_____________________________________________ | | | CrossFire Address Logger | | Public Logger ~ VI | | 7-04-2013 | |_____________________________________________| Game reached proper state, logging started... Crossfire Entry Point : 0x400000 Crossfire .code Size : 0x25C000 Crossfire .code Offset : 0x1000 CShell Entry Point : 0x6AE0000 CShell .code Size : 0x40E000 CShell .code Offset : 0x1000 ClientFX Entry Point : 0x64000000 ClientFX .code Size : 0x33000 ClientFX .code Offset : 0x1000 Addresses Logging Started. Successfully found the Client Error (28_3) Pointer : 0x33EBD5 _____ Started scanning the Weapon Manager Successfully found the Pointer : 0xE349AC Successfully found ReloadAnimRatio : 0xC38 Successfully found ChangeWeaponAnimRatio : 0xC3C Successfully found MoveSpeedPenalty : 0xB10 Successfully found CrossHairRatioPerRealSize : 0x3B88 Successfully found AmmoDamage : 0x81C Successfully found KnifeNormalRange : 0xA58 Successfully found KnifeNormalAntiRate : 0xA6C Successfully found KnifeNormalAngle : 0xA64 Successfully found KnifeNormalAmmoDamage : 0xC00 _____ Adddresses in CShell.dll have been successfully logged. Succesfully got Modulehandle of crossfire.exe _____ Successfully found Wallhack : 0x6DDC34 Successfully found DIPEngine : 0x4B765D Successfully found PresentEngine : 0x4CC4BF Successfully found EndSceneEngine : 0x455FFF ______ Addresses out of crossfire.exe have been successfully logged. Addresses logged Successfully.
. credits Haabx, used his texts
Can you tell me offset for no granade damage?
I am lame and i dont know how to unpack cshell and get all this addys from ollydbg...BYTE ReloadAnimRatio[6] = { 0xd9, 0x98, 0x38, 0x0c, 0x00, 0x00 };
BYTE ChangeWeaponAnimRatio[6] = { 0xd9, 0x9a, 0x3c, 0x0c, 0x00, 0x00 };
BYTE BulletPosOffset1[6] = { 0xd9, 0x98, 0x28, 0x35, 0x00, 0x00 };
BYTE BulletPosOffset2[6] = { 0xd9, 0x98, 0x28, 0x35, 0x00, 0x00 };
BYTE BulletPosOffset3[6] = { 0xd9, 0x98, 0x30, 0x35, 0x00, 0x00 };
BYTE ShotReactYaw1[6] = { 0x88, 0x84, 0x19, 0x34, 0x35, 0x00 };
BYTE ShotReactYaw2[6] = { 0xd9, 0x9c, 0x03, 0x38, 0x35, 0x00 };
BYTE ShotReactYaw3[6] = { 0xd9, 0x9c, 0x18, 0x3c, 0x35, 0x00 };
BYTE ShotReactPitch1[6] = { 0x88, 0x84, 0x0b, 0x08, 0x37, 0x00 };
BYTE ShotReactPitch2[6] = { 0xd9, 0x9c, 0x18, 0x0c, 0x37, 0x00 };
BYTE ShotReactPitch3[6] = { 0xd9, 0x9c, 0x03, 0x10, 0x37, 0x00 };
BYTE DetailPerturbShot[6] = { 0xd9, 0x9c, 0x81, 0xf8, 0x0e, 0x00 };
BYTE DetailReactPitchShot[6] = { 0xd9, 0x9c, 0x8a, 0x60, 0x10, 0x00 };
BYTE DetailReactYawShot[6] = { 0xd9, 0x9c, 0x90, 0xc8, 0x11, 0x00 };
BYTE PerturbMin[6] = { 0x8d, 0x1c, 0x9d, 0x3c, 0x05, 0x00 };
BYTE PerturbMax[6] = { 0x8d, 0x1c, 0x9d, 0xa4, 0x06, 0x00 };
