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    Local Player Structs
    Old 15th May 2010, 11:26 PM   #1
    Gellin
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    Local Player Structs

    Code:
    377B0858 // Local Pointer for CA NA
    
    class Main;
    class Info;
    class Stats;
    class WepInfo;
    class Something;
    
    class Main
    {
    public:
    	Info* goToInfoClass; //0000
    };
    
    class Info
    {
    public:
    	char unknown0[8];
    	__int32 Unknown1; //0008
    	__int32 iCurrentHealth; //000C
    	char unknown2[4];
    	__int32 iMaxHealth; //0014
            char unknown3[4];
    	WepInfo* goToWepInfo;//001C
    	Something* goToSomething; //0020
    	char unknown4[348];
    	float fStamina; //0180
    	char unknown5[8];
    	__int32 iWeaponSlotInUse; //018C
    	float fCameraSomething; //0190
    	float fCameraSomething2; //0194
    	float fCameraSomething3; //0198
    	char unknown6[32];
    	Stats* goToStats; //01BC
    };
    
    class WepInfo
    {
    public:
    	__int32 iBackPackABulletsLeft; //0000
    	__int32 i2ndaryBulletsLeft; //0004
    	__int32 Unknown0; //0008
    	__int32 iGrenadesLeft; //000C
    	__int32 iBackPackBBulletsLeft; //0010
    };
    
    class Stats
    {
    public:
    	char unknown0[16];
    	char szLocalNameChangesInKill[16]; //0010
    	char unknown1[12];
    	__int32 iKills; //002C
    	__int32 iDeaths; //0030
    	char unknown2[44];
    	__int32 iHeadShots; //0060
    };
    
    class Something
    {
    public:
    	BYTE bIsAlive; //0000
    };
    Credits - Gellin, Ghoster, DrunkenChettah for structbuild

    Do not post these on any other forum or you will be shot by gellin and they will not be updated.
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    Last edited by Gellin; 15th May 2010 at 11:29 PM.
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    Old 15th May 2010, 11:45 PM   #2
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    Epic share man! Thank you so much!

    Made a little stats box :veryhappy::

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    Last edited by Mack R; 16th May 2010 at 12:50 AM.
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    Old 16th May 2010, 02:43 AM   #3
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    Great contribution :]
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    Old 16th May 2010, 04:47 PM   #4
    Gellin
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    Another Local struct that needs more work.

    Code:
    0x3776FBC4
    
    class Main
    {
    	public:
    		LocalInfo* gotoNextClass; //0000
    };
    
    class LocalInfo
    {
    	public:
    		char unknown0[44];
    		__int32 iAction; //002C
    		__int32 1Alive2Dead; //0030
    		char unknown1[248];
    		MoreInfo* gotoNextClass2; //012C
    		char unknown2[744];
    		float Stamina; //0418
    };
    
    class MoreInfo
    {
    	public:
    		char unknown0[200];
    		float fLocalX; //00C8
    		float fLocalY; //00CC
    		float fLocalZ; //00D0
    };
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    Old 16th May 2010, 05:05 PM   #5
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    Great contribution Mr. Gellin!
    + Reputation for yew.
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    Old 17th May 2010, 11:11 AM   #6
    Gellin
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    Stats work good to, here's a snippet of what i'm doing

    Code:
    		if( engine->GetLocal()->goToInfoClass->goToSomething->bIsAlive == 1 )
    		{
    			if( engine->GetLocal()->goToInfoClass->goToStats )
    			{	
    				//We store our stats into global variables while we are alive because 
    				//it reads the stats from the camera object keeping it from reading other peoples stats when we die
    				//or something like that...
    
    				cVar.Kills = (float)engine->GetLocal()->goToInfoClass->goToStats->iKills;
    				cVar.Deaths = (float)engine->GetLocal()->goToInfoClass->goToStats->iDeaths;
    				cVar.Headshots = (float)engine->GetLocal()->goToInfoClass->goToStats->iHeadShots;
    
    				if( cVar.Headshots != 0.0f && cVar.Kills != 0.0f )
    					cVar.HeadshotRatio = ( cVar.Headshots / cVar.Kills ) * 100.0f;
    				else
    					cVar.HeadshotRatio = 0.0f;
    
    				if( cVar.Deaths != 0.0f && cVar.Kills != 0.0f )
    					cVar.KillDeathRatio = ( cVar.Kills / cVar.Deaths );
    				else
    					cVar.KillDeathRatio = 0.0f;
    			}
    		}
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    Last edited by Gellin; 17th May 2010 at 11:26 AM. Reason: Added Image
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    Old 17th May 2010, 12:55 PM   #7
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    instead of doing this:
    Code:
                    cVar.Kills =  (float)engine->GetLocal()->goToInfoClass->goToStats->iKills;
                    cVar.Deaths =  (float)engine->GetLocal()->goToInfoClass->goToStats->iDeaths;
                    cVar.Headshots =  (float)engine->GetLocal()->goToInfoClass->goToStats->iHeadShots;
    why don't u latch the Stats class?

