Гайд ClientState update for SUPREMACY based pastes

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Enjoy :LUL:
C++:
class CClientState {

    class CClockDriftManager {

    public:
        float clock_offsets[0x10];
        uint32_t cur_clock_offset;
        uint32_t m_server_tick;
        uint32_t m_client_tick;
    };

public:
    char            pad000[0x9C];
    INetChannel*    m_net_channel;
    int                m_nChallengeNr;
    char            pad001[0x4];
    double            m_connect_time;
    int                m_retry_number;
    char            pad002[0x54];
    int                m_nSignonState;
    char            pad003[0x4];
    double            m_flNextCmdTime;
    int                m_nServerCount;
    int                m_current_sequence;
    char            pad004[0x8];

    CClockDriftManager clock_drift_mgr;

    int                m_delta_tick;
    char            pad005[0x4];
    int                m_nViewEntity;
    int                m_nPlayerSlot;
    bool            m_bPaused;
    char            pad006[0x3];
    char            m_szLevelName[0x104];
    char            m_szLevelNameShort[0x28];
    char            pad007[0xD4];
    int                m_nMaxClients;
    char            pad008[0x4994];
    int                oldtickcount;
    float            m_tickRemainder;
    float            m_frameTime;
    int                m_last_outgoing_command;
    int                m_choked_commands;
    int                m_last_command_ack;
    int                m_last_server_tick;
    int                m_command_ack;
    int                m_nSoundSequence;
    int                m_last_progress_percent;
    bool            m_is_hltv;
    char            pad009[0x4B];
    vec3_t            m_viewangles;
    char            pad010[0xCC];
    CEventInfo*        m_events;
};
 
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