even you have full source of that. you still need to bypass the bugtrap of wrkorea.
struct vectorA
{
float x,z,y;
};//0x00C
DWORD playerptr = 0x00D1A7AC;
struct CPlayer
{
char Unknown1[66308]; //0x0
float X; //0x10304
char Unknown2[4]; //0x10308
float Y; //0x1030C
char Unknown3[4]; //0x10310
float Z; //0x10314
};
struct CBase
{
CPlayer* local; //0x0000
char unknown4[72]; //0x0004
CPlayer** player; //0x004C
char unknown80[48]; //0x0050
};//Size=0x0080(128)
struct CLocal
{
char unknown0[32]; //0x0000
vectorA pos; //0x0020
char unknown44[36]; //0x002C
float pitch; //0x0050
float yaw; //0x0054
char unknown88[16]; //0x0058
float down; //0x0068
float up; //0x006C
float fovx; //0x0070
float fovy; //0x0074
};//Size=0x0078(120)
CBase *g_pBase = (CBase*)playerptr;
char unknown[] <--- number ?;;
even you have full source of that. you still need to bypass the bugtrap of wrkorea.
Structure .. only need to know which
You only need CPlayer, CBase.. and also, you're gonna get detected because of bugtrap..
char unknown[] <--- number ?;;
char unknown[] <--- number ?;;
char unknown[] <--- number ?;;
char unknown[] <--- number ?;;
char unknown[] <--- number ?;;
char unknown[] <--- number ?;;
char unknown[] <--- number ?;;
char unknown[] <--- number ?;;
number number number number number number err !!!!!!!!!!!!!
@MJCreado yeah right ... ^^
When Im gone dont forget me cause I will come back someday.
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struct vectorA
{
float x,z,y;
};//0x00C
DWORD playerptr = 0x00D1A7AC;
struct CPlayer
{
char Unknown1[66308]; //0x0
float X; //0x10304
char Unknown2[4]; //0x10308
float Y; //0x1030C
char Unknown3[4]; //0x10310
float Z; //0x10314
};
struct CBase
{
CPlayer* local; //0x0000
char unknown4[72]; //0x0004
CPlayer** player; //0x004C
char unknown80[48]; //0x0050
};//Size=0x0080(128)
struct CLocal
{
char unknown0[32]; //0x0000
vectorA pos; //0x0020
char unknown44[36]; //0x002C
float pitch; //0x0050
float yaw; //0x0054
char unknown88[16]; //0x0058
float down; //0x0068
float up; //0x006C
float fovx; //0x0070
float fovy; //0x0074
};//Size=0x0078(120)
CBase *g_pBase = (CBase*)playerptr;
struct CBase
{
CPlayer* local; //0x0000
char unknown4[72]; //0x0004
CPlayer** player; //0x004C
char unknown80[48]; //0x0050
};//Size=0x0080(128)
error ^^
acheche!!!]
When Im gone dont forget me cause I will come back someday.
Youtube Channel