This Is Where We Post Source Code To Help Others and smaller Creators and to help the battlefield community
The Latest Source Is:
https://www.mpgh.net/forum/showthread.php?t=1114212
https://www.mpgh.net/forum/showthread.php?t=1069019
Some Notes:
You Will Need An Base and Offsets to get started you would also need :
SharpDX.Direct2D1.dll
SharpDX.dll
SharpDX.DXGI.dll
Visual Studios 2015 By Microsoft
and The Offsets Which you get them here
you will need an base too which i have download links to the packet which are down at the bottom
you would Need to add the SharpDx and the other as references and your set you can just google how to do that. and you set to start to code any questions just do an reply do at the bottom
Offsets UPDATED
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Code:
/////////////XTREME HACK////////////////////////////////////////
using System;
namespace External_ESP_Base
{
struct Offsets
{
public static Int64 OFFSET_DXRENDERER = 0x142572FA0;
public static Int64 OFFSET_GAMECONTEXT = 0x1424abd20;
public static Int64 OFFSET_GAMERENDERER = 0x1424AD330;
public static Int64 OFFSET_VIEWANGLES = 0x1421caee0;
public static Int64 OFFSET_MAIN = 0x14219ff68;
public static Int64 OFFSET_CURRENT_WEAPONFIRING = OFFSET_VIEWANGLES + 0x8;
public static Int64 OFFSET_BORDERINPUTNODE = 0x1424acf70;
public static Int64 OFFSET_SHOTSTATS = 0x142572950;
public struct ClientGameContext
{
public static Int64 m_pPhysicsManager = 0x28; // HavokPhysicsManager
public static Int64 m_pPlayerManager = 0x60; // ClientPlayerManager
public static Int64 GetInstance()
{
return OFFSET_GAMECONTEXT;
}
}
public struct ClientPlayerManager
{
public static Int64 m_pLocalPlayer = 0x540; // ClientPlayer
public static Int64 m_ppPlayer = 0x548; // ClientPlayer
}
public struct ClientPlayerView
{
public static Int64 m_Owner = 0x00F8; // ClientPlayer
}
public struct ClientPlayer
{
public static Int64 szName = 0x40; // 10 CHARS
public static Int64 m_isSpectator = 0x13C9; // BYTE
public static Int64 m_teamId = 0x13CC; // INT32
public static Int64 m_character = 0x14B0; // ClientSoldierEntity
public static Int64 m_ownPlayerView = 0x1510; // ClientPlayerView
public static Int64 m_PlayerView = 0x1520; // ClientPlayerView
public static Int64 m_pAttachedControllable = 0x14C0; // ClientSoldierEntity (ClientVehicleEntity)
public static Int64 m_pControlledControllable = 0x14D0; // ClientSoldierEntity
public static Int64 m_attachedEntryId = 0x14C8; // INT32
}
public struct ClientVehicleEntity
{
public static Int64 m_data = 0x0030; // VehicleEntityData
public static Int64 m_pPhysicsEntity = 0x0238; // DynamicPhysicsEntity
public static Int64 m_Velocity = 0x0280; // D3DXVECTOR3
public static Int64 m_prevVelocity = 0x0290; // D3DXVECTOR3
public static Int64 m_Chassis = 0x03E0; // ClientChassisComponent
public static Int64 m_childrenAABB = 0x0250; // AxisAlignedBox
}
public struct AxisAlignedBox
{
public static Int64 m_Min = 0x00; // D3DXVECTOR3
public static Int64 m_Max = 0x10; // D3DXVECTOR3
}
public struct DynamicPhysicsEntity
{
public static Int64 m_EntityTransform = 0xA0; // PhysicsEntityTransform
}
public struct PhysicsEntityTransform
{
public static Int64 m_Transform = 0x00; // D3DXMATRIX
}
public struct VehicleEntityData
{
public static Int64 m_FrontMaxHealth = 0x148; // FLOAT
public static Int64 m_NameSid = 0x0248; // char* ID_P_VNAME_9K22
}
public struct ClientChassisComponent
{
public static Int64 m_Velocity = 0x01C0; // D3DXVECTOR4
}
public struct ClientSoldierEntity
{
public static Int64 m_data = 0x0030; // VehicleEntityData
public static Int64 m_pPlayer = 0x01E0; // ClientPlayer
public static Int64 m_pHealthComponent = 0x0140; // HealthComponent
public static Int64 m_authorativeYaw = 0x04D8; // FLOAT
public static Int64 m_authorativePitch = 0x04DC; // FLOAT
public static Int64 m_poseType = 0x04F0; // INT32
public static Int64 m_RenderFlags = 0x04F4; // INT32
