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  1. #1
    peshkayt's Avatar
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    New sigs and classes 2019 (new compiler)

    New Sigs:
    Code:
    [Cshell Module]
    
    Address_GlowEsp = 55 8B EC 51 A1 ?? ?? ?? ?? 53 8B 5D 08 56
    Address_BunnyHop = 0F B6 05 ?? ?? ?? ?? 8B CF 50 8D + 0x3
    Address_LTModel = 8B 0D ?? ?? ?? ?? 50 FF 56 34 85 C0 75 70 + 0x2
    Address_LTClientShell = 8B 0D ?? ?? ?? ?? 3A C3 6A ?? 68 ?? ?? ?? ?? 8D 45 EC + 0x2
    Address_ModelNode = 8B 0D ?? ?? ?? ?? 81 FE + 0x2
    Address_WeaponManager = A1 ?? ?? ?? ?? 68 ?? ?? ?? ?? 53 8B 04 + 0x1
    Offset_Gravity = F3 0F 10 87 ?? ?? ?? ?? F3 0F 59 05 ?? ?? ?? ?? F3 0F 59 45 ?? F3 0F 5C C8 F3 0F 11 4E ?? 8B CF E8 ?? ?? ?? ?? 84 C0 + 0x4
    Address_LTClient = A1 ?? ?? ?? ?? 53 8B 5D 08 56 8B 80 ?? ?? ?? ?? 80 + 0x1
    Offset_GameUi = 8B 80 ?? ?? ?? ?? 85 C0 74 43 8B 80 + 0x2
    Offset_NanoPVScreen = 8B 8E ?? ?? ?? ?? 8B 01 FF 50 1C 8B 8E ?? ?? ?? ?? 8B 01 FF 50 18 + 0x2
    Offset_Mutant = C7 84 86 ?? ?? ?? ?? ?? ?? ?? ?? C7 45 + 0x3
    Address_OpenScreenMutant = 74 34 5F C7
    Address_DamagePerMeter = A1 ?? ?? ?? ?? 83 C4 04 D9 5D E4 F3 0F 10 45 ?? F3 0F 11 40 + 0x1
    Address_LTPlayerClient = 3D ?? ?? ?? ?? 7C EE A1 + 0x2
    Offset_LTPlayerClient = 8B 4B ?? 85 C9 74 ?? 8B 01 FF 90 + 0x2
    Address_BasicPlayerInfo = A1 ?? ?? ?? ?? 83 C4 04 69 0D + 0x1
    Offset_ReloadAnimRatio = F3 0F 11 80 ?? ?? ?? ?? 68 ?? ?? ?? ?? 53 E8 ?? ?? ?? ?? 83 C4 08 89 85 ?? ?? ?? ?? 85 C0 74 4D + 0x4
    Offset_PlayerSize = 69 C0 ?? ?? ?? ?? 8A 84 30 ?? ?? ?? ?? 5E + 0x2
    Offset_PlayerStart = 0F B6 86 ?? ?? ?? ?? 69 C0 ?? ?? ?? ?? 8A + 0x3
    Offset_MyIndex = 8A 84 30 ?? ?? ?? ?? 5E + 0x3
    Address_GetLocalPlayerID = 56 8B F1 0F B6 86 ?? ?? ?? ?? 50 E8 ?? ?? ?? ?? 83 C4 04 84 C0 75 04
    Offset_Yaw = 8B 91 ?? ?? ?? ?? 8B 89 ?? ?? ?? ?? 89 50 04 + 0x2
    Offset_Pitch = 8B 91 ?? ?? ?? ?? 89 10 8B 91 ?? ?? ?? ?? 8B + 0x2
    Offset_Recoil = F3 0F 10 83 ?? ?? ?? ?? F3 0F 11 44 24 ?? F3 0F 10 83 ?? ?? ?? ?? F3 0F 11 04 24 E8 ?? ?? ?? ?? 8B 0D ?? ?? ?? ?? E8 + 0x4
    Offset_ExecCmd = 8B 80 ?? ?? ?? ?? FF D0 8B 0D ?? ?? ?? ?? 83 C4 04 8B 01 FF 90 ?? ?? ?? ?? 6A ?? 6A 01 8B C8 8B 10 FF 52 04 6A 01 + 0x2
    
    [Main Module]
    
    Address_GlowThickness = F3 0F 10 15 ?? ?? ?? ?? 68 + 0x4
    Address_CrossfireTexture = F3 0F 10 05 ?? ?? ?? ?? 0F 2F C2 76 02 + 0x4
    Address_IntersectSegment = 55 8B EC 8B 45 0C 50 8B 4D 08 51 8B 15 ?? ?? ?? ?? 8B 02 8B 0D ?? ?? ?? ?? 8B 50 0C
    Address_DipEngine = 8B 07 FF 75 18
    Output log:
    Code:
    [Modules]
    
    0xB600000 CShell.dll BaseAddress
    0x400000 MainInstance BaseAddress
    0xB600000 CShell.dll Handle
    0x400000 MainInstance Handle
    0x31DB000 CShell.dll size
    0x120C000 MainInstance size
    
    [Addresses]
    
