[MPGH]BACKD00R (09-20-2012),iMelo~* (10-04-2012)
// EspName1
// EspName2Code:#define EspName1_PATTERN "\xA1\x00\x00\x00\x00\x8B\x88\x00\x00\x00\x00\x68\x00\x00\x00\x00\xFF\xD1\x83\xC4\x04" #define EspName1_MASK "x????xx????x????xxxxx"
// GetLocalPlayerCode:#define EspName2_PATTERN "\xFF\xD0\x39\x44\x24\x10\x75\x05\xBB\x00\x00\x00\x00" #define EspName2_MASK "xxxxxxxxx????"
// WeaponRange1Code:#define GLP_PATTERN "\x8B\x4E\x30\x3B\x4D\x58\x75\x05\xBB\x00\x00\x00\x00" #define GLP_MASK "xxxxxxxxx????"
// WeaponRange2Code:#define WR1_PATTERN "\x8B\xCE\xD9\x5C\x24\x48\x8B\x80\x00\x00\x00\x00\x89\x44\x24\x0C" #define WR1_MASK "xxxxxxxx????xxxx"
// SuperBulletsCode:#define WR2_PATTERN "\x8B\xCE\xD9\x5C\x24\x48\x8B\x80\x00\x00\x00\x00\x89\x44\x24\x0C\x8B\x82\x00\x00\x00\x00" #define WR2_MASK "xxxxxxxx????xxxxxx????"
// GCSCode:#define SB_PATTERN "\x85\xC0\x5F\x0F\x94\xC0\x5E" #define SB_MASK "xxxxxxx"
// GetPlayerIndexCode:#define GCS_PATTERN "\x00\x00\x00\x00\x00\x00\x00\x00\x00\x86\x80\x37\x00\x00" #define GCS_MASK "xxxxxxxxxxxxxx"
// ClientInfoMgrCode:#define GPI_PATTERN "\xCC\xCC\x8B\x41\x04\x85\xC0\x74\x18 #define GPI_MASK "xxxxxxxxx"
// WeaponMgrCode:#define CIM_PATTERN "\x00\x00\x00\x00\x00\x00\x00\x00\x00\x86\x80\x37\x00\x00" #define CIM_MASK "xxxxxxxxxxxxxx"
//RemoteKill1Code:#define WM_PATTERN "\x00\x00\x00\x00\x00\x00\x00\x00" #define WM_MASK "xxxxxxxx"
//RemoteKill2Code:#define RK1_PATTERN "\xD9\x44\x24\x2C\xD9\x5C\x24\x44\x8B\x51\x64\xFF\xD2\x83\xC4\x08" #define RK1_MASK "xxxxxxxxxxxxxxxx"
//RemoteKill3Code:#define RK2_PATTERN "\xD9\x44\x24\x2C\xD9\x5C\x24\x44\x8B\x51\x64\xFF\xD2\x83\xC4\x08" #define RK2_MASK "xxxxxxxxxxxxxxxx"
//RemoteKill4Code:#define RK3_PATTERN "\xD9\x44\x24\x2C\xD9\x5C\x24\x44\x8B\x51\x64\xFF\xD2\x83\xC4\x08 #define RK3_MASK "xxxxxxxxxxxxxxxx"
//LocalPtrCode:#define RK4_PATTERN "\xD9\x44\x24\x2C\xD9\x5C\x24\x44\x8B\x51\x64\xFF\xD2\x83\xC4\x08" #define RK4_MASK "xxxxxxxxxxxxxxxx"
Some are possibly wrongCode:#define LOCALPTR_PATTERN "\x00\x00\x00\x00\x00\x00\x00\x00\x00\x90\xBE\x24\x03\x83" #define LOCALPTR_MASK "xxxxxxxxxxxxxx"
Credits:
@Nightmare (ADDRESSES)
@arun823 (ADDRESSES)
Last edited by Lucas`; 09-20-2012 at 09:24 PM.
[MPGH]BACKD00R (09-20-2012),iMelo~* (10-04-2012)
I just wanna go ahead and point out, there is no way any of these work. They look terrible....
Also why no specifics on whether you are extracting the address as byte code or have any offsets on the patterns? I don't know what find pattern function you guys are using but mine has 6 parameters not 4.
The last two parameters seem to be neglected on this entire forum.Code:DWORD FindPattern(DWORD dwdwAdd, DWORD dwLen, BYTE *bMask, char * szMask, int codeOffset, bool Extract)
Just wanted to point out that your ClientInfoMgr sig scan is incorrect.
Why does everyone use that same class for their hacks? Make your own code people, seriously!Code:DWORD FindPattern(DWORD dwdwAdd, DWORD dwLen, BYTE *bMask, char * szMask, int codeOffset, bool Extract) { for(DWORD i=0; i<dwLen; i++) if (bCompare((BYTE*)(dwdwAdd+i),bMask,szMask)){ if(Extract)return *(DWORD*)(dwdwAdd+i+codeOffset); else return (DWORD)(dwdwAdd+i+codeOffset); } return 0; }
Does anyone have the correct ClientInfoManager address or pattern?
I like the flexibility, it makes logging addresses easier? I didn't realize everyone stole the same shitty Tools class and used it in their hacks. Can no one write their own code anymore?
I remember when I used to copy and paste, and then I learned how to actually program.
BTW Are you the same shad0w from wr-source a long time ago?
Found weapon manager.
Great patterns....Code:Address Hex dump Command Comments 00000019 0000 ADD BYTE PTR DS:[EAX],AL 0000001B 0000 ADD BYTE PTR DS:[EAX],AL 0000001D 0000 ADD BYTE PTR DS:[EAX],AL 0000001F 0000 ADD BYTE PTR DS:[EAX],AL
Nice job brother!
Simple sigscans doesnt help -.- People wont learn.
Get the references and statics and make a nice offset-sigscan
Progress with my game - "Disbanded"
- Fixed FPS lag on spawning entities due to the ent_preload buffer!
- Edit the AI code to get some better pathfinding
- Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
- Added a new silencer for ALL weapons. Also fixed the rotation bugs
- Added a ton of new weapons and the choice to choose a silencer for every weapon
- Created a simple AntiCheat, noobs will cry like hell xD
- The name will be Disbanded, the alpha starts on the 18th august 2014
Some new physics fun (Serversided, works on every client)
My new AI
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
Progress with my game - "Disbanded"
- Fixed FPS lag on spawning entities due to the ent_preload buffer!
- Edit the AI code to get some better pathfinding
- Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
- Added a new silencer for ALL weapons. Also fixed the rotation bugs
- Added a ton of new weapons and the choice to choose a silencer for every weapon
- Created a simple AntiCheat, noobs will cry like hell xD
- The name will be Disbanded, the alpha starts on the 18th august 2014
Some new physics fun (Serversided, works on every client)
My new AI
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
You should follow your own advice Shadow.