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  1. #1
    AuT03x3C's Avatar
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    Change your weapon

    In this tutorial i will show you how to change your weapon ingame.
    You need to be host for it.

    Things you need:
    • brain.exe
    • Cheat Engine


    First we need to find the needed addresses. You have to find 3 addresses for the primary, secondary,... weapon.
    How to find them: You can search for Changed Value in CE after you changed your primary weapon or you can search for Exact Value using the weaponlist by @LOLxFUN (https://www.mpgh.net/forum/showthread.php?t=479847). After you have found the 3 addresses you can also do this for your secondary weapon and if you start brain.exe you can also find the addresses for your third, fourth,... weapon.

    Coding:

    C#:
    Code:
    //First we declare the needed addresses and create a struct.
            private const int _visualPrimWeaponBaseAddress = the address you found;
            private const int _ammoPrimWeaponBaseAddress = the address you found;
            private const int _reloadPrimWeaponBaseAddress = the address you found;
            private const int _weaponSize = 0x38EC;
            private Weapon[] _primWeapons = new Weapon[18];
    
            struct Weapon
            {
                public int Visual;
                public int Ammo;
                public int Reload;
            }
    
    
    
    
    //Then we need to init the addresses for each player.
                for(int i = 0; i < _primWeapons.Length; i++)
                {
                    _primWeapons[i].Visual = _visualPrimWeaponBaseAddress + i *_weaponSize;
                    _primWeapons[i].Ammo = _ammoPrimWeaponBaseAddress + i *_weaponSize;
                    _primWeapons[i].Reload = _reloadPrimWeaponBaseAddress + i *_weaponSize;
                }
    
    
    
    
    //Now you can set the primary weapon of any player you want. For example i will give the player with the id 0 the weapon with number 0.
                Mem.WriteInt(_primWeaponsAddresses[0].Visual, 0);
                Mem.WriteInt(_primWeaponsAddresses[0].Ammo, 0);
                Mem.WriteInt(_primWeaponsAddresses[0].Reload, 0);
    Sorry for bad english.

    Credits:
    AuT03x3C
    @LOLxFUN(Weaponlist)

  2. The Following 2 Users Say Thank You to AuT03x3C For This Useful Post:

    Miyabi-Chan (09-16-2015),Silent (07-06-2015)

  3. #2
    TheStacktrace's Avatar
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    Where can I download 'brain.exe'?
    Check out my new Youtube-Channel!
    CODM Edits

    Code:
    System.out.println("TheStacktrace");

  4. #3
    AuT03x3C's Avatar
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    Quote Originally Posted by TheStacktrace View Post
    Where can I download 'brain.exe'?
    https://lmgtfy.com/?q=download+brain.exe

  5. #4
    殺す必要がある唯一のものは殺されるために準備され人 々である。
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    Hitokiri~'s Avatar
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    I'd recommend you download brainv2.0.exe

    You don't need 3 addresses. Only 1.
    The game holds all entity info in gentity_s. For MW3, there's a maximum of 2048 gentities and thus 2047 slots.
    Exclude WORLD_ENTITY and NO_ENTITY and you loop through 0 to 2045 ( inclusive ). First 18 gentities are always relative to client numbers.
    Reverse the gentity structure and you'll be able to do everything related to local player information:

    -> Ammo settings
    -> Weapon settings
    -> Global locations

    Hell you can even do no clip by setting the highest bit on the state flag on the entity with ease.
    Best part is it's static.

    Code:
    struct gentity_s{
        char _unk[4];
        int connectionState; // 0x0004
        int entityRefType; // 0x0172 -- Actually a low word stating the tag ID.
    }; // Size: [ 0x274 ]
    Pattern:
    Code:
    81 C6 ?? ?? ?? ?? 3B B4 24
    I lost my old sources so I just spent 2 minutes reversing that for you.
    Last edited by Hitokiri~; 04-09-2015 at 12:59 AM.

  6. #5
    AuT03x3C's Avatar
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    Quote Originally Posted by Hitokiri~ View Post
    I'd recommend you download brainv2.0.exe

    You don't need 3 addresses. Only 1.
    The game holds all entity info in gentity_s. For MW3, there's a maximum of 2048 gentities and thus 2047 slots.
    Exclude WORLD_ENTITY and NO_ENTITY and you loop through 0 to 2045 ( inclusive ). First 18 gentities are always relative to client numbers.
    Reverse the gentity structure and you'll be able to do everything related to local player information:

    -> Ammo settings
    -> Weapon settings
    -> Global locations

    Hell you can even do no clip by setting the highest bit on the state flag on the entity with ease.
    Best part is it's static.

    Code:
    struct gentity_s{
        char _unk[4];
        int connectionState; // 0x0004
        int entityRefType; // 0x0172 -- Actually a low word stating the tag ID.
    }; // Size: [ 0x274 ]
    Pattern:
    Code:
    81 C6 ?? ?? ?? ?? 3B B4 24
    I lost my old sources so I just spent 2 minutes reversing that for you.
    haven't done anything with entity yet.

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