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class cSFXList

{

public:

DWORD unknown1;

DWORD* List; //0x0004

DWORD unknown2;

__int32 Num; //0x000C

};//Size=0x0010

 

class cSFXMgr

{

public:

cSFXList SFXList[0x3D]; //0x0000

};//Size=0x00F4

 

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 void Function47();

virtual void Function48();

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 DWORD GetClientInfoMgr(); //0x00E4

virtual DWORD GetInterfaceManager(); //0x00E8

virtual DWORD GetPlayerManager(); //0x00EC

virtual void Function60();

virtual void Function61();

virtual void Function62();

virtual void Function63();

virtual void Function64();

virtual void Function65();

virtual cSFXMgr* GetSFXMgr(); //0x0108

virtual void Function67();

virtual void Function68();

virtual void Function69();

};

 

class Transform

{

public:

D3DXVECTOR3 Pos; //0x0000

unsigned char Space [0x100];

}; //Size=0x000C

 

class cLTModel

{

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 unsigned int GetBoneNode( int* Obj, char* nodeName, unsigned int &Node ); //0x0038

virtual unsigned int GetNodeName( int* Obj, unsigned int Node, char* name, int maxlen ); //0x003C

virtual unsigned int GetNodeTransform( int* Obj, unsigned int hNode, Transform* trans, char bWorldSpace ); //0x0040

virtual unsigned int GetModelNextNode( int* Obj, unsigned int Node, unsigned int &Next ); //0x0044

virtual void Function18();

virtual void Function19();

virtual void Function20();

virtual void Function21();

virtual unsigned int GetNumNodes( int* Obj, unsigned int &num ); //0x0058

};

 

class cLTClientShellBase

{

public:

CLTBase* ILTBase; //0x0000

char unknown1[16];

__int32 ILTDrawPrim; //0x0014

char unknown2[12];

cLTModel** ILTModel; //0x0024

char unknown3[144];

cGameClientShell* ILTGameClientShell; //0x00B8

};//Size=0x00BC

 

class IntersectQueryCA

{

public:

D3DXVECTOR3 Start; //0x0000

D3DXVECTOR3 End; //0x000C

char unknown1[12];

unsigned int Flags; //0x0024

ObjectFilterFn FilterFn; //0x0028

void* FilterIntersectParam; //0x002C

ObjectFilterFn FilterIntersectFn; //0x0030

void* FilterParam; //0x0034

void* PolyFilterParam; //0x0038

};//Size=0x003C

 

class IntersectInfoCA

{

public:

D3DXVECTOR3 vImpactPos; //0x0000

char unknown1[16];

int* hObjImpact; //0x001C

DWORD nSomething1; //0x0020

DWORD nSomething2; //0x0024

DWORD nSomething3; //0x0028

};//Size=0x002C

 

class cLTBase

{

public:

__int32 ILTClient; //0x0000

char unknown1[96];

bool( WINAPIV* IntersectSegment )( IntersectQueryCA& Query, IntersectInfoCA* pInfo ); //0x0064

char unknown2[28];

unsigned int ( WINAPIV* GetLocalClientID )( unsigned int* pIDOut ); //0x0084

char unknown3[412];

unsigned int( WINAPIV* RunConsoleCommand )( const char* szCommand ); //0x0224

int*( WINAPIV* GetClientObject )(); //0x0228

char unknown4[16];

unsigned int( WINAPIV* GetObjectScale )( int* pObject, float* scale ); //0x023C

unsigned int( WINAPIV* SetObjectScale )( int* pObject, float scale ); //0x0240

char unknown5[4];

unsigned int( WINAPIV* GetObjectColor )( int* pObject, float* r, float* g, float* b, float* a ); //0x0248

unsigned int( WINAPIV* SetObjectColor )( int* pObject, float r, float g, float b, float a ); //0x024C

};

 

class cClientWeapon

{

public:

char unknown1[0xE0];

__int32 fireWeapon; //0x00E0

 

void Fire(bool fire = true)

{

if(fire) fireWeapon = 1;

}

};//Size=0x00E4

 

class cClientWeaponMgr

{

public:

cClientWeapon** WeaponList; //0x0000

__int32 MaxWeapons; //0x0004

__int32 WeapIndex; //0x0008

cClientWeapon* CurrentWeapon; //0x000C

BYTE WeaponsEnabled; //0x0010

BYTE WeaponsVisible; //0x0011

char unknown1[16];

__int32 nCurrentWeaponID; //0x0020

};//Size=0x0024

 

class cPlayerMgr

{

public:

char unknown1[24];

cClientWeaponMgr* WeaponMgr; //0x0018

char unknown2[56];

float Pitch; //0x0054

float Yaw; //0x0058

float Roll; //0x005C

char unknown3[220];

__int32* CameraObject; //0x013C

 

__inline cClientWeapon* GetCurrentWeapon()

{

if( WeaponMgr && WeaponMgr->CurrentWeapon )

return WeaponMgr->CurrentWeapon;

 

return NULL;

}

};//Size=0x0138

 

class PlayerInfo

{

public:

__int32 pPing; //0x0000

__int32 index; //0x0004

__int32 ID; //0x0008

char unknown1[8];

char pName[20]; //0x0014

char unknown2[4];

__int32* Object; //0x002C

__int32 Kills; //0x0030

__int32 Deaths; //0x0034

char unknown3[44];

__int32 HeadShots; //0x0064

char unknown4[12];

__int32 pTeam; //0x0074

char unknown5[4];

bool pIsDead; //0x007C

char unknown6[655];

