Thread: Offsets problem

Results 1 to 3 of 3
  1. #1
    u55dx's Avatar
    Join Date
    Mar 2017
    Gender
    male
    Posts
    12
    Reputation
    10
    Thanks
    0

    Exclamation Offsets problem

    Hi the new update have be come and i can't update my offsets for Auto-Shoot and Auto-Wall
    Here's a code:

    OFFSETS.cpp

    Code:
    #include "Offsets.h"
    
    void Offsets::Initialise()
    {
    	// Modules
    	Modules::Client = Utilities::Memory::WaitOnModuleHandle("client.dll");
    	Modules::Engine = Utilities::Memory::WaitOnModuleHandle("engine.dll");
    	Modules::VGUI2 = Utilities::Memory::WaitOnModuleHandle("vgui2.dll");
    	Modules::VGUISurface = Utilities::Memory::WaitOnModuleHandle("vguimatsurface.dll");
    	Modules::Material = Utilities::Memory::WaitOnModuleHandle("materialsystem.dll");
    	Modules::VPhysics = Utilities::Memory::WaitOnModuleHandle("vphysics.dll");
    	Modules::Stdlib = Utilities::Memory::WaitOnModuleHandle("vstdlib.dll");
    
    	
    
    	//------------------------------------------------------------------------
    	// VTables
    #pragma region VTables
    	VMT::CHL_GetAllClasses = 8;
    
    	VMT::Engine_GetScreenSize = 5;
    	VMT::Engine_GetPlayerInfo = 8;
    	VMT::Engine_GetLocalPlayer = 12;
    	VMT::Engine_Time = 14;
    	VMT::Engine_GetViewAngles = 18;
    	VMT::Engine_SetViewAngles = 19;
    	VMT::Engine_GetMaxClients = 20;
    	VMT::Engine_IsConnected = 27;
    	VMT::Engine_IsInGame = 26;
    	VMT::Engine_WorldToScreenMatrix = 37;
    	VMT::Engine_ClientCmd_Unrestricted = 114;
    
    	VMT::Panel_GetName = 36;
    	VMT::Panel_PaintTraverse = 41;
    
    	VMT::Surface_DrawSetColorA = 14;
    	VMT::Surface_DrawSetColorB = 15;
    	VMT::Surface_DrawFilledRect = 16;
    	VMT::Surface_DrawOutlinedRect = 18;
    	VMT::Surface_DrawLine = 19;
    	VMT::Surface_DrawSetTextFont = 23;
    	VMT::Surface_DrawSetTextColorA = 24;
    	VMT::Surface_DrawSetTextColorB = 25;
    	VMT::Surface_DrawSetTextPos = 26;
    	VMT::Surface_DrawPrintText = 28;
    	VMT::Surface_DrawSetTextureRGBA = 37;
    	VMT::Surface_DrawSetTexture = 38;
    	VMT::Surface_CreateNewTextureID = 43;
    	VMT::Surface_FontCreate = 71;
    	VMT::Surface_SetFontGlyphSet = 72;
    	VMT::Surface_GetTextSize = 79;
    	VMT::Surface_DrawOutlinedCircle = 103;
    	VMT::Surface_SurfaceGetCursorPos = 66;
    	VMT::Surface_DrawTexturedPolygon = 106;
    
    	VMT::Material_GetName = 0;
    	VMT::Material_SetMaterialVarFlag = 30;
    	VMT::Material_GetMaterialVarFlag = 31;
    	VMT::Material_AlphaModulate = 28;
    	VMT::Material_ColorModulate = 29;
    	VMT::Material_IncrementReferenceCount = 14;
    
    	VMT::MaterialSystem_FindMaterial = 84;
    	VMT::MaterialSystem_CreateMaterial = 83;
    
    	VMT::ModelRender_ForcedMaterialOverride = 1;
    	VMT::ModelRender_DrawModelExecute = 21;
    
    	VMT::ModelInfo_GetModelName = 3;
    	VMT::ModelInfo_GetStudiomodel = 30;
    
