HelpSendToServer g_LTClient Class

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SendToServer g_LTClient Class
Hey guys :P
As you saw, Im back in CA Coding!
I Just made ESP, Telekill etc, and now im trying to get back the good old s2s.
I just tried to use the class from SDK (g_LTClient) to send a command. It basicly worked, because the return from CreateMessage() was true!
But, when I sent a packet, nothing happened...
Is there a new way for doing this? I saw someone talking about "Engine Send2Server".
Hope you could help me out here =)

Thanks in advance, Ch40zz.



EDIT: Just fixed it. I found the call in Engine.exe
Just search for SendToServer and scroll up until you'll find the start from the function. Then just use this address with a typedef function, works like a charm!

Is this what you want?
Code:
class CLTClient : public CLTBase
{
public:
    virtual void function0(); //0x0000
    virtual CCommonLT* Common(); //0x0004
    virtual CPhysicsLT* Physics(); //0x0008
    virtual CLTTransform* GetTransform(); //0x000C
    virtual CModelLT* GetModelLT(); //0x0010
    virtual void function5(); //0x0014
    virtual void function6(); //0x0018
    virtual void function7(); //0x001C
    virtual void function8(); //0x0020
    virtual void function9(); //0x0024
    virtual void function10(); //0x0028
    virtual void function11(); //0x002C
    virtual void function12(); //0x0030
    virtual void function13(); //0x0034
    virtual void function14(); //0x0038
    virtual void function15(); //0x003C
    virtual void function16(); //0x0040
    virtual void function17(); //0x0044
    virtual void function18(); //0x0048
    virtual void function19(); //0x004C
    virtual void function20(); //0x0050
    virtual void function21(); //0x0054
    virtual void function22(); //0x0058
    virtual float GetConsoleVariableFloat(HCONSOLEVAR hVar); //0x005C
    virtual void function24(); //0x0060
    virtual void function25(); //0x0064
    virtual void function26(); //0x0068
    virtual void function27(); //0x006C
    virtual void function28(); //0x0070
    virtual void GetSourceWorldOffset(LTVector& vOffset); //0x0074
    virtual LTRESULT RemoveObject(HOBJECT hObj); //0x0078
    virtual void function31(); //0x007C
    virtual void function32(); //0x0080
    virtual void function33(); //0x0084
    virtual void function34(); //0x0088
    virtual void function35(); //0x008C
    virtual void function36(); //0x0090
    virtual void function37(); //0x0094
    virtual void function38(); //0x0098
    virtual void GetObjectRotation(HLOCALOBJ hObj, LTRotation* Rot); //0x009C
    virtual void GetObjectPos(HLOCALOBJ hObj, LTVector* vPos); //0x00A0
    virtual void function41(); //0x00A4
    virtual void function42(); //0x00A8
    virtual void function43(); //0x00AC
    virtual void function44(); //0x00B0
    virtual void function45(); //0x00B4
    virtual void function46(); //0x00B8
    virtual void function47(); //0x00BC
    virtual void function48(); //0x00C0
    virtual void SetObjectPos(HLOCALOBJ hObj, LTVector* vPos, float fUnk) //0x00C4
    virtual void function50(); //0x00C8
    virtual void function51(); //0x00CC
    virtual CLTDrawPrim* GetDrawPrim(); //0x00D0
    virtual void function53(); //0x00D4
    virtual void function54(); //0x00D8
    virtual void function55(); //0x00DC
    virtual void function56(); //0x00E0
    virtual void function57(); //0x00E4
    virtual void function58(); //0x00E8
    virtual void function59(); //0x00EC
    virtual void function60(); //0x00F0
    virtual void function61(); //0x00F4
    virtual void function62(); //0x00F8
    virtual void function63(); //0x00FC
    virtual void function64(); //0x0100
    virtual void function65(); //0x0104
    virtual void function66(); //0x0108
    virtual void function67(); //0x010C
    virtual void function68(); //0x0110
    virtual void function69(); //0x0114
    virtual void function70(); //0x0118
    virtual void function71(); //0x011C
    virtual void function72(); //0x0120
    virtual void function73(); //0x0124
    virtual void function74(); //0x0128
    virtual void function75(); //0x012C
    virtual void function76(); //0x0130
    virtual LTRESULT GetSConValueFloat(const char* Name, float& Val); //0x0134
    virtual LTRESULT GetSConValueString(const char* Name, char* ValBuff, int BuffLen); //0x0138
    virtual void function79(); //0x013C
    virtual void function80(); //0x0140
    virtual void function81(); //0x0144
    virtual void function82(); //0x0148
    virtual void function83(); //0x014C
    virtual void function84(); //0x0150
    virtual void function85(); //0x0154
    virtual void function86(); //0x0158
    virtual LTRESULT SendToServer(ILTMessage_Read* pMsg, uint32 Flags); //0x015C
    virtual void function88(); //0x0160
};
Quote Originally Posted by FR1GHT View Post

