Code:
// == [ CROSSFIRE ]
DWORD m_CFEngine = 0x12B11C4;
DWORD m_ObjectMgr = 0x125BB54;
DWORD m_LTServer = 0x127AEE8;
DWORD m_ObjectMgrFn = 0x6BECB0;
DWORD m_LTAnimTrackerFn = 0x76D8E0;
DWORD m_GlowThickness = 0x7FB7F8;
DWORD m_LTClientShell = 0x24;
DWORD m_WallHackFix = 0x7F6614; // _cw.ltc -> _cw.ltb
// == [ InGameMessageBox ]
DWORD m_CFMsgBoxFn = CShell + 0x4D16F0;
DWORD m_CFMsgTextType = 0x78;
DWORD m_CFMsgType = 0x36;
DWORD m_CFMsgAdd = 0x20;
// == [ BasicPlayerInfo ]
DWORD m_BasicPlayerInfo = CShell + 0x147C2B0;
DWORD m_C4DefuseTime = 0x80;
// == [ CharacterHitBox ]
DWORD m_CharacterHitBox = 0x530;
DWORD m_EnlargeAndSetDimFn = CShell + 0x869E70;
DWORD m_GetItemFn = CShell + 0x7F920;
// == [ DrawTextEngine ]
DWORD m_LTFontManager = CShell + 0x1A97B80;
DWORD m_DrawTextFn = CShell + 0xA3F9C0;
// == [ Game Helper ]
DWORD m_RoomManager = CShell + 0x161BC54;
DWORD m_GameStatus = CShell + 0x166E80C;
DWORD m_GameManager = 0x3D298;
DWORD m_IdleTime = 0x3CD3C; // ICLTClientShell + m_IdleTime
// == [ Game UI ]
DWORD m_GameUI = 0x1EC;
DWORD m_PVScreen = 0x72C4;
DWORD m_ForceLeaveMsg = 0x6A38;
DWORD m_MutantDialog = CShell + 0x9699CE;
DWORD m_Mutants = 0x174;
// == [ ModelNode ]
DWORD m_ModelNode = CShell + 0x161A184;
DWORD m_ModelNodeFn = CShell + 0x94C30;
DWORD m_ModelNodeCount = 0x9C3;
DWORD m_ModelNodeSize = 0x9C;
// == [ WeaponMgr ]
DWORD m_WeaponMgr = CShell + 0x161A590;
DWORD m_WeaponCount = 0x11FF;
DWORD m_WeaponSize = 0x5D28;
DWORD m_WeaponAttributeFn = CShell + 0xA43C0;
DWORD m_WallShotDamageFn = CShell + 0xA4780;
DWORD m_DamageTypeFn = CShell + 0xA45B0;
DWORD m_WeaponMgrFn = CShell + 0xA47B0;
DWORD m_oKnifeAngle[0] = 0xE7C;
DWORD m_oKnifeAngle[1] = 0xD9C;
DWORD m_FirstWallShotDamage = 0x2338;
DWORD m_WallShotDamageRatio = 0x2340;
DWORD m_Range = 0xC30;
DWORD m_AmmoDamage = 0xC40;
DWORD m_DamageFactorByDistance = 0xC50;
DWORD m_ReloadAnimRatio = 0x129C;
DWORD m_ChangeWeaponAnimRatio = 0x12A0;
DWORD m_LeftClickAttribute = 0xFD4;
DWORD m_RightClickAttribute = 0xFD8;
DWORD m_ZoomAttribute = 0xFDC;
DWORD m_ReloadAttribute = 0xFE0;
DWORD m_KnifeAttackCheck = 0x194;
// == [ Assembly ]
DWORD m_Bypass_18_2 = CShell + 0x2DEC85;
DWORD m_Bypass_01_2[0] = CShell + 0x9FFBB7;
DWORD m_Bypass_01_2[1] = CShell + 0x39D9AC;
DWORD m_Bypass_20_0[0] = CShell + 0x9FFCBA;
DWORD m_Bypass_20_0[1] = CShell + 0x39DAAF;
DWORD m_PitchLimit[0] = CShell + 0x3B0D55; // jmp
DWORD m_PitchLimit[1] = CShell + 0x3B0D6E; // jmp
DWORD m_PitchLimit[2] = CShell + 0xA0CA16; // jmp
DWORD m_PitchLimit[3] = CShell + 0xA0CA24; // jmp
DWORD m_ShowNames = CShell + 0x976DE4;
// == [ Damage ]
DWORD m_Damage = CShell + 0x161A574;
DWORD m_DamagePerMeter = 0x4;
// == [ Player ]
DWORD m_PlayerStart = 0x204;
DWORD m_PlayerSize = 0xD88;
