Suche external BF4 cheat mit aimbot

DeSplitted

New Member
29 Nov 2017
8
1
3
#2
Warum External???
Ich kann dir EngineOwning empfehlen.
Ist auch mega cheap!
Kostet genau soviel wie nen external
 

ReactiioN

real Advanced Moderator
7 Jan 2011
4,776
6,958
113
23
Mainz, Germany
reactiion.net
#8
source von uc ist outdated. bin auch auf der Suche
Dann hier hast du alles vom ClientGameContext (0x142670D80) aus was du brauchst.
Hier hättest du auch alternativ eine Signatur dafür:
Code:
48 8B 0D ? ? ? ? E8 ? ? ? ? 48 8B D8 48 89 44 24 ? 4C 8D B6 ? ? ? ? 49 8B 3E 48 8B AE ? ? ? ? 48 3B FD
Musst halt +3 rechnen und dann den relative instruction pointer resolven.

Code:
// Created with ReClass.NET by KN4CK3R

class HealthComponent
{
public:
    char pad_0000[32]; //0x0000
    float m_health; //0x0020
    float m_maxHealth; //0x0024
    char pad_0028[16]; //0x0028
    float m_vehicleHealth; //0x0038
}; //Size: 0x003C

class ClientSoldierPrediction
{
public:
    char pad_0000[48]; //0x0000
    Vector3 m_position; //0x0030
    char pad_003C[4]; //0x003C
    Vector3 m_surfaceVelocity; //0x0040
    char pad_004C[4]; //0x004C
    Vector3 m_velocity; //0x0050
}; //Size: 0x005C

class WeaponInfo
{
public:
    char pad_0000[304]; //0x0000
    char* m_weaponName; //0x0130
}; //Size: 0x0138

class AimAssist
{
public:
    char pad_0000[20]; //0x0000
    float m_yaw; //0x0014
    float m_pitch; //0x0018
}; //Size: 0x001C

class ClientSoldierAimingSimulation
{
public:
    char pad_0000[16]; //0x0000
    AimAssist* m_fpsAimer; //0x0010
    float m_yaw; //0x0018
    float m_pitch; //0x001C
    Vector2 m_aimTimer; //0x0020
    Vector2 m_sway; //0x0028
    char pad_0030[56]; //0x0030
    float N000006B8; //0x0068
    char pad_006C[28]; //0x006C
}; //Size: 0x0088

class ClientWeapon
{
public:
    char pad_0000[72]; //0x0000
}; //Size: 0x0048

class WeaponSway
{
public:
    char pad_0000[328]; //0x0000
    Vector3 m_deviation; //0x0148
    float m_devitationTransY; //0x0154
    float m_timeSinceLastShot; //0x0158
    float m_recoilCameraDevitation; //0x015C
    Matrix4x4 m_recoilCameraTransform; //0x0160
    char pad_01A0[24]; //0x01A0
    float m_angleDispersion; //0x01B8
    float m_angleMinDispersion; //0x01BC
    float m_crosshairDispersionFactor; //0x01C0
    Vector3 m_currentDispersion; //0x01C4
    float m_currentDispersionTransY; //0x01D0
}; //Size: 0x01D4

class N00000687
{
public:
    char pad_0000[304]; //0x0000
    float m_gravity; //0x0130
}; //Size: 0x0134

class ShotConfigData
{
public:
    Vector4 m_initialPosition; //0x0000
    Vector4 m_initialDirection; //0x0010
    Vector4 m_initialSpeed; //0x0020
    char pad_0030[32]; //0x0030
    N00000687* m_projectileData; //0x0050
    char pad_0058[200]; //0x0058
}; //Size: 0x0120

class FiringFunctionData
{
public:
    char pad_0000[96]; //0x0000
    ShotConfigData m_shotConfigData; //0x0060
    char pad_0180[224]; //0x0180
}; //Size: 0x0260

class PrimaryFire
{
public:
    char pad_0000[16]; //0x0000
    FiringFunctionData* m_firingFunctionData; //0x0010
}; //Size: 0x0018

