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Home › Forum › MultiPlayer Game Hacks & Cheats › Combat Arms Hacks & Cheats › Combat Arms Europe Hacks › Combat Arms EU Hack Coding/Source Code › Class PlayerInfo

Class PlayerInfo

Posts 1–7 of 7 · Page 1 of 1
TokolocoSK
TokolocoSK
Class PlayerInfo
Code:
//Generated using ReClass 2011 by DrUnKeN ChEeTaH

class cPlayerInfo;


class cPlayerInfo
{
public:
	__int32 Ping; //0x0000 
	__int32 Index; //0x0004 
char _0x0008[8];
	char pName[12]; //0x0010 
char _0x0014[12];
	int* Object; //0x0020 
	__int32 pKills; //0x0024 
	__int32 pDeaths; //0x0028 
char _0x002C[44];
	__int32 HeadShot; //0x0058 
	__int32 pFTMission; //0x005C 
char _0x0060[8];
	__int32 pTeam; //0x0068 
char _0x006C[4];
	BYTE pIsDead; //0x0070 
char _0x0071[307];
	__int32 pRank; //0x01A4 
char _0x01A8[80];
	__int32 pFTScore; //0x01F8 
char _0x01FC[4];
	__int32 pFTLongestLife; //0x0200 
	__int32 pFTKill; //0x0204 
char _0x0208[80];
	cPlayerInfo* PlayerNext; //0x0258 


};//Size=0x025C
#1 · 14y ago
steven1578
steven1578
Thank you, i needed this
#2 · 14y ago
BA
BadBurrito
The postecd class is really old...
So here is the new and working one
Code:
class c_player
{
public:
	__int32 pPing; //0x0000 
	__int32 ClientID; //0x0004 
char _0x0008[8];
	char Name[12]; //0x0010 
char _0x001C[12];
	int* Object; //0x0028 
	__int32 Kills; //0x002C 
	__int32 Deaths; //0x0030 
char _0x0034[52];
	__int32 pFTMission; //0x0068 
char _0x006C[4];
	__int32 TeamID; //0x0070 
char _0x0074[4];
	BYTE isDead; //0x0078 
char _0x0079[319];
	__int32 pRank; //0x01B8 
char _0x01BC[80];
	__int32 pFTScore; //0x020C 
	BYTE pFTSpawn; //0x0210 
char _0x0211[3];
	__int32 pFTLongestLife; //0x0214 
	__int32 pFTKill; //0x0218 
char _0x021C[140];
	c_player* Previous; //0x308 
	c_player* Next; //0x312  
	};
HAVE FUN!
#3 · 14y ago
steven1578
steven1578
Quote Originally Posted by BadBurrito View Post
The postecd class is really old...
So here is the new and working one
Code:
class c_player
{
public:
	__int32 pPing; //0x0000 
	__int32 ClientID; //0x0004 
char _0x0008[8];
	char Name[12]; //0x0010 
char _0x001C[12];
	int* Object; //0x0028 
	__int32 Kills; //0x002C 
	__int32 Deaths; //0x0030 
char _0x0034[52];
	__int32 pFTMission; //0x0068 
char _0x006C[4];
	__int32 TeamID; //0x0070 
char _0x0074[4];
	BYTE isDead; //0x0078 
char _0x0079[319];
	__int32 pRank; //0x01B8 
char _0x01BC[80];
	__int32 pFTScore; //0x020C 
	BYTE pFTSpawn; //0x0210 
char _0x0211[3];
	__int32 pFTLongestLife; //0x0214 
	__int32 pFTKill; //0x0218 
char _0x021C[140];
	c_player* Previous; //0x308 
	c_player* Next; //0x312  
	};
HAVE FUN!
iGuess not? they work lol
#4 · 14y ago
BA
BadBurrito
So it depends on what informations you need from the class... as you can see the first things (ping, kills, deaths) didn´t change, but if you need nextplayer for remotekill (GetPlayerByIndex) or whatever you should use the class I have posted
#5 · 14y ago
BA
BadBurrito
Here is the new cplayer class, maybe it is useful to someone...
Code:
class c_player
{
public:
	__int32 pPing; //0x0000 
	__int32 ClientID; //0x0004 
char _0x0008[8];
	char Name[12]; //0x0010 
char _0x001C[12];
	int* Object; //0x0028 
	__int32 Kills; //0x002C 
	__int32 Deaths; //0x0030 
char _0x0034[52];
	__int32 pFTMission; //0x0068 
char _0x006C[4];
	__int32 TeamID; //0x0070 
char _0x0074[4];
	BYTE isDead; //0x0078 
char _0x0079[319];
	__int32 pRank; //0x01B8 
char _0x01BC[80];
	__int32 pFTScore; //0x020C 
	BYTE pFTSpawn; //0x0210 
char _0x0211[3];
	__int32 pFTLongestLife; //0x0214 
	__int32 pFTKill; //0x0218 
char _0x021C[148];
	c_player* Next; //0x2B0  
	};
#6 · 14y ago
//\\//etwork3r
//\\//etwork3r
Credits to DC
#7 · 14y ago
Posts 1–7 of 7 · Page 1 of 1

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