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  3. [Resource] Stat Modification, Checks, Other Structures..

[Resource] Stat Modification, Checks, Other Structures..

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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  • Deicideundefined Offline
    Deicideundefined Offline
    Deicide
    wrote on last edited by Deicide
    #1

    Hey There Everyone.

    I hope you're doing well today. I have a lot of big resources for Black Ops 2. A lot of these were released by CraigChrist on a website which shall not be named. And when i need to go back to this resource, i always forget where it is. So i figured, maybe i could help everyone here and i by posting all of this helpful info. A lot of this was edited/added by me too. Just so i don't have to keep jumping from page to page for resources. However this thread will be split up into multiple comments, as i don't want to just put everything in Pastebin. I want everything to be easy to access for you.

    I commented talking about getdstat and setdstat functions and how those could be used to verify and un-verify players on another thread here I suggest you go read that as well if you want to look into it. It may interest you if you know the potential could offer PERMANENT verification. More permanent than dvars.

    First we're going to go through all things weapon related.

    Multiplayer Weapon List

    870mcs_mp
    ai_tank_drone_gun_mp
    ai_tank_drone_rocket_mp
    ai_tank_drop_mp
    airstrike_mp
    an94_mp
    as50_mp
    auto_gun_turret_mp
    autoturret_mp
    ballista_mp
    beretta93r_dw_mp
    beretta93r_lh_mp
    beretta93r_mp
    bouncingbetty_mp
    briefcase_bomb_defuse_mp
    briefcase_bomb_mp
    chopper_minigun_mp
    claymore_mp
    cobra_20mm_comlink_mp
    cobra_20mm_mp
    concussion_grenade_mp
    counteruav_mp
    crossbow_mp
    defaultweapon_mp
    destructible_car_mp
    dog_bite_mp
    dogs_mp
    dsr50_mp
    dualoptic_an94_mp
    dualoptic_hamr_mp
    dualoptic_hk416_mp
    dualoptic_lsat_mp
    dualoptic_mk48_mp
    dualoptic_qbb95_mp
    dualoptic_sa58_mp
    dualoptic_saritch_mp
    dualoptic_scar_mp
    dualoptic_sig556_mp
    dualoptic_tar21_mp
    dualoptic_type95_mp
    dualoptic_xm8_mp
    emp_grenade_mp
    emp_mp
    evoskorpion_mp
    explodable_barrel_mp
    explosive_bolt_mp
    fhj18_mp
    fiveseven_dw_mp
    fiveseven_lh_mp
    fiveseven_mp
    flash_grenade_mp
    fnp45_dw_mp
    fnp45_lh_mp
    fnp45_mp
    frag_grenade_mp
    gl_an94_mp
    gl_hk416_mp
    gl_sa58_mp
    gl_saritch_mp
    gl_scar_mp
    gl_sig556_mp
    gl_tar21_mp
    gl_type95_mp
    gl_xm8_mp
    hamr_mp
    hatchet_mp
    heli_gunner_rockets_mp
    helicopter_comlink_mp
    helicopter_guard_mp
    helicopter_player_firstperson_mp
    helicopter_player_gunner_mp
    hk416_mp
    insas_mp
    inventory_ai_tank_drop_mp
    inventory_m32_drop_mp
    inventory_m32_mp
    inventory_minigun_drop_mp
    inventory_minigun_mp
    inventory_missile_drone_mp
    inventory_supplydrop_mp
    judge_dw_mp
    judge_lh_mp
    judge_mp
    kard_dw_mp
    kard_lh_mp
    kard_mp
    kard_wager_mp
    killstreak_ai_tank_mp
    killstreak_qrdrone_mp
    killstreak_remote_turret_mp
    killstreak_uav_mp
    knife_ballistic_mp
    knife_held_mp
    knife_mp
    ksg_mp
    littlebird_guard_minigun_mp
    lsat_mp
    m32_drop_mp
    m32_mp
    m32_wager_mp
    microwave_turret_mp
    microwaveturret_drop_mp
    microwaveturret_mp
    minigun_drop_mp
    minigun_mp
    minigun_wager_mp
    missile_drone_mp
    missile_drone_projectile_mp
    missile_swarm_mp
    missile_swarm_projectile_mp
    mk48_mp
    mp7_mp
    none
    pda_hack_mp
    pdw57_mp
    peacekeeper_mp
    planemortar_mp
    proximity_grenade_aoe_mp
    proximity_grenade_mp
    qbb95_mp
    qcw05_mp
    qrdrone_turret_mp
    radar_mp
    radardirection_mp
    rc_car_weapon_mp
    rcbomb_mp
    remote_missile_bomblet_mp
    remote_missile_missile_mp
    remote_missile_mp
    remote_mortar_missile_mp
    remote_mortar_mp
    riotshield_mp
    sa58_mp
    saiga12_mp
    saritch_mp
    satchel_charge_mp
    scar_mp
    scavenger_item_hack_mp
    scavenger_item_mp
    sensor_grenade_mp
    sf_an94_mp
    sf_evoskorpion_mp
    sf_hk416_mp
    sf_insas_mp
    sf_mp7_mp
    sf_pdw57_mp
    sf_peacekeeper_mp
    sf_qcw05_mp
    sf_sa58_mp
    sf_saritch_mp
    sf_scar_mp
    sf_sig556_mp
    sf_tar21_mp
    sf_type95_mp
    sf_vector_mp
    sf_xm8_mp
    sig556_mp
    smaw_mp
    smoke_center_mp
    srm1216_mp
    sticky_grenade_mp
    straferun_gun_mp
    straferun_mp
    straferun_rockets_mp
    supplydrop_mp
    svu_mp
    tactical_insertion_mp
    tar21_mp
    trophy_system_mp
    turret_drop_mp
    type95_mp
    usrpg_mp
    vector_mp
    willy_pete_mp
    xm8_mp
    

    Zombie Weapons List

    870mcs_upgraded_zm
    870mcs_zm
    ak47_upgraded_zm
    ak47_zm
    ak74u_extclip_upgraded_zm
    ak74u_extclip_zm
    ak74u_upgraded_zm
    ak74u_zm
    alcatraz_shield_zm
    an94_upgraded_zm
    an94_zm
    ballista_upgraded_zm
    ballista_zm
    barretm82_upgraded_zm
    barretm82_zm
    beacon_zm
    beretta93r_extclip_upgraded_zm
    beretta93r_extclip_zm
    beretta93r_upgraded_zm
    beretta93r_zm
    blundergat_upgraded_zm
    blundergat_zm
    blundersplat_bullet_zm
    blundersplat_explosive_dart_zm
    blundersplat_upgraded_zm
    blundersplat_zm
    bouncing_tomahawk_zm
    bowie_knife_zm
    buildable_piece_zm
    c96_upgraded_zm
    c96_zm
    chalk_draw_zm
    claymore_zm
    cymbal_monkey_zm
    death_self_zm
    death_throe_zm
    defaultweapon_mp
    dsr50_upgraded_zm
    dsr50_zm
    dualoptic_saritch_upgraded_zm
    electrocuted_hands_zm
    emp_grenade_zm
    equip_dieseldrone_zm
    equip_electrictrap_zm
    equip_electrictrap_zm_turret
    equip_headchopper_zm
    equip_headchopper_zm_turret
    equip_springpad_zm
    equip_springpad_zm_turret
    equip_subwoofer_zm
    equip_subwoofer_zm_turret
    equip_turbine_zm
    equip_turbine_zm_turret
    equip_turret_zm
    equip_turret_zm_turret
    evoskorpion_upgraded_zm
    evoskorpion_zm
    falling_hands_tomb_zm
    falling_hands_zm
    fiveseven_upgraded_zm
    fiveseven_zm
    fivesevendw_upgraded_zm
    fivesevendw_zm
    fivesevenlh_upgraded_zm
    fivesevenlh_zm
    fnfal_upgraded_zm
    fnfal_zm
    frag_grenade_zm
    galil_upgraded_zm
    galil_zm
    gl_m16_upgraded_zm
    gl_tar21_zm
    gl_type95_zm
    gl_xm8_zm
    hamr_upgraded_zm
    hamr_zm
    hk416_upgraded_zm
    hk416_zm
    item_head_zm
    item_meat_zm
    jetgun_upgraded_zm
    jetgun_zm
    judge_upgraded_zm
    judge_zm
    kard_upgraded_zm
    kard_zm
    knife_ballistic_bowie_upgraded_zm
    knife_ballistic_bowie_zm
    knife_ballistic_no_melee_upgraded_zm
    knife_ballistic_no_melee_zm
    knife_ballistic_upgraded_zm
    knife_ballistic_zm
    knife_zm
    knife_zm_alcatraz
    ksg_upgraded_zm
    ksg_zm
    lightning_hands_zm
    lsat_upgraded_zm
    lsat_zm
    m14_upgraded_zm
    m14_zm
    m16_gl_upgraded_zm
    m16_zm
    m32_upgraded_zm
    m32_zm
    m1911_upgraded_zm
    m1911_zm
    m1911lh_upgraded_zm
    mg08_upgraded_zm
    mg08_zm
    minigun_alcatraz_upgraded_zm
    minigun_alcatraz_zm
    mp5k_upgraded_zm
    mp5k_zm
    mp40_stalker_upgraded_zm
    mp40_stalker_zm
    mp40_upgraded_zm
    mp40_zm
    mp44_upgraded_zm
    mp44_zm
    no_hands_zm
    none
    one_inch_punch_air_zm
    one_inch_punch_fire_zm
    one_inch_punch_ice_zm
    one_inch_punch_lightning_zm
    one_inch_punch_upgraded_zm
    one_inch_punch_zm
    pdw57_upgraded_zm
    pdw57_zm
    python_upgraded_zm
    python_zm
    qcw05_upgraded_zm
    qcw05_zm
    quadrotorturret_upgraded_zm
    quadrotorturret_zm
    ray_gun_upgraded_zm
    ray_gun_zm
    raygun_mark2_upgraded_zm
    raygun_mark2_zm
    riotshield_zm
    rnma_upgraded_zm
    rnma_zm
    rottweil72_upgraded_zm
    rottweil72_zm
    rpd_upgraded_zm
    rpd_zm
    saiga12_upgraded_zm
    saiga12_zm
    saritch_upgraded_zm
    saritch_zm
    scar_upgraded_zm
    scar_zm
    screecher_arms_zm
    sf_qcw05_upgraded_zm
    slip_bolt_upgraded_zm
    slip_bolt_zm
    slipgun_upgraded_zm
    slipgun_zm
    slowgun_upgraded_zm
    slowgun_zm
    spoon_zm_alcatraz
    spork_zm_alcatraz
    srm1216_upgraded_zm
    srm1216_zm
    staff_air_melee_zm
    staff_air_upgraded_zm
    staff_air_upgraded2_zm
    staff_air_upgraded3_zm
    staff_air_zm
    staff_fire_melee_zm
    staff_fire_upgraded_zm
    staff_fire_upgraded2_zm
    staff_fire_upgraded3_zm
    staff_fire_zm
    staff_lightning_melee_zm
    staff_lightning_upgraded_zm
    staff_lightning_upgraded2_zm
    staff_lightning_upgraded3_zm
    staff_lightning_zm
    staff_revive_zm
    staff_water_dart_zm
    staff_water_fake_dart_zm
    staff_water_melee_zm
    staff_water_upgraded_zm
    staff_water_upgraded2_zm
    staff_water_upgraded3_zm
    staff_water_zm
    staff_water_zm_cheap
    sticky_grenade_zm
    svu_upgraded_zm
    svu_zm
    syrette_afterlife_zm
    syrette_zm
    tar21_upgraded_zm
    tar21_zm
    tazer_knuckles_zm
    thompson_upgraded_zm
    thompson_zm
    time_bomb_detonator_zm
    time_bomb_zm
    tomb_shield_zm
    tower_trap_upgraded_zm
    tower_trap_zm
    type95_upgraded_zm
    type95_zm
    upgraded_tomahawk_zm
    usrpg_upgraded_zm
    usrpg_zm
    uzi_upgraded_zm
    uzi_zm
    willy_pete_zm
    xm8_upgraded_zm
    xm8_zm
    zombie_bowie_flourish
    zombie_builder_zm
    zombie_bullet_crouch_zm
    zombie_fists_zm
    zombie_knuckle_crack
    zombie_markiv_cannon
    zombie_markiv_side_cannon
    zombie_markiv_turret
    zombie_one_inch_punch_flourish
    zombie_one_inch_punch_upgrade_flourish
    zombie_perk_bottle_additionalprimaryweapon
    zombie_perk_bottle_cherry
    zombie_perk_bottle_deadshot
    zombie_perk_bottle_doubletap
    zombie_perk_bottle_jugg
    zombie_perk_bottle_marathon
    zombie_perk_bottle_nuke
    zombie_perk_bottle_revive
    zombie_perk_bottle_sleight
    zombie_perk_bottle_tombstone
    zombie_perk_bottle_vulture
    zombie_perk_bottle_whoswho
    zombie_tazer_flourish
    zombie_tomahawk_flourish
    

    Weapon Asset Functions

    weaponfiretime(weapon);
    weaponreloadtime(weapon);
    isweaponcliponly(weapon);
    isweapondetonationtimed(weapon);
    weaponclipsize(weapon);
    weaponfuellife(weapon);
    weaponissemiauto(weapon);
    weaponisboltaction(weapon);
    weaponisgasweapon(weapon);
    weapontype(weapon);
    weaponclass(weapon);
    weaponmoutable(weapon);
    weaponinventorytype(weapon);
    weaponstartammo(weapon);
    weaponmaxammo(weapon);
    weaponaltweaponname(weapon);
    weaponduelwieldweaponname(weapon);
    weaponisduelwield(weapon);
    getweaponmindamagerange(weapon);
    getweaponmaxdamagerange(weapon);
    getweaponmindamage(weapon);
    getweaponmaxdamage(weapon);
    getweaponfusetime(weapon);
    getweaponexplosionradius(weapon);
    getweaponprojexplosionsound(weapon);
    isweaponspecificuse(weapon);
    isweapondisallowedatmatchstart(weapon);
    isweaponscopeoverlay(weapon);
    isweaponequipment(weapon);
    isweaponprimary(weapon);
    getweaponfiresound(weapon_index);
    getweaponfiresoundplayer(weapon_index);
    getweaponpickupsoundplayer(weapon_index);
    getweaponpickupsound(weapon_index);
    getweaponindexfromname(weapon);
    getweapondisplayname(weapon);
    

    Client Weapon Functions

    self isthrowinggrenade();
    self forcegrenadethrow();
    self isfiring();
    self ismeleeing();
    self isswitchingweapons();
    self isreloading();
    self takeallweapons();
    self getcurrentweapon();
    self getcurrentweaponaltweapon();
    self isweaponoverheating(<bool_heat>, <weapon_name>);//Both Optional Arguments
    self setweaponoverheating(heatValue, overheatValue, <optional_weapon_name>);
    self getcurrentoffhand();
    self isusingoffhand();
    self hasweapon("weapon_name");
    self InitialWeaponRaise(weapon);
    

    Weapon Attachments

    "FMJ","+fmj");
    "Laser","+steadyaim");
    "Long Barrel","+extbarrel");
    "Suppressor","+silencer");
    "Select Fire","+sf");
    "Rapid Fire","+rf");
    "Ballistic CPU","+swayreduc");
    "Tactical Knife","+tacknife");
    "Dual Wield","+dw");
    "Tri Bolt","+stackfire");
    "Quickdraw","+fastads");
    "Grip","+grip");
    "Stock","+stalker");
    "Fast Mags","+dualclip");
    "Extended Mags","+extclip");
    "Grenade Launcher","+gl");
    "Iron Sights","+is");
    "Reflex", "+reflex");
    "EOTech", "+holo");
    "Acog", "+acog");
    "Target Finder", "+rangefinder");
    "Hybrid Optic", "+dualoptic");
    "Dual Band", "+ir");
    "MMS" "+mms");
    "Zoom","+vzoom");
    

    MagicBullet & MagicGrenadeType

    <rocket_entity> = MagicBullet( <weaponBulletToSpawn>, <startOrigin>, <endOrigin>, <owner> );
    <grenade entity> MagicGrenadeType(<grenadeToSpawn>, <startOrigin>, <velocity>, <time to explode>);
    

    Now let's continue with button codes and stat/profile structures...

    Button Codes (Let me know if these are incorrect, and ill change them)

    if(self sprintbuttonpressed()) self iprintln("SPRINT"); //[{+breath_sprint}]
    if(self inventorybuttonpressed()) self iprintln("INVENTORY"); //button == "[{weapnext}]"
    if(self secondaryoffhandbuttonpressed()) self iprintln("SECONDARY OFFHAND"); //button == "[{+smoke}]"
    if(self fragbuttonpressed()) self iprintln("FRAG"); //button == "[{+frag}]"
    if(self stancebuttonpressed()) self iprintln("STANCE"); //button == "[{+stance}]"
    if(self jumpbuttonpressed()) self iprintln("JUMP"); //button == "[{+gostand}]"
    if(self meleebuttonpressed()) self iprintln("MELEE"); //button == "[{+melee}]"
    if(self throwbuttonpressed()) self iprintln("THROW"); //????
    if(self adsbuttonpressed()) self iprintln("ADS"); //button == "[{+speed_throw}]"
    if(self actionslotfourbuttonpressed()) self iprintln("ACTION SLOT FOUR"); //button == "[{+actionslot 4}]"
    if(self actionslotthreebuttonpressed()) self iprintln("ACTION SLOT THREE"); //button == "[{+actionslot 3}]"
    if(self actionslottwobuttonpressed()) self iprintln("ACTION SLOT TWO"); //button == "[{+actionslot 2}]"
    if(self actionslotonebuttonpressed()) self iprintln("ACTION SLOT ONE"); ////button == "[{+actionslot 1}]"
    if(self attackbuttonpressed()) self iprintln("ATTACK"); //button == "[{+attack}]"
    if(self changeseatbuttonpressed()) self iprintln("CHANGE SEAT"); //????
    if(self usebuttonpressed()) self iprintln("USE"); //button == "[{+usereload}]"
    

    Known Stat Limitations

    /*plevel and stats_version can't change
    rankxp can't increase by 65536 or decrease by 1
    kills and assists can't increase by 300 or decrease by 1
    deaths can't decrease
    headshots can't increase by 200 or decrease
    revives can't increase by 100 or decrease
    time played, wins and ties can't decrease
    hits and misses can't increase by 2500 or decrease
    total shots can't increase by 5000 or decrease
    rank can't increase by 20*/
    

    About Ranking Up With GSC..

    //Ranking up with GSC is 100% possible. It's a matter of getting the ranking to stick.
    //This will not necessarily work, but perhaps with a clever combination of ranking up,disabling checks, and immediately uploading your stats, it may work. 
    //I personally was able to rank up in Redacted using these functions from Prestige 0 Level 1 to Prestige 15 Level 55. Although i can't provide proof because Redacted is buggy asf and doesn't let me get into a game. I digress.
    
    self uploadleaderboards();
    self thread maps\mp\gametypes\_persistence::uploadstatssoon();
    
    mikzyundefined ChubbyChasrundefined 2 Replies Last reply
    5
    • Deicideundefined Offline
      Deicideundefined Offline
      Deicide
      wrote on last edited by
      #2

      Stats Structure Part 1

      enum globalstats_e
      {
          accuracy = 0,
          activate_cuav_while_enemy_satelite_active = 1,
          air_assault_killstreak_mastery = 2,
          assault_rifle_mastery = 3,
          assignments_mastery = 4,
          assist = 5,
          assist_score_cuav = 6,
          assist_score_emp = 7,
          assist_score_killstreak = 8,
          assist_score_microwave_turret = 9,
          assist_score_satellite = 10,
          assist_score_uav = 11,
          assists = 12,
          badhostcount = 13,
          boot_camp_graduate = 14,
          call_in_3_care_packages = 15,
          capture_objective_in_smoke = 16,
          capture_objective_in_smoke = 17,
          captures = 18,
          career_score = 19,
          career_score_hc = 20,
          career_score_multiteam = 21,
          challenges = 22,
          codpoints = 23,
          complete_all_career_combat_ops = 24,
          complete_all_career_ops = 25,
          conf_gamemode_mastery = 26,
          contracts_completed = 27,
          contracts_cp_earned = 28,
          contracts_cp_spent = 29,
          contracts_purchased = 30,
          contracts_xp_earned = 31,
          ctf_gamemode_mastery = 32,
          cur_win_streak = 33,
          currencyspent = 34,
          deaths = 35,
          defend_hq_last_man_alive = 36,
          defend_teammate_who_captured_package = 37,
          defends = 38,
          defuses = 39,
          dem_gamemode_mastery = 40,
          destroy_5_tactical_inserts = 41,
          destroy_aircraft = 42,
          destroy_aircraft_with_emp = 43,
          destroy_aircraft_with_missile_drone = 44,
          destroy_car = 45,
          destroy_equipment = 46,
          destroy_equipment_with_emp_grenade = 47,
          destroy_explosive = 48,
          destroy_explosive_with_trophy = 49,
          destroy_helicopter = 50,
          destroy_qrdrone = 51,
          destroy_rcbomb_with_hatchet = 52,
          destroy_score_streak_with_qrdrone = 53,
          destroy_turret = 54,
          destroyed_helicopter_with_bullet = 55,
          destroyed_qrdrone_with_bullet = 56,
          destructions = 57,
          diamond_club = 58,
          disarm_hacked_carepackage = 59,
          dm_gamemode_mastery = 60,
          dom_gamemode_mastery = 61,
          emblem_version = 62,
          field_specialist = 63,
          films_shoutcasted = 64,
          flagcarrierkills = 65,
          game_modes_mastery = 66,
          gametypeban = 67,
          get_final_kill = 68,
          gold_club = 69,
          ground_assault_killstreak_mastery = 70,
          gun_gamemode_mastery = 71,
          hack_enemy_target = 72,
          hack_gamemode_mastery = 73,
          hasclantag = 74,
          hasprestiged = 75,
          hatchet_kill_with_shield_equiped = 76,
          headshot_assault_5_onegame = 77,
          headshots = 78,
          highlights_created = 79,
          hits = 80,
          holdingteamdefenderflag = 81,
          hq_gamemode_mastery = 82,
          kdratio = 83,
          kill_10_enemy_one_bullet_shotgun_onegame = 84,
          kill_10_enemy_one_bullet_sniper_onegame = 85,
          kill_15_with_blade = 86,
          kill_after_tac_insert = 87,
          kill_concussed_enemy = 88,
          kill_crossbow_stackfire = 89,
          kill_enemy_locking_on_with_chopper_gunner = 90,
          kill_enemy_one_bullet_shotgun = 91,
          kill_enemy_one_bullet_sniper = 92,
          kill_enemy_revealed_by_sensor = 93,
          kill_enemy_shoot_their_explosive = 94,
          kill_enemy_through_wall = 95,
          kill_enemy_through_wall_with_fmj = 96,
          kill_enemy_while_crouched = 97,
          kill_enemy_while_prone = 98,
          kill_enemy_who_shocked_you = 99,
          kill_enemy_with_picked_up_weapon = 100,
          kill_enemy_with_tacknife = 101,
          kill_enemy_withcar = 102,
          kill_every_enemy = 103,
          kill_flashed_enemy = 104,
          kill_nemesis = 105,
          kill_prone_enemy = 106,
          kill_shocked_enemy = 107,
          kill_while_cuav_active = 108,
          kill_while_damaging_with_microwave_turret = 109,
          kill_while_emp_active = 110,
          kill_while_satellite_active = 111,
          kill_while_uav_active = 112,
          kill_with_2_perks_same_category = 113,
          kill_with_both_primary_weapons = 114,
          kill_with_c4 = 115,
          kill_with_claymore = 116,
          kill_with_cooked_grenade = 117,
          kill_with_dual_lethal_grenades = 118,
          kill_with_hacked_carepackage = 119,
          kill_with_hacked_claymore = 120,
          kill_with_loadout_weapon_with_3_attachments = 121,
          kill_with_remote_control_ai_tank = 122,
          kill_with_remote_control_sentry_gun = 123,
          kill_with_resupplied_lethal_grenade = 124,
          kill_with_tossed_back_lethal = 125,
          killed_dog = 126,
          killed_dog_close_to_teammate = 127,
          kills = 128,
          killsasflagcarrier = 129,
          killsconfirmed = 130,
          killsdenied = 131,
          killstreak_10_no_weapons_perks = 132,
          killstreak_5_dogs = 133,
          killstreak_5_picked_up_weapon = 134,
          killstreak_5_with_death_machine = 135,
          killstreak_5_with_sentry_gun = 136,
          koth_gamemode_mastery = 137,
          last_escrow = 138,
          laststatsbackup = 139,
          lastxp = 140,
          leaderboardfailures = 141,
          lifetime_buyin = 142,
          lifetime_earnings = 143,
          lmg_mastery = 144,
          long_distance_hatchet_kill = 145,
          longshot_3_onelife = 146,
          losses = 147,
          mantle_then_kill = 148,
          mappackmask = 149,
          master_killer = 150,
          master_of_humiliation = 151,
          match_bonus = 152,
          maxxp = 153,
          medal_aitank_kill = 154,
          medal_assisted_suicide = 155,
          medal_backstabber_kill = 156,
          medal_ballistic_knife_kill = 157,
          medal_bomb_detonated = 158,
          medal_bounce_hatchet_kill = 159,
          medal_capture_enemy_crate = 160,
          medal_clear_2_attackers = 161,
          medal_comeback_from_deathstreak = 162,
          medal_completed_match = 163,
          medal_crossbow_kill = 164,
          medal_death_machine_kill = 165,
          medal_defend_hq_last_alive = 166,
          medal_defused_bomb = 167,
          medal_defused_bomb_last_man_alive = 168,
          medal_destroyed_aitank = 169,
          medal_destroyed_counteruav = 170,
          medal_destroyed_heli_comlink = 171,
          medal_destroyed_heli_guard = 172,
          medal_destroyed_heli_gunner = 173,
          medal_destroyed_microwave_turret = 174,
          medal_destroyed_missile_drone = 175,
          medal_destroyed_missile_swarm = 176,
          medal_destroyed_plane_mortar = 177,
          medal_destroyed_qrdrone = 178,
          medal_destroyed_rcbomb = 179,
          medal_destroyed_remote_missle = 180,
          medal_destroyed_remote_mortar = 181,
          medal_destroyed_sentry_gun = 182,
          medal_destroyed_straferun = 183,
          medal_destroyed_supply_drop = 184,
          medal_destroyed_uav = 185,
          medal_dogs_kill = 186,
          medal_eliminate_oic = 187,
          medal_eliminate_sd = 188,
          medal_elimination_and_last_player_alive = 189,
          medal_final_kill_elimination = 190,
          medal_first_kill = 191,
          medal_flag_capture = 192,
          medal_flag_carrier_kill_return_close = 193,
          medal_hack_3_agrs_in_hack = 194,
          medal_hacked = 195,
          medal_hatchet_kill = 196,
          medal_headshot = 197,
          medal_helicopter_comlink_kill = 198,
          medal_helicopter_guard_kill = 199,
          medal_helicopter_gunner_kill = 200,
          medal_hq_destroyed = 201,
          medal_hq_secure = 202,
          medal_hq_secure = 203,
          medal_humiliation_gun = 204,
          medal_kill_confirmed_multi = 205,
          medal_kill_enemies_one_bullet = 206,
          medal_kill_enemy_after_death = 207,
          medal_kill_enemy_injuring_teammate = 208,
          medal_kill_enemy_one_bullet = 209,
          medal_kill_enemy_recent_dive_prone = 210,
          medal_kill_enemy_when_injured = 211,
          medal_kill_enemy_while_capping = 212,
          medal_kill_enemy_who_killed_teammate = 213,
          medal_kill_enemy_with_care_package_crush = 214,
          medal_kill_enemy_with_hacked_care_package = 215,
          medal_kill_enemy_with_more_ammo_oic = 216,
          medal_kill_enemy_with_their_weapon = 217,
          medal_kill_flag_carrier = 218,
          medal_kill_hacker_in_hack = 219,
          medal_kill_hacker_then_hack_in_hack = 220,
          medal_kill_in_3_seconds_gun = 221,
          medal_kill_leader_with_axe_sas = 222,
          medal_kill_with_axe_sas = 223,
          medal_kill_with_crossbow_and_ballistic_sas = 224,
          medal_kill_x2_score_shrp = 225,
          medal_killed_bomb_defuser = 226,
          medal_killed_bomb_planter = 227,
          medal_killed_enemy_while_carrying_flag = 228,
          medal_killstreak_10 = 229,
          medal_killstreak_15 = 230,
          medal_killstreak_20 = 231,
          medal_killstreak_25 = 232,
          medal_killstreak_30 = 233,
          medal_killstreak_5 = 234,
          medal_killstreak_more_than_30 = 235,
          medal_knife_leader_gun = 236,
          medal_knife_with_ammo_oic = 237,
          medal_koth_secure = 238,
          medal_longshot_kill = 239,
          medal_melee_kill_with_riot_shield = 240,
          medal_microwave_turret_kill = 241,
          medal_missile_drone_kill = 242,
          medal_missile_swarm_kill = 243,
          medal_most_points_shrp = 244,
          medal_multikill_2 = 245,
          medal_multikill_3 = 246,
          medal_multikill_4 = 247,
          medal_multikill_5 = 248,
          medal_multikill_6 = 249,
          medal_multikill_7 = 250,
          medal_multikill_8 = 251,
          medal_multikill_more_than_8 = 252,
          medal_multiple_grenade_launcher_kill = 253,
          medal_neutral_b_secured = 254,
          medal_plane_mortar_kill = 255,
          medal_position_secure = 256,
          medal_qrdrone_kill = 257,
          medal_quickly_secure_point = 258,
          medal_rcxd_kill = 259,
          medal_remote_missile_kill = 260,
          medal_remote_mortar_kill = 261,
          medal_retrieve_own_tags = 262,
          medal_revenge_kill = 263,
          medal_sentry_gun_kill = 264,
          medal_share_package_aitank = 265,
          medal_share_package_ammo = 266,
          medal_share_package_counter_uav = 267,
          medal_share_package_death_machine = 268,
          medal_share_package_dogs = 269,
          medal_share_package_emp = 270,
          medal_share_package_helicopter_comlink = 271,
          medal_share_package_helicopter_guard = 272,
          medal_share_package_helicopter_gunner = 273,
          medal_share_package_microwave_turret = 274,
          medal_share_package_missile_drone = 275,
          medal_share_package_missle_swarm = 276,
          medal_share_package_multiple_grenade_launcher = 277,
          medal_share_package_plane_mortar = 278,
          medal_share_package_qrdrone = 279,
          medal_share_package_rcbomb = 280,
          medal_share_package_remote_missile = 281,
          medal_share_package_remote_mortar = 282,
          medal_share_package_satellite = 283,
          medal_share_package_sentry_gun = 284,
          medal_share_package_strafe_run = 285,
          medal_share_package_uav = 286,
          medal_stick_explosive_kill = 287,
          medal_stop_enemy_killstreak = 288,
          medal_straff_run_kill = 289,
          medal_teammate_confirm_kill = 290,
          medal_uninterrupted_obit_feed_kills = 291,
          medal_won_match = 292,
          medal_x2_score_shrp = 293,
          minxp = 294,
          misc_bonus = 295,
          misses = 296,
          monthly_timestamp = 297,
          muiltikill_2_with_rcbomb = 298,
          multikill_2_zone_attackers = 299,
          multikill_3_lmg_or_smg_hip_fire = 300,
          multikill_3_near_death = 301,
          multikill_3_remote_missile = 302,
          multikill_3_with_mgl = 303,
          offends = 304,
          oic_gamemode_mastery = 305,
          penetration_shots = 306,
          perk_bulletflinch_kills = 307,
          perk_earnmoremomentum_earn_streak = 308,
          perk_fastmantle_kills = 309,
          perk_fastweaponswitch_kill_after_swap = 310,
          perk_flak_survive = 311,
          perk_gpsjammer_immune_kills = 312,
          perk_hacker_destroy = 313,
          perk_immune_cuav_kills = 314,
          perk_longersprint = 315,
          perk_loudenemies_kills = 316,
          perk_movefaster_kills = 317,
          perk_noname_kills = 318,
          perk_nottargetedbyairsupport_destroy_aircraft = 319,
          perk_protection_stun_kills = 320,
          perk_quieter_kills = 321,
          perk_scavenger_kills_after_resupply = 322,
          pickups = 323,
          pistolheadshot_10_onegame = 324,
          plants = 325,
          plevel = 326,
          precision_master = 327,
          primary_mastery = 328,
          rank = 329,
          rankxp = 330,
          reload_then_kill_dualclip = 331,
          return_fire_killstreak_mastery = 332,
          returns = 333,
          revives = 334,
          sas_gamemode_mastery = 335,
          score = 336,
          score_hc = 337,
          score_multiteam = 338,
          score_streaks_mastery = 339,
          sd_gamemode_mastery = 340,
          secondary_mastery = 341,
          sessionbans = 342,
          shock_enemy_then_stab_them = 343,
          shotgun_mastery = 344,
          shrp_gamemode_mastery = 345,
          smg_mastery = 346,
          sniper_mastery = 347,
          statresetcount = 348,
          stats_version = 349,
          statsbackupversion = 350,
          stick_explosive_kill_5_onegame = 351,
          streaker = 352,
          stun_aitank_with_emp_grenade = 353,
          suicides = 354,
          support_killstreak_mastery = 355,
          survive_claymore_kill_planter_flak_jacket_equipped = 356,
          tdm_gamemode_mastery = 357,
          teamkills = 358,
          teamkills_nostats = 359,
          ties = 360,
          time_played_alive = 361,
          time_played_allies = 362,
          time_played_axis = 363,
          time_played_opfor = 364,
          time_played_other = 365,
          time_played_team3 = 366,
          time_played_total = 367,
          timewhennexthost = 368,
          top3 = 369,
          top3any = 370,
          top3any_hc = 371,
          top3any_multiteam = 372,
          top3team = 373,
          topplayer = 374,
          total_shots = 375,
          version = 376,
          weapons_mastery = 377,
          weekly_timestamp = 378,
          wins = 379,
          wins_hc = 380,
          wins_multiteam = 381,
          wlratio = 382,
      };
      
      enum higheststats_e
      {
          win_streak = 0,
          kill_streak = 1,
          death_streak = 2,
          highest_score = 3,
          highest_kdratio = 4,
          highest_accuracy = 5,
      };
      
      enum gamemodes_e
      {
          publicmatch = 0,
          leaguematch = 1,
      };
      
      enum quittypes_e
      {
          dashboard = 0,
          timeout = 1,
          kicked = 2,
          quit = 3,
          finished = 4,
      };
      
      enum gametypes_e
      {
          tdm = 0,
          dm = 1,
          sd = 2,
          dom = 3,
          koth = 4,
          hq = 5,
          dem = 6,
          ctf = 7,
          conf = 8,
          gun = 9,
          oic = 10,
          shrp = 11,
          sas = 12,
          hctdm = 13,
          hcdm = 14,
          hcsd = 15,
          hcdom = 16,
          hckoth = 17,
          hchq = 18,
          hcdem = 19,
          hcctf = 20,
          hcconf = 21,
          oneflag = 22,
          hconeflag = 23,
      };
      
      enum maps_e
      {
          mp_la = 0,
          mp_dockside = 1,
          mp_carrier = 2,
          mp_drone = 3,
          mp_express = 4,
          mp_hijacked = 5,
          mp_labc = 6,
          mp_meltdown = 7,
          mp_nightclub = 8,
          mp_overflow = 9,
          mp_raid = 10,
          mp_slums = 11,
          mp_turbine = 12,
          mp_socotra = 13,
          mp_village = 14,
      };
      
      enum weaponstat_e
      {
          kills = 0,
          deaths = 1,
          deathsduringuse = 2,
          shots = 3,
          hits = 4,
          headshots = 5,
          timeused = 6,
          used = 7,
          assists = 8,
          combatrecordstat = 9,
          destroyed = 10,
          challenges = 11,
          challenge1 = 12,
          challenge2 = 13,
          challenge3 = 14,
          challenge4 = 15,
          challenge5 = 16,
          challenge6 = 17,
      };
      
      enum weapongroups_e
      {
          weapon_pistol = 0,
          weapon_smg = 1,
          weapon_assault = 2,
          weapon_lmg = 3,
          weapon_sniper = 4,
          weapon_cqb = 5,
          weapon_projectile = 6,
          weapon_special = 7,
          weapon_shotgun = 8,
          weapon_launcher = 9,
          weapon_grenade = 10,
          weapon_explosive = 11,
          weapon_masterkey = 12,
          weapon_grenadelauncher = 13,
          weapon_flamethrower = 14,
          specialty = 15,
          specialgrenade = 16,
          miscweapon = 17,
          bonuscard = 18,
          killstreak = 19,
      };
      
      enum attachments_e
      {
          acog = 0,
          dualclip = 1,
          dualoptic = 2,
          dw = 3,
          extbarrel = 4,
          extclip = 5,
          extramags = 6,
          fastads = 7,
          fastreload = 8,
          fmj = 9,
          gl = 10,
          grip = 11,
          holo = 12,
          ir = 13,
          is = 14,
          longbreath = 15,
          mk = 16,
          mms = 17,
          rangefinder = 18,
          reflex = 19,
          rf = 20,
          sf = 21,
          silencer = 22,
          stackfire = 23,
          stalker = 24,
          steadyaim = 25,
          swayreduc = 26,
          tacknife = 27,
          vzoom = 28,
      };
      
      enum clantagfeatures_e
      {
          red = 0,
          green = 1,
          yellow = 2,
          blue = 3,
          cyan = 4,
          magenta = 5,
          animo = 6,
          animplus = 7,
          left = 8,
          right = 9,
          cylon = 10,
          rainbow = 11,
          move = 12,
          cycle = 13,
      };
      
      enum prestigetokentype_e
      {
          prestige_respec = 0,
          prestige_unlock = 1,
          prestige_reset_stats = 2,
          prestige_extra_cac = 3,
      };
      
      //Bit Size: 0x6068C
      struct root
      {
          //Bit Offset: 0x0
          //Bit Size: 0x40
          __int64 playerxuid;
      
          //Bit Offset: 0x40
          //Bit Size: 0x47D0
          intstat_s playerstatslist[globalstats_e];
      
          //Bit Offset: 0x4810
          //Bit Size: 0x90
          int higheststats[higheststats_e];
      
          //Bit Offset: 0x48A0
          //Bit Size: 0x20
          int hashlen;
      
          //Bit Offset: 0x48C0
          //Bit Size: 0x190
          byte statshash[50];
      
          //Bit Offset: 0x4A50
          //Bit Size: 0xFA
          prevscores_s recentearnings[10];
      
          //Bit Offset: 0x4B4A
          //Bit Size: 0xBEA
          prevhitlocationcounts_s recenthitloccounts[10];
      
          //Bit Offset: 0x5734
          //Bit Size: 0x2DA
          prevscoreswithgametype_s recentscores[10];
      
          //Bit Offset: 0x5A0E
          //Bit Size: 0x384
          afteractionreportstats_s afteractionreportstats;
      
          //Bit Offset: 0x5D92
          //Bit Size: 0x4
          int currenthitlocationindex;
      
          //Bit Offset: 0x5D96
          //Bit Size: 0x2BD0
          gamehistorystats_s gamehistory[gamemodes_e];
      
          //Bit Offset: 0x8966
          //Bit Size: 0xC0
          probation_s probation[gamemodes_e];
      
          //Bit Offset: 0x8A26
          //Bit Size: 0x99F0
          gametypestats_s playerstatsbygametype[gametypes_e];
      
          //Bit Offset: 0x12416
          //Bit Size: 0xF0
          mapstats_s playerstatsbymap[maps_e];
      
          //Bit Offset: 0x12506
          //Bit Size: 0x39E00
          itemstat_s itemstats[256];
      
          //Bit Offset: 0x4C306
          //Bit Size: 0x4380
          groupstats_s groupstats[weapongroups_e];
      
          //Bit Offset: 0x50686
          //Bit Size: 0x100
          byte unlocks[32];
      
          //Bit Offset: 0x50786
          //Bit Size: 0x61E0
          attachmentstats_s attachments[attachments_e];
      
