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  • Results 1 to 9 of 9

    Thread: Reclass help?

    1. #1
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      Reclass help?

      John Kittz
      So Ive been toying around with Reclass and AssaultCube. I dont think this is working out for me very well....

      From my understanding using reclass you can reconstruct classes outside of the game that act in a similar manner as the ones in game.
      I believe what you would do is find the base address for a class, then the subsequent addresses would be the offsets to the members of the class. like Health, armor, ammo, XYZ, etc?

      Right?

      So once you have a class constructed in reclass how on earth do you apply it / use it?

      I dont really have an issue finding things in memory.

      Could someone give a tutorial on proper usage of reclass, and then implementing the class?

      Thanks!

    2. #2
      Kim Kong Trasher
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      Reclass is good for constructing classes and for fast overview of memory. Comparing CE dissecting data structures with Reclass, it's quite obvious that the latter onr is considerably faster

      Now to answer your question, there is an option somewhere in Reclass which enables you to generate/export the class, right. Paste it into your project, create a pointer object of base class and cast it to an address to it. I'd give you some examples but I'm not in PC right now
      Reclass help?

    3. #3
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      And thats how you set it in your hack

      generatedclass * hack = *(generatedclass*)0x1235;

      and access members off generatedclass by dereferencing hack.. hack->godmode = 1 basically
      Reclass help?

    4. #4
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      so 0x1235 would be the address of the actual class in game though right?

      if you have a chance/ when you get near your pc, do you think you could make a simple tut using Assault cube (I say assault cube because everyone has been through those tutorials on that game and are familiar with AC memory :P)

    5. #5
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      Exactly

      Concerning tutorial - PM @Magnificient he loves to do them
      Reclass help?

    6. #6
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      Reclass help?

      Nah, just kidding. Hit me up with a PM if you want. We can go from there.

    7. #7
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      Ok cool, so this brings up some more thoughts

      This is some stuff from another forum. So I dont take credit for it. But I can ask some other questions from this.

      Code:
      class CPlayer
      {
      public:
      char _0x0000[96];
          __int32 Kit; //0x0060 1 = Assault / 2 = Medic
      char _0x0064[8];
          char HeroName[12]; //0x006C 
      char _0x0078[16];
          char AccountName[12]; //0x0088 
      char _0x0094[16];
          CInfo* Soldier; //0x00A4 
          CViewMatrix* ViewMatrix; //0x00A8 
      char _0x00AC[160];
          float zoom; //0x014C 
          float currentZoom; //0x0150 
      char _0x0154[4];
          CInfo* SoldierObj; //0x0158 
      char _0x015C[5];
          BYTE Ingame; //0x0161 
      char _0x0162[6];
          __int32 Team; //0x0168 
      char _0x016C[12];
          BYTE ManDown; //0x0178 
      char _0x0179[15];
          __int32 Ping; //0x0188 
      char _0x018C[12];
          CScoreboard* Scoreboard; //0x0198 
      char _0x019C[200];
          __int32 InVehicle; //0x0264 1 = OnFoot / 2 = InVeh
      char _0x0268[12];
          __int32 IsSprinting; //0x0274 
      char _0x0278[60];
          __int32 Bullets; //0x02B4 
      char _0x02B8[8];
          __int32 BulletsPerMag; //0x02C0 
      
      };//Size=0x02C4
      
      class CObjectManager
      {
      public:
          virtual void function0(); //
          virtual void function1(); //
          virtual void function2(); //
          virtual void function3(); //
          virtual void function4(); //
          virtual void function5(); //
          virtual void function6(); //
          virtual void function7(); //
          virtual void function8(); //
          virtual void function9(); //
          virtual void function10(); //
          virtual void function11(); //
          virtual void function12(); //
          virtual void function13(); //
          virtual void function14(); //
          virtual void function15(); //
          virtual void function16(); //
          virtual void function17(); //
          virtual void function18(); //
          virtual void function19(); //
          virtual void function20(); //
          virtual void function21(); //
          virtual void function22(); //
          virtual void function23(); //
          virtual void function24(); //
          virtual void function25(); //
          virtual void function26(); //
          virtual void function27(); //
          virtual void function28(); //
          virtual BYTE Intersect( CPlayerInfo** obj, D3DXVECTOR3* point, D3DXVECTOR3* angle, int* mat, D3DXVECTOR3* ray_start, D3DXVECTOR3* ray_end, CRayTest* ray, BOOL unk1, BOOL unk2, BOOL unk3, BOOL unk4, BOOL unk5 ); // 
      };//Size=0x0004(4)
      All these are classes generated with reclass, for battlefield play4free. These are out of date.