Is this what you want?
Code:
class CLTClient : public CLTBase
{
public:
    virtual void function0(); //0x0000
    virtual CCommonLT* Common(); //0x0004
    virtual CPhysicsLT* Physics(); //0x0008
    virtual CLTTransform* GetTransform(); //0x000C
    virtual CModelLT* GetModelLT(); //0x0010
    virtual void function5(); //0x0014
    virtual void function6(); //0x0018
    virtual void function7(); //0x001C
    virtual void function8(); //0x0020
    virtual void function9(); //0x0024
    virtual void function10(); //0x0028
    virtual void function11(); //0x002C
    virtual void function12(); //0x0030
    virtual void function13(); //0x0034
    virtual void function14(); //0x0038
    virtual void function15(); //0x003C
    virtual void function16(); //0x0040
    virtual void function17(); //0x0044
    virtual void function18(); //0x0048
    virtual void function19(); //0x004C
    virtual void function20(); //0x0050
    virtual void function21(); //0x0054
    virtual void function22(); //0x0058
    virtual float GetConsoleVariableFloat(HCONSOLEVAR hVar); //0x005C
    virtual void function24(); //0x0060
    virtual void function25(); //0x0064
    virtual void function26(); //0x0068
    virtual void function27(); //0x006C
    virtual void function28(); //0x0070
    virtual void GetSourceWorldOffset(LTVector& vOffset); //0x0074
    virtual LTRESULT RemoveObject(HOBJECT hObj); //0x0078
    virtual void function31(); //0x007C
    virtual void function32(); //0x0080
    virtual void function33(); //0x0084
    virtual void function34(); //0x0088
    virtual void function35(); //0x008C
    virtual void function36(); //0x0090
    virtual void function37(); //0x0094
    virtual void function38(); //0x0098
    virtual void GetObjectRotation(HLOCALOBJ hObj, LTRotation* Rot); //0x009C
    virtual void GetObjectPos(HLOCALOBJ hObj, LTVector* vPos); //0x00A0
    virtual void function41(); //0x00A4
    virtual void function42(); //0x00A8
    virtual void function43(); //0x00AC
    virtual void function44(); //0x00B0
    virtual void function45(); //0x00B4
    virtual void function46(); //0x00B8
    virtual void function47(); //0x00BC
    virtual void function48(); //0x00C0
    virtual void SetObjectPos(HLOCALOBJ hObj, LTVector* vPos, float fUnk) //0x00C4
    virtual void function50(); //0x00C8
    virtual void function51(); //0x00CC
    virtual CLTDrawPrim* GetDrawPrim(); //0x00D0
    virtual void function53(); //0x00D4
    virtual void function54(); //0x00D8
    virtual void function55(); //0x00DC
    virtual void function56(); //0x00E0
    virtual void function57(); //0x00E4
    virtual void function58(); //0x00E8
    virtual void function59(); //0x00EC
    virtual void function60(); //0x00F0
    virtual void function61(); //0x00F4
    virtual void function62(); //0x00F8
    virtual void function63(); //0x00FC
    virtual void function64(); //0x0100
    virtual void function65(); //0x0104
    virtual void function66(); //0x0108
    virtual void function67(); //0x010C
    virtual void function68(); //0x0110
    virtual void function69(); //0x0114
    virtual void function70(); //0x0118
    virtual void function71(); //0x011C
    virtual void function72(); //0x0120
    virtual void function73(); //0x0124
    virtual void function74(); //0x0128
    virtual void function75(); //0x012C
    virtual void function76(); //0x0130
    virtual LTRESULT GetSConValueFloat(const char* Name, float& Val); //0x0134
    virtual LTRESULT GetSConValueString(const char* Name, char* ValBuff, int BuffLen); //0x0138
    virtual void function79(); //0x013C
    virtual void function80(); //0x0140
    virtual void function81(); //0x0144
    virtual void function82(); //0x0148
    virtual void function83(); //0x014C
    virtual void function84(); //0x0150
    virtual void function85(); //0x0154
    virtual void function86(); //0x0158
    virtual LTRESULT SendToServer(ILTMessage_Read* pMsg, uint32 Flags); //0x015C
    virtual void function88(); //0x0160
};
Credits: WE11ington
Quote Originally Posted by TokolocoSK View Post


