Code:
#define ADDR_CSHELL_BASE 0x37100000
//SFX ID's
#define SFX_NADE 0x13
#define SFX_PICKUP 0x17
#define SFX_CHARACTER 0x18
#define SFX_MAX 0x3B
//CShell.dll
#define ADDR_MTBWCRET 0x373D7297
#define ADDR_LTCLIENT 0x377F1D68
#define ADDR_WEAPONMGR 0x37837EFC
#define ADDR_LOCALPTR 0x3783DD70
#define ADDR_BUILDFONT 0x3758DEF0
#define ADDR_FILLFONT 0x3758EB80
#define ADDR_FONTECX 0x3784EDAC
#define ADDR_GETFONTHAND 0x374898A0
#define ADDR_GETCONSOLEINT 0x37395B50
#define ADDR_GCS 0x3783B590
#define ADDR_LTCOMMON 0x378364A8
#define ADDR_S_BULLETS 0x37428F2D
#define ADDR_REMOTEKILL1 0x3742E791
#define ADDR_REMOTEKILL2 0x3742E792
#define ADDR_REMOTEKILL3 0x3742EB11
#define ADDR_REMOTEKILL4 0x3742EB12
#define ADDR_WEAPON_RANGE1 0x3742E669
#define ADDR_WEAPON_RANGE2 0x3742E9E9
#define ADDR_RAPIDFIRE1 0x37425747
#define ADDR_RAPIDFIRE2 0x3742F0DE
#define ADDR_RAPIDFIRE3 0x3742AEA7
#define ADDR_RAPIDFIRE4 0x3742F0E5
#define ADDR_RAPIDFIRE5 0x3742EF18
#define ADDR_FORCEFPS 0x377F1DF8
#define ADDR_LTCSBASE 0x377F1D50
#define OFF_FPS 0x14EF8
#define ADDR_W2S 0x4915E0
#define ADDR_INTERSECT 0x470CB0
#define ADDR_D3D 0x9108A0
#define ADDR_DRAWPRIM 0x804974
#define ADDR_CURSORCENTER 0x7EEC4C
#define ADDR_CONSOLEUNWRAPPED 0x486030
#define ADDR_CLIENTFX 0x66F34
class cLTCientShellBase;
class cLTClient;
class cLTDrawPrim;
class cGameClientShell;
class cLTModel;
class cLTCommon;
class cLTMessage;
class cFont;
class cPlayerMgr;
class cWeaponInfo;
class cWeaponMgr;
class cClientWeapon;
class cObjName;
class cBaseFX;
class cCharacterFX;
class c_player;
class cLTMessage;
class cLTBase;
class cClientInfoMgr;
typedef bool (*ObjectFilterFn)(int* hObj, void *pUserData);
struct IntersectQuery
{
D3DXVECTOR3 Start; //0x0000
D3DXVECTOR3 End; //0x000C
char unknown24[12];
unsigned int Flags; //0x0024
ObjectFilterFn FilterFn; //0x0028
void* FilterIntersectParam; //0x002C
ObjectFilterFn FilterIntersectFn; //0x0030
void* FilterParam; //0x0034
void* PolyFilterParam; //0x0038
//PolyFilterFn PolyFilterFn; //0x003C
};
class cSFXList
{
public:
unsigned long unk0;
unsigned long* List;
unsigned long unk1;
int Num;
};
class cSFXMgr
{
public:
cSFXList SFXList [SFX_MAX];
};
struct IntersectInfo
{
D3DXVECTOR3 vImpactPos; //0x0000
char unknown12[16];
int* hObjImpact; //0x001C
DWORD nSomething; //0x0020
DWORD nSomething2; //0x0024
DWORD nSomething3; //0x0028
};
struct Transform
{
D3DXVECTOR3 Pos;
unsigned char Space [0x100];
};
struct Screen
{
int x;
int y;
};
struct VERTS
{
D3DXVECTOR3 pos;
unsigned int rgba;
};
struct SHAPE_RECT
{
VERTS Right[3];
VERTS Left[3];
};
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 cLTBase
{
public:
cLTClient* ILTClient; //0x0000
char unknown8[96];
bool( WINAPIV *IntersectSegment )( IntersectQuery& Query, IntersectInfo *pInfo ); //0x0064
char unknown104[28];
unsigned int ( WINAPIV *GetLocalClientID )( unsigned int *pIDOut ); //0x0084
char unknown136[384];
unsigned int( WINAPIV *RunConsoleCommand )( const char* szCommand ); //0x0208
int*( WINAPIV *GetClientObject )(); //0x020C
char unknown528[16];
unsigned int( WINAPIV *GetObjectScale )( int* pObject, float *scale ); //0x0220 0x46D530
unsigned int( WINAPIV *SetObjectScale )( int* pObject, float scale ); //0x0224 0x472990
char unknown552[4];
unsigned int( WINAPIV *GetObjectColor )( int* pObject, float *r, float *g, float *b, float *a ); //0x022C 0x46FAC0
unsigned int( WINAPIV *SetObjectColor )( int* pObject, float r, float g, float b, float a ); //0x0230 0x46FB40
};
class cLTClient
{
public:
char unknown0[156];
unsigned int( WINAPI *GetObjectRot )( int* pObject, D3DXMATRIX *vRot ); //0x009C 0x46D840
unsigned int( WINAPI *GetObjectPos )( int* pObject, D3DXVECTOR3 *vPos ); //0x00A0 0x46D7D0
char unknown164[32];
unsigned int( WINAPI *SetObjectPos )( int* pObject, D3DXVECTOR3 vPos, bool bUnk ); //0x00C4 0x472C60
char unknown200[108];
