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  1. #16
    LrdEtrius's Avatar
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    The only thing the Nexon Guard detects is the default speed hack from CE... and *maybe scanning without the VEH debugger.
    Haven't tried injecting dlls because there is none.


    My first account got banned by trying the speed hack btw. xD

  2. #17
    OnTheEdge16's Avatar
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    Quote Originally Posted by OnTheEdge16 View Post
    In his tutorials he's showing cheat engine not being picked up which is how hacking first started in combat arms.

    I know for a fact you can do unlimited ammo with cheat engine as I've done it already. It's just funny to me how cheat engine is being allowed in the first place bahahaha.
    Edit: Apparently they resolved using Cheat Engine last night as the game will now pick it up. LOL you know, only after it enters open beta.

  3. #18
    WasserEsser's Avatar
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    Quote Originally Posted by OnTheEdge16 View Post
    Edit: Apparently they resolved using Cheat Engine last night as the game will now pick it up. LOL you know, only after it enters open beta.
    Nope, it does not, we're still using cheat engine just fine.

  4. #19
    Kitsune94's Avatar
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    Cheat Engine still works for me as well as doing memory addressing in AutoIt, C# and C++.
    Want a custom designed injector like mine for your hack? send me an image and i'll make your injector for $15.

    Pwn Noobs Legit [X]
    Pwn Noob hackers [X]
    Make WR injector [x]
    Make Multi injector [ ]
    Make WR NoMenu [X]
    Make WR D3D [X]
    Make WR D3D InGame Media Player [Impossible - Crashes]
    Buy ViP [x | King7]
    Buy Multiple ViPs [ ]
    Beat Xombie Mode [3x]

    [IMG]https://i373.photobucke*****m/albums/oo179/thedude94/screen.jpg[/IMG]

  5. #20
    WasserEsser's Avatar
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    Small update:

    Code:
    class CCharacter
    {
    public:
    	VTable* m_pCCharacterVTable; //0x0000 
    	std::int8_t pad_0x0004[0x3C]; //0x0004
    	float m_flYaw; //0x0040 
    	std::int32_t m_bIsSpectating; //0x0044 
    	std::int8_t pad_0x0048[0x1C]; //0x0048
    	CCharacterCollision* m_pCharacterCollision; //0x0064 
    	std::int8_t pad_0x0068[0x28]; //0x0068
    	std::int8_t m_bSpawnProtection; //0x0090 
    	std::int8_t pad_0x0091[0x7]; //0x0091
    	CSomeModelStuff* m_pSomeModelStuff; //0x0098 
    	VTable* m_pCharacterInfoVTable; //0x009C 
    	std::int8_t m_bAlive; //0x00A0 
    	std::int8_t pad_0x00A1[0x3]; //0x00A1
    	std::int32_t m_iCurrentHealth; //0x00A4 
    	std::int32_t m_iCurrentArmor; //0x00A8 
    	std::int32_t m_iMaxHealth; //0x00AC 
    	std::int32_t m_iMaxArmor; //0x00B0 
    	std::int8_t pad_0x00B4[0x10]; //0x00B4
    	std::int32_t m_iTeamID; //0x00C4 
    	std::int8_t pad_0x00C8[0x38]; //0x00C8
    	wchar_t m_szNameUnicode[15]; //0x0100 
    	std::int8_t pad_0x013C[0x24]; //0x011E
    	char m_szNameAscii[15]; //0x0142 
    	std::int8_t pad_0x0151[0x2B]; //0x0151
    	CMetaboost_ActorData* m_pMetaBoost_ActorData; //0x017C 
    	std::int8_t pad_0x0180[0x4]; //0x0180
    	CCharacter* m_pThis1; //0x0184 
    	std::int8_t pad_0x0188[0xB4]; //0x0188
    	CCharacter* m_pThis2; //0x023C 
    	std::int8_t pad_0x0240[0xDC]; //0x0240
    	float m_flPitch; //0x031C 
    	std::int8_t pad_0x0320[0xBC]; //0x0320
    	std::int32_t m_nWalkState; //0x03DC 
    	std::int8_t pad_0x03E0[0x4]; //0x03E0
    	Vector2 m_vec2LastMovementDirection; //0x03E4 
    	std::int8_t pad_0x03EC[0x8]; //0x03EC
    	float m_flMaxVelocity; //0x03F4 
    	float m_flCurrentVelocity; //0x03F8 
    	std::int8_t pad_0x03FC[0x34]; //0x03FC
    	Vector3 m_vec3Position2; //0x0430 
    	std::int8_t pad_0x043C[0x4]; //0x043C
    	CActorMoveState* m_pActorMoveState; //0x0440 
    	std::int8_t pad_0x0444[0x14]; //0x0444
    	CBomb* m_pBomb; //0x0458 
    	std::int8_t pad_0x045C[0x14]; //0x045C
    	Vector3 m_vec3Position3; //0x0470 
    	std::int8_t pad_0x047C[0x3C]; //0x047C
    	CWeapon* m_pWeapon; //0x04B8 
    	CWeaponControl* m_pWeaponControl; //0x04BC 
    };
    
