WolfTeam Information

06/03/2017 16:19 M4L1F1C#1
This game has been a fun learning experience.
But it's time to say goodbye.
Link to game: [Only registered and activated users can see links. Click Here To Register...]
This is enough to create any ESP you want.
I will add Yaw/Pitch later for Aimbot.

Classes:
Code:
class CPlayerCharacter
{
public:
    int32_t m_iBlueCharID; //0x0000
    char pad_0004[16]; //0x0004
    int32_t m_iRedCharID; //0x0014
    char pad_0018[44]; //0x0018
}; //Size: 0x0044

class CPlayerInfo
{
public:
    uint8_t m_bIndex; //0x0000
    char pad_0001[55]; //0x0001
    char m_szLoginName[16]; //0x0038
    char pad_0048[36]; //0x0048
    uint8_t m_bPadding00; //0x006C
    uint8_t m_bPadding01; //0x006D
    wchar_t m_szName[16]; //0x006E
    char pad_008E[30]; //0x008E
    uint8_t m_bPadding02; //0x00AC
    uint8_t m_bPadding03; //0x00AD
    wchar_t m_szClanName[16]; //0x00AE
    char pad_00CE[198]; //0x00CE
    int32_t m_iMaxHealth; //0x0194
    char pad_0198[32]; //0x0198
    class CPlayerCharacter* m_pCharacter; //0x01B8
    char pad_01BC[16]; //0x01BC
}; //Size: 0x01CC

class CLTObject
{
public:
    char pad_0000[4]; //0x0000
    D3DXVECTOR3 m_vMaxPos; //0x0004
    D3DXVECTOR3 m_vMinPos; //0x0010
    char pad_001C[168]; //0x001C
    D3DXVECTOR3 m_vRootPos; //0x00C4
    char pad_00D0[204]; //0x00D0
}; //Size: 0x019C

class CPlayerObject
{
public:
    char pad_0000[8]; //0x0000
    class CLTObject* m_pLTObject; //0x0008
    char pad_000C[4000]; //0x000C
    uint8_t m_bTeamID; //0x0FAC
    char pad_0FAD[207]; //0x0FAD
    uint8_t m_bIsDead; //0x107C
    char pad_107D[3]; //0x107D
    bool m_bIsInvulnerable; //0x1080
    char pad_1081[31603]; //0x1081
    float m_fHealth; //0x8BF4
    char pad_8BF8[8]; //0x8BF8
    bool m_bIsWolf; //0x8C00
    char pad_8C01[1087]; //0x8C01
}; //Size: 0x9040
Player Functions/Example Usage:
Code:
DWORD dwThisPointer = *(DWORD *)(dwCShellBase + 0x6C85F8);

    if (dwThisPointer == 0)
        return;

    DWORD dwTablePointer = *(DWORD *)(dwThisPointer);

    if (dwTablePointer == 0)
        return;

    typedef DWORD(__thiscall *oGetLocalPlayer)(void *ThisPtr);
    typedef DWORD(__thiscall *oGetPlayerByIndex)(void *ThisPtr, BYTE bIndex);
    typedef DWORD(__thiscall *oGetPlayerTable)(void *ThisPtr);
    typedef DWORD(__cdecl *oGetPlayerObjectByIndex)(BYTE bIndex);
    oGetPlayerByIndex GetPlayerByIndex = (oGetPlayerByIndex)(dwCShellBase + 0x1493F0);
    oGetLocalPlayer    GetLocalPlayer = (oGetLocalPlayer)(dwCShellBase + 0x13C2A0);
    oGetPlayerTable    GetPlayerTable = (oGetPlayerTable)(*(DWORD *)(dwTablePointer + 0x120));
    oGetPlayerObjectByIndex GetPlayerObjectByIndex = (oGetPlayerObjectByIndex)(dwObjectBase + 0xE5F10);

    DWORD dwPlayerTable = GetPlayerTable((void *)dwThisPointer);

    if (dwPlayerTable == 0)
        return;

    void *PlayerThis = (void *)(dwPlayerTable + 0x0F0);
    void *LocalThis = (void *)(dwThisPointer);

    if (PlayerThis == 0 || LocalThis == 0)
        return;

    for (BYTE i = 0; i < 16; i++)
    {
        CPlayerInfo *pPlayer = (CPlayerInfo *)GetPlayerByIndex(PlayerThis, i);
        CPlayerInfo *pLocal = (CPlayerInfo *)GetLocalPlayer(LocalThis);

        if (pPlayer == 0 || pLocal == 0)
            continue;

        CPlayerObject *pPlayerObject = (CPlayerObject *)GetPlayerObjectByIndex(i);
        CPlayerObject *pLocalObject = (CPlayerObject *)GetPlayerObjectByIndex(pLocal->m_bIndex);

        if (pPlayerObject == 0 || pLocalObject == 0)
            continue;

        // Team Check
        if (pLocalObject->m_bTeamID != pPlayerObject->m_bTeamID)
        {
            // Player Position = pPlayerObject->m_pLTObject->m_vRootPos;

        }

        // Character Hack
        pLocal->m_pCharacter->m_iBlueCharID = 30005;
        pLocal->m_pCharacter->m_iRedCharID = 30006;
    }
There is ALLOT more which I will release later.
If you find anything more you should share it on this thread
You may thank me now.
06/04/2017 13:37 0x24™#2
Quote:
Originally Posted by M4L1F1C View Post
This game has been a fun learning experience.
But it's time to say goodbye.
Link to game: [Only registered and activated users can see links. Click Here To Register...]
This is enough to create any ESP you want.
I will add Yaw/Pitch later for Aimbot.

Classes:
Code:
class CPlayerCharacter
{
public:
    int32_t m_iBlueCharID; //0x0000
    char pad_0004[16]; //0x0004
    int32_t m_iRedCharID; //0x0014
    char pad_0018[44]; //0x0018
}; //Size: 0x0044

class CPlayerInfo
{
public:
    uint8_t m_bIndex; //0x0000
    char pad_0001[55]; //0x0001
    char m_szLoginName[16]; //0x0038
    char pad_0048[36]; //0x0048
    uint8_t m_bPadding00; //0x006C
    uint8_t m_bPadding01; //0x006D
    wchar_t m_szName[16]; //0x006E
    char pad_008E[30]; //0x008E
    uint8_t m_bPadding02; //0x00AC
    uint8_t m_bPadding03; //0x00AD
    wchar_t m_szClanName[16]; //0x00AE
    char pad_00CE[198]; //0x00CE
    int32_t m_iMaxHealth; //0x0194
    char pad_0198[32]; //0x0198
    class CPlayerCharacter* m_pCharacter; //0x01B8
    char pad_01BC[16]; //0x01BC
}; //Size: 0x01CC

class CLTObject
{
public:
    char pad_0000[4]; //0x0000
    D3DXVECTOR3 m_vMaxPos; //0x0004
    D3DXVECTOR3 m_vMinPos; //0x0010
    char pad_001C[168]; //0x001C
    D3DXVECTOR3 m_vRootPos; //0x00C4
    char pad_00D0[204]; //0x00D0
}; //Size: 0x019C

class CPlayerObject
{
public:
    char pad_0000[8]; //0x0000
    class CLTObject* m_pLTObject; //0x0008
    char pad_000C[4000]; //0x000C
    uint8_t m_bTeamID; //0x0FAC
    char pad_0FAD[207]; //0x0FAD
    uint8_t m_bIsDead; //0x107C
    char pad_107D[3]; //0x107D
    bool m_bIsInvulnerable; //0x1080
    char pad_1081[31603]; //0x1081
    float m_fHealth; //0x8BF4
    char pad_8BF8[8]; //0x8BF8
    bool m_bIsWolf; //0x8C00
    char pad_8C01[1087]; //0x8C01
}; //Size: 0x9040
Player Functions/Example Usage:
Code:
DWORD dwThisPointer = *(DWORD *)(dwCShellBase + 0x6C85F8);

    if (dwThisPointer == 0)
        return;

    DWORD dwTablePointer = *(DWORD *)(dwThisPointer);

    if (dwTablePointer == 0)
        return;

    typedef DWORD(__thiscall *oGetLocalPlayer)(void *ThisPtr);
    typedef DWORD(__thiscall *oGetPlayerByIndex)(void *ThisPtr, BYTE bIndex);
    typedef DWORD(__thiscall *oGetPlayerTable)(void *ThisPtr);
    typedef DWORD(__cdecl *oGetPlayerObjectByIndex)(BYTE bIndex);
    oGetPlayerByIndex GetPlayerByIndex = (oGetPlayerByIndex)(dwCShellBase + 0x1493F0);
    oGetLocalPlayer    GetLocalPlayer = (oGetLocalPlayer)(dwCShellBase + 0x13C2A0);
    oGetPlayerTable    GetPlayerTable = (oGetPlayerTable)(*(DWORD *)(dwTablePointer + 0x120));
    oGetPlayerObjectByIndex GetPlayerObjectByIndex = (oGetPlayerObjectByIndex)(dwObjectBase + 0xE5F10);

    DWORD dwPlayerTable = GetPlayerTable((void *)dwThisPointer);

    if (dwPlayerTable == 0)
        return;

    void *PlayerThis = (void *)(dwPlayerTable + 0x0F0);
    void *LocalThis = (void *)(dwThisPointer);

    if (PlayerThis == 0 || LocalThis == 0)
        return;

    for (BYTE i = 0; i < 16; i++)
    {
        CPlayerInfo *pPlayer = (CPlayerInfo *)GetPlayerByIndex(PlayerThis, i);
        CPlayerInfo *pLocal = (CPlayerInfo *)GetLocalPlayer(LocalThis);

        if (pPlayer == 0 || pLocal == 0)
            continue;

        CPlayerObject *pPlayerObject = (CPlayerObject *)GetPlayerObjectByIndex(i);
        CPlayerObject *pLocalObject = (CPlayerObject *)GetPlayerObjectByIndex(pLocal->m_bIndex);

        if (pPlayerObject == 0 || pLocalObject == 0)
            continue;

        // Team Check
        if (pLocalObject->m_bTeamID != pPlayerObject->m_bTeamID)
        {
            // Player Position = pPlayerObject->m_pLTObject->m_vRootPos;

        }

        // Character Hack
        pLocal->m_pCharacter->m_iBlueCharID = 30005;
        pLocal->m_pCharacter->m_iRedCharID = 30006;
    }
There is ALLOT more which I will release later.
If you find anything more you should share it on this thread
You may thank me now.

Have you any c++ bypass for wolfteam for d3d menus?´
06/04/2017 16:28 zdation1#3
Quote:
Originally Posted by 0x24™ View Post
Have you any c++ bypass for wolfteam for d3d menus?´
Just create your own d3d9 device and draw there thats undetected atm.
06/04/2017 21:02 0x24™#4
[QUOTE=zdation1;36059972]Just create your own d3d9 device and draw there thats undetected atm.[/QUOTE



zdation accept me on skype
06/05/2017 10:09 bydesing2#5
nice work bro! Do you think w2s share?
06/05/2017 18:43 zdation1#6
Nice stuff THANKS :cool:
06/05/2017 20:46 M4L1F1C#7
Quote:
Originally Posted by zdation1 View Post
Nice stuff THANKS :cool:
[Only registered and activated users can see links. Click Here To Register...]
Good job man, enjoy it :)


---
Also everyone PM'ing me for help, please fuck off if you can't use this then you are stupid.
06/05/2017 21:36 0x24™#8
Quote:
Originally Posted by M4L1F1C View Post
Good job man, enjoy it :)


---
Also everyone PM'ing me for help, please fuck off if you can't use this then you are stupid.
have you bypass in c++ for wolfteam i have menu in c++ but i need bypass please help me
06/06/2017 07:17 Vexallus#9
Quote:
Originally Posted by 0x24™ View Post
have you bypass in c++ for wolfteam i have menu in c++ but i need bypass please help me
can't you just study how TF xigncode3 works and just code your own fucking d3d menu ?
06/06/2017 07:41 AquaArmour#10
Quote:
Originally Posted by D4rkAdv3rs4ry View Post
can't you just study how TF xigncode3 works and just code your own fucking d3d menu ?
Hey Dark What Happened to your site..Its down all the whole time
06/06/2017 09:17 bydesing2#11
Quote:
Originally Posted by zdation1 View Post
Nice stuff THANKS :cool:
[Only registered and activated users can see links. Click Here To Register...]
nice work man

