Updated Class CPlayerClntBase

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Updated Class CPlayerClntBase
Code:
class PlayerPos
{
public:
	char pad_0000[132]; //0x0000
	int32_t WIA; //0x0084
	char pad_0088[48]; //0x0088
	float WTW1; //0x00B8
	float WTW2; //0x00BC
	float WTW3; //0x00C0
	char pad_00C4[28]; //0x00C4
	D3DXVECTOR3 Position; //0x00E0
	char pad_00EC[20]; //0x00EC
	int32_t JumpMode; //0x0100
	char pad_0104[80]; //0x0104
	int32_t IsPlayerInAir1; //0x0154
	float IsPlayerInAir2; //0x0158
	char pad_015C[752]; //0x015C
}; //Size: 0x044C

class PlayerViewManager
{
public:
	char _0x0000[4];
	class CObjectWeapon* pObjectWeapon; //0x0004 
	char _0x0008[48];
	__int32 pCurrentWeaponID; //0x0038 
};

enum eCurrentWeaponSlot
{
	CWS_PRIMARY,
	CWS_SECONDARY,
	CWS_KNIFE,
	CWS_GRENADE,
	CWS_C4
};

class CPlayerClntBase
{
public:
	char pad_0000[700]; //0x0000
	int32_t BulletBalance; //0x02BC
	int32_t BulletReserved; //0x02C0
	int32_t BulletMaxMagazine; //0x02C4
	int32_t WeaponSlot; //0x02C8
	char pad_02CC[4]; //0x02CC
	class PlayerViewManager* pPlayerViewManager; //0x02D0
	char pad_02D4[24]; //0x02D4
	int32_t BulletMaxMagazine2; //0x02EC
	char pad_02F0[60]; //0x02F0
	int32_t Crosshair5_OLD; //0x032C
	char pad_0330[4]; //0x0330
	int32_t PlayerState; //0x0334
	char pad_0338[432]; //0x0338
	class PlayerPos* pPlayerPos_OLD; //0x04E8
	char pad_04EC[8]; //0x04EC
	float Pitch_OLD; //0x04F4
	float Yaw_OLD; //0x04F8
	float Roll_OLD; //0x04FC
	char pad_0500[36]; //0x0500
	int32_t Crosshair1_NEW; //0x0524
	int32_t Crosshair2_NEW; //0x0528
	int32_t Crosshair3_NEW; //0x052C
	char pad_0530[8]; //0x0530
	int32_t Crosshair4_NEW; //0x0538
	char pad_053C[28]; //0x053C
	int32_t Jump2_NEW; //0x0558
	char pad_055C[4]; //0x055C
	int32_t Jump3_NEW; //0x0560
	char pad_0564[16]; //0x0564
	int32_t IsPlayerInAir_NEW_01; //0x0574
	char pad_0578[44]; //0x0578
	float WalkThroughWall1; //0x05A4
	float WalkThroughWall2; //0x05A8
	float WalkThroughWall3; //0x05AC
	char pad_05B0[64]; //0x05B0
	int32_t CurrentWeaponID_NEW; //0x05F0
	char pad_05F4[16]; //0x05F4
	int32_t NoReload_NEW_WeaponState; //0x0604
	char pad_0608[12]; //0x0608
