Solved Reclass help?

Hexui Undetected CSGO Cheats Sinkicheat PUBG Cheat

xploiitz

Coder
Fleep Tier Donator
Trump Tier Donator
Nobleman
Jul 26, 2012
155
1,698
7
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!
 

c5

Kim Kong Trasher
Dank Tier VIP
Dank Tier Donator
Jul 19, 2012
1,187
12,638
76
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 :(
 

c5

Kim Kong Trasher
Dank Tier VIP
Dank Tier Donator
Jul 19, 2012
1,187
12,638
76
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 :D
 

xploiitz

Coder
Fleep Tier Donator
Trump Tier Donator
Nobleman
Jul 26, 2012
155
1,698
7
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)
 

Rake

Cesspool Admin
Administrator
Jan 21, 2014
12,367
78,998
2,414


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

xploiitz

Coder
Fleep Tier Donator
Trump Tier Donator
Nobleman
Jul 26, 2012
155
1,698
7
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.

C++:
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.
 

Rake

Cesspool Admin
Administrator
Jan 21, 2014
12,367
78,998
2,414
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.

C++:
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. :)
 

c5

Kim Kong Trasher
Dank Tier VIP
Dank Tier Donator
Jul 19, 2012
1,187
12,638
76
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.
 
Attention! Before you post:

Read the How to Ask Questions Guide
99% of questions are answered in the Beginner's Guide, do it before asking a question.

No Hack Requests. Post in the correct section.  Search the forum first. Read the rules.

How to make a good post:

  • Fill out the form correctly
  • Tell us the game name & coding language
  • Post everything we need to know to help you
  • Ask specific questions, be descriptive
  • Post errors, line numbers & screenshots
  • Post code snippets using code tags
  • If it's a large project, zip it up and attach it

If you do not comply, your post may be deleted.  We want to help, please make a good post and we will do our best to help you.

Community Mods