Quote:
Originally Posted by M4L1F1C View Post
Good job man, enjoy it :)


---
Also everyone PM'ing me for help, please fuck off if you can't use this then you are stupid.
Will you share your world to the screen?
06/07/2017 02:26 Vexallus#12
Quote:
Originally Posted by AquaArmour View Post
Hey Dark What Happened to your site..Its down all the whole time
i had college exams and something extremely sad happened ( i lost a person i loved )

the site will be back shortly in a few days..
06/07/2017 04:15 AquaArmour#13
Quote:
Originally Posted by D4rkAdv3rs4ry View Post
i had college exams and something extremely sad happened ( i lost a person i loved )

the site will be back shortly in a few days..
Oh Thats Sad to hear. Dont worry, your life will soon turn into the way you imagined :)
06/16/2017 01:22 __chkstk#14
Code:
#define SFX_NADE				0x13
#define SFX_PICKUP				0x17
#define SFX_CHARACTER			0x18
#define SFX_MAX					0x3B
 
class CWeaponInfo
{
public:
	char pad_0x0000[0x8]; //0x0000
	DWORD dwDescriptionId; //0x0008 
	DWORD dwClientWeaponType; //0x000C 
	DWORD dwIsAmmoNoPickupId; //0x0010 
	__int32 iAniType; //0x0014 
	char * mItemName1; //0x0018 
	char * mItemNameFull; //0x001C 
	char * mItemNameFull2; //0x0020 
	D3DXVECTOR3 vPos; //0x0024 
	D3DXVECTOR3 vMuzzlePos; //0x0030 
	D3DXVECTOR3 vBreachOffset; //0x003C 
	char pad_0x0048[0x8C]; //0x0048
	DWORD dwInfiniteAmmo; //0x00D4 
	char pad_0x00D8[0x4]; //0x00D8
	__int32 iHideWhenEmpty; //0x00DC 
	__int32 iIsAmmo; //0x00E0 
	char pad_0x00E4[0x4]; //0x00E4
	__int32 iShotsPerClip; //0x00E8 
	char pad_0x00EC[0x1C]; //0x00EC
	DWORD dwMinPerturb; //0x0108 
	DWORD dwMaxPerturb; //0x010C 
	float fRange; //0x0110 
	D3DXVECTOR3 vRecoil; //0x0114 
	DWORD dwVectorsPerRound; //0x0120 
	DWORD dwAIWeaponType; //0x0124 
	char pad_0x0128[0x4C]; //0x0128
	DWORD dwFireDelay; //0x0174 
	char pad_0x0178[0x4]; //0x0178
	float fFireAnimRateScale; //0x017C 
	float fReloadAnimRateScale; //0x0180 
	char pad_0x0184[0x18]; //0x0184
	unsigned char bRespawnWaitVisible; //0x019C 
	unsigned char bRespawnWaitTranslucent; //0x019D 
	char pad_0x019E[0x1]; //0x019E
	unsigned char bCanServerRestrict; //0x019F 
	float fRadiusMin; //0x01A0 
	float fCrosshairRecoilRange; //0x01A4 
	float fAimSpeed; //0x01A8 
	__int32 iFireInterval; //0x01AC 
	float fFireRecoilPitch; //0x01B0 
	float fFireRecoilDecay; //0x01B4 
	float fFireRecoilPitchRand; //0x01B8 
	float fFireRecoilPitchMax; //0x01BC 
	float fFireRecoilYaw; //0x01C0 
	float fFireRecoilYawRand; //0x01C4 
	float fFireRecoilYawDecay; //0x01C8 
	char pad_0x01CC[0x10C]; //0x01CC
	DWORD dwNameId; //0x02D8 
	void* dwIcon; //0x02DC 
	char pad_0x02E0[0x220]; //0x02E0
}; //Size=0x0500
 
class CWeaponMgr
{
public:
	char pad_0x0000[0x11BC]; //0x0000
	CWeaponInfo** Weapons; //0x11BC 
	__int32 WeaponCount; //0x11C0 
	char pad_0x11C4[0x678]; //0x11C4
}; //Size=0x183C
 
class CClientWeaponMgr
{
public:
	char pad_0x0000[0x4]; //0x0000
	__int32 MaxWeapons; //0x0004 
	__int32 WeapIndex; //0x0008 
	void* CurrentWeapon; //0x000C 
	unsigned char bWeaponEnabled; //0x0010 
	unsigned char bWeaponVisible; //0x0011 
	char pad_0x0012[0x12]; //0x0012
	__int32 iCurrentWeaponID; //0x0024 
	char pad_0x0028[0x9C]; //0x0028
}; //Size=0x00C4
 
class CILTPlayerMgr
{
public:
	char pad_0x0000[0x40]; //0x0000
	CClientWeaponMgr* WeaponMgr; //0x0040 
	char pad_0x0044[0x30]; //0x0044
	float fPitch; //0x0074 
	float fYaw; //0x0078 
	float fRoll; //0x007C 
	char pad_0x0080[0x8]; //0x0080
	float fWeaponPitch; //0x0088 
	float fWeaponYaw; //0x008C 
	float fWeaponRow; //0x0090 
	char pad_0x0094[0xBC]; //0x0094
	union
	{
		CILTObject* hLocalCamObj; //0x0150 
		HOBJECT hLocalObject; //0x0150 
	};
	char pad_0x0154[0x2A8]; //0x0154
}; //Size=0x03FC
 
class CILTClientInfoMgr
{
public:
	CPlayer* m_pClients; //0x0000 
	__int32 iLocalID; //0x0004 
	char pad_0x0008[0x3C]; //0x0008
 
}; //Size=0x0044
 
class CILTInterfaceMgr
{
public:
	char N00000002[72752]; //0x0000 
	CILTClientInfoMgr* g_pClientInfoMgr; //0x11C30 
	char pad_0x11C34[0x3F8]; //0x11C34
}; //Size=0x1202C
 
class CILTObject
{
public:
	char pad_0x0000[0x4]; //0x0000
	D3DXVECTOR3 vMinPos; //0x0004 
	D3DXVECTOR3 vMaxPos; //0x0010 
	char pad_0x001C[0x9C]; //0x001C
	D3DXVECTOR3 vDimensions; //0x00B8 
 
}; //Size=0x00C4
 
class CILTCommon
{
public:
	virtual char* GetClassName( ); //
	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(); //
 
}; //Size=0x0004
 
class CILTPhysic
{
public:
	virtual char* GetClassName( ); //
	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(); //
 
}; //Size=0x0004
 
class CILTTransform
{
public:
	virtual char* GetClassName( ); //
	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(); //
 
}; //Size=0x0004
 
struct Transform
{
	D3DXVECTOR3 Pos;
	unsigned char Space [0x100];
};
 
class CLTModelClient
{
public:
	virtual char* GetClassName( ); //
	virtual void Function1(); //
	virtual void Function2(); //
	virtual void Function3(); //
	virtual void Function4(); //
	virtual LTRESULT GetSocket(HOBJECT hObj, const char *pSocketName, uint32 &hSocket);; //
	virtual LTRESULT GetSocketTransform(HOBJECT hObj, uint32 hSocket, LTransform &transform, bool bWorldSpace);; //
	virtual void Function7(); //
	virtual void Function8(); //
	virtual LTRESULT GetPieceHideStatus(HOBJECT hObj, uint32 hPiece, bool &bHidden);; //
	virtual LTRESULT SetPieceHideStatus(HOBJECT hObj, uint32 hPiece, bool bHidden); //
	virtual LTRESULT GetNode(HOBJECT hObj, const char *pNodeName, uint32 &hNode); //
	virtual LTRESULT GetNodeName(HOBJECT hObj, uint32 hNode, char *name, uint32 maxlen); //
	virtual LTRESULT GetNodeTransform(HOBJECT hObj, uint32 hNode, Transform *transform, bool bWorldSpace); //
	virtual LTRESULT GetNextNode(HOBJECT hObject, uint32 hNode, uint32 &pNext); //
	virtual void Function15(); //
	virtual LTRESULT GetNumChildren(HOBJECT hObj, uint32 hNode, uint32 &NumChildren ); //
	virtual LTRESULT GetChild(HOBJECT hObj, uint32 parent, uint32 index, uint32 &child); //
	virtual LTRESULT GetParent(HOBJECT hObj, uint32 node, uint32 &parent); //
	virtual LTRESULT GetNumNodes( HOBJECT hObj, uint32 &num_nodes); //
	virtual void Function20(); //
	virtual void Function21(); //
	virtual void Function22(); //
}; //Size=0x0004
 
class CSoundMgr
{
public:
	virtual char* GetClassName( ); //
	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(); //
}; //Size=0x0004
 
class CILTCSBase
{
public:
char pad_0x0000[0x64]; //0x0000
	bool (*IntersectSegment)( void *pQuery, void *pInfo); //0x0068 
char pad_0x006C[0x8]; //0x006C
	void (*SetObjectRotation)( int* hObj, void *pRotation);; //0x0074 
char pad_0x0078[0x10]; //0x0078
	LTRESULT (*GetLocalClientID)(uint32 *pID); //0x0088 
char pad_0x008C[0x14]; //0x008C
	void (*GetObjectPos)( int* hObj, D3DXVECTOR3 *pPos); //0x00A0 
char pad_0x00A4[0x150]; //0x00A4
	float (*GetGameTime)(); //0x01F4 
	float (*GetGameFrameTime)(); //0x01F8 
	void (*DebugOut)( char *pMsg, ... ); //0x01FC 
char pad_0x0200[0x8]; //0x0200
	void (*RunConsoleString)(const char *pString); //0x0208 
	HOBJECT (*GetClientObject)( ); //0x020C 
}; //Size=0x0210
 
class CILTClient : public CILTCSBase
{
public:
	virtual char* GetClassName( ); //
	virtual CILTCommon*		GetLTCommon( ); //
	virtual CILTPhysic*		GetLTPhysic( ); //
	virtual CILTTransform*	GetLTTransform( ); //
	virtual CLTModelClient* GetLTModelClient( ); //
	virtual CSoundMgr*		GetSoundMgr( ); //
	virtual void CPrint(const char *pMsg, ...) = 0; //
	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(); //GetObjectPos; //
	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 LTRESULT SetObjectPos( HOBJECT hObj, D3DXVECTOR3 *pPos, LTBOOL bForce = FALSE) = 0; //
	virtual void Function50(); //
	virtual void Function51(); //
	virtual void Function52(); //
	virtual void Function53(); //
	virtual void Function54(); //
	virtual void Function55(); //
	virtual void Function56(); //
	virtual void Function57(); //
	virtual void Function58(); //
	virtual void Function59(); //
	virtual void Function60(); //
	virtual void Function61(); //
	virtual void Function62(); //
	virtual void Function63(); //
	virtual void Function64(); //
	virtual void Function65(); //
	virtual void Function66(); //
	virtual void Function67(); //
	virtual void Function68(); //
	virtual void Function69(); //
	virtual void Function70(); //
	virtual void Function71(); //
	virtual void Function72(); //
	virtual void Function73(); //
	virtual void Function74(); //
	virtual void Function75(); //
	virtual void Function76(); //
	virtual void Function77(); //
	virtual void Function78(); //
	virtual void Function79(); //
	virtual void Function80(); //
	virtual void Function81(); //
	virtual void Function82(); //
	virtual LTRESULT SendToServer( ILTMessage_Read* pMsg, uint32 Flags ); //
}; //Size=0x0004
 
class cSFXList
{
public:
	unsigned long	unk0;
	unsigned long*	List;
	int				Num;
};
 
class cSFXMgr
{
public:
	cSFXList SFXList[SFX_MAX];
};
 
class CILTGameClientShell
{
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 DWORD GetWolfInterfaceMgr( ); //
	virtual CILTInterfaceMgr	*GetInterfaceMgr( ); //
	virtual CILTPlayerMgr		*GetPlayerMgr( ); //
	virtual DWORD GetWeaponAllocatorMgr( ); //
	virtual void Function42(); //
	virtual void Function43(); //
 
	char pad_0x0004[0x84E4]; //0x0004
	cSFXMgr* SFXMgr;
	//DWORD dwCharacterFX; //0x84E8 
}; //Size=0x0004
 
