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;
}
};
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







