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);