Results 1 to 3 of 3
  1. #1
    vaisefud3's Avatar
    Join Date
    Jun 2017
    Gender
    male
    Posts
    955
    Reputation
    10
    Thanks
    150
    My Mood
    Bored

    My biggest reversal yet

    Hello again! This is the about 95% of the CWeapon structure. Took me a few days to do it.
    Since this isn't intended for C+P, I left out the sub-structures, but if you can code, you can figure out.
    If you guys spot any mistakes, please let me know. Enjoy!

    Code:
    struct CWeapon
    {
      char pad_0x0000[2];
      BYTE WeaponClass;
      char pad_0x0003[1];
      DWORD DieAnimType;
      DWORD PairWeapon;
      BYTE PairType;
      BYTE ModeLimitedWeapon;
      char WeaponName[51];
      char StandardName[51];
      char CustomColorStandardName[51];
      char PVDecalSkinFileName[5][73];
      char QVDecalSkinFileName[5][73];
      char PreViewModelFileName[65];
      char ModelFileName[65];
      char MotionFileName[49];
      char MotionFileNameDMZ[65];
      char ChangeModelFileName[3][65];
      char ChgBulletGviewAnimName[37];
      char WModelFileName[65];
      char WModelFileNameDMZ[65];
      char WChangeModelFileName[65];
      char SkinFileName[5][73];
      char ChangeSkinFileName[5][73];
      char RenderStyleFileName[5][33];
      char GViewAnimName[37];
      char SelectGviewAnimName[37];
      char SprinterGviewAnimName[37];
      char DMZGviewAnimName[37];
      char ZoomShotGViewAnimName[37];
      float GVModelScale;
      char ReloadSoundName[33];
      char GroupSoundName[33];
      char SubExplosionSoundName[33];
      char SubBounceSoundName[33];
      char StiffAreaFXName[65];
      char StiffAreaSoundName[33];
      char StiffEffectFXName[65];
      char StiffEffectSoundName[33];
      float StiffEffectDuration;
      float StiffEffectMoveSpeedPenalty;
      float PosOffset[3];
      float PerturbMin[5];
      char pad_0x0BCC[40];
      float PerturbMax[5];
      char pad_0x0C08[40];
      float Range;
      float AIModeRange;
      WORD MaxAmmo;
      WORD AmmoPerMagazine;
      WORD NanoMaxAmmo;
      WORD NanoAmmoPerMagazine;
      float AmmoDamage;
      float AIModeAmmoDamage;
      DWORD TargetSlot;
      BYTE SubType[2];
      BYTE UseAISheelMode;
      char pad_0x0C4F[1];
      float DamageFactorByDistance;
      float AIModeDamageFactorByDistance;
      float DamageVariantionFactor;
      float ShotsPerMinute[2];
      BYTE ShotsPerAmmo;
      char pad_0x0C65[1];
      WORD WeaponPrice;
      WORD AmmoPrice;
      char pad_0x0C6A[2];
      DWORD ReloadSingleAmmo;
      float AIBurstPvChangeLimit;
      _ArmorDamageRatioPerNode ArmorDamageRatioPerNode[5];
      char KnifeHitSoundName[33];
      char GViewKnifeAttackAnimName[37];
      char pad_0x0F12[2];
      float KnifeNormalRange[4];
      float KnifeNormalAngle[4];
      float KnifeNormalAniRate[4];
      float KnifeBigshotRange[4];
      float KnifeBigshotAngle[4];
      float KnifeBigshotAniRate[4];
      float KnifeNormalRange2[4];
      float KnifeNormalAngle2[4];
      float KnifeNormalAniRate2[4];
      float KnifeBigshotRange2[4];
      float KnifeBigshotAngle2[4];
      float KnifeBigshotAniRate2[4];
      DWORD LeftClickAttributes;
      DWORD RightClickAttributes;
      DWORD ZoomAttributes;
      DWORD ReloadAttributes;
      DWORD KnifeLeftClickAttributes;
      DWORD KnifeRightClickAttributes;
      DWORD IsDroppedWhenDie;
      DWORD DependentRoundType;
      DWORD SubWeaponIndex;
      DWORD MainWeaponIndex;
      _LinkWeaponIndex LinkWeaponIndex[2];
      DWORD LinkWeaponModeCheck[2][5];
      DWORD WhenStartChargingFull;
      DWORD ExpansionAmmoCheck[2][4];
      DWORD WhenFullChargingLinkWeapon;
      DWORD ChangeHandWeaponIndex;
      float ChangeModeAnimRatio;
      char ChangeModeGviewAnimName[37];
      char GViewHoldPrefireAnimName[37];
      char GViewHoldFireAnimName[37];
      char GViewHoldPrefireAnimNameSD[37];
      char GViewHoldFireAnimNameSD[37];
      char pad_0x1135[3];
