Advertisement
Guest User

xd

a guest
Oct 20th, 2016
350
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 13.80 KB | None | 0 0
  1.  
  2.  
  3. using System;
  4.  
  5. namespace MIESPPARABATTLEFIELD
  6. {
  7. struct Offsets
  8. {
  9. public static Int64 OFFSET_DXRENDERER = 0x1435B1C10;
  10. public static Int64 OFFSET_GAMECONTEXT = 0x1433C9670;
  11. public static Int64 OFFSET_GAMERENDERER = 0x1435B1708;
  12. public static Int64 OFFSET_VIEWANGLES = 0x1421caee0;
  13. public static Int64 OFFSET_MAIN = 0x1430E8C48; //ta
  14. public static Int64 OFFSET_CURRENT_WEAPONFIRING = OFFSET_VIEWANGLES + 0x8;
  15. public static Int64 OFFSET_BORDERINPUTNODE = 0x143050CB8;
  16. public static Int64 OFFSET_SHOTSTATS = 0x142572950;
  17.  
  18. public struct ClientGameContext
  19. {
  20.  
  21. public static Int64 m_pPhysicsManager = 0x28; // HavokPhysicsManager
  22. public static Int64 m_pPlayerManager = 0x68; // ClientPlayerManager
  23.  
  24.  
  25.  
  26. public static Int64 GetInstance()
  27. {
  28. return OFFSET_GAMECONTEXT;
  29. }
  30. }
  31.  
  32. public struct ClientPlayerManager
  33. {
  34. public static Int64 m_pLocalPlayer = 0x108; // ClientPlayer
  35. public static Int64 m_ppPlayer = 0x100; // ClientPlayer
  36.  
  37. }
  38.  
  39. public struct ClientPlayerView
  40. {
  41. public static Int64 m_Owner = 0x00F8; // ClientPlayer
  42. }
  43.  
  44. public struct ClientPlayer
  45. {
  46. public static Int64 szName = 0x40; // 10 CHARS
  47. public static Int64 m_isSpectator = 0x13C9; // BYTE
  48. public static Int64 m_teamId = 0x1C34; // INT32
  49. public static Int64 m_character = 0x1D28; // ClientSoldierEntity
  50. public static Int64 m_ownPlayerView = 0x1510; // ClientPlayerView
  51. public static Int64 m_PlayerView = 0x1520; // ClientPlayerView
  52. public static Int64 m_pAttachedControllable = 0x1D28; // ClientSoldierEntity (ClientVehicleEntity)
  53. public static Int64 m_pControlledControllable = 0x1D48; // ClientSoldierEntity
  54. public static Int64 m_attachedEntryId = 0x1D50; // INT32
  55. }
  56.  
  57. public struct ClientVehicleEntity
  58. {
  59. public static Int64 m_data = 0x0030; // VehicleEntityData
  60. public static Int64 m_pPhysicsEntity = 0x0238; // DynamicPhysicsEntity
  61. public static Int64 m_Velocity = 0x0280; // D3DXVECTOR3
  62. public static Int64 m_prevVelocity = 0x0290; // D3DXVECTOR3
  63. public static Int64 m_Chassis = 0x03E0; // ClientChassisComponent
  64. public static Int64 m_childrenAABB = 0x0250; // AxisAlignedBox
  65. }
  66.  
  67. public struct AxisAlignedBox
  68. {
  69. public static Int64 m_Min = 0x00; // D3DXVECTOR3
  70. public static Int64 m_Max = 0x10; // D3DXVECTOR3
  71. }
  72.  
  73. public struct DynamicPhysicsEntity
  74. {
  75. public static Int64 m_EntityTransform = 0xA0; // PhysicsEntityTransform
  76. }
  77.  
  78. public struct PhysicsEntityTransform
  79. {
  80. public static Int64 m_Transform = 0x00; // D3DXMATRIX
  81. }
  82.  
  83. public struct VehicleEntityData
  84. {
  85. public static Int64 m_FrontMaxHealth = 0x148; // FLOAT
  86. public static Int64 m_NameSid = 0x0248; // char* ID_P_VNAME_9K22
  87. }
  88.  
