Thread: 4D1 Offsets

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  1. #1
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    4D1 Offsets

    Code:
    EndFrame.................0x00580C20
    BulletPentrationCheck....0x0059D080
    BulletPentration.........0x0059F5A0
    GetWeaponSpread..........0x004770F0
    GetRandomSpread..........0x005D51A0
    ChopperBoxes.............0x0059E710
    DrawText.................0x00509D80
    GetScreenMatrix..........0x004F8940
    DrawRotatedPic...........0x004A6F00
    ApplyRect................0x004FBEC0
    DebugLine................0x00424650
    DebugCircle..............0x004E2E20
    GetPlayerTag.............0x0056A020
    CG_Trace.................0x00000000
    GetLocalWeapon...........0x004BE4D0
    SendCommand..............0x00609540
    EngineRadar..............0x004316E0
    OverlayEnemy.............0x0046CCA0
    OverlayFriendly..........0x004FE000
    WritePacket..............0x00411900
    CG_Error.................0x004B22D0
    Credits: -InSaNe-, g0dly, killstreak, barata55, NightmareTX, master131, BaberZz, CyberPresents, Patcherpro , MW2Player

    More offsets and code by CyberPresents
    Code:
    #define OFF_CG 0x7F0F78
    #define OFF_CGS 0x7ED3B8
    #define OFF_REFDEF 0x85B6F0
    #define OFF_ENTITY_SIZE 0x204
    #define OFF_ENTITY 0x8F3CA8
    #define OFF_CLIENT_SIZE 0x52C
    #define OFF_CLIENT 0x8E77B0
    #define OFF_CAMERA 0xB2F890
    #define OFF_INPUT 0xB2F8DC
    #define OFF_CURRENTCMDNUM 0xB30CDC
    #define CMD_MASK 0x7F
    #define CMD_BACKUP 128
    #define OFF_PLAYERSTATE 0x7F0F78
    #define OFF_KBUTTONS 0xA1A9A8
    #define OFF_PATCH_GUID 0x449A70
    
    #define OFF_PING 0xB2F7D0
    #define OFF_VIEWANGLEX 0xB2F8D4
    #define OFF_VIEWANGLEY 0xB2F8D0
    #define OFF_CHOPPERBOXES 0x59E710
    
    #define OFF_BULLETPARAMS_CHECK 0x59D080
    #define OFF_FIREBULLETPENETRATE 0x59F5A0
    #define OFF_FX_ENABLE 0x16F0410
    #define OFF_FX_DRAW 0x16F047C
    
    #define OFF_GETWEAPONSPREAD 0x4770F0
    #define OFF_RANDOMBULLETDIR 0x5D51A0
    #define OFF_SPREADMULTIPLIER 0x8EE0A4
    
    #define OFF_REGISTERTAG 0x004BC450
    #define OFF_REGISTERFONT 0x505670
    #define OFF_REGISTERHANDLE 0x505E60 //RegisterShader
    
    #define OFF_DRAWENGINETEXT 0x509D80
    #define OFF_DRAWSTRETCHPIC 0x509770
    #define OFF_STRWIDTH 0x5056C0
    #define OFF_GETPARAM 0x004C9CC0
    #define OFF_GETSCREENMATRIX 0x4F8940
    #define OFF_DRAWROTATEDPIC 0x004A6F00
    #define OFF_APPLYRECT 0x4FBEC0
    #define OFF_DEBUGLINE 0x424650
    #define OFF_DEBUGCIRCLE 0x4E2E20
    #define OFF_SCREENMATRIX_STATIC 0x1084378
    
    #define OFF_GETPLAYERTAG 0x0056A020
    #define OFF_TRACE 0x4B16B0
    #define TRACE_MASK 0x803003
    #define OFF_GETLOCALWEAPON 0x4BE4D0
    #define OFF_SENDCMD 0x609540
    #define OFF_LOCALINDEX 0x7F42C8
    
