B4M (01-13-2011),King-Orgy (01-14-2011),[MPGH]master131 (01-14-2011),Skyline. (01-16-2011)
Hey everyone,
This thread is where you will be able to find/share some Black Ops addresses/offsets/structs for your trainers/hacks. If you like this idea, thank Mel. If you don't, don't hate.
I will make another Visual Basic tutorial on how to make trainers and will post it here as soon as I am done. For now you can have a look at this one.
If you don't know about offsets and structs then please do ask me.
Please only post here if you are sharing.
If you use someones addresses/offsets/structs give them credit and thank them!
Thanks,
JamesA1994
Last edited by JamesA1994; 01-14-2011 at 03:43 AM.
CoD Minion: Jan 13th 2011 to April 11 2011
MMORPG Minion Since: March 28th 2011 to April 11 2011
Don't be afraid to rep, you aren't loosing anything!
Don't forget your P&Q's. Press the thanks button if someone has helped.
jamesa1994@hotmail.com
B4M (01-13-2011),King-Orgy (01-14-2011),[MPGH]master131 (01-14-2011),Skyline. (01-16-2011)
I will start off with some solo-zombies addies.
Solo-Zombies.
Oh and for VB:Code:// 7.0.46 addies [Update 4 for you pirates] // Some things have more than one addeses because there are float addresses Health #1 = 0x01BDD65C Health #2 = 0x01A4E1DC Primary Weapon Clip = 0x01BDD858 Primary Weapon Stock = 0x01BDD7E0 Secondary Weapon Clip = 0x01BDD868 Secondary Weapon Stock = 0x01BDD7F0 Left Gun Weapon Clip = 0x01BDD870 Grenades = 0x01BDD860 Monkey Bombs = 0x01BDD878 Money = 0x01BDF020 ViewBob #1 = 0x02604C10 ViewBob #2 = 0x02604C20 ViewBob #3 = 0x02604C80 ViewBob #4 = 0x02604C90 FOV #1 = 0x25FB440 FOV #2 = 0x25FB450 FOV #3 = 0x25FB4B0 FOV #4 = 0x25FB4C0 Speed #1 = 0x2623290 Speed #2 = 0x26232A0 Third Person #1 = 0x025FEAF0 Third Person #2 = 0x025FEB00 Knife Range #1 = 0x02607CA0 Knife Range #2 = 0x02607CB0
0x01BDD65C = &H1BDD65C
Last edited by master131; 01-14-2011 at 03:49 AM.
Donate:
BTC: 1GEny3y5tsYfw8E8A45upK6PKVAEcUDNv9
Handy Tools/Hacks:
Extreme Injector v3.7.3
A powerful and advanced injector in a simple GUI.
Can scramble DLLs on injection making them harder to detect and even make detected hacks work again!
Minion Since: 13th January 2011
Moderator Since: 6th May 2011
Global Moderator Since: 29th April 2012
Super User/Unknown Since: 23rd July 2013
'Game Hacking' Team Since: 30th July 2013
--My Art--
[Roxas - Pixel Art, WIP]
[Natsu - Drawn]
[Natsu - Coloured]
All drawings are coloured using Photoshop.
--Gifts--
[Kyle]
Geometrical (10-16-2012),JamesA1994 (01-13-2011),King-Orgy (01-14-2011),lolbie (01-29-2011),pyton789 (01-14-2011),S0aD (05-30-2011),Skyline. (01-16-2011),Turbulence (02-14-2011)
hire are the current ones i done so far for the public may i update it after a new patch comes out.
