they were requested and i'm feeling lazy, i just C&P'd these from a base, if outdated, my bad, just delete this post then
Code:
#ifndef _Class
#define _Class
/*class cPlayerMgr;
class cClientWeapon;
class cClientWeaponMgr;
class PlayerInfo;
class CILTDrawPrim;
#define M_PI 3.14159265358979323846f
#define DegToRad( degree ) ( (degree) * (3.141592654f / 180.0f) )
#define PITCH 0
#define YAW 1
#define ROLL 2
#pragma warning(disable: 4244 4996)
#define D3DXMATRIX_WORLD 0x0080AC4C
#define D3DXMATRIX_VIEW 0x0080AC8C
#define D3DXMATRIX_PROJECTION 0x0080ACCC
typedef PlayerInfo *(__thiscall *lpGetPlayerByIndex2)(unsigned long ulThis, INT index, INT unk);
lpGetPlayerByIndex2 GetPlayerByIndex2;
typedef PlayerInfo *(__thiscall *lpGetLocalPlayer2)(unsigned long ulThis);
lpGetLocalPlayer2 GetLocalPlayer2;
class cCharacterFX
{
public:
char unk1[16];
int* Object; //0x10
char unk2[44];
int IsPlayer; //0x40
char unk3[40];
unsigned char Index; //0x6C
char unknown112[8]; //0x0070
float fStartPitch; //0x0078
float fStartYaw; //0x007C
char unknown128[1224]; //0x0080
BYTE unk1287; //0x0548
bool bIsDead; //0x0549
bool bSpawnSheild; //0x054A
BYTE unk5563; //0x054B
char unknown1356[12]; //0x054C
int* hHitbox; //0x0558
char unknown1372[96]; //0x055C
WORD wUnk; //0x05BC
WORD wHealth; //0x05BE
WORD wArmor; //0x05C0
};
class cSFXList
{
public:
unsigned long unk0;
unsigned long* List;
unsigned long unk1;
int Num;
};
class cSFXMgr
{
public:
cSFXList SFXList[0x3D];
};
class cGameClientShell
{
public:
virtual void Function0();
virtual void Function1();
virtual void Function2();
virtual void Function3();
virtual void Function4();
virtual void Function5();
virtual void Function6();
virtual void Function7();
virtual void Function8();
virtual void Function9();
virtual void Function10();
virtual void Function11();
virtual void Function12();
virtual void Function13();
virtual void Function14();
virtual void Function15();
virtual void Function16();
virtual void Function17();
virtual void Function18();
virtual void Function19();
virtual void Function20();
virtual void Function21();
virtual void Function22();
virtual void Function23();
virtual void Function24();
virtual void Function25();
virtual void Function26();
virtual void Function27();
virtual void Function28();
virtual void Function29();
virtual void Function30();
virtual void Function31();
virtual void Function32();
virtual void Function33();
virtual void Function34();
virtual void Function35();
virtual void Function36();
virtual void Function37();
virtual void Function38();
virtual void Function39();
virtual void Function40();
virtual void Function41();
virtual void Function42();
virtual void Function43();
virtual void Function44();
virtual void Function45();
virtual DWORD GetClientInfoMgr();
virtual DWORD GetInterfaceManager();
virtual DWORD GetPlayerManager();
virtual void Function49();
virtual void Function50();
virtual void Function51();
virtual void Function52();
virtual void Function53();
virtual void Function54();
virtual void Function55();
virtual void Function56();
virtual cSFXMgr* GetSFXMgr();
};
class cClientInfo
{
public:
__int32 pPing; //0x0000
__int32 Index; //0x0004
char _0x0008[8];
char pName[12]; //0x0010
char _0x001C[12];
int* Object; //0x0028
__int32 pKills; //0x002C
__int32 pDeaths; //0x0030
char _0x0034[52];
__int32 pFTMission; //0x0068
char _0x006C[4];
__int32 pTeam; //0x0070
char _0x0074[4];
BYTE pIsDead; //0x0078
char _0x0079[319];
__int32 pRank; //0x01B8
char _0x01BC[80];