Credits: WE11ington
And DrUnKeN ChEeTaH
Is that class working?
Hey
Thanks all, just got now the class working too, they just moved the function 1 line down -_-
Also, engine s2s is what I think a good alternate if they should fuck this class up. @supercarz1991
Just use the clas from SDK and move the virtual 1 line down, so offset is at 0x015C
Quote Originally Posted by Ch40zz-C0d3r View Post
Hey
Thanks all, just got now the class working too, they just moved the function 1 line down -_-
Also, engine s2s is what I think a good alternate if they should fuck this class up. @supercarz1991
Just use the clas from SDK and move the virtual 1 line down, so offset is at 0x015C
Sweet man thanks! Have you gotten any ids working?
Quote Originally Posted by NotRealPro View Post
Sweet man thanks! Have you gotten any ids working?
For sure!
I will not say IDs cuz it will ruin the game (C&Pers), but its easy to find them, just make a little "logger". What i currently have:
- Servercrasher (Ingame + On join)
- Selfkill
- Voicespam
- Chatspam
- "Antikick"

On the last im not sure if it works, it just spams so much freaking votekicks!
I zhinl, if im sending the right shit I can kick all people!
Quote Originally Posted by Ch40zz-C0d3r View Post
For sure!
I will not say IDs cuz it will ruin the game (C&Pers), but its easy to find them, just make a little "logger". What i currently have:
- Servercrasher (Ingame + On join)
- Selfkill
- Voicespam
- Chatspam
- "Antikick"

On the last im not sure if it works, it just spams so much freaking votekicks!
I zhinl, if im sending the right shit I can kick all people!

Lol xD Theres a PTC Self Kill ->
Code:
PushToConsole("FragSelf 1" );
Works for me
i could post a full list... 0-255 but i'll be nice and not

what i know for sure that i'll share is that 100 is Player Movement
Cool thanks!
From where you got them?
I just sent messages and looked whats happening XD
I know theres a SDK, but the ids are same compared with ca?
Im interested in the coding of hacks rather then the result :P
Can I get a hint on how to log them

Off topic:
I tried making Nade esp, its lagging like a mofo, any ideas why?
Hey its me again!
I tried to make a visible check, but it just crashed. I move dthe function up and down in the class, changed the params pointers etc, but its keeping crashing :/
Did they moved it to anoter location??
My code and classes:
Code:
bool __cdecl CHacks::IsVisible(D3DXVECTOR3 Point)
{
	IntersectQuery iQuery;
	IntersectInfo iInfo;	
	memset(&iQuery, 0, sizeof(iQuery));	
	iQuery.Start  = cHacks.MyGetObjectMaxPos(pPlayerManager->CameraObject); 
	iQuery.End    = Point;

	return !pLTBase->IntersectSegment( iQuery, &iInfo );
}
Code:
class cLTBase
{
public:
	cLTClient* ILTClient;	//0x0000
	BYTE pad001[0x60];
	bool( WINAPIV *IntersectSegment )( IntersectQuery& Query, IntersectInfo *pInfo ); //0x0064
	... 
};
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