C++: class RecvProp { public: char* m_pVarName; void* m_RecvType; int m_Flags; int m_StringBufferSize; int m_bInsideArray; const void* m_pExtraData; RecvProp* m_pArrayProp; void* m_ArrayLengthProxy; void* m_ProxyFn; void* m_DataTableProxyFn; RecvTable* m_pDataTable; int m_Offset; int m_ElementStride; int m_nElements; const char* m_pParentArrayPropName; };

C++: class RecvTable { public: RecvProp* m_pProps; int m_nProps; void* m_pDecoder; char* m_pNetTableName; bool m_bInitialized; bool m_bInMainList; };

C++: class ClientClass { public: void* m_pCreateFn; void* m_pCreateEventFn; char* m_pNetworkName; RecvTable* m_pRecvTable; ClientClass* m_pNext; int m_ClassID; };

C++: class CHLClient : public IBaseClientDLL

CSGO How to Get Netvar Offsets





C++: intptr_t GetOffset(RecvTable* table, const char* tableName, const char* netvarName) { for (int i = 0; i < table->m_nProps; i++) { RecvProp prop = table->m_pProps[i]; if (!_stricmp(prop.m_pVarName, netvarName)) { return prop.m_Offset; } if (prop.m_pDataTable) { intptr_t offset = GetOffset(prop.m_pDataTable, tableName, netvarName); if (offset) { return offset + prop.m_Offset; } } } return 0; } intptr_t GetNetVarOffset(const char* tableName, const char* netvarName, ClientClass* clientClass) { ClientClass* currNode = clientClass; for (auto currNode = clientClass; currNode; currNode = currNode->m_pNext) { if (!_stricmp(tableName, currNode->m_pRecvTable->m_pNetTableName)) { return GetOffset(currNode->m_pRecvTable, tableName, netvarName); } } return 0; }

C++: intptr_t offset = GetNetVarOffset("DT_BasePlayer", "m_hActiveWeapon", dwGetAllClasses);