__int32 pFTScore; //0x020C
BYTE pFTSpawn; //0x0210
char _0x0211[3];
__int32 pFTLongestLife; //0x0214
__int32 pFTKill; //0x0218
char _0x021C[84];
cClientInfo* PlayerNext; //0x0270
};//Size=0x0274
class PointerTo;
class _Object;
class CILTDrawPrim;
class PointerTo
{
public:
CHAR pad[4];
PlayerInfo *first;
__int32 index;
};
class _Object
{
public:
CHAR Pad[4];
D3DXVECTOR3 origin;
};
// i know it's same this
class cWeaponInfo
{
public:
char unknown0[12]; //0x0000
DWORD dwClientWeaponType; //0x000C
char unknown16[16]; //0x0010
DWORD dwAlt_InstDamage; //0x0020
DWORD dwInstDamage; //0x0024
DWORD UNK; //0x0028
char unknown44[104]; //0x002C
DWORD dwFireSnd; //0x0094
char unknown152[108]; //0x0098
float fFireDelay1; //0x0104
float ffiredelay1; //0x0108
DWORD dwMaxAmmo3; //0x010C
DWORD dwMaxAmmo2; //0x0110
char unknown276[276]; //0x0114
DWORD dwCrossHairA; //0x0228
DWORD dwCrossHairR; //0x022C
DWORD dwCrossHairG; //0x0230
DWORD dwCrossHairB; //0x0234
BYTE TripleShotMode; //0x0238
char unknown569[3]; //0x0239
DWORD dwTripleShotRoundNum; //0x023C
float fDamageRFacter; //0x0240
char unknown580[28]; //0x0244
DWORD dwInfiAmmo2;
DWORD dwInfiniteAmmo; //0x0264
DWORD dwHideWhenEmpty; //0x0268
DWORD dwIsAmmo; //0x026C
char unknown624[4]; //0x0270
DWORD dwShotsPerClip; //0x0274
char unknown632[52]; //0x0278
float fZoomTime; //0x02AC
DWORD dwMinPerturb; //0x02B0
DWORD dwMaxPerturb; //0x02B4
float fDuckPerturb; //0x02B8
float fMoveDuckPerturb; //0x02BC
DWORD dwZoomedMinPerturb; //0x02C0
DWORD dwZoomedMaxPerturb; //0x02C4
DWORD dwRange; //0x02C8
char unknown716[12]; //0x02CC
DWORD VectorsPerRound; //0x02D8
char unknown732[40]; //0x02DC
float fPerturbIncSpeed; //0x0304
float fPerturbDecSpeed; //0x0308
char unknown780[4]; //0x030C
float fZoomedPerturbIncSpeed; //0x0310
float fZoomedPerturbDecSpeed; //0x0314
char unknown792[4]; //0x0318
float fBaseCamRecoilPitch; //0x031C
float fBaseCamRecoilAccelPitch; //0x0320
char unknown804[36]; //0x0324
float fTripleShotMaxCamRecoilPitch; //0x0348
float fTripleShotBaseCamRecoilPitch; //0x034C
char unknown848[8]; //0x0350
DWORD dwTripleShotMinPerturb; //0x0358
DWORD dwTripleShotMaxPerturb; //0x035C
float fTripleShotPerturbIncSpeed; //0x0360
float fTripleShotPerturbDecSpeed; //0x0364
char unknown872[112]; //0x0368
DWORD dwFireRate; //0x03D8
DWORD dwMoveSpeed; //0x03DC
DWORD ID03B39CC0; //0x03E0
char unknown996[32]; //0x03E4
BYTE DisableCrosshair; //0x0404
char unknown1029[27]; //0x0405
float fCameraSwayXFreq; //0x0420
float fCameraSwayYFreq; //0x0424
char unknown1064[12]; //0x0428
DWORD dwTargetCrosshairFlag; //0x0434
DWORD dwEffectRange; //0x0438
char unknown1084[192]; //0x043C
DWORD dwFireDelay; //0x04FC
};
class cWeaponMgr
{
public:
char unknown0[5564];
cWeaponInfo** Weapons; //15BC
__int32 WeaponCount; //15C0
};
class cClientWeaponMgr{
public:
cClientWeapon** WeaponList; //0000
__int32 MaxWeapons; //0004
__int32 WeapIndex; //0008
cClientWeapon* CurrentWeapon; //000C
BYTE WeaponsEnabled; //0010
BYTE WeaponsVisible; //0011
char unknown16[20];
__int32 nCurrentWeaponID; //0x0024
};
class cPlayerMgr
{
public:
char pad[24];
cClientWeaponMgr* WeaponMgr; //0018
char unknown0[48];
float Pitch; //0048
float Yaw; //004C
float Roll;
char unknown3[220];
int* CameraObject; //012C
__inline cClientWeapon* GetCurrentWeapon()
{
if( WeaponMgr && WeaponMgr->CurrentWeapon )
return WeaponMgr->CurrentWeapon;
return NULL;
}
};
D3DXVECTOR3 Angles, FinalAimSpot;
#define SFX_NADE 0x13
#define SFX_PICKUP 0x17
