The script works alright, but the minimap doesn't. What is the code that I have to change to display the enemies in my minimap again?
wivern1990 I expressed myself wrong, sorry, i only use a monitor and is not related about his conversation with emlor,I'm talking about, but on the hack even after I updated these codes here
DeployScreen
Code:
DeployScreen := ReadMemory(Base+0x21caee0+0x110,PROGRAM,5)
Angles:
Code:
Angles := ReadMemory(Base+0x21caee0,PROGRAM,5)
GameContext:
Code:
GameContext := ReadMemory(Base+0x24abd20,PROGRAM,5)
the hack works it but does not show me more enemies on the minimap and this code was that I was trying to talk,thanks for patience
Last edited by eike88; 12-16-2015 at 06:43 AM.
The script works alright, but the minimap doesn't. What is the code that I have to change to display the enemies in my minimap again?
Many of us updated the script already it seems so i dont think i need to post the partially updated Script. also the minimap hasnt been updated as it changed if you all hadn't noticed just yet so wait on that part for Wyvern to finish it when he has time
Last edited by emlor; 12-16-2015 at 07:49 AM. Reason: felt word script instead of hack was better suited for this thread
emlor will post the updated script ???
Last edited by GhostDecker; 12-16-2015 at 03:51 PM.
disturber101 (03-21-2017),TonyGhost (06-12-2016),Uncut_HeXe (06-29-2017)
MPGH isnt letting me post links for VirusScans or post new threads
I can post this but it wont allow me to post the virusscans still now
if a mod can please get the scans for me I have scanned it earlier bt cannot post links
- - - Updated - - -
This is only a partial updated script of Wyverns
https://www.virustotal.com/en/file/7...23c5/analysis/
Last edited by Hero; 12-20-2015 at 12:33 AM.
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wishdwd (02-15-2017)
just hit rank 140 with this hack , thanks for the hack wyvern , id suck ur dick if i cud lol xD
hady123123 (02-06-2016)
Hello friend can get their [AHK] NoSpread, NoRecoil, ExternalRadar, MinimapSpotting, in the Breath, NoGravity, ROF, MuzzleVel stopped working friend get and how can I tip my compralo
working version has yet to be approved.. I think mods gave up on looking here :P JK they busy I bet
and if your impatient its been covered how to edit it to work partially from the "patched" version... just download the original from first page and I believe the steps to update it was on page 9 or 10
my game freeze sometime and crash how can i fix it?
your hack is still work 4 mr ty
sry for my bad eng
Last edited by oshingkoi; 12-18-2015 at 03:58 PM.
Disable No Recoil.. for some reason it causes crashing more often than other options.
As the file has yet to be approved you can right click the out-dated and delete all the text in it then paste all of this code to update it to work aside from the minimap.
If the file is having issues being edited you can make a new Text file paste all this code then save as... (file name).ahk
file name being whatever youd like the file to be named as well you will need to keep it with the GDI+.ahk script still
Code:#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. ; #Warn ; Enable warnings to assist with detecting common errors. SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory. #SingleInstance Force #NoEnv #include GDI+.ahk SetBatchLines -1 MaxROF = 2000 MaxVel = 10000 IniRead,NoSpread,Settings.dfd,Settings,Spread,100 NoSpreadOld := NoSpread + 2 IniRead,NoRecoil,Settings.dfd,Settings,Recoil,0 IniRead,Overlay,Settings.dfd,Settings,Overlay,0 IniRead,Breath,Settings.dfd,Settings,Breath,0 IniRead,Spotting,Settings.dfd,Settings,Spotting,0 IniRead,PlayerRadar,Settings.dfd,Settings,PlayerRadar,0 IniRead,showTeam,Settings.dfd,Settings,ShowTeam,0 IniRead,PosCX1,Settings.dfd,Settings,PosCX1,1920 IniRead,PosCY1,Settings.dfd,Settings,PosCY1,540 IniRead,ROFAuto,Settings.dfd,Settings,ROFAuto,0 IniRead,Auto,Settings.dfd,Settings,Auto,%A_Space% IniRead,GravitySet,Settings.dfd,Settings,Gravity,0 IniRead,MuzzleVel,Settings.dfd,Settings,MuzzleSet,0 iniRead,MuzzleV,Settings.dfd,Settings,MuzzleVelocity Process,Priority,,R ;0BBCE9410 ;151B1D500 ;Type--------------- PROGRAM = Battlefield 4 Settimer,Base,10 Settimer,pData,10 Settimer, WindowXY,100 Settimer, Spread,300 Settimer, Recoil,300 Settimer, MuzzleVelocitySetting,300 Settimer, ROFSetting,300 Settimer, GravitySetting,300 ;Settimer, Debug, 10 Settimer,Breath,300 Settimer, SaveSettings,5000 Settimer,Overlay,300 If !pToken := Gdip_Startup() { MsgBox, 48, gdiplus error!, Gdiplus failed to start. Please ensure you have gdiplus on your system ExitApp } /* Offset(kl="") { CLIENTGAMECONTEXT = 0x24a0c00 ;0 + Base ANGLES := 0x21e3400 ;+ base ;---------gamecontext---------- ClientPlayerManager := 0x60 ;GameContext idToPlayerMapOffset := 0x548 ;ClientPlayerManager ;------------------ReadLocalPlayer -------------------- ClientPlayer = 0x540 ;ClientPlayerManager ClientSoldier = 0x14d0 ;ClientPlayer ClientReplication = 0x490 ;ClientSoldier soldierWeaponsComponent = 0x570 ;ClientSoldier breathControlHandler = 0x588 ;clientSoldier pHealthComponent = 0x140 ;ClientSoldier ActiveSlot = 0x0a98 ;SoldierWeaponCompenent CurrentAnimatedWeaponHandler = 0x0890 ;soldierWeaponComponent ClientSoldierWeapon := * 0x8 ;currentAnimantedWeaponHandler + ActiveSlot CorrectedFiring := 0x49c0 ;Angles WeaponSway := 0x78 ;CorrectedFiring WeaponSwayData := 0x08 ;WeaponSway ;---------------------PlayerData------------------- InVehicle := 0x14c0 ;clientPlayer TeamID := 0x13cc ;Clientplayer Health := 0x20 ;pHealthComponent projectilesLoaded := 0x01a0 ;CorrectedFiring ProjectilesInMagazines := 0x01a4 ;CorrectedFiring PositionX := 0x30 ;clientReplication PositionY := 0x34 ;ClientReplication PositionZ := 0x38 ;clientReplication flYaw := 0x4D8 ;clientSoldier Return %kl% } */ MainGui(): if WinExist("Battlefield 4") { WinGetPos,Xpos, YPos,WidthW,HeightH,Battlefield 4 PosX := XPos+10, PosY := YPos +20 Gui +AlwaysOnTop -Caption +ToolWindow Gui, Color, FA0000 gui, font,cFF0000 S12 Bold, Arial Gui, Add, Text, x10 y10 w100 h20 vNSpread ,Spread %NoSpread% Gui, Add, Slider,x120 y10 W50 h20 Center NoTicks Range0-100 vNoSpread gSpread ,%NoSpread% Gui, Add, text, x10 y30 w100 h30, NoRecoil Gui, Add, CheckBox,x120 y30 Checked%NoRecoil% vNoRecoil ; gRecoil Gui,Add,Text, x10 y50 W100 H40,Overlay Gui, Add, CheckBox, x120 y50 Checked%Overlay% vOverlay gOverlay gui, Add, Text, x10 y70 w120 h30, NoBreath Gui, Add, CheckBox, X120 y70 Checked%Breath% vBreath gBreath Gui, Add, Text,x10 y90 w120 h30,MiniMap Spotting Gui, Add, CheckBox,x120 y90 Checked%Spotting% vSpotting gpData Gui, Add, Text,x10 y110 w120 h30,EnemyRadar Gui, Add, Checkbox,x120 y110 Checked%PlayerRadar% vPlayerRadar gpData Gui, Add, Text ,x10 y130 w120 H30,ShowTeam Gui, Add, CheckBox,x120 y130 Checked%ShowTeam% vShowTeam gpData Gui, Add, Text,x10 y150 W120 H30,HorzPos Gui, Add, Slider,x120 y150 w50 h20 Center NoTicks