    0x6FA580 Address_CrossfireTexture
    0x1263D88 Address_LTModel
    0x17E9D04 Address_LTClientShell
    0x5CBE10 Address_IntersectSegment
    0x1260874 Address_ModelNode
    0x1260BCC Address_WeaponMgr
    0x8DEAB0 Address_GlowEsp
    0x1260BB0 Address_DamagePerMeter
    0x1823D80 Address_LTPlayerClient
    0x184E824 Address_BunnyHop
    0x10C29A8 Address_BasicPlayerInfo
    0x763BDC Address_OpenMutantScreen
    0x4947F6 Address_DipEngine
    0x4947F3 Address_DipEngineReturn
    0x17E5D44 Address_LTClient
    0x6FA660 Address_GlowThickness
    
    [Offsets]
    
    0x4FC Offset_Yaw
    0x500 Offset_Pitch
    0xD6C Offset_Yaw_ZM
    0xD70 Offset_Pitch_ZM
    0x78 Offset_LTPlayerClient
    0x1398 Offset_ReloadAnimRatio
    0x1E4 Offset_GameUi
    0x7268 Offset_NanoPVScreen
    0x170 Offset_Mutant
    0x52C Offset_Recoil
    0x61C Offset_RecoilZM
    0x1FC Offset_PlayerStart
    0x204 Offset_MyIndex
    0x738 Offset_PlayerSize
    0xA5C Offset_GravityZ
    0x21C Offset_ExecCmd
    Updated Classes:
    Code:
    struct CBasePlayer
    {
    	Offset(LTObject*, GetObject, 0x4);
    	Offset(char, GetClientID, 0x8);
    	Offset(char, GetTeam, 0x9);
    	Offset(char[12], GetName, 0xA);
    	Offset(CPlayerStates*, GetPlayerStates, 0x18);
    	Offset(bool, HasC4, 0x24);
    	Offset(short, GetHealth, 0x40);
    };
    struct CPlayerStates
    {
    	Offset(bool, IsDead, 0x200);
    	Offset(bool, IsSpawnProtected, 0x210);
    	Offset(CNanoCharacter, GetNanoCharacter, 0xEF3C);
    	Offset(int, GetCurrentWeapon, 0x49878);
    }
    struct CNanoCharacter
    {
            Offset(int, IsMutant, 0xC);
    }
    And after this release i want to request help.
    My visible check cause weird results. Address_IntersectSegment is 100% valid.
    My structs:
    Code:
    struct IntersectQuery
    {
    	Vector3D From;
    	Vector3D To;
    };
    struct IntersectInfo
    {
    	Vector3D Point;
    };
    My call:
    Code:
    bool IsVisible(Vector3D From, Vector3D To)
    {
    	IntersectSegment = (IntersectSegmentFn)(Address_IntersectSegment);
    	static IntersectQuery Query;
    	static IntersectInfo Info;
    	if (IntersectSegment)
    	{
    		ZeroMemory(&Query, sizeof(Query));
    		Query.From = From;
    		Query.To = To;
    		return !IntersectSegment(Query, &Info);
    	}
    	return false;
    }
    Last edited by peshkayt; 10-13-2019 at 12:52 PM.

  2. The Following 4 Users Say Thank You to peshkayt For This Useful Post:

    Anger5K (08-06-2020),IrineuMito (10-15-2019),Janitor (10-13-2019),[Snake] (10-13-2019)

  3. #2
    elazhary's Avatar
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    Quote Originally Posted by peshkayt View Post
    New Sigs:
    Code:
    [Cshell Module]
    
    Address_GlowEsp = 55 8B EC 51 A1 ?? ?? ?? ?? 53 8B 5D 08 56
    Address_BunnyHop = 0F B6 05 ?? ?? ?? ?? 8B CF 50 8D + 0x3
    Address_LTModel = 8B 0D ?? ?? ?? ?? 50 FF 56 34 85 C0 75 70 + 0x2
    Address_LTClientShell = 8B 0D ?? ?? ?? ?? 3A C3 6A ?? 68 ?? ?? ?? ?? 8D 45 EC + 0x2
    Address_ModelNode = 8B 0D ?? ?? ?? ?? 81 FE + 0x2
    Address_WeaponManager = A1 ?? ?? ?? ?? 68 ?? ?? ?? ?? 53 8B 04 + 0x1
    Offset_Gravity = F3 0F 10 87 ?? ?? ?? ?? F3 0F 59 05 ?? ?? ?? ?? F3 0F 59 45 ?? F3 0F 5C C8 F3 0F 11 4E ?? 8B CF E8 ?? ?? ?? ?? 84 C0 + 0x4
    Address_LTClient = A1 ?? ?? ?? ?? 53 8B 5D 08 56 8B 80 ?? ?? ?? ?? 80 + 0x1
    Offset_GameUi = 8B 80 ?? ?? ?? ?? 85 C0 74 43 8B 80 + 0x2
    Offset_NanoPVScreen = 8B 8E ?? ?? ?? ?? 8B 01 FF 50 1C 8B 8E ?? ?? ?? ?? 8B 01 FF 50 18 + 0x2
    Offset_Mutant = C7 84 86 ?? ?? ?? ?? ?? ?? ?? ?? C7 45 + 0x3
    Address_OpenScreenMutant = 74 34 5F C7
    Address_DamagePerMeter = A1 ?? ?? ?? ?? 83 C4 04 D9 5D E4 F3 0F 10 45 ?? F3 0F 11 40 + 0x1
    Address_LTPlayerClient = 3D ?? ?? ?? ?? 7C EE A1 + 0x2
    Offset_LTPlayerClient = 8B 4B ?? 85 C9 74 ?? 8B 01 FF 90 + 0x2
    Address_BasicPlayerInfo = A1 ?? ?? ?? ?? 83 C4 04 69 0D + 0x1
    Offset_ReloadAnimRatio = F3 0F 11 80 ?? ?? ?? ?? 68 ?? ?? ?? ?? 53 E8 ?? ?? ?? ?? 83 C4 08 89 85 ?? ?? ?? ?? 85 C0 74 4D + 0x4
    Offset_PlayerSize = 69 C0 ?? ?? ?? ?? 8A 84 30 ?? ?? ?? ?? 5E + 0x2
    Offset_PlayerStart = 0F B6 86 ?? ?? ?? ?? 69 C0 ?? ?? ?? ?? 8A + 0x3
    Offset_MyIndex = 8A 84 30 ?? ?? ?? ?? 5E + 0x3
    Address_GetLocalPlayerID = 56 8B F1 0F B6 86 ?? ?? ?? ?? 50 E8 ?? ?? ?? ?? 83 C4 04 84 C0 75 04
    Offset_Yaw = 8B 91 ?? ?? ?? ?? 8B 89 ?? ?? ?? ?? 89 50 04 + 0x2
    Offset_Pitch = 8B 91 ?? ?? ?? ?? 89 10 8B 91 ?? ?? ?? ?? 8B + 0x2
    Offset_Recoil = F3 0F 10 83 ?? ?? ?? ?? F3 0F 11 44 24 ?? F3 0F 10 83 ?? ?? ?? ?? F3 0F 11 04 24 E8 ?? ?? ?? ?? 8B 0D ?? ?? ?? ?? E8 + 0x4
    Offset_ExecCmd = 8B 80 ?? ?? ?? ?? FF D0 8B 0D ?? ?? ?? ?? 83 C4 04 8B 01 FF 90 ?? ?? ?? ?? 6A ?? 6A 01 8B C8 8B 10 FF 52 04 6A 01 + 0x2
    
    [Main Module]
    
    Address_GlowThickness = F3 0F 10 15 ?? ?? ?? ?? 68 + 0x4
    Address_CrossfireTexture = F3 0F 10 05 ?? ?? ?? ?? 0F 2F C2 76 02 + 0x4
    Address_IntersectSegment = 55 8B EC 8B 45 0C 50 8B 4D 08 51 8B 15 ?? ?? ?? ?? 8B 02 8B 0D ?? ?? ?? ?? 8B 50 0C
    Address_DipEngine = 8B 07 FF 75 18
    Updated Classes:
    Code:
    struct CBasePlayer
    {
    	Offset(LTObject*, GetObject, 0x4);
    	Offset(char, GetClientID, 0x8);
    	Offset(char, GetTeam, 0x9);
    	Offset(char[12], GetName, 0xA);
    	Offset(CPlayerStates*, GetPlayerStates, 0x18);
    	Offset(bool, HasC4, 0x24);
    	Offset(short, GetHealth, 0x40);
    };
    struct CPlayerStates
    {
    	Offset(bool, IsDead, 0x200);
    	Offset(bool, IsSpawnProtected, 0x210);
    	Offset(CNanoCharacter, GetNanoCharacter, 0xEF3C);
    	Offset(int, GetCurrentWeapon, 0x49878);
    }
    struct CNanoCharacter
    {
            Offset(int, IsMutant, 0xC);
    }
    And after this release i want to request help.
    My visible check cause weird results. Address_IntersectSegment is 100% valid.
    My structs:
    Code:
    struct IntersectQuery
    {
    	Vector3D From;
    	Vector3D To;
    };
    struct IntersectInfo
    {
    	Vector3D Point;
    };
    My call:
    Code:
    bool IsVisible(Vector3D From, Vector3D To)
    {
    	IntersectSegment = (IntersectSegmentFn)(Address_IntersectSegment);
    	static IntersectQuery Query;
    	static IntersectInfo Info;
    	if (IntersectSegment)
    	{
    		ZeroMemory(&Query, sizeof(Query));
    		Query.From = From;
    		Query.To = To;
    		return !IntersectSegment(Query, &Info);
    	}
    	return false;
    }
    Is this compatible with Crossfire NA

  4. #3
    peshkayt's Avatar
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    idk. Those sigs for new crossfire compiler (after knockout update i guess)
    Tested on ruCF

  5. #4
    elazhary's Avatar
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    Quote Originally Posted by peshkayt View Post
    idk. Those sigs for new crossfire compiler (after knockout update i guess)
    Tested on ruCF
    Don't work on Crossfire NA

  6. #5
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    Thanks for your contribution.

