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    I2espect's Avatar
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    Cool [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 ]
    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;
    
    };
    Colors.h
    [ Get Some Colors And Put It Into IT ]
    Code:
    Do It Yourself !
    I will add the other files in a reply in this thread ! , also u can download from attachments ...
    Virus Scan : [ #Here ]
    <b>Downloadable Files</b> Downloadable Files

  2. The Following 74 Users Say Thank You to I2espect For This Useful Post:

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  3. #2
    I2espect's Avatar
    Join Date
    Aug 2013
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    male
    Location
    On Other Planet
    Posts
    641
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    28
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    870
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    Devilish
    Pattern.h
    [ Find Pattern , Find Pattern By Index [ I Use It For Offsets ! ] ]
    Code:
    #include "stdafx.h"
    DWORD dwSize;
    DWORD dwStartAddress;
    
    BOOL bCompare(const BYTE* pData, const BYTE* bMask, const char* szMask)
    {
    for(;*szMask;++szMask,++pData,++bMask)
    {
    if(*szMask == 'x' && *pData != *bMask)
    return 0;
    }
    return (*szMask)==NULL;
    }
    
    DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask)
    {
    for(DWORD i=0; i < dwLen; i++)
    if( bCompare( (BYTE*)( dwAddress+i ),bMask,szMask) )
    return (DWORD)(dwAddress+i);
    return 0;
    }
    
    DWORD FindPatternOffset(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask, int posoffset)
    {
    	for(int x=0; x<100;){
    	for(DWORD i=0; i < dwLen; i++){
      if( bCompare( (BYTE*)( dwAddress+i ),bMask,szMask) )
      {
    	  if(x==posoffset){
    	return (DWORD)(dwAddress+i);
    	  }
    	  else{ x++;}
    	}
    	}
    return 0;
    }
    }
    I2-Tools.h
    [ Have Some Usefull Functions , Almost For DIP Hook ! , Credits For UCE Forums !, can't remmember the name !]
    Code:
    #include <Windows.h>
    #include "Colors.h"
    #include <d3d9.h>
    #include <d3dx9.h>
    #pragma comment(lib, "d3d9.lib")
    #pragma comment(lib, "d3dx9.lib")
    #define DPD3D /*d3d9.dll*/XorStr<0xD6,9,0x090226CA>("\xB2\xE4\xBC\xE0\xF4\xBF\xB0\xB1"+0x090226CA).s
    DWORD WINAPI D3D9VTable()
    {
    	DWORD hD3D = (DWORD)LoadLibraryA(DPD3D);
    	DWORD adr = FindPattern(hD3D, 0x128000, (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx");
    	return(adr + 2);
    }
    VOID WINAPI WriteMemory(LPVOID lpAddress,LPBYTE lpBuffer,DWORD dwLengh)
    {
    	LPBYTE pAddress = (LPBYTE)lpAddress;
    	LPBYTE pBuffer = (LPBYTE)lpBuffer;
    	MEMORY_BASIC_INFORMATION MBI; 
    	VirtualQuery(lpAddress,&MBI,sizeof(MBI));
        VirtualProtect(MBI.BaseAddress,MBI.RegionSize,PAGE_EXECUTE_READWRITE,&MBI.Protect); 
       	while ( dwLengh-- > 0 ) 
    	{
    		*pAddress++ = *pBuffer++;
    	}
    	VirtualProtect(MBI.BaseAddress,MBI.RegionSize,MBI.Protect,&MBI.Protect);
        FlushInstructionCache(GetCurrentProcess(),lpAddress,dwLengh); 
    }
    DWORD FindDevice;
    VOID WINAPI WriteJump(DWORD dwFunction,DWORD dwAddress)
    {
    	BYTE DetourBytes[5] = {0xE9,0x00,0x00,0x00,0x00};
    	*(DWORD*)(&DetourBytes[1]) = ( dwFunction - dwAddress ) - 0x5;
    	WriteMemory((LPVOID)dwAddress,(LPBYTE)DetourBytes,5);
    }
    BOOL WINAPI CheckWindowsVersion(DWORD dwMajorVersion,DWORD dwMinorVersion,DWORD dwProductType)
    {
        OSVERSIONINFOEX VersionInfo;
        ZeroMemory(&VersionInfo,sizeof(OSVERSIONINFOEX));
        VersionInfo.dwOSVersionInfoSize = sizeof(VersionInfo);
        GetVersionEx((OSVERSIONINFO*)&VersionInfo);
    	if ( VersionInfo.dwMajorVersion	== dwMajorVersion )
    	{
    		if ( VersionInfo.dwMinorVersion == dwMinorVersion )
    		{
    			if ( VersionInfo.wProductType == dwProductType )
    			{
    				return ( TRUE );
    			}
    		}
    	}
    	return ( FALSE );
    }
    VOID WINAPI HideModule(HMODULE hModule)
    {
    	DWORD dwPEB_LDR_DATA = 0;
    	__asm
    	{
            MOV EAX,FS:[0x30]
            MOV EAX,[EAX+0xC]
            MOV EAX,[EAX+0xC]
            MOV DWORD PTR [EAX+0x20],0xFFFFFFFF
    	}
    	__asm
    	{
    		PUSHAD
    		PUSHFD
    		MOV EAX, FS:[30h]             
    		MOV EAX, [EAX+0Ch]               
    		MOV dwPEB_LDR_DATA, EAX	
    		InLoadOrderModuleList:
    			MOV ESI, [EAX+0Ch]	     
    			MOV EDX, [EAX+10h]	     
    		LoopInLoadOrderModuleList: 
    		    LODSD		         
    			MOV ESI, EAX	
    			MOV ECX, [EAX+18h]  
    			CMP ECX, hModule	
    			JNE SkipA		 
    		    MOV EBX, [EAX]	  
    		    MOV ECX, [EAX+4]  
    		    MOV [ECX], EBX    
    		    MOV [EBX+4], ECX	  
    			JMP InMemoryOrderModuleList 
    		SkipA:
    			CMP EDX, ESI     
    			JNE LoopInLoadOrderModuleList
    		InMemoryOrderModuleList:
    			MOV EAX, dwPEB_LDR_DATA
    			MOV ESI, [EAX+14h]
    			MOV EDX, [EAX+18h]
    		LoopInMemoryOrderModuleList: 
    			LODSD
    			MOV ESI, EAX
    			MOV ECX, [EAX+10h]
    			CMP ECX, hModule
    			JNE SkipB
    			MOV EBX, [EAX] 
    			MOV ECX, [EAX+4]
    			MOV [ECX], EBX
    			MOV [EBX+4], ECX
    			JMP InInitializationOrderModuleList
    		SkipB:
    			CMP EDX, ESI
    			JNE LoopInMemoryOrderModuleList
    		InInitializationOrderModuleList:
    			MOV EAX, dwPEB_LDR_DATA
    			MOV ESI, [EAX+1Ch]	  
    			MOV EDX, [EAX+20h]	  
    		LoopInInitializationOrderModuleList: 
    			LODSD
    			MOV ESI, EAX		
    			MOV ECX, [EAX+08h]
    			CMP ECX, hModule		
    			JNE SkipC
    			MOV EBX, [EAX] 
    			MOV ECX, [EAX+4]
    			MOV [ECX], EBX
    			MOV [EBX+4], ECX
    			JMP Finished
    		SkipC:
    			CMP EDX, ESI
    			JNE LoopInInitializationOrderModuleList
    		Finished:
    			POPFD;
    			POPAD;
    	}
    }
    
    BYTE DrawIndexedPrimitive_Bytes[5];
    BOOL DrawIndexedPrimitive_Check = TRUE;
    DWORD DrawIndexedPrimitive_Hook = 0x00;
    DWORD DrawIndexedPrimitive_Jump = 0x00;
    BOOL DrawIndexedPrimitive_CheckPtr = FALSE;
    VOID WINAPI DrawIndexedPrimitive_Breakpoint();
    LONG WINAPI DrawIndexedPrimitive_Exception(EXCEPTION_POINTERS* ExceptionInfo);
    HRESULT (WINAPI* DrawIndexedPrimitive_Pointer)(LPDIRECT3DDEVICE9,D3DPRIMITIVETYPE,INT,UINT,UINT,UINT,UINT);
    
    /*BYTE EndS_Bytes[5];
    BOOL EndS_Check = TRUE;
    DWORD EndS_Hook = 0x00;
    DWORD EndS_Jump = 0x00;
    BOOL EndS_CheckPtr = FALSE;
    VOID WINAPI EndS_Breakpoint();
    LONG WINAPI EndS_Exception(EXCEPTION_POINTERS* ExceptionInfo);
    HRESULT (WINAPI* EndS_Pointer)(LPDIRECT3DDEVICE9 pDevice);
    HRESULT (APIENTRY *oEndScene)(LPDIRECT3DDEVICE9 pDevice);*/
    
    #define sWeapon 36
    #define sMap 24
    #define sSkyWalls 28
    #define sBody 44
    #define sHead 40
    //
    void DrawCrosshair(LPDIRECT3DDEVICE9 pDevice, int size, int strong,  D3DCOLOR xcolor)
    {
    	int iCenterX = GetSystemMetrics( 0 ) / 2;
    	int iCenterY = GetSystemMetrics( 1 ) / 2;
    	if( iCenterX < 20 && iCenterY < 20 )
    	{
    		iCenterX = ( GetSystemMetrics( 0 ) / 2 );
    		iCenterY = ( GetSystemMetrics( 1 ) / 2 );
    	}
    	D3DRECT rec2 = { iCenterX- size, iCenterY, iCenterX+ size, iCenterY+ strong};
    	D3DRECT rec3 = { iCenterX, iCenterY- size, iCenterX+ strong,iCenterY+ size};
    	pDevice->Clear(1, &rec2, D3DCLEAR_TARGET, xcolor, 1000,  0);
    	pDevice->Clear(1, &rec3, D3DCLEAR_TARGET, xcolor, 100,  0);
    }
    //
    VOID DrawRect( INT x, INT y, INT h, INT w, DWORD Color, LPDIRECT3DDEVICE9 pDevice)
    {
    	D3DRECT rec;
    	rec.x1 = x;
    	rec.x2 = x + w;
    	rec.y1 = y;
    	rec.y2 = y + h;
    	pDevice->Clear(1, &rec, D3DCLEAR_TARGET, Color, 0, 0);
    }
    void DrawMouse(DWORD color,LPDIRECT3DDEVICE9 pDevice)
    {
    	POINT myCursor; 
    	GetCursorPos(&myCursor);
    	DrawRect(myCursor.x,myCursor.y,11,1,color,pDevice);
    	DrawRect(myCursor.x+1,myCursor.y+1,9,1,color,pDevice);
    	DrawRect(myCursor.x+2,myCursor.y+2,7,1,color,pDevice);
    	DrawRect(myCursor.x+3,myCursor.y+3,7,1,color,pDevice);
    	DrawRect(myCursor.x+4,myCursor.y+4,8,1,color,pDevice);
    	DrawRect(myCursor.x+5,myCursor.y+5,3,1,color,pDevice);
    	DrawRect(myCursor.x+6,myCursor.y+6,2,1,color,pDevice);
    	DrawRect(myCursor.x+7,myCursor.y+6,1,1,color,pDevice);
    	DrawRect(myCursor.x+5,myCursor.y+10,4,1,color,pDevice);
    	DrawRect(myCursor.x+6,myCursor.y+12,2,1,color,pDevice);
    }
    //
    LPDIRECT3DTEXTURE9    texYellow, texBlue;
    HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32)
    {
    	if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex,NULL)) )
    		return E_FAIL;
    	
    	WORD colour16 =	((WORD)((colour32>>28)&0xF)<<12)
    			|(WORD)(((colour32>>20)&0xF)<<8)
    			|(WORD)(((colour32>>12)&0xF)<<4)
    			|(WORD)(((colour32>>4)&0xF)<<0);
    
    	D3DLOCKED_RECT d3dlr;    
    	(*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
    	WORD *pDst16 = (WORD*)d3dlr.pBits;
    
    	for(int xy=0; xy < 8*8; xy++)
    		*pDst16++ = colour16;
    
    	(*ppD3Dtex)->UnlockRect(0);
    
    	return S_OK;
    }
    VOID WINAPI DrawIndexedPrimitive_Main(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE Type,INT BaseVertexIndex,UINT MinIndex,UINT NumVertices,UINT StartIndex,UINT PrimitiveCount)
    {
    	LPDIRECT3DVERTEXBUFFER9 Stream;
    	UINT Stride;
    	UINT Offset;
    	if ( pDevice->GetStreamSource(0,&Stream,&Offset,&Stride) == D3D_OK )
    	{
    		Stream->Release();
    	}
    	if(!OnceTxture){
    	GenerateTexture(pDevice, &texBlue,D3DCOLOR_ARGB(255,0,0,255));
    	GenerateTexture(pDevice, &texYellow,D3DCOLOR_ARGB(255,255,255,0));
    	OnceTxture = true;
    	}
    	DrawIndexedPrimitive_CheckPtr = TRUE;
    	if (Stride == sBody || Stride == sWeapon || Stride == sWeapon)
    	{
    		pDevice->SetRenderState(D3DRS_ZENABLE,FALSE);
    		pDevice->SetTexture(0, texYellow);
    		DrawIndexedPrimitive_Pointer(pDevice,Type,BaseVertexIndex,MinIndex,NumVertices,StartIndex,PrimitiveCount);
    		pDevice->SetRenderState(D3DRS_ZENABLE,TRUE);
    		pDevice->SetTexture(0, texBlue);
    		//DrawCrosshair(pDevice , 13, 1.5, cPink);	
    		
    	}
    
    	if( Stride == 1 )
    	DrawCrosshair(pDevice , 13, 1.5, cPink);	
    
