aresdGHERhgerdherhrh (07-14-2015),Silent (10-26-2016)
Kinda useless, but:
.text:004A6660 ; int __cdecl ErrorBox(int type, char *text, ...)
Used to show ingame message / error boxes.
Type Description
0 Crashes the game and displays text as MessageBox
1 Displays the text ingame as an error
2 Displays the text ingame as a message
Last edited by wara286; 07-14-2015 at 05:47 PM.
aresdGHERhgerdherhrh (07-14-2015),Silent (10-26-2016)
aresdGHERhgerdherhrh (07-15-2015),wara286 (12-11-2015)
Originally kept this for myself but since I'm bored and stuck in the toilet ( Blame spicy food ), I decided to do this.
MW3 Packet Checksums.
Why? Because you don't necessarily need MW3 open to forge packets.
Packets undergo the following process before they're sent:Code:struct Packet{ int magic; // -1 char data[]; unsigned short checksum; }
- The packet gets a 32 bit header ( All 1's )
- The 16 bit CRC is added from the below function ( byte swapped )
- The final packet is GZip compressed ( With OOB packets; Huffman is used if it's a game packet )
The procedure is:Code:unsigned short NET_CalcChecksum( char* src, size_t length ) { unsigned long checksum = 0; unsigned long partA = 0, partB = 0, partC = 0; size_t len_a = 0; auto* s = src; for( auto i = 0; i < ( ( length - 4 ) >> 2 ) + 1; i ++ ) { partA += ( s[ i + 1 ] & 0xff ) | ( ( s[ i ] << 8 ) & 0xff ); partB += ( s[ i + 3 ] & 0xff ) | ( ( s[ i + 2 ] << 8 ) & 0xff ); s += 4; } len_a = length - 4 * ( ( ( length - 4 ) >> 2 ) + 1 ); for( auto i = len_a; i; i -= 2 ) partC += ( src[ i + 1 ] & 0xff ) | ( ( src[ i ] << 8 ) & 0xff ); checksum = partA + partB + partC + ( src[ 0 ] & 0xff ); for( auto i = ( checksum >> 16 ) & 0xffff; checksum >> 16; i = checksum >> 16 ) checksum = i + ( checksum >> 16 ); return ( ~checksum ) & 0xffff; }
Code:auto NET_SendPacket( char* src, size_t len ) { size_t outLen = 0; char* dst = ( char* ) calloc( len + 6 ), dst2 = nullptr; memcpy( &dst[ 4 ], src, len ) *PINT( dst ) = -1; auto m_crc = NET_CalcChecksum( dst, len + 4 ); dst[ len + 4 ] = m_crc >> 16; dst[ len + 5 ] = m_crc & 0xff; GZip_Compress( dst, dst2, len + 6, &outLen ); auto result = sendto( router->sock, dst2, outLen, 0, reinterpret_cast< sockaddr* >( & netChan->remoteAddr ), sizeof( netChan->remoteAddr ) ); free( dst ); free( dst2 ); return result == ( len + 6 ); }
Last edited by Hitokiri~; 08-04-2015 at 08:00 PM.
81|DrizZle (08-07-2015)
Haven't seen this around...
Can be used to automatically generate a hacker class or something like that.
Note that your attachments are only displayed if you have the weapon level required to equip them, same thing for the camos.
Using akimbo on a RSASS sadly doesn't work either .
Also things like setting a perk2 perk into a perk1 slot won't work ingame.
Code:typedef struct { BYTE PrimaryWeapon; //0x0000 char unk1[1]; BYTE PrimaryAttachment1; //0x0002 char unk2[1]; BYTE PrimaryAttachment2; //0x0004 char unk3[1]; BYTE PrimaryCamo; //0x0006 char unk4; BYTE Perk; //0x0008 char unk5[3]; BYTE SecondaryWeapon; //0x000C char unk6; BYTE SecondaryAttachment1; //0x000E char unk7; BYTE SecondaryAttachment2; //0x0010 char unk8; BYTE SecondaryCamo; //0x0012 char unk9; BYTE SecondaryPerk; //0x0014 char unk10[3]; BYTE Grenate; //0x0018 char unk11; BYTE Perk1; //0x001A char unk12; BYTE Perk2; //0x001C char unk13; BYTE Perk3; //0x001E char unk14; BYTE KillstreakType; //0x0022 char unk15; BYTE TacticalEquip; //0x0024 char unk16; char ClassName[15]; //0x0028 char unk17[6]; BYTE DeathStreak; //0x003D char unk18; BYTE AssaultStreak1; //0x003F char unk22; BYTE AssaultStreak2; //0x0041 char unk23; BYTE AssaultStreak3; //0x0043 char unk24; BYTE SupportStreak1; //0x0045 char unk25; BYTE SupportStreak2; //0x0047 char unk26; BYTE SupportStreak3; //0x0049 char unk27; BYTE SpecStreak1; //0x004B char unk19; BYTE SpecStreak2; //0x004D char unk20; BYTE SpecStreak3; //0x004F char unk21; } customClass_t; //Size=0x0062
For those who are curious: You can get the AUG by setting the WeaponID to 90 and the camo to 8 (snake camo).
thats codes work for all modes ? campinagin ? special ops ? and multiplayer ?
second question how i use the codes ? what i need to do in the cheat engine and what the aim assist doing ?
thanks waiting for awnser sorry for my bad english
how i use double weapon xp ?
what i need to do in cheat engine pls help me i am dont know !!
I managed to get these for TeknoMW3 v3:
Prestige: 01CDBC64
XP: 01CDBA54
Score: 01CDBC6C
Last edited by jdoe991; 12-11-2016 at 06:40 PM.
I found those DVAR addresses using IDA Pro for latest TeknoMW3:
Code:r_fog: 5F96C8C fullbright: 5F9690C (there's no fullbright dvar, although I found this address) r_forceLod: 5F96C48 r_detailMap: 5F969C4 r_normalMap: 5F96C4C r_specularMap: 5F96B18 r_smc_enable: 5F96BB8 r_normal: 5F96BBC r_specular: 5F969BC r_detail: 5F96B34 fx_enable: 18A06A4 fx_draw: 18A0720 com_maxfps: 1CE77A4 perk_weapRateMultiplier: 8DD9A0 perk_weapSpreadMultiplier: 8DD948 perk_weapReloadMultiplier: 8DD990 fx_drawclouds: 18A0704 r_dof_enable: 5F96B80 r_dof_tweak: 5F96BF8 r_drawdecals: 5F96C18 r_filmusetweaks: 5F96A08 cg_blood: B0477C cg_fov: B0A7A8 cg_drawCrosshair: 8FAA9C cg_drawFPS: 8FAA74 cg_thirdPersonRange: B04660 cg_thirdPerson: 8FAA7C cg_thirdPersonMode: 8FAAF0 cg_drawGun: 8FAB60 cg_cursorHints: B0A7DC
Does it still working? I'll try