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  1. #1
    EvilShit's Avatar
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    Trying to create an hack

    Hey Guys,

    Actually iam Trying to Create an hack, but i dont know how to Find the Pointers for things like No Recoil or other Plays.

    It would be Awesome if anyone could explain it AND NOT TO POST SOURCE OR ADDRESSES!

    I've created some easy "Hacks" in C# and C++ ( Unlimited Ammo / nades [...], Unlimited Live and Fov Changer ) but now i want to make some hacks wich are "hard" to make, like Aimbot or Wallhack.

    Ive some Knowledge in C# and iam Currently learning c++.

  2. #2
    Kenshin13's Avatar
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    Remember google is your friend.
    No Recoil, no sources? Nope, you'll get it or don't read this. Recoil can be stopped in many ways. Since you're using C++, I'll show you C++ code.

    The game has structures that stores things like weapon recoil scale (Which is what you want), the view angles etc.
    So we'll look into the viewmatrix structure:

    eg.
    Code:
    typedef struct
    {
       char unk[xxx];
       float Recoil[3]; //3D Recoil vector
    } ViewMatrix_T;
    So now, we need an address right? Well coders usually use something called "patterns" to find these things. You need a reverser like OllyDbg or IDA (Interactive Disassembler). Get those and a plugin to create patterns.

    So using the above, load up the game process (As in not opening the game and just select the module, eg "iw4mp.exe") in it. Browse to the given address of an older version (As this is the only way to find patterns unless they are already released). There, use the x-references that check for where the address is called in the game.

    A bit of assembly helps here too. So, let's say it's used at 0x7FFF0000 and this is the opcode (Meaning assembly code) at this address:
    Code:
    mov eax, dword_XXXXXXXX; //where dword_XXXXXXXX is the offset for viewmatrix, this is an example, this might not be your case
    Now with the cursor on the, create a pattern. IDA can check for these patterns later. You should get the result as either:
    Code:
    00 01 02 03 04 05 06 06 06 07 07 07 08 08 08 x????xxxxxxxxx
    Or
    Code:
    \x00\x01\x02\x03\x04\x05\x06\x06\x06\x07\x07\x07\x08\x08\x08 x????xxxxxxxxx
    Or if you chose IDA format:
    Code:
    00 ? ? ? ? 05 06 06 06 07 07 07 08 08 08
    So simply locate the new address in a newer version and you should find something like
    Code:
    mov eax, dword_YXYXYXYX; //Your new offset
    So voila. Now you have an offset. If you have trouble understanding, GOOGLE.

    So let's apply the offset to a new ViewMatrix_T object:
    Code:
    ViewMatrix_T* cView = (ViewMatrix_T*)0xYXYXYXYX;
    And then, in a thread or a game thread, just null the vector:
    Code:
    for( int i = 0; i < 3; i++ ) cView->Recoil[ i ] = 0.f;
    There you go. A basic crasher course.

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