  7. #6
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    Code:
    bool WINAPIV cEngine::IsVisible(D3DXVECTOR3 MePos, D3DXVECTOR3 TargetPos)
    {
    	memset(&iQuery, 0, sizeof(iQuery));
    	memset(&iInfo, 0, sizeof(iInfo));
    
    	iQuery.m_From = MePos;
    	iQuery.m_To = TargetPos;
    
    	iQuery.m_Flags = ::INTERSECT_OBJECTS|::IGNORE_NONSOLID|::INTERSECT_HPOLY;
    	iQuery.m_FilterFn = VisibleFilterFn;
    
    	iQuery.m_Flags = ::IGNORE_NONSOLID;
    	iQuery.m_FilterFn = NULL;
    
    	return !((bool(WINAPIV*)(IntersectQuery*, IntersectInfo*)) NetVars::PHacks::ADDR_IntersectSegment)(&iQuery, &iInfo);
    }

  8. #7
    peshkayt's Avatar
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    Quote Originally Posted by MemoryThePast View Post
    Code:
    bool WINAPIV cEngine::IsVisible(D3DXVECTOR3 MePos, D3DXVECTOR3 TargetPos)
    {
    	memset(&iQuery, 0, sizeof(iQuery));
    	memset(&iInfo, 0, sizeof(iInfo));
    
    	iQuery.m_From = MePos;
    	iQuery.m_To = TargetPos;
    
    	iQuery.m_Flags = ::INTERSECT_OBJECTS|::IGNORE_NONSOLID|::INTERSECT_HPOLY;
    	iQuery.m_FilterFn = VisibleFilterFn;
    
    	iQuery.m_Flags = ::IGNORE_NONSOLID;
    	iQuery.m_FilterFn = NULL;
    
    	return !((bool(WINAPIV*)(IntersectQuery*, IntersectInfo*)) NetVars::PHacks::ADDR_IntersectSegment)(&iQuery, &iInfo);
    }
    Can you share your enum and structs ?

  9. #8
    MemoryThePast's Avatar
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    Quote Originally Posted by peshkayt View Post
    Can you share your enum and structs ?
    hmmm look at the lithtech src
    Last edited by MemoryThePast; 10-14-2019 at 07:55 AM.

  10. #9
    paomian's Avatar
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    nice work..

  11. #10
    (Virus)'s Avatar
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    Quote Originally Posted by peshkayt View Post
    New Sigs:
    Code:
    [Cshell Module]
    
    Address_GlowEsp = 55 8B EC 51 A1 ?? ?? ?? ?? 53 8B 5D 08 56
    Address_BunnyHop = 0F B6 05 ?? ?? ?? ?? 8B CF 50 8D + 0x3
    Address_LTModel = 8B 0D ?? ?? ?? ?? 50 FF 56 34 85 C0 75 70 + 0x2
    Address_LTClientShell = 8B 0D ?? ?? ?? ?? 3A C3 6A ?? 68 ?? ?? ?? ?? 8D 45 EC + 0x2
    Address_ModelNode = 8B 0D ?? ?? ?? ?? 81 FE + 0x2
    Address_WeaponManager = A1 ?? ?? ?? ?? 68 ?? ?? ?? ?? 53 8B 04 + 0x1
    Offset_Gravity = F3 0F 10 87 ?? ?? ?? ?? F3 0F 59 05 ?? ?? ?? ?? F3 0F 59 45 ?? F3 0F 5C C8 F3 0F 11 4E ?? 8B CF E8 ?? ?? ?? ?? 84 C0 + 0x4
    Address_LTClient = A1 ?? ?? ?? ?? 53 8B 5D 08 56 8B 80 ?? ?? ?? ?? 80 + 0x1
    Offset_GameUi = 8B 80 ?? ?? ?? ?? 85 C0 74 43 8B 80 + 0x2
    Offset_NanoPVScreen = 8B 8E ?? ?? ?? ?? 8B 01 FF 50 1C 8B 8E ?? ?? ?? ?? 8B 01 FF 50 18 + 0x2
    Offset_Mutant = C7 84 86 ?? ?? ?? ?? ?? ?? ?? ?? C7 45 + 0x3
    Address_OpenScreenMutant = 74 34 5F C7
    Address_DamagePerMeter = A1 ?? ?? ?? ?? 83 C4 04 D9 5D E4 F3 0F 10 45 ?? F3 0F 11 40 + 0x1
    Address_LTPlayerClient = 3D ?? ?? ?? ?? 7C EE A1 + 0x2
    Offset_LTPlayerClient = 8B 4B ?? 85 C9 74 ?? 8B 01 FF 90 + 0x2
    Address_BasicPlayerInfo = A1 ?? ?? ?? ?? 83 C4 04 69 0D + 0x1
    Offset_ReloadAnimRatio = F3 0F 11 80 ?? ?? ?? ?? 68 ?? ?? ?? ?? 53 E8 ?? ?? ?? ?? 83 C4 08 89 85 ?? ?? ?? ?? 85 C0 74 4D + 0x4
    Offset_PlayerSize = 69 C0 ?? ?? ?? ?? 8A 84 30 ?? ?? ?? ?? 5E + 0x2
    Offset_PlayerStart = 0F B6 86 ?? ?? ?? ?? 69 C0 ?? ?? ?? ?? 8A + 0x3
    Offset_MyIndex = 8A 84 30 ?? ?? ?? ?? 5E + 0x3
    Address_GetLocalPlayerID = 56 8B F1 0F B6 86 ?? ?? ?? ?? 50 E8 ?? ?? ?? ?? 83 C4 04 84 C0 75 04
    Offset_Yaw = 8B 91 ?? ?? ?? ?? 8B 89 ?? ?? ?? ?? 89 50 04 + 0x2
    Offset_Pitch = 8B 91 ?? ?? ?? ?? 89 10 8B 91 ?? ?? ?? ?? 8B + 0x2
    Offset_Recoil = F3 0F 10 83 ?? ?? ?? ?? F3 0F 11 44 24 ?? F3 0F 10 83 ?? ?? ?? ?? F3 0F 11 04 24 E8 ?? ?? ?? ?? 8B 0D ?? ?? ?? ?? E8 + 0x4
    Offset_ExecCmd = 8B 80 ?? ?? ?? ?? FF D0 8B 0D ?? ?? ?? ?? 83 C4 04 8B 01 FF 90 ?? ?? ?? ?? 6A ?? 6A 01 8B C8 8B 10 FF 52 04 6A 01 + 0x2
    
    [Main Module]
    
    Address_GlowThickness = F3 0F 10 15 ?? ?? ?? ?? 68 + 0x4
    Address_CrossfireTexture = F3 0F 10 05 ?? ?? ?? ?? 0F 2F C2 76 02 + 0x4
    Address_IntersectSegment = 55 8B EC 8B 45 0C 50 8B 4D 08 51 8B 15 ?? ?? ?? ?? 8B 02 8B 0D ?? ?? ?? ?? 8B 50 0C
    Address_DipEngine = 8B 07 FF 75 18
    Output log:
    Code:
    [Modules]
    
    0xB600000 CShell.dll BaseAddress
    0x400000 MainInstance BaseAddress
    0xB600000 CShell.dll Handle
    0x400000 MainInstance Handle
    0x31DB000 CShell.dll size
    0x120C000 MainInstance size
    
    [Addresses]
    
    0x6FA580 Address_CrossfireTexture
    0x1263D88 Address_LTModel
    0x17E9D04 Address_LTClientShell
    0x5CBE10 Address_IntersectSegment
    0x1260874 Address_ModelNode
    0x1260BCC Address_WeaponMgr
    0x8DEAB0 Address_GlowEsp
    0x1260BB0 Address_DamagePerMeter
    0x1823D80 Address_LTPlayerClient
    0x184E824 Address_BunnyHop
    0x10C29A8 Address_BasicPlayerInfo
    0x763BDC Address_OpenMutantScreen
    0x4947F6 Address_DipEngine
    0x4947F3 Address_DipEngineReturn
    0x17E5D44 Address_LTClient
    0x6FA660 Address_GlowThickness
    
    [Offsets]
    
    0x4FC Offset_Yaw
    0x500 Offset_Pitch
    0xD6C Offset_Yaw_ZM
    0xD70 Offset_Pitch_ZM
    0x78 Offset_LTPlayerClient
    0x1398 Offset_ReloadAnimRatio
    0x1E4 Offset_GameUi
    0x7268 Offset_NanoPVScreen
    0x170 Offset_Mutant
    0x52C Offset_Recoil
    0x61C Offset_RecoilZM
    0x1FC Offset_PlayerStart
    0x204 Offset_MyIndex
    0x738 Offset_PlayerSize
    0xA5C Offset_GravityZ
    0x21C Offset_ExecCmd
    Updated Classes:
    Code:
    struct CBasePlayer
    {
    	Offset(LTObject*, GetObject, 0x4);
    	Offset(char, GetClientID, 0x8);
    	Offset(char, GetTeam, 0x9);
    	Offset(char[12], GetName, 0xA);
    	Offset(CPlayerStates*, GetPlayerStates, 0x18);
    	Offset(bool, HasC4, 0x24);
    	Offset(short, GetHealth, 0x40);
    };
    struct CPlayerStates
    {
    	Offset(bool, IsDead, 0x200);
    	Offset(bool, IsSpawnProtected, 0x210);
    	Offset(CNanoCharacter, GetNanoCharacter, 0xEF3C);
    	Offset(int, GetCurrentWeapon, 0x49878);
    }
    struct CNanoCharacter
    {
            Offset(int, IsMutant, 0xC);
    }
    And after this release i want to request help.
    My visible check cause weird results. Address_IntersectSegment is 100% valid.
    My structs:
    Code:
    struct IntersectQuery
    {
    	Vector3D From;
    	Vector3D To;
    };
    struct IntersectInfo
    {
    	Vector3D Point;
    };
    My call:
    Code:
    bool IsVisible(Vector3D From, Vector3D To)
    {
    	IntersectSegment = (IntersectSegmentFn)(Address_IntersectSegment);
    	static IntersectQuery Query;
    	static IntersectInfo Info;
    	if (IntersectSegment)
    	{
    		ZeroMemory(&Query, sizeof(Query));
    		Query.From = From;
    		Query.To = To;
    		return !IntersectSegment(Query, &Info);
    	}
    	return false;
    }
    Can U Upload Ur Dumped Cshell /Cf ?
    [Pubg Private Cheats]

    [Cf Private Cheats]


    [Combat Arms Cheats]
    Await.

  12. #11
    jayjay153's Avatar
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    //ModelInsntance.cpp
    Code:
    #include "../../SDK.h"
    
    D3DXVECTOR3			ModelInstance::GetEyeLevel()
    {
    	D3DXVECTOR3 vPos, vDims;
    	VEC_INIT(vPos);
    
    	if (!this) return vPos;
    
    	I::g_pPhysicsLT->GetObjectDims(this, &vDims);
    	I::g_pLTClient->GetObjectPos(this, &vPos);
    
    	vPos.y += vDims.y / 2.0f;
    	//	vPos.y -= m_fEyeLevelOffset;
    	vPos.y -= 1;
    
    	return vPos;
    }
    
    bool				ModelInstance::IsVisible_CastRay()
    {
    	if (!this)
    		return false;
    
    	D3DXVECTOR3 vOurPos, vTheirPos;
    	D3DXVECTOR3 vPos = E::Visuals->GetMyObject()->GetEyeLevel();
    
    	// [ GET LOCAL WORLD POSITION ]
    	I::g_pLTClient->GetObjectPos(E::Visuals->GetMyObject(), &vOurPos);
    	// [ GET ENEMY WORLD POSITION ]
    	I::g_pLTClient->GetObjectPos(this, &vTheirPos);
    
    	D3DXVECTOR3 vDir;
    	VEC_SUB(vDir, vTheirPos, vOurPos);
    
    	IntersectQuery IQuery;
    	IntersectInfo IInfo;
    
    	memset(&IQuery, 0, sizeof(IQuery));
    	memset(&IInfo, 0, sizeof(IInfo));
    
    	//VEC_COPY(IQuery.m_From, vOurPos);
    	VEC_COPY(IQuery.m_From, vPos);
    	VEC_COPY(IQuery.m_Direction, vDir);
    
    	IQuery.m_Flags = INTERSECT_OBJECTS;
    	IQuery.m_FilterFn = NULL;
    
    	if (I::g_pLTBase->CastRay(&IQuery, &IInfo))
    	{
    		// BUGBUG: If the object is partially occluded it might fail this test!
    		if (IInfo.m_hObject == this)
    		{
    			return TRUE;
    		}
    	}
    
    	return FALSE;
    }
    
    bool				ModelInstance::IsVisible()
    {
    	if (!this) 
    		return false;
    
    	D3DXVECTOR3 MyPos, EnemyPos;
    
    	// [ GET LOCAL WORLD POSITION ]
    	I::g_pLTClient->GetObjectPos(E::Visuals->GetMyObject(), &MyPos);
    	// [ GET ENEMY WORLD POSITION ]
    	I::g_pLTClient->GetObjectPos(this, &EnemyPos);
    
    	IntersectQuery IQuery;
    	IntersectInfo IInfo;
    
    	memset(&IQuery, 0, sizeof(IQuery));
    	memset(&IInfo, 0, sizeof(IInfo));
    
    	VEC_COPY(IQuery.m_From, MyPos);
    	VEC_COPY(IQuery.m_To, EnemyPos);
    
    	//IQuery.m_Flags = INTERSECT_OBJECTS | IGNORE_NONSOLID;
    	//IQuery.m_FilterFn = TransparentObjectFilterFn;
    
    	bool bVisible = !((bool(__cdecl *)(IntersectQuery *, IntersectInfo *))
    		NetVar::DT_CLTBase::DT_CLTBase_Address::m_IntersectSegment)(&IQuery, &IInfo);
    	if ((!bVisible) &&
    		(IInfo.m_hObject == this))
    	{
    		bVisible = true;
    	}
    
    	return bVisible;
    }
    
    LTRect				ModelInstance::GetBox()
    {
    	LTRect rect;
    	rect.x = 0;
    	rect.y = 0;
    	rect.w = 0;
    	rect.h = 0;
    
    	// Get bounding box
    	//D3DXVECTOR3 min = this->GetcObject()->GetOrigin();
    	//D3DXVECTOR3 max = this->GetcObject()->GetBoxMax();
    
    	//D3DXVECTOR3 min = this->GetCharacFX()->Object()->GetOrigin();
    	//D3DXVECTOR3 max = this->GetCharacFX()->Object()->GetBoxMax();
    
    	D3DXVECTOR3 min = D3DXVECTOR3(0, 0, 0);
    	D3DXVECTOR3 max = D3DXVECTOR3(0, 0, 0);
    
    	if (!this) return rect;
    
    	if (I::g_pLTClient->GetObjectBoxMin(this, &min) != LT_OK)
    		return rect;
    	if (I::g_pLTClient->GetObjectBoxMax(this, &max) != LT_OK)
    		return rect;
    
    	// Points of a 3d bounding box
    	D3DXVECTOR3 points[] =
    	{
    		D3DXVECTOR3(min.x, min.y, min.z),
    		D3DXVECTOR3(min.x, max.y, min.z),
    		D3DXVECTOR3(max.x, max.y, min.z),
    		D3DXVECTOR3(max.x, min.y, min.z),
    		D3DXVECTOR3(max.x, max.y, max.z),
    		D3DXVECTOR3(min.x, max.y, max.z),
    		D3DXVECTOR3(min.x, min.y, max.z),
    		D3DXVECTOR3(max.x, min.y, max.z)
    	};
    
    	/*
    	.6-------5					        blb = 0
    	.' |       .' |					        brb = 1
    	7---+--4'   |			0 = min			frb = 2
    	|   |    |    |			4 = max			flb = 3
    	y |  ,0---+---1					        frt = 4
    	|.'       | .'  z					    brt = 5
    	3------2						        blt = 6
    	x						                flt = 7
    
    	blt------brt		blt = back-left-top
    	.' |        .'|			brt = back-right-top
    	flt---+--frt  |			brb = back-right-bottom
    	|   |     |   |			blb = back-left-bottom
    	y |  blb---+--brb		flt = front-left-top
    	|.'        | .'  z		frt = front-right-top
    	flb------frb			frb = front-right-bottom
    	x						flb = front-left-bottom
    	*/
    
    	// Variables
    	D3DXVECTOR3 flb, brt, blb, frt, frb, brb, blt, flt;
    
    	// Get screen positions
    	if (D::WTS(points[3], &flb) &&
    		D::WTS(points[5], &brt) &&
    		D::WTS(points[0], &blb) &&
    		D::WTS(points[4], &frt) &&
    		D::WTS(points[2], &frb) &&
    		D::WTS(points[1], &brb) &&
    		D::WTS(points[6], &blt) &&
    		D::WTS(points[7], &flt))
    	{
    		// Put them in an array (maybe start them off in one later for speed?)
    		D3DXVECTOR3 arr[] = { flb, brt, blb, frt, frb, brb, blt, flt };
    
    		// Init this shit
    		float left = flb.x;
    		float top = flb.y;
    		float right = flb.x;
    		float bottom = flb.y;
    
    		// Find the bounding corners for our box
    		for (int i = 1; i < 8; i++)
    		{
    			if (left > arr[i].x)
    				left = arr[i].x;
    			if (bottom < arr[i].y)
    				bottom = arr[i].y;
    			if (right < arr[i].x)
    				right = arr[i].x;
    			if (top > arr[i].y)
    				top = arr[i].y;
    		}
    
    		// Width / height
    		rect.x = left;
    		rect.y = top;
    		rect.w = right - left;
    		rect.h = bottom - top;
    
    		rect.centerX = rect.x + (rect.w / 2);
    		rect.centerY = rect.y + (rect.h / 2);
    
    		return rect;
    	}
    
    	return rect;
    }
    
    unsigned int		ModelInstance::UnknownFn()
    {
    	unsigned int result; // eax
    	unsigned int BoneID; // [esp+Ch] [ebp-8h]
    	unsigned int TotalBones; // [esp+10h] [ebp-4h]
    
    	CModel* Model = (CModel*)this->GetModel();
    	if (!Model) return result;
    
    	TotalBones = Model->GetModelNodeCount();
    
    	CBones_20A4* CBones = (CBones_20A4*)this->GetBones_20A4();
    	if (!CBones) return result;
    
    	for (BoneID = 0; ; ++BoneID)
    	{
    		result = BoneID;
    		if (BoneID >= TotalBones)
    			break;
    
    		//*(BYTE *)(*(DWORD *)(CBones->GetBaseAddress() + 3 * BoneID + 1)) = 0;
    		//*(BYTE *)(*(DWORD *)(CBones->GetBaseAddress() + 3 * BoneID + 2)) = 0;
    
    		//*(BYTE *)(*(DWORD *)this->GetBones_20A4()->GetBaseAddress() + 3 * BoneID + 1) = 0;
    		//*(BYTE *)(*(DWORD *)this->GetBones_20A4()->GetBaseAddress() + 3 * BoneID + 2) = 0;
    	}
    	return result;
    }
    
    void				ModelInstance::SetCurrAnim(unsigned __int8 TrackerID, unsigned int AnimID)
    {
    	if (!this) return;
    
    	CAnimation* Animation = (CAnimation*)this->GetAnimation();
    	if (!Animation) return;
    
    	CModelAnimation* ModelAnimation = (CModelAnimation*)Animation->GetModelAnimation(TrackerID);
    	if (!ModelAnimation) return;
    
    	if (ModelAnimation->SetCurrAnimFn(AnimID, 1))
    	{
    		//this->UnknownFn();
    		//ModelAnimation->off_0070() = 1;
    	}
    }
    
    void				ModelInstance::SetAnimRate(unsigned __int8 TrackerID, float fRate)
    {
    	if (!this) return;
    
    	CAnimation* Animation = (CAnimation*)this->GetAnimation();
    	if (!Animation) return;
    
    	CModelAnimation* ModelAnimation = (CModelAnimation*)Animation->GetModelAnimation(TrackerID);
    	if (!ModelAnimation) return;
    
    	ModelAnimation->SetAnimRateFn(fRate);
    	ModelAnimation->off_0070() = 1;
    }
    
    float				ModelInstance::GetAnimRate(unsigned __int8 TrackerID)
    {
    	if (!this) return 0.0f;
    
    	CAnimation* Animation = (CAnimation*)this->GetAnimation();
    	if (!Animation) return 0.0f;
    
    	CModelAnimation* ModelAnimation = (CModelAnimation*)Animation->GetModelAnimation(TrackerID);
    	if (!ModelAnimation) return 0.0f;
    
    	return ModelAnimation->GetAnimRateFn();
    }
    
    void				ModelInstance::SetPosition(D3DXVECTOR3 NewPosition)
    {
    	if (!this) return;
    
    	//if (this->CheckForTeleport())
    	{
    		typedef float*(__thiscall* SetPositionFn)(float *, float *);
    		reinterpret_cast<SetPositionFn>(NetVar::DT_Misc_Virtual::m_SetPositionFn)((float*)this, NewPosition);
    		//this->CheckForTeleport() = 0;
    	}
    
    	/*
    	if ( *(_DWORD *)(ModelIntance + 0x20C) )
          SetPosition(ModelIntance, ModelIntance + 0xE0, 1);
        *(_DWORD *)(ModelIntance + 0x20C) = 0;
    	*/
    }
    
    __int32				ModelInstance::GetNumNodes()
    {
    	unsigned int numnodes = 0;
    
    	if (!this) return numnodes;
    
    	I::g_pModelLT->GetNumNodes(this, numnodes);
    	return numnodes;
    }
    
    void				ModelInstance::SetObjectFlags(const ObjFlagType flagType, uint32 dwFlags, uint32 dwMask)
    {
    	if (!this) return;
    
    	I::Engine->GetICLTCommonClient()->GetLTCommon()->SetObjectFlags(this, flagType, dwFlags, dwMask);
    }
    
    void				ModelInstance::SetRespawnInvulnerability()
    {
    	if (!this) return;
    	//https://******.com/jsj2008/lithtech/blob/0eab18289bed72879eddb648d3311075b108cf46/NOLF2/ObjectDLL/ObjectShared/PlayerObj.cpp
    	// ----------------------------------------------------------------------- //
    	//
    	//	ROUTINE:	CPlayerObj::SetRespawnInvulnerability
    	//
    	//	PURPOSE:	Become invulnerable during respawn for a period of time.
    	//
    	// ----------------------------------------------------------------------- //
    	//I::g_pCommonLT->SetObjectFlags(this, OFT_User, USRFLG_PLAYER_ALPHACYCLE, USRFLG_PLAYER_ALPHACYCLE);
    
    	//I::g_pCommonLT->SetObjectFlags(this, OFT_Player, 2, 2);
    
    	//I::Engine->GetICLTCommonClient()->SetObjectFlags(this, OFT_Player, 2, 2);
    
    	//(*(void(__stdcall **)(DWORD, signed int, signed int, signed int))(0x5F40F0))(// SetObjectFlags
    	//	(DWORD)this,
    	//	4,                                        // ObjFlagType
    	//	2,                                        // dwFlags
    	//	2);
    
    	/*
    	(*(void (__stdcall **)(_DWORD, signed int, signed int, signed int))(MEMORY[0] + 0x48))(// SetObjectFlags
          *(_DWORD *)(v1 + 0xD58),
          4,                                        // ObjFlagType
          2,                                        // dwFlags
          2); 
    	*/
    }
    
    void				ModelInstance::SetObjectEnableRefraction(char a2)
    {
    	if (!this) return;
    	I::g_pCommonLT->SetObjectEnableRefraction(this, a2);
    }

  13. #12
    IrineuMito's Avatar
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    Doh
    AOB for this ?

    Code:
    struct CPlayerStates
    {
    	Offset(bool, IsDead, 0x200);
    	Offset(bool, IsSpawnProtected, 0x210);
    	Offset(CNanoCharacter, GetNanoCharacter, 0xEF3C);
    	Offset(int, GetCurrentWeapon, 0x49878);
    }
    struct CNanoCharacter
    {
            Offset(int, IsMutant, 0xC);
    }

  14. #13
    peshkayt's Avatar
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    Quote Originally Posted by IrineuMito View Post
    AOB for this ?

    Code:
    struct CPlayerStates
    {
    	Offset(bool, IsDead, 0x200);
    	Offset(bool, IsSpawnProtected, 0x210);
    	Offset(CNanoCharacter, GetNanoCharacter, 0xEF3C);
    	Offset(int, GetCurrentWeapon, 0x49878);
    }
    struct CNanoCharacter
    {
            Offset(int, IsMutant, 0xC);
    }
    I'm using reclass

  15. #14
    (Virus)'s Avatar
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    Quote Originally Posted by peshkayt View Post
    I'm using reclass
    a dumped cshell and cf?
    [Pubg Private Cheats]

    [Cf Private Cheats]


    [Combat Arms Cheats]
    Await.

  16. #15
    IrineuMito's Avatar
    Join Date
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    Doh
    Quote Originally Posted by peshkayt View Post
    I'm using reclass
    Send me your cshell dumped, these address for me to do AOB for her ......

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