not working

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not working
Code:
#include <windows.h>
#include "engine_class.h"

void thread()
{
	for(;;)
	{
		if(GetAsyncKeyState(VK_NUMPAD1)&1)
		{
			pPlayerMgr->Yaw = 90.0f;
		}
		Sleep(50);
	}
}

bool IsGameReadyForHook()
{
	if( GetModuleHandleA( "d3d9.dll"     ) != NULL 
		&& GetModuleHandleA( "ClientFX.fxd" ) != NULL 
		&& GetModuleHandleA( "CShell.dll"   ) != NULL )
		return true;
	return false;
}

DWORD WINAPI StartupThread(LPVOID)
{
	while( !IsGameReadyForHook() )
		Sleep(100);
	thread();
	return 0;
}
BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD dwReason, LPVOID lpReserved )
{
	if( dwReason == DLL_PROCESS_ATTACH )
	{
		MessageBoxA(0,"injected", "kibbles201", MB_OK);
		CreateThread( NULL, NULL, (LPTHREAD_START_ROUTINE)StartupThread, NULL, NULL, NULL);
	}
	return TRUE;
}
/////////////////////////engine_class.h///////////////////////////////////////
#define ADR_PlayerMgr 0x3746D532
#define ADR_ClientInfoMgr 0x37832408
#define ADR_GameClientShell 0x37872070
#define getplayerbyindex 0x3715E410
#define SFX_MAX	0x3B

#include <windows.h>
#include <d3dx9.h>
#pragma comment( lib, "d3dx9.lib" )
#include <iostream>
#include <string>
#include <sstream>
#include <fstream>
#include <d3d9.h>
#pragma comment( lib, "d3d9.lib" )
#include <time.h>

#ifndef _ENGINE_CLASS_
#define _ENGINE_CLASS_

class cLTCientShellBase;
class cLTClient;
class cLTDrawPrim;
class cGameClientShell;
class cLTModel;
class cLTCommon;
class cLTMessage;
class cFont;
class cPlayerMgr;
class cWeaponInfo;
class cWeaponMgr;
class cClientWeapon;
class cObjName;
class cBaseFX;
class cCharacterFX;
class c_player;
class cLTMessage;
class cLTBase;
class cClientInfoMgr;

typedef bool (*ObjectFilterFn)(int* hObj, void *pUserData);

struct IntersectQuery
{
	D3DXVECTOR3 Start;					//0x0000
	D3DXVECTOR3 End;					//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 cSFXList
{
public:
			unsigned long	unk0;
	unsigned long*	List;
			unsigned long	unk1;
	int				Num;
};

class cSFXMgr
{
public:
	cSFXList		SFXList		[SFX_MAX];
};

struct IntersectInfo
{
	D3DXVECTOR3 vImpactPos;				//0x0000
			char unknown12[16];			
	int*  hObjImpact;					//0x001C
			DWORD nSomething;			//0x0020
			DWORD nSomething2;			//0x0024
			DWORD nSomething3;			//0x0028
};	

struct Transform
{
	D3DXVECTOR3 Pos;
			unsigned char Space [0x100];
};

struct Screen
{
	int x;
	int y;
};

struct VERTS
{       
	D3DXVECTOR3		pos;
	unsigned int	rgba;
};

struct SHAPE_RECT
{
	VERTS	Right[3];
	VERTS	Left[3];
};

class cLTClientShellBase
{
public:
	cLTBase* ILTBase;		                //0x0000  
			char unknown4[16];					  
	cLTDrawPrim** ILTDrawPrim;			    //0x0014  
			char unknown24[4];					  
	cLTModel** ILTModel;				    //0x001C  
			char unknown32[136];				  
	cGameClientShell* ILTGameClientShell;	//0x00A8  
};

class cLTBase
{
public:
	cLTClient* ILTClient;																				//0x0000 
			char unknown8[96];
	bool( WINAPIV *IntersectSegment )( IntersectQuery& Query, IntersectInfo *pInfo );					//0x0064 
			char unknown104[28]; 
	unsigned int ( WINAPIV *GetLocalClientID )( unsigned int *pIDOut );									//0x0084 
			char unknown136[384];
	unsigned int( WINAPIV *RunConsoleCommand )( const char* szCommand );								//0x0208 
	int*( WINAPIV *GetClientObject )();																	//0x020C 
			char unknown528[16];
	unsigned int( WINAPIV *GetObjectScale )( int* pObject, float *scale );								//0x0220 0x46D530
	unsigned int( WINAPIV *SetObjectScale )( int* pObject, float scale );								//0x0224 0x472990
			char unknown552[4];
	unsigned int( WINAPIV *GetObjectColor )( int* pObject, float *r, float *g, float *b, float *a );	//0x022C 0x46FAC0
	unsigned int( WINAPIV *SetObjectColor )( int* pObject, float r, float g, float b, float a );		//0x0230 0x46FB40
};