    #define OFF_DRAWRADAR 0x004316E0
    #define OFF_OVERLAYENEMY 0x46CCA0
    #define OFF_OVERLAYFRIENDLY 0x4FE000
    #define OFF_OVERLAYSENTRY 0x409110
    #define OFF_OVERLAYPARTY 0x4FE000
    #define OFF_OVERLAYUNK1 0x5003C0
    #define OFF_OVERLAYUNK2 0x49B6F0
    #define OFF_OVERLAYUNK3 0x4CD770
    #define OFF_OVERLAYUNK4 0x45BD60
    #define OFF_OVERLAYUNK5 0x4316E0
    #define OFF_OVERLAYUNK6 0x483A30
    
    #define OFF_WRITEPACKET 0x411900
    #define OFF_OBITUARY 0x586C90
    
    #define OFF_ERROR 0x4B22D0
    #define OFF_RELIABLECMDS 0xA1E9B4
    #define OFF_RELIABLECMDS_SIZE 0x400
    #define MAX_RELIABLE_COMMANDS 0x80
    #define OFF_SERVERCMDS 0xA3E9C0
    #define OFF_SERVERCMDS_SIZE 0x400
    #define OFF_CMDNUMBER 0xB30CDC
    #define OFF_OUTPACKETS 0xB34CF4
    #define OFF_CMDS 0xB2F8DC
    #define OFF_SNAPSHOTS 0xB34E74
    #define MAX_ENTITIES_IN_SNAPSHOT 768
    
    #define OFF_INPUT 0xB2F8DC
    #define OFF_USERCMD_SIZE 0x28
    
    #define PACKET_BACKUP 32
    #define PACKET_MASK 0x1F
    
    #define CMD_MASK 0x7F
    #define CMD_BACKUP 128
    Classes

    Code:
    enum EntTypes
    {
        ET_GENERAL,
        ET_PLAYER,
        ET_PLAYER_CORPSE,
        ET_ITEM,
        ET_MISSILE,
        ET_INVISIBLE,
        ET_SCRIPTMOVER,
        ET_SOUND_MOVER,
        ET_FX,
        ET_LOOP_FX,
        ET_PRIMARY_LIGHT,
        ET_TURRET,
        ET_HELICOPTER,
        ET_PLANE,
        ET_VEHICLE,
        ET_VEHICLE_COLLMAP,
        ET_VEHICLE_CORPSE,
        ET_VEHICLE_SPAWNER,
    };
    
    class CEntity
    {
    public:
    char _0x0000[24];
        Vec3 vOrigin; //0x0018 
    char _0x0024[72];
        __int32 IsZooming; //0x006C 
    char _0x0070[12];
        Vec3 vOldOrigin; //0x007C 
    char _0x0088[84];
        __int32 clientNum; //0x00DC 
        __int32 eType; //0x00E0 
        __int32 eFlags; //0x00E4 
    char _0x00E8[12];
        Vec3 vNewOrigin; //0x00F4 
    char _0x0100[108];
        __int32 pickupItemID; //0x016C
        __int32 clientNum2; //0x0170 
    char _0x0174[52];
        BYTE weaponID; //0x01A8 
    char _0x01A9[51];
        __int32 iAlive; //0x01DC 
    char _0x01E0[32];
        __int32 clientNum3; //0x0200 
    
    };//Size=0x0204
    
    class CClient
    {
    public:
        __int32 IsValid; //0x0000 
        __int32 IsValid2; //0x0004 
        __int32 clientNum; //0x0008 
        char szName[16]; //0x000C 
        __int32 iTeam; //0x001C 
        __int32 iTeam2; //0x0020 
        __int32 iRank; //0x0024 rank+1 
    char _0x0028[4];
        __int32 iPerk; //0x002C 
        __int32 iKills; //0x0030
        __int32 iScore; //0x0034 
    char _0x0038[968];
        Vec3 vAngles; //0x0400 
    char _0x040C[136];
        __int32 IsShooting; //0x0494 
    char _0x0498[4];
        __int32 IsZoomed; //0x049C 
    char _0x04A0[68];
        __int32 weaponID; //0x04E4 
    char _0x04E8[24];
        __int32 weaponID2; //0x0500 
    char _0x0504[40];
    
