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  1. #1
    JamesA1994's Avatar
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    Cool Black Ops Addresses/Offsets/Structs

    Hey everyone,
    This thread is where you will be able to find/share some Black Ops addresses/offsets/structs for your trainers/hacks. If you like this idea, thank Mel. If you don't, don't hate.

    I will make another Visual Basic tutorial on how to make trainers and will post it here as soon as I am done. For now you can have a look at this one.
    If you don't know about offsets and structs then please do ask me.


    Please only post here if you are sharing.
    If you use someones addresses/offsets/structs give them credit and thank them!
    Thanks,
    JamesA1994
    Last edited by JamesA1994; 01-14-2011 at 04:43 AM.
    CoD Minion: Jan 13th 2011 to April 11 2011
    MMORPG Minion Since: March 28th 2011 to April 11 2011

    Don't be afraid to rep, you aren't loosing anything!
    Don't forget your P&Q's. Press the thanks button if someone has helped.
    jamesa1994@hotmail.com

  2. The Following 4 Users Say Thank You to JamesA1994 For This Useful Post:

    B4M (01-14-2011),King-Orgy (01-14-2011),[MPGH]master131 (01-14-2011),Skyline. (01-16-2011)

  3. #2
    master131's Avatar
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    I will start off with some solo-zombies addies.
    Solo-Zombies.
    Code:
    // 7.0.46 addies [Update 4 for you pirates]
    // Some things have more than one addeses because there are float addresses
    Health #1 = 0x01BDD65C
    Health #2 = 0x01A4E1DC
    Primary Weapon Clip =  0x01BDD858
    Primary Weapon Stock = 0x01BDD7E0
    Secondary Weapon Clip = 0x01BDD868
    Secondary Weapon Stock = 0x01BDD7F0
    Left Gun Weapon Clip = 0x01BDD870
    Grenades = 0x01BDD860
    Monkey Bombs = 0x01BDD878
    Money = 0x01BDF020
    ViewBob #1 = 0x02604C10
    ViewBob #2 = 0x02604C20
    ViewBob #3 = 0x02604C80
    ViewBob #4 = 0x02604C90
    FOV #1 = 0x25FB440
    FOV #2 = 0x25FB450
    FOV #3 = 0x25FB4B0
    FOV #4 = 0x25FB4C0
    Speed #1 = 0x2623290
    Speed #2 = 0x26232A0
    Third Person #1 = 0x025FEAF0
    Third Person #2 = 0x025FEB00
    Knife Range #1 = 0x02607CA0
    Knife Range #2 = 0x02607CB0
    Oh and for VB:
    0x01BDD65C = &H1BDD65C

    Last edited by master131; 01-14-2011 at 04:49 AM.
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  4. The Following 8 Users Say Thank You to master131 For This Useful Post:

    Geometrical (10-16-2012),JamesA1994 (01-14-2011),King-Orgy (01-14-2011),lolbie (01-29-2011),pyton789 (01-14-2011),S0aD (05-30-2011),Skyline. (01-16-2011),Turbulence (02-14-2011)

  5. #3
    King-Orgy's Avatar
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    hire are the current ones i done so far for the public may i update it after a new patch comes out.

    multiplayer

    Code:
    typedef struct{
    	char unknown0[96]; //0x0000
    	__int32 isSightInWithTime; //0x0060  
    		char unknown100[72]; //0x0064
    	float MapState1; //0x00AC  
    	float MapState2; //0x00B0  
    	float MapState3; //0x00B4  
    	float MapStateDead; //0x00B8  
    	float MapStateDead2; //0x00BC  
    		char unknown192[4]; //0x00C0
    	__int32 Flags; //0x00C4  
    	__int32 isReloading; //0x00C8  
    		char unknown204[56]; //0x00CC
    	float Leaning; //0x0104  
    		char unknown264[48]; //0x0108
    	__int32 State; //0x0138 1 Default 4 running 7 sprint 
    		char unknown316[52]; //0x013C
    	__int32 weaponSelect; //0x0170  
    		char unknown372[68]; //0x0174
    	__int32 clientNum; //0x01B8
    		__int32 clientNum2; //0x01B8  
    		char unknown444[48]; //0x01BC
    }PlayerSnap_t;  
    
    struct WeaponTm 
    {
            int tm_sec;     /* seconds after the minute - [0,59] */
            int tm_min;     /* minutes after the hour - [0,59] */
            int tm_hour;    /* hours since midnight - [0,23] */
            int tm_mday;    /* day of the month - [1,31] */
            int tm_mon;     /* months since January - [0,11] */
            int tm_year;    /* years since 1900 */
            int tm_wday;    /* days since Sunday - [0,6] */
            int tm_yday;    /* days since January 1 - [0,365] */
            int tm_isdst;   /* daylight savings time flag */
    };
    
    struct Trace
    {
     	char              z_crap[16]; 
    	float	          fraction;
    	char              z_crap2[8];
    	WORD              solid;
    	WORD       		  allsolid;
    	int               entityNum;
        int               unknow;
    	char              z_crap3[68]; 
    };
    
    
    struct MouseInfo_t{
    	float MouseX; //0x0000  
    	float MouseY; //0x0004  
    	__int32 isMouseInGameWindow; //0x0008  
    	__int32 vidWight; //0x000C  
    	__int32 vidHight; //0x0010  
    };//Size=0x0014(20) 0x4127BD8
    
    struct New_MouseInfo_t{
    	float MouseX; //0x0000  
    	float MouseY; //0x0004  
    	float new_MouseX; //0x0008  
    	float new_MouseY; //0x000C  
    	__int32 isMouseInGameWindow; //0x0010  
    	__int32 vidWight; //0x0014  
    	__int32 vidHight; //0x0018  
    };//Size=0x0014(20) 0x4127BD0
    
    typedef enum {
    	    ET_GENERAL,//0
    		ET_PLAYER,//1
    		ET_PLAYER_CORPSE,//2
    		ET_ITEM,//3
    		ET_MISSILE,//4
    		ET_INVISIBLE,//5
    		ET_SCRIPTMOVER,//6
    		ET_SOUND_BLEND,//7
    		ET_FX,//8
    		ET_LOOP_FX,//9
    		ET_PRIMARY_LIGHT,//10
    		ET_MG42,//11
    		ET_HELICOPTER,//12
    		ET_PLANE,//13
    		ET_VEHICLE,//14
    		ET_VEHICLE_COLLMAP,//15
    		ET_VEHICLE_CORPSE,//16
    		ET_ACTOR,//17
    		ET_ACTOR_SPAWNER,//18
    		ET_ACTOR_CORPSE,//19
    		ET_STREAMER_HINT,//20
    		ET_EVENTS
    } entityType_t;
     
    typedef enum {
            EV_NONE,//0
    		EV_FOLIAGE_SOUND,//1
    		EV_STOP_WEAPON_SOUND,//2
    		EV_STOP_SOUND_ALIAS,//3
    		EV_SOUND_ALIAS,//4
    		EV_SOUND_ALIAS_NOTIFY,//5
    		EV_SOUND_BATTLECHAT_ALIAS,//6
    		EV_STOPSOUNDS,//7
    		EV_STANCE_FORCE_STAND,//8
    		EV_STANCE_FORCE_CROUCH,//9
    		EV_STANCE_FORCE_PRONE,//10
    		EV_ITEM_PICKUP,//11
    		EV_AMMO_PICKUP,//12
    		EV_NOAMMO,//13
    		EV_NOAMMO_LEFT,//14
    		EV_EMPTYCLIP,//15
    		EV_EMPTY_OFFHAND,//16
    		EV_RESET_ADS,//17
    		EV_RELOAD,//18
    		EV_RELOAD_FROM_EMPTY,//19
    		EV_RELOAD_START,//20
    		EV_RELOAD_END,//21
    		EV_RELOAD_START_NOTIFY,//22
    		EV_RELOAD_ADDAMMO,//23
    		EV_RAISE_WEAPON,//24
    		EV_FIRST_RAISE_WEAPON,//25
    		EV_PUTAWAY_WEAPON,//26
    		EV_WEAPON_ALT,//27
    		EV_PULLBACK_WEAPON,//28
    		EV_FIRE_WEAPON,//29
    		EV_FIRE_WEAPON_LASTSHOT,//30
    		EV_FIRE_WEAPON_LEFT,//31
    		EV_FIRE_WEAPON_LASTSHOT_LEFT,//32
    		EV_RECHAMBER_WEAPON,//33
    		EV_EJECT_BRASS,//34
    		EV_MELEE_SWIPE,//35
    		EV_FIRE_MELEE,//36
    		EV_WEAPON_DEPLOYING,//37
    		EV_WEAPON_FINISH_DEPLOYING,//38
    		EV_WEAPON_BREAKING_DOWN,//39
    		EV_WEAPON_FINISH_BREAKING_DOWN,//40
    		EV_PREP_OFFHAND,//41
    		EV_USE_OFFHAND,//42
    		EV_SWITCH_OFFHAND,//43
    		EV_MELEE_HIT,//44
    		EV_MELEE_MISS,//45
    		EV_MELEE_BLOOD,//46
    		EV_FIRE_WEAPON_MG42,//47
    		EV_FIRE_WEAPON_MG42A,//48
    		EV_FIRE_QUADBARREL_1,//49
    		EV_FIRE_QUADBARREL_2,//50
    		EV_BULLET_HIT,//51
    		EV_BULLET_HIT_CLIENT_SMALL,//52
    		EV_BULLET_HIT_CLIENT_LARGE,//53
    		EV_DESTRUCTIBLE_BULLET_HIT,//54
    		EV_DESTRUCTIBLE_EXPLOSION_HIT,//55
    		EV_GRENADE_BOUNCE,//56
    		EV_GRENADE_EXPLODE,//57
    		EV_ROCKET_EXPLODE,//58
    		EV_ROCKET_EXPLODE_NOMARKS,//59
    		EV_FLASHBANG_EXPLODE,//60
    		EV_CUSTOM_EXPLODE,//61
    		EV_CUSTOM_EXPLODE_NOMARKS,//62
    		EV_CHANGE_TO_DUD,//63
    		EV_DUD_EXPLODE,//64
    		EV_DUD_IMPACT,//65
    		EV_FIRE_EXPLODE,//66
    		EV_TIMED_FX,//67
    		EV_MOLOTOV_FLOAT,//68
    		EV_FAKE_FIRE,//69
    		EV_PLAY_FX,//70
    		EV_PLAY_FX_ON_TAG,//71
    		EV_PHYS_EXPLOSION_SPHERE,//72
    		EV_PHYS_EXPLOSION_CYLINDER,//73
    		EV_PHYS_EXPLOSION_JOLT,//74
    		EV_PHYS_LAUNCH,//75
    		EV_CREATE_DYNENT,//76
    		EV_CREATE_ROPE,//78
    		EV_BLOOD_IMPACTS,//79
    		EV_DETACH_ENTITY,//80
    		EV_DELETE_ROPE,//81
    		EV_ROPE_COLLIDE,//82
    		EV_ROPE_SETFLAG,//83
    		EV_ROPE_SETPARAM,//84
    		EV_ROPE_ADDANCHOR,//85
    		EV_ROPE_REMOVEANCHOR,//86
    		EV_ROPE_MOVEANCHOR,//87
    		EV_SETWETNESS,//88
    		EV_EARTHQUAKE,//89
    		EV_GRENADE_DROP,//90
    		EV_GRENADE_SUICIDE,//91
    		EV_DETONATE,//92
    		EV_NIGHTVISION_WEAR,//93
    		EV_NIGHTVISION_REMOVE,//94
    		EV_OBITUARY,//95
    		EV_REVIVE_OBITUARY,//96
    		EV_DIRECTIONAL_HIT_INDICATOR,//97
    		EV_ANIMATE_UI,//98
    		EV_NO_FRAG_GRENADE_HINT,//99
    		EV_NO_SPECIAL_GRENADE_HINT,//100
    		EV_TARGET_TOO_CLOSE_HINT,//101
    		EV_TARGET_NOT_ENOUGH_CLEARANCE,//102
    		EV_LOCKON_REQUIRED_HINT,//103
    		EV_FOOTSTEP_SPRINT,//104
    		EV_FOOTSTEP_RUN,//105
    		EV_FOOTSTEP_WALK,//106
    		EV_FOOTSTEP_CROUCHRUN,//107
    		EV_FOOTSTEP_CROUCHWALK,//108
    		EV_FOOTSTEP_PRONE,//109
    		EV_MANTLE,//110
    		EV_JUMP,//111
    		EV_LANDING_BARK,//112
    		EV_LANDING_BRICK,//113
    		EV_LANDING_CARPET,//114
    		EV_LANDING_CLOTH,//115
    		EV_LANDING_CONCRETE,//116
    		EV_LANDING_DIRT,//117
    		EV_LANDING_FLESH,//118
    		EV_LANDING_FOLIAGE,//119
    		EV_LANDING_GLASS,//120
    		EV_LANDING_GRASS,//121
    		EV_LANDING_GRAVEL,//122
    		EV_LANDING_ICE,//123
    		EV_LANDING_METAL,//124
    		EV_LANDING_MUD,//125
    		EV_LANDING_PAPER,//126
    		EV_LANDING_PLASTER,//127
    		EV_LANDING_ROCK,//128
    		EV_LANDING_SAND,//129
    		EV_LANDING_SNOW,//130
    		EV_LANDING_WATER,//131
    		EV_LANDING_WOOD,//132
    		EV_LANDING_ASPHALT,//133
    		EV_LANDING_CERAMIC,//134
    		EV_LANDING_PLASTIC,//135
    		EV_LANDING_RUBBER,//136
    		EV_LANDING_CUSHION,//137
    		EV_LANDING_FRUIT,//138
    		EV_LANDING_PAINTEDMETAL,//139
    		EV_LANDING_PLAYER,//140
    		EV_LANDING_TALLGRASS,//141
    		EV_LANDING_PAIN_DEFAULT,//142
    		EV_LANDING_PAIN_BARK,//143
    		EV_LANDING_PAIN_BRICK,//144
    		EV_LANDING_PAIN_CARPET,//145
    		EV_LANDING_PAIN_CLOTH,//146
    		EV_LANDING_PAIN_CONCRETE,//147
    		EV_LANDING_PAIN_DIRT,//148
    		EV_LANDING_PAIN_FLESH,//149
    		EV_LANDING_PAIN_FOLIAGE,//150
    		EV_LANDING_PAIN_GLASS,//151
    		EV_LANDING_PAIN_GRASS,//152
    		EV_LANDING_PAIN_GRAVEL,//153
    		EV_LANDING_PAIN_ICE,//154
    		EV_LANDING_PAIN_METAL,//155
    		EV_LANDING_PAIN_MUD,//156
    		EV_LANDING_PAIN_PAPER,//157
    		EV_LANDING_PAIN_PLASTER,//158
    		EV_LANDING_PAIN_ROCK,//159
    		EV_LANDING_PAIN_SAND,//160
    		EV_LANDING_PAIN_SNOW,//161
    		EV_LANDING_PAIN_WATER,//162
    		EV_LANDING_PAIN_WOOD,//163
    		EV_LANDING_PAIN_ASPHALT,//164
    		EV_LANDING_PAIN_CERAMIC,//165
    		EV_LANDING_PAIN_PLASTIC,//166
    		EV_LANDING_PAIN_RUBBER,//167
    		EV_LANDING_PAIN_CUSHION,//168
    		EV_LANDING_PAIN_FRUIT,//169
    		EV_LANDING_PAIN_PLAYER,//170
    		EV_LANDING_PAIN_TALLGRASS,//171
    		EV_FIRE_VEHICLE_TURRET,//172
    		EV_FIRE_GUNNER_1,//173
    		EV_FIRE_GUNNER_2,//174
    		EV_FIRE_GUNNER_3,//175
    		EV_FIRE_GUNNER_4,//176
    		EV_FIRE_GUNNER_1A,//177
    		EV_FIRE_GUNNER_2A,//178
    		EV_FIRE_GUNNER_3A,//179
    		EV_FIRE_GUNNER_4A,//180
    		EV_START_CAMERA_TWEEN,//181
    		EV_DESTRUCTIBLE_DISABLE_PIECES,//182
    		EV_FOOTPRINT,//183
    		EV_CANNOTPLANT,//184
    		EV_DTP_LAUNCH,//185
    		EV_DTP_LAND,//186
    		EV_SLIDE_START,//187
    		EV_SLIDE_STOP,//188
    		EV_SCOPE_ZOOM,//189
    		EV_JAM_WEAPON,//190
    		EV_STACKFIRE,//191
    		EV_BOLT_IMPACT,//192
    		EV_BOLT_IMPALE,//193
    		EV_PLAY_WEAPON_DEATH_EFFECTS,//194
    		EV_PLAY_WEAPON_DAMAGE_EFFECTS,//195
    		EV_FACE_EVENT,//196
    		EV_SETLOCALWIND,//197
    		EV_FLOAT_LONGER,//198
    		EV_FORCE_BUOYANCY,//199
    		EV_DISABLE_DEPTH_BUOYANCY_ADJUSTMENTS,//200
    		EV_SCALE_BUOYANCY,//201
    		EV_ALLOWPITCH,//202
    		EV_GIB,//203
    		EV_STANCE_INVALID//204
    } entity_event_t;  
    
    typedef struct{
    	qhandle_t white;
    	qhandle_t boutom;
    	qhandle_t unknow_;
    	qhandle_t HeadIconDisconnect;
    	qhandle_t HeadIconYouInKillcam;
    	qhandle_t gfx_tracer;
    	qhandle_t gfx_laser;//
    	qhandle_t gfx_laser_light;
    	qhandle_t Lagometer;
    	qhandle_t NULL_SHADER;
    	qhandle_t unknow;
    }Media_t;  
    
    struct cg_t
    {
        char unknown0[156]; //0x0000
    	__int32 SightState; //0x009C 80 = sight 
    		char unknown160[8]; //0x00A0
    	__int32 SomeOneHityou; //0x00A8  
    		char unknown172[8]; //0x00AC
    	float MapStateX; //0x00B4  
    	float MapStateY; //0x00B8  
    	float MapStateZ; //0x00BC  
    	float PredictX; //0x00C0  
    	float PredictY; //0x00C4  
    	float PredictZ; //0x00C8  
    		char unknown204[16]; //0x00CC
    	__int32 SightTime; //0x00DC  
    		char unknown224[40]; //0x00E0
    	__int32 hm_800; //0x0108  
    		char unknown268[52]; //0x010C
    	__int32 viewState; //0x0140  
    		char unknown324[4]; //0x0144
    	__int32 Shoottime; //0x0148  
    	__int32 WeaponState; //0x014C  
    		char unknown336[168]; //0x0150
    	__int32 SightTime2; //0x01F8  
    		char unknown508[592]; //0x01FC
    	__int32 Primary_Ammo; //0x044C  
    		char unknown1104[4]; //0x0450
    	__int32 Secound_Ammo; //0x0454  
    		char unknown1112[4]; //0x0458
    	__int32 Nade_Ammo; //0x045C  
    		char unknown1120[4]; //0x0460
    	__int32 Smoke_Ammo; //0x0464  
    		char unknown1128[4]; //0x0468
    	__int32 Special_Ammo; //0x046C  
    		char unknown1136[4]; //0x0470
    	__int32 Killstreak_Ammo; //0x0474  
    		char unknown1144[12]; //0x0478
    	__int32 DoubleWeapon_Ammo_Right; //0x0484  
    		char unknown1160[4]; //0x0488
    	__int32 DoubleWeapon_Ammo_Left; //0x048C  
    		char unknown1168[19676]; //0x0490
    };
    
    struct ClientInfo{
    	__int32 Valid; //0x0000  
    		char unknown4[4]; //0x0004
    	__int32 Clientnum; //0x0008  
    	char Name[32]; //0x000C  
    	__int32 Team; //0x002C  
    	__int32 Team2; //0x0030  
    		char unknown52[4]; //0x0034
    	__int32 Rank; //0x0038  
    		char unknown60[28]; //0x003C
    	char ClanTag[4]; //0x0058  
    		char unknown92[4]; //0x005C
    	__int32 frameTime; //0x0060  
    	__int32 IsDead; //0x0064  
    	__int32 Suicide; //0x0068  
    	__int32 Score; //0x006C  
    	__int32 Kills; //0x0070  
    		char unknown116[4]; //0x0074
    	__int32 Deaths; //0x0078  
    	__int32 Kills_2; //0x007C  
    	__int32 Deaths_2; //0x0080  
    		char unknown132[24]; //0x0084
    	char xModel1[32]; //0x009C  
    		char unknown188[32]; //0x00BC
    	char xModel2[32]; //0x00DC  
    		char unknown252[32]; //0x00FC
    	char xModel3[32]; //0x011C  
    		char unknown316[776]; //0x013C
    	float Predict; //0x0444  
    	float Leaning; //0x0448  
    	float viewAngleX; //0x044C  
    	float viewAngleY; //0x0450  
    		char unknown1108[116]; //0x0454
    	__int32 GoingState; //0x04C8 1 normal 4 running 7 sprint 
    		char unknown1228[36]; //0x04CC
    	__int32 State; //0x04F0  
    		char unknown1268[8]; //0x04F4
    	__int32 isCrouching; //0x04FC  
    		char unknown1280[4]; //0x0500
    	__int32 isShooting; //0x0504  
    	__int32 isZooming; //0x0508  
    		char unknown1292[44]; //0x050C
    	__int32 Weapon; //0x0538  
    		char unknown1340[140]; //0x053C
    };//Size 0x5C8
    
    typedef enum { 
    	TEAM_FREE, 
    	TEAM_AXIS, 
    	TEAM_ALLIES, 
    	TEAM_SPECTATOR 
    } team_t;
    
    typedef struct {
        int crap;
    	int Size;
    	int zcrap[120];
    	float Scale;
    	char name[50];
    } Font_t;
    Code:
    Media_t *	Media		= (Media_t *) 0xD2C7A0;
    ClientInfo_t*    ClientInfo = (ClientInfo_t*)0x2ABF70E8;
    MouseInfo_t*     MouseInfo  = (MouseInfo_t*) 0x41C2158;
    PlayerSnap_t*    PlayerSnap = (PlayerSnap_t*)0xE40FA0;
    Entity_t*        Entity     = (Entity_t*)    0x2ac840dc;
    
    weapon_t*  (__cdecl *GetWeapon)(int num) = (weapon_t* (__cdecl *)(int))0x457180;//dword_C5C218
    weapon_2_t*  (__cdecl *GetWeapon_2)(int num) = (weapon_2_t* (__cdecl *)(int))0x50F140;//dword_C5C218 + 8
    
    void (__cdecl *CG_DrawStretchPicTheater)(Float* Style,  float x, float y, float w, float h, int a6, int a7, vec4_t color, qhandle_t shader) = (void (__cdecl *)(Float*, float, float, float, float, int, int, vec4_t, qhandle_t ))0x0050EFB0;
    
    float (__cdecl *AdjustFont)(Float* style, float sizeA) = (float (__cdecl *)( Float* , float  ))0x6E8C50;
    
    void (__cdecl *AdjustFrom640)(Float* Style, float *x, float *y, float *w, float *h , int unk, int unk2 ) = (void (__cdecl *)( Float* , float *, float *, float *, float * , int , int ))0x614D90;
    
    bool (*CG_EspIsVisible)( int noIdea, Entity_t *cent ) = (bool (__cdecl *)( int, Entity_t *  ))0x005A4830;
    
    
    CG_PredictPlayerState 0x7DA480
    Draw2DFrame 0x5D3400
    Last edited by King-Orgy; 01-14-2011 at 04:13 AM.

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  7. #4
    pyton789's Avatar
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    Here are some of my addies:
    Campaign and zombies
    Code:
    g_speed = &H02623290
    
    cg_drawFPS = &H25EAF80
    
    cg_drawGun = &H25FB360
    
    Health = &H1A4E1DC
    Unlimited ammo:
    Code:
    0064C6B9:
    mov [esi+04],63
    //you will have to jump into a code cave before you write this.

    Btw thanks guys and master131 what is Viewbob and monkey bombs?
    Last edited by pyton789; 01-14-2011 at 01:34 PM.

    M-efti's Unlocker for alterIWnet . . . . . . . . . . . . . . . . . . . . . . . . . . . .M-efti's MW2 SP Trainer 1.2
    M-efti's Superior alterIWnet Hack . . . . . . . . . . .. . . . . . . . . . . . . . . ..M-efti's MW2 SP Trainer 1.7
    M-efti's BO SP Trainer 4.12 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..M-efti's Dead Pixels Trainer

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  9. #5
    xbeatsszzx's Avatar
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    Here are some i found on the internet:

    Code:
    ENTITY_SIZE        0x328 
    CLIENT_SIZE        0x5C8 
    CG_OFFSET        0x2AB98100  
    CLIENT_OFFSET        0x2ABF70E8  
    ENTITY_OFFSET           0x2AC840DC  
    REFDEF_OFFSET        0x2ABDAFC0  
    VIEW_OFFSET        0xE40708
    Code:
    Trace             0x53C630; 
    DrawStretchPic         0x6EA690; 
    RegisterFont         0x6E90B0; 
    RegisterShader         0x6CDF40; 
    DrawEngineText         0x6EABC0;  
    SendConsoleCommand    0x44DE80; 
    RegisterTag        0x6B1E70; 
    GetTagPos        0x426CA0; 
    GetWeaponOffset        0x4585D0;
    Code:
    void __declspec(naked) nWallhack() 
    { 
        __asm pushad 
        __asm cmp DWORD PTR [esp+0x20], 0x514C98 
        __asm je doWallhack 
        __asm cmp DWORD PTR [esp+0x20], 0x7C8646 
        __asm je doWallhack 
        __asm cmp DWORD PTR [esp+0x20], 0x7C89B6  
        __asm je doWallhack 
        __asm jmp doJmp     
    doWallhack: 
        __asm mov [esp+0x30], 0x12 
    doJmp: 
        __asm popad 
        __asm jmp[pWallhack] 
    } 
    
    detour at 0x6D7240
    Code:
    class CRefdef 
    { 
    public: 
        Vec3 refdefViewAngles; //0000     
        char unknown0[332]; 
        __int32 x; //0158 
        __int32 y; //015C 
        __int32 width; //0160 
        __int32 height; //0164 
        float FovX; //0168 
        float FovY; //016C 
        float TotalFov; //0170 
        Vec3 vOrigin; //0174     
        char unknown1[4]; 
        Vec3 vAxis[3]; //0184 
    }; 
    
    0x2ABDAFC0 - 0x158 = 0x2ABDAE68
    Credits:
    Ruffin
    cardoow UC
    Last edited by JamesA1994; 02-06-2011 at 01:29 AM.
    I Am on this site for the mods for mw2 ONLY. Not hacks.

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  11. #6
    King-Orgy's Avatar
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    if anyone cares

    hire are the new offset for the patch that has been released like 1 hour ago


    Code:
    MouseInfo_t*    MouseInfo = (MouseInfo_t*)0x48DAC58;
    PlayerSnap_t*    PlayerSnap = (PlayerSnap_t*)0xE3FFA0;
    
    weapon_t*  (__cdecl *GetWeapon)(int num) = (weapon_t* (__cdecl *)(int))0x53E1C0;//dword_C5C218
    weapon_2_t*  (__cdecl *GetWeapon_2)(int num) = (weapon_2_t* (__cdecl *)(int))0x527170;//dword_C5C218 +8
    
    RegisterTag: 0x00547470
    GetPlayerMesh: 0x00430410
    GetPlayerTag: 0x004670C0
    
    void (__cdecl *CG_DrawStretchPicTheater)(Float2* Style,  float x, float y, float w, float h, int a6, int a7, vec4_t color, qhandle_t shader) = (void (__cdecl *)(Float2*, float, float, float, float, int, int, vec4_t, qhandle_t ))0x005CFFB0;
    
    void (*CG_Trace)(Trace* Trace, vec3_t Start, vec3_t End, int skipNumber, int mask, int a6, int a7) = (void (__cdecl *)(Trace* , vec3_t , vec3_t , int , int , int , int ))0x005FBBF0;
    
    *(int *)0xE3FEA0 = 0x10;//show mouse cursor
    
    void  (__cdecl *SendToConsole)( int flag, char* text ) = (void (__cdecl *)( int, char* ))0x005BAAD0;
    
    int  (__cdecl *k_AttackOn)() = (int (__cdecl *)())0x7FD580;
    int  (__cdecl *k_AttackOff)() = (int (__cdecl *)())0x7FD650;
    
    int  (__cdecl *k_KnifeOn)() = (int (__cdecl *)())0x7FD900;
    int  (__cdecl *k_KnifeOff)() = (int (__cdecl *)())0x7FD910;
    
    bool (*CG_EspIsVisible)( int noIdea, Entity *cent ) = (bool (__cdecl *)( int, Entity *  ))0x00589550;
    
    CG_RegisterFont:0x005C5220
    CG_DrawString:0x00530140

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  13. #7
    Edlmann's Avatar
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    Here is a collection of offsets for all updates so far (Zombie-Mode only):

    Skidrow-Crackfix (aka Update 1):
    Health1=$01BDB5DC
    Health2=$01A4C15C
    PrimaryWeapClip=$01BDB7D8
    PrimaryWeapStock=$01BDB760
    SecondaryWeapClip=$01BDB7E8
    SecondaryWeapStock=$01BDB770
    LeftGunCZ75Clip=$01BDB808
    LeftGunJaneClip=$01BDB800
    ZombieMoney=$01BDCFA0
    Grenades=$01BDB7E0
    MonkeyBombs=$01BDB7F8

    Update 3:
    Health1=$01BDA5DC
    Health2=$01A4B15C
    PrimaryWeapClip=$01BDA7D8
    PrimaryWeapStock=$01BDA760
    SecondaryWeapClip=$01BDA7E8
    SecondaryWeapStock=$01BDA770
    LeftGunCZ75Clip=$01BDA800
    LeftGunJaneClip=$01BDA7F0
    ZombieMoney=$01BDBFA0
    Grenades=$01BDA7E0
    MonkeyBombs=$01BDA808

    Update 4:
    Health1=$01BDD65C
    Health2=$01A4E1DC
    PrimaryWeapClip=$01BDD858
    PrimaryWeapStock=$01BDD7E0
    SecondaryWeapClip=$01BDD868
    SecondaryWeapStock=$01BDD7F8
    LeftGunCZ75Clip=$01BDD870
    LeftGunJaneClip=$01BDD880
    ZombieMoney=$01BDF020
    Grenades=$01BDD860
    MonkeyBombs=$01BDD878

    And for C or C++ or C# guys: $01BDD65C = 0x01BDD65C
    Last edited by Edlmann; 01-23-2011 at 04:28 AM.
    My Releases:
    GUI For External BoxESP v. 1.0
    Another Single-Player-Zombie-Trainer v 3.0
    <Delphi Source> Simple Pattern Scanner

    If you have questions concerning coding/hacking in delphi, just pm me

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  15. #8
    cardoow's Avatar
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  17. #9
    seaplusplus's Avatar
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    Just started coding for Black Ops...
    I already code VIP for Combat Arms!

    Zombie Mode Level - 0x2AB5B464
    Zombie Mode Money - 0x017DF020 (Not sure about this)

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  19. #10
    Dylancool16's Avatar
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    Quote Originally Posted by pyton789 View Post
    Thats not going to work because it will change everytime you start the game.
    That Is What I Am Trying To Fix...If There Is One...lol.
    Here Are The Offsets I Found For The Recent CoD Update :

    Health - 01A4E1DC
    Secondary Ammo Clips - 01BDD7F0
    Primary Ammo Clips - 01BDD7E0
    Player 1 Money - 01BDF020
    Player 2 Money - 01BE0D48
    Player 3 Money - 01BE2A70
    Player 4 Money - 01BE4798
    Grenades - 01BDD860
    Claymores - 01BDD870
    Left Gun Ammo - 01BDD878
    Secondary Gun Ammo - 01BDD868
    Primary Gun Ammo - - 01BDD858

    Thank Me If I Helped.

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  21. #11
    lolbie's Avatar
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    Just some addresses updates for latest patch

    Speed:
    &H2624290
    &H26242A0

    Ammo:
    &H1BDE858 'First weapon ammo
    &H1BDE7E0 'First weapon stock
    &H1BDE868 'Second weapon first ammo slot
    &H1BDE7F0 'second Weapon (stock)
    &H1BDE860 'Grenades

    Money:
    &H1BE0020

    Health:
    &H1BDE65C
    &H1A4F1DC

    if u used them
    Credit me
    Last edited by lolbie; 02-20-2011 at 01:02 PM.
    I love it when people keep their agreements /sarcasm ftw

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  23. #12
    shaunm2's Avatar
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    7.0.57 patch:

    RegisterTag: 0x4D3780
    RegisterFont: 0x6EA970
    NameTags: 0x6AD170
    EngineText: 0x6ECA10
    Trace: 0x4DA230
    EndFrame: 0063D460
    pViewMatrix 0xE40708//can some1 confirm this?
    pClientInfo 0x2B3F70E8
    pEntity 0x2B4840DC
    pCG 0x2B398100
    pRefdef 0x2B3DAE68

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  25. #13
    pyton789's Avatar
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    How to update addies from last past to new one: (22/2)
    Simply add 1000 to the old addie. IN HEXADECIMALS.

    M-efti's Unlocker for alterIWnet . . . . . . . . . . . . . . . . . . . . . . . . . . . .M-efti's MW2 SP Trainer 1.2
    M-efti's Superior alterIWnet Hack . . . . . . . . . . .. . . . . . . . . . . . . . . ..M-efti's MW2 SP Trainer 1.7
    M-efti's BO SP Trainer 4.12 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..M-efti's Dead Pixels Trainer

  26. #14
    Edlmann's Avatar
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    Just want to post a little pointer to my tool for refinding offsets:

    http://www.mpgh.net/forum/356-call-d...-refinder.html

    Which is refinding the most common offsets for BO.
    My Releases:
    GUI For External BoxESP v. 1.0
    Another Single-Player-Zombie-Trainer v 3.0
    <Delphi Source> Simple Pattern Scanner

    If you have questions concerning coding/hacking in delphi, just pm me

  27. #15
    cardoow's Avatar
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    Quote Originally Posted by shaunm2 View Post
    7.0.57 patch:

    RegisterTag: 0x4D3780
    RegisterFont: 0x6EA970
    NameTags: 0x6AD170
    EngineText: 0x6ECA10
    Trace: 0x4DA230
    EndFrame: 0063D460
    pViewMatrix 0xE40708//can some1 confirm this?
    pClientInfo 0x2B3F70E8
    pEntity 0x2B4840DC
    pCG 0x2B398100
    pRefdef 0x2B3DAE68
    i use 0xe43790 for what you call viewmatrix
    viewangles at 0x78

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