class cLTClient
{
public:
			char unknown0[156];
	unsigned int( WINAPI *GetObjectRot )( int* pObject, D3DXMATRIX *vRot );												//0x009C 0x46D840
	unsigned int( WINAPI *GetObjectPos )( int* pObject, D3DXVECTOR3 *vPos );											//0x00A0 0x46D7D0
			char unknown164[32];
	unsigned int( WINAPI *SetObjectPos )( int* pObject, D3DXVECTOR3 vPos, bool bUnk );									//0x00C4 0x472C60 
			char unknown200[108];
	unsigned int( WINAPIV *GetConsoleVariableFloat )( const char *szCommand, float *ValueOut );							//0x00CC 
	unsigned int( WINAPIV *GetConsoleVaribleString )( const char *szCommand, char *BufOut, unsigned int StringLength ); //0x00D0 
			char unknown316[28];
	unsigned int( WINAPI *SendToServer )( int Message, unsigned int flags );											//0x0158 0x474160
};

class cGameClientShell
{
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();
			virtual void Function10();
			virtual void Function11();
			virtual void Function12();
			virtual void Function13();
			virtual void Function14();
			virtual void Function15();
			virtual void Function16();
			virtual void Function17();
			virtual void Function18();
			virtual void Function19();
			virtual void Function20();
			virtual void Function21();
			virtual void Function22();
			virtual void Function23();
			virtual void Function24();
			virtual void Function25();
			virtual void Function26();
			virtual void Function27();
			virtual void Function28();
			virtual void Function29();
			virtual void Function30();
			virtual void Function31();
			virtual void Function32();
			virtual void Function33();
			virtual void Function34();
			virtual void Function35();
			virtual void Function36();
			virtual void Function37();
			virtual void Function38();
			virtual void Function39();
			virtual void Function40();
			virtual void Function41();
			virtual void Function42();
			virtual void Function43();
	virtual DWORD GetClientInfoMgr();
	virtual DWORD GetInterfaceManager();
	virtual DWORD GetPlayerManager();
			virtual void Function47();
			virtual void Function48();
			virtual void Function49();
			virtual void Function50();
			virtual void Function51();
			virtual void Function52();
			virtual void Function53();
			virtual void Function54();
	virtual cSFXMgr* GetSFXMgr();
};

class cLTModel
{
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();
			virtual void Function10();
			virtual void Function11();
			virtual void Function12();
	virtual unsigned int GetBoneNode( int* Obj, char* nodeName, unsigned int &Node ); 
	virtual unsigned int GetNodeName( int* Obj, unsigned int Node, char* name, int maxlen ); 
	virtual unsigned int GetNodeTransform( int* Obj, unsigned int hNode, Transform* trans, char bWorldSpace );
	virtual unsigned int GetModelNextNode( int* Obj, unsigned int Node, unsigned int &Next );
			virtual void Function17();
			virtual void Function18();
			virtual void Function19();
			virtual void Function20();
	virtual unsigned int GetNumNodes( int* Obj, unsigned int &num ); 
};

class cLTCommon
{
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 unsigned int CreateMessage( int* pMsg );
			virtual void Function10();
			virtual void Function11();
			virtual void Function12();
			virtual void Function13();
			virtual void Function14();
			virtual void Function15();
			virtual void Function16();
			virtual void Function17();
	virtual unsigned int GetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int *iFlags );
	virtual unsigned int SetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int iFlags, unsigned int iMask );