    	DrawIndexedPrimitive_CheckPtr = FALSE;
    }
    __declspec(naked)VOID WINAPI DrawIndexedPrimitive_Call()
    {
    	if ( DrawIndexedPrimitive_Check == TRUE )
    	{
    		WriteMemory((LPVOID)DrawIndexedPrimitive_Hook,(LPBYTE)DrawIndexedPrimitive_Bytes,5);
    		DrawIndexedPrimitive_Breakpoint();
    		DrawIndexedPrimitive_Check = FALSE;
    	}
    	__asm
        {
    		MOV EDI,DWORD PTR SS:[EBP+0x8]
    		XOR EBX,EBX 
    		PUSHFD 
    		PUSHAD
         	MOV EDX,[DrawIndexedPrimitive_CheckPtr]
    		CMP EDX,0x0
    		JG Jump
    		PUSH [EBP+0x20]
    		PUSH [EBP+0x1C]
    		PUSH [EBP+0x18]
    		PUSH [EBP+0x14]
    		PUSH [EBP+0x10]
    		PUSH [EBP+0xC]
    		PUSH [EBP+0x8]
    	    CALL [DrawIndexedPrimitive_Main]
    		Jump:
            POPAD
            POPFD
    		CMP EDI,EBX
    		JMP [DrawIndexedPrimitive_Jump]
        }
    }
    LONG WINAPI DrawIndexedPrimitive_Exception(EXCEPTION_POINTERS* ExceptionInfo)
    {
    	if ( ExceptionInfo->ExceptionRecord->ExceptionCode == EXCEPTION_SINGLE_STEP && (DWORD)ExceptionInfo->ExceptionRecord->ExceptionAddress == DrawIndexedPrimitive_Hook )
    	{
    		ExceptionInfo->ContextRecord->Eip = (DWORD)DrawIndexedPrimitive_Call;
    		return ( EXCEPTION_CONTINUE_EXECUTION );
    	} 
    	return ( EXCEPTION_CONTINUE_SEARCH );
    }
    VOID WINAPI DrawIndexedPrimitive_Breakpoint()
    {
    	AddVectoredExceptionHandler((rand()%0xFFFFFF),DrawIndexedPrimitive_Exception); 
    	CONTEXT Context = {CONTEXT_DEBUG_REGISTERS};
    	Context.Dr0 = DrawIndexedPrimitive_Hook;
    	Context.Dr7 = 0x1;
    	SetThreadContext(GetCurrentThread(),&Context);
    }
    //
    
    //
    VOID WINAPI DirectX9Main()
    {
    	PDWORD dwD3DVTable;
    	do
    	{
    		*(DWORD*)&dwD3DVTable = *(DWORD*)D3D9VTable();
    	}
    	while ( !dwD3DVTable );
    	/* This Hook Is For Windows 7 and Windows Vista */
    	if ( CheckWindowsVersion(6,1,VER_NT_WORKSTATION) || CheckWindowsVersion(6,0,VER_NT_WORKSTATION) )
    	{
    	    DrawIndexedPrimitive_Hook = ( dwD3DVTable[82] + 0x2D );
    	    DrawIndexedPrimitive_Jump = ( DrawIndexedPrimitive_Hook + 0x7 );
    	    *(PDWORD)(&DrawIndexedPrimitive_Pointer) = (DWORD)dwD3DVTable[82];
    	    WriteMemory((LPVOID)DrawIndexedPrimitive_Bytes,(LPBYTE)DrawIndexedPrimitive_Hook,5);
    	    WriteJump((DWORD)DrawIndexedPrimitive_Call,(DWORD)DrawIndexedPrimitive_Hook);
    		//
    	}
    	/* You Want A Hook For Windows XP ? - Add A Midfunction For Windows XP And A Check Here */
    	else 
    	{
    		MessageBoxA(GetActiveWindow(),"CoderName >> Your System Is Not Supported","<Error>",MB_OK);
    		ExitProcess(0);
    	}
    }

  4. The Following 5 Users Say Thank You to I2espect For This Useful Post:

    cmc5414 (04-20-2014),HLBOT (08-16-2014),mamo007 (07-19-2014),prolife200 (07-10-2015),ronjeffrey123 (12-17-2018)