#define SFX_CHARACTER 0x18
#define SFX_MAX 0x3B
bool bAimbot = false;
class cLTCientShellBase;
class cLTClient;
class cLTDrawPrim;
class cGameClientShell;
class cLTModel;
class cLTCommon;
class cLTMessage;
class cFont;
class cClientWeapon;
class cObjName;
class cBaseFX;
//class cPlayerInfo;
class cLTMessage;
class cLTBase;
class cClientInfoMgr;
class cMoveMgr;
class cLTClientShellBase
{
public:
cLTBase* ILTBase; //0x0000
char unknown4[16];
cLTDrawPrim** ILTDrawPrim; //0x0014
char unknown24[4];
cLTModel** ILTModel; //0x001C
char unknown32[136];
cGameClientShell* ILTGameClientShell; //0x00A8
};
class CILTDrawPrim
{
public:
virtual VOID function0();
virtual VOID function1();
virtual VOID function2();
virtual VOID function3();
virtual VOID function4();
virtual VOID function5();
virtual VOID function6();
virtual VOID function7();
virtual VOID function8();
virtual VOID function9();
virtual VOID function10();
virtual VOID function11();
virtual VOID function12();
virtual VOID function13();
virtual VOID function14();
virtual VOID function15();
virtual VOID function16();
virtual VOID function17();
virtual VOID function18();
virtual VOID function19();
virtual VOID function20();
virtual VOID function21();
virtual VOID function22();
virtual VOID function23();
virtual VOID function24();
virtual VOID function25();
virtual VOID function26();
virtual VOID function27();
virtual VOID function28();
virtual VOID function29();
virtual VOID function30();
virtual VOID function31();
virtual VOID function32();
virtual VOID function33();
virtual VOID function34();
virtual VOID function35();
virtual VOID function36();
virtual VOID function37();
virtual VOID function38();
virtual VOID function39();
virtual VOID function40();
virtual VOID function41();
virtual VOID function42();
virtual VOID function43();
virtual VOID function44();
virtual VOID function45();
virtual VOID function46();
virtual VOID function47();
virtual VOID function48();
virtual VOID function49();
virtual HRESULT Project(FLOAT x, FLOAT y, FLOAT z, D3DXVECTOR3 *pProjectOut, D3DXVECTOR3 *pTransformOut);
CHAR unknown[17232];
D3DXMATRIX World;
D3DXMATRIX View;
D3DXMATRIX Projection;
};
class Something
{
public:
bool bIsAlive; //0000
};
class WepInfo
{
public:
__int32 iBackPackABulletsLeft; //0000
__int32 i2ndaryBulletsLeft; //0004
__int32 Unknown0;
__int32 iGrenadesLeft; //000C
__int32 iBackPackBBulletsLeft; //0010
};
class Info
{
public:
char unknown0[12]; //0x0000
__int32 iHP; //0x000C
__int32 iAP; //0x0010
__int32 iMaxHP; //0x0014
__int32 iMaxAP; //0x0018
WepInfo* gotoWepInfo; //0x001C
Something* goToSomething; //0x0020
char unknown36[352];
float fStamina; //0x0184
__int32 iIsRunning; //0x0188
__int32 iIsJumping; //0x018C
__int32 iWeaponSlotInUse; //0x0190
char unknown404[44]; //0x0194
PlayerInfo* goToPlayers; //0x01C0
};
class LocalInfo
{
public:
Info* goToInfoClass; //0000
};
class cMoveMgr {
public:
char offset0[0x60];
bool bIsInAir;
};
cLTClientShellBase* pClientShellBase;
cGameClientShell* pGameClientShell;
cClientInfoMgr* pClientInfoMgr;
cPlayerMgr* pPlayerManager;
cLTDrawPrim* pLTDrawPrim;
cLTClient* pLTClient;
cLTModel* pLTModel;
cLTBase* pLTBase;
LocalInfo* pLocal;
cFont* pWarningFont;
cFont* pSmallFont;
cFont* pMenuFont;
DWORD dwClientFxEntry;
cLTClientShellBase* GetClientShellBase()
{
return pClientShellBase;
}
cGameClientShell* GetGameClientShell()
{
return pGameClientShell;
}
cClientInfoMgr* GetClientInfoMgr()
{
return pClientInfoMgr;
}
cPlayerMgr* GetPlayerMgr()
{