};

class cLTDrawPrim
{
public:
			char unknown0[40];
	void( WINAPI *SetRenderMode )( int mode );																		//0x0028  
			char unknown44[88];
	void( WINAPI *DrawPrimitive )( void* q, unsigned int count );													//0x0084  
			char unknown136[64];
	unsigned int( WINAPI *WorldToScreen )( float x, float y, float z, D3DXVECTOR3* v3Screen, D3DXVECTOR3 *v3Unk ); //0x00C8 0x4913C0
};

class c_player //playerinfo
{
public:
			char unknown0[4];
	__int32 ClientID;			 
			char unknown1[4]; 
	std::string Name;			
	int* Object;
	__int32 Kills;				 
	__int32 Deaths;				 
			char unknown52[44];  
	__int32 HeadShots;			
			char unknown100[12];
	__int32 TeamID;				 
			char unknown47[4];
	bool isDead;				
			char unknown4[491];
	c_player* Next;				
};

class c_object //_object
{
public:
			char unknown0[4]; 
	D3DXVECTOR3 MaxRootPosition; //0x0004  
	D3DXVECTOR3 MinRootPosition; //0x0010  
			char unknown28[120];
	BYTE ObjectColorR;			 //0x0094  
	BYTE ObjectColorG;			 //0x0095  
	BYTE ObjectColorB;			 //0x0096  
	BYTE ObjectColorA;			 //0x0097 
			char unknown152[4]; 
	float ObjectScaleX;			 //0x009C  
	float ObjectScaleY;			 //0x00A0  
	float ObjectScaleZ;			 //0x00A4  
			char unknown168[16]; 
	float xPlayerUnit;			 //0x00B8  
	float yPlayerUnit;			 //0x00BC  
	float zPlayerUnit;			 //0x00C0  
	float PlayerUnitWidth;		 //0x00C4
	D3DXVECTOR3 RootPosition;	 //0x00C8  
			char unknown212[4];
	float Pitch;				 //0x00D8  
	float Yaw;					 //0x00DC  
	float Roll;					 //0x00E0  
};

class cClientInfoMgr //pointerto
{
public:
			DWORD Unk;
	c_player* First;
	unsigned int LocalIndex;	//0x0008
			char unknown2[48];
	__int32 iAlphaScore;
	__int32 iBravoScore;
			char unknown5[12];
	__int32 iGameMode;

	inline c_player* GetClientByID( int id )
	{
		c_player* ptr = First;

		while( ptr ) 
		{
			if( ptr->ClientID == id )
				return ptr;

			ptr = ptr->Next;
		}
		return NULL;
	}
};


class cClientWeaponMgr
{
public:

	cClientWeapon** WeaponList;   //0000
	__int32 MaxWeapons;			  //0004
	__int32 WeapIndex;			  //0008
	cClientWeapon* CurrentWeapon; //000C
	BYTE WeaponsEnabled;		  //0010
	BYTE WeaponsVisible;		  //0011	
			char unknown16[20];				
	__int32 nCurrentWeaponID;	 //0x0024
};

class cPlayerMgr
{
public:
			char pad[24];
	cClientWeaponMgr* WeaponMgr; //0018
			char unknown0[48];
	float Pitch; //0048
	float Yaw; //004C
	float Roll;
			char unknown3[220];
	int* CameraObject; //012C

	__inline cClientWeapon* GetCurrentWeapon()
	{
		if( WeaponMgr && WeaponMgr->CurrentWeapon )
			return WeaponMgr->CurrentWeapon;

		return NULL;
	}
};

class cObjName
{
public:
			char unknown0[4];
	char Name[28];					//0004
};

class cBaseFX
{
public:
				char unknown0[16];
	int* Object;					//0010
	D3DXVECTOR3 Pos;
				char unknown1[28];
	cObjName* gotoObjName;			//003C
				char unknown2[16];
				BYTE Unknown3;		//0050
	BYTE OwnerID;					//0051
};

class cCharacterFX
{
public:
			char	unk1[16];
	int*	Object;			//0x10
			char	unk2[44];
	int		IsPlayer;		//0x40
			char	unk3[40];
	unsigned char	Index;	//0x6C
			char unknown112[8]; //0x0070
	float fStartPitch; //0x0078  
	float fStartYaw; //0x007C  
			char unknown128[1224]; //0x0080
			BYTE unk1287; //0x0548  
	bool bIsDead; //0x0549  
	bool bSpawnSheild; //0x054A  
			BYTE unk5563; //0x054B  
			char unknown1356[12]; //0x054C
	int* hHitbox; //0x0558  
			char unknown1372[96]; //0x055C
			WORD wUnk; //0x05BC  
	WORD wHealth; //0x05BE  
	WORD wArmor; //0x05C0  
};