range0-%A_ScreenWidth% vPosCX1 gpData,%PosCX1% Gui, Add, Text,x10 y170 W120 H30,VertPos Gui, Add, Slider,x120 y170 w50 h20 Center NoTicks range0-%A_ScreenHeight% vPosCY1 gpData,%PosCY1% Gui, Add, Text, x10 y190 w110 h20 vRPMAuto,ROF %Auto% Gui, Add, CheckBox,x120 y190 h15 w15 Checked%ROFAuto% vROFAuto Gui, Add, Slider,x140 y190 w50 h20 Center NoTicks range0-%MaxROF% vAuto, %Auto% Gui, Add, text,x10 y210 w110 h20,NoGravity Gui, Add, CheckBox,x120 y210 h15 w15 Checked%GravitySet% vGravitySet ; gRecoil Gui, Add, Text,x10 y230 w110 h20 vMuzzleText,Vel %MuzzleV% Gui, Add, CheckBox,x120 y230 h15 w15 Checked%MuzzleVel% vMuzzleVel Gui, Add, Slider,x140 y230 w50 h20 Center NoTicks range0-%MaxVel% vMuzzleV, %MuzzleV% Gui, Show, NA x%PosX% y%PosY%,Gui77 WinSet, TransColor,FA0000, Gui77 } return ~Numpad0:: IfWinNotActive,Gui77 { WinGetPos,Xpos, YPos,WidthW,HeightH,Battlefield 4 PosX := XPos, PosY := YPos Gui, Show,x%PosX% y%PosY%,Gui77 WinMove,Gui77,,PosX,PosY } return WindowXY: WinGetPos,Xpos, YPos,WidthW,HeightH,Battlefield 4 IfWinNotActive,Gui77 Gui,Hide IfWinNotExist,Battlefield 4 { FileDelete,%A_WorkingDir%\Backup.dfd ExitApp } return Spread: Gui, Submit, Nohide if Done = 1 { NoSpreadDec := Round(NoSpread/100,3) VarHex := FloatToHex(NoSpreadDec) StringTrimRight,NoSpreadDec,NoSpreadDec,1 GuiControl,,NSpread,Spread %NoSpreadDec% WriteMemory(VarHex,WeaponSwayData+0x0430,PROGRAM) ;VisualSpreadADS WriteMemory(VarHex,WeaponSwayData+0x0434,PROGRAM) ;ProjectileSpreadADS WriteMemory(VarHex,WeaponSwayData+0x0438,PROGRAM) ;VisualSpread WriteMemory(VarHex,WeaponSwayData+0x043C,PROGRAM) ;ProjectileSpread } return Recoil: if Done = 1 { Gui, Submit, Nohide if NoRecoil = 1 { ;if (Recoil1 = FloatToHex(100)) && (Recoil2 = FloatToHex(0)) ; return iniRead,WeaponNameLoad,Backup.dfd,%CurrentWeaponName3%,Weapon if WeaponNameLoad != %CurrentWeaponName3% { IniWrite,%CurrentWeaponName3%,Backup.dfd,%CurrentWeaponName3%,Weapon IniWrite,%Recoil1%,Backup.dfd,%CurrentWeaponName3%,Recoil1B IniWrite,%Recoil2%,Backup.dfd,%CurrentWeaponName3%,Recoil2B } WriteMemory(FloatToHex(100),WeaponSwayData+0x0440,PROGRAM) WriteMemory(FloatToHex(0),WeaponSwayData+0x0444,PROGRAM) } if NoRecoil = 0 { iniRead,WeaponNameLoad,Backup.dfd,%CurrentWeaponName3%,Weapon if WeaponNameLoad != ERROR { IniRead,Recoil1Ret,Backup.dfd,%CurrentWeaponName3%,Recoil1B IniRead,Recoil2Ret,Backup.dfd,%CurrentWeaponName3%,Recoil2B ; if (Recoil1 = Recoil1Ret) && (Recoil2 = Recoil2Ret) ; return WriteMemory(Recoil1Ret,WeaponSwayData+0x0440,PROGRAM) WriteMemory(Recoil2Ret,WeaponSwayData+0x0444,PROGRAM) } } } return ROFSetting: if Done = 1 { Gui, Submit, Nohide if ROFAuto = 1 { iniRead,ROF,Backup.dfd,%CurrentWeaponName3%,ROFAuto if ROF = ERROR { IniWrite,%ClientROFAuto%,Backup.dfd,%CurrentWeaponName3%,ROFAuto IniWrite,%ClientROFBurst%,Backup.dfd,%CurrentWeaponName3%,ROFBurst } else { RPM1 := Auto VarHexRPM1 := FloatToHex(Auto) GuiControl,,RPMAuto,ROF %Auto% ; if (ClientROFAuto = HexToFloat(VarHexRPM1)) ; return WriteMemory(VarHexRPM1,FiringFunctionData+0x1c8,PROGRAM) WriteMemory(VarHexRPM1,FiringFunctionData+0x1cc,PROGRAM) } } if ROFAuto = 0 { iniRead,ROF,Backup.dfd,%CurrentWeaponName3%,ROFAuto if ROF != ERROR { IniRead,BackupROFAuto,Backup.dfd,%CurrentWeaponName3%,ROFAuto IniRead,BackupROFBurst,Backup.dfd,%CurrentWeaponName3%,ROFBurst VarHexRPM3 := BackupROFAuto VarHexRPM4 := BackupROFBurst GuiControl,,RPMAuto,ROF %BackupROFAuto% ; if (ClientROFAuto = HexToFloat(VarHexRPM3)) ; return