if you know how a struct store in memory, you will know the asm part above
Code:
0 string_t classname;
1 string_t globalname;
2 vec3_t origin;
5 vec3_t oldorigin;
8 vec3_t velocity;
11 vec3_t basevelocity;
14 vec3_t clbasevelocity;
17 vec3_t movedir;
20 vec3_t angles;
23 vec3_t avelocity;
26 vec3_t punchangle;
29 vec3_t v_angle;
32 vec3_t endpos;
35 vec3_t startpos;
38 float impacttime;
39 float starttime;
40 int fixangle;
41 float idealpitch;
42 float pitch_speed;
43 float ideal_yaw;
44 float yaw_speed;
45 int modelindex;
46 string_t model;
47 int viewmodel;
48 int weaponmodel;
49 vec3_t absmin;
52 vec3_t absmax;
55 vec3_t mins;
58 vec3_t maxs;
61 vec3_t size;
64 float ltime;
65 float nextthink;
66 int movetype;
67 int solid;
68 int skin;
69 int body;
70 int effects;
71 float gravity;
72 float friction;
73 int light_level;
74 int sequence;
75 int gaitsequence;
76 float frame;
77 float animtime;
78 float framerate;
79 byte controller[4];
80 byte blending[2];
81 float scale;
82 int rendermode;
83 float renderamt;
84 vec3_t rendercolor;
87 int renderfx;
88 float health;
89 float frags;
90 int weapons;
91 float takedamage;
92 int deadflag;
93 vec3_t view_ofs;
96 int button;
97 int impulse;
98 edict_t *chain;
99 edict_t *dmg_inflictor;
100 edict_t *enemy;
101 edict_t *aiment;
102 edict_t *owner;
103 edict_t *groundentity;
104 int spawnflags;
105 int flags;
106 int colormap;
107 int team;
108 float max_health;
109 float teleport_time;
110 float armortype;
111 float armorvalue;
112 int waterlevel;
113 int watertype;
114 string_t target;
115 string_t targetname;
116 string_t netname;
117 string_t message;
118 float dmg_take;
119 float dmg_save;
120 float dmg;
121 float dmgtime;
122 string_t noise;
123 string_t noise1;
124 string_t noise2;
125 string_t noise3;
126 float speed;
127 float air_finished;
128 float pain_finished;
129 float radsuit_finished;
130 edict_t *pContainingEntity;
131 int playerclass;
132 float maxspeed;
133 float fov;
134 int weaponanim;
135 int pushmsec;
136 int bInDuck;
137 int flTimeStepSound;
138 int flSwimTime;
139 int flDuckTime;
140 int iStepLeft;
141 float flFallVelocity;
142 int gamestate;
143 int oldbuttons;
144 int groupinfo;
// For mods
145 int iuser1;
146 int iuser2;
147 int iuser3;
148 int iuser4;
149 float fuser1;
150 float fuser2;
151 float fuser3;
152 float fuser4;
153 vec3_t vuser1;
156 vec3_t vuser2;
159 vec3_t vuser3;
162 vec3_t vuser4;
165 edict_t *euser1;
166 edict_t *euser2;
167 edict_t *euser3;
168 edict_t *euser4;
the pev struct in windows, its offset is 1 from "this" pointer, and pev->pContainingEntity is 130 in the pev struct, each take 4 byte means 130 * 4 = 520,
so this->pev->pContainingEntity, you will get the entity itself from its class object.
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Project : CSDM all in one - 99%
<team balancer#no round end#entity remover#quake sounds#fake full#maps management menu#players punishment menu#no team flash#colored flashbang#grenade trails#HE effect#spawn protection#weapon arena#weapon upgrade#auto join#no weapon drop#one name>