class Something
{
public:
	bool bIsAlive; //0000
};

class WepInfo
{
public:
	__int32 iBackPackABulletsLeft;  //0000
	__int32 i2ndaryBulletsLeft;		//0004
			__int32 Unknown0;	    
	__int32 iGrenadesLeft;			//000C
	__int32 iBackPackBBulletsLeft;  //0010
};

class Info
{
public:
			char unknown0[12];		//0x0000
	__int32 iHP;					//0x000C  
	__int32 iAP;					//0x0010  
	__int32 iMaxHP;					//0x0014  
	__int32 iMaxAP;					//0x0018  
	WepInfo* gotoWepInfo;			//0x001C  
	Something* goToSomething;		//0x0020  
			char unknown36[352];	
	float fStamina;					//0x0184  
	__int32 iIsRunning;				//0x0188  
	__int32 iIsJumping;				//0x018C  
	__int32 iWeaponSlotInUse;		//0x0190  
			char unknown404[44];	//0x0194
	c_player* goToPlayers;			//0x01C0  		
};

class LocalInfo
{
public:
	Info* goToInfoClass; //0000
};

class cLTMessage
{
public:
			virtual void Function0();
	virtual void DoInit();
			virtual void Function2();
			virtual void Function3();
			virtual void Function4();
			virtual void Function5();
			virtual void Function6();
	virtual int DoSomething();
			virtual void Function8();
	virtual void WriteBits( int value, int size );
			virtual void Function10();
			virtual void Function11();
			virtual void Function12();
			virtual void Function13();
			virtual void Function14();
	virtual void WriteString( const wchar_t* data );
};

class cFont
{
public:
		virtual void Function0();
		virtual void Function1();
	virtual void SetSomthing( int a, int b, int c, int d );
		virtual void Function3();
	virtual void Render();
		virtual void Function5();
		virtual void Function6();
	virtual int GetX();
	virtual void SetPos( int x, int y );
	virtual void GetPos( int* x, int* y );
		virtual void Function10();
		virtual void Function11();
		virtual void Function12();
	virtual float GetScaleX();
	virtual float GetScaleY();
		virtual void Function15();
		virtual void Function16();
		virtual void Function17();
		virtual void Function18();
		virtual void Function19();
		virtual void Function20();
		virtual void Function21();
		virtual void Function22();
		virtual void Function23();
		virtual void Function24();
		virtual void Function25();
		virtual void Function26();
		virtual void Function27();
		virtual void Function28();
		virtual void Function29();
		virtual void Function30();
		virtual void Function31();
		virtual void Function32();
		virtual void Function33();
		virtual void Function34();
		virtual void Function35();
		virtual void Function36();
		virtual void Function37();
		virtual void Function38();
		virtual void Function39();
		virtual void Function40();
		virtual void Function41();
		virtual void Function42();
		virtual void Function43();
	virtual void SetColor( int c, int c_, int c__, int const_num );
		virtual void Function45();
		virtual void Function46();
		virtual void Function47();
		virtual void Function48();
		virtual void Function49();
		virtual void Function50();
		virtual void Function51();
		virtual void Function52();
		virtual void Function53();
		virtual void Function54();
		virtual void Function55();
		virtual void Function56();
		virtual void Function57();
		virtual void Function58();
		virtual void Function59();
		virtual void Function60();
		virtual void Function61();
		virtual void Function62();
		virtual void Function63();
		virtual void Function64();
		virtual void Function65();
		virtual void Function66();
		virtual void Function67();
		virtual void Function68();
		virtual void Function69();
		virtual void Function70();
		virtual void Function71();
		virtual void Function72();
		virtual void Function73();
		virtual void Function74();
		virtual void Function75();
		virtual void Function76();
		virtual void Function77();
		virtual void Function78();
		virtual void Function79();
		virtual void Function80();
		virtual void Function81();
		virtual void Function82();
		virtual void Function83();
	virtual void SetText( unsigned short* text, int cont_num ); 
};

class cWeaponInfo
{
public:
			char unknown0[12]; //0x0000
	DWORD dwClientWeaponType; //0x000C  
			char unknown16[16]; //0x0010
	DWORD dwAlt_InstDamage; //0x0020  
	DWORD dwInstDamage; //0x0024  
			DWORD UNK; //0x0028  
			char unknown44[104]; //0x002C
	DWORD dwFireSnd; //0x0094  
			char unknown152[108]; //0x0098
			float fFireDelay1; //0x0104  
			float ffiredelay1; //0x0108  
			DWORD dwMaxAmmo3; //0x010C  
			DWORD dwMaxAmmo2; //0x0110  
			char unknown276[276]; //0x0114
	DWORD dwCrossHairA; //0x0228  
	DWORD dwCrossHairR; //0x022C  
	DWORD dwCrossHairG; //0x0230  
	DWORD dwCrossHairB; //0x0234  
	BYTE TripleShotMode; //0x0238  
			char unknown569[3]; //0x0239
	DWORD dwTripleShotRoundNum; //0x023C  
	float fDamageRFacter; //0x0240  
			char unknown580[28]; //0x0244
			DWORD dwInfiAmmo2;
	DWORD dwInfiniteAmmo; //0x0264  
	DWORD dwHideWhenEmpty; //0x0268  
	DWORD dwIsAmmo; //0x026C  
			char unknown624[4]; //0x0270
	DWORD dwShotsPerClip; //0x0274  
			char unknown632[52]; //0x0278
	float fZoomTime; //0x02AC  
	DWORD dwMinPerturb; //0x02B0  
	DWORD dwMaxPerturb; //0x02B4  
	float fDuckPerturb; //0x02B8  
	float fMoveDuckPerturb; //0x02BC  
	DWORD dwZoomedMinPerturb; //0x02C0  
	DWORD dwZoomedMaxPerturb; //0x02C4  
	DWORD dwRange; //0x02C8  
			char unknown716[12]; //0x02CC
	DWORD VectorsPerRound; //0x02D8  
			char unknown732[40]; //0x02DC
	float fPerturbIncSpeed; //0x0304  
	float fPerturbDecSpeed; //0x0308  
			char unknown780[4]; //0x030C
	float fZoomedPerturbIncSpeed; //0x0310  
	float fZoomedPerturbDecSpeed; //0x0314  
			char unknown792[4]; //0x0318
	float fBaseCamRecoilPitch; //0x031C  
	float fBaseCamRecoilAccelPitch; //0x0320  
			char unknown804[36]; //0x0324
	float fTripleShotMaxCamRecoilPitch; //0x0348  
	float fTripleShotBaseCamRecoilPitch; //0x034C  
			char unknown848[8]; //0x0350
	DWORD dwTripleShotMinPerturb; //0x0358  
	DWORD dwTripleShotMaxPerturb; //0x035C  
	float fTripleShotPerturbIncSpeed; //0x0360  
	float fTripleShotPerturbDecSpeed; //0x0364  
			char unknown872[112]; //0x0368
	DWORD dwFireRate; //0x03D8  
	DWORD dwMoveSpeed; //0x03DC  
			DWORD ID03B39CC0; //0x03E0  
			char unknown996[32]; //0x03E4
	BYTE DisableCrosshair; //0x0404  
			char unknown1029[27]; //0x0405
	float fCameraSwayXFreq; //0x0420  
	float fCameraSwayYFreq; //0x0424  
			char unknown1064[12]; //0x0428
	DWORD dwTargetCrosshairFlag; //0x0434  
	DWORD dwEffectRange; //0x0438  
			char unknown1084[192]; //0x043C
	DWORD dwFireDelay; //0x04FC  
};

class cWeaponMgr
{
public:
			char unknown0[5564];
	cWeaponInfo** Weapons; //15BC
	__int32 WeaponCount; //15C0
};

cPlayerMgr * pPlayerMgr = (cPlayerMgr*)(ADR_PlayerMgr);
cClientInfoMgr * pClientInfoMgr = (cClientInfoMgr*)(ADR_ClientInfoMgr);

#endif
this is reposted from the help section, from which i get less help then from this section.
point is that the camera yaw isnt set to 90 when i press the hotkey. idk why it wont work, noone has provided an answer yet. i think it has to do with the address i am using or the class.
the address of the pPlayerMgr i am using is from the sticky of this section. am i using the right address? should i be using my local player address?
Code:
credits: gellin for all the classes used
wrong section......
yes as stated previously but idc i wont get help anywhere else
yes you will. Be patient..
/close this thread please
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