	int32_t Crosshair1_OLD; //0x0614
	int32_t WeaponState_NEW/*_Crosshair2_OLD*/; //0x0618
	int32_t Crosshair3_OLD; //0x061C
	char pad_0620[8]; //0x0620
	float Crosshair4_OLD; //0x0628
	int32_t CurrentWeaponIDSlot1_NEW; //0x062C
	int32_t CurrentWeaponIDSlot2_NEW; //0x0630
	int32_t CurrentWeaponIDSlot3_NEW; //0x0634
	int32_t CurrentWeaponIDSlot4_NEW; //0x0638
	char pad_063C[12]; //0x063C
	int32_t Jump2_OLD; //0x0648
	int32_t Jump3_OLD; //0x064C
	char pad_0650[20]; //0x0650
	int32_t IsPlayerInAir_OLD_01; //0x0664
	char pad_0668[116]; //0x0668
	int32_t CurrentWeaponID_OLD; //0x06DC
	char pad_06E0[20]; //0x06E0
	int32_t NoReload_OLD_WeaponState; //0x06F4
	char pad_06F8[16]; //0x06F8
	int32_t WeaponState_OLD; //0x0708
	char pad_070C[16]; //0x070C
	int32_t CurrentWeaponIDSlot1_OLD; //0x071C
	int32_t CurrentWeaponIDSlot2_OLD; //0x0720
	int32_t /*CurrentWeaponIDSlot3_OLD_*/GameTypeNew; //0x0724
	int32_t CurrentWeaponIDSlot4_OLD; //0x0728
	int32_t IsPlayerInAir_NEW; //0x072C
	char pad_0730[236]; //0x0730
	int32_t IsPlayerInAir_OLD; //0x081C
	char pad_0820[28]; //0x0820
	int32_t Copy_NEW_2; //0x083C
	int32_t Copy_NEW; //0x0840
	char pad_0844[232]; //0x0844
	int32_t Copy_OLD_2; //0x092C
	int32_t Copy_OLD; //0x0930
	char pad_0934[40]; //0x0934
	float ShiftSpeed_NEW; //0x095C
	float CrouchSpeed_NEW; //0x0960
	char pad_0964[4]; //0x0964
	float SizeStepSpeed_NEW; //0x0968
	float HighJump_NEW; //0x096C
	char pad_0970[4]; //0x0970
	float Gravity_NEW; //0x0974
	char pad_0978[184]; //0x0978
	float ShiftSpeed_OLD; //0x0A30
	float CrouchSpeed_OLD; //0x0A34
	char pad_0A38[4]; //0x0A38
	float SizeStepSpeed_OLD; //0x0A3C
	float HighJump_OLD; //0x0A40
	char pad_0A44[4]; //0x0A44
	float Gravity_OLD; //0x0A48
	char pad_0A4C[238]; //0x0A4C
	int16_t Jump1_NEW; //0x0B3A
	char pad_0B3C[196]; //0x0B3C
	int32_t IsPlayerInAir_NEW_2560; //0x0C00
	char pad_0C04[10]; //0x0C04
	int16_t Jump1_OLD; //0x0C0E
	char pad_0C10[196]; //0x0C10
	int32_t IsPlayerInAir_OLD_2560; //0x0CD4
	char pad_0CD8[124]; //0x0CD8
	class PlayerPos* pPlayerPos_NEW; //0x0D54
	char pad_0D58[16]; //0x0D58
	float Pitch_NEW; //0x0D68
	float Yaw_NEW; //0x0D6C
	float Roll_NEW; //0x0D70