unsigned int( WINAPIV *GetConsoleVariableFloat )( const char *szCommand, float *ValueOut ); //0x00CC
unsigned int( WINAPIV *GetConsoleVaribleString )( const char *szCommand, char *BufOut, unsigned int StringLength ); //0x00D0
char unknown316[28];
unsigned int( WINAPI *SendToServer )( int Message, unsigned int flags ); //0x0158 0x474160
};
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 DWORD GetClientInfoMgr(); //44
virtual DWORD GetInterfaceManager();//45
virtual DWORD GetPlayerManager();//46
virtual void Function45();
virtual void Function46();
virtual void Function47();
virtual void Function48();
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();//57
};
class cLTModel
{
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 unsigned int GetBoneNode( int* Obj,const char* nodeName, unsigned int Node );
virtual unsigned int GetNodeName( int* Obj, unsigned int Node, char* name, int maxlen );
virtual unsigned int GetNodeTransform( int* Obj, unsigned int hNode, Transform* trans, char bWorldSpace );
virtual unsigned int GetModelNextNode( int* Obj, unsigned int Node, unsigned int &Next );
virtual void Function17();
virtual void Function18();
virtual void Function19();
virtual void Function20();
virtual unsigned int GetNumNodes( int* Obj, unsigned int &num );
};
class cLTCommon
{
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 unsigned int CreateMessage( int* pMsg );
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 unsigned int GetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int *iFlags );
virtual unsigned int SetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int iFlags, unsigned int iMask );
};
class cLTDrawPrim
{
public:
char unknown0[40];
void( WINAPI *SetRenderMode )( int mode ); //0x0028
char unknown44[88];
void( WINAPI *DrawPrimitive )( void* q, unsigned int count ); //0x0084
char unknown136[64];
unsigned int( WINAPI *World2Screen )( float x, float y, float z, D3DXVECTOR3* v3Screen, D3DXVECTOR3 *v3Unk ); //0x00C8 0x4913C0
// virtual HRESULT Project( float x, float y, float z, D3DXVECTOR3* pProjectOut, D3DXVECTOR3* pTransformOut); //
char unknown[17232]; //0x0004
D3DXMATRIX World; //0x4354
D3DXMATRIX View; //0x4394
D3DXMATRIX Projection; //0x43D4
};
/*
class ccPlayerInfo
{
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[76];
__int32 pFTScore; //0x020C
BYTE pFTSpawn; //0x0210
char _0x0211[3];
__int32 pFTLongestLife; //0x0214
__int32 pFTKill; //0x0218
char _0x021C[84];
ccPlayerInfo* PlayerPrev; //0x026C
ccPlayerInfo* PlayerNext; //0x0270
};//Size=0x0274
*/
class PointerTo;
class cPlayerInfo;
class _Object;
class cPlayerInfo
{
public:
__int32 Unknown0; //0000
__int32 Index; //0004
__int32 Unknown2; //0008
__int32 Unknown3; //000C
char pName[12]; //0010
char unknown5[12];
_Object* obj; //0028
char unknown7[68];
__int32 pTeam; //0x0070
__int32 idk; // xD
__int8 pIsDead; //0078
//__int8 Health; //0x008C
char unknowna[3];
char unknown6[424];
char unknownb[20];
char unknown8[4];
char unknown9[36];
cPlayerInfo* pPrev;
cPlayerInfo* pNext;
};
//
class PointerTo
{
public:
char pad[4];
cPlayerInfo * first;
__int32 index;
};
class _Object
{
public:
char _0x0000[4];
D3DXVECTOR3 origin; //0x0004
D3DXVECTOR3 Pos2; //0x0010
char _0x001C[188];
float Pitch; //0x00D8
float Yaw; //0x00DC
float Roll; //0x00E0
};//Size=0x00E4
class c_player//useccPlayerInfo
{
public:
char unknown0[4];
__int32 ClientID;
char unknown1[4];
std::string Name;
char unknown123[12];
int* Object;
__int32 Kills;
__int32 Deaths;
char unknown52[44];
__int32 FTMission; //FireTeam Misson
char unknown533[8];
__int32 TeamID;
char unknown53[4];
bool isDead;
char unknown4[491];
c_player* Next;
};
class c_object
{
public:
char unknown0[4];
D3DXVECTOR3 MaxRootPosition; //0x0004
D3DXVECTOR3 MinRootPosition; //0x0010
char unknown28[120];
BYTE ObjectColorR; //0x0094
BYTE ObjectColorG; //0x0095
