase->WalkThroughtWalls2 = -140.0f;
				pCrossFire_Engine_Class->pClientShellStub->pCPlayerClntBase->WalkThroughtWalls3 = -56.0f;
			}
		}
		if (FlyHack)
		{
			if (GetAsyncKeyState('F')) // FlyHack
			{
				pCrossFire_Engine_Class->pClientShellStub->pCPlayerClntBase->Gravity = -2.5f;
			}
			else
			{
				pCrossFire_Engine_Class->pClientShellStub->pCPlayerClntBase->Gravity = 1.0f;
			}
		}
	}
	else
	{
		//Lobby
	}
}
This class have more acess but i got lazy... try find
Code:
class CrossFire_Engine_Class
{
public:
	ILTCSBase* pLTCSBase; //0x0000
	ILTDrawPrim* pLTDrawPrim; //0x0004
	ILTClientPhysics* pLTClientPhysics; //0x0008
	ILTWidgetManager* pLTWidgetManager; //0x000C
	ILTRenderStyles* pLTRenderStyles; //0x0010
	IClientFileMgr* pClientFileMgr; //0x0014
	IClientShellStub* pClientShellStub; //0x0018
	ILTSound* pLTSound; //0x001C
	ILTCursor* pLTCursor; //0x0020
	ILTVideoMgr* pLTVideoMgr; //0x0024
	ILTTexInterface* pLTTexInterface; //0x0028
	IWorldClientBSP* pWorldClientBSP; //0x002C
	IWorldBlindObjectData* pWorldBlindObjectData; //0x0030
	ILTFontManager* pLTFontManager; //0x0034
	ILTRenderMgr* pLTRenderMgr; //0x0038
	IWorldParticleBlockerData* pWorldParticleBlockerData; //0x003C
	ILTModelClient* pLTModelClient; //0x0040
	ILTBenchMarkMgr* pLTBenchMarkMgr; //0x0044
	char pad_0048[4]; //0x0048
	IWorldShareBSP* pWorldShareBSP; //0x004C
	ILTTransform* pLTTransform; //0x0050
	char pad_0054[12]; //0x0054
	IClientDebugGraphMgr* pClientDebugGraphMgr; //0x0060
	char pad_0064[12]; //0x0064
	ICommandLineArgsCommonImp* pCommandLine; //0x0070
	char pad_0074[8]; //0x0074
	IServerFileMgr* pServerFileMgr; //0x007C
	char pad_0080[8]; //0x0080
	CNetHandler* pCNetHandler; //0x0088
	char pad_008C[76]; //0x008C
	CRezItm* pCRezItm; //0x00D8
	char pad_00DC[200]; //0x00DC
	ICompress* pCompress; //0x01A4
	char pad_01A8[2000]; //0x01A8
	ILTModelServer* pLTModelServer; //0x0978
	char pad_097C[20]; //0x097C
	CLTCommonShared* pCLTCommonShared; //0x0990
	char pad_0994[16]; //0x0994
	IServerConsoleState* pServerConsoleState; //0x09A4
	char pad_09A8[20]; //0x09A8
	ILTPhysics* pILTPhysics; //0x09BC
	char pad_09C0[1080]; //0x09C0
	ILTServerPhysics* pLTServerPhysics; //0x0DF8
	char pad_0DFC[68]; //0x0DFC
}; //Size: 0x0E40
My old reverse ILTCSBase
Code:
class ILTCSBase
{
public:
	void(*function01)(); //0x0000 Acess to ILTClient
	void(*function02)(); //0x0004 
	void(*function03)(); //0x0008 
	void(*function04)(); //0x000C 
	void(*function05)(); //0x0010 
	void(*function06)(); //0x0014 
	void(*function07)(); //0x0018 
	void(*function08)(); //0x001C 
	void(*function09)(); //0x0020 
	void(*function10)(); //0x0024 
	void(*function11)(); //0x0028 
	void(*function12)(); //0x002C 
	void(*function13)(); //0x0030 
	void(*function14)(); //0x0034 
	void(*function15)(); //0x0038 
	void(*function16)(); //0x003C 
	void(*function17)(); //0x0040 
	void(*function18)(); //0x0044 
	void(*function19)(); //0x0048 
	void(*function20)(); //0x004C 
	void(*function21)(); //0x0050 
	void(*function22)(); //0x0054 
	void(*function23)(); //0x0058 
	void(*function24)(); //0x005C 
	void(*function25)(); //0x0060 
	void(*function26)(); //0x0064 
	void(*function27)(); //0x0068 
	void(*function28)(); //0x006C 
	bool(WINAPIV *IntersectSegment)(IntersectQuery &iQuery, IntersectInfo *Info); //0x0070 
	void(*function30)(); //0x0074 
	void(*function31)(); //0x0078 
	void(*function32)(); //0x007C 
	void(*function33)(); //0x0080 
	void(*function34)(); //0x0084 
	LTRESULT(*GetGameMode)(int *mode); //0x0088 
	LTRESULT(*StartGame)(/*StartGameRequest * int pRequest); //0x008C 
	LTRESULT(*GetLocalClientID)(uint32 *pID); //0x0090 
	void(*IsConnected)(); //0x0094 
	bool(*DisconnectRoom)(); //0x0098 
	void(*Shutdown)(); //0x009C 
	void(*Shutdown2)(); //0x00A0 
	LTRESULT(*GetPointShade)(LTVector *pPoint, LTVector *pColor); //0x00A4 
	LTRESULT(*FlipScreen)(uint32 flags); //0x00A8 
	LTRESULT(*Start3D)(); //0x00AC 
	LTRESULT(*RenderCamera)(HLOCALOBJ hCamera, float fFrameTime); //0x00B0 
