Something I found....

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Something I found....
(credits to prototype666)



class cBasicPlayerInfo{
public:
char spacer00[4];
float MovementSpeed;
float MovementWalkRate;
float MovementDuckWalkRate;
float MovementSideMoveRate;
float MovementFrontBackRunAnimationRate;
float MovementLeftRightRunAnimationRate;
float MovementFrontBackWalkAnimationRate;
float MovementLeftRightWalkAnimationRate;
float MovementAcceleration;
float MovementFriction;
float JumpTime;
float JumpVelocity;
float JumpLandedWaitTime;
float JumpLandedNoJumpTimeRate;
float JumpRepeatPenaltyMoveRate;
float JumpRepeatPenaltyHeightRate;
float JumpLandedMovePenaltyTimeRate;
float JumpLandedMovePenaltyMoveRate;
char spacer01[40];
float DamagePenaltyTime;
float DamagePenaltyMoveRate;
float C4PlantTime;
float C4DefuseTime;
float MaxCanDefuseDistance;
float CharacterHiddenAlpha;
float CharacterHiddenWalkAlpha;
float CharacterHiddenRunAlpha;
float MovementHiddenRate;
unsigned long CrossHairColor;
float CrossHairRedChangeRate;
float CrossHairGreenChangeRate;
float CrossHairBlueChangeRate;
};

class cWeaponList{
public:
char spacer00[2];
unsigned short WeaponClass;
unsigned int WeaponIndex;
char WeaponName[12];
char spacer02[1288];
float SpreadMin[9];
char spacer03[324];
float SpreadMax[9];
char spacer04[324];
float WeaponRange;
unsigned short MaxAmmo;
unsigned short AmmoPerMagazine;
unsigned short NanoMaxAmmo;
unsigned short NanoAmmoPerMagazine;
float AmmoDamage;
float UnlimitedAmmo;
int TargetSlot;
int SubType;
float DamageFactorByDistance;
float DamageVariationFactor;
float ShotsPerMinute;
char spacer05[20];
unsigned char ShotsPerAmmo;
char spacer06;
unsigned short WeaponPrice;
unsigned short AmmoPrice;
bool ReloadSingleAmmo;
char spacer07[3];
float BoomDuration;
char spacer08[482];
float KnifeNormalRange[4];
float KnifeYawPitch[2];
float KnifeNormalAnimationRate[3];
float KnifeBigshotRange[4];
float KnifeBigshotYawPitch[2];
float KnifeBigshotAnimationRate[3];
char spacer9[64];
unsigned char FireMode;
char spacer10[3];
unsigned char ZoomMode;
char spacer11[3];
unsigned char ZoomAttributes;
char spacer12[3];
unsigned char ReloadAttributes;
char spacer13[3];
unsigned char KnifeAttributes;
char spacer14[3];
bool IsDroppedWhenDie;
char spacer15[11];
float StunTime;
int SubWeaponIndex;
float DamageRatioPerNode;
char spacer16[236];
float KnifeNormalAmmoDamage[3];
float KnifeBigShotAmmoDamage[3];
char spacer17[28];
float SmokeAlpha;
char spacer18[3392];
D3DXVECTOR3 BulletPosOffset;
char spacer19[2848];
float SpeedPenalty[3];
char spacer20[4];
float FireAnimationMultiplier[3];
char spacer21[160];
int DelayOneShootTime[3];
char spacer22[276];
float ThrowVelAngleGravityAirResTime[3];
char spacer23[8];
unsigned char BoomType;
unsigned char BoomDurationDamage;
char spacer24[2];
float BoomDamageCheckInterval;
float SideEffectDamage;
float SideEffectTimeGap;
float DamagePenaltyTimeAndMoveRate[2];
float NanoDamagePenaltyTimeAndMoveRate[2];
float WallShotDamageRatio;
char spacer25[48];
float ReloadAnimRatio;
float ChangeWeaponAnimRatio;
char spacer26[188];
bool HaveKnife;
char spacer27[39];
float KnockBack;
};

class cObjectData{
public:
char spacer00[1260];
bool EdgeShotEnabled;
char spacer01[3];
bool WallShotEnabled;
char spacer02[3];
bool PerfectWallShotEnabled;
};

typedef bool ( *ObjectFilterFn )( unsigned long* pObject, void *pUserData);
typedef bool ( *PolyFilterFn )( void *hPoly, void *pUserData, D3DXVECTOR3 &vIntersectionPoint);

enum IntersectFlags
{
INTERSECT_OBJECTS = 1,
IGNORE_NONSOLID,
INTERSECT_HPOLY = 4,
CHECK_FROM_POINT_INSIDE_OBJECTS = 8,
INTERSECT_MODELOBBS = 16
};

class IntersectQuery {
public:

D3DXVECTOR3 vFrom;
D3DXVECTOR3 vTo;
int iFlags;
ObjectFilterFn FilterFn;
ObjectFilterFn FilterActualIntersectFn;
PolyFilterFn PolyFilterFn;
void *pUserData;
void *pActualIntersectUserData;
};

class IntersectInfo{
public:
D3DXVECTOR3 vImpactPos;
char spacer00[16];
unsigned long* pObjectHit;
char spacer01[12];
};

class cPlayerInfo{
public:
float Yaw;
float Pitch;
char spacer00[408];
bool IsDead;
char spacer03[5703];
unsigned char CurrentGun;
char spacer04[3];
int IsMutant;
};

class cPlayer{
public:
char spacer00[4];
unsigned long* pObject;
unsigned char ClientId;
unsigned char Team;
char Name[12];
char spacer01[2];
cPlayerInfo *PlayerInfo;
char spacer02[9];
int State;
int Rank;
char spacer03[11];
short Health;
short Kills;
short Deaths;
public:
bool IsValidPlayer( void ){

if( this != NULL && this->pObject != NULL && this->PlayerInfo != NULL && this->PlayerInfo->IsDead == false )
return true;
return false;
}
};

class cLTPlayerClient{
public:
char spacer00[84];
int Defuse;
char spacer01[8];
unsigned long* BulletMgr;
char spacer02[156];
unsigned long* pObject;
unsigned long* ServerObject;
char spacer03[8];
float ViewAngles[2];
char spacer04[168];
int WalkthroughAxis[3];
char spacer05[48];
int FullAmmo;
int CurrentAmmo;
char spacer06[120];
int SuperJump;
char spacer07[272];
int Fly;
};

class cCamera{
public:
char spacer00[36];
int CameraMode;
};

class cLTClientShell{
public:
char spacer00[4];
cCamera* Camera;
char spacer01[68];
bool bAlive;
char spacer02[7];
cLTPlayerClient* LTPlayerClient;
bool bInGame;
char spacer03[3];
unsigned long* CClientFXMgr;
char spacer04[73436];
unsigned short CurrentMap;
public:
bool InGame( void ){
return ( this->bInGame == true && this->LTPlayerClient != NULL );
}
};

class cTransform{
public:
D3DXVECTOR3 Pos;
unsigned char spacer00[256];
};

class cLTModel{
public:
virtual void spacer00( void );
virtual void spacer01( void );
virtual void spacer02( void );
virtual void spacer03( void );
virtual void spacer04( void );
virtual void spacer05( void );
virtual void spacer06( void );
virtual void spacer07( void );
virtual void spacer08( void );
virtual void spacer09( void );
virtual void spacer10( void );
virtual unsigned int GetNode( unsigned long* pObject, const char* NodeName, unsigned int *Node );
virtual unsigned int GetNodeName( unsigned long* pObject, unsigned int Node, char* NodeName, unsigned int Len );
virtual unsigned int GetNodeTransform( unsigned long* pObject, unsigned int Node, cTransform *Transform, bool WorldSpace );
};

class cLTCommon
{
public:
virtual void spacer00( void );
virtual void spacer01( void );
virtual void spacer02( void );
virtual void spacer03( void );
virtual void spacer04( void );
virtual void spacer05( void );
virtual void spacer06( void );
virtual void spacer07( void );
virtual void spacer08( void );
virtual void spacer09( void );
virtual unsigned int CreateMessage( int *pMessage );
};

class LTColor{
public:
float r;
float g;
float b;
float a;
};

class cILTBase{
public:
virtual const char* GetLTClassName( void );
};

class cLTBase : public cILTBase{
public:
virtual cLTCommon* GetLTCommon( void );
virtual void spacer00( void );
virtual void spacer01( void );
virtual cLTModel* GetLTModel( void );
virtual void spacer02( void );
virtual void spacer03( void );
virtual void spacer04( void );
virtual void spacer05( void );
virtual void spacer06( void );
virtual void spacer07( void );
virtual void spacer08( void );
virtual void spacer09( void );
virtual void spacer10( void );
virtual void spacer11( void );
virtual void spacer12( void );
virtual void spacer13( void );
virtual void spacer14( void );
virtual void spacer15( void );
virtual void spacer16( void );
virtual void spacer17( void );
virtual void spacer18( void );
virtual void spacer19( void );
virtual void spacer20( void );
virtual void spacer21( void );
virtual void spacer22( void );
virtual void spacer23( void );
virtual void spacer24( void );
virtual void spacer25( void );
virtual void spacer26( void );
virtual void spacer27( void );
virtual void spacer28( void );
virtual void spacer29( void );
virtual void spacer30( void );
virtual void spacer31( void );
virtual void spacer32( void );
virtual void spacer33( void );
virtual void spacer34( void );
virtual unsigned int GetObjectRotation( unsigned long* pObject, D3DMATRIX* Rotation );
virtual unsigned int GetObjectPosition( unsigned long* pObject, D3DXVECTOR3* Position );
virtual void spacer35( void );
virtual void spacer36( void );
virtual void spacer37( void );
virtual void spacer38( void );
virtual void spacer39( void );
virtual void spacer40( void );
virtual void spacer41( void );
virtual void spacer42( void );
virtual void spacer43( void );
virtual void spacer44( void );
virtual void spacer45( void );
virtual unsigned int SetObjectPosition( unsigned long* pObject, D3DXVECTOR3* Position, bool Force );
virtual void spacer46( void );
virtual void spacer47( void );
virtual void spacer48( void );
virtual void spacer49( void );
virtual void spacer50( void );
virtual void spacer51( void );
virtual void spacer52( void );
virtual void spacer53( void );
virtual void spacer54( void );
virtual void spacer55( void );
virtual void spacer56( void );
virtual void spacer57( void );
virtual void spacer58( void );
virtual void spacer59( void );
virtual void spacer60( void );
virtual void spacer61( void );
virtual void spacer62( void );
virtual void spacer63( void );
virtual void spacer64( void );
virtual void spacer65( void );
virtual void spacer66( void );
virtual void spacer67( void );
virtual void spacer68( void );
virtual void spacer69( void );
virtual void spacer70( void );
virtual void spacer71( void );
virtual void spacer72( void );
virtual void spacer73( void );
virtual unsigned int GetSConValueFloat( const char* Command, float *Out );
virtual unsigned int GetSConValueString( const char* Command, char* Out, const unsigned int Len );
virtual void spacer74( void );
virtual void spacer75( void );
virtual void spacer76( void );
virtual void spacer77( void );
virtual void spacer78( void );
virtual void spacer79( void );
virtual void spacer80( void );
virtual unsigned int SendToServer( int Message, unsigned int Flags );
virtual void spacer81( void );
virtual void spacer82( void );
virtual void spacer83( void );
virtual void spacer84( void );
virtual void spacer85( void );
virtual void spacer86( void );
virtual void spacer87( void );
virtual void spacer88( void );
virtual void spacer89( void );
virtual void spacer90( void );
virtual void spacer91( void );
virtual void spacer92( void );
virtual void spacer93( void );
virtual void spacer94( void );
virtual void spacer95( void );
virtual void spacer96( void );
virtual void spacer97( void );
virtual void spacer98( void );
virtual void spacer99( void );
virtual void spacer100( void );
virtual unsigned int GetObjectBoxMin( unsigned long* pObject, D3DXVECTOR3 *Min );
virtual unsigned int GetObjectBoxMax( unsigned long* pObject, D3DXVECTOR3 *Max );
char spacer101[96];
bool ( *IntersectSegment )( IntersectQuery &iQuery, IntersectInfo *Info );
char spacer102[28];
unsigned int( *GetLocalClientID )( unsigned int* ClientIDOut );
char spacer103[20];
unsigned int ( *FlipScreen )( int Flags );
unsigned int ( *Start3D )( void );
unsigned int ( *RenderCamera )( unsigned long* pObject, float FrameTime );
unsigned int ( *ClearScreen )( RECT* pRect, int Flags, LTColor* Color );
char spacer104[24];
unsigned int ( *End3D )( int Flags );
char spacer105[52];
unsigned int ( *RegisterConsoleProgram )( const char* Name, void* Ptr );
unsigned int ( *UnregisterConsoleProgram )( const char* Name );
char spacer106[248];
void ( *RunConsoleString )( const char* Command );
};

class LTMessage{
public:
virtual void spacer00( void );
virtual void DoInit( void );
virtual void spacer01( void );
virtual void spacer02( void );
virtual void spacer03( void );
virtual void spacer04( void );
virtual void spacer05( void );
virtual int Read( void );
virtual int GetSize( void );
virtual void WriteBits( int value, unsigned int size );
};
Some things may be wrong or outdated but it's not too hard to update with a little understanding of the engine...

Dont even have a idea what this is, but hell might help someone lol
What? thats directly ripped from a thread that @~FALLEN~ posted a while ago. That's his stuff.
Yeah it's mine... that didnt take long lolz
actaully got it from UC, (most of yall kno that site) yall can close this, it was posted new today thought it might help, sry
Quote Originally Posted by ~FALLEN~ View Post
I don't care, I'm just saying it's mine... http://screensnapr.com/e/GNIOKB.png

I am prototype666 =3 I have tons of names... You guys just don't know them all ^_^
thats funny :3
google search returned alot of results of results for prototype666
even a league of legends profile
so it could be your main id
and we never knew that
Quote Originally Posted by giniyat101 View Post
thats funny :3
google search returned alot of results of results for prototype666
even a league of legends profile
so it could be your main id
and we never knew that
It really isn't lol... =p
speaking of "found" ... i found spy hack last week, it's pretty cool especially when everyone ??? cause i suddenly showed up next to them & killed them. most fun is when u play as mutant.
Quote Originally Posted by Genkidesu View Post
speaking of "found" ... i found spy hack last week, it's pretty cool especially when everyone ??? cause i suddenly showed up next to them & killed them. most fun is when u play as mutant.
That's cool, where did you find it? Is it a bool type? :P
Anyways ... thanks for sharing i knew em// ayways..
no either 1 or 3 ints... LTPlayerClient ( i dont remember but i know its in that class )
Posts 1–12 of 12 · Page 1 of 1

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