    	VMT::RenderView_SetBlend = 4;
    	VMT::RenderView_SetColorModulation = 6;
    
    #pragma endregion Contains the VTable Indexs
    
    	// An update changed the VTable offset for GetSpread.
    	// Just incase ;)
    	DWORD VMT_SpreadAddress = (DWORD)Utilities::Memory::FindPattern("client.dll", (PBYTE)"\x8B\x80\x00\x00\x00\x00\xFF\xD0\x51\xD9\x1C\x24\x0F\xB6\xC3\x8B\x5C\x24\x30", "xx????xxxxxxxxxxxxx");
    	if (VMT_SpreadAddress)
    	{
    		VMT::Weapon_GetSpread = *(DWORD*)(VMT_SpreadAddress + 2);
    		VMT::Weapon_GetSpread = (VMT::Weapon_GetSpread / 4);
    	}
    
    	
    
    	// I cbf trying to get the KeyValues part of the SDK working solo, so we'll just
    	// Do some dirty shit
    	Functions::KeyValues_KeyValues = Utilities::Memory::FindPattern("client.dll", (PBYTE)"\x68\x00\x00\x00\x00\x8B\xC8\xE8\x00\x00\x00\x00\x89\x45\xFC\xEB\x07\xC7\x45\x00\x00\x00\x00\x00\x8B\x03\x56", "x????xxx????xxxxxxx?????xxx");
    	Functions::KeyValues_KeyValues += 7;
    	Functions::KeyValues_KeyValues = Functions::KeyValues_KeyValues + *reinterpret_cast< PDWORD_PTR >(Functions::KeyValues_KeyValues + 1) + 5;
    
    	Functions::KeyValues_LoadFromBuffer = Utilities::Memory::FindPattern("client.dll", (PBYTE)"\xE8\x00\x00\x00\x00\x8A\xD8\xFF\x15\x00\x00\x00\x00\x84\xDB", "x????xxxx????xx");
    	Functions::KeyValues_LoadFromBuffer = Functions::KeyValues_LoadFromBuffer + *reinterpret_cast< PDWORD_PTR >(Functions::KeyValues_LoadFromBuffer + 1) + 5;
    
    	Functions::dwCalcPlayerView = Utilities::Memory::FindPattern("client.dll", (PBYTE)"\x84\xC0\x75\x08\x57\x8B\xCE\xE8\x00\x00\x00\x00\x8B\x06", "xxxxxxxx????xx");
    }
    
    namespace Offsets
    {
    	// Addresses of loaded game modules
    	namespace Modules
    	{
    		DWORD Client;
    		DWORD Engine;
    		DWORD VGUI2;
    		DWORD VGUISurface;
    		DWORD Material;
    		DWORD VPhysics;
    		DWORD Stdlib;
    	};
    
    	// Virtual Method Table Indexes
    	namespace VMT
    	{
    		//CHL Client
    		DWORD CHL_GetAllClasses;
    
    		//Engine Client
    		DWORD Engine_GetScreenSize;
    		DWORD Engine_GetPlayerInfo;
    		DWORD Engine_GetLocalPlayer;
    		DWORD Engine_Time;
    		DWORD Engine_GetViewAngles;
    		DWORD Engine_SetViewAngles;
    		DWORD Engine_GetMaxClients;
    		DWORD Engine_IsConnected;
    		DWORD Engine_IsInGame;
    		DWORD Engine_WorldToScreenMatrix;
    		DWORD Engine_ClientCmd_Unrestricted;
    
    		// Panels
    		DWORD Panel_GetName;
    		DWORD Panel_PaintTraverse;
    