WriteMemory(FloatToHex(VarHexRPM3),FiringFunctionData+0x1c8,PROGRAM) WriteMemory(FloatToHex(VarHexRPM4),FiringFunctionData+0x1cc,PROGRAM) } } } return GravitySetting: if Done = 1 { if GravitySet = 1 { iniRead,GravityBackup,Backup.dfd,%CurrentWeaponName3%,Gravity if GravityBackup = ERROR { IniWrite,%Gravity%,Backup.dfd,%CurrentWeaponName3%,Gravity } else { if (Gravity = 0) return WriteMemory(FloatToHex(0),BulletEntityData+0x130,PROGRAM) } } if GravitySet = 0 { iniRead,GravityBackup,Backup.dfd,%CurrentWeaponName3%,Gravity if GravityBackup != ERROR { VarHexGr := FloatToHex(GravityBackup) if (Gravity = GravityBackup) return WriteMemory(VarHexGr,BulletEntityData+0x130,PROGRAM) } } } return MuzzleVelocitySetting: if Done = 1 { Gui, Submit, Nohide if MuzzleVel = 1 { iniRead,MuzzleBackup,Backup.dfd,%CurrentWeaponName3%,MuzzleVelocity if MuzzleBackup = ERROR { IniWrite,%MuzzleVelo%,Backup.dfd,%CurrentWeaponName3%,MuzzleVelocity } else { GuiControl,,MuzzleText,Vel %MuzzleV% ; if (MuzzleVelo = HexToFloat(FloatToHex(MuzzleV))) ; return WriteMemory(FloatToHex(MuzzleV),FiringFunctionData+0x88,PROGRAM) } } if MuzzleVel = 0 { iniRead,MuzzleBackup,Backup.dfd,%CurrentWeaponName3%,MuzzleVelocity if MuzzleBackup != ERROR { GuiControl,,MuzzleText,Vel %MuzzleBackup% VarHexVel := FloatToHex(MuzzleBackup) ; if (MuzzleVelo = MuzzleBackup) ; return WriteMemory(VarHexVel,FiringFunctionData+0x88,PROGRAM) } } } return Overlay: if Overlay = 1 { Settimer, OverlayUpdate,1 } if Overlay = 0 { Settimer, OverlayUpdate, Off Gui,2: Destroy } return OverlayUpdate: projectilesLoaded := Convert(ReadMemory(CFiring+0x01a0,PROGRAM),"D") projectilesInMagazines := Convert(ReadMemory(CFiring+0x01a4,PROGRAM),"D") SendText := Round(HexToFloat(Convert(ReadMemory(HealthComponent+0x20,PROGRAM),"H"))) " / 100 `n" projectilesLoaded " / " ProjectilesInMagazines Width := 120, Height := 50 Gui, 2: -Caption +E0x80000 +LastFound +OwnDialogs +Owner +AlwaysOnTop Gui, 2: Show, NA hwnd1 := WinExist() hbm := CreateDIBSection(Width, Height) hdc := CreateCompatibleDC() obm := SelectObject(hdc, hbm) G := Gdip_GraphicsFromHDC(hdc) Gdip_SetSmoothingMode(G, 4) pBrush := Gdip_BrushCreateSolid(0x00000000) Gdip_FillRoundedRectangle(G, pBrush, 0, 0, Width, Height, 20) Gdip_DeleteBrush(pBrush) Font = Arial If !hFamily := Gdip_FontFamilyCreate(Font) { MsgBox, 48, Font error!, The font you have specified does not exist on the system ExitApp } Options = x10p y30p w80p Left cFF00ff00 r4 s15 BoldItalic Gdip_TextToGraphics(G, SendText, Options, Font, Width, Height) UpdateLayeredWindow(hwnd1, hdc, PosX, PosY+180, Width, Height) Gdip_DeleteFontFamily(hFamily) SelectObject(hdc, obm) DeleteObject(hbm) DeleteDC(hdc) Gdip_DeleteGraphics(G) return Breath: if Breath = 1 { if InVehicle = 1 return if Done = 1 { WriteMemory(0x00,BreathControlHandler+0x38,PROGRAM) WriteMemory(0x00,BreathControlHandler+0x3C,PROGRAM) WriteMemory(0x00,BreathControlHandler+0x40,PROGRAM) WriteMemory(0x00,BreathControlHandler+0x44,PROGRAM) WriteMemory(0x00,BreathControlHandler+0x48,PROGRAM) WriteMemory(0x00,BreathControlHandler+0x4C,PROGRAM) WriteMemory(0x00,BreathControlHandler+0x58,PROGRAM) } else return } return Debug: Tooltip % "Base " Base " `n Deploy " DeployScreen " `n Context " Convert(GameContext,"H") "`n ClientPlayerManager " Convert(ClientPlayerManager,"H") "`n ClientPlayer" Convert(ClientPlayer,"H") " `n InVehicle " Convert(InVehicle,"H") "`n PlayerName " PlayerName "`n CLTeamID " Convert(ClientPlayerTeamID,"H") " `n ClientSoldier " Convert(ClientSoldier,"H") " `n HealthComponent " Convert(HealthComponent,"H") " `n ClientHealth " ClientHealth " `n `n Angle " Convert(Angles,"H") " `n CorrectedFiring " Convert(CFiring,"H") " `n W " Convert(CurrentWeaponName,"H") " `n W2 " Convert(CurrentWeaponName2,"H") "`n W3 " CurrentWeaponName3 " `n PrimaryFire " Convert(PrimaryFire,"H") " `n FirngFuncData " Convert(FiringFunctionData,"H") " `n BulletEntityData " Convert(BulletEntityData,"H") " `n WeaponSway " Convert(WeaponSway,"H") " `n WeaponSwayData " Convert(WeaponSwayData,"H") " `n `n IdToPlayerMapOffset " Convert(IdToPlayerMapOffset,"H") " `n pPlayer " Convert(pPlayer,"H") "`n pSoldierName" pSoldierName "`n pPlayerTeamID " Convert(pPlayerTeamID,"H") "`n pSoldier " Convert(pSoldier,"H") "`n pHealthComponent " Convert(pHealthComponent,"H") "`n pHealth " pHealth "`n pReplication " Convert(pReplication,"H") ,1800,0 return pData: Gui, Submit, Nohide if PlayerRadar = 1 { Straal := (2*150) PosCX := PosCX1 - Straal PosCY := PosCY1 - Straal Width3 := WidthW, Height3 := HeightH Gui, 4: -Caption +E0x80000 +LastFound +OwnDialogs +Owner +AlwaysOnTop Gui, 4: Show, NA hwnd3 := WinExist() hbm3 := CreateDIBSection(Width3, Height3) hdc3 := CreateCompatibleDC() obm3 := SelectObject(hdc3, hbm3) G3 := Gdip_GraphicsFromHDC(hdc3) Gdip_SetSmoothingMode(G3, 4) pBrush4 := Gdip_BrushCreateSolid(0x11000000) pBrush5 := Gdip_BrushCreateSolid(0xFF00FF00) Gdip_FillRoundedRectangle(G3, pBrush4, PosCX, PosCY, Straal, Straal, Straal/2) Gdip_FillRoundedRectangle(G3, pBrush5, (PosCX+(Straal/2)), (PosCY+(Straal/2)) , 5, 5, 2.5) Gdip_DeleteBrush(pBrush4) Gdip_DeleteBrush(pBrush5) } While (ide < 64) { if Round(HexToFloat(Convert(ReadMemory(HealthComponent+0x20,PROGRAM),"H"))) < 1 continue IdToPlayerMapOffset := ReadMemory(ClientPlayerManager+0x548,PROGRAM,5) if IdToPlayerMapOffset != -1 { ide ++ pPlayer := ReadMemory(IdToPlayerMapOffset+(ide * 0x8),PROGRAM,5) if pPlayer != -1 { pSoldierName := ReadMemoryStr(pPlayer+0x40,PROGRAM) pPlayerTeamID := ReadMemory(pPlayer+0x13cc,PROGRAM) pSoldier := ReadMemory(pPlayer+0x14D0,PROGRAM,5) if pSoldier != -1 { pHealthComponent := ReadMemory(pSoldier+0x140,PROGRAM,5) if pHealthComponent != -1 { pHealth := Round(HexToFloat(Convert(ReadMemory(pHealthComponent+0x20,PROGRAM),"H"))) } pReplication := ReadMemory(pSoldier+0x490,PROGRAM,5) if pReplication != -1 { pPositionX := HexToFloat(Convert(ReadMemory(pReplication+0x30,PROGRAM),"H")) pPositionY := HexToFloat(Convert(ReadMemory(pReplication+0x34,PROGRAM),"H")) pPositionZ := HexToFloat(Convert(ReadMemory(pReplication+0x38,PROGRAM),"H")) ;pVelocityX := HexToFLoat(Convert(ReadMemory(pReplication+0x50,PROGRAM),"H")) ;pVelocityY := HexToFloat(Convert(ReadMemory(pReplication+0x54,PROGRAM),"H")) ;pVelocityZ := HexToFloat(Convert(ReadMemory(pReplication+0x58,PROGRAM),"H")) PositionX := HexToFloat(Convert(ReadMemory(ClientReplication+0x30,PROGRAM),"H")) PositionY := HexToFloat(Convert(ReadMemory(ClientReplication+0x34,PROGRAM),"H")) ;Heigth in map PositionZ := HexToFloat(Convert(ReadMemory(ClientReplication+0x38,PROGRAM),"H")) } } } } Yaw := HexToFloat(Convert(ReadMemory(ClientSoldier+0x4D8,PROGRAM),"H")) angle := -Yaw if Spotting = 1 { if pPlayerTeamID != %ClientPlayerTeamID% { SpottingTargetComponentData := Convert(ReadMemory(pSoldier+0xBF0,PROGRAM,5),"H") SpotType := ReadMemory(SpottingTargetComponentData+0x50,PROGRAM) if (SpotType = 0 && ClientHealth > 0) WriteMemory(0x1,SpottingTargetComponentData+0x50,PROGRAM) } } if PlayerRadar = 1 { IfNotEqual, pPlayerTeamID, %ClientPlayerTeamID% ; if other team { RColor = 0xFFFF0000 } else { if ShowTeam = 1 RColor = 0xFF0000FF Else RColor = 0x00000000 } if pHealth <= 1 { RColor = 0x00000000 } Distance: xD := Round(PositionX - pPositionX) yD := Round(PositionY - pPositionY) zD := Round(PositionZ - pPositionZ) pDistance := Round(sqrt((xD * xD) + (yD * yD) + (zD * zD))) ArrayCount++ RC%ArrayCount% := RColor xD%ArrayCount% := pPositionX yD%ArrayCount% := pPositionY zD%ArrayCount% := pPositionZ %ArrayCount% := pDistance Ry := positionZ - zD%ArrayCount% Rx := PositionX - xD%ArrayCount% if (pDistance < 150) { if (pDistance = 0) continue xR%ArrayCount% := (Rx*Cos(angle)-Ry*Sin(angle))+(PosCX+(Straal/2)) yR%ArrayCount% := (Rx*Sin(angle)+Ry*Cos(angle))+(PosCY+(Straal/2)) pBrush6 := Gdip_BrushCreateSolid(RC%ArrayCount%) Gdip_FillRoundedRectangle(G3, pBrush6, xR%ArrayCount%, yR%ArrayCount% , 5, 5, 2.5) Gdip_DeleteBrush(pBrush6) } } } ;End While Loop if PlayerRadar = 1 { UpdateLayeredWindow(hwnd3, hdc3, 0, 0, Width3, Height3) SelectObject(hdc3, obm3) DeleteObject(hbm3) DeleteDC(hdc3) Gdip_DeleteGraphics(G3) } if PlayerRadar = 0 { Gui, 4: Destroy } ArrayCount = 0 ide = 0 return Base: IfWinActive,Battlefield 4 { Base := getProcessBaseAddress(PROGRAM) DeployScreen := ReadMemory(Base+0x21caee0+0x110,PROGRAM,5) if DeployScreen = 0 { Angles := ReadMemory(Base+0x21caee0,PROGRAM,5) if Angles != -1 { CFiring := ReadMemory(Angles+0x49c0,PROGRAM,5) if CFiring != -1 { CurrentWeaponName := ReadMemory(CFiring+0x01c8,PROGRAM,5) if CurrentWeaponName != -1 { CurrentWeaponName2 := ReadMemory(CurrentWeaponName+0x130,PROGRAM,5) if CurrentWeaponName2 != -1 { CurrentWeaponName3 := ReadMemoryStr(CurrentWeaponName2+0x0,PROGRAM) } } PrimaryFire := ReadMemory(CFiring+0x0128,PROGRAM,5) if PrimaryFire != -1 { FiringFunctionData := ReadMemory(PrimaryFire+0x0010,PROGRAM,5) if FiringFunctionData != -1 { BulletEntityData := ReadMemory(FiringFunctionData+0x00B0,PROGRAM,5) } } WeaponSway := ReadMemory(CFiring+0x0078,PROGRAM,5) if WeaponSway != -1 { WeaponSwayData := ReadMemory(WeaponSway+0x0008,PROGRAM,5) } } } GameContext := ReadMemory(Base+0x24abd20,PROGRAM,5) if (GameContext != -1) { ClientPlayerManager := ReadMemory(GameContext+0x60,PROGRAM,5) if (ClientPlayerManager != -1) { ClientPlayer := ReadMemory(ClientPlayerManager+0x540,PROGRAM,5) if ClientPlayer != -1 { InVehicle := ReadMemory(ClientPlayer+0x14c0,PROGRAM) PlayerName := ReadMemoryStr(ClientPlayer+0x40,PROGRAM) ClientPlayerTeamID := ReadMemory(ClientPlayer+0x13cc,PROGRAM) ClientSoldier := ReadMemory(ClientPlayer+0x14d0,PROGRAM,5) if ClientSoldier != -1 { SoldierWeaponComponent := ReadMemory(ClientSoldier+0x570,PROGRAM,5) if SoldierWeaponCompnent != -1 { ActiveSlot := ReadMemory(SoldierWeaponComponent+0x0a98,PROGRAM) +2 Done := ActiveSlot = 2 OR ActiveSlot = 3 OR ActiveSlot = 11 } ClientReplication := ReadMemory(ClientSoldier+0x490,PROGRAM,5) breathControlHandler := ReadMemory(ClientSoldier+0x588,PROGRAM,5) HealthComponent := ReadMemory(ClientSoldier+0x140,PROGRAM,5) } } } } } } return /* ;----------------LocelPlayer-------------------- ;ClientPlayer := Convert(ReadMemory(ClientPlayerManager+0x540,PROGRAM),"H") ;ClientSoldier := Convert(ReadMemory(ClientPlayer+0x14d0,PROGRAM),"H") ;ClientReplication := Convert(ReadMemory(ClientSoldier+0x490,PROGRAM),"H") ;SoldierWeaponsComponent := Convert(ReadMemory(ClientSoldier+0x570,PROGRAM),"H") ;breathControlHandler := Convert(ReadMemory(ClientSoldier+0x588,PROGRAM),"H") ;HealthComponent := Convert(ReadMemory(ClientSoldier+0x140,PROGRAM),"H") ;ClientHealth := Convert(ReadMemory(HealthComponent+0x20,PROGRAM),"H") ;PlayerName := ReadMemoryStr(ClientPlayer+0x40,PROGRAM) ;ClientPlayerTeamID := ReadMemory(ClientPlayer+0x13cc,PROGRAM) ;cActiveSlot := Convert(ReadMemory(SoldierWeaponComponent+0x0a98,PROGRAM),"H") ;Done := ActiveSlot = 2 OR ActiveSlot = 3 OR ActiveSlot = 11 ;InVehicle := Convert(ReadMemory(ClientPlayer+0x14c0,PROGRAM),"H") ;CorrectedFiring := Convert(ReadMemory(Angles+0x49c0,PROGRAM),"H") ;CurrentWeaponName := Convert(ReadMemory(CorrectedFiring+0x01c8,PROGRAM),"H") ;PrimaryFire := Convert(ReadMemory(CorrectedFiring+0x0128,PROGRAM),"H") ;WeaponSway := Convert(ReadMemory(CorrectedFiring+0x0078,PROGRAM),"H") WeaponSwayData := Convert(ReadMemory(WeaponSway+0x0008,PROGRAM),"H") SpreadBase := Round(HexToFLoat(Convert(ReadMemory(WeaponSwayData+0x0430,PROGRAM),"H"))*100) Recoil1 := Convert(ReadMemory(WeaponSwayData+0x0440,PROGRAM),"H") Recoil2 := Convert(ReadMemory(WeaponSwayData+0x0444,PROGRAM),"H") FiringFunctionData := Convert(ReadMemory(PrimaryFire+0x0010,PROGRAM),"H") MuzzleVelo := HexToFloat(Convert(ReadMemory(FiringFunctionData+0x0088,PROGRAM),"H")) BulletEntityData := Convert(ReadMemory(FiringFunctionData+0x00B0,PROGRAM),"H") Gravity := HexToFloat(Convert(ReadMemory(BulletEntityData+0x0130,PROGRAM),"H")) ClientROFAuto := HexToFloat(Convert(ReadMemory(FiringFunctionData+0x1c8,PROGRAM),"H")) ClientROFBurst := HexToFloat(Convert(ReadMemory(FiringFunctionData+0x1cc,PROGRAM),"H")) ;CurrentWeaponName2 := Convert(ReadMemory(CurrentWeaponName+0x130,PROGRAM),"H") ;CurrentWeaponName3 := ReadMemoryStr(CurrentWeaponName2+0x0,PROGRAM) MuzzleVelocity := Convert(ReadMemory(FiringFunctionData+0x88,PROGRAM),"H") ROFSettings := Convert(ReadMemory(FiringFunctionData+0x1c8,PROGRAM),"H") SpreadBase := Convert(ReadMemory(WeaponSwayData+0x0430,PROGRAM),"H") */ WriteMemory(WVALUE,MADDRESS,PROGRAM) { winget, pid, PID, %PROGRAM% ProcessHandle := DllCall("OpenProcess", "int", 2035711, "char", 0, "UInt", PID, "UInt") DllCall("WriteProcessMemory", "UInt", ProcessHandle, "UInt", MADDRESS, "Uint*", WVALUE, "Uint", 4, "Uint *", 0) return } HexToFloat(x) { Return (1-2*(x>>31)) * (2**((x>>23 & 255)-150)) * (0x800000 | x & 0x7FFFFF) } HexToDouble(x) { ; may be wrong at extreme values Return (2*(x>0)-1) * (2**((x>>52 & 0x7FF)-1075)) * (0x10000000000000 | x & 0xFFFFFFFFFFFFF) } FloatToHex(f) { form := A_FormatInteger SetFormat Integer, HEX v := DllCall("MulDiv", Float,f, Int,1, Int,1, UInt) SetFormat Integer, %form% Return v } DoubleToHex(d) { form := A_FormatInteger SetFormat Integer, HEX v := DllCall("ntdll.dll\RtlLargeIntegerShiftLeft",Double,d, UChar,0, Int64) SetFormat Integer, %form% Return v } ReadMemory(MADDRESS=0,PROGRAM="",BYTE=4,MVALUE=" ") { Static OLDPROC, ProcessHandle if MVALUE := " " VarSetCapacity(MVALUE,4,0) If PROGRAM != %OLDPROC% { WinGet, pid, pid, % OLDPROC := PROGRAM ProcessHandle := ( ProcessHandle ? 