PlayerInfo* PlayerPrev; //0x030C

PlayerInfo* PlayerNext; //0x0310

};//Size=0x0314

 

class ClienteInfo

{

public:

DWORD unknown1;

PlayerInfo* Primeiro; //0x0004

unsigned int LocalIndex; //0x0008

 

inline PlayerInfo* JogadorIndex(int id)

{

PlayerInfo* ptr = Primeiro;

 

while(ptr)

{

if(ptr->index == id)

return ptr;

 

ptr = ptr->PlayerNext;

}

return NULL;

}

};//Size=0x000C

 

class Info

{

public:

char unknown1[12];

__int32 iHP; //0x000C

__int32 iAP; //0x0010

__int32 iMaxHP; //0x0014

__int32 iMaxAP; //0x0018

__int32 gotoWepInfo; //0x001C

__int32 goToSomething; //0x0020

char unknown2[388];

float fStamina; //0x01A8

__int32 iIsRunning; //0x01AC

__int32 iIsJumping; //0x01B0

__int32 iWeaponSlotInUse; //0x01B4

char unknown3[44];

PlayerInfo* goToPlayers; //0x01E4

};//Size=0x01E8

 

class LocalInfo

{

public:

Info* goToInfoClass; //0x0000

};//Size=0x0004

 

class cCharacterFX

{

public:

char unknown1[16];

__int32* Object; //0x0010

char unknown2[44];

__int32 IsPlayer; //0x0040

char unknown3[52];

BYTE Index; //0x0078

char unknown4[1240];

BYTE bIsDead; //0x0551

bool bSpawnSheild; //0x0552

char unknown5[9];

__int32* hHitbox; //0x055C

char unknown6[92];

WORD wHealth; //0x05BC

WORD wArmor; //0x05BE

char unknown7[4];

__int32 Index2; //0x05C4

};//Size=0x05C8

 

class cWeaponInfo

{

public:

char unknown1[12];

DWORD dwClientWeaponType; //0x000C

char unknown2[16];

DWORD dwAlt_InstDamage; //0x0020

DWORD dwInstDamage; //0x0024

char unknown3[108];

DWORD dwFireSnd; //0x0094

char unknown4[108];

float fFireDelay1; //0x0104

float ffiredelay1; //0x0108

DWORD dwMaxAmmo3; //0x010C

DWORD dwMaxAmmo2; //0x0110

char unknown5[316];

BYTE TripleShotMode; //0x0250

char unknown6[3];

DWORD dwTripleShotRoundNum; //0x0254

float fDamageRFacter; //0x0258

char unknown7[20];

DWORD dwInfiAmmo2; //0x0270

DWORD dwInfiniteAmmo; //0x0274

DWORD dwHideWhenEmpty; //0x0278

char unknown8[4];

DWORD dwShotsPerClip; //0x0280

char unknown9[52];

float fZoomTime; //0x02B8

DWORD dwMinPerturb; //0x02BC

DWORD dwMaxPerturb; //0x02C0

float fDuckPerturb; //0x02C4

float fMoveDuckPerturb; //0x02C8

DWORD dwZoomedMinPerturb; //0x02CC

DWORD dwZoomedMaxPerturb; //0x02D0

DWORD dwRange; //0x02D4

char unknown10[12];

DWORD VectorsPerRound; //0x02E4

char unknown11[40];

float fPerturbIncSpeed; //0x0310

float fPerturbDecSpeed; //0x0314

char unknown12[4];

float fZoomedPerturbIncSpeed; //0x031C

float fZoomedPerturbDecSpeed; //0x0320

char unknown13[4];

float fBaseCamRecoilPitch; //0x0328

float fBaseCamRecoilAccelPitch; //0x032C

char unknown14[36];

float fTripleShotMaxCamRecoilPitch; //0x0354

float fTripleShotBaseCamRecoilPitch; //0x0358

char unknown15[8];

DWORD dwTripleShotMinPerturb; //0x0364

DWORD dwTripleShotMaxPerturb; //0x0368

float fTripleShotPerturbIncSpeed; //0x036C

float fTripleShotPerturbDecSpeed; //0x0370

char unknown16[108];

BYTE DisableCrosshair; //0x03E0

char unknown17[27];

float fCameraSwayXFreq; //0x03FC

float fCameraSwayYFreq; //0x0400

char unknown18[8];

DWORD dwEffectRange; //0x040C

};//Size=0x0410(1040)

 

class cWeaponMgr

{

public:

char unknown1[5600];

cWeaponInfo** Weapons; //0x15E0

__int32 WeaponCount; //0x15E4

};//Size=0x15E8

 

class CILTDrawPrim

{

public:

char unknown1[16184];

D3DVIEWPORT9 ViewPort; //0x3F38

D3DXMATRIX World; //0x3F50

D3DXMATRIX View; //0x3F90

D3DXMATRIX Projection; //0x3FD0

};//Size=0x4010

 

class cObjName

{

public:

char unknown1[4];

char Name[28]; //0x0004

};//Size=0x0008

 

class cBaseFX

{

public:

char unknown1[16];

int* Object; //0x0010

D3DXVECTOR3 Pos; //0x0014

char unknown2[28];

cObjName* gotoObjName; //0x0034

char unknown3[8];

int NaoArma; //0x0040

char unknown4[4];

BYTE Unknown5;

BYTE OwnerID; //0x004C

char unknown6[40];

};//Size=0x0054

 

//typedef bool (*ObjectFilterFnCA)(int* hObj, void* pUserData);

 

FIM---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Créditos: Reclass-Pro-Auto

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