Thumbs upMisc Class, No Fall Damage

Posts 1–8 of 8 · Page 1 of 1
Misc Class, No Fall Damage
I like using classes
I don't have another name for it
You can use it for no fall damage .
BTW My English is really bad ,, and i know that !

[ #Misc Class ]

[ #Pattern ]
Code:
DWORD FPMiscMgr = FindPattern((DWORD)CShell, 0xFFFFFF, (PBYTE)"\xFF\x15\x00\x00\x00\x00\x8B\x15\x00\x00\x00\x00\xD9\x1A", "xx????xx????xx");
	if(FPMiscMgr!=NULL){
	MiscMgr = *(DWORD*)(FPMiscMgr + 8);
	MiscMgr -= CShell;
	}
[ #Class ]
I didn't create that class ,, found it ,, if u know who release it plz tell me to add in credits !!
Code:
class cMisc
{
public:
	float DistFallDamageStartFrom; //0x0000
	float DamagePerMeter; //0x0004
	DWORD PercentageBuyShotgun; //0x0008
	DWORD PercentageBuySubMachineGun; //0x000C
	DWORD PercentageBuyRifle; //0x0010
	DWORD PercentageBuySniperRifle; //0x0014
	DWORD PercentageBuyMachineGun; //0x0018
	float AIReachPosAcceptableDist; //0x001C
	float AIReachPosAcceptableYDist; //0x0020
	float AICheckStruckInterval; //0x0024
	float AICheckStruckDist; //0x0028
	DWORD CheckEnemyIntervalLower; //0x002C
	DWORD CheckEnemyIntervalUpper; //0x0030
	DWORD DecideActionIntervalLower; //0x0034
	DWORD DecideActionIntervalUpper; //0x0038
	float PerturbLimitLowerLower; //0x003C
	float PerturbLimitLowerUpper; //0x0040
	float PerturbLimitUpperLower; //0x0044
	float PerturbLimitUpperUpper; //0x0048
	float PerturbLimitLowerMultiplierNormal; //0x004C
	float PerturbLimitUpperMultiplierNormal; //0x0050
	float CheckEnemyIntervalMultiplierNormal; //0x0054
	float DecideActionIntervalMultiplierNormal; //0x0058
	float PerturbLimitLowerMultiplierHigher; //0x005C
	float PerturbLimitUpperMultilpierHigher; //0x0060
	float CheckEnemyIntervalMultiplierHigh; //0x0064
	float DecideActionIntervalMultiplierHigh; //0x0068
	DWORD ReactionTimeLimitOnDamaged; //0x006C
	float LookAtAddAmountWhenDamagedX; //0x0070
	float LookAtAddAmountWhenDamagedY; //0x0074
	float LookAtAddAmountWhenDamagedZ; //0x0078
	DWORD ReloadTime; //0x007C
	DWORD TimeChangeRandomShootPointWhenBlinded; //0x0080
	DWORD AddAmountRandomShootPointWhenBlinedX; //0x0084
	DWORD AddAmountRandomShootPointWhenBlinedY; //0x0088
	DWORD AddAmountRandomShootPointWhenBlinedZ; //0x008C
	DWORD TimeChangeRandomGotoPointWhenBlinded; //0x0090
	DWORD AddAmountRandomGotoPointWhenBlinedX; //0x0094
	DWORD AddAmountRandomGotoPointWhenBlinedY; //0x0098
	DWORD AddAmountRandomGotoPointWhenBlinedZ; //0x009C
	DWORD PercentageLookOutWhenAttackTargetDisappeared; //0x00A0
	DWORD PercentageGotoPosWhenAttackTargetDisappeared; //0x00A4
	DWORD PercentageBuyWeaponWhenAlreadyHasOne; //0x00A8
	DWORD TimeToResetGunDirRotWhenMoving; //0x00AC
	DWORD TimeToResetGunDirRotWhenAttacking; //0x00B0
	DWORD MoveXZSpeedLimitNormal; //0x00B4
	DWORD MoveXZSpeedLimitLadder; //0x00B8
	DWORD RepeatJumpTimeLimit; //0x00BC
	float CheckEnemyInTheBackDotLimit; //0x00C0
	float CheckEnemyInTheBackDotLimitNormal; //0x00C4
	float CheckEnemyInTheBackDotLimitHigh; //0x00C8
	DWORD KillNumMultiplierWhenCheckingEnemyThreatened; //0xCC
	float VeryCloseDistWhenAttacking; //0x00D0
	float VeryFarDistWhenAttacking; //0x00D4
	DWORD PercentageJumpWhenAttack; //0x00D8
	DWORD PercentageJumpWhenMoving; //0x00DC
	DWORD AttackShootingSniperVariationTimeLower; //0x00E0
	DWORD AttackShootingSniperVariationTimeUpper; //0x00E4
	DWORD AttackShootingOtherVariationTimeLower; //0x00E8
	DWORD AttackShootingOtherVariationTimeUpper; //0x00EC
	DWORD AttackAimingSniperVariationTimeLower; //0x00F0
	DWORD AttackAimingSniperVariationTimeUpper; //0x00F4
	DWORD AttackAimingOtherVariationTimeLower; //0x00F8
	DWORD AttackAimingOtherVariationTimeUpper; //0x00FC
	DWORD AttackAimingOtherVariationTimeLowerVeryClose; //0x0100
	DWORD AttackAimingOtherVariationTimeUpperVeryClose; //0x0104
	DWORD PercentageRunningWhenMoving; //0x0108
	DWORD PercentageRunningBackwardWhenMoving; //0x010C
	DWORD PercentageWalkingWhenMoving; //0x0110
	DWORD MaxMoveDurationLower; //0x0114
	DWORD MaxMoveDurationUpper; //0x0118
	//Incomplete
};
[ #Use ]
Code:
DWORD pMiscMgr = *(DWORD*)(CShell + MiscMgr);
	cMisc* MiscClass = (cMisc*)( pMiscMgr );
	if (pMiscMgr!=NULL && No_Fall_Dmg){ MiscClass->DistFallDamageStartFrom = 999999.0f; }
// Or
        if (pMiscMgr!=NULL && No_Fall_Dmg){ MiscClass->DamagePerMeter = 0.0f; }
	if (pMiscMgr!=NULL && One_Fall2Die){ MiscClass->DamagePerMeter = 999999.0f; }
[ #Credits ]
@I2espect
& Who Created The Class !!
Quote Originally Posted by I2espect View Post
I like using classes
I don't have another name for it
You can use it for no fall damage .
BTW My English is really bad ,, and i know that !

[ #Misc Class ]

[ #Pattern ]
Code:
DWORD FPMiscMgr = FindPattern((DWORD)CShell, 0xFFFFFF, (PBYTE)"\xFF\x15\x00\x00\x00\x00\x8B\x15\x00\x00\x00\x00\xD9\x1A", "xx????xx????xx");
	if(FPMiscMgr!=NULL){
	MiscMgr = *(DWORD*)(FPMiscMgr + 8);
	MiscMgr -= CShell;
	}
[ #Class ]
I didn't create that class ,, found it ,, if u know who release it plz tell me to add in credits !!
Code:
class cMisc
{
public:
	float DistFallDamageStartFrom; //0x0000
	float DamagePerMeter; //0x0004
	DWORD PercentageBuyShotgun; //0x0008
	DWORD PercentageBuySubMachineGun; //0x000C
	DWORD PercentageBuyRifle; //0x0010
	DWORD PercentageBuySniperRifle; //0x0014
	DWORD PercentageBuyMachineGun; //0x0018
	float AIReachPosAcceptableDist; //0x001C
	float AIReachPosAcceptableYDist; //0x0020
	float AICheckStruckInterval; //0x0024
	float AICheckStruckDist; //0x0028
	DWORD CheckEnemyIntervalLower; //0x002C
	DWORD CheckEnemyIntervalUpper; //0x0030
	DWORD DecideActionIntervalLower; //0x0034
	DWORD DecideActionIntervalUpper; //0x0038
	float PerturbLimitLowerLower; //0x003C
	float PerturbLimitLowerUpper; //0x0040
	float PerturbLimitUpperLower; //0x0044
	float PerturbLimitUpperUpper; //0x0048
	float PerturbLimitLowerMultiplierNormal; //0x004C
	float PerturbLimitUpperMultiplierNormal; //0x0050
	float CheckEnemyIntervalMultiplierNormal; //0x0054
	float DecideActionIntervalMultiplierNormal; //0x0058
	float PerturbLimitLowerMultiplierHigher; //0x005C
	float PerturbLimitUpperMultilpierHigher; //0x0060
	float CheckEnemyIntervalMultiplierHigh; //0x0064
	float DecideActionIntervalMultiplierHigh; //0x0068
	DWORD ReactionTimeLimitOnDamaged; //0x006C
	float LookAtAddAmountWhenDamagedX; //0x0070
	float LookAtAddAmountWhenDamagedY; //0x0074
	float LookAtAddAmountWhenDamagedZ; //0x0078
	DWORD ReloadTime; //0x007C
	DWORD TimeChangeRandomShootPointWhenBlinded; //0x0080
	DWORD AddAmountRandomShootPointWhenBlinedX; //0x0084
	DWORD AddAmountRandomShootPointWhenBlinedY; //0x0088
	DWORD AddAmountRandomShootPointWhenBlinedZ; //0x008C
	DWORD TimeChangeRandomGotoPointWhenBlinded; //0x0090
	DWORD AddAmountRandomGotoPointWhenBlinedX; //0x0094
	DWORD AddAmountRandomGotoPointWhenBlinedY; //0x0098
	DWORD AddAmountRandomGotoPointWhenBlinedZ; //0x009C
	DWORD PercentageLookOutWhenAttackTargetDisappeared; //0x00A0
	DWORD PercentageGotoPosWhenAttackTargetDisappeared; //0x00A4
	DWORD PercentageBuyWeaponWhenAlreadyHasOne; //0x00A8
	DWORD TimeToResetGunDirRotWhenMoving; //0x00AC
	DWORD TimeToResetGunDirRotWhenAttacking; //0x00B0
	DWORD MoveXZSpeedLimitNormal; //0x00B4
	DWORD MoveXZSpeedLimitLadder; //0x00B8
	DWORD RepeatJumpTimeLimit; //0x00BC
	float CheckEnemyInTheBackDotLimit; //0x00C0
	float CheckEnemyInTheBackDotLimitNormal; //0x00C4
	float CheckEnemyInTheBackDotLimitHigh; //0x00C8
	DWORD KillNumMultiplierWhenCheckingEnemyThreatened; //0xCC
	float VeryCloseDistWhenAttacking; //0x00D0
	float VeryFarDistWhenAttacking; //0x00D4
	DWORD PercentageJumpWhenAttack; //0x00D8
	DWORD PercentageJumpWhenMoving; //0x00DC
	DWORD AttackShootingSniperVariationTimeLower; //0x00E0
	DWORD AttackShootingSniperVariationTimeUpper; //0x00E4
	DWORD AttackShootingOtherVariationTimeLower; //0x00E8
	DWORD AttackShootingOtherVariationTimeUpper; //0x00EC
	DWORD AttackAimingSniperVariationTimeLower; //0x00F0
	DWORD AttackAimingSniperVariationTimeUpper; //0x00F4
	DWORD AttackAimingOtherVariationTimeLower; //0x00F8
	DWORD AttackAimingOtherVariationTimeUpper; //0x00FC
	DWORD AttackAimingOtherVariationTimeLowerVeryClose; //0x0100
	DWORD AttackAimingOtherVariationTimeUpperVeryClose; //0x0104
	DWORD PercentageRunningWhenMoving; //0x0108
	DWORD PercentageRunningBackwardWhenMoving; //0x010C
	DWORD PercentageWalkingWhenMoving; //0x0110
	DWORD MaxMoveDurationLower; //0x0114
	DWORD MaxMoveDurationUpper; //0x0118
	//Incomplete
};
[ #Use ]
Code:
DWORD pMiscMgr = *(DWORD*)(CShell + MiscMgr);
	cMisc* MiscClass = (cMisc*)( pMiscMgr );
	if (pMiscMgr!=NULL && No_Fall_Dmg){ MiscClass->DistFallDamageStartFrom = 999999.0f; }
// Or
        if (pMiscMgr!=NULL && No_Fall_Dmg){ MiscClass->DamagePerMeter = 0.0f; }
	if (pMiscMgr!=NULL && One_Fall2Die){ MiscClass->DamagePerMeter = 999999.0f; }
[ #Credits ]
@I2espect
& Who Created The Class !!



good job.
anyway my source DLL main detect. _beginthreadex
i can't try your source Fall Damage.

nice share.
need help..
This class is called TestValues... anyway gj...
Hey good job!!

But I don't understand why you add 8.
Code:
MiscMgr = *(DWORD*)(FPMiscMgr + 8);
Here. You are adding 8 to the MiscManager Class. Why?

Thanks!
@_PuRe.LucK*
The pattern will lead u here
Code:
10243D7C  |. FF15 A8445510  |CALL DWORD PTR DS:[105544A8]
10243D82  |. 8B15 74140C11  |MOV EDX,DWORD PTR DS:[110C1474]// That's Our Address
10243D88  |. D91A           |FSTP DWORD PTR DS:[EDX]
So if u just do that :
Code:
MiscMgr = *(DWORD*)(FPMiscMgr);
the result will be : [FF15 A844]
Code:
10243D7C  |. FF15 A8445510  |CALL DWORD PTR DS:[105544A8]
10243D82  |. 8B15 74140C11  |MOV EDX,DWORD PTR DS:[110C1474]
10243D88  |. D91A           |FSTP DWORD PTR DS:[EDX]
And So On For That :
Code:
MiscMgr = *(DWORD*)(FPMiscMgr); //FF15 A844
MiscMgr = *(DWORD*)(FPMiscMgr + 1);//15 A84455
MiscMgr = *(DWORD*)(FPMiscMgr + 2);//A8445510
MiscMgr = *(DWORD*)(FPMiscMgr + 3);//445510 8B
MiscMgr = *(DWORD*)(FPMiscMgr + 4);//5510 7414
MiscMgr = *(DWORD*)(FPMiscMgr + 5);//10 8B15 74
MiscMgr = *(DWORD*)(FPMiscMgr + 6);//8B15 7414
MiscMgr = *(DWORD*)(FPMiscMgr + 7);//15 74140C 
MiscMgr = *(DWORD*)(FPMiscMgr + 8);// 74140C11  < Our Address >
Quote Originally Posted by I2espect View Post
@_PuRe.LucK*
The pattern will lead u here
Code:
10243D7C  |. FF15 A8445510  |CALL DWORD PTR DS:[105544A8]
10243D82  |. 8B15 74140C11  |MOV EDX,DWORD PTR DS:[110C1474]// That's Our Address
10243D88  |. D91A           |FSTP DWORD PTR DS:[EDX]
So if u just do that :
Code:
MiscMgr = *(DWORD*)(FPMiscMgr);
the result will be : [FF15 A844]
Code:
10243D7C  |. FF15 A8445510  |CALL DWORD PTR DS:[105544A8]
10243D82  |. 8B15 74140C11  |MOV EDX,DWORD PTR DS:[110C1474]
10243D88  |. D91A           |FSTP DWORD PTR DS:[EDX]
And So On For That :
Code:
MiscMgr = *(DWORD*)(FPMiscMgr); //FF15 A844
MiscMgr = *(DWORD*)(FPMiscMgr + 1);//15 A84455
MiscMgr = *(DWORD*)(FPMiscMgr + 2);//A8445510
MiscMgr = *(DWORD*)(FPMiscMgr + 3);//445510 8B
MiscMgr = *(DWORD*)(FPMiscMgr + 4);//5510 7414
MiscMgr = *(DWORD*)(FPMiscMgr + 5);//10 8B15 74
MiscMgr = *(DWORD*)(FPMiscMgr + 6);//8B15 7414
MiscMgr = *(DWORD*)(FPMiscMgr + 7);//15 74140C 
MiscMgr = *(DWORD*)(FPMiscMgr + 8);// 74140C11  < Our Address >
Thank you !! ^^
Very Nice.
Posts 1–8 of 8 · Page 1 of 1
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Talk with us