      DWORD ShotMinusAmmo;
      float MoveSpeedPenalty;
      float ChargingTime;
      float RespawnChargingTime;
      float DamageRatioPerNode[30];
      float GunKnifeDamageRatioPerNode[30];
      float KnifeNormalAmmoDamage[4];
      float KnifeBigshotAmmoDamage[4];
      float KnifeNormalAmmoDamage2[4];
      float KnifeBigshotAmmoDamage2[4];
      float KnifeBigshotAmmoDamage3[4];
      float KnifeBigshotAmmoDamage4[4];
      float SmokeAlpha;
      float ReloadAnimRatio;
      float ChangeWeaponAnimRatio;
      float FullReactPitch[5];
      char pad_0x12B8[40];
      float FullReactYaw[5];
      char pad_0x12F4[36];
      float DetailPerturbShot[3][5];
      float DetailReactPitchShot[3][5];
      float DetailReactYawShot[3][5];
      char pad_0x13CC[4];
      float FireAnimMultiplier;
      float PrefireAnimRatio;
      DWORD PassiveBuff[2];
      float PassiveBuffAmmoDamage;
      float PassiveBuffDamageRatioPerNode[30];
      float PassiveBuffShotsPerMinute;
      float PassiveBuffMoveSpeedPenalty;
      float PassiveBuffMovePenaltyForDelayFire;
      char PassiveBuffSoundName[33];
      char PVBuffEffectName[65];
      char pad_0x14CA[2];
      _LinkWeaponNCharModeCheck LinkWeaponNCharModeCheck[5];
      char pad_0x1508[2804];
      DWORD ZoomStatusLockFire;
      char PViewSkinFileName[5][73];
      char pad_0x216D[3];
      float MovePenaltyForDelayFire;
      float MovePenaltyForSpecialBigshot;
      char GViewSpecialBigshotAnimName[37];
      char pad_0x219D[3];
      DWORD ContinuousShotInterval;
      char pad_0x21A4[8];
      char PViewModelFileName[65];
      char pad_0x21ED[3];
      float RandomSelectWeaponIndex[20];
      DWORD RandomSelectWeaponIndex2[20];
      _ChainExplosion ChainExplosion[5];
      DWORD ChainExplosionCount;
      _FirstWallShotDamage FirstWallShotDamage;
      float WallShotDamageRatio[13];
      char LeftHandModelFileName[65];
      char WLeftHandModelFileName[65];
      char LeftHandChangeModelFileName[65];
      char WLeftHandChangeModelFileName[65];
      char PViewRenderStyleFileName[5][33];
      char ShotSoundName[33];
      char MagazineClipOutSoundName[33];
      char MagazineClipInSoundName[33];
      char BlowBackSoundName[33];
      char DelBlowBackSoundName[33];
      char Extra01SoundName[33];
      char Extra02SoundName[33];
      char Extra03SoundName[33];
      char Extra04SoundName[33];
      char Extra05SoundName[33];
      char Extra06SoundName[33];
      char Extra07SoundName[33];
      char Extra08SoundName[33];
      char ShotSoundStartName[33];
      char BigIconName[49];
      char SmallIconName[49];
      char EffectSubName[65];
      BYTE EffectGunFireCount;
      BYTE EffectPVGunFireCount;
      char EffectGunFire[5][65];
      char EffectPVGunFire[5][65];
      BYTE HitEffectNameCount;
      char HitEffectName[5][65];
      char WeaponInfoString[513];
      char SpecularMapName[3][73];
      float SpecularPower;
      char ReflectionName[73];
      char pad_0x2E11[3];
      float ReflectionValue;
      DWORD LightCorrectionLegacyShader;
      float BulletPosOffset[3];
      _ShotReact ShotReactYaw[3][13];
      _ShotReact ShotReactPitch[3][13];
      _SideReactDirect SizeReactDirect[13];
      float DamageCameraPenalty;
      float ZoomAction[3];
      char pad_0x3214[28];
      WORD ZoomActionCount;
      char pad_0x3232[2];
      float ZoomAction2;
      float ZoomAction3;
      float ZoomInMoveSpeedPenalty;
      BYTE ZoomTargetType[4];
      BYTE ZoomTargetTypeCount;
      char pad_0x3245[3];
      float PrefireAnimMultiplier;
      char pad_0x324C[4];
      float ZoomInFireAnimMultiplier;
      float ChangeMovingRealSize[5];
      DWORD DelayOneShootTime[3];
      float LowerAnimRate[7];
      DWORD ShootThroughCharacter;
      DWORD ShootThroughWall;
      DWORD ShootThroughCharacterInNanoMode;
      DWORD FlipEffect;
      WORD AllowedWeaponSoldierRank;
      char pad_0x32A2[2];
      _PVPosAndRotAndFovDefault PVPosAndRotAndFovDefault;
