SolvedClasses

Posts 16 of 6 · Page 1 of 1
Classes
Ok so i found a really old base while cleaning out my files and it has a sexy menu with some sexy features, I don't know how old it is or when i last tried to update it. So can someone tell me witch classes are updated and correct? I'm not asking for the updated classes just a yay or nay on witch are already updated thanks!

Code:
class cLTClientShellBase
{
public:
	cLTBase* ILTBase;       //0x0000 
	char Unknown0[32];     //0x0004 
	cLTModel* ILTModel;    //0x0024 
	__int32 Unknown1;       //0x0028 
	char Unknown2[8];       //0x002C 
	cLTDrawPrim* ILTDrawPrim; //0x0034 
	__int32 Unknown3;       //0x0038 
	char Unknown4[8]; //0x003C 
	DWORD cFontManager; //0x0044 
	__int32 Unknown5; //0x0048 
	char Unknown6[8]; //0x004C 
	DWORD cTextureManager; //0x0054 
	__int32 Unknown7; //0x0058 
	char Unknown8[8]; //0x005C 
	DWORD CIModelManipulaterClient; //0x0064 
	char Unkonwn9[12]; //0x0068 
	DWORD CILTRenderManager; //0x0074 
	char Unknown10[4]; //0x0078 
	DWORD CLTClient; //0x007C 
	char Unknown11[4]; //0x0080 
	DWORD CILTClient; //0x0084 
	char Unknown12[12]; //0x0088 
	DWORD ILTInstanceHandleClient; //0x0094 


};//Size=0x0098
	
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 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,const 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//usecplayerinfo
{
public:
			char unknown0[4];
	__int32 ClientID;			 
			char unknown1[4]; 
	std::string Name;	
			char unknown123[12]; 
	int* Object;
	__int32 Kills;				 
	__int32 Deaths;				 
			char unknown52[44]; 
	__int32 FTMission;  //FireTeam Misson
			char unknown533[8]; 
	__int32 TeamID;
			char unknown53[4]; 
	bool isDead;	
			char unknown4[491];
	c_player* Next;				
};

class c_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//  377DF96C
{
public:
	DWORD Unk; // 377DF96C
	c_player* First; // 377DF970
	unsigned int LocalIndex;	// 377DF974
	char unknown2[48]; // 377DF978 
	__int32 iAlphaScore; // 377DF9C0
	__int32 iBravoScore;  // 377DF9C4
			char unknown5[12]; // 377DF9C8
	__int32 iGameMode; // 377DF9DA

	inline c_player* GetClientByID( int id ) // 377DF9DE
	{
		c_player* ptr = First;

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

			ptr = ptr->Next;
		}
		return NULL;
	}
};
No to all, some are off by just a offset, others are missing shit and orders changed etc.
They all are wrong. pass monies i give to u
Quote Originally Posted by ZysorceN View Post
They all are wrong. pass monies i give to u
No way in hell I would ever pay and I'm pretty sure one of the player classes is right because I tested in game and the aimbot was semi working
Just supplying one .
Code:
class cLTModel
{
public:
			virtual void Function0();//0x0
			virtual void Function1();//0x4
			virtual void Function2();//0xC
			virtual void Function3();//0x10
			virtual void Function4();//0x14
			virtual void Function5();//0x18
			virtual void Function6();//0x1C
			virtual void Function7();//0x20
			virtual void Function8();//0x24
			virtual void Function9();//0x28
			virtual void Function10();//0x2C
			virtual void Function11();//0x30
			virtual void Function12();//0x34
			virtual void Function13();//0x34
	virtual unsigned int GetBoneNode( int* Obj,const char* nodeName, unsigned int Node ); //0x38
	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 );
};
Stop leeching. Go update.

Can't be hard since its all public again

/Solved
/Closed
Posts 16 of 6 · Page 1 of 1
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