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  1. #1
    master131's Avatar
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    Modern Warfare 3 Offsets

    Code:
    pOffsets->dwRenderDevice = 0x5F8A2A8;
    pOffsets->pRefdef = (CRefdef*)0x96A200;
    pOffsets->dwCEntity = 0xA085B0;
    pOffsets->dwClientInfo = 0x9FC6C8;
    pOffsets->dwVisible = 0x462250;
    pOffsets->pGame = (CGame*)0x8FF080;
    pOffsets->pWeapon = (CWeapon**)0x8DDE98;
    pOffsets->dwRegisterTag = 0x4B41B0;
    pOffsets->dwGetBonePos = 0x572540;
    pOffsets->pInput = (Input_t*)0xB39E60;
    float* dwViewAngleX = (float*)0x10637F8;
    float* dwViewAngleY = (float*)0x10637F4;
    Scoped Byte: 0x1060310
    
    #define MW3_TRACEFLAG 0x803003
    
    #define RegisterMainWindow 0x64DF10 // window
    #define MainInitialize 0x61A3C0 // init
    #define CheckProcessor 0x547DA0 // cpu
    #define GameBuild 0x007F92B3 // build
    
    #define OFF_CLASS_CG 0x008FF080 // cg
    #define OFF_CLASS_CGS 0x008FAB20 // cgs
    #define OFF_CLASS_REFDEF 0x0096A200 // class and ptr
    #define OFF_CLASS_MATRIX 0x01063718 // class
    #define OFF_CLASS_PLAYERSNAP 0x008FF080 // playersnap
    #define OFF_CLASS_KBUTTONS 0x00B39E60 // controls
    
    #define OFF_CLASS_ENTITY 0x00A085B0 // class
    #define OFF_CLASS_ENTITY_SIZE 0x1F8 // size
    #define OFF_CLASS_CLIENTINFO 0x009FC6C8 // class
    #define OFF_CLASS_CLIENTINFO_SIZE 0x560 // size
    
    #define OFF_RENDERDEVICE 0x05F8A2A8h // device
    
    #define OFF_REGISTERFONT 0x4D4C00 // engine font
    #define OFF_REGISTERSHADER 0x53DE70 // engine shader
    
    #define OFF_DRAWENGINETEXT_1 0x40AB40
    #define OFF_DRAWENGINETEXT_2 0x5341C0
    #define OFF_DRAWSTRETCHPIC_1 0x4EE880
    #define OFF_DRAWSTRETCHPIC_2 0x5088A0
    #define OFF_DRAWROTATEDPIC 0x4C2830 // rotpic
    #define OFF_GETSCREENMATRIX 0x519480 // for rotpic
    #define OFF_STRWIDTH 0x425FD0 // text width
    
    #define OFF_VIEWANGLEX 0x010637F8 // view-x
    #define OFF_VIEWANGLEY 0x010637F4 // view-y
    
    #define OFF_WEAPONVIEWANGLEY 0x0096ED68 // weapon-y
    #define OFF_WEAPONVIEWANGLEX 0x0096ED6C // weapon-x
    
    #define OFF_CL_WRITEPACKET 0x54A2D0 // writepacket
    #define OFF_CL_GETSNAPSHOT 0x4F60D0 // snaps
    #define OFF_OBITUARY 0x58DF40 // obituary
    #define OFF_ENGINERADAR 0x4DE9C0 // engine radar
    
    #define OFF_COM_ERROR 0x4DF0E0 // error
    #define OFF_COM_NOTICE 0x4C5380 // notice
    #define OFF_MSGMANAGER 0x4E3ED0 // messages
    
    #define OFF_ZOOM 0x01060310 // zoom
    #define OFF_KEYS 0x00B3A310 // keys
    #define OFF_KEYCATCHER 0x0106016C // key input
    
    #define OFF_CG_TRACE 0x00462250 // trace
    #define OFF_GETPLAYERTAG 0x572540 // bone
    #define OFF_REFDEFVIEWANGLES 0x0096ED2C // refdefviewangles
    
