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Reclass.h
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#pragma once
std::string PROCESS_NAME = "TESV.exe";
MODULEINFO modInfo;
bool esp_firsttime = true;
bool radar_firsttime = true;
bool alreadyThere = false;
bool godModeActive = false;
bool noGravityModeActive = false;
int ix;
DWORD LocalPlayerPtr;
DWORD ViewMatrix;
DWORD Waypoint;
DWORD GodMode;
DWORD Gravity;
DWORD EntityObjStart;
DWORD EntlistJmpBack;
DWORD LoadingScreen;
DWORD noclipJmpBack;
DWORD Axis;
DWORD zAxisptr;
Vector3 lastTpPos;
float Matrix[16];
// Generated using ReClass 2016
class playerent;
class nameptrClass;
class boneptr1Class;
class boneptr2Class;
class boneptr3Class;
class boneptr3Class;
class boneptr3Class;
class HealthPtr1Class;
class HealthPtr2Class;
class HealthPtr3Class;
class playerent {
public:
char pad_0x0000[0x24]; //0x0000
nameptrClass* nameptr; //0x0024
char pad_0x0028[0xC]; //0x0028
Vector3 coords; //0x0034
DWORD ValidCheck1; //0x0040
DWORD ValidCheck2; //0x0044
DWORD ValidCheck3; //0x0048
DWORD ValidCheck4; //0x004C
char pad_0x0050[0x38]; //0x0050
HealthPtr1Class* HealthPtr1; //0x0088
char pad_0x008C[0xFC]; //0x008C
boneptr1Class* boneptr1; //0x0188
char pad_0x018C[0x2B4]; //0x018C
}; //Size=0x0440
class HealthPtr1Class {
public:
char pad_0x0000[0x30]; //0x0000
HealthPtr2Class* HealthPtr2; //0x0030
}; //Size=0x0034
class HealthPtr2Class {
public:
char pad_0x0000[0x30]; //0x0000
HealthPtr3Class* HealthPtr3; //0x0030
}; //Size=0x0034
class HealthPtr3Class {
public:
char pad_0x0000[0x1C]; //0x0000
float Health; //0x001C
}; //Size=0x0020
class nameptrClass {
public:
char pad_0x0000[0x88]; //0x0000
char* name; //0x0088
char pad_0x008C[0x378]; //0x008C
}; //Size=0x0404
class boneptr1Class {
public:
char pad_0x0000[0x4]; //0x0000
boneptr2Class* boneptr2; //0x0004
}; //Size=0x0008
class boneptr2Class {
public:
char pad_0x0000[0xC0]; //0x0000
boneptr3Class* boneptr3; //0x00C0
}; //Size=0x00C4
class boneptr3Class {
public:
char pad_0x0000[0x74]; //0x0000
char* humanoidvalidation; //0x0074
char pad_0x0078[0x58]; //0x0078
Vector3 Pelv; //0x00D0
char pad_0x00DC[0x6C]; //0x00DC
Vector3 LThg; //0x0148
char pad_0x0154[0x6C]; //0x0154
Vector3 LClf; //0x01C0
char pad_0x01CC[0x6C]; //0x01CC
Vector3 LFoot; //0x0238
char pad_0x0244[0x6C]; //0x0244
Vector3 LToe0; //0x02B0
char pad_0x02BC[0x6C]; //0x02BC
Vector3 RThg; //0x0328
char pad_0x0334[0x6C]; //0x0334
Vector3 RClf; //0x03A0
char pad_0x03AC[0x6C]; //0x03AC
Vector3 RFoot; //0x0418
char pad_0x0424[0x6C]; //0x0424
Vector3 RToe0; //0x0490
char pad_0x049C[0x6C]; //0x049C
Vector3 WeapDagger; //0x0508
char pad_0x0514[0x6C]; //0x0514
Vector3 WeapAxe; //0x0580
char pad_0x058C[0x6C]; //0x058C
Vector3 WeapSword; //0x05F8
char pad_0x0604[0x6C]; //0x0604
Vector3 WeapMace; //0x0670
