ExclamationHelpESPs, ajuda pf *-*

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ESPs, ajuda pf *-*
Olá pessoal,
Eu estou com um probleminha nas ESPs que eu adicionei a base Menu base edited. No jogo, quando ativadas as ESPs não aparecem!!
Aqui esta o codigo da File: (Sim este codigo foi copiado de outra base)
Code:
#ifndef _ESP_H_
#define _ESP_H_

#define M_PI				3.14159265358979323846f
#define DegToRad(degree)	((degree) * (M_PI / 180.0f))
#define PITCH				0
#define YAW					1
#define ROLL				2

#define TNormal DT_NOCLIP
#define TCenter DT_NOCLIP | DT_CENTER
#define TLeft	DT_NOCLIP | DT_LEFT
#define TRight	DT_NOCLIP | DT_RIGHT

#define SubtractVector(v1, v2, v3) ((v3[0] = v1[0] - v2[0]), (v3[1] = v1[1] - v2[1]), (v3[2] = v1[2] - v2[2]))

class cPlayerMgr;
class cPlayerInfo;
class CILTDrawPrim;
class cCharacterFX;
class cGameClientShell;
class cClientWeaponMgr;

typedef cPlayerInfo *(__thiscall *lpGetLocalPlayer)(unsigned long ulThis);
lpGetLocalPlayer GetLocalPlayer;

typedef cPlayerInfo *(__thiscall *lpGetPlayerByIndex)(unsigned long ulThis, INT index, INT unk);
lpGetPlayerByIndex GetPlayerByIndex;

class cSFXList
{
public :
	unsigned long unk0;
	unsigned long *List;
	unsigned long unk1;
	int	Num;
};

class cSFXMgr
{
public :
	cSFXList SFXList[0x3B];
};

class cGameClientShell
{
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 void Function13();
	virtual void Function14();
	virtual void Function15();
	virtual void Function16();
	virtual void Function17();
	virtual void Function18();
	virtual void Function19();
	virtual void Function20();
	virtual void Function21();
	virtual void Function22();
	virtual void Function23();
	virtual void Function24();
	virtual void Function25();
	virtual void Function26();
	virtual void Function27();
	virtual void Function28();
	virtual void Function29();
	virtual void Function30();
	virtual void Function31();
	virtual void Function32();
	virtual void Function33();
	virtual void Function34();
	virtual void Function35();
	virtual void Function36();
	virtual void Function37();
	virtual void Function38();
	virtual void Function39();
	virtual void Function40();
	virtual void Function41();
	virtual void Function42();
	virtual void Function43();
	virtual void Function44();
	virtual void Function45();
	virtual DWORD GetClientInfoMgr();
	virtual DWORD GetInterfaceManager();
	virtual DWORD GetPlayerManager();
	virtual void Function49();
	virtual void Function50();
	virtual void Function51();
	virtual void Function52();
	virtual void Function53();
	virtual void Function54();
	virtual void Function55();
	virtual void Function56();
	virtual void Function57();
	virtual void Function58();
	virtual void Function59();
	virtual void Function60();
	virtual void Function61();
	virtual void Function62();
	virtual void Function63();
	virtual void Function64();
	virtual void Function65();
	virtual void Function66();
	virtual void Function67();
	virtual void Function68();
	virtual cSFXMgr *GetSFXMgr();
};

struct __Object
{
public:
	DWORD Unknown;				//0x0000
	float xBound1;				//0x0004
	float yBound1;				//0x0008
	float zBound1;				//0x000C
	float xBound2;				//0x0010
	float yBound2;				//0x0014
	float zBound2;				//0x0018
	char unknown28[172];		//0x001C
	D3DXVECTOR3 Pos;			//0x00C8
	D3DXMATRIX Rot;				//0x00D4
	char unknown228[180];		//0x00E4
	D3DXVECTOR3 Vel;			//0x0198
};

class cPlayerInfo
{
public :
	char _0x0000[4];
	 __int32 Index;
	char _0x0008[8];
	char pName[12];
	char _0x001C[12];
	__Object *Object;
	 __int32 pKills;
	 __int32 pDeaths;
	char _0x0034[48];
	 __int32 pFTMission;
	char _0x0068[8];
	 __int32 pTeam;
	char _0x0074[4];
	 BYTE pIsDead;
	char _0x0079[307];
	 __int32 pRank;
	char _0x01B0[80];
	 __int32 pFTScore;
	char _0x0204[4];
	 __int32 pFTLongestLife;
	 __int32 pFTKill;
	char _0x0210[80];
	cPlayerInfo *PlayerNext;
};