BYTE ObjectColorB; //0x0096
BYTE ObjectColorA; //0x0097
char unknown152[4];
float ObjectScaleX; //0x009C
float ObjectScaleY; //0x00A0
float ObjectScaleZ; //0x00A4
char unknown168[16];
float xPlayerUnit; //0x00B8
float yPlayerUnit; //0x00BC
float zPlayerUnit; //0x00C0
float PlayerUnitWidth; //0x00C4
D3DXVECTOR3 RootPosition; //0x00C8
char unknown212[4];
float Pitch; //0x00D8
float Yaw; //0x00DC
float Roll; //0x00E0
};
class cClientInfoMgr// 377DF96C
{
public:
DWORD Unk; // 377DF96C
c_player* First; // 377DF970
unsigned int LocalIndex; // 377DF974
char unknown2[48]; // 377DF978
__int32 iAlphaScore; // 377DF9C0
__int32 iBravoScore; // 377DF9C4
char unknown5[12]; // 377DF9C8
__int32 iGameMode; // 377DF9DA
inline c_player* GetClientByID( int id ) // 377DF9DE
{
c_player* ptr = First;
while( ptr )
{
if( ptr->ClientID == id )
return ptr;
ptr = ptr->Next;
}
return NULL;
}
};
/*new*/
enum WeaponState
{
WSNothing = 1,
WSShooting = 3,
WSReloading = 9,
};
struct CClientWeapon
{
virtual void function0(); //0x0000
virtual void function1(); //0x0004
virtual void function2(); //0x0008
virtual void function3(); //0x000C
virtual void function4(); //0x0010
virtual void function5(); //0x0014
virtual void function6(); //0x0018
virtual void function7(); //0x001C
virtual void function8(); //0x0020
virtual void function9(); //0x0024
virtual void function10(); //0x0028
virtual void function11(); //0x002C
virtual void function12(); //0x0030
virtual void function13(); //0x0034
virtual void function14(); //0x0038
virtual void function15(); //0x003C
virtual void function16(); //0x0040
virtual void function17(); //0x0044
virtual void function18(); //0x0048
virtual void function19(); //0x004C
virtual void function20(); //0x0050
virtual void function21(); //0x0054
virtual void function22(); //0x0058
virtual void function23(); //0x005C
virtual void function24(); //0x0060
virtual void function25(); //0x0064
virtual void function26(); //0x0068
virtual void function27(); //0x006C
virtual void function28(); //0x0070
virtual void function29(); //0x0074
virtual void function30(); //0x0078
virtual void function31(); //0x007C
virtual void function32(); //0x0080
virtual void function33(); //0x0084
virtual void function34(); //0x0088
virtual void function35(); //0x008C
virtual void function36(); //0x0090
virtual void function37(); //0x0094
virtual void function38(); //0x0098
virtual void function39(); //0x009C
virtual void function40(); //0x00A0
virtual void function41(); //0x00A4
virtual void function42(); //0x00A8
virtual void function43(); //0x00AC
virtual void function44(); //0x00B0
virtual void function45(); //0x00B4
virtual void function46(); //0x00B8
virtual void function47(); //0x00BC
virtual void function48(); //0x00C0
virtual void function49(); //0x00C4
virtual void function50(); //0x00C8
virtual void function51(); //0x00CC
virtual void function52(); //0x00D0
virtual void function53(); //0x00D4
virtual void function54(); //0x00D8
virtual void function55(); //0x00DC
virtual void function56(); //0x00E0
virtual void function57(); //0x00E4
virtual void function58(); //0x00E8
virtual void function59(); //0x00EC
virtual void function60(); //0x00F0
virtual void function61(); //0x00F4
virtual void function62(); //0x00F8
virtual void function63(); //0x00FC
virtual void function64(); //0x0100
virtual void function65(); //0x0104
virtual void function66(); //0x0108
virtual void function67(); //0x010C
virtual void function68(); //0x0110
virtual void function69(); //0x0114
virtual void function70(); //0x0118
virtual void function71(); //0x011C
virtual void function72(); //0x0120
virtual void function73(); //0x0124
virtual void function74(); //0x0128
virtual __int32 GetAmmoCount(); //0x012C
virtual void function76(); //0x0130
virtual void function77(); //0x0134
virtual void function78(); //0x0138