      _PVPosAndRotAndFovDefault PVPosAndRotAndFovDefaultWoman;
      BYTE Is_WomanPV;
      char pad_0x32DD[3];
      _CameraYawAndPitch CameraYawAndPitch[13];
      DWORD MaxStopPosTime;
      WORD MaxOneShotAndSize;
      char pad_0x3382[2];
      float MaxOneShotAndSize2;
      char pad_0x3388[12];
      _DamagePenaltyTimeAndMoveRate DamagePenaltyTimeAndMoveRate;
      _DamagePenaltyTimeAndMoveRate NanoGhostDamagePenaltyTimeAndMoveRate;
      float CrossHairRatioPerRealSize[5];
      DWORD ContinuousShotKeyInterval;
      char KnifeMetalSoundName[33];
      char KnifeStoneSoundName[33];
      char KnifeWoodSoundName[33];
      char KnifeBrokenGlassSoundName[33];
      char KnifeCarpetSoundName[33];
      char KnifeSnowSoundName[33];
      BYTE KnifeNormalRangeCount;
      BYTE KnifeBigshotRangeCount;
      _RifleZoomInfo RifleZoomInfo;
      char RemovePinRemoveSoundName[33];
      char pad_0x34C1[3];
      DWORD HaveKnife;
      char KnifeAnimName[37];
      char KnifeAttackSoundName[33];
      char pad_0x350E[2];
      float Knockback[2];
      char pad_0x3518[4];
      float BulletMarkRatio1;
      char pad_0x3520[20];
      float RunAnimRatio;
      _PVEffectName PVEffectName[14];
      char pad_0x3792[688];
      _EffectIndicatorName EffectIndicatorName[14];
      char pad_0x3C9C[104];
      BYTE KillComboEffect[15];
      _KillComboEffectSND KillComboEffectSND[15];
      char pad_0x3F02[62];
      BYTE EffectIndicatorNameCount;
      char pad_0x3F41[743];
      char PVIdleEffectName[65];
      char GrenadeDecalName[65];
      BYTE BulletFXAttribute;
      BYTE WhenLastShotPrefire;
      char ShotGviewAnimName[37];
      char ReloadGviewAnimName[37];
      char NormalShot1GviewAnimName[37];
      char NormalShot2GviewAnimName[37];
      char BigShotGviewAnimName[37];
      char ShotGviewAnimNameSD[37];
      char ReloadGviewAnimNameSD[37];
      char pad_0x43AF[4];
      BYTE VVIPBuffFlag[10];
      char pad_0x43BD[3];
      DWORD IsGunKnifeJitter;
      BYTE QVModelInvisible;
      char pad_0x43C5[3];
      float HPRecoveryStartTimeReduce;
      float GM2WeaponGaugeDownRate;
      DWORD SpecialWeaponType;
      float SpecialWeaponRadius;
      float SpecialWeaponDist;
      DWORD ThroughNum;
      float ThroughPow;
      BYTE SpecialWeaponInput;
      BYTE SpecialWeaponShotGuage;
      BYTE SpecialWeaponLaser[4];
      BYTE RoundKickAbilityTableID;
      BYTE SlidingAbilityTableID;
      char pad_0x43EC[76];
      float ZoomCrosshairRadius;
      DWORD LeverAction;
      float SpecialWeaponEffectTimePerAmmo;
      float SpecialWeaponSpeedRatePerAmmo;
      DWORD SpecialWeaponShellIndex;
      float BoomShellScale[3];
      float RightActionDimBox[3];
      char QVAttachEffect[65];
      char QVAttachSocketName[13];
      _ZoomCrosshairRender ZoomCrosshairRender[4];
      WORD IsWarheadWeapon;
      DWORD WarheadIndex;
      DWORD SelectKnifeAttack;
      char SelectAnimName[37];
      char pad_0x44ED[3];
      float SelectKnifeAttackRange[4];
      float SelectKnifeAttackAngle[4];
      float SelectKnifeAttackAmmoDamage[4];
      char SelectKnifeAttackSoundName[33];
      char pad_0x4541[3];
      float PVLowerAnimAcitveTime;
      char ProjectileModelFileName[65];
      char ProjectileSkinFileName[73];
      char LinkAttackGViewAnimName[37];
      char pad_0x45F7[1];
      float KnifeLinkAttackRange;
      float KnifeLinkAttackAngle;
      float KnifeLinkAttackAniRate;
      float KnifeLinkAttackAmmoDamage;
      float ProjectilePos[3];
      BYTE GviewReloadAnimCorrect;
      BYTE GviewKnifeAttackAnimCorrect;
      BYTE GviewShotAnimCorrect;
      char pad_0x4617[1];
      float ChgBulletAnimRatio;
      DWORD DMZType;
      DWORD BulletType;
      char AccessoryHideSocket[5][13];
      char pad_0x4667[3];
      float GviewModelRotation[3];
      float GviewModelPosOffset[3];
      float LeftHandGviewModelRotation[3];
      float LeftHandGviewModelPosOffset[3];
      char pad_0x4698[4];
      float AttackPenalty[5];