  5. #3
    I2espect's Avatar
    Join Date
    Aug 2013
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    male
    Location
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    Thanks
    870
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    Devilish
    Addresses.h
    [ Auto Update The Addresses And Some Offsets ! ]
    [ If u didn't understand any name , u can just ask me here ! ]
    Code:
    #include "stdafx.h"
    #include "conio.h"
    #include "Pattern.h"
    #include <string>
    #include <Windows.h>
    #include <iostream>
    #include <string.h>
    #include <fstream>
    #include <sstream>
    //=== Public Values ===
    extern DWORD CShell;
    extern DWORD Cfexe;
    //======== Weapon Manager ========
    DWORD WeaponMgr = 0;
    DWORD CShellPtr = 0;
    DWORD BPlayerInfo = 0;
    DWORD Speed = 0;
    DWORD NormalWall = 0;
    DWORD PlayerptrMgr ;
    DWORD MemCGhosts = 0;
    DWORD ZoneMgr = 0;
    DWORD BlackWall =0;
    DWORD ModelNodeMGR = 0;
    DWORD GunKnifeRange = 0;
    DWORD PlayerSize=0;
    DWORD PlayerStart=0;
    DWORD MePlayer=0;
    DWORD IsLoop = 0;
    DWORD WallDmg = 0;
    DWORD CrossHairSize = 0;
    DWORD PVEffect = 0;
    DWORD AmmoDmg = 0;
    DWORD Range = 0;
    DWORD WeaponName = 0;
    DWORD HaveKnife = 0;
    DWORD KnifeAnim = 0;
    DWORD KnifeSound = 0;
    DWORD AmmoPerMagazine = 0;
    DWORD MaxAmmo = 0;
    DWORD DmgFactorByDis = 0;
    DWORD DamageVariantionFactor = 0;
    DWORD BoomDurationDmg = 0;
    DWORD GrenadeBelowTime = 0;
    DWORD DmgRatioPerNode = 0;
    DWORD MoveSpeedPenalty = 0;
    DWORD NanoGhostDmgPenaltyTime = 0;
    DWORD NanoGhostDmgMoveRate = 0;
    DWORD FireWeapon = 0;
    DWORD ILTClient = 0;
    DWORD PDeviceAdd = 0;
    DWORD MapMgr = 0;
    DWORD CharacterMgr = 0;
    DWORD CharacterViewMgr = 0;
    DWORD EffectIndicator = 0;
    DWORD EffectIndicatorC = 0;
    DWORD NanoCharMgr = 0x10C13E8;
    DWORD FallPtr = 0;
    DWORD MiscMgr = 0;
    DWORD AI_Power = 0;
    DWORD WallHackNew = 0;
    //
    DWORD MSGBOX=0;
    DWORD MSGBOX_1Push=0;
    DWORD MSGBOX_2Push=0;
    DWORD MSGBOX_3Push=0;
    DWORD MSGBOX_Add=0;
    //
    DWORD dwCPlayerStart=0;
    DWORD GetMyPlayerIndex=0;
    DWORD MeOffset=0;
    DWORD GetBoneAddress=0;
    //=== Zoom ===
    DWORD ZoomAction = 0;
    DWORD ZoomStage = 0;
    //=== Attributes ===
    DWORD RightClickAttribute = 0xAF0; // #Done
    DWORD LeftClickAttribute = 0; // #Done
    DWORD ZoomAttribute = 0xAF4; // #Done
    DWORD ReloadAttribute = 0; // #Done
    DWORD KnifeLeftClickAttribute = 0; // #Done
    DWORD KnifeRightClickAttribute = 0; // #Done
    //======== Knife Offsets =========
    DWORD KnifeNormalAniRate = 0xA70;
    DWORD KnifeNormalAngle = 0xAFC;
    DWORD KnifeNormalAmmoDamage = 0x81C;
    DWORD KnifeRange = 0x80C;
    DWORD KnockBack = 0x3CD0;
    //############# PTC ##############
    DWORD PushToConsoleAddy = 0;
    DWORD PTC_Addy = 0x204;
    //########## BYPASS(s) ###########
    DWORD Bypass_1 = 0;
    DWORD Bypass_2 = 0x204;
    //###### GET ADDRESS(s) ######
    void GetAddress(){
    DWORD FPWeaponMgr = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x8B\x4F\x04\xA1\x00\x00\x00\x00\x85\xC0\x8B\x51\x04\x8B\x6A\x04", "xxxx????xxxxxxxx");
        if(FPWeaponMgr!=NULL){ 
    	WeaponMgr = (*(DWORD*)(FPWeaponMgr + 4)) - CShell;
    						}
    	DWORD Point = FindPattern(Cfexe,0xFFFFFF,(BYTE *)"\x75\xFF\x83\x0D\xFF\xFF\xFF\xFF\x01\xB8\xFF\xFF\xFF\xFF\xE8","x?xx????xx????x");
    	if(Point!=NULL){
    	BlackWall  = *(DWORD*)(Point + 0xA) + 0xA4 + 0x68 ;
    	WallHackNew = BlackWall + 0xA4 + 0x68;
    	}
    	DWORD FPCShellPtr = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xc6\x01\x01\x8b\x15\x00\x00\x00\x00\x8b\x82\x00\x00\x00\x00\x8B", "xxxxx????xx????x");
        if(FPCShellPtr!=NULL){ 
    	CShellPtr = (*(DWORD*)(FPCShellPtr + 5)) - CShell;
    						}
    		DWORD FPPTC_Addy = FindPattern((DWORD)CShell, 0xFFFFFF, (PBYTE)"\x8B\x0D\x44\xA2\x59\x10\x8B\x91\x04\x02\x00\x00\x68\xB8\x55\x4C\x10\xFF\xD2\x83\xC4\x04\x53\xE8\x46\xF3\xFD\xFF\x8B\xC8\xE8\xBF\x5F\x2F\x00", "xx????xx????x????xxxxxxx????xxx????");
    	if(FPPTC_Addy!=NULL){ 
    	PTC_Addy = (*(DWORD*)(FPPTC_Addy + 8));
    						}
    	DWORD FPBPlayerInfo = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x8B\x0D\xD8\x52\xF6\x10\x83\xC4\x04\x69\xC0\xA8\x00\x00\x00\xD9\x9C\x08\x88\x00\x00\x00\x8B\x4C\x24\x30\x3B\xCB", "xx????xxxxx????xxx????xxx?xx");
        if(FPBPlayerInfo!=NULL){ 
    	BPlayerInfo = (*(DWORD*)(FPBPlayerInfo + 2)) - CShell;
    						}
    	DWORD FPPushToConsoleAddy = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x8B\x0D\x44\xA2\x59\x10\x8B\x91\x04\x02\x00\x00\x68\xB8\x55\x4C\x10\xFF\xD2\x83\xC4\x04\x53\xE8\x46\xF3\xFD\xFF\x8B\xC8\xE8\xBF\x5F\x2F\x00", "xx????xx????x????xxxxxxx????xxx????");
    	if(FPPushToConsoleAddy!=NULL){ 
    	PushToConsoleAddy = (*(DWORD*)(FPPushToConsoleAddy + 2)) - CShell;
    						}
    	DWORD FPNormalWall = FindPattern((DWORD)Cfexe, 0x2D7000,(PBYTE)"\xB8\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x8B\x06\x8B\x50\x18", "x????x????xxxxx");
        if(FPNormalWall!=NULL){ 
    		NormalWall = *(DWORD*)(FPNormalWall + 1);
                NormalWall += 0xA4;
    						}
    	DWORD FPMemCGhosts = FindPattern((DWORD)Cfexe, 0x2D7000,(PBYTE)"\xB8\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x8B\x06\x8B\x50\x18", "x????x????xxxxx");
        if(FPMemCGhosts!=NULL){ 
    		MemCGhosts = *(DWORD*)(FPMemCGhosts + 1);
                MemCGhosts += 0xB8;
    						}
    	DWORD FPModelNodeMGR = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x8B\x15\x00\x00\x00\x00\x83\xC4\x20\x33\xED\x33\xFF\x8B\x4C\x24\x30", "xx????xxxxxxxxxxx");
    	if(FPModelNodeMGR!=NULL){ 
    	ModelNodeMGR = (*(DWORD*)(FPModelNodeMGR + 2)) - CShell;
    						}
    	DWORD FPReloadAttribute = FindPatternOffset((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xFF\x15\x00\x00\x00\x00\x8B\x0D\x00\x00\x00\x00\x8B\x04\xB1\x83\x88\x00\x00\x00\x00\x00", "xx????xx????xxxxx?????", 19);
    	if(FPReloadAttribute!=NULL){ 
    	ReloadAttribute = (*(DWORD*)(FPReloadAttribute + 17));
    						}
    	DWORD FPRightClickAttribute = FindPatternOffset((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xFF\x15\x00\x00\x00\x00\x8B\x0D\x00\x00\x00\x00\x8B\x04\xB1\x83\x88\x00\x00\x00\x00\x00", "xx????xx????xxxxx?????", 6);
    	if(FPRightClickAttribute!=NULL){ 
    	RightClickAttribute = (*(DWORD*)(FPRightClickAttribute + 17));
    						}
    	DWORD FPLeftClickAttribute = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xFF\x15\x00\x00\x00\x00\x8B\x0D\x00\x00\x00\x00\x8B\x04\xB1\x83\x88\x00\x00\x00\x00\x00", "xx????xx????xxxxx?????");
    	if(FPLeftClickAttribute!=NULL){ 
    	LeftClickAttribute = (*(DWORD*)(FPLeftClickAttribute + 17));
    						}
    	DWORD FPZoomAttribute = FindPatternOffset((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xFF\x15\x00\x00\x00\x00\x8B\x0D\x00\x00\x00\x00\x8B\x04\xB1\x83\x88\x00\x00\x00\x00\x00", "xx????xx????xxxxx?????", 13);
    	if(FPZoomAttribute!=NULL){ 
    	ZoomAttribute = (*(DWORD*)(FPZoomAttribute + 17));
    						}
    	DWORD FPKnifeLeftClickAttribute = FindPatternOffset((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xFF\x15\x00\x00\x00\x00\x8B\x0D\x00\x00\x00\x00\x8B\x04\xB1\x83\x88\x00\x00\x00\x00\x00", "xx????xx????xxxxx?????", 25);
    	if(FPKnifeLeftClickAttribute!=NULL){ 
    	KnifeLeftClickAttribute = (*(DWORD*)(FPKnifeLeftClickAttribute + 17));
    						}
    	DWORD FPKnifeRightClickAttribute = FindPatternOffset((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xFF\x15\x00\x00\x00\x00\x8B\x0D\x00\x00\x00\x00\x8B\x04\xB1\x83\x88\x00\x00\x00\x00\x00", "xx????xx????xxxxx?????", 27);
    	if(FPKnifeRightClickAttribute!=NULL){ 
    	KnifeRightClickAttribute = (*(DWORD*)(FPKnifeRightClickAttribute + 17));
    						}
    	DWORD FPPlayerptrMgr = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xB9\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x68\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x59\xC3\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\x6A\x04\x68", "x????x????x????x????xxxxxxxxxxxxxxx");
    	if(FPPlayerptrMgr!=NULL){ 
    	PlayerptrMgr = (*(DWORD*)(FPPlayerptrMgr + 40))-CShell;
    						}
    	DWORD FPSpeed = FindPattern((DWORD)Cfexe, 0xFFFFFF,(PBYTE)"\xDC\x35\x00\x00\x00\x00\x83\xEC\x00\xDD\x1C\x24", "xx????xx?xxx");
        if(FPSpeed!=NULL){ 
    	Speed = (*(DWORD*)(FPSpeed + 2));
    	Speed += 0x4;
    						}
    	DWORD FPPVEffect = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xFF\x15\x00\x00\x00\x00\x8B\x0D\x00\x00\x00\x00\x8B\x14\xA9\x8D\x8C\x1A\x00\x00\x00\x00\x8D\x64\x24\x00\x8A\x06\x88\x01", "xx????xx????xxxxxx????xxxxxxxx");
    	if(FPPVEffect!=NULL){ 
    	PVEffect =  (*(DWORD*)(FPPVEffect + 18));
    						}
    	DWORD FPLTClientShellSize = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x0C\xFF\x5E\xC3\x0F\xB6\x8E\x00\x00\x00\x00\x69\xC9\x00\x00\x00\x00\x8A\x84\x31\x00\x00\x00\x00", "xxxxxxx????xx????xxx????");
    	if(FPLTClientShellSize!=NULL){ 
    	dwCPlayerStart = (*(DWORD*)(FPLTClientShellSize + 7));
    						}
    	DWORD FPMeOffset = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x0C\xFF\x5E\xC3\x0F\xB6\x8E\x00\x00\x00\x00\x69\xC9\x00\x00\x00\x00\x8A\x84\x31\x00\x00\x00\x00", "xxxxxxx????xx????xxx????");
    	if(FPMeOffset!=NULL){ 
    	MeOffset = (*(DWORD*)(FPMeOffset + 20));
    						}
    	DWORD FPPlayerSize = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x0C\xFF\x5E\xC3\x0F\xB6\x8E\x00\x00\x00\x00\x69\xC9\x00\x00\x00\x00\x8A\x84\x31\x00\x00\x00\x00", "xxxxxxx????xx????xxx????");
    	if(FPPlayerSize!=NULL){ 
    	PlayerSize = (*(DWORD*)(FPPlayerSize + 13));
    						}
    	DWORD FPGetMyPlayerIndex = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x0C\xFF\x5E\xC3\x0F\xB6\x8E\x00\x00\x00\x00\x69\xC9\x00\x00\x00\x00\x8A\x84\x31\x00\x00\x00\x00", "xxxxxxx????xx????xxx????");
    	if(FPGetMyPlayerIndex!=NULL){ 
    	GetMyPlayerIndex = (FPGetMyPlayerIndex - 17) - CShell;
    						}
    	DWORD FPGetBoneAddress = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x8B\x0D\x00\x00\x00\x00\x8B\x11\x8B\x52\x34\x6A\x01\x8D\x7E\x40", "xx????xxxxxxxxxx");
    	if(FPGetBoneAddress!=NULL){ 
    	GetBoneAddress =  (*(DWORD*)(FPGetBoneAddress + 2))-CShell;
    						}
    	DWORD FPIsLoop = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x3B\xE8\x72\x0C\xFF\x15\x00\x00\x00\x00\x8B\x0D\x00\x00\x00\x00\x8B\x14\xA9\x89\xBC\xB2\x00\x00\x00\x00\x8B\x03\x83\xC6\x01\x83\xE8\x01", "xxxxxx????xx????xxxxxx????xxxxxxxx");
    	if(FPIsLoop!=NULL){ 
    	IsLoop =  (*(DWORD*)(FPIsLoop + 22));
    						}
    	DWORD FPWallDmg = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x8D\x2C\xB0\xFF\x15\x00\x00\x00\x00\xD9\x5C\x24\x14\xD9\x44\x24\x14\x8B\x4D\x00\xD9\x9C\x0F\x00\x00\x00\x00", "xxxxx????xxxxxxxxxxxxxx????");
    	if(FPWallDmg!=NULL){ 
    	WallDmg =  (*(DWORD*)(FPWallDmg + 23));
    	}
    	DWORD FPCrossHairSize = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xFF\x15\x00\x00\x00\x00\xD9\x5C\x24\x14\xD9\x44\x24\x14\x8B\x4D\x00\xD9\x9C\x0F\x00\x00\x00\x00\x83\xC7\x04\x83\xC4\x04\x83\xFF\x14", "xx????xxxxxxxxxxxxxx????xxxxxxxxx");
    	if(FPCrossHairSize!=NULL){ 
    	CrossHairSize =  (*(DWORD*)(FPCrossHairSize + 20));
    	}
    	DWORD FPAmmoDmg = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xFF\x15\x00\x00\x00\x00\xD9\x5C\x24\x14\xD9\x44\x24\x14\x8B\x06\xD9\x98\x00\x00\x00\x00\x83\xC4\x04",  "xx????xxxxxxxxxxxx????xxx");
    	if(FPAmmoDmg!=NULL){ 
    	AmmoDmg =  (*(DWORD*)(FPAmmoDmg + 18));
    	}
    	DWORD FPRange = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xD9\x98\x00\x00\x00\x00\x68\x00\x00\x00\x00\x53\xE8\x00\x00\x00\x00\x83\xC4\x08\x85\xC0\x74\x58", "xx????x????xx????xxxxxxx");
    	if(FPRange!=NULL){ 
    	Range =  (*(DWORD*)(FPRange + 2));
    	}
    	DWORD FPWeaponName = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xC1\xF8\x02\x3B\xE8\x72\x0C\xFF\x15\x00\x00\x00\x00\x8B\x0D\x00\x00\x00\x00\x8B\x04\xA9\x83\xC0", "xxxxxxxxx????xx????xxxxx");
    	if(FPWeaponName!=NULL){ 
    	WeaponName =  (*(BYTE*)(FPWeaponName + 24));
    	}
    	DWORD FPMSGBOX = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x80\x3D\x00\x00\x00\x00\x00\x74\x21\x83\x7C\x24\x00\x00\xC6\x05\x00\x00\x00\x00\x00\x75\x13", "xx?????xxxxx??xx?????xx");
    	if(FPMSGBOX!=NULL){ 
    	MSGBOX = *(DWORD*)(FPMSGBOX + 35) + (FPMSGBOX + 39);
    	MSGBOX -= CShell;
    	MSGBOX_1Push = (*(BYTE*)(FPMSGBOX + 29));
    	MSGBOX_2Push = (*(BYTE*)(FPMSGBOX + 31));
    	MSGBOX_3Push = (*(BYTE*)(FPMSGBOX + 33));
    	MSGBOX_Add = (*(BYTE*)(FPMSGBOX + 41)) ;
    	}
    	DWORD FPHaveKnife = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x8D\x3C\xB1\xFF\x15\x00\x00\x00\x00\x8B\x0F\x83\xC4\x04\x85\xC0", "xxxxx????xxxxxxx");
    	if(FPHaveKnife!=NULL){ 
    	HaveKnife = (*(DWORD*)(FPHaveKnife + 21));
    	}
    	DWORD FPKnifeAnim = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xFF\x15\x00\x00\x00\x00\x8B\x0D\x00\x00\x00\x00\x8B\x0C\xB1\x81\xC1\x00\x00\x00\x00\x90\x8A\x07\x88\x01", "xx????xx????xxxxx????xxxxx");
    	if(FPKnifeAnim!=NULL){ 
    	KnifeAnim = (*(DWORD*)(FPKnifeAnim + 17));
    	}
    	DWORD FPKnifeSound = FindPatternOffset((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xC1\xF8\x02\x3B\xF0\x72\x0C\xFF\x15\x00\x00\x00\x00\x8B\x0D\x00\x00\x00\x00\x8B\x0C\xB1\x81\xC1\x00\x00\x00\x00\x8A\x07\x88\x01\x83\xC7\x01", "xxxxxxxxx????xx????xxxxx????xxxxxxx", 1);
    	if(FPKnifeSound!=NULL){ 
    	KnifeSound = (*(DWORD*)(FPKnifeSound + 24));
    	}
    	DWORD FPGunKnifeRange = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x8B\x17\xDC\x0D\x00\x00\x00\x00\x83\xC4\x04\xD9\x5C\x24\x10\xD9\x44\x24\x10\xD9\x9A\x00\x00\x00\x00", "xxxx????xxxxxxxxxxxxx????");
    	if(FPGunKnifeRange!=NULL){
    		GunKnifeRange = (*(DWORD*)(FPGunKnifeRange + 21));
    	}
    	/*DWORD FPAmmoPerMagazine = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x8B\x0D\x00\x00\x00\x00\x57\x8D\x34\xA9\xFF\xD3\x8B\x16\x83\xC4\x04\x66\x89\x82\x00\x00\x00\x00\x8B\x44\x24\x14", "xx????xxxxxxxxxxxxxx????xxxx");
    	if(FPAmmoPerMagazine!=NULL){
    		AmmoPerMagazine = (*(DWORD*)(FPAmmoPerMagazine + 20));
    	}*/
    	AmmoDmg = Range + 0x10;
    	AmmoPerMagazine = Range + 0xA;
    	MaxAmmo = AmmoPerMagazine - 0x2;
    	DmgFactorByDis = AmmoDmg + 0x14;
    	DamageVariantionFactor = DmgFactorByDis + 0x8;
    	DWORD FPBoomDurationDmg = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x8B\x0F\x83\xC4\x04\x85\xC0\x0F\x95\xC0\x88\x81\x00\x00\x00\x00\x8B\x54\x24\x14", "xxxxxxxxxxxx????xxxx");
    	if(FPBoomDurationDmg!=NULL){
    		BoomDurationDmg = (*(DWORD*)(FPBoomDurationDmg + 12));
    	}
    	GrenadeBelowTime = BoomDurationDmg - 0x5;
    	DWORD FPMoveSpeedPenalty = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\xD9\x99\x00\x00\x00\x00\x83\xC4\x04\x68\x00\x00\x00\x00\x57\xE8\x00\x00\x00\x00", "xx????xxxx????xx????");
    	if(FPMoveSpeedPenalty!=NULL){
    		MoveSpeedPenalty = (*(DWORD*)(FPMoveSpeedPenalty + 2));
    	}
    	DmgRatioPerNode = MoveSpeedPenalty + 0x4;
    	NanoGhostDmgPenaltyTime = WallDmg - 0x8;
    	NanoGhostDmgMoveRate = WallDmg - 0x4;
    	DWORD FPFireWeapon = FindPattern((DWORD)CShell, 0xFFFFFF,(PBYTE)"\x84\xC0\x74\x36\x6A\x25\xE8\x00\x00\x00\x00\xC7\x80\x00\x00\x00\x00\x00\x00\x00\x00\xC6\x80\x00\x00\x00\x00\x00\x8B\x56\x04", "xxxxxxx????xx????????xx?????xxx");
    	if(FPFireWeapon!=NULL){
    		FireWeapon = *(DWORD*)(FPFireWeapon - 4) + (FPFireWeapon);
    		FireWeapon -= CShell;
    	}
    	/*DWORD FPILTClient = FindPattern((DWORD)CShell, 0xFFFFFF, (PBYTE)"\x8B\x0D\x00\x00\x00\x00\x8B\x11\x8B\x82\x00\x00\x00\x00","xx????xxxx????");
    	if(FPILTClient!=NULL){
    	ILTClient = *(DWORD*)(ILTClient + 0x2);
    	ILTClient -= CShell;
    	}*/
    	DWORD FPPDeviceAdd = FindPattern((DWORD)Cfexe, 0xFFFFFF, (PBYTE)"\x8B\x35\xFF\xFF\xFF\xFF\x8B\xEE\xE8\xFF\xFF\xFF\xFF\x8B\x45\x00\x8B\x08\x8B\x91\xFF\xFF\xFF\xFF\x57\x6A\xFF\x53","xx????xxx????xxxxxxx????xx?x");
    	if(FPPDeviceAdd!=NULL){
    	PDeviceAdd = *(DWORD*)(FPPDeviceAdd + 0x2);
    	}
    	DWORD FPEffectIndicator = FindPattern((DWORD)CShell, 0xFFFFFF, (PBYTE)"\xFF\x15\x00\x00\x00\x00\xA1\x00\x00\x00\x00\x8B\x14\xA8\x8B\x44\x24\x2C\x8D\x8C\x02\x00\x00\x00\x00\x8A\x07\x88\x01\x83\xC7\x01","xx????x????xxxxxxxxxx????xxxxxxx");
    	if(FPEffectIndicator!=NULL){
    	EffectIndicator = *(DWORD*)(FPEffectIndicator + 21);
    	EffectIndicatorC = EffectIndicator + 0x96;
    	}
    	DWORD FPMapMgr = FindPattern((DWORD)CShell, 0xFFFFFF, (PBYTE)"\x8B\x40\x04\x50\xFF\xD6\x8B\x0D\x00\x00\x00\x00\x0F\xB7\xC0\x0F\xBF\xE8\x89\x6C\x24\x54", "xxxxxxxx????xxxxxxxxxx");
    	if(FPMapMgr!=NULL){
    	MapMgr = *(DWORD*)(FPMapMgr + 8);
    	MapMgr -= CShell;
    	}
    	DWORD FPCharacterMgr = FindPattern((DWORD)CShell, 0xFFFFFF, (PBYTE)"\x8B\x51\x04\x0F\xBE\xC3\x69\xC0\x00\x00\x00\x00\x03\x05\x00\x00\x00\x00\x8A\x0A\x88\x08\x83\xC2\x01", "xxxxxxxx????xx????xxxxxxx");
    	if(FPCharacterMgr!=NULL){
    	CharacterMgr = *(DWORD*)(FPCharacterMgr + 14);
    	CharacterMgr -= CShell;
    	CharacterViewMgr = CharacterMgr + 0x8;
    	}
    	DWORD FPNanoCharMgr = FindPattern((DWORD)CShell, 0xFFFFFF, (PBYTE)"\x50\xFF\xD7\x8B\x0D\x00\x00\x00\x00\x83\xC4\x04\x89\x44\x29\x1C\x8B\x4C\x24\x30", "xxxxx????xxxxxxxxxxx");
    	if(FPNanoCharMgr!=NULL){
    	NanoCharMgr = *(DWORD*)(FPNanoCharMgr + 5);
    	NanoCharMgr -= CShell;
    	}
    	DWORD FPZoomAction = FindPattern((DWORD)CShell, 0xFFFFFF, (PBYTE)"\x8B\x04\xB1\xD9\x98\x00\x00\x00\x00\xEB\x50", "xxxxx????xx");
    	if(FPZoomAction!=NULL){
    	ZoomAction = *(DWORD*)(FPZoomAction + 5);
    	}
    	DWORD FPZoomStage = FindPattern((DWORD)CShell, 0xFFFFFF, (PBYTE)"\x8B\x41\x04\x50\x81\xC7\x00\x00\x00\x00\xFF\x15\x00\x00\x00\x00", "xxxxxx????xx????");
    	if(FPZoomStage!=NULL){
    	ZoomStage = *(DWORD*)(FPZoomStage + 6);
    	}
    	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;
    	}
    	DWORD FPAI_Power = FindPattern((DWORD)CShell, 0xFFFFFF, (PBYTE)"\x50\x8B\xCE\x88\x9C\x24\x00\x00\x00\x00\xE8\x00\x00\x00\x00", "xxxxxx????x????");
    	if(FPAI_Power!=NULL){
    	AI_Power = *(DWORD*)(FPAI_Power + 11) + (FPAI_Power + 15);
    	AI_Power -= CShell;
    	}
    