    Code:
                    Stats* stats = engine->GetLocal()->goToInfoClass->goToStats;
                    cVar.Kills =  (float)stats->iKills;
                    cVar.Deaths =  (float)stats->iDeaths;
                    cVar.Headshots =  (float)stats->iHeadShots;
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    Old 17th May 2010, 03:00 PM   #8
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    Quote:
    Originally Posted by learn_more View Post
    instead of doing this:
    Code:
                    cVar.Kills =  (float)engine->GetLocal()->goToInfoClass->goToStats->iKills;
                    cVar.Deaths =  (float)engine->GetLocal()->goToInfoClass->goToStats->iDeaths;
                    cVar.Headshots =  (float)engine->GetLocal()->goToInfoClass->goToStats->iHeadShots;
    why don't u latch the Stats class?

    Code:
                    Stats* stats = engine->GetLocal()->goToInfoClass->goToStats;
                    cVar.Kills =  (float)stats->iKills;
                    cVar.Deaths =  (float)stats->iDeaths;
                    cVar.Headshots =  (float)stats->iHeadShots;
    o: More efficient, but wouldn't the absolute best way be. To simply use a memory copying function to save repetitive routines?

    Quote:
    Originally Posted by Gellin View Post
    or you will be shot by gellin
    Why talk in third person
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    Last edited by SEGnosis; 17th May 2010 at 03:03 PM.
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    Old 17th May 2010, 06:26 PM   #9
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    Quote:
    Originally Posted by learn_more View Post
    instead of doing this:
    Code:
                    cVar.Kills =  (float)engine->GetLocal()->goToInfoClass->goToStats->iKills;
                    cVar.Deaths =  (float)engine->GetLocal()->goToInfoClass->goToStats->iDeaths;
                    cVar.Headshots =  (float)engine->GetLocal()->goToInfoClass->goToStats->iHeadShots;
    why don't u latch the Stats class?

    Code:
                    Stats* stats = engine->GetLocal()->goToInfoClass->goToStats;
                    cVar.Kills =  (float)stats->iKills;
                    cVar.Deaths =  (float)stats->iDeaths;
                    cVar.Headshots =  (float)stats->iHeadShots;
    Thanks , will this improve speed or is it just better code?
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    Old 17th May 2010, 06:48 PM   #10
    SEGnosis
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    Quote:
    Originally Posted by Gellin View Post
    Thanks , will this improve speed or is it just better code?
    Both, it will avoid repetitive calls and pointer length;
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    Old 18th May 2010, 02:29 AM   #11
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    How can I reference this structure in memory, I suppose this is part of engine.exe module, so from where should I start searching?

    Excuse me the idiot question but I'm trying to understand this.
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    Old 18th May 2010, 04:01 AM   #12
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    Quote:
    Originally Posted by DarkFog View Post
    How can I reference this structure in memory, I suppose this is part of engine.exe module, so from where should I start searching?

    Excuse me the idiot question but I'm trying to understand this.
    its part of cshell.dll
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    Old 18th May 2010, 08:05 PM   #13
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    Just so you guys know, the first pointer is the PlayerStats pointer, and the second one is PlayerMgr.
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    Old 19th May 2010, 01:42 AM   #14
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    If I wanted to reach this structure I start from LTClient address?
    If so how do I reach it, do you scan the memory from within or what?

    I want know more or less the headlines of finding these type of stuff in memory how is the algorithm behind. What should I do or search for?

    Thank you.
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    Old 20th May 2010, 09:47 PM   #15
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    thank u Gelly and Macky

    its working fine

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    Old 20th May 2010, 10:03 PM   #16
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    Cool glad to see some people are putting this to use.
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    Old 23rd May 2010, 05:33 AM   #17
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    Quote:
    Originally Posted by DarkFog View Post
    If I wanted to reach this structure I start from LTClient address?
    If so how do I reach it, do you scan the memory from within or what?

    I want know more or less the headlines of finding these type of stuff in memory how is the algorithm behind. What should I do or search for?

    Thank you.
    Come is this vip info or what? Can somebody explain me this? I know how to program so that's not the problem.
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    Old 23rd May 2010, 08:57 AM   #18
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    Quote:
    Originally Posted by DarkFog View Post
    Come is this vip info or what? Can somebody explain me this? I know how to program so that's not the problem.
    Quote:
    Originally Posted by mmbob View Post
    Just so you guys know, the first pointer is the PlayerStats pointer, and the second one is PlayerMgr.
    Do some research like bob did.
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    Old 23rd May 2010, 10:00 AM   #19
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    Quote:
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    Do some research like bob did.

    I dont play this game but judging by other lithtech games when i think of playermgr.... viewangles come to mind.
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    Old 23rd May 2010, 07:24 PM   #20
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    Quote:
    Originally Posted by Gellin View Post
    Do some research like bob did.
    No, no, no. I don't mean that. What would like to know is how you people reach this structure in memory.

    I don't have a method or heuristics to find this kind of stuff, the only thing that comes to mind is start scanning the memory from I don't know where comparing something.

    Quote:
    Originally Posted by mmbob View Post
    Just so you guys know, the first pointer is the PlayerStats pointer, and the second one is PlayerMgr.
    I don't even understand what pointers is he talking about...
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    local, player, structs


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