class CPlayer
{
public:
	WORD wPing; //0x0000 
	char pad_0x0002[0x2]; //0x0002
	__int32 iID; //0x0004 
	char szName[16]; //0x0008 
	char pad_0x0018[0x4]; //0x0018
	DWORD dwNameSize; //0x001C 
	char pad_0x0020[0x40]; //0x0020
	DWORD dwScore; //0x0060 
	DWORD dwFrags; //0x0064 
	DWORD dwTags; //0x0068 
	char pad_0x006C[0x4]; //0x006C
	unsigned char bIsAdmin; //0x0070 
	unsigned char bTeam; //0x0071 
	char pad_0x0072[0x2]; //0x0072
	CPlayer* pPrev; //0x0074 
	CPlayer* pNext; //0x0078 
	
public:
	CPlayer* GetLocalPlayer( )
	{
		uint32 uLocalID;
		
		if( g_pLTClient->GetLocalClientID( &uLocalID ) == LT_OK )
			return GetClientByID( uLocalID );
		return 0;
	}
 
	CPlayer* GetClientByID( int id )
	{
		CPlayer* ptr = this;
 
		while( ptr ) 
		{
			if( ptr->iID == id )
				return ptr;
 
			ptr = ptr->pNext;
		}
		return 0;
	}
};
 
class CCharacterFX
{
public:
	char pad_0x0000[0x4]; //0x0000
	float fTick; //0x0004 
	char pad_0x0008[0x8]; //0x0008
	union
	{
		CILTObject* g_pObject; //0x0010 
		HOBJECT hObject; //0x0010 
	};
	D3DXVECTOR3 vPosition; //0x0014 
	char pad_0x0020[0x20]; //0x0020
	__int32 iIsAlive; //0x0040 
	char pad_0x0044[0x4]; //0x0044
	__int32 iIsPlayer; //0x0048 
	char pad_0x004C[0x34]; //0x004C
	D3DXVECTOR3 vDimension; //0x0080 
	char pad_0x008C[0x2018]; //0x008C
	CHitBox* g_pHitBox; //0x20A4 
	HOBJECT m_hHitBox; //0x20A8 
	HOBJECT m_hModel; //0x20AC 
	D3DXVECTOR3 vHitBoxDimensions; //0x20B0 
	D3DXVECTOR3 vHitBoxOffset; //0x20BC 
	char pad_0x20C8[0x7F4]; //0x20C8
 
}; //Size=0x28BC
Code:
void SetLocalPlayerPosition( D3DXVECTOR3 Pos )
	{
		DWORD dwAdres    = (DWORD)GetModuleHandleA("Clientfx.fxd" );
		DWORD dwMyLocal = *(DWORD*)( dwAdress + 0x66F34 );
 
		if( dwMyLocal == NULL )
			return;
 
		*(float*)( dwMyLocal + 0xC8 ) = Pos.x;
		*(float*)( dwMyLocal + 0xCC ) = Pos.y;
		*(float*)( dwMyLocal + 0xD0 ) = Pos.z;
	}
 
bool WorldToScreen( D3DXVECTOR3 vInPos, D3DXVECTOR3 *vOutPos, HOBJECT hObject )
	{
		if( !g_pGameClientShell )
			return false;
 
		if( !g_pGameClientShell->GetInterfaceMgr( ) )
			return false;
 
		if( _ADDR.dwWorldToScreen )
		{
			DWORD dwECX = ( DWORD )g_pGameClientShell->GetInterfaceMgr( );
		
			float X = vInPos.x;
			float Y = vInPos.y;
			float Z = vInPos.z;
 
			D3DXVECTOR3 vNullVec( 0, 0, 0 );
		
			__asm
			{
				pushad
				mov eax, hObject
				mov ecx, X
				mov edx, Y
				push eax
				sub esp, 0Ch
				mov eax, esp
				mov [eax], ecx
				mov ecx, Z
				mov [eax+4], edx
				lea edx, vNullVec
				mov [eax+8], ecx
				mov ecx, dwECX
				push edx
				call _ADDR.dwWorldToScreen;
				popad
			}
 
			*vOutPos = vNullVec;
			return ( vOutPos->z > 1.0f );
		}
		return false;
	}
Code:
void PlayerLoop( DWORD dwSFXMgr, LPDIRECT3DDEVICE9 pDevice )
{
	int v3 = ( 24 * 16 );
 
	int nNumSFX = *(DWORD *)( (char *)dwSFXMgr + v3 + 8 );
 
	if( nNumSFX <= 0 )
		return;
 
	char* v5 = (char *)dwSFXMgr + v3;
	
	if( !v5 )
		return;
	
	DWORD v7 = *( DWORD *)v5;
 
	for( int i = 0; i < nNumSFX; i++ )
	{
		if ( v7 )
		{
			CCharacterFX* fx = ( CCharacterFX *)*( DWORD *)( v7 + i * 4 );
			if ( fx && fx->g_pObject && fx->iIsAlive && fx->iIsPlayer )
			{
				if( g_pGameClientShell->GetPlayerMgr()->hLocalObject )
				{
					Transform vPos;
					g_pLTClient->GetLTModelClient()->GetNodeTransform( fx->hObject, 3, &vPos, true );
 
                                        //little aimbot that i was testing...
					if( GetAsyncKeyState( VK_LBUTTON ) != NULL )
					{
						D3DXVECTOR3 Position;
						GetAngleToTarget( 
							vPos.Pos, 
							g_pGameClientShell->GetPlayerMgr()->hLocalCamObj->vMaxPos, Position );
						
						g_pGameClientShell->GetPlayerMgr()->fYaw	= DegToRad( Position[YAW] );
						g_pGameClientShell->GetPlayerMgr()->fPitch	= DegToRad( Position[PITCH] ); 
						g_pGameClientShell->GetPlayerMgr()->fRoll	= 0.0f;
 
						//g_pGameClientShell->GetPlayerMgr()->fWeaponYaw = g_pGameClientShell->GetPlayerMgr()->fYaw;//DegToRad( Position[YAW] );
						g_pGameClientShell->GetPlayerMgr()->fWeaponPitch = DegToRad( Position[PITCH] );
					}
 
					D3DXVECTOR3 vOut;
					WorldToScreen( fx->g_pObject->vMinPos, &vOut, g_pGameClientShell->GetPlayerMgr()->hLocalObject );
 
					//if( IsVisibleOnScreen( pDevice, vOut ) )
					//{
						DirectX.Text( vOut.x, vOut.y, Red, Directx.pFont, "Player" );
					//}
				}
			}
		}
	}
}
From Lox0n..
06/16/2017 06:52 M4L1F1C#15
Quote:
Originally Posted by nader11ndeu View Post
Code:
#define SFX_NADE                0x13
#define SFX_PICKUP                0x17
#define SFX_CHARACTER            0x18
#define SFX_MAX                    0x3B
 
class CWeaponInfo
{
public:
    char pad_0x0000[0x8]; //0x0000
    DWORD dwDescriptionId; //0x0008 
    DWORD dwClientWeaponType; //0x000C 
    DWORD dwIsAmmoNoPickupId; //0x0010 
    __int32 iAniType; //0x0014 
    char * mItemName1; //0x0018 
    char * mItemNameFull; //0x001C 
    char * mItemNameFull2; //0x0020 
    D3DXVECTOR3 vPos; //0x0024 
    D3DXVECTOR3 vMuzzlePos; //0x0030 
    D3DXVECTOR3 vBreachOffset; //0x003C 
    char pad_0x0048[0x8C]; //0x0048
    DWORD dwInfiniteAmmo; //0x00D4 
    char pad_0x00D8[0x4]; //0x00D8
    __int32 iHideWhenEmpty; //0x00DC 
    __int32 iIsAmmo; //0x00E0 
    char pad_0x00E4[0x4]; //0x00E4
    __int32 iShotsPerClip; //0x00E8 
    char pad_0x00EC[0x1C]; //0x00EC
    DWORD dwMinPerturb; //0x0108 
    DWORD dwMaxPerturb; //0x010C 
    float fRange; //0x0110 
    D3DXVECTOR3 vRecoil; //0x0114 
    DWORD dwVectorsPerRound; //0x0120 
    DWORD dwAIWeaponType; //0x0124 
    char pad_0x0128[0x4C]; //0x0128
    DWORD dwFireDelay; //0x0174 
    char pad_0x0178[0x4]; //0x0178
    float fFireAnimRateScale; //0x017C 
    float fReloadAnimRateScale; //0x0180 
    char pad_0x0184[0x18]; //0x0184
    unsigned char bRespawnWaitVisible; //0x019C 
    unsigned char bRespawnWaitTranslucent; //0x019D 
    char pad_0x019E[0x1]; //0x019E
    unsigned char bCanServerRestrict; //0x019F 
    float fRadiusMin; //0x01A0 
    float fCrosshairRecoilRange; //0x01A4 
    float fAimSpeed; //0x01A8 
    __int32 iFireInterval; //0x01AC 
    float fFireRecoilPitch; //0x01B0 
    float fFireRecoilDecay; //0x01B4 
    float fFireRecoilPitchRand; //0x01B8 
    float fFireRecoilPitchMax; //0x01BC 
    float fFireRecoilYaw; //0x01C0 
    float fFireRecoilYawRand; //0x01C4 
    float fFireRecoilYawDecay; //0x01C8 
    char pad_0x01CC[0x10C]; //0x01CC
    DWORD dwNameId; //0x02D8 
    void* dwIcon; //0x02DC 
    char pad_0x02E0[0x220]; //0x02E0
}; //Size=0x0500
 
class CWeaponMgr
{
public:
    char pad_0x0000[0x11BC]; //0x0000
    CWeaponInfo** Weapons; //0x11BC 
    __int32 WeaponCount; //0x11C0 
    char pad_0x11C4[0x678]; //0x11C4
}; //Size=0x183C
 
class CClientWeaponMgr
{
public:
    char pad_0x0000[0x4]; //0x0000
    __int32 MaxWeapons; //0x0004 
    __int32 WeapIndex; //0x0008 
    void* CurrentWeapon; //0x000C 
    unsigned char bWeaponEnabled; //0x0010 
    unsigned char bWeaponVisible; //0x0011 
    char pad_0x0012[0x12]; //0x0012
    __int32 iCurrentWeaponID; //0x0024 
    char pad_0x0028[0x9C]; //0x0028
}; //Size=0x00C4
 
class CILTPlayerMgr
{
public:
    char pad_0x0000[0x40]; //0x0000
    CClientWeaponMgr* WeaponMgr; //0x0040 
    char pad_0x0044[0x30]; //0x0044
    float fPitch; //0x0074 
    float fYaw; //0x0078 
    float fRoll; //0x007C 
    char pad_0x0080[0x8]; //0x0080
    float fWeaponPitch; //0x0088 
    float fWeaponYaw; //0x008C 
    float fWeaponRow; //0x0090 
    char pad_0x0094[0xBC]; //0x0094
    union
    {
        CILTObject* hLocalCamObj; //0x0150 
        HOBJECT hLocalObject; //0x0150 
    };
    char pad_0x0154[0x2A8]; //0x0154
}; //Size=0x03FC
 
class CILTClientInfoMgr
{
public:
    CPlayer* m_pClients; //0x0000 
    __int32 iLocalID; //0x0004 
    char pad_0x0008[0x3C]; //0x0008
 
}; //Size=0x0044
 
class CILTInterfaceMgr
{
public:
    char N00000002[72752]; //0x0000 
    CILTClientInfoMgr* g_pClientInfoMgr; //0x11C30 
    char pad_0x11C34[0x3F8]; //0x11C34
}; //Size=0x1202C
 
class CILTObject
{
public:
    char pad_0x0000[0x4]; //0x0000
    D3DXVECTOR3 vMinPos; //0x0004 
    D3DXVECTOR3 vMaxPos; //0x0010 
    char pad_0x001C[0x9C]; //0x001C
    D3DXVECTOR3 vDimensions; //0x00B8 
 
}; //Size=0x00C4
 
class CILTCommon
{
public:
    virtual char* GetClassName( ); //
    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(); //
 
}; //Size=0x0004
 
class CILTPhysic
{
public:
    virtual char* GetClassName( ); //
    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(); //
 
}; //Size=0x0004
 
class CILTTransform
{
public:
    virtual char* GetClassName( ); //
    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(); //
 
