CS:GO Update 2017-08-18T (Spoonfeed thread)

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CS:GO Update 2017-08-18T (Spoonfeed thread)
LoadFromBuffer sig
Code:
 E8 ? ? ? ? 80 7D F8 00 ? ? 85 DB

C_BaseCombatWeapon got its shit rearranged and lost quite some vfuncs:
Code:
float GetSpread() { return get_vfunc<float(__thiscall*)(void*)>(this, 439)(this); }
		WeaponInfo_t* GetWeaponData() { return get_vfunc<WeaponInfo_t*(__thiscall*)(void*)>(this, 446)(this); }
		float GetInaccuracy() { return get_vfunc<float(__thiscall*)(void*)>(this, 469)(this); }
		void UpdateAccuracyPenalty() { get_vfunc<void(__thiscall*)(void*)>(this, 470)(this); }
WeaponInfo_t struct updated
Code:
class CCSWeaponData
	{
	public:
 
		virtual ~CCSWeaponData() {};
		/*Parse(KeyValues *, char const*)
		RefreshDynamicParameters(void)
		GetPrimaryClipSize(C_EconItemView const*, int, float)const
		GetSecondaryClipSize(C_EconItemView const*, int, float)const
		GetDefaultPrimaryClipSize(C_EconItemView const*, int, float)const
		GetDefaultSecondaryClipSize(C_EconItemView const*, int, float)const
		GetPrimaryReserveAmmoMax(C_EconItemView const*, int, float)const
		GetSecondaryReserveAmmoMax(C_EconItemView const*, int, float)const*/
 
		char* m_szWeaponName; //0x0004 
		char pad_0x0008[0x8]; //0x0008
		CCStrike15ItemDefinition* m_pItemDefinition; //0x0010 
		int m_iMaxClip1; //0x0014 
		char pad_0x0018[0xC]; //0x0018
		int m_iMaxAmmo; //0x0024 
		char pad_0x0028[0x4]; //0x0028
		char* m_szWorldModel; //0x002C 
		char* m_szViewModel; //0x0030 
		char* m_szDroppedModel; //0x0034 
		char pad_0x0038[0x4]; //0x0038
		char* N0000054E; //0x003C 
		char pad_0x0040[0x38]; //0x0040
		char* N0000055D; //0x0078 
		char pad_0x007C[0x4]; //0x007C
		char* m_szAmmoType; //0x0080 
		char pad_0x0084[0x4]; //0x0084
		char* m_szLocalizedName; //0x0088 
		char pad_0x008C[0x3C]; //0x008C
		int m_eWeaponType; //0x00C8 
		int m_iPrice; //0x00CC 
		char pad_0x00D0[0x4]; //0x00D0
		char* m_szAnimationPrefix; //0x00D4 
		char pad_0x00D8[0x14]; //0x00D8
		int m_iDamage; //0x00EC 
		float m_fArmorRatio; //0x00F0 
		char pad_0x00F4[0x4]; //0x00F4
		float m_fPenetration; //0x00F8 
		char pad_0x00FC[0x8]; //0x00FC
		float m_fRange; //0x0104 
		float m_fRangeModifier; //0x0108 
		char pad_0x010C[0x10]; //0x010C
		bool m_bHasSilencer; //0x011C 
		char pad_0x011D[0x10B]; //0x011D
		bool m_bHasBurstmode; //0x0228 
		bool m_bIsRevolver; //0x0229 
		char pad_0x022A[0x1BE]; //0x022A
 
	};
^ Post for attention.
Alrealy same post got posted on ///
Quote Originally Posted by Joplin View Post
^ Post for attention.
Alrealy same post got posted on uc...
But not on mpgh so ?
strong copy paste xd
this guy is a memer stop trying to steal credit
fuck you man this is already public you are only a copy paster thats it!!!
Quote Originally Posted by Stringer5 View Post
fuck you man this is already public you are only a copy paster thats it!!!
but he is first on mpgh
Anyone could help me out this is closing my game and I do not know how to upgrade someone would have it updated

struct CCSWeaponInfo_t

{
char __pad0x0063[0x0063];
char m_pszName[32]; //0x63
char __pad0x0023[0x0023];
char m_pszModel[32]; //0xA6
char __pad0x0682[0x0682];
int m_nType; //0x748
char __pad0x0004[0x0004];
int m_nID; //0x750
char __pad0x0234[0x0234];
BYTE m_IsFullAuto; //0x988
char __pad0x001F[0x001F];
float m_flPenetration; //0x9A8
int m_nDamage; //0x9AC
float m_flRange; //0x8B0
float m_flRangeModifier; //0x9B4
int m_nBullets; //0x9B8
};
laff b1g thread pasted from///// no fucking problem
n1ce paste from././ u sell?
alternative load from buffer sig:

Code:
55 8B EC 83 E4 F8 83 EC 34 53 8B 5D 0C 89 4C 24 04
How to fix esp weapon name?



