CEntity Updated

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CEntity Updated
Hello MPGH


Code:
class CharacFX
{
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();
}; //Size: 0x0004

class CCharacterHitBox
{
public:
	char pad_0000[76]; //0x0000
}; //Size: 0x004C

class CWeapon
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class CNanoCharacter
{
public:
	char pad_0000[96]; //0x0000
}; //Size: 0x0060

class CNanoWeapon
{
public:
	char pad_0000[12]; //0x0000
	__int32 IsMutant; //0x000C
	char pad_0010[1628]; //0x0010
}; //Size: 0x066C

class ObjectFX : public CharacFX
{
public:
	char pad_0004[160]; //0x0004
	HOBJECT Object; //0x00A4
	char pad_00A8[8]; //0x00A8
	float fPitch; //0x00B0
	float fYaw; //0x00B4
	float fRoll; //0x00B8
	char pad_00BC[44]; //0x00BC
	LTVector Position; //0x00E8
	char pad_00F4[272]; //0x00F4
	int8_t IsDead; //0x0204
	char pad_0205[15]; //0x0205
	int8_t SpawnShield; //0x0214
	char pad_0215[763]; //0x0215
	__int32 numHitBox; //0x0510
	char pad_0514[32]; //0x0514
	CCharacterHitBox iCCharacterHitBox; //0x0534
	char pad_0580[59768]; //0x0580
	class CWeapon* pCurrentWeapon; //0xEEF8
	char pad_EEFC[20]; //0xEEFC
	__int32 CurrentWeapon; //0xEF10
	char pad_EF14[44]; //0xEF14
	CNanoCharacter iNanoCharacter; //0xEF40
	char pad_EFA0[13312]; //0xEFA0
	CNanoWeapon iNanoWeapon; //0x123A0
	char pad_12A0C[56428]; //0x12A0C
}; //Size: 0x20678

class CEntity
{
public:
	char pad_0000[8]; //0x0000
	HOBJECT Object; //0x0008
	int8_t ClientID; //0x000C
	int8_t Team; //0x000D
	int8_t PacketOfClient; //0x000E
	char Name[13]; //0x000F
	class ObjectFX* pObjectFX; //0x001C
	char pad_0020[8]; //0x0020
	float Has_C4; //0x0028
	float State; //0x002C
	__int32 Rank; //0x0030
	char pad_0034[8]; //0x0034
	int8_t iHealth; //0x003C
	char pad_003D[1]; //0x003D
	int8_t Kills; //0x003E
	char pad_003F[53]; //0x003F
}; //Size: 0x0074

Quote Originally Posted by dreek1 View Post
Hello MPGH


Code:
class CharacFX
{
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();
}; //Size: 0x0004

class CCharacterHitBox
{
public:
	char pad_0000[76]; //0x0000
}; //Size: 0x004C

class CWeapon
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class CNanoCharacter
{
public:
	char pad_0000[96]; //0x0000
}; //Size: 0x0060

class CNanoWeapon
{
public:
	char pad_0000[12]; //0x0000
	__int32 IsMutant; //0x000C
	char pad_0010[1628]; //0x0010
}; //Size: 0x066C

class ObjectFX : public CharacFX
{
public:
	char pad_0004[160]; //0x0004
	HOBJECT Object; //0x00A4
	char pad_00A8[8]; //0x00A8
	float fPitch; //0x00B0
	float fYaw; //0x00B4
	float fRoll; //0x00B8
	char pad_00BC[44]; //0x00BC
	LTVector Position; //0x00E8
	char pad_00F4[272]; //0x00F4
	int8_t IsDead; //0x0204
	char pad_0205[15]; //0x0205
	int8_t SpawnShield; //0x0214
	char pad_0215[763]; //0x0215
	__int32 numHitBox; //0x0510
	char pad_0514[32]; //0x0514
	CCharacterHitBox iCCharacterHitBox; //0x0534
	char pad_0580[59768]; //0x0580
	class CWeapon* pCurrentWeapon; //0xEEF8
	char pad_EEFC[20]; //0xEEFC
	__int32 CurrentWeapon; //0xEF10
	char pad_EF14[44]; //0xEF14
	CNanoCharacter iNanoCharacter; //0xEF40
	char pad_EFA0[13312]; //0xEFA0
	CNanoWeapon iNanoWeapon; //0x123A0
	char pad_12A0C[56428]; //0x12A0C
}; //Size: 0x20678

class CEntity
{
public:
	char pad_0000[8]; //0x0000
	HOBJECT Object; //0x0008
	int8_t ClientID; //0x000C
	int8_t Team; //0x000D
	int8_t PacketOfClient; //0x000E
	char Name[13]; //0x000F
	class ObjectFX* pObjectFX; //0x001C
	char pad_0020[8]; //0x0020
	float Has_C4; //0x0028
	float State; //0x002C
	__int32 Rank; //0x0030
	char pad_0034[8]; //0x0034
	int8_t iHealth; //0x003C
	char pad_003D[1]; //0x003D
	int8_t Kills; //0x003E
	char pad_003F[53]; //0x003F
}; //Size: 0x0074

The Gretest Share
Keep Going Dyon
Code:
class CWeapon
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044
nice @dreek1. btw tnx
Quote Originally Posted by jayjay153 View Post
Code:
class CWeapon
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044
nice @dreek1. btw tnx
Yeah!! You can get all info about current Weapon of entitys... I don't tested but I think you can disconnect ALL players with this
Quote Originally Posted by dreek1 View Post
Yeah!! You can get all info about current Weapon of entitys... I don't tested but I think you can disconnect ALL players with this
hahaha its working with the localplayer haha i will try the other player haha


instant DC + Ban Tested
Quote Originally Posted by jayjay153 View Post
hahaha its working with the localplayer haha i will try the other player haha


instant DC + Ban Tested
Tell me results
Quote Originally Posted by dreek1 View Post
Tell me results
yeah its DC + Ban haha
Quote Originally Posted by jayjay153 View Post
yeah its DC + Ban haha
So can ban all players of room
the DC and ban reflects to local. i do not know for the other entity.
Do you create these structs by ReClass ?
Quote Originally Posted by [K]akashi View Post
Do you create these structs by ReClass ?
yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes
Quote Originally Posted by jayjay153 View Post
yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes
looooooooool
/msg2short
Quote Originally Posted by dreek1 View Post
Hello MPGH


Code:
class CharacFX
{
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();
}; //Size: 0x0004

class CCharacterHitBox
{
public:
	char pad_0000[76]; //0x0000
}; //Size: 0x004C

class CWeapon
{
public:
	char pad_0000[68]; //0x0000
}; //Size: 0x0044

class CNanoCharacter
{
public:
	char pad_0000[96]; //0x0000
}; //Size: 0x0060

class CNanoWeapon
{
public:
	char pad_0000[12]; //0x0000
	__int32 IsMutant; //0x000C
	char pad_0010[1628]; //0x0010
}; //Size: 0x066C

class ObjectFX : public CharacFX
{
public:
	char pad_0004[160]; //0x0004
	HOBJECT Object; //0x00A4
	char pad_00A8[8]; //0x00A8
	float fPitch; //0x00B0
	float fYaw; //0x00B4
	float fRoll; //0x00B8
	char pad_00BC[44]; //0x00BC
	LTVector Position; //0x00E8
	char pad_00F4[272]; //0x00F4
	int8_t IsDead; //0x0204
	char pad_0205[15]; //0x0205
	int8_t SpawnShield; //0x0214
	char pad_0215[763]; //0x0215
	__int32 numHitBox; //0x0510
	char pad_0514[32]; //0x0514
	CCharacterHitBox iCCharacterHitBox; //0x0534
	char pad_0580[59768]; //0x0580
	class CWeapon* pCurrentWeapon; //0xEEF8
	char pad_EEFC[20]; //0xEEFC
	__int32 CurrentWeapon; //0xEF10
	char pad_EF14[44]; //0xEF14
	CNanoCharacter iNanoCharacter; //0xEF40
	char pad_EFA0[13312]; //0xEFA0
	CNanoWeapon iNanoWeapon; //0x123A0
	char pad_12A0C[56428]; //0x12A0C
}; //Size: 0x20678

class CEntity
{
public:
	char pad_0000[8]; //0x0000
	HOBJECT Object; //0x0008
	int8_t ClientID; //0x000C
	int8_t Team; //0x000D
	int8_t PacketOfClient; //0x000E
	char Name[13]; //0x000F
	class ObjectFX* pObjectFX; //0x001C
	char pad_0020[8]; //0x0020
	float Has_C4; //0x0028
	float State; //0x002C
	__int32 Rank; //0x0030
	char pad_0034[8]; //0x0034
	int8_t iHealth; //0x003C
	char pad_003D[1]; //0x003D
	int8_t Kills; //0x003E
	char pad_003F[53]; //0x003F
}; //Size: 0x0074

U Use Cheat Engine For Finding It ?
Ithink Ce Is Easiset Way
Quote Originally Posted by (Virus) View Post


U Use Cheat Engine For Finding It ?
Ithink Ce Is Easiset Way
its reclass

Quote Originally Posted by jayjay153 View Post
its reclass

It's nice project of REClass
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