          //Bit Offset: 0x56966
          //Bit Size: 0x20
          int matches_lean_used;
      
          //Bit Offset: 0x56986
          //Bit Size: 0x1900
          weaponstat_s weaponstats[64];
      
          //Bit Offset: 0x58286
          //Bit Size: 0x4
          int publicmatchclasssetindex;
      
          //Bit Offset: 0x5828A
          //Bit Size: 0x4
          int custommatchclasssetindex;
      
          //Bit Offset: 0x5828E
          //Bit Size: 0x4
          int leaguematchclasssetindex;
      
          //Bit Offset: 0x58292
          //Bit Size: 0x15A3
          cacstatsloadoutlist_s cacloadouts;
      
          //Bit Offset: 0x59835
          //Bit Size: 0xAEC
          cacloadoutlist_s custommatchcacloadouts;
      
          //Bit Offset: 0x5A321
          //Bit Size: 0xAEC
          cacloadoutlist_s leaguecacloadouts;
      
          //Bit Offset: 0x5AE0D
          //Bit Size: 0x20
          float skill_rating;
      
          //Bit Offset: 0x5AE2D
          //Bit Size: 0x20
          float skill_variance;
      
          //Bit Offset: 0x5AE4D
          //Bit Size: 0x300
          float gt_skill_rating[gametypes_e];
      
          //Bit Offset: 0x5B14D
          //Bit Size: 0x300
          float gt_skill_variance[gametypes_e];
      
          //Bit Offset: 0x5B44D
          //Bit Size: 0x680
          activefriend_s activefriends[16];
      
          //Bit Offset: 0x5BACD
          //Bit Size: 0x5
          int numactivefriends;
      
          //Bit Offset: 0x5BAD2
          //Bit Size: 0x1390
          emblemstats_s emblemstats;
      
          //Bit Offset: 0x5CE62
          //Bit Size: 0x4C
          clantagstats_s clantagstats;
      
          //Bit Offset: 0x5CEAE
          //Bit Size: 0x4
          int lastconsolesave;
      
          //Bit Offset: 0x5CEB2
          //Bit Size: 0xC80
          consoleinfo_s consoleinfo[10];
      
          //Bit Offset: 0x5DB32
          //Bit Size: 0x40
          __int64 connectionid;
      
          //Bit Offset: 0x5DB72
          //Bit Size: 0x20
          int uploadbandwidth;
      
          //Bit Offset: 0x5DB92
          //Bit Size: 0x100
          byte demonwareflags[32];
      
          //Bit Offset: 0x5DC92
          //Bit Size: 0x40
          __int64 statresetnotification;
      
          //Bit Offset: 0x5DCD2
          //Bit Size: 0x1
          int input_invertpitch;
      
          //Bit Offset: 0x5DCD3
          //Bit Size: 0x1
          int gpad_rumble;
      
          //Bit Offset: 0x5DCD4
          //Bit Size: 0x2
          int quick_launch_mode;
      
          //Bit Offset: 0x5DCD6
          //Bit Size: 0x1
          int cg_mature;
      
          //Bit Offset: 0x5DCD7
          //Bit Size: 0x1
          int input_autoaim;
      
          //Bit Offset: 0x5DCD8
          //Bit Size: 0x1
          int cg_subtitles;
      
          //Bit Offset: 0x5DCD9
          //Bit Size: 0x3
          int gpad_buttonsconfig;
      
          //Bit Offset: 0x5DCDC
          //Bit Size: 0x3
          int gpad_sticksconfig;
      
          //Bit Offset: 0x5DCDF
          //Bit Size: 0x2
          int team_indicator;
      
          //Bit Offset: 0x5DCE1
          //Bit Size: 0x1
          int r_stereo3davailable;
      
          //Bit Offset: 0x5DCE2
          //Bit Size: 0x1
          int r_stereo3don;
      
          //Bit Offset: 0x5DCE3
          //Bit Size: 0x1
          int input_targetassist;
      
          //Bit Offset: 0x5DCE4
          //Bit Size: 0x5
          int snd_menu_voice;
      
          //Bit Offset: 0x5DCE9
          //Bit Size: 0x5
          int snd_menu_music;
      
          //Bit Offset: 0x5DCEE
          //Bit Size: 0x5
          int snd_menu_sfx;
      
          //Bit Offset: 0x5DCF3
          //Bit Size: 0x5
          int snd_menu_master;
      
          //Bit Offset: 0x5DCF8
          //Bit Size: 0x5
          int snd_menu_cinematic;
      
          //Bit Offset: 0x5DCFD
          //Bit Size: 0x1
          int snd_menu_listen_level;
      
          //Bit Offset: 0x5DCFE
          //Bit Size: 0x2
          int snd_menu_speaker_setup;
      
          //Bit Offset: 0x5DD00
          //Bit Size: 0x40
          __int64 snd_console_config;
      
          //Bit Offset: 0x5DD40
          //Bit Size: 0x20
          int snd_speakerconfiguration;
      
          //Bit Offset: 0x5DD60
          //Bit Size: 0x20
          int snd_ps3_encodingformat;
      
          //Bit Offset: 0x5DD80
          //Bit Size: 0x20
          int snd_menu_headphones;
      
          //Bit Offset: 0x5DDA0
          //Bit Size: 0x20
          int snd_menu_hearing_impaired;
      
          //Bit Offset: 0x5DDC0
          //Bit Size: 0x20
          int cg_fov_default;
      
          //Bit Offset: 0x5DDE0
          //Bit Size: 0xB8
          leaguestats_s bestleague;
      
          //Bit Offset: 0x5DE98
          //Bit Size: 0x400
          __int64 gamebookmarks[16];
      
          //Bit Offset: 0x5E298
          //Bit Size: 0x5
          int gamebookmarkindex;
      
          //Bit Offset: 0x5E29D
          //Bit Size: 0x20
          int sessionrejointimestamp;
      
          //Bit Offset: 0x5E2BD
          //Bit Size: 0x40
          __int64 sessionrejoinsessionsecid;
      
          //Bit Offset: 0x5E2FD
          //Bit Size: 0x200
          char livestreamingauthusername;
      
          //Bit Offset: 0x5E4FD
          //Bit Size: 0xC8
          char livestreamingauthtoken;
      
          //Bit Offset: 0x5E5C5
          //Bit Size: 0x104
          prestigetokens_s prestigetokens[20];
      
          //Bit Offset: 0x5E6C9
          //Bit Size: 0x20
          unsigned int motdversionviewed;
      
          //Bit Offset: 0x5E6E9
          //Bit Size: 0x20
          unsigned int motdviewtime;
      
          //Bit Offset: 0x5E709
          //Bit Size: 0x20
          unsigned int combattrainingwins;
      
          //Bit Offset: 0x5E729
          //Bit Size: 0x40
          int doublexpgroups[64];
      
          //Bit Offset: 0x5E769
          //Bit Size: 0x1120
          gfxdisplayinfo gfxdisplayinfo;
      
          //Bit Offset: 0x5F889
          //Bit Size: 0x960
          youtube_t youtube;
      
          //Bit Offset: 0x601E9
          //Bit Size: 0x403
          elitestats_t elitestats;
      
          //Bit Offset: 0x605EC
          //Bit Size: 0xA0
          dlc_t dlc;
      
      };
      
      //Bit Size: 0x30
      struct intstat_s
      {
          //Bit Offset: 0x0
          //Bit Size: 0x20
          int statvalue;
      
          //Bit Offset: 0x20
          //Bit Size: 0x10
          short challengevalue;
      
      };
      
      //Bit Size: 0x19
      struct prevscores_s
      {
          //Bit Offset: 0x0
          //Bit Size: 0x18
          int score;
      
          //Bit Offset: 0x18
          //Bit Size: 0x1
          int valid;
      
      };
      
      //Bit Size: 0x131
      struct prevhitlocationcounts_s
      {
          //Bit Offset: 0x0
          //Bit Size: 0x98
          byte hitlocations[19];
      
          //Bit Offset: 0x98
          //Bit Size: 0x98
          byte criticalhitlocations[19];
      
          //Bit Offset: 0x130
          //Bit Size: 0x1
          int valid;
      
      };
      
      //Bit Size: 0x49
      struct prevscoreswithgametype_s
      {
          //Bit Offset: 0x0
          //Bit Size: 0x18
          int score;
      
          //Bit Offset: 0x18
          //Bit Size: 0x10
          short kills;
      
          //Bit Offset: 0x28
          //Bit Size: 0x10
          short deaths;
      
          //Bit Offset: 0x38
          //Bit Size: 0x10
          short gametype;
      
          //Bit Offset: 0x48
          //Bit Size: 0x1
          int valid;
      
      };
      
      //Bit Size: 0x384
      struct afteractionreportstats_s
      {
          //Bit Offset: 0x0
          //Bit Size: 0x1
          int valid;
      
          //Bit Offset: 0x1
          //Bit Size: 0x1
          int privatematch;
      
          //Bit Offset: 0x2
          //Bit Size: 0x1
          int wagermatch;
      
          //Bit Offset: 0x3
          //Bit Size: 0x1
          int wagermatchfailed;
      
          //Bit Offset: 0x4
          //Bit Size: 0x10
          short xpearned;
      
          //Bit Offset: 0x14
          //Bit Size: 0x10
          short cpearned;
      
          //Bit Offset: 0x24
          //Bit Size: 0x10
          short matchbonus;
      
          //Bit Offset: 0x34
          //Bit Size: 0x10
          short miscbonus;
      
          //Bit Offset: 0x44
          //Bit Size: 0x10
          short gametype;
      
          //Bit Offset: 0x54
          //Bit Size: 0x10
          short kills;
      
          //Bit Offset: 0x64
          //Bit Size: 0x10
          short deaths;
      
          //Bit Offset: 0x74
          //Bit Size: 0x10
          short bestkillstreak;
      
          //Bit Offset: 0x84
          //Bit Size: 0x10
          short headshots;
      
          //Bit Offset: 0x94
          //Bit Size: 0x10
          short score;
      
          //Bit Offset: 0xA4
          //Bit Size: 0x10
          short nemesisrank;
      
          //Bit Offset: 0xB4
          //Bit Size: 0x10
          short nemesisrankicon;
      
          //Bit Offset: 0xC4
          //Bit Size: 0x10
          short nemesiskills;
      
          //Bit Offset: 0xD4
          //Bit Size: 0x10
          short nemesiskilledby;
      
          //Bit Offset: 0xE4
          //Bit Size: 0x100
          char nemesisname;
      
          //Bit Offset: 0x1E4
          //Bit Size: 0x40
          __int64 nemesisxuid;
      
          //Bit Offset: 0x224
          //Bit Size: 0x8
          byte bestweaponindex;
      
          //Bit Offset: 0x22C
          //Bit Size: 0x10
          short bestweaponaccuracy;
      
          //Bit Offset: 0x23C
          //Bit Size: 0x8
          byte topweaponitemindex;
      
          //Bit Offset: 0x244
          //Bit Size: 0x10
          short topweaponkills;
      
          //Bit Offset: 0x254
          //Bit Size: 0x30
          short wagerawards[3];
      
          //Bit Offset: 0x284
          //Bit Size: 0x40
          __int64 demofileid;
      
          //Bit Offset: 0x2C4
          //Bit Size: 0x40
          __int64 leagueteamid;
      
          //Bit Offset: 0x304
          //Bit Size: 0x80
          char lobbypopup;
      
      };
      
      1 Reply Last reply
      6
      • Deicideundefined Offline
        Deicideundefined Offline
        Deicide
        wrote on last edited by
        #3

        Stat Structure Part 2

        //Bit Size: 0x90
        struct gamemodecompletionhistory_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x18
            int started;
        
            //Bit Offset: 0x18
            //Bit Size: 0x18
            int quit;
        
            //Bit Offset: 0x30
            //Bit Size: 0x18
            int dashboard;
        
            //Bit Offset: 0x48
            //Bit Size: 0x18
            int timeout;
        
            //Bit Offset: 0x60
            //Bit Size: 0x18
            int kicked;
        
            //Bit Offset: 0x78
            //Bit Size: 0x18
            int completed;
        
        };
        
        //Bit Size: 0x120
        struct gamemodehistorystats_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x90
            gamemodecompletionhistory_s played;
        
            //Bit Offset: 0x90
            //Bit Size: 0x90
            gamemodecompletionhistory_s hosted;
        
        };
        
        //Bit Size: 0xA6
        struct matchhistorystats_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x20
            int startingtime;
        
            //Bit Offset: 0x20
            //Bit Size: 0x20
            int endingtime;
        
            //Bit Offset: 0x40
            //Bit Size: 0x18
            int score;
        
            //Bit Offset: 0x58
            //Bit Size: 0x5
            int scoreboardposition;
        
            //Bit Offset: 0x5D
            //Bit Size: 0x10
            short kills;
        
            //Bit Offset: 0x6D
            //Bit Size: 0x10
            short deaths;
        
            //Bit Offset: 0x7D
            //Bit Size: 0x20
            float teamscoreratio;
        
            //Bit Offset: 0x9D
            //Bit Size: 0x5
            int gametype;
        
            //Bit Offset: 0xA2
            //Bit Size: 0x3
            int quittype;
        
            //Bit Offset: 0xA5
            //Bit Size: 0x1
            int forgiven;
        
        };
        
        //Bit Size: 0x15E8
        struct gamehistorystats_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x120
            gamemodehistorystats_s modehistory;
        
            //Bit Offset: 0x120
            //Bit Size: 0x14C0
            matchhistorystats_s matchhistory[32];
        
            //Bit Offset: 0x15E0
            //Bit Size: 0x8
            byte currentmatchhistoryindex;
        
        };
        
        //Bit Size: 0x60
        struct probation_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x20
            int version;
        
            //Bit Offset: 0x20
            //Bit Size: 0x20
            int timewhenprobationisdone;
        
            //Bit Offset: 0x40
            //Bit Size: 0x20
            int count;
        
        };
        
        //Bit Size: 0x66A
        struct gametypestats_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x30
            intstat_s assists;
        
            //Bit Offset: 0x30
            //Bit Size: 0x30
            intstat_s cur_win_streak;
        
            //Bit Offset: 0x60
            //Bit Size: 0x30
            intstat_s crush;
        
            //Bit Offset: 0x90
            //Bit Size: 0x30
            intstat_s deaths;
        
            //Bit Offset: 0xC0
            //Bit Size: 0x30
            intstat_s defends;
        
            //Bit Offset: 0xF0
            //Bit Size: 0x30
            intstat_s kdratio;
        
            //Bit Offset: 0x120
            //Bit Size: 0x30
            intstat_s kills;
        
            //Bit Offset: 0x150
            //Bit Size: 0x30
            intstat_s kill_streak;
        
            //Bit Offset: 0x180
            //Bit Size: 0x30
            intstat_s losses;
        
            //Bit Offset: 0x1B0
            //Bit Size: 0x30
            intstat_s offends;
        
            //Bit Offset: 0x1E0
            //Bit Size: 0x30
            intstat_s score;
        
            //Bit Offset: 0x210
            //Bit Size: 0x30
            intstat_s ties;
        
            //Bit Offset: 0x240
            //Bit Size: 0x30
            intstat_s time_played_total;
        
            //Bit Offset: 0x270
            //Bit Size: 0x30
            intstat_s top3;
        
            //Bit Offset: 0x2A0
            //Bit Size: 0x30
            intstat_s top3team;
        
            //Bit Offset: 0x2D0
            //Bit Size: 0x30
            intstat_s topplayer;
        
            //Bit Offset: 0x300
            //Bit Size: 0x30
            intstat_s wins;
        
            //Bit Offset: 0x330
            //Bit Size: 0x30
            intstat_s win_streak;
        
            //Bit Offset: 0x360
            //Bit Size: 0x30
            intstat_s wlratio;
        
            //Bit Offset: 0x390
            //Bit Size: 0x30
            intstat_s challenge1;
        
            //Bit Offset: 0x3C0
            //Bit Size: 0x30
            intstat_s challenge2;
        
            //Bit Offset: 0x3F0
            //Bit Size: 0x30
            intstat_s challenge3;
        
            //Bit Offset: 0x420
            //Bit Size: 0x30
            intstat_s challenge4;
        
            //Bit Offset: 0x450
            //Bit Size: 0x30
            intstat_s challenge5;
        
            //Bit Offset: 0x480
            //Bit Size: 0x30
            intstat_s challenge6;
        
            //Bit Offset: 0x4B0
            //Bit Size: 0x30
            intstat_s challenge7;
        
            //Bit Offset: 0x4E0
            //Bit Size: 0x30
            intstat_s challenge8;
        
            //Bit Offset: 0x510
            //Bit Size: 0x30
            intstat_s challenge9;
        
            //Bit Offset: 0x540
            //Bit Size: 0x30
            intstat_s challenge10;
        
            //Bit Offset: 0x570
            //Bit Size: 0xFA
            prevscores_s prevscores[10];
        
        };
        
        //Bit Size: 0x10
        struct mapstats_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x10
            short vote_succeeded;
        
        };
        
        //Bit Size: 0x360
        struct groupstats_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x360
            intstat_s stats[weaponstat_e];
        
        };
        
        //Bit Size: 0x39E
        struct itemstat_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x1
            int purchased;
        
            //Bit Offset: 0x1
            //Bit Size: 0x1
            int markedold;
        
            //Bit Offset: 0x2
            //Bit Size: 0x3
            int isproversionunlocked[3];
        
            //Bit Offset: 0x5
            //Bit Size: 0x360
            intstat_s stats[weaponstat_e];
        
            //Bit Offset: 0x365
            //Bit Size: 0x1D
            int attachmentmarkedold[attachments_e];
        
            //Bit Offset: 0x382
            //Bit Size: 0x18
            int xp;
        
            //Bit Offset: 0x39A
            //Bit Size: 0x4
            int plevel;
        
        };
        
        //Bit Size: 0x360
        struct attachmentstats_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x360
            intstat_s stats[weaponstat_e];
        
        };
        
        //Bit Size: 0x64
        struct weaponstat_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x64
            int optionmarkedasold[100];
        
        };
        
        //Bit Size: 0x1A4
        struct cacloadout_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x8
            byte primary;
        
            //Bit Offset: 0x8
            //Bit Size: 0x8
            byte primaryattachmenttop;
        
            //Bit Offset: 0x10
            //Bit Size: 0x8
            byte primaryattachmentbottom;
        
            //Bit Offset: 0x18
            //Bit Size: 0x8
            byte primaryattachmenttrigger;
        
            //Bit Offset: 0x20
            //Bit Size: 0x8
            byte primaryattachmentmuzzle;
        
            //Bit Offset: 0x28
            //Bit Size: 0x8
            byte primaryattachmentgunperk;
        
            //Bit Offset: 0x30
            //Bit Size: 0x8
            byte primarycamo;
        
            //Bit Offset: 0x38
            //Bit Size: 0x8
            byte primaryreticle;
        
            //Bit Offset: 0x40
            //Bit Size: 0x8
            byte primaryreticlecolor;
        
            //Bit Offset: 0x48
            //Bit Size: 0x8
            byte primarylens;
        
            //Bit Offset: 0x50
            //Bit Size: 0x8
            byte primarytag;
        
            //Bit Offset: 0x58
            //Bit Size: 0x8
            byte primaryemblem;
        
            //Bit Offset: 0x60
            //Bit Size: 0x3
            unsigned int primaryattachmentorder1;
        
            //Bit Offset: 0x63
            //Bit Size: 0x3
            unsigned int primaryattachmentorder2;
        
            //Bit Offset: 0x66
            //Bit Size: 0x3
            unsigned int primaryattachmentorder3;
        
            //Bit Offset: 0x69
            //Bit Size: 0x3
            unsigned int primaryattachmentorder4;
        
            //Bit Offset: 0x6C
            //Bit Size: 0x3
            unsigned int primaryattachmentorder5;
        
            //Bit Offset: 0x6F
            //Bit Size: 0x8
            byte secondary;
        
            //Bit Offset: 0x77
            //Bit Size: 0x8
            byte secondaryattachmenttop;
        
            //Bit Offset: 0x7F
            //Bit Size: 0x8
            byte secondaryattachmentbottom;
        
            //Bit Offset: 0x87
            //Bit Size: 0x8
            byte secondaryattachmenttrigger;
        
