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Jul 23rd, 2018
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C++ 2.87 KB | None | 0 0
  1.     HANDLE m_hViewModel()
  2.     {
  3.         return *(HANDLE*)((uintptr_t)this + offsetz.DT_BasePlayer.m_hViewModel);
  4.     }
  5.  
  6.     int m_iShotsFired()
  7.     {
  8.         static int meme = NetVarManager->GetOffset("DT_CSPlayer", "m_iShotsFired");
  9.         return *(int*)((uintptr_t)this + meme);
  10.     }
  11.     bool m_bSpotted()
  12.     {
  13.         static int meme = NetVarManager->GetOffset("DT_BaseEntity", "m_bSpotted");
  14.         return *(bool*)((uintptr_t)this + meme);
  15.     }
  16.     float GetNextAttack()
  17.     {
  18.         return *(float*)((DWORD)this + 0x2D60);
  19.     }
  20.     Vector GetAbsOrigin2()
  21.     {
  22.         return *(Vector*)((DWORD)this + 0x84 + 0x1C);
  23.     }
  24.     int GetHitboxSet()
  25.     {
  26.         return *(int*)((DWORD)this + offsetz.DT_BaseAnimating.m_nHitboxSet);
  27.     }
  28.  
  29.     bool hasDefuser()
  30.     {
  31.         return *(bool*)((DWORD)this + offsetz.DT_CSPlayer.m_bHasDefuser);
  32.     }
  33.     bool m_bHasHeavyArmor()
  34.     {
  35.         return *(bool*)((DWORD)this + offsetz.DT_CSPlayer.m_bHasHeavyArmor);
  36.     }
  37.     int GetFlags()
  38.     {
  39.         return *(int*)((uintptr_t)this + offsetz.DT_BasePlayer.m_fFlags);
  40.     }
  41.  
  42.     Vector GetOrigin()
  43.     {
  44.         return *(Vector*)((uintptr_t)this + offsetz.DT_BaseEntity.m_vecOrigin);
  45.     }
  46.  
  47.     Vector GetRotation()
  48.     {
  49.         return *(Vector*)((uintptr_t)this + offsetz.DT_BaseEntity.m_angRotation);
  50.     }
  51.  
  52.     int GetTeamNum()
  53.     {
  54.         return *(int*)((uintptr_t)this + offsetz.DT_BaseEntity.m_iTeamNum);
  55.     }
  56.  
  57.     int GetMaxHealth()
  58.     {
  59.         return *(int*)((uintptr_t)this + offsetz.DT_BasePlayer.m_iMaxHealth);
  60.     }
  61.  
  62.     int GetHealth()
  63.     {
  64.         return *(int*)((uintptr_t)this + offsetz.DT_BasePlayer.m_iHealth);
  65.     }
  66.  
  67.     unsigned char GetLifeState()
  68.     {
  69.         return *(unsigned char*)((uintptr_t)this + offsetz.DT_BasePlayer.m_lifeState);
  70.     }
  71.  
  72.     HANDLE GetActiveWeaponHandle()
  73.     {
  74.         return *(HANDLE*)((uintptr_t)this + offsetz.DT_BaseCombatCharacter.m_hActiveWeapon);
  75.     }
  76.  
  77.     CBaseHandle* m_hMyWeapons()
  78.     {
  79.         return (CBaseHandle*)((uintptr_t)this + offsetz.DT_BaseCombatCharacter.m_hMyWeapons);
  80.     }
  81.  
  82.     int GetTickBase()
  83.     {
  84.         return *(int*)((uintptr_t)this + offsetz.DT_BasePlayer.m_nTickBase);
  85.     }
  86.  
  87.     Vector GetViewOffset()
  88.     {
  89.         return *(Vector*)((uintptr_t)this + offsetz.DT_BasePlayer.m_vecViewOffset);
  90.     }
  91.  
  92.     Vector GetVelocity()
  93.     {
  94.         return *(Vector*)((uintptr_t)this + offsetz.DT_BasePlayer.m_vecVelocity);
  95.     }
  96.  
  97.     bool HasGunGameImmunity()
  98.     {
  99.         return *(bool*)((uintptr_t)this + offsetz.DT_CSPlayer.m_bGunGameImmunity);
  100.     }
  101.  
  102.     bool IsDefusing()
  103.     {
  104.         return *(bool*)((uintptr_t)this + offsetz.DT_CSPlayer.m_bIsDefusing);
  105.     }
  106.  
  107.     int ArmorValue()
  108.     {
  109.         return *(int*)((uintptr_t)this + offsetz.DT_CSPlayer.m_ArmorValue);
  110.     }
  111.  
  112.     bool HasHelmet()
  113.     {
  114.         return *(bool*)((uintptr_t)this + offsetz.DT_CSPlayer.m_bHasHelmet);
  115.     }
  116.  
  117.     bool IsScoped()
  118.     {
  119.         return *(bool*)((uintptr_t)this + offsetz.DT_CSPlayer.m_bIsScoped);
  120.     }
  121.  
  122.     int GetMoney()
  123.     {
  124.         return *(int*)((uintptr_t)this + offsetz.DT_CSPlayer.m_iAccount);
  125.     }
  126.  
  127.     HANDLE GetObserverTargetHandle()
  128.     {
  129.         return *(HANDLE*)((uintptr_t)this + offsetz.DT_BasePlayer.m_hObserverTarget);
  130.     }
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