multiplayer
Code:typedef struct{ char unknown0[96]; //0x0000 __int32 isSightInWithTime; //0x0060 char unknown100[72]; //0x0064 float MapState1; //0x00AC float MapState2; //0x00B0 float MapState3; //0x00B4 float MapStateDead; //0x00B8 float MapStateDead2; //0x00BC char unknown192[4]; //0x00C0 __int32 Flags; //0x00C4 __int32 isReloading; //0x00C8 char unknown204[56]; //0x00CC float Leaning; //0x0104 char unknown264[48]; //0x0108 __int32 State; //0x0138 1 Default 4 running 7 sprint char unknown316[52]; //0x013C __int32 weaponSelect; //0x0170 char unknown372[68]; //0x0174 __int32 clientNum; //0x01B8 __int32 clientNum2; //0x01B8 char unknown444[48]; //0x01BC }PlayerSnap_t; struct WeaponTm { int tm_sec; /* seconds after the minute - [0,59] */ int tm_min; /* minutes after the hour - [0,59] */ int tm_hour; /* hours since midnight - [0,23] */ int tm_mday; /* day of the month - [1,31] */ int tm_mon; /* months since January - [0,11] */ int tm_year; /* years since 1900 */ int tm_wday; /* days since Sunday - [0,6] */ int tm_yday; /* days since January 1 - [0,365] */ int tm_isdst; /* daylight savings time flag */ }; struct Trace { char z_crap[16]; float fraction; char z_crap2[8]; WORD solid; WORD allsolid; int entityNum; int unknow; char z_crap3[68]; }; struct MouseInfo_t{ float MouseX; //0x0000 float MouseY; //0x0004 __int32 isMouseInGameWindow; //0x0008 __int32 vidWight; //0x000C __int32 vidHight; //0x0010 };//Size=0x0014(20) 0x4127BD8 struct New_MouseInfo_t{ float MouseX; //0x0000 float MouseY; //0x0004 float new_MouseX; //0x0008 float new_MouseY; //0x000C __int32 isMouseInGameWindow; //0x0010 __int32 vidWight; //0x0014 __int32 vidHight; //0x0018 };//Size=0x0014(20) 0x4127BD0 typedef enum { ET_GENERAL,//0 ET_PLAYER,//1 ET_PLAYER_CORPSE,//2 ET_ITEM,//3 ET_MISSILE,//4 ET_INVISIBLE,//5 ET_SCRIPTMOVER,//6 ET_SOUND_BLEND,//7 ET_FX,//8 ET_LOOP_FX,//9 ET_PRIMARY_LIGHT,//10 ET_MG42,//11 ET_HELICOPTER,//12 ET_PLANE,//13 ET_VEHICLE,//14 ET_VEHICLE_COLLMAP,//15 ET_VEHICLE_CORPSE,//16 ET_ACTOR,//17 ET_ACTOR_SPAWNER,//18 ET_ACTOR_CORPSE,//19 ET_STREAMER_HINT,//20 ET_EVENTS } entityType_t; typedef enum { EV_NONE,//0 EV_FOLIAGE_SOUND,//1 EV_STOP_WEAPON_SOUND,//2 EV_STOP_SOUND_ALIAS,//3 EV_SOUND_ALIAS,//4 EV_SOUND_ALIAS_NOTIFY,//5 EV_SOUND_BATTLECHAT_ALIAS,//6 EV_STOPSOUNDS,//7 EV_STANCE_FORCE_STAND,//8 EV_STANCE_FORCE_CROUCH,//9 EV_STANCE_FORCE_PRONE,//10 EV_ITEM_PICKUP,//11 EV_AMMO_PICKUP,//12 EV_NOAMMO,//13 EV_NOAMMO_LEFT,//14 EV_EMPTYCLIP,//15 EV_EMPTY_OFFHAND,//16 EV_RESET_ADS,//17 EV_RELOAD,//18 EV_RELOAD_FROM_EMPTY,//19 EV_RELOAD_START,//20 EV_RELOAD_END,//21 EV_RELOAD_START_NOTIFY,//22 EV_RELOAD_ADDAMMO,//23 