Orbit.. im new to this how do i do this ? someone help me?



cg_gun_x: 606EF30 | Float (Best = 3-5) cg_gun_y: 606EF80 | Float (10 = left handed) cg_gun_z: 606EFD0 | Float (-3 for CoD4 Style)
RefDef: 0x90B5C8 Entity: 0x9A4090 ClientInfo: 0x997860 CG: 0x8A0F54 CGS: 0x89D3A0 CG_IsIngame: 0x8A0E50
ViewAngleX: 0x860AEC ViewAngleY: 0x860AE8 No Clip (Player 1): 0x1B1125C(2 is on, 0 is off, requires spectator to be free) Primary Ammo (Player 1): 0x1B0E42C Secondary Ammo Ammo (Player 1): 0x1B0E41C Offset(Address Difference): 0x366C
cg_fov: WriteInt(ReadInt(0xAAC1F8) + 0xC, value); com_maxfps: WriteFloat(ReadInt(0x1B90730) + 0xC, value); r_detail: WriteInt(ReadInt(0x638FE84) + 0xC, value); r_detailmap: WriteInt(ReadInt(0x637D4F0) + 0xC, value); r_fog: WriteInt(ReadInt(0x637D588) + 0xC, value); r_light: WriteInt(ReadInt(0x637D5F4) + 0xC, value); fx_enable: WriteInt(ReadInt(0x637CC9C) + 0xC, value);
GetTagPos = 0x0048E6E0; GetTagPtr = 0x0056B770; RegisterTag = 0x005399E0; Com_Error = 0x569F50; DrawEngineText = 0x004C5600; ShowConsole = 0x5CB490;
R_DrawStretchPic = 0x4BBFE0; R_RegisterShader = 0x0040FD60; R_RegisterFont = 0x004C58E0;
CL_WritePacket = 0x004C09C0; CL_GetUserCmd = 0x0004BBAC0; CL_GetSnapshot = 0x004BBB40; CL_ParseServerMessage = 0x004CA980;
CG_Obituary = 0048F2B0; CG_Trace = 0x004BB0D0; CG_Draw2D = 0x488420; CG_Init = 0x00498930; CG_FireWeapon = 0x004B9E90;
cgs_t = 0x0089D3A0; cg_t = 0x008A0E50; refdef_t = 0x90B5C8; viewMatrix_t = 0xBC7690; input_t = 0x00AB2B18; cl_cmdNumber = 0x00BC8ADC; usercmd_t = 0xBC76DC; entity_t = 0x9A4090; SIZE=0x204 clientInfo_t = 0x997860; SIZE = 0x52C
typedef int(__cdecl* tDrawStretchPic)(float x, float y, float w, float h, float a5, float a6, float a7, float a8, float* color, int* shader); typedef int*(__cdecl* tRegisterShader)(char* szName); typedef void(__cdecl* tCGTrace)(trace_t* trace, vec3 start, vec3 end, int clientNum, int mask); typedef void*(__cdecl* tGetTagPtr)(int clientNum); typedef int(__cdecl* tGetTagPos)(entity_t* ent, void* tagPtr, int id, float* out); typedef int(__cdecl* tRegisterTag)(char* szName); typedef void(__cdecl* tComError)(int error, const char* msg, ...); typedef void(__cdecl* tDrawEngineText)(char* text, int len, void* font, float x, float y, float scaleX, float scaleY, float* color, int style); typedef void*(__cdecl* tRegisterFont)(char* szName);
typedef struct
{
char pad_0x0000[0x2]; //0x0000
BYTE Valid; //0x0002
char pad_0x0003[0x15]; //0x0003
vec3 Origin; //0x0018
char pad_0x0024[0x48]; //0x0024
__int32 Pose; //0x006C
char pad_0x0070[0x18]; //0x0070
vec3 unkOrigin; //0x0088
char pad_0x0094[0x48]; //0x0094
__int32 ClientNumber; //0x00DC
__int32 EntityType; //0x00E0
char pad_0x00E4[0x4]; //0x00E4
BYTE PlayerPose; //0x00E8
BYTE Shooting; //0x00E9
BYTE Zoomed; //0x00EA
char pad_0x00EB[0x19]; //0x00EB
vec3 unkOrigin2; //0x0104
char pad_0x0110[0x98]; //0x0110
__int16 WeaponNum; //0x01A8
char pad_0x01AA[0x32]; //0x01AA
__int32 IsAlive; //0x01DC
} entity_t;
typedef struct
{
__int32 ServerTime; //0x0000 Safe
BYTE Buttons; //0x0004 Safe
BYTE Zoom; //0x0005 Maybe?