DWORD m_PlayerLocal = 0x20C;
DWORD m_PlayerName = 0x20E;
DWORD m_PlayerTeam = 0x20D;
DWORD m_PlayerHealth = 0x244;
DWORD m_PlayerObject = 0x20C;
DWORD m_PlayerCharFX = 0x21C;
DWORD m_PlayerHasC4 = 0x228;
DWORD m_PlayerNameFn = CShell + 0xACE0D0;
DWORD m_PlayerCharFXFn = CShell + 0xACDCC0;
DWORD m_PlayerTeamFn = CShell + 0xACC5C1;
DWORD m_PlayerMutantTeamFn = CShell + 0xACC5C0;
DWORD m_IsJumping = CShell + 0x1AD8B4C; // Bunny Hop
DWORD m_CameraObject = CShell + 0xACBE70;
DWORD m_Camera = 0x38;
// == [ Item Info ]
DWORD m_ItemInfo = CShell + 0x1ADD4D8;
DWORD m_ItemInfoFn = CShell + 0xEC8800;
DWORD m_ItemCount = 0x13FF;
DWORD m_ItemSize = 0x15B0;
// == [ Character Type ]
DWORD m_CharacterType = CShell + 0x147C2D0;
DWORD m_CharacterTypeFn = CShell + 0x897C0;
DWORD m_CharacterTypeSize = 0xE78;
DWORD m_CharacterTypeCount = CShell + 0x147C2CC; // __int32
// == [ AI Zombie ]
DWORD m_AICharacterNameFn = CShell + 0x82CD40;
DWORD m_AIMaxCount = 0xC;
DWORD m_AIMaxHealth = 0x18460;
DWORD m_AIHealth = 0x18464;
// == [ ICPlayerClntBase ]
DWORD m_oPlayerClntBase = 0x80;
DWORD m_oPlayerViewMgr = 0x2DC;
DWORD m_GameType = 0x790;
DWORD m_BulletClip = 0x2C4;
DWORD m_BulletMag = 0x2C8;
DWORD m_BulletMax = 0x2CC;
DWORD m_ModelObject[0] = 0xDC8;
DWORD m_ModelObject[1] = 0x570;
DWORD m_WeaponCopy[0] = 0x99C;
DWORD m_WeaponCopy[1] = 0x8AC;
DWORD m_ScytheType[0] = 0x9D4;
DWORD m_ScytheType[1] = 0x908;
DWORD m_WeaponState[0] = 0x790;
DWORD m_WeaponState[1] = 0x6A0;
DWORD m_RifleFireRate[0] = 0x694;
DWORD m_RifleFireRate[1] = 0x5A4;
DWORD m_RealWeaponState[0] = 0x77C;
DWORD m_RealWeaponState[1] = 0x68C;
DWORD m_PositionUpdate[0] = 0x958; // Invisible/Spy Mode
DWORD m_PositionUpdate[1] = 0x868; // Invisible/Spy Mode
DWORD m_WalkSpeed[0] = 0xAB0;
DWORD m_WalkSpeed[1] = 0x9D0;
DWORD m_CrouchSpeed[0] = 0xAB4;
DWORD m_CrouchSpeed[1] = 0x9D4;
DWORD m_JumpState[0] = 0x6D4;
DWORD m_JumpState[1] = 0x5E8;
DWORD m_Dimension[0] = 0xE8C;
DWORD m_Dimension[1] = 0x62C;
DWORD m_SetWeaponStateVT = 0x48;
DWORD m_SetRifleFireRateVT = 0x1DC;
DWORD m_SetDimensionVT = 0xBA0;
DWORD m_SetJumpStateVT = 0x2D0;
DWORD m_GetClientObjectVT = 0x5C;
DWORD m_GetPlayerViewMgrVT = 0x84;
DWORD m_GetCurWeaponIndexVT = 0x128;
DWORD m_GetRealWeaponStateVT = 0x280;
// == [ ObjectFX ]
DWORD m_HumanAIObject = 0xA0;
DWORD m_MutantObject = 0x11198;
DWORD m_IsDead = 0x200;
DWORD m_IsImmune = 0x210;
DWORD m_IsMutant = 0x1118B;
DWORD m_CharacterSocketSize = 0x1DBC;
DWORD m_CharacterSocketStart = 0x58C;
DWORD m_CharacterSocketCount = 0x7;
// == [ Hooks ]
DWORD m_WeaponAttack[0] = CShell + 0x9E6CF7;
DWORD m_WeaponAttack[1] = CShell + 0x37FEBA;
// == [ LTClient ]
DWORD m_SetObjectOutlineVT = 0x128;
DWORD m_RunConsoleCommandVT = 0x258;