    }
    Booleans.h
    [ EasyWay To Control Your Base And Turn The Features [ On / Off ] ]
    Code:
    #include "stdafx.h"
    #include <d3d9.h>
    #include <d3dx9.h>
    #pragma comment(lib, "d3d9.lib")
    #pragma comment(lib, "d3dx9.lib")
    //=== Publick Booleans ===
    //### I2 Specials ###
    bool I2espectWM = true;
    bool CharacterCh = false;
    bool NanoCharacterCH = false;
    bool SlugClaws = false;
    bool KnifeRedCrystal = false;//ERROR
    bool Specular = false;
    bool Reflection = false;
    bool i2_chams = false;
    bool i2_Character = false;
    //### AH & 1Hit ###
    bool AlwaysHeadShot = false;
    int HeadShotType = 1; // 1 Gold , 2 Silver
    bool OneHitRifle = false;
    bool OneHitSniper = false;
    //### Normal ###
    bool Gravity = false;
    bool WallHack = false;
    bool RemoteGrenade = false;
    bool RemoteGrenadeExNow = false;
    bool NoGrenadeDmg = false;
    bool OneHitNadeG= false;
    bool NoSmoke = false;
    bool NoFlash = false;
    bool No_Fall_Dmg = false;
    bool One_Fall2Die = false;//Test :D
    bool Fall_Recovery = false;//Test :D
    bool WalkThroughWall = false;
    bool M16_OHK = false;
    bool GrenadeRange = false;
    bool Stunner = false;
    bool KnockerBack = false;
    bool FastKnife = false;
    bool DescreaseIncomeDmg = false;
    bool SeeGhosts = false;// Character Change
    bool FullWallbang = false;
    bool SnipersCS = false;
    bool ES_MEMORY = false;
    //### Test ###
    bool IronBeastTest = false;
    bool TuroialMapCH = false;
    bool NewNoRecoil = false;
    bool NewNoRecoil_2 = false;
    bool TrainingWeapons = false;
    bool WalkSpeed = false; //NUMPAD6
    bool NoWeaponChangeDelay = false; //NUMPAD7
    bool NoWeaponWeight = false; //NUMPAD9
    // Masters
    bool MWalkSpeed = false;
    bool MNoWeaponChangeDelay = false;
    bool MNoWeaponWeight = false;
    //### Weapon Specials ###
    bool Zoomer = false;
    int Zoomer_ID = 25;
    bool Small_CS = false;
    int Small_CS_ID = -1;
    //### TELEUPDOWN ###
    bool TeleUPDOWN = true;
    //### TELEPORT ###
    bool Teleporter = true;
    UINT SaveKey = VK_LSHIFT;
    UINT SaveKey_2 = VK_END;
    UINT LoadKey = VK_LSHIFT;
    UINT LoadKey_2 = VK_HOME;
    D3DXVECTOR3 SavedLocation;
    //### Some Hotkeys ###
    bool NoWorld = false;
    UINT NoWorld_Key = VK_NUMPAD3;
    bool Lagger = false;
    UINT Lagger_Key = VK_LSHIFT;
    UINT Lagger_Key2 = VK_NUMPAD3;
    //### Public New ###
    // Knife
    bool Knife_Left_Click_Speed = true;
    bool Knife_Right_Click_Speed = true;
    bool Knife_Left_Click_Range = true;
    bool Knife_Right_Click_Range = true;
    // Misc
    bool InstantDefuseC4 = true;
    // Special
    bool SeeGhostsMem = true;// Value
    // VIP Weapons
    bool M4A1VIP = false;
    bool RPKVIP = false;
    bool AWMVIP = false;
    bool AKVIP = false;
    // Creating Texture Once
    bool OnceTxture = false;

  6. The Following 4 Users Say Thank You to I2espect For This Useful Post:

    cmc5414 (04-20-2014),HLBOT (08-16-2014),mamo007 (07-19-2014),ronjeffrey123 (12-17-2018)

