diegosarria12 (04-14-2014),Timboy67678 (04-13-2014)
Decided to name the thread this since it would be pointless making new threads whenever I wanted to release something random and possibly useful. (could even do with a sticky )
This time its 2 functions from the CameraMgr called PointAtPosition() and MoveCameraToPosition()
Code:// Point the camera at a position from a position void PointAtPosition(const LTVector &pos, const LTRotation &rot, const LTVector &pointFrom); 0x3740FCD0Example Usage:Code:// Move the camera to a position over a time period void MoveCameraToPosition(LTVector pos, float deltaTime); 0x37410960
Code:void AimAtPlayer(HOBJECT player) { LTVector vTargetPos; LTRotation rRot; g_pLTClient->GetObjectPos(player, &vTargetPos); //g_pLTClient + 0x90 g_pLTClient->GetObjectRotation(player, &rRot); //g_pLTClient + 0x94 PointAtPosition(pos, rot, localposhere); }
All untested but it seems to be somewhat correct, PointAtPosition could be used for aimbot and MoveCameraToPosition for ghostmode and telekill im assuming.
Goodluck
Last edited by matypatty; 04-13-2014 at 05:39 AM.
diegosarria12 (04-14-2014),Timboy67678 (04-13-2014)
Lol you're back on here? I remember like 3 years ago I saw you on here haha
Member since September 25, 2010
Current Objectives:
- Graduate college with a degree in Computer Science
- Find a decent job in the Computer Science Field
- Learn more programming languages
Looking for Elo Boosting Job - League of Legends
Looking for Bronze -> Gold Jobs
Skype: whatthedream
nice work friend
here is some classes i was reversing. as you can see some of them are empty, cbf reversing them you do it
if u use them or find them helpful please credit me or something took me a while
also these are for na, no idea if they work for the current patch of eu, i would assume so as eu is normally 1 patch behind na for a week or more
credits to @matypatty for being swagger, and @supercarz1991 for his TO2 source which helped me id and label some of these.
Code:class CPlayerMgr { public: char _0x0000[24]; CClientWeaponMgr* pClientWeaponMgr; //0x0018 char _0x001C[12]; __int32 bLastSent3rdPerson; //0x0028 DWORD dwPlayerFlags; //0x002C PlayerState dwPlayerState; //0x0030 char _0x0034[8]; LTRotation vRot; //0x003C float fPitch; //0x004C float fYaw; //0x0050 float fRoll; //0x0054 float fFireJitterPitch; //0x0058 float fFireJitterYaw; //0x005C char _0x0060[168]; BOOL bStartedDuckingDown; //0x0108 BOOL bStartedDuckingUp; //0x010C float fCamDuck; //0x0110 float fDuckDownV; //0x0114 float fDuckUpV; //0x0118 float fMaxDuckDist; //0x011C float fStartDuckTime; //0x0120 BOOL bCamera; //0x0124 D3DXVECTOR3 vSSLightScale; //0x0128 super spy light scale CObject* hCameraObj; //0x0134 CPlayerCamera* pPlayerCamera; //0x0138 BOOL bCameraOnHead; //0x013C BOOL bFirstUpdate; //0x0140 BOOL b********dated; //0x0144 BOOL bStrafing; //0x0148 BOOL bHoldingMouseLook; //0x014C };//Size=0x0150 class CObject { public: char _0x0000[4]; D3DXVECTOR3 vMinPos; //0x0004 D3DXVECTOR3 vMaxPos; //0x0010 char _0x001C[156]; D3DXVECTOR3 DimOffset; //0x00B8 };//Size=0x00C4 class CPlayerCamera { public: CObject* hTarget; //0x0000 CLTClient* pLTClient; //0x0004 LTRotation vRot; //0x0008 D3DXVECTOR3 vPos; //0x0018 D3DXVECTOR3 vLastTargetPos; //0x0024 D3DXVECTOR3 vLastOptPos; //0x0030 LTRotation vLastTarget; //0x003C __int32 nOrientation; //0x004C __int32 nSaveOrientation; //0x0050 __int32 nCameraMode; //0x0054 __int32 nSaveCameraMode; //0x0058 __int32 nPointType; //0x005C float fOptX; //0x0060 float