[I2-Dev] AutoUpdate/Dip/Memory/NewFeatures Base || Full Crossfire Data Logger
First ! , Sry4BadEnglish !
So.. Here is my base !!
#Enjoy , I won't make more hacks.. i didn't try that base long time ago ! but at least I think someone will find it usefull to learn from !! , i hope
So , i will help anyone who want to understand anything in it ..
and i didn't remove anything , comments , useless things ....
and if u find anything wrong or can be better , u can just tell me to update the thread !!
So Here We GO xD
[ Credits ]
Headers :
I2.h
[ Have Some Usefull Classes ]
Colors.h
[ Get Some Colors And Put It Into IT
]
I will add the other files in a reply in this thread ! , also u can download from attachments ...
Virus Scan : [ #Here ]
So.. Here is my base !!
#Enjoy , I won't make more hacks.. i didn't try that base long time ago ! but at least I think someone will find it usefull to learn from !! , i hope
So , i will help anyone who want to understand anything in it ..
and i didn't remove anything , comments , useless things ....
and if u find anything wrong or can be better , u can just tell me to update the thread !!
So Here We GO xD
[ Credits ]
[ #Here ]
Headers :
I2.h
[ Have Some Usefull Classes ]
Code:
void MakeCall(BYTE* paddress, DWORD yourfunction, DWORD dwlen)
{
DWORD dwOldProtect, dwBkup, dwRelAddr;
VirtualProtect(paddress, dwlen, PAGE_EXECUTE_READWRITE, &dwOldProtect);
dwRelAddr = (DWORD) (yourfunction - (DWORD) paddress) - 5;
*paddress = 0xE8;
*((DWORD*) (paddress + 0x1)) = dwRelAddr;
for(DWORD x = 0x5; x < dwlen; x++) *(paddress + x) = 0x90;
VirtualProtect(paddress, dwlen, dwOldProtect, &dwBkup);
return;
}
class CFMap
{
public:
WORD MapIndex;
char MapName[0x20];
char MapFileName[0x51];
char spacer000[0x2A9];
DWORD MapRuleType;
char spacer00[0xA];
bool RandomRespawnTeamDeathMatch;
char spacer01;
char spacer02[0x2DC];
float HellPosY;
char spacer03[0xC8];
BYTE SpotWeaponType;
BYTE Environment;//CMP BYTE PTR DS:[EDX+EBP+6D5],0
char spacer04[0x102];
float EmissionInterval;
float ParticlesPerEmission;
float GravityAccel;
DWORD EmissionMaxSize;
float LimitY;
float SightDist;
float StartOffsetY;
char spaxer05;
BYTE UseWeapons[4];
char spacer06[8];
BYTE UsableBag;//MOV BYTE PTR DS:[EDX+EBP+801],1
char spacer07[0xE];
float MapRuleSubType;
};
class cMap
{
public:
__int16 MapIndex; //0x0000
char MapName[32]; //0x0002
char MapFileName[81]; //0x0022
char MapLoobyIcon[81]; //0x0073
char MapRoomIcon[81]; //0x00C4
char LoadingTexFileNameGR[81]; //0x0115
char LoadingTexFileNameBL[1]; //0x0166
char _0x0167[193];
char MinimapFileNameBL[28]; //0x0228
char _0x0244[53];
char MusicName[28]; //0x0279
char _0x0295[53];
char N0A1A8D8B[60]; //0x02CA
char _0x0306[21];
BYTE TeamToGiveExplosive; //0x031B
DWORD MapRuleType; //0x031C
char _0x0320[4];
float MapTurns; //0x0324
BYTE RevitalizeMap; //0x0328
BYTE NewMap; //0x0329
bool RandomRespawnTeamDeathMatch; //0x032A
float DefaultCameraPositionAndRotation[6]; //0x032C
char _0x0344[16];
