mein ziel wäre soetwas simples wie zombie opk //
// mit meinen strucs bekomme ich nicht mal nen normalen teleport hin
for(int i = 4; i < 15; i++) // gibt nen pointer zombie spawned bzw index

{
CPlayer* pPlayerA = p_Base->pGlobal[i];
pPlayerA->PosX = 3794.332F; // blind bullet xyz mitte
pPlayerA->PosY = 4267.214F;
pPlayerA->PosZ = 104.730F;
}
struct CPlayer
{
BYTE _00[50244];//0x00 die kommentare also die addys werden doch
FLOAT NoRecoil1;//0xC444 vom kompiler ignoriert und haben keine
FLOAT NoRecoil2;//0xC448 bedeutung oder irre ich mich ?
FLOAT NoRecoil3;//0xC450
BYTE _01[72];//0xC454
BYTE Index;//0xC49C
BYTE _02[27];//0xC49D
FLOAT GravityX;//0xC4B8
FLOAT GravityZ;//0xC4B4
FLOAT GravityY;//0xC4B0
BYTE _03[24];//0xC4B8
INT WeaponState;//0xC4D0
BYTE _04[15416];//0xC4D4
FLOAT PlayerSpeed;//0x1010C
FLOAT NoSpread;//0x10110
FLOAT FastNadeBlast;//0x10114
BYTE _05[20];//0x102EC
FLOAT PosX;//0x10300
BYTE _06[4];//0x10304
float PosY;//0x10310
BYTE _07[4];//0x10314
float PosZ;//0x10300
};
CPlayer * GetLocalPlayer()
{
DWORD dwPlayerPointer = *(DWORD*)(0xB163D0);
if ( dwPlayerPointer )
{
return ( CPlayer* )(dwPlayerPointer);
}
return ( 0 );
}
CPlayer * pLocalPlayer = GetLocalPlayer();
struct CBase
{
CPlayer* pLocal;//0x0
char _00[0xFFFFFFFC];//0x4
CPlayer* pLocal;//0x0
};
CBase* p_Base = (CBase*)ADR_PlayerPointer;
CPlayerInfo* GetGlobalInfo( int dwPlayerIndex )
{
if( dwPlayerIndex > 32 ) return 0;
return (CPlayerInfo*)(ADR_USERPOINTER+(GlobalIndex*dwPlay erIndex));
}
INT GetLocalInfo()
{
DWORD *dwServPtr = (DWORD*)ADR_ServerPointer;
return *(INT*)((*dwServPtr)+ ADR_OFFSET_INDEX );
}
CLocal* p_Local = NULL;
CBase* p_Player = (CBase*)ADR_PlayerPointer;