  89. public struct ClientChassisComponent
  90. {
  91. public static Int64 m_Velocity = 0x01C0; // D3DXVECTOR4
  92. }
  93.  
  94. public struct ClientSoldierEntity
  95. {
  96. public static Int64 m_data = 0x0030; // VehicleEntityData
  97. public static Int64 m_pPlayer = 0x0260; // ClientPlayer
  98. public static Int64 m_pHealthComponent = 0x01c0; // HealthComponent
  99. public static Int64 m_authorativeYaw = 0x05b4; // FLOAT
  100. public static Int64 m_authorativePitch = 0x05e4; // FLOAT
  101. public static Int64 m_poseType = 0x05C8; // INT32
  102. public static Int64 m_RenderFlags = 0x05CC; // INT32
  103. public static Int64 m_pPhysicsEntity = 0x0238; // VehicleDynamicPhysicsEntity
  104. public static Int64 m_pPredictedController = 0x0598; // ClientSoldierPrediction
  105. public static Int64 m_soldierWeaponsComponent = 0x0648; // ClientSoldierWeaponsComponent
  106. public static Int64 m_ragdollComponent = 0x578; // ClientRagDollComponent
  107.  
  108. //public static Int64 m_breathControlHandler = 0x0588; // BreathControlHandler
  109. public static Int64 m_breathControlHandler = 0x0658; // BreathControlHandler
  110.  
  111.  
  112. public static Int64 m_sprinting = 0x0698; // BYTE
  113. public static Int64 m_occluded = 0x0699; // BYTE
  114. public static Int64 m_pClientAimEntity = 0x0668; //ClientAimEntity
  115. public static Int64 m_pActiveSoldierWeapon = 0x0670; //ClientSoldierWeapon -->
  116. }
  117.  
  118. public struct HealthComponent
  119. {
  120. public static Int64 m_Health = 0x0020; // FLOAT
  121. public static Int64 m_MaxHealth = 0x0024; // FLOAT
  122. public static Int64 m_vehicleHealth = 0x0038; // FLOAT (pLocalSoldier + 0x1E0 + 0x14C0 + 0x140 + 0x38)
  123. }
  124.  
  125. public struct ClientSoldierPrediction
  126. {
  127. public static Int64 m_Position = 0x0040; // D3DXVECTOR3
  128. public static Int64 m_Velocity = 0x0060; // D3DXVECTOR3
  129. }
  130.  
  131. public struct ClientSoldierWeaponsComponent
  132. {
  133. public enum WeaponSlot
  134. {
  135. M_PRIMARY = 0,
  136. M_SECONDARY = 1,
  137. M_GADGET = 2,
  138. M_GRENADE = 6,
  139. M_KNIFE = 7
  140. };
  141.  
  142. public static Int64 m_handler = 0x0890; // m_handler + m_activeSlot * 0x8 = ClientSoldierWeapon
  143. public static Int64 m_activeSlot = 0x0A98; // INT32 (WeaponSlot)
  144. public static Int64 m_activeHandler = 0x08D0; // ClientActiveWeaponHandler
  145. }
  146.  
  147. public struct UpdatePoseResultData
  148. {
  149. public enum BONES
  150. {
  151.  
  152. BONE_HEAD = 55,
  153. BONE_NECK = 51,
  154. BONE_SPINE2 = 7,
  155. BONE_SPINE1 = 6,
  156. BONE_SPINE = 5,
  157. BONE_LEFTSHOULDER = 8,
  158. BONE_RIGHTSHOULDER = 163,
  159. BONE_LEFTELBOWROLL = 14,
  160. BONE_RIGHTELBOWROLL = 169,
  161. BONE_LEFTHAND = 16,
  162. BONE_RIGHTHAND = 171,
  163. BONE_LEFTKNEEROLL = 285,
  164. BONE_RIGHTKNEEROLL = 299,
  165. BONE_LEFTFOOT = 277,
  166. BONE_RIGHTFOOT = 291
  167. };
  168.  