}; //Size: 0x0D74

class CNanoPVScreen
{
public:
	char pad_0000[368]; //0x0000
	uint32_t ZSlot1; //0x0170
	uint32_t ZSlot2; //0x0174
	uint32_t ZSlot3; //0x0178
	uint32_t ZSlot4; //0x017C
	uint32_t ZSlot5; //0x0180
	uint32_t ZSlot6; //0x0184
	char pad_0188[12]; //0x0188
	uint32_t Dialog; //0x0194
}; //Size: 0x0198

class CGameUI // aCLTPlayerClient + 0x1C8
{
public:
	char _0x0000[26608];
	CSpectateInfo* pCSpectateInfo; 
	char _0x67F4[2244];
	CNanoPVScreen* pCNanoPVScreen; 
	class GameUIEscape* pGameUIEscape; 
	char _0x70C0[16];
	class SkillPVScreen* pSkillPVScreen;
	char _0x70D4[876];

};//Size=0x7440

enum MapType
{
	OLD = 0,
	NEW = 1065353216
};

enum ePlayerPOSWIA
{
	WIA_OFF = 405506,
	WIA_ON_1 = 131072,
	WIA_ON_2 = 0
};

enum ePlayerState
{
	PS_IDLE,
	PS_MOVING,
	PS_WALK_SHIFT,
	PS_CROUCH,
	PS_WALK_CROUCH,
	PS_JUMP
};

enum eWeaponStateReload
{
	WSR_SWITCHING = 1,
	WSR_IDLE = 2,
	WSR_FIRING_SINGLESHOT = 3,
	WSR_FIRING_MULTISHOT = 4,
	WSR_RELOADING = 5,
	WSR_WALKING = 8,
	WSR_KNIFE_SHOT1 = 12,
	WSR_KNIFE_SHOT2 = 13,
	WSR_KNIFE_BIGSHOT = 16,
	WSR_RIFLE_KNIFEBIGSHOT = 17,
	WSR_JEJEGUN_FIRING1 = 21,
	WSR_JEJEGUN_FIRING2 = 22,
	WSR_RELOADING2 = 27
};

enum eWeaponState
{
	WS_SWITCHING,
	WS_IDLE,
	WS_GRENADE_REMOVE_KEY,
	WS_GRENADE_HANDLING,
	WS_FIRING,
	WS_UNKNOWN,
	WS_RELOADING,
	WS_COPY = 100,
	WS_COPY_2 = 256
};

enum /*class*/ eBagState
{
	BS_OFF = 17581767,
	BS_ON = 804551
};

enum /*class*/ eGameState
{
	GSC_LOGIN = 1,
	GSC_SERVER = 17,
	GSC_CHANNEL = 3,
	GSC_ROOM = 8,
	GSC_MEGALOTTO = 22,
	GSC_STORAGE = 4,
	GSC_ITEMSHOP = 18,
	GSC_MILEAGE = 33,
	GSC_CLAN = 28,
	GSC_TOURNAMENT = 30,
	GSC_INROOM = 13,
	GSC_LOADING85 = 0,
	GSC_INGAME = 11,
	GSC_AFTERINGAMERECORDLIST = 14
};

class CGameFlow
{
public:
	eGameState eGameState; //0x0000

	__forceinline bool InGame() {
		return eGameState == eGameState::GSC_INGAME;
	}
	__forceinline bool InRoom() {
		return eGameState == eGameState::GSC_ROOM;
	}
	__forceinline bool InLogin() {
		return eGameState == eGameState::GSC_LOGIN;
	}
	__forceinline bool InServer() {
		return eGameState == eGameState::GSC_SERVER;
	}
	__forceinline bool InLoading85() {
		return eGameState == eGameState::GSC_LOADING85;
	}
}; //Size: 0x000C

enum cGameMode // check this
{
	//==========================
	//TRAINING
	TRAINING_CAMP = 48,
	//==========================
	//ZA Mode
	ZA_Mode = 9,
	ZA2_Mode = 23,
	ZA3_Mode = 31,
	//==========================
	//Shadow Mode
	Shadow_Mode = 16,
	//==========================
	//Regular Modes
	TDM = 1,
	DM = 0,
	Weapon_Master = 35,
	Bombing_Mode = 29,
	Rapid_Surge_Mode = 20,
	Ghost_Mode = 2,
	Wipe_Out = 6,
	Free_For_All = 3,
	Escape_Mode = 8,
	Spy_Mode = 21,
	Captain_Mode = 22,
	//==========================
	//Zombie Mode
	Hero_Mode_eXtreme = 12,
	Zombie_Knight_Mode = 18,
	Zombie_vs_Ghost = 17,
	Zombie_Mode = 4,
	Hero_Mode = 10,
	//==========================
	//Wave Mode
	Wave_Mode = 14,
	//==========================
	//Super Soldier
	Super_Soldier_TD = 19,
	Super_Soldier_DM = 24,
	//==========================
	//AI Bot Match
	AI_Bot_Destruction = 30,
	AI_Bot_TD = 25,
	//==========================
	//Event Mode
	Cops_and_Robbers = 40,
	//==========================
	//BattleRoyale
	BattleRoyale_Solo = 41, //Solod 160
	BattleRotale_Squad = 42, //Squad 161
	BattleRoyale_Duo = 43 //Duo 162
};