float C4CameraPosAndRotB[2]; //0x0354
char _0x0360[32];
char MiniMapWidth[2]; //0x0380
char _0x0382[2];
char MiniMapHeight[2]; //0x0384
char _0x0386[2];
float C4CameraPosAndRotA; //0x0388
float C4CameraPosAndRotA_2; //0x038C
float C4CameraPosAndRotA_3; //0x0390
char _0x0394[268];
float OrthoCameraPosAndRot[5]; //0x04A0
__int16 OrthoWidth; //0x04B8
__int16 OrthoHeight; //0x04BA
char AdditionalConsoleString[28]; //0x04BC
char _0x04D8[304];
float HellPosY; //0x0608
char WaterEnvSound[200]; //0x060C
BYTE SpotWeaponType; //0x06D4
BYTE Environment; //0x06D5
char FxName[258]; //0x06D6
float EmissionInterval; //0x07D8
float PraticlesPerEmission; //0x07DC
float GravityAccel; //0x07E0
DWORD EmmissionMaxSize; //0x07E4
float LimitY; //0x07E8
float SightDist; //0x07EC
float StartOffsetY; //0x07F0
BYTE NewObserverCameraMode; //0x07F4
BYTE UseWeapons[5]; //0x07F5
char _0x07FB[7];
BYTE UsableBag; //0x0802
char _0x0803[13];
float MapRuleSubType; //0x0810
char _0x0814[95];
};//Size=0x0873
class Character
{
public:
WORD CharacterIndex; //0x0000 0x0
char CharName[30]; //0x0002
char ModelFileName[81]; //0x0002
char ChildModelFileName[81]; //0x0002
char SkinFileName[81]; //0x0002
char SkinFileName2[81]; //0x0002
char SkinFileName3[81]; //0x0002
char SkinFileName4[81]; //0x0002
char SkinFileName5[81]; //0x0002
char SkinFileName6[81]; //0x0002
char SkinFileName7[81]; //0x0002
char SkinFileName8[81]; //0x0002
char SkinFileName9[81]; //0x0002
char SkinFileName10[81]; //0x0002
signed short HeadType; //0x03EC
signed short UniformItemType ; //0x03EE
signed short SpecialItemType ; //0x03F0
signed short TargetTeamIndex ; //0x03F2
};//Size=0x03F4
class cCharacter
{
public:
signed short CharacterType;
signed short RealCharacterType;
char GRModelName[81];
char BLModelName[81];
char GRModelName2[81];
char BLModelName2[81];
char GRTextureFile[81];
char BLTextureFile[81];
char ChildModelFile[81];
char RenderStyle[648];
char GRPvArmTxtFile[81];
char BLPvArmTxtFile[81];
char GRPvHandTxtFile[81];
char BLPvHandTxtFile[81];
char ItemName[20];
char ItemID[11];
char ItemCode[6];
char ButeType[4];
char ButePath[256];
char XLSMsgIndex[4];
BYTE IsWoman;
char HUDEffectPath[256];
char HUDLinePath[256];
char ResourceName[23];
char CPBIBUTE[4];
char WearStateDress[8];
};//Size=0x958
class NanoCharacter
{
public:
__int32 NanoType; //0x0000
__int32 NanoAbility; //0x0004
__int32 NanoSkill; //0x0008
__int32 NanoAddHp; //0x000C
__int32 NanoDefaultWepIndex; //0x0010
__int32 NanoDefaultWepInvisible; //0x0014
__int32 NanoSpecialWepIndex; //0x0018
__int32 NanoSpecialWepInvisible; //0x001C
__int32 NanoSkillWepIndex; //0x0020
__int32 NextLevelNanoType; //0x0024
char ModelFileName[81]; //0x0028
char ChildModelFile[81]; //0x0079
char RenderStyleFile[81]; //0x00CA
char RenderStyleFile_1[81]; //0x011B
char RenderStyleFile_2[81]; //0x016C
char RenderStyleFile_3[81]; //0x01BD
char RenderStyleFile_4[81]; //0x020E
char SkinFileName[81]; //0x025F
char SkinFileName1[81]; //0x02B0