    class CCharacterCollision
    {
    public:
    	VTable* m_pVTable; //0x0000 
    	std::int8_t pad_0x0004[0x8]; //0x0004
    	CBone* m_pHead; //0x000C 
    	CBone* m_pSpine; //0x0010 
    	CBone* m_pPelvis; //0x0014 
    	CBone* m_pRUpperArm; //0x0018 
    	CBone* m_pRForeArm; //0x001C 
    	std::int8_t pad_0x0020[0x4]; //0x0020
    	CBone* m_pLUpperArm; //0x0024 
    	CBone* m_pLForeArm; //0x0028 
    	std::int8_t pad_0x002C[0x4]; //0x002C
    	CBone* m_pRTigh; //0x0030 
    	CBone* m_pRCalf; //0x0034 
    	std::int8_t pad_0x0038[0x4]; //0x0038
    	CBone* m_pLTigh; //0x003C 
    	CBone* m_pLCalf; //0x0040 
    	std::int8_t pad_0x0044[0x4]; //0x0044
    	CBone* m_pEmptyBone; //0x0048 
    	std::int8_t pad_0x004C[0x4]; //0x004C
    	VTable* m_pActorMoveVTable; //0x0050 
    };
    
    class CSomeModelStuff
    {
    public:
    	VTable* m_pActorPhysicsPropertyVTable; //0x0000 
    	CCapsuleController* m_pCapsuleController; //0x0004 
    	std::int8_t pad_0x0008[0x8]; //0x0008
    	CCharacter* m_pParent; //0x0010
    };
    
    class CCapsuleController
    {
    public:
    	VTable* m_pCapsuleControllerVTable; //0x0000 
    	std::int8_t pad_0x0004[0x4]; //0x0004
    	VTable* m_pCapsuleControllerVTable2; //0x0008 
    };
    
    class CMetaboost_ActorData
    {
    
    };
    
    class CBomb
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CActorMoveState
    {
    public:
    	VTable* m_pVTable; //0x0000 
    	std::int8_t pad_0x0004[0x4]; //0x0004
    	CCharacter* m_pParent; //0x0008 
    	MovementEvent* m_pLastMovementEvent; //0x000C 
    	SomeMovementStuff* m_pCActorMove; //0x0010 
    	std::int8_t pad_0x0014[0x4]; //0x0014
    	std::int32_t m_nSomeButtonState; //0x0018 
    	std::int8_t m_bCrouching; //0x001C 
    	std::int8_t pad_0x001D[0x3]; //0x001D
    	float m_flDistanceTraveledSprinting1; //0x0020 
    	float m_flDistanceTraveledSprinting2; //0x0024 
    	std::int8_t pad_0x0028[0x1]; //0x0028
    	std::int8_t m_bSprintingOnGround; //0x0029 
    	std::int8_t m_bSprinting; //0x002A 
    	std::int8_t pad_0x002B[0x1]; //0x002B
    	float m_flSprintingProgress; //0x002C 
    	std::int8_t m_bInSprintStartStopAnimation; //0x0030 
    	std::int8_t pad_0x0031[0x3]; //0x0031
    	float m_flDistanceTraveledSprinting3; //0x0034 
    	std::int8_t pad_0x0038[0x1C]; //0x0038
    	float m_flDistanceTraveledSprinting4; //0x0054 
    };
    
    class MovementEvent
    {
    public:
    	VTable* m_pVTable; //0x0000 
    	std::int8_t pad_0x0004[0x4]; //0x0004
    	std::int32_t m_nMovementType; //0x0008 
    };
    
    class SomeMovementStuff
    {
    public:
    	std::int8_t pad_0x0000[0x4]; //0x0000
    	std::int32_t m_nCurrentMovementType; //0x0004 
    	std::int32_t m_nPreviousMovmentType; //0x0008 
    };
    
    class CWeapon
    {
    public:
    	VTable* m_pVTable; //0x0000 
    	std::int8_t pad_0x0004[0x50]; //0x0004
    	void* m_pModelStuff1; //0x0054 
    	void* m_pModelStuff2; //0x0058 
    	void* m_pModelStuff3; //0x005C 
    	void* m_pModelStuff4; //0x0060 
    	std::int8_t pad_0x0064[0x9C]; //0x0064
    	char m_szWeaponName[5]; //0x0100 
    	std::int8_t pad_0x0105[0x13]; //0x0105
    	CWS_IDLE* m_pWeaponIdle; //0x0118 
    	CWS_FIRE_START* m_pWeaponFireStart; //0x011C 
    	CWS_FIRING* m_pWeaponFire; //0x0120 
    	std::int8_t pad_0x0124[0x4]; //0x0124
    	CWS_RELOADING* m_pWeaponReloading; //0x0128 
    	CWS_SG_RELOADING* m_pWeaponSGReloading; //0x012C 
    	CWS_BASE* m_pWeaponCWSBase; //0x0130 
    	CWS_SWAP_START* m_pWeaponSwapStart; //0x0134 
    	CWS_SWAP_END* m_pWeaponSwapEnd; //0x0138 
    	CWS_FAST_RELOADING* m_pWeaponFastReloading; //0x013C 
    	CWeaponControl* m_pWeaponControl; //0x0140 
    	CCharacter* m_pParent; //0x0144 
    	std::int8_t m_bInIronSight; //0x0148 
    	std::int8_t pad_0x0149[0x2]; //0x0149
    	std::int8_t m_bReloadFinished; //0x014B 
    	std::int8_t pad_0x014C[0x68]; //0x014C
    	std::int32_t m_iWeaponID; //0x01B4 
    	std::int32_t m_iWeaponType; //0x01B8 
    	std::int32_t m_iWeaponSlot; //0x01BC 
    	std::int8_t pad_0x01C0[0xEC4]; //0x01C0
    	CWeaponInfo* m_pWeaponInfo; //0x1084 
    };
    
    class CWeaponControl
    {
    public:
    	VTable* m_pVTable; //0x0000 
    	CCharacter* m_pCharacter; //0x0004 
    	std::int32_t m_iSelectedWeaponSlot1; //0x0008 
    	std::int32_t m_iSelectedWeaponSlot2; //0x000C 
    	std::int32_t m_iPreviousSelectedWeaponSlot; //0x0010 
    	CWeapon* m_pWeapon; //0x0014 
    	std::int8_t pad_0x0018[0xA8]; //0x0018
    	VTable* m_pVTable2; //0x00C0
    };
    
    class CWS_IDLE
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CWS_FIRE_START
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CWS_RELOADING
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CWS_SG_RELOADING
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CWeaponInfo
    {
    public:
    	std::int32_t m_iReserveAmmo; //0x0000 
    	std::int32_t m_iClip; //0x0004 
    	std::int8_t pad_0x0008[0x4]; //0x0008
    	std::int32_t m_iShotsFired; //0x000C 
    	float m_flCurrentSpread; //0x0010 
    	float m_flStartingSpread; //0x0014 
    	Vector2 m_vec2Punch; //0x0018 
    	float m_flTimeSinceLastShot; //0x0020 
    	float m_flInaccuracy; //0x0024 
    	Vector3 m_vec3ShotOrigin; //0x0028 
    	Vector3 m_vec3ShotDirection; //0x0034 
    	std::int8_t pad_0x0040[0x10]; //0x0040
    };//Size=0x0050
    
    class CWS_BASE
    {
    public:
    	VTable* m_pVTable; //0x0000
    };
    
    class CWS_FIRING
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CWS_SWAP_START
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CWS_SWAP_END
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CWS_FAST_RELOADING
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CBone
    {
    public:
    	VTable* m_pVTable; //0x0000 
    	std::int8_t pad_0x0004[0x4]; //0x0004
    	char* m_szBoneName; //0x0008 
    	std::int8_t pad_0x000C[0x10]; //0x000C
    	CBone* m_pParentBone; //0x001C 
    	std::int8_t pad_0x0020[0x8]; //0x0020
    	Vector3 m_vec3BonePos; //0x0028 
    	std::int8_t pad_0x0034[0x10C]; //0x0034
    };//Size=0x0140
    We also have some camera stuff + matrices, but i haven't had the time to update the classes yet.
    Last edited by WasserEsser; 08-03-2016 at 01:08 PM.

  6. #21
    OnTheEdge16's Avatar
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    Quote Originally Posted by WasserEsser View Post
    Small update:

    Code:
    class CCharacter
    {
    public:
    	VTable* m_pCCharacterVTable; //0x0000 
    	std::int8_t pad_0x0004[0x3C]; //0x0004
    	float m_flYaw; //0x0040 
    	std::int32_t m_bIsSpectating; //0x0044 
    	std::int8_t pad_0x0048[0x1C]; //0x0048
    	CCharacterCollision* m_pCharacterCollision; //0x0064 
    	std::int8_t pad_0x0068[0x28]; //0x0068
    	std::int8_t m_bSpawnProtection; //0x0090 
    	std::int8_t pad_0x0091[0x7]; //0x0091
    	CSomeModelStuff* m_pSomeModelStuff; //0x0098 
    	VTable* m_pCharacterInfoVTable; //0x009C 
    	std::int8_t m_bAlive; //0x00A0 
    	std::int8_t pad_0x00A1[0x3]; //0x00A1
    	std::int32_t m_iCurrentHealth; //0x00A4 
    	std::int32_t m_iCurrentArmor; //0x00A8 
    	std::int32_t m_iMaxHealth; //0x00AC 
    	std::int32_t m_iMaxArmor; //0x00B0 
    	std::int8_t pad_0x00B4[0x10]; //0x00B4
    	std::int32_t m_iTeamID; //0x00C4 
    	std::int8_t pad_0x00C8[0x38]; //0x00C8
    	wchar_t m_szNameUnicode[15]; //0x0100 
    	std::int8_t pad_0x013C[0x24]; //0x011E
    	char m_szNameAscii[15]; //0x0142 
    	std::int8_t pad_0x0151[0x2B]; //0x0151
    	CMetaboost_ActorData* m_pMetaBoost_ActorData; //0x017C 
    	std::int8_t pad_0x0180[0x4]; //0x0180
    	CCharacter* m_pThis1; //0x0184 
    	std::int8_t pad_0x0188[0xB4]; //0x0188
    	CCharacter* m_pThis2; //0x023C 
    	std::int8_t pad_0x0240[0xDC]; //0x0240
    	float m_flPitch; //0x031C 
    	std::int8_t pad_0x0320[0xBC]; //0x0320
    	std::int32_t m_nWalkState; //0x03DC 
    	std::int8_t pad_0x03E0[0x4]; //0x03E0
    	Vector2 m_vec2LastMovementDirection; //0x03E4 
    	std::int8_t pad_0x03EC[0x8]; //0x03EC
    	float m_flMaxVelocity; //0x03F4 
    	float m_flCurrentVelocity; //0x03F8 
    	std::int8_t pad_0x03FC[0x34]; //0x03FC
    	Vector3 m_vec3Position2; //0x0430 
    	std::int8_t pad_0x043C[0x4]; //0x043C
    	CActorMoveState* m_pActorMoveState; //0x0440 
    	std::int8_t pad_0x0444[0x14]; //0x0444
    	CBomb* m_pBomb; //0x0458 
    	std::int8_t pad_0x045C[0x14]; //0x045C
    	Vector3 m_vec3Position3; //0x0470 
    	std::int8_t pad_0x047C[0x3C]; //0x047C
    	CWeapon* m_pWeapon; //0x04B8 
    	CWeaponControl* m_pWeaponControl; //0x04BC 
    };
    
    class CCharacterCollision
    {
    public:
    	VTable* m_pVTable; //0x0000 
    	std::int8_t pad_0x0004[0x8]; //0x0004
    	CBone* m_pHead; //0x000C 
    	CBone* m_pSpine; //0x0010 
    	CBone* m_pPelvis; //0x0014 
    	CBone* m_pRUpperArm; //0x0018 
    	CBone* m_pRForeArm; //0x001C 
    	std::int8_t pad_0x0020[0x4]; //0x0020
    	CBone* m_pLUpperArm; //0x0024 
    	CBone* m_pLForeArm; //0x0028 
    	std::int8_t pad_0x002C[0x4]; //0x002C
    	CBone* m_pRTigh; //0x0030 
    	CBone* m_pRCalf; //0x0034 
    	std::int8_t pad_0x0038[0x4]; //0x0038
    	CBone* m_pLTigh; //0x003C 
    	CBone* m_pLCalf; //0x0040 
    	std::int8_t pad_0x0044[0x4]; //0x0044
    	CBone* m_pEmptyBone; //0x0048 
    	std::int8_t pad_0x004C[0x4]; //0x004C
    	VTable* m_pActorMoveVTable; //0x0050 
    };
    