}; //Size=0x0004
 
struct Transform
{
    D3DXVECTOR3 Pos;
    unsigned char Space [0x100];
};
 
class CLTModelClient
{
public:
    virtual char* GetClassName( ); //
    virtual void Function1(); //
    virtual void Function2(); //
    virtual void Function3(); //
    virtual void Function4(); //
    virtual LTRESULT GetSocket(HOBJECT hObj, const char *pSocketName, uint32 &hSocket);; //
    virtual LTRESULT GetSocketTransform(HOBJECT hObj, uint32 hSocket, LTransform &transform, bool bWorldSpace);; //
    virtual void Function7(); //
    virtual void Function8(); //
    virtual LTRESULT GetPieceHideStatus(HOBJECT hObj, uint32 hPiece, bool &bHidden);; //
    virtual LTRESULT SetPieceHideStatus(HOBJECT hObj, uint32 hPiece, bool bHidden); //
    virtual LTRESULT GetNode(HOBJECT hObj, const char *pNodeName, uint32 &hNode); //
    virtual LTRESULT GetNodeName(HOBJECT hObj, uint32 hNode, char *name, uint32 maxlen); //
    virtual LTRESULT GetNodeTransform(HOBJECT hObj, uint32 hNode, Transform *transform, bool bWorldSpace); //
    virtual LTRESULT GetNextNode(HOBJECT hObject, uint32 hNode, uint32 &pNext); //
    virtual void Function15(); //
    virtual LTRESULT GetNumChildren(HOBJECT hObj, uint32 hNode, uint32 &NumChildren ); //
    virtual LTRESULT GetChild(HOBJECT hObj, uint32 parent, uint32 index, uint32 &child); //
    virtual LTRESULT GetParent(HOBJECT hObj, uint32 node, uint32 &parent); //
    virtual LTRESULT GetNumNodes( HOBJECT hObj, uint32 &num_nodes); //
    virtual void Function20(); //
    virtual void Function21(); //
    virtual void Function22(); //
}; //Size=0x0004
 
class CSoundMgr
{
public:
    virtual char* GetClassName( ); //
    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(); //
}; //Size=0x0004
 
class CILTCSBase
{
public:
char pad_0x0000[0x64]; //0x0000
    bool (*IntersectSegment)( void *pQuery, void *pInfo); //0x0068 
char pad_0x006C[0x8]; //0x006C
    void (*SetObjectRotation)( int* hObj, void *pRotation);; //0x0074 
char pad_0x0078[0x10]; //0x0078
    LTRESULT (*GetLocalClientID)(uint32 *pID); //0x0088 
char pad_0x008C[0x14]; //0x008C
    void (*GetObjectPos)( int* hObj, D3DXVECTOR3 *pPos); //0x00A0 
char pad_0x00A4[0x150]; //0x00A4
    float (*GetGameTime)(); //0x01F4 
    float (*GetGameFrameTime)(); //0x01F8 
    void (*DebugOut)( char *pMsg, ... ); //0x01FC 
char pad_0x0200[0x8]; //0x0200
    void (*RunConsoleString)(const char *pString); //0x0208 
    HOBJECT (*GetClientObject)( ); //0x020C 
}; //Size=0x0210
 
class CILTClient : public CILTCSBase
{
public:
    virtual char* GetClassName( ); //
    virtual CILTCommon*        GetLTCommon( ); //
    virtual CILTPhysic*        GetLTPhysic( ); //
    virtual CILTTransform*    GetLTTransform( ); //
    virtual CLTModelClient* GetLTModelClient( ); //
    virtual CSoundMgr*        GetSoundMgr( ); //
    virtual void CPrint(const char *pMsg, ...) = 0; //
    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(); //GetObjectPos; //
    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 LTRESULT SetObjectPos( HOBJECT hObj, D3DXVECTOR3 *pPos, LTBOOL bForce = FALSE) = 0; //
    virtual void Function50(); //
    virtual void Function51(); //
    virtual void Function52(); //
    virtual void Function53(); //
    virtual void Function54(); //
    virtual void Function55(); //
    virtual void Function56(); //
    virtual void Function57(); //
    virtual void Function58(); //
    virtual void Function59(); //
    virtual void Function60(); //
    virtual void Function61(); //
    virtual void Function62(); //
    virtual void Function63(); //
    virtual void Function64(); //
    virtual void Function65(); //
    virtual void Function66(); //
    virtual void Function67(); //
    virtual void Function68(); //
    virtual void Function69(); //
    virtual void Function70(); //
    virtual void Function71(); //
    virtual void Function72(); //
    virtual void Function73(); //
    virtual void Function74(); //
    virtual void Function75(); //
    virtual void Function76(); //
    virtual void Function77(); //
    virtual void Function78(); //
    virtual void Function79(); //
    virtual void Function80(); //
    virtual void Function81(); //
    virtual void Function82(); //
    virtual LTRESULT SendToServer( ILTMessage_Read* pMsg, uint32 Flags ); //
}; //Size=0x0004
 
class cSFXList
{
public:
    unsigned long    unk0;
    unsigned long*    List;
    int                Num;
};
 
class cSFXMgr
{
public:
    cSFXList SFXList[SFX_MAX];
};
 
class CILTGameClientShell
{
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 DWORD GetWolfInterfaceMgr( ); //
    virtual CILTInterfaceMgr    *GetInterfaceMgr( ); //
    virtual CILTPlayerMgr        *GetPlayerMgr( ); //
    virtual DWORD GetWeaponAllocatorMgr( ); //
    virtual void Function42(); //
    virtual void Function43(); //
 
    char pad_0x0004[0x84E4]; //0x0004
    cSFXMgr* SFXMgr;
    //DWORD dwCharacterFX; //0x84E8 
}; //Size=0x0004
 
class CPlayer
{
public:
    WORD wPing; //0x0000 
    char pad_0x0002[0x2]; //0x0002
    __int32 iID; //0x0004 
    char szName[16]; //0x0008 
    char pad_0x0018[0x4]; //0x0018
    DWORD dwNameSize; //0x001C 
    char pad_0x0020[0x40]; //0x0020
    DWORD dwScore; //0x0060 
    DWORD dwFrags; //0x0064 
    DWORD dwTags; //0x0068 
    char pad_0x006C[0x4]; //0x006C
    unsigned char bIsAdmin; //0x0070 
    unsigned char bTeam; //0x0071 
    char pad_0x0072[0x2]; //0x0072
    CPlayer* pPrev; //0x0074 
    CPlayer* pNext; //0x0078 
    
public:
    CPlayer* GetLocalPlayer( )
    {
        uint32 uLocalID;
        
        if( g_pLTClient->GetLocalClientID( &uLocalID ) == LT_OK )
            return GetClientByID( uLocalID );
        return 0;
    }
 
