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  1. #31
    whatup777's Avatar
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    Quote Originally Posted by gcflames12 View Post
    Alright. Thanks too markoj ill have one up by tm probably! but it wont be for Ca it will be for soldierfront if thats ok?
    No. SoldierFront is totally different and probably easier.

    Real Box ESP on CA is harder.
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    mhm

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    he's 4 yrs old

  2. #32
    gcflames12's Avatar
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    Quote Originally Posted by whatup777 View Post
    No. SoldierFront is totally different and probably easier.

    Real Box ESP on CA is harder.
    but i already have all the addies for players and weapon structs for SF..

  3. #33
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    If it's the thing used for Aimbot, then no .

  4. #34
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    I knew it was the RPP. Didn't even check the stickied thread to see if it was or not -_-


    BTW just so you guys know this doesn't work on the enemy pointer :

    Code:
    *(float*)EPP + 0xC8
    *(float*)EPP + 0xCC
    *(float*)EPP + 0xD0

  5. #35
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    each player has its own pointer. and it points to a struct where you can find the object, index and position of the player. the position stored in this struct isnt really usefull for esp/aimbot, cause the position is the players foot position. thats where the object of the player comes in. with it you can get every node of the player and its position (head, neck, torso, left/right foot, left/right arms, each finger, etc). then do some calcs for esp/aimbot and you have done it.


  6. The Following User Says Thank You to Gordon` For This Useful Post:

    qwerty01 (09-23-2010)

  7. #36
    spiderpig666's Avatar
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    is it like Aimbot?
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  8. #37
    eXaLtIc™'s Avatar
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    Find one in the stickies

  9. #38
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    Quote Originally Posted by Crash View Post
    I knew it was the RPP. Didn't even check the stickied thread to see if it was or not -_-


    BTW just so you guys know this doesn't work on the enemy pointer :

    Code:
    *(float*)EPP + 0xC8
    *(float*)EPP + 0xCC
    *(float*)EPP + 0xD0
    Qft, RPP. If you have to ask if the addie you have is the EPP, then it isn't.

    Quote Originally Posted by Gordon` View Post
    each player has its own pointer. and it points to a struct where you can find the object, index and position of the player. the position stored in this struct isnt really usefull for esp/aimbot, cause the position is the players foot position. thats where the object of the player comes in. with it you can get every node of the player and its position (head, neck, torso, left/right foot, left/right arms, each finger, etc). then do some calcs for esp/aimbot and you have done it.
    Just as I thought, and if i'm correclty *******d the coordinates are stored in a quaternion for getplaymgr?

  10. #39
    mmbob's Avatar
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    Quote Originally Posted by IcySeal View Post


    Qft, RPP. If you have to ask if the addie you have is the EPP, then it isn't.



    Just as I thought, and if i'm correclty *******d the coordinates are stored in a quaternion for getplaymgr?
    No :/

  11. #40
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    just curious is there a way to find the player structs by logging the addresses returned by the RPP and doing some dissasembling?

    (tried it once and it seemed the addresses were an offset...so i wasn't able to find it >.>)

  12. #41
    ac1d_buRn's Avatar
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    Quote Originally Posted by qwerty01 View Post
    just curious is there a way to find the player structs by logging the addresses returned by the RPP and doing some dissasembling?

    (tried it once and it seemed the addresses were an offset...so i wasn't able to find it >.>)
    I was trying that before /
    Stupid StructBuild wouldnt return a value D:

  13. #42
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    What is this "real player pointer"? And how does it different from the already released "local player pointer"?

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