  7. #4
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    I2-Dev Public Cf Project.cpp
    [ Main File . Include The Addy / Character Mgr / CharacterTxturesMgr / NanoMgr / Others Logger And The BackUp For On/Off Change , Hotkey Features [ Teleport / Others ], PlayerClient Features ! All Features ! , Main Thread And Others ]
    U Can Ask Me For Anything If u didn't understand it !!
    Code:
    #include "stdafx.h"
    #include "stdafx.h"
    #include <Windows.h>
    #include <iostream>
    #include <string.h>
    #include "I2.h"
    #include <fstream>
    #include <sstream>
    #include "Xor.h"
    #include "Addresses.h"
    #include "Booleans.h"
    #include "I2-Tools.h"
    using namespace std;
    //=== Encrypted Strings ===
    #define DPLCS /*CShell.dll*/XorStr<0x3B,11,0x023A6AF4>("\x78\x6F\x55\x5B\x53\x2C\x6F\x26\x2F\x28"+0x023A6AF4).s
    #define DPLCF /*ClientFx.fxd*/XorStr<0x7F,13,0x52C2A048>("\x3C\xEC\xE8\xE7\xED\xF0\xC3\xFE\xA9\xEE\xF1\xEE"+0x52C2A048).s
    #define DPCFexe /*crossfire.exe*/XorStr<0x63,14,0x09C5EFE1>("\x00\x16\x0A\x15\x14\x0E\x00\x18\x0E\x42\x08\x16\x0A"+0x09C5EFE1).s
    //#define eMsg1 /*I2-Dev / I2espect@Mpgh.net*/XorStr<0x19,27,0xF4CB3860>("\x50\x28\x36\x58\x78\x68\x3F\x0F\x01\x6B\x11\x41\x56\x56\x42\x4B\x5D\x6A\x66\x5C\x4A\x46\x01\x5E\x54\x46"+0xF4CB3860).s
    #define eMsg2 /*Working..*/XorStr<0x97,10,0xA8874BB3>("\xC0\xF7\xEB\xF1\xF2\xF2\xFA\xB0\xB1"+0xA8874BB3).s
    #define eMsg1 /*I2-Devlopment Cf Project*/XorStr<0x79,25,0x1DD0351C>("\x30\x48\x56\x38\x18\x08\x13\xEF\xF1\xEF\xE6\xEA\xF1\xA6\xC4\xEE\xA9\xDA\xF9\xE3\xE7\xEB\xEC\xE4"+0x1DD0351C).s
    //=== Public Values ===
    DWORD CShell = (DWORD)GetModuleHandleA(DPLCS);
    DWORD ClientFx = (DWORD)GetModuleHandleA(DPLCF);
    DWORD Cfexe = (DWORD)GetModuleHandleA(DPCFexe);
    void MemoryNormal();
    int SpecialLogCounter = 1;
    //
    string OUTPUT3("C:\OUTPUT.txt");
    ofstream OUTPUT(OUTPUT3.c_str());
    string Addy("C:\(U)AddyLogger.txt");
    ofstream AddyLogger(Addy.c_str());
    string Weap("C:\(U)WeaponsLogger.txt");
    ofstream WeapLogger(Weap.c_str());
    string SpecLog("C:\(U)SpecialLog.txt");
    ofstream SpecialLog(SpecLog.c_str());
    string MapLo("C:\(U)MapLog.txt");
    ofstream MapLog(MapLo.c_str());
    string CharactersL("C:\(U)Characters[NORMAL].txt");
    ofstream CharactersLog(CharactersL.c_str());
    string CharactersA("C:\(U)Characters[Advanced].txt");
    ofstream CharactersAdvLog(CharactersA.c_str());
    string FullWeaponLogL("C:\(U)FullWeaponLog.txt");
    ofstream FullWeaponLog(FullWeaponLogL.c_str());
    string NanoCharactersL("C:\(U)NanoCharactersLog.txt");
    ofstream NanoCharactersLog(NanoCharactersL.c_str());
    void LogMaps(){
    	MapLog << "########################################"  << endl;
    	MapLog << "## I2esp ##### Map Data Log ##### ect ##"  << endl;
    	MapLog << "########################################"  << endl << endl;
    	DWORD pMapMgr=(*(DWORD*)(CShell + MapMgr));
    	for(int i=0;i<=110;i++){
    		CFMap* map = (CFMap*)(pMapMgr + (0x818*i));
    		  if(map!=NULL){
    		 MapLog << "################# " << i << " ####################" << endl;
    		 MapLog << map->MapName<<endl<<"Index: "<< map->MapIndex<<endl;
    		 MapLog <<"FileName: "<<map->MapFileName<<endl;
    		 MapLog <<"MapRule: "<<map->MapRuleType<<endl;
    		 MapLog <<"Environment: "<<(int)map->Environment<<endl;
    		 MapLog <<"SpotWeaponType: "<<(int)map->SpotWeaponType<<endl;
    		 MapLog <<"Gravity: "<<map->GravityAccel<<endl;
    		 MapLog <<"MapRuleSubType: "<<map->MapRuleSubType<<endl;
    		 MapLog <<"UsableBag: "<<(int)map->UsableBag<<endl;
    		 MapLog <<"Bag1: "<<(int)map->UseWeapons[0]<<endl;
    		 MapLog <<"Bag2: "<<(int)map->UseWeapons[1]<<endl;
    		 MapLog <<"Bag3: "<<(int)map->UseWeapons[2]<<endl;
    		 MapLog <<"Bag4: "<<(int)map->UseWeapons[3]<<endl;
    		 MapLog << "########################################" << endl << endl;
    		 		  }
    			  }
    	MapLog.close();
    }
    void LogChars(){
    	DWORD pMapMgr=(*(DWORD*)(CShell + CharacterMgr));
    	CharactersLog<< "########################################"  << endl;
    	CharactersLog<< "#### I2esp ## CharacterData ##### ect ##"  << endl;
    	CharactersLog<< "########################################"  << endl << endl;
    	for(int i=0;i<=50;i++){
    		Character* CharacterD = (Character*)(pMapMgr + (0x3F4*i));
    		  if(CharacterD!=NULL){
    		 CharactersLog << "######################" << i << "##################" << endl;
    		 CharactersLog <<"Character Name : [" << CharacterD->CharName <<"]" <<endl;
    		 CharactersLog <<"Index: "<<CharacterD->CharacterIndex<<endl;
    		 CharactersLog <<"HeadType : "<<CharacterD->HeadType<<endl;
    		 CharactersLog <<"Uniform: "<<CharacterD->UniformItemType<<endl;
    		 CharactersLog <<"Target: "<<(int)CharacterD->TargetTeamIndex<<endl;
    		 CharactersLog <<"Special Item Type: "<<(int)CharacterD->SpecialItemType<<endl;
    		 CharactersLog << "ModelFileName :" << CharacterD->ModelFileName<< endl;
    		 CharactersLog << "ChildModel : " << CharacterD->ChildModelFileName<< endl;
    		 CharactersLog << "SkinFile : " << CharacterD->SkinFileName << endl;
    		 CharactersLog << "########################################" << endl << endl;
    		 		}
    			  }
    	CharactersLog<< "########################################" << endl ;
    	CharactersLog<< "########################################" << endl << endl;
    	CharactersLog.close();
    }
    void LogCharsV(){
    	DWORD pCharacterViewMgr=(*(DWORD*)(CShell + CharacterViewMgr));
    	CharactersAdvLog<< "########################################" << endl ;
    	CharactersAdvLog<< "####### CharacterData [Advanced] #######" << endl ;
    	CharactersAdvLog<< "########################################" << endl << endl ;
    	for(int i=0;i<=60;i++){
    		cCharacter* Character = (cCharacter*)(pCharacterViewMgr + (0x958*i));
    		  if(Character!=NULL){
    			  CharactersAdvLog << "############## " << i << " ##############" << endl;
    			  CharactersAdvLog << "CharacterType " << Character->CharacterType << endl;
    			  CharactersAdvLog << "CharacterRealType " << Character->RealCharacterType << endl;
    			  CharactersAdvLog << "GR Model " << Character->GRModelName << endl;
    			  CharactersAdvLog << "BL Model " << Character->BLModelName << endl;
    			  CharactersAdvLog << "GR Model " << Character->GRModelName2 << endl;
    			  CharactersAdvLog << "BL Model " << Character->BLModelName2 << endl;
    			  CharactersAdvLog << "GR Txture File " << Character->GRTextureFile << endl;
    			  CharactersAdvLog << "BL Txture File " << Character->BLTextureFile << endl;
    			  CharactersAdvLog << "Child Model " << Character->ChildModelFile << endl;
    			  CharactersAdvLog << "RenderStyle " << Character->RenderStyle << endl;
    			  CharactersAdvLog << "GR PV Arm Txture " << Character->GRPvArmTxtFile << endl;
    			  CharactersAdvLog << "BL PV Arm Txture " << Character->BLPvArmTxtFile << endl;
    			  CharactersAdvLog << "GR PV Hand Txture " << Character->GRPvHandTxtFile << endl;
    			  CharactersAdvLog << "BL PV Hand Txture " << Character->BLPvHandTxtFile << endl;
    			  CharactersAdvLog << "Item Name " << Character->ItemName << endl;
    			  CharactersAdvLog << "Item ID " << Character->ItemID << endl;
    			  CharactersAdvLog << "Item Code " << Character->ItemCode << endl;
    			  CharactersAdvLog << "ButeType " << Character->ButeType << endl;
    			  CharactersAdvLog << "ButePath " << Character->ButePath << endl;
    			  CharactersAdvLog << "XLSMsgIndex " << Character->XLSMsgIndex << endl;
    			  CharactersAdvLog << "IsWoman " << Character->IsWoman << endl;
    			  CharactersAdvLog << "HUDEffectPath " << Character->HUDEffectPath << endl;
    			  CharactersAdvLog << "HUDLinePath " << Character->HUDLinePath << endl;
    			  CharactersAdvLog << "Resource Name " << Character->ResourceName << endl;
    			  CharactersAdvLog << "ClientBasicPlayerInfoButeType " << Character->CPBIBUTE << endl;
    			  CharactersAdvLog << "WearStateDress " << Character->WearStateDress << endl;
    			  CharactersAdvLog << "#########################################" << endl << endl;
    		 		  }
    			  }
    	CharactersAdvLog<< "########################################" << endl;
    	CharactersAdvLog<< "########################################" << endl << endl;
    	CharactersAdvLog.close();
    }
    void LogFullWeapons(){
    	FullWeaponLog << "########################################" << endl ;
    	FullWeaponLog << "## I2esp ##### Weapons Data ##### ect ##"  << endl;
    	FullWeaponLog << "########################################" << endl << endl ;
    	DWORD pWeaponMgr = *(DWORD*)(CShell +  WeaponMgr);
    		if(	pWeaponMgr != NULL){
    	for(int i = 0; i<= 1250; i ++){
    		DWORD WeaponDWORD = (*(DWORD*)( pWeaponMgr + (4*i)) );			
    	if(WeaponDWORD != NULL){
    		cWeapon* Weapon = (cWeapon*)(*(DWORD*)( pWeaponMgr + (4*i)) );	
    		if(strlen(Weapon->Name)>2){
    	FullWeaponLog << "############## " << i << " ##############" << endl;
    	FullWeaponLog << " Weapon Id : " << i << endl;
    	FullWeaponLog << " Weapon Class : " << Weapon->Class << endl;
    	FullWeaponLog << " Weapon Name : " << Weapon->Name << endl;
    	FullWeaponLog << " Weapon Range : " << Weapon->Range << endl;
    	FullWeaponLog << " Weapon AIModeRange : " << Weapon->AIModeRange << endl;
    	FullWeaponLog << " Weapon Damage : " << Weapon->AmmoDmg << endl;
    	FullWeaponLog << " Weapon AIModeDmg : " << Weapon->AIModeDmg << endl;
    	FullWeaponLog << " Weapon MaxAmmo : " << Weapon->MaxAmmo << endl;
    	FullWeaponLog << " Weapon AmmoPerMagazine : " << Weapon->AmmoPerMagazine << endl;
    	FullWeaponLog << " Weapon ModelFileName : " << Weapon->ModelFileName << endl;
    	FullWeaponLog << " Weapon SkinFileName : " << Weapon->SkinFileName << endl;
    	FullWeaponLog << " Weapon RenderStyleFileName : " << Weapon->RenderStyleFileName << endl;
    	FullWeaponLog << " Weapon NanoMaxAmmo : " << Weapon->NanoMaxAmmo << endl;
    	FullWeaponLog << " Weapon NanoAmmoPerMagazine : " << Weapon->NanoAmmoPerMagazine << endl;
    	FullWeaponLog << " Weapon GViewAnimName : " << Weapon->GViewAnimName << endl;
    	FullWeaponLog << " Weapon GVModelScale : " << Weapon->GVModelScale << endl;
    	FullWeaponLog << " Weapon ReloadSoundName : " << Weapon->ReloadSoundName << endl;
    	FullWeaponLog << " Weapon SubExplosionSoundName : " << Weapon->SubExplosionSoundName << endl;
    	FullWeaponLog << " Weapon DmgFactorByDistance : " << Weapon->DmgFactorByDistance << endl;
    	FullWeaponLog << " Weapon AIDmgFactorByDistance : " << Weapon->AIDmgFactorByDistance << endl;
    	FullWeaponLog << " Weapon DmgVariantionFactor : " << Weapon->DmgVariantionFactor << endl;
    	FullWeaponLog << " Weapon ShotsPerAmmo : " << Weapon->ShotsPerAmmo << endl;
    	FullWeaponLog << " Weapon WeaponPrice : " << Weapon->WeaponPrice << endl;
    	FullWeaponLog << " Weapon AmmoPrice : " << Weapon->AmmoPrice << endl;
    	FullWeaponLog << " Weapon ReloadSingleAmmo : " << Weapon->ReloadSingleAmmo << endl;
    	FullWeaponLog << " Weapon BoomDuration : " << Weapon->BoomDuration << endl;
    	FullWeaponLog << "[+] Weapon Attribute : " << endl;
    	FullWeaponLog << " Weapon LeftClickAttribute : " << Weapon->LeftClickAttribute << endl;
    	FullWeaponLog << " Weapon RightClickAttribute : " << Weapon->RightClickAttribute << endl;
    	FullWeaponLog << " Weapon ZoomAttribute : " << Weapon->ZoomAttribute << endl;
    	FullWeaponLog << " Weapon ReloadAttributes : " << Weapon->ReloadAttributes << endl;
    	FullWeaponLog << " Weapon KnifeLeftClickAttribute : " << Weapon->KnifeLeftClickAttribute << endl;
    	FullWeaponLog << " Weapon KnifeRightClickAttribute : " << Weapon->KnifeRightClickAttribute << endl;
    	FullWeaponLog << " Weapon IsDroopedWhenDie : " << Weapon->IsDroopedWhenDie << endl;
    	FullWeaponLog << " Weapon DependentRoundType : " << Weapon->DependentRoundType << endl;
    	FullWeaponLog << " Weapon StunTime : " << Weapon->StunTime << endl;
    	FullWeaponLog << " Weapon SubWeaponIndex : " << Weapon->SubWeaponIndex << endl;
    	FullWeaponLog << " Weapon MoveSpeedPenalty : " << Weapon->MoveSpeedPenalty << endl;
    	FullWeaponLog << " Weapon ReloadAnimRatio : " << Weapon->ReloadAnimRatio << endl;
    	FullWeaponLog << " Weapon ChangeWeaponAnimRatio : " << Weapon->ChangeWeaponAnimRatio << endl;
    	FullWeaponLog << " Weapon GrenadeBelowTime : " << Weapon->GrenadeBelowTime << endl;
    	FullWeaponLog << " Weapon BoomType : " << Weapon->BoomType << endl;
    	FullWeaponLog << " Weapon BoomDurationDmg : " << Weapon->BoomDurationDmg << endl;
    	FullWeaponLog << " Weapon NanoGhostDmgPenalty : " << Weapon->NanoGhostDmgPenalty << endl;
    	FullWeaponLog << " Weapon NanoGhostDmgTime : " << Weapon->NanoGhostDmgTime << endl;
    	FullWeaponLog << " Weapon ContinuousShotKeyInterval : " << Weapon->ContinuousShotKeyInterval << endl;
    	FullWeaponLog << " Weapon HaveKnife : " << Weapon->HaveKnife << endl;
    	FullWeaponLog << " Weapon KnifeAnim : " << Weapon->KnifeAnim << endl;
    	FullWeaponLog << " Weapon KnfeAtkSoundName : " << Weapon->KnfeAtkSoundName << endl;
    	FullWeaponLog << " Weapon GunKnifeRange : " << Weapon->GunKnifeRange << endl;
    	FullWeaponLog << " Weapon NanoGhostDmgTime : " << Weapon->GunKnifeAmmoDmg << endl;
    	FullWeaponLog << "[+] PvEffect : " << endl;
    	FullWeaponLog << " Weapon PVEffectName : [" << Weapon->PVEffectName << "],[" << Weapon->PVEffectName2 << "]" << endl;
    	FullWeaponLog << "[+] New Offsets : " << endl;
    	FullWeaponLog << " Weapon IsGunKnifeJitter : " << Weapon->IsGunKnifeJitter << endl;
    	FullWeaponLog << " Weapon CrosshairRadius : " << Weapon->CrosshairRadius << endl;
    	FullWeaponLog << " Weapon LeverAction : " << Weapon->LeverAction << endl;
    	FullWeaponLog << "[+] Added : " << endl;
    	FullWeaponLog << " Weapon UnlimitedAmmo : " << Weapon->UnlimitedAmmo << endl;
    	FullWeaponLog << " Weapon TargetSlot : " << Weapon->TargetSlot << endl;
    	FullWeaponLog << " Weapon LeftHandModeFileName : " << Weapon->LeftHandModeFileName << endl;
    	FullWeaponLog << " Weapon WLeftHandModeFileName : " << Weapon->WLeftHandModeFileName << endl;
    	FullWeaponLog << " Weapon PViewModelFileName : " << Weapon->PViewModelFileName << endl;
    	FullWeaponLog << " Weapon PViewSkinFileName : " << Weapon->PViewSkinFileName << endl;
    	FullWeaponLog << " Weapon PViewRenderStyleFileName : " << Weapon->PViewRenderStyleFileName << endl;
    	FullWeaponLog << " Weapon TempPVModel1 : " << Weapon->TempPVModel1 << endl;
    	FullWeaponLog << " Weapon TempPVSkin1 : " << Weapon->TempPVSkin1 << endl;
    	FullWeaponLog << " Weapon ShotSoundName : " << Weapon->ShotSoundName << endl;
    	FullWeaponLog << " Weapon MagazineClipInSoundName : " << Weapon->MagazineClipInSoundName << endl;
    	FullWeaponLog << " Weapon BlowBackSoundName : " << Weapon->BlowBackSoundName << endl;
    	FullWeaponLog << " Weapon DelBlowSoundName : " << Weapon->DelBlowSoundName << endl;
    	FullWeaponLog << " Weapon Extra01SoundName : " << Weapon->Extra01SoundName << endl;
    	FullWeaponLog << " Weapon Extra02SoundName : " << Weapon->Extra02SoundName << endl;
    	FullWeaponLog << " Weapon ShotSoundStartName : " << Weapon->ShotSoundStartName << endl;
    	FullWeaponLog << " Weapon BigIconName : " << Weapon->BigIconName << endl;
    	FullWeaponLog << " Weapon SmallIconName : " << Weapon->SmallIconName << endl;
    	FullWeaponLog << " Weapon EffectSubName : " << Weapon->EffectSubName << endl;
    	FullWeaponLog << " Weapon SpecularMapName1 : " << Weapon->SpecularMapName1 << endl;
    	FullWeaponLog << " Weapon SpecularMapName2 : " << Weapon->SpecularMapName2 << endl;
    	FullWeaponLog << " Weapon SpecularPower : " << Weapon->SpecularPower << endl;
    	FullWeaponLog << " Weapon ReflectionName : " << Weapon->ReflectionName << endl;
    	FullWeaponLog << " Weapon ReflectionValue : " << Weapon->ReflectionValue << endl;
    	FullWeaponLog << " Weapon FakeSpecularFalloff : " << Weapon->FakeSpecularFalloff << endl;
    	FullWeaponLog << " Weapon LightCorrectionLegacyShader : " << Weapon->LightCorrectionLegacyShader << endl;
    	FullWeaponLog << " Weapon ForceNoLegacyShaderAlpha : " << Weapon->ForceNoLegacyShaderAlpha << endl;
    	FullWeaponLog << " Weapon GViewKnifeAttackAnimName : " << Weapon->WallShotDmgRatio[0] << ", " << Weapon->WallShotDmgRatio[1] 
    	<< ", " << Weapon->WallShotDmgRatio[2] << ", " << Weapon->WallShotDmgRatio[3]
    	<< ", " << Weapon->WallShotDmgRatio[4] << ", " << Weapon->WallShotDmgRatio[5] 
    	<< ", " << Weapon->WallShotDmgRatio[6] << ", " <<Weapon->WallShotDmgRatio[7]
    	<< ", " << Weapon->WallShotDmgRatio[8] << ", " <<Weapon->WallShotDmgRatio[9]
    	<< ", " << Weapon->WallShotDmgRatio[10] << ", " <<Weapon->WallShotDmgRatio[11]
    	<< ", " << Weapon->WallShotDmgRatio[12] << ", " << Weapon->WallShotDmgRatio[13] << endl;
    	//FullWeaponLog << " Weapon GViewKnifeAttackAnimName : " << Weapon->GViewKnifeAttackAnimName << endl;
    	FullWeaponLog << "###############################" << endl << endl;
    						}
    					}
    				}
    			}
    	FullWeaponLog << "########################################" << endl;
    	FullWeaponLog << "########################################" << endl;
    	FullWeaponLog.close();
    }
    void LogNanoCharacter(){
    	NanoCharactersLog << "########################################" << endl ;
    	NanoCharactersLog << "## I2esp #### NanoCharacter ##### ect ##"  << endl;
    	NanoCharactersLog << "########################################" << endl << endl ;
    	DWORD pNanoMgr = *(DWORD*)(CShell +  NanoCharMgr);
    		if(	pNanoMgr != NULL){
    	for(int i=0;i<=55;i++){
    		NanoCharacter* NanoCharacterClass = (NanoCharacter*)(pNanoMgr + (0x0598*i));
    		  if(NanoCharacterClass !=NULL){
    		NanoCharactersLog << "######################" << i << "##################" << endl;
    		NanoCharactersLog <<"Type : " << NanoCharacterClass->NanoType <<endl;
    		NanoCharactersLog <<"NanoAbility : " << NanoCharacterClass->NanoAbility <<endl;
    		NanoCharactersLog <<"NanoAddHp : " << NanoCharacterClass->NanoAddHp <<endl;
    		NanoCharactersLog <<"ModelFileName : " << NanoCharacterClass->ModelFileName <<endl;
    		NanoCharactersLog <<"NanoDefaultWepIndex : " << NanoCharacterClass->NanoDefaultWepIndex <<endl;
    		NanoCharactersLog <<"NanoDefaultWepInvisible : " << NanoCharacterClass->NanoDefaultWepInvisible <<endl;
    		NanoCharactersLog <<"NanoSpecialWepIndex : " << NanoCharacterClass->NanoSpecialWepIndex <<endl;
    		NanoCharactersLog <<"NanoSpecialWepInvisible : " << NanoCharacterClass->NanoSpecialWepInvisible <<endl;
    		NanoCharactersLog <<"NanoSkillWepIndex : " << NanoCharacterClass->NanoSkillWepIndex <<endl;
    		NanoCharactersLog <<"NextLevelNanoType : " << NanoCharacterClass->NextLevelNanoType <<endl;
    				}
    			}
    		}
    		NanoCharactersLog.close();
    }
    //=== FunctionsProtype ===
    typedef void ( __thiscall *lpDrawEngineString ) ( unsigned long ulFontBase, char* szString, int xCoord, int yCoord, unsigned long clColor, bool bShadow, bool bUnderline, bool bUnk);
    lpDrawEngineString DrawEngineString;
    #define DrawEngineString_Call 0x377020
    #define DrawEngineString_ulBase 0x10CCF80
    //=== Defines === Useless As I Check The Weapon Class !!
    #define Rifle (i==11 || i==12 || i==13 || i==22 || i==24 || i==25 || i==27 || i==29 || i==30 || i==31 || i==34 || i==38 || i==40 || i==41 || i==42 || i==45 || i==47 || i==49 || i==50 || i==56 || i==72 || i==73 || i==76 || i==77 || i==85 || i==87 || i==88 || i==90 || i==94 || i==95 || i==96 || i==97 || i==98 || i==103 || i==104 || i==106 || i==113 || i==121 || i==127 || i==133 || i==140 || i==141 || i==160 || i==161 || i==164 || i==167 || i==174 || i==175 || i==179 || i==187 || i==190 || i==201 || i==203 || i==206 || i==208 || i==212 || i==221 || i==222 || i==230 || i==233 || i==234 || i==236 || i==237 || i==280 || i==291 || i==333 || i==340 || i==341 || i==349 || i==351 || i==364 || i==365 || i==366 || i==367 || i==374 || i==377 || i==390 || i==391 || i==403 || i==415 || i==418 || i==421 || i==429 || i==431 || i==436 || i==440 || i==444 || i==462 || i==471 || i==479 || i==484 || i==486 || i==499 || i==502 || i==503 || i==509 || i==510 || i==511 || i==512 || i==526 || i==532 || i==536 || i==538 || i==539 || i==542 || i==559 || i==573 || i==591 || i==597 || i==598 || i==619 || i==622 || i==623 || i==628 || i==629 || i==630 || i==636 || i==652 || i==656 || i==664 || i==667 || i==676 || i==678 || i==679 || i==682 || i==683 || i==687 || i==688 || i==691 || i==712 || i==713 || i==723 || i==726 || i==727 || i==730 || i==731 || i==734 || i==735 || i==737 || i==742 || i==750 || i==751 || i==754 || i==755 || i==763 || i==765 || i==769 || i==790 || i==791 || i==820 || i==850 || i==868 || i==913 || i==914 || i==915 || i==916)
    #define Sniper (i==14 || i==15 || i==16 || i==23 || i==43 || i==46 || i==91 || i==110 || i==111 || i==122 || i==136 || i==150 || i==152 || i==163 || i==185 || i==186 || i==194 || i==232 || i==249 || i==268 || i==279 || i==294 || i==323 || i==358 || i==368 || i==378 || i==380 || i==461 || i==500 || i==513 || i==525 || i==554 || i==602 || i==625 || i==632 || i==657 || i==714 || i==724 || i==746 || i==807 || i==812 || i==814 || i==827 || i==917)
    #define Knife (i==5 || i==35 || i==74 || i==120 || i==132 || i==176 || i==177 || i==178 || i==182 || i==189 || i==195 || i==196 || i==197 || i==198 || i==199 || i==223 || i==224 || i==225 || i==226 || i==227 || i==228 || i==239 || i==244 || i==261 || i==269 || i==270 || i==271 || i==302 || i==303 || i==304 || i==305 || i==306 || i==307 || i==345 || i==346 || i==372 || i==376 || i==381 || i==404 || i==405 || i==406 || i==407 || i==408 || i==409 || i==417 || i==437 || i==455 || i==456 || i==457 || i==488 || i==517 || i==518 || i==531 || i==540 || i==541 || i==548 || i==561 || i==576 || i==584 || i==587 || i==620 || i==647 || i==672 || i==673 || i==693 || i==700 || i==718 || i==719 || i==728 || i==736 || i==744 || i==760 || i==764 || i==921 || i==922)
    #define Pistol (i==1 || i==4 || i==18 || i==19 || i==20 || i==26 || i==33 || i==37 || i==44 || i==60 || i==75 || i==78 || i==92 || i==105 || i==115 || i==116 || i==153 || i==155 || i==156 || i==217 || i==235 || i==241 || i==247 || i==267 || i==281 || i==283 || i==309 || i==328 || i==348 || i==350 || i==370 || i==371 || i==430 || i==439 || i==470 || i==497 || i==515 || i==516 || i==528 || i==589 || i==600 || i==626 || i==644 || i==650 || i==670 || i==684 || i==694 || i==716 || i==717 || i==725 || i==771 || i==775 || i==844 || i==847 || i==878 || i==919 || i==920)
    #define Mutants ((i==120)||(i==176)||(i==177)||(i==178)||(i==182)||(i==195)||(i==196)||(i==197)||(i==198)||(i==199)||(i==223)||(i==224)||(i==225)||(i==226)||(i==227)||(i==228)||(i==270)||(i==271)||(i==302)||(i==303)||(i==304)||(i==305)||(i==306)||(i==307)||(i==404)||(i==405)||(i==406)||(i==407)||(i==408)||(i==409))
    #define Hmx ((i==673) || (i==541))
    #define IsSmokeGrenade(i) (i == 8 || i == 64 || i == 65 || i == 384 || i == 521 || i==925 )
    #define IsFlashGrenade(i) (i == 7 || i == 383 || i == 520 || i==924 )
    #define Grenade (i==6 || i==7 || i==8 || i==64 || i==65 || i==100 || i==126 || i==135 || i==200 || i==209 || i==210 || i==240 || i==262 || i==263 || i==272 || i==288 || i==313 || i==324 || i==338 || i==357 || i==382 || i==383 || i==384 || i==416 || i==423 || i==424 || i==425 || i==435 || i==438 || i==473 || i==481 || i==519 || i==520 || i==521 || i==654 || i==696 || i==698 || i==720 || i==721 || i==722 || i==729 || i==749 || i==923 || i==924 || i==925)
    // Strides
    #define sWeapon 36
    #define sMap 24
    #define sSkyWalls 28
    #define sBody 44
    #define sHead 40
    //=== PTC ===
    void __cdecl PushToConsole(CHAR* sVal ) {
    	DWORD dwCShell = (DWORD)GetModuleHandleA(DPLCS);
    	if( CShell != NULL )
    	{
    		DWORD *zAddress = (DWORD*)( CShell + PushToConsoleAddy );
    		void* szConsole = (void*)*(DWORD*)( *zAddress + PTC_Addy );
    