	LTRESULT(*RenderObjects)(HLOCALOBJ hCamera, HLOCALOBJ *pObjects, int nObjects, float fFrameTime); //0x00B4 
	LTRESULT(*ClearScreen)(LTRect *pClearRect, uint32 flags, LTRGB* pClearColor); //0x00B8 
	LTRESULT(*MakeCubicEnvMap)(HLOCALOBJ hCamera, uint32 nSize, const char* pszFilePrefix); //0x00BC 
	LTRESULT(*StartOptimized2D)(); //0x00C0 
	LTRESULT(*EndOptimized2D)(); //0x00C4 
	LTRESULT(*SetOptimized2DBlend)(LTSurfaceBlend blend); //0x00C8 
	LTRESULT(*GetOptimized2DBlend)(LTSurfaceBlend &blend); //0x00CC 
	void(*function53)(); //0x00D0 
	LTRESULT(*End3D)(uint32 flags); //0x00D4 
	void(*function55)(); //0x00D8 
	LTRESULT(*GetOptimized2DColor)(HLTCOLOR &hColor); //0x00DC 
	RMode *(*GetRenderModes)(); //0x00E0 
	void(*RelinquishRenderModes)(RMode *pModes); //0x00E4 
	LTRESULT(*GetRenderMode)(RMode *pMode); //0x00E8 
	LTRESULT(*SetRenderMode)(RMode *pMode); //0x00EC 
	LTRESULT(*ShutdownRender)(uint32 flags); //0x00F0 
	void(*function62)(); //0x00F4 
	void(*function63)(); //0x00F8 
	void(*function64)(); //0x00FC 
	void(*function65)(); //0x0100 
	void(*function66)(); //0x0104 
	void(*function67)(); //0x0108 
	void(*function68)(); //0x010C 
	void(*function69)(); //0x0110 
	void(*function70)(); //0x0114 
	void(*function71)(); //0x0118 
	void(*function72)(); //0x011C 
	void(*function73)(); //0x0120 
	LTRESULT(*GetBorderSize)(HSURFACE hSurface, HLTCOLOR hColor, LTRect *pRect); //0x0124 
	LTRESULT(*OptimizeSurface)(HSURFACE hSurface, HLTCOLOR hTransparentColor); //0x0128 
	LTRESULT(*UnoptimizeSurface)(HSURFACE hSurface); //0x012C 
	void(*function77)(); //0x0130 
	void(*function78)(); //0x0134 
	void(*function79)(); //0x0138 
	void(*function80)(); //0x013C 
	void(*function81)(); //0x0140 
	void(*function82)(); //0x0144 
	void(*function83)(); //0x0148 
	void(*function84)(); //0x014C 
	void(*function85)(); //0x0150 
	void(*function86)(); //0x0154 
	void(*function87)(); //0x0158 
	void(*function88)(); //0x015C 
	void(*function89)(); //0x0160 
	void(*function90)(); //0x0164 
	void(*function91)(); //0x0168 
	void(*function92)(); //0x016C 
	void(*function93)(); //0x0170 
	void(*function94)(); //0x0174 
	void(*function95)(); //0x0178 
	void(*function96)(); //0x017C 
	void(*function97)(); //0x0180 
	void(*function98)(); //0x0184 
	void(*function99)(); //0x0188 
	void(*function100)(); //0x018C 
	void(*function101)(); //0x0190 
	void(*function102)(); //0x0194 
	void(*function103)(); //0x0198 
	void(*function104)(); //0x019C 
	void(*function105)(); //0x01A0 
	void(*function106)(); //0x01A4 
	void(*function107)(); //0x01A8 
	void(*function108)(); //0x01AC 
	void(*function109)(); //0x01B0 
	void(*function110)(); //0x01B4 
	void(*function111)(); //0x01B8 
	void(*function112)(); //0x01BC 
	void(*function113)(); //0x01C0 
	void(*function114)(); //0x01C4 
	void(*function115)(); //0x01C8 
	void(*function116)(); //0x01CC 
	void(*function117)(); //0x01D0 
	void(*function118)(); //0x01D4 
	void(*function119)(); //0x01D8 
	void(*function120)(); //0x01DC 
	void(*function121)(); //0x01E0 
	void(*function122)(); //0x01E4 
	void(*function123)(); //0x01E8 
	void(*function124)(); //0x01EC 
	void(*function125)(); //0x01F0 
	void(*function126)(); //0x01F4 
	void(*function127)(); //0x01F8 
	float(*GetGameTime)(); //0x01FC 
	float(*GetGameFrameTime)(); //0x0200 
	void(*function130)(); //0x0204 
	void(*function131)(); //0x0208 
	void(*function132)(); //0x020C 
	void(WINAPIV *RunConsoleCommand)(CHAR *Command); //0x0210 
	void(*function134)(); //0x0214 
	void(*function135)(); //0x0218 
	void(*function136)(); //0x021C 
	void(*function137)(); //0x0220 
	void(*function138)(); //0x0224 
	void(*function139)(); //0x0228 
	void(*function140)(); //0x022C 
	void(*function141)(); //0x0230 
	void(*function142)(); //0x0234 
	void(*function143)(); //0x0238 
	LTRESULT SendToServer(/*ILTMessage_Read int *pMsg, uint32 flags); //0x023C 
	LTRESULT GetServerIPAddress(uint8 pAddr[4], uint16 *pPort); //0x0240 

