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  1. #1
    deaddead1's Avatar
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    1/24/14 USSR Address Logger

    :ADDRESS LOG:
    Code:
    // 		USSR's Address Logger v1.1			//
    //	Credits - USSR, Shadow, NeoIII, Ch40z-C0d3r, & Gellin	//
    
    #define GameStatus 		0x37992A8C
    #define LTClientDLL 		0x3797A1AC
    #define LTBase 			0x3797A190
    #define SuperBullets 		0x37468076   //Bytes : [/x0F /x94 /xC0]
    #define RapidFire 		        0x3746E8AF   //Bytes : [/x74 /x3E]
    #define WeaponRange1 	0x3746DDB9  //Bytes : [/x8B /x80 /xD4 /x02 /x00 /x00]
    #define WeaponRange2         0x3746E149  //Bytes : [/x8B /x80 /xD4 /x02 /x00 /x00]
    #define NoRecoil 		        0x37374020   //Bytes : [/xD9 /x44 /x24 /x14]
    #define NoReload 		0x3746DB37   //Bytes : [/x0F /x84 /xAB /x1 /x00 /x00]
    #define UnlimitedAmmo 		0x374646D7   //Bytes : [/x74]
    #define RemoteKill1 		0x3746DEE1
    #define RemoteKill2 		0x3746DEE2
    #define RemoteKill3 		0x3746E261
    #define RemoteKill4 		0x3746E262
    #define GameClientShell 	0x379B95F8
    #define PlayerByIndex 		0x371A3650
    #define LocalPlayer 		0x371A4070
    #define PlayerStatus 		0x379991FC
    #define ClientInfoManager 	0x37979F8C
    #define PlayerManager 		0x379B965C
    #define BuildFont 		0x375C3670
    #define FillFont 		        0x375C4320
    #define FontECX 		        0x379E2F18
    #define GetFontHandle 		0x3738B6C0
    
    #define Jump 			0x37966B5C
    #define ActivationDistance 	0x37966A18
    #define WalkVel 			0x37966ACC
    #define FRunVel 			0x37966AF0
    #define BRunVel 			0x37966B14
    #define SRunVel 			0x37966B38
    #define DuckVel 			0x37966B80
    #define Tracers 			0x37971B24
    
    #define LTClientEXE 		0x490610
    #define SendtoServer 		0x47AFA0
    #define GameD3D 		0x8C6250
    #define WorldToScreen 	0x49C680
    #define IntersectSegment 	0x477DF7
    
    #define ClientFX 			0x6AF34
    
    Logging Complete...
    -Thanks to Coder.DiasII-
    Code:
    DrawPrimitive 0x7BA060
    :OTHER:

    Code:
    Engine Entry Point : 0x460000
    Engine .code Size : 0x2C4C00
    Engine .code Offset : 0x1000
    Code:
    CShell Entry Point : 0x37100000
    CShell .code Size : 0x618200
    CShell .code Offset : 0x1000
    Code:
    ClientFX Entry Point : 0x56E0000
    ClientFX .code Size : 0x58000
    ClientFX .code Offset : 0x1000
    Code:
    VGetSfxMgr:			371D3300
    GetSfxMgr offset:		1FEC8
    GetSfxMgr2d ECX Pointer:	0
    GetSfxPointer2d:		1FEC8
    :PATTERN CHANGED FOR:
    Code:
    DrawPrimitive
    :Credit's:
    USSR, Shadow, NeoIII, Ch40z-C0d3r, Gellin, Coder.DiasII, & Other


    A thanks don't kill.
    Last edited by deaddead1; 01-24-2014 at 06:49 PM.

  2. The Following 2 Users Say Thank You to deaddead1 For This Useful Post:

    Kamcorder (01-24-2014),zikox (01-25-2014)

  3. #2
    Kamcorder's Avatar
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    Thank Caddy!!!

  4. #3
    deaddead1's Avatar
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    Quote Originally Posted by Kamcorder View Post
    Thank Caddy!!!
    No Problem Kam.

  5. #4
    Coder.DiasII's Avatar
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    Code:
    DrawPrimitive 0x7BA060
    • Registered - February 03, 2012
    • Contributor since August 05, 2014



    CombatArms Brasil


    PointBlank Brasil


  6. The Following User Says Thank You to Coder.DiasII For This Useful Post:

    deaddead1 (01-24-2014)

  7. #5
    deaddead1's Avatar
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    Quote Originally Posted by Coder.DiasII View Post
    Code:
    DrawPrimitive 0x7BA060
    Thanks you Coder.DiasII

  8. #6
    Ch40zz-C0d3r's Avatar
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    Nice to see my VirtualFunction hook in a release O.O
    Finally some people are using it instead of breaking their class after every update

    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

  9. #7
    SirStacks's Avatar
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    Not sure if anyone has tried to confirm but your gamestatus doesn't seem to work for me, however i found that 0x37992B8C works fine for me. Thanks for the release but may i ask why people are using a findpattern method to print out addresses then link them statically as defines in the firstplace? Why not just use the same findpatterns you use in your addie dumper and slap them into the hack?

  10. #8
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    #define GameStatus 0x37992B8C
    #define GameMode 0x37E35E9C
    #define WeaponManager 0x379E3034


    class PlayerInfo
    {
    public:
    __int32 pPing; //0x0000
    __int32 index; //0x0004
    __int32 ID; //0x0008
    char unknown2[8]; //0x000C
    char pName[20]; //0x0014
    char unknown3[4]; //0x0028
    __int32* Object; //0x002C
    __int32 Kills; //0x0030
    __int32 Deaths; //0x0034
    char unknown4[44]; //0x0038
    __int32 HeadShots; //0x0064
    char unknown5[12]; //0x0068
    __int32 pTeam; //0x0074
    char unknown6[4]; //0x0078
    BYTE pIsDead; //0x007C
    char unknown7[655]; //0x007D
    PlayerInfo* PlayerPrev; //0x030C
    PlayerInfo* PlayerNext; //0x0310
    };
    Last edited by gibam761; 02-04-2014 at 03:28 PM.

  11. The Following User Says Thank You to gibam761 For This Useful Post:

    SirStacks (02-04-2014)

  12. #9
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    Quote Originally Posted by gibam761 View Post
    -snip-
    Thanks for the confirmation.

  13. #10
    YQu's Avatar
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    Are these up-to-date? I just installed CA today.

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