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  1. #1
    LucN's Avatar
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    Cross Fire EU Addresses [BASIC] 7/04/2013

    Code:
     _____________________________________________
    |                                             |
    |         CrossFire Address Logger            |
    |            Public Logger ~ VI               |
    |                  7-04-2013                  |
    |_____________________________________________|
    Game reached proper state, logging started...
    
    Crossfire Entry Point : 0x400000
    Crossfire .code Size : 0x25C000
    Crossfire .code Offset : 0x1000
    
    CShell Entry Point : 0x6AE0000
    CShell .code Size : 0x40E000
    CShell .code Offset : 0x1000
    
    ClientFX Entry Point : 0x64000000
    ClientFX .code Size : 0x33000
    ClientFX .code Offset : 0x1000
    
    
    Addresses Logging Started.
    
    Successfully found the Client Error (28_3) Pointer : 0x33EBD5
    _____
    Started scanning the Weapon Manager
    Successfully found the Pointer : 0xE349AC
    Successfully found ReloadAnimRatio : 0xC38
    Successfully found ChangeWeaponAnimRatio : 0xC3C
    Successfully found MoveSpeedPenalty : 0xB10
    Successfully found CrossHairRatioPerRealSize : 0x3B88
    Successfully found AmmoDamage : 0x81C
    Successfully found KnifeNormalRange : 0xA58 
    Successfully found KnifeNormalAntiRate : 0xA6C 
    Successfully found KnifeNormalAngle : 0xA64 
    Successfully found KnifeNormalAmmoDamage : 0xC00 
    _____
    Adddresses in CShell.dll have been successfully logged.
    Succesfully got Modulehandle of crossfire.exe
    _____
    Successfully found Wallhack : 0x6DDC34
    Successfully found DIPEngine : 0x4B765D
    Successfully found PresentEngine : 0x4CC4BF
    Successfully found EndSceneEngine : 0x455FFF
    ______
    Addresses out of crossfire.exe have been successfully logged.
    
    Addresses logged Successfully.
    . credits Haabx, used his texts
    Last edited by LucN; 04-07-2013 at 07:02 AM.

  2. The Following User Says Thank You to LucN For This Useful Post:

    Wijciech (04-07-2013)

  3. #2
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    Good job but can you tell me which is WeaponMgr? I'm green in this...

  4. #3
    LucN's Avatar
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    Quote Originally Posted by Wijciech View Post
    Good job but can you tell me which is WeaponMgr? I'm green in this...
    Code:
    Started scanning the Weapon Manager
    Successfully found the Pointer : 0xE349AC

  5. #4
    Wijciech's Avatar
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    Quote Originally Posted by LucN View Post
    Code:
    Started scanning the Weapon Manager
    Successfully found the Pointer : 0xE349AC
    So i need now new hook only :P

  6. #5
    LucN's Avatar
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    Quote Originally Posted by Wijciech View Post
    So i need now new hook only :P
    You can use this base.
    https://www.mpgh.net/forum/580-crossf...-7-2013-a.html

  7. #6
    [H]aaBX's Avatar
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    Where are my Credits, VI?

    ---------- Post added at 03:05 PM ---------- Previous post was at 02:58 PM ----------

    Quote Originally Posted by LucN View Post
    used his texts
    ANYTHING
    /2short

    Thanks @Scynix for this awesome picture
     


  8. #7
    Wijciech's Avatar
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    @LucN Did you know how to bypass fast knife error? I think it was 22_1. And there are only 4 not patched PTC commands left?
    Edit: Okay this up nevermind i solved this Can you tell me offset for no granade damage? I am lame and i dont know how to unpack cshell and get all this addys from ollydbg...
    Last edited by Wijciech; 04-12-2013 at 02:46 PM. Reason: New problem :P

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    My logger is better look : Crossfire Eu Addys of 14.04.2013

  10. #9
    LucN's Avatar
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    Quote Originally Posted by vinke2013 View Post
    My logger is better look : Crossfire Eu Addys of 14.04.2013
    Yea, your mom looks better when you c+p my entrys to your post

  11. The Following User Says Thank You to LucN For This Useful Post:

    [H]aaBX (04-14-2013)

  12. #10
    [H]aaBX's Avatar
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    @vinke2013
    Pro, add a byte logger to your scanner. After you did it I'm gonna release it.
    Code:
    BYTE ReloadAnimRatio[6] = { 0xd9, 0x98, 0x38, 0x0c, 0x00, 0x00 };
    BYTE ChangeWeaponAnimRatio[6] = { 0xd9, 0x9a, 0x3c, 0x0c, 0x00, 0x00 };
    BYTE BulletPosOffset1[6] = { 0xd9, 0x98, 0x28, 0x35, 0x00, 0x00 };
    BYTE BulletPosOffset2[6] = { 0xd9, 0x98, 0x28, 0x35, 0x00, 0x00 };
    BYTE BulletPosOffset3[6] = { 0xd9, 0x98, 0x30, 0x35, 0x00, 0x00 };
    BYTE ShotReactYaw1[6] = { 0x88, 0x84, 0x19, 0x34, 0x35, 0x00 };
    BYTE ShotReactYaw2[6] = { 0xd9, 0x9c, 0x03, 0x38, 0x35, 0x00 };
    BYTE ShotReactYaw3[6] = { 0xd9, 0x9c, 0x18, 0x3c, 0x35, 0x00 };
    BYTE ShotReactPitch1[6] = { 0x88, 0x84, 0x0b, 0x08, 0x37, 0x00 };
    BYTE ShotReactPitch2[6] = { 0xd9, 0x9c, 0x18, 0x0c, 0x37, 0x00 };
    BYTE ShotReactPitch3[6] = { 0xd9, 0x9c, 0x03, 0x10, 0x37, 0x00 };
    BYTE DetailPerturbShot[6] = { 0xd9, 0x9c, 0x81, 0xf8, 0x0e, 0x00 };
    BYTE DetailReactPitchShot[6] = { 0xd9, 0x9c, 0x8a, 0x60, 0x10, 0x00 };
    BYTE DetailReactYawShot[6] = { 0xd9, 0x9c, 0x90, 0xc8, 0x11, 0x00 };
    BYTE PerturbMin[6] = { 0x8d, 0x1c, 0x9d, 0x3c, 0x05, 0x00 };
    BYTE PerturbMax[6] = { 0x8d, 0x1c, 0x9d, 0xa4, 0x06, 0x00 };
    I'm gonna tell you how it works, ya? Save the bytes of an address into an array and you have it!
    Simple as ....[COLOR="Silver"]

    Sorry for mentioning you here LucN, sry
    Last edited by [H]aaBX; 04-14-2013 at 12:06 PM.

    Thanks @Scynix for this awesome picture
     


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