Pre Alligatorsky meron po ba tayung updated Addys, Pointers and offset kahit as of august or september
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Pre Alligatorsky meron po ba tayung updated Addys, Pointers and offset kahit as of august or september
pa request naman ng menu cheat yong may ka sama na injector
- - - Updated - - -
sino po may working na injector pang cf pa hingi naman ako
pange din kahit wallhack lang
ANY ONE SELLING VIP CHEAT IN CROSSFIRE??
Pano yan gamitin tutorial nga Sa Video pls
sir pwedeng patulong sa x,y,z ng offset meron na saakin pero sa w wala pa pwede po bang malaman ang offset ng w pra sa superkillQuote:
i hope this may help.
Code:// [01:19:45] Log started...
//|--------------------------------------------------------------------------------|
//|--------------------------------------------------------------------------------|
//|---------------------- CROSSFIRE LOGGER BY alligatorsky123 ---------------------|
//|--------------------------------- mpgh.net --------------------------------|
//|--------------------------------------------------------------------------------|
//|----------------------------- CROSSFIRE LOG STARTED ----------------------------|
//|--------------------------------------------------------------------------------|
//|---------------------- CROSSFIRE ADDY AND OFFSETS STARTED ----------------------|
//|--------------------------------------------------------------------------------|
//|-----------------------------| Hook Engine Address |----------------------------|
#define DIPEngine 0x4CB642
DWORD retDIPEngine = ( DIPEngine + 0x8 );
#define newDIPEngine2 0x4C39BF
DWORD retnewDIPEngine2 = ( newDIPEngine2 + 0x7 );
#define EndSceneEngine 0x45868F
DWORD retEndSceneEngine = ( EndSceneEngine + 0x8 );
#define PresentEngine 0x4E50CF
DWORD retPresentEngine = ( PresentEngine + 0x5 );
//|--------------------------| Draw Text Engine Address |--------------------------|
#define DrawTextEngine 0x1C1E6F8
#define CallDrawTextEngine 0x564850
//|----------------------------------| WallHack |----------------------------------|
#define WALL_ARRAY 0x468BF4
#define WallHack 0x468CA2
#define SeeGhost 0x468CB6
//|--------------------------------| Wall Pointer |--------------------------------|
#define WallPointer 0x1C11FC4
#define TextureType 0x594
#define offset1 0x568
#define offset2 0x56C
#define offset3 0x570
//|-------------------------------| Weapon Manager |-------------------------------|
#define dw_pWeaponMgr 0x1C11FDC
//|------------------------------| HeadShot Manager |------------------------------|
#define ModelNode 0x1C11F0C
#define ModelNodeOffset 0x54
#define ModelNodeLoop 0x9C
#define SuperKillOffset 0x38
//|--------------------------------------------------------------------------------|
//| 1034F261 | 8B0D 5C6AA111 | MOV ECX,DWORD PTR DS:[11A16A5C] ->ModelNode |
//| 1034F267 | 83C4 04 | ADD ESP,4 |
//| 1034F26A | 89440F 54 | MOV DWORD PTR DS:[EDI+ECX+54],EAX -> Offset 0x54 |
//| 1034F26E | 8B15 5C6AA111 | MOV EDX,DWORD PTR DS:[11A16A5C] |
//| 1034F274 | 8B0417 | MOV EAX,DWORD PTR DS:[EDI+EDX] |
//| 1034F277 | 3BC3 | CMP EAX,EBX |
//| 1034F279 | 7C 0E | JL SHORT Dumped_0.1034F289 |
//| 1034F27B | 3D 96000000 | CMP EAX,96 |
//| 1034F280 | 7D 07 | JGE SHORT Dumped_0.1034F289 |
//| 1034F282 | 892C85 0068A111 | MOV DWORD PTR DS:[EAX*4+11A16800],EBP |
//| 1034F289 | 8305 586AA111 01 | ADD DWORD PTR DS:[11A16A58],1 |
//| 1034F290 | 83C5 01 | ADD EBP,1 |
//| 1034F293 | 81C7 9C000000 | ADD EDI,9C -> Loop |
//|--------------------------------------------------------------------------------|
//|---------------------------------| Auto Head |----------------------------------|
//| DWORD pHeadShotMgr = *( DWORD* )( CShell + ModelNode );// Initializing Address |
//| DWORD pModelNodeType = ( DWORD )( pHeadShotMgr + x * 0x9C );// Loop |
//| *( int* )( pModelNodeType + 0x54 )// Value // 1 = Golden / 2 = Silver |
//|--------------------------------------------------------------------------------|
//|---------------------------------| Super Kill |---------------------------------|
//| *( float* )( ( pHeadShotMgr + 0x38 + y * 4 ) + ( x * 0x9C ) ) |
//|--------------------------------------------------------------------------------|
//|---------------------------------| Bug Damage |---------------------------------|
#define DamagePerMeter 0x1C11FBC
#define FallDamageOffset 0x4
#define VisibleZoneIndex 0xA9CDB0
#define DamageZone 0xA9CE68
#define DamagePerSec 0xA9CE58
#define Eatman 0xA9CDF4
#define versioncode 0xA9CE80
//|--------------------------------| Player Pointer |------------------------------|
#define BasicPlayerInfo 0x1B44200
//|--------------------------------| Player Pointer |------------------------------|
#define dw_pCLTPlayerClient 0xD37CC8
#define CLTPlayerClientOffset 0x70
//|--------------------------------------| ESP |-----------------------------------|
#define dw_pLTClientShell 0xD1E4D0
#define dwCPlayerStart 0x7904
#define MEOffset 0x790C
#define dwCPlayerSize 0x860
#define dw_pLTModel 0xD1B99C
#define aLTModelOffset 0x3C
//|--------------------------------------------------------------------------------|
//| __asm |
//| { |
//| MOV ECX,pLTModel |
//| MOV EDX,DWORD PTR DS:[ECX] |
//| MOV EDX,DWORD PTR DS:[EDX + 0x3C] (0x3C = aLTModelOffset) |
//| PUSH 1 |
//| PUSH Trans |
//| PUSH Bone |
//| PUSH obj |
//| CALL EDX |
//| } |
//| This is used to get bone position (GetBonePositionEx) |
//| and marely to update, we are just making sure we have it |
//|--------------------------------------------------------------------------------|
//|----------------------------| Visible Check | PTC |-----------------------------|
#define aIntersectSegment 0x66FDED
#define aILTClient 0xD1E4C4
#define PTCOffset 0x210
//|------------------------| CROSSFIRE ADDY AND OFFSETS END |----------------------|
//|--------------------------------------------------------------------------------|
//|--------------------------------------------------------------------------------|
//|-------------------------------| CROSSFIRE LOG END |----------------------------|
//|--------------------------------------------------------------------------------|
//|--------------------------------------------------------------------------------|
// [01:20:19] Log End...
i'll studie it
How to get poiter and offset . i cann't read it! can you teach meQuote:
i hope this may help.
Code:// [01:19:45] Log started...
//|--------------------------------------------------------------------------------|
//|--------------------------------------------------------------------------------|
//|---------------------- CROSSFIRE LOGGER BY alligatorsky123 ---------------------|
//|--------------------------------- mpgh.net --------------------------------|
//|--------------------------------------------------------------------------------|
//|----------------------------- CROSSFIRE LOG STARTED ----------------------------|
//|--------------------------------------------------------------------------------|
//|---------------------- CROSSFIRE ADDY AND OFFSETS STARTED ----------------------|
//|--------------------------------------------------------------------------------|
//|-----------------------------| Hook Engine Address |----------------------------|
#define DIPEngine 0x4CB642
DWORD retDIPEngine = ( DIPEngine + 0x8 );
#define newDIPEngine2 0x4C39BF
DWORD retnewDIPEngine2 = ( newDIPEngine2 + 0x7 );
#define EndSceneEngine 0x45868F
DWORD retEndSceneEngine = ( EndSceneEngine + 0x8 );
#define PresentEngine 0x4E50CF
DWORD retPresentEngine = ( PresentEngine + 0x5 );
//|--------------------------| Draw Text Engine Address |--------------------------|
#define DrawTextEngine 0x1C1E6F8
#define CallDrawTextEngine 0x564850
//|----------------------------------| WallHack |----------------------------------|
#define WALL_ARRAY 0x468BF4
#define WallHack 0x468CA2
#define SeeGhost 0x468CB6
//|--------------------------------| Wall Pointer |--------------------------------|
#define WallPointer 0x1C11FC4
#define TextureType 0x594
#define offset1 0x568
#define offset2 0x56C
#define offset3 0x570
//|-------------------------------| Weapon Manager |-------------------------------|
#define dw_pWeaponMgr 0x1C11FDC
//|------------------------------| HeadShot Manager |------------------------------|
#define ModelNode 0x1C11F0C
#define ModelNodeOffset 0x54
#define ModelNodeLoop 0x9C
#define SuperKillOffset 0x38
//|--------------------------------------------------------------------------------|
//| 1034F261 | 8B0D 5C6AA111 | MOV ECX,DWORD PTR DS:[11A16A5C] ->ModelNode |
//| 1034F267 | 83C4 04 | ADD ESP,4 |
//| 1034F26A | 89440F 54 | MOV DWORD PTR DS:[EDI+ECX+54],EAX -> Offset 0x54 |
//| 1034F26E | 8B15 5C6AA111 | MOV EDX,DWORD PTR DS:[11A16A5C] |
//| 1034F274 | 8B0417 | MOV EAX,DWORD PTR DS:[EDI+EDX] |
//| 1034F277 | 3BC3 | CMP EAX,EBX |
//| 1034F279 | 7C 0E | JL SHORT Dumped_0.1034F289 |
//| 1034F27B | 3D 96000000 | CMP EAX,96 |
//| 1034F280 | 7D 07 | JGE SHORT Dumped_0.1034F289 |
//| 1034F282 | 892C85 0068A111 | MOV DWORD PTR DS:[EAX*4+11A16800],EBP |
//| 1034F289 | 8305 586AA111 01 | ADD DWORD PTR DS:[11A16A58],1 |
//| 1034F290 | 83C5 01 | ADD EBP,1 |
//| 1034F293 | 81C7 9C000000 | ADD EDI,9C -> Loop |
//|--------------------------------------------------------------------------------|
//|---------------------------------| Auto Head |----------------------------------|
//| DWORD pHeadShotMgr = *( DWORD* )( CShell + ModelNode );// Initializing Address |
//| DWORD pModelNodeType = ( DWORD )( pHeadShotMgr + x * 0x9C );// Loop |
//| *( int* )( pModelNodeType + 0x54 )// Value // 1 = Golden / 2 = Silver |
//|--------------------------------------------------------------------------------|
//|---------------------------------| Super Kill |---------------------------------|
//| *( float* )( ( pHeadShotMgr + 0x38 + y * 4 ) + ( x * 0x9C ) ) |
//|--------------------------------------------------------------------------------|
//|---------------------------------| Bug Damage |---------------------------------|
#define DamagePerMeter 0x1C11FBC
#define FallDamageOffset 0x4
#define VisibleZoneIndex 0xA9CDB0
#define DamageZone 0xA9CE68
#define DamagePerSec 0xA9CE58
#define Eatman 0xA9CDF4
#define versioncode 0xA9CE80
//|--------------------------------| Player Pointer |------------------------------|
#define BasicPlayerInfo 0x1B44200
//|--------------------------------| Player Pointer |------------------------------|
#define dw_pCLTPlayerClient 0xD37CC8
#define CLTPlayerClientOffset 0x70
//|--------------------------------------| ESP |-----------------------------------|
#define dw_pLTClientShell 0xD1E4D0
#define dwCPlayerStart 0x7904
#define MEOffset 0x790C
#define dwCPlayerSize 0x860
#define dw_pLTModel 0xD1B99C
#define aLTModelOffset 0x3C
//|--------------------------------------------------------------------------------|
//| __asm |
//| { |
//| MOV ECX,pLTModel |
//| MOV EDX,DWORD PTR DS:[ECX] |
//| MOV EDX,DWORD PTR DS:[EDX + 0x3C] (0x3C = aLTModelOffset) |
//| PUSH 1 |
//| PUSH Trans |
//| PUSH Bone |
//| PUSH obj |
//| CALL EDX |
//| } |
//| This is used to get bone position (GetBonePositionEx) |
//| and marely to update, we are just making sure we have it |
//|--------------------------------------------------------------------------------|
//|----------------------------| Visible Check | PTC |-----------------------------|
#define aIntersectSegment 0x66FDED
#define aILTClient 0xD1E4C4
#define PTCOffset 0x210
//|------------------------| CROSSFIRE ADDY AND OFFSETS END |----------------------|
//|--------------------------------------------------------------------------------|
//|--------------------------------------------------------------------------------|
//|-------------------------------| CROSSFIRE LOG END |----------------------------|
//|--------------------------------------------------------------------------------|
//|--------------------------------------------------------------------------------|
// [01:20:19] Log End...
Tol Gusto mo Na toto na kao nyanQuote: