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  1. #31
    wicho_koz's Avatar
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    nice release
    Last edited by wicho_koz; 04-10-2012 at 05:32 PM.
    |^^^^^^^^^^\||____
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  2. #32
    Flengo's Avatar
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    Quote Originally Posted by CookieMonster™ View Post
    @Commando2056
    We want this thread closed.
    me and fellow coders are signing a petition for a new rule for MPGH.
    @flameswor10
    Don't let leeching reach it's point like BR.
    You can't have fellow coders if you can't code yourself.

    And its not up to you. Its a public forum and a public section. This is the point of it. If you don't understand the meaning of that then just get out.

    You leech yourself, you don't know C++. You complained about the simplest problems. You "Updated" Atomic's private base. All you did was update the addresses...The rest is all the same.

    And you're complaining about leeching.

    Don't be a hypocrite.


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  3. The Following 2 Users Say Thank You to Flengo For This Useful Post:

    Departure (04-10-2012),Flengo Jr. (04-13-2012)

  4. #33
    supercarz1991's Avatar
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    hahaha your all a bunch of QQer's

    At one point, Some PTC's were even VIP...those threads didn't get closed. Some memory hacks were VIP like super bullets and weapon reach were vip...those are pub now

    so what makes this different? besides the fact its technically illegal because its like packet editing

    commando: You're probably the best non-coder coder I know LOL


  5. #34
    Ch40zz-C0d3r's Avatar
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    Code:
    DWORD STS = Pattern (0x461000, 0x4c6000, (PBYTE)"\xCC\xFF\x68\x00\xB4\x74\x00\x64\xA1\x00\x00\x00\x00\x50\x83\xEC\x2C\x53\x55\x56\x57", "xxx?xxxxxxxxxxxxxxxxx");
    Returns 0 for me :/

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    http://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    http://www.youtube.com/watch?v=Na2kUdu4d_k

  6. #35
    Departure's Avatar
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    DWORD STS = Pattern (0x461000, 0x4c6000, (PBYTE)"\x6A\xFF\x68\x00\xB4\x74\x00\x64\xA1\x00\x 00\x00\x00\x50\x83\xEC\x2C\x53\x55\x56\x57", "xxx?xxxxxxxxxxxxxxxxx");

    Try that instead change \xCC to \x6A

  7. #36
    Ch40zz-C0d3r's Avatar
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    Thanks its working!
    Whats asm-cpde from CC and 6A?[COLOR="Silver"]

    EDIT:
    The question is how to do this without classes:

    LTRESULT nResult = g_CommonLT->CreateMessage(pMsg);
    Last edited by Ch40zz-C0d3r; 04-11-2012 at 07:17 AM.

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    http://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    http://www.youtube.com/watch?v=Na2kUdu4d_k

  8. #37
    0xB4DF00D's Avatar
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    Thanks its working!
    Whats asm-cpde from CC and 6A?[COLOR="Silver"]

    EDIT:
    The question is how to do this without classes:

    LTRESULT nResult = g_CommonLT->CreateMessage(pMsg);
    CC = INT3 AKA Software Breakpoint
    6A + FF = PUSH -1

    You don't need class to call a function, u just need the address to call it.

  9. #38
    master131's Avatar
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    CC means INT3.
    6A means PUSH.

    EDIT - Darn, bet me to it.
    Last edited by master131; 04-11-2012 at 08:29 AM.
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  10. #39
    Ch40zz-C0d3r's Avatar
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    Yeah but nobody posted the address and im bad in olly in finding such things

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    http://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    http://www.youtube.com/watch?v=Na2kUdu4d_k

  11. #40
    Departure's Avatar
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    @0xB4DF00D

    Exactly, Thats what I am trying to find now is the address for msg.write and msg.read then I should be able to get SendToServer working in Delphi... here is what I have translated so far from comando's snippet

    Code:
    type
        lpSendToServer = Function(pMsg : Pointer; iFlag: Integer): Integer; cdecl;
    ...
    ...
    var
      MESSAGE_GUARANTEED: Integer = (1 shl 7); //Same as (1<<7) = 128
      GodMode: Dword = $000000AE; //Same as 135
      SendToServer : lpSendToServer = pointer($00474350); //Address to SendToServer
    .....
    .....
    .....
    //In a hooked Directx function(Present)
    SendToServer(addr(MsgRead), MESSAGE_GUARANTEED);
    So really I just need the address to msg.read to call SendToServer and before that msg.write address so I can pass "GodMode" value to it.
    Last edited by Departure; 04-11-2012 at 08:42 AM.

  12. #41
    Ch40zz-C0d3r's Avatar
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    Yeah thats it!
    I try to find it now...
    When I found it I will post it here.
    Hope you will post it too when you have it

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    http://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    http://www.youtube.com/watch?v=Na2kUdu4d_k

  13. #42
    master131's Avatar
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    I thought I'd share this, I haven't tested it (since I don't have Combat Arms) but theoretically it should since I'm basically simulating what CALL would normally do, might make it 'undetected'.

    Code:
    void PushCommands(const char* Command)
    {
    	void* Console = (void*)0x486010;
    	
    	_asm
    	{
    		// Get the current value in the EIP register, it will be stored in EAX.
    		call get_eip
    		// Push our argument to be passed onto the stack.
    		push Command
    		// Add 0xF so EAX points to the 'add esp, 0x4' instruction
    		add eax, 0xF
    		// Push EAX to the top of the stack, this tells the program where to go after the function
    		// we're jumping to has returned.
    		push eax
    		// Jump to our desired function
    		jmp Console
    		// Add 0x4 to the stack pointer.
    		add esp, 0x4
    	}
    
    	// Return before our code below gets executed.
    	return;
    
    	_asm
    	{
    		get_eip:
    		// We have to do this because the EIP register is not accessible directly.
    		// When a function is called via CALL, a pointer to the EIP value is stored in the ESP register.
    		mov eax, [esp]
                    // Subtract 5 bytes from the address to not include the CALL instruction itself.
    		sub eax, 5
    		ret
    	}
    }
    Have fun, let me know if it works guys. I spent some time fiddling with this. Credits to 'Wahoa' for how to obtain the EIP value. The rest I coded myself (apart from the address for the console and the function declaration, I just copied that).
    Last edited by master131; 04-11-2012 at 11:09 AM.
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    Can scramble DLLs on injection making them harder to detect and even make detected hacks work again!

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  14. The Following 3 Users Say Thank You to master131 For This Useful Post:

    Drake (04-11-2012),[MPGH]Flengo (04-11-2012),Luminescentz (04-11-2012)

  15. #43
    Flengo's Avatar
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    Quote Originally Posted by master131 View Post
    I thought I'd share this, I haven't tested it (since I don't have Combat Arms) but theoretically it should since I'm basically simulating what CALL would normally do, might make it 'undetected'.

    Code:
    void PushCommands(const char* Command)
    {
    	void* Console = (void*)0x486010;
    	
    	_asm
    	{
    		// Get the current value in the EIP register, it will be stored in EAX.
    		call get_eip
    		// Push our argument to be passed onto the stack.
    		push Command
    		// Add 0xF so EAX points to the 'add esp, 0x4' instruction
    		add eax, 0xF
    		// Push EAX to the top of the stack, this tells the program where to go after the function
    		// we're jumping to has returned.
    		push eax
    		// Jump to our desired function
    		jmp Console
    		// Add 0x4 to the stack pointer.
    		add esp, 0x4
    	}
    
    	// Return before our code below gets executed.
    	return;
    
    	_asm
    	{
    		get_eip:
    		// We have to do this because the EIP register is not accessible directly.
    		// When a function is called via CALL, a pointer to the EIP value is stored in the ESP register.
    		mov eax, [esp]
                    // Subtract 5 bytes from the address to not include the CALL instruction itself.
    		sub eax, 5
    		ret
    	}
    }
    Have fun, let me know if it works guys. I spent some time fiddling with this. Credits to 'Wahoa' for how to obtain the EIP value. The rest I coded myself (apart from the address for the console and the function declaration, I just copied that).
    Tested it, confirmed working.
    Thanks for this


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  16. #44
    CookieMonster™'s Avatar
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    Works like a charm.

  17. #45
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    thank you very much comando2056
    CookieMonster totally Nob QQer Lacher leeching :[
    Last edited by lolcano; 04-12-2012 at 01:49 AM.

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