  169. public static Int64 m_ActiveWorldTransforms = 0x0028; // QuatTransform
  170. public static Int64 m_ValidTransforms = 0x0040; // BYTE
  171. }
  172.  
  173. public struct ClientRagDollComponent
  174. {
  175. public static Int64 m_ragdollTransforms = 0x0088; // UpdatePoseResultData
  176. public static Int64 m_Transform = 0x05D0; // D3DXMATRIX
  177. }
  178.  
  179. public struct QuatTransform
  180. {
  181. public static Int64 m_TransAndScale = 0x0000; // D3DXVECTOR4
  182. public static Int64 m_Rotation = 0x0010; // D3DXVECTOR4
  183. }
  184.  
  185. public struct ClientSoldierWeapon
  186. {
  187. public static Int64 m_data = 0x0030; // WeaponEntityData
  188. public static Int64 m_authorativeAiming = 0x4988; // ClientSoldierAimingSimulation
  189. public static Int64 m_pWeapon = 0x4A10; // ClientWeapon
  190. public static Int64 m_pPrimary = 0x4A28; // WeaponFiring
  191. public static Int64 m_pSoldierWeaponData = 0x0030; //SoldierWeaponData -->
  192. }
  193.  
  194. public struct SoldierWeaponData
  195. {
  196. public static Int64 m_pWeaponFiringData = 0x0090; // WeaponFiringData -->
  197. }
  198.  
  199. public struct WeaponFiringData
  200. {
  201. public static Int64 m_FiringFunctionData = 0x0010; // FiringFunctionData -->
  202. }
  203.  
  204. public struct FiringFunctionData
  205. {
  206. public static Int64 m_initialSpeed = 0x0088; // FLOAT
  207. public static Int64 m_pBulletEntityData = 0x00C0; // BulletEntityData
  208. public static Int64 m_NumberOfBulletsPerShot = 0x00E4; //INT32
  209. public static Int64 m_NumberOfBulletsPerShell = 0x00E0; //INT32
  210. public static Int64 m_NumberOfBulletsPerBurst = 0x00E8; //INT32
  211. public static Int64 m_RateOfFire = 0x01F8; //float
  212.  
  213. }
  214.  
  215. public struct BulletEntityData
  216. {
  217. public static Int64 m_Gravity = 0x0140; // FLOAT
  218. public static Int64 m_StartDamage = 0x0168; // FLOAT
  219. public static Int64 m_EndDamage = 0x016C; // FLOAT
  220. }
  221.  
  222. public struct ClientActiveWeaponHandler
  223. {
  224. public static Int64 m_activeWeapon = 0x038; // ClientSoldierWeapon
  225. }
  226.  
  227. public struct WeaponEntityData
  228. {
  229. public static Int64 m_name = 0x0130; // char*
  230. }
  231.  
  232. public struct ClientSoldierAimingSimulation
  233. {
  234. public static Int64 m_fpsAimer = 0x0010; // AimAssist
  235. public static Int64 m_yaw = 0x0018; // FLOAT
  236. public static Int64 m_pitch = 0x001C; // FLOAT
  237. public static Int64 m_sway = 0x0028; // D3DXVECTOR2
  238. public static Int64 m_zoomLevel = 0x0068; // FLOAT
  239. }
  240.  
  241. public struct ClientWeapon
  242. {
  243. public static Int64 m_pModifier = 0x0020; // WeaponModifier
  244. public static Int64 m_shootSpace = 0x0040; // D3DXMATRIX
  245. }
  246.  
  247. public struct WeaponFiring
  248. {
  249. public static Int64 m_pSway = 0x0078; // WeaponSway
  250. public static Int64 m_pPrimaryFire = 0x0128; // PrimaryFire
  251. public static Int64 m_projectilesLoaded = 0x01A0; // INT32
  252. public static Int64 m_projectilesInMagazines = 0x01A4; // INT32
  253. public static Int64 m_overheatPenaltyTimer = 0x01B0; // FLOAT
  254. public static Int64 m_RecoilTimer = 0x0168; // Float
  255. }
  256.  
