Let's Get Started

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Let's Get Started
Functions

Code:
Com_Error - 0x1405C5710
MSG_Init - 0x1405CEC50
MSG_WriteByte - 0x1405D1290
MSG_WriteLong - 0x1405D6CC0
MSG_WriteBits - 0x1405D11C0
MSG_WriteString - 0x1405D1CF0
MSG_WriteDeltaUserCmd - 0x1405D66E0
Com_HashKey - 0x140642480
CL_ReadyToSendPacket - 0x1401A3880
CL_WritePacket - 0x1401B19E0
CL_SendCmd - 0x1401A39A0
CL_NetChan_Transmit - 0x1405D9FE0
CL_AddReliableCommand - 0x1401BC010
Dvar_GetIntValue - 0x14064B460
Com_RegisterTag - 0x14030EBA0
CachedTag_GetTagPos - 0x1400FB620
Other Stuff:

Code:
LocalClientCUIFlag - 0x14318BBE0
ClientState->RealTime - 0x1431C146C
Client_IsDemoPlaying - 0x14073B8D0
GetLocalXUID - 0x1405BF440
Just FYI guys:

Code:
dvar_t* __fastcall Dvar_FindVarFromHash(int hash)
{
  int dvar_hash;
  dvar_t* dvar_ptr;

  dvar_hash = hash;
  _InterlockedIncrement(&DVAR_LOCK);
  while ( dword_154451A44 )                     // Some fucking lock valve
  {
    v1570AF328(0i64, _ptr);
  }
  dvar_ptr = hash_table[(unsigned __int64)(dvar_hash & 0x3FF)];
  if ( dvar_ptr )
  {
    while ( *(_DWORD *)dvar_ptr != dvar_hash )
    {
      dvar_ptr = *(_QWORD *)(dvar_ptr + 0x78);  // dvar->next
      if ( !dvar_ptr )
        goto NOT_FOUND;
    }
    _InterlockedDecrement(&DVAR_LOCK);
  }
  else
  {
NOT_FOUND:
    _InterlockedDecrement(&DVAR_LOCK);
    dvar_ptr = 0i64;
  }
  return dvar_ptr;
}
From this you can clearly see that dvars are stored similarly to Advanced Warfare: In a hash table.
There's a max of 0x400 dvars ( Or 1024 ) each occupying a specific node in the root hash table.
If any duplicates are found, ( In collision cases ) dvar->next ( +0x78 ) points to the next node of that particular hash.
So now you know how to dump your dvars :3

Also I found the needed infoz to make an external console as I did in Advanced Warfare ( here )

I'd release a new one for you but since even my friend recently got a C&D from T/A, I'm gonna quietly sit my ass down and do nuffin :3
I love how no one here's skilled enough to use this information.
Nevertheless.

Code:
enum EntityType
{
	ET_GENERAL,
	ET_PLAYER,
	ET_PLAYER_CORPSE,
	ET_ITEM,
	ET_MISSILE,
	ET_PLAYER_INVISIBLE,
	ET_SCRIPTMOVER,
	ET_SOUND_BLEND,
	ET_FX,
	ET_LOOP_FX,
	ET_PRIMARY_LIGHT,
	ET_LENSFLARE,
	ET_REFLECTION_PROBE,
	ET_HELICOPTER,
	ET_PLANE,
	ET_VEHICLE,
	ET_VEHICLE_SPAWNER,
	ET_VEHICLE_CORPSE,
	ET_ACTOR,
	ET_ACTOR_SPAWNER,
	ET_ACTOR_CORPSE,
	ET_STREAMER_HINT,
	ET_ZBARRIER,
	ET_TRIGGER,
	ET_NONE
}

#define BUTTON_BIT( x )			static_cast< uint64_t >( 1 << static_cast< uint_t >( Buttons::x ) )

enum Buttons
{
	INVALID,
	ATTACK,
	SPRINT,
	MELEE,
	ACTIVATE,
	RELOAD,
	USE_RELOAD,
	LEAN_LEFT,
	LEAN_RIGHT,
	PRONE,
	CROUCH,
	JUMP,
	WALKING,
	TEMP_STANCE,
	BREATH,
	FRAG,
	OFF_HAND_SECONDARY,
	CONFIRM_LOCATION,
	CANCEL_LOCATION,
	GAS,
	REVERSE,
	HANDBREAK,
	THROW,
	CAMERA_LOCK,
	GESTURE_SHIFT,
	LOOK_SPRING,
	CHANGE_SEAT,
	TALK,
	RED,
	GREEN,
	BLUE,
	YELLOW,
	VEHICLE_ATTACK,
	VEHICLE_ATTACK2,
	VEHICLE_MOVE_UP,
	VEHICLE_MOVE_DOWN,
	JAM,
	SLIDE,
	DIVE_TO_PRONE,
	ACTIONSLOT_1,
	ACTIONSLOT_2,
	ACTIONSLOT_3,
	ACTIONSLOT_4,
	OFFHAND_CANCEL,
	USE_DOUBLE_TAP,
	AIR_BURST,
	LASTING,
	INVENTORY,
	NUNCHUCK_SCOPE,
	NUNCHUCK_TURRET,
	ACTIONSLOT_CAROUSEL,
	WEAPON_PICKUP,
	WEAPON_PICKUP_ENABLED,
	DOUBLETAPJUMP,
	CCP_SHIFT_GRENADE,
	STANCE,
	VEHICLE_BOOST,
	ACTION,
	DOUBLE_JUMP,
	JUKE,
	SWIM_UP,
	SWIM_DOWN,
	PLANT_SHIELD,
	OFFHAND_SPECIAL,
	SWITCH_WEAPON
}

auto cmd = cg->input::GetCmd( cg->input.cmdNum );
cmd->button |= BUTTON_BIT( ATTACK );
They encrypting functions I found CG_GETENTITY but theres some xor coupled with some unknown cipher
puu(DOT)sh/ldM0D.png

^ debug symbols for some functions too but couldn't find the viewmatrix :/
Aff i'm jealous :'(
Will look into the matrix stuff later for you.

Also saw they got some RTTI and noticed those xor's too.
maestro1994 you look more and more clueless by every post...
Anyway viewinfo (reclass yo self):
Code:
ViewInfo *vInfo = (ViewInfo*)(0xE24F1258C);
	__int32 iWidth; //0x0000 
	__int32 iHeight; //0x0004 
	float flFOVX; //0x006C 
	float flFOVY; //0x0070 
	float flFOVZ; //0x0074 
	float flFOV; //0x0078 
        Vector ViewOrg; //0x007C 
	Vector ViewAxes[3]; //0x0098
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