Release [SPRX/1.40] Forgotten V1 Release!

Right

Veteran
Messages
90
Reaction score
53
Points
793
fe229efa9cb35bb7b9655a3849e36a0a.png

Credits to: TheGreenPlanet for everything, kokole for his original "Perfect Autowall" code and Mr.Hankey for his "Movement Correction" source code.
Structs:
Code:
struct sWeapon
{
    char WeaponShader[64];//Weapon Shader
};
struct Material
{
    sWeapon * sWeapon;
};
typedef struct
{
    int state;                    //0x0000
    char _0x04[0x1C];            //0x0004
    int type;                    //0x0020
    char _0x24[0x14];            //0x0024
    int *IP[4];                    //0x0038
    char _0x3C[0x2124C];        //0x003C
    char *name;                //0x21288
    char _0x2128C[0x81A00];        //0x2128C
    //size: 0xA2C8C
}client_t;

struct CWeaponInfo
{
    char* ViewMode; //0000
    char unknown1[216];
    char* WeaponFx; //00DC
};

typedef struct
{
    char _0x0000[0x4];                //0x0000      
    CWeaponInfo* WeaponInfo;        //0x0004
    char _0x0008[0x30];                //0x0008
    char *Name;                        //0x0038
    char _0x003C[0x8];                //0x003C
    //size: 0x0044
}weaponinfo_t, *pWeaponinfo_t;

struct weapDef
{
    char _0x0000[0x12C];                //0x0000
    weapType_t weapType;                //0x012C
    int weapClass;                        //0x0130
    int penetrateType;                    //0x0134
    char _0x0138[0x3E0];                //0x0138
    Material *sWeapon_t;                //0x0518
    int killIconRatio;                    //0x051C
    int flipKillIcon;                    //0x0520
    char _0x0524[0x64];                    //0x0524
    weapProjExposion_t projExplosion;    //0x0588
    char _0x058C[0x20];                    //0x058C
    int timedDetonation;                //0x05AC
    char _0x05B0[0x16C];                //0x05B0
    float fAdsSpread;                    //0x071C
    char _0x0720[0xEC];                    //0x0720
    float fMinDamageRange;                //0x080C
};

typedef struct
{
    int ServerTime;        //0x0000
    int buttons;        //0x0004
    int ViewAngles[3];    //0x0008
    char weaponindex;    //0x0014
    char offhand;        //0x0015
    char forwardmove;    //0x0016
    char sidemove;        //0x0017
    char pad[0x8];        //0x0018
    //size: 0x0020
} usercmd_s;

typedef struct
{
    char _0x0000[0x8];        //0x0000
    int Width;                //0x0008
    int Height;                //0x000C
    char _0x0010[0x10];        //0x0010
    char GameType[0x04];    //0x0020
    char _0x0024[0x1C];        //0x0024
    char HostName[0x10];    //0x0040
    char _0x0050[0xF0];        //0x0050
    int MaxClients;            //0x0140
    char _0x0144[0x04];        //0x0144
    char MapName[0x40];        //0x0148
    char _0x014C[0x3D18];    //0x014C
    //size: 0x3E64
}cgs_s, *pcgs_s;

typedef struct
{
    char _0x0000[0x88];                //0x0000
    Vector3 BaseAngles;                //0x0088
    char _0x0094[0x2549C];            //0x0094
    Vector3 ViewAngles;                //0x25530
    int serverId;                    //0x2553C
    char _0x25540[0x40010];            //0x25540
    usercmd_s UserCommands[128];    //0x65550
    int CommandNumber;                //0x66550
} ClientActive_s, *pclientActive_s;

typedef struct
{
    short CurrentVaild;        //0x0000
    short ItemValid;        //0x0002
    char _0x0004[0x16];        //0x0004
    Vector3 Origin;            //0x001C
    Vector3 Angles;            //0x0028
    char _0x0034[0x40];        //0x0034
    int otherEntityNum;        //0x0074
    int otherEntityNum2;    //0x0078
    char _0x007C[0xC];        //0x007C
    int Item;                //0x0088
    char _0x008C[0x34];        //0x008C
    int clientNum;            //0x00C0
    int eType;                //0x00C4
    int eFlags;                //0x00C8
    char _0x00CC[0x70];        //0x00CC
    int groundEntityNum;    //0x013C
    char _0x0140[0x8];        //0x0140
    int pickupId;            //0x0148
    char _0x014C[0x38];        //0x014C
    int Weapon;                //0x0184
    char _0x0188[0x2C];        //0x0188
    char Alive;                //0x01B4
    char _0x01B8[0x18];        //0x01B8
    //size: 0x01D0
}Centity_s, *pCentity_s;