};//Size=0x0244
Stuffs
Code:
struct RMode
{
	//!	Does this mode support hardware TnL?
	bool m_bHWTnL;

	//! This is what the DLLs use to identify a card.
	char m_InternalName[128];

	//! This is a 'friendly' string describing the card.
	char m_Description[128];

	//! The dimensions and bit depth of this mode
	uint32 m_Width, m_Height, m_BitDepth;

	//! The next mode in the list
	RMode *m_pNext;
};
enum LTSurfaceBlend {
	LTSURFACEBLEND_ALPHA, //! Alpha blend (lerp(src, dest, alpha))
	LTSURFACEBLEND_SOLID, //! Solid (src)
	LTSURFACEBLEND_ADD, //! Add (src + dest)
	LTSURFACEBLEND_MULTIPLY, //! Multiply (src * dest)
	LTSURFACEBLEND_MULTIPLY2, //! Multiply * 2 (src * dest * 2)
	LTSURFACEBLEND_MASK, //! Mask ((1 - src) * dest)
	LTSURFACEBLEND_MASKADD //! Mask & Add (src + (1 - src) * dest)
};

class LTRect {
public:

	/*!
	\param l x position of left side
	\param t y position of top side
	\param r x position of right side
	\param b y position of bottom side

	Used for: Misc.
	*/
	LTRect(int l = 0, int t = 0, int r = 0, int b = 0) : left(l), top(t), right(r), bottom(b) {}

	/*!
	\param inLeft x position of left side
	\param inTop y position of top side
	\param inRight x position of right side
	\param inBottom y position of bottom side

	Initialize the values.

