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  1. #16
    Eidolon's Avatar
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    Quote Originally Posted by maurya View Post
    If I am right then this is what he wrote:
    bool checkplayer(int playerid)
    {
    int x= clientinfo[i].team;
    int myteam=clientinfo[cg->clientnum].team;
    if((myteam==0&&x==0)||(myteam==1&&x==2)||(myteam== 2&&x==1)||(myteam==3&&x==3)
    return true;
    return false;
    }

    This is in English now!
    Thats hard o.0
    Btw I never seen a team different than 1 or 2, what are team 0 and 3 doing there?




    Yet, you are a pathetic human.

    Contributor since: 7.26.2012 - ended
    Donator since: 7.14.2012


  2. #17
    maurya's Avatar
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    I just translated the code! With regard to team value, I get 3 while spectating and 0 when I play(need to test them again to confirm it). So still I am playing around with the team values! Get back when I get some more idea!

    Edit: it didn't work. Just now tried to check all the values of team in clientinfo array. The team value for all the client except one is 0. Very odd problem.
    Last edited by maurya; 08-21-2012 at 05:35 AM.
    MAURYA

  3. #18
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    MarkHC's Avatar
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    Quote Originally Posted by maurya View Post
    I just translated the code! With regard to team value, I get 3 while spectating and 0 when I play(need to test them again to confirm it). So still I am playing around with the team values! Get back when I get some more idea!

    Edit: it didn't work. Just now tried to check all the values of team in clientinfo array. The team value for all the client except one is 0. Very odd problem.
    Either your struct or address is wrong then...


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

  4. #19
    maurya's Avatar
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    I will check them later! I would be out of town for a couple of weeks.
    Edit: These are the structs which i use. Any problem with them?

    Code:
    class MW3_ClientInfo
    {
    public:
    	char	Unknown1[12];
    	char	Name[16]; //0x000C  
    	__int32 Team; //0x001C  
    	__int32 Team2; //0x0020  
    	char	unknown36[8]; //0x0024
    	__int32	perk;			//0x002C
    	char	unknown48[16]; //0x0030
    	char	BodyModel[64]; //0x0040  
    	char	HeadModel[64]; //0x0080  
    	char	WeaponModel[64]; //0x00C0  
    	char	WeaponModel2[64]; //0x0100  
    	char	WeaponExplosive[64]; //0x0140 
    	char	unknown372[552]; //0x0180
    	__int32	Pose; //0x03A8  
    	char	unknown936[96]; //0x03AC
    	__int32	pose2; //0x040C  
    	char	unknown1028[284]; //0x0410
    };
    
    
    class MW3_CG_T
    {
    public:
        int servertime; //0x0000 
        int playerstate; //0x0004 
        int staminatimer; //0x0008 
        unsigned short playerstance; //0x000C 
        char _pad[10];
        int velocity; //0x0018 
        Vector Origin; //0x001C 
        Vector Velocity; //0x0028 
        char _pad1[44];
        float refdefViewAngleY; //0x0060 
        float refdefViewAngleX; //0x0064 
        char _pad2[232];
        int ClientNumber; //0x0150 
        char _pad3[4];
        float viewAngleY; //0x0158 
        float viewAngleX; //0x015C 
        char _pad4[4];
        int   playerStanceInt; //0x0164 
        float playerStanceFlt; //0x0168 
        char _pad5[80];
        int MaxEntities; //0x01BC 
        char _pad6[432];
        int WeaponNum; //0x0370 
        unsigned short EquipmentState; //0x0374 2 = inhand
        unsigned short WeaponSwapState; //0x0376 
        float WeaponZoomFlt; //0x0378 
        float MovementSpreadMultiplier; //0x037C 
        char _pad7[4];
        float DefaultSpreadMultiplier; //0x0384 
        int  WeaponState; //0x0388 
        char _pad8[352];
        BYTE perkslot3; //0x04EC 
        char _pad9[19];
    };
    
    
    
    CG 0x008FF100
    CLIENTINFO 0x009FC748
    Last edited by maurya; 08-22-2012 at 04:41 AM.
    MAURYA

  5. #20
    maurya's Avatar
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    I am back. I accidentally deleted the work that I had done previously. Now again my viewangles got messed up in my new project. I tried the values posted in the sticky but it just give a boxes at very long distances and seems to be like the boxes don't move(stay in the middle of the screen).
    MAURYA

  6. #21
    inmate's Avatar
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    Maybe your World2Screen function is incorrect ? I dont know.