typedef struct
{
    char _0x0000[0xC];        //0x0000
    char Name[0x20];        //0x000C
    int team;                //0x002C
    char _0x0030[0xC];        //0x0030
    short perks[2];            //0x003C
    char Clan;                //0x0040
    char _0x0044[0x1E7];    //0x0044
    int isAiming;            //0x022C
    char _0x0230[0x1CC];    //0x0230
    Vector3 playerAngles;    //0x03FC
    char _0x0408[0xE0];        //0x0408
    //size: 0x04E4
} ClientInfo_t;

typedef struct
{
    int x;                    //0x0000
    int y;                    //0x0004
    int Width;                //0x0008
    int Height;                //0x000C
    Vector2 Fov;            //0x0010
    Vector3 Origin;            //0x0018
    Vector3 ViewAxis[3];    //0x0024
    //size: 0x0048
} refdef_s;

typedef struct
{
    int time;                //0x0000
    char _0x0004[0xF4];        //0x0004
    float fWeaponPosFrac;    //0x00F8
    char _0x00FC[0x10];        //0x00FC
    Vector3 ViewAngles;        //0x010C
    //size: 0x0118
} playerState_s;

typedef struct
{
    int snapFlags;            //0x0000
    int ping;                //0x0004
    int serverTime;            //0x0008
    char _0x000C[0x2F68];    //0x000C
    int entities;            //0x2F78
    int numEntities;        //0x2F7C
} Snapshot_t;


typedef struct
{
    int clientNum;                    //0x0000
    char _0x0004[0x1C];                //0x0004
    Snapshot_t *Snap;                //0x0020
    Snapshot_t *NextSnap;            //0x0024
    char _0x0028[0xC];                //0x0028
    int time;                        //0x0034
    char _0x0038[0x148];            //0x0038
    float Health;                    //0x0180
    char _0x0184[0x4];                //0x0184
    float MaxHealth;                //0x0188
    char _0x018C[0x43FB4];            //0x018C
    int renderingThirdPerson;        //0x44140
    playerState_s pps;                //0x44144
    char _0x4425C[0x514];            //0x4425C
    float spreadMultiplier;            //0x44770
    char _0x44774[0x2B54];            //0x44774
    refdef_s refdef;                //0x472C8
    char _0x47310[0x4050];            //0x47310
    Vector3 refdefViewAngles;        //0x4B360
    char _0x4B36C[0x29B4];            //0x4B36C
    Vector2 gunAngles;                //0x4DD20
    char _0x4DD2C[0x9AB40];            //0x4DD28
    ClientInfo_t clientInfo[18];    //0xE8868
    char _0xEE070[0x55C];            //0xEE070
    float aimSpreadScale;            //0xEE5CC
    char pad10[0x88];                //0xEE5D0
    //size: 0xEE658
}cg_s, *pcg_s;

//WeaponInfo_t = 0x1022C7E4;
//cgArray_s = 0x1022C7DC;
//clientActive_s = 0x10267CE0;
//centity_s = 0x1022C7F4;
//cgState_s = 0x1022C7E0;

Functions:
Code:
namespace adresses
{
    int UI_ClanKeyboard_a = 0x026F5BC;
    int Trace_GetEntityHitID_a = 0x157F30;
    int cBuff_AddText_a = 0x15EC18;
    int Dvar_GetBool_a = 0x1D4F10;
    int AimTarget_GetTagPos_a = 0x015100;
    int SL_GetStringOfSize_a = 0x17FD28;
    int Atan_a = 0x3596D0;
    int CG_LocationalTrace_a = 0x79098;
    int Dvar_GetString_a = 0x1D4E48;
    int BG_GetSpreadForWeapon_a = 0x29DD8;
    int BG_GetWeaponDef_a = 0x29978;
    int CG_GoodRandomFloat_a = 0x6FF28;
    int BG_GetSurfacePenetrationDepth_a = 0x298E8;
    int BG_AdvanceTrace_a = 0x2CC28;
    int BulletTraceO_a = 0x71370;
    int Sys_Milliseconds_a = 0x257938;
    int R_AddCmdDrawStretchPicRotateXY_a = 0x30F780;
    int R_RegisterFont_a = 0x2F6C60;
    int Material_RegisterHandle_a = 0x3076F8;
    int R_AddCmdDrawText_a = 0x30DF20;
    int R_AddCmdDrawStretchPic_a = 0x30F158;
    int R_AddCmdDrawTextWithEffects_a = 0x30DCF0;
    int R_TextWidth_a = 0x2F6E68;
    int R_TextHeight_a = 0x2F6C50;
    int R_NormalizedTextScale_a = 0x2F6C00;
}

Controls:

OPEN MENU - L1 + R3
SCROLL UP / DOWN - DPAD UP / DPAD DOWN
CLOSE - R3
SELECT - SQUARE

Download:
You do not have permission to view link Log in or register now.


Video showcases:
 
Last edited:
Top