Some Crossfire PH x86 Address Logs

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Some Crossfire PH x86 Address Logs
Code:
// [ Room Info Manager ]
uint32_t m_RoomInfoMgr = 0x161BC54;
uint32_t m_GetGameRules = 0x11C;
uint32_t m_GetWeaponRules[0] = 0x12C;
uint32_t m_GetWeaponRules[1] = 0x144;
uint32_t m_GetGameMode = 0x130;
uint32_t m_GetGameID = 0x138;
uint32_t m_GetObjective = 0x140;
uint32_t m_GetRespawnTime = 0x14C;
uint32_t m_GetMaxPlayerNums = 0x150;

// [ CPlayer Info ]
uint32_t m_LocalPlayerVT = 0xACCD30;
uint32_t m_LocalIndex = 0x20C;
uint32_t m_PlayerStart = 0x204;
uint32_t m_PlayerSize = 0xD88;

// [ CharacterFx ]
uint32_t m_EnlargeAndSetDims = 0x869E70;
uint32_t m_GetNextNode = 0x7F920;
uint32_t m_PlayerIsDead = 0x200;
uint32_t m_PlayerIsImmune = 0x210;
uint32_t m_SubType = 0xC4C;
uint32_t m_IsCurrentWeapon = 0x11158;
uint32_t m_GetWeaponFx = 0x11138;
uint32_t m_IsMutant = 0x11164;
uint32_t m_IsMutantObject = 0x1118B;
uint32_t m_HaveKnife = 0x353C;

// [ CPlayerClntBase ]
uint32_t m_GameType = 0x790;
uint32_t m_RealWeaponState[0] = 0x77C;
uint32_t m_RealWeaponState[1] = 0x68C;
uint32_t m_WeaponState[0] = 0x790;
uint32_t m_WeaponState[1] = 0x6A0;
uint32_t m_PlayerObjectPos[0] = 0x570;
uint32_t m_PlayerObjectPos[1] = 0xDC8;
uint32_t m_JumpHack[0] = 0x???;
uint32_t m_JumpHack[1] = 0x???;
uint32_t m_RapidFire[0] = 0x694;
uint32_t m_RapidFire[1] = 0x5A4;
uint32_t m_WalkSpeed[0] = 0xAB0;
uint32_t m_WalkSpeed[1] = 0x9D0;
uint32_t m_CrouchSpeed[0] = 0xAB4;
uint32_t m_CrouchSpeed[1] = 0x9D4;
uint32_t m_ClipAmmo = 0x2C4;
uint32_t m_BulletStock = 0x2C8;
uint32_t m_BulletMax = 0x2CC;

// [ LTClientShell ]
uint32_t m_PlayerClient = 0x80;
uint32_t m_AFKTimerFunc[0] = 0x??????;
uint32_t m_AFKTimerFunc[1] = 0x??????;
uint32_t m_AFKTimer = 0x3CD3C;
uint32_t m_MaxClientIndex = 0x3D298;
uint32_t m_SelectMutant = 0x178;
uint32_t m_PVNanoScreen = 0x72C4;
uint32_t m_GameUI = 0x1EC;
uint32_t m_Spray = 0x340F8;

// [ ILTClient ]
uint32_t m_RemoteHook[0] = 0x??????;
uint32_t m_RemoteHook[1] = 0x??????;
uint32_t m_RemoteHook[2] = 0x??????;
uint32_t m_RemoteHook[3] = 0x??????;
uint32_t m_IntersectSegmentVT = 0x698C70;
uint32_t m_IntersectSegment = 0xA8;

// [ ILTCSBase ]
uint32_t m_LTClientDefault = 0x12B1168;
uint32_t m_SendToServerFunc = 0x6A1620;

// [ ModelInstance ]
uint32_t m_ObjectMgr = 0x125BB54;
uint32_t m_AnimTracker = 0x1544;
uint32_t m_AnimTrackerVT = 0x76D8E0;
uint32_t m_GetObjectType = 0xB8;
uint32_t m_ObjectType = 0xB4;