char SkinFileName2[81]; //0x0301
char SocketModelFile1[81]; //0x0352
char SocketModelFile2[81]; //0x03A3
char SocketSkinFile1[81]; //0x03F4
char SocketSkinFile2[81]; //0x0445
char PvHandSkinFile[81]; //0x0496
char PvArmSkinFile[81]; //0x04E7
char AtkEffectName[84]; //0x0538
float ModelScale; //0x058C
float NormalDmg; //0x0590
float BigShotDmg; //0x0594
};//Size=0x0598
class cWeapon
{
public:
char _0x0000[2];
__int16 Class; //0x0002
char _0x0004[5];
char Name[64]; //0x0009
char ModelFileName[162]; //0x0049
char SkinFileName[81]; //0x00EB
char SkinFileName2[81]; //0x013C
char SkinFileName3[81]; //0x018D
char SkinFileName4[81]; //0x01DE
char SkinFileName5[81]; //0x022F
char RenderStyleFileName[81]; //0x0280
char RenderStyleFileName2[81]; //0x02D1
char RenderStyleFileName3[81]; //0x0322
char RenderStyleFileName4[81]; //0x0373
char RenderStyleFileName5[81]; //0x03C4
char GViewAnimName[83]; //0x0415
float GVModelScale; //0x0468
char ReloadSoundName[32]; //0x046C
char SubExplosionSoundName[81]; //0x048C
char SubBounceSoundName[81]; //0x04DD
char _0x052E[734];
float Range; //0x080C
float AIModeRange; //0x0810
__int16 MaxAmmo; //0x0814
__int16 AmmoPerMagazine; //0x0816
__int16 NanoMaxAmmo; //0x0818
__int16 NanoAmmoPerMagazine; //0x081A
float AmmoDmg; //0x081C
float AIModeDmg; //0x0820
float UnlimitedAmmo; //0x0824
BYTE TargetSlot; //0x0828
char _0x0829[4];
__int8 SubType; //0x082D
__int16 UseAISheelMode; //0x082E
float DmgFactorByDistance; //0x0830
float AIDmgFactorByDistance; //0x0834
float DmgVariantionFactor; //0x0838
char _0x083C[48];
__int16 ShotsPerAmmo; //0x086C
__int16 WeaponPrice; //0x086E
__int32 AmmoPrice; //0x0870
float ReloadSingleAmmo; //0x0874
float BoomDuration; //0x0878
char _0x087C[364];
char KnifeHitSoundName[4]; //0x09E8
char _0x09EC[28];
char N0775F137[81]; //0x0A08
char _0x0A59[11];
float KnifeNormalAngle; //0x0A64
char _0x0A68[8];
float KnifeNormalAniRate; //0x0A70
float KnifeNormalAniRate2; //0x0A74
float KnifeNormalAniRate3; //0x0A78
float KnifeBigShotRange; //0x0A7C
char _0x0A80[8];
float KnifeBigShotAngle; //0x0A88
char _0x0A8C[8];
float KnifeBigShotAniRate; //0x0A94
float KnifeBigShotAniRate2;
float KnifeNormalRange2; //0x0A9C
char _0x0AA0[12];
float KnifeNormalAngle2; //0x0AAC
char _0x0AB0[8];
float KnifeNormalRange2_; //0x0AB8
char _0x0ABC[4];
float KnifeBigShotRange2; //0x0AC0
char _0x0AC4[12];
float KnifeBigShotAngle2; //0x0AD0
char _0x0AD4[8];
float KnifeBigShotAniRate3; //0x0ADC
char _0x0AE0[12];
__int32 LeftClickAttribute; //0x0AEC
__int32 RightClickAttribute; //0x0AF0
__int32 ZoomAttribute; //0x0AF4
__int32 ReloadAttributes; //0x0AF8
__int32 KnifeLeftClickAttribute; //0x0AFC
__int32 KnifeRightClickAttribute; //0x0B00
float IsDroopedWhenDie; //0x0B04
float DependentRoundType; //0x0B08
float StunTime; //0x0B0C
__int16 SubWeaponIndex; //0x0B10
char _0x0B12[2];
float MoveSpeedPenalty; //0x0B14
char _0x0B18[288];
float SmokeAlpha; //0x0C38
float ReloadAnimRatio; //0x0C3C
float ChangeWeaponAnimRatio; //0x0C40
char _0x0C44[1808];
char PViewSkinFileName[81]; //0x1354
char PViewSkinFileName2[81]; //0x13A5
char PViewSkinFileName3[81]; //0x13F6
char PViewSkinFileName4[81]; //0x1447
char PViewSkinFileName5[81]; //0x1498
char _0x14E9[15];
char LeftHandModeFileName[81]; //0x14F8
char WLeftHandModeFileName[81]; //0x1549
char PViewModelFileName[81]; //0x159A
char PViewRenderStyleFileName[81]; //0x15EB
char PViewRenderStyleFileName2[81]; //0x163C
char PViewRenderStyleFileName3[81]; //0x168D
char PViewRenderStyleFileName4[81]; //0x16DE
char PViewRenderStyleFileName5[81]; //0x172F
char TempPVModel1[81]; //0x1780
char TempPVModel2[81]; //0x17D1
char TempPVModel3[81]; //0x1822
char TempPVModel4[81]; //0x1873
char TempPVModel5[81]; //0x18C4
char _0x1915[2187];
char TempPVSkin1[81]; //0x21A0
char TempPVSkin2[81]; //0x21F1
char TempPVSkin3[81]; //0x2242
char TempPVSkin4[81]; //0x2293
char TempPVSkin5[81]; //0x22E4
char TempPVSkin6[81]; //0x2335
char TempPVSkin7[81]; //0x2386
char _0x23D7[2025];
char ShotSoundName[64]; //0x2BC0
char MagazineClipInSoundName[44]; //0x2C00
char BlowBackSoundName[20]; //0x2C2C
char DelBlowSoundName[32]; //0x2C40
char Extra01SoundName[32]; //0x2C60
char Extra02SoundName[32]; //0x2C80
char Extra03SoundName[32]; //0x2CA0
char Extra04SoundName[32]; //0x2CC0
char Extra05SoundName[32]; //0x2CE0
char ShotSoundStartName[32]; //0x2D00
char BigIconName[81]; //0x2D20
char SmallIconName[32]; //0x2D71
char EffectSubName[32]; //0x2D91
char _0x2DB1[1574];
char SpecularMapName1[81]; //0x33D7
char SpecularMapName2[81]; //0x3428
char SpecularMapName3[81]; //0x3479
char _0x34CA[2];
float SpecularPower; //0x34CC
char ReflectionName[81]; //0x34D0
char _0x3521[3];
float ReflectionValue; //0x3524
float FakeSpecularFalloff; //0x3528
float LightCorrectionLegacyShader; //0x352C
float ForceNoLegacyShaderAlpha; //0x3530
char _0x3534[1536];
float GrenadeBelowTime; //0x3B34
BYTE BoomType; //0x3B38
float BoomDurationDmg; //0x3B39
char _0x3B3D[19];
float NanoGhostDmgPenalty; //0x3B50
float NanoGhostDmgTime; //0x3B54
float WallShotDmgRatio[14]; //0x3B58
char _0x3B90[16];
float ContinuousShotKeyInterval; //0x3BA0
char KnifeMetalSound[32]; //0x3BA4
char KnifeStoneSound[32]; //0x3BC4
char KnifeWoodSound[32]; //0x3BE4
char KnifeBrokenGlassSiund[32]; //0x3C04
char KnifeCarpetSound[32]; //0x3C24
char KnifeSnowSound[32]; //0x3C44
char _0x3C64[64];
BYTE HaveKnife; //0x3CA4
char KnifeAnim[101]; //0x3CA5
char KnfeAtkSoundName[34]; //0x3D0A
float GunKnifeRange; //0x3D2C
float GunKnifeAmmoDmg; //0x3D30
float KnockBack[2]; //0x3D34
char _0x3D40[32];
char PVEffectName[30]; //0x3D60
char PVEffectName2[30]; //0x3D7E
char _0x3D9C[500];
BYTE IsGunKnifeJitter; //0x3F90
char _0x3F91[87];
float CrosshairRadius; //0x3FE8
__int16 LeverAction; //0x3FEC
char _0x3FEE[22];
};//Size=0x4004
class CfexeNano
{
public:
float N0C34A061; //0x0000
__int32 ModeIndex; //0x0004
__int32 ModeIndex2; //0x0008
__int32 HeroWeaponIndex; //0x000C
__int32 HeroCharacterType; //0x0010
float DamagePerPoint; //0x0014
float KillPointOfInfectHero; //0x0018
float NanoPointOfInfectHuman; //0x001C
float NanoPointOfInfectHumanByHook; //0x0020
float NanoPointOfAbsorbName; //0x0024
float TimeOfStartNanoRecovery; //0x0028
float TimeIntervalOfNanoRecovery; //0x002C
float HpOfNanoRecovery; //0x0030
float NanoRespawnTime; //0x0034
float PlayerPowerUpMaxStep; //0x0038
float PlayerPowerUpPoint; //0x003C
float N0C345CAD; //0x0040
float NumOfNanoRespawn; //0x0044
float NanoRespawnHpRate; //0x0048
float TypeChangeWhenRespawn; //0x004C
float RespawnRateAcc; //0x0050
};//Size=0x0054
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
};
class sBasicPlayerInfo
{
public:
char Spacer[4];
float MovementSpeed;
float MovementWalkRate;
float MovementDuckWalkRate;
float MovementSideMoveRate;
float MovementFrontBackRunAnimationRate;
float MovementLeftRightRunAnimationRate;
float MovementFrontBackWalkAnimationRate;
float MovementLeftRightWalkAnimationRate;
float MovementAcceleration;
float MovementFriction;
float JumpTime;
float JumpVelocity;
float JumpLandedWaitTime;
float JumpLandedNoJumpTimeRate;
float JumpRepeatPenaltyMoveRate;
float JumpRepeatPenaltyHeightRate;
float JumpLandedMovePenaltyTimeRate;
float JumpLandedMovePenaltyMoveRate;
char Spacer1[44];
float DamagePenaltyTime;
float DamagePenaltyMoveRate;
float C4PlantTime;
float C4DefuseTime;
float MaxCanDefuseDistance;
float CharacterHiddenaAlpha;
float CharacterHiddenWalkAlpha;
float CharacterHiddenRunAlpha;
float MovementHiddenRate;
unsigned long CrossHairColor;
float CrossHairRedChangeRate;
float CrossHairGreenChangeRate;
float CrossHairBlueChangeRate;
};
class cWallHack
{
public:
float WallHack;
char _0x0004[60];
};
class LTVector
{
public:
float x, y, z;
};
class LTRotation
{
public:
float x, y, z, w;
};
class LTObject
{
public:
char _0x0000[4];
LTVector BoxMin; //0x0004
LTVector BoxMax; //0x0010
char _0x001C[128];
LTVector Scale; //0x009C
char _0x00A8[4];
unsigned int Type; //0x00AC
char _0x00B0[8];
LTVector Dimentions; //0x00B8
char _0x00C4[12];
LTVector ModelCullingPosition; //0x00D0
char _0x00DC[4];
LTVector Position; //0x00E0
LTRotation Rotation; //0x00EC
LTVector Velocity; //0x00FC
LTVector GlobalForceOverride; //0x0108
char _0x0114[8];
LTVector Acceleration; //0x011C
};//Size=0x0128
struct UnkStruct
{
float Pitch;
float Yaw;
char spacer02[408];
bool IsDead;
char spacer03[5703];
unsigned int CurrentGun;
//char Spacer04[3];
bool IsMutant;
};
struct cObject
{
public:
char Spacer[4];
LTVector Body;
LTVector Foot;
LTVector Head;
};
struct CPlayer
{
char Spacer00[4];
cObject* Object;
char ClientID;
char Team;
char Name[12];
char Spacer01[2];
UnkStruct *unk;
int PlayerSlotTeam;
int unkstruct1;
bool Has_C4;
int State;
int Rank;
int unkstruct2;
int unkstruct3;
short Health;
short Kills;
__int32 Deaths;
__int32 HeadShots;
__int32 TeamID;
__int32 Ping;
};
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