            //Bit Offset: 0x8F
            //Bit Size: 0x8
            byte secondaryattachmentmuzzle;
        
            //Bit Offset: 0x97
            //Bit Size: 0x8
            byte secondaryattachmentgunperk;
        
            //Bit Offset: 0x9F
            //Bit Size: 0x8
            byte secondarycamo;
        
            //Bit Offset: 0xA7
            //Bit Size: 0x8
            byte secondaryreticle;
        
            //Bit Offset: 0xAF
            //Bit Size: 0x8
            byte secondaryreticlecolor;
        
            //Bit Offset: 0xB7
            //Bit Size: 0x8
            byte secondarylens;
        
            //Bit Offset: 0xBF
            //Bit Size: 0x8
            byte secondarytag;
        
            //Bit Offset: 0xC7
            //Bit Size: 0x8
            byte secondaryemblem;
        
            //Bit Offset: 0xCF
            //Bit Size: 0x3
            unsigned int secondaryattachmentorder1;
        
            //Bit Offset: 0xD2
            //Bit Size: 0x3
            unsigned int secondaryattachmentorder2;
        
            //Bit Offset: 0xD5
            //Bit Size: 0x3
            unsigned int secondaryattachmentorder3;
        
            //Bit Offset: 0xD8
            //Bit Size: 0x3
            unsigned int secondaryattachmentorder4;
        
            //Bit Offset: 0xDB
            //Bit Size: 0x3
            unsigned int secondaryattachmentorder5;
        
            //Bit Offset: 0xDE
            //Bit Size: 0x8
            byte specialty1;
        
            //Bit Offset: 0xE6
            //Bit Size: 0x8
            byte specialty2;
        
            //Bit Offset: 0xEE
            //Bit Size: 0x8
            byte specialty3;
        
            //Bit Offset: 0xF6
            //Bit Size: 0x8
            byte specialty4;
        
            //Bit Offset: 0xFE
            //Bit Size: 0x8
            byte specialty5;
        
            //Bit Offset: 0x106
            //Bit Size: 0x8
            byte specialty6;
        
            //Bit Offset: 0x10E
            //Bit Size: 0x8
            byte primarygrenade;
        
            //Bit Offset: 0x116
            //Bit Size: 0x8
            byte primarygrenadecount;
        
            //Bit Offset: 0x11E
            //Bit Size: 0x1
            unsigned int primarygrenadestatus1;
        
            //Bit Offset: 0x11F
            //Bit Size: 0x1
            unsigned int primarygrenadestatus2;
        
            //Bit Offset: 0x120
            //Bit Size: 0x1
            unsigned int primarygrenadestatus3;
        
            //Bit Offset: 0x121
            //Bit Size: 0x8
            byte specialgrenade;
        
            //Bit Offset: 0x129
            //Bit Size: 0x8
            byte specialgrenadecount;
        
            //Bit Offset: 0x131
            //Bit Size: 0x1
            unsigned int specialgrenadestatus1;
        
            //Bit Offset: 0x132
            //Bit Size: 0x1
            unsigned int specialgrenadestatus2;
        
            //Bit Offset: 0x133
            //Bit Size: 0x1
            unsigned int specialgrenadestatus3;
        
            //Bit Offset: 0x134
            //Bit Size: 0x8
            byte equipment;
        
            //Bit Offset: 0x13C
            //Bit Size: 0x8
            byte equipmentcount;
        
            //Bit Offset: 0x144
            //Bit Size: 0x8
            byte equipment2;
        
            //Bit Offset: 0x14C
            //Bit Size: 0x8
            byte equipment2count;
        
            //Bit Offset: 0x154
            //Bit Size: 0x8
            byte bonuscard1;
        
            //Bit Offset: 0x15C
            //Bit Size: 0x8
            byte bonuscard2;
        
            //Bit Offset: 0x164
            //Bit Size: 0x8
            byte bonuscard3;
        
            //Bit Offset: 0x16C
            //Bit Size: 0x8
            unsigned int primaryattachment1;
        
            //Bit Offset: 0x174
            //Bit Size: 0x8
            unsigned int primaryattachment2;
        
            //Bit Offset: 0x17C
            //Bit Size: 0x8
            unsigned int primaryattachment3;
        
            //Bit Offset: 0x184
            //Bit Size: 0x8
            unsigned int secondaryattachment1;
        
            //Bit Offset: 0x18C
            //Bit Size: 0x8
            unsigned int secondaryattachment2;
        
            //Bit Offset: 0x194
            //Bit Size: 0x8
            unsigned int secondaryattachment3;
        
            //Bit Offset: 0x19C
            //Bit Size: 0x8
            byte knifecamo;
        
        };
        
        //Bit Size: 0x15A3
        struct cacstatsloadoutlist_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x1068
            cacloadout_s customclass[10];
        
            //Bit Offset: 0x1068
            //Bit Size: 0x500
            char customclassname[10];
        
            //Bit Offset: 0x1568
            //Bit Size: 0x8
            byte killstreak1;
        
            //Bit Offset: 0x1570
            //Bit Size: 0x8
            byte killstreak2;
        
            //Bit Offset: 0x1578
            //Bit Size: 0x8
            byte killstreak3;
        
            //Bit Offset: 0x1580
            //Bit Size: 0x8
            byte killstreak4;
        
            //Bit Offset: 0x1588
            //Bit Size: 0x8
            byte killstreak5;
        
            //Bit Offset: 0x1590
            //Bit Size: 0x8
            byte killstreak6;
        
            //Bit Offset: 0x1598
            //Bit Size: 0x1
            int resetwarningdisplayed;
        
            //Bit Offset: 0x1599
            //Bit Size: 0x1
            int classwarningdisplayed;
        
            //Bit Offset: 0x159A
            //Bit Size: 0x1
            int iamacheater;
        
            //Bit Offset: 0x159B
            //Bit Size: 0x8
            byte loadoutversion;
        
        };
        
        //Bit Size: 0xAEC
        struct cacloadoutlist_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x834
            cacloadout_s customclass[5];
        
            //Bit Offset: 0x834
            //Bit Size: 0x280
            char customclassname[5];
        
            //Bit Offset: 0xAB4
            //Bit Size: 0x8
            byte killstreak1;
        
            //Bit Offset: 0xABC
            //Bit Size: 0x8
            byte killstreak2;
        
            //Bit Offset: 0xAC4
            //Bit Size: 0x8
            byte killstreak3;
        
            //Bit Offset: 0xACC
            //Bit Size: 0x8
            byte killstreak4;
        
            //Bit Offset: 0xAD4
            //Bit Size: 0x8
            byte killstreak5;
        
            //Bit Offset: 0xADC
            //Bit Size: 0x8
            byte killstreak6;
        
            //Bit Offset: 0xAE4
            //Bit Size: 0x8
            byte loadoutversion;
        
        };
        
        //Bit Size: 0x68
        struct activefriend_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x40
            __int64 xuid;
        
            //Bit Offset: 0x40
            //Bit Size: 0x8
            byte playedcount;
        
            //Bit Offset: 0x48
            //Bit Size: 0x20
            unsigned int lastplayedtime;
        
        };
        
        //Bit Size: 0x3
        struct emblemicon_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x1
            int purchased;
        
            //Bit Offset: 0x1
            //Bit Size: 0x1
            int markedold;
        
            //Bit Offset: 0x2
            //Bit Size: 0x1
            int unlocked;
        
        };
        
        //Bit Size: 0x1
        struct emblemlayer_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x1
            int markedold;
        
        };
        
        //Bit Size: 0x1390
        struct emblemstats_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x4
            int layerspurchased;
        
            //Bit Offset: 0x4
            //Bit Size: 0xC
            emblemlayer_s layers[12];
        
            //Bit Offset: 0x10
            //Bit Size: 0xC00
            emblemicon_s icons[1024];
        
            //Bit Offset: 0xC10
            //Bit Size: 0x780
            emblemicon_s backgrounds[640];
        
        };
        
        //Bit Size: 0x2
        struct clantagfeatures_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x1
            int purchased;
        
            //Bit Offset: 0x1
            //Bit Size: 0x1
            int markedold;
        
        };
        
        //Bit Size: 0x4C
        struct clantagstats_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x1C
            clantagfeatures_s features[clantagfeatures_e];
        
            //Bit Offset: 0x1C
            //Bit Size: 0x8
            byte selectedfeature;
        
            //Bit Offset: 0x24
            //Bit Size: 0x28
            char clanname;
        
        };
        
        //Bit Size: 0x20
        struct ipaddress_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x8
            byte a;
        
            //Bit Offset: 0x8
            //Bit Size: 0x8
            byte b;
        
            //Bit Offset: 0x10
            //Bit Size: 0x8
            byte c;
        
            //Bit Offset: 0x18
            //Bit Size: 0x8
            byte d;
        
        };
        
        //Bit Size: 0x140
        struct consoleinfo_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x40
            __int64 consoleidhigh;
        
            //Bit Offset: 0x40
            //Bit Size: 0x40
            __int64 consoleidlow;
        
            //Bit Offset: 0x80
            //Bit Size: 0x40
            __int64 macaddress;
        
            //Bit Offset: 0xC0
            //Bit Size: 0x20
            int usecount;
        
            //Bit Offset: 0xE0
            //Bit Size: 0x20
            int timestamp;
        
            //Bit Offset: 0x100
            //Bit Size: 0x20
            ipaddress_s ipexternal;
        
            //Bit Offset: 0x120
            //Bit Size: 0x20
            int nattype;
        
        };
        
        //Bit Size: 0xB8
        struct leaguestats_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x8
            byte leagueid;
        
            //Bit Offset: 0x8
            //Bit Size: 0x8
            byte divisionid;
        
            //Bit Offset: 0x10
            //Bit Size: 0x8
            byte seasonid;
        
            //Bit Offset: 0x18
            //Bit Size: 0x40
            __int64 teamid;
        
            //Bit Offset: 0x58
            //Bit Size: 0x40
            __int64 subdivisionid;
        
            //Bit Offset: 0x98
            //Bit Size: 0x20
            int rank;
        
        };
        
        //Bit Size: 0xD
        struct prestigetokens_s
        {
            //Bit Offset: 0x0
            //Bit Size: 0x1
            int tokenspent;
        
            //Bit Offset: 0x1
            //Bit Size: 0x4
            int tokentype[prestigetokentype_e];
        
            //Bit Offset: 0x5
            //Bit Size: 0x8
            byte itemunlocked;
        
        };
        
        //Bit Size: 0x60
        struct gfxdevicesupport
        {
            //Bit Offset: 0x0
            //Bit Size: 0x8
            int deviceflags;
        
            //Bit Offset: 0x8
            //Bit Size: 0x8
            int devicevideostandardaspect;
        
            //Bit Offset: 0x10
            //Bit Size: 0x8
            int deviceconversion;
        
            //Bit Offset: 0x18
            //Bit Size: 0x8
            int device3d;
        
            //Bit Offset: 0x20
            //Bit Size: 0x10
            int devicewidth;
        
            //Bit Offset: 0x30
            //Bit Size: 0x10
            int deviceheight;
        
            //Bit Offset: 0x40
            //Bit Size: 0x20
            float devicerefreshhz;
        
        };
        
        //Bit Size: 0x160
        struct gfxgamutinfo
        {
            //Bit Offset: 0x0
            //Bit Size: 0x20
            float xred;
        
            //Bit Offset: 0x20
            //Bit Size: 0x20
            float yred;
        
            //Bit Offset: 0x40
            //Bit Size: 0x20
            float xgreen;
        
            //Bit Offset: 0x60
            //Bit Size: 0x20
            float ygreen;
        
            //Bit Offset: 0x80
            //Bit Size: 0x20
            float xblue;
        
            //Bit Offset: 0xA0
            //Bit Size: 0x20
            float xwhite;
        
            //Bit Offset: 0xC0
            //Bit Size: 0x20
            float ywhite;
        
            //Bit Offset: 0xE0
            //Bit Size: 0x20
            float gammared;
        
            //Bit Offset: 0x100
            //Bit Size: 0x20
            float gammagreen;
        
            //Bit Offset: 0x120
            //Bit Size: 0x20
            float gammablue;
        
            //Bit Offset: 0x140
            //Bit Size: 0x20
            unsigned int gammatype;
        
        };
        
        //Bit Size: 0x1120
        struct gfxdisplayinfo
        {
            //Bit Offset: 0x0
            //Bit Size: 0x20
            unsigned int deviceformatid;
        
            //Bit Offset: 0x20
            //Bit Size: 0x20
            unsigned int devicesize;
        
            //Bit Offset: 0x40
            //Bit Size: 0x8
            int hasedid;
        
            //Bit Offset: 0x48
            //Bit Size: 0x8
            int devicesupportcount;
        
            //Bit Offset: 0x50
            //Bit Size: 0x8
            int devicecolorspace;
        
            //Bit Offset: 0x58
            //Bit Size: 0x8
            int deviceconnection;
        
            //Bit Offset: 0x60
            //Bit Size: 0x8
            int outputdisplayvideostandard;
        
            //Bit Offset: 0x68
            //Bit Size: 0x8
            int outputdisplayflags;
        
            //Bit Offset: 0x70
            //Bit Size: 0x10
            int devicelatency;
        
            //Bit Offset: 0x80
            //Bit Size: 0x10
            int outputdisplaywidth;
        
            //Bit Offset: 0x90
            //Bit Size: 0x10
            int outputdisplayheight;
        
            //Bit Offset: 0xA0
            //Bit Size: 0x20
            float outputdisplayaspectratio;
        
            //Bit Offset: 0xC0
            //Bit Size: 0x20
            float outputdisplayhz;
        
            //Bit Offset: 0xE0
            //Bit Size: 0x10
            int renderdisplaywidth;
        
            //Bit Offset: 0xF0
            //Bit Size: 0x10
            int renderdisplayheight;
        
            //Bit Offset: 0x100
            //Bit Size: 0xC00
            gfxdevicesupport devicesupport[32];
        
            //Bit Offset: 0xD00
            //Bit Size: 0x160
            gfxgamutinfo edidgamut;
        
            //Bit Offset: 0xE60
            //Bit Size: 0x160
            gfxgamutinfo referencegamut;
        
            //Bit Offset: 0xFC0
            //Bit Size: 0x160
            gfxgamutinfo outputgamut;
        
        };
        
        //Bit Size: 0x960
        struct youtube_t
        {
            //Bit Offset: 0x0
            //Bit Size: 0x800
            char deviceid;
        
            //Bit Offset: 0x800
            //Bit Size: 0x140
            char devicekey;
        
            //Bit Offset: 0x940
            //Bit Size: 0x20
            int maxviewers;
        
        };
        
        //Bit Size: 0x403
        struct elitestats_t
        {
            //Bit Offset: 0x0
            //Bit Size: 0x400
            int elitestats[32];
        
            //Bit Offset: 0x400
            //Bit Size: 0x1
            int isfounder;
        
            //Bit Offset: 0x401
            //Bit Size: 0x1
            int ismember;
        
            //Bit Offset: 0x402
            //Bit Size: 0x1
            int ispayingcustomer;
        
        };
        
        //Bit Size: 0xA0
        struct dlc_t
        {
            //Bit Offset: 0x0
            //Bit Size: 0x20
            int mappacks;
        
            //Bit Offset: 0x20
            //Bit Size: 0x80
            int mtx[128];
        
        };
        
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        • Deicideundefined Offline
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          Deicide
          wrote on last edited by
          #4

          Profile Structure

          //////////////////
          // VERSION 0 //
          //////////////////
          
          //Bit Size: 0xA7E
          struct root
          {
          	//Bit Offset: 0x0
          	//Bit Size: 0x2
          	int quick_launch_mode;
          
          	//Bit Offset: 0x2
          	//Bit Size: 0x1
          	int gpad_rumble;
          
          	//Bit Offset: 0x3
          	//Bit Size: 0x1
          	int input_invertpitch;
          
          	//Bit Offset: 0x4
          	//Bit Size: 0x20
          	float input_viewsensitivity;
          
          	//Bit Offset: 0x24
          	//Bit Size: 0x1
          	int input_autoaim;
          
          	//Bit Offset: 0x25
          	//Bit Size: 0x2
          	int team_indicator;
          
          	//Bit Offset: 0x27
          	//Bit Size: 0x40
          	char ui_menucamounlocks;
          
          	//Bit Offset: 0x67
          	//Bit Size: 0x40
          	char ui_menuattachunlocks;
          
          	//Bit Offset: 0xA7
          	//Bit Size: 0x1
          	int cg_mature;
          
          	//Bit Offset: 0xA8
          	//Bit Size: 0x1
          	int cg_blood;
          
          	//Bit Offset: 0xA9
          	//Bit Size: 0x5
          	int gpad_buttonsconfig;
          
          	//Bit Offset: 0xAE
          	//Bit Size: 0x2
          	int gpad_sticksconfig;
          
          	//Bit Offset: 0xB0
          	//Bit Size: 0x20
          	float gpad_button_lstick_deflect_max;
          
          	//Bit Offset: 0xD0
          	//Bit Size: 0x20
          	float gpad_button_rstick_deflect_max;
          
          	//Bit Offset: 0xF0
          	//Bit Size: 0x20
          	float r_gamma;
          
          	//Bit Offset: 0x110
          	//Bit Size: 0x20
          	float snd_menu_voice;
          
          	//Bit Offset: 0x130
          	//Bit Size: 0x20
          	float snd_menu_music;
          
          	//Bit Offset: 0x150
          	//Bit Size: 0x20
          	float snd_menu_sfx;
          
          	//Bit Offset: 0x170
          	//Bit Size: 0x20
          	float snd_menu_master;
          
          	//Bit Offset: 0x190
          	//Bit Size: 0x20
          	float snd_menu_cinematic;
          
          	//Bit Offset: 0x1B0
          	//Bit Size: 0x20
          	int snd_menu_hearing_impaired;
          
          	//Bit Offset: 0x1D0
          	//Bit Size: 0x3
          	int snd_menu_presets;
          
          	//Bit Offset: 0x1D3
          	//Bit Size: 0x2
          	int snd_menu_speaker_setup;
          
          	//Bit Offset: 0x1D5
          	//Bit Size: 0x20
          	float speaker_left_front;
          
          	//Bit Offset: 0x1F5
          	//Bit Size: 0x20
          	float speaker_left;
          
          	//Bit Offset: 0x215
          	//Bit Size: 0x20
          	float speaker_center;
          
          	//Bit Offset: 0x235
          	//Bit Size: 0x20
          	float speaker_right_front;
          
          	//Bit Offset: 0x255
          	//Bit Size: 0x20
          	float speaker_right;
          
          	//Bit Offset: 0x275
          	//Bit Size: 0x20
          	float speaker_left_surround;
          
          	//Bit Offset: 0x295
          	//Bit Size: 0x20
          	float speaker_left_surround_back;
          
          	//Bit Offset: 0x2B5
          	//Bit Size: 0x20
          	float speaker_right_surround;
          
          	//Bit Offset: 0x2D5
          	//Bit Size: 0x20
          	float speaker_right_surround_back;
          
          	//Bit Offset: 0x2F5
          	//Bit Size: 0x20
          	float speaker_lfe;
          
          	//Bit Offset: 0x315
          	//Bit Size: 0x20
          	float snd_shoutcast_voip;
          
          	//Bit Offset: 0x335
          	//Bit Size: 0x20
          	float snd_shoutcast_game;
          
          	//Bit Offset: 0x355
          	//Bit Size: 0x20
          	int party_privacystatus;
          
          	//Bit Offset: 0x375
          	//Bit Size: 0x20
          	int geographicalmatchmaking;
          
          	//Bit Offset: 0x395
          	//Bit Size: 0x20
          	float safeareatweakable_horizontal;
          
          	//Bit Offset: 0x3B5
          	//Bit Size: 0x20
          	float safeareatweakable_vertical;
          
          	//Bit Offset: 0x3D5
          	//Bit Size: 0x20
          	int demo_controllerconfig;
          
          	//Bit Offset: 0x3F5
          	//Bit Size: 0x1
          	int cg_drawcrosshair3d;
          
          	//Bit Offset: 0x3F6
          	//Bit Size: 0x1
          	int start_in_3d;
          
