Hi Guys,

Today I am gonna release some useful classes for Crossfire West Only

Code:
class ILTClient
{
public:
	char pad_0000[60]; //0x0000
	class IClientShellStub* CLTClientShell; //0x003C
}; //Size: 0x0040


ILTClient* LTClient;
Code:
class IClientShellStub
{
public:
	char pad_0000[56]; //0x0000
	class CCameraBase* pCCameraBase; //0x0038
	char pad_003C[60]; //0x003C
	int8_t IsAlive; //0x0078
	char pad_0079[7]; //0x0079
	class CPlayerClntBase* PlayerClntBase; //0x0080
	int8_t inGame; //0x0084
	char pad_0085[359]; //0x0085
	class CGameUI* GameUI; //0x01EC
	char pad_01F0[864]; //0x01F0
}; //Size: 0x0550
Code:
class CPlayerClntBase
{
public:
	char pad_0000[736]; //0x0000
	class PlayerViewManager* pPlayerViewManager; //0x02E0
	char pad_02E4[720]; //0x02E4
	float Yaw; //0x05B4
	char pad_05B8[4]; //0x05B8
	float Pitch; //0x05BC
	float Roll; //0x05C0
	char pad_05C4[36]; //0x05C4
	int32_t Recoil3; //0x05E8
	char pad_05EC[4]; //0x05EC
	int32_t Recoil4; //0x05F0
	char pad_05F4[116]; //0x05F4
	float WalkThroughWalls_OLD1; //0x0668
	float WalkThroughWalls_OLD2; //0x066C
	float WalkThroughWalls_OLD3; //0x0670
	char pad_0674[64]; //0x0674
	int32_t WeaponID2; //0x06B4
	char pad_06B8[4]; //0x06B8
	class PlayerPos* pPlayerPos_OLD; //0x06BC
	char pad_06C0[24]; //0x06C0
	int32_t Recoil1; //0x06D8
	char pad_06DC[4]; //0x06DC
	int32_t Recoil2; //0x06E0
	char pad_06E4[44]; //0x06E4
	float Jump3; //0x0710
	char pad_0714[140]; //0x0714
	int32_t WeaponID; //0x07A0
	char pad_07A4[40]; //0x07A4
	int32_t GameType; //0x07CC New = 1065353216
	char pad_07D0[20]; //0x07D0
	float ReloadZM; //0x07E4
	char pad_07E8[228]; //0x07E8
	int8_t CurAnimName1; //0x08CC
	char pad_08CD[319]; //0x08CD
	float SpeedWalkZM; //0x0A0C
	float SpeedCrouchZM; //0x0A10
	char pad_0A14[16]; //0x0A14
	float GravityZM; //0x0A24
	char pad_0A28[200]; //0x0A28
	float SpeedWalk; //0x0AF0
	float SpeedCrouch; //0x0AF4
	char pad_0AF8[12]; //0x0AF8
	float Gravity; //0x0B04
	char pad_0B08[768]; //0x0B08
	class PlayerPos* pPlayerPos_NEW; //0x0E08
	char pad_0E0C[16]; //0x0E0C
	float YawZM; //0x0E1C
	float PitchZM; //0x0E20
	float RollZM; //0x0E24
	char pad_0E28[40]; //0x0E28
	float CameraYawZM; //0x0E50
	float CameraPitchZM; //0x0E54
	float CameraRollZM; //0x0E58
	char pad_0E5C[112]; //0x0E5C
	float WalkThroughWalls_NEW1; //0x0ECC Note: NEW = ZM and New Maps, OLD = Normal Maps and Old Maps
	float WalkThroughWalls_NEW2; //0x0ED0
	float WalkThroughWalls_NEW3; //0x0ED4
	char pad_0ED8[4576]; //0x0ED8
}; //Size: 0x20B8
Code:
class PlayerPos
{
public:
	char pad_0000[136]; //0x0000
	int32_t WalkInAir; //0x0088 Default = 405506 You can now do WalkInAir Perfectly!
	char pad_008C[204]; //0x008C
	int32_t IsPlayerInAir; //0x0158
	char pad_015C[1768]; //0x015C
}; //Size: 0x0844
Code:
class CSetWeaponUI
{
public:
	char pad_0000[12]; //0x0000
	int32_t BagState; //0x000C = Static
	char pad_0010[52]; //0x0010
}; //Size: 0x0044

class CFlashBangEffect
{
public:
	char pad_0000[28]; //0x0000
	int32_t RemoveFlashBang; //0x001C
	char pad_0020[36]; //0x0020
}; //Size: 0x0044

class CGameUI
{
public:
	char pad_0000[24]; //0x0000
	class CSetWeaponUI* SetWeapon; //0x0018
	char pad_001C[28024]; //0x001C
	class CFlashBangEffect* FlashBang; //0x6D94 Maybe be wrong
	char pad_6D98[175788]; //0x6D98
}; //Size: 0x31C44
Code:
class PlayerViewManager
{
public:
	char pad_0000[60]; //0x0000
	int32_t CurrentWeaponID; //0x003C Can make VVIP Weapons Changer (weapon hack).
	char pad_0040[24]; //0x0040
	float WeaponZoom; //0x0058 default = 1.571 1x = 0.449 2x = 0.131 Can make ZOOM Hack easily with any Weapon.
	char pad_005C[1008]; //0x005C
}; //Size: 0x044C
Code:
struct Vector2
{
	float x, y;
};

class CCharacterFX // 0x0018
{
public:
    char pad_0000[168]; //0x0000
    int32_t CharacterTypeID; //0x00A8
    Vector2 ViewAngel; //0x00AC
    char pad_00B4[332]; //0x00B4
    int32_t IsDead; //0x0200
    char pad_0204[12]; //0x0204
    int32_t IsImmune; //0x0210
    int8_t SpwanShield; //0x0214
    char pad_0215[60659]; //0x0215
    uint8_t Grenade1; //0xEF08
    char pad_EF09[3]; //0xEF09
    uint8_t Grenade2; //0xEF0C
    char pad_EF0D[8747]; //0xEF0D
    uint8_t CWeaponID; //0x11138
    char pad_11139[27]; //0x11139
    uint8_t WeaponID; //0x11154
    char pad_11155[32531]; //0x11155
}; //Size: 0x19068


Code:
ADDR: 0x12B0EE0

Credits:
Me,
reference: https://www.mpgh.net/forum/showthread.php?t=1324781
ReClass

Good bye