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Home › Forum › MultiPlayer Game Hacks & Cheats › Combat Arms Hacks & Cheats › Combat Arms Brazil Hacks › Combat Arms BR Hack Coding/Source Code › Combat Arms BR Coding Help › class cPlayerMgr atualizada

class cPlayerMgr atualizada

Posts 1–10 of 10 · Page 1 of 1
Megaloco
Megaloco
class cPlayerMgr atualizada
Code:
class cPlayerMgr
{
public:
	char unknown1[24];
	cClientWeaponMgr* WeaponMgr; //0x0018
	char unknown2[56];
	__int32 playerFlags; //0x002C 
	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
Alguém poderia postar essa classe atualizada ?
#1 · 11y ago
Coder.Hu3
Coder.Hu3
Quote Originally Posted by Megaloco View Post
Code:
class cPlayerMgr
{
public:
	char unknown1[24];
	cClientWeaponMgr* WeaponMgr; //0x0018
	char unknown2[56];
	__int32 playerFlags; //0x002C 
	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
Alguém poderia postar essa classe atualizada ?

Essa já ta certa
#2 · 11y ago
Megaloco
Megaloco
Quote Originally Posted by Coder.Hu3 View Post
Essa já ta certa
Meu aimbot parou de funcionar, será que é outra classe ?
#3 · 11y ago
Coder.Hu3
Coder.Hu3
Quote Originally Posted by Megaloco View Post
Meu aimbot parou de funcionar, será que é outra classe ?
Sim, eu estou usando essa class do PlayerMgr e o aim esta Funcionando normal verifique essas classes
Code:
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 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 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 cCharacterFX
{
public:
	char unknown1[16];
	int*	Object;	
	char unknow2[44];
	int	IsPlayer;
	char unknown3[1293]; 
	bool bIsDead;  
	bool bSpawnSheild; 
	char unknown4[13];
	int* hHitbox;
	char unknown5[100];
	WORD wHealth;
	WORD wArmor;
	char unknown6[4];
   	unsigned char Index;
};

class PlayerInfo
{
public:
	char unknown0[4];
	__int32 index;
	char unknown1[12];
	CHAR Name[20];
	char unknown2[4];
	_Object *obj;
		__int32 Kills;
	__int32 Deaths;
	char unknown3[44];
	__int32 HeadShots;
	char unknown4[12];
	__int32 Team; 
	char unknown5[4];
	__int8 IsDead;
char unknown6[615];
};
#4 · 11y ago
Megaloco
Megaloco
Não funcionou...estou atualizando a Code64.
#5 · 11y ago
Fєηix
Fєηix
Quote Originally Posted by Megaloco View Post
Não funcionou...estou atualizando a Code64.
Code:
class cCharacterFX
{
public:
    char unknown1[16];
    __int32* Object;
    char unknown2[44];
    __int32 IsPlayer; 
    char unknown3[52];
    BYTE Index;
    char unknown4[1240];
    BYTE bIsDead;
    bool bSpawnSheild;
    char unknown5[9];
    __int32* hHitbox;
    char unknown6[92];
    WORD wHealth;
    WORD wArmor;
};
#6 · 11y ago
luizimloko
luizimloko
Quote Originally Posted by --Fenix-- View Post


Code:
class cCharacterFX
{
public:
    char unknown1[16];
    __int32* Object;
    char unknown2[44];
    __int32 IsPlayer; 
    char unknown3[52];
    BYTE Index;
    char unknown4[1240];
    BYTE bIsDead;
    bool bSpawnSheild;
    char unknown5[9];
    __int32* hHitbox;
    char unknown6[92];
    WORD wHealth;
    WORD wArmor;
};
ta errado fera ...
#7 · 11y ago
Fєηix
Fєηix
Quote Originally Posted by luizimloko View Post


ta errado fera ...
Estou usando ela fera

E está pegando normal
#8 · 11y ago
Megaloco
Megaloco
Quote Originally Posted by --Fenix-- View Post
E está pegando normal
Code:
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
Esse ta correto !
#9 · 11y ago
Coder.Hu3
Coder.Hu3
De Ctrl C e CTRL V nessas classes na base do code 64

Code:
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);
#10 · 11y ago
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