Quote:
Originally Posted by *Pumio*
kan mir vil jemand Structur schiken für Player opk oder ZombiOpk BBiiiite
ich gebs auch nimmanden weiter !
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Code:
struct vectorA
{
FLOAT x,z,y;
};//0x00C
struct CGPUInfo
{
DWORD pad0; //0x00000
char Dllused[20]; //0x00004
char pad1[492]; //0x00018
char CurrentCard[32]; //0x00204
char pad2[177960]; //0x00224
int XScreen1; //0x2B94C
int YScreen1; //0x2B950
char upad1[8]; //0x2B954
int XScreen2; //0x2B95C
int YScreen2; //0x2B960
char upad2[8]; //0x2B964
int XScreen3; //0x2B96C
int YScreen3; //0x2B970
float CurrentClock; //0x2B974
float randomshit; //0x2B978
float CurrentFPS; //0x2B97C
char pad4[18]; //0x2B980
char GFXCardUsing[32]; //0x2B992
char pad3[40]; //0x2B9B2
};
struct CPlayerInfo
{
CHAR unknown0[1724]; //0x0000
__int32 ping; //0x06BC
CHAR unknown1728[20]; //0x06C0
CHAR ip[16]; //0x06D4
CHAR unknown1764[136]; //0x06E4
__int32 exp; //0x076C
CHAR unknown1904[596]; //0x0770
CHAR name[20]; //0x09C4
CHAR unknown2520[4500]; //0x09D8
__int32 points; //0x1B6C
CHAR unknown7024[16]; //0x1B70
__int32 kills; //0x1B80
__int32 deaths; //0x1B84
CHAR unknown7048[12]; //0x1B88
__int32 health; //0x1B94
CHAR unknown7064[312]; //0x1B98
BYTE team; //0x1CD0
};
struct CPlayer
{
CHAR unknown0[50308]; //0x0000
BYTE index; //0xC484
CHAR unknown50309[39]; //0xC485
BYTE state; //0xC4AC
CHAR unknown50349[15651]; //0xC4AD
WORD weapon; //0x101D0
CHAR unknown66002[258]; //0x101D2
FLOAT pos1; //0x102D4
FLOAT pos2; //0x102D8
FLOAT pos3; //0x102DC
}; //Size=0x102E0(66272)
struct CPlayerA
{
char Z_Nothing1[28]; // 0x0 -> 0x1C
float Recoil1; //0x1C
float Recoil2; //0x20
float Recoil3; //0x24
char Z_Nothing2[50292]; //0x28 -> 0xC49C
float Gravity; //0xC49C
char Z_Nothing3[15456]; //0xC4A0 -> 0x10100
BYTE Weapon1; //0x10100
char Z_Nothing4[208];
BYTE Weapon3; //0x101D0
char Z_Nothing5[1];//0x101D1 -> 0x101D2
BYTE Weapon2; //0x101D2
char Z_Nothing6[254]; //0x101D2 -> 0x102D0
float X; //0x102D0
float Y; //0x102D4
float Z; //0x102D8
char CPUN9[203]; //0x102DC -> 0x103A8
float Nfd; //0x103A8
};//Size=0x103A8(66472)
class CServer
{
public:
char Z_Nothing1[1396]; //0x0 -> 0x574
__int32 GameMaster; //0x574
char Z_Nothing2[4]; //0x578 -> 0x57C
__int32 Premium; //0x57C
float PremiumDays; //0x580
char Z_Nothing3[234620]; //0x584 -> 0x39A00
BYTE RoomMaster;//0x39A00
char Z_Nothing4[799535]; //0x39A01 -> 0xFCD30
BYTE SuperMaster;//0xFCD30
char Z_Nothing5[21615]; //0xFCD31 -> 0x1021A0
BYTE Slot1;//0x1021A0
BYTE Slot2;//0x1021A1
BYTE Slot3;//0x1021A2
BYTE Slot4;//0x1021A3
BYTE Slot5;//0x1021A4
BYTE Slot6;//0x1021A5
BYTE Slot7;//0x1021A6
BYTE Slot8;//0x1021A7
char Z_Nothing6[99432];//0x1021A7 -> 0x11A610
__int32 Dinars; //0x11A610
char Z_Nothing7[12];//0x11A614 -> 0x11A620
DWORD Level;//0x11A620
};//Size=0x11A620(1156640)
struct CBase
{
CPlayer* local; //0x0000
CHAR unknown4[72]; //0x0004
CPlayer** player; //0x004C
CHAR unknown80[48]; //0x0050
};//Size=0x0080(128)
struct CLocal
{
char unk_char0[32];//0x0000
float pos1;//0x0020
float pos2;//0x0024
float pos3;//0x028
char unk_char1[36];//0x002C
float pitch;//0x0050
float yaw;//0x0054
float roll;//0x0058
};
Code:
CServer *dwServerInfo()
{
if(!IsBadReadPtr((void*)(dwDecypt(ADR_SERVERPOINTER)), 4))
return (CServer*)(*(DWORD*)(dwDecypt(ADR_SERVERPOINTER)));
return 0;
}
CPlayerA *dwPlayerInfo()
{
if(!IsBadReadPtr((void*)(dwDecypt(ADR_PLAYERPOINTER)), 4))
return (CPlayerA*)(*(DWORD*)(dwDecypt(ADR_PLAYERPOINTER)));
return 0;
}
CGPUInfo *pGPUInfo = (CGPUInfo*)0xBC6A20;
CPlayerInfo* GetPlayerInfo(int index)
{
if(index > 32) return 0;
DWORD* dwBasePointer = dwDecypt(ADR_BASEPOINTER);
return (CPlayerInfo*) (dwBasePointer +(0x1CE8*index));
}
CBase* pBase = (CBase*)dwDecypt(ADR_PLAYERPOINTER);
CLocal* pLocal = (CLocal*)dwDecypt(ADR_ANGLES);
das sollten alle sein die du benötigst..
fabbel wenn du willst kannst du das auch vorne adden...