A;right hey guys im new to all this hacking on pc. ive done alot on xbox with modio and lefluffy in my day but this is a new level. my buddy gave me this code for combat arms he explained what to do with it but i cant get a hold of him to find out what to download or use. can anyone help?


// VER_BR_1410.04

class cSFXList
{
public:
DWORD unknown1;
DWORD* List; //0x0004
DWORD unknown2;
__int32 Num; //0x000C
};//Size=0x0010

class cSFXMgr
{
public:
cSFXList SFXList[0x3D]; //0x0000
};//Size=0x00F4

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 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 DWORD GetClientInfoMgr(); //0x00E4
virtual DWORD GetInterfaceManager(); //0x00E8
virtual DWORD GetPlayerManager(); //0x00EC
virtual void Function60();
virtual void Function61();
virtual void Function62();
virtual void Function63();
virtual void Function64();
virtual void Function65();
virtual cSFXMgr* GetSFXMgr(); //0x0108
virtual void Function67();
virtual void Function68();
virtual void Function69();
};

class Transform
{
public:
D3DXVECTOR3 Pos; //0x0000
unsigned char Space [0x100];
}; //Size=0x000C

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 void Function13();
virtual unsigned int GetBoneNode( int* Obj, char* nodeName, unsigned int &Node ); //0x0038
virtual unsigned int GetNodeName( int* Obj, unsigned int Node, char* name, int maxlen ); //0x003C
virtual unsigned int GetNodeTransform( int* Obj, unsigned int hNode, Transform* trans, char bWorldSpace ); //0x0040
virtual unsigned int GetModelNextNode( int* Obj, unsigned int Node, unsigned int &Next ); //0x0044
virtual void Function18();
virtual void Function19();
virtual void Function20();
virtual void Function21();
virtual unsigned int GetNumNodes( int* Obj, unsigned int &num ); //0x0058
};

class cLTClientShellBase
{
public:
CLTBase* ILTBase; //0x0000
char unknown1[16];
__int32 ILTDrawPrim; //0x0014
char unknown2[12];
cLTModel** ILTModel; //0x0024
char unknown3[144];
cGameClientShell* ILTGameClientShell; //0x00B8
};//Size=0x00BC

class IntersectQueryCA
{
public:
D3DXVECTOR3 Start; //0x0000
D3DXVECTOR3 End; //0x000C
char unknown1[12];
unsigned int Flags; //0x0024
ObjectFilterFn FilterFn; //0x0028
void* FilterIntersectParam; //0x002C
ObjectFilterFn FilterIntersectFn; //0x0030
void* FilterParam; //0x0034
void* PolyFilterParam; //0x0038
};//Size=0x003C

class IntersectInfoCA
{
public:
D3DXVECTOR3 vImpactPos; //0x0000
char unknown1[16];
int* hObjImpact; //0x001C
DWORD nSomething1; //0x0020
DWORD nSomething2; //0x0024
DWORD nSomething3; //0x0028
};//Size=0x002C

class cLTBase
{
public:
__int32 ILTClient; //0x0000
char unknown1[96];
bool( WINAPIV* IntersectSegment )( IntersectQueryCA& Query, IntersectInfoCA* pInfo ); //0x0064
char unknown2[28];
unsigned int ( WINAPIV* GetLocalClientID )( unsigned int* pIDOut ); //0x0084
char unknown3[412];
unsigned int( WINAPIV* RunConsoleCommand )( const char* szCommand ); //0x0224
int*( WINAPIV* GetClientObject )(); //0x0228
char unknown4[16];
unsigned int( WINAPIV* GetObjectScale )( int* pObject, float* scale ); //0x023C
unsigned int( WINAPIV* SetObjectScale )( int* pObject, float scale ); //0x0240
char unknown5[4];
unsigned int( WINAPIV* GetObjectColor )( int* pObject, float* r, float* g, float* b, float* a ); //0x0248
unsigned int( WINAPIV* SetObjectColor )( int* pObject, float r, float g, float b, float a ); //0x024C
};

class cClientWeapon
{
public:
char unknown1[0xE0];
__int32 fireWeapon; //0x00E0

void Fire(bool fire = true)
{
if(fire) fireWeapon = 1;
}
};//Size=0x00E4

class cClientWeaponMgr
{
public:
cClientWeapon** WeaponList; //0x0000
__int32 MaxWeapons; //0x0004
__int32 WeapIndex; //0x0008
cClientWeapon* CurrentWeapon; //0x000C
BYTE WeaponsEnabled; //0x0010
BYTE WeaponsVisible; //0x0011
char unknown1[16];
__int32 nCurrentWeaponID; //0x0020
};//Size=0x0024

class cPlayerMgr
{
public:
char unknown1[24];
cClientWeaponMgr* WeaponMgr; //0x0018
char unknown2[56];
float Pitch; //0x0054
float Yaw; //0x0058
float Roll; //0x005C
char unknown3[220];
__int32* CameraObject; //0x013C

__inline cClientWeapon* GetCurrentWeapon()
{
if( WeaponMgr && WeaponMgr->CurrentWeapon )
return WeaponMgr->CurrentWeapon;

return NULL;
}
};//Size=0x0138

class PlayerInfo
{
public:
__int32 pPing; //0x0000
__int32 index; //0x0004
__int32 ID; //0x0008
char unknown1[8];
char pName[20]; //0x0014
char unknown2[4];
__int32* Object; //0x002C
__int32 Kills; //0x0030
__int32 Deaths; //0x0034
char unknown3[44];
__int32 HeadShots; //0x0064
char unknown4[12];
__int32 pTeam; //0x0074
char unknown5[4];
bool pIsDead; //0x007C
char unknown6[655];
PlayerInfo* PlayerPrev; //0x030C
PlayerInfo* PlayerNext; //0x0310
};//Size=0x0314

class ClienteInfo
{
public:
DWORD unknown1;
PlayerInfo* Primeiro; //0x0004
unsigned int LocalIndex; //0x0008

inline PlayerInfo* JogadorIndex(int id)
{
PlayerInfo* ptr = Primeiro;

while(ptr)
{
if(ptr->index == id)
return ptr;

ptr = ptr->PlayerNext;
}
return NULL;
}
};//Size=0x000C

class Info
{
public:
char unknown1[12];
__int32 iHP; //0x000C
__int32 iAP; //0x0010
__int32 iMaxHP; //0x0014
__int32 iMaxAP; //0x0018
__int32 gotoWepInfo; //0x001C
__int32 goToSomething; //0x0020
char unknown2[388];
float fStamina; //0x01A8
__int32 iIsRunning; //0x01AC
__int32 iIsJumping; //0x01B0
__int32 iWeaponSlotInUse; //0x01B4
char unknown3[44];
PlayerInfo* goToPlayers; //0x01E4
};//Size=0x01E8

class LocalInfo
{
public:
Info* goToInfoClass; //0x0000
};//Size=0x0004

class cCharacterFX
{
public:
char unknown1[16];
__int32* Object; //0x0010
char unknown2[44];
__int32 IsPlayer; //0x0040
char unknown3[52];
BYTE Index; //0x0078
char unknown4[1240];
BYTE bIsDead; //0x0551
bool bSpawnSheild; //0x0552
char unknown5[9];
__int32* hHitbox; //0x055C
char unknown6[92];
WORD wHealth; //0x05BC
WORD wArmor; //0x05BE
char unknown7[4];
__int32 Index2; //0x05C4
};//Size=0x05C8

class cWeaponInfo
{
public:
char unknown1[12];
DWORD dwClientWeaponType; //0x000C
char unknown2[16];
DWORD dwAlt_InstDamage; //0x0020
DWORD dwInstDamage; //0x0024
char unknown3[108];
DWORD dwFireSnd; //0x0094
char unknown4[108];
float fFireDelay1; //0x0104
float ffiredelay1; //0x0108
DWORD dwMaxAmmo3; //0x010C
DWORD dwMaxAmmo2; //0x0110
char unknown5[316];
BYTE TripleShotMode; //0x0250
char unknown6[3];
DWORD dwTripleShotRoundNum; //0x0254
float fDamageRFacter; //0x0258
char unknown7[20];
DWORD dwInfiAmmo2; //0x0270
DWORD dwInfiniteAmmo; //0x0274
DWORD dwHideWhenEmpty; //0x0278
char unknown8[4];
DWORD dwShotsPerClip; //0x0280
char unknown9[52];
float fZoomTime; //0x02B8
DWORD dwMinPerturb; //0x02BC
DWORD dwMaxPerturb; //0x02C0
float fDuckPerturb; //0x02C4
float fMoveDuckPerturb; //0x02C8
DWORD dwZoomedMinPerturb; //0x02CC
DWORD dwZoomedMaxPerturb; //0x02D0
DWORD dwRange; //0x02D4
char unknown10[12];
DWORD VectorsPerRound; //0x02E4
char unknown11[40];
float fPerturbIncSpeed; //0x0310
float fPerturbDecSpeed; //0x0314
char unknown12[4];
float fZoomedPerturbIncSpeed; //0x031C
float fZoomedPerturbDecSpeed; //0x0320
char unknown13[4];
float fBaseCamRecoilPitch; //0x0328
float fBaseCamRecoilAccelPitch; //0x032C
char unknown14[36];
float fTripleShotMaxCamRecoilPitch; //0x0354
float fTripleShotBaseCamRecoilPitch; //0x0358
char unknown15[8];
DWORD dwTripleShotMinPerturb; //0x0364
DWORD dwTripleShotMaxPerturb; //0x0368
float fTripleShotPerturbIncSpeed; //0x036C
float fTripleShotPerturbDecSpeed; //0x0370
char unknown16[108];
BYTE DisableCrosshair; //0x03E0
char unknown17[27];
float fCameraSwayXFreq; //0x03FC
float fCameraSwayYFreq; //0x0400
char unknown18[8];
DWORD dwEffectRange; //0x040C
};//Size=0x0410(1040)

class cWeaponMgr
{
public:
char unknown1[5600];
cWeaponInfo** Weapons; //0x15E0
__int32 WeaponCount; //0x15E4
};//Size=0x15E8

class CILTDrawPrim
{
public:
char unknown1[16184];
D3DVIEWPORT9 ViewPort; //0x3F38
D3DXMATRIX World; //0x3F50
D3DXMATRIX View; //0x3F90
D3DXMATRIX Projection; //0x3FD0
};//Size=0x4010

class cObjName
{
public:
char unknown1[4];
char Name[28]; //0x0004
};//Size=0x0008

class cBaseFX
{
public:
char unknown1[16];
int* Object; //0x0010
D3DXVECTOR3 Pos; //0x0014
char unknown2[28];
cObjName* gotoObjName; //0x0034
char unknown3[8];
int NaoArma; //0x0040
char unknown4[4];
BYTE Unknown5;
BYTE OwnerID; //0x004C
char unknown6[40];
};//Size=0x0054

/pedef bool (*ObjectFilterFnCA)(int* hObj, void* pUserData);