Code:
class CWeaponInfo
{
public:
	char pad_0x0000[4]; // 0x0000
	char* consoleName; // 0x0004
	char pad_0008[12]; // 0x0008
	int iMaxClip1; // 0x0014
	int iMaxClip2; // 0x0018
	int iDefaultClip1; // 0x001C
	int iDefaultClip2; // 0x0020
	char pad_0024[8]; // 0x0024
	char* szWorldModel; // 0x002C
	char* szViewModel; // 0x0030
	char* szDroppedModel; // 0x0034
	char pad_0038[4]; // 0x0038
	char* N0000023E; // 0x003C
	char pad_0040[56]; // 0x0040
	char* szEmptySound; // 0x0078
	char pad_007C[4]; // 0x007C
	char* szBulletType; // 0x0080
	char pad_0084[4]; // 0x0084
	char* szHudName; // 0x0088
	char* szWeaponName; // 0x008C
	char pad_0090[56]; // 0x0090
	int WeaponType; // 0x00C8
	int iWeaponPrice; // 0x00CC
	int iKillAward; // 0x00D0
	char* szAnimationPrefix; // 0x00D4
	float flCycleTime; // 0x00D8
	float flCycleTimeAlt; // 0x00DC
	float flTimeToIdle; // 0x00E0
	float flIdleInterval; // 0x00E4
	bool bFullAuto; // 0x00E8
	char pad_0x00E5[3]; // 0x00E9
	int iDamage; // 0x00EC
	float m_flRange; // 0x081C
	float m_flRangeModifier; //0x0820 
	float flArmorRatio; // 0x00F0
	int iBullets; // 0x00F4
	float flPenetration; // 0x00F8
	float flFlinchVelocityModifierLarge; // 0x00FC
	float flFlinchVelocityModifierSmall; // 0x0100
	float flRange; // 0x0104
	float flRangeModifier; // 0x0108
	float flThrowVelocity; // 0x010C
	char pad_0x010C[12]; // 0x0110
	bool bHasSilencer; // 0x011C
	char pad_0x0119[3]; // 0x011D
	char* pSilencerModel; // 0x0120
	int iCrosshairMinDistance; // 0x0124
	int iCrosshairDeltaDistance;// 0x0128 - iTeam?
	float flMaxPlayerSpeed; // 0x012C
	float flMaxPlayerSpeedAlt; // 0x0130
	float flSpread; // 0x0134
	float flSpreadAlt; // 0x0138
	float flInaccuracyCrouch; // 0x013C
	float flInaccuracyCrouchAlt; // 0x0140
	float flInaccuracyStand; // 0x0144
	float flInaccuracyStandAlt; // 0x0148
	float flInaccuracyJumpInitial;// 0x014C
	float flInaccuracyJump; // 0x0150
	float flInaccuracyJumpAlt; // 0x0154
	float flInaccuracyLand; // 0x0158
	float flInaccuracyLandAlt; // 0x015C
	float flInaccuracyLadder; // 0x0160
	float flInaccuracyLadderAlt; // 0x0164
	float flInaccuracyFire; // 0x0168
	float flInaccuracyFireAlt; // 0x016C
	float flInaccuracyMove; // 0x0170
	float flInaccuracyMoveAlt; // 0x0174
	float flInaccuracyReload; // 0x0178
	int iRecoilSeed; // 0x017C
	float flRecoilAngle; // 0x0180
	float flRecoilAngleAlt; // 0x0184
	float flRecoilAngleVariance; // 0x0188
	float flRecoilAngleVarianceAlt; // 0x018C
	float flRecoilMagnitude; // 0x0190
	float flRecoilMagnitudeAlt; // 0x0194
	float flRecoilMagnitudeVariance; // 0x0198
	float flRecoilMagnitudeVarianceAlt; // 0x019C
	float flRecoveryTimeCrouch; // 0x01A0
	float flRecoveryTimeStand; // 0x01A4
	float flRecoveryTimeCrouchFinal; // 0x01A8
	float flRecoveryTimeStandFinal; // 0x01AC
	int iRecoveryTransitionStartBullet;// 0x01B0 
	int iRecoveryTransitionEndBullet; // 0x01B4
	bool bUnzoomAfterShot; // 0x01B8
	bool bHideViewModelZoomed; // 0x01B9
	char pad_0x01B5[2]; // 0x01BA
	char iZoomLevels[3]; // 0x01BC
	int iZoomFOV[2]; // 0x01C0
	float fZoomTime[3]; // 0x01C4
	char* szWeaponClass; // 0x01D4
	float flAddonScale; // 0x01D8
	char pad_0x01DC[4]; // 0x01DC
	char* szEjectBrassEffect; // 0x01E0
	char* szTracerEffect; // 0x01E4
	int iTracerFrequency; // 0x01E8
	int iTracerFrequencyAlt; // 0x01EC
	char* szMuzzleFlashEffect_1stPerson; // 0x01F0
	char pad_0x01F4[4]; // 0x01F4
	char* szMuzzleFlashEffect_3rdPerson; // 0x01F8
	char pad_0x01FC[4]; // 0x01FC
	char* szMuzzleSmokeEffect; // 0x0200
	float flHeatPerShot; // 0x0204
	char* szZoomInSound; // 0x0208
	char* szZoomOutSound; // 0x020C
	float flInaccuracyPitchShift; // 0x0210
	float flInaccuracySoundThreshold; // 0x0214
	float flBotAudibleRange; // 0x0218
	BYTE pad_0x0218[8]; // 0x0220
	char* pWrongTeamMsg; // 0x0224
	bool bHasBurstMode; // 0x0228
	BYTE pad_0x0225[3]; // 0x0229
	bool bIsRevolver; // 0x022C
	bool bCannotShootUnderwater; // 0x0230
};

