[Working]WolfTeam Player Classes

11/30/2015 15:45 M4L1F1C#1
Contains some nice things, you can use X,Y,Z in LocalObject to create Teleport hack and such, Ammo is only readable, for health change StandardHealth and you're all set.

Code:
class cLocalObject;
class cLocalPlayer;
class cLocalWeapon;

class cLocalObject
{
public:
	float X;
	float Y;
	float Z;
	char pad_0x000C[0x10];
	DWORD Movement;
	char pad_0x0020[0x2420];
public:

	__forceinline bool isMoving(void)
	{
		if (Movement != NULL)
			return true;
		
		return false;
	}

};

class cLocalPlayer
{
public:
	__int32 Health;
	__int32 StandardHealth; // Character Specific (This is set before game load)
	char pad_0x0008[0xC34];
	cLocalObject* pLocalObject;
	cLocalWeapon* pLocalWeapon;

};

class cLocalWeapon
{
public:
	char pad_0x0000[0x11C];
	__int32 Ammo;
	char pad_0x0120[0x2C];
	__int32 HeavyLevel;
	char pad_0x0150[0x6E0];
public:

	__forceinline bool isHeavy(void)
	{
		if (HeavyLevel <= 1)
			return true;

		return false;
	}

};
Instructions:
Find the cLocalPlayer pointer yourself and you will be able to use the class definitions.

I reversed this not to edit but basically read from the values, it works FINE on aeriagames.

See this as kicking off a new hacking era with UGHF ;)

Credits:
M4L1F1C

EDIT:

This took me over an hour, jesus christ.

Code:
class cWeaponInfo
{
public:
	char pad_0x0000[0xC]; //0x0000
	DWORD ClientWeaponType; //0x000C 
	char pad_0x0010[0x4]; //0x0010
	DWORD AniType; //0x0014 
	char pad_0x0018[0x10]; //0x0018
	float Pos; //0x0028 
	char pad_0x002C[0x3C]; //0x002C
	DWORD HiddenPiece; //0x0068 
	char pad_0x006C[0x18]; //0x006C
	DWORD SilencedFireSnd; //0x0084 
	DWORD AltFireSnd; //0x0088 
	DWORD FireSnd; //0x008C 
	DWORD DryFireSnd; //0x0090 
	char pad_0x0094[0xC]; //0x0094
	DWORD SelectSnd; //0x00A0 
	DWORD DeselectSnd; //0x00A4 
	DWORD PrimitiveType; //0x00A8 
	DWORD SubroutineNeeded; //0x00AC 
	char pad_0x00B0[0x14]; //0x00B0
	DWORD FireSndRadius; //0x00C4 
	DWORD AIFireSndRadius; //0x00C8 
	DWORD WeaponSndRadius; //0x00CC 
	DWORD EnvironmentMap; //0x00D0 
	DWORD InfiniteAmmo; //0x00D4 
	DWORD LooksDangerous; //0x00D8 
	DWORD HideWhenEmpty; //0x00DC 
	DWORD IsAmmo; //0x00E0 
	char pad_0x00E4[0x4]; //0x00E4
	DWORD ShotsPerClip; //0x00E8 
	char pad_0x00EC[0x1C]; //0x00EC
	DWORD MinPerturb; //0x0108 
	DWORD MaxPerturb; //0x010C 
	DWORD Range; //0x0110 
	char pad_0x0114[0xC]; //0x0114
	DWORD VectorsPerRound; //0x0120 
	DWORD AIWeaponType; //0x0124 
	float AIMinBurstInterval; //0x0128 
	float AIMaxBurstInterval; //0x012C 
	DWORD AIMinBurstShots; //0x0130 
	DWORD AIMaxBurstShots; //0x0134 
	DWORD AIAnimatesReloads; //0x0138 
	char pad_0x013C[0x38]; //0x013C
	DWORD FireDelay; //0x0174 
	DWORD HolsterAttachment; //0x0178 
	float FireAnimRateScale; //0x017C 
	float ReloadAnimRateScale; //0x0180 
	DWORD PowerupFX; //0x0184 
	DWORD RespawnWaitFX; //0x0188 
	DWORD RespawnWaitRenderStyle; //0x018C 
	char pad_0x0190[0x10]; //0x0190
	float RadiusMin; //0x01A0 
	float CrosshairRecoilRange; //0x01A4 
	float AimSpeed; //0x01A8 
	float FireInterval; //0x01AC 
	float FireRecoilPitch; //0x01B0 
	float FireRecoilDecay; //0x01B4 
	float FireRecoilPitchRand; //0x01B8 
	float FireRecoilPitchMax; //0x01BC 
	float FireRecoilYaw; //0x01C0 
	float FireRecoilYawRand; //0x01C4 
	float FireRecoilYawDecay; //0x01C8 
	char pad_0x01CC[0x108]; //0x01CC
	DWORD WeaponPoint; //0x02D4 
char pad_0x02D8[0x15C]; //0x02D8