  257. public struct WeaponSway
  258. {
  259. public static Int64 m_pSwayData = 0x0008; // GunSwayData
  260. public static Int64 m_deviationPitch = 0x0130; // FLOAT
  261. public static Int64 m_deviationYaw = 0x0134; // FLOAT
  262. }
  263.  
  264. public struct GunSwayData
  265. {
  266. public static Int64 m_DeviationScaleFactorZoom = 0x360; // FLOAT
  267. public static Int64 m_GameplayDeviationScaleFactorZoom = 0x364; // FLOAT
  268. public static Int64 m_DeviationScaleFactorNoZoom = 0x368; // FLOAT
  269. public static Int64 m_GameplayDeviationScaleFactorNoZoom = 0x36C; // FLOAT
  270.  
  271. public static Int64 m_ShootingRecoilDecreaseScale = 0x370; // FLOAT
  272. public static Int64 m_FirstShotRecoilMultiplier = 0x374; // FLOAT
  273. }
  274.  
  275. public struct AimAssist
  276. {
  277. public static Int64 m_yaw = 0x0014; // FLOAT
  278. public static Int64 m_pitch = 0x0018; // FLOAT
  279. }
  280.  
  281. public struct BreathControlHandler
  282. {
  283. public static Int64 m_breathControlTimer = 0x0038; // FLOAT
  284. public static Int64 m_breathControlMultiplier = 0x003C; // FLOAT
  285. public static Int64 m_breathControlPenaltyTimer = 0x0040; // FLOAT
  286. public static Int64 m_breathControlpenaltyMultiplier = 0x0044; // FLOAT
  287. public static Int64 m_breathControlActive = 0x0048; // FLOAT
  288. public static Int64 m_breathControlInput = 0x004C; // FLOAT
  289. public static Int64 m_breathActive = 0x0050; // FLOAT
  290. public static Int64 m_Enabled = 0x0058; // FLOAT
  291. }
  292.  
  293. public struct GameRenderer
  294. {
  295. public static Int64 m_pRenderView = 0x70; // RenderView
  296.  
  297. public static Int64 GetInstance()
  298. {
  299. return OFFSET_GAMERENDERER;
  300. }
  301. }
  302.  
  303. public struct RenderView
  304. {
  305. public static Int64 m_Transform = 0x0040; // D3DXMATRIX
  306. public static Int64 m_FovY = 0x00B4; // FLOAT
  307. public static Int64 m_fovX = 0x0250; // FLOAT
  308. public static Int64 m_ViewProj = 0x0490; // D3DXMATRIX
  309. public static Int64 m_ViewMatrixInverse = 0x0350; // D3DXMATRIX
  310. public static Int64 m_ViewProjInverse = 0x0510; // D3DXMATRIX
  311. }
  312.  
  313. public struct BorderInputNode
  314. {
  315. public static Int64 m_pMouse = 0x0058; // Mouse
  316. public static Int64 GetInstance()
  317. {
  318. return OFFSET_BORDERINPUTNODE;
  319. }
  320. }
  321.  
  322. public struct Mouse
  323. {
  324. public static Int64 m_pDevice = 0x0010; // MouseDevice
  325. }
  326.  
  327. public struct MouseDevice
  328. {
  329. public static Int64 m_Buffer = 0x0104; // D3DXVECTOR3
  330. }
  331.  
  332. public struct VehicleWeapon
  333. {
  334. public static Int64 m_pClientCameraComponent = 0x0010; // ClientCameraComponent
  335. public static Int64 GetInstance()
  336. {
  337. return OFFSET_CURRENT_WEAPONFIRING;
  338. }
  339. }
  340.  
  341. public struct ClientCameraComponent
  342. {
  343. public static Int64 pChaseorStaticCamera = 0x00B8; // StaticCamera
  344. }
  345.  
  346. public struct StaticCamera
  347. {
  348. public static Int64 m_PreCrossMatrix = 0x0010; // D3DXMATRIX
  349. public static Int64 m_CrossMatrix = 0x0050; // D3DXMATRIX
  350. public static Int64 m_ForwardOffset = 0x01D0; // D3DXVECTOR3
  351. }
  352. }
  353. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement