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  1. #1
    hkKenshin's Avatar
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    Let's Get Started

    Functions

    Code:
    Com_Error - 0x1405C5710
    MSG_Init - 0x1405CEC50
    MSG_WriteByte - 0x1405D1290
    MSG_WriteLong - 0x1405D6CC0
    MSG_WriteBits - 0x1405D11C0
    MSG_WriteString - 0x1405D1CF0
    MSG_WriteDeltaUserCmd - 0x1405D66E0
    Com_HashKey - 0x140642480
    CL_ReadyToSendPacket - 0x1401A3880
    CL_WritePacket - 0x1401B19E0
    CL_SendCmd - 0x1401A39A0
    CL_NetChan_Transmit - 0x1405D9FE0
    CL_AddReliableCommand - 0x1401BC010
    Dvar_GetIntValue - 0x14064B460
    Com_RegisterTag - 0x14030EBA0
    CachedTag_GetTagPos - 0x1400FB620
    Other Stuff:

    Code:
    LocalClientCUIFlag - 0x14318BBE0
    ClientState->RealTime - 0x1431C146C
    Client_IsDemoPlaying - 0x14073B8D0
    GetLocalXUID - 0x1405BF440

  2. The Following 6 Users Say Thank You to hkKenshin For This Useful Post:

    [MPGH]akim14 (11-06-2015),alphakenny1 (11-06-2015),Carlosboll (11-07-2015),IBelieveInCake (11-06-2015),Necktof87 (11-08-2015),Z (11-06-2015)

  3. #2
    hkKenshin's Avatar
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    Just FYI guys:

    Code:
    dvar_t* __fastcall Dvar_FindVarFromHash(int hash)
    {
      int dvar_hash;
      dvar_t* dvar_ptr;
    
      dvar_hash = hash;
      _InterlockedIncrement(&DVAR_LOCK);
      while ( dword_154451A44 )                     // Some fucking lock valve
      {
        v1570AF328(0i64, _ptr);
      }
      dvar_ptr = hash_table[(unsigned __int64)(dvar_hash & 0x3FF)];
      if ( dvar_ptr )
      {
        while ( *(_DWORD *)dvar_ptr != dvar_hash )
        {
          dvar_ptr = *(_QWORD *)(dvar_ptr + 0x78);  // dvar->next
          if ( !dvar_ptr )
            goto NOT_FOUND;
        }
        _InterlockedDecrement(&DVAR_LOCK);
      }
      else
      {
    NOT_FOUND:
        _InterlockedDecrement(&DVAR_LOCK);
        dvar_ptr = 0i64;
      }
      return dvar_ptr;
    }
    From this you can clearly see that dvars are stored similarly to Advanced Warfare: In a hash table.
    There's a max of 0x400 dvars ( Or 1024 ) each occupying a specific node in the root hash table.
    If any duplicates are found, ( In collision cases ) dvar->next ( +0x78 ) points to the next node of that particular hash.
    So now you know how to dump your dvars :3

    Also I found the needed infoz to make an external console as I did in Advanced Warfare ( here )

    I'd release a new one for you but since even my friend recently got a C&D from T/A, I'm gonna quietly sit my ass down and do nuffin :3
    Last edited by hkKenshin; 11-08-2015 at 09:15 AM.

  4. The Following 3 Users Say Thank You to hkKenshin For This Useful Post:

    [MPGH]akim14 (11-08-2015),cra0 (11-11-2015),NinjaCodeX (11-08-2015)

  5. #3
    hkKenshin's Avatar
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    I love how no one here's skilled enough to use this information.
    Nevertheless.

    Code:
    enum EntityType
    {
    	ET_GENERAL,
    	ET_PLAYER,
    	ET_PLAYER_CORPSE,
    	ET_ITEM,
    	ET_MISSILE,
    	ET_PLAYER_INVISIBLE,
    	ET_SCRIPTMOVER,
    	ET_SOUND_BLEND,
    	ET_FX,
    	ET_LOOP_FX,
    	ET_PRIMARY_LIGHT,
    	ET_LENSFLARE,
    	ET_REFLECTION_PROBE,
    	ET_HELICOPTER,
    	ET_PLANE,
    	ET_VEHICLE,
    	ET_VEHICLE_SPAWNER,
    	ET_VEHICLE_CORPSE,
    	ET_ACTOR,
    	ET_ACTOR_SPAWNER,
    	ET_ACTOR_CORPSE,
    	ET_STREAMER_HINT,
    	ET_ZBARRIER,
    	ET_TRIGGER,
    	ET_NONE
    }
    
    #define BUTTON_BIT( x )			static_cast< uint64_t >( 1 << static_cast< uint_t >( Buttons::x ) )
    
    enum Buttons
    {
    	INVALID,
    	ATTACK,
    	SPRINT,
    	MELEE,
    	ACTIVATE,
    	RELOAD,
    	USE_RELOAD,
    	LEAN_LEFT,
    	LEAN_RIGHT,
    	PRONE,
    	CROUCH,
    	JUMP,
    	WALKING,
    	TEMP_STANCE,
    	BREATH,
    	FRAG,
    	OFF_HAND_SECONDARY,
    	CONFIRM_LOCATION,
    	CANCEL_LOCATION,
    	GAS,
    	REVERSE,
    	HANDBREAK,
    	THROW,
    	CAMERA_LOCK,
    	GESTURE_SHIFT,
    	LOOK_SPRING,
    	CHANGE_SEAT,
    	TALK,
    	RED,
    	GREEN,
    	BLUE,
    	YELLOW,
    	VEHICLE_ATTACK,
    	VEHICLE_ATTACK2,
    	VEHICLE_MOVE_UP,
    	VEHICLE_MOVE_DOWN,
    	JAM,
    	SLIDE,
    	DIVE_TO_PRONE,
    	ACTIONSLOT_1,
    	ACTIONSLOT_2,
    	ACTIONSLOT_3,
    	ACTIONSLOT_4,
    	OFFHAND_CANCEL,
    	USE_DOUBLE_TAP,
    	AIR_BURST,
    	LASTING,
    	INVENTORY,
    	NUNCHUCK_SCOPE,
    	NUNCHUCK_TURRET,
    	ACTIONSLOT_CAROUSEL,
    	WEAPON_PICKUP,
    	WEAPON_PICKUP_ENABLED,
    	DOUBLETAPJUMP,
    	CCP_SHIFT_GRENADE,
    	STANCE,
    	VEHICLE_BOOST,
    	ACTION,
    	DOUBLE_JUMP,
    	JUKE,
    	SWIM_UP,
    	SWIM_DOWN,
    	PLANT_SHIELD,
    	OFFHAND_SPECIAL,
    	SWITCH_WEAPON
    }
    
    auto cmd = cg->input::GetCmd( cg->input.cmdNum );
    cmd->button |= BUTTON_BIT( ATTACK );

  6. #4
    cra0's Avatar
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    They encrypting functions I found CG_GETENTITY but theres some xor coupled with some unknown cipher
    puu(DOT)sh/ldM0D.png

    ^ debug symbols for some functions too but couldn't find the viewmatrix :/

  7. #5
    hkKenshin's Avatar
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    Aff i'm jealous :'(
    Will look into the matrix stuff later for you.

    Also saw they got some RTTI and noticed those xor's too.

  8. #6
    nignogger's Avatar
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    maestro1994 you look more and more clueless by every post...
    Anyway viewinfo (reclass yo self):
    Code:
    ViewInfo *vInfo = (ViewInfo*)(0xE24F1258C);
    	__int32 iWidth; //0x0000 
    	__int32 iHeight; //0x0004 
    	float flFOVX; //0x006C 
    	float flFOVY; //0x0070 
    	float flFOVZ; //0x0074 
    	float flFOV; //0x0078 
            Vector ViewOrg; //0x007C 
    	Vector ViewAxes[3]; //0x0098
    Last edited by nignogger; 11-12-2015 at 12:29 PM.

  9. The Following User Says Thank You to nignogger For This Useful Post:

    hkKenshin (11-12-2015)

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