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  1. #1
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    VB.Net | C# | C++ {Post your Codes/Snippets}

    Post your cods/snippets used for Modern Warfare 3



    How to keep this clean:
    First mark your thread with the language used. (Also name the title like: VB.Net - Write to Memory)
    Put the code in the: [code ] *Put code here* [/code ] (Without the space)

    Other post will be DELETED

     
    Contributor 01.27.2012 - Current
    Donator 07-17-2012 - Current
    Editor/Manager 12-16-12 - N/A
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    Former Staff 09-20-2012 - 01-10-2013 / 07-17-2013 - Current
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  3. #2
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    C++, Getting the entry point.

    I suppose I can contribute with some basic memory editing..

    Some people wondered why programs like cheat engine gives you an address like 'iw5mp.exe + 0x22311' instead of the direct address and also how one would add the 'iw5mp.exe' part in code..


    Function for the example:
    Code:
    BYTE* GetEntryPoint(DWORD MW3_PID)
    {
    	MODULEENTRY32 iw5mp;
    	BYTE* ModuleBase = NULL;
    	HANDLE hSnapShot = NULL;
    
    	if(MW3_PID == 0) return 0; 
    
    	iw5mp.dwSize = sizeof(iw5mp);
    	hSnapShot = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, MW3_PID);
    
    	ModuleBase = iw5mp.modBaseAddr;
    	CloseHandle(hSnapShot);
    	return ModuleBase;
    }
    MW3 example:
    Code:
    #include <Windows.h>
    #include <tlhelp32.h> 
    #include <process.h>
    
    DWORD MW3_PID;
    HWND MW3_HWND;
    HANDLE MW3_HANDLE;
    
    BYTE* GetEntryPoint(DWORD MW3_PID);
    void Do_stuff(void*);
    
    int main()
    {
    	while(!(MW3_HWND = FindWindow(NULL,"Call of Duty®: Modern Warfare® 3 Multiplayer")))
    		Sleep(10);
    
    	while(!(GetWindowThreadProcessId(MW3_HWND,&MW3_PID)))
    		Sleep(10);
    
    	while(!(MW3_HANDLE = OpenProcess(PROCESS_ALL_ACCESS,false,MW3_PID)))
    		Sleep(10);
    
    	_beginthread(Do_stuff, 0, 0);
    
    	while(MW3_HWND = FindWindow(NULL,"Call of Duty®: Modern Warfare® 3 Multiplayer"))
    	{
    		Sleep(200);
    	}
        return 0;
    }
    
    void Do_stuff(void*)
    {
    	// Let's use DWORDs for the sake of clarity..
    	DWORD Base = (DWORD)GetEntryPoint(MW3_PID);
    	DWORD Address = Base + 0x22311; // iw5mp.exe + 0x22311
    
    	BYTE temp = 0;
    	while(1)
    	{
    		// Wait for input..
    		// Then do whatever you want to the address..
    		
    		WriteProcessMemory(MW3_HANDLE, (PVOID)Address, &temp, 1, NULL);
    		SetForegroundWindow(MW3_HWND);
    	}
    }
    Note From @master131
    Just a note @aIW|Convery , using 'Call of Duty®: Modern Warfare® 3 Multiplayer' can cause some problems with people who have the ® symbol appear as a question mark. The foolproof method would be to use the window's class name which is 'IW5'.

    eg. FindWindow("IW5", NULL);
    Last edited by Jorndel; 03-03-2012 at 02:37 AM. Reason: Fixed?
    Remember, you can't spell "Guilty conscience" without "Science" and you can't spell "Slaughter" without "Laughter".

    Redacted.se PR manager

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    Anonymous.. (03-15-2012), Eidolon (03-06-2012)

  5. #3
    Some l33t h4x0r.
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    Here is a little compilation of code snippets from @cardoow , you can find some updated addies at the bottom of this post.

    World2Radar: (offsets for 1.4.382, just a note that 0x8FF100 refers to CG_T, CRadarHud struct can be found under 'Engine Radar Overlay').
    Quote Originally Posted by cardoow
    For my external radar i totally reversed the fullmap radar, so im sharing it because
    it might be usefull for some of you.

    Code:
    CRadarVecs * GetRadarInfo(CRadarHud * radarhud, CRadarSize radarSize)
    {	
    	float v15, v19;
    	CRadarVecs * radarvecs;
    
    	float v14 = radarhud->w / radarhud->h;
    	float v25 = *(float *)(0x8FF100 + (DWORD)487708) / *(float *)(0x8FF100 + (DWORD)487712);
    	float v22 = radarSize.VecA + radarhud->x;
    	float v23 = radarSize.Vecb + radarhud->y;
    
    	float v13 = v25;
    	float v12 = v14;
    
    	if ( v14 >= v25 )
            {    
    		float v27 = (v13 / v12) * radarhud->w;
    		float v17 = (radarhud->w * 0.5) + v22;
    
    		radarvecs->w = v17 - (0.5 * v27);
    		radarvecs->h = v23;
    		radarvecs->x = v27;
    		v15 = radarhud->h;		
            }
            else
            {
    		float v16 = (radarhud->h * 0.5) + v23;
    		float v26 = (v12 / v13) * radarhud->h;
    
    		radarvecs->w = v22;		
    		radarvecs->h = v16 - (0.5 * v26);
    		radarvecs->x = radarhud->w;
    		v15 = v26;
            }
    
    	radarvecs->y = v15;
    	float v28 = *(float *)(*(DWORD*)(0x8F16D0) + 0xC);
    	float v18 = radarvecs->x * 0.25;
    
            if ( v28 <= v18 )
            {
    		v19 = v28;
            }
            else
            {
    		v19 = v18;
            }
    
            float v20 = 0.25 * radarvecs->y;
            if ( v20 < v19 )
            {		
    		v19 = v20;
            }
    
    	radarvecs->w = radarvecs->w + v19;
    	radarvecs->h = radarvecs->h + v19;
    
    	float v21 = v19 + v19;
    
    	radarvecs->x = radarvecs->x - v21;
    	radarvecs->y = radarvecs->y - v21;
    
    	return radarvecs;
    }
    Code:
    float * GetRadarPos(CRadarVecs * radarvecs, Vec3 vTarget)
    {
    	Vec3 vOrigin;
    	float pos[2];
    
            vOrigin[0] = vTarget[0] - *(float *)(0x8FF100 + (DWORD)487700);
            vOrigin[1] = vTarget[1] - *(float *)(0x8FF100 + (DWORD)487704);
        
            float v18 = (*(float *)(0x8FF100 + (DWORD)487692) * vOrigin[0]) - (*(float *)(0x8FF100 + (DWORD)487688) * vOrigin[1]);
            float v19 = (vOrigin[1] * -*(float *)(0x8FF100 + (DWORD)487692)) - (vOrigin[0] * *(float *)(0x8FF100 + (DWORD)487688));
        
    	float v20 = (v18 / *(float *)(0x8FF100 + (DWORD)487708)) - 0.5;
            float v21 = (v19 / *(float *)(0x8FF100 + (DWORD)487712)) - 0.5;
      
    	pos[0] = radarvecs->x * v20;	
    	pos[1] = radarvecs->y * v21;	
    
    	return pos;
    }
    Code:
    void ShowRadarPos(CRadarHud * radarhud, CRadarSize radarSize, Vec3 vTarget, int Shader)
    {
    	float * fPos;
    	CRadarVecs * radarvecs = GetRadarInfo(radarhud, radarSize);
    
    	fPos = GetRadarPos(radarvecs, vTarget);	
        
    	float v20 = radarhud->x + (radarhud->w * 0.5f) + fPos[0];
    	float v10 = radarhud->y + (radarhud->h * 0.5f) + fPos[1];
    
    	DrawPic(v20, v10, 20, 20, cWhite, Shader);
    }
    example code on how to use it
    Code:
    DrawStretchPic(radarhud.x, radarhud.y, radarhud.w, radarhud.h, 0.0f, 0.0f, 1.0f, 1.0f, cWhite, *(DWORD*)0x976210);
    	
    for(int i=0; i<1024; i++)
    {
    	CEntity * pEnt = GetEntityByIndex(i);
    	if(!(pEnt->isAlive & 1))
    		continue;
    
    	if(pEnt->eType == ET_MISSILE)
    	{
    		char * szShader = GetWeaponShader(pEnt->WeaponNum);
    		if(szShader)
    			ShowRadarPos(&radarhud, radarsize, pEnt->vOrigin, RegisterShader(szShader, 7));
    	}
    }
    ************************************************** **********

    Engine Radar Overlay: (offsets for 1.4.368 I think)
    Quote Originally Posted by cardoow
    Cypher Presents showed a method on how to draw your own radar

    Code:
    class CRadarHud
    {
    public:
        float x; //0x0000
        float y; //0x0004
        float w; //0x0008
        float h; //0x000C
        char _0x0010[12];
    };
    
    CRadarHud radarhud;
    
    radarhud.x = x;
    radarhud.y = y;
    radarhud.w = w;
    radarhud.h = h;
    
    DrawEngineRadar( 0 , 0 , 0 , &radarhud, &whiteshader, color);
    Well what he did was recreating the overlay by using drawrotatedpic
    and i thought by myself this could be done easier. So here it is.