    };//Size=0x052C
    
    class CRefdef
    {
    public:
        __int32 x; //0x0000 
        __int32 y; //0x0004 
        __int32 iWidth; //0x0008 
        __int32 iHeight; //0x000C 
        float fovX; //0x0010 
        float fovY; //0x0014 
        Vec3 vOrigin; //0x0018 
        Vec3 vViewAxis[3]; //0x0024 
    char _0x0048[4];
        Vec3 vViewAngles; //0x004C 
        __int32 iTime; //0x0058 
        __int32 iMenu; //0x005C 
    char _0x0060[16128];
        Vec3 refdefViewAngles; //0x3F60 
    char _0x3F6C[276];
    
    };//Size=0x4080
    
    class CGame
    {
    public:
        __int32 iTime; //0x0000 
    char _0x0004[13132];
        __int32 clientNum; //0x3350 
    char _0x3354[2348];
    
    };//Size=0x3C80
    
    class CGameState
    {
    public:
    char _0x0000[8];
        __int32 iWidth; //0x0008 
        __int32 iHeight; //0x000C 
        __int32 iScale; //0x0010
    char _0x0010[4];
        __int32 iTime; //0x0018 
    char _0x001C[4];
        char szGameType[4]; //0x0020 
    char _0x0024[288];
        __int32 iMaxPlayers; //0x0144 
    char _0x0148[4];
        char szMap[64]; //0x014C 
    char _0x018C[1012];
    
    };//Size=0x0580
    
    class CCamera
    {
    public:
        Vec3 vRecoil; //0x0000 
        Vec3 vOrigin; //0x000C 
    char _0x0018[12];
        float ViewAngleY; //0x0024 
        float ViewAngleX; //0x0028 
    char _0x002C[84];
    
    };//Size=0x0080
    
    /*
    class CTrace
    {
    public:
        float fraction; //0x0000
        unsigned char _padding[0x60]; //0x0004
    };//Size=0x64
    */
    
    class CTrace
    {
    public:
      float fraction;
      float normal[3];
      int surfaceFlags;
      int contents;
      const char *material;
      int hitType;
      unsigned __int16 hitId;
      unsigned __int16 modelIndex;
      unsigned __int16 partName;
      unsigned __int16 partGroup;
      bool allsolid;
      bool startsolid;
      bool walkable;
    };
    
    class CRadarHud
    {
    public:
        float x; //0x0000
        float y; //0x0004
        float w; //0x0008
        float h; //0x000C
    };//Size=0x0010
    
    class CBulletTrace
    {
    public:
        __int32 worldEntNum; //0x0000
        __int32 skipNum; //0x0004
        float power; //0x0008
        __int32 bulletType; //0x000C
        Vec3 vViewOrg; //0x0010
        Vec3 start; //0x001C
        Vec3 end; //0x0028
        Vec3 viewDirection; //0x0034
    };//Size=0x0040
    
    class CUserCmd
    {
    public:
        __int32 commandTime; //0x0000 
        __int32 buttons; //0x0004 
        Vec3i viewangles; //0x0008 
    char _0x0014[20];
    
    };//Size=0x0028
    
    class CInput
    {
    public:
        CUserCmd cmds[CMD_BACKUP]; //0x0000 
        __int32 currentCmdNum; //0x2E40
        
        CUserCmd* GetUserCmd( int cmdNum )
        {
            return &cmds[ cmdNum & CMD_MASK ];
        }
    };//Size=0x2E44
    
    class CPlayerState
    {
    public:
        __int32 commandTime;
    };
    
    class kbutton_t
    {
    public:
        int down[2]; //0x0000 
        unsigned int downtime; //0x0008 
        unsigned int msec; //0x000C 
        BYTE active; //0x0010 
        BYTE wasPressed; //0x0011 
    char _0x0012[2];
    
    };//Size=0x0014
    
    class CButtons
    {
    public:
    char _0x0000[280];
        kbutton_t FireWeapon; //0x0118  FireWeapon
        kbutton_t HoldBreath; //0x012C  HoldBreath
        kbutton_t ThrowPrimaryGrenade; //0x0140  ThrowPrimaryGrenade
        kbutton_t ThrowSecondaryGrenade; //0x0154  ThrowSecondaryGrenade
        kbutton_t Melee; //0x0168  Melee
        kbutton_t Use; //0x017C  Use
        kbutton_t Reload; //0x0190  Reload
    char _0x01A4[72];
    
