Thread: WarRock Addys

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  1. #946
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    request xYz NFD FastReload Pattern in use IDA Pro,

    Advance Tnx.

    WhiteHat PH

  2. #947
    Ryuzaki™'s Avatar
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    Enjoy!

    Code:
    struct POINTERS
    {
    DWORD Player = 0xA9AEC8;
    DWORD Server = 0xA99E6C;
    DWORD Remote = 0xBCA67C;
    DWORD Weapon = 0xAB89A0;
    DWORD State = 0xA9AED0;
    DWORD Matrix = 0xA61D10;
    DWORD User = 0xA99E6C;
    DWORD UserBase = 0xA9B4C4;
    DWORD ViewAngles = 0xA98598;
    }Pointers;
    
    
    struct MEMORY
    {
    DWORD STW = 0x8854D4;
    DWORD WUW = 0x8854D4;
    DWORD Speed = 0x8C0A88;
    DWORD NoWater1 = 0xAA1DD0;
    DWORD NoWater2 = 0xAA1DD4;
    DWORD GMWarning = 0xAE5C7C;
    DWORD NoBounds1 = 0xBD9D04;
    DWORD NoBounds2 = 0x27FE9;
    DWORD NoBounds3 = 0x1DD800;
    DWORD HideName = 0xAEB48C;
    DWORD BreakLimit = 0x88C4B8;
    DWORD BoneShot1 = 0x8C16E0;
    DWORD BoneShot2 = 0xBE4018;
    DWORD PlantAnywhere = 0xA985D6;
    DWORD DefuseAnywhere = 0x92406C;
    DWORD QuickPlantDefuse = 0xA985BC;
    DWORD SniperX2 = 0xA1590007;
    DWORD AssaultX2 = 0xA98606;
    DWORD Bandage = 0xA98607;
    DWORD Vaccine = 0xA98608;
    }Memory;
    
    
    struct OFFSETS
    {
    	struct POSITION
    	{
    		DWORD X = 0x10304;
    		DWORD Y = 0x10314;
    		DWORD Z = 0x1030C;
    	}Position;
    
    	struct VIEW
    	{
    		DWORD X = 0x101D8;
    		DWORD Y = 0x101E0;
    		DWORD Z = 0x101DC;
    		DWORD _3D = 0x101A4;
    	}View;
    
    	struct SLOT
    	{
    		DWORD _1 = 0x34148;
    		DWORD _2 = 0x34149;
    		DWORD _3 = 0x3414A;
    		DWORD _4 = 0x3414B;
    		DWORD _5 = 0x3414C;
    		DWORD _6 = 0x3414D;
    		DWORD _7 = 0x3414E;
    		DWORD _8 = 0x3414F;
    	}Slot;
    
    	struct RECOIL
    	{
    		DWORD _1 = 0xC440;
    		DWORD _2 = 0xC444;
    		DWORD _3 = 0xC448;
    	}Recoil;
    
    	struct WEAPON
    	{
    		DWORD _1 = 0x101F0;
    		DWORD _2 = 0x101F2;
    		DWORD _3 = 0x101F4;
    	}Weapon;
    
    	struct AUTO
    	{
    		DWORD Plant = 0x10374;
    		DWORD Defuse = 0x10378;
    		DWORD Shot = 0x1038A;
    	}Auto;
    
    	struct STATE
    	{
    		DWORD Weapon = 0xC4D4;
    		DWORD Player = 0xC4D8;
    	}State;
    
    		DWORD FallDamage = 0x102EC;
    		DWORD Delay = 0x10414;
    		DWORD MyIndex = 0xC49C;
    		DWORD Pitch = 0x101AC;
    		DWORD Yaw = 0x101C8;
    
    }Offsets;



  3. The Following 4 Users Say Thank You to Ryuzaki™ For This Useful Post:

    Dong'Rickz (03-16-2015),dungzkii (03-16-2015),[MPGH]Mayion (03-15-2015),WhiteHat PH (03-16-2015)

  4. #948
    WhiteHat PH's Avatar
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    Thank's for Sharing!

