CoolVehicleStuff Reclassed!

Posts 1–3 of 3 · Page 1 of 1
VehicleStuff Reclassed!
Here is my vehicle stuff

Vehicleclasses:
Code:
class cVehicleBase;
class cVehicleBase2;
class cVehicles;
class cVehicle;
class cVehicleRestrictions;
class cVehicleWeaponBase;
class cVehicleWeapon;
class cVehiclePosition;

static DWORD dwVehiclePointer = 0x00AE2C70;
static cVehicleBase *g_pVehicleArray = (cVehicleBase *) (dwVehiclePointer);

class cVehicleBase
{
	public:
		/* 0x00000000 */ cVehicleBase2 *m_pVehicleBase;
};

class cVehicleBase2
{
	public:
		/* 0x00000000 */ BYTE _00 [0x0C];
		/* 0x0000000C */ cVehicles *m_pVehicles;
};

class cVehicles 
{
	public:
		/* 0x00000000 */ cVehicle *m_pVehicles [64];
};

class cVehicle
{
	public:
		/* 0x00000000 */ BYTE _00 [0x38];
		/* 0x00000038 */ __int8 m_isType; 
		/* 0x00000039 */ BYTE _39 [0x1F];
		/* 0x00000058 */ char m_szVehicleName [0x10]; 
		/* 0x00000068 */ BYTE _68 [0x10];
		/* 0x00000078 */ __int32 m_iMaxPassengers; 
		/* 0x0000007C */ __int32 m_iHealth; 
		/* 0x00000080 */ __int32 m_iMaxHealth; 
		/* 0x00000084 */ BYTE _84 [0x04];
		/* 0x00000088 */ __int32 m_iCurrentPassengers; 
		/* 0x0000008C */ BYTE _8C [0x150];
		/* 0x000001DC */ cVehicleRestrictions *m_pRestrictions; 
		/* 0x000001E0 */ cVehiclePosition *m_pPositions;
		/* 0x000001E4 */ BYTE _1E4 [0xE8];
		/* 0x000002CC */ __int32 m_iIndex; 
		/* 0x000002D0 */ BYTE _2D0 [0x04];
		/* 0x000002D4 */ __int32 m_iLocalSeat; 
		/* 0x000002D8 */ BYTE _2D8 [0x28];
		/* 0x00000300 */ cVector3D m_vSpawnPos; 
		/* 0x0000030C */ BYTE _3EC [0x70];
		/* 0x0000037C */ float m_fSpeed; 
		/* 0x00000380 */ float m_fDirection; 
};

class cVehicleRestrictions
{
	public:
		/* 0x00000004 */ BYTE _00 [0x40];
		/* 0x00000040 */ float m_fMaxSpeed; 
		/* 0x00000044 */ float m_fMaxBackSpeed; 
		/* 0x00000048 */ float m_fAccelerationForeward;
		/* 0x0000004C */ float m_fAccelerationBackward;
		/* 0x00000050 */ float m_fAccelerationSideward;
		/* 0x00000054 */ BYTE _54 [0x3C];
		/* 0x00000090 */ float m_fLetsFetz; 
		/* 0x00000094 */ BYTE _94 [0x10];
		/* 0x000000A4 */ cVehicleWeaponBase *m_pWeaponBase; 
};

class cVehicleWeaponBase
{
	public:
		/* 0x00000000 */ cVehicleWeapon *m_pWeapons; 
};

class cVehicleWeapons
{
	public:
		/* 0x00000000 */ BYTE _0x0000 [0x21C];
		/* 0x0000021C */ cVehicleWeapon m_Weapon1;
		/* 0x00000264 */ BYTE _264 [0x120];
		/* 0x00000384 */ cVehicleWeapon m_Weapon2;
		/* 0x000003CC */ BYTE _3CC [0x58];
		/* 0x00000424 */ cVector3D m_vAimAt; 
};

class cVehicleWeapon 
{
	public:
		/* 0x00000000 */ __int32 m_iMaxAmmo; 
		/* 0x00000004 */ __int32 m_iAmmoXor1; 
		/* 0x00000008 */ __int32 m_iAmmoXor2; 
		/* 0x0000000C */ BYTE _0C [0x08];
		/* 0x00000014 */ __int32 m_iDelayTime; 
		/* 0x00000018 */ BYTE _18 [0x04];
		/* 0x0000001C */ float m_fShootTime; 
		/* 0x00000020 */ BYTE _20 [0x0C];
		/* 0x0000002C */ float m_fOverheatInc; 
		/* 0x00000030 */ float m_fOverheatDec; 
		/* 0x00000034 */ BYTE _34 [0x08];
		/* 0x0000003C */ __int8 m_isShooting; 
		/* 0x0000003D */ BYTE _3D [0x07];
		/* 0x00000044 */ float m_fOverheat;
};

class cVehiclePosition
{
	public:
		/* 0x00000000 */ BYTE _00 [0x10];
		/* 0x00000010 */ cVehicleWriteablePositions *m_pPositions;
		/* 0x00000014 */ BYTE _14 [0x34];
		/* 0x00000048 */ cVector3D m_vPos; 
};

class cVehicleWriteablePositions
{
	public:
		/* 0x00000000 */ BYTE _00 [0x98];
		/* 0x00000098 */ cVector3D m_vPos;
};
Some examples:
Code:
Vehicle NoOverheat:
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_pWeaponBase->m_pWeapons->m_Weapon1.m_fOverheatInc = 0.0f;
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_pWeaponBase->m_pWeapons->m_Weapon2.m_fOverheatInc = 0.0f;

Vehicle Unl. Ammo:
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_pWeaponBase->m_pWeapons->m_Weapon1.m_iMaxAmmo = 30000;
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_pWeaponBase->m_pWeapons->m_Weapon2.m_iMaxAmmo = 30000;

Vehicle NoDelay:
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_pWeaponBase->m_pWeapons->m_Weapon1.m_iDelayTime = 0;
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_pWeaponBase->m_pWeapons->m_Weapon2.m_iDelayTime = 0;

Vehicle Speed:
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_fMaxSpeed *= fFactor;
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pRestrictions->m_fMaxBackSpeed *= fFactor;
	Similar with the acceleration offsets for higher acceleration

VehicleOPK:

for (int i = 0 ; i < 64 ; ++i)
{
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pPositions->m_pPositions->m_vPos.m_fX = 0.0f;
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pPositions->m_pPositions->m_vPos.m_fY = 0.0f;
	g_pVehicleArray->m_pVehicleBase->m_pVehicles->m_pVehicles [i].m_pPositions->m_pPositions->m_vPos.m_fZ = 0.0f;
}
Credits: NikM

Maybe interesting too:
If you are sitting in a vehicle you can access your current vehicle like that:
[[Playerpointer]+C4C4h]
Posts 1–3 of 3 · Page 1 of 1

Post a Reply

Similar Threads

Tags for this Thread

None

Talk with us