+ Reply to Thread
Results 1 to 8 of 8

  Click here to go to the first staff post in this thread.   Thread: Basic 2142 player structures (1.25)

  1. #1
    Join Date
    Jan 2007
    Posts
    480
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Rep Power
    59

    Basic 2142 player structures (1.25)

    Code:
    class CRender
    {
    public:
    	virtual void Function0();
    	char unknown0[8];
    	void* pDevice; //000C
    	char unknown1[1248];
    	float ViewDistance; //04F0
    };
    
    
    class CPlayerManager
    {
    public:
    	virtual void AddRef();
    	virtual int GetRef();
    	virtual void Release();
    	virtual void Function2();
    	virtual void Function3();
    	virtual void Function4();
    	virtual void Function5();
    	virtual void Function6();
    	virtual CPlayer* GetPlayerByIndex(int Index);
    	virtual void Function8();
    	virtual void Function9();
    	virtual void Function10();
    	virtual CPlayer* GetLocalPlayer();
    
    	char unknown0[16];
    	DWORD TotalPlayers; //0014
    	char unknown1[84];
    	CPlayer* LocalPlayer; //006C
    };
    
    
    class CPlayer
    {
    public:
    	virtual void AddRef();
    	virtual int GetRef();
    
    	char unknown0[84];
    	__int32 Kit; //0058
    	char unknown1[8];
    	char Name[28]; //0064
    	CInfo* Info; //0080
    	CViewMatrix* ViewMatrix; //0084
    	char unknown2[56];
    	float FOV; //00C0
    	float zoom; //00C4
    	float zoom2; //00C8
    	char unknown3[9];
    	BYTE isAlive; //00D5
    	char unknown4[2];
    	__int32 Team; //00D8
    	char unknown5[4];
    	BYTE isDead; //00E0
    	char unknown6[43];
    	BYTE Commander; //010C
    	BYTE SquadLeader; //10D
    };
    
    
    class CInfo
    {
    public:
    	char unknown0[4];
    	CPlayerInfo* PlayerInfo; //0004
    };
    
    class CPlayerInfo
    {
    public:
    	char unknown0[208];
    	float px; //00D0
    	float py; //00D4
    	float pz; //00D8
    };
    
    
    class CViewMatrix
    {
    public:
    	char unknown0[200];
    	float _11; //00B8
    	float _12; //00BC
    	float _13; //00C0
    	float _14; //00C4
    	float _21; //00C8
    	float _22; //00CC
    	float _23; //00D0
    	float _24; //00D4
    	float _31; //00D8
    	float _32; //00DC
    	float _33; //00E0
    	float _34; //00E4
    	float _41; //00E8
    	float _42; //00EC
    	float _43; //00F0
    	float _44; //00F4
    };
    CPlayerManager: 0xA8C0BC
    CRender: RendDX9base + 0x1F7E58

    Credits:
    Gna, big help, these classes were based off his bf2 ones
    Patrick, same reason
    Sine, alot of offsets used from his post about 2142 structs in memory
    Drunken Cheetah, same reason
    H4L and Dubbls, used some of their dma offsets

    Please credit me and above people if you use this

    Enjoy
    Last edited by monster64; 07-10-2007 at 04:24 PM. Reason: Changing thread title

  2. #2
    Join Date
    Oct 2003
    Location
    Babylon
    Posts
    1,520
    Thanks
    1
    Thanked 2 Times in 2 Posts
    Rep Power
    5
    Excellent work and thanks for your contribution!

    I changed the thread title and made the thread a sticky, I hope you don't mind.

  3. #3
    Join Date
    Jul 2006
    Location
    What do you care?
    Posts
    1,073
    Thanks
    7
    Thanked 67 Times in 25 Posts
    Rep Power
    105
    nice, this makes me feel like buying BF 2142 if my computer wasn't this crappy.

  4. #4
    Join Date
    Jan 2007
    Posts
    480
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Rep Power
    59
    Quote Originally Posted by panzer View Post
    Excellent work and thanks for your contribution!

    I changed the thread title and made the thread a sticky, I hope you don't mind.
    Thx.

    I don't mind. I also added the addresses.