    		_asm
    		{
    			PUSH sVal
    			CALL szConsole		
    			ADD ESP, 0x4
    		}
    	}
    }
    //=== Ingame MSGBOX ===
    void PushNMessage(const char *szMessage)
    {
        typedef void(__cdecl *pGameMsgBox_t)(DWORD, DWORD, DWORD, const char*);
        pGameMsgBox_t pGameMsgBox = (pGameMsgBox_t)(MSGBOX + CShell);
         pGameMsgBox(MSGBOX_3Push, MSGBOX_2Push, MSGBOX_1Push, szMessage);
    }
    void PushMessage(char* Message)
    {
    	DWORD MessageAddress = CShell + MSGBOX;
    	__asm
    	{
    		PUSH Message;
    		PUSH 0;
    		PUSH 0;
    		PUSH 0;
    		call MessageAddress;
    		add esp, MSGBOX_Add;
    	}
    }
    //=== Zoom Adder ===
    void Zoom(int weaponid){
    				DWORD pWeaponMgr = *(DWORD*)(CShell +  WeaponMgr);
    	if(	pWeaponMgr != NULL){
    	DWORD Weapon = (*(DWORD*)( pWeaponMgr + (4*weaponid)) );			
    		if(Weapon != NULL){
    							*(int*)(Weapon + RightClickAttribute) = 0x2;
    							*(int*)(Weapon + ZoomAttribute) = 0x10;
                                *(int*)(Weapon + (ZoomStage)) = 2; // Amount Of Scope Lvl(s)
                                *(float*)(Weapon + (ZoomStage + 4)) = 500.0f;
                                *(float*)(Weapon + (ZoomStage + 8)) = 500.0f;
    							*(float*)(Weapon + ZoomAction + 0*4) = 1; // Normal x1
    							*(float*)(Weapon + ZoomAction + 1*4) = 2;
    		}
    	}
    }
    //=== Weapon Changer [NO ERROR] ===
    void ChangeWeaponP(int weaponid, int targetid){
    	DWORD pWeaponMgr = *(DWORD*)(CShell +  WeaponMgr);
    	if(	pWeaponMgr != NULL){
    	for(int i=5000; i<=12000; i++)
    	{
        DWORD wWeapon =  *(DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*weaponid)); // Knife
        DWORD wTarget = *(DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*targetid));
        *(DWORD*)(wWeapon + i) = *(DWORD*)(wTarget + i); 
    	}
    	}
    }
    //=== Weapon Changer [FullCHANGER] ===
    void ChangeWeaponF(int weaponid, int targetid){
    		DWORD pWeaponMgr = *(DWORD*)(CShell +  WeaponMgr);
    	if(	pWeaponMgr != NULL){
    		DWORD* weapon = (DWORD*)((*(DWORD*)(CShell + WeaponMgr )) + weaponid*4);// melee
    				DWORD* target = (DWORD*)((*(DWORD*)(CShell + WeaponMgr )) + targetid*4);	
    				*weapon = *target;
    	}
    }
    //=== CharacterChange ===
    void CharacterChange(int cid, int targetid){
    	DWORD pCharacterViewMgr=(*(DWORD*)(CShell + CharacterViewMgr));
    	memcpy((void*)(pCharacterViewMgr + (0x958*cid) + 0x4),(void*)(pCharacterViewMgr + (0x958*targetid) + 0x4),0x603);
    	 cCharacter* Character = (cCharacter*)(pCharacterViewMgr + (0x958*cid));
    	 cCharacter* Character2 = (cCharacter*)(pCharacterViewMgr + (0x958*targetid));
    	 memcpy((Character->HUDEffectPath),(Character->HUDEffectPath), 256);
    	 memcpy((Character->HUDLinePath),(Character->HUDLinePath), 256);
    }
    void NanoCharacterChange(int cid, int targetid){
    	DWORD pNanoCharacterMgr=(*(DWORD*)(CShell + NanoCharMgr));
    	memcpy((void*)(pNanoCharacterMgr + (0x0598*cid) + 0x4),(void*)(pNanoCharacterMgr + (0x0598*targetid) + 0x4),0x0598-0x4);
    }
    void CharacterChangeF(int cid, int targetid, int targetid2){// 1 UNSF , 2 GSG9
    	DWORD pCharacterViewMgr=(*(DWORD*)(CShell + CharacterViewMgr));
    	//memcpy((void*)(pCharacterViewMgr + (0x958*cid) + 0x4),(void*)(pCharacterViewMgr + (0x958*targetid) + 0x4),0x603);
    	 cCharacter* Character = (cCharacter*)(pCharacterViewMgr + (0x958*cid));
    	 cCharacter* Character2 = (cCharacter*)(pCharacterViewMgr + (0x958*targetid));
    	 cCharacter* Character3 = (cCharacter*)(pCharacterViewMgr + (0x958*targetid2));
    
    	 memcpy((Character->GRModelName),(Character2->GRModelName), 81);
    	 memcpy((Character->BLModelName),(Character3->BLModelName), 81);
    
    	 memcpy((Character->GRTextureFile),(Character2->GRTextureFile), 81);
    	 memcpy((Character->BLTextureFile),(Character3->BLTextureFile), 81);
    
    	 memcpy((Character->GRPvArmTxtFile),(Character2->GRPvArmTxtFile), 81);
    	 memcpy((Character->BLPvArmTxtFile),(Character3->BLPvArmTxtFile), 81);
    
    	 memcpy((Character->GRPvHandTxtFile),(Character2->GRPvHandTxtFile), 81);
    	 memcpy((Character->BLPvHandTxtFile),(Character3->BLPvHandTxtFile), 81);
    
    	 memcpy((Character->HUDEffectPath),(Character2->HUDEffectPath), 256);
    	 memcpy((Character->HUDLinePath),(Character2->HUDLinePath), 256);
    }
    void Chams(){
    	DWORD pWeaponMgr = *(DWORD*)(CShell +  WeaponMgr);
    	cWeapon* RedCrystal = (cWeapon*)(*(DWORD*)( pWeaponMgr + (4*868)) );
    	DWORD pCharacterViewMgr=(*(DWORD*)(CShell + CharacterViewMgr));
    	for(int i= 1 ; i <20; i++){
    	cCharacter* Character = (cCharacter*)(pCharacterViewMgr + (0x958*i));
    	memcpy((Character->BLTextureFile),"ModelTextures/PlayerView/pv-AWM-Blue Crystal.dtx", 81);
    	memcpy((Character->GRTextureFile),"ModelTextures/PlayerView/pv-AWM-Blue Crystal.dtx", 81);
    	}
    }
    //=== BackupMemory ===
    float BUMovementWalkRate;
    float BUMoveSpeedPenalty[1000];
    float BUChangeWeaponAnimRatio[1000];
    void BackupMemory(){
    	// BPlayerInfo
    	DWORD pBPLayerInfo = *(DWORD*)(CShell +  BPlayerInfo);
    	sBasicPlayerInfo* BasicPlayerInfoC = (sBasicPlayerInfo*)pBPLayerInfo;
    	BUMovementWalkRate = BasicPlayerInfoC->MovementWalkRate;
    	// Weapons
    	DWORD pWeaponMgr = *(DWORD*)(CShell +  WeaponMgr);
    		if(	pWeaponMgr != NULL){
    			for(int i=0; i<925; i++){
    				DWORD Weapon = (*(DWORD*)( pWeaponMgr + (4*i)) );
    				cWeapon* WeaponClass = (cWeapon*)(*(DWORD*)( pWeaponMgr + (4*i)) );
    					if(Weapon != NULL){
    						BUMoveSpeedPenalty[i] = WeaponClass->MoveSpeedPenalty;
    						BUChangeWeaponAnimRatio[i] = WeaponClass->ChangeWeaponAnimRatio;
    			}
    		}
    	}
    }
    //=== Hook ===
    DWORD retMyDIP;
    void D3Dfunktionen (LPDIRECT3DDEVICE9 pDevice)
    {
    	IDirect3DVertexBuffer9* pStreamData = NULL; 
    	UINT iOffsetInBytes,iStride;  
    	pDevice->GetStreamSource(0,&pStreamData,&iOffsetInBytes,&iStride); 
    
    	if(iStride == sBody || iStride == sHead || iStride == sWeapon)
    	{
    		pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);//WallHack
    	}
    }
    __declspec(naked) HRESULT WINAPI MyDIP()
    {
    	static LPDIRECT3DDEVICE9 pDevice;
    
