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208 lines (189 loc) · 5.12 KB
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#pragma once
#include "geom.h"
#include <Windows.h>
#define OFFSET_GAME 0x50F45C
class Player
{
public:
virtual void Function0(); //
virtual ~Player(); //
virtual void Function2(); //
virtual void Function3(); //
virtual void OnCollision(); //
virtual void OnMoved(const Vec3& dist); //
virtual void Function6(); //
virtual void Function7(); //
virtual void Function8(); //
virtual void Function9(); //
Vec3 m_HeadPos; //0x0004
Vec3 m_Velocity; //0x0010
char _0x001C[24];
Vec3 m_FootPos; //0x0034
float m_Yaw; //0x0040
float m_Pitch; //0x0044
float m_Roll; //0x0048
float m_PitchVel; //0x004C
float m_MaxSpeed; //0x0050
__int32 m_AirTime; //0x0054
float m_Radius; //0x0058
float m_Height; //0x005C
float m_NormalHeight; //0x0060
float m_HeightAboveHead; //0x0064
BYTE m_IsInWater; //0x0068
BYTE m_IsOnFloor; //0x0069
BYTE m_IsOnLadder; //0x006A
BYTE m_JumpNext; //0x006B
BYTE m_Crouching; //0x006C
BYTE m_AirCrouch; //0x006D
char _0x006E[1];
BYTE m_CanCollide; //0x006F
BYTE m_IsNotInGame; //0x0070
BYTE m_Scoping; //0x0071
BYTE m_Shooting; //0x0072
char _0x0073[5];
float m_LastJumpYPos; //0x0078
__int32 m_LastSplash; //0x007C
BYTE m_Move; //0x0080
BYTE m_Strafe; //0x0081
BYTE m_State; //0x0082
BYTE m_Type; //0x0083
char _0x0084[116];
__int32 m_Health; //0x00F8
__int32 m_Armor; //0x00FC
__int32 m_Primary; //0x0100
char _0x0104[4];
__int32 m_GunSelect; //0x0108
BYTE m_AkimboEquipped; //0x010C
char _0x010D[7];
__int32 m_SecondaryAmmoInReserve; //0x0114
char _0x0118[16];
__int32 m_PrimaryAmmoInReserve; //0x0128
char _0x012C[8];
__int32 m_AkimboAmmoInReserve; //0x0134
char _0x0138[4];
__int32 m_SecondaryAmmo; //0x013C
char _0x0140[16];
__int32 m_PrimaryAmmo; //0x0150
char _0x0154[4];
__int32 m_GrenadeAmmo; //0x0158
__int32 m_AkimboAmmo; //0x015C
__int32 m_MeleeDelayTime; //0x0160
__int32 m_SecondaryDelayTime; //0x0164
char _0x0168[16];
__int32 m_PrimaryDelayTime; //0x0178
char _0x017C[4];
__int32 m_GrenadeWaitingTime; //0x0180
__int32 m_AkimboWaitingTime; //0x0184
__int32 m_MeleeShotsFired; //0x0188
__int32 m_SecondaryShotsFired; //0x018C
char _0x0190[16];
__int32 m_PrimaryShotsFired; //0x01A0
char _0x01A4[4];
__int32 m_GrenadeShotsFired; //0x01A8
__int32 m_AkimboShotsFired; //0x01AC
char _0x01B0[44];
__int32 m_Skin; //0x01DC
__int32 m_NextSkin; //0x01E0
__int32 m_ClientID; //0x01E4
__int32 m_LastUpdate; //0x01E8
__int32 m_Lag; //0x01EC
__int32 m_Ping; //0x01F0
DWORD m_Address; //0x01F4
__int32 m_TimesRespawned; //0x01F8
__int32 m_Kills; //0x01FC
__int32 m_FlagScore; //0x0200
__int32 m_Deaths; //0x0204
__int32 m_Score; //0x0208
__int32 m_TeamKills; //0x020C
__int32 m_LastAction; //0x0210
__int32 m_LastMove; //0x0214
__int32 m_LastHurt; //0x0218
__int32 m_LastVoiceCom; //0x021C
__int32 m_ClientRole; //0x0220
BYTE m_IsShooting; //0x0224
char m_Name[260]; //0x0225
char pad_0x0329[0x3]; //0x0329
__int32 m_Team; //0x032C
__int32 m_WeaponChanging; //0x0330
__int32 m_NextWeapon; //0x0334
unsigned char m_SpectateMode; //0x0338
unsigned char m_SpectateCN; //0x0339
char pad_0x033A[0xE]; //0x033A
/*
__int32 m_Team; //0x0329 / C
__int32 m_Weaponchanging; //0x032D
__int32 m_NextWeapon; //0x0331
//char _0x0335[3];
BYTE m_SpectateMode; //0x0338
__int32 m_SpectateCN; //0x0339
__int32 m_EarDamageMillis; //0x033D
//__int32 m_RespawnOffset; //0x0341
char __0xbuf[3];
Weapon* m_Weapons[NUMGUNS]; //0x348
char __0xbuf2[22];
DWORD m_LastMillis; //0x0388
Weapon* GetCurrentWeapon()
{
return this->m_Weapons[this->m_GunSelect];
}*/
};
bool IsValidPtr(void* pPointer);
class Game
{
public:
class GameMode
{
public:
__int32 m_ID; //0x0000
char* m_Name; //0x0004
};//Size=0x0008
char** m_MapNames; //0x0000
char _0x0004[8];
BYTE m_SendMap; //0x000C
BYTE m_GetMap; //0x000D
char _0x000E[50];
__int32 m_GameMode; //0x0040
char _0x0044[84];
Player* m_LocalPlayer; //0x0098
Player** m_OtherPlayers; //0x009C
__int32 m_MaxPlayerCount; //0x00A0
__int32 m_PlayerCount; //0x00A4
char _0x00A8[80];
DWORD* m_GameModes; //0x00F8
char _0x00FC[68];
Player* GetPlayer(int index)
{
if (index < 0)
return NULL;
if (index > 32)
return NULL;
if (IsValidPtr(this->m_OtherPlayers))
{
if (IsValidPtr(this->m_OtherPlayers[index]))
{
return this->m_OtherPlayers[index];
}
}
return NULL;
}
static Game* GetInstance()
{
return reinterpret_cast<Game*>(OFFSET_GAME);
}
};//Size=0x0140
class hitmsg
{
public:
__int32 target; //0x0000
__int32 lifesequence; //0x0004
__int32 info; //0x0008
__int32 x; //0x000C
__int32 y; //0x0010
__int32 z; //0x0014
};//Size=0x0018
int getNumberOfPlayers();
void DoAimBot(Player* pLocalPlayer, Vec3 vAimPos);
void GetAimAngles(Vec3 vLocalPosition, Vec3 vTargetPosition, float* pflYaw, float* pflPitch);
bool IsVisible(Vec3 vFrom, Vec3 vTo);
Player* GetAimbotTarget(Game* pGame, Player* pLocalPlayer);
void aimbot();