    		// Surface
    		DWORD Surface_DrawSetColorA;
    		DWORD Surface_DrawSetColorB;
    		DWORD Surface_DrawFilledRect;
    		DWORD Surface_DrawOutlinedRect;
    		DWORD Surface_DrawLine;
    		DWORD Surface_DrawSetTextFont;
    		DWORD Surface_DrawSetTextColorA;
    		DWORD Surface_DrawSetTextColorB;
    		DWORD Surface_DrawSetTextPos;
    		DWORD Surface_DrawPrintText;
    		DWORD Surface_DrawSetTextureRGBA;
    		DWORD Surface_DrawSetTexture;
    		DWORD Surface_CreateNewTextureID;
    		DWORD Surface_FontCreate;
    		DWORD Surface_SetFontGlyphSet;
    		DWORD Surface_GetTextSize;
    		DWORD Surface_DrawOutlinedCircle;
    		DWORD Surface_SurfaceGetCursorPos;
    		DWORD Surface_DrawTexturedPolygon;
    
    		DWORD Material_GetName;
    		DWORD Material_SetMaterialVarFlag;
    		DWORD Material_GetMaterialVarFlag;
    		DWORD Material_AlphaModulate;
    		DWORD Material_ColorModulate;
    		DWORD Material_IncrementReferenceCount;
    
    		DWORD MaterialSystem_FindMaterial;
    		DWORD MaterialSystem_CreateMaterial;
    
    		DWORD ModelRender_ForcedMaterialOverride;
    		DWORD ModelRender_DrawModelExecute;
    
    		DWORD ModelInfo_GetModelName;
    		DWORD ModelInfo_GetStudiomodel;
    
    		DWORD RenderView_SetBlend;
    		DWORD RenderView_SetColorModulation;
    
    		// Weapon entities
    		DWORD Weapon_GetSpread;
    	};
    
    	// Addresses of engine functions to call
    	namespace Functions
    	{
    		DWORD KeyValues_KeyValues;
    		DWORD KeyValues_LoadFromBuffer;
    		DWORD dwCalcPlayerView;
    	};
    
    };
    OFFSETS.H
    Code:
    #pragma once
    
    #include "Utilities.h"
    
    // Various offsets
    namespace Offsets
    {
    	// Sets up all the shit we need
    	void Initialise();
    
    	// Addresses of loaded game modules
    	namespace Modules
    	{
    		extern DWORD Client;
    		extern DWORD Engine;
    		extern DWORD VGUI2;
    		extern DWORD VGUISurface;
    		extern DWORD Material;
    		extern DWORD VPhysics;
    		extern DWORD Stdlib;
    	};
    
    	// Virtual Method Table Indexes
    	namespace VMT
    	{
    		//CHL Client
    		extern DWORD CHL_GetAllClasses;
    
    		//Engine Client
    		extern DWORD Engine_GetScreenSize;
    		extern DWORD Engine_GetPlayerInfo;
    		extern DWORD Engine_GetLocalPlayer;
    		extern DWORD Engine_Time;
    		extern DWORD Engine_GetViewAngles;
    		extern DWORD Engine_SetViewAngles;
    		extern DWORD Engine_GetMaxClients;
    		extern DWORD Engine_IsConnected;
    		extern DWORD Engine_IsInGame;
    		extern DWORD Engine_WorldToScreenMatrix;
    		extern DWORD Engine_ClientCmd_Unrestricted;
    
    		// Panels
    		extern DWORD Panel_GetName;
    		extern DWORD Panel_PaintTraverse;
    
    		// Surface
    		extern DWORD Surface_DrawSetColorA;
    		extern DWORD Surface_DrawSetColorB;
    		extern DWORD Surface_DrawFilledRect;
    		extern DWORD Surface_DrawOutlinedRect;
    		extern DWORD Surface_DrawLine;
    		extern DWORD Surface_DrawSetTextFont;
    		extern DWORD Surface_DrawSetTextColorA;
    		extern DWORD Surface_DrawSetTextColorB;
    		extern DWORD Surface_DrawSetTextPos;
    		extern DWORD Surface_DrawPrintText;
    		extern DWORD Surface_DrawSetTextureRGBA;
    		extern DWORD Surface_DrawSetTexture;
    		extern DWORD Surface_CreateNewTextureID;
    		extern DWORD Surface_FontCreate;
    		extern DWORD Surface_SetFontGlyphSet;
    		extern DWORD Surface_GetTextSize;
    		extern DWORD Surface_DrawOutlinedCircle;
    		extern DWORD Surface_SurfaceGetCursorPos;
    		extern DWORD Surface_DrawTexturedPolygon;
    