          	//Bit Offset: 0x3F7
          	//Bit Size: 0x20
          	float mousesensitivity;
          
          	//Bit Offset: 0x417
          	//Bit Size: 0x5
          	int r_texfilteranisomin;
          
          	//Bit Offset: 0x41C
          	//Bit Size: 0x1
          	int flipped_control_config;
          
          	//Bit Offset: 0x41D
          	//Bit Size: 0x1
          	int commoninitialized;
          
          	//Bit Offset: 0x41E
          	//Bit Size: 0x1
          	int session_rejoin;
          
          	//Bit Offset: 0x41F
          	//Bit Size: 0x1
          	int colorblind_assist;
          
          	//Bit Offset: 0x420
          	//Bit Size: 0x5
          	int gpad_remotebuttonsconfig;
          
          	//Bit Offset: 0x425
          	//Bit Size: 0x5
          	int gpad_classicbuttonsconfig;
          
          	//Bit Offset: 0x42A
          	//Bit Size: 0x1
          	int showinvalidinputwarnings;
          
          	//Bit Offset: 0x42B
          	//Bit Size: 0x1
          	int turnwhileinvalidinput;
          
          	//Bit Offset: 0x42C
          	//Bit Size: 0x1
          	int ik_weaponrollenabled;
          
          	//Bit Offset: 0x42D
          	//Bit Size: 0x1
          	int wiiu_cameralockallowed;
          
          	//Bit Offset: 0x42E
          	//Bit Size: 0x1
          	int wiiu_scope_mouse_aim;
          
          	//Bit Offset: 0x42F
          	//Bit Size: 0x1
          	int wiiu_nunchuk_aiming_scope_enabled;
          
          	//Bit Offset: 0x430
          	//Bit Size: 0x1
          	int wiiu_cod5stylescopeaiming;
          
          	//Bit Offset: 0x431
          	//Bit Size: 0x1
          	int wiiu_aim_lookspring_enabled;
          
          	//Bit Offset: 0x432
          	//Bit Size: 0x1
          	int wiiu_aim_accel_turnrate_enabled;
          
          	//Bit Offset: 0x433
          	//Bit Size: 0x1
          	int wiiu_turret_mouse_aim;
          
          	//Bit Offset: 0x434
          	//Bit Size: 0x1
          	int wiiu_nunchuk_aiming_turret_enabled;
          
          	//Bit Offset: 0x435
          	//Bit Size: 0x20
          	float wiiu_aim_turnrate_yaw;
          
          	//Bit Offset: 0x455
          	//Bit Size: 0x20
          	float wiiu_aim_turnrate_pitch;
          
          	//Bit Offset: 0x475
          	//Bit Size: 0x20
          	float wiiu_aim_turnrate_yaw_ads;
          
          	//Bit Offset: 0x495
          	//Bit Size: 0x20
          	float wiiu_aim_turnrate_pitch_ads;
          
          	//Bit Offset: 0x4B5
          	//Bit Size: 0x20
          	float aim_turnrate_ramp_factor;
          
          	//Bit Offset: 0x4D5
          	//Bit Size: 0x20
          	float wiiu_scope_sensitivity;
          
          	//Bit Offset: 0x4F5
          	//Bit Size: 0x20
          	float wiiu_turret_sensitivity;
          
          	//Bit Offset: 0x515
          	//Bit Size: 0x20
          	float wiiu_aim_deadzone_width;
          
          	//Bit Offset: 0x535
          	//Bit Size: 0x20
          	float wiiu_aim_deadzone_height;
          
          	//Bit Offset: 0x555
          	//Bit Size: 0x20
          	float wiiu_aim_deadzone_width_ads;
          
          	//Bit Offset: 0x575
          	//Bit Size: 0x20
          	float wiiu_aim_deadzone_height_ads;
          
          	//Bit Offset: 0x595
          	//Bit Size: 0x20
          	float wiiu_aim_deadzone_turret;
          
          	//Bit Offset: 0x5B5
          	//Bit Size: 0x1
          	int wiiu_mustusegestures;
          
          	//Bit Offset: 0x5B6
          	//Bit Size: 0x1
          	int wiiu_gesturesenabled;
          
          	//Bit Offset: 0x5B7
          	//Bit Size: 0x20
          	float acc_wiiumotethreshold;
          
          	//Bit Offset: 0x5D7
          	//Bit Size: 0x20
          	float acc_nunchukthreshold;
          
          	//Bit Offset: 0x5F7
          	//Bit Size: 0x20
          	float wiiu_viewmodeltrackfactor_ads;
          
          	//Bit Offset: 0x617
          	//Bit Size: 0x20
          	float wiiu_filter_global_sens;
          
          	//Bit Offset: 0x637
          	//Bit Size: 0x1
          	int wiiu_nunchuk_aiming_invert_pitch;
          
          	//Bit Offset: 0x638
          	//Bit Size: 0x1
          	int wiiu_altweaponpickup;
          
          	//Bit Offset: 0x639
          	//Bit Size: 0x80
          	char lastcontrolpreset;
          
          	//Bit Offset: 0x6B9
          	//Bit Size: 0x1
          	int wiiu_floating_scope_overlay;
          
          	//Bit Offset: 0x6BA
          	//Bit Size: 0x1
          	int wiiu_usingcustomconfig;
          
          	//Bit Offset: 0x6BB
          	//Bit Size: 0x1
          	int wiiu_usingdoubletapjump;
          
          	//Bit Offset: 0x6BC
          	//Bit Size: 0x1
          	int wiiu_usingshiftgrenade;
          
          	//Bit Offset: 0x6BD
          	//Bit Size: 0x1
          	int wiiu_livenotificationsenabled;
          
          	//Bit Offset: 0x6BE
          	//Bit Size: 0x3
          	int wiiu_reticlestyle;
          
          	//Bit Offset: 0x6C1
          	//Bit Size: 0x20
          	float wiiu_reticlecenterscale;
          
          	//Bit Offset: 0x6E1
          	//Bit Size: 0x20
          	float wiiu_reticleouterscale;
          
          	//Bit Offset: 0x701
          	//Bit Size: 0x4
          	int wiiu_reticleinnercolorselect;
          
          	//Bit Offset: 0x705
          	//Bit Size: 0x4
          	int wiiu_reticleoutercolorselect;
          
          	//Bit Offset: 0x709
          	//Bit Size: 0x1
          	int wiiu_reticlebold;
          
          	//Bit Offset: 0x70A
          	//Bit Size: 0xE0
          	int wiiu_customkeybindsplayer[32];
          
          	//Bit Offset: 0x7EA
          	//Bit Size: 0xE0
          	int wiiu_customkeybindsplayer2[32];
          
          	//Bit Offset: 0x8CA
          	//Bit Size: 0xE0
          	int wiiu_customkeybindstwist[32];
          
          	//Bit Offset: 0x9AA
          	//Bit Size: 0xE
          	int wiiu_customgesturebinds[2];
          
          	//Bit Offset: 0x9B8
          	//Bit Size: 0x5
          	int wiiu_lastremotebuttonlayout;
          
          	//Bit Offset: 0x9BD
          	//Bit Size: 0xC0
          	int wiiu_demonwarepassword[24];
          
          	//Bit Offset: 0xA7D
          	//Bit Size: 0x1
          	int wiiu_voicechatenabled;
          };
          

          Profile Setting Functions

          self setclientprofilevar("var", value);
          setlocalprofilevar("var", value);
          setlocalprofilearrayvar("var", arrayIndex, value);
          getlocalprofileint("var");
          getlocalprofilearrayint("var", arrayIndex);
          getlocalprofilefloat("var");
          getlocalprofilestring("var");
          

          Session Info Structure

          /*You can either track down the structure in memory, or simply use the setting names with the gsc functions. uk6 is an unknown type of time. bit 0 is 15 seconds, bit 1 is 30 seconds. So the smallest time limit one can get down to is only 15 seconds.*/
          
          //////////////////
          // VERSION 4 //
          //////////////////
          
          //Bit Size: 0x4F8C
          struct root
          {
          	//Bit Offset: 0x0
          	//Bit Size: 0x8
          	uk6 timelimit;
          
          	//Bit Offset: 0x8
          	//Bit Size: 0xF
          	int scorelimit;
          
          	//Bit Offset: 0x17
          	//Bit Size: 0x4
          	int roundlimit;
          
          	//Bit Offset: 0x1B
          	//Bit Size: 0x4
          	int roundswitch;
          
          	//Bit Offset: 0x1F
          	//Bit Size: 0x4
          	int roundwinlimit;
          
          	//Bit Offset: 0x23
          	//Bit Size: 0x7
          	int playernumlives;
          
          	//Bit Offset: 0x2A
          	//Bit Size: 0xA
          	int playermaxhealth;
          
          	//Bit Offset: 0x34
          	//Bit Size: 0x8
          	uk6 playerhealthregentime;
          
          	//Bit Offset: 0x3C
          	//Bit Size: 0x8
          	uk6 playersprinttime;
          
          	//Bit Offset: 0x44
          	//Bit Size: 0x8
          	uk6 waverespawndelay;
          
          	//Bit Offset: 0x4C
          	//Bit Size: 0x8
          	uk6 playerrespawndelay;
          
          	//Bit Offset: 0x54
          	//Bit Size: 0x8
          	uk6 playerobjectiveheldrespawndelay;
          
          	//Bit Offset: 0x5C
          	//Bit Size: 0x1
          	int playerforcerespawn;
          
          	//Bit Offset: 0x5D
          	//Bit Size: 0x1
          	int playerqueuedrespawn;
          
          	//Bit Offset: 0x5E
          	//Bit Size: 0x6
          	int spawnprotectiontime;
          
          	//Bit Offset: 0x64
          	//Bit Size: 0xA
          	int leaderbonus;
          
          	//Bit Offset: 0x6E
          	//Bit Size: 0x1
          	int deathpointloss;
          
          	//Bit Offset: 0x6F
          	//Bit Size: 0x5
          	int teamscoreperkill;
          
          	//Bit Offset: 0x74
          	//Bit Size: 0x5
          	int teamscoreperdeath;
          
          	//Bit Offset: 0x79
          	//Bit Size: 0x5
          	int teamscoreperheadshot;
          
          	//Bit Offset: 0x7E
          	//Bit Size: 0x5
          	int teamscoreperkillconfirmed;
          
          	//Bit Offset: 0x83
          	//Bit Size: 0x5
          	int teamscoreperkilldenied;
          
          	//Bit Offset: 0x88
          	//Bit Size: 0x5
          	int pointsperprimarykill;
          
          	//Bit Offset: 0x8D
          	//Bit Size: 0x5
          	int pointspersecondarykill;
          
          	//Bit Offset: 0x92
          	//Bit Size: 0x5
          	int pointsperprimarygrenadekill;
          
          	//Bit Offset: 0x97
          	//Bit Size: 0x5
          	int pointspermeleekill;
          
          	//Bit Offset: 0x9C
          	//Bit Size: 0x5
          	int pointsperweaponkill;
          
          	//Bit Offset: 0xA1
          	//Bit Size: 0x5
          	int pointsforsurvivalbonus;
          
          	//Bit Offset: 0xA6
          	//Bit Size: 0x1
          	int wagermatchhud;
          
          	//Bit Offset: 0xA7
          	//Bit Size: 0x1
          	int allowannouncer;
          
          	//Bit Offset: 0xA8
          	//Bit Size: 0x1
          	int allowbattlechatter;
          
          	//Bit Offset: 0xA9
          	//Bit Size: 0x1
          	int loadoutkillstreaksenabled;
          
          	//Bit Offset: 0xAA
          	//Bit Size: 0x8
          	uk6 cratecapturetime;
          
          	//Bit Offset: 0xB2
          	//Bit Size: 0x1
          	int vehiclesenabled;
          
          	//Bit Offset: 0xB3
          	//Bit Size: 0x1
          	int vehiclestimed;
          
          	//Bit Offset: 0xB4
          	//Bit Size: 0x1
          	int perksenabled;
          
          	//Bit Offset: 0xB5
          	//Bit Size: 0x1
          	int allowkillcam;
          
          	//Bit Offset: 0xB6
          	//Bit Size: 0x1
          	int allowfinalkillcam;
          
          	//Bit Offset: 0xB7
          	//Bit Size: 0x1
          	int onlyheadshots;
          
          	//Bit Offset: 0xB8
          	//Bit Size: 0x2
          	int forceradar;
          
          	//Bit Offset: 0xBA
          	//Bit Size: 0x2
          	int allowhitmarkers;
          
          	//Bit Offset: 0xBC
          	//Bit Size: 0x8
          	uk6 bulletdamagescalar;
          
          	//Bit Offset: 0xC4
          	//Bit Size: 0x1
          	int disabletacinsert;
          
          	//Bit Offset: 0xC5
          	//Bit Size: 0x1
          	int disableattachments;
          
          	//Bit Offset: 0xC6
          	//Bit Size: 0x1
          	int disablecontracts;
          
          	//Bit Offset: 0xC7
          	//Bit Size: 0x1
          	int allowmapscripting;
          
          	//Bit Offset: 0xC8
          	//Bit Size: 0x6
          	int prematchperiod;
          
          	//Bit Offset: 0xCE
          	//Bit Size: 0x6
          	int preroundperiod;
          
          	//Bit Offset: 0xD4
          	//Bit Size: 0xA
          	uk6 capturetime;
          
          	//Bit Offset: 0xDE
          	//Bit Size: 0xA
          	uk6 bombtimer;
          
          	//Bit Offset: 0xE8
          	//Bit Size: 0x8
          	uk6 planttime;
          
          	//Bit Offset: 0xF0
          	//Bit Size: 0x8
          	uk6 defusetime;
          
          	//Bit Offset: 0xF8
          	//Bit Size: 0xA
          	uk6 extratime;
          
          	//Bit Offset: 0x102
          	//Bit Size: 0xA
          	uk6 overtimetimelimit;
          
          	//Bit Offset: 0x10C
          	//Bit Size: 0x7
          	int idleflagresettime;
          
          	//Bit Offset: 0x113
          	//Bit Size: 0x7
          	int idleflagdecay;
          
          	//Bit Offset: 0x11A
          	//Bit Size: 0x7
          	int flagrespawntime;
          
          	//Bit Offset: 0x121
          	//Bit Size: 0x9
          	int autodestroytime;
          
          	//Bit Offset: 0x12A
          	//Bit Size: 0x3
          	int objectivepingtime;
          
          	//Bit Offset: 0x12D
          	//Bit Size: 0x7
          	int objectivespawntime;
          
          	//Bit Offset: 0x134
          	//Bit Size: 0x7
          	int destroytime;
          
          	//Bit Offset: 0x13B
          	//Bit Size: 0x7
          	int flagdecaytime;
          
          	//Bit Offset: 0x142
          	//Bit Size: 0xA
          	int flagcapturegraceperiod;
          
          	//Bit Offset: 0x14C
          	//Bit Size: 0x1
          	int silentplant;
          
          	//Bit Offset: 0x14D
          	//Bit Size: 0x4
          	int setbacks;
          
          	//Bit Offset: 0x151
          	//Bit Size: 0x3
          	int gunselection;
          
          	//Bit Offset: 0x154
          	//Bit Size: 0x1
          	int hotpotato;
          
          	//Bit Offset: 0x155
          	//Bit Size: 0x1
          	int multibomb;
          
          	//Bit Offset: 0x156
          	//Bit Size: 0x2
          	int enemycarriervisible;
          
          	//Bit Offset: 0x158
          	//Bit Size: 0x1
          	int kothmode;
          
          	//Bit Offset: 0x159
          	//Bit Size: 0x1
          	int delayplayer;
          
          	//Bit Offset: 0x15A
          	//Bit Size: 0x2
          	int randomobjectivelocations;
          
          	//Bit Offset: 0x15C
          	//Bit Size: 0x1
          	int idleflagdecay;
          
          	//Bit Offset: 0x15D
          	//Bit Size: 0x1
          	int scoreperplayer;
          
          	//Bit Offset: 0x15E
          	//Bit Size: 0x7
          	int weapontimer;
          
          	//Bit Offset: 0x165
          	//Bit Size: 0x5
          	int weaponcount;
          
          	//Bit Offset: 0x16A
          	//Bit Size: 0x3
          	int spectatetype;
          
          	//Bit Offset: 0x16D
          	//Bit Size: 0x1
          	int allowspectating;
          
          	//Bit Offset: 0x16E
          	//Bit Size: 0x1
          	int disablethirdpersonspectating;
          
          	//Bit Offset: 0x16F
          	//Bit Size: 0x4
          	int teamcount;
          
          	//Bit Offset: 0x173
          	//Bit Size: 0x1
          	int autoteambalance;
          
          	//Bit Offset: 0x174
          	//Bit Size: 0x1
          	int allowingameteamchange;
          
          	//Bit Offset: 0x175
          	//Bit Size: 0x4
          	int teamkillpunishcount;
          
          	//Bit Offset: 0x179
          	//Bit Size: 0x4
          	int teamkillpenalty;
          
          	//Bit Offset: 0x17D
          	//Bit Size: 0x8
          	uk6 teamkillreducedpenalty;
          
          	//Bit Offset: 0x185
          	//Bit Size: 0x6
          	int teamkillscore;
          
          	//Bit Offset: 0x18B
          	//Bit Size: 0x5
          	int teamkillspawndelay;
          
          	//Bit Offset: 0x190
          	//Bit Size: 0x1
          	int teamkillpointloss;
          
          	//Bit Offset: 0x191
          	//Bit Size: 0x8
          	uk6 roundstartexplosivedelay;
          
          	//Bit Offset: 0x199
          	//Bit Size: 0x8
          	uk6 roundstartkillstreakdelay;
          
          	//Bit Offset: 0x1A1
          	//Bit Size: 0x1
          	int voipdeadchatwithdead;
          
          	//Bit Offset: 0x1A2
          	//Bit Size: 0x1
          	int voipdeadchatwithteam;
          
          	//Bit Offset: 0x1A3
          	//Bit Size: 0x1
          	int voipdeadhearallliving;
          
          	//Bit Offset: 0x1A4
          	//Bit Size: 0x1
          	int voipdeadhearkiller;
          
          	//Bit Offset: 0x1A5
          	//Bit Size: 0x1
          	int voipdeadhearteamliving;
          
          	//Bit Offset: 0x1A6
          	//Bit Size: 0x1
          	int voipeveryonehearseveryone;
          
          	//Bit Offset: 0x1A7
          	//Bit Size: 0x1
          	int voipkillershearvictim;
          
          	//Bit Offset: 0x1A8
          	//Bit Size: 0x4
          	int playerkillsmax;
          
          	//Bit Offset: 0x1AC
          	//Bit Size: 0x5
          	int totalkillsmax;
          
          	//Bit Offset: 0x1B1
          	//Bit Size: 0x8
          	int maxplayeroffensive;
          
          	//Bit Offset: 0x1B9
          	//Bit Size: 0x8
          	int maxplayerdefensive;
          
          	//Bit Offset: 0x1C1
          	//Bit Size: 0x9
          	uk6 maxplayereventsperminute;
          
          	//Bit Offset: 0x1CA
          	//Bit Size: 0x9
          	uk6 maxobjectiveeventsperminute;
          
          	//Bit Offset: 0x1D3
          	//Bit Size: 0xA
          	int antiboostdistance;
          
          	//Bit Offset: 0x1DD
          	//Bit Size: 0x1
          	int allowprone;
          
          	//Bit Offset: 0x1DE
          	//Bit Size: 0x1
          	int allowaimslowdown;
          
          	//Bit Offset: 0x1DF
          	//Bit Size: 0x1
          	int disallowprone;
          
          	//Bit Offset: 0x1E0
          	//Bit Size: 0x1
          	int disallowaimslowdown;
          
          	//Bit Offset: 0x1E1
          	//Bit Size: 0x1
          	int roundscorecarry;
          
          	//Bit Offset: 0x1E2
          	//Bit Size: 0x1
          	int hardcoremode;
          
          	//Bit Offset: 0x1E3
          	//Bit Size: 0x2
          	int friendlyfiretype;
          
          	//Bit Offset: 0x1E5
          	//Bit Size: 0x1
          	unsigned int disableweapondrop;
          
          	//Bit Offset: 0x1E6
          	//Bit Size: 0x1
          	int disableambientfx;
          
          	//Bit Offset: 0x1E7
          	//Bit Size: 0x1
          	int disablecac;
          
          	//Bit Offset: 0x1E8
          	//Bit Size: 0x1
          	int disableclassselection;
          
          	//Bit Offset: 0x1E9
          	//Bit Size: 0x5
          	int maxallocation;
          
          	//Bit Offset: 0x1EE
          	//Bit Size: 0x4C74
          	cacloadoutlist_s cacloadouts[7];
          
          	//Bit Offset: 0x4E62
          	//Bit Size: 0x100
          	int restricteditems[256];
          
          	//Bit Offset: 0x4F62
          	//Bit Size: 0x20
          	int restrictedattachments[32];
          
          	//Bit Offset: 0x4F82
          	//Bit Size: 0x1
          	int presetclassesperteam;
          
          	//Bit Offset: 0x4F83
          	//Bit Size: 0x1
          	int zmdifficulty;
          
          	//Bit Offset: 0x4F84
          	//Bit Size: 0x5
          	int startround;
          
          	//Bit Offset: 0x4F89
          	//Bit Size: 0x1
          	int magic;
          
          	//Bit Offset: 0x4F8A
          	//Bit Size: 0x1
          	int headshotsonly;
          
          	//Bit Offset: 0x4F8B
          	//Bit Size: 0x1
          	int allowdogs;
          
          };
          
          //Bit Size: 0x1A4
          struct cacloadout_s
          {
          	//Bit Offset: 0x0
          	//Bit Size: 0x8
          	byte primary;
          
          	//Bit Offset: 0x8
          	//Bit Size: 0x8
          	byte primaryattachmenttop;
          
          	//Bit Offset: 0x10
          	//Bit Size: 0x8
          	byte primaryattachmentbottom;
          
          	//Bit Offset: 0x18
          	//Bit Size: 0x8
          	byte primaryattachmenttrigger;
          
          	//Bit Offset: 0x20
          	//Bit Size: 0x8
          	byte primaryattachmentmuzzle;
          
          	//Bit Offset: 0x28
          	//Bit Size: 0x8
          	byte primaryattachmentgunperk;
          
          	//Bit Offset: 0x30
          	//Bit Size: 0x8
          	byte primarycamo;
          
          	//Bit Offset: 0x38
          	//Bit Size: 0x8
          	byte primaryreticle;
          
          	//Bit Offset: 0x40
          	//Bit Size: 0x8
          	byte primaryreticlecolor;
          
          	//Bit Offset: 0x48
          	//Bit Size: 0x8
          	byte primarylens;
          
          	//Bit Offset: 0x50
          	//Bit Size: 0x8
          	byte primarytag;
          
          	//Bit Offset: 0x58
          	//Bit Size: 0x8
          	byte primaryemblem;
          
          	//Bit Offset: 0x60
          	//Bit Size: 0x3
          	unsigned int primaryattachmentorder1;
          
          	//Bit Offset: 0x63
          	//Bit Size: 0x3
          	unsigned int primaryattachmentorder2;
          
          	//Bit Offset: 0x66
          	//Bit Size: 0x3
          	unsigned int primaryattachmentorder3;
          
          	//Bit Offset: 0x69
          	//Bit Size: 0x3
          	unsigned int primaryattachmentorder4;
          
          	//Bit Offset: 0x6C
          	//Bit Size: 0x3
          	unsigned int primaryattachmentorder5;
          
          	//Bit Offset: 0x6F
          	//Bit Size: 0x8
          	byte secondary;
          
          	//Bit Offset: 0x77
          	//Bit Size: 0x8
          	byte secondaryattachmenttop;
          
          	//Bit Offset: 0x7F
          	//Bit Size: 0x8
          	byte secondaryattachmentbottom;
          
          	//Bit Offset: 0x87
          	//Bit Size: 0x8
          	byte secondaryattachmenttrigger;
          
          	//Bit Offset: 0x8F
          	//Bit Size: 0x8
          	byte secondaryattachmentmuzzle;
          
          	//Bit Offset: 0x97
          	//Bit Size: 0x8
          	byte secondaryattachmentgunperk;
          
          	//Bit Offset: 0x9F
          	//Bit Size: 0x8
          	byte secondarycamo;
          
          	//Bit Offset: 0xA7
          	//Bit Size: 0x8
          	byte secondaryreticle;
          
          	//Bit Offset: 0xAF
          	//Bit Size: 0x8
          	byte secondaryreticlecolor;
          
          	//Bit Offset: 0xB7
          	//Bit Size: 0x8
          	byte secondarylens;
          
          	//Bit Offset: 0xBF
          	//Bit Size: 0x8
          	byte secondarytag;
          
          	//Bit Offset: 0xC7
          	//Bit Size: 0x8
          	byte secondaryemblem;
          
          	//Bit Offset: 0xCF
          	//Bit Size: 0x3
          	unsigned int secondaryattachmentorder1;
          
          	//Bit Offset: 0xD2
          	//Bit Size: 0x3
          	unsigned int secondaryattachmentorder2;
          
          	//Bit Offset: 0xD5
          	//Bit Size: 0x3
          	unsigned int secondaryattachmentorder3;
          
          	//Bit Offset: 0xD8
          	//Bit Size: 0x3
          	unsigned int secondaryattachmentorder4;
          
          	//Bit Offset: 0xDB
          	//Bit Size: 0x3
          	unsigned int secondaryattachmentorder5;
          
          	//Bit Offset: 0xDE
          	//Bit Size: 0x8
          	byte specialty1;
          
          	//Bit Offset: 0xE6
          	//Bit Size: 0x8
          	byte specialty2;
          
          	//Bit Offset: 0xEE
          	//Bit Size: 0x8
          	byte specialty3;
          
          	//Bit Offset: 0xF6
          	//Bit Size: 0x8
          	byte specialty4;
          
          	//Bit Offset: 0xFE
          	//Bit Size: 0x8
          	byte specialty5;
          
          	//Bit Offset: 0x106
          	//Bit Size: 0x8
          	byte specialty6;
          
          	//Bit Offset: 0x10E
          	//Bit Size: 0x8
          	byte primarygrenade;
          
          	//Bit Offset: 0x116
          	//Bit Size: 0x8
          	byte primarygrenadecount;
          
          	//Bit Offset: 0x11E
          	//Bit Size: 0x1
          	unsigned int primarygrenadestatus1;
          
          	//Bit Offset: 0x11F
          	//Bit Size: 0x1
          	unsigned int primarygrenadestatus2;
          
          	//Bit Offset: 0x120
          	//Bit Size: 0x1
          	unsigned int primarygrenadestatus3;
          
          	//Bit Offset: 0x121
          	//Bit Size: 0x8
          	byte specialgrenade;
          
          	//Bit Offset: 0x129
          	//Bit Size: 0x8
          	byte specialgrenadecount;
          
          	//Bit Offset: 0x131
          	//Bit Size: 0x1
          	unsigned int specialgrenadestatus1;
          
          	//Bit Offset: 0x132
          	//Bit Size: 0x1
          	unsigned int specialgrenadestatus2;
          
          	//Bit Offset: 0x133
          	//Bit Size: 0x1
          	unsigned int specialgrenadestatus3;
          
          	//Bit Offset: 0x134
          	//Bit Size: 0x8
          	byte equipment;
          
          	//Bit Offset: 0x13C
          	//Bit Size: 0x8
          	byte equipmentcount;
          
          	//Bit Offset: 0x144
          	//Bit Size: 0x8
          	byte equipment2;
          
          	//Bit Offset: 0x14C
          	//Bit Size: 0x8
          	byte equipment2count;
          
          	//Bit Offset: 0x154
          	//Bit Size: 0x8
          	byte bonuscard1;
          
          	//Bit Offset: 0x15C
          	//Bit Size: 0x8
          	byte bonuscard2;
          
          	//Bit Offset: 0x164
          	//Bit Size: 0x8
          	byte bonuscard3;
          
          	//Bit Offset: 0x16C
          	//Bit Size: 0x8
          	unsigned int primaryattachment1;
          
          	//Bit Offset: 0x174
          	//Bit Size: 0x8
          	unsigned int primaryattachment2;
          
          	//Bit Offset: 0x17C
          	//Bit Size: 0x8
          	unsigned int primaryattachment3;
          
          	//Bit Offset: 0x184
          	//Bit Size: 0x8
          	unsigned int secondaryattachment1;
          
          	//Bit Offset: 0x18C
          	//Bit Size: 0x8
          	unsigned int secondaryattachment2;
          
          	//Bit Offset: 0x194
          	//Bit Size: 0x8
          	unsigned int secondaryattachment3;
          
          	//Bit Offset: 0x19C
          	//Bit Size: 0x8
          	byte knifecamo;
          
          };
          
          //Bit Size: 0x15A3
          struct cacstatsloadoutlist_s
          {
          	//Bit Offset: 0x0
          	//Bit Size: 0x1068
          	cacloadout_s customclass[10];
          
          	//Bit Offset: 0x1068
          	//Bit Size: 0x500
          	char customclassname[10];
          
          	//Bit Offset: 0x1568
          	//Bit Size: 0x8
          	byte killstreak1;
          
          	//Bit Offset: 0x1570
          	//Bit Size: 0x8
          	byte killstreak2;
          
          	//Bit Offset: 0x1578
          	//Bit Size: 0x8
          	byte killstreak3;
          
          	//Bit Offset: 0x1580
          	//Bit Size: 0x8
          	byte killstreak4;
          
          	//Bit Offset: 0x1588
          	//Bit Size: 0x8
          	byte killstreak5;
          
          	//Bit Offset: 0x1590
          	//Bit Size: 0x8
          	byte killstreak6;
          
          	//Bit Offset: 0x1598
          	//Bit Size: 0x1
          	int resetwarningdisplayed;
          
          	//Bit Offset: 0x1599
          	//Bit Size: 0x1
          	int classwarningdisplayed;
          
          	//Bit Offset: 0x159A
          	//Bit Size: 0x1
          	int iamacheater;
          
          	//Bit Offset: 0x159B
          	//Bit Size: 0x8
          	byte loadoutversion;
          
          };
          
          //Bit Size: 0xAEC
          struct cacloadoutlist_s
          {
          	//Bit Offset: 0x0
          	//Bit Size: 0x834
          	cacloadout_s customclass[5];
          
          	//Bit Offset: 0x834
          	//Bit Size: 0x280
          	char customclassname[5];
          
          	//Bit Offset: 0xAB4
          	//Bit Size: 0x8
          	byte killstreak1;
          
          	//Bit Offset: 0xABC
          	//Bit Size: 0x8
          	byte killstreak2;
          
          	//Bit Offset: 0xAC4
          	//Bit Size: 0x8
          	byte killstreak3;
          
          	//Bit Offset: 0xACC
          	//Bit Size: 0x8
          	byte killstreak4;
          
          	//Bit Offset: 0xAD4
          	//Bit Size: 0x8
          	byte killstreak5;
          
          	//Bit Offset: 0xADC
          	//Bit Size: 0x8
          	byte killstreak6;
          
          	//Bit Offset: 0xAE4
          	//Bit Size: 0x8
          	byte loadoutversion;
          };
          

          Session Info Functions

          sessionmodeisonlinegame();
          sessionmodeisprivateonlinegame();
          sessionmodeisprivate();
          sessionmodeissystemlink();
          sessionmodeiszombiesgame();
          gamemodeismode(gamemode);
          gamemodeisusingxp();
          gamemodeisusingstats();
          getgametypesetting(setting);
          setgametypesetting(setting, value);
          

          String Table Asset Functions

          tablelookupfindcoreasset(stringTableName); 
          //For the following functions, stringTable can either be a string of the assets name, or the string table's index. This function looks up the string table's index. Note that this is faster than finding it every time, so this should be used for multiple table lookups.
          
          tablelookup(stringTable, searchIndex, searchString, outputIndex); 
          //This would search stringTable for the searchString in the column searchColumnIndex, and print the item in column outputColumnIndex in that row. Also note that this function takes a maximum of 8 arguments.
          
          tablelookupistring(stringTable, searchColumnIndex, searchString, outputColumnIndex); 
          //Same as above, except it returns the value as an istring as opposed to a string. An istring would be defined as &"", used for denoting localized strings. Max of 4 arguments.
          
          tablelookuprownum(stringTable, searchColumnIndex, searchString); 
          //Similar to the above except it returns the row number the searchString is found on (in the column searchColumnIndex of course).
          
          tablelookupcolumnforrow(stringTable, rowIndex, columnIndex); 
          //Standard(x,y) lookup.
          

          Randomize Numbers

          randomint(max);
          randomfloat(max);
          randomintrange(min,max);
          randomfloatrange(min,max);
          

          Type Identifiers

          isstring(obj);
          isint(obj);
          isfloat(obj);
          isvec(obj);
          isarray(obj);
          isalive(obj);
          isspawner(obj);
          isplayer(obj);
          isai(obj);
          issentient(obj);
          isvehicle(obj);
          

          String Operations

          issubstr(originalString, subStrToFind);
          getSubStr(string, startOffset, ...);
          toLower(string);
          toUpper(string);
          strtok(string, token); //Splits a string into an array at the token points
          

          Math Functions

          sin(theta);
          cos(theta);
          tan(theta);
          asin(theta);
          acos(theta);
          atan(theta);
          int(value);// ToInt
          float(value);// ToFloat
          istring(value); //ToString
          min(val1, val2);
          max(val1, val2);
          floor(value);//Round down
          ceil(value); //Round up
          sqrt(value);
          pow(value, exp);
          distance(start, end);
          distance2D(start, end);
          distanceSquared(start, end); //Comparing a^2 to b is much faster than a to sqrt(b)
          distance2DSquared(start, end);
          length(vector);
          lengthSquared(vector);
          closer(start, trueIfCloser, falseIfCloser);
          vectordot(vec1, vec2);
          vectorcross(vec1, vec2);
          vectornormalize(vector);
          

          Other Helpful GSC Checks/Tools I've Made or Found

          isHex(value) { //To Check for a value being hexidecimal 
                  if(isDefined(value) && value.size == 1)
                          return (value == "a" || value == "b" || value == "c" || value == "d" || value == "e" || value == "f" || value == "0" || value == "1" || value == "2" || value == "3" || value == "4" || value == "5" || value == "6" || value == "7" || value == "8" || value == "9");
                  else if(isDefined(value))
                          for(i=0;i<value.size;i++)
                                  if(!isHex(value[i]))
                                          return false;
                  return true;
          }
          
          waitForPlayers(requiredPlayersCount) 
          {
              quit = false;
              while( !quit )
              {
                  wait 0.5;
                  count = 0;
                  foreach(player in level.players){ if(player isInGame()) count++; }
                  if(count >= requiredPlayersCount) break;
              }
          }
          isInGame()
          {
              return self.pers["team"] != "spectator" && self.health && self.sessionstate == "playing" && isDefined(self);
          }
          waitTillNotMoving() //Check to wait until you aren't moving
          {
              prevorigin = self.origin;
              while(isDefined(self))
              {
                  wait .15;
                  if (self.origin == prevorigin) break;
                  prevorigin = self.origin;
              }
          }
          DA(v,c) //Sticky DVARS. These ones are defined as such until the server resets. There are a limit to how many can be set. 
          {   
              setDvar(v,c); //current game DVAR
              makedvarserverinfo(v,c); //'infection' game DVAR.
          }
          FreeUpHuds() //To free up extra huds in-case you need more.
          {
              self thread maps/mp/gametypes/_globallogic_ui::freegameplayhudelems();
              self thread maps/mp/killstreaks/_killstreaks::destroykillstreaktimers();
          }
          KillStreakToggler(mode) //Disable/Enable Killstreaks. 
          {
          	if(mode == "disable")
          	{
          		self setactionslot( 1, "" );
                  self setactionslot( 2, "" );
                  self setactionslot( 3, "" );
                  self setactionslot( 4, "" );
              }
              else if(mode == "enable") self maps\mp\gametypes\_class::givekillstreaks(self.class_num);
          }
          ResetGameDvars() //Reset game dvars
          {
              setDvar("timescale", "1"); setDvar("g_speed", "200"); setDvar("player_meleeRange", "64");
              setDvar("cg_overheadnamessize","0.65"); setDvar("r_poisonFX_debug_enable", "0"); setDvar("cg_gun_x", "0");
              setDvar("cg_gun_y", "0"); setDvar("cg_gun_z", "0"); setDvar("timescale", "1"); setDvar("scr_killcam_time",5);
              setDvar("cg_enemyNameFadeOut",250); setDvar("cg_enemyNameFadeIn",250);
              setDvar("cg_drawThroughWalls",0); setDvar("perk_weapRateMultiplier","1"); setDvar("perk_weapReloadMultiplier","1");
              setDvar("perk_fireproof","1"); setDvar("cg_weaponSimulateFireAnims","1");
              setDvar("probation_public_enabled", "0"); setDvar("probation_league_enabled", "0"); setDvar("probation_public_forgiveCount", "500"); setDvar("probation_league_forgiveCount", "500");
              setDvar("probation_public_probationTime", "0"); setDvar("probation_league_probationTime", "0");
              if(getDvar("g_gametype")== "tdm") setgametypesetting("scorelimit",75);
              if(getDvar("g_gametype")== "dom") setgametypesetting("scorelimit",200);
              if(getDvar("g_gametype")== "dm") setgametypesetting("scorelimit",30);
          }
          
          

          This is it for now. I can add/edit whatever you think needs to be edited. I hope this helps everyone.

          1 Reply Last reply
          5
          • TheHiddenHourundefined Offline
            TheHiddenHourundefined Offline
            TheHiddenHour
            Contributor
            wrote on last edited by
            #5

            Nice thread, I wasn't aware of some of these structs.

            1 Reply Last reply
            3
            • Deicideundefined Deicide

              Hey There Everyone.

              I hope you're doing well today. I have a lot of big resources for Black Ops 2. A lot of these were released by CraigChrist on a website which shall not be named. And when i need to go back to this resource, i always forget where it is. So i figured, maybe i could help everyone here and i by posting all of this helpful info. A lot of this was edited/added by me too. Just so i don't have to keep jumping from page to page for resources. However this thread will be split up into multiple comments, as i don't want to just put everything in Pastebin. I want everything to be easy to access for you.

              I commented talking about getdstat and setdstat functions and how those could be used to verify and un-verify players on another thread here I suggest you go read that as well if you want to look into it. It may interest you if you know the potential could offer PERMANENT verification. More permanent than dvars.

              First we're going to go through all things weapon related.

              Multiplayer Weapon List

              870mcs_mp
              ai_tank_drone_gun_mp
              ai_tank_drone_rocket_mp
              ai_tank_drop_mp
              airstrike_mp
              an94_mp
              as50_mp
              auto_gun_turret_mp
              autoturret_mp
              ballista_mp
              beretta93r_dw_mp
              beretta93r_lh_mp
              beretta93r_mp
              bouncingbetty_mp
              briefcase_bomb_defuse_mp
              briefcase_bomb_mp
              chopper_minigun_mp
              claymore_mp
              cobra_20mm_comlink_mp
              cobra_20mm_mp
              concussion_grenade_mp
              counteruav_mp
              crossbow_mp
              defaultweapon_mp
              destructible_car_mp
              dog_bite_mp
              dogs_mp
              dsr50_mp
              dualoptic_an94_mp
              dualoptic_hamr_mp
              dualoptic_hk416_mp
              dualoptic_lsat_mp
              dualoptic_mk48_mp
              dualoptic_qbb95_mp
              dualoptic_sa58_mp
              dualoptic_saritch_mp
              dualoptic_scar_mp
              dualoptic_sig556_mp
              dualoptic_tar21_mp
              dualoptic_type95_mp
              dualoptic_xm8_mp
              emp_grenade_mp
              emp_mp
              evoskorpion_mp
              explodable_barrel_mp
              explosive_bolt_mp
              fhj18_mp
              fiveseven_dw_mp
              fiveseven_lh_mp
              fiveseven_mp
              flash_grenade_mp
              fnp45_dw_mp
              fnp45_lh_mp
              fnp45_mp
              frag_grenade_mp
              gl_an94_mp
              gl_hk416_mp
              gl_sa58_mp
              gl_saritch_mp
              gl_scar_mp
              gl_sig556_mp
              gl_tar21_mp
              gl_type95_mp
              gl_xm8_mp
              hamr_mp
              hatchet_mp
              heli_gunner_rockets_mp
              helicopter_comlink_mp
              helicopter_guard_mp
              helicopter_player_firstperson_mp
              helicopter_player_gunner_mp
              hk416_mp
              insas_mp
              inventory_ai_tank_drop_mp
              inventory_m32_drop_mp
              inventory_m32_mp
              inventory_minigun_drop_mp
              inventory_minigun_mp
              inventory_missile_drone_mp
              inventory_supplydrop_mp
              judge_dw_mp
              judge_lh_mp
              judge_mp
              kard_dw_mp
              kard_lh_mp
              kard_mp
              kard_wager_mp
              killstreak_ai_tank_mp
              killstreak_qrdrone_mp
              killstreak_remote_turret_mp
              killstreak_uav_mp
              knife_ballistic_mp
              knife_held_mp
              knife_mp
              ksg_mp
              littlebird_guard_minigun_mp
              lsat_mp
              m32_drop_mp
              m32_mp
              m32_wager_mp
              microwave_turret_mp
              microwaveturret_drop_mp
              microwaveturret_mp
              minigun_drop_mp
              minigun_mp
              minigun_wager_mp
              missile_drone_mp
              missile_drone_projectile_mp
              missile_swarm_mp
              missile_swarm_projectile_mp
              mk48_mp
              mp7_mp
              none
              pda_hack_mp
              pdw57_mp
              peacekeeper_mp
              planemortar_mp
              proximity_grenade_aoe_mp
              proximity_grenade_mp
              qbb95_mp
              qcw05_mp
              qrdrone_turret_mp
              radar_mp
              radardirection_mp
              rc_car_weapon_mp
              rcbomb_mp
              remote_missile_bomblet_mp
              remote_missile_missile_mp
              remote_missile_mp
              remote_mortar_missile_mp
              remote_mortar_mp
              riotshield_mp
              sa58_mp
              saiga12_mp
              saritch_mp
              satchel_charge_mp
              scar_mp
              scavenger_item_hack_mp
              scavenger_item_mp
              sensor_grenade_mp
              sf_an94_mp
              sf_evoskorpion_mp
              sf_hk416_mp
              sf_insas_mp
              sf_mp7_mp
              sf_pdw57_mp
              sf_peacekeeper_mp
              sf_qcw05_mp
              sf_sa58_mp
              sf_saritch_mp
              sf_scar_mp
              sf_sig556_mp
              sf_tar21_mp
              sf_type95_mp
              sf_vector_mp
              sf_xm8_mp
              sig556_mp
              smaw_mp
              smoke_center_mp
              srm1216_mp
              sticky_grenade_mp
              straferun_gun_mp
              straferun_mp
              straferun_rockets_mp
              supplydrop_mp
              svu_mp
              tactical_insertion_mp
              tar21_mp
              trophy_system_mp
              turret_drop_mp
              type95_mp
              usrpg_mp
              vector_mp
              willy_pete_mp
              xm8_mp
              

              Zombie Weapons List

              870mcs_upgraded_zm
              870mcs_zm
              ak47_upgraded_zm
              ak47_zm
              ak74u_extclip_upgraded_zm
              ak74u_extclip_zm
              ak74u_upgraded_zm
              ak74u_zm
              alcatraz_shield_zm
              an94_upgraded_zm
              an94_zm
              ballista_upgraded_zm
              ballista_zm
              barretm82_upgraded_zm
              barretm82_zm
              beacon_zm
              beretta93r_extclip_upgraded_zm
              beretta93r_extclip_zm
              beretta93r_upgraded_zm
              beretta93r_zm
              blundergat_upgraded_zm
              blundergat_zm
              blundersplat_bullet_zm
              blundersplat_explosive_dart_zm
              blundersplat_upgraded_zm
              blundersplat_zm
              bouncing_tomahawk_zm
              bowie_knife_zm
              buildable_piece_zm
              c96_upgraded_zm
              c96_zm
              chalk_draw_zm
              claymore_zm
              cymbal_monkey_zm
              death_self_zm
              death_throe_zm
              defaultweapon_mp
              dsr50_upgraded_zm
              dsr50_zm
              dualoptic_saritch_upgraded_zm
              electrocuted_hands_zm
              emp_grenade_zm
              equip_dieseldrone_zm
              equip_electrictrap_zm
              equip_electrictrap_zm_turret
              equip_headchopper_zm
              equip_headchopper_zm_turret
              equip_springpad_zm
              equip_springpad_zm_turret
              equip_subwoofer_zm
              equip_subwoofer_zm_turret
              equip_turbine_zm
              equip_turbine_zm_turret
              equip_turret_zm
              equip_turret_zm_turret
              evoskorpion_upgraded_zm
              evoskorpion_zm
              falling_hands_tomb_zm
              falling_hands_zm
              fiveseven_upgraded_zm
              fiveseven_zm
              fivesevendw_upgraded_zm
              fivesevendw_zm
              fivesevenlh_upgraded_zm
              fivesevenlh_zm
              fnfal_upgraded_zm
              fnfal_zm
              frag_grenade_zm
              galil_upgraded_zm
              galil_zm
              gl_m16_upgraded_zm
              gl_tar21_zm
              gl_type95_zm
              gl_xm8_zm
              hamr_upgraded_zm
              hamr_zm
              hk416_upgraded_zm
              hk416_zm
              item_head_zm
              item_meat_zm
              jetgun_upgraded_zm
              jetgun_zm
              judge_upgraded_zm
              judge_zm
              kard_upgraded_zm
              kard_zm
              knife_ballistic_bowie_upgraded_zm
              knife_ballistic_bowie_zm
              knife_ballistic_no_melee_upgraded_zm
              knife_ballistic_no_melee_zm
              knife_ballistic_upgraded_zm
              knife_ballistic_zm
              knife_zm
              knife_zm_alcatraz
              ksg_upgraded_zm
              ksg_zm
              lightning_hands_zm
              lsat_upgraded_zm
              lsat_zm
              m14_upgraded_zm
              m14_zm
              m16_gl_upgraded_zm
              m16_zm
              m32_upgraded_zm
              m32_zm
              m1911_upgraded_zm
              m1911_zm
              m1911lh_upgraded_zm
              mg08_upgraded_zm
              mg08_zm
              minigun_alcatraz_upgraded_zm
              minigun_alcatraz_zm
              mp5k_upgraded_zm
              mp5k_zm
              mp40_stalker_upgraded_zm
              mp40_stalker_zm
              mp40_upgraded_zm
              mp40_zm
              mp44_upgraded_zm
              mp44_zm
              no_hands_zm
              none
              one_inch_punch_air_zm
              one_inch_punch_fire_zm
              one_inch_punch_ice_zm
              one_inch_punch_lightning_zm
              one_inch_punch_upgraded_zm
              one_inch_punch_zm
              pdw57_upgraded_zm
              pdw57_zm
              python_upgraded_zm
              python_zm
              qcw05_upgraded_zm
              qcw05_zm
              quadrotorturret_upgraded_zm
              quadrotorturret_zm
              ray_gun_upgraded_zm
              ray_gun_zm
              raygun_mark2_upgraded_zm
              raygun_mark2_zm
              riotshield_zm
              rnma_upgraded_zm
              rnma_zm
              rottweil72_upgraded_zm
              rottweil72_zm
              rpd_upgraded_zm
              rpd_zm
              saiga12_upgraded_zm
              saiga12_zm
              saritch_upgraded_zm
              saritch_zm
              scar_upgraded_zm
              scar_zm
              screecher_arms_zm
              sf_qcw05_upgraded_zm
              slip_bolt_upgraded_zm
              slip_bolt_zm
              slipgun_upgraded_zm
              slipgun_zm
              slowgun_upgraded_zm
              slowgun_zm
              spoon_zm_alcatraz
              spork_zm_alcatraz
              srm1216_upgraded_zm
              srm1216_zm
              staff_air_melee_zm
              staff_air_upgraded_zm
              staff_air_upgraded2_zm
              staff_air_upgraded3_zm
              staff_air_zm
              staff_fire_melee_zm
              staff_fire_upgraded_zm
              staff_fire_upgraded2_zm
              staff_fire_upgraded3_zm
              staff_fire_zm
              staff_lightning_melee_zm
              staff_lightning_upgraded_zm
              staff_lightning_upgraded2_zm
              staff_lightning_upgraded3_zm
              staff_lightning_zm
              staff_revive_zm
              staff_water_dart_zm
              staff_water_fake_dart_zm
              staff_water_melee_zm
              staff_water_upgraded_zm
              staff_water_upgraded2_zm
              staff_water_upgraded3_zm
              staff_water_zm
              staff_water_zm_cheap
              sticky_grenade_zm
              svu_upgraded_zm
              svu_zm
              syrette_afterlife_zm
              syrette_zm
              tar21_upgraded_zm
              tar21_zm
              tazer_knuckles_zm
              thompson_upgraded_zm
              thompson_zm
              time_bomb_detonator_zm
              time_bomb_zm
              tomb_shield_zm
              tower_trap_upgraded_zm
              tower_trap_zm
              type95_upgraded_zm
              type95_zm
              upgraded_tomahawk_zm
              usrpg_upgraded_zm
              usrpg_zm
              uzi_upgraded_zm
              uzi_zm
              willy_pete_zm
              xm8_upgraded_zm
              xm8_zm
              zombie_bowie_flourish
              zombie_builder_zm
              zombie_bullet_crouch_zm
              zombie_fists_zm
              zombie_knuckle_crack
              zombie_markiv_cannon
              zombie_markiv_side_cannon
              zombie_markiv_turret
              zombie_one_inch_punch_flourish
              zombie_one_inch_punch_upgrade_flourish
              zombie_perk_bottle_additionalprimaryweapon
              zombie_perk_bottle_cherry
              zombie_perk_bottle_deadshot
              zombie_perk_bottle_doubletap
              zombie_perk_bottle_jugg
              zombie_perk_bottle_marathon
              zombie_perk_bottle_nuke
              zombie_perk_bottle_revive
              zombie_perk_bottle_sleight
              zombie_perk_bottle_tombstone
              zombie_perk_bottle_vulture
              zombie_perk_bottle_whoswho
              zombie_tazer_flourish
              zombie_tomahawk_flourish
              

              Weapon Asset Functions

              weaponfiretime(weapon);
              weaponreloadtime(weapon);
              isweaponcliponly(weapon);
              isweapondetonationtimed(weapon);
              weaponclipsize(weapon);
              weaponfuellife(weapon);
              weaponissemiauto(weapon);
              weaponisboltaction(weapon);
              weaponisgasweapon(weapon);
              weapontype(weapon);
              weaponclass(weapon);
              weaponmoutable(weapon);
              weaponinventorytype(weapon);
              weaponstartammo(weapon);
              weaponmaxammo(weapon);
              weaponaltweaponname(weapon);
              weaponduelwieldweaponname(weapon);
              weaponisduelwield(weapon);
              getweaponmindamagerange(weapon);
              getweaponmaxdamagerange(weapon);
              getweaponmindamage(weapon);
              getweaponmaxdamage(weapon);
              getweaponfusetime(weapon);
              getweaponexplosionradius(weapon);
              getweaponprojexplosionsound(weapon);
              isweaponspecificuse(weapon);
              isweapondisallowedatmatchstart(weapon);
              isweaponscopeoverlay(weapon);
              isweaponequipment(weapon);
              isweaponprimary(weapon);
              getweaponfiresound(weapon_index);
              getweaponfiresoundplayer(weapon_index);
              getweaponpickupsoundplayer(weapon_index);
              getweaponpickupsound(weapon_index);
              getweaponindexfromname(weapon);
              getweapondisplayname(weapon);
              

              Client Weapon Functions

              self isthrowinggrenade();
              self forcegrenadethrow();
              self isfiring();
              self ismeleeing();
              self isswitchingweapons();
              self isreloading();
              self takeallweapons();
              self getcurrentweapon();
              self getcurrentweaponaltweapon();
              self isweaponoverheating(<bool_heat>, <weapon_name>);//Both Optional Arguments
              self setweaponoverheating(heatValue, overheatValue, <optional_weapon_name>);
              self getcurrentoffhand();
              self isusingoffhand();
              self hasweapon("weapon_name");
              self InitialWeaponRaise(weapon);
              

              Weapon Attachments

              "FMJ","+fmj");
              "Laser","+steadyaim");
              "Long Barrel","+extbarrel");
              "Suppressor","+silencer");
              "Select Fire","+sf");
              "Rapid Fire","+rf");
              "Ballistic CPU","+swayreduc");
              "Tactical Knife","+tacknife");
              "Dual Wield","+dw");
              "Tri Bolt","+stackfire");
              "Quickdraw","+fastads");
              "Grip","+grip");
              "Stock","+stalker");
              "Fast Mags","+dualclip");
              "Extended Mags","+extclip");
              "Grenade Launcher","+gl");
              "Iron Sights","+is");
              "Reflex", "+reflex");
              "EOTech", "+holo");
              "Acog", "+acog");
              "Target Finder", "+rangefinder");
              "Hybrid Optic", "+dualoptic");
              "Dual Band", "+ir");
              "MMS" "+mms");
              "Zoom","+vzoom");
              

              MagicBullet & MagicGrenadeType

              <rocket_entity> = MagicBullet( <weaponBulletToSpawn>, <startOrigin>, <endOrigin>, <owner> );
              <grenade entity> MagicGrenadeType(<grenadeToSpawn>, <startOrigin>, <velocity>, <time to explode>);
              

              Now let's continue with button codes and stat/profile structures...

              Button Codes (Let me know if these are incorrect, and ill change them)

              if(self sprintbuttonpressed()) self iprintln("SPRINT"); //[{+breath_sprint}]
              if(self inventorybuttonpressed()) self iprintln("INVENTORY"); //button == "[{weapnext}]"
              if(self secondaryoffhandbuttonpressed()) self iprintln("SECONDARY OFFHAND"); //button == "[{+smoke}]"
              if(self fragbuttonpressed()) self iprintln("FRAG"); //button == "[{+frag}]"
              if(self stancebuttonpressed()) self iprintln("STANCE"); //button == "[{+stance}]"
              if(self jumpbuttonpressed()) self iprintln("JUMP"); //button == "[{+gostand}]"
              if(self meleebuttonpressed()) self iprintln("MELEE"); //button == "[{+melee}]"
              if(self throwbuttonpressed()) self iprintln("THROW"); //????
              if(self adsbuttonpressed()) self iprintln("ADS"); //button == "[{+speed_throw}]"
              if(self actionslotfourbuttonpressed()) self iprintln("ACTION SLOT FOUR"); //button == "[{+actionslot 4}]"
              if(self actionslotthreebuttonpressed()) self iprintln("ACTION SLOT THREE"); //button == "[{+actionslot 3}]"
              if(self actionslottwobuttonpressed()) self iprintln("ACTION SLOT TWO"); //button == "[{+actionslot 2}]"
              if(self actionslotonebuttonpressed()) self iprintln("ACTION SLOT ONE"); ////button == "[{+actionslot 1}]"
              if(self attackbuttonpressed()) self iprintln("ATTACK"); //button == "[{+attack}]"
              if(self changeseatbuttonpressed()) self iprintln("CHANGE SEAT"); //????
              if(self usebuttonpressed()) self iprintln("USE"); //button == "[{+usereload}]"
              

              Known Stat Limitations

              /*plevel and stats_version can't change
              rankxp can't increase by 65536 or decrease by 1
              kills and assists can't increase by 300 or decrease by 1
              deaths can't decrease
              headshots can't increase by 200 or decrease
              revives can't increase by 100 or decrease
              time played, wins and ties can't decrease
              hits and misses can't increase by 2500 or decrease
              total shots can't increase by 5000 or decrease
              rank can't increase by 20*/
              

              About Ranking Up With GSC..

              //Ranking up with GSC is 100% possible. It's a matter of getting the ranking to stick.
              //This will not necessarily work, but perhaps with a clever combination of ranking up,disabling checks, and immediately uploading your stats, it may work. 
              //I personally was able to rank up in Redacted using these functions from Prestige 0 Level 1 to Prestige 15 Level 55. Although i can't provide proof because Redacted is buggy asf and doesn't let me get into a game. I digress.
              
              self uploadleaderboards();
              self thread maps\mp\gametypes\_persistence::uploadstatssoon();
              
              mikzyundefined Offline
              mikzyundefined Offline
              mikzy
              Banned
              wrote on last edited by
              #6
              This post is deleted!
              Deicideundefined 1 Reply Last reply
              1
              • mikzyundefined mikzy

                This post is deleted!

                Deicideundefined Offline
                Deicideundefined Offline
                Deicide
                wrote on last edited by
                #7

                mikzy said in [Resource] Stat Modification, Checks, Other Structures..:

                Deicide To fix Redacted not working, you need to be Level 1 with no prestige.
                Yeah i found that out by myself. It's so crappy.

                johnwick21undefined 1 Reply Last reply
                0
                • Deicideundefined Deicide

                  mikzy said in [Resource] Stat Modification, Checks, Other Structures..:

                  Deicide To fix Redacted not working, you need to be Level 1 with no prestige.
                  Yeah i found that out by myself. It's so crappy.

                  johnwick21undefined Offline
                  johnwick21undefined Offline
                  johnwick21
                  wrote on last edited by
                  #8

                  Deicide I am trying to get in touch with you!! Can't seem to find a way anywhere... If you can contact me on Discord I have something you may be very interested in! I hope you get this, looking forward to hearing from you!

                  JohnWick#0001 ← (Prefer)
                  or
                  [email protected]

                  😊

                  1 Reply Last reply
                  0
                  • Deicideundefined Deicide

                    Hey There Everyone.

                    I hope you're doing well today. I have a lot of big resources for Black Ops 2. A lot of these were released by CraigChrist on a website which shall not be named. And when i need to go back to this resource, i always forget where it is. So i figured, maybe i could help everyone here and i by posting all of this helpful info. A lot of this was edited/added by me too. Just so i don't have to keep jumping from page to page for resources. However this thread will be split up into multiple comments, as i don't want to just put everything in Pastebin. I want everything to be easy to access for you.

                    I commented talking about getdstat and setdstat functions and how those could be used to verify and un-verify players on another thread here I suggest you go read that as well if you want to look into it. It may interest you if you know the potential could offer PERMANENT verification. More permanent than dvars.

                    First we're going to go through all things weapon related.