    CPlayer* GetClientByID( int id )
    {
        CPlayer* ptr = this;
 
        while( ptr ) 
        {
            if( ptr->iID == id )
                return ptr;
 
            ptr = ptr->pNext;
        }
        return 0;
    }
};
 
class CCharacterFX
{
public:
    char pad_0x0000[0x4]; //0x0000
    float fTick; //0x0004 
    char pad_0x0008[0x8]; //0x0008
    union
    {
        CILTObject* g_pObject; //0x0010 
        HOBJECT hObject; //0x0010 
    };
    D3DXVECTOR3 vPosition; //0x0014 
    char pad_0x0020[0x20]; //0x0020
    __int32 iIsAlive; //0x0040 
    char pad_0x0044[0x4]; //0x0044
    __int32 iIsPlayer; //0x0048 
    char pad_0x004C[0x34]; //0x004C
    D3DXVECTOR3 vDimension; //0x0080 
    char pad_0x008C[0x2018]; //0x008C
    CHitBox* g_pHitBox; //0x20A4 
    HOBJECT m_hHitBox; //0x20A8 
    HOBJECT m_hModel; //0x20AC 
    D3DXVECTOR3 vHitBoxDimensions; //0x20B0 
    D3DXVECTOR3 vHitBoxOffset; //0x20BC 
    char pad_0x20C8[0x7F4]; //0x20C8
 
}; //Size=0x28BC
Code:
void SetLocalPlayerPosition( D3DXVECTOR3 Pos )
    {
        DWORD dwAdres    = (DWORD)GetModuleHandleA("Clientfx.fxd" );
        DWORD dwMyLocal = *(DWORD*)( dwAdress + 0x66F34 );
 
        if( dwMyLocal == NULL )
            return;
 
        *(float*)( dwMyLocal + 0xC8 ) = Pos.x;
        *(float*)( dwMyLocal + 0xCC ) = Pos.y;
        *(float*)( dwMyLocal + 0xD0 ) = Pos.z;
    }
 
bool WorldToScreen( D3DXVECTOR3 vInPos, D3DXVECTOR3 *vOutPos, HOBJECT hObject )
    {
        if( !g_pGameClientShell )
            return false;
 
        if( !g_pGameClientShell->GetInterfaceMgr( ) )
            return false;
 
        if( _ADDR.dwWorldToScreen )
        {
            DWORD dwECX = ( DWORD )g_pGameClientShell->GetInterfaceMgr( );
        
            float X = vInPos.x;
            float Y = vInPos.y;
            float Z = vInPos.z;
 
            D3DXVECTOR3 vNullVec( 0, 0, 0 );
        
            __asm
            {
                pushad
                mov eax, hObject
                mov ecx, X
                mov edx, Y
                push eax
                sub esp, 0Ch
                mov eax, esp
                mov [eax], ecx
                mov ecx, Z
                mov [eax+4], edx
                lea edx, vNullVec
                mov [eax+8], ecx
                mov ecx, dwECX
                push edx
                call _ADDR.dwWorldToScreen;
                popad
            }
 
            *vOutPos = vNullVec;
            return ( vOutPos->z > 1.0f );
        }
        return false;
    }
Code:
void PlayerLoop( DWORD dwSFXMgr, LPDIRECT3DDEVICE9 pDevice )
{
    int v3 = ( 24 * 16 );
 
    int nNumSFX = *(DWORD *)( (char *)dwSFXMgr + v3 + 8 );
 
    if( nNumSFX <= 0 )
        return;
 
    char* v5 = (char *)dwSFXMgr + v3;
    
    if( !v5 )
        return;
    
    DWORD v7 = *( DWORD *)v5;
 
    for( int i = 0; i < nNumSFX; i++ )
    {
        if ( v7 )
        {
            CCharacterFX* fx = ( CCharacterFX *)*( DWORD *)( v7 + i * 4 );
            if ( fx && fx->g_pObject && fx->iIsAlive && fx->iIsPlayer )
            {
                if( g_pGameClientShell->GetPlayerMgr()->hLocalObject )
                {
                    Transform vPos;
                    g_pLTClient->GetLTModelClient()->GetNodeTransform( fx->hObject, 3, &vPos, true );
 
                                        //little aimbot that i was testing...
                    if( GetAsyncKeyState( VK_LBUTTON ) != NULL )
                    {
                        D3DXVECTOR3 Position;
                        GetAngleToTarget( 
                            vPos.Pos, 
                            g_pGameClientShell->GetPlayerMgr()->hLocalCamObj->vMaxPos, Position );
                        
                        g_pGameClientShell->GetPlayerMgr()->fYaw    = DegToRad( Position[YAW] );
                        g_pGameClientShell->GetPlayerMgr()->fPitch    = DegToRad( Position[PITCH] ); 
                        g_pGameClientShell->GetPlayerMgr()->fRoll    = 0.0f;
 
                        //g_pGameClientShell->GetPlayerMgr()->fWeaponYaw = g_pGameClientShell->GetPlayerMgr()->fYaw;//DegToRad( Position[YAW] );
                        g_pGameClientShell->GetPlayerMgr()->fWeaponPitch = DegToRad( Position[PITCH] );
                    }
 
                    D3DXVECTOR3 vOut;
                    WorldToScreen( fx->g_pObject->vMinPos, &vOut, g_pGameClientShell->GetPlayerMgr()->hLocalObject );
 
                    //if( IsVisibleOnScreen( pDevice, vOut ) )
                    //{
                        DirectX.Text( vOut.x, vOut.y, Red, Directx.pFont, "Player" );
                    //}
                }
            }
        }
    }
}
From Lox0n..
Everything lox0n posted was worthless