soyuwekek
October 8th, 2015, 06:14 PM
Any plan for it? Also already have a source for ESP:
class clientsoldierentity
{
public:
char _0x0000[408];
N013917F6* N00D8BAF3; //0x0198 [WSClientSoldierHealthComponent]
char _0x01A0[856];
clientReplication* N00D8E26F; //0x04F8
char _0x0500[20];
float m_authorativeYaw; //0x0514
char _0x0518[44];
float m_authorativePitch; //0x0544
char _0x0548[96];
N00D90AA5* N00D8E285; //0x05A8 [ClientSoldierWeaponsComponent]
char _0x05B0[8];
ClientRagdollComponent* N00D8E287; //0x05B8 [ClientRagdollComponent]
char _0x05C0[640];
};//Size=0x0840
class clientReplication
{
public:
char _0x0000[32];
D3DXVECTO** position; //0x0020
char _0x002C[20];
D3DXVECTO** velocity; //0x0040
char _0x004C[4];
D3DXVECTO** N0135ABA7; //0x0050
char _0x005C[20];
};
float m_authorativeYaw; //0x514
//...
float m_authorativePitch; //0x544
BYTE m_sprinting; //0x05F0
BYTE m_occluded; //0x05F1
Other old code ESP:
ClientGameContext 0x142A542F0
m_pPlayerManager=0x68
ClientPlayer* m_pLocalPlayer; // 0x550
ClientPlayer** m_ppPlayers; // 0x750
teamID 0x13bc)
ClientSoldierEntity* m_pControlledControllable; 0x14c8
WSClientSoldierHealthComponent at 0x198
ClientSoldierWeaponsComponent 0x598
ClientRagdollComponent 0x5a8
RenderView 0x58
viewProjectionMatrix 0x460
class Screen
{
public:
BYTE pad00[0xD8]; //0x00
unsigned int m_Width; //0xD8
unsigned int m_Height; //0xDC
BYTE pad02[0x28];
IDXGISwapChain* m_pSwapChain; //0x108
};
class ClientSoldierWeaponsComponent
{
public:
char _0x0000[208];
D3DXMATRIX m_weaponTransform; //0x00D0
char _0x0110[1840];
ClientAnimatedSoldierWeaponHandler* m_handler; //0x0840 Smart[ClientSoldierWeapon]
char _0x0848[88];
ClientSoldierEntity* m_soldier; //0x08A0 [ClientSoldierEntity]
ClientSoldierCurrentAnimatedWeaponHandler* m_currentAnimatedWeaponHandler; //0x08A8
char _0x08B0[768];
__int32 m_activeSlot; //0x0BB0
char _0x0BB4[44];
}
class ClientSoldierWeapon
{
public:
char _0x0000[18936];
WSClientLockingWeapon* pLockingWeapon; //0x49F8 [WSClientLockingWeapon]
char _0x4A00[16];
WeaponFiring* m_pPrimary; //0x4A10
};
class clientsoldierentity
{
public:
char _0x0000[408];
N013917F6* N00D8BAF3; //0x0198 [WSClientSoldierHealthComponent]
char _0x01A0[856];
clientReplication* N00D8E26F; //0x04F8
char _0x0500[20];
float m_authorativeYaw; //0x0514
char _0x0518[44];
float m_authorativePitch; //0x0544
char _0x0548[96];
N00D90AA5* N00D8E285; //0x05A8 [ClientSoldierWeaponsComponent]
char _0x05B0[8];
ClientRagdollComponent* N00D8E287; //0x05B8 [ClientRagdollComponent]
char _0x05C0[640];
};//Size=0x0840
class clientReplication
{
public:
char _0x0000[32];
D3DXVECTO** position; //0x0020
char _0x002C[20];
D3DXVECTO** velocity; //0x0040
char _0x004C[4];
D3DXVECTO** N0135ABA7; //0x0050
char _0x005C[20];
};
float m_authorativeYaw; //0x514
//...
float m_authorativePitch; //0x544
BYTE m_sprinting; //0x05F0
BYTE m_occluded; //0x05F1
Other old code ESP:
ClientGameContext 0x142A542F0
m_pPlayerManager=0x68
ClientPlayer* m_pLocalPlayer; // 0x550
ClientPlayer** m_ppPlayers; // 0x750
teamID 0x13bc)
ClientSoldierEntity* m_pControlledControllable; 0x14c8
WSClientSoldierHealthComponent at 0x198
ClientSoldierWeaponsComponent 0x598
ClientRagdollComponent 0x5a8
RenderView 0x58
viewProjectionMatrix 0x460
class Screen
{
public:
BYTE pad00[0xD8]; //0x00
unsigned int m_Width; //0xD8
unsigned int m_Height; //0xDC
BYTE pad02[0x28];
IDXGISwapChain* m_pSwapChain; //0x108
};
class ClientSoldierWeaponsComponent
{
public:
char _0x0000[208];
D3DXMATRIX m_weaponTransform; //0x00D0
char _0x0110[1840];
ClientAnimatedSoldierWeaponHandler* m_handler; //0x0840 Smart[ClientSoldierWeapon]
char _0x0848[88];
ClientSoldierEntity* m_soldier; //0x08A0 [ClientSoldierEntity]
ClientSoldierCurrentAnimatedWeaponHandler* m_currentAnimatedWeaponHandler; //0x08A8
char _0x08B0[768];
__int32 m_activeSlot; //0x0BB0
char _0x0BB4[44];
}
class ClientSoldierWeapon
{
public:
char _0x0000[18936];
WSClientLockingWeapon* pLockingWeapon; //0x49F8 [WSClientLockingWeapon]
char _0x4A00[16];
WeaponFiring* m_pPrimary; //0x4A10
};