    #define OFF_GETWEAPONNAME 0x00A04254 // asd
    #define OFF_GETWEAPON 0x008DDAD0 // asd
    
    #define OFF_CG_INIT 0x4555C0 // init
    #define OFF_ISINGAME 0x008FF090 // ingame
    
    #define OFF_CONSOLE 0x519310 // console
    #define OFF_ISVISIBLE 0x515760 // vis
    
    #define fonts 0x455794 // font - check in debugger
    #define killicons 0x455893 // icons - check in debugger
    
    #define OFF_COM_HASHKEY 0x421B70
    #define CLC_SERVERCOMMANDSEQUENCE 0xB5D424
    #define CLC_SERVERCOMMANDS 0xB5D42C
    
    #define CMD_BACKUP        128
    #define CMD_MASK        0x7F
    #define PACKET_BACKUP    32
    #define PACKET_MASK        ( PACKET_BACKUP - 1 )
    
    #define OFF_CLASS_USERCMD_INPUT 0x1063800
    #define OFF_USERCMD_SIZE 0x2C
    
    CUserCmd*    cl_cmds            = ( CUserCmd* )0x1063800;
    int            cl_cmdNumber    = *( int* )0x1064E00;
    
    /*
    0045AC30   A1 004E0601      MOV EAX,DWORD PTR DS:[1064E00]
    0045AC35   C3               RETN
    */
    int CL_GetCurrentCmdNumber()
    {
        return *(int*)0x1064E00;
    }
    
    class CUserCmd
    {
    public:
        __int32 serverTime; //0x0000 
        __int32 buttons; //0x0004 
        __int32 viewangles[3]; //0x0008 
    char _0x0014[24];
    
    };//Size=0x002C
    
    class CInput
    {
    public:
        CUserCmd usercmds[CMD_BACKUP]; //0x0000 
        __int32 currentCmd; //0x1600 
    
        CUserCmd* GetUserCmd( int num )
        {
            return &usercmds[ num & CMD_MASK ];
        }
    };//Size=0x1604
    
    CInput* input = ( CInput* )0x1063800;
    CUserCmd* pCmd = input->GetUserCmd( input->currentCmd );
    
    int snapshotNumber = *(int*)0x1063630;
    CSnapshot* cl_snapshots = ( CSnapshot* )0x106D6D8;
    
    CSnapshot* GetSnapshot()
    {
        return ( CSnapshot* )&cl_snapshots[ snapshotNumber & PACKET_MASK ];
    }
    Code:
    enum eTypes
    {
    	ET_GENERAL,
     	ET_PLAYER,
     	ET_PLAYER_CORPSE,
    	ET_ITEM,
     	ET_MISSILE,
     	ET_INVISIBLE,
    	ET_SCRIPTMOVER,
    	ET_SOUND_BLEND,
     	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,
    };
    
    struct trace_t
    {
        float fraction;
        char szUnknown0[44];
    }; //size 0x2C
    
    class CCGS
    {
    public:
            char unknown0[8]; //0x0000
        __int32 X; //0x0008  
        __int32 Y; //0x000C  
            char unknown16[12]; //0x0010
        __int32 iSequence; //0x001C  
        __int32 iLocal; //0x0020  
        char GameType[4]; //0x0024  
            char unknown40[28]; //0x0028
        char HostName[64]; //0x0044  
            char unknown132[196]; //0x0084
        __int32 iMaxClients; //0x0148  
            char unknown332[4]; //0x014C
        char MapName[64]; //0x0150  
            char unknown400[8]; //0x0190
    };
    
    class CClientInfo
    {
    public:
        __int32 clientNum; //0x0000  
        __int32 Valid; //0x0004  
            char unknown8[4]; //0x0008
        char Name[16]; //0x000C  
        __int32 iTeam; //0x001C  
        __int32 iTeam2; //0x0020  
        __int32 Rank; //0x0024  
            char unknown40[40]; //0x0028
        char BodyName[32]; //0x0050  
            char unknown112[32]; //0x0070
        char HeadName[32]; //0x0090  
            char unknown176[196]; //0x00B0
    };
    