    Code:
    typedef void (__cdecl* DrawEngineRadar_ )( int a1, int a2, int a3, CRadarHud* radar, int shader, Vec4 color );
    DrawEngineRadar_ DrawEngineRadar = ( DrawEngineRadar_ )0x4DE9C0;
    
    typedef void (__cdecl* OverlayPackage_ )( int a1, int a2, int a3, CRadarHud* radar, int shader, Vec4 color );
    OverlayPackage_ OverlayPackage = ( OverlayPackage_ )0x4450A0;
    
    typedef void (*OverlayEnemy_)(int a1, int a2, int a3, CRadarHud* hud, Vec4 col);
    OverlayEnemy_ OverlayEnemy = (OverlayEnemy_)0x47F690;
    
    typedef void (*OverlayFriendly_)(int a1, int a2, int a3, CRadarHud* hud, Vec4 col);
    OverlayFriendly_ OverlayFriendly = (OverlayFriendly_)0x508B40;
    
    typedef void (*OverlayTurret_)(int a1, int a2, int a3, CRadarHud* hud, Vec4 col);
    OverlayTurret_ OverlayTurret = (OverlayTurret_)0x4A5270;
    
    typedef void (*OverlayHeli_)(int a1, int a2, int a3, CRadarHud* hud, Vec4 col);
    OverlayHeli_ OverlayHeli = (OverlayHeli_)0x459130;
    
    typedef void (*OverlayLocal_)(int a1, int a2, int a3, CRadarHud* hud, Vec4 col);
    OverlayLocal_ OverlayLocal = (OverlayLocal_)0x417570;
    
    typedef void (*OverlayPlane_)(int a1, int a2, int a3, CRadarHud* hud, Vec4 col);
    OverlayPlane_ OverlayPlane = (OverlayPlane_)0x4906C0;
    Code:
    DrawEngineRadar(0, 0, 0, &radarhud, Register.White, cWhite);
    OverlayPackage(0, 0, 0, &radarhud, Register.White, cWhite);	
    	
    OverlayEnemy(0, 0, 0, &radarhud, cWhite);
    OverlayFriendly(0, 0, 0, &radarhud, cWhite);	
    OverlayLocal(0, 0, 0, &radarhud, cWhite);
    
    OverlayHeli(0, 0, 0, &radarhud, cWhite);
    OverlayPlane(0, 0, 0, &radarhud, cWhite);
    OverlayTurret(0, 0, 0, &radarhud, cWhite);


    Credits:
    CypherPresents
    King Orgy aka heimwerker
    Smoochy
    ************************************************** **********

    Thermal Overlay: (this is for 1.4.368 I think)
    Quote Originally Posted by cardoow
    make sure a1 is true then you will have thermal overlay at all time.
    Code:
    int __cdecl sub_426F80(char a1, int a2)
    {
      int result; // eax@1
    
      byte_5F8FFC0 = a1;
      result = a2;
      if ( a2 )
        dword_5F8FFC4 = a2;
      else
        dword_5F8FFC4 = dword_5F8F6E0;//glow
      return result;
    }


    ************************************************** **********

    Advanced UAV: (this is for 1.4.368 I think)
    Quote Originally Posted by cardoow
    Well since the radar is drawn locally you can manipulate it like a boss, saw people draw their own radar + use rotatedpic, but i personally like to use the engine to achieve my wishes. So since its almost christmas i have some Advanced UAV code for you guys.

    this function does it all
    Code:
    void __cdecl sub_47F690(int a1, int a2, int a3, int a4, int a5)
    it loops trough a struct of 18 big, as far as i know its not clientinfo or entity, feel free to reverse it
    Code:
    v7 = (char *)&unk_8F2938 + 3640 * a1;
        v52 = 18;
        do
        {
          .....
          v7 += 140; //see here the struct size = 0x8C = 140 dec
        }
        while ( v52-- != 1 );
    now we're heading to some more important stuff
    at the bottom of the function we see a call to drawrotatedpic
    Code:
    sub_40D420(v51, v55, v56, v48, v47, *(_BYTE *)(a4 + 16), *(_BYTE *)(a4 + 17), v44, (int)&v58, v31);
    and we see that v31 holds the shader.

    if we scroll up a bit we see this piece of code
    Code:
    if ( dword_8FF284 || v10 ) // 0x8FF080 is cg_t, means cg_t + 0x204 holds the advanced uav value
    {
        if ( !v45 || !dword_A041F8 || (v31 = dword_A041F8, sub_4F5920(dword_A041F8)) )
        v31 = dword_A04184; // here v31 will hold compassping_enemyfacingdirection
    }
    so we now know where to toggle the advanced uav, but now we only see the shaders when people shoot. We want those shaders at all time.
    Now if we take a look at the top of the function we will find this
    Code:
    if ( v7[56] & 1 )//guess here they check for isalive
          {
            v8 = *((_DWORD *)v7 + 16);
            v10 = (unsigned __int16)((_WORD)v8 >> 16);
            v9 = (*((_DWORD *)v7 + 16) >> 17) & 1;
            if ( v43 || v9 || (_WORD)v8 >> 16 || (unsigned __int16)(v8 & 0x8000) ) 
            {
              //we need to make sure this if is true
              //we can do hard stuff with shifts or bitwise ands, or just take the easy way and pick v43
              v12 = dword_96A1DC;
              v11 = 1;
              if ( *(_DWORD *)v7 > LODWORD(dword_96A1DC) )
                *(_DWORD *)v7 = 0;
              if ( *(_DWORD *)v7 < LODWORD(v12) - 500 )
                goto LABEL_71;
            }
            else
            {
              v11 = 0;
            }
    if we look something above that code we will find this
    Code:
    v43 = *(_BYTE *)(dword_1C2C39C + 12);
    hey! that looks like a cvar! + 0xC is the value, hmm lets make it have a value! (this is g_compassShowEnemies)

    Code:
    void AdvancedUAV()
    {	
    	cg_t->uav = 1;	//the 0x8FF284 we found before in cg_t
    	*(BYTE*)(*(DWORD*)(0x1C2C39C) + 0xC) = 1;	// the cvar		
    }
    call this every frame and you will have advanced uav at all time, have fun!


     
    Code:
    void __cdecl sub_47F690(int a1, int a2, int a3, int a4, int a5)
    {
      int *v5; // edi@1
      int v6; // eax@1
      char *v7; // edi@4
      int v8; // eax@6
      int v9; // ebx@6
      int v10; // ebp@6
      signed int v11; // esi@10
      float v12; // eax@11
      int v13; // ecx@14
      double v14; // st6@14
      char v15; // dl@16
      char v16; // al@19
      int v17; // ecx@20
      double v18; // st7@20
      int v19; // eax@31
      double v20; // st7@33
      int v21; // eax@35
      double v22; // st7@36
      double v23; // st7@40
      double v24; // st7@43
      float v25; // ST3C_4@44
      float v26; // ST3C_4@45
      double v27; // st7@46
      float v28; // ST3C_4@47
      float v29; // ST3C_4@48
      float v30; // ST24_4@49
      int v31; // esi@54
      int v32; // edx@70
      int v33; // eax@70
      int v35; // [sp+4h] [bp-94h]@27
      int *v36; // [sp+8h] [bp-90h]@27
      float *v37; // [sp+Ch] [bp-8Ch]@27
      float *v38; // [sp+10h] [bp-88h]@27
      float *v39; // [sp+14h] [bp-84h]@27
      int v40; // [sp+18h] [bp-80h]@27
      int v41; // [sp+1Ch] [bp-7Ch]@27
      float *v42; // [sp+20h] [bp-78h]@27
      char v43; // [sp+37h] [bp-61h]@4
      float v44; // [sp+38h] [bp-60h]@50
      int v45; // [sp+3Ch] [bp-5Ch]@1
      float v46; // [sp+40h] [bp-58h]@1
      float v47; // [sp+44h] [bp-54h]@31
      float v48; // [sp+48h] [bp-50h]@31
      float v49; // [sp+4Ch] [bp-4Ch]@14
      signed int v50; // [sp+50h] [bp-48h]@14
      int v51; // [sp+54h] [bp-44h]@4
      int v52; // [sp+58h] [bp-40h]@4
      float v53; // [sp+5Ch] [bp-3Ch]@4
      float v54; // [sp+60h] [bp-38h]@4
      float v55; // [sp+64h] [bp-34h]@27
      float v56; // [sp+68h] [bp-30h]@31
      float v57; // [sp+6Ch] [bp-2Ch]@1
      int v58; // [sp+74h] [bp-24h]@4
      float v59; // [sp+78h] [bp-20h]@4
      float v60; // [sp+7Ch] [bp-1Ch]@4
      float v61; // [sp+80h] [bp-18h]@4
      float v62; // [sp+84h] [bp-14h]@4
      float v63; // [sp+88h] [bp-10h]@4
      float v64; // [sp+8Ch] [bp-Ch]@4
      float v65; // [sp+90h] [bp-8h]@4
    
