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Plutonium

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  2. BO2 Modding Releases & Resources
  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
    #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
      Deicideundefined Offline
      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
                      0
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