public static Int64 m_pPhysicsEntity = 0x0238; // VehicleDynamicPhysicsEntity
public static Int64 m_pPredictedController = 0x0490; // ClientSoldierPrediction
public static Int64 m_soldierWeaponsComponent = 0x0570; // ClientSoldierWeaponsComponent
public static Int64 m_ragdollComponent = 0x0580; // ClientRagDollComponent
public static Int64 m_breathControlHandler = 0x0588; // BreathControlHandler
public static Int64 m_sprinting = 0x5B0; // BYTE
public static Int64 m_occluded = 0x05B1; // BYTE
}
public struct HealthComponent
{
public static Int64 m_Health = 0x0020; // FLOAT
public static Int64 m_MaxHealth = 0x0024; // FLOAT
public static Int64 m_vehicleHealth = 0x0038; // FLOAT (pLocalSoldier + 0x1E0 + 0x14C0 + 0x140 + 0x38)
}
public struct ClientSoldierPrediction
{
public static Int64 m_Position = 0x0030; // D3DXVECTOR3
public static Int64 m_Velocity = 0x0050; // D3DXVECTOR3
}
public struct ClientSoldierWeaponsComponent
{
public enum WeaponSlot
{
M_PRIMARY = 0,
M_SECONDARY = 1,
M_GADGET = 2,
M_GRENADE = 6,
M_KNIFE = 7
};
public static Int64 m_handler = 0x0890; // m_handler + m_activeSlot * 0x8 = ClientSoldierWeapon
public static Int64 m_activeSlot = 0x0A98; // INT32 (WeaponSlot)
public static Int64 m_activeHandler= 0x08D0; // ClientActiveWeaponHandler
}
public struct UpdatePoseResultData
{
public enum BONES
{
BONE_HEAD = 104,
BONE_NECK = 142,
BONE_SPINE2 = 7,
BONE_SPINE1 = 6,
BONE_SPINE = 5,
BONE_LEFTSHOULDER = 9,
BONE_RIGHTSHOULDER = 109,
BONE_LEFTELBOWROLL = 11,
BONE_RIGHTELBOWROLL = 111,
BONE_LEFTHAND = 15,
BONE_RIGHTHAND = 115,
BONE_LEFTKNEEROLL = 188,
BONE_RIGHTKNEEROLL = 197,
BONE_LEFTFOOT = 184,
BONE_RIGHTFOOT = 198
};
public static Int64 m_ActiveWorldTransforms = 0x0028; // QuatTransform
public static Int64 m_ValidTransforms = 0x0040; // BYTE
}
public struct ClientRagDollComponent
{
public static Int64 m_ragdollTransforms = 0x0088; // UpdatePoseResultData
public static Int64 m_Transform = 0x05D0; // D3DXMATRIX
}
public struct QuatTransform
{
public static Int64 m_TransAndScale = 0x0000; // D3DXVECTOR4
public static Int64 m_Rotation = 0x0010; // D3DXVECTOR4
}
public struct ClientSoldierWeapon
{
public static Int64 m_data = 0x0030; // WeaponEntityData
public static Int64 m_authorativeAiming = 0x4988; // ClientSoldierAimingSimulation
public static Int64 m_pWeapon = 0x49A8; // ClientWeapon
public static Int64 m_pPrimary = 0x49C0; // WeaponFiring
}
public struct ClientActiveWeaponHandler
{
public static Int64 m_activeWeapon = 0x038; // ClientSoldierWeapon
}
public struct WeaponEntityData
{
public static Int64 m_name = 0x0130; // char*
}
public struct ClientSoldierAimingSimulation
{
public static Int64 m_fpsAimer = 0x0010; // AimAssist
public static Int64 m_yaw = 0x0018; // FLOAT
public static Int64 m_pitch = 0x001C; // FLOAT
public static Int64 m_sway = 0x0028; // D3DXVECTOR2
public static Int64 m_zoomLevel = 0x0068; // FLOAT
}
public struct ClientWeapon
{
public static Int64 m_pModifier = 0x0020; // WeaponModifier
public static Int64 m_shootSpace = 0x0040; // D3DXMATRIX
}
public struct WeaponFiring
{
public static Int64 m_pSway = 0x0078; // WeaponSway
public static Int64 m_pPrimaryFire = 0x0128; // PrimaryFire
public static Int64 m_projectilesLoaded = 0x01A0; // INT32
public static Int64 m_projectilesInMagazines = 0x01A4; // INT32
public static Int64 m_overheatPenaltyTimer = 0x01B0; // FLOAT
}
public struct WeaponSway
{
public static Int64 m_pSwayData = 0x0008; // GunSwayData
public static Int64 m_deviationPitch = 0x0130; // FLOAT
public static Int64 m_deviationYaw = 0x0134; // FLOAT
}
public struct GunSwayData
{
public static Int64 m_DeviationScaleFactorZoom = 0x360; // FLOAT
public static Int64 m_GameplayDeviationScaleFactorZoom = 0x364; // FLOAT
public static Int64 m_DeviationScaleFactorNoZoom = 0x368; // FLOAT
public static Int64 m_GameplayDeviationScaleFactorNoZoom = 0x36C; // FLOAT
public static Int64 m_ShootingRecoilDecreaseScale = 0x370; // FLOAT
public static Int64 m_FirstShotRecoilMultiplier = 0x374; // FLOAT
}
public struct PrimaryFire
{
public static Int64 m_shotConfigData = 0x0010; // ShotConfigData
}
public struct ShotConfigData
{
public static Int64 m_initialSpeed = 0x0088; // FLOAT
public static Int64 m_pProjectileData = 0x00B0; // BulletEntityData
}
public struct BulletEntityData
{
public static Int64 m_Gravity = 0x0130; // FLOAT
public static Int64 m_StartDamage = 0x0154; // FLOAT
public static Int64 m_EndDamage = 0x0158; // FLOAT
}
public struct AimAssist
{
public static Int64 m_yaw = 0x0014; // FLOAT
public static Int64 m_pitch = 0x0018; // FLOAT
}
public struct BreathControlHandler
{
public static Int64 m_breathControlTimer = 0x0038; // FLOAT
public static Int64 m_breathControlMultiplier = 0x003C; // FLOAT
public static Int64 m_breathControlPenaltyTimer = 0x0040; // FLOAT
public static Int64 m_breathControlpenaltyMultiplier = 0x0044; // FLOAT
public static Int64 m_breathControlActive = 0x0048; // FLOAT
public static Int64 m_breathControlInput = 0x004C; // FLOAT
public static Int64 m_breathActive = 0x0050; // FLOAT
public static Int64 m_Enabled = 0x0058; // FLOAT
}
public struct GameRenderer
{
public static Int64 m_pRenderView = 0x60; // RenderView
public static Int64 GetInstance()
{
return OFFSET_GAMERENDERER;
}
}
public struct RenderView
{
public static Int64 m_Transform = 0x0040; // D3DXMATRIX
public static Int64 m_FovY = 0x00B4; // FLOAT
public static Int64 m_fovX = 0x0250; // FLOAT
public static Int64 m_ViewProj = 0x0420; // D3DXMATRIX
public static Int64 m_ViewMatrixInverse = 0x02E0; // D3DXMATRIX
public static Int64 m_ViewProjInverse = 0x04A0; // D3DXMATRIX
}
public struct BorderInputNode
{
public static Int64 m_pMouse = 0x0058; // Mouse
public static Int64 GetInstance()
{
return OFFSET_BORDERINPUTNODE;
}
}
public struct Mouse
{
public static Int64 m_pDevice = 0x0010; // MouseDevice
}
public struct MouseDevice
{
public static Int64 m_Buffer = 0x0104; // D3DXVECTOR3
}
public struct VehicleWeapon
{
public static Int64 m_pClientCameraComponent = 0x0010; // ClientCameraComponent
public static Int64 GetInstance()
{
return OFFSET_CURRENT_WEAPONFIRING;
}
}
public struct ClientCameraComponent
{
public static Int64 pChaseorStaticCamera = 0x00B8; // StaticCamera
}
public struct StaticCamera
{
public static Int64 m_PreCrossMatrix = 0x0010; // D3DXMATRIX
public static Int64 m_CrossMatrix = 0x0050; // D3DXMATRIX
public static Int64 m_ForwardOffset = 0x01D0; // D3DXVECTOR3
}
}
}
how to add an option
------------------------------------------------
1. first declare a bool and a bool can mean 0 for false and 1 for true and also they mean true and false so go like this for example
Code:
bool option_example = false; /*put an semicolon at the end of each statement */
2. add a key there should be an thing like key manager or in this case it is 'manager' here like this it goes with all the other keys for example
Code:
manager.AddKey(Keys.NumPad1);
3.add keys function so lets do it like this
Code:
case Keys.NumPad1:
this.option_example = !this.option_example/*use our bool from earlier*/
break;
4.adding function lets make our hack NoSpread
Code:
if (option_example == true){
Code:
long Address7 = RPM.ReadInt64(RPM.ReadInt64(RPM.ReadInt64(RPM.ReadInt64(5404143328) + 18880L) + 120L) + 8L);
RPM.WriteFloat(Address7 + 1072L, 0.0f);
RPM.WriteFloat(Address7 + 1076L, 0.0f);
RPM.WriteFloat(Address7 + 1080L, 0.0f);
RPM.WriteFloat(Address7 + 1084L, 0.0f);
}
5.adding it to gui ok lets use our things that we added
Code:
DrawText(20, 40, "NUMPAD1: NoSpread", option_example? selectedColor : Color.White, true, fontSmall);
and you are done just launch external base .net//means C#
virus Scans
-----------------------------------------------------------------------
https://www.virustotal.com/en/file/a...is/1483400263/
https://virusscan.jotti.org/en-US/fi...job/lb7etgfn7q