      So in CObjectManager ,or CViewMatrix class, why did this person generate so many virtual void useless functions?

      Then looking at CPlayer, there are lots of class members as chars, that have some hexadecimal value. Whats the idea behind this?
      Also, how did they know how big to make these char arrays??

      To me it seems like the ones that have useless names are just placeholders so that when the in game address of the class is applied, the proper offsets points to the proper members right?

      Magnificent, I may just do that this evening if youre online, im up at college right now! So ill message you tonight.

    8. #8
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      Quote Originally Posted by xploiitz View Post
      Ok cool, so this brings up some more thoughts

      This is some stuff from another forum. So I dont take credit for it. But I can ask some other questions from this.

      Code:
      class CPlayer
      {
      public:
      char _0x0000[96];
          __int32 Kit; //0x0060 1 = Assault / 2 = Medic
      char _0x0064[8];
          char HeroName[12]; //0x006C 
      char _0x0078[16];
          char AccountName[12]; //0x0088 
      char _0x0094[16];
          CInfo* Soldier; //0x00A4 
          CViewMatrix* ViewMatrix; //0x00A8 
      char _0x00AC[160];
          float zoom; //0x014C 
          float currentZoom; //0x0150 
      char _0x0154[4];
          CInfo* SoldierObj; //0x0158 
      char _0x015C[5];
          BYTE Ingame; //0x0161 
      char _0x0162[6];
          __int32 Team; //0x0168 
      char _0x016C[12];
          BYTE ManDown; //0x0178 
      char _0x0179[15];
          __int32 Ping; //0x0188 
      char _0x018C[12];
          CScoreboard* Scoreboard; //0x0198 
      char _0x019C[200];
          __int32 InVehicle; //0x0264 1 = OnFoot / 2 = InVeh
      char _0x0268[12];
          __int32 IsSprinting; //0x0274 
      char _0x0278[60];
          __int32 Bullets; //0x02B4 
      char _0x02B8[8];
          __int32 BulletsPerMag; //0x02C0 
      
      };//Size=0x02C4
      
      class CObjectManager
      {
      public:
          virtual void function0(); //
          virtual void function1(); //
          virtual void function2(); //
          virtual void function3(); //
          virtual void function4(); //
          virtual void function5(); //
          virtual void function6(); //
          virtual void function7(); //
          virtual void function8(); //
          virtual void function9(); //
          virtual void function10(); //
          virtual void function11(); //
          virtual void function12(); //
          virtual void function13(); //
          virtual void function14(); //
          virtual void function15(); //
          virtual void function16(); //
          virtual void function17(); //
          virtual void function18(); //
          virtual void function19(); //
          virtual void function20(); //
          virtual void function21(); //
          virtual void function22(); //
          virtual void function23(); //
          virtual void function24(); //
          virtual void function25(); //
          virtual void function26(); //
          virtual void function27(); //
          virtual void function28(); //
          virtual BYTE Intersect( CPlayerInfo** obj, D3DXVECTOR3* point, D3DXVECTOR3* angle, int* mat, D3DXVECTOR3* ray_start, D3DXVECTOR3* ray_end, CRayTest* ray, BOOL unk1, BOOL unk2, BOOL unk3, BOOL unk4, BOOL unk5 ); // 
      };//Size=0x0004(4)
      All these are classes generated with reclass, for battlefield play4free. These are out of date.


      So in CObjectManager ,or CViewMatrix class, why did this person generate so many virtual void useless functions?

      Then looking at CPlayer, there are lots of class members as chars, that have some hexadecimal value. Whats the idea behind this?
      Also, how did they know how big to make these char arrays??

      To me it seems like the ones that have useless names are just placeholders so that when the in game address of the class is applied, the proper offsets points to the proper members right?

      Magnificent, I may just do that this evening if youre online, im up at college right now! So ill message you tonight.
      I have no idea where he is using the virtual voids for. Didn't he mention anything about it in the thread he/she replied or started? The rest is clear.

      Sounds good. Hit me up when you get back home with an PM.

    9. #9
      Kim Kong Trasher
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      Cheats'n'Trainers
      Idea behind those empty chars is padding. You need to have data aligned the same way as it is in the game, if he is unsure about some members or doesn't need them, he uses an array of chars to skip that specific amount of bytes.
      Reclass help?

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