};//Size=0x0434
11/30/2015 23:04 Kanel#2
When does ughf go back up? You keep pushing back the date ;-;
12/01/2015 11:27 M4L1F1C#3
Quote:
Originally Posted by Kanel View Post
When does ughf go back up? You keep pushing back the date ;-;
I don't wanna release anything buggy, I keep pushing back because I want to get rid of ALL bugs and make it stable to the point of it being worth people's time.

And trust me, the new hack will be fucking epic. :handsdown:

Here you go guyes;
Code:
class cPlayerMgr
{
public:
	cPlayerCamera* pPlayerMgr; //0x0000 
	char pad_0x0004[0x103C]; //0x0004

};

class cPlayerCamera
{
public:
	char pad_0x0000[0x64]; //0x0000
	float Pitch; //0x0064 
	float Yaw; //0x0068 
	float Roll; //0x006C 
	D3DXVECTOR3 myCamera; //0x0070 
	char pad_0x007C[0x384]; //0x007C

};
Normally Pitch/Yaw/Roll should be in cPlayerMgr class but since WT is retarted I had to repoint it :confused:
12/01/2015 14:23 malditango#4
bro cLocalPlayer ?
the pointer is the same as is used to coordinate?
z: off set c8
x: off set cc
y: off set c4
????????????
12/01/2015 16:46 M4L1F1C#5
Quote:
Originally Posted by malditango View Post
bro cLocalPlayer ?
the pointer is the same as is used to coordinate?
z: off set c8
x: off set cc
y: off set c4
????????????
Idk which pointer you use so they are all quite different.
12/02/2015 15:16 dougieee#6
How can i find the LocalPlayer pointer ?
12/04/2015 16:41 M4L1F1C#7
Currently working on my private server, so far I have reversed ALL strings and packet id's, all packets decrypted as well.

Now I need to work on structurizing everything to create an emulator.

1. [Only registered and activated users can see links. Click Here To Register...]
2. [Only registered and activated users can see links. Click Here To Register...]
3. [Only registered and activated users can see links. Click Here To Register...]
4. [Only registered and activated users can see links. Click Here To Register...]

Don't even ask for packet id's get them yourself.

Some nice stuff can be accomplished here:
Code:
class cMyPlayer
{
public:
	__int32 PlayerID; //0x0000 
	char pad_0x0004[0x20]; //0x0004
	BYTE  ShowsMark; //0x0024 
	char pad_0x0025[0x3]; //0x0025
	BYTE CanShootThrough; //0x0028 
	char pad_0x0029[0x7]; //0x0029
	DWORD MaxShootThroughThickness; //0x0030 
	char pad_0x0034[0x4]; //0x0034
	DWORD MaxShootThroughPerturb; //0x0038 
	BYTE  CanSeeThrough; //0x003C 
char pad_0x003D[0x403]; //0x003D

};
Can't trust anyone these days :(