0*(closed:=DllCall("CloseHandle" ,"UInt",ProcessHandle)) : 0 )+(pid ? DllCall("OpenProcess" ,"Int",16,"Int",0,"UInt",pid) : 0) } If (ProcessHandle) && DllCall("ReadProcessMemory","UInt",ProcessHandle,"UInt",MADDRESS,"str",MVALUE,"UInt",BYTE,"UInt *",0) return *(&MVALUE+4)<<32 | *(&MVALUE+3)<<24 | *(&MVALUE+2)<<16 | *(&MVALUE+1)<<8 | *(&MVALUE) return !ProcessHandle ? "Handle Closed: " closed : "-2" } getProcessBaseAddress(WindowTitle, windowMatchMode := "3") ;WindowTitle can be anything ahk_exe ahk_class etc { if (windowMatchMode && A_TitleMatchMode != windowMatchMode) { mode := A_TitleMatchMode ; This is a string and will not contain the 0x prefix StringReplace, windowMatchMode, windowMatchMode, 0x ; remove hex prefix as SetTitleMatchMode will throw a run time error. This will occur if integer mode is set to hex and matchmode param is passed as an number not a string. SetTitleMatchMode, %windowMatchMode% ;mode 3 is an exact match } WinGet, hWnd, ID, %WindowTitle% if mode SetTitleMatchMode, %mode% ; In case executed in autoexec if !hWnd return ; return blank failed to find window return DllCall(A_PtrSize = 4 ; If DLL call fails, returned value will = 0 ? "GetWindowLong" : "GetWindowLongPtr" , "Ptr", hWnd, "Int", -6, A_Is64bitOS ? "Int64" : "UInt") ; For the returned value when the OS is 64 bit use Int64 to prevent negative overflow when AHK is 32 bit and target process is 64bit ; however if the OS is 32 bit, must use UInt, otherwise the number will be huge (however it will still work as the lower 4 bytes are correct) ; Note - it's the OS bitness which matters here, not the scripts/AHKs } ReadMemoryStr(MADDRESS=0, PROGRAM = "", length = 0 , terminator = "") ; "" = Null { Static OLDPROC, ProcessHandle If (PROGRAM != OLDPROC || !ProcessHandle) { WinGet, pid, pid, % OLDPROC := PROGRAM ProcessHandle := ( ProcessHandle ? 0*(closed:=DllCall("CloseHandle" ,"UInt",ProcessHandle)) : 0 )+(pid ? DllCall("OpenProcess" ,"Int",16,"Int",0,"UInt",pid) : 0) ;PID is stored in value pid } ; length depends on the encoding too VarSetCapacity(Output, length ? length : 1, 0) If !length ; read until terminator found or something goes wrong/error { Loop { success := DllCall("ReadProcessMemory", "UInt", ProcessHandle, "UInt", MADDRESS++, "str", Output, "Uint", 1, "Uint *", 0) if (ErrorLevel || !success || Output = terminator) break teststr .= Output } } Else ; will read X length { DllCall("ReadProcessMemory", "UInt", ProcessHandle, "UInt", MADDRESS, "str", Output, "Uint", length, "Uint *", 0) ; Loop % length ; teststr .= chr(NumGet(Output, A_Index-1, "Char")) teststr := StrGet(&Output, length, "UTF-8") } return teststr } ;H for Hex D for Dec Convert(Number=0, ConvertTo="") { TmpNum := Number Ok := False If TmpNum Is Integer Ok := True Else If TmpNum Is Xdigit { Ok := True TmpNum := "0x" TmpNum } Else If (InStr(TmpNum, "0x")) Ok := True Else Return -1 If (Ok) If (ConvertTo = "D" ) { SetFormat Integer, D TmpNum += 0 SetFormat Integer, H Return TmpNum } Else If (ConvertTo = "H") { SetFormat Integer, H TmpNum += 0 SetFormat Integer, D Return TmpNum } Else Return -2 Else Return -3 } SaveSettings: IniWrite,%NoSpread%,Settings.dfd,Settings,Spread IniWrite,%NoRecoil%,Settings.dfd,Settings,Recoil IniWrite,%Overlay%,Settings.dfd,Settings,Overlay IniWrite,%Breath%,Settings.dfd,Settings,Breath IniWrite,%Spotting%,Settings.dfd,Settings,Spotting IniWrite,%PlayerRadar%,Settings.dfd,Settings,PlayerRadar IniWrite,%ShowTeam%,Settings.dfd,Settings,ShowTeam IniWrite,%PosCX1%,Settings.dfd,Settings,PosCX1 IniWrite,%PosCY1%,Settings.dfd,Settings,PosCY1 iniWrite,%ROFAuto%,Settings.dfd,Settings,ROFAuto IniWrite,%Auto%,Settings.dfd,Settings,Auto IniWrite,%GravitySet%,Settings.dfd,Settings,Gravity iniWrite,%MuzzleVel%,Settings.dfd,Settings,MuzzleSet iniWrite,%MuzzleV%,Settings.dfd,Settings,MuzzleVelocity return
cosme277 (12-19-2015)
Unfornutely , the hack just a paper in winrar?