char pad_0x067C[0x6C]; //0x067C
Vector3 SkirtFBone1; //0x06E8
char pad_0x06F4[0x6C]; //0x06F4
Vector3 SkirtFBone2; //0x0760
char pad_0x076C[0x6C]; //0x076C
Vector3 SkirtFBone3; //0x07D8
char pad_0x07E4[0x6C]; //0x07E4
Vector3 SkirtBBone1; //0x0850
char pad_0x085C[0x6C]; //0x085C
Vector3 SkirtBBone2; //0x08C8
char pad_0x08D4[0x6C]; //0x08D4
Vector3 SkirtBBone3; //0x0940
char pad_0x094C[0x6C]; //0x094C
Vector3 SkirtLBone1; //0x09B8
char pad_0x09C4[0x6C]; //0x09C4
Vector3 SkirtLBone2; //0x0A30
char pad_0x0A3C[0x6C]; //0x0A3C
Vector3 SkirtLBone3; //0x0AA8
char pad_0x0AB4[0x6C]; //0x0AB4
Vector3 SkirtRBone1; //0x0B20
char pad_0x0B2C[0x6C]; //0x0B2C
Vector3 SkirtRBone2; //0x0B98
char pad_0x0BA4[0x6C]; //0x0BA4
Vector3 SkirtRBone3; //0x0C10
char pad_0x0C1C[0x6C]; //0x0C1C
Vector3 Spn0; //0x0C88
char pad_0x0C94[0x6C]; //0x0C94
Vector3 Spn1; //0x0D00
char pad_0x0D0C[0x6C]; //0x0D0C
Vector3 Spn2; //0x0D78
char pad_0x0D84[0x6C]; //0x0D84
Vector3 Neck; //0x0DF0
char pad_0x0DFC[0x6C]; //0x0DFC
Vector3 Head; //0x0E68
char pad_0x0E74[0x6C]; //0x0E74
Vector3 HMagNode; //0x0EE0
char pad_0x0EEC[0x6C]; //0x0EEC
Vector3 EyeBone; //0x0F58
char pad_0x0F64[0x6C]; //0x0F64
Vector3 RClv; //0x0FD0
char pad_0x0FDC[0x6C]; //0x0FDC
Vector3 RUarm; //0x1048
char pad_0x1054[0x6C]; //0x1054
Vector3 RFarm; //0x10C0
char pad_0x10CC[0x6C]; //0x10CC
Vector3 RHnd; //0x1138
char pad_0x1144[0x6C]; //0x1144
Vector3 RFinger0; //0x11B0
char pad_0x11BC[0x6C]; //0x11BC
Vector3 RFinger1; //0x1228
char pad_0x1234[0x6C]; //0x1234
Vector3 RFinger2; //0x12A0
char pad_0x12AC[0x6C]; //0x12AC
Vector3 RFinger10; //0x1318
char pad_0x1324[0x6C]; //0x1324
Vector3 RFinger11; //0x1390
char pad_0x139C[0x6C]; //0x139C
Vector3 RFinger12; //0x1408
char pad_0x1414[0x6C]; //0x1414
Vector3 RFinger20; //0x1480
char pad_0x148C[0x6C]; //0x148C
Vector3 RFinger21; //0x14F8
char pad_0x1504[0x6C]; //0x1504
Vector3 RFinger22; //0x1570
char pad_0x157C[0x6C]; //0x157C
Vector3 RFinger30; //0x15E8
char pad_0x15F4[0x6C]; //0x15F4
Vector3 RFinger31; //0x1660
char pad_0x166C[0x6C]; //0x166C
Vector3 RFinger32; //0x16D8
char pad_0x16E4[0x6C]; //0x16E4
Vector3 RFinger40; //0x1750
char pad_0x175C[0x6C]; //0x175C
Vector3 RFinger41; //0x17C8
char pad_0x17D4[0x6C]; //0x17D4
Vector3 RFinger42; //0x1840
char pad_0x184C[0x6C]; //0x184C
Vector3 RMagNode; //0x18B8
char pad_0x18C4[0x6C]; //0x18C4
Vector3 Weapon; //0x1930
char pad_0x193C[0x6C]; //0x193C
Vector3 AnimObjectR; //0x19A8
char pad_0x19B4[0x6C]; //0x19B4
Vector3 RFarmTwist1; //0x1A20
char pad_0x1A2C[0x6C]; //0x1A2C
Vector3 RFarmTwist2; //0x1A98
char pad_0x1AA4[0x6C]; //0x1AA4
Vector3 RUarmTwist1; //0x1B10
char pad_0x1B1C[0x6C]; //0x1B1C
Vector3 RUarmTwist2; //0x1B88
char pad_0x1B94[0x6C]; //0x1B94
Vector3 Rpauldron; //0x1C00
char pad_0x1C0C[0x6C]; //0x1C0C