return pPlayerManager;
}
cLTBase* GetLTBase()
{
return pLTBase;
}
cLTModel* GetLTModel()
{
return pLTModel;
}
cLTClient* GetLTClient()
{
return pLTClient;
}
cLTDrawPrim* GetLTDrawPrim()
{
return pLTDrawPrim;
}
LocalInfo* GetLocal()
{
return pLocal;
}
//////////////////////////////////////////////////////////////////////////
// Font Pointers //
//////////////////////////////////////////////////////////////////////////
cFont* GetSmallFont()
{
return pSmallFont;
}
cFont* GetWarningFont()
{
return pWarningFont;
}
cFont* GetMenuFont()
{
return pMenuFont;
}
//////////////////////////////////////////////////////////////////////////
// //
//////////////////////////////////////////////////////////////////////////
class PlayerInfo
{
public:
__int32 Unknown0;
__int32 index;
__int32 Unknown1;
__int32 Unknown2;
CHAR Name[12];
CHAR unknown3[12];
_Object *obj;
CHAR unknown4[68];
__int32 Team;
__int32 unknown5;
__int8 IsDead;
};
class cPlayerInfo
{
public:
__int32 Unknown0;
__int32 index;
__int32 Unknown1;
__int32 Unknown2;
CHAR Name[12];
CHAR unknown3[12];
int *obj;
CHAR unknown4[68];
__int32 Team;
__int32 unknown5;
__int8 IsDead;
};
class cPlayerInfo{
public:
char _0x0000[4];
__int32 Index; //0x0004
char _0x0008[8];
char pName[12]; //0x0010
char _0x001C[12];
int* Object; //0x0028
__int32 pKills; //0x002C
__int32 pDeaths; //0x0030
char _0x0034[48];
__int32 pFTMission; //0x0064 FireTeam Misson
char _0x0068[8];
__int32 pTeam; //0x0070
char _0x0074[4];
BYTE pIsDead; //0x0078
char _0x0079[307];
__int32 pRank; //0x01AC
char _0x01B0[80];
__int32 pFTScore; //0x0200 FiteTeam Score
char _0x0204[4];
__int32 pFTLongestLife; //0x0208 FireTeam LongestLife : Value / 60 = time
__int32 pFTKill; //0x020C FireTeam Kill score
char _0x0210[80];
cPlayerInfo* PlayerNext; //0x0260
};
void AngleVectors( const float* angles, float* forward, float* right, float* up )
{
float angle;
static float sr, sp, sy, cr, cp, cy, t;
angle = angles[YAW];
sy = sin(angle);
cy = cos(angle);
angle = angles[PITCH];
sp = sin(angle);
cp = cos(angle);
angle = angles[ROLL];
sr = sin(angle);
cr = cos(angle);
if( forward )
{
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
}
if( right )
{
t = sr*sp;
right[0] = ( -1*t*cy+-1*cr*-sy );
right[1] = ( -1*t*sy+-1*cr*cy );
right[2] = -1*sr*cp;
}
if( up )
{
t = cr*sp;
up[0] = ( t*cy+-sr*-sy );
up[1] = ( t*sy+-sr*cy );
up[2] = cr*cp;
}
}
void VectorAngles( const float* forward, float* angles )
{
float tmp, yaw, pitch;
if( forward[2] == 0 && forward[0] == 0 )
{
yaw = 0;
if( forward[2] > 0 )
pitch = 90;
else
pitch = 270;
}
else
{
yaw = ( atan2( forward[2], -forward[0] ) * 179 / M_PI )-90;
if( yaw < 0 )
yaw += 359;
tmp = sqrt( forward[0] * forward[0] + forward[2] * forward[2] );
pitch = ( atan2( forward[1], tmp) * 179 / M_PI );
if( pitch < 0 )
pitch += 359;
}
angles[0] = -pitch;
angles[1] = yaw;
angles[2] = 0;
}
void GetAngleToTarget(D3DXVECTOR3 vTargetPos, D3DXVECTOR3 vCameraPos, D3DXVECTOR3& vAngles)
{
D3DXVECTOR3 vDelta;
vDelta.x = vTargetPos.x - vCameraPos.x;
vDelta.y = vTargetPos.y - vCameraPos.y;
vDelta.z = vTargetPos.z - vCameraPos.z;
VectorAngles( (float*)&vDelta, (float*)&vAngles );
if( vAngles.x > 179.0f )
vAngles.x -= 359.0f;
else if( vAngles.x < -179.0f )
vAngles.x += 359.0f;
if( vAngles.y > 179.0f )
vAngles.y -= 359.0f;
else if( vAngles.y < -179.0f )
vAngles.y += 359.0f;
}
D3DXVECTOR3 MyGetObjectMaxPos( int *obj )
{
return *(D3DXVECTOR3*)( obj + 0x4 );
}*/
#endif
i don't even know where i got the base so don't ask for credits