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    Updated Structs


    Yazzn
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    #include "d3dx9.h"
    
    struct CPlayerInfo
    {
    char unknown1[1724];            //0x0
     __int32 ping;			//0x6BC
    char unknown2[20];		//0x6C0
     char ip[16];			//0x6D4 - 0x6E4
    char unknown3[140];		//0x6E4
     __int32 exp;                   //0x770
    char unknown4[592];		//0x774
     char name[16];			//0x9C4 - 0x9D4
    char unknown5[4504];            //0x9D4
     __int32 points;		//0x1B6C
    char unknown6[24];		//0x1B70
     __int32 kills;			//0x1B88
     __int32 deaths;		//0x1B8C
     __int32 flags;			//0x1B90
     __int32 health;		//0x1B94 
     __int32 maxhealth;		//0x1B98
    char unknown7[4];		//0x1B9C
     __int32 branch; 		//0x1BA0
    char unknown8[304];		//0x1BA4
     BYTE team;                     //0x1CD4
    };
    
    struct CPlayer
    {
    char unknown0[28];      //0x0
     D3DXVECTOR3 recoil;    //0x1C - 0x24
    char unknown1[50268];   //0x28
     BYTE index;            //0xC484
    char unknown2[19];      //0xC485
     D3DXVECTOR3 gravity;   //0xC498 - 0xC4A0
    char unknown3[15660];   //0xC4A4
     WORD weapon;           //0x101D0
    char unknown6[94];      //0x101D1
     BYTE state;            //0x10230
    char unknown7[163];     //0x10231
     D3DXVECTOR3 pos;       //0x102D4 - 0x102DC
    char unknown8[196];     //0x102E0
     BYTE reloading;        //0x103A4
           char unknown9[3];
     float falldmg;         //0x103A8
    };
    
    struct CBase
    {
     CPlayer* local;    //0x0 
    char unknown0[72];  //0x4
     CPlayer** player;  //0x4C  
    };
    
    struct CView
    {
    char unknown0[80];      //0x38
     float pitch;           //0x50 
     float yaw;             //0x54
     float roll;            //0x58
    char unknown1[12];      //0x5C
     D3DXVECTOR2 maxview;   //0x68 - 0x6C
    };
    
    struct CStuff
    {
     float fastammo;     //0x0
     float fasthealth;   //0x4
     float fastflag;     //0x8
     float fastrepair;   //0xC
    };
    
    struct CStuffPX
    {
     BYTE plantanywhere;    //0x0
    char unknown1[11];      //0x11
     BYTE assaultclip;      //0x12
     BYTE sniperclip;       //0x13
     BYTE sniperscope;      //0x14
    char unknown2[1];       //0x15
     BYTE assaultscope;     //0x16
    char unknown3[1];       //0x17
     BYTE compbandage;      //0x18
    };
    
    CBase*     pBase     =  (CBase*)gAddresses.ptr.player;
    CStuff*    pStuff    =  (CStuff*)gAddresses.mem.fastammo;
    CStuffPX*  pStuffPX  =  (CStuffPX*)gAddresses.mem.plantanywhere;
    
    CPlayerInfo* GetPlayerInfo( int index )
    {
    if(pBase->local && index < 32 && !IsBadReadPtr(gAddresses.ptr.base, 4))
    	return (CPlayerInfo*)(gAddresses.ptr.base+(0x1CF0*index));
    return NULL;
    }

     

    Big 'thank you' to ZeaS and Gordon`.

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    was ist das ? :S

     

    it looks like that, if you code a hack or something else.

    in this way he is gonna code a D3D hack i think, but i don't know why he had posted it!?!?!?!

    maybe he can say something about it and can say why he opens this thread :)

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