      v6 = sub_4B9000();
      v45 = (unsigned __int8)sub_534780(v6);
      v5 = &dword_9FC6C8[344 * dword_8FF1D0];
      sub_469FE0((int)&dword_8FF080, COERCE_FLOAT(&v57));
      v46 = sub_4134A0(a1, dword_9761A4, a2);
      if ( 0.0 != v46 && *v5 && v5[7] != 3 )
      {
        sub_4568C0((char)v5, a2, (int)&dword_8FF080, a3, a4, (int)&v62, (int)&v63, (int)&v64, (int)&v65);
        v53 = v64 * 0.5 + v62;
        v54 = 0.5 * v65 + v63;
        *(float *)&v58 = *(float *)a5;
        v59 = *(float *)(a5 + 4);
        v60 = *(float *)(a5 + 8);
        v61 = *(float *)(a5 + 12);
        v51 = (int)sub_519480();
        v43 = *(_BYTE *)(dword_1C2C39C + 12);
        v7 = (char *)&unk_8F2938 + 3640 * a1;
        v52 = 18;
        do
        {
          if ( v7[56] & 1 )
          {
            v8 = *((_DWORD *)v7 + 16);
            v10 = (unsigned __int16)((_WORD)v8 >> 16);
            v9 = (*((_DWORD *)v7 + 16) >> 17) & 1;
            if ( v43 || v9 || (_WORD)v8 >> 16 || (unsigned __int16)(v8 & 0x8000) )
            {
              v12 = dword_96A1DC;
              v11 = 1;
              if ( *(_DWORD *)v7 > LODWORD(dword_96A1DC) )
                *(_DWORD *)v7 = 0;
              if ( *(_DWORD *)v7 < LODWORD(v12) - 500 )
                goto LABEL_71;
            }
            else
            {
              v11 = 0;
            }
            v13 = *((_DWORD *)v7 + 11);
            LODWORD(v49) = *((_DWORD *)v7 + 11);
            *(float *)&v50 = (double)SLODWORD(dword_96A1DC);
            v14 = *(float *)&v50;
            v15 = *(float *)(dword_8F15D4 + 12) * 1000.0 + (double)SLODWORD(v49) > *(float *)&v50 && v13;
            if ( v11 )
            {
              v16 = 1;
            }
            else
            {
              v17 = *((_DWORD *)v7 + 12);
              v18 = 1000.0 * *(float *)(dword_8F1598 + 12);
              v50 = *((_DWORD *)v7 + 12);
              v16 = v14 < v18 + (double)v50 && v17;
            }
            if ( v15 || v16 )
            {
              if ( v11 )
              {
                v42 = &v55;
                v41 = 0;
                v40 = (int)(v7 + 4);
                v39 = &flt_96A218;
                v38 = &v57;
                v37 = &v62;
                v36 = &dword_8FF080;
                v35 = a2;
              }
              else
              {
                v42 = &v55;
                v41 = 0;
                v40 = (int)(v7 + 16);
                v39 = &flt_96A218;
                v38 = &v57;
                v37 = &v62;
                v36 = &dword_8FF080;
                v35 = a2;
              }
              if ( !(unsigned __int8)sub_4F6860(v35, v36, v37, v38, v39, v40, v41, v42) || *(_BYTE *)(dword_8F15E4 + 12) )
              {
                sub_4D4A40(a2, &v48, &v47);
                v19 = *((_DWORD *)v7 + 12);
                v55 = v53 - v48 * 0.5 + v55;
                v56 = v54 - 0.5 * v47 + v56;
                if ( v19 >= LODWORD(dword_96A1DC) || v11 )
                {
                  v20 = 1.0;
                }
                else
                {
                  v50 = LODWORD(dword_96A1DC) - v19;
                  v20 = 1.0 - (double)(LODWORD(dword_96A1DC) - v19) / (*(float *)(dword_8F1598 + 12) * 1000.0);
                }
                v21 = *((_DWORD *)v7 + 11);
                v49 = v20;
                if ( v21 < LODWORD(dword_96A1DC) )
                {
                  v50 = LODWORD(dword_96A1DC) - v21;
                  v22 = 1.0 - (double)(LODWORD(dword_96A1DC) - v21) / (*(float *)(dword_8F15D4 + 12) * 1000.0);
                }
                else
                {
                  v22 = 1.0;
                }
                *(float *)&v50 = v22;
                if ( dword_8FF284 || v10 )
                {
                  if ( a2 || !*(_BYTE *)(dword_8F15F4 + 12) )
                  {
                    v27 = flt_976184;
                    if ( v11 )
                    {
                      v28 = v27 - *((float *)v7 + 9);
                      v23 = v28;
                    }
                    else
                    {
                      v29 = v27 - *((float *)v7 + 7);
                      v23 = v29;
                    }
                  }
                  else
                  {
                    v24 = flt_96ED30;
                    if ( v11 )
                    {
                      v25 = v24 - *((float *)v7 + 9);
                      v23 = v25;
                    }
                    else
                    {
                      v26 = v24 - *((float *)v7 + 7);
                      v23 = v26;
                    }
                  }
                  v30 = v23;
                  sub_525CA0(v30);
                }
                else
                {
                  v23 = 0.0;
                }
                v44 = v23;
                if ( v9 )
                {
                  v44 = 0.0;
                  if ( v45 && dword_A0423C && !sub_4F5920(dword_A0423C) )
                    v31 = dword_A0423C;
                  else
                    v31 = dword_A041C8;
                }
                else
                {
                  if ( dword_8FF284 || v10 )
                  {
                    if ( !v45 || !dword_A041F8 || (v31 = dword_A041F8, sub_4F5920(dword_A041F8)) )
                      v31 = dword_A04184;
                  }
                  else
                  {
                    v44 = 0.0;
                    if ( v45 && dword_A041F4 && !sub_4F5920(dword_A041F4) )
                      v31 = dword_A041F4;
                    else
                      v31 = dword_A04180;
                  }
                }
                if ( v49 >= 0.0 )
                {
                  v61 = v49 * v46;
                  sub_40D420(v51, v55, v56, v48, v47, *(_BYTE *)(a4 + 16), *(_BYTE *)(a4 + 17), v44, (int)&v58, v31);
                }
                if ( *(float *)&v50 >= 0.0 )
                {
                  v32 = *(_BYTE *)(a4 + 17);
                  v33 = *(_BYTE *)(a4 + 16);
                  v61 = *(float *)&v50 * v46;
                  sub_40D420(v51, v55, v56, v48, v47, v33, v32, v44, (int)&v58, v31);
                }
              }
            }
          }
    LABEL_71:
          v7 += 140;
        }
        while ( v52-- != 1 );
      }
    }