    	__asm
    	{
    		MOV EDI,EDI
    		PUSH EBP
    		MOV EBP,ESP
    		MOV EAX,DWORD PTR SS:[EBP + 0x8]
    		MOV pDevice,EAX
    	}
    	D3Dfunktionen(pDevice);
    	__asm
    	{
    		JMP retMyDIP
    	}
    }
    void Hook ()
    {
    	DWORD hD3D = (DWORD)GetModuleHandleA(DPD3D);
    	if(hD3D){
    	DWORD *vtbl;
    
    	DWORD adr = FindPattern(hD3D, 0x128000, (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx");
    	if(adr)
    	{
    		memcpy(&vtbl,(void*)(adr + 2),4);
    		retMyDIP = vtbl[82] + 0x5;
    		MakeCall((PBYTE)vtbl[82],(DWORD)MyDIP,0x5);
    	}
    	}
    }
    //=== Memory 1 Time Change ===
    void MemoryNormal(){
    
    	// CfexeMgrNano
    	/*DWORD NanoCfexe = *(DWORD*)(0x68F608);
    	CfexeNano* Class = (CfexeNano*)(NanoCfexe + (0x54*0));
    	SpecialLog << "STARTED" << endl << Class->ModeIndex << endl;
    	SpecialLog << "ModeIndex2" << Class->ModeIndex2 << endl;
    	SpecialLog << "DamagePerPoint" << Class->DamagePerPoint << endl;
    	SpecialLog << "HeroCharacterType" << Class->HeroCharacterType << endl;
    	SpecialLog << "HeroWeaponIndex" << Class->HeroWeaponIndex << endl;
    	SpecialLog << Class->KillPointOfInfectHero << endl;
    	CfexeNano* Class2 = (CfexeNano*)(NanoCfexe + (0x54*2));
    	SpecialLog << "ModeIndex" << Class2->ModeIndex << endl;
    	SpecialLog << "ModeIndex2" << Class2->ModeIndex2 << endl;
    	SpecialLog << "DamagePerPoint" << Class2->DamagePerPoint << endl;
    	SpecialLog << "HeroCharacterType" << Class2->HeroCharacterType << endl;
    	SpecialLog << "HeroWeaponIndex" << Class2->HeroWeaponIndex << endl;
    	SpecialLog << "KillPointOfInfectHero" << Class2->KillPointOfInfectHero << endl;*/
    
    	/*if(SeeGhostsMem){
    		*(DWORD *)(MemCGhosts) = 14;
    		}// End WallHack*/
    
    	// BasicPlayerInfo
    	DWORD pBPLayerInfo = *(DWORD*)(CShell +  BPlayerInfo);
    	sBasicPlayerInfo* BasicPlayerInfoC = (sBasicPlayerInfo*)pBPLayerInfo;
    	if(	pBPLayerInfo != NULL){
    		if(DescreaseIncomeDmg){
    					
    			}// DescreaseInComeDmg
    		if(InstantDefuseC4){
    			BasicPlayerInfoC->C4DefuseTime = 1.0f;
    			}// InstantDefuseC4
    		}// End BasicPlayerInfo
    
    	// MapMgr
    	DWORD pMapMgr=(*(DWORD*)(CShell + MapMgr));
    	if(TuroialMapCH){
    	CFMap* map = (CFMap*)(pMapMgr + (0x818*18));
    	memcpy((void*)(pMapMgr + (0x818*18)+0x22),(void*)(pMapMgr + (0x818*66)+0x22),0x818-0x22);//change training magazine room to random
    	map->MapRuleType=14;
    	}// Tutorail Map Changer
    
    	// CharacterMgr
    	 DWORD pCharacterMgr=(*(DWORD*)(CShell + CharacterMgr));
    
    	 // CharacterViewMgr
    	 DWORD pCharacterViewMgr=(*(DWORD*)(CShell + CharacterViewMgr));	 
    	 if(CharacterCh){
    	 CharacterChangeF(1, 13, 5);
    	 }
    	 if(SeeGhosts){
    	 CharacterChange(11, 1);
    	 CharacterChange(12, 1);
    	 }
    	 if(i2_Character){
    	 cCharacter* Character = (cCharacter*)(pCharacterViewMgr + (0x958*1));
    	 cCharacter* Unsf = (cCharacter*)(pCharacterViewMgr + (0x958*19));
    	 cCharacter* Gsg9 = (cCharacter*)(pCharacterViewMgr + (0x958*5));
    
    	 memcpy((Character->GRModelName),(Gsg9->BLModelName), 81);
    	 memcpy((Character->BLModelName),(Gsg9->BLModelName), 81);
    	 memcpy((Character->GRTextureFile),(Gsg9->BLTextureFile), 81);
    	 memcpy((Character->BLTextureFile),"ModelTextures/PlayerView/pv-AWM-Blue Crystal.dtx", 81);
    
    	 memcpy((Character->GRPvArmTxtFile),(Unsf->GRPvArmTxtFile), 81);
    	 memcpy((Character->BLPvArmTxtFile),(Gsg9->BLPvArmTxtFile), 81);
    	 memcpy((Character->GRPvHandTxtFile),(Unsf->GRPvHandTxtFile), 81);
    	 memcpy((Character->BLPvHandTxtFile),(Unsf->GRPvHandTxtFile), 81);
    
    	 memcpy((Character->HUDEffectPath),(Unsf->HUDEffectPath), 256);
    	 memcpy((Character->HUDLinePath),(Unsf->HUDLinePath), 256);
    	 }
    	 if(i2_chams){
    	 Chams();
    	 }
    	 for(int id=1; id<20;id++){
    	 cCharacter* Character = (cCharacter*)(pCharacterViewMgr + (0x958*id));
    	 CharacterChange(id, 20);
    	 }
    	 ChangeWeaponP(11, 1023);
    
    	 // NanoCharacterMgr
    	 DWORD pNanoCharacterMgr=(*(DWORD*)(CShell + NanoCharMgr));
    	 if(NanoCharacterCH){
    	NanoCharacter* Havoc = (NanoCharacter*)(pCharacterViewMgr + (0x598*21));
    	 for(int id=1; id<20;id++){
    	 NanoCharacter* Character = (NanoCharacter*)(pCharacterViewMgr + (0x598*id));
    	 if(Character){
    	 NanoCharacterChange(id, 21);
    	 Character->BigShotDmg = Havoc->BigShotDmg;
    	 Character->NormalDmg = Havoc->NormalDmg;
    	 }
    		}
    	 }
    
    	// WeaponMgr
    	DWORD pWeaponMgr = *(DWORD*)(CShell +  WeaponMgr);
    	if(	pWeaponMgr != NULL){
    		for(int i=0; i<925; i++){
    			DWORD Weapon = (*(DWORD*)( pWeaponMgr + (4*i)) );
    			cWeapon* WeaponClass = (cWeapon*)(*(DWORD*)( pWeaponMgr + (4*i)) );
    	if(Weapon != NULL){
    		if(OneHitNadeG){
    			if(Grenade && !IsSmokeGrenade(i) && !IsFlashGrenade(i)){
    				*(float*)(Weapon + DamageVariantionFactor)= -9999.2f;
    					}
    						}// One Hit Nade [Grenade]
    		if(NoSmoke){
    			if(WeaponClass->Class == 6){
    				*(float*)(Weapon + GrenadeBelowTime)= 999999.0f;
    					}
    						}// No Smoke
    		if(NoFlash){
    			if(WeaponClass->Class == 6){
    				*(float*)(Weapon + Range)= 0.0f;
    					}
    						}// No Flash
    		if(OneHitRifle && AlwaysHeadShot){
    			if(WeaponClass->Class == 3){
    				for(int x=0; x < 29; x++){
    							*(float*)(Weapon + DmgRatioPerNode + x*4) = 1.48f;
    						}
    					}
    						}// One Hit Rifle
    		if(OneHitSniper && AlwaysHeadShot){
    			if(WeaponClass->Class == 4){
    				for(int x=0; x < 29; x++){
    							*(float*)(Weapon + DmgRatioPerNode + x*4) = 1.48f;
    						}
    					}
    						}// One Hit Sniper
    		if(I2espectWM){
    			char I2espectTxt[9] = "I2espect";
    				for(int x=0; x<9; x++){
    					*(char*)(Weapon + WeaponName + x) = I2espectTxt[x];
    										}
    				}// I2espect WaterMark
    		if(M16_OHK){
    			if(i==25){
    					*(float*)(Weapon + DmgFactorByDis ) = -9999.2f;
    					}
    				}// M16 OHK
    		if(GrenadeRange){
    			if(Grenade && !IsSmokeGrenade(i) && !IsFlashGrenade(i)){
    				*(float*)(Weapon + Range ) = 9999.0f;
    					}
    				}// Grenade Range
    		if(Stunner && KnockerBack){
    			if(!Grenade && !IsSmokeGrenade(i) && !IsFlashGrenade(i) && !Knife){
    				*(float*)(Weapon + NanoGhostDmgPenaltyTime ) = 999.0f;
    				*(float*)(Weapon + NanoGhostDmgMoveRate ) = 999.0f;
    					}
    				}// Stunner , Knocker
    		if(IronBeastTest){
    			if(i==25){
    				ChangeWeaponF(25, 856);
    				ChangeWeaponF(5, 728);
    				ChangeWeaponF(6, 262);
    					}
    				}// IronBeast
    		if(SlugClaws){
    				ChangeWeaponP(5, 345);
    				SlugClaws = false;
    				}// SlugClaws
    		if(NewNoRecoil){
    			for(int c=0;c<30;c++){
    				*(float*)(Weapon + 0x3A18 + c*4) = 0.0f;
    					}
    				}// NewNoRecoil
    		if(KnifeRedCrystal){
    			cWeapon* KnifeW = (cWeapon*)(*(DWORD*)( pWeaponMgr + (4*5)) );
    			cWeapon* RedCrystal = (cWeapon*)(*(DWORD*)( pWeaponMgr + (4*868)) );
    			memcpy((void*)(KnifeW->SkinFileName),(void*)(RedCrystal->SkinFileName),81);
    			KnifeRedCrystal = false;
    					}// Knife Red Crystal
    		if(Specular && Reflection){
    			*(float*)(Weapon + 0x34CC)= 999.0f;
    			*(float*)(Weapon + 0x3524)= 999.0f;
    					}// Specular
    		if(Small_CS){
    			if(Small_CS && Small_CS_ID == -1){
    				for(int x=0;x<5;x++){
    					*(float*)(Weapon + CrossHairSize + x*4)= 0.001f;
    							}
    						}// AllWeapons
    			if(Small_CS && Small_CS_ID == i){
    				for(int x=0;x<5;x++){
    					*(float*)(Weapon + CrossHairSize + x*4)= 0.001f;
    							}
    				Small_CS = false;
    						}// 1 Weapon Only
    					}// Small Crosshair
    		if(Zoomer){
    			if(Zoomer && Zoomer_ID == -1){
    				Zoom(i);
    						}// AllWeapons
    			if(Zoomer && Zoomer_ID == i){
    				Zoom(i);
    				Zoomer = false;
    						}// 1 Weapon Only
    					}// Zoom Adder
    		if(TrainingWeapons){
    			if(i==728){
    			ChangeWeaponF(25, 323);
    			//ChangeWeaponF(6, 416);
    			//ChangeWeaponF(5, 862);
    			TrainingWeapons = false;
    			}
    					}// Training Weapons
    		if(FastKnife){
    			if(WeaponClass->Class == 7){
    			WeaponClass->KnifeNormalAniRate = 1.3f;
    			WeaponClass->KnifeNormalAniRate2 = 1.3f;
    			WeaponClass->KnifeNormalAniRate3 = 1.3f;
    				}
    					}// Fast Knife
    		if(NoGrenadeDmg){
    			if(WeaponClass->Class == 6){
    				WeaponClass->AmmoDmg = 0.0f;
    				}
    					}// No Grenade Damage
    		if(FullWallbang){
    
    					}// Full WallBang
    		if(SnipersCS){
    			if(WeaponClass->Class == 4){
    				*(int*)(Weapon + ZoomAttribute) = 0x10;
    					for(int x=0;x<5;x++){
    					*(float*)(Weapon + 0x3B8C + x*4)= 0.001f;
    							}
    					for(int y=0; y<30; y++){
    				*(float*)(Weapon + 0x53C + y*4)= 0.0f;
    				*(float*)(Weapon + 0x6A4 + y*4)= 0.0f;
    						}
    					}
    				} // Show Sniper Crosshair
    		if(Knife_Left_Click_Speed){
    			if(WeaponClass->Class == 7){
    				WeaponClass->KnifeNormalAniRate *= 3.0f;
    				WeaponClass->KnifeNormalAniRate2 *= 3.0f;
    				WeaponClass->KnifeNormalAniRate3 *= 3.0f;
    					}
    				} // Knife Left Click Speed x3
    		if(Knife_Right_Click_Speed){
    			if(WeaponClass->Class == 7){
    				WeaponClass->KnifeBigShotAniRate *= 3.0f;
    				WeaponClass->KnifeBigShotAniRate2 *= 3.0f;
    				WeaponClass->KnifeBigShotAniRate3 *= 3.0f;
    					}
    				} // Knife Right Click Speed x3
    		if(Knife_Left_Click_Range){
    			if(WeaponClass->Class == 7){
    				WeaponClass->Range *= 2.0f;
    				WeaponClass->KnifeNormalRange2 *= 2.0f;
    				WeaponClass->KnifeNormalRange2_ *= 2.0f;
    					}
    				} // Knife Left Click Range x2
    		if(Knife_Right_Click_Range){
    			if(WeaponClass->Class == 7){
    				WeaponClass->KnifeBigShotRange *= 2.0f;
    				WeaponClass->KnifeBigShotRange2 *= 2.0f;
    					}
    				} // Knife Right Click Range x2
    		if(M4A1VIP){
    			ChangeWeaponP(11, 856);
    				M4A1VIP = false;
    				} // M4A1 > M4A1 Iron Beast
    		if(AWMVIP){
    			ChangeWeaponP(15, 812);
    				AWMVIP = false;
    				} // AWM > AWM Infernal Dragon
    		if(RPKVIP){
    			ChangeWeaponP(61, 813);
    				RPKVIP = false;
    				} // RPK > RPK Infernal Dragon
    		if(AKVIP){
    			ChangeWeaponP(12, 730);
    				AKVIP = false;
    				} // Ak > Ak Fury
    			}// End Weapon
    		}// End Loop
    	}\
    