    Code:
    #include <Windows.h>
    #include <iostream>
    #include <math.h>
    
    
    #define M_PI 3.14159265358979323846
    
    
    typedef struct
    {
    	int Valid;                                       //0x0 (0xAD28F8)
    	char _0x0004[0x8];                               //0x4
    	char Name[16];                                   //0xC (0xAD2904)
    	int Team;                                        //0x1C (0xAD2914)
    	char _0x0020[0x4];                               //0x20
    	int Rank;                                        //0x24 (0xAD291C)
    	char _0x0028[0x10];                              //0x28
    	int Perk;                                        //0x38 (0xAD2930)
    	char _0x003C[0x8];                               //0x3C
    	int Score;                                       //0x44 (0xAD293C)
    	char _0x0048[0x458];                             //0x48
    	int Attacking;                                   //0x4A0 (0xAD2D98)
    	char _0x04A4[0x4];                               //0x4A4
    	int Zooming;                                     //0x4A8 (0xAD2DA0)
    	char _0x04AC[0xB8];                              //0x4AC
    }ClientInfo_T; //[Addr: 0xAD28F8] [Size: 0x564]
    
    
    typedef struct
    {
    	char _0x0000[0x8];                               //0x0
    	int Width;                                       //0x8 (0xA40438)
    	int Height;                                      //0xC (0xA4043C)
    	int FovX;                                        //0x10 (0xA40440)
    	int FovY;                                        //0x14 (0xA40444)
    	float Origin[3];                                  //0x18 (0xA40448)
    	float ViewAngles[3][3];                              //0x24 (0xA40454)
    	char _0x0048[0x24];                              //0x48
    	float ZoomProgress;                              //0x6C (0xA4049C)
    	char _0x0070[0x4ABC];                            //0x70
    	float RefViewAngleY;                             //0x4B2C (0xA44F5C)
    	float RefViewAngleX;                             //0x4B30 (0xA44F60)
    	char _0x4B34[0x34];                              //0x4B34
    	float WeaponViewAngleX;                          //0x4B68 (0xA44F98)
    	float WeaponViewAngleY;                          //0x4B6C (0xA44F9C)
    }RefDef_T; //[Addr: 0xA40430] [Size: 0x4B70]
    
    
    typedef struct
    {
    	float Recoil[3];                                   //0x0 (0x1139E48)
    	float Origin[3];                                   //0xC (0x1139E54)
    	char _0x0018[0x80];                              //0x18
    	float ViewAngleY;                                //0x98 (0x1139EE0)
    	float ViewAngleX;                                //0x9C (0x1139EE4)
    }viewmatrix_t; //[Addr: 0x1139E48] [Size: 0xA0]
    
    
    typedef struct
    {
    	char _0x0000[0x2];                               //0x0
    	short Valid;                                     //0x2 (0xADE82A)
    	char _0x0004[0x10];                              //0x4
    	float Origin[3];                                   //0x14 (0xADE83C)
    	float Angles[3];                                   //0x20 (0xADE848)
    	char _0x002C[0x3C];                              //0x2C
    	int Flags;                                       //0x68 (0xADE890)
    	char _0x006C[0xC];                               //0x6C
    	float OldOrigin[3];                                //0x78 (0xADE8A0)
    	char _0x0084[0x18];                              //0x84
    	float OldAngles[3];                                //0x9C (0xADE8C4)
    	char _0x00A8[0x28];                              //0xA8
    	int ClientNumber;                                   //0xD0 (0xADE8F8)
    	short Type;                                      //0xD4 (0xADE8FC)
    	char _0x00D6[0x12];                              //0xD6
    	float NewOrigin[3];                                //0xE8 (0xADE910)
    	char _0x00F4[0x1C];                              //0xF4
    	float NewAngles[3];                                //0x110 (0xADE938)
    	char _0x011C[0x7C];                              //0x11C
    	byte WeaponID;                                   //0x198 (0xADE9C0)
    	char _0x0199[0x37];                              //0x199
    	int IsAlive;                                     //0x1D0 (0xADE9F8)
    	char _0x01D4[0x24];                              //0x1D4
    }Entity_T; //[Addr: 0xADE828] [Size: 0x1F8]
    