    class CRefDef
    {
    public:
            char unknown0[8]; //0x0000
        __int32 x; //0x0008  
        __int32 y; //0x000C  
        float fov_x; //0x0010  
        float fov_y; //0x0014  
        vec3_t Location; //0x0018  
        vec3_t ViewAxis[3]; //0x0024   
            char unknown72[24]; //0x0048
        __int32 iMenu; //0x0060  
    };
    
    class cg_t
    {
    public:
        char Unknown001[0x150]; // 0x0
        int ClientNum; // 0x150
        char Unknown002[0x6B000]; // 0x154
        float frameInterpolation; // 0x6b154
        char Unknown003[0x8]; // 0x6b158
        int time; // 0x6b160
        int oldTime; // 0x6b164
        char Unknown004[0x1c]; // 0x6b168
        refdef_t refdef; // 0x6B184
        char Unknown005[0x4b38]; // 0x6b1a8
        vec3 refdefViewAngle; // 0x6fce0
        char Unknown006[0x738c]; // 0x6fdec
        playerstate_t ps; // 0x77078
        char Unknown007[0x86544]; // 0x77104
        clientinfo_t clientInfo[64]; // 0xFD648
    };
    
    class CWeapon
    {
    public:
        char unknown0[8];
        char unknown2[1048];
        float Spread0; //0420
        float Spread1; //0424
        float Spread2; //0428
        float Spread3; //042C
        float Spread4; //0430
        float Spread5; //0434
        float Spread6; //0438
        float Spread7; //043C
        float Spread8; //0440
        float Spread9; //0444
        char unknown3[356];
        float Recoil1; //05AC
        float Recoil2; //05B0
        float Recoil3; //05B4
        float Recoil4; //05B8
        char unknown4[52];
        float Recoil5; //05F0
        float Recoil6; //05F4
        float Recoil7; //05F8
        float Recoil8; //05FC
    };
    
    enum //  
    {
        EF_CROUCHED = 0x00000004,    // 
        EF_PRONE = 0x00000008,    // 
        EF_MENU_OPEN = 0x00000100,    // 
        EF_DEAD = 0x00040000,    // 
        EF_SCOPED = 0x00080000,    // 
        EF_FIRING = 0x00800000,    // 
    };
    
    class CEntity
    {
    public:
        char unknown0[20];
        Vec3 vOrigin; //0014
        char unknown3[72];
        DWORD eFlags; //0068
        char unknown4[12];
        Vec3 vOldOrigin; //0078
        char unknown7[24];
        Vec2 vAngles; //009C
        char unknown9[48];
        __int32 Type; //00D4
        char unknown10[16];
        Vec3 vNewOrigin; //00E8
        char unknown13[64];
        BYTE m_Weapon2; //0134
        char unknown16[99];
        BYTE m_Weapon; //0198
        char unknown19[55];
        DWORD isAlive; //01D0
    };
    
    class CGame
    {
    public:
        char unknown0[336];
        __int32 localIndex; //0150
        char unknown1[4];
        float flPitch; //0158
        float flYaw; //015C
    };
    
