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  1. #1
    Ch40zz-C0d3r's Avatar
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    SendToServer g_LTClient Class

    Hey guys :P
    As you saw, Im back in CA Coding!
    I Just made ESP, Telekill etc, and now im trying to get back the good old s2s.
    I just tried to use the class from SDK (g_LTClient) to send a command. It basicly worked, because the return from CreateMessage() was true!
    But, when I sent a packet, nothing happened...
    Is there a new way for doing this? I saw someone talking about "Engine Send2Server".
    Hope you could help me out here =)

    Thanks in advance, Ch40zz.



    EDIT: Just fixed it. I found the call in Engine.exe
    Just search for SendToServer and scroll up until you'll find the start from the function. Then just use this address with a typedef function, works like a charm!
    Last edited by Ch40zz-C0d3r; 06-26-2012 at 11:29 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

  2. The Following User Says Thank You to Ch40zz-C0d3r For This Useful Post:

    NotRealPro (06-26-2012)

  3. #2
    FR1GHT's Avatar
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    Is this what you want?
    Code:
    class CLTClient : public CLTBase
    {
    public:
        virtual void function0(); //0x0000
        virtual CCommonLT* Common(); //0x0004
        virtual CPhysicsLT* Physics(); //0x0008
        virtual CLTTransform* GetTransform(); //0x000C
        virtual CModelLT* GetModelLT(); //0x0010
        virtual void function5(); //0x0014
        virtual void function6(); //0x0018
        virtual void function7(); //0x001C
        virtual void function8(); //0x0020
        virtual void function9(); //0x0024
        virtual void function10(); //0x0028
        virtual void function11(); //0x002C
        virtual void function12(); //0x0030
        virtual void function13(); //0x0034
        virtual void function14(); //0x0038
        virtual void function15(); //0x003C
        virtual void function16(); //0x0040
        virtual void function17(); //0x0044
        virtual void function18(); //0x0048
        virtual void function19(); //0x004C
        virtual void function20(); //0x0050
        virtual void function21(); //0x0054
        virtual void function22(); //0x0058
        virtual float GetConsoleVariableFloat(HCONSOLEVAR hVar); //0x005C
        virtual void function24(); //0x0060
        virtual void function25(); //0x0064
        virtual void function26(); //0x0068
        virtual void function27(); //0x006C
        virtual void function28(); //0x0070
        virtual void GetSourceWorldOffset(LTVector& vOffset); //0x0074
        virtual LTRESULT RemoveObject(HOBJECT hObj); //0x0078
        virtual void function31(); //0x007C
        virtual void function32(); //0x0080
        virtual void function33(); //0x0084
        virtual void function34(); //0x0088
        virtual void function35(); //0x008C
        virtual void function36(); //0x0090
        virtual void function37(); //0x0094
        virtual void function38(); //0x0098
        virtual void GetObjectRotation(HLOCALOBJ hObj, LTRotation* Rot); //0x009C
        virtual void GetObjectPos(HLOCALOBJ hObj, LTVector* vPos); //0x00A0
        virtual void function41(); //0x00A4
        virtual void function42(); //0x00A8
        virtual void function43(); //0x00AC
        virtual void function44(); //0x00B0
        virtual void function45(); //0x00B4
        virtual void function46(); //0x00B8
        virtual void function47(); //0x00BC
        virtual void function48(); //0x00C0
        virtual void SetObjectPos(HLOCALOBJ hObj, LTVector* vPos, float fUnk) //0x00C4
        virtual void function50(); //0x00C8
        virtual void function51(); //0x00CC
        virtual CLTDrawPrim* GetDrawPrim(); //0x00D0
        virtual void function53(); //0x00D4
        virtual void function54(); //0x00D8
        virtual void function55(); //0x00DC
        virtual void function56(); //0x00E0
        virtual void function57(); //0x00E4
        virtual void function58(); //0x00E8
        virtual void function59(); //0x00EC
        virtual void function60(); //0x00F0
        virtual void function61(); //0x00F4
        virtual void function62(); //0x00F8
        virtual void function63(); //0x00FC
        virtual void function64(); //0x0100
        virtual void function65(); //0x0104
        virtual void function66(); //0x0108
        virtual void function67(); //0x010C
        virtual void function68(); //0x0110
        virtual void function69(); //0x0114
        virtual void function70(); //0x0118
        virtual void function71(); //0x011C
        virtual void function72(); //0x0120
        virtual void function73(); //0x0124
        virtual void function74(); //0x0128
        virtual void function75(); //0x012C
        virtual void function76(); //0x0130
        virtual LTRESULT GetSConValueFloat(const char* Name, float& Val); //0x0134
        virtual LTRESULT GetSConValueString(const char* Name, char* ValBuff, int BuffLen); //0x0138
        virtual void function79(); //0x013C
        virtual void function80(); //0x0140
        virtual void function81(); //0x0144
        virtual void function82(); //0x0148
        virtual void function83(); //0x014C
        virtual void function84(); //0x0150
        virtual void function85(); //0x0154
        virtual void function86(); //0x0158
        virtual LTRESULT SendToServer(ILTMessage_Read* pMsg, uint32 Flags); //0x015C
        virtual void function88(); //0x0160
    };