    };//Size=0x01EC
    
    class CEntityState
    {
    public:
        __int32 victimWeapon;
        __int32 killerWeapon;
    char _padding[116];
        __int32 victimEntNum;
        __int32 killerEntNum;
    char _padding2[32];
        __int32 killType;
    };
    Engine :
    Code:
    typedef void* ( * tRegisterFont )( char* szName );
    tRegisterFont RegisterFont_ = ( tRegisterFont )0x505670;
    
    typedef int ( * tRegisterShader )( char* szName, int unk );
    tRegisterShader RegisterShader_ = ( tRegisterShader )0x505E60;
    
    typedef int ( * tDrawEngineText )( char* Text, int NumOfChars, void* Font, float X, float Y, float scaleX, float scaleY, float unk1, float* Color, int unk2 );
    tDrawEngineText DrawEngineText_ = ( tDrawEngineText )0x509D80;
    
    typedef int ( * tDrawStretchPic)( float x, float y, float w, float h, float s1, float t1, float s2, float t2, float* color, int shader ); 
    tDrawStretchPic DrawStretchPic_ = ( tDrawStretchPic )0x509770;
    
    typedef int ( * tStrWidth )( char* Text, int unk, void* Font );
    tStrWidth StrWidth_ = ( tStrWidth )0x5056C0;
    
    typedef int* ( __cdecl* tGetParam )();
    tGetParam GetParam_ = ( tGetParam )0x004C9CC0;
    
    typedef LPVOID ( __cdecl* tGetScreenMatrix )( int a1 );
    tGetScreenMatrix GetScreenMatrix_ = ( tGetScreenMatrix )0x4F8940;
    
    typedef int ( __cdecl* tDrawRotatedPic )( CScreenPlacement* scrPlace, float x, float y, float w, float h, float horzAlign, float vertAlign, float angle, float* color, int shader );
    tDrawRotatedPic DrawRotatedPic_ = ( tDrawRotatedPic )0x004A6F00;
    
    typedef int ( __cdecl* tApplyRect )( void* scrPlace, float* x, float* y, float* w, float* h, int horzAlign, int vertAlign );
    tApplyRect ApplyRect = ( tApplyRect )0x4FBEC0;
    
    typedef void ( __cdecl* tDebugLine )( const float* start, const float* end, const float* color, int depthTest, int duration );
    tDebugLine DebugLine_ = ( tDebugLine )0x424650;
    
    typedef unsigned short ( __cdecl* tRegisterTag )( char* szName );
    tRegisterTag RegisterTag_ = ( tRegisterTag )0x004BC450;
    
    typedef void ( __cdecl *tTrace )( CTrace* tr, Vec3 start, Vec3 end, Vec3 null, int skip, int mask );
    tTrace Trace_ = ( tTrace )0x4B16B0;
    
    typedef void ( __cdecl* tDrawRadar )( int unk0, int disableRotation, int unk2, CRadarHud* radarhud, qhandle_t* shader, float* color );
    tDrawRadar DrawRadar_ = ( tDrawRadar )0x004316E0;
    
    typedef void ( __cdecl* tOverlayEnemy )( int a1, int a2, int a3, CRadarHud* hud, float* color );
    tOverlayEnemy OverlayEnemy = ( tOverlayEnemy )0x46CCA0;
    
    typedef void ( __cdecl* tOverlayFriendly )( int a1, int a2, int a3, CRadarHud* hud, float* color );
    tOverlayFriendly OverlayFriendly = ( tOverlayFriendly )0x4FE000;
    
    typedef void ( __cdecl* tOverlaySentry )( int a1, int a2, int a3, CRadarHud* hud, float* color );
    tOverlaySentry OverlaySentry = ( tOverlaySentry )0x409110;
    
