Distinguishing between Enemy and Player Pointers?

Posts 1–3 of 3 · Page 1 of 1
Distinguishing between Enemy and Player Pointers?
Pre-Question: My hack is going to be a GDI Drawing, and from what i've read, these external hacks use the function ReadProcessMemory- which, by my data, is the only very useful non-aCI/VAC detected hacking function that can be used.

That leads to my first question: is this true?

I've gone through the address thread a couple times, and in my ESP Source, (GDI Drawing), I need to get enemy pointers as well as player pointers.

The PlayerRet vector is easy enough to understand, but the Enemy vector is a bit harder, partly due to there being extra things multiplied to the address. I've just gone through basic C++ Functions, and Variables, but I don't know addresses very well.

For example, right here, in my enemy vec



That is part of my enemy vector, what confuses me is the multiplying by other bytes whereas the player vectors are just the addresses themselves. Are those offsets of the same address?

Secondly, getting to the main point of the thread, how do I get the enemy pointers? I am under the assumption that the addresses in the thread are just for the player (Team, Health, etc.)

I would appreciate any help. Thanks
In CG stores the local player number.
Use that to find the ClientInfo structure for the given player. In that ClientInfo struct stores the local team number.

So a check would be like:
Code:
for(int i=0; i<18; i++)
{
  if(ClientInfo[CG->ClientNumber]->Team == ClientInfo[i]->Team) continue; //This means the loop will start over if they are on the same team. Use != for only teammember check
  //Do whatever you want to the enemy here. If you used != it's for the team members.
}
Posts 1–3 of 3 · Page 1 of 1
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Talk with us