    		extern DWORD Material_GetName;
    		extern DWORD Material_SetMaterialVarFlag;
    		extern DWORD Material_GetMaterialVarFlag;
    		extern DWORD Material_AlphaModulate;
    		extern DWORD Material_ColorModulate;
    		extern DWORD Material_IncrementReferenceCount;
    
    		extern DWORD MaterialSystem_FindMaterial;
    		extern DWORD MaterialSystem_CreateMaterial;
    
    		extern DWORD ModelRender_ForcedMaterialOverride;
    		extern DWORD ModelRender_DrawModelExecute;
    
    		extern DWORD ModelInfo_GetModelName;
    		extern DWORD ModelInfo_GetStudiomodel;
    
    		extern DWORD RenderView_SetBlend;
    		extern DWORD RenderView_SetColorModulation;
    
    		// Weapon entities
    		extern DWORD Weapon_GetSpread;
    	};
    
    	// Addresses of engine functions to call
    	namespace Functions
    	{
    		extern DWORD KeyValues_KeyValues;
    		extern DWORD KeyValues_LoadFromBuffer;
    		extern DWORD dwCalcPlayerView;
    	};
    
    };
    
    struct COffsets
    {
    	DWORD m_iHealth;
    	DWORD m_fCameraInThirdPerson;
    	DWORD m_vecCameraOffset;
    	DWORD m_iTeamNum;
    	DWORD m_bDormant;
    	DWORD m_bGunGameImmunity;
    	DWORD m_lifeState;
    	DWORD m_fFlags;
    	DWORD m_Local;
    	DWORD m_nTickBase;
    	DWORD m_nForceBone;
    	DWORD m_mBoneMatrix;
    	DWORD m_nModelIndex;
    	DWORD m_viewPunchAngle;
    	DWORD m_aimPunchAngle;
    	DWORD m_vecOrigin;
    	DWORD m_vecViewOffset;
    	DWORD m_vecVelocity;
    	DWORD m_szLastPlaceName;
    	DWORD m_flNextPrimaryAttack;
    	DWORD m_hActiveWeapon;
    	DWORD m_fAccuracyPenalty;
    	DWORD m_Collision;
    	DWORD m_iShotsFired;
    	DWORD m_iWeaponID;
    	DWORD m_nMoveType;
    	DWORD m_nHitboxSet;
    	DWORD m_bHasHelmet;
    	DWORD m_ArmorValue;
    	DWORD m_CollisionGroup;
    	DWORD m_iClass;
    	DWORD m_bIsBroken;
    	DWORD m_angEyeAngles;
    	DWORD m_hOwnerEntity;
    	DWORD m_flC4Blow;
    	DWORD m_flFlashDuration;
    	DWORD m_iGlowIndex;
    
    	DWORD m_nFallbackPaintKit;
    	DWORD m_nFallbackSeed;
    	DWORD m_flFallbackWear;
    	DWORD m_nFallbackStatTrak;
    	DWORD m_AttributeManager;
    	DWORD m_Item;
    	DWORD m_iEntityLevel;
    	DWORD m_iItemIDHigh;
    	DWORD m_iItemIDLow;
    	DWORD m_iAccountID;
    	DWORD m_iEntityQuality;
    	DWORD m_OriginalOwnerXuidLow;
    	DWORD m_OriginalOwnerXuidHigh;
    	DWORD m_iItemDefinitionIndex;
    	DWORD m_iClip1;
    	DWORD m_bReloadVisuallyComplete;
    
    	//sigs
    	DWORD CalcPlayerView;
    	DWORD d3d9Device;
    	DWORD SendPacket;
    	DWORD GlowManager;
    	DWORD LoadFromBufferEx;
    	DWORD InitKeyValuesEx;
    	DWORD ServerRankRevealAllEx;
    	DWORD IsReadyEx;
    };
    extern COffsets offsets;
    
    namespace Offsets
    {
    	extern void GrabOffsets();
    }
    Last edited by u55dx; 03-29-2017 at 08:50 AM.