class WeaponFiring
{
public:
    char pad_0000[120]; //0x0000
    WeaponSway* m_sway; //0x0078
    char pad_0080[168]; //0x0080
    PrimaryFire* m_primaryFire; //0x0128
    char pad_0130[24]; //0x0130
    uint32_t m_weaponState; //0x0148
    uint32_t m_lastWeaponState; //0x014C
    uint32_t m_nextWeaponState; //0x0150
    char pad_0154[8]; //0x0154
    float m_timeToWait; //0x015C
    float m_reloadTime; //0x0160
    float m_holdReleaseMinDelay; //0x0164
    float m_recoilTimer; //0x0168
    Vector3 m_recoilAngle; //0x016C
    float m_recoilFovAngle; //0x0178
    float m_recoilTimeMultiplier; //0x017C
    float m_overheatDropMultiplier; //0x0180
    int32_t m_primaryAmmoToFill; //0x0184
    int32_t m_reloadStage; //0x0188
    uint64_t m_characterMeeleEntity; //0x018C
    int32_t m_externalPrimaryMagazineCapacity; //0x0194
    char pad_0198[8]; //0x0198
    int32_t m_projectilesLoaded; //0x01A0
    int32_t m_projectilesToFire; //0x01A4
    int32_t m_numberOfProjectilesToFire; //0x01A8
    bool m_hasStoppedFiring; //0x01AC
    bool m_primaryFireTriggeredLastFrame; //0x01AD
    bool m_isOverheated; //0x01AE
    char pad_01AF[9]; //0x01AF
    uint32_t m_tickCounter; //0x01B8
    int32_t m_fireMode; //0x01BC
}; //Size: 0x01C0

class ClientSoldierWeapon
{
public:
    char pad_0000[48]; //0x0000
    WeaponInfo* m_weaponInfo; //0x0030
    char pad_0038[18768]; //0x0038
    ClientSoldierAimingSimulation* m_authorativeAiming; //0x4988
    char pad_4990[24]; //0x4990
    ClientWeapon* m_weapon; //0x49A8
    char pad_49B0[16]; //0x49B0
    WeaponFiring* m_primary; //0x49C0
}; //Size: 0x49C8

class ClientAnimatedSoldierWeaponHandler
{
public:
    ClientSoldierWeapon* m_weaponList[7]; //0x0000
}; //Size: 0x0038

class ClientSoldierWeaponsComponent
{
public:
    char pad_0000[208]; //0x0000
    Matrix3x4 m_weaponTransform; //0x00D0
    char pad_0100[1936]; //0x0100
    ClientAnimatedSoldierWeaponHandler* m_weaponHandler; //0x0890
    char pad_0898[512]; //0x0898
    int32_t m_currentWeaponSlot; //0x0A98
    int32_t m_lastWeaponSlot; //0x0A9C
    int32_t m_lastPrimaryWeaponSlot; //0x0AA0
    char pad_0AA4[28]; //0x0AA4
    int32_t m_currentZoomLevel; //0x0AC0
    int32_t m_maxZoomLevel; //0x0AC4
    int32_t m_zeroingDistanceLevel; //0x0AC8
    char pad_0ACC[780]; //0x0ACC
    float m_timeSinceLastFire; //0x0DD8
}; //Size: 0x0DDC

class ClientSoldierEntity
{
public:
    char pad_0000[320]; //0x0000
    HealthComponent* m_healthComponent; //0x0140
    char pad_0148[840]; //0x0148
    ClientSoldierPrediction* m_predictedControllable; //0x0490
    char pad_0498[216]; //0x0498
    ClientSoldierWeaponsComponent* m_weaponsComponent; //0x0570
    char pad_0578[3792]; //0x0578
}; //Size: 0x1448

class ClientPlayer
{
public:
    char pad_0000[64]; //0x0000
    char m_name[16]; //0x0040
    char pad_0050[4985]; //0x0050
    uint8_t m_isSpectator; //0x13C9
    char pad_13CA[2]; //0x13CA
    int32_t m_team; //0x13CC
    char pad_13D0[240]; //0x13D0
    ClientSoldierEntity* m_attachedControllable; //0x14C0
    char pad_14C8[8]; //0x14C8
    ClientSoldierEntity* m_controlledControllable; //0x14D0
}; //Size: 0x14D8

class ClientPlayerManager
{
public:
    char N00001B6D[1344]; //0x0000
    ClientPlayer* m_localPlayer; //0x0540
    int64_t m_clientPlayers; //0x0548
}; //Size: 0x0550

class ClientGameContext
{
public:
    char pad_0000[96]; //0x0000
    ClientPlayerManager* m_playerManager; //0x0060
}; //Size: 0x0068