  4. #3
    TokolocoSK's Avatar
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    Quote Originally Posted by 50-CeNt- View Post

    Is this what you want?
    Code:
    class CLTClient : public CLTBase
    {
    public:
        virtual void function0(); //0x0000
        virtual CCommonLT* Common(); //0x0004
        virtual CPhysicsLT* Physics(); //0x0008
        virtual CLTTransform* GetTransform(); //0x000C
        virtual CModelLT* GetModelLT(); //0x0010
        virtual void function5(); //0x0014
        virtual void function6(); //0x0018
        virtual void function7(); //0x001C
        virtual void function8(); //0x0020
        virtual void function9(); //0x0024
        virtual void function10(); //0x0028
        virtual void function11(); //0x002C
        virtual void function12(); //0x0030
        virtual void function13(); //0x0034
        virtual void function14(); //0x0038
        virtual void function15(); //0x003C
        virtual void function16(); //0x0040
        virtual void function17(); //0x0044
        virtual void function18(); //0x0048
        virtual void function19(); //0x004C
        virtual void function20(); //0x0050
        virtual void function21(); //0x0054
        virtual void function22(); //0x0058
        virtual float GetConsoleVariableFloat(HCONSOLEVAR hVar); //0x005C
        virtual void function24(); //0x0060
        virtual void function25(); //0x0064
        virtual void function26(); //0x0068
        virtual void function27(); //0x006C
        virtual void function28(); //0x0070
        virtual void GetSourceWorldOffset(LTVector& vOffset); //0x0074
        virtual LTRESULT RemoveObject(HOBJECT hObj); //0x0078
        virtual void function31(); //0x007C
        virtual void function32(); //0x0080
        virtual void function33(); //0x0084
        virtual void function34(); //0x0088
        virtual void function35(); //0x008C
        virtual void function36(); //0x0090
        virtual void function37(); //0x0094
        virtual void function38(); //0x0098
        virtual void GetObjectRotation(HLOCALOBJ hObj, LTRotation* Rot); //0x009C
        virtual void GetObjectPos(HLOCALOBJ hObj, LTVector* vPos); //0x00A0
        virtual void function41(); //0x00A4
        virtual void function42(); //0x00A8
        virtual void function43(); //0x00AC
        virtual void function44(); //0x00B0
        virtual void function45(); //0x00B4
        virtual void function46(); //0x00B8
        virtual void function47(); //0x00BC
        virtual void function48(); //0x00C0
        virtual void SetObjectPos(HLOCALOBJ hObj, LTVector* vPos, float fUnk) //0x00C4
        virtual void function50(); //0x00C8
        virtual void function51(); //0x00CC
        virtual CLTDrawPrim* GetDrawPrim(); //0x00D0
        virtual void function53(); //0x00D4
        virtual void function54(); //0x00D8
        virtual void function55(); //0x00DC
        virtual void function56(); //0x00E0
        virtual void function57(); //0x00E4
        virtual void function58(); //0x00E8
        virtual void function59(); //0x00EC
        virtual void function60(); //0x00F0
        virtual void function61(); //0x00F4
        virtual void function62(); //0x00F8
        virtual void function63(); //0x00FC
        virtual void function64(); //0x0100
        virtual void function65(); //0x0104
        virtual void function66(); //0x0108
        virtual void function67(); //0x010C
        virtual void function68(); //0x0110
        virtual void function69(); //0x0114
        virtual void function70(); //0x0118
        virtual void function71(); //0x011C
        virtual void function72(); //0x0120
        virtual void function73(); //0x0124
        virtual void function74(); //0x0128
        virtual void function75(); //0x012C
        virtual void function76(); //0x0130
        virtual LTRESULT GetSConValueFloat(const char* Name, float& Val); //0x0134
        virtual LTRESULT GetSConValueString(const char* Name, char* ValBuff, int BuffLen); //0x0138
        virtual void function79(); //0x013C
        virtual void function80(); //0x0140
        virtual void function81(); //0x0144
        virtual void function82(); //0x0148
        virtual void function83(); //0x014C
        virtual void function84(); //0x0150
        virtual void function85(); //0x0154
        virtual void function86(); //0x0158
        virtual LTRESULT SendToServer(ILTMessage_Read* pMsg, uint32 Flags); //0x015C
        virtual void function88(); //0x0160
    };
    Credits: WE11ington



  5. #4
    FR1GHT's Avatar
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    Quote Originally Posted by TokolocoSK View Post


    Credits: WE11ington
    And DrUnKeN ChEeTaH



  6. #5
    NotRealPro's Avatar
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    Is that class working?

  7. #6
    supercarz1991's Avatar
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    Doh
    missing create object in that

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


  8. #7
    Ch40zz-C0d3r's Avatar
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    Hey
    Thanks all, just got now the class working too, they just moved the function 1 line down -_-
    Also, engine s2s is what I think a good alternate if they should fuck this class up. @supercarz1991
    Just use the clas from SDK and move the virtual 1 line down, so offset is at 0x015C

    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. The Following User Says Thank You to Ch40zz-C0d3r For This Useful Post:

    NotRealPro (06-27-2012)

  10. #8
    NotRealPro's Avatar
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    Hey
    Thanks all, just got now the class working too, they just moved the function 1 line down -_-
    Also, engine s2s is what I think a good alternate if they should fuck this class up. @supercarz1991
    Just use the clas from SDK and move the virtual 1 line down, so offset is at 0x015C
    Sweet man thanks! Have you gotten any ids working?

  11. #9
    Ch40zz-C0d3r's Avatar
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    Quote Originally Posted by NotRealPro View Post
    Sweet man thanks! Have you gotten any ids working?
    For sure!
    I will not say IDs cuz it will ruin the game (C&Pers), but its easy to find them, just make a little "logger". What i currently have:
    - Servercrasher (Ingame + On join)
    - Selfkill
    - Voicespam
    - Chatspam
    - "Antikick"

    On the last im not sure if it works, it just spams so much freaking votekicks!
    I zhinl, if im sending the right shit I can kick all people!

    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

  12. #10
    supercarz1991's Avatar
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    Doh
    i could post a full list... 0-255 but i'll be nice and not

    what i know for sure that i'll share is that 100 is Player Movement

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


  13. #11
    Ch40zz-C0d3r's Avatar
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    Cool thanks!
    From where you got them?
    I just sent messages and looked whats happening XD
    I know theres a SDK, but the ids are same compared with ca?

    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

  14. #12
    NotRealPro's Avatar
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    Im interested in the coding of hacks rather then the result :P
    Can I get a hint on how to log them

    Off topic:
    I tried making Nade esp, its lagging like a mofo, any ideas why?

  15. #13
    Ch40zz-C0d3r's Avatar
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    Hey its me again!
    I tried to make a visible check, but it just crashed. I move dthe function up and down in the class, changed the params pointers etc, but its keeping crashing :/
    Did they moved it to anoter location??
    My code and classes:
    Code:
    bool __cdecl CHacks::IsVisible(D3DXVECTOR3 Point)
    {
    	IntersectQuery iQuery;
    	IntersectInfo iInfo;	
    	memset(&iQuery, 0, sizeof(iQuery));	
    	iQuery.Start  = cHacks.MyGetObjectMaxPos(pPlayerManager->CameraObject); 
    	iQuery.End    = Point;
    
    	return !pLTBase->IntersectSegment( iQuery, &iInfo );
    }
    Code:
    class cLTBase
    {
    public:
    	cLTClient* ILTClient;	//0x0000
    	BYTE pad001[0x60];
    	bool( WINAPIV *IntersectSegment )( IntersectQuery& Query, IntersectInfo *pInfo ); //0x0064
    	... 
    };
    Last edited by Ch40zz-C0d3r; 06-29-2012 at 06:08 PM.

    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

  16. #14
    Lucas`'s Avatar
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    For sure!
    I will not say IDs cuz it will ruin the game (C&Pers), but its easy to find them, just make a little "logger". What i currently have:
    - Servercrasher (Ingame + On join)
    - Selfkill
    - Voicespam
    - Chatspam
    - "Antikick"

    On the last im not sure if it works, it just spams so much freaking votekicks!
    I zhinl, if im sending the right shit I can kick all people!

    Lol xD Theres a PTC Self Kill ->
    Code:
    PushToConsole("FragSelf 1" );
    Works for me

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