Thread: Classes

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  1. #1
    Skaterforeva1's Avatar
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    Classes

    Ok so i found a really old base while cleaning out my files and it has a sexy menu with some sexy features, I don't know how old it is or when i last tried to update it. So can someone tell me witch classes are updated and correct? I'm not asking for the updated classes just a yay or nay on witch are already updated thanks!

    Code:
    class cLTClientShellBase
    {
    public:
    	cLTBase* ILTBase;       //0x0000 
    	char Unknown0[32];     //0x0004 
    	cLTModel* ILTModel;    //0x0024 
    	__int32 Unknown1;       //0x0028 
    	char Unknown2[8];       //0x002C 
    	cLTDrawPrim* ILTDrawPrim; //0x0034 
    	__int32 Unknown3;       //0x0038 
    	char Unknown4[8]; //0x003C 
    	DWORD cFontManager; //0x0044 
    	__int32 Unknown5; //0x0048 
    	char Unknown6[8]; //0x004C 
    	DWORD cTextureManager; //0x0054 
    	__int32 Unknown7; //0x0058 
    	char Unknown8[8]; //0x005C 
    	DWORD CIModelManipulaterClient; //0x0064 
    	char Unkonwn9[12]; //0x0068 
    	DWORD CILTRenderManager; //0x0074 
    	char Unknown10[4]; //0x0078 
    	DWORD CLTClient; //0x007C 
    	char Unknown11[4]; //0x0080 
    	DWORD CILTClient; //0x0084 
    	char Unknown12[12]; //0x0088 
    	DWORD ILTInstanceHandleClient; //0x0094 
    
    
    };//Size=0x0098
    	
    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 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 *WorldToScreen )( float x, float y, float z, D3DXVECTOR3* v3Screen, D3DXVECTOR3 *v3Unk ); //0x00C8 0x4913C0
    };
    class c_player//usecplayerinfo
    {
    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;
    	}
    };




    ^Suck it!

  2. #2
    Acea's Avatar
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    No to all, some are off by just a offset, others are missing shit and orders changed etc.

  3. #3
    ZysorceN's Avatar
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    They all are wrong. pass monies i give to u

  4. The Following User Says Thank You to ZysorceN For This Useful Post:

    [MPGH]Flengo (02-04-2013)

  5. #4
    Skaterforeva1's Avatar
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    Quote Originally Posted by ZysorceN View Post
    They all are wrong. pass monies i give to u
    No way in hell I would ever pay and I'm pretty sure one of the player classes is right because I tested in game and the aimbot was semi working




    ^Suck it!

  6. #5
    N3OH4X's Avatar
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    Just supplying one .
    Code:
    class cLTModel
    {
    public:
    			virtual void Function0();//0x0
    			virtual void Function1();//0x4
    			virtual void Function2();//0xC
    			virtual void Function3();//0x10
    			virtual void Function4();//0x14
    			virtual void Function5();//0x18
    			virtual void Function6();//0x1C
    			virtual void Function7();//0x20
    			virtual void Function8();//0x24
    			virtual void Function9();//0x28
    			virtual void Function10();//0x2C
    			virtual void Function11();//0x30
    			virtual void Function12();//0x34
    			virtual void Function13();//0x34
    	virtual unsigned int GetBoneNode( int* Obj,const char* nodeName, unsigned int Node ); //0x38
    	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 );
    };

  7. #6
    Flengo's Avatar
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    Stop leeching. Go update.

    Can't be hard since its all public again

    /Solved
    /Closed
    I Read All Of My PM's & VM's
    If you need help with anything, just let me know.

     


     
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