    	// Always HeadShot
    	if(AlwaysHeadShot && HeadShotType!=0){
    	DWORD pNodeMgr = *(DWORD*)(CShell + ModelNodeMGR);
    		if(pNodeMgr!=NULL){
    			  for (int i=0; i < 54; i++){
    				*(DWORD*)(pNodeMgr + 0x54 + (i*0x7C)) = HeadShotType;
    										}
    						  }
    						}
    
    	// MiscMgr
    	DWORD pMiscMgr = *(DWORD*)(CShell + MiscMgr);
    	cMisc* MiscClass = (cMisc*)( pMiscMgr );
    	if (pMiscMgr!=NULL && No_Fall_Dmg){ MiscClass->DistFallDamageStartFrom = 999999.0f; }
    	if (pMiscMgr!=NULL && One_Fall2Die){ MiscClass->DamagePerMeter = 999999.0f; }
    	if (pMiscMgr!=NULL && Fall_Recovery){ MiscClass->DamagePerMeter = -9999.0f; }
    	if (pMiscMgr!=NULL && NewNoRecoil_2){ MiscClass->ReloadTime = 999999;	}
    	}
    //=== Hotkey Functions Loop ===
    void HotkeyStart(){
    	while(1){
    		DWORD Playerptr = *(DWORD*)(CShell + PlayerptrMgr + 0x54);
    	if (GetAsyncKeyState(VK_F2) < 0){
    		PushNMessage(eMsg1);
    		//SearchI2();
    		Sleep(100);
    			}
    	if (GetAsyncKeyState(VK_NUMPAD3) < 0){
    		DWORD PlayerClient  = *(DWORD*)( CShell + PlayerptrMgr + 0x54 );
    			if(PlayerClient){	
    				*(DWORD*)(PlayerClient + 0x354)= 4;
    				}
    		Sleep(100);
    			}
    	
    	if (GetAsyncKeyState(NoWorld_Key) < 0){
    		NoWorld = !NoWorld;
    		if(NoWorld){PushToConsole("DrawWorld 0");}
    		else{PushToConsole("DrawWorld 1");}
    		Sleep(300);
    			}
    	if (GetAsyncKeyState(Lagger_Key) < 0 && GetAsyncKeyState(Lagger_Key2) < 0){
    		Lagger = !Lagger;
    		Beep(200, 800);
    		if(Lagger){PushToConsole("LatencySim 99999999");}
    		else{PushToConsole("LatencySim 0");}
    		Sleep(300);
    			}
    	if (GetAsyncKeyState(VK_NUMPAD8) < 0 && TeleUPDOWN){
    			DWORD pLTObject = *(DWORD*)(Playerptr + 0x144);
    					LTObject* MyObject = (LTObject*)pLTObject;
    				MyObject->Position.y += 70.0f;
    			Sleep(100);
    					} // END TELEUPDOWN [UP]
    		if (GetAsyncKeyState(VK_NUMPAD2) < 0 && TeleUPDOWN){
    			DWORD pLTObject = *(DWORD*)(Playerptr + 0x144);
    					LTObject* MyObject = (LTObject*)pLTObject;
    				MyObject->Position.y -= 70.0f;
    			Sleep(100);
    					} // END TELEUPDOWN [DOWN]
    		if (GetAsyncKeyState(SaveKey) < 0 && GetAsyncKeyState(SaveKey_2) < 0 && Teleporter){
    			DWORD pLTObject = *(DWORD*)(Playerptr + 0x144);
    					LTObject* MyObject = (LTObject*)pLTObject;
    					SavedLocation.x = MyObject->Position.x;
    					SavedLocation.y = MyObject->Position.z;
    					SavedLocation.z = MyObject->Position.y;
    			Sleep(500);
    					} // END TELPORTER [SAVE]
    		if (GetAsyncKeyState(LoadKey) < 0 && GetAsyncKeyState(LoadKey_2) < 0 && Teleporter){
    			DWORD pLTObject = *(DWORD*)(Playerptr + 0x144);
    				LTObject* MyObject = (LTObject*)pLTObject;
    					MyObject->Position.x = SavedLocation.x;
    					MyObject->Position.z = SavedLocation.y;
    					MyObject->Position.y = SavedLocation.z;
    			Sleep(500);
    					} // END TELPORTER [LOAD]
    		if (GetAsyncKeyState(0x56) < 0 && Gravity){
    			DWORD pLTObject = *(DWORD*)(Playerptr + 0x144);
    					LTObject* MyObject = (LTObject*)pLTObject;
    				MyObject->Velocity.x += 999.0f;
    				MyObject->Velocity.y += 999.0f;
    				MyObject->Velocity.z += 999.0f;
    				MyObject->Rotation.x = 50;
    				MyObject->Rotation.y = 9999;
    				MyObject->Rotation.z = 0;
    				MyObject->Rotation.w = 1;
    			Sleep(100);
    					} // END TELEUPDOWN [UP]
    		if (GetAsyncKeyState(VK_NUMPAD6) < 0 && MWalkSpeed){
    			WalkSpeed = !WalkSpeed;
    				Beep(200, 800);
    					DWORD pBPLayerInfo = *(DWORD*)(CShell +  BPlayerInfo);
    					sBasicPlayerInfo* BasicPlayerInfoC = (sBasicPlayerInfo*)pBPLayerInfo;
    						if(WalkSpeed)
    							{BasicPlayerInfoC->MovementWalkRate += 0.7f;}
    						else
    							{BasicPlayerInfoC->MovementWalkRate = BUMovementWalkRate;}
    						Sleep(300);
    					} // Walk Speed
    		if (GetAsyncKeyState(VK_NUMPAD9) < 0 && MNoWeaponWeight){
    			NoWeaponWeight = !NoWeaponWeight;
    				Beep(200, 800);
    					DWORD pWeaponMgr = *(DWORD*)(CShell +  WeaponMgr);
    						if(	pWeaponMgr != NULL){
    							for(int i=0; i<925; i++){
    						DWORD Weapon = (*(DWORD*)( pWeaponMgr + (4*i)) );
    					cWeapon* WeaponClass = (cWeapon*)(*(DWORD*)( pWeaponMgr + (4*i)) );
    						if(Weapon != NULL){
    							if(NoWeaponWeight)
    								{WeaponClass->MoveSpeedPenalty = 0.0f;}
    							else
    								{WeaponClass->MoveSpeedPenalty = BUMoveSpeedPenalty[i];}
    										}
    											}
    												}
    						Sleep(300);
    					} // NoWeaponWeight
    		if (GetAsyncKeyState(VK_NUMPAD7) < 0 && MNoWeaponChangeDelay){
    			NoWeaponChangeDelay = !NoWeaponChangeDelay;
    				Beep(200, 800);
    					DWORD pWeaponMgr = *(DWORD*)(CShell +  WeaponMgr);
    						if(	pWeaponMgr != NULL){
    							for(int i=0; i<925; i++){
    						DWORD Weapon = (*(DWORD*)( pWeaponMgr + (4*i)) );
    					cWeapon* WeaponClass = (cWeapon*)(*(DWORD*)( pWeaponMgr + (4*i)) );
    						if(Weapon != NULL){
    							if(NoWeaponChangeDelay)
    								{WeaponClass->ChangeWeaponAnimRatio += 25.0f;}
    							else
    								{WeaponClass->ChangeWeaponAnimRatio = BUChangeWeaponAnimRatio[i];}
    										}
    											}
    												}
    						Sleep(300);
    					} // NoWeaponWeight
    		if (GetAsyncKeyState(VK_F5) < 0 && RemoteGrenade){
    			RemoteGrenadeExNow = !RemoteGrenadeExNow;
    				Beep(200, 800);
    					DWORD pWeaponMgr = *(DWORD*)(CShell +  WeaponMgr);
    						if(	pWeaponMgr != NULL){
    							for(int i=0; i<925; i++){
    						DWORD Weapon = (*(DWORD*)( pWeaponMgr + (4*i)) );
    					cWeapon* WeaponClass = (cWeapon*)(*(DWORD*)( pWeaponMgr + (4*i)) );
    						if(Weapon != NULL){
    							if(Grenade){
    							if(RemoteGrenadeExNow)
    								{WeaponClass->GrenadeBelowTime += 0.0f;}
    							else
    								{WeaponClass->GrenadeBelowTime = 999999.0f;}
    										}
    											}
    												}
    													}
    						Sleep(300);
    					} // NoWeaponWeight
    	
    		// Wall Hack
    	if(WallHack){
    		cWallHack* pWallHack;
    		pWallHack = (cWallHack*)NormalWall;
    		pWallHack->WallHack = 15;
    		//memcpy((PVOID)(NormalWall + 0x68), (PBYTE)"\X90\X90\X90\X90", 4);
    		//*(BYTE*)(BlackWall  + 0xB8) = 0x1;
    		//*( BYTE*)(NormalWall + 0x68) = 8 ;
    		//*(BYTE *)(WallHackNew) = 90;
    		//*(BYTE *)(BlackWall) = 90;
    		//memcpy((void*)(0x7480AC), (PBYTE)"\x90\x90\x90\x90", 4);
    		//memcpy((void*)(NormalWall), (PBYTE)"\x1F\x1F\x1F\x1F\x1F\x1F", 6);
    		//memcpy((void*)(NormalWall + 0x68 ), (PBYTE)"\x1F\x1F\x1F\x1F", 4);
    		//WallHack = false;
    		}// End WallHack
    
    		// See Ghosts
    	if(SeeGhostsMem){
    		*(DWORD*)(MemCGhosts) = 14;
    		}// End See Ghosts
    	}
    }
    //=== PlayerClient Changes ===
    void PlayerClientCh(){
    	while(1){
    DWORD Playerptr = *(DWORD*)(CShell + PlayerptrMgr + 0x54);
    	if(Playerptr){
    		if(WalkThroughWall && GetAsyncKeyState(VK_RSHIFT)){
    			for (int i=0; i<0x1FF; ++i){
    				if (*(float*)(Playerptr + 4*i) == 56){*(float*)(Playerptr + 4*i) = -56;}
    					}
    				}// End WTW [R-SHIFT]
    		
    			}
    	Sleep(150);
    	}
    }
    //=== GetReadyForHacking ===
    void Dark(){
    while(true) {
    		CShell = (DWORD)GetModuleHandleA(DPLCS);
    		ClientFx = (DWORD)GetModuleHandleA(DPLCF);
    		Cfexe = (DWORD)GetModuleHandleA(DPCFexe);
    		if(CShell && ClientFx) 
    		{
    			GetAddress();
    			DWORD CFWeaponMgr = *(DWORD*)(CShell + WeaponMgr);
    			if(CFWeaponMgr)
    			{
    			Sleep(2000);
    			LogCharsV();
    			LogFullWeapons();
    			BackupMemory();
    			MemoryNormal();
    			CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)PlayerClientCh, NULL, NULL, NULL);
    			CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)DirectX9Main, NULL, NULL, NULL);
    			HotkeyStart();
    			}
    				break;
    			}
    		}
    	}
    //=== Dll Main ===
    BOOL APIENTRY DllMain(HINSTANCE hinstDLL, DWORD status, LPVOID lpvReserved)
    {
    		if(status == DLL_PROCESS_ATTACH)
    	{
    	DisableThreadLibraryCalls(hinstDLL);
    	/*MessageBoxA(0, eMsg2, eMsg1, 0);
    	hWnd = CreateWindowEx(WS_EX_TOPMOST, L"RADAR", L"RADAR", WS_POPUP, position_x, position_y, 350, 350, NULL, NULL, NULL, 0);*/
    	CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)Dark, hinstDLL, NULL, NULL);
    	}
    		if(status == DLL_PROCESS_DETACH)
    		{
    			OUTPUT.close();
    		}
    	return true;
    }

  8. The Following 2 Users Say Thank You to I2espect For This Useful Post:

    cmc5414 (04-20-2014),ronjeffrey123 (12-17-2018)

  9. #5
    Austin's Avatar
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    VIP Support // May 2011
    CF Minion // January 2012
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  10. #6
    kmanev073's Avatar
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    Quote Originally Posted by I2espect View Post
    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 ]
    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;
    
    };
    Colors.h
    [ Get Some Colors And Put It Into IT ]
    Code:
    Do It Yourself !
    I will add the other files in a reply in this thread ! , also u can download from attachments ...
    Virus Scan : [ #Here ]
    good post and thank you for the credits

  11. #7

  12. #8
    kmanev073's Avatar
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    Quote Originally Posted by I2espect View Post
    I hope u liked the base
    --
    OMG 200 views / 40 Downloads .. and only 1 reply !! :| :'(
    mpgh is dead...

  13. #9
    XarutoUsoCrack's Avatar
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    Quote Originally Posted by kmanev073 View Post
    mpgh is dead...
    sure ? /msg2short

  14. #10
    kmanev073's Avatar
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    Quote Originally Posted by XarutoUsoCrack View Post
    sure ? /msg2short
    It will never be the same as before... and you know it too

  15. #11
    XarutoUsoCrack's Avatar
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    Quote Originally Posted by kmanev073 View Post
    It will never be the same as before... and you know it too
    yeah, thats true, mpgh is dead, i see a lot of post's whit 5-7 days whitout any reply....

    its time to go to another forum, it was good the time that mpgh was fun.

  16. #12
    sobasoba13's Avatar
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    Good Job !
    it's well coded by such great coders !
    And U Just have such great ideas Keep Going !
    Crossfire Projects
    Made 21 Feature (Memory Hack)
    Respect List
    @ComboDance
    @mamo007
    @GaaD
    @Olwayy
    @Biesi
    @iSmexy
    @derh.acker
    @Brimir
    @steveroseik
    @Hero
    @Temperrr
    @Rullez
    PressIF I Helped

  17. #13

  18. #14
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    Great work man


    The Only Bests :


    R3d_L!n3(Fares)
    Aeroman (Brent)
    TheCamels8 (Ori)


  19. #15
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    It' work Perfectly for me. Usefully, Thank+1
    It's finally Over!

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