    typedef void ( __cdecl* tOverlayParty )( int a1, int a2, int a3, CRadarHud* hud, float* color );
    tOverlayParty OverlayParty = ( tOverlayParty )0x4FE000;
    
    typedef void ( __cdecl* tOverlayUnk1 )( int a1, int a2, int a3, CRadarHud* hud, float* color );
    tOverlayUnk1 OverlayUnk1 = ( tOverlayUnk1 )0x5003C0;
    
    typedef void ( __cdecl* tOverlayUnk2 )( int a1, int a2, int a3, CRadarHud* hud, float* color );
    tOverlayUnk2 OverlayUnk2 = ( tOverlayUnk2 )0x49B6F0;
    
    typedef void ( __cdecl* tOverlayUnk3 )( int a1, int a2, int a3, CRadarHud* hud, float* color );
    tOverlayUnk3 OverlayUnk3 = ( tOverlayUnk3 )0x4CD770;
    
    typedef void ( __cdecl* tOverlayUnk4 )( int a1, int a2, int a3, CRadarHud* hud, float* color );
    tOverlayUnk4 OverlayUnk4 = ( tOverlayUnk4 )0x45BD60;
    
    typedef void ( __cdecl* tOverlayUnk5 )( int a1, int a2, int a3, CRadarHud* hud, float* color );
    tOverlayUnk5 OverlayUnk5 = ( tOverlayUnk5 )0x4316E0;
    
    typedef void ( __cdecl* tOverlayUnk6 )( int a1, int a2, int a3, CRadarHud* hud, float* color );
    tOverlayUnk6 OverlayUnk6 = ( tOverlayUnk6 )0x483A30;
    
    typedef int ( __cdecl* tGetLocalWeapon )( CGame* cg );
    tGetLocalWeapon GetLocalWeapon_ = ( tGetLocalWeapon )0x4BE4D0;
    
    typedef int ( __cdecl* tSendCmd )( int a1, int a2, char* cvar );
    tSendCmd SendCmd_ = ( tSendCmd )0x609540;
    
    DWORD GetWeapon( int weaponNum )
        {
            return ( DWORD )( *( DWORD* )0x7BEAA8 + ( 0x4 * weaponNum ) );
        }
    
        CEntity* GetEntity( int idx )
        {
            return ( CEntity* )( 0x008F3CA8 + ( 0x204 * idx ) );
        }
    
        CClient* GetClient( int idx )
        {
            return ( CClient* )( 0x008E77B0 + ( 0x52C * idx ) );
        }
    
        CEntity* GetLocalEntity()
        {
            return ( CEntity* )( 0x008F3CA8 + ( 0x204 * *(int*)0x7F42C8 ) );
        }
    
        CClient* GetLocalClient()
        {
            return ( CClient* )( 0x008E77B0 + ( 0x52C * *(int*)0x7F42C8 ) );
        }
    
        void SendCommand( char* cmd, ... )
        {
            char szBuffer[512] = { 0 };
            va_list vaList;
    
            va_start( vaList, cmd );
                vsprintf( szBuffer, cmd, vaList );
            va_end( vaList );
    
            SendCmd_( 0, 0, szBuffer );
        }
    
        void ChopperBoxes()
        {
            DWORD dwCall = 0x59E710;
    
            __asm push 0;
            __asm call [dwCall];
            __asm add esp, 0x4;
        }
    unsigned short RegisterTag( char* szName )
        {
            return RegisterTag_( szName );
        }
    
        int GetPlayerTag( unsigned short Tag, CEntity* pEnt, Vec3 vOut )
        {
            DWORD dwCall = 0x0056A020;
    
