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[Working]WolfTeam Player Classes

Discussion on [Working]WolfTeam Player Classes within the Wolfteam forum part of the Shooter category.

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Old   #1
 
M4L1F1C's Avatar
 
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[Working]WolfTeam Player Classes

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
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Old 11/30/2015, 23:04   #2
 
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When does ughf go back up? You keep pushing back the date ;-;
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Old 12/01/2015, 11:27   #3
 
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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 ******* epic.

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
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Old 12/01/2015, 14:23   #4
 
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bro cLocalPlayer ?
the pointer is the same as is used to coordinate?
z: off set c8
x: off set cc
y: off set c4
????????????
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Old 12/01/2015, 16:46   #5
 
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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.
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Old 12/02/2015, 15:16   #6
 
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How can i find the LocalPlayer pointer ?
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Old 12/04/2015, 16:41   #7
 
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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.
2.
3.
4.

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
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