    class CSomeModelStuff
    {
    public:
    	VTable* m_pActorPhysicsPropertyVTable; //0x0000 
    	CCapsuleController* m_pCapsuleController; //0x0004 
    	std::int8_t pad_0x0008[0x8]; //0x0008
    	CCharacter* m_pParent; //0x0010
    };
    
    class CCapsuleController
    {
    public:
    	VTable* m_pCapsuleControllerVTable; //0x0000 
    	std::int8_t pad_0x0004[0x4]; //0x0004
    	VTable* m_pCapsuleControllerVTable2; //0x0008 
    };
    
    class CMetaboost_ActorData
    {
    
    };
    
    class CBomb
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CActorMoveState
    {
    public:
    	VTable* m_pVTable; //0x0000 
    	std::int8_t pad_0x0004[0x4]; //0x0004
    	CCharacter* m_pParent; //0x0008 
    	MovementEvent* m_pLastMovementEvent; //0x000C 
    	SomeMovementStuff* m_pCActorMove; //0x0010 
    	std::int8_t pad_0x0014[0x4]; //0x0014
    	std::int32_t m_nSomeButtonState; //0x0018 
    	std::int8_t m_bCrouching; //0x001C 
    	std::int8_t pad_0x001D[0x3]; //0x001D
    	float m_flDistanceTraveledSprinting1; //0x0020 
    	float m_flDistanceTraveledSprinting2; //0x0024 
    	std::int8_t pad_0x0028[0x1]; //0x0028
    	std::int8_t m_bSprintingOnGround; //0x0029 
    	std::int8_t m_bSprinting; //0x002A 
    	std::int8_t pad_0x002B[0x1]; //0x002B
    	float m_flSprintingProgress; //0x002C 
    	std::int8_t m_bInSprintStartStopAnimation; //0x0030 
    	std::int8_t pad_0x0031[0x3]; //0x0031
    	float m_flDistanceTraveledSprinting3; //0x0034 
    	std::int8_t pad_0x0038[0x1C]; //0x0038
    	float m_flDistanceTraveledSprinting4; //0x0054 
    };
    
    class MovementEvent
    {
    public:
    	VTable* m_pVTable; //0x0000 
    	std::int8_t pad_0x0004[0x4]; //0x0004
    	std::int32_t m_nMovementType; //0x0008 
    };
    
    class SomeMovementStuff
    {
    public:
    	std::int8_t pad_0x0000[0x4]; //0x0000
    	std::int32_t m_nCurrentMovementType; //0x0004 
    	std::int32_t m_nPreviousMovmentType; //0x0008 
    };
    
    class CWeapon
    {
    public:
    	VTable* m_pVTable; //0x0000 
    	std::int8_t pad_0x0004[0x50]; //0x0004
    	void* m_pModelStuff1; //0x0054 
    	void* m_pModelStuff2; //0x0058 
    	void* m_pModelStuff3; //0x005C 
    	void* m_pModelStuff4; //0x0060 
    	std::int8_t pad_0x0064[0x9C]; //0x0064
    	char m_szWeaponName[5]; //0x0100 
    	std::int8_t pad_0x0105[0x13]; //0x0105
    	CWS_IDLE* m_pWeaponIdle; //0x0118 
    	CWS_FIRE_START* m_pWeaponFireStart; //0x011C 
    	CWS_FIRING* m_pWeaponFire; //0x0120 
    	std::int8_t pad_0x0124[0x4]; //0x0124
    	CWS_RELOADING* m_pWeaponReloading; //0x0128 
    	CWS_SG_RELOADING* m_pWeaponSGReloading; //0x012C 
    	CWS_BASE* m_pWeaponCWSBase; //0x0130 
    	CWS_SWAP_START* m_pWeaponSwapStart; //0x0134 
    	CWS_SWAP_END* m_pWeaponSwapEnd; //0x0138 
    	CWS_FAST_RELOADING* m_pWeaponFastReloading; //0x013C 
    	CWeaponControl* m_pWeaponControl; //0x0140 
    	CCharacter* m_pParent; //0x0144 
    	std::int8_t m_bInIronSight; //0x0148 
    	std::int8_t pad_0x0149[0x2]; //0x0149
    	std::int8_t m_bReloadFinished; //0x014B 
    	std::int8_t pad_0x014C[0x68]; //0x014C
    	std::int32_t m_iWeaponID; //0x01B4 
    	std::int32_t m_iWeaponType; //0x01B8 
    	std::int32_t m_iWeaponSlot; //0x01BC 
    	std::int8_t pad_0x01C0[0xEC4]; //0x01C0
    	CWeaponInfo* m_pWeaponInfo; //0x1084 
    };
    