namespace Engine
{
//[junk_enable /]
	int CBaseWeapon::GetWeaponId()
	{
		typedef int( __thiscall* GetWeaponIDFn )( void* );
		return GetMethod<GetWeaponIDFn>( this , 458 )( this );
	}

	int	CBaseWeapon::GetWeaponType()
	{
		typedef int( __thiscall* GetWeaponTypeFn )( void* );
		return GetMethod<GetWeaponTypeFn>( this , 453 )( this );
	}

	int CBaseWeapon::GetWeaponAmmo()
	{
		return *(PINT)( ( DWORD )this + Offset::Entity::m_iClip1 );
	}

	int	CBaseWeapon::GetZoomLevel()
	{
		return *(PINT)( ( DWORD )this + Offset::Entity::m_zoomLevel );
	}

	bool CBaseWeapon::GetWeaponReload()
	{
		return *(bool*)( ( DWORD )this + Offset::Entity::m_bCanReload );
	}

	float CBaseWeapon::GetNextPrimaryAttack()
	{
		return *(float*)( ( DWORD )this + Offset::Entity::m_flNextPrimaryAttack );
	}

	CWeaponInfo* CBaseWeapon::GetWeaponInfo()
	{
		typedef CWeaponInfo*( __thiscall* GetWeaponDataFn )( void* );
		return GetMethod< GetWeaponDataFn >( this , 446 )( this );
	}

	CBaseAttributableItem* CBaseWeapon::GeteAttributableItem()
	{
		return (CBaseAttributableItem*)( DWORD )this;
	}

	const char*	CBaseWeapon::GetName()
	{
		typedef const char* ( __thiscall* GetNameFn )( void* );
		return GetMethod<GetNameFn>( this , 378 )( this );
	}

	const char*	CBaseWeapon::GetPrintName()
	{
		typedef const char* ( __thiscall* GetPrintNameFn )( void* );
		return GetMethod<GetPrintNameFn>( this , 379 )( this );
	}

	int* CBaseAttributableItem::GetItemDefinitionIndex()
	{
		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iItemDefinitionIndex
		return (PINT)( ( DWORD )this + Offset::Entity::m_iItemDefinitionIndex );
	}

	int* CBaseAttributableItem::GetItemIDHigh()
	{
		//DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iItemIDHigh
		return (int*)( ( DWORD )this + Offset::Entity::m_iItemIDHigh );
	}

	int* CBaseAttributableItem::GetAccountID()
	{
		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iAccountID
		return (int*)( ( DWORD )this + Offset::Entity::m_iAccountID );
	}