EV_RAISE_WEAPON,//24 EV_FIRST_RAISE_WEAPON,//25 EV_PUTAWAY_WEAPON,//26 EV_WEAPON_ALT,//27 EV_PULLBACK_WEAPON,//28 EV_FIRE_WEAPON,//29 EV_FIRE_WEAPON_LASTSHOT,//30 EV_FIRE_WEAPON_LEFT,//31 EV_FIRE_WEAPON_LASTSHOT_LEFT,//32 EV_RECHAMBER_WEAPON,//33 EV_EJECT_BRASS,//34 EV_MELEE_SWIPE,//35 EV_FIRE_MELEE,//36 EV_WEAPON_DEPLOYING,//37 EV_WEAPON_FINISH_DEPLOYING,//38 EV_WEAPON_BREAKING_DOWN,//39 EV_WEAPON_FINISH_BREAKING_DOWN,//40 EV_PREP_OFFHAND,//41 EV_USE_OFFHAND,//42 EV_SWITCH_OFFHAND,//43 EV_MELEE_HIT,//44 EV_MELEE_MISS,//45 EV_MELEE_BLOOD,//46 EV_FIRE_WEAPON_MG42,//47 EV_FIRE_WEAPON_MG42A,//48 EV_FIRE_QUADBARREL_1,//49 EV_FIRE_QUADBARREL_2,//50 EV_BULLET_HIT,//51 EV_BULLET_HIT_CLIENT_SMALL,//52 EV_BULLET_HIT_CLIENT_LARGE,//53 EV_DESTRUCTIBLE_BULLET_HIT,//54 EV_DESTRUCTIBLE_EXPLOSION_HIT,//55 EV_GRENADE_BOUNCE,//56 EV_GRENADE_EXPLODE,//57 EV_ROCKET_EXPLODE,//58 EV_ROCKET_EXPLODE_NOMARKS,//59 EV_FLASHBANG_EXPLODE,//60 EV_CUSTOM_EXPLODE,//61 EV_CUSTOM_EXPLODE_NOMARKS,//62 EV_CHANGE_TO_DUD,//63 EV_DUD_EXPLODE,//64 EV_DUD_IMPACT,//65 EV_FIRE_EXPLODE,//66 EV_TIMED_FX,//67 EV_MOLOTOV_FLOAT,//68 EV_FAKE_FIRE,//69 EV_PLAY_FX,//70 EV_PLAY_FX_ON_TAG,//71 EV_PHYS_EXPLOSION_SPHERE,//72 EV_PHYS_EXPLOSION_CYLINDER,//73 EV_PHYS_EXPLOSION_JOLT,//74 EV_PHYS_LAUNCH,//75 EV_CREATE_DYNENT,//76 EV_CREATE_ROPE,//78 EV_BLOOD_IMPACTS,//79 EV_DETACH_ENTITY,//80 EV_DELETE_ROPE,//81 EV_ROPE_COLLIDE,//82 EV_ROPE_SETFLAG,//83 EV_ROPE_SETPARAM,//84 EV_ROPE_ADDANCHOR,//85 EV_ROPE_REMOVEANCHOR,//86 EV_ROPE_MOVEANCHOR,//87 EV_SETWETNESS,//88 EV_EARTHQUAKE,//89 EV_GRENADE_DROP,//90 EV_GRENADE_SUICIDE,//91 EV_DETONATE,//92 EV_NIGHTVISION_WEAR,//93 EV_NIGHTVISION_REMOVE,//94 EV_OBITUARY,//95 EV_REVIVE_OBITUARY,//96 EV_DIRECTIONAL_HIT_INDICATOR,//97 EV_ANIMATE_UI,//98 EV_NO_FRAG_GRENADE_HINT,//99 EV_NO_SPECIAL_GRENADE_HINT,//100 EV_TARGET_TOO_CLOSE_HINT,//101 EV_TARGET_NOT_ENOUGH_CLEARANCE,//102 EV_LOCKON_REQUIRED_HINT,//103 EV_FOOTSTEP_SPRINT,//104 EV_FOOTSTEP_RUN,//105 EV_FOOTSTEP_WALK,//106 EV_FOOTSTEP_CROUCHRUN,//107 EV_FOOTSTEP_CROUCHWALK,//108 EV_FOOTSTEP_PRONE,//109 EV_MANTLE,//110 EV_JUMP,//111 EV_LANDING_BARK,//112 EV_LANDING_BRICK,//113 EV_LANDING_CARPET,//114 EV_LANDING_CLOTH,//115 EV_LANDING_CONCRETE,//116 EV_LANDING_DIRT,//117 EV_LANDING_FLESH,//118 EV_LANDING_FOLIAGE,//119 EV_LANDING_GLASS,//120 EV_LANDING_GRASS,//121 EV_LANDING_GRAVEL,//122 EV_LANDING_ICE,//123 EV_LANDING_METAL,//124 EV_LANDING_MUD,//125 EV_LANDING_PAPER,//126 EV_LANDING_PLASTER,//127 EV_LANDING_ROCK,//128 EV_LANDING_SAND,//129 EV_LANDING_SNOW,//130 EV_LANDING_WATER,//131 EV_LANDING_WOOD,//132 EV_LANDING_ASPHALT,//133 EV_LANDING_CERAMIC,//134 EV_LANDING_PLASTIC,//135 EV_LANDING_RUBBER,//136 EV_LANDING_CUSHION,//137 EV_LANDING_FRUIT,//138 EV_LANDING_PAINTEDMETAL,//139 EV_LANDING_PLAYER,//140 EV_LANDING_TALLGRASS,//141 EV_LANDING_PAIN_DEFAULT,//142 EV_LANDING_PAIN_BARK,//143 EV_LANDING_PAIN_BRICK,//144 EV_LANDING_PAIN_CARPET,//145 EV_LANDING_PAIN_CLOTH,//146 EV_LANDING_PAIN_CONCRETE,//147 EV_LANDING_PAIN_DIRT,//148 EV_LANDING_PAIN_FLESH,//149 EV_LANDING_PAIN_FOLIAGE,//150 EV_LANDING_PAIN_GLASS,//151 EV_LANDING_PAIN_GRASS,//152 EV_LANDING_PAIN_GRAVEL,//153 EV_LANDING_PAIN_ICE,//154 EV_LANDING_PAIN_METAL,//155 EV_LANDING_PAIN_MUD,//156 EV_LANDING_PAIN_PAPER,//157 EV_LANDING_PAIN_PLASTER,//158 EV_LANDING_PAIN_ROCK,//159 EV_LANDING_PAIN_SAND,//160 EV_LANDING_PAIN_SNOW,//161 EV_LANDING_PAIN_WATER,//162 EV_LANDING_PAIN_WOOD,//163 EV_LANDING_PAIN_ASPHALT,//164 EV_LANDING_PAIN_CERAMIC,//165 EV_LANDING_PAIN_PLASTIC,//166 EV_LANDING_PAIN_RUBBER,//167 EV_LANDING_PAIN_CUSHION,//168 EV_LANDING_PAIN_FRUIT,//169 EV_LANDING_PAIN_PLAYER,//170 EV_LANDING_PAIN_TALLGRASS,//171 EV_FIRE_VEHICLE_TURRET,//172 EV_FIRE_GUNNER_1,//173 EV_FIRE_GUNNER_2,//174 EV_FIRE_GUNNER_3,//175 EV_FIRE_GUNNER_4,//176 EV_FIRE_GUNNER_1A,//177 EV_FIRE_GUNNER_2A,//178 EV_FIRE_GUNNER_3A,//179 EV_FIRE_GUNNER_4A,//180 EV_START_CAMERA_TWEEN,//181 EV_DESTRUCTIBLE_DISABLE_PIECES,//182 EV_FOOTPRINT,//183 EV_CANNOTPLANT,//184 EV_DTP_LAUNCH,//185 EV_DTP_LAND,//186 EV_SLIDE_START,//187 EV_SLIDE_STOP,//188 EV_SCOPE_ZOOM,//189 EV_JAM_WEAPON,//190 EV_STACKFIRE,//191 EV_BOLT_IMPACT,//192 EV_BOLT_IMPALE,//193 EV_PLAY_WEAPON_DEATH_EFFECTS,//194 EV_PLAY_WEAPON_DAMAGE_EFFECTS,//195 EV_FACE_EVENT,//196 EV_SETLOCALWIND,//197 EV_FLOAT_LONGER,//198 EV_FORCE_BUOYANCY,//199 EV_DISABLE_DEPTH_BUOYANCY_ADJUSTMENTS,//200 EV_SCALE_BUOYANCY,//201 EV_ALLOWPITCH,//202 EV_GIB,//203 EV_STANCE_INVALID//204 } entity_event_t; typedef struct{ qhandle_t white; qhandle_t boutom; qhandle_t unknow_; qhandle_t HeadIconDisconnect; qhandle_t HeadIconYouInKillcam; qhandle_t gfx_tracer; qhandle_t gfx_laser;// qhandle_t gfx_laser_light; qhandle_t Lagometer; qhandle_t NULL_SHADER; qhandle_t unknow; }Media_t; struct cg_t { char unknown0[156]; //0x0000 __int32 SightState; //0x009C 80 = sight char unknown160[8]; //0x00A0 __int32 SomeOneHityou; //0x00A8 char unknown172[8]; //0x00AC float MapStateX; //0x00B4 float MapStateY; //0x00B8 float MapStateZ; //0x00BC float PredictX; //0x00C0 float PredictY; //0x00C4 float PredictZ; //0x00C8 char unknown204[16]; //0x00CC __int32 SightTime; //0x00DC char unknown224[40]; //0x00E0 __int32 hm_800; //0x0108 char unknown268[52]; //0x010C __int32 viewState; //0x0140 char unknown324[4]; //0x0144 __int32 Shoottime; //0x0148 __int32 WeaponState; //0x014C char unknown336[168]; //0x0150 __int32 SightTime2; //0x01F8 char unknown508[592]; //0x01FC __int32 Primary_Ammo; //0x044C char unknown1104[4]; //0x0450 __int32 Secound_Ammo; //0x0454 char unknown1112[4]; //0x0458 __int32 Nade_Ammo; //0x045C char unknown1120[4]; //0x0460 __int32 Smoke_Ammo; //0x0464 char unknown1128[4]; //0x0468 __int32 Special_Ammo; //0x046C char unknown1136[4]; //0x0470 __int32 Killstreak_Ammo; //0x0474 char unknown1144[12]; //0x0478 __int32 DoubleWeapon_Ammo_Right; //0x0484 char unknown1160[4]; //0x0488 __int32 DoubleWeapon_Ammo_Left; //0x048C char unknown1168[19676]; //0x0490 }; struct ClientInfo{ __int32 Valid; //0x0000 char unknown4[4]; //0x0004 __int32 Clientnum; //0x0008 char Name[32]; //0x000C __int32 Team; //0x002C __int32 Team2; //0x0030 char unknown52[4]; //0x0034 __int32 Rank; //0x0038 char unknown60[28]; //0x003C char ClanTag[4]; //0x0058 char unknown92[4]; //0x005C __int32 frameTime; //0x0060 __int32 IsDead; //0x0064 __int32 Suicide; //0x0068 __int32 Score; //0x006C __int32 Kills; //0x0070 char unknown116[4]; //0x0074 __int32 Deaths; //0x0078 __int32 Kills_2; //0x007C __int32 Deaths_2; //0x0080 char unknown132[24]; //0x0084 char xModel1[32]; //0x009C char unknown188[32]; //0x00BC char xModel2[32]; //0x00DC char unknown252[32]; //0x00FC char xModel3[32]; //0x011C char unknown316[776]; //0x013C float Predict; //0x0444 float Leaning; //0x0448 float viewAngleX; //0x044C float viewAngleY; //0x0450 char unknown1108[116]; //0x0454 __int32 GoingState; //0x04C8 1 normal 4 running 7 sprint char unknown1228[36]; //0x04CC __int32 State; //0x04F0 char unknown1268[8]; //0x04F4 __int32 isCrouching; //0x04FC char unknown1280[4]; //0x0500 __int32 isShooting; //0x0504 __int32 isZooming; //0x0508 char unknown1292[44]; //0x050C __int32 Weapon; //0x0538 char unknown1340[140]; //0x053C };//Size 0x5C8 typedef enum { TEAM_FREE, TEAM_AXIS, TEAM_ALLIES, TEAM_SPECTATOR } team_t; typedef struct { int crap; int Size; int zcrap[120]; float Scale; char name[50]; } Font_t;Code:Media_t * Media = (Media_t *) 0xD2C7A0; ClientInfo_t* ClientInfo = (ClientInfo_t*)0x2ABF70E8; MouseInfo_t* MouseInfo = (MouseInfo_t*) 0x41C2158; PlayerSnap_t* PlayerSnap = (PlayerSnap_t*)0xE40FA0; Entity_t* Entity = (Entity_t*) 0x2ac840dc; weapon_t* (__cdecl *GetWeapon)(int num) = (weapon_t* (__cdecl *)(int))0x457180;//dword_C5C218 weapon_2_t* (__cdecl *GetWeapon_2)(int num) = (weapon_2_t* (__cdecl *)(int))0x50F140;//dword_C5C218 + 8 void (__cdecl *CG_DrawStretchPicTheater)(Float* Style, float x, float y, float w, float h, int a6, int a7, vec4_t color, qhandle_t shader) = (void (__cdecl *)(Float*, float, float, float, float, int, int, vec4_t, qhandle_t ))0x0050EFB0; float (__cdecl *AdjustFont)(Float* style, float sizeA) = (float (__cdecl *)( Float* , float ))0x6E8C50; void (__cdecl *AdjustFrom640)(Float* Style, float *x, float *y, float *w, float *h , int unk, int unk2 ) = (void (__cdecl *)( Float* , float *, float *, float *, float * , int , int ))0x614D90; bool (*CG_EspIsVisible)( int noIdea, Entity_t *cent ) = (bool (__cdecl *)( int, Entity_t * ))0x005A4830; CG_PredictPlayerState 0x7DA480 Draw2DFrame 0x5D3400
Last edited by King-Orgy; 01-14-2011 at 03:13 AM.
♪~ ᕕ(ᐛ)ᕗ (01-17-2011),Hell_Demon (01-14-2011),[MPGH]master131 (01-14-2011),S0aD (05-30-2011),Skyline. (01-16-2011),Turbulence (02-14-2011)
Here are some of my addies:
Campaign and zombies
Unlimited ammo:Code:g_speed = &H02623290 cg_drawFPS = &H25EAF80 cg_drawGun = &H25FB360 Health = &H1A4E1DC
Code:0064C6B9: mov [esi+04],63 //you will have to jump into a code cave before you write this.
Btw thanks guys and master131 what is Viewbob and monkey bombs?
Last edited by pyton789; 01-14-2011 at 12:34 PM.
M-efti's Unlocker for alterIWnet . . . . . . . . . . . . . . . . . . . . . . . . . . . .M-efti's MW2 SP Trainer 1.2
M-efti's Superior alterIWnet Hack . . . . . . . . . . .. . . . . . . . . . . . . . . ..M-efti's MW2 SP Trainer 1.7
M-efti's BO SP Trainer 4.12 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..M-efti's Dead Pixels Trainer
Here are some i found on the internet:
Code:ENTITY_SIZE 0x328 CLIENT_SIZE 0x5C8 CG_OFFSET 0x2AB98100 CLIENT_OFFSET 0x2ABF70E8 ENTITY_OFFSET 0x2AC840DC REFDEF_OFFSET 0x2ABDAFC0 VIEW_OFFSET 0xE40708Code:Trace 0x53C630; DrawStretchPic 0x6EA690; RegisterFont 0x6E90B0; RegisterShader 0x6CDF40; DrawEngineText 0x6EABC0; SendConsoleCommand 0x44DE80; RegisterTag 0x6B1E70; GetTagPos 0x426CA0; GetWeaponOffset 0x4585D0;Code:void __declspec(naked) nWallhack() { __asm pushad __asm cmp DWORD PTR [esp+0x20], 0x514C98 __asm je doWallhack __asm cmp DWORD PTR [esp+0x20], 0x7C8646 __asm je doWallhack __asm cmp DWORD PTR [esp+0x20], 0x7C89B6 __asm je doWallhack __asm jmp doJmp doWallhack: __asm mov [esp+0x30], 0x12 doJmp: __asm popad __asm jmp[pWallhack] } detour at 0x6D7240Credits:Code:class CRefdef { public: Vec3 refdefViewAngles; //0000 char unknown0[332]; __int32 x; //0158 __int32 y; //015C __int32 width; //0160 __int32 height; //0164 float FovX; //0168 float FovY; //016C float TotalFov; //0170 Vec3 vOrigin; //0174 char unknown1[4]; Vec3 vAxis[3]; //0184 }; 0x2ABDAFC0 - 0x158 = 0x2ABDAE68
Ruffin
cardoow UC
Last edited by JamesA1994; 02-06-2011 at 12:29 AM.
I Am on this site for the mods for mw2 ONLY. Not hacks.
♪~ ᕕ(ᐛ)ᕗ (01-17-2011),S0aD (05-30-2011),Turbulence (02-14-2011)
if anyone cares
hire are the new offset for the patch that has been released like 1 hour ago
Code:MouseInfo_t* MouseInfo = (MouseInfo_t*)0x48DAC58; PlayerSnap_t* PlayerSnap = (PlayerSnap_t*)0xE3FFA0; weapon_t* (__cdecl *GetWeapon)(int num) = (weapon_t* (__cdecl *)(int))0x53E1C0;//dword_C5C218 weapon_2_t* (__cdecl *GetWeapon_2)(int num) = (weapon_2_t* (__cdecl *)(int))0x527170;//dword_C5C218 +8 RegisterTag: 0x00547470 GetPlayerMesh: 0x00430410 GetPlayerTag: 0x004670C0 void (__cdecl *CG_DrawStretchPicTheater)(Float2* Style, float x, float y, float w, float h, int a6, int a7, vec4_t color, qhandle_t shader) = (void (__cdecl *)(Float2*, float, float, float, float, int, int, vec4_t, qhandle_t ))0x005CFFB0; void (*CG_Trace)(Trace* Trace, vec3_t Start, vec3_t End, int skipNumber, int mask, int a6, int a7) = (void (__cdecl *)(Trace* , vec3_t , vec3_t , int , int , int , int ))0x005FBBF0; *(int *)0xE3FEA0 = 0x10;//show mouse cursor void (__cdecl *SendToConsole)( int flag, char* text ) = (void (__cdecl *)( int, char* ))0x005BAAD0; int (__cdecl *k_AttackOn)() = (int (__cdecl *)())0x7FD580; int (__cdecl *k_AttackOff)() = (int (__cdecl *)())0x7FD650; int (__cdecl *k_KnifeOn)() = (int (__cdecl *)())0x7FD900; int (__cdecl *k_KnifeOff)() = (int (__cdecl *)())0x7FD910; bool (*CG_EspIsVisible)( int noIdea, Entity *cent ) = (bool (__cdecl *)( int, Entity * ))0x00589550; CG_RegisterFont:0x005C5220 CG_DrawString:0x00530140
Skyline. (01-21-2011),Turbulence (02-14-2011)
Here is a collection of offsets for all updates so far (Zombie-Mode only):
Skidrow-Crackfix (aka Update 1):
Health1=$01BDB5DC
Health2=$01A4C15C
PrimaryWeapClip=$01BDB7D8
PrimaryWeapStock=$01BDB760
SecondaryWeapClip=$01BDB7E8
SecondaryWeapStock=$01BDB770
LeftGunCZ75Clip=$01BDB808
LeftGunJaneClip=$01BDB800
ZombieMoney=$01BDCFA0
Grenades=$01BDB7E0
MonkeyBombs=$01BDB7F8
Update 3:
Health1=$01BDA5DC
Health2=$01A4B15C
PrimaryWeapClip=$01BDA7D8
PrimaryWeapStock=$01BDA760
SecondaryWeapClip=$01BDA7E8
SecondaryWeapStock=$01BDA770
LeftGunCZ75Clip=$01BDA800
LeftGunJaneClip=$01BDA7F0
ZombieMoney=$01BDBFA0
Grenades=$01BDA7E0
MonkeyBombs=$01BDA808
Update 4:
Health1=$01BDD65C
Health2=$01A4E1DC
PrimaryWeapClip=$01BDD858
PrimaryWeapStock=$01BDD7E0
SecondaryWeapClip=$01BDD868
SecondaryWeapStock=$01BDD7F8
LeftGunCZ75Clip=$01BDD870
LeftGunJaneClip=$01BDD880
ZombieMoney=$01BDF020
Grenades=$01BDD860
MonkeyBombs=$01BDD878
And for C or C++ or C# guys: $01BDD65C = 0x01BDD65C
Last edited by Edlmann; 01-23-2011 at 03:28 AM.
My Releases:
GUI For External BoxESP v. 1.0
Another Single-Player-Zombie-Trainer v 3.0
<Delphi Source> Simple Pattern Scanner
If you have questions concerning coding/hacking in delphi, just pm me
JamesA1994 (01-23-2011),S0aD (05-30-2011),Turbulence (02-14-2011)
Hell_Demon (03-23-2011),JamesA1994 (01-24-2011),S0aD (05-30-2011),shaunm2 (02-14-2011),Turbulence (02-14-2011)
Just started coding for Black Ops...
I already code VIP for Combat Arms!
Zombie Mode Level - 0x2AB5B464
Zombie Mode Money - 0x017DF020 (Not sure about this)
Turbulence (02-14-2011)
That Is What I Am Trying To Fix...If There Is One...lol.
Here Are The Offsets I Found For The Recent CoD Update :
Health - 01A4E1DC
Secondary Ammo Clips - 01BDD7F0
Primary Ammo Clips - 01BDD7E0
Player 1 Money - 01BDF020
Player 2 Money - 01BE0D48
Player 3 Money - 01BE2A70
Player 4 Money - 01BE4798
Grenades - 01BDD860
Claymores - 01BDD870
Left Gun Ammo - 01BDD878
Secondary Gun Ammo - 01BDD868
Primary Gun Ammo - - 01BDD858
Thank Me If I Helped.
Angelchev (01-29-2011),S0aD (05-30-2011),Turbulence (02-14-2011)
Just some addresses updates for latest patch
Speed:
&H2624290
&H26242A0
Ammo:
&H1BDE858 'First weapon ammo
&H1BDE7E0 'First weapon stock
&H1BDE868 'Second weapon first ammo slot
&H1BDE7F0 'second Weapon (stock)
&H1BDE860 'Grenades
Money:
&H1BE0020
Health:
&H1BDE65C
&H1A4F1DC
if u used them
Credit me
Last edited by lolbie; 02-20-2011 at 12:02 PM.
I love it when people keep their agreements /sarcasm ftw
7.0.57 patch:
RegisterTag: 0x4D3780
RegisterFont: 0x6EA970
NameTags: 0x6AD170
EngineText: 0x6ECA10
Trace: 0x4DA230
EndFrame: 0063D460
pViewMatrix 0xE40708//can some1 confirm this?
pClientInfo 0x2B3F70E8
pEntity 0x2B4840DC
pCG 0x2B398100
pRefdef 0x2B3DAE68
S0aD (05-30-2011)
How to update addies from last past to new one: (22/2)
Simply add 1000 to the old addie. IN HEXADECIMALS.
M-efti's Unlocker for alterIWnet . . . . . . . . . . . . . . . . . . . . . . . . . . . .M-efti's MW2 SP Trainer 1.2
M-efti's Superior alterIWnet Hack . . . . . . . . . . .. . . . . . . . . . . . . . . ..M-efti's MW2 SP Trainer 1.7
M-efti's BO SP Trainer 4.12 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..M-efti's Dead Pixels Trainer
Just want to post a little pointer to my tool for refinding offsets:
https://www.mpgh.net/forum/356-call-d...-refinder.html
Which is refinding the most common offsets for BO.
My Releases:
GUI For External BoxESP v. 1.0
Another Single-Player-Zombie-Trainer v 3.0
<Delphi Source> Simple Pattern Scanner
If you have questions concerning coding/hacking in delphi, just pm me
shaunm2 (03-10-2011)