     
    Code:
    0047F690   $ 83EC 64        SUB ESP,64
    0047F693   . 53             PUSH EBX
    0047F694   . 56             PUSH ESI
    0047F695   . 8B7424 70      MOV ESI,DWORD PTR SS:[ESP+70]
    0047F699   . 57             PUSH EDI
    0047F69A   . 56             PUSH ESI
    0047F69B   . E8 60990300    CALL iw5mp.004B9000
    0047F6A0   . 50             PUSH EAX
    0047F6A1   . E8 DA500B00    CALL iw5mp.00534780
    0047F6A6   . 8B3D D0F18F00  MOV EDI,DWORD PTR DS:[8FF1D0]
    0047F6AC   . 69FF 60050000  IMUL EDI,EDI,560
    0047F6B2   . 8D4C24 4C      LEA ECX,DWORD PTR SS:[ESP+4C]
    0047F6B6   . 0FB6C0         MOVZX EAX,AL
    0047F6B9   . 51             PUSH ECX
    0047F6BA   . 68 80F08F00    PUSH iw5mp.008FF080
    0047F6BF   . 894424 24      MOV DWORD PTR SS:[ESP+24],EAX
    0047F6C3   . 81C7 C8C69F00  ADD EDI,iw5mp.009FC6C8
    0047F6C9   . E8 12A9FEFF    CALL iw5mp.00469FE0
    0047F6CE   . 8B9C24 8800000>MOV EBX,DWORD PTR SS:[ESP+88]
    0047F6D5   . 8B15 A4619700  MOV EDX,DWORD PTR DS:[9761A4]
    0047F6DB   . 53             PUSH EBX
    0047F6DC   . 52             PUSH EDX
    0047F6DD   . 56             PUSH ESI
    0047F6DE   . E8 BD3DF9FF    CALL iw5mp.004134A0
    0047F6E3   . D95C24 34      FSTP DWORD PTR SS:[ESP+34]
    0047F6E7   . 83C4 1C        ADD ESP,1C
    0047F6EA   . D9EE           FLDZ
    0047F6EC   . D85C24 18      FCOMP DWORD PTR SS:[ESP+18]
    0047F6F0   . DFE0           FSTSW AX
    0047F6F2   . F6C4 44        TEST AH,44
    0047F6F5   . 0F8B C8040000  JPO iw5mp.0047FBC3
    0047F6FB   . 833F 00        CMP DWORD PTR DS:[EDI],0
    0047F6FE   . 0F84 BF040000  JE iw5mp.0047FBC3
    0047F704   . 837F 1C 03     CMP DWORD PTR DS:[EDI+1C],3
    0047F708   . 0F84 B5040000  JE iw5mp.0047FBC3
    0047F70E   . 55             PUSH EBP
    0047F70F   . 8D4424 6C      LEA EAX,DWORD PTR SS:[ESP+6C]
    0047F713   . 50             PUSH EAX
    0047F714   . 8D4C24 6C      LEA ECX,DWORD PTR SS:[ESP+6C]
    0047F718   . 51             PUSH ECX
    0047F719   . 8B8C24 8C00000>MOV ECX,DWORD PTR SS:[ESP+8C]
    0047F720   . 8D5424 6C      LEA EDX,DWORD PTR SS:[ESP+6C]
    0047F724   . 52             PUSH EDX
    0047F725   . 8B9424 8C00000>MOV EDX,DWORD PTR SS:[ESP+8C]
    0047F72C   . 8D4424 6C      LEA EAX,DWORD PTR SS:[ESP+6C]
    0047F730   . 50             PUSH EAX
    0047F731   . 51             PUSH ECX
    0047F732   . 52             PUSH EDX
    0047F733   . 68 80F08F00    PUSH iw5mp.008FF080
    0047F738   . 53             PUSH EBX
    0047F739   . E8 8271FDFF    CALL iw5mp.004568C0
    0047F73E   . D98424 8800000>FLD DWORD PTR SS:[ESP+88]
    0047F745   . DD05 E8B78000  FLD QWORD PTR DS:[80B7E8]
    0047F74B   . 8B8424 A800000>MOV EAX,DWORD PTR SS:[ESP+A8]
    0047F752   . DCC9           FMUL ST(1),ST
    0047F754   . 56             PUSH ESI
    0047F755   . D98424 8400000>FLD DWORD PTR SS:[ESP+84]
    0047F75C   . DEC2           FADDP ST(2),ST
    0047F75E   . D9C9           FXCH ST(1)
    0047F760   . D95C24 5C      FSTP DWORD PTR SS:[ESP+5C]
    0047F764   . D88C24 9000000>FMUL DWORD PTR SS:[ESP+90]
    0047F76B   . D88424 8800000>FADD DWORD PTR SS:[ESP+88]
    0047F772   . D95C24 60      FSTP DWORD PTR SS:[ESP+60]
    0047F776   . D900           FLD DWORD PTR DS:[EAX]
    0047F778   . D95C24 74      FSTP DWORD PTR SS:[ESP+74]
    0047F77C   . D940 04        FLD DWORD PTR DS:[EAX+4]
    0047F77F   . D95C24 78      FSTP DWORD PTR SS:[ESP+78]
    0047F783   . D940 08        FLD DWORD PTR DS:[EAX+8]
    0047F786   . D95C24 7C      FSTP DWORD PTR SS:[ESP+7C]
    0047F78A   . D940 0C        FLD DWORD PTR DS:[EAX+C]
    0047F78D   . D99C24 8000000>FSTP DWORD PTR SS:[ESP+80]
    0047F794   . E8 E79C0900    CALL iw5mp.00519480
    0047F799   . 69F6 380E0000  IMUL ESI,ESI,0E38
    0047F79F   . 894424 54      MOV DWORD PTR SS:[ESP+54],EAX
    0047F7A3   . A1 9CC3C201    MOV EAX,DWORD PTR DS:[1C2C39C]
    0047F7A8   . 8A48 0C        MOV CL,BYTE PTR DS:[EAX+C]
    0047F7AB   . 83C4 24        ADD ESP,24
    0047F7AE   . 81C6 38298F00  ADD ESI,iw5mp.008F2938
    0047F7B4   . 884C24 13      MOV BYTE PTR SS:[ESP+13],CL
    0047F7B8   . 8BFE           MOV EDI,ESI
    0047F7BA   . C74424 34 1200>MOV DWORD PTR SS:[ESP+34],12
    0047F7C2   . EB 0C          JMP SHORT iw5mp.0047F7D0
    0047F7C4   . 8DA424 0000000>LEA ESP,DWORD PTR SS:[ESP]
    0047F7CB   . EB 03          JMP SHORT iw5mp.0047F7D0
    0047F7CD     8D49 00        LEA ECX,DWORD PTR DS:[ECX]
    0047F7D0   > F647 38 01     TEST BYTE PTR DS:[EDI+38],1
    0047F7D4   . DD05 201B7F00  FLD QWORD PTR DS:[7F1B20]
    0047F7DA   . 0F84 CF030000  JE iw5mp.0047FBAF
    0047F7E0   . 8B47 40        MOV EAX,DWORD PTR DS:[EDI+40]
    0047F7E3   . 8BE8           MOV EBP,EAX
    0047F7E5   . 8BD8           MOV EBX,EAX
    0047F7E7   . C1ED 10        SHR EBP,10
    0047F7EA   . C1EB 11        SHR EBX,11
    0047F7ED   . 83E5 01        AND EBP,1
    0047F7F0   . 83E3 01        AND EBX,1
    0047F7F3   . 807C24 13 00   CMP BYTE PTR SS:[ESP+13],0
    0047F7F8   . 75 13          JNZ SHORT iw5mp.0047F80D
    0047F7FA   . 85DB           TEST EBX,EBX
    0047F7FC   . 75 0F          JNZ SHORT iw5mp.0047F80D
    0047F7FE   . 85ED           TEST EBP,EBP
    0047F800   . 75 0B          JNZ SHORT iw5mp.0047F80D
    0047F802   . A9 00800000    TEST EAX,8000
    0047F807   . 75 04          JNZ SHORT iw5mp.0047F80D
    0047F809   . 33F6           XOR ESI,ESI
    0047F80B   . EB 21          JMP SHORT iw5mp.0047F82E
    0047F80D   > A1 DCA19600    MOV EAX,DWORD PTR DS:[96A1DC]
    0047F812   . 3907           CMP DWORD PTR DS:[EDI],EAX
    0047F814   . BE 01000000    MOV ESI,1
    0047F819   . 7E 06          JLE SHORT iw5mp.0047F821
    0047F81B   . C707 00000000  MOV DWORD PTR DS:[EDI],0
    0047F821   > 05 0CFEFFFF    ADD EAX,-1F4
    0047F826   . 3907           CMP DWORD PTR DS:[EDI],EAX
    0047F828   . 0F8C 81030000  JL iw5mp.0047FBAF
    0047F82E   > DB05 DCA19600  FILD DWORD PTR DS:[96A1DC]
    0047F834   . 8B15 D4158F00  MOV EDX,DWORD PTR DS:[8F15D4]
    0047F83A   . 8B4F 2C        MOV ECX,DWORD PTR DS:[EDI+2C]
    0047F83D   . 894C24 28      MOV DWORD PTR SS:[ESP+28],ECX
    0047F841   . D95C24 2C      FSTP DWORD PTR SS:[ESP+2C]
    0047F845   . D94424 2C      FLD DWORD PTR SS:[ESP+2C]
    0047F849   . D942 0C        FLD DWORD PTR DS:[EDX+C]
    0047F84C   . D8CA           FMUL ST,ST(2)
    0047F84E   . DA4424 28      FIADD DWORD PTR SS:[ESP+28]
    0047F852   . D8D9           FCOMP ST(1)
    0047F854   . DFE0           FSTSW AX
    0047F856   . F6C4 41        TEST AH,41
    0047F859   . 75 08          JNZ SHORT iw5mp.0047F863
    0047F85B   . 85C9           TEST ECX,ECX
    0047F85D   . 74 04          JE SHORT iw5mp.0047F863
    0047F85F   . B2 01          MOV DL,1
    0047F861   . EB 02          JMP SHORT iw5mp.0047F865
    0047F863   > 32D2           XOR DL,DL
    0047F865   > 85F6           TEST ESI,ESI
    0047F867   . 74 08          JE SHORT iw5mp.0047F871
    0047F869   . DDD8           FSTP ST
    0047F86B   . B0 01          MOV AL,1
    0047F86D   . DDD8           FSTP ST
    0047F86F   . EB 2A          JMP SHORT iw5mp.0047F89B
    0047F871   > A1 98158F00    MOV EAX,DWORD PTR DS:[8F1598]
    0047F876   . 8B4F 30        MOV ECX,DWORD PTR DS:[EDI+30]
    0047F879   . D940 0C        FLD DWORD PTR DS:[EAX+C]
    0047F87C   . DECA           FMULP ST(2),ST
    0047F87E   . 894C24 2C      MOV DWORD PTR SS:[ESP+2C],ECX
    0047F882   . DB4424 2C      FILD DWORD PTR SS:[ESP+2C]
    0047F886   . DEC2           FADDP ST(2),ST
    0047F888   . DED9           FCOMPP
    0047F88A   . DFE0           FSTSW AX
    0047F88C   . F6C4 05        TEST AH,5
    0047F88F   . 7A 08          JPE SHORT iw5mp.0047F899
    0047F891   . 85C9           TEST ECX,ECX
    0047F893   . 74 04          JE SHORT iw5mp.0047F899
    0047F895   . B0 01          MOV AL,1
    0047F897   . EB 02          JMP SHORT iw5mp.0047F89B
    0047F899   > 32C0           XOR AL,AL
    0047F89B   > 84D2           TEST DL,DL
    0047F89D   . 75 08          JNZ SHORT iw5mp.0047F8A7
    0047F89F   . 84C0           TEST AL,AL
    0047F8A1   . 0F84 0A030000  JE iw5mp.0047FBB1
    0047F8A7   > 85F6           TEST ESI,ESI
    0047F8A9   . 74 29          JE SHORT iw5mp.0047F8D4
    0047F8AB   . 8D4C24 40      LEA ECX,DWORD PTR SS:[ESP+40]
    0047F8AF   . 51             PUSH ECX
    0047F8B0   . 6A 00          PUSH 0
    0047F8B2   . 8D57 04        LEA EDX,DWORD PTR DS:[EDI+4]
    0047F8B5   . 52             PUSH EDX
    0047F8B6   . 8B9424 8800000>MOV EDX,DWORD PTR SS:[ESP+88]
    0047F8BD   . 68 18A29600    PUSH iw5mp.0096A218
    0047F8C2   . 8D4424 58      LEA EAX,DWORD PTR SS:[ESP+58]
    0047F8C6   . 50             PUSH EAX
    0047F8C7   . 8D4C24 74      LEA ECX,DWORD PTR SS:[ESP+74]
    0047F8CB   . 51             PUSH ECX
    0047F8CC   . 68 80F08F00    PUSH iw5mp.008FF080
    0047F8D1   . 52             PUSH EDX
    0047F8D2   . EB 27          JMP SHORT iw5mp.0047F8FB
    0047F8D4   > 8D4424 40      LEA EAX,DWORD PTR SS:[ESP+40]
    0047F8D8   . 50             PUSH EAX
    0047F8D9   . 6A 00          PUSH 0
    0047F8DB   . 8D4F 10        LEA ECX,DWORD PTR DS:[EDI+10]
    0047F8DE   . 51             PUSH ECX
    0047F8DF   . 8B8C24 8800000>MOV ECX,DWORD PTR SS:[ESP+88]
    0047F8E6   . 68 18A29600    PUSH iw5mp.0096A218
    0047F8EB   . 8D5424 58      LEA EDX,DWORD PTR SS:[ESP+58]
    0047F8EF   . 52             PUSH EDX
    0047F8F0   . 8D4424 74      LEA EAX,DWORD PTR SS:[ESP+74]
    0047F8F4   . 50             PUSH EAX
    0047F8F5   . 68 80F08F00    PUSH iw5mp.008FF080
    0047F8FA   . 51             PUSH ECX
    0047F8FB   > E8 606F0700    CALL iw5mp.004F6860
    0047F900   . 83C4 20        ADD ESP,20
    0047F903   . 84C0           TEST AL,AL
    0047F905   . 74 10          JE SHORT iw5mp.0047F917
    0047F907   . 8B15 E4158F00  MOV EDX,DWORD PTR DS:[8F15E4]
    0047F90D   . 807A 0C 00     CMP BYTE PTR DS:[EDX+C],0
    0047F911   . 0F84 9A020000  JE iw5mp.0047FBB1
    0047F917   > 8B5424 7C      MOV EDX,DWORD PTR SS:[ESP+7C]
    0047F91B   . 8D4424 20      LEA EAX,DWORD PTR SS:[ESP+20]
    0047F91F   . 50             PUSH EAX
    0047F920   . 8D4C24 28      LEA ECX,DWORD PTR SS:[ESP+28]
    0047F924   . 51             PUSH ECX
    0047F925   . 52             PUSH EDX
    0047F926   . E8 15510500    CALL iw5mp.004D4A40
    0047F92B   . D94424 30      FLD DWORD PTR SS:[ESP+30]
    0047F92F   . DD05 E8B78000  FLD QWORD PTR DS:[80B7E8]
    0047F935   . 8B47 30        MOV EAX,DWORD PTR DS:[EDI+30]
    0047F938   . DCC9           FMUL ST(1),ST
    0047F93A   . 8B0D DCA19600  MOV ECX,DWORD PTR DS:[96A1DC]
    0047F940   . D9C9           FXCH ST(1)
    0047F942   . 83C4 0C        ADD ESP,0C
    0047F945   . 3BC1           CMP EAX,ECX
    0047F947   . D86C24 38      FSUBR DWORD PTR SS:[ESP+38]