    - - - Updated - - -

    Quote Originally Posted by Dong'Rickz View Post
    request xYz NFD FastReload Pattern in use IDA Pro,

    Advance Tnx.

    WhiteHat PH

    Press 'G' in IDA Pro
    Paste the Seg.
    aCi01
    Look Down until you see mov [ecx+496F4h], al
    //FastReload - aCi01 ; mov [ecx+496F4h], al






    When Im gone dont forget me cause I will come back someday.



    Youtube Channel


     


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    Dong'Rickz (03-16-2015)

  6. #949
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    Quote Originally Posted by WhiteHat PH View Post
    Thank's for Sharing!

    - - - Updated - - -





    Press 'G' in IDA Pro
    Paste the Seg.
    aCi01
    Look Down until you see mov [ecx+496F4h], al
    //FastReload - aCi01 ; mov [ecx+496F4h], al
    yeah i know, i want pattern brO, so anu gamit nyu sa ida Pro ?

    ty.. bro

    - - - Updated - - -

    Quote Originally Posted by Ryuzaki™ View Post
    Enjoy!

    Code:
    struct POINTERS
    {
    DWORD Player = 0xA9AEC8;
    DWORD Server = 0xA99E6C;
    DWORD Remote = 0xBCA67C;
    DWORD Weapon = 0xAB89A0;
    DWORD State = 0xA9AED0;
    DWORD Matrix = 0xA61D10;
    DWORD User = 0xA99E6C;
    DWORD UserBase = 0xA9B4C4;
    DWORD ViewAngles = 0xA98598;
    }Pointers;
    
    
    struct MEMORY
    {
    DWORD STW = 0x8854D4;
    DWORD WUW = 0x8854D4;
    DWORD Speed = 0x8C0A88;
    DWORD NoWater1 = 0xAA1DD0;
    DWORD NoWater2 = 0xAA1DD4;
    DWORD GMWarning = 0xAE5C7C;
    DWORD NoBounds1 = 0xBD9D04;
    DWORD NoBounds2 = 0x27FE9;
    DWORD NoBounds3 = 0x1DD800;
    DWORD HideName = 0xAEB48C;
    DWORD BreakLimit = 0x88C4B8;
    DWORD BoneShot1 = 0x8C16E0;
    DWORD BoneShot2 = 0xBE4018;
    DWORD PlantAnywhere = 0xA985D6;
    DWORD DefuseAnywhere = 0x92406C;
    DWORD QuickPlantDefuse = 0xA985BC;
    DWORD SniperX2 = 0xA1590007;
    DWORD AssaultX2 = 0xA98606;
    DWORD Bandage = 0xA98607;
    DWORD Vaccine = 0xA98608;
    }Memory;
    
    
    struct OFFSETS
    {
    	struct POSITION
    	{
    		DWORD X = 0x10304;
    		DWORD Y = 0x10314;
    		DWORD Z = 0x1030C;
    	}Position;
    
    	struct VIEW
    	{
    		DWORD X = 0x101D8;
    		DWORD Y = 0x101E0;
    		DWORD Z = 0x101DC;
    		DWORD _3D = 0x101A4;
    	}View;
    
    	struct SLOT
    	{
    		DWORD _1 = 0x34148;
    		DWORD _2 = 0x34149;
    		DWORD _3 = 0x3414A;
    		DWORD _4 = 0x3414B;
    		DWORD _5 = 0x3414C;
    		DWORD _6 = 0x3414D;
    		DWORD _7 = 0x3414E;
    		DWORD _8 = 0x3414F;
    	}Slot;
    
    	struct RECOIL
    	{
    		DWORD _1 = 0xC440;
    		DWORD _2 = 0xC444;
    		DWORD _3 = 0xC448;
    	}Recoil;
    
    	struct WEAPON
    	{
    		DWORD _1 = 0x101F0;
    		DWORD _2 = 0x101F2;
    		DWORD _3 = 0x101F4;
    	}Weapon;
    
    	struct AUTO
    	{
    		DWORD Plant = 0x10374;
    		DWORD Defuse = 0x10378;
    		DWORD Shot = 0x1038A;
    	}Auto;
    
    	struct STATE
    	{
    		DWORD Weapon = 0xC4D4;
    		DWORD Player = 0xC4D8;
    	}State;
    
    		DWORD FallDamage = 0x102EC;
    		DWORD Delay = 0x10414;
    		DWORD MyIndex = 0xC49C;
    		DWORD Pitch = 0x101AC;
    		DWORD Yaw = 0x101C8;
    
    }Offsets;

    #i need pattern about that...

    hidename, boneshot,slot, nowater,

  7. #950
    AeroMan's Avatar
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    Quote Originally Posted by Dong'Rickz View Post
    yeah i know, i want pattern brO, so anu gamit nyu sa ida Pro ?

    ty.. bro

    - - - Updated - - -




    #i need pattern about that...

    hidename, boneshot,slot, nowater,
    You can make them if you got the address.
    A pattern is simply a set of bytes that is unique to that address.

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    Dong'Rickz (03-18-2015)

  9. #951
    Dong'Rickz's Avatar
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    Quote Originally Posted by AeroMan View Post
    You can make them if you got the address.
    A pattern is simply a set of bytes that is unique to that address.
    Ok... i Need T_T about That.. Advance Tnx

  10. #952
    Ryuzaki™'s Avatar
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    Addies (3/22/2015)
    Code:
    // ----------------------------------------------
    //|             Geopulse Softwares               |
    // ----------------------------------------------
    
    
    struct POINTERS
    {
    DWORD Player = 0xA9AEC8;
    DWORD Server = 0xA99E6C;
    DWORD Remote = 0xBCA67C;
    DWORD Weapon = 0xAB89A0;
    DWORD State = 0xA9AED0;
    DWORD Matrix = 0xA61D10;
    DWORD User = 0xA99E6C;
    DWORD UserBase = 0xA9B4C4;
    DWORD ViewAngles = 0xA98598;
    
    	struct WEAPONGLOBAL
    	{
    		DWORD _1 = 0xAB8960;
    		DWORD _2 = 0xBC27E0;
    	}WeaponGlobal;
    
    }Pointers;
    
    
    struct MEMORY
    {
    DWORD STW = 0x8854D4;
    DWORD WUW = 0x8854D4;
    DWORD Speed = 0x8C0A88;
    DWORD NoWater1 = 0xAA1DD0;
    DWORD NoWater2 = 0xAA1DD4;
    DWORD GMWarning = 0xAE5C7C;
    DWORD NoBounds1 = 0xBD9D04;
    DWORD NoBounds2 = 0xBD9D08;
    DWORD NoBounds3 = 0xBD9D0C;
    DWORD HideName = 0xAEB48C;
    DWORD BreakLimit = 0x88C4B8;
    DWORD BoneShot1 = 0x8C16E0;
    DWORD BoneShot2 = 0xBE4018;
    DWORD PlantAnywhere = 0xA985D6;
    DWORD DefuseAnywhere = 0x92406C;
    DWORD QuickPlantDefuse = 0xA985BC;
    DWORD SniperX2 = 0x80A15900;
    DWORD AssaultX2 = 0xA98606;
    DWORD Bandage = 0xA98607;
    DWORD Vaccine = 0xA98608;
    }Memory;
    
    
    struct OFFSETS
    {
    	struct POSITION
    	{
    		DWORD X = 0x10304;
    		DWORD Y = 0x10314;
    		DWORD Z = 0x1030C;
    	}Position;
    
    	struct VIEW
    	{
    		DWORD X = 0x101D8;
    		DWORD Y = 0x101E0;
    		DWORD Z = 0x101DC;
    		DWORD _3D = 0x101A4;
    	}View;
    
    	struct SLOT
    	{
    		DWORD _1 = 0x34148;
    		DWORD _2 = 0x34149;
    		DWORD _3 = 0x3414A;
    		DWORD _4 = 0x3414B;
    		DWORD _5 = 0x3414C;
    		DWORD _6 = 0x3414D;
    		DWORD _7 = 0x3414E;
    		DWORD _8 = 0x3414F;
    	}Slot;
    
    	struct RECOIL
    	{
    		DWORD _1 = 0xC440;
    		DWORD _2 = 0xC444;
    		DWORD _3 = 0xC448;
    	}Recoil;
    
    	struct WEAPON
    	{
    		DWORD _1 = 0x101F0;
    		DWORD _2 = 0x101F2;
    		DWORD _3 = 0x101F4;
    	}Weapon;
    
    	struct AUTO
    	{
    		DWORD Plant = 0x10374;
    		DWORD Defuse = 0x10378;
    		DWORD Shot = 0x1038A;
    	}Auto;
    
    	struct STATE
    	{
    		DWORD Weapon = 0xC4D4;
    		DWORD Player = 0xC4D8;
    	}State;
    
    	struct WEAPONINFO
    	{
    		DWORD Defence = 0x8C;
    		DWORD Range = 0x90;
    		DWORD Ammo = 0x94;
    		DWORD Magazine = 0x98;
    		DWORD Damage = 0x9C;
    		DWORD Parabola = 0xA0;
    		DWORD React_Amount = 0xA4;
    		DWORD React_Recovery = 0xA8;
    		DWORD Weight_1 = 0xB0;
    		DWORD Weight_2 = 0xB4;
    	}WeaponInfo;
    
    		DWORD FallDamage = 0x102EC;
    		DWORD Delay = 0x10414;
    		DWORD MyIndex = 0xC49C;
    		DWORD Pitch = 0x101AC;
    		DWORD Yaw = 0x101C8;
    
    }Offsets;
    
    
    
    struct ASM
    {
    DWORD Event_Room = 0x5819D2;
    DWORD Event_Notice = 0x40F58F;
    DWORD WTW = 0x7625B5;
    DWORD Spam_Bot = 0x506F95;
    DWORD Anti_AFK = 0x7625B5;
    DWORD EndScene = 0x6BAA16;
    DWORD Engine_Message = 0x50ACF9;
    DWORD Recoil = 0x4E881D;
    DWORD Spread = 0x421ED6;
    DWORD Reload = 0x504318;
    DWORD Swim = 0x4F1D7E;
    DWORD Auto_Ammo = 0x4F00BA;
    DWORD Unli_Ammo = 0x4FB915;
    DWORD Back_To_Lobby = 0x4A6E1B;
    DWORD Bullets = 0x4F8D70;
    DWORD Bullets_JMP = 0x4F8D7D;
    DWORD Prone = 0x4DFF2B;
    
    	struct Opk
    	{
    		DWORD _1 = 0x4085DA;
    		DWORD _2 = 0x4085E3;
    		DWORD _3 = 0x4085EF;
    	}OPK;
    
    	struct PXITEMS
    	{
    		DWORD Clip_A = 0x453FA8;
    		DWORD Clip_S = 0x453FC1;
    		DWORD Sniper = 0x453FD0;
    	}PXItems;
    
    	struct STAMINA
    	{
    		DWORD _1 = 0x455024;
    		DWORD _2 = 0x4E01F2;
    		DWORD _3 = 0x4F05CB;
    	}Stamina;
    
    	struct VEHICLE
    	{
    		DWORD No_Damage = 0x428481;
    		DWORD Invisible = 0x4287D5;
    	}Vehicle;
    
    	struct FASTRELOAD
    	{
    		DWORD _1 = 0x5045F6;
    		DWORD _2 = 0x589DDB;
    	}Fast_Reload;
    
    	struct SPAWN
    	{
    		DWORD _1 = 0x5D654F;
    		DWORD _2 = 0x5D6569;
    	}Spawn;
    
    	struct QUICK
    	{
    		DWORD Plant = 0x4FABEC;
    		DWORD Defuse = 0x0;
    	}Quick;
    }Asm;
    
    
    struct PLAYER
    {
    char UnknownData0[50240];		//0x0
    float Norecoil_1;			//0xC440
    float Norecoil_2;			//0xC444
    float Norecoil_3;			//0xC448
    char UnknownData1[80];		//0xC44C
    BYTE My_Index;			//0xC49C
    char UnknownData2[23];		//0xC49D
    float Gravity_X;			//0xC4B4
    float Gravity_Z;			//0xC4B8
    float Gravity_Y;			//0xC4BC
    char UnknownData3[20];		//0xC4C0
    int State_Weapon;			//0xC4D4
    int State_Player;			//0xC4D8
    char UnknownData4[15568];		//0xC4DC
    float Pitch;			//0x101AC
    char UnknownData5[24];		//0x101B0
    float Yaw;			//0x101C8
    char UnknownData6[12];		//0x101CC
    float View_X;			//0x101D8
    float View_Z;			//0x101DC
    float View_Y;			//0x101E0
    char UnknownData7[12];		//0x101E4
    WORD Weapon_1;			//0x101F0
    WORD Weapon_2;			//0x101F2
    WORD Weapon_3;			//0x101F4
    char UnknownData8[246];		//0x101F6
    float Fall_Damage;			//0x102EC
    char UnknownData9[20];		//0x102F0
    float Pos_X;			//0x10304
    char UnknownData10[4];		//0x10308
    float Pos_Z;			//0x1030C
    char UnknownData11[4];		//0x10310
    float Pox_Y;			//0x10314
    char UnknownData12[92];		//0x10318
    DWORD Auto_Plant;			//0x10374
    DWORD Auto_Defuse;			//0x10378
    char UnknownData13[14];		//0x1037C
    DWORD Auto_Shot;			//0x1038A
    char UnknownData14[134];		//0x1038E
    float Delay;			//0x10414
    };
    
    struct SERVER
    {
    char UnknownData0[213320];		//0x0
    BYTE Slot_1;			//0x34148
    BYTE Slot_2;			//0x34149
    BYTE Slot_3;			//0x3414A
    BYTE Slot_4;			//0x3414B
    BYTE Slot_5;			//0x3414C
    BYTE Slot_6;			//0x3414D
    BYTE Slot_7;			//0x3414E
    BYTE Slot_8;			//0x3414F
    };
    
    struct WEAPONINFO
    {
    char UnknownData0[140];		//0x0
    DWORD Defence;			//0x8C
    DWORD Range;			//0x90
    DWORD Ammo;			//0x94
    DWORD Magazine;			//0x98
    DWORD Damage;			//0x9C
    DWORD Parabola;			//0xA0
    float React_Amount;			//0xA4
    float React_Recovery;			//0xA8
    DWORD Shot_Speed;			//0xAC
    DWORD Weight_1;			//0xB0
    DWORD Weight_2;			//0xB4
    };
    
    
    struct BASE
    {
    char UnknownData0[11116140];		//0x0
    SERVER *Server
    char UnknownData1[4184];		//0xA99E70
    PLAYER *Local
    char UnknownData2[1243056];		//0xA9AECC
    PLAYER **Global
    };



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  12. #953
    Dong'Rickz's Avatar
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    Quote Originally Posted by Ryuzaki™ View Post
    Addies (3/22/2015)
    Code:
    // ----------------------------------------------
    //|             Geopulse Softwares               |
    // ----------------------------------------------
    
    
    struct POINTERS
    {
    DWORD Player = 0xA9AEC8;
    DWORD Server = 0xA99E6C;
    DWORD Remote = 0xBCA67C;
    DWORD Weapon = 0xAB89A0;
    DWORD State = 0xA9AED0;
    DWORD Matrix = 0xA61D10;
    DWORD User = 0xA99E6C;
    DWORD UserBase = 0xA9B4C4;
    DWORD ViewAngles = 0xA98598;
    
    	struct WEAPONGLOBAL
    	{
    		DWORD _1 = 0xAB8960;
    		DWORD _2 = 0xBC27E0;
    	}WeaponGlobal;
    
    }Pointers;
    
    
    struct MEMORY
    {
    DWORD STW = 0x8854D4;
    DWORD WUW = 0x8854D4;
    DWORD Speed = 0x8C0A88;
    DWORD NoWater1 = 0xAA1DD0;
    DWORD NoWater2 = 0xAA1DD4;
    DWORD GMWarning = 0xAE5C7C;
    DWORD NoBounds1 = 0xBD9D04;
    DWORD NoBounds2 = 0xBD9D08;
    DWORD NoBounds3 = 0xBD9D0C;
    DWORD HideName = 0xAEB48C;
    DWORD BreakLimit = 0x88C4B8;
    DWORD BoneShot1 = 0x8C16E0;
    DWORD BoneShot2 = 0xBE4018;
    DWORD PlantAnywhere = 0xA985D6;
    DWORD DefuseAnywhere = 0x92406C;
    DWORD QuickPlantDefuse = 0xA985BC;
    DWORD SniperX2 = 0x80A15900;
    DWORD AssaultX2 = 0xA98606;
    DWORD Bandage = 0xA98607;
    DWORD Vaccine = 0xA98608;
    }Memory;
    
    
    struct OFFSETS
    {
    	struct POSITION
    	{
    		DWORD X = 0x10304;
    		DWORD Y = 0x10314;
    		DWORD Z = 0x1030C;
    	}Position;
    
    	struct VIEW
    	{
    		DWORD X = 0x101D8;
    		DWORD Y = 0x101E0;
    		DWORD Z = 0x101DC;
    		DWORD _3D = 0x101A4;
    	}View;
    
    	struct SLOT
    	{
    		DWORD _1 = 0x34148;
    		DWORD _2 = 0x34149;
    		DWORD _3 = 0x3414A;
    		DWORD _4 = 0x3414B;
    		DWORD _5 = 0x3414C;
    		DWORD _6 = 0x3414D;
    		DWORD _7 = 0x3414E;
    		DWORD _8 = 0x3414F;
    	}Slot;
    
    	struct RECOIL
    	{
    		DWORD _1 = 0xC440;
    		DWORD _2 = 0xC444;
    		DWORD _3 = 0xC448;
    	}Recoil;
    
    	struct WEAPON
    	{
    		DWORD _1 = 0x101F0;
    		DWORD _2 = 0x101F2;
    		DWORD _3 = 0x101F4;
    	}Weapon;
    
    	struct AUTO
    	{
    		DWORD Plant = 0x10374;
    		DWORD Defuse = 0x10378;
    		DWORD Shot = 0x1038A;
    	}Auto;
    
    	struct STATE
    	{
    		DWORD Weapon = 0xC4D4;
    		DWORD Player = 0xC4D8;
    	}State;
    
    	struct WEAPONINFO
    	{
    		DWORD Defence = 0x8C;
    		DWORD Range = 0x90;
    		DWORD Ammo = 0x94;
    		DWORD Magazine = 0x98;
    		DWORD Damage = 0x9C;
    		DWORD Parabola = 0xA0;
    		DWORD React_Amount = 0xA4;
    		DWORD React_Recovery = 0xA8;
    		DWORD Weight_1 = 0xB0;
    		DWORD Weight_2 = 0xB4;
    	}WeaponInfo;
    
    		DWORD FallDamage = 0x102EC;
    		DWORD Delay = 0x10414;
    		DWORD MyIndex = 0xC49C;
    		DWORD Pitch = 0x101AC;
    		DWORD Yaw = 0x101C8;
    
    }Offsets;
    
    
    
    struct ASM
    {
    DWORD Event_Room = 0x5819D2;
    DWORD Event_Notice = 0x40F58F;
    DWORD WTW = 0x7625B5;
    DWORD Spam_Bot = 0x506F95;
    DWORD Anti_AFK = 0x7625B5;
    DWORD EndScene = 0x6BAA16;
    DWORD Engine_Message = 0x50ACF9;
    DWORD Recoil = 0x4E881D;
    DWORD Spread = 0x421ED6;
    DWORD Reload = 0x504318;
    DWORD Swim = 0x4F1D7E;
    DWORD Auto_Ammo = 0x4F00BA;
    DWORD Unli_Ammo = 0x4FB915;
    DWORD Back_To_Lobby = 0x4A6E1B;
    DWORD Bullets = 0x4F8D70;
    DWORD Bullets_JMP = 0x4F8D7D;
    DWORD Prone = 0x4DFF2B;
    
    	struct Opk
    	{
    		DWORD _1 = 0x4085DA;
    		DWORD _2 = 0x4085E3;
    		DWORD _3 = 0x4085EF;
    	}OPK;
    
    	struct PXITEMS
    	{
    		DWORD Clip_A = 0x453FA8;
    		DWORD Clip_S = 0x453FC1;
    		DWORD Sniper = 0x453FD0;
    	}PXItems;
    
    	struct STAMINA
    	{
    		DWORD _1 = 0x455024;
    		DWORD _2 = 0x4E01F2;
    		DWORD _3 = 0x4F05CB;
    	}Stamina;
    
    	struct VEHICLE
    	{
    		DWORD No_Damage = 0x428481;
    		DWORD Invisible = 0x4287D5;
    	}Vehicle;
    
    	struct FASTRELOAD
    	{
    		DWORD _1 = 0x5045F6;
    		DWORD _2 = 0x589DDB;
    	}Fast_Reload;
    
    	struct SPAWN
    	{
    		DWORD _1 = 0x5D654F;
    		DWORD _2 = 0x5D6569;
    	}Spawn;
    
    	struct QUICK
    	{
    		DWORD Plant = 0x4FABEC;
    		DWORD Defuse = 0x0;
    	}Quick;
    }Asm;
    
    
    struct PLAYER
    {
    char UnknownData0[50240];		//0x0
    float Norecoil_1;			//0xC440
    float Norecoil_2;			//0xC444
    float Norecoil_3;			//0xC448
    char UnknownData1[80];		//0xC44C
    BYTE My_Index;			//0xC49C
    char UnknownData2[23];		//0xC49D
    float Gravity_X;			//0xC4B4
    float Gravity_Z;			//0xC4B8
    float Gravity_Y;			//0xC4BC
    char UnknownData3[20];		//0xC4C0
    int State_Weapon;			//0xC4D4
    int State_Player;			//0xC4D8
    char UnknownData4[15568];		//0xC4DC
    float Pitch;			//0x101AC
    char UnknownData5[24];		//0x101B0
    float Yaw;			//0x101C8
    char UnknownData6[12];		//0x101CC
    float View_X;			//0x101D8
    float View_Z;			//0x101DC
    float View_Y;			//0x101E0
    char UnknownData7[12];		//0x101E4
    WORD Weapon_1;			//0x101F0
    WORD Weapon_2;			//0x101F2
    WORD Weapon_3;			//0x101F4
    char UnknownData8[246];		//0x101F6
    float Fall_Damage;			//0x102EC
    char UnknownData9[20];		//0x102F0
    float Pos_X;			//0x10304
    char UnknownData10[4];		//0x10308
    float Pos_Z;			//0x1030C
    char UnknownData11[4];		//0x10310
    float Pox_Y;			//0x10314
    char UnknownData12[92];		//0x10318
    DWORD Auto_Plant;			//0x10374
    DWORD Auto_Defuse;			//0x10378
    char UnknownData13[14];		//0x1037C
    DWORD Auto_Shot;			//0x1038A
    char UnknownData14[134];		//0x1038E
    float Delay;			//0x10414
    };
    
    struct SERVER
    {
    char UnknownData0[213320];		//0x0
    BYTE Slot_1;			//0x34148
    BYTE Slot_2;			//0x34149
    BYTE Slot_3;			//0x3414A
    BYTE Slot_4;			//0x3414B
    BYTE Slot_5;			//0x3414C
    BYTE Slot_6;			//0x3414D
    BYTE Slot_7;			//0x3414E
    BYTE Slot_8;			//0x3414F
    };
    
    struct WEAPONINFO
    {
    char UnknownData0[140];		//0x0
    DWORD Defence;			//0x8C
    DWORD Range;			//0x90
    DWORD Ammo;			//0x94
    DWORD Magazine;			//0x98
    DWORD Damage;			//0x9C
    DWORD Parabola;			//0xA0
    float React_Amount;			//0xA4
    float React_Recovery;			//0xA8
    DWORD Shot_Speed;			//0xAC
    DWORD Weight_1;			//0xB0
    DWORD Weight_2;			//0xB4
    };
    
    
    struct BASE
    {
    char UnknownData0[11116140];		//0x0
    SERVER *Server
    char UnknownData1[4184];		//0xA99E70
    PLAYER *Local
    char UnknownData2[1243056];		//0xA9AECC
    PLAYER **Global
    };

    Bro, Request Pattern,

    OFS Weapon,1,2,3,>>>
    WeaponBase>>>>>>>
    WeaponPointer>>>>>
    ID >>>>>>>>>>>>>>

    ?
    Creadit U

  13. #954
    dodong150's Avatar
    Join Date
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    My Mood
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    AweSome

  14. #955
    WhiteHat PH's Avatar
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    Some Where I Belong
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    Thank's for sharing!






    When Im gone dont forget me cause I will come back someday.



    Youtube Channel


     


  15. #956
    *SourceCoder*'s Avatar
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    #request: updated addies!

  16. #957
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    pa request po nang WRPH addies

    server...
    player..
    glasswall...

    for new appdate po.

  17. #958
    mrniceguy106's Avatar
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    WRPH Dumped 4/30/2015

    NEW UPDATED WRPH Dumped 4/30/2015....



    Mga pre pa help naman how to find addys using IDA pro v6.6.140604... ang hirap ka c ung hindi ko mahanap kahit ng search na ako ng search umaga hangang gabi ako nag search nang "Frustum.FarDistance" or glasswall.. wla talaga lumabas na address/addys.
    <b>Downloadable Files</b> Downloadable Files

  18. The Following 2 Users Say Thank You to mrniceguy106 For This Useful Post:

    Jhem (04-30-2015),znoen (05-01-2015)

  19. #959
    -=meow=-'s Avatar
    Join Date
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    #Resquest Updated Addies, Thanks

  20. #960
    znoen's Avatar
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    Relaxed

    ESP Shit

    [HTML]class CPlayerInfo
    {
    public:
    char Znoen1[1440];
    __int32 RoomNumber;
    char Znoen2[24];
    __int32 WeaponID;
    char Znoen3[108];
    char Username[16];
    char Znoen4[56];
    char Clan[16];
    char Znoen5[728];
    __int32 Points;
    __int32 Kills;
    __int32 Deaths;
    char Znoen6[20];
    __int32 Health;
    __int32 MaxHealth;
    char Znoen7[320];
    BYTE Team;
    };
    #define ADR_BasePointer 0xAEBD60
    #define OFS_PlayerSize 0xAD8
    [/HTML]

    Credits to:
    @znoen
    @Ryuzaki™
    @Jhem


  21. The Following User Says Thank You to znoen For This Useful Post:

    Ryuzaki™ (05-02-2015)

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