    
    typedef struct
    {
    	int ServerTime;                                  //0x0 (0x9D5220)
    	int PlayerState;                                 //0x4 (0x9D5224)
    	int StaminaTimer;                                //0x8 (0x9D5228)
    	unsigned short PlayerStance;                     //0xC (0x9D522C)
    	char _0x000E[0x2];                               //0xE
    	int IsIngame;                                    //0x10 (0x9D5230)
    	char _0x0014[0x4];                               //0x14
    	int iVelocity;                                   //0x18 (0x9D5238)
    	float Origin[3];                                   //0x1C (0x9D523C)
    	float Velocity[3];                                 //0x28 (0x9D5248)
    	char _0x0034[0x2C];                              //0x34
    	float RefViewAngleY;                             //0x60 (0x9D5280)
    	float RefViewAngleX;                             //0x64 (0x9D5284)
    	char _0x0068[0xE8];                              //0x68
    	int ClientNumber;                                   //0x150 (0x9D5370)
    	char _0x0154[0x4];                               //0x154
    	float ViewAngleY;                                //0x158 (0x9D5378)
    	float ViewAngleX;                                //0x15C (0x9D537C)
    	char _0x0160[0x3C];                              //0x160
    	int Health;                                      //0x19C (0x9D53BC)
    	char _0x01A0[0x1C];                              //0x1A0
    	int MaxEntities;                                 //0x1BC (0x9D53DC)
    	char _0x01C0[0x44];                              //0x1C0
    	int AdvancedUAV;                                 //0x204 (0x9D5424)
    }CG_T; //[Addr: 0x9D5220] [Size: 0x205608]
    
    
    typedef struct
    {
    	char _0x0000[0x8];                               //0x0
    	int Width;                                       //0x8 (0x9D0CA8)
    	int Height;                                      //0xC (0x9D0CAC)
    	char _0x0010[0x14];                              //0x10
    	char GameType[4];                                //0x24 (0x9D0CC4)
    	char _0x0028[0x1C];                              //0x28
    	char HostName[64];                               //0x44 (0x9D0CE4)
    	char _0x0084[0xC4];                              //0x84
    	int MaxClients;                                  //0x148 (0x9D0DE8)
    	char _0x014C[0x4];                               //0x14C
    	char MapName[64];                                //0x150 (0x9D0DF0)
    	char _0x0190[0x43F0];                            //0x190
    }CGS_T; //[Addr: 0x9D0CA0] [Size: 0x45C0]
    
    
    enum entity_type_t
    {
    	ET_GENERAL			= 0,
    	ET_PLAYER           = 1,
    	ET_PLAYER_CORPSE    = 2,
    	ET_ITEM             = 3,
    	ET_EXPLOSIVE        = 4,
    	ET_INVISIBLE        = 5,
    	ET_SCRIPTMOVER      = 6,
    	ET_SOUND_BLEND      = 7,
    	ET_FX               = 8,
    	ET_LOOP_FX          = 9,
    	ET_PRIMARY_LIGHT    = 10,
    	ET_TURRET           = 11,
    	ET_HELICOPTER       = 12,
    	ET_PLANE            = 13,
    	ET_VEHICLE          = 14,
    	ET_VEHICLE_COLLMAP  = 15,
    	ET_VEHICLE_CORPSE   = 16,
    	ET_VEHICLE_SPAWNER  = 17
    };  
    
    
    #define FLAGS_CROUCHED	0x0004
    #define FLAGS_PRONE		0x0008
    #define FLAGS_FIRING	0x0200 
    
    
    #define REFDEF 0x00A414B0 //
    #define CG 0x009D62A0
    #define CGS 0x009D1D20
    #define ENTITY 0x00ADF8C0 //
    #define CLIENTINFO 0x00AD3978
    #define VIEWMATRIX 0x0113AE9C
    #define ISINGAME 0x009D62B0
    #define PLAYERMAX 18
    #define ENTITIESMAX 2048
    
    #define NORECOIL_ADDRESS 0x572DC9
    
    #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" 
    
    typedef float vec_t;
    typedef vec_t vec4_t[4];
    
    
    class CScreenMatrix
    {
    public:
    	char _0x0000[64];
    };
    This is the struct.h of -InSanE-´s ESP, this works fine for me.

    But we can help you much better if you post your whole source

    Edit: Yes your structs are incorrect i think.

    cheers
    Last edited by inmate; 09-07-2012 at 11:58 AM.

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