      BYTE AttackPenaltyPerNode[7];
      char pad_0x46B7[1];
      float AttackPenaltyKnife1[4];
      char pad_0x46C8[4];
      float AttackPenaltyKnife2[4];
      char pad_0x46DC[4];
      BYTE AttackPenaltyAI;
      BYTE AttackPenaltyNano;
      char pad_0x46E2[2];
      float AttackCameraCorrectPitch[2];
      float AttackCameraCorrectYaw[2];
      float AttackPenaltyEndDistance;
      BYTE AttackPenaltyDistanceActive;
      BYTE NewAttackPenalty;
      BYTE AttackPenaltyPlayer;
      BYTE BackUpZoomTargetType;
      _BackUpZoomInfo BackUpZoomInfo;
      char pad_0x471A[2];
      float BackUpZoomInMoveSpeedPenalty;
      char ProjectileSoundName[33];
      char pad_0x4741[3];
      DWORD SpecialShotCycle;
      DWORD SpecialAmmoDamage;
      char SpecialShotSoundName[33];
      BYTE SpecialEffectGunFireCount;
      BYTE SpecialEffectPVGunFireCount;
      _SpecialEffectGunFire SpecialEffectGunFire[5];
      _SpecialEffectPVGunFire SpecialEffectPVGunFire[5];
      BYTE EffectGunFireAICount;
      BYTE EffectPVGunFireAICount;
      _EffectGunFireAI EffectGunFireAI[5];
      _EffectPVGunFireAI EffectPVGunFireAI[1];
      char pad_0x4B81[260];
      char PViewSkinFileNameAI[73];
      char SkinFileNameAI[73];
      char SpecialShotReadySoundName[33];
      char StandardNameAI[51];
      char pad_0x4D6B[1];
      DWORD GameModeByDifferentAmmoIndex[2];
      DWORD GameModeMaxAmmo[2];
      DWORD GameModeAmmoPerMagazine[2];
      DWORD KnifeDecalEffectCount;
      _KnifeDecalEffect KnifeDecalEffect[6];
      float VariableScopeModeInterval;
      BYTE ZoomSpeedCorrect;
      char pad_0x5105[3];
      DWORD WheelSpeedInterval;
      float WheelSpeedInterval2;
      float ZoomSection1_1;
      float ZoomSection2_1;
      float ZoomSection1_2;
      float ZoomSection2_2;
      char ThrowModelFileName[65];
      char ThrowSkinFileName[73];
      char ThrowSkinFileName2[73];
      char CrossHairFileName[73];
      char pad_0x523C[12];
      float DamageOverTime[4];
      DWORD IsRenderCrossHair;
      DWORD SpecialAttackTotalDamage;
      DWORD MountedWeaponType;
      float PViewAngleLimit[4];
      char MountedStandModelFileName[65];
      char SpecialKeyIconName[49];
      char pad_0x52E6[2];
      DWORD ThrowAmmoPerMagazine;
      float FastFireAnimRatio;
      float SupplyReloadTime;
      BYTE MuzzleChangeItemCheck[2];
      _FlashBangWithImg FlashBangWithImg;
      char pad_0x534F[1];
      BYTE IsDrapedTransform;
      char pad_0x5351[3];
      float DroppedGVModelDimension[3];
      float DroppedGVModelRotation[3];
      float EffectPVGunFireControl[3];
      float EffectPVGunFireZoomControl[3];
      BYTE GrenadeControl[4];
      DWORD WhenKnifeModeWeaponUse;
      DWORD LeftClickKnifeSpecialIndex;
      DWORD RightClickKnifeSpecialIndex;
      DWORD CharacterWeapon;
      DWORD PossibleRadomAni;
      BYTE PVRadomAniNum[23];
      BYTE GVRadomAniNum[13];
      char pad_0x53C0[4];
      _ReCoverProgress ReCoverProgressAC;
      _ReCoverProgress ReCoverProgressHP;
      _LuckyBoomSWORD LuckyBoomSWORD;
      char PVWeaponArmKeyWORD[33];
      char pad_0x5425[1];
      WORD SprayWithGrenade;
      BYTE HPCapsule;
      char pad_0x5429[3];
      _HPCapsuleFireRatio HPCapsuleFireRatio;
      _SelectRunAnimRatio SelectRunAnimRatio;
      DWORD AlwaysCharging;
      float ActiveGauge;
      _ActiveRange ActiveRange[5];
      WORD FlashBangTimeControl[4];
      WORD BackMirrorUsing[3];
      char ScriptFileLoad[51];
      char GViewAnimNameSD[37];
      char pad_0x5B4E[2];
      float GVModelScaleSD;
      char GViewKnifeAttackAnimNameSD[37];
      char LinkAttackGViewAnimNameSD[37];
      char SelectAnimNameSD[37];
      char ChangeModeGviewAnimNameSD[37];
      char KnifeAnimNameSD[37];
      char ChgBulletGviewAnimNameSD[37];
      char GViewSpecialBigshotAnimNameSD[37];
      char DMZGviewAnimNameSD[37];
      char ZoomShotGViewAnimNameSD[37];
      char pad_0x5CA1[3];
      float JumpGravity;
      float MoveSpeedIncrease[3];
    };
    TODO:

    Code:
    ThrowVelAngleGravityAirResTime
    IsLoopEffect
    XuanYuanBuff
    ContinuousFireMotionData
    Press thanks if I helped

    Xigncode Security:


  2. #2
    Anger5K's Avatar
    Join Date
    May 2020
    Gender
    male
    Posts
    151
    Reputation
    10
    Thanks
    70
    My Mood
    Lurking
    Keep Going and Welcome in mpgh
    My Own Hack!!!



  3. #3
    vaisefud3's Avatar
    Join Date
    Jun 2017
    Gender
    male
    Posts
    955
    Reputation
    10
    Thanks
    150
    My Mood
    Bored
    Quote Originally Posted by Anger5K View Post
    Keep Going and Welcome in mpgh
    I'm not new here, I was just taking a break... but thanks!

Similar Threads

  1. Biggest banwave yet?
    By unknown_benter in forum Grand Theft Auto 5 (GTA V) Help
    Replies: 72
    Last Post: 12-21-2015, 05:42 PM
  2. [WTS] Pricecheck On the Biggest ENDGAME Account Yet
    By toounfair in forum Realm of the Mad God Selling / Trading / Buying
    Replies: 26
    Last Post: 02-07-2015, 03:00 AM
  3. [Release] BIGGEST CONTEST YET!!!!
    By Aborted in forum Combat Arms Discussions
    Replies: 39
    Last Post: 08-22-2011, 04:36 AM
  4. golden gunz biggest fail yet :)
    By -FAIL- in forum CrossFire Discussions
    Replies: 28
    Last Post: 06-09-2010, 10:57 PM
  5. Two Biggest Spammers on the forums!
    By Dave84311 in forum General
    Replies: 20
    Last Post: 01-02-2006, 08:39 AM