// [ ModelNode ]
uint32_t m_ModelNodeMgr = 0x161A184;
uint32_t m_ModelNodeFunction = 0x94C30;
uint32_t m_ModelNodeHitBoxCall = 0x??????;
uint32_t m_VisualHeadShot = 0xB25839;
uint32_t m_WeaponAttack[0] = 0x37FEBA;
uint32_t m_WeaponAttack[1] = 0x9E6CF7;
uint32_t m_KnifeAttack[0] = 0x36C5D1;
uint32_t m_KnifeAttack[1] = 0x9D74BF;
uint32_t m_ModelNodeIndex = 0x9C3;
uint32_t m_ModelNodeSize = 0x9C;

// [ WeaponMgr ]
uint32_t m_WeaponMgr = 0x161A590;
uint32_t m_CrosshairRatio[0] = 0x3A72AB;
uint32_t m_CrosshairRatio[1] = 0xA08518;
uint32_t m_PerturbMin[0] = 0x36B446;
uint32_t m_PerturbMin[1] = 0x9D647C;
uint32_t m_ShotreactYaw[0] = 0x3A696D;
uint32_t m_ShotreactYaw[1] = 0xA07C2D;
uint32_t m_ShotreactPitch[0] = 0x3A6362;
uint32_t m_ShotreactPitch[1] = 0xA07602;
uint32_t m_WeaponShake[0] = 0x38D0D9;
uint32_t m_WeaponShake[1] = 0x9F2FCE;
uint32_t m_RepeatFire = 0x?????;
uint32_t m_WeaponRange = 0x?????;
uint32_t m_KnifeRange[0] = 0x??????;
uint32_t m_KnifeRange[1] = 0x??????;
uint32_t m_KnifeAngle[0] = 0x??????;
uint32_t m_KnifeAngle[1] = 0x??????;
uint32_t m_MoveSpeedPenalty[0] = 0x??????;
uint32_t m_MoveSpeedPenalty[1] = 0x??????;
uint32_t m_WeaponIndex = 0x11FF;
uint32_t m_WeaponSize = 0x5D28;

// [ GameProto ]
uint32_t m_MsgFuncByteData = 0x2DEEF8;
uint32_t m_MsgHackVerification = 0x2D6DBE;
uint32_t m_Animationhk = 0x??????;
uint32_t m_ClientFirehk = 0x??????;

// [ Bypass Client Errors ]
uint32_t m_Bypass_1_x[0] = 0x39D9AC;
uint32_t m_Bypass_1_x[1] = 0x9FFBB7;
uint32_t m_Bypass_14_x = 0x??????;
uint32_t m_Bypass18_2 = 0x2DEC83;
uint32_t m_Bypass18_4[0] = 0x2DE931;
uint32_t m_Bypass18_4[1] = 0x2DEA91;
uint32_t m_Bypass_19_3[0] = 0x397ADA;
uint32_t m_Bypass_19_3[1] = 0x9FA8D2;
uint32_t m_Bypass_20_0[0] = 0x39DAAF;
uint32_t m_Bypass_20_0[1] = 0x9FFCBA;
uint32_t m_Bypass_20_2 = 0x??????;
uint32_t m_Bypass28_3 = 0x2DE355;
uint32_t m_Bypass31_0[0] = 0x2DC34A;
uint32_t m_Bypass31_0[1] = 0x2DC7BE;
uint32_t m_Bypass31_9 = 0x??????;
uint32_t m_Bypass31_10[0] = 0x??????;
uint32_t m_Bypass31_10[1] = 0x??????;

// [ Bypass DC && Ban ]
uint32_t m_OnHackNotify = 0x??????;
uint32_t m_BypassCheck[0] = 0x??????;
uint32_t m_BypassCheck[1] = 0x??????;
uint32_t m_BypassCheck[2] = 0x??????;
uint32_t m_BypassCheck[3] = 0x??????;
uint32_t m_BypassCheck[4] = 0x??????;
uint32_t m_BypassCheck[5] = 0x??????;
uint32_t m_BypassWeaponDC = 0x??????;
uint32_t m_BypassBan = 0x??????;

// [ No Bug Damage ]
uint32_t m_NoBugDamage[0] = 0xEBD13B;
uint32_t m_NoBugDamage[1] = 0xF1C4C7;
uint32_t m_NoBugDamage[2] = 0xF1C2C9;
uint32_t m_NoBugDamage[3] = 0xF1DAC1;
uint32_t m_NoBugDamageDZ = 0x12781F4;

// [ Draw Text Font ]
uint32_t m_HLTFontManager = 0x1A97B80;
uint32_t m_HLTFontManagerVT = 0xA3F9C0;

// [ Remove Fx ]
uint32_t m_RemoveFx[0] = 0x300737;
uint32_t m_RemoveFx[1] = 0x30074C;
uint32_t m_RemoveFx[2] = 0x300758;

// [ Others ]
uint32_t m_LTModel = 0x161EFF8
uint32_t m_LTCommon = 0x161EFF0;
uint32_t m_LTClientShell = 0x1A9806C;
uint32_t m_LTClientShellTub = 0x1A9B510;
uint32_t m_BasicPlayerInfoMgr = 0x147C2B0;
uint32_t m_DamagePerMeter = 0x161A574;
uint32_t m_S2SCounter = 0x???????;
uint32_t m_GetFrameTime = 0x??????;
uint32_t m_RemoveRadioBlock = 0x166CE0A;
uint32_t m_RemoveChatBlock = 0x1ADD070;
uint32_t m_BunnyHop = 0x1AD8B4C;
uint32_t m_MutantDialog = 0x9699CE;
uint32_t m_MsgBoxVT = 0x4D16F0;
uint32_t m_NoFallDamage[0] = 0x??????;
uint32_t m_NoFallDamage[1] = 0x??????;
uint32_t m_PlayerviewMgr = 0x2DC;
uint32_t m_TextureType = 0x594;
is it still profitable to make hack on cfph?
Quote Originally Posted by akbargain View Post
is it still profitable to make hack on cfph?
yeah also they are still looking private cheats to buy it
Quote Originally Posted by MemoryThePast View Post
yeah also they are still looking private cheats to buy it
how many active players in cfph and does it require vpn ? i might get back into cf
Quote Originally Posted by 96neko View Post
how many active players in cfph and does it require vpn ? i might get back into cf
As far as I know, the ph server still has a lot of players. In addition, welcome back to crossfire. My area needs VPN.
Quote Originally Posted by 96neko View Post
how many active players in cfph and does it require vpn ? i might get back into cf
yes you need a VPN for it and if you want to sell CFPH Hacks sell it if you want because a lot of players was looking cheats and they use it to boost in RankMatch, ZA Mode or Rank ZA Mode and they used to boost the other players too by renting them a P50 ec haha
Quote Originally Posted by PassT View Post
As far as I know, the ph server still has a lot of players. In addition, welcome back to crossfire. My area needs VPN.

Quote Originally Posted by MemoryThePast View Post
yes you need a VPN for it and if you want to sell CFPH Hacks sell it if you want because a lot of players was looking cheats and they use it to boost in RankMatch, ZA Mode or Rank ZA Mode and they used to boost the other players too by renting them a P50 ec haha
u seem like a proud pinoy xd

tbh money or selling aint a problem for me and not my goal at all when i make hacks

im just interested in cfph since it has good player base , which means i can ruin the game and have fun with the devs trying to do something about it xd
Quote Originally Posted by 96neko View Post
u seem like a proud pinoy xd

tbh money or selling aint a problem for me and not my goal at all when i make hacks

im just interested in cfph since it has good player base , which means i can ruin the game and have fun with the devs trying to do something about it xd
The devs don't give a damn afaik
Quote Originally Posted by Athos View Post
The devs don't give a damn afaik
sry late reply , but , they dont give a dam cause they have their new baby fchd and blind ass people who would pay lot of $$$ for useless sht on the game , to me cf is dead since they introduced the VIP system... i just dont understand why people would still play it and let it suck their money...
Quote Originally Posted by 96neko View Post
sry late reply , but , they dont give a dam cause they have their new baby fchd and blind ass people who would pay lot of $$$ for useless sht on the game , to me cf is dead since they introduced the VIP system... i just dont understand why people would still play it and let it suck their money...
I mean, playing it is ok, what is wrong is people paying for it lol... If people wouldn't pay then either the servers would shut down or change the content of further updates. The thing is players are poor or simply want to waste their money for some nostalgia shit. Whatever, people are just masochistic lol, have fun hacking the game!

P.S.: you should definitely try this 'crash rooms' feature people developed a while back
Quote Originally Posted by Athos View Post
I mean, playing it is ok, what is wrong is people paying for it lol... If people wouldn't pay then either the servers would shut down or change the content of further updates. The thing is players are poor or simply want to waste their money for some nostalgia shit. Whatever, people are just masochistic lol, have fun hacking the game!

P.S.: you should definitely try this 'crash rooms' feature people developed a while back
crash room lol ? i was there when it was written .. most recent stuff you might figure out ive already have done that ages ago
Quote Originally Posted by 96neko View Post
crash room lol ? i was there when it was written .. most recent stuff you might figure out ive already have done that ages ago
Ahk, then you're all set for shutting down the game servers lol
could u please share the cshell or dumped cshell that have these addys?
Quote Originally Posted by MemoryThePast View Post
Code:
// [ Room Info Manager ]
uint32_t m_RoomInfoMgr = 0x161BC54;
uint32_t m_GetGameRules = 0x11C;
uint32_t m_GetWeaponRules[0] = 0x12C;
uint32_t m_GetWeaponRules[1] = 0x144;
uint32_t m_GetGameMode = 0x130;
uint32_t m_GetGameID = 0x138;
uint32_t m_GetObjective = 0x140;
uint32_t m_GetRespawnTime = 0x14C;
uint32_t m_GetMaxPlayerNums = 0x150;

// [ CPlayer Info ]
uint32_t m_LocalPlayerVT = 0xACCD30;
uint32_t m_LocalIndex = 0x20C;
uint32_t m_PlayerStart = 0x204;
uint32_t m_PlayerSize = 0xD88;

// [ CharacterFx ]
uint32_t m_EnlargeAndSetDims = 0x869E70;
uint32_t m_GetNextNode = 0x7F920;
uint32_t m_PlayerIsDead = 0x200;
uint32_t m_PlayerIsImmune = 0x210;
uint32_t m_SubType = 0xC4C;
uint32_t m_IsCurrentWeapon = 0x11158;
uint32_t m_GetWeaponFx = 0x11138;
uint32_t m_IsMutant = 0x11164;
uint32_t m_IsMutantObject = 0x1118B;
uint32_t m_HaveKnife = 0x353C;

// [ CPlayerClntBase ]
uint32_t m_GameType = 0x790;
uint32_t m_RealWeaponState[0] = 0x77C;
uint32_t m_RealWeaponState[1] = 0x68C;
uint32_t m_WeaponState[0] = 0x790;
uint32_t m_WeaponState[1] = 0x6A0;
uint32_t m_PlayerObjectPos[0] = 0x570;
uint32_t m_PlayerObjectPos[1] = 0xDC8;
uint32_t m_JumpHack[0] = 0x???;
uint32_t m_JumpHack[1] = 0x???;
uint32_t m_RapidFire[0] = 0x694;
uint32_t m_RapidFire[1] = 0x5A4;
uint32_t m_WalkSpeed[0] = 0xAB0;
uint32_t m_WalkSpeed[1] = 0x9D0;
uint32_t m_CrouchSpeed[0] = 0xAB4;
uint32_t m_CrouchSpeed[1] = 0x9D4;
uint32_t m_ClipAmmo = 0x2C4;
uint32_t m_BulletStock = 0x2C8;
uint32_t m_BulletMax = 0x2CC;

// [ LTClientShell ]
uint32_t m_PlayerClient = 0x80;
uint32_t m_AFKTimerFunc[0] = 0x??????;
uint32_t m_AFKTimerFunc[1] = 0x??????;
uint32_t m_AFKTimer = 0x3CD3C;
uint32_t m_MaxClientIndex = 0x3D298;
uint32_t m_SelectMutant = 0x178;
uint32_t m_PVNanoScreen = 0x72C4;
uint32_t m_GameUI = 0x1EC;
uint32_t m_Spray = 0x340F8;

// [ ILTClient ]
uint32_t m_RemoteHook[0] = 0x??????;
uint32_t m_RemoteHook[1] = 0x??????;
uint32_t m_RemoteHook[2] = 0x??????;
uint32_t m_RemoteHook[3] = 0x??????;
uint32_t m_IntersectSegmentVT = 0x698C70;
uint32_t m_IntersectSegment = 0xA8;

// [ ILTCSBase ]
uint32_t m_LTClientDefault = 0x12B1168;
uint32_t m_SendToServerFunc = 0x6A1620;

// [ ModelInstance ]
uint32_t m_ObjectMgr = 0x125BB54;
uint32_t m_AnimTracker = 0x1544;
uint32_t m_AnimTrackerVT = 0x76D8E0;
uint32_t m_GetObjectType = 0xB8;
uint32_t m_ObjectType = 0xB4;

// [ ModelNode ]
uint32_t m_ModelNodeMgr = 0x161A184;
uint32_t m_ModelNodeFunction = 0x94C30;
uint32_t m_ModelNodeHitBoxCall = 0x??????;
uint32_t m_VisualHeadShot = 0xB25839;
uint32_t m_WeaponAttack[0] = 0x37FEBA;
uint32_t m_WeaponAttack[1] = 0x9E6CF7;
uint32_t m_KnifeAttack[0] = 0x36C5D1;
uint32_t m_KnifeAttack[1] = 0x9D74BF;
uint32_t m_ModelNodeIndex = 0x9C3;
uint32_t m_ModelNodeSize = 0x9C;

// [ WeaponMgr ]
uint32_t m_WeaponMgr = 0x161A590;
uint32_t m_CrosshairRatio[0] = 0x3A72AB;
uint32_t m_CrosshairRatio[1] = 0xA08518;
uint32_t m_PerturbMin[0] = 0x36B446;
uint32_t m_PerturbMin[1] = 0x9D647C;
uint32_t m_ShotreactYaw[0] = 0x3A696D;
uint32_t m_ShotreactYaw[1] = 0xA07C2D;
uint32_t m_ShotreactPitch[0] = 0x3A6362;
uint32_t m_ShotreactPitch[1] = 0xA07602;
uint32_t m_WeaponShake[0] = 0x38D0D9;
uint32_t m_WeaponShake[1] = 0x9F2FCE;
uint32_t m_RepeatFire = 0x?????;
uint32_t m_WeaponRange = 0x?????;
uint32_t m_KnifeRange[0] = 0x??????;
uint32_t m_KnifeRange[1] = 0x??????;
uint32_t m_KnifeAngle[0] = 0x??????;
uint32_t m_KnifeAngle[1] = 0x??????;
uint32_t m_MoveSpeedPenalty[0] = 0x??????;
uint32_t m_MoveSpeedPenalty[1] = 0x??????;
uint32_t m_WeaponIndex = 0x11FF;
uint32_t m_WeaponSize = 0x5D28;

// [ GameProto ]
uint32_t m_MsgFuncByteData = 0x2DEEF8;
uint32_t m_MsgHackVerification = 0x2D6DBE;
uint32_t m_Animationhk = 0x??????;
uint32_t m_ClientFirehk = 0x??????;

// [ Bypass Client Errors ]
uint32_t m_Bypass_1_x[0] = 0x39D9AC;
uint32_t m_Bypass_1_x[1] = 0x9FFBB7;
uint32_t m_Bypass_14_x = 0x??????;
uint32_t m_Bypass18_2 = 0x2DEC83;
uint32_t m_Bypass18_4[0] = 0x2DE931;
uint32_t m_Bypass18_4[1] = 0x2DEA91;
uint32_t m_Bypass_19_3[0] = 0x397ADA;
uint32_t m_Bypass_19_3[1] = 0x9FA8D2;
uint32_t m_Bypass_20_0[0] = 0x39DAAF;
uint32_t m_Bypass_20_0[1] = 0x9FFCBA;
uint32_t m_Bypass_20_2 = 0x??????;
uint32_t m_Bypass28_3 = 0x2DE355;
uint32_t m_Bypass31_0[0] = 0x2DC34A;
uint32_t m_Bypass31_0[1] = 0x2DC7BE;
uint32_t m_Bypass31_9 = 0x??????;
uint32_t m_Bypass31_10[0] = 0x??????;
uint32_t m_Bypass31_10[1] = 0x??????;

// [ Bypass DC && Ban ]
uint32_t m_OnHackNotify = 0x??????;
uint32_t m_BypassCheck[0] = 0x??????;
uint32_t m_BypassCheck[1] = 0x??????;
uint32_t m_BypassCheck[2] = 0x??????;
uint32_t m_BypassCheck[3] = 0x??????;
uint32_t m_BypassCheck[4] = 0x??????;
uint32_t m_BypassCheck[5] = 0x??????;
uint32_t m_BypassWeaponDC = 0x??????;
uint32_t m_BypassBan = 0x??????;

// [ No Bug Damage ]
uint32_t m_NoBugDamage[0] = 0xEBD13B;
uint32_t m_NoBugDamage[1] = 0xF1C4C7;
uint32_t m_NoBugDamage[2] = 0xF1C2C9;
uint32_t m_NoBugDamage[3] = 0xF1DAC1;
uint32_t m_NoBugDamageDZ = 0x12781F4;

// [ Draw Text Font ]
uint32_t m_HLTFontManager = 0x1A97B80;
uint32_t m_HLTFontManagerVT = 0xA3F9C0;

// [ Remove Fx ]
uint32_t m_RemoveFx[0] = 0x300737;
uint32_t m_RemoveFx[1] = 0x30074C;
uint32_t m_RemoveFx[2] = 0x300758;

// [ Others ]
uint32_t m_LTModel = 0x161EFF8
uint32_t m_LTCommon = 0x161EFF0;
uint32_t m_LTClientShell = 0x1A9806C;
uint32_t m_LTClientShellTub = 0x1A9B510;
uint32_t m_BasicPlayerInfoMgr = 0x147C2B0;
uint32_t m_DamagePerMeter = 0x161A574;
uint32_t m_S2SCounter = 0x???????;
uint32_t m_GetFrameTime = 0x??????;
uint32_t m_RemoveRadioBlock = 0x166CE0A;
uint32_t m_RemoveChatBlock = 0x1ADD070;
uint32_t m_BunnyHop = 0x1AD8B4C;
uint32_t m_MutantDialog = 0x9699CE;
uint32_t m_MsgBoxVT = 0x4D16F0;
uint32_t m_NoFallDamage[0] = 0x??????;
uint32_t m_NoFallDamage[1] = 0x??????;
uint32_t m_PlayerviewMgr = 0x2DC;
uint32_t m_TextureType = 0x594;
Hello! I want to exchange function signatures without crc with you. I have: name tag, distance, health, weapon, no recoil
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