class PointerTo
{
public:
CHAR pad[4];
PlayerInfo *first;
__int32 index;
};
class _Object
{
public:
CHAR Pad[4];
D3DXVECTOR3 origin;
};
class PlayerInfo
{
public:
__int32 Unknown0;
__int32 index;
__int32 Unknown1;
__int32 Unknown2;
CHAR Name[12];
CHAR unknown3[12];
_Object *obj;
CHAR unknown4[68];
__int32 team;
__int32 unknown5;
__int8 isplayerdead;
__int32 hp;
};
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*/
};
enum WeaponState
{
WSNothing = 1,
WSShooting = 3,
WSReloading = 9,
};
struct cClientWeapon
{
virtual void function0(); //0x0000
virtual void function1(); //0x0004
virtual void function2(); //0x0008
virtual void function3(); //0x000C
virtual void function4(); //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 void function23(); //0x005C
virtual void function24(); //0x0060
virtual void function25(); //0x0064
virtual void function26(); //0x0068
virtual void function27(); //0x006C
virtual void function28(); //0x0070
virtual void function29(); //0x0074
virtual void function30(); //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 function39(); //0x009C
virtual void function40(); //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 function49(); //0x00C4
virtual void function50(); //0x00C8
virtual void function51(); //0x00CC
virtual void function52(); //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 __int32 GetAmmoCount(); //0x012C
virtual void function76(); //0x0130
virtual void function77(); //0x0134
virtual void function78(); //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 void function87(); //0x015C
virtual void Fire(int Nothing); //0x0160
char unknown4[148]; //0x0000
unsigned int nWeaponID; //0x0098
char unknown156[4]; //0x009C
char unknown1565[4]; //0x00A0
char unknown164[4]; //0x00A4
char unknown1634[4]; //0x00A8
char unknown180[12]; //0x00B4
unsigned int LastShootTicks; //0x00C0
char unknown196[8]; //0x00C4
float fMovePerturb; //0x00CC
char unknown208[20]; //0x00D0
unsigned int nAmmoInClip; //0x00E4
unsigned int nClipSize; //0x00E8
WeaponState nState; //0x00EC
};
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
};