    enum eEvents
    {
    	EV_NONE,
    
    	EV_FOLIAGE_SOUND,
    	EV_STOP_WEAPON_SOUND,
    	EV_SOUND_ALIAS,
    	EV_SOUND_ALIAS_AS_MASTER,
    	EV_STOPSOUNDS,
    	EV_STANCE_FORCE_STAND,
    	EV_STANCE_FORCE_CROUCH,
    	EV_STANCE_FORCE_PRONE,
    	EV_STANCE_INVALID,
    	EV_ITEM_PICKUP,
    	EV_AMMO_PICKUP,
    	EV_NOAMMO,
    	EV_EMPTYCLIP,
    	EV_EMPTY_OFFHAND_PRIMARY,
    	EV_EMPTY_OFFHAND_SECONDARY,
    	EV_OFFHAND_END_NOTIFY,
    	EV_RESET_ADS,
    	EV_RELOAD,
    	EV_RELOAD_FROM_EMPTY,
    	EV_RELOAD_START,
    	EV_RELOAD_END,
    	EV_RELOAD_START_NOTIFY,
    	EV_RELOAD_ADDAMMO,
    	EV_RAISE_WEAPON,
    	EV_FIRST_RAISE_WEAPON,
    	EV_PUTAWAY_WEAPON,
    	EV_WEAPON_ALT,
    	EV_WEAPON_SWITCH_STARTED,
    	EV_PULLBACK_WEAPON,
    	EV_FIRE_WEAPON,
    	EV_FIRE_WEAPON_LASTSHOT,
    	EV_FIRE_RICOCHET,
    	EV_RECHAMBER_WEAPON,
    	EV_EJECT_BRASS,
    	EV_FIRE_WEAPON_LEFT,
    	EV_FIRE_WEAPON_LASTSHOT_LEFT,
    	EV_EJECT_BRASS_LEFT,
    	EV_HITCLIENT_FIRE_WEAPON,
    	EV_HITCLIENT_FIRE_WEAPON_LASTSHOT,
    	EV_HITCLIENT_FIRE_WEAPON_LEFT,
    	EV_HITCLIENT_FIRE_WEAPON_LASTSHOT_LEFT,
    	EV_SV_FIRE_WEAPON,
    	EV_SV_FIRE_WEAPON_LASTSHOT,
    	EV_SV_FIRE_WEAPON_LEFT,
    	EV_SV_FIRE_WEAPON_LASTSHOT_LEFT,
    	EV_MELEE_SWIPE,
    	EV_FIRE_MELEE,
    	EV_PREP_OFFHAND,
    	EV_USE_OFFHAND,
    	EV_SWITCH_OFFHAND,
    	EV_MELEE_HIT,
    	EV_MELEE_MISS,
    	EV_MELEE_BLOOD,
    	EV_SV_FIRE_TURRET,
    	EV_FIRE_TURRET,
    	EV_FIRE_SENTRY,
    	EV_FIRE_QUADBARREL_1,
    	EV_FIRE_QUADBARREL_2,
    	EV_BULLET_HIT,
    	EV_BULLET_HIT_SHIELD,
    	EV_BULLET_HIT_EXPLODE,
    	EV_BULLET_HIT_CLIENT_SMALL,
    	EV_BULLET_HIT_CLIENT_LARGE,
    	EV_BULLET_HIT_CLIENT_EXPLODE,
    	EV_BULLET_HIT_CLIENT_SHIELD,
    	EV_BULLET_DESTROY_CLIENT_SHIELD,
    	EV_EXPLOSIVE_IMPACT_ON_SHIELD,
    	EV_EXPLOSIVE_SPLASH_ON_SHIELD,
    	EV_GRENADE_BOUNCE,
    	EV_GRENADE_STICK,
    	EV_GRENADE_REST,
    	EV_GRENADE_ROLL,
    	EV_GRENADE_EXPLODE,
    	EV_GRENADE_PICKUP,
    	EV_GRENADE_LETGO,
    	EV_ROCKET_EXPLODE,
    	EV_ROCKET_EXPLODE_NOMARKS,
    	EV_FLASHBANG_EXPLODE,
    	EV_CUSTOM_EXPLODE,
    	EV_CUSTOM_EXPLODE_NOMARKS,
    	EV_CHANGE_TO_DUD,
    	EV_DUD_EXPLODE,
    	EV_DUD_IMPACT,
    	EV_TROPHY_EXPLODE,
    	EV_BULLET,
    	EV_PLAY_FX,
    	EV_PLAY_FX_ON_TAG,
    	EV_STOP_FX_ON_TAG,
    	EV_PLAY_FX_ON_TAG_FOR_CLIENTS,
    	EV_PHYS_EXPLOSION_SPHERE,
    	EV_PHYS_EXPLOSION_CYLINDER,