            __asm movzx edi, Tag;
            __asm push vOut;
            __asm mov esi, pEnt;
            __asm call dwCall;
            __asm add esp, 0x4;
        }
    
        void Trace( CTrace* tr, Vec3 vStart, Vec3 vEnd )
        {
            Trace_( tr, vStart, vEnd, vNull, cg->clientNum, 0x803003 );
        }
    Signatures :
    Code:
    Scan.AddFunctionSig("EndFrame" , "\x51\xA1\x00\x00\x00\x00\x83\x78\x10\x03" , "xx????xxxx" , 0);
    	Scan.AddFunctionSig("BulletPentrationCheck" , "\x83\xEC\x54\x56\x8B\xF0" ,  "xxxxxx" , 0 );
    	Scan.AddFunctionSig("BulletPentration" , "\x81\xEC\x00\x00\x00\x00\x8B\x84\x24\x00\x00\x00\x00\x53\x55\x8B\xAC\x24\x00\x00\x00\x00\x56\x57" , "xx????xxx????xxxxx????xx" , 0 );
    	Scan.AddFunctionSig("GetWeaponSpread" , "\x8B\x4C\x24\x04\x83\xB9\x00\x00\x00\x00\x00\x8B\x54\x24\x0C" , "xxxxxx?????xxxx" , 0 );
    	Scan.AddFunctionSig("GetRandomSpread" , "\x83\xEC\x18\x56\xE8" , "xxxxx" , 0 );
    	Scan.AddClassesSig("RegisterTag" , "\x8B\x44\x24\x04\x6A\x01\x50\xE8\x00\x00\x00\x00\x83\xC4\x08\xC3" , "xxxxxxxx????xxxx" , 0 , 0);
    	Scan.AddClassesSig("RegisterFont" , "\x8B\x44\x24\x04\x89\x44\x24\x08\xC7\x44\x24\x00\x00\x00\x00\x00\xE9" , "xxxxxxxxxxx?????x" , 0 , 0);
    	Scan.AddClassesSig("RegisterShader" , " \x8B\x44\x24\x04\x80\x38\x00\x75\x06" , "xxxxxxxxx" , 0 , 0 );
    	Scan.AddFunctionSig("ChopperBoxes" , "\x83\xEC\x1C\x53\x8B\xD8\xA1" ,  "xxxxxxx" , 0 );
    	Scan.AddFunctionSig("DrawText" , "\x8B\x44\x24\x04\x80\x38\x00\x0F\x84\x00\x00\x00\x00\x8D\x50\x01\x8A\x08\x83\xC0\x01\x84\xC9\x75\xF7\x8B\x0D\x00\x00\x00\x00\x55\x8B\x2D\x00\x00\x00\x00\x56\x8B\x71\x08\x2B\xC2\x8B\x51\x04\x57\x8B\xF8\x2B\xF2\x8D\x47\x54\x83\xE0\xFC\x8D\xB4\x2E\x00\x00\x00\x00\x3B\xC6\x7E\x0B\x5F\x5E\xC7\x41\x00\x00\x00\x00\x00\x5D\xC3\x8B\x31\xD9\x44\x24\x1C\x03\xF2" , "xxxxxxxxx????xxxxxxxxxxxxxx????xxx????xxxxxxxxxxxxxxxxxxxxxxx????xxxxxxxx?????xxxxxxxxxx" , 0 );
    	Scan.AddClassesSig("StrWidth" , "\xB8\x00\x00\x00\x00\xC3" , "x????x" , 0 , 0 );
    	Scan.AddClassesSig("GetParam" , "\xB8\x00\x00\x00\x00\xC3" , "x????x" , 0 , 0 );
    	Scan.AddFunctionSig("GetScreenMatrix" , "\xA1\x00\x00\x00\x00\x83\xE8\x00\x74\x08" , "x????xxxxx" , 0 );
    	Scan.AddFunctionSig("DrawRotatedPic" , "\x8B\x44\x24\x1C\x8B\x4C\x24\x18\x56\x8B\x74\x24\x08" , "xxxxxxxxxxxxx" , 0 );
    	Scan.AddFunctionSig("ApplyRect" , "\x8B\x4C\x24\x18\xDD\x05\x00\x00\x00\x00\x83\xF9\x0A" , "xxxxxx????xxx" , 0 );
    	Scan.AddFunctionSig("DebugLine" , "\x8B\x44\x24\x14\x8B\x4C\x24\x10\x8B\x54\x24\x0C\x6A\x00\x50" ,  "xxxxxxxxxxxxxxx" , 0 );
    	Scan.AddFunctionSig("DebugCircle" , "\x81\xEC\x00\x00\x00\x00\x8B\x8C\x24\x00\x00\x00\x00\x53\x55\x56\x57\x8D\x44\x24\x28" , "xx????xxx????xxxxxxxx" , 0 );
    	Scan.AddFunctionSig("GetPlayerTag" , "\x8B\x8E\x00\x00\x00\x00\x50\x51\xE8\x00\x00\x00\x00\x83\xC4\x08\x85\xC0\x75\x01" , "xx????xxx????xxxxxxx" , 0 );
    	Scan.AddFunctionSig("CG_Trace" , " \x8B\x44\x24\x18\x8B\x4C\x24\x14\x8B\x54\x24\x08" , "xxxxxxxxxxxx" , 0 );
    	Scan.AddFunctionSig("GetLocalWeapon" , "\x8B\x44\x24\x04\xF6\x80\x00\x00\x00\x00\x00\x74\x07" , "xxxxxx?????xx" , 0 );
    	Scan.AddFunctionSig("SendCommand" , "\x8B\x4C\x24\x0C\xB8" , "xxxxx" , 0);
    	Scan.AddFunctionSig("EngineRadar" , "\x83\xEC\x2C\xA1\x00\x00\x00\x00\x53\x56" , "xxxx????xx" , 0 );
    	Scan.AddFunctionSig("OverlayEnemy" , "\x83\xEC\x58\x53\x56\x57\x8B\x3D" ,  "xxxxxxxx" , 0 );
    	Scan.AddFunctionSig("OverlayFriendly" , "\x81\xEC\x00\x00\x00\x00\x53\x56\x8B\x35" , "xx????xxxx" , 0 );
    	Scan.AddFunctionSig("WritePacket" , "\xB8\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x83\x3D" , "x????x????xx" , 0 );
    	Scan.AddFunctionSig("CG_Error" , "\xE8\x00\x00\x00\x00\x84\xC0\x74\x0A\xE8\x00\x00\x00\x00\xA3\x00\x00\x00\x00\x6A\x02\xE8\x00\x00\x00\x00\x83\xC4\x04\xE8\x00\x00\x00\x00\x84\xC0\x74\x05\xE8\x00\x00\x00\x00\x83\x3D" , "x????xxxxx????x????xxx????xxxx????xxxxx????xx" , 0 );
    Last edited by mwxplayer; 02-16-2013 at 10:44 AM.