BYTE Zoom1; //0x0006 Maybe?
char pad_0x0007[0x1]; //0x0007
__int32 ViewAngles[3]; //Safe
WORD Weapon; //0x0014 Maybe?
char pad_0x0016[0x4]; //0x0016
BYTE MoveButtonX; //0x001A Safe
BYTE MoveButtonY; //0x001B Safe
char pad_0x001C[0xC]; //0x001C
}usercmd_t;
typedef struct
{
char unk1[0x8]; //0x0000
__int32 width; //0x0008 safe
__int32 height; //0x000C safe
float fovX; //0x0010 probably
float fovY; //0x0014 probably
vec3 vOrg; //0x0018 safe
vec3 viewAxis[3]; //0x0024 safe
char unk2[16]; //0x0048
char unk3[16148]; //0x0058
vec3 ViewAngles; //0x3F6C Safe
char unk4[24]; //0x3F78
float WeaponViewAngleX; //0x3F90 Maybe
float WeaponViewAngleY; //0x3F94 Maybe
} refdef_t;
typedef struct
{
__int32 Valid;
char unk[8];
char Name[16]; //0x0000
__int32 Team; //0x0010
__int32 Team2; //0x0014
} clientInfo_t;
typedef struct
{
vec3 Recoil; //0x0000 safe
vec3 Origin; //0x000C safe
char pad_0x0018[0xC]; //0x0018
float readViewAngleX; //0x0024 safe
float readViewAngleY; //0x0028 safe
char pad_0x002C[0x14]; //0x002C
float writeViewAngleX; //0x0040 safe
float writeVireAngleY; //0x0044 safe
} viewMatrix_t;
typedef struct
{
__int32 ServerTime; //0x0000
char pad_0x0004[0xC]; //0x0004
__int32 IsPlaying; //0x0010
char pad_0x0014[0x4]; //0x0014
__int32 iVelocity; //0x0018
vec3 Origin; //0x001C
vec3 Velocity; //0x0028
char pad_0x0034[0x7C]; //0x0034
__int32 Pose; //0x00B0
char pad_0x00B4[0x50]; //0x00B4
__int32 ClientNumber; //0x0104
char pad_0x0108[0x4]; //0x0108
float ViewAngleX; //0x010C
float ViewAngleY; //0x0110
char pad_0x0114[0x14]; //0x0114
__int32 unknown; //0x0128
char pad_0x012C[0x24]; //0x012C
__int32 Health; //0x0150
} cg_t;
typedef struct
{
char pad_0x0000[0x8]; //0x0000
__int32 Width; //0x0008
__int32 Height; //0x000C
char pad_0x0010[0x10]; //0x0010
char Gametype[3]; //0x0020
} cgs_t;


*(DWORD*)((DWORD)cg + 1064) = 2; *(float*)((*(DWORD*)0x0086CBAC) + 0xC) = 0.0f;
Name Offset: 0x01f9f11c Prestige Offset: 0x01ff9a9c XP: 0x01ff9a94 (0x20, 0x64, 0x26, 0x00 - Level 70) Score Offset: 0x01ff9aa4 Kills Offset: 0x01ff9aa8 Deaths Offset: 0x01ff9ab0 Assists Offset: 0x01ff9ab8 Headshots Offset: 0x01ff9abc Time Played Offset: 0x01ff9ac8 & 0x01ff9acc Wins Offset: 0x01ff9adc Loses Offset: 0x01ff9ae0 Ties Offset: 0x01ff9ae4 Win Streak Offset: 0x01ff9ae8 Kill Streak Offset: 0x01ff9aac All Accolades Offset: 0x01ff9297 - 0x01ff944f Class Names: Class 1: 0x01ff9e6c Class 2: 0x01ff9eac Class 3: 0x1FF9EEC Class 4: 0x1FF9F2C Class 5: 0x1FF9F6C Class 6: 0x1FF9FAC Class 7: 0x1FF9FEC Class 8: 0x1FFA02C Class 9: 0x1FFA06C Class 10: 0x1FFA0AC
Name: 0x014e5490 Clan Tag: 0x014e54cc God Mod: Code: Offset: 0x14E235A (0xFF, 0xFF - On , 0x00, 0x64 - Off)
(0x0F , 0xFF , 0xFF , 0xFF - Ultimate Ammo , 0x00 , 0x00 , 0x00 , 0x64 - 100 Bullets) Primary Ammo Bullets: 0x014e256c Primary Ammo Clip: 0x014e24ec Akimbo Primary Bullets: 0x014e2570 Secondary Ammo Bullets: 0x014e2554 Secondary Ammo Clip: 0x014e24dc Akimbo Secondary Weapon: 0x014e2558 Granade Luncher Ammo Bullets: 0x014e2578 Granade Luncher Ammo Clip: 0x014e24f4 Lethal Ammo: 0x014e2560 Tactical Ammo: 0x014e2578
Offset: 0x014e262a Bytes: (0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF)
Offset: 0x014e2628 (0xFF, 0xEF - On , 0x00 , 0x08 - Off)