Some useful functions & Addresses

Posts 115 of 24 · Page 1 of 2
Some useful functions & Addresses
Addresses -

Code:
#define ADDR_TAGS1			0x372FC62A
#define ADDR_TAGS2			0x372FC6AD
#define ADDR_GETPLAYERBYINDEX 		0x371549E0
#define ADDR_LOCALPLAYER		0x37155860
#define ADDR_CLIENTINFO			0x377D952C
#define ADDR_MTBWCRET			0x373CE197
#define ADDR_LTCLIENT			0x377DA848
#define ADDR_WEAPONMGR			0x378208BC
#define ADDR_LOCALPTR			0x37826730
#define ADDR_BUILDFONT			0x3757B680
#define ADDR_FILLFONT			0x3757C310
#define ADDR_FONTECX			0x3783776C
#define ADDR_GETFONTHAND		0x37483B30
#define ADDR_GETCONSOLEINT		0x3738CE00
#define ADDR_GCS			0x37823F50
#define ADDR_LTCOMMON			0x3781EE68
#define ADDR_S_BULLETS			0x3741BFED
#define ADDR_REMOTEKILL1		0x37421741
#define ADDR_REMOTEKILL2		0x37421742
#define ADDR_REMOTEKILL3		0x37421AC1
#define ADDR_REMOTEKILL4		0x37421AC2
#define ADDR_WEAPON_RANGE1		0x37421619
#define ADDR_WEAPON_RANGE2		0x37421999
#define ADDR_RAPIDFIRE1			0x37418F27
#define ADDR_RAPIDFIRE2			0x3742208E
#define ADDR_RAPIDFIRE3			0x3741DF07
#define ADDR_RAPIDFIRE4			0x37422095
#define ADDR_RAPIDFIRE5			0x37421EC8
#define ADDR_FORCEFPS			0x377DA8D8
#define ADDR_L***BASE			0x377DA830
#define ADDR_GAMEMODE			0x377FD148

#define OFF_FPS				0x14EF8

#define ADDR_W2S			0x4915C0
#define ADDR_INTERSECT			0x470C90
#define ADDR_D3D			0x9116A0
#define ADDR_DRAWPRIM			0x805774
#define ADDR_CURSORCENTER		0x7EFA4C
#define ADDR_SETCVAR			0x486010
Functions -

Code:
int gameMode() 
{
	return *(int*)ADDR_GAMEMODE;
}

typedef bool (*IsConnected_t)(void);
bool inGame()
{
	DWORD* LTBase = (DWORD*)ADDR_LTCLIENT;
	IsConnected_t pConnected = *(IsConnected_t*)(*LTBase + 0x8C);
	return pConnected();
}

D3DXVECTOR3 IntToObject(int* obj)
{
	return *(D3DXVECTOR3*)(obj + 0x4);
}

bool ValidPointer(void* p)
{ 
	return !IsBadReadPtr(p, 4) && p;
}

void SetLocalPlayerPosition(int* Int)
{
	D3DXVECTOR3 Pos = IntToObject(Int);
	DWORD dwClientFxEntry =	(DWORD)GetModuleHandleA(MODULE_CLIENTFX);
	DWORD dwClass =		*(DWORD*)(dwClientFxEntry + 0x66F34);

	if(!dwClass)	return;

	*(float*)(dwClass + 0xC8) = (Pos.x);
	*(float*)(dwClass + 0xCC) = (Pos.y);
	*(float*)(dwClass + 0xD0) = (Pos.z);
}

void MemEdit(PVOID dwAdd, void *val, int bytes)
{
    DWORD d, ds; 
    VirtualProtect(dwAdd, bytes, PAGE_EXECUTE_READWRITE, &d);
    memcpy(dwAdd, val, bytes);  
    VirtualProtect(dwAdd,bytes,d,&ds);
}
Good Telekill -

Code:
DWORD ulThis;
PlayerInfo* pPlayer;
PlayerInfo* pLocal;
typedef PlayerInfo* (__thiscall *lpGetPlayerByIndex)(DWORD ulThis,int index, int unk);
lpGetPlayerByIndex GetPlayerByIndex;
typedef PlayerInfo* (__thiscall *lpGetLocalPlayer)(DWORD ulThis);
lpGetLocalPlayer GetLocalPlayer;
bool gotTarget, TKInitiated;

void DoTelekill(int Status)
{
	if(Status)
	{
		if(inGame())
		{
			if(!TKInitiated)
			{
				GetPlayerByIndex = (lpGetPlayerByIndex)(ADDR_GETPLAYERBYINDEX);
				ulThis = *(DWORD*)(ADDR_CLIENTINFO);
				GetLocalPlayer = (lpGetLocalPlayer)(ADDR_LOCALPLAYER);
				TKInitiated = true;
				return;
			}
			else
			{
				pLocal = GetLocalPlayer(ulThis);
				if(!gotTarget)
				{
					Target++;
					if(Target > 16) 
						Target = 0;
					pPlayer = GetPlayerByIndex(ulThis, Target, 0);
					if(pLocal && Tools.ValidPointer(pLocal) && pPlayer && Tools.ValidPointer(pPlayer) && pPlayer->pTeam != pLocal->pTeam && Player->pName != pLocal->pName && !pPlayer->pIsDead && !pLocal->pIsDead)
						gotTarget = true;
					else return;
				}
				else
				{
					if(pLocal && Tools.ValidPointer(pLocal) && pPlayer && Tools.ValidPointer(pPlayer) && pPlayer->pTeam != pLocal->pTeam && Player->pName != pLocal->pName && !pPlayer->pIsDead && !pLocal->pIsDead)
					{
						if(Tools.Hotkey(0x58, true))
							SetLocalPlayerPosition(pPlayer->Object);
						if(Tools.Hotkey(0x43))
						{
							gotTarget = false;
							return;
						}
					}
					else
					{
						gotTarget = false;
						return;
					}
				}
			}
		}
		else 
		{
			TKInitiated = false;
			gotTarget = false;
		}
	}
	else
	{
		gotTarget = false;
		return;
	}
}
Good Rapid Fire-

Code:
bool rRapidfire, SetRapidFire;
float EndWait;
void DoRapidFire(int Status)
{
	if(Status)
	{
		if(GetAsyncKeyState(VK_MBUTTON)<0)
		{
			if(clock() < EndWait)
			{
				MemEdit((PBYTE)ADDR_RAPIDFIRE1, (PBYTE)"\x74\x09", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE2, (PBYTE)"\x80\xBE\xE0\x00\x00\x00\x00", 7);
				MemEdit((PBYTE)ADDR_RAPIDFIRE3, (PBYTE)"\x7E\x15", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE4, (PBYTE)"\x74\x3E", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE5, (PBYTE)"\x8B\x86\xEC\x00\x00\x00", 6);
			}
			else
			{
				EndWait = clock() + 0.09 * CLOCKS_PER_SEC;
				MemEdit((PBYTE)ADDR_RAPIDFIRE1, (PBYTE)"\x90\x90", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE2, (PBYTE)"\x90\x90\x90\x90\x90\x90\x90", 7);
				MemEdit((PBYTE)ADDR_RAPIDFIRE3, (PBYTE)"\x90\x90", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE4, (PBYTE)"\x90\x90", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE5, (PBYTE)"\x90\x90\x90\x90\x90\x90", 6);
			}
			SetRapidFire = true;
		}
		else
		{
			if(SetRapidFire)
			{
				MemEdit((PBYTE)ADDR_RAPIDFIRE1, (PBYTE)"\x74\x09", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE2, (PBYTE)"\x80\xBE\xE0\x00\x00\x00\x00", 7);
				MemEdit((PBYTE)ADDR_RAPIDFIRE3, (PBYTE)"\x7E\x15", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE4, (PBYTE)"\x74\x3E", 2);
				MemEdit((PBYTE)ADDR_RAPIDFIRE5, (PBYTE)"\x8B\x86\xEC\x00\x00\x00", 6);
				SetRapidFire = false;
			}
		}
		rRapidfire = true;
	}
	else
	{
		if(rRapidfire)
		{
			MemEdit((PBYTE)ADDR_RAPIDFIRE1, (PBYTE)"\x74\x09", 2);
			MemEdit((PBYTE)ADDR_RAPIDFIRE2, (PBYTE)"\x80\xBE\xE0\x00\x00\x00\x00", 7);
			MemEdit((PBYTE)ADDR_RAPIDFIRE3, (PBYTE)"\x7E\x15", 2);
			MemEdit((PBYTE)ADDR_RAPIDFIRE4, (PBYTE)"\x74\x3E", 2);
			MemEdit((PBYTE)ADDR_RAPIDFIRE5, (PBYTE)"\x8B\x86\xEC\x00\x00\x00", 6);
			rRapidfire = false;
		}
	}
}
Credits -

Gellin`
0xE9
Atomic`
Good Job Bro , thanks for sharing
Thread Perfect, thanks.
0xe9 seem's like a pretty cool guy xD What of this is his?
Quote Originally Posted by _Dead View Post
0xe9 seem's like a pretty cool guy xD What of this is his?
0xe9 = you.

one question, what functions you found using sendtoserver?

until the time I found some that are useful.
thx
thats not the full code
i cant compile this
Taret and MODULE_CLIENTFX and PlayerInfo is undefined
Quote Originally Posted by TheMaTriX View Post
thx
thats not the full code
i cant compile this
Taret and MODULE_CLIENTFX and PlayerInfo is undefined
Then Define it....
hh i dont know how
so if someone can help me i will be happy
thx: )
Excuse me, what would I define clocks and CLOCKS_PER_SEC as? I seem to have all the addys right but this is all I need. Anyone wanna help me please?

(I'm asking about rapid fire)
Quote Originally Posted by Shadow` View Post
Excuse me, what would I define clocks and CLOCKS_PER_SEC as? I seem to have all the addys right but this is all I need. Anyone wanna help me please?

(I'm asking about rapid fire)
#include <time.h>

@Shadow`
very nice release there
Where do i put one of these scripts?
Is it possible to paste this into Vis Studio and compile it somehow to use?
Quote Originally Posted by stoptheinhumanity View Post
Is it possible to paste this into Vis Studio and compile it somehow to use?
If you Knew C++ You would know where these would go.
Posts 115 of 24 · Page 1 of 2
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