                    Multiplayer Weapon List

                    870mcs_mp
                    ai_tank_drone_gun_mp
                    ai_tank_drone_rocket_mp
                    ai_tank_drop_mp
                    airstrike_mp
                    an94_mp
                    as50_mp
                    auto_gun_turret_mp
                    autoturret_mp
                    ballista_mp
                    beretta93r_dw_mp
                    beretta93r_lh_mp
                    beretta93r_mp
                    bouncingbetty_mp
                    briefcase_bomb_defuse_mp
                    briefcase_bomb_mp
                    chopper_minigun_mp
                    claymore_mp
                    cobra_20mm_comlink_mp
                    cobra_20mm_mp
                    concussion_grenade_mp
                    counteruav_mp
                    crossbow_mp
                    defaultweapon_mp
                    destructible_car_mp
                    dog_bite_mp
                    dogs_mp
                    dsr50_mp
                    dualoptic_an94_mp
                    dualoptic_hamr_mp
                    dualoptic_hk416_mp
                    dualoptic_lsat_mp
                    dualoptic_mk48_mp
                    dualoptic_qbb95_mp
                    dualoptic_sa58_mp
                    dualoptic_saritch_mp
                    dualoptic_scar_mp
                    dualoptic_sig556_mp
                    dualoptic_tar21_mp
                    dualoptic_type95_mp
                    dualoptic_xm8_mp
                    emp_grenade_mp
                    emp_mp
                    evoskorpion_mp
                    explodable_barrel_mp
                    explosive_bolt_mp
                    fhj18_mp
                    fiveseven_dw_mp
                    fiveseven_lh_mp
                    fiveseven_mp
                    flash_grenade_mp
                    fnp45_dw_mp
                    fnp45_lh_mp
                    fnp45_mp
                    frag_grenade_mp
                    gl_an94_mp
                    gl_hk416_mp
                    gl_sa58_mp
                    gl_saritch_mp
                    gl_scar_mp
                    gl_sig556_mp
                    gl_tar21_mp
                    gl_type95_mp
                    gl_xm8_mp
                    hamr_mp
                    hatchet_mp
                    heli_gunner_rockets_mp
                    helicopter_comlink_mp
                    helicopter_guard_mp
                    helicopter_player_firstperson_mp
                    helicopter_player_gunner_mp
                    hk416_mp
                    insas_mp
                    inventory_ai_tank_drop_mp
                    inventory_m32_drop_mp
                    inventory_m32_mp
                    inventory_minigun_drop_mp
                    inventory_minigun_mp
                    inventory_missile_drone_mp
                    inventory_supplydrop_mp
                    judge_dw_mp
                    judge_lh_mp
                    judge_mp
                    kard_dw_mp
                    kard_lh_mp
                    kard_mp
                    kard_wager_mp
                    killstreak_ai_tank_mp
                    killstreak_qrdrone_mp
                    killstreak_remote_turret_mp
                    killstreak_uav_mp
                    knife_ballistic_mp
                    knife_held_mp
                    knife_mp
                    ksg_mp
                    littlebird_guard_minigun_mp
                    lsat_mp
                    m32_drop_mp
                    m32_mp
                    m32_wager_mp
                    microwave_turret_mp
                    microwaveturret_drop_mp
                    microwaveturret_mp
                    minigun_drop_mp
                    minigun_mp
                    minigun_wager_mp
                    missile_drone_mp
                    missile_drone_projectile_mp
                    missile_swarm_mp
                    missile_swarm_projectile_mp
                    mk48_mp
                    mp7_mp
                    none
                    pda_hack_mp
                    pdw57_mp
                    peacekeeper_mp
                    planemortar_mp
                    proximity_grenade_aoe_mp
                    proximity_grenade_mp
                    qbb95_mp
                    qcw05_mp
                    qrdrone_turret_mp
                    radar_mp
                    radardirection_mp
                    rc_car_weapon_mp
                    rcbomb_mp
                    remote_missile_bomblet_mp
                    remote_missile_missile_mp
                    remote_missile_mp
                    remote_mortar_missile_mp
                    remote_mortar_mp
                    riotshield_mp
                    sa58_mp
                    saiga12_mp
                    saritch_mp
                    satchel_charge_mp
                    scar_mp
                    scavenger_item_hack_mp
                    scavenger_item_mp
                    sensor_grenade_mp
                    sf_an94_mp
                    sf_evoskorpion_mp
                    sf_hk416_mp
                    sf_insas_mp
                    sf_mp7_mp
                    sf_pdw57_mp
                    sf_peacekeeper_mp
                    sf_qcw05_mp
                    sf_sa58_mp
                    sf_saritch_mp
                    sf_scar_mp
                    sf_sig556_mp
                    sf_tar21_mp
                    sf_type95_mp
                    sf_vector_mp
                    sf_xm8_mp
                    sig556_mp
                    smaw_mp
                    smoke_center_mp
                    srm1216_mp
                    sticky_grenade_mp
                    straferun_gun_mp
                    straferun_mp
                    straferun_rockets_mp
                    supplydrop_mp
                    svu_mp
                    tactical_insertion_mp
                    tar21_mp
                    trophy_system_mp
                    turret_drop_mp
                    type95_mp
                    usrpg_mp
                    vector_mp
                    willy_pete_mp
                    xm8_mp
                    

                    Zombie Weapons List

                    870mcs_upgraded_zm
                    870mcs_zm
                    ak47_upgraded_zm
                    ak47_zm
                    ak74u_extclip_upgraded_zm
                    ak74u_extclip_zm
                    ak74u_upgraded_zm
                    ak74u_zm
                    alcatraz_shield_zm
                    an94_upgraded_zm
                    an94_zm
                    ballista_upgraded_zm
                    ballista_zm
                    barretm82_upgraded_zm
                    barretm82_zm
                    beacon_zm
                    beretta93r_extclip_upgraded_zm
                    beretta93r_extclip_zm
                    beretta93r_upgraded_zm
                    beretta93r_zm
                    blundergat_upgraded_zm
                    blundergat_zm
                    blundersplat_bullet_zm
                    blundersplat_explosive_dart_zm
                    blundersplat_upgraded_zm
                    blundersplat_zm
                    bouncing_tomahawk_zm
                    bowie_knife_zm
                    buildable_piece_zm
                    c96_upgraded_zm
                    c96_zm
                    chalk_draw_zm
                    claymore_zm
                    cymbal_monkey_zm
                    death_self_zm
                    death_throe_zm
                    defaultweapon_mp
                    dsr50_upgraded_zm
                    dsr50_zm
                    dualoptic_saritch_upgraded_zm
                    electrocuted_hands_zm
                    emp_grenade_zm
                    equip_dieseldrone_zm
                    equip_electrictrap_zm
                    equip_electrictrap_zm_turret
                    equip_headchopper_zm
                    equip_headchopper_zm_turret
                    equip_springpad_zm
                    equip_springpad_zm_turret
                    equip_subwoofer_zm
                    equip_subwoofer_zm_turret
                    equip_turbine_zm
                    equip_turbine_zm_turret
                    equip_turret_zm
                    equip_turret_zm_turret
                    evoskorpion_upgraded_zm
                    evoskorpion_zm
                    falling_hands_tomb_zm
                    falling_hands_zm
                    fiveseven_upgraded_zm
                    fiveseven_zm
                    fivesevendw_upgraded_zm
                    fivesevendw_zm
                    fivesevenlh_upgraded_zm
                    fivesevenlh_zm
                    fnfal_upgraded_zm
                    fnfal_zm
                    frag_grenade_zm
                    galil_upgraded_zm
                    galil_zm
                    gl_m16_upgraded_zm
                    gl_tar21_zm
                    gl_type95_zm
                    gl_xm8_zm
                    hamr_upgraded_zm
                    hamr_zm
                    hk416_upgraded_zm
                    hk416_zm
                    item_head_zm
                    item_meat_zm
                    jetgun_upgraded_zm
                    jetgun_zm
                    judge_upgraded_zm
                    judge_zm
                    kard_upgraded_zm
                    kard_zm
                    knife_ballistic_bowie_upgraded_zm
                    knife_ballistic_bowie_zm
                    knife_ballistic_no_melee_upgraded_zm
                    knife_ballistic_no_melee_zm
                    knife_ballistic_upgraded_zm
                    knife_ballistic_zm
                    knife_zm
                    knife_zm_alcatraz
                    ksg_upgraded_zm
                    ksg_zm
                    lightning_hands_zm
                    lsat_upgraded_zm
                    lsat_zm
                    m14_upgraded_zm
                    m14_zm
                    m16_gl_upgraded_zm
                    m16_zm
                    m32_upgraded_zm
                    m32_zm
                    m1911_upgraded_zm
                    m1911_zm
                    m1911lh_upgraded_zm
                    mg08_upgraded_zm
                    mg08_zm
                    minigun_alcatraz_upgraded_zm
                    minigun_alcatraz_zm
                    mp5k_upgraded_zm
                    mp5k_zm
                    mp40_stalker_upgraded_zm
                    mp40_stalker_zm
                    mp40_upgraded_zm
                    mp40_zm
                    mp44_upgraded_zm
                    mp44_zm
                    no_hands_zm
                    none
                    one_inch_punch_air_zm
                    one_inch_punch_fire_zm
                    one_inch_punch_ice_zm
                    one_inch_punch_lightning_zm
                    one_inch_punch_upgraded_zm
                    one_inch_punch_zm
                    pdw57_upgraded_zm
                    pdw57_zm
                    python_upgraded_zm
                    python_zm
                    qcw05_upgraded_zm
                    qcw05_zm
                    quadrotorturret_upgraded_zm
                    quadrotorturret_zm
                    ray_gun_upgraded_zm
                    ray_gun_zm
                    raygun_mark2_upgraded_zm
                    raygun_mark2_zm
                    riotshield_zm
                    rnma_upgraded_zm
                    rnma_zm
                    rottweil72_upgraded_zm
                    rottweil72_zm
                    rpd_upgraded_zm
                    rpd_zm
                    saiga12_upgraded_zm
                    saiga12_zm
                    saritch_upgraded_zm
                    saritch_zm
                    scar_upgraded_zm
                    scar_zm
                    screecher_arms_zm
                    sf_qcw05_upgraded_zm
                    slip_bolt_upgraded_zm
                    slip_bolt_zm
                    slipgun_upgraded_zm
                    slipgun_zm
                    slowgun_upgraded_zm
                    slowgun_zm
                    spoon_zm_alcatraz
                    spork_zm_alcatraz
                    srm1216_upgraded_zm
                    srm1216_zm
                    staff_air_melee_zm
                    staff_air_upgraded_zm
                    staff_air_upgraded2_zm
                    staff_air_upgraded3_zm
                    staff_air_zm
                    staff_fire_melee_zm
                    staff_fire_upgraded_zm
                    staff_fire_upgraded2_zm
                    staff_fire_upgraded3_zm
                    staff_fire_zm
                    staff_lightning_melee_zm
                    staff_lightning_upgraded_zm
                    staff_lightning_upgraded2_zm
                    staff_lightning_upgraded3_zm
                    staff_lightning_zm
                    staff_revive_zm
                    staff_water_dart_zm
                    staff_water_fake_dart_zm
                    staff_water_melee_zm
                    staff_water_upgraded_zm
                    staff_water_upgraded2_zm
                    staff_water_upgraded3_zm
                    staff_water_zm
                    staff_water_zm_cheap
                    sticky_grenade_zm
                    svu_upgraded_zm
                    svu_zm
                    syrette_afterlife_zm
                    syrette_zm
                    tar21_upgraded_zm
                    tar21_zm
                    tazer_knuckles_zm
                    thompson_upgraded_zm
                    thompson_zm
                    time_bomb_detonator_zm
                    time_bomb_zm
                    tomb_shield_zm
                    tower_trap_upgraded_zm
                    tower_trap_zm
                    type95_upgraded_zm
                    type95_zm
                    upgraded_tomahawk_zm
                    usrpg_upgraded_zm
                    usrpg_zm
                    uzi_upgraded_zm
                    uzi_zm
                    willy_pete_zm
                    xm8_upgraded_zm
                    xm8_zm
                    zombie_bowie_flourish
                    zombie_builder_zm
                    zombie_bullet_crouch_zm
                    zombie_fists_zm
                    zombie_knuckle_crack
                    zombie_markiv_cannon
                    zombie_markiv_side_cannon
                    zombie_markiv_turret
                    zombie_one_inch_punch_flourish
                    zombie_one_inch_punch_upgrade_flourish
                    zombie_perk_bottle_additionalprimaryweapon
                    zombie_perk_bottle_cherry
                    zombie_perk_bottle_deadshot
                    zombie_perk_bottle_doubletap
                    zombie_perk_bottle_jugg
                    zombie_perk_bottle_marathon
                    zombie_perk_bottle_nuke
                    zombie_perk_bottle_revive
                    zombie_perk_bottle_sleight
                    zombie_perk_bottle_tombstone
                    zombie_perk_bottle_vulture
                    zombie_perk_bottle_whoswho
                    zombie_tazer_flourish
                    zombie_tomahawk_flourish
                    

                    Weapon Asset Functions

                    weaponfiretime(weapon);
                    weaponreloadtime(weapon);
                    isweaponcliponly(weapon);
                    isweapondetonationtimed(weapon);
                    weaponclipsize(weapon);
                    weaponfuellife(weapon);
                    weaponissemiauto(weapon);
                    weaponisboltaction(weapon);
                    weaponisgasweapon(weapon);
                    weapontype(weapon);
                    weaponclass(weapon);
                    weaponmoutable(weapon);
                    weaponinventorytype(weapon);
                    weaponstartammo(weapon);
                    weaponmaxammo(weapon);
                    weaponaltweaponname(weapon);
                    weaponduelwieldweaponname(weapon);
                    weaponisduelwield(weapon);
                    getweaponmindamagerange(weapon);
                    getweaponmaxdamagerange(weapon);
                    getweaponmindamage(weapon);
                    getweaponmaxdamage(weapon);
                    getweaponfusetime(weapon);
                    getweaponexplosionradius(weapon);
                    getweaponprojexplosionsound(weapon);
                    isweaponspecificuse(weapon);
                    isweapondisallowedatmatchstart(weapon);
                    isweaponscopeoverlay(weapon);
                    isweaponequipment(weapon);
                    isweaponprimary(weapon);
                    getweaponfiresound(weapon_index);
                    getweaponfiresoundplayer(weapon_index);
                    getweaponpickupsoundplayer(weapon_index);
                    getweaponpickupsound(weapon_index);
                    getweaponindexfromname(weapon);
                    getweapondisplayname(weapon);
                    

                    Client Weapon Functions

                    self isthrowinggrenade();
                    self forcegrenadethrow();
                    self isfiring();
                    self ismeleeing();
                    self isswitchingweapons();
                    self isreloading();
                    self takeallweapons();
                    self getcurrentweapon();
                    self getcurrentweaponaltweapon();
                    self isweaponoverheating(<bool_heat>, <weapon_name>);//Both Optional Arguments
                    self setweaponoverheating(heatValue, overheatValue, <optional_weapon_name>);
                    self getcurrentoffhand();
                    self isusingoffhand();
                    self hasweapon("weapon_name");
                    self InitialWeaponRaise(weapon);
                    

                    Weapon Attachments

                    "FMJ","+fmj");
                    "Laser","+steadyaim");
                    "Long Barrel","+extbarrel");
                    "Suppressor","+silencer");
                    "Select Fire","+sf");
                    "Rapid Fire","+rf");
                    "Ballistic CPU","+swayreduc");
                    "Tactical Knife","+tacknife");
                    "Dual Wield","+dw");
                    "Tri Bolt","+stackfire");
                    "Quickdraw","+fastads");
                    "Grip","+grip");
                    "Stock","+stalker");
                    "Fast Mags","+dualclip");
                    "Extended Mags","+extclip");
                    "Grenade Launcher","+gl");
                    "Iron Sights","+is");
                    "Reflex", "+reflex");
                    "EOTech", "+holo");
                    "Acog", "+acog");
                    "Target Finder", "+rangefinder");
                    "Hybrid Optic", "+dualoptic");
                    "Dual Band", "+ir");
                    "MMS" "+mms");
                    "Zoom","+vzoom");
                    

                    MagicBullet & MagicGrenadeType

                    <rocket_entity> = MagicBullet( <weaponBulletToSpawn>, <startOrigin>, <endOrigin>, <owner> );
                    <grenade entity> MagicGrenadeType(<grenadeToSpawn>, <startOrigin>, <velocity>, <time to explode>);
                    

                    Now let's continue with button codes and stat/profile structures...

                    Button Codes (Let me know if these are incorrect, and ill change them)

                    if(self sprintbuttonpressed()) self iprintln("SPRINT"); //[{+breath_sprint}]
                    if(self inventorybuttonpressed()) self iprintln("INVENTORY"); //button == "[{weapnext}]"
                    if(self secondaryoffhandbuttonpressed()) self iprintln("SECONDARY OFFHAND"); //button == "[{+smoke}]"
                    if(self fragbuttonpressed()) self iprintln("FRAG"); //button == "[{+frag}]"
                    if(self stancebuttonpressed()) self iprintln("STANCE"); //button == "[{+stance}]"
                    if(self jumpbuttonpressed()) self iprintln("JUMP"); //button == "[{+gostand}]"
                    if(self meleebuttonpressed()) self iprintln("MELEE"); //button == "[{+melee}]"
                    if(self throwbuttonpressed()) self iprintln("THROW"); //????
                    if(self adsbuttonpressed()) self iprintln("ADS"); //button == "[{+speed_throw}]"
                    if(self actionslotfourbuttonpressed()) self iprintln("ACTION SLOT FOUR"); //button == "[{+actionslot 4}]"
                    if(self actionslotthreebuttonpressed()) self iprintln("ACTION SLOT THREE"); //button == "[{+actionslot 3}]"
                    if(self actionslottwobuttonpressed()) self iprintln("ACTION SLOT TWO"); //button == "[{+actionslot 2}]"
                    if(self actionslotonebuttonpressed()) self iprintln("ACTION SLOT ONE"); ////button == "[{+actionslot 1}]"
                    if(self attackbuttonpressed()) self iprintln("ATTACK"); //button == "[{+attack}]"
                    if(self changeseatbuttonpressed()) self iprintln("CHANGE SEAT"); //????
                    if(self usebuttonpressed()) self iprintln("USE"); //button == "[{+usereload}]"
                    

                    Known Stat Limitations

                    /*plevel and stats_version can't change
                    rankxp can't increase by 65536 or decrease by 1
                    kills and assists can't increase by 300 or decrease by 1
                    deaths can't decrease
                    headshots can't increase by 200 or decrease
                    revives can't increase by 100 or decrease
                    time played, wins and ties can't decrease
                    hits and misses can't increase by 2500 or decrease
                    total shots can't increase by 5000 or decrease
                    rank can't increase by 20*/
                    

                    About Ranking Up With GSC..

                    //Ranking up with GSC is 100% possible. It's a matter of getting the ranking to stick.
                    //This will not necessarily work, but perhaps with a clever combination of ranking up,disabling checks, and immediately uploading your stats, it may work. 
                    //I personally was able to rank up in Redacted using these functions from Prestige 0 Level 1 to Prestige 15 Level 55. Although i can't provide proof because Redacted is buggy asf and doesn't let me get into a game. I digress.
                    
                    self uploadleaderboards();
                    self thread maps\mp\gametypes\_persistence::uploadstatssoon();
                    
                    ChubbyChasrundefined Offline
                    ChubbyChasrundefined Offline
                    ChubbyChasr
                    wrote on last edited by
                    #9

                    Deicide Would this be possible to do for EVERY stat not just ranks.

                    For example: weapon XP/Camo unlocks & calling cards.

                    DAW5ONundefined 1 Reply Last reply
                    0
                    • ChubbyChasrundefined ChubbyChasr

                      Deicide Would this be possible to do for EVERY stat not just ranks.

                      For example: weapon XP/Camo unlocks & calling cards.

                      DAW5ONundefined Offline
                      DAW5ONundefined Offline
                      DAW5ON
                      wrote on last edited by
                      #10

                      @FaZe-Ninja
                      Any luck finding out anything? I may have a play around with the above but I think it’s out my area! Would love to be able to bypass the headshot challenges for camos and be able to focus on the 2nd chunk (skulls, cherry blossom, art of war, etc.) as it takes so long.
                      I think I’d consider paying someone to find out how to set my headshots to 200 on each weapon lol
                      (‘Jackademus’ on steam if anyone has any ideas, would appreciate any help)
                      Thanks!

                      ChubbyChasrundefined 1 Reply Last reply
                      0
                      • DAW5ONundefined DAW5ON

                        @FaZe-Ninja
                        Any luck finding out anything? I may have a play around with the above but I think it’s out my area! Would love to be able to bypass the headshot challenges for camos and be able to focus on the 2nd chunk (skulls, cherry blossom, art of war, etc.) as it takes so long.
                        I think I’d consider paying someone to find out how to set my headshots to 200 on each weapon lol
                        (‘Jackademus’ on steam if anyone has any ideas, would appreciate any help)
                        Thanks!

                        ChubbyChasrundefined Offline
                        ChubbyChasrundefined Offline
                        ChubbyChasr
                        wrote on last edited by
                        #11

                        DAW5ON said in [Resource] Stat Modification, Checks, Other Structures..:

                        u

                        sorry this is faze ninja i changed my name.

                        I figured out that after a game or 2 just copy the command and paste it in the console 3-5 times and it seems to work, i've been doing this for a few months and im at prestige 5 with legit stats diamond camos on smg's and AR's

                        p.s this works for literaly everything!

                        1 Reply Last reply
                        0
                        • ThinhHBundefined Offline
                          ThinhHBundefined Offline
                          ThinhHB
                          wrote on last edited by
                          #12

                          I'm new to the Plutonium modding, found this post but the below tutorial link was dead, anyone can access to it or still keep the content, could you guy re-post it?
                          https://forum.plutonium.pw/topic/946/tutorial-persistent-variables-using-dvars/5?_=1590511687648

                          1 Reply Last reply
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