getting players info

Posts 16 of 6 · Page 1 of 1
getting players info
while reversing assualtcube i found this:


im pretty sure its the key to getting players by index. how do i apply this to c++?
dude no one appreciates your sarcasm and you think your cool but you just got a big ego and you wonder why no one likes you
Code:
unsigned long* player_object_array = reinterpret_cast<unsigned long*>(*reinterpret_cast<unsigned long*>(0x0044A494));
unsigned char* player_object = reinterpret_cast<unsigned char*>(player_object_array[index]);

player_object += 0x110;

std::cout << reinterpret_cast<char*>(player_object);
Because the game is open source, an alternative would be to cast to an array of client objects instead of unsigned char to retrieve all of the client information.
Quote Originally Posted by Fovea View Post
Code:
unsigned long* player_object_array = reinterpret_cast<unsigned long*>(*reinterpret_cast<unsigned long*>(0x0044A494));
unsigned char* player_object = reinterpret_cast<unsigned char*>(player_object_array[index]);

player_object += 0x110;

std::cout << reinterpret_cast<char*>(player_object);
Because the game is open source, an alternative would be to cast to an array of client objects instead of unsigned char to retrieve all of the client information.
New Coder ova here?
@Fovea thanks a lot for the code i was able to use that and a web page on type casting to learn what i wanted.

so 110 would be the offset for the names of player[index]?
Quote Originally Posted by VirtualDUDE View Post
Read my signature, it will explain why i wrote that...
And no i really do NOT care.
So, you need to swoop down to other peoples level, sad.
Posts 16 of 6 · Page 1 of 1

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