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  1. #1
    Steb.'s Avatar
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    C# AssaultCube Simple Memory Hacking


    AssaultCube Memory Hacking
    credits : Steb, Solaire(for the offsets), Fleep (for the memory class)
    find your own class ;P ALso use timers if u want for the writing part .

    Header:
    Code:
    public int playerBase = 0x00509B74;
    public int adminmodeOFF = 0x220;
    public int norecoilOFF = 0x463786;
    public int rapidfireOFF = 0x4637E4;
    public int unliHealthOFF = 0xf8;
    public int unliArmorOFF = 0xFC;
    public int fastKnifeOFF = 0x160;
    public int fastPistolOFF = 0x164;
    public int grenadetimerOFF = 0x180;
    public int verticalAngleOFF = 0x44;
    public int horizontalAngleOFF = 0x40;
    public int mouseclickOFF = 0x224;
    public int arifleTimerOFF = 0x178;
    public int sniperTimerOFF = 0x174;
    public int machinegunTimerOFF = 0x170;
    public int shotgunTimerOFF = 0x16C;
    public int carbineTimerOFF = 0x168;
    public int pistolTimerOFF = 0x164;
    public int arifleAmmoOFF = 0x128;
    public int arifleClipOFF = 0x150;
    public int pistolAmmoOFF = 0x144;
    public int pistolClipOFF = 0x13C;
    public int grenadeAmmoOFF = 0x158;
    public int machinegunAmmoOFF = 0x120;
    public int machinegunClipOFF = 0x148;
    public int sniperAmmoOFF = 0x124;
    public int sniperClipOFF = 0x14C;
    public int shotgunAmmoOFF = 0x11C;
    public int shotgunClipOFF = 0x144;
    public int carbineAmmoOFF = 0x118;
    public int carbineClipOFF = 0x140;
    FastKnife:
    Code:
    Memory.WritePointerInt32(game, playerBase, new int[] { fastKnifeOFF }, 0);
    FastPistol:
    Code:
    Memory.WritePointerInt32(game, playerBase, new int[] { fastPistolOFF }, 0);
    FastPrimary:
    Code:
    Memory.WritePointerInt32(game, playerBase, new int[] { arifleTimerOFF }, 1);
    Memory.WritePointerInt32(game, playerBase, new int[] { sniperTimerOFF }, 1);
    Memory.WritePointerInt32(game, playerBase, new int[] { machinegunTimerOFF }, 1);
    Memory.WritePointerInt32(game, playerBase, new int[] { shotgunTimerOFF }, 1);
    Memory.WritePointerInt32(game, playerBase, new int[] { carbineTimerOFF }, 1);
    Memory.WritePointerInt32(game, playerBase, new int[] { pistolTimerOFF }, 1);
    GrenadeTimer:
    Code:
    Memory.WritePointerInt32(game, playerBase, new int[] { grenadetimerOFF }, 1);
    UnliAmmo: (use timers )
    Code:
    Memory.WritePointerInt32(game, playerBase, new int[] { grenadeAmmoOFF }, 10);
    Memory.WritePointerInt32(game, playerBase, new int[] { arifleAmmoOFF }, 20);
    Memory.WritePointerInt32(game, playerBase, new int[] { arifleClipOFF }, 40);
    Memory.WritePointerInt32(game, playerBase, new int[] { pistolAmmoOFF }, 10);
    Memory.WritePointerInt32(game, playerBase, new int[] { pistolClipOFF }, 50);
    Memory.WritePointerInt32(game, playerBase, new int[] { machinegunAmmoOFF }, 50);
    Memory.WritePointerInt32(game, playerBase, new int[] { machinegunClipOFF }, 200);
    Memory.WritePointerInt32(game, playerBase, new int[] { sniperAmmoOFF }, 10);
    Memory.WritePointerInt32(game, playerBase, new int[] { sniperClipOFF }, 40);
    Memory.WritePointerInt32(game, playerBase, new int[] { shotgunAmmoOFF }, 20);
    Memory.WritePointerInt32(game, playerBase, new int[] { shotgunClipOFF }, 40);
    Memory.WritePointerInt32(game, playerBase, new int[] { carbineAmmoOFF }, 50);
    Memory.WritePointerInt32(game, playerBase, new int[] { carbineClipOFF }, 40);
    UnliArmor:
    Code:
    Memory.WritePointerInt32(game, playerBase, new int[] { unliArmorOFF }, 100);
    UnliHealth:
    Code:
    Memory.WritePointerInt32(game, playerBase, new int[] { unliHealthOFF }, 99999);
    AdminMode: (you can use timer here but dont)
    Code:
    Memory.WritePointerInt32(game, playerBase, new int[] { adminmodeOFF }, 1);
    NoRecoil: (dont use timer here)
    Code:
    Memory.WriteNOPs(game, norecoilOFF, 10);
    Last edited by Steb.; 11-19-2016 at 06:31 PM.

  2. #2
    Zaczero's Avatar
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    ..OFF is a bit confusing.
    I prefer using EntityBase and HealthOffset for example
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