	int* CBaseAttributableItem::GetEntityQuality()
	{
		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iEntityQuality
		return (int*)( ( DWORD )this + Offset::Entity::m_iEntityQuality );
	}

	int* CBaseAttributableItem::GetOriginalOwnerXuidLow()
	{
		// DT_BaseAttributableItem -> m_OriginalOwnerXuidLow
		return (int*)( ( DWORD )this + Offset::Entity::m_OriginalOwnerXuidLow );
	}

	int* CBaseAttributableItem::GetOriginalOwnerXuidHigh()
	{
		// DT_BaseAttributableItem -> m_OriginalOwnerXuidHigh
		return (int*)( ( DWORD )this + Offset::Entity::m_OriginalOwnerXuidHigh );
	}

	int* CBaseAttributableItem::GetFallbackPaintKit()
	{
		// DT_BaseAttributableItem -> m_nFallbackPaintKit
		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackPaintKit );
	}

	float* CBaseAttributableItem::GetFallbackWear()
	{
		// DT_BaseAttributableItem -> m_flFallbackWear
		return (float*)( ( DWORD )this + Offset::Entity::m_flFallbackWear );
	}

	int* CBaseAttributableItem::GetFallbackSeed()
	{
		// DT_BaseAttributableItem -> m_nFallbackSeed
		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackSeed );
	}

	int* CBaseAttributableItem::GetFallbackStatTrak()
	{
		// DT_BaseAttributableItem -> m_nFallbackStatTrak
		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackStatTrak );
	}

	CBaseViewModel* CBaseAttributableItem::GetViewModel()
	{
		return (CBaseViewModel*)( DWORD )this;
	}
}
Quote Originally Posted by Adi2071 View Post
How to fix esp weapon name?



Code:
class CWeaponInfo
{
public:
	char pad_0x0000[4]; // 0x0000
	char* consoleName; // 0x0004
	char pad_0008[12]; // 0x0008
	int iMaxClip1; // 0x0014
	int iMaxClip2; // 0x0018
	int iDefaultClip1; // 0x001C
	int iDefaultClip2; // 0x0020
	char pad_0024[8]; // 0x0024
	char* szWorldModel; // 0x002C
	char* szViewModel; // 0x0030
	char* szDroppedModel; // 0x0034
	char pad_0038[4]; // 0x0038
	char* N0000023E; // 0x003C
	char pad_0040[56]; // 0x0040
	char* szEmptySound; // 0x0078
	char pad_007C[4]; // 0x007C
	char* szBulletType; // 0x0080
	char pad_0084[4]; // 0x0084
	char* szHudName; // 0x0088
	char* szWeaponName; // 0x008C
	char pad_0090[56]; // 0x0090
	int WeaponType; // 0x00C8
	int iWeaponPrice; // 0x00CC
	int iKillAward; // 0x00D0
	char* szAnimationPrefix; // 0x00D4
	float flCycleTime; // 0x00D8
	float flCycleTimeAlt; // 0x00DC
	float flTimeToIdle; // 0x00E0
	float flIdleInterval; // 0x00E4
	bool bFullAuto; // 0x00E8
	char pad_0x00E5[3]; // 0x00E9
	int iDamage; // 0x00EC
	float m_flRange; // 0x081C
	float m_flRangeModifier; //0x0820 
	float flArmorRatio; // 0x00F0
	int iBullets; // 0x00F4
	float flPenetration; // 0x00F8
	float flFlinchVelocityModifierLarge; // 0x00FC
	float flFlinchVelocityModifierSmall; // 0x0100
	float flRange; // 0x0104
	float flRangeModifier; // 0x0108
	float flThrowVelocity; // 0x010C
	char pad_0x010C[12]; // 0x0110
	bool bHasSilencer; // 0x011C
	char pad_0x0119[3]; // 0x011D
	char* pSilencerModel; // 0x0120
	int iCrosshairMinDistance; // 0x0124
	int iCrosshairDeltaDistance;// 0x0128 - iTeam?
	float flMaxPlayerSpeed; // 0x012C
	float flMaxPlayerSpeedAlt; // 0x0130
	float flSpread; // 0x0134
	float flSpreadAlt; // 0x0138
	float flInaccuracyCrouch; // 0x013C
	float flInaccuracyCrouchAlt; // 0x0140
	float flInaccuracyStand; // 0x0144
	float flInaccuracyStandAlt; // 0x0148
	float flInaccuracyJumpInitial;// 0x014C
	float flInaccuracyJump; // 0x0150
	float flInaccuracyJumpAlt; // 0x0154
	float flInaccuracyLand; // 0x0158
	float flInaccuracyLandAlt; // 0x015C
	float flInaccuracyLadder; // 0x0160
	float flInaccuracyLadderAlt; // 0x0164
	float flInaccuracyFire; // 0x0168
	float flInaccuracyFireAlt; // 0x016C
	float flInaccuracyMove; // 0x0170
	float flInaccuracyMoveAlt; // 0x0174
	float flInaccuracyReload; // 0x0178
	int iRecoilSeed; // 0x017C
	float flRecoilAngle; // 0x0180
	float flRecoilAngleAlt; // 0x0184
	float flRecoilAngleVariance; // 0x0188
	float flRecoilAngleVarianceAlt; // 0x018C
	float flRecoilMagnitude; // 0x0190
	float flRecoilMagnitudeAlt; // 0x0194
	float flRecoilMagnitudeVariance; // 0x0198
	float flRecoilMagnitudeVarianceAlt; // 0x019C
	float flRecoveryTimeCrouch; // 0x01A0
	float flRecoveryTimeStand; // 0x01A4
	float flRecoveryTimeCrouchFinal; // 0x01A8
	float flRecoveryTimeStandFinal; // 0x01AC
	int iRecoveryTransitionStartBullet;// 0x01B0 
	int iRecoveryTransitionEndBullet; // 0x01B4
	bool bUnzoomAfterShot; // 0x01B8
	bool bHideViewModelZoomed; // 0x01B9
	char pad_0x01B5[2]; // 0x01BA
	char iZoomLevels[3]; // 0x01BC
	int iZoomFOV[2]; // 0x01C0
	float fZoomTime[3]; // 0x01C4
	char* szWeaponClass; // 0x01D4
	float flAddonScale; // 0x01D8
	char pad_0x01DC[4]; // 0x01DC
	char* szEjectBrassEffect; // 0x01E0
	char* szTracerEffect; // 0x01E4
	int iTracerFrequency; // 0x01E8
	int iTracerFrequencyAlt; // 0x01EC
	char* szMuzzleFlashEffect_1stPerson; // 0x01F0
	char pad_0x01F4[4]; // 0x01F4
	char* szMuzzleFlashEffect_3rdPerson; // 0x01F8
	char pad_0x01FC[4]; // 0x01FC
	char* szMuzzleSmokeEffect; // 0x0200
	float flHeatPerShot; // 0x0204
	char* szZoomInSound; // 0x0208
	char* szZoomOutSound; // 0x020C
	float flInaccuracyPitchShift; // 0x0210
	float flInaccuracySoundThreshold; // 0x0214
	float flBotAudibleRange; // 0x0218
	BYTE pad_0x0218[8]; // 0x0220
	char* pWrongTeamMsg; // 0x0224
	bool bHasBurstMode; // 0x0228
	BYTE pad_0x0225[3]; // 0x0229
	bool bIsRevolver; // 0x022C
	bool bCannotShootUnderwater; // 0x0230
};

namespace Engine
{
//[junk_enable /]
	int CBaseWeapon::GetWeaponId()
	{
		typedef int( __thiscall* GetWeaponIDFn )( void* );
		return GetMethod<GetWeaponIDFn>( this , 458 )( this );
	}

	int	CBaseWeapon::GetWeaponType()
	{
		typedef int( __thiscall* GetWeaponTypeFn )( void* );
		return GetMethod<GetWeaponTypeFn>( this , 453 )( this );
	}

	int CBaseWeapon::GetWeaponAmmo()
	{
		return *(PINT)( ( DWORD )this + Offset::Entity::m_iClip1 );
	}

	int	CBaseWeapon::GetZoomLevel()
	{
		return *(PINT)( ( DWORD )this + Offset::Entity::m_zoomLevel );
	}

	bool CBaseWeapon::GetWeaponReload()
	{
		return *(bool*)( ( DWORD )this + Offset::Entity::m_bCanReload );
	}

	float CBaseWeapon::GetNextPrimaryAttack()
	{
		return *(float*)( ( DWORD )this + Offset::Entity::m_flNextPrimaryAttack );
	}

	CWeaponInfo* CBaseWeapon::GetWeaponInfo()
	{
		typedef CWeaponInfo*( __thiscall* GetWeaponDataFn )( void* );
		return GetMethod< GetWeaponDataFn >( this , 446 )( this );
	}

	CBaseAttributableItem* CBaseWeapon::GeteAttributableItem()
	{
		return (CBaseAttributableItem*)( DWORD )this;
	}

	const char*	CBaseWeapon::GetName()
	{
		typedef const char* ( __thiscall* GetNameFn )( void* );
		return GetMethod<GetNameFn>( this , 378 )( this );
	}

	const char*	CBaseWeapon::GetPrintName()
	{
		typedef const char* ( __thiscall* GetPrintNameFn )( void* );
		return GetMethod<GetPrintNameFn>( this , 379 )( this );
	}

	int* CBaseAttributableItem::GetItemDefinitionIndex()
	{
		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iItemDefinitionIndex
		return (PINT)( ( DWORD )this + Offset::Entity::m_iItemDefinitionIndex );
	}

	int* CBaseAttributableItem::GetItemIDHigh()
	{
		//DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iItemIDHigh
		return (int*)( ( DWORD )this + Offset::Entity::m_iItemIDHigh );
	}

	int* CBaseAttributableItem::GetAccountID()
	{
		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iAccountID
		return (int*)( ( DWORD )this + Offset::Entity::m_iAccountID );
	}

	int* CBaseAttributableItem::GetEntityQuality()
	{
		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iEntityQuality
		return (int*)( ( DWORD )this + Offset::Entity::m_iEntityQuality );
	}

	int* CBaseAttributableItem::GetOriginalOwnerXuidLow()
	{
		// DT_BaseAttributableItem -> m_OriginalOwnerXuidLow
		return (int*)( ( DWORD )this + Offset::Entity::m_OriginalOwnerXuidLow );
	}

	int* CBaseAttributableItem::GetOriginalOwnerXuidHigh()
	{
		// DT_BaseAttributableItem -> m_OriginalOwnerXuidHigh
		return (int*)( ( DWORD )this + Offset::Entity::m_OriginalOwnerXuidHigh );
	}

	int* CBaseAttributableItem::GetFallbackPaintKit()
	{
		// DT_BaseAttributableItem -> m_nFallbackPaintKit
		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackPaintKit );
	}

	float* CBaseAttributableItem::GetFallbackWear()
	{
		// DT_BaseAttributableItem -> m_flFallbackWear
		return (float*)( ( DWORD )this + Offset::Entity::m_flFallbackWear );
	}

	int* CBaseAttributableItem::GetFallbackSeed()
	{
		// DT_BaseAttributableItem -> m_nFallbackSeed
		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackSeed );
	}

	int* CBaseAttributableItem::GetFallbackStatTrak()
	{
		// DT_BaseAttributableItem -> m_nFallbackStatTrak
		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackStatTrak );
	}

	CBaseViewModel* CBaseAttributableItem::GetViewModel()
	{
		return (CBaseViewModel*)( DWORD )this;
	}
}
they removed it from the class so just use a font
Quote Originally Posted by Adi2071 View Post
How to fix esp weapon name?