Vector3 LClv; //0x1C78
char pad_0x1C84[0x6C]; //0x1C84
Vector3 LUarm; //0x1CF0
char pad_0x1CFC[0x6C]; //0x1CFC
Vector3 LFarm; //0x1D68
char pad_0x1D74[0x6C]; //0x1D74
Vector3 LHnd; //0x1DE0
char pad_0x1DEC[0x6C]; //0x1DEC
Vector3 LFinger0; //0x1E58
char pad_0x1E64[0x6C]; //0x1E64
Vector3 LFinger1; //0x1ED0
char pad_0x1EDC[0x6C]; //0x1EDC
Vector3 LFinger2; //0x1F48
char pad_0x1F54[0x6C]; //0x1F54
Vector3 LFinger10; //0x1FC0
char pad_0x1FCC[0x6C]; //0x1FCC
Vector3 LFinger11; //0x2038
char pad_0x2044[0x6C]; //0x2044
Vector3 LFinger12; //0x20B0
char pad_0x20BC[0x6C]; //0x20BC
Vector3 LFinger20; //0x2128
char pad_0x2134[0x6C]; //0x2134
Vector3 LFinger21; //0x21A0
char pad_0x21AC[0x6C]; //0x21AC
Vector3 LFinger22; //0x2218
char pad_0x2224[0x6C]; //0x2224
Vector3 LFinger30; //0x2290
char pad_0x229C[0x6C]; //0x229C
Vector3 LFinger31; //0x2308
char pad_0x2314[0x6C]; //0x2314
Vector3 LFinger32; //0x2380
char pad_0x238C[0x6C]; //0x238C
Vector3 LFinger40; //0x23F8
char pad_0x2404[0x6C]; //0x2404
Vector3 LFinger41; //0x2470
char pad_0x247C[0x6C]; //0x247C
Vector3 LFinger42; //0x24E8
char pad_0x24F4[0x6C]; //0x24F4
Vector3 LMagNode; //0x2560
char pad_0x256C[0x6C]; //0x256C
Vector3 bShield; //0x25D8
char pad_0x25E4[0x6C]; //0x25E4
Vector3 AnimObjectL; //0x2650
char pad_0x265C[0x6C]; //0x265C
Vector3 LFarmTwist1; //0x26C8
char pad_0x26D4[0x6C]; //0x26D4
Vector3 LFarmTwist2; //0x2740
char pad_0x274C[0x6C]; //0x274C
Vector3 LUarmTwist1; //0x27B8
char pad_0x27C4[0x6C]; //0x27C4
Vector3 LUarmTwist2; //0x2830
char pad_0x283C[0x6C]; //0x283C
Vector3 LPauldron; //0x28A8
char pad_0x28B4[0x6C]; //0x28B4
Vector3 WeapBack; //0x2920
char pad_0x292C[0x6C]; //0x292C
Vector3 WeapBow; //0x2998
char pad_0x29A4[0x6C]; //0x29A4
Vector3 WeapQuiver; //0x2A10
char pad_0x2A1C[0x6C]; //0x2A1C
Vector3 MagicEffectsNode; //0x2A88
char pad_0x2A94[0x6C]; //0x2A94
Vector3 CameraControl; //0x2B00
char pad_0x2B0C[0x6C]; //0x2B0C
Vector3 AnimObjectA; //0x2B78
char pad_0x2B84[0x6C]; //0x2B84
Vector3 AnimObjectB; //0x2BF0
char pad_0x2BFC[0x3FC]; //0x2BFC
}; //Size=0x2FF8
playerent* ents[255];
playerent* entsptr;
playerent* LocalPlayer;
__declspec(naked) void nocliphook() {
__asm {
mov zAxisptr, esi
mov edx, [edx + 0x78]
fld dword ptr[edx + 0x0C]
pushad
}
__asm {
popad
jmp[noclipJmpBack]
}
}
__declspec(naked) void entityhook() {
__asm {
mov edx, [esi + 0x34]
mov eax, [esi + 0x38]
mov EntityObjStart, esi
pushad
}
__asm {
mov eax, EntityObjStart
mov[entsptr], eax
}
if (entsptr == nullptr) {
goto GIVE_UP;
}
alreadyThere = false;
for (ix = 0; ix < 254; ix++) {
if (ents[ix] == entsptr) {
alreadyThere = true;
break;
}
}
if (alreadyThere) {
goto GIVE_UP;
}
else {
for (ix = 0; ix < 254; ix++) {
if (ents[ix] == 0) {
ents[ix] = entsptr;
break;
}
}
}
GIVE_UP:
__asm {
popad
jmp[EntlistJmpBack]
}
}