class cPlayerMgr
{
public :
	char pad[24];
	cClientWeaponMgr *WeaponMgr;
	char unknown0[48];
	float Pitch;
	float Yaw;
	float Roll;
	char unknown3[220];
	int *CameraObject;
};

class cCharacterFX
{
public :
	char unk1[16];
	int *Object;
	char unk2[44];
	int	IsPlayer;
	char unk3[40];
	unsigned char Index;
	char unknown112[8];
	float fStartPitch;
	float fStartYaw;
	char unknown128[1224];
	BYTE unk1287;
	bool bIsDead;
	bool bSpawnSheild;
	BYTE unk5563;
	char unknown1356[12];
	int *hHitbox;
	char unknown1372[96];
	WORD wUnk;
	WORD wHealth;
	WORD wArmor;
};

class CILTDrawPrim
{
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 void function13();
	virtual void function14();
	virtual void function15();
	virtual void function16();
	virtual void function17();
	virtual void function18();
	virtual void function19();
	virtual void function20();
	virtual void function21();
	virtual void function22();
	virtual void function23();
	virtual void function24();
	virtual void function25();
	virtual void function26();
	virtual void function27();
	virtual void function28();
	virtual void function29();
	virtual void function30();
	virtual void function31();
	virtual void function32();
	virtual void function33();
	virtual void function34();
	virtual void function35();
	virtual void function36();
	virtual void function37();
	virtual void function38();
	virtual void function39();
	virtual void function40();
	virtual void function41();
	virtual void function42();
	virtual void function43();
	virtual void function44();
	virtual void function45();
	virtual void function46();
	virtual void function47();
	virtual void function48();
	virtual void function49();
	virtual HRESULT Project(float x, float y, float z, D3DXVECTOR3 *pProjectOut, D3DXVECTOR3 *pTransformOut);
	char unknown[17232];
	D3DXMATRIX World;
	D3DXMATRIX View;
	D3DXMATRIX Projection;
};

bool WorldToScreen(LPDIRECT3DDEVICE9 pDevice, CONST D3DXVECTOR3 &vWorld, D3DXVECTOR3 *pScreen)
{
	CILTDrawPrim *pDrawPrimitive = *(CILTDrawPrim **)DrawPrimitive;
	D3DVIEWPORT9 D3DViewport = {0};
	D3DXMATRIX matrixProjection, matrixView, matrixWorld;
	pDevice->GetTransform(D3DTS_VIEW, &matrixView);
	pDevice->GetTransform(D3DTS_PROJECTION, &matrixProjection);
	pDevice->GetTransform(D3DTS_WORLD, &matrixWorld);
	pDevice->GetViewport(&D3DViewport);
	D3DXVec3Project(pScreen, &vWorld, &D3DViewport, &pDrawPrimitive->Projection, &pDrawPrimitive->View, &pDrawPrimitive->World);

	return(pScreen->z < 1.0f);
}

FLOAT GetDistance(D3DXVECTOR3 Local, D3DXVECTOR3 Target)
{
	FLOAT fResult[3];
	SubtractVector(Target, Local, fResult);
	return (sqrt((fResult[0] * fResult[0]) + (fResult[1] * fResult[1]) + (fResult[2] * fResult[2])) / 100);
}

VOID DrawHealthBars(INT x, INT y, WORD health, LPDIRECT3DDEVICE9 pDevice)
{
	DWORD dwColor;

	if(health > 100) 
		health = 100; 

	if(health > 75) 
		dwColor = 0xFF00FF00; 
	else if(health > 40) 
		dwColor = 0xFFFF9B00;
	else 
		dwColor = 0xFFFF0000; 

	DWORD dwDrawWidth = health / 4;

	if(dwDrawWidth <= 2)
		dwDrawWidth = 4;

	Menu.FillRGB(x - 1, y - 1, 27, 5, 0xFF000000, pDevice);
	Menu.FillRGB(x, y, dwDrawWidth, 3, dwColor, pDevice);
}

VOID ESP(BOOL Names, BOOL Lines, BOOL Distances, BOOL Boxes, BOOL Warning, BOOL HealthBars, LPDIRECT3DDEVICE9 pDevice)
{
	pDevice->SetRenderState(D3DRS_ZENABLE, FALSE);

	INT CenterX = (GetSystemMetrics(0) / 2) - 1;
	INT CenterY = (GetSystemMetrics(1) / 2) - 1;

	CHAR CName[50], CDistance[50];

	if((*(BYTE *)GameStatus == 1) && (Names || Lines || Distances || Boxes || Warning || HealthBars))
	{
		GetPlayerByIndex = (lpGetPlayerByIndex)PlayerByIndex;
		unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
		GetLocalPlayer = (lpGetLocalPlayer)LocalPlayer;
		cGameClientShell *pGameClientShell = *(cGameClientShell **)GCS;
		for(INT i = 0; i < 24; i++)
		{
			cPlayerInfo *pLocal = GetLocalPlayer(ulThis);
			cPlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i, 0);
			cCharacterFX *PlayerFX = (cCharacterFX *)pGameClientShell->GetSFXMgr()->SFXList[0x18].List[i];
			if(pPlayer != 0 && pPlayer->Object != 0 && pPlayer->pIsDead == 0 && pLocal->pIsDead == 0)
			{
				D3DXVECTOR3 vPos, vFootScreen, vScreen;
				vPos.x = pPlayer->Object->Pos.x;
				vPos.y = pPlayer->Object->yBound2;
				vPos.z = pPlayer->Object->Pos.z;
				if(WorldToScreen(pDevice, vPos, &vScreen))
				{
					if(pPlayer->pTeam != pLocal->pTeam)
					{
						if(Names)
						{
							sprintf(CName, "%s", pPlayer->pName);
							Main.Texto(vScreen.x, vScreen.y, Red, TCenter, Main.pFont, CName);
						}

						if(Lines)
						{
							Main.DrawLine(CenterX, CenterY, vScreen.x, vScreen.y, Red, pDevice);
						}

						if(Distances)
						{
							sprintf(CDistance, "%0.2f metros", GetDistance(pLocal->Object->Pos, pPlayer->Object->Pos));
							Main.Texto(vScreen.x, vScreen.y + 15, Red, TCenter, Main.pFont, CDistance);
						}

						if(Boxes)
						{
							vPos.x = pPlayer->Object->Pos.x;
							vPos.y = pPlayer->Object->yBound1;
							vPos.z = pPlayer->Object->Pos.z;
							if(WorldToScreen(pDevice, vPos, &vFootScreen))
							{
								INT BoxDist = INT(0.2f * (vFootScreen.y - vScreen.y));
								#pragma warning(push)
								D3DRECT rectBoxes[4] =
								{
									{vScreen.x - BoxDist, vScreen.y    , vScreen.x - BoxDist + 1, vFootScreen.y}, 
									{vScreen.x - BoxDist, vFootScreen.y, vScreen.x + BoxDist + 1, vFootScreen.y + 1},
									{vScreen.x + BoxDist, vScreen.y    , vScreen.x + BoxDist + 1, vFootScreen.y},
									{vScreen.x - BoxDist, vScreen.y    , vScreen.x + BoxDist, vScreen.y + 1}
								};
								#pragma warning(pop)
								pDevice->Clear(4, rectBoxes, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Red, 1.0f, 0);
							}
						}

						if(Warning)
						{
							if(GetDistance(pLocal->Object->Pos, pPlayer->Object->Pos) < 10.0f)
								Main.Texto(CenterX, 100, Red, TCenter, Main.WarningFont, "Inimigo a menos de 10m");
						}

						if(HealthBars)
						{
							DrawHealthBars(vScreen.x - 7, vScreen.y - 5, (int)PlayerFX->wHealth, pDevice);
						}
					}
					if(pPlayer->pTeam == pLocal->pTeam/* && pLocal->Index != PlayerFX->Index*/)
					{
						if(Names)
						{
							sprintf(CName, "%s", pPlayer->pName);
							Main.Texto(vScreen.x, vScreen.y, Blue, TCenter, Main.pFont, CName);
						}

						if(Lines)
						{
							Main.DrawLine(CenterX, CenterY, vScreen.x, vScreen.y, Blue, pDevice);
						}

						if(Distances)
						{
							sprintf(CDistance, "%0.2f metros", GetDistance(pLocal->Object->Pos, pPlayer->Object->Pos));
							Main.Texto(vScreen.x, vScreen.y + 15, Blue, TCenter, Main.pFont, CDistance);
						}

						if(Boxes)
						{
							vPos.x = pPlayer->Object->Pos.x;
							vPos.y = pPlayer->Object->yBound1;
							vPos.z = pPlayer->Object->Pos.z;
							if(WorldToScreen(pDevice, vPos, &vFootScreen))
							{
								INT BoxDist = INT(0.2f * (vFootScreen.y - vScreen.y));
								#pragma warning(push)
								D3DRECT rectBoxes[4] =
								{
									{vScreen.x - BoxDist, vScreen.y    , vScreen.x - BoxDist + 1, vFootScreen.y}, 
									{vScreen.x - BoxDist, vFootScreen.y, vScreen.x + BoxDist + 1, vFootScreen.y + 1},
									{vScreen.x + BoxDist, vScreen.y    , vScreen.x + BoxDist + 1, vFootScreen.y},
									{vScreen.x - BoxDist, vScreen.y    , vScreen.x + BoxDist, vScreen.y + 1}
								};
								#pragma warning(pop)
								pDevice->Clear(4, rectBoxes, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Blue, 1.0f, 0);
							}
						}
					}
				}
			}
		}
	}
}

VOID VectorAngles(CONST FLOAT *fForward, FLOAT *fAngles)
{
	FLOAT fTmp, fYaw, fPitch;
	
	if(fForward[2] == 0 && fForward[0] == 0)
	{
		fYaw = 0;

		if(fForward[2] > 0)
			fPitch = 90;
		else
			fPitch = 270;
	} else {
		fYaw = (atan2(fForward[2], -fForward[0]) * 180.0f / M_PI) - 90;

		if(fYaw < 0)
			fYaw += 360.0f;

		fTmp = sqrt(fForward[0] * fForward[0] + fForward[2] * fForward[2]);
		fPitch = (atan2(fForward[1], fTmp) * 180.0f / M_PI);

		if(fPitch < 0)
			fPitch += 360.0f;
	}

	fAngles[PITCH]	= -fPitch;
	fAngles[YAW]	= fYaw;
	fAngles[ROLL]	= 0;
}

VOID GetAngleToTarget(D3DXVECTOR3 vTargetPos, D3DXVECTOR3 vCameraPos, D3DXVECTOR3 &vFinalVector)
{
	D3DXVECTOR3 vMidVector(vTargetPos.x - vCameraPos.x, vTargetPos.y - vCameraPos.y, vTargetPos.z - vCameraPos.z);

	VectorAngles((FLOAT *)&vMidVector, (FLOAT *)&vFinalVector);

	if(vFinalVector.x > 180.0f)
		vFinalVector.x -= 360.0f;
	else if(vFinalVector.x < -180.0f)
		vFinalVector.x += 360.0f;

	if(vFinalVector.y > 180.0f)
		vFinalVector.y -= 360.0f;
	else if(vFinalVector.y < -180.0f)
		vFinalVector.y += 360.0f;
}

INT iGetBestPlayer()
{
	FLOAT fNearest = (FLOAT)INT_MAX;
	INT iAimAt = -1;
	GetPlayerByIndex = (lpGetPlayerByIndex)PlayerByIndex;
	unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
	GetLocalPlayer = (lpGetLocalPlayer)LocalPlayer;

	for(INT i = 0; i < 16; i++)
	{
		D3DXVECTOR3 localPos, targetPos;
		cPlayerInfo *pLocal = GetLocalPlayer(ulThis);
		cPlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i, 0);

		if(pLocal != 0 && pPlayer != 0 && pLocal->Object != 0 && pPlayer->Object != 0 && pPlayer->pIsDead == 0 && pPlayer->Index != pLocal->Index)
		{
			if(pPlayer->pTeam != pLocal->pTeam)
			{
				localPos = pLocal->Object->Pos;
				targetPos = pPlayer->Object->Pos;
				if((GetDistance(localPos, targetPos) < fNearest))
				{
					iAimAt = i;
					fNearest = (GetDistance(localPos, targetPos));
				}
			}
		}
	}
	return iAimAt;
}


VOID DoAimbot(INT &var)
{
	if((*(BYTE *)GameStatus == 1) && var && GetAsyncKeyState(VK_LBUTTON) < 0)
	{
		GetPlayerByIndex = (lpGetPlayerByIndex)PlayerByIndex;
		unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
		GetLocalPlayer = (lpGetLocalPlayer)LocalPlayer;
		
		cPlayerMgr *pPlayerManager = *(cPlayerMgr **)PlayerManager;
		INT i = iGetBestPlayer();

		if(i != -1)
		{
			cPlayerInfo *pLocal = GetLocalPlayer(ulThis);
			cPlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i, 0);

			D3DXVECTOR3 enemyPos = pPlayer->Object->Pos, localPos = pLocal->Object->Pos, AimAngle;

			GetAngleToTarget(enemyPos, localPos, AimAngle);
			if(pLocal->pTeam != pPlayer->pTeam)
			{
				pPlayerManager->Yaw		= DegToRad(AimAngle[YAW]);
				pPlayerManager->Pitch	= DegToRad(AimAngle[PITCH] + 1.0f);
			}
		}
	}
}

#endif
Se poderem me ajudar, agradeço!
Classes estão desatualizadas...
Quote Originally Posted by experthack View Post
Classes estão desatualizadas...
Obrigado, agora sem querer abusar poderia passar as classes atualizadas?
Atualiza as classes : cGameClientShell, cCharacterFX e cPlayerInfo, e os endereços se estiverem errados ;D

Classes Atualizadas : Clica aqui é.é
cPlayerInfo:
Code:
class cPlayerInfo
{
public:
char _0x0000[4];
	     __int32 Index; //0x0004 
char _0x0008[8];
	char pName[12]; //0x0010 
char _0x001C[12];
	int* Object; //0x0028 
	__int32 Kills; //0x002C 
	__int32 Deaths; //0x0030 
	__int32 KillsaLive; //0x0034 it's count of the kills after last dead
	DWORD pSomething1; //0x0038 something kill, death IDK xD 
	DWORD pSomething2; //0x003C 
	DWORD pSomething3; //0x0040 
	__int32 pSuicides; //0x0044 
	__int32 pKillsAfterJoin; //0x0048 
	__int32 pDoubleKills; //0x004C count
	__int32 pMultiKills; //0x0050 count
	__int32 pUltraKills; //0x0054 
	__int32 pFantastic; //0x0058 
char unknown3[4];
	__int32 HeadShots; //0x0060 
	__int32 pFTMission; //0x0064 FireTeam Misson
char unknown4[8];
	__int32 pTeam; //0x0070 
char unknown5[4];
	__int8 pIsDead; //0x0078 
char unknown6[307];
	__int32 pRank; //0x01AC 
char unknown7[80];
	__int32 pFTScore; //0x0200 FiteTeam Score 
	BYTE pFTSpawn; //0x0204 
char unknown8[3];
	__int32 pFTLongestLife; //0x0208 FireTeam LongestLife  : Value / 60 = time
	__int32 pFTKill; //0x020C FireTeam Kill score
char unknown9[80];
    cPlayerInfo* pPrev;
    cPlayerInfo* pNext;
};
cCharacterFX:
Code:
class cCharacterFX       
{
public:
	char unknown1[16];
	int *Object;
	char unknown2[40];
	int*  nObject;        
	int	IsPlayer;
	char unknown3[56];
	float fStartPitch;
	float fStartYaw;
	char unknown4[1227];
	bool bIsDead;
	bool bSpawnSheild;
	char unknown5[15];
	int* hHitbox;
	char unknown6[98];
	WORD wHealth;
	WORD wArmor; 
	char unknown7[6]; 
	unsigned char Index;
	char unknown8[44];    
    float fPitch;            
    float fYaw;   
	char unknown9[454];     
    BYTE bMoving;         
    BYTE bShotMoveState;               
};
Essas são as certas a do outro tópico que o Coder.Anonymous passou estão diferentes só a cGamClientShell esta certa u.u
Classes corretas :
Code:
class pCharacterFX
{
public:
	char unknown1[16]; //0x0000 
	__Object *Object;
	char unknown2[44]; //0x003C 
	__int32 IsPlayer; //0x0040 
	char unknown3[44]; //0x0044 
	BYTE Index; //0x0070 
	char unknown4[15]; //0x0071 
	float StartPitch; //0x0080 
	float StartYaw; //0x0084 
	char unknown5[1224]; //0x0088 
	BYTE unknown6; //0x0550 
	BYTE bIsDead; //0x0551 
	BYTE bSpawnSheild; //0x0552 
	BYTE unknown7; //0x0553 
	char unknown8[12]; //0x0554 
	__int32 *hHitbox; //0x0560 
	char unknown9[96]; //0x0564 
	WORD unknown10; //0x05C4 
	WORD nHealth; //0x05C6 
	WORD nArmor; //0x05C8 
};//Size=0x05C7