Code:
class CWeaponInfo
{
public:
	char pad_0x0000[4]; // 0x0000
	char* consoleName; // 0x0004
	char pad_0008[12]; // 0x0008
	int iMaxClip1; // 0x0014
	int iMaxClip2; // 0x0018
	int iDefaultClip1; // 0x001C
	int iDefaultClip2; // 0x0020
	char pad_0024[8]; // 0x0024
	char* szWorldModel; // 0x002C
	char* szViewModel; // 0x0030
	char* szDroppedModel; // 0x0034
	char pad_0038[4]; // 0x0038
	char* N0000023E; // 0x003C
	char pad_0040[56]; // 0x0040
	char* szEmptySound; // 0x0078
	char pad_007C[4]; // 0x007C
	char* szBulletType; // 0x0080
	char pad_0084[4]; // 0x0084
	char* szHudName; // 0x0088
	char* szWeaponName; // 0x008C
	char pad_0090[56]; // 0x0090
	int WeaponType; // 0x00C8
	int iWeaponPrice; // 0x00CC
	int iKillAward; // 0x00D0
	char* szAnimationPrefix; // 0x00D4
	float flCycleTime; // 0x00D8
	float flCycleTimeAlt; // 0x00DC
	float flTimeToIdle; // 0x00E0
	float flIdleInterval; // 0x00E4
	bool bFullAuto; // 0x00E8
	char pad_0x00E5[3]; // 0x00E9
	int iDamage; // 0x00EC
	float m_flRange; // 0x081C
	float m_flRangeModifier; //0x0820 
	float flArmorRatio; // 0x00F0
	int iBullets; // 0x00F4
	float flPenetration; // 0x00F8
	float flFlinchVelocityModifierLarge; // 0x00FC
	float flFlinchVelocityModifierSmall; // 0x0100
	float flRange; // 0x0104
	float flRangeModifier; // 0x0108
	float flThrowVelocity; // 0x010C
	char pad_0x010C[12]; // 0x0110
	bool bHasSilencer; // 0x011C
	char pad_0x0119[3]; // 0x011D
	char* pSilencerModel; // 0x0120
	int iCrosshairMinDistance; // 0x0124
	int iCrosshairDeltaDistance;// 0x0128 - iTeam?
	float flMaxPlayerSpeed; // 0x012C
	float flMaxPlayerSpeedAlt; // 0x0130
	float flSpread; // 0x0134
	float flSpreadAlt; // 0x0138
	float flInaccuracyCrouch; // 0x013C
	float flInaccuracyCrouchAlt; // 0x0140
	float flInaccuracyStand; // 0x0144
	float flInaccuracyStandAlt; // 0x0148
	float flInaccuracyJumpInitial;// 0x014C
	float flInaccuracyJump; // 0x0150
	float flInaccuracyJumpAlt; // 0x0154
	float flInaccuracyLand; // 0x0158
	float flInaccuracyLandAlt; // 0x015C
	float flInaccuracyLadder; // 0x0160
	float flInaccuracyLadderAlt; // 0x0164
	float flInaccuracyFire; // 0x0168
	float flInaccuracyFireAlt; // 0x016C
	float flInaccuracyMove; // 0x0170
	float flInaccuracyMoveAlt; // 0x0174
	float flInaccuracyReload; // 0x0178
	int iRecoilSeed; // 0x017C
	float flRecoilAngle; // 0x0180
	float flRecoilAngleAlt; // 0x0184
	float flRecoilAngleVariance; // 0x0188
	float flRecoilAngleVarianceAlt; // 0x018C
	float flRecoilMagnitude; // 0x0190
	float flRecoilMagnitudeAlt; // 0x0194
	float flRecoilMagnitudeVariance; // 0x0198
	float flRecoilMagnitudeVarianceAlt; // 0x019C
	float flRecoveryTimeCrouch; // 0x01A0
	float flRecoveryTimeStand; // 0x01A4
	float flRecoveryTimeCrouchFinal; // 0x01A8
	float flRecoveryTimeStandFinal; // 0x01AC
	int iRecoveryTransitionStartBullet;// 0x01B0 
	int iRecoveryTransitionEndBullet; // 0x01B4
	bool bUnzoomAfterShot; // 0x01B8
	bool bHideViewModelZoomed; // 0x01B9
	char pad_0x01B5[2]; // 0x01BA
	char iZoomLevels[3]; // 0x01BC
	int iZoomFOV[2]; // 0x01C0
	float fZoomTime[3]; // 0x01C4
	char* szWeaponClass; // 0x01D4
	float flAddonScale; // 0x01D8
	char pad_0x01DC[4]; // 0x01DC
	char* szEjectBrassEffect; // 0x01E0
	char* szTracerEffect; // 0x01E4
	int iTracerFrequency; // 0x01E8
	int iTracerFrequencyAlt; // 0x01EC
	char* szMuzzleFlashEffect_1stPerson; // 0x01F0
	char pad_0x01F4[4]; // 0x01F4
	char* szMuzzleFlashEffect_3rdPerson; // 0x01F8
	char pad_0x01FC[4]; // 0x01FC
	char* szMuzzleSmokeEffect; // 0x0200
	float flHeatPerShot; // 0x0204
	char* szZoomInSound; // 0x0208
	char* szZoomOutSound; // 0x020C
	float flInaccuracyPitchShift; // 0x0210
	float flInaccuracySoundThreshold; // 0x0214
	float flBotAudibleRange; // 0x0218
	BYTE pad_0x0218[8]; // 0x0220
	char* pWrongTeamMsg; // 0x0224
	bool bHasBurstMode; // 0x0228
	BYTE pad_0x0225[3]; // 0x0229
	bool bIsRevolver; // 0x022C
	bool bCannotShootUnderwater; // 0x0230
};

