struct UnkStruct
{
float Pitch;
float Yaw;
char spacer00[0xC6];
bool IsDead;
char spacer01[0x1647];
unsigned char CurrentGun;
char spacer02[0x3];
bool IsMutant;
};
struct Transform
{
D3DXVECTOR3 Pos;
char Spacer[0x100];
};
struct cObject
{
char spacer00[0x4];
D3DXVECTOR3 Origin;
D3DXVECTOR3 Head;
};
struct CPlayer
{
char spacer00[0x8];
cObject* Object;
char ClientID;
char Team;
char Name[12];
char spacer01[0x2];
UnkStruct *unk;
int PlayerSlotTeam;
int unkstruct1;
bool Has_C4;
int State;
int Rank;
int unkstruct2;
int unkstruct3;
short Health;
short Kills;
};
typedef bool(*ObjectFilterFn)(cObject* hObj, void *pUserData);
struct IntersectInfo
{
D3DXVECTOR3 vImpactPos; //0x0000
char unknown12[16];
cObject* hObjImpact; //0x001C
DWORD nSomething; //0x0020
DWORD nSomething2; //0x0024
DWORD nSomething3; //0x0028
};
struct IntersectQuery
{
D3DXVECTOR3 m_From; //0x0000
D3DXVECTOR3 m_To; //0x000C
char unknown24[12];
unsigned int Flags; //0x0024
ObjectFilterFn FilterFn; //0x0028
void* FilterIntersectParam; //0x002C
ObjectFilterFn FilterIntersectFn; //0x0030
void* FilterParam; //0x0034
void* PolyFilterParam; //0x0038
//PolyFilterFn PolyFilterFn; //0x003C
};
class CPlayerPos
{
public:
char Spacer[0xDC];
D3DXVECTOR3 Pos;
};
class CLTPlayerClient
{
public:
char Spacer[0x350];
CPlayerPos* pPlayerPos;
char Spacer2[8];
float Pitch;
float Yaw;
};
struct CPlayer
{
char Spacer00[8];
cObject* Object;
char ClientID;
char Team;
char Name[12];
char Spacer01[2];
int SHIT;
int PlayerSlotTeam;
int unkstruct1;
bool Has_C4;
int State;
int Rank;
int unkstruct2;
int unkstruct3;
short Health;
short Kills;
__int32 Deaths;
__int32 HeadShots;
__int32 TeamID;
__int32 Ping;
};
class CPlayerPos
{
public:
char Spacer[0xDC]; <--- ?????????
D3DXVECTOR3 Pos;
};
class CLTPlayerClient
{
public:
char _UnkSpace[0x4BC]; //8D 44 24 ?? 50 8B 86 ?? ?? ?? 00 C7 44 ?? ?? ?? 00 //CFPH
CPlayerPos* pPlayerPos;
char _UnkSpace2[8];
float Pitch;
float Yaw;
};
is this correct ?