    	EV_PHYS_EXPLOSION_JOLT,
    	EV_RADIUSDAMAGE,
    	EV_PHYS_JITTER,
    	EV_EARTHQUAKE,
    	EV_GRENADE_SUICIDE,
    	EV_DETONATE,
    	EV_NIGHTVISION_WEAR,
    	EV_NIGHTVISION_REMOVE,
    	EV_MISSILE_REMOTE_BOOST,
    	EV_VARIABLE_ZOOM_CHANGE,
    	EV_OBITUARY,
    	EV_NO_PRIMARY_GRENADE_HINT,
    	EV_NO_SECONDARY_GRENADE_HINT,
    	EV_TARGET_TOO_CLOSE_HINT,
    	EV_TARGET_NOT_ENOUGH_CLEARANCE_HINT,
    	EV_LOCKON_REQUIRED_HINT,
    	EV_VEHICLE_COLLISION,
    	EV_VEHICLE_SUSPENSION_SOFT,
    	EV_VEHICLE_SUSPENSION_HARD,
    	EV_FOOTSTEP_SPRINT,
    	EV_FOOTSTEP_RUN,
    	EV_FOOTSTEP_WALK,
    	EV_FOOTSTEP_PRONE,
    	EV_JUMP,
    	EV_LANDING_DEFAULT,
    	EV_LANDING_BARK,
    	EV_LANDING_BRICK,
    	EV_LANDING_CARPET,
    	EV_LANDING_CLOTH,
    	EV_LANDING_CONCRETE,
    	EV_LANDING_DIRT,
    	EV_LANDING_FLESH,
    	EV_LANDING_FOLIAGE,
    	EV_LANDING_GLASS,
    	EV_LANDING_GRASS,
    	EV_LANDING_GRAVEL,
    	EV_LANDING_ICE,
    	EV_LANDING_METAL,
    	EV_LANDING_MUD,
    	EV_LANDING_PAPER,
    	EV_LANDING_PLASTER,
    	EV_LANDING_ROCK,
    	EV_LANDING_SAND,
    	EV_LANDING_SNOW,
    	EV_LANDING_WATER,
    	EV_LANDING_WOOD,
    	EV_LANDING_ASPHALT,
    	EV_LANDING_CERAMIC,
    	EV_LANDING_PLASTIC,
    	EV_LANDING_RUBBER,
    	EV_LANDING_CUSHION,
    	EV_LANDING_FRUIT,
    	EV_LANDING_PAINTEDMETAL,
    	EV_LANDING_RIOTSHIELD,
    	EV_LANDING_SLUSH,
    	EV_LANDING_PAIN_DEFAULT,
    	EV_LANDING_PAIN_BARK,
    	EV_LANDING_PAIN_BRICK,
    	EV_LANDING_PAIN_CARPET,
    	EV_LANDING_PAIN_CLOTH,
    	EV_LANDING_PAIN_CONCRETE,
    	EV_LANDING_PAIN_DIRT,
    	EV_LANDING_PAIN_FLESH,
    	EV_LANDING_PAIN_FOLIAGE,
    	EV_LANDING_PAIN_GLASS,
    	EV_LANDING_PAIN_GRASS,
    	EV_LANDING_PAIN_GRAVEL,
    	EV_LANDING_PAIN_ICE,
    	EV_LANDING_PAIN_METAL,
    	EV_LANDING_PAIN_MUD,
    	EV_LANDING_PAIN_PAPER,
    	EV_LANDING_PAIN_PLASTER,
    	EV_LANDING_PAIN_ROCK,
    	EV_LANDING_PAIN_SAND,
    	EV_LANDING_PAIN_SNOW,
    	EV_LANDING_PAIN_WATER,
    	EV_LANDING_PAIN_WOOD,
    	EV_LANDING_PAIN_ASPHALT,
    	EV_LANDING_PAIN_CERAMIC,
    	EV_LANDING_PAIN_PLASTIC,
    	EV_LANDING_PAIN_RUBBER,
    	EV_LANDING_PAIN_CUSHION,
    	EV_LANDING_PAIN_FRUIT,
    	EV_LANDING_PAIN_PAINTEDMETAL,
    	EV_LANDING_PAIN_RIOTSHIELD,
    	EV_LANDING_PAIN_SLUSH,
    	EV_MANTLE,
    };
    To check if an entity is alive, check the EntFlag member (int, 0x1D0) of the Entity struct.