  2. The Following User Says Thank You to mwxplayer For This Useful Post:

    MaxSvett (02-28-2013)

  3. #2
    Thealexzava's Avatar
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    what is the address for ISINGAME and VIEWANGLES ? @mwxplayer
    Last edited by Thealexzava; 03-12-2013 at 01:16 PM.
    You don't have to be a bad-ass to be a superhero. You just have to be brave. - Hit-Girl -

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    mwxplayer's Avatar
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    Quote Originally Posted by Thealexzava View Post
    what is the address for ISINGAME and VIEWANGLES ? @mwxplayer
    shouldn't be hard. open CE Join a game search for 1 value (4 bytes) then leave the game and search (re-scan) for 0 value then keep doing it , until addresses get's shorten , now look for a static address.
    and for viewangles :
    #define OFF_VIEWANGLEX 0xB2F8D4
    #define OFF_VIEWANGLEY 0xB2F8D0
    and for RefDef ViewAngles , it's already listed in structs/classes.

  5. #4
    Thealexzava's Avatar
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    Quote Originally Posted by mwxplayer View Post
    shouldn't be hard. open CE Join a game search for 1 value (4 bytes) then leave the game and search (re-scan) for 0 value then keep doing it , until addresses get's shorten , now look for a static address.
    and for viewangles :
    #define OFF_VIEWANGLEX 0xB2F8D4
    #define OFF_VIEWANGLEY 0xB2F8D0
    and for RefDef ViewAngles , it's already listed in structs/classes.
    Thanks
    You don't have to be a bad-ass to be a superhero. You just have to be brave. - Hit-Girl -

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    2D|Ice..'s Avatar
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    thanks for the offsets i've been looking for that
    Last edited by 2D|Ice..; 07-11-2013 at 01:36 PM.

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