fOptY; //0x0064 float fPOptZ; //0x0068 float fCamDistback; //0x006C float fCamDistUp; //0x0070 float fCamDistDiag; //0x0074 BOOL bSlide; //0x0078 D3DXVECTOR3 vTargetChaseOffset; //0x007C D3DXVECTOR3 vTartegPointAtOffset; //0x0088 float fCircleHightOffset; //0x0094 float fCircleRadius; //0x0098 char _0x009C[44]; D3DXVECTOR3 vTargetFirstPersonOffset; //0x00C8 char _0x00D4[12]; float fThirdPersonCameraRadiusOut; //0x00E0 };//Size=0x00E4 class CClientWeaponMgr { public: CClientWeapon **pClientWeapons; //0x0000 __int32 nMaxWeapons; //0x0004 __int32 nCurrentIndex; //0x0008 CClientWeapon* pCurrentWeapon; //0x000C bool bWeaponsEnabled; //0x0010 bool bWeaponsVisible; //0x0011 char _0x0014[10]; __int32 nDefaultWeaponID; //0x001C char _0x0020[4]; __int32 nLastWeaponID; //0x0024 };//Size=0x0028 class CClientWeapon { public: char _0x0000[300]; };//Size=0x012C class CWeaponInfo { public: char _0x0000[4]; __int32 nWeaponID; //0x0004 char _0x0008[4]; __int32 nClientWeaponType; //0x000C char _0x0010[8]; D3DXVECTOR3 vModelPos; //0x0018 D3DXVECTOR3 vMuzzlePos; //0x0024 D3DXVECTOR3 vBreachOffset; //0x0030 char _0x003C[624]; __int32 nShotsPerClip; //0x02AC char _0x02B0[52]; float fZoomTime; //0x02E4 DWORD dwMinPerturb; //0x02E8 DWORD dwMaxPerturb; //0x02EC float fDuckPerturb; //0x02F0 float fMoveDuckPerturb; //0x02F4 DWORD dwZoomedMinPerturb; //0x02F8 DWORD dwZoomedMaxPerturb; //0x02FC __int32 nRange; //0x0300 char _0x0304[52]; float fPerturbIncSpeed; //0x0338 float fPerturbDecSpeed; //0x033C char _0x0340[4]; float fZoomedPerturbIncSpeed; //0x0344 float fZoomedPerturbDecSpeed; //0x0348 char _0x034C[8]; float fBaseCamRecoilPitch; //0x0354 float fBaseCamRecoilAccelPitch; //0x0358 char _0x035C[40]; float fTripleShotMaxCamRecoilPitch; //0x0384 float fTripleShotBaseCamRecoilPitch; //0x0388 char _0x038C[4]; DWORD dwTripleShotMinPerturb; //0x0390 DWORD dwTripleShotMaxPerturb; //0x0394 float fTripleShotPerturbIncSpeed; //0x0398 float fTripleShotPerturbDecSpeed; //0x039C char _0x03A0[156]; bool bDisableCrosshair; //0x043C char _0x043D[19]; float fCameraSwayXFreq; //0x0450 float fCameraSwayYFreq; //0x0454 };//Size=0x0458 class CAmmoInfo { public: char _0x0000[64]; };//Size=0x0040 class CModInfo { public: char _0x0000[64]; };//Size=0x0040 class CGearInfo { public: char _0x0000[64]; };//Size=0x0040 class CWeaponAnisInfo { public: char _0x0000[64]; };//Size=0x0040 //Generated using ReClass 2013 Mod by CypherPresents //Real: 0x379E9D50 + 15E0 class CWeaponMgr { public: char _0x0000[5600]; //0x0000 CWeaponInfo** pWeaponList; //0x15E0 __int32 nNumWeapons; //0x15E4 CAmmoInfo** pAmmoList; //0x15E8 __int32 nNumAmmos; //0x15EC CModInfo** pModList; //0x15F0 __int32 nNumMods; //0x15F4 CGearInfo** pGearList; //0x15F8 __int32 nNumGear; //0x15FC char _0x1600[4]; CWeaponAnisInfo** pWeaponAnisList; //0x1604 __int32 nNumWeaponAnis; //0x1608 char _0x160C[4]; __int32* pWeaponOrder; //0x1610 char _0x1614[4]; __int32 nFirstPlayerWeapon; //0x1618 __int32 nLastPlayerWeapon; //0x161C __int32* pClasses; //0x1620 char _0x1624[4]; __int32 nNumClasses; //0x1628 };//Size=0x162C class CSFXList { public: char _0x0000[4]; DWORD *pAgeArray; //0x0004 DWORD dwArraySize; //0x0008 DWORD dwNumElements; //0x000C };//Size=0x0010 class CSFXMgr { public: CSFXList Item[0x3D]; //0x0000 };//Size=0x03D0 class cCharacterFX { public: char _0x0000[4]; float fTick; //0x0004 char _0x0008[8]; CObject* obj; //0x0010 char _0x0014[44]; __int32 bIsPlayer; //0x0040 char _0x0044[68]; D3DXVECTOR3 ViewAngles; //0x0088 char _0x0094[12]; D3DXVECTOR3 DimOffset; //0x00A0 char _0x00AC[1213]; BYTE bIsDead; //0x0569 BYTE bSpawnShield; //0x056A char _0x056C[13]; CObject* pHitObj; //0x0578 CHitBox* pHitBox; //0x057C char _0x0580[52]; __int32 nWeaponId; //0x05B4 char _0x05B8[44]; WORD wHealth; //0x05E4 WORD wArmor; //0x05E6 char _0x05E8[4]; __int32 nID; //0x05EC };//Size=0x05F0 class CHitBox { public: char _0x0000[4]; D3DXVECTOR3 MinPos; //0x0004 D3DXVECTOR3 MaxPos; //0x0010 char _0x001C[156]; D3DXVECTOR3 DimOffset; //0x00B8 };//Size=0x00C4 class CPlayerInfo { public: __int32 nPing; //0x0000 __int32 nPlayerID; //0x0004 char _0x0008[12]; char szName[12]; //0x0014 char _0x0020[12]; CObject* Object; //0x002C __int32 nKills; //0x0030 __int32 nDeaths; //0x0034 char _0x0038[60]; __int32 nTeam; //0x0074 char _0x0078[4]; BYTE bIsDead; //0x007C char _0x007D[655]; CPlayerInfo* pPrev; //0x030C CPlayerInfo* pNext; //0x0310 };//Size=0x033C class CClientInfoMgr { public: char _0x0000[4]; CPlayerInfo* pClients; //0x0004 __int32 nLocalID; //0x0008 char _0x000C[256]; __int32 nAlphaScore; //0x010C __int32 nBravoScore; //0x0110 __forceinline CPlayerInfo *GetPlayerByID(int nID) { CPlayerInfo *pRet = this->pClients; while (pRet) { if (pRet->nPlayerID == nID) return pRet; pRet = pRet->pNext; } return NULL; } __forceinline CPlayerInfo *GetLocalPlayer() { return this->GetPlayerByID(this->nLocalID); } __forceinline vector<CPlayerInfo *> *GetPlayers() { vector<CPlayerInfo *> *vPlayers = new vector<CPlayerInfo *>(); CPlayerInfo *pIter = this->pClients; while (pIter) { vPlayers->push_back(pIter); pIter = pIter->pNext; } return vPlayers; } __forceinline int GetPlayerCount() { int nCount = 0; CPlayerInfo *pIter = this->pClients; while (pIter) { nCount++; pIter = pIter->pNext; } return nCount; } __forceinline char *GetplayerName(int nID) { CPlayerInfo *pIter = this->pClients; while (pIter) { if (pIter->nPlayerID = nID) return pIter->szName; pIter = pIter->pNext; } return "error"; } };//Size=0x0114 class CD3DDrawPrim { public: char pad0[16124]; //0x0000 D3DVIEWPORT9 Viewport; //0x3EFC char _0x3F14[60]; D3DXMATRIX mWorld; //0x3F50 D3DXMATRIX mView; //0x3F90 D3DXMATRIX mProj; //0x3FD0 };//Size=0x4010
Last edited by Timboy67678; 04-28-2014 at 02:25 AM.
arun823 (04-29-2014),DisOwned (04-28-2014),[MPGH]Flengo (07-04-2014),matypatty (04-27-2014),pDevice (05-05-2014)
Pro. Look, you know who I am. ;P
[MPGH]Flengo (05-04-2014),Timboy67678 (05-04-2014)
Dylancool16 (05-08-2014)
that awes000meee!!
Well found this little function, pretty interesting.
You can switch to screen 2 which is like a GM test screen and you can join and host games (inb4 supercarz has an orgasm)
please give credits to myself and timboy67678, its pretty obvious if you use it and we will find you.Code:void pSwitchToScreen(int screen) { __asm{ mov eax, screen; push eax; mov ecx, 379996c0h; mov eax, 373B1B70h; call eax; } }
these might also help you:
to bypass the server.cfg check jump from 0x3727FE15 to 0x3727FE8F
to call launch game on the host screen since there is no button:
pls dont make a private server thats illegalCode:void pLaunchGame(int unk) { __asm { mov eax, unk; push unk; mov eax, 3727ECB0h; call eax; } }
Last edited by matypatty; 05-12-2014 at 01:03 AM.
Ch40zz-C0d3r (05-12-2014),DisOwned (05-12-2014),[MPGH]Flengo (05-14-2014),Timboy67678 (05-12-2014)
Welcome back!
MPGH User Since:01/ 16/2011
Someone I Can Pass The Address Of The GOAT HackShield Updated Cheat Engine?
Last edited by _ReturnsBR_; 05-15-2014 at 01:40 PM.
You da man Matt like always
Timboy67678 (05-26-2014)