enum cGameID
{
	BATTLE_ROYALE_SOLO = 160,
	BATTLE_ROYALE_SQUAD = 161,
	BATTLE_ROYALE_DUO = 162
};

class cRoomInfo
{
public:
	char _0x0000[276];
	cGameID g_cGameID; // __int32 MapId; //0x0114 
	char _0x0118[20];
	cGameMode g_cGameMode; //__int32 Mode; //0x012C 
	char _0x0130[8];
	__int32 GameRules; //0x0138 
	__int32 Objective; //0x013C 
	__int32 WeaponType; //0x0140 
	char _0x0144[4];
	__int32 RespawnTime; //0x0148 
	__int32 PlayersCount; //0x014C 
	__int32 PlayerView; //0x0150 

	__forceinline bool IsPlayerIn_AIBOT() {
		return ((g_cGameMode == cGameMode::AI_Bot_Destruction) ||
			(g_cGameMode == cGameMode::AI_Bot_TD));
	}

	__forceinline bool IsPlayerIn_BattleRoyale_Duo() {
		return ((g_cGameMode == cGameMode::BattleRoyale_Duo) &&
			(g_cGameID == cGameID::BATTLE_ROYALE_DUO));
	}

	__forceinline bool IsPlayerIn_BattleRoyale_Squad() {
		return ((g_cGameMode == cGameMode::BattleRotale_Squad) &&
			(g_cGameID == cGameID::BATTLE_ROYALE_SQUAD));
	}

	__forceinline bool IsPlayerIn_BattleRoyale_Solo() {
		return ((g_cGameMode == cGameMode::BattleRoyale_Solo) &&
			(g_cGameID == cGameID::BATTLE_ROYALE_SOLO));
	}

	__forceinline bool IsPlayerIn_BattleRoyale_Mode() {
		return ((g_cGameMode == cGameMode::BattleRoyale_Solo) ||
			(g_cGameMode == cGameMode::BattleRotale_Squad) ||
			(g_cGameMode == cGameMode::BattleRoyale_Duo));
	}

	__forceinline bool IsPlayerIn_HoppingSpace_Room() {
		return ((g_cGameMode == cGameMode::TDM) &&
			(g_cGameID == 2));
	}

	__forceinline bool IsPlayerIn_AIMode() {
		return ((g_cGameMode == cGameMode::ZA_Mode) ||
			(g_cGameMode == cGameMode::ZA2_Mode) ||
			(g_cGameMode == cGameMode::ZA3_Mode));
	}

	__forceinline bool IsPlayerIn_WeaponMaster() {
		return (g_cGameMode == cGameMode::Weapon_Master);
	}

	__forceinline bool IsPlayerIn_AIModeOld() {
		return ((g_cGameMode == cGameMode::ZA_Mode) ||
			(g_cGameMode == cGameMode::ZA2_Mode));
	}

	__forceinline bool IsPlayerIn_WaveMode() {
		return (g_cGameMode == cGameMode::Wave_Mode);
	}

	__forceinline bool IsPlayerIn_ZombieMode() {
		return ((g_cGameMode == cGameMode::Hero_Mode_eXtreme) ||
			(g_cGameMode == cGameMode::Zombie_Knight_Mode) ||
			(g_cGameMode == cGameMode::Zombie_vs_Ghost) ||
			(g_cGameMode == cGameMode::Zombie_Mode) ||
			(g_cGameMode == cGameMode::Hero_Mode));
	}

	__forceinline bool IsPlayerIn_TrainingCamp() {
		return (g_cGameMode == cGameMode::TRAINING_CAMP);
	}

	__forceinline bool IsPlayerIn_FFA() {
		return (g_cGameMode == cGameMode::Free_For_All);
	}

};//Size=0x0154

class cRoom
{
public:
	char _0x0000[12];
	cRoomInfo* pRoomInfo; //0x000C 

};//Size=0x0010
Keep Going Bro
Mpgh Need More Like U
Quote Originally Posted by DEiseL View Post
Keep Going Bro
Mpgh Need More Like U
like the post then
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