akim14 (11-06-2015),alphakenny1 (11-06-2015),Carlosboll (11-07-2015),IBelieveInCake (11-06-2015),Necktof87 (11-08-2015),Z-Nation (11-06-2015)
Functions
Other Stuff: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
Code:LocalClientCUIFlag - 0x14318BBE0 ClientState->RealTime - 0x1431C146C Client_IsDemoPlaying - 0x14073B8D0 GetLocalXUID - 0x1405BF440
akim14 (11-06-2015),alphakenny1 (11-06-2015),Carlosboll (11-07-2015),IBelieveInCake (11-06-2015),Necktof87 (11-08-2015),Z-Nation (11-06-2015)
Just FYI guys:
From this you can clearly see that dvars are stored similarly to Advanced Warfare: In a hash table.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; }
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 08:15 AM.
akim14 (11-08-2015),cra0 (11-11-2015),Taylor Suewift (11-08-2015)
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 );
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 :/
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.
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 11:29 AM.
hkKenshin (11-12-2015)