class cCharacterFX
{
public:
	char unknown1[16]; //0x0000 
	int *Object;
	char unknown2[44]; //0x003C 
	__int32 IsPlayer; //0x0040 
	char unknown3[44]; //0x0044 
	BYTE Index; //0x0070 
	char unknown4[15]; //0x0071 
	float StartPitch; //0x0080 
	float StartYaw; //0x0084 
	char unknown5[1224]; //0x0088 
	BYTE unknown6; //0x0550 
	BYTE bIsDead; //0x0551 
	BYTE bSpawnSheild; //0x0552 
	BYTE unknown7; //0x0553 
	char unknown8[12]; //0x0554 
	__int32 *hHitbox; //0x0560 
	char unknown9[96]; //0x0564 
	WORD unknown10; //0x05C4 
	WORD nHealth; //0x05C6 
	WORD nArmor; //0x05C8 
};//Size=0x05C7

class cGameClientShell
{
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 void Function13();
	virtual void Function14();
	virtual void Function15();
	virtual void Function16();
	virtual void Function17();
	virtual void Function18();
	virtual void Function19();
	virtual void Function20();
	virtual void Function21();
	virtual void Function22();
	virtual void Function23();
	virtual void Function24();
	virtual void Function25();
	virtual void Function26();
	virtual void Function27();
	virtual void Function28();
	virtual void Function29();
	virtual void Function30();
	virtual void Function31();
	virtual void Function32();
	virtual void Function33();
	virtual void Function34();
	virtual void Function35();
	virtual void Function36();
	virtual void Function37();
	virtual void Function38();
	virtual void Function39();
	virtual void Function40();
	virtual void Function41();
	virtual void Function42();
	virtual void Function43();
	virtual void Function44();
	virtual void Function45();
	virtual void Function46();
	virtual DWORD GetClientInfoMgr();
	virtual DWORD GetInterfaceManager();
	virtual DWORD GetPlayerManager();
	virtual void Function50();
	virtual void Function51();
	virtual void Function52();
	virtual void Function53();
	virtual void Function54();
	virtual void Function55();
	virtual void Function56();
	virtual void Function57();
	virtual cSFXMgr* GetSFXMgr();
};

class pPlayerInfo
{
public:
	char unknown0[4]; //0x0000 
	DWORD index; //0x0004 
	char unknown1[12]; //0x0008 
	char Name[20]; //0x0014 
	char unknown2[4]; //0x0028 
	__Object *Object;
	__int32 Kills; //0x0030 
	__int32 Deaths; //0x0034 
	char unknown3[44]; //0x0038 
	__int32 HeadShots; //0x0064 
	char unknown4[12]; //0x0068 
	__int32 Team; //0x0074 
	char unknown5[4]; //0x0078 
	BYTE IsDead; //0x007C 
	char unknown6[579]; //0x007D 
	pPlayerInfo *PlayerNext; //0x02C0 
};//Size=0x02C4
Basta você fazer igual o experthack me disse atualizar o PlayerInfo!

Code:
class PlayerInfo
{
public :
	char unknown0[4]; //0x0000 
	DWORD Index; //0x0004 
	char unknown1[12]; //0x0008 
	char pName[20]; //0x0014 
	char unknown2[4]; //0x0028 
	_Object* Object; //0x0028 
	__int32 pKills; //0x0030 
	__int32 pDeaths; //0x0034 
	char unknown3[44]; //0x0038 
	__int32 pHeadShots; //0x0064 
	char unknown4[12]; //0x0068 
	__int32 pTeam; //0x0074 
	char unknown5[4]; //0x0078 
	BYTE pIsDead; //0x007C 
	char unknown6[579]; //0x007D 
	PlayerInfo *pNext; //0x02C0 

};//Size=0x02C4
i ala nem vi que peguei o tópico errado ¬¬' o correto erra o do Luizimloko
Não funciono nenhuma das respostas... '-'
acho que é porque eu não sou um programador (só sei php )': PHP é facil :/)
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