  2. #2
    AtiPLS's Avatar
    Join Date
    Oct 2015
    Gender
    female
    Posts
    12
    Reputation
    10
    Thanks
    4
    My Mood
    Dead
    the WeaponInfo struct has changed 90% thats the reason why it broke

    Updated one:
    class wpnInf
    {
    public:
    char _0x0000[2048];
    __int32 ammo_type;
    char _0x0804[52];
    __int32 weapon_type
    __int32 weapon_team;
    __int32 weapon_id;
    bool m_IsFullAuto;
    char _0x0845[3];
    float heat_per_shot;
    __int32 price;
    float m_flArmorRatio;
    float speed1;
    float speed2;
    __int32 crosshair_min;
    __int32 crosshair_delta;
    float m_flPenetration;
    __int32 m_iDamage;
    float m_flRange;
    float m_flRangeModifier;
    __int32 bullets;
    float cycle1;
    float cycle2;
    char _0x0880[416];
    float spread;
    float spread2;
    /*


    0x0800
    0x0838
    0x0840
    0x0844

    0x0848
    0x084C
    0x0850
    0x0854
    0x0858
    0x085C
    0x0860
    0x0864
    0x0868
    0x086C
    0x0870
    0x0874
    0x0878
    0x087C
    0x0A20
    0x0A24
    */
    };

    This is not mine i just saw someone posted the fixed one so i dont need to do it manually lol

  3. #3
    u55dx's Avatar
    Join Date
    Mar 2017
    Gender
    male
    Posts
    12
    Reputation
    10
    Thanks
    0
    Quote Originally Posted by AtiPLS View Post
    the WeaponInfo struct has changed 90% thats the reason why it broke

    Updated one:
    class wpnInf
    {
    public:
    char _0x0000[2048];
    __int32 ammo_type;
    char _0x0804[52];
    __int32 weapon_type
    __int32 weapon_team;
    __int32 weapon_id;
    bool m_IsFullAuto;
    char _0x0845[3];
    float heat_per_shot;
    __int32 price;
    float m_flArmorRatio;
    float speed1;
    float speed2;
    __int32 crosshair_min;
    __int32 crosshair_delta;
    float m_flPenetration;
    __int32 m_iDamage;
    float m_flRange;
    float m_flRangeModifier;
    __int32 bullets;
    float cycle1;
    float cycle2;
    char _0x0880[416];
    float spread;
    float spread2;
    /*


    0x0800
    0x0838
    0x0840
    0x0844

    0x0848
    0x084C
    0x0850
    0x0854
    0x0858
    0x085C
    0x0860
    0x0864
    0x0868
    0x086C
    0x0870
    0x0874
    0x0878
    0x087C
    0x0A20
    0x0A24
    */
    };

    This is not mine i just saw someone posted the fixed one so i dont need to do it manually lol
    It can't work

Similar Threads

  1. [Request] Problem Offsets CSS Programming
    By FLORIANDU94 in forum CounterStrike (CS) 1.6 Hacks / Counter Strike: Source (CSS) Hacks
    Replies: 0
    Last Post: 02-14-2016, 03:53 AM
  2. [Solved] Offset problem !!!
    By Mitacjo in forum Counter-Strike 2 Help
    Replies: 0
    Last Post: 06-23-2015, 08:37 AM
  3. CSCRACKED CSS OFFSETS PROBLEM
    By tvojama in forum CounterStrike (CS) 1.6 Hacks / Counter Strike: Source (CSS) Hacks
    Replies: 0
    Last Post: 04-03-2015, 04:10 PM
  4. [Help] problem offset for CF
    By kurobakaito in forum CrossFire Hack Coding / Programming / Source Code
    Replies: 5
    Last Post: 03-13-2011, 06:03 AM
  5. need help with offset problem
    By qplazm in forum General Game Hacking
    Replies: 1
    Last Post: 12-31-2008, 01:45 PM