	Used for:   2D Rendering.
	*/
	void Init(int inLeft, int inTop, int inRight, int inBottom) {
		left = inLeft;
		top = inTop;
		right = inRight;
		bottom = inBottom;
	}

	int left, top, right, bottom;
};

struct LTRGB { uint8 b, g, r, a; };
Hey bro, how you do this?
I used REClass
Credits: ReClass and dreek1

GoodBye MPGH : (

Why is it that No recoil and No reload Does not work on BOT, All ZA Modes and in SuperSoldier TD... but i is working fine in matches ...

For No recoil.. weapon will not fire in those named modes above..
Quote Originally Posted by r0dspunk View Post
Why is it that No recoil and No reload Does not work on BOT, All ZA Modes and in SuperSoldier TD... but i is working fine in matches ...

For No recoil.. weapon will not fire in those named modes above..
Because it's other offset
Quote Originally Posted by r0dspunk View Post
Why is it that No recoil and No reload Does not work on BOT, All ZA Modes and in SuperSoldier TD... but i is working fine in matches ...

For No recoil.. weapon will not fire in those named modes above..
try using

#define NoReloadPlayerClientZM 0xEBC
#define NoChangePlayerClientZM 0xEBC
#define NoRecoilPlayerClientZM 0xDE4
Quote Originally Posted by CaiozinhoFC1 View Post
try using

#define NoReloadPlayerClientZM 0xEBC
#define NoChangePlayerClientZM 0xEBC
#define NoRecoilPlayerClientZM 0xDE4


Thanks.. I also noticed that Several Shutguns do not fire on no recoil and do not reload in noreload even in normal matches.. all those shulguns that manually load bullets one by one.. like Spas, XM8 and the like

By the way.. I tried to use ReClass on CFPH but cant fine the crossfire.exe... Ill try the injection technique of re class so i can see CFPH by my self..
Quote Originally Posted by r0dspunk View Post
Thanks.. I also noticed that Several Shutguns do not fire on no recoil and do not reload in noreload even in normal matches.. all those shulguns that manually load bullets one by one.. like Spas, XM8 and the like

By the way.. I tried to use ReClass on CFPH but cant fine the crossfire.exe... Ill try the injection technique of re class so i can see CFPH by my self..
shotguns adds more value to the game because of its large numbers of recoil, try to add more +4bytes
try the server funcs
@dreek1 how did you update the classes, did you do it manually or you're using reclass?, can you give us cshell dump for this classes. Thank you so much.
Quote Originally Posted by GameHax0r View Post
patched maybe?
nope //2short
Quote Originally Posted by 96neko View Post
nope //2short
can you give us cshell dump for this classes, thank you.
Quote Originally Posted by GameHax0r View Post
patched maybe?
Some address changed after last update of crossfire
Quote Originally Posted by 96neko View Post
nope //2short
You're stupid? I did not mention you!

- - - Updated - - -

Quote Originally Posted by Jh0nLegend View Post
Some address changed after last update of crossfire
Yes, i already updated almost all offsets, except No Reload and Gravity. Thank you!

- - - Updated - - -

Code:
	__int32 iCurrentWeaponID; //0x06A0
	char pad_06A4[16]; //0x06A4
	__int32 NoReload; //0x06B4
	char pad_06B8[796]; //0x06B8
	float Gravity; //0x09D4
	char pad_09D8[620]; //0x09D8
didn't works.
Quote Originally Posted by GameHax0r View Post
You're stupid? I did not mention you!

- - - Updated - - -



Yes, i already updated almost all offsets, except No Reload and Gravity. Thank you!

- - - Updated - - -

Code:
	__int32 iCurrentWeaponID; //0x06A0
	char pad_06A4[16]; //0x06A4
	__int32 NoReload; //0x06B4
	char pad_06B8[796]; //0x06B8
	float Gravity; //0x09D4
	char pad_09D8[620]; //0x09D8
didn't works.
Do by yourself... you can do this

- - - Updated - - -

Quote Originally Posted by emiedumalasa View Post
@dreek1 how did you update the classes, did you do it manually or you're using reclass?, can you give us cshell dump for this classes. Thank you so much.
I used crossfire.exe
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