  5. #5
    Join Date
    Jan 2007
    Posts
    22
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Rep Power
    0
    Code:
    using namespace std;
    
    #ifdef bf2142
    
    class CPlayerManager;
    class CPlayer;
    class CViewMatrix;
    class CInfo;
    class CPlayerInfo;
    class CVehicle;
    class CHealth;
    class CModelTemplate;
    class CViewDistance_holder;
    class CIDirect3D9_holder;
    class CCommanderHolder;
    class CCommander;
    class CScoreBoard;
    
    class CViewDistance_holder//2142
    {
    public:
    	char unknown0[1264];
    	float maxViewDistance; //04F0
    };
    
    class CIDirect3D9_holder//2142
    {
    public:
    	virtual void Function0();
    	char unknown0[8];
    	void* g_pDevice; //000C
    };
    
    class CPlayerManager
    {
    public:
    	virtual void AddRef();
    	virtual int GetRef();
    	virtual void Release();
    	virtual void Function3();
    	virtual void Function4();
    	virtual void Function5();
    	virtual void Function6();
    	virtual void Function7();
    	virtual CPlayer* GetPlayerByIndex(int Index);
    	virtual void Function8();
    	virtual void Function9();
    	virtual void Function10();
    	virtual CPlayer* GetLocalPlayer();
    
    	char unknown0[16];
    
    	__int32 TotalPlayers; //0014
    	char unknown1[84];
    	CPlayer* LocalPlayer; //006C
    };
    
    class CPlayer
    {
    public:
    	virtual void Function0();
    	char unknown0[84];
    	__int32 Kit; //0058
    	char unknown1[8];
    	string Name; //0064
    	CInfo* Info; //0080
    	CViewMatrix* ViewMatrix; //0084
    	char unknown2[5];
    	BYTE CommanderMenu; //008D
    	char unknown3[38];
    	__int32 Spawned; //00B4
    	__int32 player_code; //00B8
    	char unknown4[4];
    	float FOV; //00C0
    	float Zoom; //00C4
    	float Zoomback; //00C8
    	char unknown5[9];
    	BYTE Alive; //00D5
    	char unknown6[2];
    	__int32 Team; //00D8
    	char unknown7[4];
    	BYTE ManDown; //00E0
    	char unknown8[15];
    	__int32 Ping; //00F0
    	char unknown9[12];
    	CScoreBoard* scoreboard; //0100
    	char unknown10[4];
    	__int32 SquadNumber; //0108
    	BYTE Commander; //010C
    	BYTE SquadLeader; //010D
    	char unknown11[142];
    	BYTE Shooting; //019C
    	char unknown12[2];
    	BYTE Sprinting; //019F
    	BYTE Sprinting_cur; //01A0
    	char unknown13[115];
    	__int32 NumberOfReloads; //0214
    	char unknown14[56];
    	__int32 TimesPressedShootButton; //0250
    	__int32 Ammo; //0254
    	char unknown15[8];
    	__int32 WeaponFireMode; //0260
    	char unknown16[8];
    	BYTE CanReload; //026C
    	char unknown17[3];
    	float WeaponHeatPrimary; //0270
    };
    
    class CViewMatrix
    {
    public:
    	char unknown0[200];
    	D3DXMATRIX* Matrix; //00C8
    };
    
    
    class CInfo
    {
    public:
    	__int32 Unknown0; //0000
    	CPlayerInfo* PlayerInfo; //0004
    };
    
    
    class CPlayerInfo
    {
    public:
    	virtual void Function0();
    	char unknown0[32];
    	CVehicle* Vehicle; //0024
    	char unknown1[32];
    	CHealth* HealthInfo; //0048
    	char unknown2[84];
    	D3DXMATRIX* BodyMatrix; //00A0
    	char unknown10[312];
    	BYTE SelectedWeapon; //0218
    	char unknown11[67];
    	float BodyYaw; //025C
    	float RightSpeed; //0260
    	float ForwardSpeed; //0264
    	__int32 Posture; //0268
    	__int32 Posture_cur; //026C
    	float HeadPitch; //0270
    	float HeadElevationChange; //0274
    	float HeadYaw; //0278
    	float HeadYawChange; //027C
    	char unknown12[4];
    	__int32 PostureKey; //0284
    };
    
    
    class CVehicle
    {
    public:
    	char unknown0[420];
    	char VehicleName[16]; //01A4
    };
    