    Credits:
    poink
    @cardoow
    sycore
    TomM
    silverfish
    CypherPresents
    mauka
    Strife
    raiders

    Please do not post if you don't know what to do with these or if you don't know what structs, offsets and enums are, otherwise your post will be deleted!
    Last edited by master131; 12-13-2011 at 11:32 PM.
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  2. The Following 4 Users Say Thank You to master131 For This Useful Post:

    giniyat101 (11-10-2011),ShadeSeven (11-26-2011),Skyline. (11-10-2011),weed-star (12-08-2011)

  3. #2
    cod1's Avatar
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    Hmm... intresting.

    Don't look!!!

    You looked

  4. #3
    GBot!'s Avatar
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    Most of you dont even know what it means...

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    Nachos (11-08-2011)

  6. #4
    BGS. flameboy's Avatar
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    wtf are offsets
    Feel free to pm me: Click Here
    Or add me on MSN: tim-sterrenburg@hotmail.com
    Skype: strongvim


     

     
    succesfull:
    *]Nuage, smooth trade, helped me because was my first buy 1+ Vouch!



  7. #5
    Insane's Avatar
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    Quote Originally Posted by BGS. flameboy View Post
    wtf are offsets
    Coding jargon, but really, why even post?
    I'll give you the short version: dey halp us hax0r game
    Insane
    Ex Middleman
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    PM|VM]
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    Quote Originally Posted by Boombox View Post
    Shut the fuck up insane you pussy bitch.
    Quote Originally Posted by arunforce View Post
    Shut the fuck up kid, everything that comes out of your mouth sounds retarded as fuck.

  8. #6
    House's Avatar
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    Quote Originally Posted by Mrs. Lonely View Post
    Most of you dont even know what it means...
    thanks God we have you to explain us

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  10. #7
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    its Addies you dumby's ?

  11. #8
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    Thanks mate.

  12. #9
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    Quote Originally Posted by c0z3n View Post
    Thanks mate.
    Make something useful with them?
    Insane
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    Quote Originally Posted by Boombox View Post
    Shut the fuck up insane you pussy bitch.
    Quote Originally Posted by arunforce View Post
    Shut the fuck up kid, everything that comes out of your mouth sounds retarded as fuck.

  13. #10
    aIW|Convery's Avatar
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    Nice, now pass me a copy of MW3 and I'll port my aimbot to it :3

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  15. #11
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    Yes, they are a Addies for MW3, you can code a hack with it, you just have to know how to code it.

  16. #12
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    My term for an offset:

    It's an 'point' like.. Offset: 34092309x783 = Head
    So if you code a hack for hs only it should look like this:

    if '34092309x783' visible aim & click ( with very mroe advanced coding)

  17. The Following User Says Thank You to kevinr1 For This Useful Post:

    Lordxv (11-29-2011)

  18. #13
    giniyat101's Avatar
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    nice.. the same day MW3 released, what a speed hacker ...


     




  19. #14
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    thx !!!!1!1 gonna make very good master hake now

  20. #15
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    Thanks master131 ur the best xD
    Code:
     _____                         _     __  __ ____   ____ _   _     _                         _____ 
    | ____|_   _____ _ __ ___  ___| |_  |  \/  |  _ \ / ___| | | |  _| |___  ___ __ _ _____   _|____ |
    |  _| \ \ / / _ \ '__/ _ \/ __| __| | |\/| | |_) | |  _| |_| | |__ |__ \/ _ \__` / _ \ \ / / |_  |
    | |___ \ V /  __/ | |  __/\__ \ |_  | |  | |  __/| |_| |  _  |  _| / __/\__  | | \__  \ V / ___| |
    |_____| \_/ \___|_|  \___||___/\__| |_|  |_|_|    \____|_| |_| |__/\___||___/  |_|___/ \_/ |_____|
     _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____ _____
    |_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|_____|
    My internet connection xD

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