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  1. #1
    EGOIST0162's Avatar
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    Help finding dw_pLTClientShell

    Hey Comunity,

    Can somebody show me how to find " dw_pLTClientShell" in IDA ?


    Thanks in advance

  2. #2
    TheGe2k's Avatar
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    Quote Originally Posted by EGOIST0162 View Post
    Hey Comunity,

    Can somebody show me how to find " dw_pLTClientShell" in IDA ?


    Thanks in advance
    Code:
    #define dw_pLTClientShell 0x1B14458

  3. #3
    EGOIST0162's Avatar
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    Thanks how did you find it ?
    Trough IDA or is dynamic analysis needed?
    €dit my ESP Still Crashes when using this:

    Code:
    #define dwCPlayerStart  0x1FC
    #define Index  0x204 
    #define dwCPlayerSize  0xD80 
    #define dw_pLTClientShell 0x1B14458
    #define GetPlayerByIndex(LTClientShell, dwID) (CPlayer*)(LTClientShell + (dwID * dwCPlayerSize) + dwCPlayerStart)
    
    struct cObject
    {
    public:
    	char Spacer[4];
    	D3DXVECTOR3 Body;
    	D3DXVECTOR3 Foot;
    	D3DXVECTOR3 Head;
    };
    struct _Transform
    {
    	D3DXVECTOR3 Pos;
    	unsigned char spacer00[0x100];
    };
    struct CPlayer
    {
    	char Spacer00[8];
    	cObject* Object;
    	char ClientID;
    	char Team;
    	char Name[12];
    	char Spacer01[2];
    	int SHIT;
    	int PlayerSlotTeam;
    	int unkstruct1;
    	bool Has_C4;
    	int State;
    	int Rank;
    	int unkstruct2;
    	int unkstruct3;
    	short Health;
    	short Kills;
    	__int32 Deaths;
    	__int32 HeadShots;
    	__int32 TeamID;
    	__int32 Ping;
    };
    struct IntersectInfo1
    {
    	D3DXVECTOR3 vImpactPos;	//0x0000
    	char _UnkSpace[16];			//SPACE
    	cObject* hObjImpact;	//0x001C
    	DWORD m_hPoly;			//0x0020
    	DWORD m_SurfaceFlags;	//0x0024
    	DWORD m_hNode;			//0x0028
    };
    typedef bool(*ObjectFilterFn1)(cObject* hObj, void *pUserData);
    struct IntersectQuery1
    {
    	D3DXVECTOR3 From;					//0x0000
    	D3DXVECTOR3 To;						//0x000C
    	char _UnkSpace[12];						//SPACE
    	unsigned int Flags;					//0x0024
    	ObjectFilterFn1 FilterFn;			//0x0028
    	void* FilterIntersectParam;			//0x002C
    	ObjectFilterFn1 FilterIntersectFn;	//0x0030
    	void* FilterParam;					//0x0034
    	void* PolyFilterParam;				//0x0038
    };
    class cClassManager
    {
    public:
    
    	char GetMyIndex(DWORD pLTCLientShell)
    	{
    		if (pLTCLientShell)
    		{
    			BYTE clients = *(BYTE*)(pLTCLientShell + dwCPlayerStart);
    			if (clients < 16)
    				return *(char*)(pLTCLientShell + clients * dwCPlayerSize + Index);
    		}
    		return -1;
    	}
    	bool isGameReady()
    	{
    		if (GetModuleHandleA("CShell.dll") != NULL && GetModuleHandleA("crossfire.exe") != NULL && GetModuleHandleA("ClientFx.fxd") != NULL && GetModuleHandleA("d3d9.dll") != NULL)
    			return true;
    		return false;
    	}
    	bool inGame()
    	{
    		DWORD CShell = (DWORD)GetModuleHandleA("CShell.dll");
    		DWORD pLTClientShell = *(DWORD*)(CShell + dw_pLTClientShell);
    		CPlayer* player = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));
    		if ((player != NULL) && (strlen(player->Name) > 2) && (player->Object != NULL))
    			return true;
    		return false;
    	}
    };
    extern cClassManager pClassManager;
    Last edited by EGOIST0162; 05-05-2020 at 06:30 AM.

  4. #4
    Anger5K's Avatar
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    Quote Originally Posted by EGOIST0162 View Post
    Thanks how did you find it ?
    Trough IDA or is dynamic analysis needed?
    €dit my ESP Still Crashes when using this:

    Code:
    #define dwCPlayerStart  0x1FC
    #define Index  0x204 
    #define dwCPlayerSize  0xD80 
    #define dw_pLTClientShell 0x1B14458
    #define GetPlayerByIndex(LTClientShell, dwID) (CPlayer*)(LTClientShell + (dwID * dwCPlayerSize) + dwCPlayerStart)
    
    struct cObject
    {
    public:
    	char Spacer[4];
    	D3DXVECTOR3 Body;
    	D3DXVECTOR3 Foot;
    	D3DXVECTOR3 Head;
    };
    struct _Transform
    {
    	D3DXVECTOR3 Pos;
    	unsigned char spacer00[0x100];
    };
    struct CPlayer
    {
    	char Spacer00[8];
    	cObject* Object;
    	char ClientID;
    	char Team;
    	char Name[12];
    	char Spacer01[2];
    	int SHIT;
    	int PlayerSlotTeam;
    	int unkstruct1;
    	bool Has_C4;
    	int State;
    	int Rank;
    	int unkstruct2;
    	int unkstruct3;
    	short Health;
    	short Kills;
    	__int32 Deaths;
    	__int32 HeadShots;
    	__int32 TeamID;
    	__int32 Ping;
    };
    struct IntersectInfo1
    {
    	D3DXVECTOR3 vImpactPos;	//0x0000
    	char _UnkSpace[16];			//SPACE
    	cObject* hObjImpact;	//0x001C
    	DWORD m_hPoly;			//0x0020
    	DWORD m_SurfaceFlags;	//0x0024
    	DWORD m_hNode;			//0x0028
    };
    typedef bool(*ObjectFilterFn1)(cObject* hObj, void *pUserData);
    struct IntersectQuery1
    {
    	D3DXVECTOR3 From;					//0x0000
    	D3DXVECTOR3 To;						//0x000C
    	char _UnkSpace[12];						//SPACE
    	unsigned int Flags;					//0x0024
    	ObjectFilterFn1 FilterFn;			//0x0028
    	void* FilterIntersectParam;			//0x002C
    	ObjectFilterFn1 FilterIntersectFn;	//0x0030
    	void* FilterParam;					//0x0034
    	void* PolyFilterParam;				//0x0038
    };
    class cClassManager
    {
    public:
    
    	char GetMyIndex(DWORD pLTCLientShell)
    	{
    		if (pLTCLientShell)
    		{
    			BYTE clients = *(BYTE*)(pLTCLientShell + dwCPlayerStart);
    			if (clients < 16)
    				return *(char*)(pLTCLientShell + clients * dwCPlayerSize + Index);
    		}
    		return -1;
    	}
    	bool isGameReady()
    	{
    		if (GetModuleHandleA("CShell.dll") != NULL && GetModuleHandleA("crossfire.exe") != NULL && GetModuleHandleA("ClientFx.fxd") != NULL && GetModuleHandleA("d3d9.dll") != NULL)
    			return true;
    		return false;
    	}
    	bool inGame()
    	{
    		DWORD CShell = (DWORD)GetModuleHandleA("CShell.dll");
    		DWORD pLTClientShell = *(DWORD*)(CShell + dw_pLTClientShell);
    		CPlayer* player = GetPlayerByIndex(pLTClientShell, GetMyIndex(pLTClientShell));
    		if ((player != NULL) && (strlen(player->Name) > 2) && (player->Object != NULL))
    			return true;
    		return false;
    	}
    };
    extern cClassManager pClassManager;
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