virtual void function79(); //0x013C
virtual void function80(); //0x0140
virtual void function81(); //0x0144
virtual void function82(); //0x0148
virtual void function83(); //0x014C
virtual void function84(); //0x0150
virtual void function85(); //0x0154
virtual void function86(); //0x0158
virtual void function87(); //0x015C
virtual void Fire(int Nothing); //0x0160
char unknown4[148]; //0x0000
unsigned int nWeaponID; //0x0098
char unknown156[4]; //0x009C
char unknown1565[4]; //0x00A0
char unknown164[4]; //0x00A4
char unknown1634[4]; //0x00A8
char unknown180[12]; //0x00B4
unsigned int LastShootTicks; //0x00C0
char unknown196[8]; //0x00C4
float fMovePerturb; //0x00CC
char unknown208[20]; //0x00D0
unsigned int nAmmoInClip; //0x00E4
unsigned int nClipSize; //0x00E8
WeaponState nState; //0x00EC
};
/*end*/
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 // 0x37828620
{
public:
char pad[24];
cClientWeaponMgr* WeaponMgr; //0018
char unknown0[48];
float Pitch; //0048 fovX
float Yaw; //004C voxY
float Roll;
char unknown3[220];
int* CameraObject; //012C
/*
__inline cClientWeapon* GetCurrentWeapon()
{
if( WeaponMgr && WeaponMgr->CurrentWeapon )
return WeaponMgr->CurrentWeapon;
return NULL;
}*/
};
class cObjName
{
public:
char unknown0[4];
char Name[28]; //0004
};
class cBaseFX
{
public:
char unknown0[16];
int* Object; //0010
D3DXVECTOR3 Pos;
char unknown1[28];
cObjName* gotoObjName; //003C
char unknown2[16];
BYTE Unknown3; //0050
BYTE OwnerID; //0051
};
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 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
c_player* goToPlayers; //0x01C0
};
class LocalInfo
{
public:
Info* goToInfoClass; //0000
};
class cLTMessage
{
public:
virtual void Function0();
virtual void DoInit();
virtual void Function2();
virtual void Function3();
virtual void Function4();
virtual void Function5();
virtual void Function6();
virtual int DoSomething();
virtual void Function8();
virtual void WriteBits( int value, int size );
virtual void Function10();
virtual void Function11();
virtual void Function12();
virtual void Function13();
virtual void Function14();
virtual void WriteString( const wchar_t* data );
};
class cFont
{
public:
virtual void Function0();
virtual void Function1();
virtual void SetSomthing( int a, int b, int c, int d );
virtual void Function3();
virtual void Render();
virtual void Function5();
virtual void Function6();
virtual int GetX();
virtual void SetPos( int x, int y );
virtual void GetPos( int* x, int* y );
virtual void Function10();
virtual void Function11();
virtual void Function12();
virtual float GetScaleX();
virtual float GetScaleY();
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 SetColor( int c, int c_, int c__, int const_num );
virtual void Function45();
virtual void Function46();
virtual void Function47();
virtual void Function48();
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 void Function57();
virtual void Function58();
virtual void Function59();
virtual void Function60();
virtual void Function61();
virtual void Function62();
virtual void Function63();
virtual void Function64();
virtual void Function65();
virtual void Function66();
virtual void Function67();
virtual void Function68();
virtual void Function69();
virtual void Function70();
virtual void Function71();
virtual void Function72();
virtual void Function73();
virtual void Function74();
virtual void Function75();
virtual void Function76();
virtual void Function77();
virtual void Function78();
virtual void Function79();
virtual void Function80();
virtual void Function81();
virtual void Function82();
virtual void Function83();
virtual void SetText( unsigned short* text, int cont_num );
};
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
};
Bitte kan jemand so machen das der Hack funktionirt weil bei mir zeigt der immer Fehler an wenn ich den Hack "Builden" will