namespace Engine
{
//[junk_enable /]
	int CBaseWeapon::GetWeaponId()
	{
		typedef int( __thiscall* GetWeaponIDFn )( void* );
		return GetMethod<GetWeaponIDFn>( this , 458 )( this );
	}

	int	CBaseWeapon::GetWeaponType()
	{
		typedef int( __thiscall* GetWeaponTypeFn )( void* );
		return GetMethod<GetWeaponTypeFn>( this , 453 )( this );
	}

	int CBaseWeapon::GetWeaponAmmo()
	{
		return *(PINT)( ( DWORD )this + Offset::Entity::m_iClip1 );
	}

	int	CBaseWeapon::GetZoomLevel()
	{
		return *(PINT)( ( DWORD )this + Offset::Entity::m_zoomLevel );
	}

	bool CBaseWeapon::GetWeaponReload()
	{
		return *(bool*)( ( DWORD )this + Offset::Entity::m_bCanReload );
	}

	float CBaseWeapon::GetNextPrimaryAttack()
	{
		return *(float*)( ( DWORD )this + Offset::Entity::m_flNextPrimaryAttack );
	}

	CWeaponInfo* CBaseWeapon::GetWeaponInfo()
	{
		typedef CWeaponInfo*( __thiscall* GetWeaponDataFn )( void* );
		return GetMethod< GetWeaponDataFn >( this , 446 )( this );
	}

	CBaseAttributableItem* CBaseWeapon::GeteAttributableItem()
	{
		return (CBaseAttributableItem*)( DWORD )this;
	}

	const char*	CBaseWeapon::GetName()
	{
		typedef const char* ( __thiscall* GetNameFn )( void* );
		return GetMethod<GetNameFn>( this , 378 )( this );
	}

	const char*	CBaseWeapon::GetPrintName()
	{
		typedef const char* ( __thiscall* GetPrintNameFn )( void* );
		return GetMethod<GetPrintNameFn>( this , 379 )( this );
	}

	int* CBaseAttributableItem::GetItemDefinitionIndex()
	{
		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iItemDefinitionIndex
		return (PINT)( ( DWORD )this + Offset::Entity::m_iItemDefinitionIndex );
	}

	int* CBaseAttributableItem::GetItemIDHigh()
	{
		//DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iItemIDHigh
		return (int*)( ( DWORD )this + Offset::Entity::m_iItemIDHigh );
	}

	int* CBaseAttributableItem::GetAccountID()
	{
		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iAccountID
		return (int*)( ( DWORD )this + Offset::Entity::m_iAccountID );
	}

	int* CBaseAttributableItem::GetEntityQuality()
	{
		// DT_BaseAttributableItem -> m_AttributeManager -> m_Item -> m_iEntityQuality
		return (int*)( ( DWORD )this + Offset::Entity::m_iEntityQuality );
	}

	int* CBaseAttributableItem::GetOriginalOwnerXuidLow()
	{
		// DT_BaseAttributableItem -> m_OriginalOwnerXuidLow
		return (int*)( ( DWORD )this + Offset::Entity::m_OriginalOwnerXuidLow );
	}

	int* CBaseAttributableItem::GetOriginalOwnerXuidHigh()
	{
		// DT_BaseAttributableItem -> m_OriginalOwnerXuidHigh
		return (int*)( ( DWORD )this + Offset::Entity::m_OriginalOwnerXuidHigh );
	}

	int* CBaseAttributableItem::GetFallbackPaintKit()
	{
		// DT_BaseAttributableItem -> m_nFallbackPaintKit
		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackPaintKit );
	}

	float* CBaseAttributableItem::GetFallbackWear()
	{
		// DT_BaseAttributableItem -> m_flFallbackWear
		return (float*)( ( DWORD )this + Offset::Entity::m_flFallbackWear );
	}

	int* CBaseAttributableItem::GetFallbackSeed()
	{
		// DT_BaseAttributableItem -> m_nFallbackSeed
		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackSeed );
	}

	int* CBaseAttributableItem::GetFallbackStatTrak()
	{
		// DT_BaseAttributableItem -> m_nFallbackStatTrak
		return (int*)( ( DWORD )this + Offset::Entity::m_nFallbackStatTrak );
	}

	CBaseViewModel* CBaseAttributableItem::GetViewModel()
	{
		return (CBaseViewModel*)( DWORD )this;
	}
}
how did you fix chams through walls mate?
Posts 115 of 18 · Page 1 of 2

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