    
    
    class CHealth
    {
    public:
    	char unknown0[8];
    	CModelTemplate* ModelTemplante; //0008
    	char unknown1[4];
    	float Health; //0010
    	char unknown2[4];
    	float Height; //0018
    	__int32 FloorType1; //001C
    	__int32 FloorType2; //0020
    };
    
    
    class CModelTemplate
    {
    public:
    };
    
    class CCommanderHolder//2142
    {
    public:
    	virtual void Function0();
    	char unknown0[252];
    	CCommander* comander; //0100
    };
    
    class CCommander//2142
    {
    public:
    	virtual void Function0();
    	char unknown0[56];
    	float OrbitalBar; //003C
    	float OrbitalReloadTime; //0040
    	BYTE OrbitalLoading; //0044
    	char unknown1[11];
    	float SuppliesReloadTime; //0050
    	float SuppliesBar; //0054
    	char unknown2[4];
    	BYTE SuppliesLoading; //005C
    	char unknown3[43];
    	float EMPReloadTime; //0088
    	BYTE EMPLoading; //008C
    	char unknown4[11];
    	float EMPBar; //0098
    };
    
    class CScoreBoard
    {
    public:
    	__int32 totalscore; //0000
    	__int32 teamworkscore; //0004
    	char unknown0[8];
    	__int32 deaths; //0010
    	__int32 kills; //0014
    	__int32 teamkills; //0018
    	char unknown1[4];
    	__int32 rank; //0020
    };
    
    #endif
    Credits Haxing4Life
    Code:
    CPlayerManager: 0xA8C0BC
    CCommanderHolder: 0xB33FE0
    CIDirect3D9_holder: RendDX9base + 0x1F7E58
    CViewDistance_holder: RendDX9base + 0x1F7E58
    ps and learn to credit the right ppl monster

    cuz here the first post
    http://www.unknowncheats.com/forum/s...ad.php?t=46708
    u didnt had it till haxing4life posted it

  6. #6
    Join Date
    Jan 2007
    Posts
    480
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Rep Power
    59
    I posted mine then h4l posted his, and he is in both credits...

    Just because you are mad at me from some other post, doesn't mean you have to go and flame me. Just quit while you are ahead.

    H4L and Dubbls, used some of their dma offsets
    What did I do wrong? If anything I added patrick to the credits because I used parts of his CRender. I got the members of CRender from H4L's dma offsets, thus he recieved credit for it. Stop trying to start something.

  7. #7
    Join Date
    Dec 2003
    Location
    England
    Posts
    968
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Rep Power
    99
    Quote Originally Posted by Blade2k7 View Post
    Code:
    #endif
    Credits Haxing4Life
    Code:
    CPlayerManager: 0xA8C0BC
    CCommanderHolder: 0xB33FE0
    CIDirect3D9_holder: RendDX9base + 0x1F7E58
    CViewDistance_holder: RendDX9base + 0x1F7E58
    ps and learn to credit the right ppl monster

    cuz here the first post
    http://www.unknowncheats.com/forum/s...ad.php?t=46708
    u didnt had it till haxing4life posted it
    afair most of monster64's posts are pretty good and show knowledge of the skills to reverse engineer a program. From what he has shown he could probably have got those offsets quite easily. I'm sure he is only posting them for other people here to benefit.
    [00:17:27] [RunningBon] tis weird i smoked shitlaods and it didnt fefect me
    [00:19:44] [RunningBon] uidunoi lo
    [00:19:53] [RunningBon] is the ts stuill install on our server

    [19:06:47] [flexd] what engine does q3 use?
    [19:06:50] [flexd] unreal engine or something?
    www.cod4hacks.com

  8. #8
    Join Date
    Sep 2006
    Posts
    301
    Thanks
    0
    Thanked 1 Time in 1 Post
    Rep Power
    56
    this is pretty usefull to me

    tnx for sharing

+ Reply to Thread

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Similar Threads

  1. [Mac OS X] WoW Memory and Basic Structures
    By enteleky in forum World of Warcraft
    Replies: 6
    Last Post: 04-21-2009, 02:26 PM
  2. [Question] Reversing Data Structures
    By NightGhost in forum Advanced
    Replies: 10
    Last Post: 11-01-2007, 07:34 AM
  3. Player Data Structures
    By Dest in forum Advanced
    Replies: 16
    Last Post: 08-01-2007, 11:23 PM
  4. [Q3] More structures in the structure! (cg, cgs)
    By Vortex21 in forum Intermediate
    Replies: 9
    Last Post: 03-29-2007, 05:30 AM
  5. Replies: 1
    Last Post: 05-16-2004, 08:59 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts