int World: 0x016A5EF0 int LocalPlayer: 0x1720] + 0x4] int VisualState: Entity] + 0x68] VECTOR3 FeetPos: VisualState]+ 0x28] VECTOR3 HeadPos: VisualState] + 0x114] VECTOR3 ChestPos: VisualState] + 0x120] int CrosshairPtr: World]+ 0x10] VECTOR3 CrosshairLocation = CrosshairPtr] + 0x38] Byte IsSoldier(Returns 1 for humans and 0 vehicles): Entity]+ 0x310] int TablePtr = World] + 0x884] int TableArray = TablePtr int TableSize = TablePtr] + 0x4] int Entity = TableArray] + i * 0x34] + 0x4]
int Transformations = 0x16BCF6C; int Starter = Mem.ReadInt(Transformations); dwTransData = Mem.ReadInt(Starter + 0xE0); InvViewRight = ReadVECTOR3((int)dwTransData + 0x4); InvViewUp = ReadVECTOR3((int)dwTransData + 0x10); InvViewForward = ReadVECTOR3((int)dwTransData + 0x1C); InvViewTranslation = ReadVECTOR3((int)dwTransData + 0x28); ViewPortMatrix = ReadVECTOR3((int)dwTransData + 0x54); ProjD1 = ReadVECTOR3((int)dwTransData + 0xCC); ProjD2 = ReadVECTOR3((int)dwTransData + 0xD8);



float Recoil = LocalPlayer]+ 0xCFC] float Fatigue = LocalPlayer]+ 0xD34] float Zoom = LocalPlayer]+ 0xBDC] byte isDead = Entity]+ 0x2F8]