    class CWeaponControl
    {
    public:
    	VTable* m_pVTable; //0x0000 
    	CCharacter* m_pCharacter; //0x0004 
    	std::int32_t m_iSelectedWeaponSlot1; //0x0008 
    	std::int32_t m_iSelectedWeaponSlot2; //0x000C 
    	std::int32_t m_iPreviousSelectedWeaponSlot; //0x0010 
    	CWeapon* m_pWeapon; //0x0014 
    	std::int8_t pad_0x0018[0xA8]; //0x0018
    	VTable* m_pVTable2; //0x00C0
    };
    
    class CWS_IDLE
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CWS_FIRE_START
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CWS_RELOADING
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CWS_SG_RELOADING
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CWeaponInfo
    {
    public:
    	std::int32_t m_iReserveAmmo; //0x0000 
    	std::int32_t m_iClip; //0x0004 
    	std::int8_t pad_0x0008[0x4]; //0x0008
    	std::int32_t m_iShotsFired; //0x000C 
    	float m_flCurrentSpread; //0x0010 
    	float m_flStartingSpread; //0x0014 
    	Vector2 m_vec2Punch; //0x0018 
    	float m_flTimeSinceLastShot; //0x0020 
    	float m_flInaccuracy; //0x0024 
    	Vector3 m_vec3ShotOrigin; //0x0028 
    	Vector3 m_vec3ShotDirection; //0x0034 
    	std::int8_t pad_0x0040[0x10]; //0x0040
    };//Size=0x0050
    
    class CWS_BASE
    {
    public:
    	VTable* m_pVTable; //0x0000
    };
    
    class CWS_FIRING
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CWS_SWAP_START
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CWS_SWAP_END
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CWS_FAST_RELOADING
    {
    public:
    	VTable* m_pVTable; //0x0000 
    };
    
    class CBone
    {
    public:
    	VTable* m_pVTable; //0x0000 
    	std::int8_t pad_0x0004[0x4]; //0x0004
    	char* m_szBoneName; //0x0008 
    	std::int8_t pad_0x000C[0x10]; //0x000C
    	CBone* m_pParentBone; //0x001C 
    	std::int8_t pad_0x0020[0x8]; //0x0020
    	Vector3 m_vec3BonePos; //0x0028 
    	std::int8_t pad_0x0034[0x10C]; //0x0034
    };//Size=0x0140
    We also have some camera stuff + matrices, but i haven't had the time to update the classes yet.
    Very nice. I've been working on finding the camera and matrices myself. I'm pretty close to getting some solid ground for a hack.

  7. #22
    SappinSandviches's Avatar
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    Edit: I'm an idiot, found it
    Last edited by Hero; 08-03-2016 at 05:42 PM. Reason: Don't post links.

  8. #23
    SappinSandviches's Avatar
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    I'm using gimp, not sure what you used, but I was curious how you got the pearlescent effect to work.

  9. #24
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    Quote Originally Posted by SappinSandviches View Post
    I'm using gimp, not sure what you used, but I was curious how you got the pearlescent effect to work.
    It's a second texture that gets loaded. Particularly the specular map. Although there is also a cube map that affects color reflection. I have officially released my tool to view and edit files in the archives here: https://miyako.pro/post/148528694524/...-first-assault
    Last edited by Kitsune94; 08-05-2016 at 11:02 PM.
    Want a custom designed injector like mine for your hack? send me an image and i'll make your injector for $15.

    Pwn Noobs Legit [X]
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    Make Multi injector [ ]
    Make WR NoMenu [X]
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    Make WR D3D InGame Media Player [Impossible - Crashes]
    Buy ViP [x | King7]
    Buy Multiple ViPs [ ]
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    [IMG]https://i373.photobucke*****m/albums/oo179/thedude94/screen.jpg[/IMG]

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  11. #25
    setsuna818's Avatar
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    Thanks for sharing! Very useful tutorial.

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