    0047F94B   . D84424 40      FADD DWORD PTR SS:[ESP+40]
    0047F94F   . D95C24 40      FSTP DWORD PTR SS:[ESP+40]
    0047F953   . D94424 20      FLD DWORD PTR SS:[ESP+20]
    0047F957   . DEC9           FMULP ST(1),ST
    0047F959   . D86C24 3C      FSUBR DWORD PTR SS:[ESP+3C]
    0047F95D   . D84424 44      FADD DWORD PTR SS:[ESP+44]
    0047F961   . D95C24 44      FSTP DWORD PTR SS:[ESP+44]
    0047F965   . 7D 26          JGE SHORT iw5mp.0047F98D
    0047F967   . 85F6           TEST ESI,ESI
    0047F969   . 75 22          JNZ SHORT iw5mp.0047F98D
    0047F96B   . 8BD1           MOV EDX,ECX
    0047F96D   . 2BD0           SUB EDX,EAX
    0047F96F   . A1 98158F00    MOV EAX,DWORD PTR DS:[8F1598]
    0047F974   . 895424 2C      MOV DWORD PTR SS:[ESP+2C],EDX
    0047F978   . DB4424 2C      FILD DWORD PTR SS:[ESP+2C]
    0047F97C   . D940 0C        FLD DWORD PTR DS:[EAX+C]
    0047F97F   . DC0D 201B7F00  FMUL QWORD PTR DS:[7F1B20]
    0047F985   . DEF9           FDIVP ST(1),ST
    0047F987   . D9E8           FLD1
    0047F989   . DEE1           FSUBRP ST(1),ST
    0047F98B   . EB 02          JMP SHORT iw5mp.0047F98F
    0047F98D   > D9E8           FLD1
    0047F98F   > 8B47 2C        MOV EAX,DWORD PTR DS:[EDI+2C]
    0047F992   . D95C24 28      FSTP DWORD PTR SS:[ESP+28]
    0047F996   . 3BC1           CMP EAX,ECX
    0047F998   . 7C 04          JL SHORT iw5mp.0047F99E
    0047F99A   . D9E8           FLD1
    0047F99C   . EB 1F          JMP SHORT iw5mp.0047F9BD
    0047F99E   > 2BC8           SUB ECX,EAX
    0047F9A0   . 894C24 2C      MOV DWORD PTR SS:[ESP+2C],ECX
    0047F9A4   . DB4424 2C      FILD DWORD PTR SS:[ESP+2C]
    0047F9A8   . 8B0D D4158F00  MOV ECX,DWORD PTR DS:[8F15D4]
    0047F9AE   . D941 0C        FLD DWORD PTR DS:[ECX+C]
    0047F9B1   . DC0D 201B7F00  FMUL QWORD PTR DS:[7F1B20]
    0047F9B7   . DEF9           FDIVP ST(1),ST
    0047F9B9   . D9E8           FLD1
    0047F9BB   . DEE1           FSUBRP ST(1),ST
    0047F9BD   > 833D 84F28F00 >CMP DWORD PTR DS:[8FF284],0
    0047F9C4   . D95C24 2C      FSTP DWORD PTR SS:[ESP+2C]
    0047F9C8   . 75 08          JNZ SHORT iw5mp.0047F9D2
    0047F9CA   . 85ED           TEST EBP,EBP
    0047F9CC   . 75 04          JNZ SHORT iw5mp.0047F9D2
    0047F9CE   . D9EE           FLDZ
    0047F9D0   . EB 66          JMP SHORT iw5mp.0047FA38
    0047F9D2   > 837C24 7C 00   CMP DWORD PTR SS:[ESP+7C],0
    0047F9D7   . 75 31          JNZ SHORT iw5mp.0047FA0A
    0047F9D9   . 8B15 F4158F00  MOV EDX,DWORD PTR DS:[8F15F4]
    0047F9DF   . 807A 0C 00     CMP BYTE PTR DS:[EDX+C],0
    0047F9E3   . 74 25          JE SHORT iw5mp.0047FA0A
    0047F9E5   . D905 30ED9600  FLD DWORD PTR DS:[96ED30]
    0047F9EB   . 51             PUSH ECX
    0047F9EC   . 85F6           TEST ESI,ESI
    0047F9EE   . 74 0D          JE SHORT iw5mp.0047F9FD
    0047F9F0   . D867 24        FSUB DWORD PTR DS:[EDI+24]
    0047F9F3   . D95C24 18      FSTP DWORD PTR SS:[ESP+18]
    0047F9F7   . D94424 18      FLD DWORD PTR SS:[ESP+18]
    0047F9FB   . EB 30          JMP SHORT iw5mp.0047FA2D
    0047F9FD   > D867 1C        FSUB DWORD PTR DS:[EDI+1C]
    0047FA00   . D95C24 18      FSTP DWORD PTR SS:[ESP+18]
    0047FA04   . D94424 18      FLD DWORD PTR SS:[ESP+18]
    0047FA08   . EB 23          JMP SHORT iw5mp.0047FA2D
    0047FA0A   > D905 84619700  FLD DWORD PTR DS:[976184]
    0047FA10   . 51             PUSH ECX
    0047FA11   . 85F6           TEST ESI,ESI
    0047FA13   . 74 0D          JE SHORT iw5mp.0047FA22
    0047FA15   . D867 24        FSUB DWORD PTR DS:[EDI+24]
    0047FA18   . D95C24 18      FSTP DWORD PTR SS:[ESP+18]
    0047FA1C   . D94424 18      FLD DWORD PTR SS:[ESP+18]
    0047FA20   . EB 0B          JMP SHORT iw5mp.0047FA2D
    0047FA22   > D867 1C        FSUB DWORD PTR DS:[EDI+1C]
    0047FA25   . D95C24 18      FSTP DWORD PTR SS:[ESP+18]
    0047FA29   . D94424 18      FLD DWORD PTR SS:[ESP+18]
    0047FA2D   > D91C24         FSTP DWORD PTR SS:[ESP]
    0047FA30   . E8 6B620A00    CALL iw5mp.00525CA0
    0047FA35   . 83C4 04        ADD ESP,4
    0047FA38   > D95C24 14      FSTP DWORD PTR SS:[ESP+14]
    0047FA3C   . 85DB           TEST EBX,EBX
    0047FA3E   . 74 33          JE SHORT iw5mp.0047FA73
    0047FA40   . 837C24 18 00   CMP DWORD PTR SS:[ESP+18],0
    0047FA45   . D9EE           FLDZ
    0047FA47   . D95C24 14      FSTP DWORD PTR SS:[ESP+14]
    0047FA4B   . 74 1E          JE SHORT iw5mp.0047FA6B
    0047FA4D   . A1 3C42A000    MOV EAX,DWORD PTR DS:[A0423C]
    0047FA52   . 85C0           TEST EAX,EAX
    0047FA54   . 74 15          JE SHORT iw5mp.0047FA6B
    0047FA56   . 50             PUSH EAX
    0047FA57   . E8 C45E0700    CALL iw5mp.004F5920
    0047FA5C   . 83C4 04        ADD ESP,4
    0047FA5F   . 84C0           TEST AL,AL
    0047FA61   . 75 08          JNZ SHORT iw5mp.0047FA6B
    0047FA63   . 8B35 3C42A000  MOV ESI,DWORD PTR DS:[A0423C]
    0047FA69   . EB 70          JMP SHORT iw5mp.0047FADB
    0047FA6B   > 8B35 C841A000  MOV ESI,DWORD PTR DS:[A041C8]
    0047FA71   . EB 68          JMP SHORT iw5mp.0047FADB
    0047FA73   > 833D 84F28F00 >CMP DWORD PTR DS:[8FF284],0
    0047FA7A   . 75 36          JNZ SHORT iw5mp.0047FAB2
    0047FA7C   . 85ED           TEST EBP,EBP
    0047FA7E   . 75 32          JNZ SHORT iw5mp.0047FAB2
    0047FA80   . D9EE           FLDZ
    0047FA82   . D95C24 14      FSTP DWORD PTR SS:[ESP+14]
    0047FA86   . 396C24 18      CMP DWORD PTR SS:[ESP+18],EBP
    0047FA8A   . 74 1E          JE SHORT iw5mp.0047FAAA
    0047FA8C   . A1 F441A000    MOV EAX,DWORD PTR DS:[A041F4]
    0047FA91   . 85C0           TEST EAX,EAX
    0047FA93   . 74 15          JE SHORT iw5mp.0047FAAA
    0047FA95   . 50             PUSH EAX
    0047FA96   . E8 855E0700    CALL iw5mp.004F5920
    0047FA9B   . 83C4 04        ADD ESP,4
    0047FA9E   . 84C0           TEST AL,AL
    0047FAA0   . 75 08          JNZ SHORT iw5mp.0047FAAA
    0047FAA2   . 8B35 F441A000  MOV ESI,DWORD PTR DS:[A041F4]
    0047FAA8   . EB 31          JMP SHORT iw5mp.0047FADB
    0047FAAA   > 8B35 8041A000  MOV ESI,DWORD PTR DS:[A04180]
    0047FAB0   . EB 29          JMP SHORT iw5mp.0047FADB
    0047FAB2   > 837C24 18 00   CMP DWORD PTR SS:[ESP+18],0
    0047FAB7   . 74 1C          JE SHORT iw5mp.0047FAD5
    0047FAB9   . A1 F841A000    MOV EAX,DWORD PTR DS:[A041F8]
    0047FABE   . 85C0           TEST EAX,EAX
    0047FAC0   . 74 13          JE SHORT iw5mp.0047FAD5
    0047FAC2   . 50             PUSH EAX
    0047FAC3   . E8 585E0700    CALL iw5mp.004F5920
    0047FAC8   . 8B35 F841A000  MOV ESI,DWORD PTR DS:[A041F8]
    0047FACE   . 83C4 04        ADD ESP,4
    0047FAD1   . 84C0           TEST AL,AL
    0047FAD3   . 74 06          JE SHORT iw5mp.0047FADB
    0047FAD5   > 8B35 8441A000  MOV ESI,DWORD PTR DS:[A04184]
    0047FADB   > D9EE           FLDZ
    0047FADD   . D94424 28      FLD DWORD PTR SS:[ESP+28]
    0047FAE1   . D8D1           FCOM ST(1)
    0047FAE3   . DFE0           FSTSW AX
    0047FAE5   . DDD9           FSTP ST(1)
    0047FAE7   . F6C4 01        TEST AH,1
    0047FAEA   . 75 58          JNZ SHORT iw5mp.0047FB44
    0047FAEC   . D84C24 1C      FMUL DWORD PTR SS:[ESP+1C]
    0047FAF0   . 56             PUSH ESI
    0047FAF1   . 8D4424 54      LEA EAX,DWORD PTR SS:[ESP+54]
    0047FAF5   . 50             PUSH EAX
    0047FAF6   . 8B8424 8C00000>MOV EAX,DWORD PTR SS:[ESP+8C]
    0047FAFD   . D95C24 64      FSTP DWORD PTR SS:[ESP+64]
    0047FB01   . 0FB650 10      MOVZX EDX,BYTE PTR DS:[EAX+10]
    0047FB05   . D94424 1C      FLD DWORD PTR SS:[ESP+1C]
    0047FB09   . 51             PUSH ECX
    0047FB0A   . 0FB648 11      MOVZX ECX,BYTE PTR DS:[EAX+11]
    0047FB0E   . D91C24         FSTP DWORD PTR SS:[ESP]
    0047FB11   . D94424 2C      FLD DWORD PTR SS:[ESP+2C]
    0047FB15   . 8B4424 3C      MOV EAX,DWORD PTR SS:[ESP+3C]
    0047FB19   . 51             PUSH ECX
    0047FB1A   . 52             PUSH EDX
    0047FB1B   . 83EC 10        SUB ESP,10
    0047FB1E   . D95C24 0C      FSTP DWORD PTR SS:[ESP+C]
    0047FB22   . D94424 48      FLD DWORD PTR SS:[ESP+48]
    0047FB26   . D95C24 08      FSTP DWORD PTR SS:[ESP+8]
    0047FB2A   . D94424 68      FLD DWORD PTR SS:[ESP+68]
    0047FB2E   . D95C24 04      FSTP DWORD PTR SS:[ESP+4]
    0047FB32   . D94424 64      FLD DWORD PTR SS:[ESP+64]
    0047FB36   . D91C24         FSTP DWORD PTR SS:[ESP]
    0047FB39   . 50             PUSH EAX
    0047FB3A   . E8 E1D8F8FF    CALL iw5mp.0040D420
    0047FB3F   . 83C4 28        ADD ESP,28
    0047FB42   . EB 02          JMP SHORT iw5mp.0047FB46
    0047FB44   > DDD8           FSTP ST
    0047FB46   > D9EE           FLDZ
    0047FB48   . D94424 2C      FLD DWORD PTR SS:[ESP+2C]
    0047FB4C   . D8D1           FCOM ST(1)
    0047FB4E   . DFE0           FSTSW AX
    0047FB50   . DDD9           FSTP ST(1)
    0047FB52   . F6C4 01        TEST AH,1
    0047FB55   . 75 58          JNZ SHORT iw5mp.0047FBAF
    0047FB57   . D84C24 1C      FMUL DWORD PTR SS:[ESP+1C]
    0047FB5B   . 8B8424 8400000>MOV EAX,DWORD PTR SS:[ESP+84]
    0047FB62   . 0FB650 11      MOVZX EDX,BYTE PTR DS:[EAX+11]
    0047FB66   . 0FB640 10      MOVZX EAX,BYTE PTR DS:[EAX+10]
    0047FB6A   . D95C24 5C      FSTP DWORD PTR SS:[ESP+5C]
    0047FB6E   . D94424 14      FLD DWORD PTR SS:[ESP+14]
    0047FB72   . 56             PUSH ESI
    0047FB73   . 8D4C24 54      LEA ECX,DWORD PTR SS:[ESP+54]
    0047FB77   . 51             PUSH ECX
    0047FB78   . 51             PUSH ECX
    0047FB79   . 8B4C24 3C      MOV ECX,DWORD PTR SS:[ESP+3C]
    0047FB7D   . D91C24         FSTP DWORD PTR SS:[ESP]
    0047FB80   . 52             PUSH EDX
    0047FB81   . D94424 30      FLD DWORD PTR SS:[ESP+30]
    0047FB85   . 50             PUSH EAX
    0047FB86   . 83EC 10        SUB ESP,10
    0047FB89   . D95C24 0C      FSTP DWORD PTR SS:[ESP+C]
    0047FB8D   . D94424 48      FLD DWORD PTR SS:[ESP+48]
    0047FB91   . D95C24 08      FSTP DWORD PTR SS:[ESP+8]
    0047FB95   . D94424 68      FLD DWORD PTR SS:[ESP+68]
    0047FB99   . D95C24 04      FSTP DWORD PTR SS:[ESP+4]
    0047FB9D   . D94424 64      FLD DWORD PTR SS:[ESP+64]
    0047FBA1   . D91C24         FSTP DWORD PTR SS:[ESP]
    0047FBA4   . 51             PUSH ECX
    0047FBA5   . E8 76D8F8FF    CALL iw5mp.0040D420
    0047FBAA   . 83C4 28        ADD ESP,28
    0047FBAD   . EB 02          JMP SHORT iw5mp.0047FBB1
    0047FBAF   > DDD8           FSTP ST
    0047FBB1   > 81C7 8C000000  ADD EDI,8C
    0047FBB7   . 836C24 34 01   SUB DWORD PTR SS:[ESP+34],1
    0047FBBC   .^0F85 0EFCFFFF  JNZ iw5mp.0047F7D0
    0047FBC2   . 5D             POP EBP
    0047FBC3   > 5F             POP EDI
    0047FBC4   . 5E             POP ESI
    0047FBC5   . 5B             POP EBX
    0047FBC6   . 83C4 64        ADD ESP,64
    0047FBC9   . C3             RETN
    ************************************************** **********

    MW3 Reversings: (this is for 1.2.358 for I think)
    Quote Originally Posted by cardoow
    i saw that the addys from uc where posted here so here are some functions u can use
    in combination with the posted offsets(i guess these are all outdated)

    Code:
    class w2s_t
    {
    public:
    	char unknown[0xDC];
    };
    typedefs

    Code:
    typedef bool (*w2s_)(int unknown, w2s_t * w2scalc, Vec3 vPoint, float Screen[2]);
    w2s_ w2s = (w2s_)0x514820;
    
    typedef w2s_t *(*GetCalc_)();
    GetCalc_ GetCalc = (GetCalc_)0x4CE3C0;
    
    typedef bool (*RankIcon_)(int Rank, int Prestige, DWORD ptr);
    RankIcon_ RankIcon = (RankIcon_)0x5330D0;
    functions
    Code:
    void DrawNameTags( CEntity * pEnt, float Alpha )
    {
    	DWORD dwNameTags = 0x580C30;
    	
    	__asm{
    		push Alpha
    		push pEnt
    		push 0x0
    		call [dwNameTags]
    		add esp, 0xC
    	}
    }
    
    DWORD GetWeapon(DWORD dwNum)
    {
    	DWORD dwReturn = NULL;
    	__asm{		
    		mov eax, dwNum
    		and eax, 0FFh
    		mov eax, [eax*4+0x8DAA50]
    		mov dwReturn, eax		
    	}
    	return dwReturn;
    }
    
    char * GetWeaponName(DWORD dwNum)
    {
    	DWORD dwReturn = NULL;
    	__asm{		
    		mov eax, dwNum
    		and eax, 0FFh
    		add eax, eax
    		add eax, eax
    		mov eax,[eax+0xA011D4]
    		mov dwReturn, eax		
    	}
    	return (char*)dwReturn;
    }
    
    void FixBlindEye()
    {
    	CClientInfo * pLocal = GetLocalClient();
    	for(int i=0; i<32; i++)
    	{
    		CClientInfo * pClient = GetClientByIndex(i);
    		if(pClient != pLocal)
    		{
    			if(pClient->Perk & 0x20)
    				pClient->Perk = 0x0;
    		}
    	}
    }
    
    void ChopperBoxes()
    {
    	DWORD dwCall = 0x5A30C0;
    	FixBlindEye();
    	
    	__asm{
    		push 0x0
    		call [dwCall]
    		add esp, 0x4
    	}
    }
    
    char * GetRankShader(CClientInfo * pClient)
    {
    	DWORD dwShader;
    	RankIcon(pClient->Rank, pClient->Prestige, dwShader);	
    	
    	return (char*)(*(DWORD*)(*(DWORD*)dwShader));
    }
    
    typedef void (*Wallhack_)();
    Wallhack_ pWallhack;
    void __declspec(naked) nWallhack()
    {
    	__asm{
    		pushad		
    		cmp DWORD PTR [esp+0x20], 0x4799C2 //player return
    		jne jump		
    		mov [esp+0x30], 0x503
    jump:
    		popad
    		jmp[pWallhack]
    	}
    }
    
    pWallhack = (Wallhack_)DetourFunction((PBYTE)0x5397F0, (PBYTE)nWallhack);


    ************************************************** **********

    Updated Addresses: (1.5.387)
    Code:
    #define ADDR_CG 0x008FF420
    #define ADDR_ENTITY 0xA08A28
    #define ADDR_REGISTERSHADER 0x0040D270
    #define ADDR_DRAWSTRETCHPIC 0x0043E160
    #define ADDR_GETWEAPON 0x008DDE50 (refer to notes for gettting the weapon shader)
    #define ADDR_DRAWENGINERADAR 0x00508C10
    #define ADDR_OVERLAYPACKAGE 0x005568D0
    #define ADDR_OVERLAYFRIENDLY 0x0045C8F0
    #define ADDR_OVERLAYTURRET 0x005449C0
    #define ADDR_OVERLAYHELI 0x00563F30
    #define ADDR_OVERLAYLOCAL 0x0044B360
    #define ADDR_OVERLAYPLANE 0x005146E0
    #define ADDR_THERMALOVERLAY 0x00420150
    #define ADDR_ADVANCEDUAV 0x01C29564
    #define ADDR_CLIENTINFO 0x009FCAF8
    I couldn't find the addresses for the MW3 Reversings one because I don't have a copy of the iw5mp.exe executable for 1.2.358.

    Notes:
    LocalClientNum is stored @ CG_T + 0x150.

    Quote Originally Posted by cardoow
    *(BYTE*)(*(DWORD*)(0x1C2C39C) + 0xC) = 1;
    The value '0x1C2C39C' should be replaced with the address defined as ADDR_ADVANCEDUAV.

    To get the weapon shader for a weapon....
    Quote Originally Posted by CypherPresents
    CWeapon* pWeapon = GetWeapon( pEnt->Weapon );

    char* szShader = GetWeaponShader( pWeapon );
    // pWeapon->m_hud->m_icon->szShader
    // Create this wrapper function and then check for invalid ptrs and values to prevent crashes
    Last edited by master131; 03-16-2012 at 04:34 AM.
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    Can scramble DLLs on injection making them harder to detect and even make detected hacks work again!

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    cardoow (05-28-2014), Eidolon (03-06-2012), Geometrical (12-13-2012), [MPGH]Jorndel (03-06-2012), [MPGH]Lovroman (08-24-2013), mwxplayer (11-24-2012), rawr im a tiger (06-08-2012), Skinksteek (11-07-2012)

  7. #4
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    VB.Net - Left Click Code

    VB.Net

    This code allow you to make a left click.
    You can put it in a timer and make it spam left click.

    Or you want to do something else.

    Code:
    Public Declare Sub mouse_event Lib "user32" Alias "mouse_event" (ByVal dwFlags As Integer, ByVal dx As Integer, ByVal dy As Integer, ByVal cButtons As Integer, ByVal dwExtraInfo As Integer)
    
        Public Sub LeftClick()
            mouse_event(&H2, 0, 0, 0, 0)
            mouse_event(&H4, 0, 0, 0, 0)
        End Sub
    (Yes, this was found on the web, I just made it into a small snippet for you guys.)

     
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    Check MW3 + Steam Status:

    Language: C#

    I made this because I haven't seen anyone checking if the Steam process is running.
    This can avoid problems with private versions.
    But I will add a more effective way when I get home and can check

    Code:
    bool Status()
            {
                System.Diagnostics.Process[] Steam = System.Diagnostics.Process.GetProcessesByName("steam");
                System.Diagnostics.Process[] MW3 = System.Diagnostics.Process.GetProcessesByName("iw5mp");
    
                if (Steam.Length != 0)
                {
                    if (MW3.Length != 0)
                        return true;
                    else return false;
                }
                else return false;
            }
    I was inspired by @bocadecao
    From:
    Quote Originally Posted by bocadecao View Post
    I tried several ways but the hacker does not change anything: s
    (use MW3 Pirate)
    So thanks
    Last edited by Jorndel; 06-16-2012 at 12:38 PM.

     
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    [MPGH]-InSaNe- (06-16-2012)

  10. #6
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    Quote Originally Posted by Jorndel View Post
    Check MW3 + Steam Status:

    Language: C#

    I made this because I haven't seen anyone checking if the Steam process is running.
    This can avoid problems with private versions.
    But I will add a more effective way when I get home and can check
    So thanks
    Hmm Nice idea... merge the 2 if's and you have a shorter code, like:
    Code:
    if (Steam.Length != 0 && MW3.Length != 0)
           return true;
    else return false;


    A simple solution to most problems... Thanks


    CoD Minion from 09/19/2012 to 01/10/2013

     

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  12. #7
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    Quote Originally Posted by General Shepherd View Post
    Hmm Nice idea... merge the 2 if's and you have a shorter code, like:
    Code:
    if (Steam.Length != 0 && MW3.Length != 0)
           return true;
    else return false;


    A simple solution to most problems... Thanks
    Well, if you had thinked a little longer.
    It could check for the steam and you could send a message about that steam was not found.

    And if not. just give the MW3 error

     
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  13. #8
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    Time to revive this thread.

    Here's what I use for External ESP boxes in C#, you'll have to tweak the numbers for your code
    Code:
    private Pen friend;
    		private Pen enemy;
    		private Brush enemyb;
    		private Brush friendb;
    		private System.Drawing.Graphics gr;
    		private Font fnt;
    		
    		public overlay(Size siz)
    		{
    			this.Size = siz;
    			InitializeComponent();
    			gr = this.CreateGraphics();
    			enemy = new Pen(Color.Red, 3.0f);
    			friend = new Pen(Color.Green, 3.0f);
    			enemyb = new SolidBrush(Color.Red);
    			friendb = new SolidBrush(Color.Green);
    			fnt = new Font("Arial", 10.0f);
    		}
    		
    		private void DrawRect(Pen pn, float x, float y, float width, float height)
    		{
    			gr.DrawRectangle(pn, x, y, width, height);
    		}
    		
    		public void RefreshDraw()
    		{
    			gr.Clear(Color.White);
    		}
    		
    		private void DrawText(string s, Brush br, Font fnt, float x, float y)
    		{
    			gr.DrawString(s, fnt, br, x, y);
    		}
    		
    		public void DrawPlayer(string name, float x, float y, int status, float distance, bool friendly)
    		{
    			// Statuses: 
    			// 1: Stand
    			// 2: Crouch
    			// 3: Prone
    			
    			float height = 800.0f;
    			float width = 500.0f;
    			
    			switch (status) {
    				case 2:
    					height = 600.0f;
    					break;
    				case 3:
    					height = 300.0f;
    					break;
    			}
    			
    			height /= distance;
    			width /= distance;
    			
    			if (friendly) {
    				DrawRect(friend, x, y, width, height);
    				DrawText(name, friendb, fnt, x + (width / 2) - (name.Length * 2.5f), y - 20);
    			} else {
    				DrawRect(enemy, x, y, width, height);
    				DrawText(name, enemyb, fnt, x + (width / 2) - (name.Length * 2.5f), y - 20);
    			}
    		}
    I use it in conjunction with @Jorndel 's C# Trainer Class (http://www.mpgh.net/forum/604-call-d...ner-class.html).
    Last edited by rawr im a tiger; 07-17-2012 at 12:22 AM. Reason: Added linky :3

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    @rawr im a tiger
    What would you recommend I learn in order to make my own external ESP? I copy pasted yours but I get 'Method Must Have a Return Type" error. But even if that worked flawless I would much rather learn my self and create my own. What things in c# would you say are the best to learn for making a esp?

    p.s. sorry about posting this here. but I cannot pm until 20 posts.
    New to MPGH and C# But enjoying it!

  15. #10
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    Quote Originally Posted by Randomsheit View Post
    @rawr im a tiger
    What would you recommend I learn in order to make my own external ESP? I copy pasted yours but I get 'Method Must Have a Return Type" error. But even if that worked flawless I would much rather learn my self and create my own. What things in c# would you say are the best to learn for making a esp?

    p.s. sorry about posting this here. but I cannot pm until 20 posts.
    I'm not him.. but here's what you should do:
    1-) DO NOT Copy&paste others codes.. you'll not learn doing this and no one likes who do this.
    2-) Learn C++ and DirectX, you can use C# as well, but C++ is better for this. Learn how do draw lines, text, etc etc with DirectX (or GDI.. but GDI is much slower than D3D)
    3-) When you get to the point you can easily do hacks using offsets found by others, its time to learn reverse engineering and find the offsets by yourself.
    4-) Last, google is you best friend when making hacks... search stuff that you don't know how to do (but not copy paste them )

    Well, since this thread got revived, I'm gonna add some snippets too

    GetTagPos, Offsets for 1.4.382 (TeknoMW3 version)
    Code:
    typedef int(*R_RegisterTag)(char *szName);
    R_RegisterTag GetTagByName = (R_RegisterTag)0x4922E0;
    
    bool GetTagPos(Entity_T *pEnt,char *szTag,float flOut[3])
    {
    	WORD wTag=GetTagByName(szTag); 
    	if(!wTag) 
    		return false;
    
    	DWORD dwCall=0x00571790;
    
    	__asm
    	{
    		MOV ESI,pEnt;
    		MOVZX EDI,wTag;
    		PUSH flOut;
    		CALL dwCall;
    		ADD ESP,0x4
    	}
    
    	return true;
    }
    CG_Trace Offset fo TeknoMW3 as well:
    Code:
    typedef void ( __cdecl *CG_Trace_t)( trace_t *tr,vec3_t start,vec3_t endpos,int Skip,int mask );
    CG_Trace_t CG_Trace=(CG_Trace_t)0x55A820;
    
    bool IsVisible(float *Point)
    {
    	trace_t trace;
    	CG_Trace(&trace,RefDef->Origin,Point,Cg->ClientNumber,0x803003);
    	return (trace.Fraction>=0.97f);
    }
    DrawEngineText:
    Code:
    typedef void* ( * tRegisterFont )( char* szName );
    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 )0x0042C970;
    
    void DrawText(float x, float y, void* pFont, float* color, const char *Text, ... )
    {
    	char buf[300] = "";
    	va_list va_alist;
    	va_start( va_alist, Text );
    	vsnprintf( buf, sizeof( buf ), Text, va_alist );
    	va_end( va_alist );
    	DrawEngineText_( ( char* )buf, 0x7FFFFFFF, pFont, x, y, 1.0f, 1.0f, 0.0f, color, 0 );
    }
    Dont forget to register a font before drawing.. Some fonts:
    Code:
    #define FONT_SMALL_DEV    "fonts/smallDevFont"
    #define FONT_BIG_DEV    "fonts/bigDevFont"
    #define FONT_CONSOLE    "fonts/consoleFont"
    #define FONT_BIG        "fonts/bigFont"
    #define FONT_SMALL        "fonts/smallFont"
    #define FONT_BOLD        "fonts/boldFont"
    #define FONT_NORMAL        "fonts/normalFont"
    #define FONT_EXTRA_BIG    "fonts/extraBigFont"
    #define FONT_OBJECTIVE    "fonts/objectiveFont"
    Last edited by -InSaNe-; 08-11-2012 at 11:46 PM.


    CoD Minion from 09/19/2012 to 01/10/2013

     

  16. The Following 3 Users Say Thank You to -InSaNe- For This Useful Post:

    G-sus (09-17-2012), mwxplayer (11-24-2012), rawr im a tiger (08-20-2012)

  17. #11
    Advanced Member
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    Well thanks @General Shepherd ;p
    @Randomsheit , You'll want to paste that code into a form with no border, set to the size and location of your game window (google "GetWindowRect"), with a transparent background set to the colour you clear with. The error you're getting is due to the constructor function being placed outside of a similarly named form.

  18. #12
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    @rawr im a tiger Cheers man. I'll look in to it Looking up getwindowrect atm
    New to MPGH and C# But enjoying it!

  19. The Following User Says Thank You to Randomsheit For This Useful Post:

    rawr im a tiger (08-22-2012)

  20. #13
    It is only in our darkest moments that we must focus to see the light.
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    Dead thread D:

    Level flash function:

    Code:
        Function LevelFlash(ByVal LevelAddress As Integer, ByVal LevelValue As Integer)
    1:      LevelAddress = &H1DBD238
            LevelValue += 1
            WriteMemory(LevelAddress, 1) 'Start from level 1.
            Do Until 0 'Loop, keep adding 1 for next level.
                WriteMemory(LevelAddress, LevelValue)
            Loop
            If ReadMemory(LevelAddress) = 80 Then 'If level reaches maximum value (80) go to 1 (beggining).
                GoTo 1
            End If
        End Function
    Didn't test it though.
    Last edited by Geometrical; 12-13-2012 at 09:08 AM.


    Member since: July 2012

    Contributer since: December 2012 Till: March 2013


  21. #14
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    Universal Internal Radar [C++]:
    Code:
    typedef void (__cdecl* tDrawEngineRadar )( int unk1, int disableRotation, int unk2, CRadarHud* radar, int* shader, Color color );
    typedef void (__cdecl* OverlayPackage_ )( int a1, int a2, int a3, CRadarHud* radar, int* shader, Color color );
    typedef void (*OverlayEnemy_)(int a1, int a2, int a3, CRadarHud* hud, Color col);
    typedef void (*OverlayFriendly_)(int a1, int a2, int a3, CRadarHud* hud, Color col);
    typedef void (*OverlayTurret_)(int a1, int a2, int a3, CRadarHud* hud, Color col);
    typedef void (*OverlayHeli_)(int a1, int a2, int a3, CRadarHud* hud, Color col);
    typedef void (*OverlayPlane_)(int a1, int a2, int a3, CRadarHud* hud, Color col);
    typedef int* ( *R_RegisterShader ) ( char* szName );
    typedef void ( __cdecl* tUiShowList ) ( int a1, int a2, int a3, int a4 );
    DWORD OverlayEnemy_OFF , OverlayFriendly_OFF , OverlayLocal_OFF , OverlayPlane_OFF , OverlayHelicopter_OFF , OverlayTurret_OFF , EngineRadar_OFF , OverlayPackage_OFF , RegisterShader_OFF , UiShowList_OFF;
    tDrawEngineRadar DrawEngineRadar; 
    OverlayPackage_ OverlayPackage;
    OverlayEnemy_ OverlayEnemy ;
    OverlayFriendly_ OverlayFriendly; 
    OverlayTurret_ OverlayTurret ;
    OverlayHeli_ OverlayHeli; 
    OverlayPlane_ OverlayPlane;
    R_RegisterShader RegisterShader_;
    tUiShowList UiShowList;
    
    
    void Scan()
    {
    
    	EngineRadar_OFF = FindPattern ( "\x83\xEC\x2C\xA1\x00\x00\x00\x00\x53" , "xxxx????x" );
    	OverlayPackage_OFF = FindPattern ( "\x55\x8B\xEC\x83\xE4\xF8\x81\xEC\x00\x00\x00\x00\xA1" , "xxxxxxxx????x" );
    	OverlayEnemy_OFF = FindPattern ( "\x83\xEC\x64\x53\x56\x8B\x74\x24\x70" , "xxxxxxxxx" );
    	OverlayFriendly_OFF = FindPattern ( "\x81\xEC\x00\x00\x00\x00\xF7\x05\x00\x00\x00\x00\x00\x00\x00\x00\x75\x0D" , "xx????xx????????xx" );
    	OverlayTurret_OFF = FindPattern ( "\xA1\x00\x00\x00\x00\x69\xC0\x00\x00\x00\x00\x83\xEC\x68" , "x????xx????xxx" );
    	OverlayHelicopter_OFF = FindPattern ( "\x83\xEC\x50\x83\x3D" , "xxxxx" );
    	OverlayPlane_OFF = FindPattern ( "\x83\xEC\x54\xA1\x00\x00\x00\x00\x53" , "xxxx????x" );
    	RegisterShader_OFF = FindPattern ( "\x8b\x44\x24\x04\x80\x38\x00\x75\x00", "xxxxxxxx?" ); 
    	
    
    
    	DrawEngineRadar = ( tDrawEngineRadar ) EngineRadar_OFF;
    	OverlayPackage = ( OverlayPackage_ ) OverlayPackage_OFF;
    	OverlayEnemy = (OverlayEnemy_) OverlayEnemy_OFF;
    	OverlayFriendly = (OverlayFriendly_) OverlayFriendly_OFF;
    	OverlayTurret = (OverlayTurret_) OverlayTurret_OFF;
    	OverlayHeli = (OverlayHeli_) OverlayHelicopter_OFF;
    	OverlayPlane = (OverlayPlane_) OverlayPlane_OFF;
    	RegisterShader_ = (R_RegisterShader) RegisterShader_OFF;
    
    	CRadarHud radarhud;
    
    	
    	radarhud.x = 590;
    	radarhud.y = 5;
    	radarhud.w = 200;
    	radarhud.h = 200;
    
       static int* whiteshader = RegisterShader_("white");
    
       if ( GetAsyncKeyState ( VK_F1 ) & 1 ) 
    	   hax = !hax;
    
       if (hax)
       {
       DrawEngineRadar( 0 , 0 , 0 , &radarhud,whiteshader, WHITE);
       OverlayPackage(0, 0, 0, &radarhud, whiteshader, WHITE);	
       OverlayEnemy(0, 0, 0, &radarhud, RED);
       OverlayFriendly(0, 0, 0, &radarhud, BLUE );	
       OverlayHeli(0, 0, 0, &radarhud, WHITE );
       OverlayPlane(0, 0, 0, &radarhud, GREEN );
       OverlayTurret(0, 0, 0, &radarhud, WHITE); 
       }
       
    }
    credits : CyberPresents , -InSaNe for Scanner (and UiShowList Pattern) and master131 for 1.4.382 OFFSETS ,King Orgy aka heimwerker , Smoochy and meh for making patterns for rest addresses.
    Last edited by mwxplayer; 02-19-2013 at 10:16 AM.

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