Structs

Posts 13 of 3 · Page 1 of 1
Structs
I know many ppl doesnt know how to update the GameStatus so this would make ur life easier

Code:
class GameStatusR
{
public:
char _0x0000[272];
	__int32 GameStatus; //0x0110
char _0x0114[812];

};//Size=0x0440
Pointer to is Na = 0x00377EF70C // Eu = 0x00377D7200 , i didnt work out more on the struct yet becouse maybe it has many aelse good shit tho

Code:
class CLTClient : public CLTBase
{
public:
	virtual void function0();				//0x0000
	virtual CCommonLT* Common();			//0x0004
	virtual CPhysicsLT* Physics();			//0x0008
	virtual CLTTransform* GetTransform();	//0x000C
	virtual CModelLT* GetModelLT();			//0x0010
	virtual CSoundMgr * SoundMg();			//0x0014
	virtual void function6();				//0x0018
	virtual void function7();				//0x001C
	virtual void function8();				//0x0020
	virtual void function9();				//0x0024
	virtual void function10();				//0x0028
	virtual void OpenFile(int A1 , int A2); //0x002C
	virtual CClientFileMgr * CFMGR();		//0x0030
	virtual void OpenMemoryStream(int A1 , int A2);//0x0034
	virtual CWorldBlindObjectData * ObjectData();//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 CWorldSharedBSP* SharedBSP();	//0x0078
	virtual LTRESULT RemoveObject(HOBJECT hObj);//0x007C
	virtual void function32();				//0x0080
	virtual void function33();				//0x0084
	virtual void function34();				//0x0088
	virtual void function35();				//0x008C
	virtual void GetObjectRotation(HLOCALOBJ hObj, LTRotation* Rot);//0x0090
	virtual void GetObjectPos(HLOCALOBJ hObj, LTVector* vPos);	//0x0094
	virtual void function38();				//0x0098
	virtual cLTModel * CLTModelC();   //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 SetObjectPos(int* hObj, D3DXVECTOR3* vPos, float fUnk);	//0x00B8
	virtual void GetObjectPos(int* hObj, D3DXVECTOR3* vPos);	//0x00BC
	virtual void function48();				//0x00C0
	virtual void function49();				//0x00C4
	virtual CLTVideoMgr * VideoMGR();		//0x00C8 
	virtual CLTDrawPrim * GetDrawPrim();	//0x00CC
	virtual CSysTexInterface *	Interface();//0x00D0
	virtual CUIFontManager * FontMGR();		//0x00D4
	virtual CLTCursor * Cursor();			//0x00D8
	virtual CLTDirectMusicMgr * MusicMgr();	//0x00DC
	virtual CLTBenchmarkMgr * BenchmarkMgr();//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 void function75();				//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 LTRESULT SendToServer (ILTMessage_Read* pMsg, uint32 Flags);	//0x0150
};
Not sure but if my third method of hooking gona work i maybe gona release a working vmt hook , Btw this will be updated in hour ill maybe add CInfo and CharcFx

Edit :

Since RunConsole Seems detected by hs so i found other way


Code:
Removed
Code:
class cCharacterFX// Little credits to disavow in here ;)
{
public:
char _0x0000[16];
	int* Object; //0x0010 
char _0x0014[44];
	__int32 IsPlayer; //0x0040 
char _0x0044[48];
	BYTE Index; //0x0074 
char _0x0075[1243];
	BYTE Unknown; //0x0550 
	BYTE IsDead; //0x0551 
	BYTE Spawnning; //0x0552 
char _0x0553[13];
	int* hHitBox; //0x0560 
char _0x0564[100];
	WORD Health; //0x05C8 
	WORD Armor; //0x05CA 
char _0x05CC[628];

};//Size=0x0840
Code:
class PlayerInfo
{
public:
char _0x0000[4];
	__int32 Index; //0x0004 
char _0x0008[12];
	char Name[16]; //0x0014 
char _0x0024[8];
	__Object* obj; //0x002C 
	__int32 Kills; //0x0030 
	__int32 Death; //0x0034 
char _0x0038[44];
	__int32 HeadShot; //0x0064 
char _0x0068[12];
	__int32 Team; //0x0074 
char _0x0078[4];
	BYTE IsDead; //0x007C 
char _0x007D[1987];

};
PlayerInfo isnt the full thing.

Code:
class cPlayerInfo {
public:
	char _0x0000[4];
	__int32 iIndex; //0x0004 
	char _0x0008[12];
	char sName[12]; //0x0014 
	char _0x0020[12];
	cVector* Object; //0x002C 
	__int32 iKills; //0x0030 
	__int32 iDeaths; //0x0034 
	__int32 iHeadshots; //0x0038 
	char _0x003C[56];
	__int32 iTeam; //0x0074 
	char _0x0078[4];
	BYTE bIsDead; //0x007C 
	char _0x007D[611];
	cPlayerInfo* pNext; //0x02E0
	cPlayerInfo* pPrev; //0x02E4
};//Size=0x0444
credits: Well since i dont know who justin leeched the classes from Im not sure but they came. But its from "his" base.
Posts 13 of 3 · Page 1 of 1
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